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Walkthrough

by MikePenance

===============================================================================
                           GEX: ENTER THE GECKO (PSX)
         FAQ/Walkthrough (C) 2010 Mike Penance ([email protected])
                                V E R S I O N   1.0
                     Last Updated:  March 16, 2011  16:58
===============================================================================

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

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

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  THE HAPPY LAWYER DEPARTMENT

  This document may not be reproduced under any circumstances, except for
  personal, private use.  It may not be placed on any website or otherwise
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  on any other website or as a part of any public display is strictly
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  be held responsible for anything occurring from the misuse of this document.


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


  TABLE OF CONTENTS

    1.....Introduction [01.00]
            - A Word from Mike [01.01]
    2.....Controls [02.00]
    3.....Walkthrough [03.00]
            - Out of Toon [03.01]
            - Smellraiser [03.02]
            - Aztec 2 Step [03.03]
            - Gilligex Isle [03.04]
            - Frankensteinfeld [03.05]
            - Thursday the 12th [03.06]
            - www.dotcom.com [03.07]
            - Mao Tse Tongue [03.08]
            - In Drag Net [03.09]
            - Lava Dabba Doo [03.10]
            - Mooshoo Pork [03.11]
            - The Umpire Strikes Out [03.12]
            - The Spy Who Loved Himself [03.13]
            - Pangaea 90210 [03.14]
            - Fine Tooning [03.15]
            - I Got the Reruns [03.16]
            - This Old Cave [03.17]
            - Trouble in Uranus [03.18]
            - Texas Chainsaw Manicure [03.19]
            - Honey I Shrunk the Gecko [03.20]
            - Poltergex [03.21]
            - Lizard in a China Shop [03.22]
            - Gexzilla vs. Mecharez [03.23]
            - Pain in the Asteroids [03.24]
            - Bugged Out [03.25]
            - Samurai Night Fever [03.26]
            - No Weddings and a Funeral [03.27]
            - Chips and Dips [03.28]
            - Mazed and Confused [03.29]
            - Channel Z [03.30]
    4.....Cheats, Codes, and Easter Eggs [04.00]
    5.....Frequently Asked Questions [05.00]
    6.....Credits and Outro [06.00]


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

     After his first game in 1996, Gex retired, choosing to spend his days
rotting his brain with daytime television.  One day, maybe during an episode of
Supermarket Sweep, the face of Rez (the badass overlord of the Media Dimension)
flashes up on screen.  If you thought that couldn't get any dafter, a pair of
government agents show up shortly after and kidnap Gex.  After a bit of a
beating and quite a lot of bribery, Gex agrees to once again enter the Media
Dimension to track down Rez.


 ----- A Word from Mike -------------------------------------------- 01.01 ----

     Enter the Gecko, while a brilliant game (albeit slightly flawed at times),
was pretty much doomed to slide into obscurity the moment it arrived, as it was
unfortunate enough to be a 3D platform game released around the time of Super
Mario 64.  Every such game that came after it as branded a poor copy and kicked
down a hole in a prompt manner.  Gex, fortunately, spent his first game
garnering a cult following, and is more fondly remembered than most, which is
why we're both here.


 ===== Controls ==================================================== 02.00 ====

                  L1/L2              | |                R1/R2
                _,.--.,_             | |              _,.--.,_
               |  _____ |            | |             | _____  |
               |-'     `'.___________|_|____________,'`     `-|
             ,'    __     `.                      ,'    .,.    `.
            /     |  |      \       SONY         /     (/_\)     \
           !   __  \/  __    |                  !  ,-.  `-'  ,-.  |
           |  |__ >  < __|   !__SELECT   START__| ([] )     ( O ) !
           !       /\        ___`-.        ,-'     `-'  ,-.  `-'  |
           |\     |__|     ,'   `. \ANALOG/ ,'   `.    ( X )     /|
           | `.           /  L3   \ |    | /   R3  \    `-'    ,' |
           |   `-.____,-. \       / |____| \       / ,-.____,-'   |
           |           ,'\ `.___,' /      \ `.___,' /`.           |
           |          /   `-.___,-'        `-.___,-'   \          |
           \         /                                  \         /
            \       /                                    \       /
             `.__,-'                                      `-.__,'

     L1: Rotates the camera left.

     L2: Crouch.  If you press and hold this while running, then perform a
       regular jump, Gex will do a flying kick, doing damage to enemies and
       increasing the horizontal distance he can travel.

     L3: Not used.

     R1: Rotates the camera right.

     R2: Not used.

     R3: Not used.

      S: Attacks and, well, that's it.

      T: Switches to first-person view mode.

      O: Eats a fly.

      X: Jump.  Pushing it again while in the air will cause Gex to perform a
       spring jump, allowing him to gain extra height and damage enemies.

      D-Pad: Moves Gex around as well as doing all the boring menu stuff.

     Select: Calls up the stats screen.

     Start: Pauses the game.


 ===== Walkthrough ================================================= 03.00 ====

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

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

Just so you know, the items you have to collect are split into three groups.
Once you've collected all the items in the first group (30), you'll receive an
extra life and all the items in the level will change into the second group
(40).  Once you've collected all of those, you'll receive another life, and the
items will change into the final group (50).  Upon collecting those, that's
when you'll receive the Reward Remote (if you already have it, you'll receive
another extra life).

If, for some strange reason, you can't see any more items or enemies (which
should never, ever happen), consider that lives are easy to get and that dying
resets the enemies without resetting the items you've collected.  On a related
note, just because you've already collected an item, it doesn't mean that's it.
Once you move on to the next group of items, previously collected items will
sometimes reappear.


 ----- Out of Toon ------------------------------------------------- 03.01 ----

 === Jump to the Teetering Rock ===

     Those nearby Flowers may look sweet, but they'll flatten you with a mallet
if you get too close.  Take the high ground to the left, but watch out for the
wall with the rabbit-shaped hole in it, as that particular section slides out
every few seconds.  It's nothing sinister, but if you get pushed off the edge,
you'll have to walk back round.

As the sign ahead suggests, look up.  In the Hard Head Area, an assortment of
heavily amusing objects will fall from the sky, including but not limited to,
glandular people with bouffants.  If you see a shadow appear on the ground, be
quick to change your direction, unless you want to change shape (my advisers
assure me that a pancake is indeed a shape).

The stream just ahead of you contains Piranhas, really lame Piranhas - they act
as you'd expect, but they're slow and weak.  There's a Green Fly over in the
corner near the Flower - even if you already have full health, grab it, as it
will act as an extra hit point.  Well, anyway, ride the wooden platform up and
continue along.  'Wabbit Season is Open,' it seems, so hop down the hole, Doc.

You're now inappropriately dressed as a rabbit - didn't see that coming, right?
Head straight, avoiding the Bear Traps flagrantly strewn around.  The Hunter
here isn't of much concern at the moment, so dodge him and his wabbit-seeking
bullets.  There are Bear Traps aplenty up ahead, some of which have taken to
actively trying to bite you.  They can't be stopped, only avoided.  At the top
of the log ramp, the ledge to the right leads round to a Purple Fly.  Back on
track now; once you reach the stumps, use them to get to the top of the cliff.

The exit hole isn't far away from here, but in your way stands one final Hunter
and several more Bear Traps.  As you emerge from the wabbit hole, look straight
ahead, the television with a chequerboard pattern is a checkpoint marker - hit
it and you'll start off here the next time you die.

Make your way up and across the log, but watch out for the gust of wind that
blows periodically, as it'll knock you off.  Instead of going up and across the
next log, turn around.  Hitch a ride on the moving platform to get across to
the Purple Fly.  The Hopper living next to it isn't the greatest of threats,
but it can certainly knock you off the platform before you can grab the life.

Head back up and cross the log, then continue up and across the second one.
If you feel like it, there's a Green Fly in the corner before the second log.
Once across, head through the tunnel to the left and murder the Hopper.  If you
are craving some more items, smash the traffic lights about a bit to reveal
some.  Cross the tracks in front of you (don't worry, there aren't any trains,
actually, there's barely any track) and climb the rocky platforms.

At the top of the first cliff, head left, there are two moving walls here to
slink your way past.  Once past them, hop onto the small collection of rocks
and use them to reach the top of the wall closest to you.  From here, you can
run along the top of the second one to reach a platform.

From your little piece of rocky respite, jump over to the teetering rock that's
alluded to in the hint.  If you simply run towards the platform with the Remote
on, the rock is going to tilt forward, doing you no favours.  Tilt it backwards
first, then make your run for the Remote.


 === Hunt the Two Hunters ===

     This one is easy, really easy.  Return to the wabbit hole and take care of
the two Hunters you encountered previously.  Their bullets aren't the smartest
or the quickest, and can be removed from the air without too much fuss, and as
for the Hunters themselves, three hits will see them down and out.  Once you've
taken care of them both, the Remote will appear where you encountered the first
Hunter.  Head back and get it, eh?


 === Whack Five Purple Mushrooms ===

     It's really as simple as it sounds; find the Purple Mushrooms, whack the
Purple Mushrooms, be home in time for tea.  The first one is immediately behind
your starting position.  For the second one, head down the right side of the
level and check behind the large rock.  Number three?  Head over to the Hard
Head Area and hop onto the nearby girder.  It works just like the teetering
rock, so tilt it backwards before running forwards.  Over at the other side is
the third Purple Mushroom, a Hopper, and a Purple Fly.

Make your way back across the girder and use the rainbows near the waterfall to
climb up (or ride the platform, your choice).  The fourth Purple Mushroom is
just to the left.  Across the other side of the stream, where you'd normally
jump up and head towards the wabbit hole, follow the path around to the right
instead.  You really can't miss the fifth and final Purple Mushroom next to the
Flower.  With all whacked and done, the Remote appears near the bottom of the
waterfall.

 o-INFO----------------------------------------------------------------------o
 | With your 3rd Red Remote, the White Gate Area boss level -- Gilligex Isle |
 | -- will be open for business.                                             |
 o---------------------------------------------------------------------------o


 === Hidden Silver Remote ===

     From the fourth Purple Mushroom, head around to the left and drop down
onto the snowy area.  Just below you is the sliding wall from the start of the
level.  Wait until it slides out, then run across the top of it to reach the
platform with the Silver Remote.


 ----- Smellraiser ------------------------------------------------- 03.02 ----

 === Survive the Haunted Mansion ===

     Make your way up the stairs and take the only exit from this area, the
door across the gap.  The Pumpkin in this room acts just like a Hopper, except
it's a pumpkin.  Jump up onto the ledge and make your way round to the metal-
coated wall; you can climb it by pushing towards it.  At the top, watch out for
the moving wall near the broken section of floor - touching it will damage you.

Head through the door and battle with the Monster.  One blow will see its arm
fall off, the next will see it lose a leg, and the third will see it defeated.
If you want any items from it, be sure to smack it about as it lies on the
floor.  Make your way up and around, then climb the wall (you can climb the
wall opposite this one for a Green Fly.

At the top, use the chandelier to make it across to the other side of the room.
If you're hankering for some extra items, turn to face the hole in the wall to
the left and crouch, you'll scare the daylights out of something and receive a
few items.  Make your way over the next gap and take out the Pumpkin (mind the
wall).  Head through the door and pay close attention to the sign, then have a
wander down the stairs and activate the checkpoint.  To your left is a glowing
red lantern hovering in the air, accompanied by a Poltergeist.  If you step
into the light, it'll change to green, rendering the Poltergeist incapable of
harming you (very Stop & Go Station).

On the bright side, it won't follow you overly far, as it much prefers to hang
around its lantern.  Grab the Purple Fly here and head up the stairs to the
left.  At the top, take out the Skull before it causes you problems with its
flame breath, then hop the nearby gap and head through the door.

Welcome to the basement, it's flooded with toilet water, enjoy your stay.
Use the platform on the left side of the room to get out of the water (there's
a Green Fly here).  Exit the room through the only other available door and try
not to run straight into the axes in the next room.  If you did, you can find
another Green Fly to the left.  To continue, head right and smash the Pumpkin,
then scale the bookcase.

Kill off another of those Skulls and use the chandelier to get across the gap
(watch out for the wall here).  Over at the other side, prepare to face the
second cousin of Chuckie, the Killer Doll.  This nasty piece of work tends to
tread quickly, carrying with it a kitchen knife.  On this occasion, it can't
get down from the step it's on, so you can ignore it.  For future reference,
when you first hit it, its head will fly off and land on the ground; until you
hit the head again, the body will keep attacking.

Just ahead lies another Poltergeist with a love for a lantern.  Stay in the
light until the table spanning the gap to the right reappears, then go for it.
Across the gap, you're presented with two doors - a large one and a small one.
Head through the small one to find the Remote.


 === Smash Five Blood Coolers ===

     In the room with the first Pumpkin, hop onto the table to find yourself
taken for a ride.  Up here, you'll find a Red Fly (invincibility) and the first
Blood Cooler (you can only break the glass, so you'll need to jump).  At the
top of the third room (the one with the Monster), the second one can be found
to the right of the exit door.

After you've stepped into the light to ward off the Poltergeist, don't climb
the stairs to the left, head round to the side of them instead.  Here, you'll
find the third Blood Cooler and a Green Fly.  After you've exited this area,
turn around to see the fourth one behind you.  In the final room, make your
way onto the ledge above the door to find the final Blood Cooler and a Purple
Fly.  The Remote appears near the first Poltergeist you encountered.


 === Ride the Haunted Elevator ===

     Firstly, the elevator you need to ride is through the large doors at the
end of the level that you previously avoided.  Secondly, the elevator won't
work until you've activated it by means of a switch.  The switch?  It's behind
the bookcase near the second Blood Cooler, just walk into it and it'll rotate.
The elevator will drop you off in the room with the Remote.


 === Hidden Silver Remote ===

     In the room at the bottom of the elevator, jump off the right side of the
walkway and you'll find the Silver Remote sitting above the water (as shown in
the hint).  If you follow that stream of water and climb up the ledges at the
end, you'll find a Purple Fly.

 o-INFO----------------------------------------------------------------------o
 | With your 3rd Silver Remote, a new bonus level -- Aztec 2 Step -- appears |
 | at the bottom of the ramp leading to Smellraiser.                         |
 o---------------------------------------------------------------------------o


 ----- Aztec 2 Step ------------------------------------------------ 03.03 ----

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

     You have three minutes to find 50 items in order to win the Gold Remote.
The main room will provide you with 25 items - they're in plain sight, which is
nice.  In the bottom-left and top-right corners, there are pressure-plates
(raised stone squares with circles drawn on them), make sure to activate these
by standing on them.

In the room at the far side of your start point, you'll find the rest of the
items.  They aren't in plain sight, though, they're behind the doors.  To open
the doors, you need to stand on the nearby pressure-plates.  Work your way
round the room, starting from the left, standing on every pressure-plate you
see (not every plate works).  Once you've collected them all, you'll earn an
extra life, but won't automatically acquire the Remote.  With your last item,
the floor will lower.  Drop down and head right to find the Remote.


 ----- Gilligex Isle ----------------------------------------------- 03.04 ----

 === Hit the Blue Fireballs to Beat the Tiki Bros. ===

     The battle takes place around the rim of a giant cooking pot, with the
Tiki Bros. safely in the distance.  You can't combat them directly, but that's
not the idea, anyway.  When a Tiki Brother throws fireballs at you, hit the
blue one to send it right back at him.  If it hits, they'll fall into the pot
and, well, die horribly.  The pillars, by the way, will block any fireballs
that hit them.

Once the first Tiki Brother has been defeated, walls of fire will sweep from
the sides of the screen towards the middle.  If you're standing in the middle,
you'll be able to jump them both at once.  To make things a little harder, this
will now happen every time a Tiki Brother finishes attacking.

Only the middle Tiki Brother could be hit from the middle of the arena, so you
will have to move around to make sure you're directly facing the next one you
want to hit.  With the Tiki Bros. gone, the gate straight across from Gilligex
Isle will open.  Considering there's nothing else to do here, you know where
you need to go.


 ----- Frankensteinfeld -------------------------------------------- 03.05 ----

 === Run the Axe Gauntlet ===

     Drop from your starting point and smack the Pumpkin before heading through
the door.  If you're wondering, that glowing purple tile will do you no good if
stepped on.  In the next room, you're presented with three doors and a hole in
the floor.  Get the idea of jumping down the hole out of your head - it's quite
fatal.

The room is circular and the camera doesn't lend itself to being rotated here,
so finding the door you want may not always be easy if you get disorientated.
The room you want is to your left (Gex' right).  Head left and up the ramps.
At the top, dismember the Monster and use the vanishing platform to get across
an expanse of that nasty purple stuff.

At the other side, you'll have the opportunity to recycle another Monster and
grab a Green Fly.  At the top of the nearby slope, a Poltergeist is bowling its
head towards the bottom.  The head tends to bounce at a peculiar angle, so
avoiding it is more down to luck and speed than anything.  Unlike previously-
encountered Poltergeist, this one can be killed.  To your right, across the
gap, is a wall you can climb on.  It's not really special, but it leads round
to a Purple Fly.

Cool people head left to make progress.  Follow the path around and dispatch
the Killer Doll that you encounter along the way.  Head over the pentagrams and
mash the Pumpkin before heading right.  There's another Poltergeist throwing
its head around like �twas 1799, but once you're up the first ramp, you're safe
from it.  Keep heading up and jump over the purple panels of peril.  Just ahead
of you, you'll find the axe gauntlet.

The gauntlet consists of three suits of armour on a zigzag path surrounded by
some more purple damage panels.  Actually, bit of an anti-climax, because it's
not really a gauntlet, and it's really very easy.  The door at the end leads to
the Remote.


 === Head Down the Ramp ===

     From the circular room, take the door on the right (Gex' left).  Kill the
Monster and jump over to the platform with the Pumpkin.  Try not to fall, or
the slime will drop you onto the damage panels below, then you'll need to climb
up, which is a drag.

From this platform, use the vanishing platform to reach the chandelier, then
jump from there over to the second one.  Once you step foot on it, it'll lower,
allowing you to jump across to the other side.  From here, take care of the
Pumpkin and cling to the wall.  Head all the way round to the left and drop
down.  Take the ramp from this area and climb the wall behind the suits of
armour.

Head through the hole and drop down into the next area and do battle with the
Monster and the Pumpkin.  There's a Green Fly here, which is nice.  With that
done, head through the door.  Welcome to the aforementioned ramp.  Jump over to
it and waste that Pumpkin.  Head down the ramp, keeping an eye open for the
Killer Doll.

Below this ramp, there are a couple of things you can do.  Firstly, you can
jump on that grey platform to the right; secondly, you can jump over to the
door on the left.  Jumping on the platform starts the clock at the other side
of the room chiming, which in turn opens a secret room below the ramp the clock
is situated on.  In that room, you'll find a pretty cool set-piece and a Purple
Fly.

The room that you can jump over to isn't worth the hassle, however, as it leads
to a time-consuming platforming sections (the platforms slide in and out of the
wall, meaning you need to time your jumps accordingly or you'll have to start
from the bottom again).  Your only reward is a Purple Fly.

Anyway, carry on in the direction you were heading before I distracted you and
head past the suits of armour.  From the top of the next ramp, jump over to the
right and make your way up towards the top of the room (there's a Pumpkin about
halfway up that likes to knock you back down).  Head through the door at the
top to find the Remote.  This one, however, is guarded by a head-throwing
Poltergeist, so mind how you go.


 === Stick Across the Ceiling Maze ===

     The hardest part of the maze is finding it.  From the circular room, head
through the door to the left (the door that leads round to the axe gauntlet).
Continue as if you were heading to run the gauntlet (passing the first suit of
armour and wasting the Killer Doll).  When you jump up, instead of heading over
the pentagram floor, head back towards the suit of armour.  Above it is a
vanishing platform.  Use said platform to reach the other side of the gap, then
jump over to the green-tinted platform (mind the Pumpkin).

Jump over to the vanishing platform, then over to the chandelier.  As with most
chandeliers, they'll lower when stepped on, and will drop you off near to where
the first Monster of the area is.  Obviously, you don't want that to happen, so
be quick.  Sometimes there's a Monster waiting for you at the other side,
sometimes there isn't.  Either way, jump down to the next level and follow the
path around to the vanishing platform, which should be used to clear the gap.

After a lot of walking, you're now at the start of the maze.  Cling to the wall
and climb to the ceiling.  Head right from the first corner (as before that,
there's no choice), then left, then finally right to reach the end of the maze.
On the ceiling are a few spiky enemies, they float backwards and forwards over
certain sections of the maze and can be avoided by simply waiting until they
move out of the way.  If you get hit you, you won't fall.

Drop down and head through the door, where you should jump the gap and smash
the Pumpkin before exiting through the only other door.  Follow the walkway
around (be mindful of the Pumpkin before the rail and the Killer Doll after)
and head through to door to reach the Remote.  The Remote is guarded by some
more of the spiky enemies from the maze.  They orbit the walkway, but won't
knock you over the edge or drag you down if they hit you.

 o-INFO----------------------------------------------------------------------o
 | With your 9th Red Remote, the Central Area boss level -- Mooshoo Pork --  |
 | will open up.                                                             |
 o---------------------------------------------------------------------------o


 === Hidden Silver Remote ===

     From the circular room, take the door to the right (the one you took for
'Head Down the Ramp') and jump over to the platform with the Pumpkin.  To your
left is a rather suspicious red window; jump over to it and keep moving forward
to find the Remote.

 o-INFO----------------------------------------------------------------------o
 | With your 6th Silver Remote, a new bonus level -- Thursday the 12th makes |
 | an appearance next to Aztec 2 Step.                                       |
 o---------------------------------------------------------------------------o


 ----- Thursday the 12th ------------------------------------------- 03.06 ----

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

                 o-----o-----o-----o I tried to explain this without a map.
                 |     |     |     | I got tongue-tied and lost consciousness.
         2       |  R  |     |  X  | So, yeah, here's a map.
                 |     |     |     |
           o-----o-----o-----o-----o The numbers you see to the left of the map
           |     |     |     |     | indicate the number of items you'll find
         2 |     |  C  |  C  |     | on that particular floor.
           |     |     |     |     |
           o-----o-----o-----o-----o As for the numbers inside the map, they
           |  C  |     |     |     | show you which door to take and where that
         3 |  9  |     |  L  |     | door will place you on the next floor.
           |  X  |     |     |     |
           o-----o-----o-----o-----o C = Chandelier (drops to floor below).
           |     |  C  |     |  C  | L = There's a Purple Fly behind this door.
         4 |     |  9  |     |  8  | R = Door that leads to the Gold Remote.
           |     |     |     |     | S = Stairs.  Climb them, yeah.
           o-----o-----o-----o-----o
           |     |     |     |     | The floor below the top cannot be reached
         3 |  7  |  8  |  C  |  L  | via a door, so you'll have to drop down
           |     |     |     |     | to reach the last two items, then make
           o-----o-----o-----o-----o your way back up.
           |  C  |     |     |     |
         5 |  6  |     |  7  |     |
           |     |     |     |     |
           o-----o-----o-----o-----o
           |     |           |     |
         5 |  5  |     C     |  6  |
           |     |           |     |
           o-----o-----o-----o-----o
           |     |     |     |     |
         4 |     |     |  5  |     |
           |     |     |     |     |
           o-----o-----o-----o-----o
           |           |     |     |
         5 |     S     |  4  |     |
           |           |     |     |
           o-----o-----o-----o-----o
           |     |     |  C  |     |
         5 |  4  |     |  3  |     |
           |     |     |     |     |
           o-----o-----o-----o-----o
           |     |     |     |     |
         4 |     |  2  |     |  3  |
           |     |     |     |     |
           o-----o-----o-----o-----o
           |     |     |     |     |
         4 |  1  |     |     |  2  |
           |     |     |     |     |
           o-----o-----o-----o-----o
           |     |     |     |     |
         4 |     |  1  |     |     |
           |     |     |     |     |
           o-----o-----o-----o-----o


 ----- www.dotcom.com ---------------------------------------------- 03.07 ----

 === Scale the Bionic Launch Tower ===

     The green ball of light you see before you is the key to getting anything
done around here.  Walk into one and you'll receive a charge which can then be
used to activate various objects, such as bridges and platforms.  Oh, yes, and
those Capacitors you see hopping around make up the majority of the enemies you
will encounter in Circuit Central.  They spend most of their time hopping on
the spot, hoping to stick their pins through your feet.

Grab charge and climb the block directly in front of you.  In front of you, you
will find a use for that charge - hop onto the green platform and you'll be
propelled upwards.  From the top of the launchpad, follow the path around and
ride the next launchpad.  From here, follow the path around and head through
the blue panel.

Inside, you've a little platforming to do.  The purple platforms, despite being
transparent, are always solid.  The current that periodically passes through
them serves only to highlight them.  And electrocute you.  Serves only to
highlight them and electrocute you.  On this particular stretch of path, there
are two separate currents.  As for falling, it's delightfully non-fatal.
However, falling will see you sent back to the beginning of the area.

From the first solid platform you come to, use the green platform to cross the
gap.  On the other side, if you head back towards the way you came, you can nab
a Purple Fly.  On this side, there's only one electrical charge, but it's
coming straight at you.  On the last section, you'll find three charges coming
at you.  The first one is much quicker than the other two, so you'll need to
time your jumps carefully.  Head through the blue wall at the end to reach the
fabled Bionic Launch Tower, which is neither bionic or launch-y.

Grab the charge and ride the launchpad behind you and to the left.  You have
another one to ride before the charge wears off.  Again, with the next charge,
you have to get in two launchpads before it wears off.  Your only obstacles in
this not-so-perilous perilous journey are a three Bugs (they just fly at you,
nothing else, just a vain attempt to bump your face in).  This final charge
needs to get you up three floors.  You can find the Remote on the top floor,
guarded by a Mech (trip it with your tail, then smash it before it gets up).


 === Cross the Data Bus Bridge ===

     Grab a charge, then climb the block in front of you and slightly to the
left.  Up on the third block, you can grab another charge.  At the top of the
nearby launchpad, step on the green glowing block to extend an energy bridge.
Follow the bridge to its conclusion and head right, through the blue wall.

Inside, you've a little platforming to do.  This bit with the purple platforms
is similar to the last one, but much easier.  Across the other side, head
through the blue wall to be greeted by a checkpoint marker.  Just past it, you
will need to grab the charge and activate the bridge in front of you.  You have
another two bridges after this, so make sure you get them all on one charge.
If you should fall into the room below, use the yellow panels to climb back up
to the start of this section.

Head across the final bridge and smack the Bug one before heading through the
blue panel.  In the next area, you'll encounter a rather annoying platform.
The platform orbits the centre of the room, but by striking the green switch
next to it, the platform will detach and go flying, only stopping when it hits
a wall. At which point, it'll bounce off and fly back to its point of origin.
If you should fall, grab the charge from the centre of the room and use the
launchpad to get back up.

Providing you figure out that you need to hit the switch just before the
platform points towards the area across from you, you'll be fine.  In the final
area, continue forward until you spy the Mech on the platform with the charge.
Make your way up there and give it a piece of your mind.

Grab the charge and head back the way you came.  You can spring jump onto the
last green block on the left.  From there, jump over to the platform next to it
(it drops once activated), then over to the next green block.  Head across the
newly-formed bridge, then jump over to the block with the charge on (it's quite
hard to see, so just jump for the charge).  Fully-charged again, spring jump
over to the next green block and head across the bridge it forms.  Jump over to
the green platform and ride it over to the Remote.


 === Hidden Silver Remote ===

     On the penultimate floor of the Bionic Launch Tower (i.e. the second floor
after the third charge), you'll find the Remote in the top-right corner.
Simply jump over to it.


 ----- Mao Tse Tongue ---------------------------------------------- 03.08 ----

 === Defeat the Deadly Dragon ===

     There are two ways you can head from here, but on this occasion, you need
to head past the 'Fish' sign (to the left).  The building to the left can be
broken into via either the window or the door - cool people favour the window.
Inside, you'll be confronted by a Ninja.  Rather than flip out and kill you,
this one will amble up to you and attempt a horizontal slash.  Simply step back
and smack him until he's down.

Head through the door that's just opened and prepare to face another Ninja over
by the cushions.  Red Ninja prefer to attack from a distance with shurikens
(can be knocked out of the air or ducked).  Despite their different taste in
weapons, they'll go down just the same once you get close enough.

Hop on to the spinning platform ahead, then jump over to the platform with the
gong (the wall behind it is breakable, and conceals items).  Once struck, the
stairs in front of the exit (to the right) will raise, allowing you to reach
it.  Straight across from where you hopped on the platform, you can find a
Green Fly.  Behind the panel, you'll find some more items.  If you fall off at
any point, the yin yang symbol on the floor acts as a launchpad.  This will
take you up to the window.

Break the window and head round to the suit of gold armour.  Once you get close
enough, it'll spring to life and attempt to fillet you in a similar manner to a
Ninja (only with longer range and quicker attacks).  With the exception of its
head, it's invulnerable.  Your first hit will remove its helmet, the second its
funny little head.

With the Samurai quite dead, the door to the left will unlock.  Try not to fall
from the roofs here, as you'll end up right at the start.  I hate walking, you
hate walking, it's lose/lose.  Follow the roof round to the left, dispatching
both Ninja when you come to them (hiding behind vases).  The door near the
second Ninja will now unlock.

With the exception of hitting the gong to open the nearby door, there's nothing
to do in this next room.  In the next area, head round to the right and climb
up the yellow panels on the wall.  Before you can do that, though, you'll need
to take out the Fire Head guarding them.  These heads behave exactly like the
Skulls you encountered in the horror levels, they just have, well, skin.

At the top of those lovely yellow panels, you can smash the door to reveal a
Green Fly.  Now, jump over to the cannon; to fire it, simply tail whip it - go
on, give it a go.  To actually reach the exit you've just blown open, stand
near the front of the cannon and push in the direction of one of the gongs.
Once you've shot both of them, the stairs in front of the exit will raise.

The exit brings you out in another blue-coloured corridor.  Your only company
is a Green Fly and the Ninja hiding out near the vase.  Do what you will, then
exit through the window.  You're back on the rooftops - as before, falling
isn't advisable.  Follow the roof around to the left (don't miss the checkpoint
marker) and make your way across the yellow panels.  Over at the other side,
smash your way through the window and take out the lone Ninja before exiting.

Back out in the street, head left and dispatch the Samurai.  The Scorpions you
see up on the ledge should be treat just like quicker versions of the Mech.
Sweep them, then go to town while they're sunny side down.  At the top of the
ledges, take out the Fire Head, then make your way right.  Here, you'll find
another launchpad.  Not only do they boost the height of vertical jumps, they
boost the height of horizontal jumps, so try one of those.

Once you're over the gap, jump at the pole to slide your way towards the next
platform.  That very platform contains a Green Fly and another Fire Head; it
also contains another launchpad that you can use to span the gap and reach
another pole.  At the bottom of that pole, you'll be ambushed by two Ninja -
fortunately, they still suck, and your tail whip covers a full circle.

Climb the ledges and slide down one last pole to reach the exit.  Another room,
another Ninja, another window to break - oh, happy days.  Out on the roof, you
still shouldn't fall, and left is still the preferred direction to head in.
Just around the corner, a sneaky Ninja waits to Ninja you to death.  Ride the
pole down to the next roof, and take care of the Ninja near the vase to open
the door.

Out on the street, you'll find a Red Ninja at either side of you - be quick and
remove them, lest thee find thy self skewered.  With those down, two more will
appear (if they don't, head forward a bit to trigger them).  With those down,
four regular Ninja will join in.  Providing you lived, your attention will be
drawn to the diamond-shaped block that just appeared.

Oh, and if you're wondering, behind those doors are some more items (if you're
somehow running short).  Jumping onto that diamond-shaped block allows you to
reach the yellow panels above your head.  Follow the panels around to reach the
ledge.  Up here is where you'll find the Dragon.  In fact, you might want to
hang around on the yellow panels for a little while until you see it go past.
The Dragon flies round the area, spewing flames with considerable range at you.
Behind the panels in front of you, you'll find a Green Fly - you'll need it.
Behind the other panels in this area, you'll only find items.

To kill it, you'll need to make use of the cannon in the centre.  Try not to
aim the cannon, rather, wait for the Dragon to fly in front of it.  Your goal
is to avoid its flames until then (believe me, they can and will reach you).
As long as you always keep the Dragon in sight, you'll be fine.  Each hit will
remove one section of the Dragon, once its down to just the head and one other
section, one more hit will kill it (eight hits in total).  With the Dragon
made dead, the doors will open.  In the room behind them is the Remote.


 === Traverse the Rocking Pillars ===

     Choose to head right this time and smash your way into the Moo Shoe Store.
Inside, defeat the Ninja to open the door.  Swinging blades, eh?  Head down and
right to reach the yellow panels that'll take you closer to them.  Just before
said panels, two Ninja will appear, so make them disappear.

Fortunately, those swinging blades are no more deadly than anything else here,
simply removing a single hit point per slice.  Use the camera to get a look
from the side, so you can see exactly where the blades are hitting.  Once past
them, you'll need to be quick over the dark section of walkway, as they'll drop
when stepped on.  At the other side, take care of the Red Ninja and jump over
to the single yellow panel on the wall.  This panel will spin round and drop
you in the next room.

Strike the gong in front of you to raise some pillars, allowing you access to
the upper part of the level.  Kill the Fire Head and use either launchpad to
reach the platform above (there's a Green Fly here).  To reach the exit, you're
going to have to time your run not only past another swinging blade, but also
past an entire walkway made of the dark blocks.  The blocks are your real enemy
� if you have to take a hit from the blade, do so.  Across the other side,
strike the gong to open the door.  The exit is just down this small corridor.

Upon the ugly carpet, you must fight five Ninja to reveal a pair of launchpads.
Take the one on the left side of the room and strike the gong over to the left.
Around the other side of the room is another gong; in your path is a single
Fire Head.  With the second gong struck, a yellow door panel will appear near
to where the Fire Head was � hop on and go for a ride.  Happily enough, this
brings you out in the final room.

Make your way straight ahead and use one of the launchpads to reach the yellow
tiles above.  On the platform they lead to, you'll be able to see your goal
ahead � the crossing of the rocking pillars.  This is actually quite easy, as
the pillars don't really rock, they just sway gently.  They can't shake you
off, so take your time and allow the pillars to lean in the direction of the
next one.


 === Hidden Silver Remote ===

     In the room with the spinning platform (left from the start), instead of
breaking the window to leave the area, spring jump onto the orange sign.
From here, you can reach the next section of roof.  Behind the first panel,
you'll find the Silver Remote.

 o-INFO----------------------------------------------------------------------o
 | With your 9th Silver Remote, a new bonus level -- In Drag Net -- drops in |
 | to pay a visit to the Central Area.                                       |
 o---------------------------------------------------------------------------o


 ----- In Drag Net ------------------------------------------------- 03.09 ----

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

     Oddly, nothing about being dressed as a woman.  This level may seem quite
chaotic (it's certainly very noisy), but it's a simple affair.  On the street
itself, you can find 27 items in plain sight.  With those gone, turn your
attention to the fire escapes.  Start with the one to the left of the start
point and work your way up.  At the top, you can slide down the cable to reach
the one opposite.

After you have collected all the items here, ride the cable down to reach the
one opposite.  Make your way around the fire escapes (being sure to collect any
items below you) and across the rail bridge.  The A Train is always right on
time, and will smash your face in if you're not paying attention.  Don't worry,
though, if you haven't already noticed, dying in a bonus level doesn't count.

The final couple of items come from riding the other cable at the top of the
first fire escape you climbed.  Once you've got all the items, the A-Train will
stop and allow you on board to reach the Remote.

 o-INFO----------------------------------------------------------------------o
 | With your 4th Gold Remote, a new secret level --- Lava Dabba Doo -- will  |
 | appear on top of the archway above Gilligex Isle.  The chequered tiles on |
 | the first arch can be climbed, allowing you to get on top.  The platform  |
 | there will take you to where you want to be.                              |
 o---------------------------------------------------------------------------o


 ----- Lava Dabba Doo ---------------------------------------------- 03.10 ----

 === Navigate the River of Fire ===

     Head right and climb up onto the ledge.  From here, you'll be able to get
a better look at the moving platforms, one of which is right next to you.
Ride it up and make your way from platform-to-platform.  The exit to this area
can be found at the top.

To get where you wanna go, you're gonna have to face that boulder.  Well, two
boulders, actually.  They roll down two slopes that are parallel to each other;
when they reach a ramp, they'll be launched into the air, this makes standing
next to one of these ramps a pretty good idea.  In between the slopes are
several lava pits interspersed by small tracts of land.  If you fall, hope you
land on one of those.  At the top, you can grab a Green Fly.  If you should
fall near the end, you'll have to cling to the wall and head back to the start.

In the next area, fear the mighty Egg with Legs!  Not really, it's a bit of a
loser.  Fear the vast expanse of lava, though.  Not only will the lava boil
you, but the Leviathan that dwells in it will snap at your heels.  To the left,
across the lava, is a wall you can cling to.  Make a good jump over to it, then
follow that path as around.  The path isn't overly safe, what, with the Ants
and fireballs, but there's nothing too strenuous, and there's certainly nothing
that will knock you off.  From thine lofty perch, hop down and head over the
gap in front of you.

That Prehistoric Gecko you see isn't too much of a threat, just watch out for
its tail, as it'll give you a slap even after being severed.  Keep heading the
way you're going and use the sticky wall to get past the lava pit.  The teeth
in the ground at the end of this little bit can be smashed to allow progress.

Around to the left, you have to make a large jump towards the sticky wall.
If you fall, then you're right back at the start of the level, and it's a long
hike back.  Dispatch the Egg and head over the lava pit, then climb the ledges
and grab the probably much-needed Green Fly at the top.  Head right and climb
the wall - at the top, move next to the target and drop from the ceiling.

From here, jump over to the sticky wall and follow it to its conclusion, where
you should drop down.  In this last area, prepare for a raft ride.  Hitch a
ride on the first raft you see, then hop over to the little island with the
checkpoint marker.  Progress saved, hop onto another raft and be prepared to
knock the teeth out of the archway ahead - unless you like swimming in fire.

When the raft reaches the plumes of fire, jump over to the sticky wall and head
round to the end.  From here, the only thing you can do is wait until a raft
sails past and drop down onto it.  Just up from here, you'll reach a tidal
section of the river, where the rafts just swirl around aimlessly.  That's all
well and fine, but you'll be dislodged from your own raft by another if you
hang around - hop over to that little island and be quick about it.  Grab a
ride on the first raft you see, then get ready to jump as you approach those
branches.

Just before the end of the first such section, abandon ship and make your way
across those platforms.  Sure, there are two Leviathans milling about here, but
this little bit ends with a Green Fly, and is by far easier than navigating the
second set of jumps.  As long as you're swinging your tail when a Leviathan
attacks, you'll be fine.

This next bit is just nasty.  The current of the river is sweeping the rafts
towards a wall of flames.  Needless to say, but said anyway, if you can't make
your way across the drifting rafts before you reach that point, you're fried.
Having crossed the first three rafts, you'll find yourself needing to continue
up river.  To do so, you're gonna have to do some more raft-hopping.

Not too far up the river, there's a little island you can grab a Green Fly and
a rest on.  The second island along the line isn't worth the time or effort,
but the fourth one will reward you with another Green Fly.  If you thought the
worst was over, you haven't seen the lavafall yet.

As the rafts wash down, you need to use them to make your way up.  If you don't
land a clean jump on every raft, you simply won't get up.  For this reason, I
suggest you break out the spring jump for ease.  At the top, you can grab a
Green Fly for your troubles.  The last little bit before the Remote is quite
fast and awkward - if you have the health to spare, just bounce along the lava
to get there quicker.  If you don't, just take your time.

 o-INFO----------------------------------------------------------------------o
 | With your 14th Red Remote, the Green Gate in the Central Area will open.  |
 o---------------------------------------------------------------------------o


 === Lost Gex Tape ===

     On the river, when you reach the lavafall with the three rafts, rotate the
camera to the right, you should see a thin sticky wall hidden in the corner.
You can jump over to it safely, as long as you aim for the very edge.  At the
top, head into the cave along to the right.  Initially, you'll find an Ant and
a Green Fly, but beyond the bones, you'll find a large, fire-breathing head.
The head only takes a single hit, so that's nice.  It's also nice that it drops
the first of three Lost Gex Tapes.


 ----- Mooshoo Pork ------------------------------------------------ 03.11 ----

 === Throw the Switch to Defeat Mooshoo ===

     Both you and Mooshoo have taken to flipping the red switch at the back of
the room to deal damage to each other.  If you hit the switch, Mooshoo will be
electrocuted, but if Mooshoo hits the switch, an electrical current will be
sent across the floor (via the grates at either side of the device in the
centre).  This isn't really a big deal, as you can just jump over it (stay on
the right side of the room while Mooshoo is at the switch).  There's a pit at
the bottom of the room that needs avoiding as you run around, and jumping on
the device in the centre of the room will see you electrocuted.

Once Mooshoo has been electrocuted, he'll remain invincible until he reaches
the switch.  If he starts camping it, either try and wait him out (bad), or
approach him to try and lure him away (good).  If Mooshoo gets close enough to
attempt an attack, he'll run straight back to the switch afterwards.  If you
gain too much distance on him, he'll just head straight back.  After the third
hit, the grates will break, leaving more holes to jump over.  The fourth hit is
the one that fries his bacon.  Once Mooshoo is done, the Red Gate on the left
side of the Central Area will open.


 ----- The Umpire Strikes Out -------------------------------------- 03.12 ----

 === Ride the Rocket ===

     This level introduces a new and exciting dynamic, death by asphyxiation!
If the air gauge fully depletes, you'll be down a life.  This means your jumps
are going to have to be perfect, because your air runs out far too quickly to
make mistakes.

If you look behind the start point, you'll see a whole area you couldn't see
when your back was turned.  Anyway, drop down and make your way across the
catwalk and over the floating platforms - there are a few of them, but it's no
big deal.  At their conclusion, you'll find an air chamber (step inside for air
to spare) and an interesting enemy.  Rather than damaging you normally, this
little sucker will latch onto you and drain your air supply until you've shook
it off.  Also interesting is the fact that it drops air when smacked about.

Head up the next bit of catwalk and wait for the orbiting a set of platforms to
arrive.  It's a long ride around, so you'd better make it across them before
they get too far away.  Your goal is obviously to make it all the way across
them, and you can certainly do that with a full tank of air, but if you're
concerned, there are two platforms along the way with air tanks.

Way, way over the other side, you'll find an air chamber.  Make your way across
the platforms and jump on top of the ship.  That tile with the gecko foot print
on activates it - you can't do anything now but enjoy the ride.  Once the ship
disintegrates, you'll find yourself inside of the Death Star with another air
chamber in sight.  Chill and refill, then prepare for a world of pain.

Which way should you go?  How about in the direction of that laser barrage?
There are many, many lasers, but they're slow, and there are plenty of gaps in
which to slink your way through.  Stay away from the middle, as a ship strafes
down there periodically.  At the end of the corridor, throw yourself down the
hole.

In front of the Remote is a security wall.  Don't even think about getting too
close to it, as you'll only get shot.  How do you get past it?  That brings me
nicely to the little robot that's also here.  R2-Beat-U, as I like to call it,
is a trigger-happy little thing that self-destructs after you smack it three
times.  You got it yet?  Defeat the robot and watch it take out the wall.

For the record, along with R2 is an Alien with a lightsabre.  Their heads are
quite big, and most certainly like to explode when struck.  Think of them as a
Ninja with an exploding head.  Killing one without a headshot leaves behind an
activated lightsabre, which is obviously quite dangerous.


 === Enter the Battle Dome ===

     Make your way across the rotating platforms ahead of you.  If you fall
onto the asteroid, you'll be accosted by an Alien and its beloved lightsabre.
No need to worry about that, though, as you'll suffocate long before you can
get back off the asteroid.

Across the other side, amongst the Worms (like small, less scary Leviathans),
you can grab some more air.  If you have a look around this area, you will see
a Green Fly over on a neighbouring asteroid, but I'll let you decide if you
need it or not.  Follow the path around and take a breather in the air chamber,
just watch out for those orbiting asteroids as you approach it, yeah.

Once you've gotten a lung full, hop out and make your way across the platforms
to the right.  Once you're over them, you can hang out in another air chamber.
Heading over the platforms to the left is a bit redundant, as all you'll find
is a Green Fly and some air.  You're more likely to die from lack of one or the
other on the way across.

The tower brimming with purple light is your ticket to the upper part of the
level.  With the exception of the energy pulse you see it emit once in awhile,
the purple bits are safe.  At the top, and not too soon, you'll find some air.
Now, here's a horrid bit - the walkway ahead introduces moving lasers.  If a
laser hits you, not only will it hurt (duh), it'll also drag you back a bit,
wasting your time and air.  To reach the next air chamber, you need to follow
the walkway around and jump over to a purple cylinder at the end.  At the top
is where you'll find the chamber.

Over on the next platform, you'll find another Alien.  If you should fall while
trying to make it across the rotating platforms, you're likely to land on an
asteroid fairly far below (where you'll find some some air and an R2-Beat-U
unit).  To get back up top, make ample use of those platforms to reach the
bottom half of the cylinder from just a minute ago.

Across the other side, you'll find a lovely checkpoint marker and some air.
Make your way down the next couple of levels and jump onto the purple platform
to take a ride further down.  Not overly far from you is another air chamber,
hug it.  The platforms next to you may look daunting, but they're actually just
regular platforms.  Simply jump from one to the other and enjoy the plentiful
supply of air.  On the top-right platform of the stack, there's yet another
air chamber (not like I'm complaining).

The next couple of platforms you need to jump across aren't your main concern,
as they're tiny in number, and they rotate really slowly.  The problem is the
walkway with fast-moving lasers once you get across.  Mercifully, it's a very
short walkway, and one that leads round to an air chamber and another cylinder
for you to climb.  At the top of which is an air chamber and a nasty platform
section.

All the platforms are rotating way too fast for you to make your way across,
however, if you wait, each platform will stop in turn, but only for a couple of
seconds.  Shortly after the second platform stops, the first will begin to spin
again, and so on.  There are four in total, so it shouldn't make you cry.

At the other side, the Remote is in sight, however, there's a security wall in
place.  As before, get too close and you'll get shot in the face.  R2-Beat-U to
the rescue!  Yeah, smack that little robot like you know how, as it's still the
only thing that get past the security wall.


 === Hidden Silver Remote ===

     From the first air chamber on 'Ride the Rocket,' jump to the asteroid with
the communications mast on the right.  Behind it, a spaceship will appear for
your enjoyment.  Hop on to be taken to a secret area below.  If you're too slow
at getting off, the spaceship will explode, sending you to spacey oblivion.
Down here, you'll find a pair of R2-Beat-U units, a Green Fly, and the Silver
Remote.  To get away from this area, jump into the portal near the Remote -
this drops you back at the start.

 o-INFO----------------------------------------------------------------------o
 | With your 12th Silver Remote, a new bonus level -- The Spy Who Loved      |
 | Himself -- drops down just across from In Drag Net.                       |
 o---------------------------------------------------------------------------o


 ----- The Spy Who Loved Himself ----------------------------------- 03.13 ----

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

     There are only 35 items to find this time, but they're a less willing to
be found.  For starters, the area you start in only has 4 items.  To reach the
next section, you need to ride the piston up to a conveyor belt, which then
takes you to a second piston.  Of course, both the conveyor and the pistons are
sitting above a static pit.

After the second conveyor, you'll find yourself back on solid ground, however,
that ground is quite small, and your only goal is to head over to the elevator.
That platform will take you up to a room with another 6 items.  Navigate your
way up and over the fast-moving conveyor belts (falling tends to see you fall
all the way back to the ground floor), and hitch a ride on the moving platform
at the top.  This particular platform is slightly trickier to jump to, as you
have to deal with a conveyor belt propelling you towards it at speed.

Up top, jump over to the sticky wall bathed in blue light.  Around the room run
lasers - one along the top, one along the middle, and one along the bottom.
They won't knock you off the wall, but they'll still ruin your day.  Around the
outside of the room (heading left), you'll find 15 items.  It also leads round
to the final room and the last few items.

You probably haven't failed to notice the giant mechanical sharks swimming down
the middle of the room.  Well, they're sharks and they're mechanical, and they
want you dead.  Fortunately, these sharks are a bit of a damp squib and go down
just as easily as enemies that aren't mechanical sharks.  10 items left, and
four of those are just in front of you.  Another 5 items can be found on the
left conveyor belt, and the final item over on the right conveyor belt (with
some to spare).  Incidentally, those belts are slanted towards the static; they
don't move overly fast, though.

Head over the pistons and hit the switch, amigo.  The Mission Impossible-style
corridor leads to a room with a fish tank and some lovely red sofas.  The sofas
are launchpads, if you're wondering.  The one on the left will take you to some
extra items, should you have been careless, and the one on the right will take
you up to a screen with a switch behind it.  Hitting the switch makes things a
little more disco, and lowers some (fast-spinning) platforms in the middle of
the room.  The platforms spin so fast, anything but a clean jump will see you
thrown to the ground.  Across the other side, you'll find the Remote.


 ----- Pangaea 90210 ----------------------------------------------- 03.14 ----

 === Assault the Lava Island ===

     Jump across the river of lava and proceed straight ahead.  Smash the Egg,
then cross the river by means of the ledge to the left.  Ignore the Fire Plant
(it spits embers), if you like, and kill the Dragonfly - they're quite fast and
annoying, but don't make great use of their power of flight.  That large flower
down the left path looks like it might eat you, however, its true purpose is
less exciting - it's a launchpad.  This particular one only serves to nab you
a few more items.

Just ahead of you is a lava pool with some moving platforms, well, two (mind
the Egg while you're there).  It's as simple as anything, just wait until the
first platform reaches your end, then transfer over to the second one once you
have the chance.  The Pterosaur hanging around the next platform usually flies
too high for you to hit, so wait for it to go on the attack first (they shriek
when getting ready to attack).

If you're in need of a Green Fly, you'll have to navigate two pillars to reach
it.  You can only see one as it stands, but once you jump onto it, it starts to
sink while the second rises; wait until the first one is about the same level
as the second, then jump across and over to the other side.  If you don't feel
like it, or should fall, simply head along the bottom and use the launchpad to
get back on track.

So, you ran around for a bit, then used the flower, right?  Smash the Egg, then
continue across the lava river.  Across the other side, look to the left, you
will see some platforms  Well, at the top, you'll find a Red Fly, which is nice
for dealing with the Chasmosaur that's hanging around this area.  They don't
take a great deal of hits before becoming extinct, but while they're raging,
they become a damage sponge.

Not too far along, there's a Fire Plant situated across a (non-fatal) gap.
Without the power-up, it'd be a bit of a pain.  Once you're over, climb the
sticky wall to reach the top of the cliff.  If you're quick, you can also use
it to deal with the Pterosaur on the island to the right.  Funnily enough, this
is the island you were looking for, which means the Remote is right above you.


 === Climb the Volcano ===

     Do you remember the lavafall, the one where you had to climb the platforms
to reach the Red Fly?  Well, you can climb that lavafall using the protruding
platforms.  Once you're up to the ledge, head round and collect another Red Fly
(oh, and watch out for the mighty Egg with Legs), then climb the sticky wall.

The sticky wall in question branches off in two different directions - the
right path is, well, the right path.  That path is littered with lava hazards,
but you're invincible, so it doesn't matter.  Keep following the path, but mind
the Dragonfly and the Fire Plant not too far ahead.  In the area where the Fire
Plant is, if you drop down to the left, you can grab a Purple Fly.  To get back
up, simply climb up the wall.

Make your way across the platforms ahead of you, being wary of the Pterosaur
and another Fire Plant.  Once you've crossed those few platforms, you'll have
to deal with a falling boulder.  It lands near the second patch of dirt, then
bounces to land close to the first patch; as long as you're not standing near
either, you can continue without incident.

Smash the Egg, then scale the platforms to the left.  What we have here is a
rising/lowering pillar section like you encountered earlier, with the notable
inclusion of an extra two pillars.  The first pillar controls the second, and
the third controls the fourth.  It's just like last time, but you need to do it
twice in a row.  Across the other is a Fire Plant, but if you haven't already
noticed, they're rather slow to discharge their embers.

Smash the teeth blocking your way, then continue up the ledges found around the
corner.  Along the bottom of this area is a Green Fly, if you feel the need a
pick-me-up before attempting this next bit.  A boulder falls towards the end of
the second platform and another falls in the middle of the third.  At top of
those is a Chasmosaur, but fortunately, this path is quite narrow, and the
chance of it getting caught against the wall is quite high.  You know the deal,
wait for it to calm down before attacking it.

Follow the path around to reach the Remote.  As you approach the top of the
crater, watch out for a pair of fast-moving boulders cutting across your path.
The Remote itself is protected by some teeth and a couple of volcanic jets
(which you can squeeze between like they aren't there).


 === Hidden Silver Remote ===

     After you've climbed the lavafall, instead of heading right on the sticky
wall, head left.  Follow the path round, and when you see the boulders drop
down, follow them over the cliff to find the Silver Remote.  To get back, you
can jump down behind where the Remote was.  If you didn't throw yourself down
to the Remote, you could have continued along, fought a Chasmosaur, read some
amusing graffiti, and nabbed a Purple Fly.  You can also reach that area by
continuing past the lava island.


 ----- Fine Tooning ------------------------------------------------ 03.15 ----

 === Climb the Tree ===

     Follow the path around, doing your best to avoid the Flowers.  When you
reach the water, head up the ramp to the right.  The block in front of you can
be moved by hitting the nearby target switch.  If you send it all the way to
the left, you can use it to reach some extra items.  If you send it all the way
to the right (where it initially starts out), you can use it to give your jump
some extra height, allowing you to flying kick over to where you see the
mushroom.

You need to get through that hedge arch up ahead, but the never-ending stream
of dominoes are set on knocking you down (two domino puns in one sentence).
Fortunately, the dominoes can be smashed with almost no effort.  At the other
side, take care of the Bee, then take notice of the sign.  Climb the cliff, but
watch out for falling bowling balls.  If you stand to the right of the first
log, you'll be safe - the same can't be said if you stand to the right of the
next one up.

When you reach the sign, do as it says and tuck yourself to the left of the
log.  If you look the left, you can find a Green Fly.  From here, you'll have
to make it to the top in one go.  Wait until a ball drops, then follow that
line until another one drops, then switch over; this should keep you safe.

Once you've smashed the annoying Bee at the top, your next task will be some
platform-hopping.  For the most part, it's straightforward.  The exception to
this is the vanishing block that can prevent your jump to the fourth platform
if you mistime.

If you should fall, take care of the Scorpion, then strike each of the three
switches once to create a block staircase - these blocks don't remain in place
for long, so be quick to climb them and jump to the sticky wall to get back to
the start.  Or, you could be a little naughty and jump from the top of the
staircase over to the last section of moving platforms.  Of course, this
carries its own risk, as if you miss, you'll land on a cactus below.

Over at the other side, smash the checkpoint marker to the right, then use the
moving blocks to reach the plateau.  Across the gap at the end is a switch, in
front of that gap is a vanishing block, and in front of that is a Hard Head
Area (marked by the chequered pattern on the ground), so time your jump well.
The switch activates another set of vanishing blocks below.  Drop down and use
them to get across the river.  If you fall in, you can climb out using a sticky
wall.

Across said river, hit the first switch once and the second switch twice; this
stacks the blocks to allow you to reach the girder above.  If you need some
more health, you can head past the ship and through another Hard Head Area to
find a Green Fly.  Tilt the girder towards the blocks, then jump back over to
them - as the girder tilts towards you, hop on top.  Tilt this next girder back
so as to allow you to reach the top of the next one.  Repeat this for the rest
of the girders, then jump across to the small island at the top.

Once you're back on solid ground, head over the rotating blocks to the left,
then hit the switch next to the stack of blocks (watch out for the Flowers) -
this starts them moving in a rather unproductive manner.  Jump onto the first
block, then when the second block starts to push you, jump and pull yourself up
(this only works if you jump on the first block when it's over to the left).
From here, you can jump straight to the third and fourth block if you're quick.

At the top, jump over to the platform and enter the mysterious door.  It's now
duck season, and you're now a duck, which is funny.  This, of course, means you
have to deal with the Hunters again.  Take care of the first such Hunter, then
use the log to reach higher ground.  Kill off the Bee, then head round to the
rolling log, being cautious of the Bear Traps.

If you need some health, you can hop off the log when it's over to the right to
reach a Green Fly.  Across the other side, dispatch the Hunter and make your
way past the Bear Trap and through the log.  Out on the other side, do your
best to avoid the four Bear Traps, and head over to the tree.  Situated at the
top of the tree is the Remote.


 === Storm the Castle ===

     In the area where you had to go across the rotating blocks (the one after
all those girders), head through the Hard Head Area and hit the switch; this
defrosts the ship and opens the grate next to you.  If you jump down the pipe,
you'll be brought out just across from the ship (watch out for the Scorpion).
Jump onto the ship and it'll drop you off next to the castle.  Hit the switch
and head inside.  Grab the Red Fly to the right and strike the fuse on the
rocket, then jump onto it to be taken to the Remote.


 === Hidden Silver Remote ===

     Once you've ridden the ship to the castle and opened the drawbridge, don't
head inside.  Instead, head around the side of the castle.  When the ground
thins to the point of almost nothingness, you'll have to jump and hug the wall
to be able to continue.  Round the back, you will find the Silver Remote.
Behind the Remote is a one-way wall that will allow you inside the castle.

 o-INFO----------------------------------------------------------------------o
 | With your 15th Silver Remote, a new bonus level -- I Got the Reruns --    |
 | appears between Pangaea 90210 and The Umpire Strikes Out.                 |
 o---------------------------------------------------------------------------o


 ----- I Got the Reruns -------------------------------------------- 03.16 ----

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

     You have the usual three minutes to find a rather mind-bending 99 items.
Don't worry, though, this level while hellish in design, is an exercise in
simplicity.  Grab every item you see and follow the path around, there are no
hidden items or enemies to face.  With the exception of a couple of jumps and
some train rides, that's it.  After the second train ride, you'll need to be
careful while collecting the items round the hole.  From there, the last train
will take you to the Remote.


 ----- This Old Cave ----------------------------------------------- 03.17 ----

 === Watch for Falling Lava ===

     Jump over the lava river (keep an eye out for the Dragonfly) and smash the
Prehistoric Gecko's face in - and remember, once the tail comes off, it will
still attack you.  When you reach the lava-filled room, use the flower to reach
the ledge with the Blue Fly (this makes you immune to falling lava, but not
regular lava - the effect disappears if you get hit).

After grabbing the Blue Fly, use the second flower to reach the cave opposite
the sticky wall (rotate the camera a little bit if you have trouble seeing it).
In the cave, smash the Egg, then head around to the sticky wall.  Consume the
Blue Fly and cling to the wall.  At the top of this section, you can find a
Green Fly, but time is something you haven't got much of, so head right and
climb the next sticky wall.  Keep following the path to reach the Remote.

 o-INFO----------------------------------------------------------------------o
 | With your 21st Red Remote, the Green Gate Area boss level -- Gexzilla vs. |
 | MechaRez -- opens in, surprisingly enough, the Green Gate Area.           |
 o---------------------------------------------------------------------------o


 === Dodge the Steam Vents ===

     Instead of using the second flower to reach the cave, cling to the sticky
wall and follow it round.  At the end, you should be able to see a checkpoint
marker up on the arch.  As you can tell, the flowers are the way up there.
If you feel like battling a Prehistoric Gecko and a Pterosaur, you can head to
the right of the flowers to find a Green Fly across the lava.

Now, from the checkpoint, drop down and head into the cave.  The first platform
you need to jump to has a volcanic jet, so watch for that.  From the second
platform, drop down and take out the Pterosaur before continuing over the many
platforms in amongst the lava.  At the end, a Pterosaur and a Prehistoric Gecko
lie in wait, after which, you need to jump onto the moving platform.  At the
top, head right and head across the platforms (watch for the jets).  At the
other side, you'll find the Remote.


 === Bounce up the Flowers ===

     From the checkpoint marker, follow the path around and make your way over
the lava by clinging to the wall to the right.  Make sure you take out the
Pterosaur before attempting to jump across the flowers, as it'll follow you all
the way across in a stalker-ish fashion.  The fourth flower you can't actually
see, so make a leap into the unknown, using the trail of items as a guide.

At the very top of the flower section, you'll find a Prehistoric Gecko that can
quite easily push you off if you're not careful.  Wait for the Pterosaur to
come from the next area before jumping down.  Once you're whacked it, jump down
and use the flower to reach the area with the Remote.


 === Hidden Silver Remote ===

     Before the last platform section before the Red Remote on 'Dodge the Steam
Vents,' look to the right to see the Silver Remote.

 o-INFO----------------------------------------------------------------------o
 | With your 18th Silver Remote, a new bonus level -- Trouble in Uranus --   |
 | will make an appearance in the Red Gate Area.                             |
 o---------------------------------------------------------------------------o


 ----- Trouble in Uranus ------------------------------------------- 03.18 ----

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

     Another simple task, and only the usual 50 items to collect this time in
this amusing take on Lost in Space.  Follow the path around, collecting every
item you see - there are no hidden items, which is awesome.  The ever-present
danger in this level is falling off the edge of a platform due to the dark
landscape.  Once you're on the coloured platforms, head in the direction of the
blue one.  That brown circle at the end of the path is a portal - step into it.
Once you've traversed this next section and grabbed the remainder of the items,
the ramp on the nearby UFO will drop, revealing the Remote.

 o-INFO----------------------------------------------------------------------o
 | With your 8th Gold Remote, a new secret level -- Texas Chainsaw Manicure  |
 | -- lands on top of the archway above Gilligex Isle.                       |
 o---------------------------------------------------------------------------o


 ----- Texas Chainsaw Manicure ------------------------------------- 03.19 ----

 === Ride the Floating Furniture ===

     Use the tables to reach the walkway, then head left (or right, choice is
yours).  The sticky wall?  It leads nowhere, just ignore it.  When you reach
the axes, head past them and use the tables to reach the next floor.  Head the
only way you can and use the slightly erratic table to reach the sticky wall.

At the end of the wall, use the table to cross the really small gap between you
and the exit door.  If an axe gave you more whacks than you'd have liked, you
can navigate another couple of tables to grab a Green Fly before heading
through the door.

Kill the Pumpkin and head upstairs.  At the top of those very stairs (mind the
axes), jump up to the right and follow the path along to the exit (those tables
can push you off if you're not careful).  In this next room, destroy either of
the Skulls and use the sticky wall reach the platform, then the tables to reach
the door.  If you're low on health or something, the alcove to the left of the
door holds a Green Fly.

So, you entered the door, right?  Head up the stairs and do battle with the
Monster and a Bat.  Behind those nearby bars is the exit and another Monster.
Save yourself some trouble later and kill it through the bars.  Continue along
the path and head up the stairs and through the door (watch out for the Skull
at the top).

Ignore or destroy the Skull here and use the levitating table to reach the
ledge.  Notice how the axes here drop and slide along?  Wait until they drop,
then follow along behind them, they'll raise up and slide past you, leaving you
happy.  After the double axes, use the table (you don't need to change tables)
to reach a switch that will raise the bars in the previous room.  If you cross
the gap after the first axe, you can grab a Green Fly.  Mind you, watch out for
the tables changing height and pushing you off onto the damage panels below.

With the switch hit, head back to the previously barred doors and head through
them.  As soon as you enter the room, you'll be assailed by a Killer Doll,
which is only made more annoying by the fact that its head will likely bounce
into the path of the axes.  Speaking of axes, these slide along, too; one moves
towards you and one away from you.  To get past, approach the one that slides
towards you (the one on the left) and jump over it.

Of course, this isn't the end of the axes, there's another set just ahead of
you.  The second set, however, is more conventional, and you can just run along
after them.  The third and final axe is more of the same, thankfully.  Use the
table to reach the sticky wall, which leads round to a walkway.  Follow said
walkway along and jump from table-to-table to reach the door.  If you should
fall here, you'll land right in the middle of the second set of axes, which
will probably end badly.  Dispatch the Pumpkins and climb the stairs, being
mindful of the axes here.

At the top, jump up to the right and head over to the tables.  These are no
ordinary tables, no, these ones will quite happily throw you down into the void
below.  Watch them - once you see the first table fly to the right, the second
table will shortly follow suit.  Once the first table has returned to normal,
jump to it and wait for the second table to become safe.  Now, Holmes, jump
over to it and head through the door.

In here, you can head either left or right at the branch.  The left sees you
head up some stairs and confront a Monster, while the right sees you hop across
some tables.  Either way, it doesn't matter, as you'll be in a position to
cross the coffins.  Yes, more spinning platforms, and this time there are many
of them, well, five.  As before, wait until the first platform returns to a
safe state, then start jumping as each platform in turn becomes safe.  To save
some time, jump straight to the third platform and spring jump across the other
two.  At the other side is the exit.

Down on the floor to the right is a Killer Doll.  You don't wanna be there, but
if you miss a jump, that's where you're obviously gonna end up.  Either kill it
now, or hope you don't fall.  If you do happen to fall down there, use the
sticky wall to get out.

Head past the axes and hop to the first table.  The second table is unstable,
and can throw you off if you're not quick.  Once you've crossed the pit once,
wait for a table to come floating past, then hitch a ride.  The tables spin
quite fast, so if you're having trouble timing your jumps, spin the camera in
the direction opposite the way the table is spinning.  The third table takes
you to the Remote.


 === Lost Gex Tape ===

     In the second room, drop off the stairs to the right and kill the Monster.
You can't miss the Tape in the middle of that area.  To get back out, climb the
sticky wall.


 ----- Honey I Shrunk the Gecko ------------------------------------ 03.20 ----

 === Charge to the Top ===

     Head over to the green light and grab a charge, then use the launchpad
that's nearby to get up to the next area.  In this corridor, you will face a
few enemies similar to Scorpions and their ilk, so nothing to fear.  At the
end, grab a charge and hop onto the platform to activate it.  Once at the top,
grab the charge from the top-left corner.  Once you pass one of the two Mechs
that live here, they'll spring into life Energiser Bunny-style, so be mindful.

With that charge, head over to the corner diagonally opposite and use the
launchpad to get up to the bridge, which also needs activating.  If you need
some health, you'll find a Green Fly on the nearby ledge.  You may as well put
the Capacitor here out of its misery while here.  Jump across the platforms and
dispatch the Bug, then head up the purple platforms.  Once you step on a
platform, they'll all lower.  If they ever get too far down, just hop off and
wait for them to reset.

Cling to the yellow wall and climb up to the ceiling.  There are some Bugs up
here, but if you haven't already tried, you can still attack stuff while upside
down.  Head over to the light and grab a charge, then drop down and activate
the bridge.  Head across said green walkway and into the next area.

Just like in your previous visit to Circuit Central, there's a platform section
with a ball of purple electricity surging all over the place.  On the first
section, a single charge surges towards you quite quickly, but the path is
straight and short, so yay.  The next section sees you running from an equally
fast ball, but again, the path is quite short (slightly less straight, though).
You can nab a Green Fly from the path on the left, if you so wish.

Waiting for you at the end is a Capacitor - I thought you'd find that funny.
Nothing to do now but head into the next area.  In the next area (great segue),
you will find a checkpoint marker directly ahead of you, so y'know, smack it.
In the top-left corner, you'll find a charge point with a deactivated Mech
close by.  It's the same deal as before, grab a charge and watch that Mech go.
However, this Mech drops an explosive device when overturned.  A really small
explosive device that's hardly worth mentioning.  There's a launchpad in the
bottom-left corner, and that's where you need to go.

Use the launchpad to reach the sticky wall, then follow it to its conclusion.
At that very conclusion, swat the Bug and grab another charge before clinging
to the next sticky wall and following it to pastures new.  From the end of it,
quickly head over the platforms and energise the bridge.  At the end of the
path, you'll find another charge point with a deactivated Mech at either side.
Grab the charge and sprint to the left, where you'll find two launchpads
waiting for you and your juice.  At the top, feel free to head into the next
area.

Take care of the Bugs and the Capacitor, then make your way over to yet another
perilous purple platform section.  This path runs in a zigzag, which would be
kinda troublesome if you couldn't just jump over to the second part of the path
from the first corner.  That green platform, other than acting as respite from
the electrical current, isn't much use.  Once charged, it'll take you back to
the start, which is no good.  Follow the rest of the path around, but when it
starts to head down and around, don't bother, just jump down to the last
section of walkway, then smack the Bug and head into the next area.

Here, you'll find two launchpads and a charge point.  The first launchpad (on
the left) will take you to a Green Fly, and the one behind the charge point is
the way of progress.  Bounce your way up the shaft, then marvel in the glow of
the Red Remote in the corner.


 === Find the I/O Tower ===

     In the room with the checkpoint marker, don't bother with the charge,
instead, jump up to the platform above it and murder the Capacitor.  Up here,
climb the purple platforms to find another charge, which you should use to
activate the nearby bridge.  Once across the bridge, head into the next area.

In the top-right corner of this next area, you can find a Green Fly if those
mean Capacitors were picking on you.  To the right of the entrance door, you
can find a platform with which you can use to get on top of the block.  From up
there, you can jump over to a rotating platform.

The platforms work like last time, wait until you're almost pointing in the
direction you want to move, then hit the button to release it.  In this
instance, you need to fire the platform over to another dock - from there you
can jump over to the sticky wall.  The magnets on each dock are quite strong,
so you've got quite a nice margin of error when aiming.

Once at the top, if you're so inclined, you can take the next sticky wall round
to grab a few extra items.  However, the next rotating platform is where it's
at.  From the first platform, you need to shoot yourself diagonally-left to
reach the next dock.  From that one, it's diagonally-right.  Oh, and there's a
Green Fly sitting near the second dock if you want it.  From the third dock,
you can jump over to the exit.  If you're crafty and want to save time, you can
shoot towards the exit and miss both of the other docks by a fraction.

Now, in this next area, promise me you won't fall, as you'll land in the room
with the checkpoint marker and set yourself back a good few minutes.  There are
only two docks in this area, and they're in close proximity - reaching the
other side is, on paper, an easy thing to do.

In the next area, say 'hello' to the I/O Tower.  Climb the purple platform
platforms over at the other side of the room to reach the ledge.  From that
ledge, you can reach another of those lovely rotating platforms.  From the
second such platform, you can jump over to a sticky wall that'll lead you to a
few extra items.  The fourth such platform allows you to reach the Remote.


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

     When you reach the part with a charge point with a Mech at either side,
take the path to the right this time and hop onto the platform.  At the top,
fight your way down the corridor and climb the sticky wall.  Up on the ceiling,
there's a Green Fly in plain sight, because I know you like them.  Progress is
the name of the game, and I wanna play that game with you, so head right and
down the tunnel with the red lights.  When you find you can't go any further,
drop off the wall.  Nothing to do now but head into the next area.

Grab the charge in the middle of the room and climb the purple platforms to the
left (mind the Mech that springs to life).  At the top, hop onto the green
platform to hitch a ride across to the other side of the room.  Now, this in
itself is useless, so grab another charge and trigger the green platform just
to the right of where this one ends up.  It'll take you slightly higher, which
is nice.  Both platforms form a step, making getting back up easy if you fall.

Go back and grab yet another charge, then bring yourself back up here and
activate the third platform.  Thankfully, there's another charge point at its
terminus.  Grab said charge and ride the next platform across the gap, where
one quick trip over a bridge will bring you to the Remote.


 === Hidden Silver Remote ===

     In the room with the charge point with a Mech at either side, grab the
charge and head to the left.  Use the launch pad to reach the sticky wall above
and behind you, then head back round to the charge point and climb through the
gap in the ceiling to find the Silver Remote.

 o-INFO----------------------------------------------------------------------o
 | With your 26th Red Remote, the left path inside the Blue Gate Area opens. |
 o---------------------------------------------------------------------------o


 ----- Poltergex --------------------------------------------------- 03.21 ----

 === Reach the top of the Morgue ===

     Head up the stairs to the right and take the left branch, then enter the
door.  Use the chandeliers (they fall when stepped on) to reach the other side
of the room.  If you should fall, head back the way you came (being more than
wary of the Poltergeist) and head through the door, you'll be brought out into
the main hall.

Presuming you made it over to the other side, dispatch the Skull and head into
the next room.  In here, make your way over the chandeliers (same deal as
before), and whack the Pumpkin and enter the door.  If you fall, you'll have to
make your way down a corridor filled with heads popping out of the walls to get
back up.

This next room is a little more complicated.  Head over the chandeliers to the
left and destroy the Skull.  The two doors in this area don't lead anywhere,
and instead give you a couple of items each.  If you fall in the first part of
the room, you can use the floating objects to the right to get back up - just
hitch a ride on one and wait for it to do a circuit and bring you back to the
door.

Anyway, in the area with those two doors, use the chandelier to get across to
the exit.  If you fall, you're dead.  If the chandelier should drop you, you'll
have to hitch a ride on a floating item and try again.  At the bottom of these
stairs, you'll find a pair of Monsters; disassemble them, then take the door
opposite the grandfather clock (cut a sharp left from the foot of the stairs).

Head down the stairs and enter the door.  Gurneys, fridges, lots of blood; yup,
I'd say this is the morgue.  Climb the draws on the wall opposite you.  At the
top, take care of the Monster and head round the corner.  At the top of the
draws here, you'll find the Remote.  They're a little hard to get used to; as
one slides in as the other slides out, but a few seconds of observation and
you'll be fine.


 === Ascend the Ghost Tower ===

     In the second room, drop down and head past the Poltergeists and through
the door.  In this next area, take out the Monster and grab the Blue Fly before
climbing the sticky wall to the exit.  Why do you need power-up that makes you
fireproof?  Because it also makes you ghost-proof.

In here, deftly avoid the axes and kill off the Killer Doll ahead.  To get out
of here, you'll need to endure another run of axes, at the end of which is the
door.  This room is all about Poltergeist, of which there are many.  Many of
them and many lights in which my advice for you is to step (unless you still
have the Blue Fly, in which case, you shouldn't care).

Head left from the first light.  At the second light, look to your right and
you'll see a sticky wall.  Make your way over to and up it, then follow the
walkway around (there's a Pumpkin, a Monster, and a Skull along the way).
The last jump is too far to make normally, but a flying kick will easily reach.

Head through the door and use either of the two sticky walls to get to the
other side.  It also doesn't matter which of the two doors you choose, as they
lead to the same place.  In this room, you'll see three Monsters behind bars,
along with three coffins at either side of the room.  The aim is to push the
coffins into the alcoves to open the door, ideally without releasing all the
Monsters.  Top-left and middle-right raise the bars over the door, if you're
wondering.

In the next room, take a ride on a floating object to reach the upper floor.
Don't worry about the falling axes, they shouldn't hit you.  Follow the path
around and take care of the Pumpkin guarding the door (personally, I wouldn't
assign a marrow to guard anything).  Inside, head round to the left while doing
your best to avoid the head-throwing Poltergeist, then enter the door (to the
right of that door, in the alcove, is a Purple Fly).

In the next area, it doesn't matter which set of chandeliers you choose to jump
across, because they end up in the same place, just don't fall, unless you like
massive setbacks.  At the other side, enter the door and quickly take care of
the Killer Doll, then grab the Purple Fly and climb the stairs.  On the way up,
you'll encounter two head-throwing Poltergeist before you reach the Remote.


 === Smash Eight Blood Coolers ===

     You can find the first Blood Cooler by taking the right branch of the
first staircase.  The second one can be found to the left of the second room.
In the third room, the third Blood Cooler can be found on the ground floor.
On the ground floor of the room with the floating objects, look below the
entrance for number four.

In the room with the pair of Monsters, take a left at the bottom of the stairs
and take the door to find the fifth Blood Cooler.  From the bookcase in the
same room, use the vanishing table to reach the walkway that holds especial
object number six.  In the room with the cauldron, Blood Cooler number seven
can be found by climbing the nearby sticky wall.  The final Blood Cooler can be
located by heading left from the first light in the Poltergeist room and
continuing straight.

The Remote can be found by heading back to the walkway where you found the
sixth Blood Cooler (from the first light in the Poltergeist room, just head
straight until you come to the door) and taking the door to your left.  Up the
stairs and beyond the walls with faces and the lone Skull, you'll find the
Remote.  If you look above the entrance here, you'll find a Purple Fly.


 === Hidden Silver Remote ===

     In the room with the floating objects, on the ground floor, ride one over
to the two coffins in the alcoves.  Pushing these coffins further into the
alcoves will open the gates at the other side of the room, one of which has
another coffin inside.  Push this coffin further into the alcove to open the
gate opposite you.  Obviously, the Silver Remote is behind that gate.

 o-INFO----------------------------------------------------------------------o
 | With your 21st Silver Remote, a new bonus level -- Lizard in a China Shop |
 | -- will appear in the Red Gate Area.  To find it, you will need to climb  |
 | the column near Pangaea 90210.                                            |
 o---------------------------------------------------------------------------o


 ----- Lizard in a China Shop -------------------------------------- 03.22 ----

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

     31 is an unusually small amount of items to collect, but it's an unusually
obnoxious level, so it balances out.  Use the launchpad to travel straight up
so you can grab the items above the arch.  From the arch, you can reach the
other side of the river, where you'll find another few items.

When you see a boat sail past, hop on board.  Jump off at the first given
opportunity and use the launchpad to reach the roof of the arch.  The idea here
is to make your way across the spinning plates to grab a worthwhile amount of
items.  If you don't land a spring jump perfectly and find yourself grabbing
the edge, you'll be thrown off the moment you pull yourself up.

Once you've reached the building and acquired the items, drop back down and
wait for another boat to arrive.  Before the boat sails under the arch, you can
jump over to the floating platforms on the left for some more items, four to be
exact.  These platforms are horribly unstable and bounce around quite a bit, so
be careful.  When the ship comes back, reacquaint yourself with it.

At the bottom of that nifty little water ramp, you'll find the ship has reached
its terminus, promptly smashing into the wall and sinking.  Make sure you've
abandoned ship in the direction of the floating platforms before that happens.
After the sliding down the pole, you have two of those fast-spinning plates to
get past.  Unfortunately, they're situated over water, and will throw your to
your death should you screw up.  The Remote is only one leap away.


 ----- Gexzilla vs. Mecharez --------------------------------------- 03.23 ----

 === Defeat Mecharez ===

      While Mecharez is getting vocal, walk over and hit it.  When it flies to
the top of the building, tail whip it until it collapses, dropping Mecharez on
its face and giving you a free hit.  If you don't destroy the building in time,
it'll have a little fun with its laser.  The smaller the building it chooses,
the less hits it takes to demolish.

At this point, it should start charging at you (which it telegraphs nicely).
Keep your distance while running in circles, once it stops, you can get another
hit in.  I'd suggest jumping, but Gexzilla is terrible at it.  Once Mecharez
gets low on health, it'll start to spam a version of its dash with increased
range.  Anything else that it does between now and the time it dies has already
been seen.  Tanks and the like can stun you for a short while, but won't do any
damage.  With Mecharez defeated, the gate to the Blue Area will open.


 ----- Pain in the Asteroids --------------------------------------- 03.24 ----

 === Find the Arched Asteroid ===

     The asteroid you start on is pretty barren, but if you pay attention, you
will see a switch.  This switch calls a bridge into existence, and at the other
side, you'll find a Manta and a tank of air.  From here, head over the small
platforms and fight off another Manta before grabbing some air.  There's only
one way forward, and that's over the tilting platforms.  If you look down from
the edge, you'll see a small platform with a Green Fly on - I doubt you'll need
it, but it's nice to know.

There are only two such platforms, and they don't tilt significantly enough to
throw you off.  From the second one, you should probably, y'know, head over the
only other platforms here.  Mind you, they drop when stepped on, kind of like
the chandeliers you're accustomed to.  The difference, though, is they don't
fall very far, and they come back up of their own accord.  Glorified time-
wasters, really.

Across the other side, you'll find a much-needed air chamber.  After you've
caught your breath, head along the path until you reach the end, then head
inside of the cylinder.  The elevator inside of said cylinder will take you
down to a series of small platforms, one of which contains an air chamber.
The platform to the right can be used to head back to the top.

Make your way down, being mindful of the Ants.  One of the last platforms holds
a Green Fly, but you probably saw that yourself.  At the very bottom, dispatch
R2-Beat-U and activate the switch here.  And yes, there's some air here, too.
The switch will call up a bridge for your bridging pleasure.  Crossing this
particular bridge sees you encounter some flame jets, but only one set.

Air is rare, so hurry across the tilting platforms and kill off the Alien on
the asteroid at the other side.  Here, you'll find an air chamber and another
switch.  Along with those, you'll find a Blue Fly that won't in any way allow
you to get past those flame jets safely.  Actually, they're not hard to avoid.

Over the other side is the tried-and-tested switch, air chamber and R2-Beat-U
combo.  Hitting the switch sees the bridge you created before moved over to
near that very switch, allowing you to climb ever-higher.  At the very top, you
will find an air chamber and the arched asteroid alluded to in the title.

If you're wondering how to get up there, here's the science-y bit.  The grey-
coloured section of asteroid you can see to the right can be clung to (mind the
Worm).  Following that grey bit around takes you inside of the asteroid, and
that bit in turn leads to a platform that will take you away from the Remote.
Well, that sucks.  Grab some more air and head over the platforms.  They lead
round to one final confrontation with R2-Beat-U (there's some more air here,
too), and a platform.  The platform in question takes you to the Remote.


 === Ride the Warp Tube ===

     From the second air chamber, where you headed round and down the elevator,
that is where you want to be.  That cylinder can be and should be climbed - the
exact spot isn't hard to locate, just take the first left.  At the top, grab
the air and ride the platform.  At the top of that, you'll find an air chamber,
which is nice, and an Alien, which isn't.

So, you grabbed some Alien and killed the air?  You have three choices now;
left, right, or through the portal ahead.  Facing the portal, head right and
ride the platform.  It's a pretty neat ride up to the top.  Once you get there,
you'll find an air chamber.  Of course, you're more interested in the lasers
ahead.  The last one is the only one that will catch you off guard, as it moves
in a circle, whereas the others are fixed and run straight.

Down on the following asteroid, there's a chance to get some air, and a chance
to fight another Alien.  On the asteroid next to the following air chamber, you
can grab a Green Fly.  There's an Alien chilling round that chamber, so be
careful (if you haven't noticed before, while you're in an air chamber, enemies
can't hurt you).  From the asteroid with the air, cling to the tower and climb
up it.  At the top, enjoy the air chamber, then head over the platforms.

The awkward thing, however, is the platforms don't stop moving.  They slide
left-to-right, intersecting in the middle.  They're quite slow and easy to jump
to, but they take some time to cross.  Once you're across, you will need to
carefully head round the flame-spewing planet to reach the much-needed air
chamber.

If you thought the horrid platforming was over, think again.  This next set of
platforms are in orbit.  They all move together, and they all move at the same
speed, so the only tricky bit is getting onto the first one.  From the top
platform, you can reach the asteroid with the Remote (if you were too slow in
getting up, you're dead).


 === Destroy Five Crystal Power Cells ===

     Before riding the first elevator down, look around to the right of it to
see the first Power Cell.  Simply cling to the cylinder and head round to it.
The second one can be found after riding the first elevator down, near to the
space probe to the right.

As for number three and four, they can be found in the same area, and that's
through the portal.  In this area, grab some air, then remove R2-Beat-U from
action.  In plain sight, you'll find both Power Cells.  Now, head back through
the portal and take the left path (right when coming out of the portal) and
ride the platform.  It drops you off on a small platform with an air chamber.
Hop onto the other platform and you'll be taken up to the fifth Power Cell.

From the air chamber, you can now head straight.  You actually have to climb
these platforms, as they're spaced far enough apart to stop you spring jumping
up them.  From a full tank of air, you'll have a scarily small amount left once
you reach the top.  Apropos the top, you'll find an air chamber and the Remote.


 === Hidden Silver Remote ===

     This one is easy, it's in the top-right corner of the asteroid with the
third and fourth Power Cells.

 o-INFO----------------------------------------------------------------------o
 | With your 24th Silver Remote, a new bonus level -- Bugged Out -- appears  |
 | in the bottom-right corner of the Green Gate Area.                        |
 o---------------------------------------------------------------------------o


 ----- Bugged Out -------------------------------------------------- 03.25 ----

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

     Well, this is slightly different.  You start out on a little walkway above
a pit of static.  Just down from you is a wheel, that when struck, sends Ants
flying out of the televisions that line the walls of this small area.  You have
the usual three minutes to acquire 70 items by killing enemies.  If needed, two
Green Flies can be found just up from your starting position (like you can't
already see them).  Once you've collected all the items, the Gold Remote will
appear on your starting point.


 ----- Samurai Night Fever ----------------------------------------- 03.26 ----

 === Navigate the Great Spinner ===

     Turn around and head over the bridge.  That spiked bar is as painful as it
looks, so mind yourself.  Use the launchpad behind it to, well, reach the next
part.  Up here, dispatch the Red Ninja and follow the path around.  At the
bottom, you'll encounter a regular Ninja and a Dragonfly for your troubles.

The panel under the sign on the wall can be broken for some items.  Use the
moving platforms to get across the gap, and try not to fall, as those damage
panels are most unforgiving.  Over at the other side, strike the gong to cause
the block next to the arch to temporarily rise from the ground.  With a couple
of spring jumps, you can be on top of said arch, where you can nab a Purple
Fly.  If you look to the left of where you entered in this area, you'll find a
sticky wall begging to be clung to.  As always, follow it around to its
conclusion, but I warn you, be wary of those slightly different tiles as you
approach the corner; they're retractable spikes.

Up top, you'll find a Green Fly in front of one of those lovely spiky bars,
along with a Ninja.  Grab one and kill the other, then head to the left, over
a second spiky bar.  The bridge is comprised of those nice blocks that give way
when stepped on (dropping you to your death), so put a spring in your jump.
Strike the gong at the end to open the doors situated behind the first bar.

Head through those very doors and use one of the launchpads to leap the gap.
Ahead, you may see a slight discolouration of the wooden floor - if you jump on
this spot, you'll break the floor and find some extra items.  To get back up,
simply climb the panel.  Just ahead of you, you have another gap that requires
clearing and a Fire Head that requires smacking for great justice.

After the Fire Head is the opposite of alive, use the launchpad behind it to
leap to a pillar.  Situated on the pillar is another launchpad that will allow
to reach the second one.  If you should fall at any point, you'll have to deal
with the Ninja running around on the ground.  Of course, to get back up, simply
climb the sticky wall.

Once you've made it across, you'll be confronted by the Great Spinner.  Hitch a
ride on one of the arms and wait for it to reach the next bit of solid ground,
where you should jump off.  On that very piece of solid ground, strike the gong
to lower the ramp behind it, allowing you to continue.

From the top of the ramp, step on the ornate tile to be taken down to another
gong.  Striking this one will tilt the ramp towards you, allowing you to reach
the next section of the Great Spinner.  Before you can risk life and limb with
that, there's a Samurai blocking the way.  As ever, two hits to the head makes
it dead.  Hop on board and you'll be taken round to the Remote.  There's a gong
right next to it, and if you hit it before grabbing the Remote, you'll thank me
later.

 o-INFO----------------------------------------------------------------------o
 | With your 33rd Red Remote, the Blue Gate Area boss level -- Channel Z --  |
 | opens up.  This is the showdown with Rez, so if you want to run off and   |
 | fight him now, skip ahead.  Me?  I'm going to get the rest of the Remotes |
 | and, y'know, stuff.                                                       |
 o---------------------------------------------------------------------------o


 === Ride the Swinging Platforms ===

     Head around the left side of the pagoda in front of you and take care of
the Ninja.  Just around the corner, you'll notice the sticky wall for your
sticky self to climb down.  Strike the gong at the bottom to open some doors,
but what doors?  The doors found to the right of the pagoda, actually.

Head through the doors and cross the bridge of unreliable platforms.  Over at
the cool side, the other side, look to your left and promptly faint.  To reach
the other side of the gap, you need to use all the platforms.  Start on the
right side, then follow the platforms around.  The only movements they'll make
are a rather rhythmic up and down.

Now for the fun part.  Over at the other side, jump onto the spinning platform
to the right.  From there, you can jump over to one of the platforms on the
opposite pole.  Don't worry too much, as at the moment, it's all safely over
ground.  Amusingly enough, the second platform you jump to doesn't meet up with
the top platform on the first post, so you'll need to switch platforms.

From the third platform, you can reach solid ground again.  Solid ground with a
Ninja.  Injure the Ninja, then head over the small bridge.  You probably were
wondering where those evil pendulum of death sounds were coming from - well,
wonder no more.  There are three to contend with here, but if you take your
time and use the slices in the ground to judge your distance to them, you'll do
well (and certainly not die in pieces).

Beyond those pendulums, you'll find a massively swingy platform.  If you don't
jump to it cleanly and end up grabbing the ledge, you're dead.  Providing you
lived to reach the other side, kill the Dragonfly (note the Blue Fly) before
jumping over to another of those swingy platforms.  At the other side, there
are some platforms to navigate, but they're nice - they just slide backwards
and forwards gently; there's even an island halfway.  The island, however, is
occupied by a Red Ninja, but it's still nicer than the last two platforms.

Across the other side, take care of the Samurai to open the doors behind it.
And what do you find?  A collapsible bridge intersected by a swinging pendulum.
Wait until the pendulum has swung off screen, then wait for a second before you
run over and jump the gap.

Over at the other side, use the spinning platforms to cross the gap, but watch
out for the Fire Head on the other side, as it can knock you over the edge.
You need to cross that bridge, but the twin pendulums and spikes in the middle
don't want you to.  The moment you see the spikes retract, run like a little
girl and don't stop.  Do battle with the Samurai at the bottom, then strike the
gong to reveal the Remote.  There's a gong next to this one, too, and again, if
you hit it, you'll thank me later.


 === Ride the Swinging Platforms ===

     The gate to the right of your start point is now open (those two gongs did
it - you may thank me now).  Head through the gate (would be rude not to) and
head up the ramp.  To the right, you'll notice a launchpad that can and should
be used to make progress.

Swinging between the gap in front of you is one of our favourite platforms.
There's no way around it, you need to use it to cross the gap.  At the other
side, there's only a small distance between the edge and a pendulum in the
face.  There's no slices out of the ground here, so use the crenelations to
judge the distance between yourself and the blade.  At the end, you'll need to
dodge a blade and make it to one of those swinging platforms.

The timing?  Well, it isn't as hard as you think, as the platform is moving
much slower and the blade swings a little further each time, meaning it takes
a fraction longer to come back.  When the blade is over to the right and the
platform is just about to kiss the edge, that's your time to jump.

If you're so inclined, you can jump off to the small section of wall to the
right to grab some extra items, but I really wouldn't.  To make progress, you
will need to jump from this platform over to a one swinging in the opposite
direction.  The only hard bit is spinning the camera so you can best judge the
distance.  From the second platform, jump over to the wall, which is far easier
said than done, as you magically can't seem to grab the ledge.

Providing you made it, a little way down the path, you'll encounter a pair of
pendulums swinging towards you, meaning you'll have to use the slices in the
ground to squeeze between the blades.  At the end of the path, unleash your
rage upon the Ninja and hop into the cage.  When the cage stops its fantastical
journey, be sure to jump out of it.

Here, you'll find a Green Fly if you need it.  To the right, there's a gap in
the fencing, and that's where you need to go - through the gap and over the
damage panels.  Either dispatch or ignore the nearby Fire Head, and jump over
to the platform with the Samurai.  Again, you can either kill it or ignore it,
as your goal is to climb the sticky wall.  Follow it all the way round, but
keep an eye out for the spikes towards the end.

Up top, head to the middle of the bridge on the left.  From here, you can reach
the spinning platforms that are unfortunately sitting above yet more damage
panels.  They spin quite gently, actually.  Make your way across the pair of
them, then jump onto the sticky wall.  Again, towards the end of it are some
spikes.

The third floor is relatively easy.  Use the first platform to transfer to the
second, then the second to the third.  From that one, you can reach the wooden
path that'll take you to the fourth floor.  Up here are two more sets of
spinning platforms, and across from them is another groovy cage.

This particular cage takes you up to the roof.  Regardless of whether you head
left or right here, you'll encounter a Fire Head.  You'd probably do best to
avoid them here, as the Remote is just round the corner, and you don't want to
keep it waiting.  It's guarded by a Red Ninja, but that won't matter once you
step on the button.


 === Hidden Silver Remote ===

     From the area where you got the Purple Fly (that involved hitting gong to
raise the block), head to the top-left corner.  Look down and you'll see some
sticky panels.  Push into the corner and drop off the edge, you should stick to
them nicely (that or fall to your death).  Follow the wall to the end to reach
the Silver Remote.  Jump into the glowing light to get back up top.


 ----- No Weddings and a Funeral ----------------------------------- 03.27 ----

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

     Head down the ramp and weave between the static pits.  In front of you,
you can hitch a ride on a moving platform.  Well, they're not moving yet, but
once you stand on one, the other will begin to orbit around it; by jumping
backwards and forwards between platforms, you'll start to cover ground.

If you should fall, simply climb back up the wall with the safety tape down the
side.  Down there, you're not alone; that Socket Monster, while physically weak
and squeaky, will fire blasts of electricity at you.  When it's getting ready
to fire, it'll become electrified, meaning you can't hit it.

At the other side, approach the hatch in the wall and it'll open, leading you
to the next area.  In here, it all gets a little disco.  Jumping on the disco
blocks in the right order will reveal the exit, of course, you won't know the
right order until you jump onto a block.  Whether you choose the right block
or not, the correct one will be highlighted in the mirror.

In the next room, in the top-right corner, you'll find a large remote - spring
jump on both buttons to make it give you a lift.  Up on the ledge, head along
to the left and jump over to the first platform you see coming out of the
static.  This very platform will take you to the other side of the room.

As you make your way up the ramp, be wary of the wind blowing from the vents.
At the top, you'll find another set of orbiting platforms - if you use them to
travel straight ahead, you can grab a Purple Fly; if you use them to travel to
the left, you'll find a Green Fly and a sticky wall to take you higher.

The enemy you see floating around here can only be defeated by spring jumping
on it until it's flattened into the ground.  You're not in a position to do
that here, so bat it away with a tail whip.  Head across the conveyor belt,
being sure to watch out for the gust of wind that'll send you back to the
ground, then climb the sticky wall.  At the top of the wall, you'll find some
vents that'll blow you back down - nothing serious, just wait below them for
the wind to stop, then finish your climb.

At the top, you'll find another Socket Monster, and behind that, a platform
bathed in light.  Defeat the first, then jump over to the second.  The platform
will take you up to a Green Fly and the exit.  Once more, it's disco time, this
time, with four disco blocks.  The order, again, is random, and failure this
time creates one of those annoying flying enemies from earlier (which is great
if you want to stock up on items and lives).  Of course, success breaks the
mirror and reveals the exit.

That large pit of static can be passed by hitting the wheel to the left until a
platform appears.  Once it's up, you'll have a short time to make it across
before it sinks again.  At the other side, knock all of the buttons into the
remote to hitch a ride.  If you need some health, cut a sharp left at the top
to find a Green Fly.  The wheel, once spun, raises a couple of small platforms
out of the static - these stay up for as long as expected, but allow you to
reach the sticky wall unharmed.

In the middle of said sticky are a couple of fans that'll quite happily blow
you into the static if you mistime your movement.  Once you reach the walkway,
there's only a little walk before you reach another section of wall.  At the
top, ride the conveyor belt, again, being wary of the fan.  Across the gap,
there's another belt, but it's moving towards you this time.  Along this belt
are another two fans, once you've past the first one, jump in place to arrest
the movement of the belt until the second one stops.  Oh, and the exit is at
the other side.

Mercifully, at the start of this room is a checkpoint marker.  The platform
bobbing about in the static, with the exception of the screen in the middle, is
regularly covered in the stuff.  Wait on the screen until the area in front of
you is clear, then jump over to the conveyor belt.  From there, again, you'll
need to wait until you're clear to go before jumping over to the next one.
So, yeah, it's more of the same until you reach the exit.  If you took a hit
here, there's a Green Fly at the end, too.

In this next area, strike the wheel until the platforms rise up from out of the
purple liquid (don't fall in, because you won't live to regret it), then make
your way across.  To the right, you'll have to tackle a series of conveyor
belts as you get ever-higher.  Take your time and remember to arrest the
movement of the belts by jumping in place.

At the very top, you'll need to jump over to the platform bathed in light.
It won't take you to the exit this time, it'll take you up to a path that leads
round to a pair of orbiting platforms.  This time, you'll need to be really
careful, as the Socket Monster at the other side of the room is trigger happy,
and will gladly shoot you off.

If you can get across and whack it one, you'll be able to grab a Green Fly,
which frankly wasn't worth the effort.  The wall conveyor to the right is the
way to go, amigo.  At the top, mind you, there's a vent to knock you back down.
Presuming you made it to the top, there are a couple of fast-moving conveyor
belts here.  Here, right here, the key to success is to spring jump - spring
jump as far onto the belt as you can, then keep bouncing.

After the second belt, you'll need to whack the wheel to raise a pair of
platforms from the static, as you've previously done.  The problem, however,
is that right at the end is a vent that's just waiting to blow you down to the
ground.  Keep spinning the wheel until it stops, then immediately spring jump
over the platforms.  Happily, you should make it.

The remote at the other side has four buttons to depress, they're quite quick
to pop back out, so be quick yourself.  The remote, once activated, will take
up to a moving platform.  From here, you'll have to quickly use it to reach the
conveyor belt before you're taken into the static field.  From that belt, you
can reach another platform that will take you within jumping distance of the
exit.  If you don't see a platform when you first ride the remote up, just keep
doing it, as one will come along eventually.

Welcome to the final area, it's quite pretty.  Also quite electric, so don't
go touching anything.  Head straight and jump onto the platform when it comes
down - this will take you up to the Remote.


 === Hidden Silver Remote ===

     Use the second set of orbiting platforms to travel to the right, where you
will surely find the Silver Remote.

 o-INFO----------------------------------------------------------------------o
 | With your 27th Silver Remote, the final bonus level -- Chips and Dips --  |
 | will appear in the Blue Gate Area, opposite Pain in the Asteroids.        |
 o---------------------------------------------------------------------------o


 ----- Chips and Dips ---------------------------------------------- 03.28 ----

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

     You have the same time as always, and the semi-regular sum of 50 items to
collect this time.  This level is horribly straightforward.  There's only one
path to take, and that's up.  When you reach the area with the stacks of
launchpads, drop all the way down and grab the charge you need to climb them.
By time you have all the items, time will be quite low, so you'll only have one
chance to ride the multitude of launchpads to the elevator that comes after
this.  Nothing tricky about it, though, so you should be able to do it easily.

 o-INFO----------------------------------------------------------------------o
 | With your 12th and final Gold Remote, a new secret level -- Mazed and     |
 | Confused -- will appear near the other two Gold Remote levels.            |
 o---------------------------------------------------------------------------o


 ----- Mazed and Confused ------------------------------------------ 03.29 ----

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

     Head down the slope in front of you and take care of the flying enemy with
a spring jump.  You have two choices; either go left or right.  Actually, you
have no choices, because I want you to go left.  Before you do, mind you, there
is a Green Fly right in front of you, should you want it.  Left, by the way,
sees you enter the maze.

Follow the path around until you reach the cross-section, then head right, past
the claws and vents (the latter blowing you into the former).  When you reach
the large gap, leap over it with a flying kick.  If you fall, you'll have to
follow the path back round to the start of the maze.  Head past yet another
claw and vent, then cling to the sticky wall and follow it round, being careful
not to let the vents blow you into the static.

At the end, in the room, you'll find two Green Flies and a green tunnel with a
small red dot hovering above it.  Grab what you need and drop into the tunnel
to be transported to the final area.  Make your way up and over the tree-like
television sets, but watch out for the Socket Monster prowling around here.

Once you're over the other side, bounce up the dishes and dispatch the Socket
Monster at the top.  Head left and make your way up the ramp, following the
path upwards.  When you reach the 'Stuff to Buy' shack, head up the spiralling
path around the tower to the left.  From here, it's just two more dishes before
you reach the Remote.


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

     From the cross-section of the maze, head left, being wary of the claws on
the walls and the vents, until you reach the sticky wall.  Follow it round to
its conclusion, again, keeping a keen eye out for vents along the way.  At the
other side, head right and leap over the static pit, then follow the path
around, being mindful of yet another vent and claw tag-team.

The energy bridges here, as you'll notice, pulse in two different directions,
and quite quickly at that.  Ride the one to the right and continue along the
subsequent ones.  About halfway along the third one, you'll have to jump, lest
thee fall.  Fall where?  Fall on another bridge that will take you back round
to the start.

Along the next bridge, presuming you jumped, you'll have to do so again.
The penalty for failing here is death.  Once you reach the other side, jump
over to the fast-spinning dish and then over to the platform with the energy
bridge.  That bridge takes you up to another spinning dish, and from that dish
in turn, you can reach another one, followed by an energy bridge.

Now, the bridge, you say?  That takes you to your death if you don't jump onto
the one on the right as soon as you're given the chance to do so.  From the end
of that one, it's just a case of riding the rest of the bridges to their
conclusion, smashing any obstructions you come across.  At the end of the last
bridge, you'll find yourself on a metal walkway.  From here, follow the path
around to a giant metal Rez head.

To reach the Remote, you need to knock all the teeth out of the head by jumping
and tail whipping them.  However, the head passively fights back with the
burners situated on some of the teeth.  Wait until a flame retracts, then jump
up and smack it.  With all the teeth gone, the head will explode, revealing a
disembodied brain and eyeballs, which will then bounce happily away, revealing
the Remote.  Be careful, though, as the brain can hurt you.


 === Lost Gex Tape ===

     After crossing the large gap (the one that requires you to use the flying
kick) inside the maze, take the second right, then bounce on the remote buttons
to activate it, allowing you to get on top of the maze itself.  Follow the path
around to the right - at the first corner, jump over to the right, then keep
heading along, jumping as required.  Eventually, you'll come to two large
teeth, the Tape lies just beyond them.  If you drop down to the right and head
back in the direction you came, you can get out of the maze.


 ----- Channel Z --------------------------------------------------- 03.30 ----

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

     Jump onto the platform to the right to be taken to the top of the area.
A Green Fly awaits to the right of where you end up.  Step into the green light
to be taken to Rez.  When Rez finishes laughing, he'll charge at you, rather
slowly if truth be told, so avoiding him won't be hard.  When he hits a wall,
he'll be stunned, so use this time to smack him one.

With each hit, he'll stumble into the electrical field in the middle of the
room.  When the view switches to first-person mode, complete with a Rez-eye
view, avoid the targeting reticule that appears on screen as best you can.
Basically, this continues until you land the third hit, after which, he'll fly
to the centre of the room and start laughing manically.  Oh, and yeah, he
becomes the size of a house.

In this form, Rez primarily attacks by sweeping his arm along the ground, which
can be jumped, with you ideally jumping towards it rather than away from it; by
shooting an eye laser, which can be jumped or simply run from (he telegraphs
this by tilting his head back); or by smashing his hand down on top of you,
which should be jumped away from in the direction opposite the arm he's using.

As you run around the room in a panic, be sure to take notice of the large
buttons that appear.  When Rez slams his fist down within relative proximity of
one, he'll push it, dropping a large telly on his head.  After each hit, the
number of times he uses his sweep attack will increase by one, while the number
of times he slams his fists down will decrease by one, meaning more attacks to
avoid and less chances for him to push a button.

Well, congratulations, you defeated Rez and saved the world and stuff.  If you
went to the bother of collecting all the Remotes, after the ending has played,
you'll be treated to a little slide-show of concepts for enemies and levels, as
well as various pieces of promotional art.


 ===== Cheats, Codes, and Easter Eggs ============================== 04.00 ====

 === Debug Mode ===

     Pause the game and highlight 'Exit,' then enter the following code while
holding down L2: Left, Circle, Up, Down, Right, Right, Left, Triangle, Up, and
Down.  This gives you access to debug info, a level select, and the option to
mess around with collectables.  Use Select to open or close the menu.


 === Infinite Lives ===

     Pause the game and highlight 'Exit,' then enter the following code while
holding down L2: Up, Up, Down, Right, Triangle, and Down.


 === Invincibility ===

     Pause the game and highlight 'Exit,' then enter the following code while
holding down L2: Left, Right, Triangle, Down, Right, and Left.


 === Level Select ===

     Pause the game and highlight 'Exit,' then enter the following code while
holding down L2: Right, Right, Left, Right, Triangle, Down, and Right.  This is
same level select that's unlocked via Debug Mode.  Use Select to open or close
the menu.


 === Rambling Gex ===

     Pause the game and highlight 'Exit,' then enter the following code while
holding down L2: Down, Right, Up, Down, Right, Left, Right, Down, and Down.
When you unpause the game, Gex will randomly say something once.


 === Stage Timer ===

     Pause the game and highlight 'Exit,' then enter the following code while
holding down L2:  Right, Triangle, Right, Left, Triangle, and X.  This adds a
little timer to the bottom-left corner of the screen.  You can't use this code
on bonus levels, as their owner timer occupies that space.


 === Voice Activation Mode ===

     Pause the game and highlight 'Exit,' then enter the following code while
holding down L2: Triangle, Left, O, Up, and Down.  Pressing Select will make
Gex say a random line.  On occasion, you'll hear a buzzing sound instead, this
is likely the game trying to read a file that was moved or renamed.


 === Easter Eggs ===

 --- Secret Message ---

     In the Media Dimension, drop down behind Lava Dabba Doo and walk forward
until you're allowed to move the camera.  Rotate it all the way to reveals:
"rich JEZZA! '98 Faith Hope Unity" scrawled on the wall.


 ===== Frequently Asked Questions ================================== 05.00 ====

 === General Questions ===

 Q: What's the difference between this and the N64 version?

 A: Well, the N64 version has a super exclusive extra level, Gecques Cousteau,
    an underwater-themed level based around the Titanic.  Yeah, it's pretty
    sweet.  As a downside, a lot of the bonus levels have been removed, along
    with Poltergex and a lot of the voice files.


 === Questions About This Guide ===

 Q: Can I use your guide on my site?

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


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

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


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

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


 ===== Credits and Outro =========================================== 06.00 ====

     You've saved the world and probably have a villa in the Media Dimension,
which is nice.  Rez is, well, I don't know where he is.  Good job, you let him
escape.  This is the end of the guide as we know it, and I feel fine.  I hope
it helped you out, because you're a good bunch, and I mean that most sincerely,
folks.  See you next time.


 === Special Mentions and Thanks ===

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

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


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

===============================================================================
     Gex: Enter the Gecko (C) 1998 BMG Interactive Entertainment
          Gex: Enter the Gecko - FAQ/Walkthrough (C) 2011 Mike Penance
===============================================================================