############################################################################### |_ _|_ __ ___ _ __ _ __ ___ __ _ _ __ / /\ \/ / / _ \ | || '__/ _ \| '_ \| '_ ` _ \ / _` | '_ \ / / \ /_____| | | | | || | | (_) | | | | | | | | | (_| | | | |/ / / \_____| |_| | |___|_| \___/|_| |_|_| |_| |_|\__,_|_| |_/_/ /_/\_\ \___/ __ __ _ | \/ | __ _ _ __ _____ ____ _ _ __ (_)_ __ | |\/| |/ _` | '_ \ / _ \ \ /\ / / _` | '__| | | '_ \ | | | | (_| | | | | (_) \ V V / (_| | | | | | | | |_| |_|\__,_|_| |_|\___/ \_/\_/ \__,_|_| |_|_| |_| _ _ __ __ _ _ | | | | ___ __ ___ ___ _ | \/ | ___| |_ __ _| | | |_| |/ _ \/ _` \ \ / / | | | | |\/| |/ _ \ __/ _` | | | _ | __/ (_| |\ V /| |_| | | | | | __/ || (_| | | |_| |_|\___|\__,_| \_/ \__, | |_| |_|\___|\__\__,_|_| |___/ _______________________________________________ |Written by: Christopher Anderson (ShooterMcGee)| | cchris81183@hotmail.com | |____________Copyright: Nov.'04_________________| ========= Contents: ========= 1. Introduction 2. Controls 3. Power-ups 4. Levels -Level 1--Outside Stark Industries -Level 2--Inside Stark Industries -Yellow Jacket -Level 3--Research and Development -Level 4--New York City -Level 5--The Subway -Level 6--Orb Industries -Level 7--Skies -Level 8--Mistress Crescendo -Level 9--Rainforest -Level 10--Helicopter -Level 11--Volcano Lair -Level 12--Underwater -Level 13--Dromak Gladiator -Level 14--Living Castle -Arnim Zola -Level 15--Vibranium Drill -Level 16--Mountain pass near Zola Castle -Blackout -Level 17--Baron Zemo -Level 18--Asteroid Field -Level 19--General Krytos's Spaceship -Level 20--Inside General Krytos's Spaceship -Level 21--Inside General Krytos's Spaceship 2 -Baron Zemo -General Krytos 5. Credits/Legal ************************************************************************** ============ 1.) Introduction ============ In this game, you play as either the Marvel character Ironman or as the Acclaim character X-O Manowar. Your objective it to find a stolen vibranium drill bit which has been stolen from Stark Enterprises and stop Baron Zemo, Mistress Crescendo and General Krytos from acquiring the cosmic cube. When you start the game you are given the choice of starting the game, choosing options or inputting a password. Start game does just what it implies. In the options screen you can change the difficulty settings, turn music and sound on/off or view the game credits. The password option is pretty self explanatory. At the end of each level, you will receive a password that will allow you to skip the previous levels and play the game where you left off. ======== 2.) Controls ======== UP-Pick up an object or enemy when standing on or near them. -Push while in mid-air to fly -Character specific attack Down-Crouch A-Jump B-Throw a held object or enemy B+A-Mid-air attack -Character specific attack Down+B+A-Energy shield (uses flight stamina/energy shield power) Up+B+A-Chest blaster ______________________________________________________________________________ Ironman and X-O Manowar also have character specific attacks that only they can perform. -------- Ironman -------- Up-A powerful roundhouse kick B+A-Punch ----------- X-O Manowar ----------- Up-An overhead swipe with his ion sword B+A-Stab with ion sword ========= 3.) Power-Ups ========= There are various power-ups that enemies can drop when you defeat them. Energy Cell-A small white canister that heals your character slightly. Energy Pack-Heals your character for a moderate amount of energy. Auxiliary Energy Tank-Temporarily gives your character unlimited energy. Extra Life-Gives your character another chance if you die. Blaster Power-up-These will be your best friend if you find one. It seems to double your blaster damage making "two-hit" enemies die in one hit, "four-hit" in two and so on. Checkpoints-If you pick up one of these, you will resume play from where it dropped on the ground if you die. ====== 4.) Levels ====== ***Before each level you will be given the choice of playing as Ironman or X-O Manowar. Now even though the instruction booklet says their powers compliment each other, I found it much easier to play as Ironman. So this FAQ will be written using Ironman as my character for each level. Now when you start, you will notice two bars in the top left corner of the screen. The top one is your energy/health. The bottom one is your flight stamina/energy shield power. Now depending on which character you play the energy/health meter will go up or down when you are hit by an enemy. For Ironman, the bar will go down signifying a loss in health. For X-O Manowar however, the bar will go up signifying an overload. When this bar gets to the bottom for Ironman or the top for X-O, they will die and you will lose one life. At the end of each level you will see different percentages. These represent enemies beaten, items collected, etc. You'll also be able to see your clear time and password for the next level. This FAQ was made using Ironman on Easy mode*** --Level 1-- -Outside Stark Enterprises -Objectives -Secure Stark Enterprises -Stop theft of vibranium drill bit -Eliminate all hostile enemies -Threats -Spider alien soldiers (SAS) -Spider alien minions (SAM) When you first enter the level, pick up the barrel to your right and throw it at the approaching SAS. Then jump up to the small ledge to your left and ignore the SAM walking back and forth. Jump and fly straight up and to the right to the nearest ledge there. Proceed to your right, picking up the barrel and throwing it at the stationary SAS you come to. Go all the way to the right and follow the ledges down to the ground floor, killing the SAS and SAM you come to. Proceed to the right, picking up the barrel and throwing it at another SAS there. Fly up, up, up to the right over the SAM and continue right and follow the ledges down to the ground floor again, stopping to kill the SAM and SAS if you want. I normally fly or jump over them. When you reach the ground floor, proceed to the right and to the next level. --Level 2-- -Inside Stark Enterprises -Objectives -Secure Stark Enterprises -Stop theft of vibranium drill bit -Eliminate all hostile enemies -Find and stop Yellow Jacket -Threats -Spider alien soldiers (SAS) -Spider alien minions (SAM) -Floating sentries -Floor sentries -Creeping mines This level may seem like a huge maze at first but it is really very simple. There is really only one path through the level and it is pretty straight forward. There is just one thing to always remember. NEVER take the same elevator twice. You will get turned around and get lost. When you first enter the level, kill the floating sentry and there will be a wall that can be destroyed with a few hits. There are several such walls in this level that can be dealt with in the same way. When you stand in front of an elevator, press up to get in it and take it to another level of the building. When you get out, just follow the corridor, killing the SASs and floor sentries you come to, and take the next elevator to get to the end of this level. ============== -Yellow Jacket ============== When you get to the end of this level, you will fall into a large, empty room. Yellow Jacket will appear and transform into her wasp form and fly around the room. Just stand in the middle of the room and jump over her when she flies at you. She will transform back into "human" form to attack you. This is when you must stand near her and shoot diagonally up at her to hit her. After a few hits, she'll transform again to wasp form and repeat her pattern. Just do the same thing; jump, wait, shoot, repeat and she'll be done soon enough. --Level 3-- -Research and Development -Objectives -Secure Stark Enterprises -Stop theft of vibranium drill bit -Eliminate all hostile enemies -Threats -Spider alien soldiers (SAS) -Spider alien minions (SAM) -Floating sentries -Floor sentries In this level you are in the R&D portion of Stark Enterprises. Go the right and continue through the shutters. They open and close twice quickly and will hurt you if you get hit by them so time your run through them carefully. Make your way through the level as usual. Once again, there is only one path through the R&D lab. If you try to take a wrong way, it usually ends in a dead end so just backtrack and take the other way. Enemies are the usual, SAS, SAM, etc and you know how to deal with them already. Once you get to the end of the level, you will see the vibranium drill bit you have been looking for. But before you can get to it, Blackout will appear and transport himself and the drill bit away. --Level 4-- -New York City -Objectives -Eradicate spider alien threat -Search and destroy: Mistress Crescendo! -Threats -Spider alien soldiers (SAS) -Spider alien minions (SAM) -Crescendo guards (CG) This level can be pretty hard with the addition of the Crescendo guards. When you start the level, run to the right killing the SAS and CG as you go. The most effective way to get rid of both of these enemies is to crouch and fire at them until they die. Sometimes they will be too close to you and they will hit you. Don't try to run away and fire at them again as you will only get hit again. Rather, press up to pick them up and throw them at another enemy or the ground. Continue to the right to a stair structure. Jump to the top and fly to the ledge on your left and continue up and around the ledge above you and then continue to the right. There will be a CG on a hover device that will shoot at you and follow you if you don't destroy it. Like most action games, your objective is always to the right so use your best judgment to make your way there. Be warned though that the CG can crash through windows and surprise you. The best way to get rid of them is again, crouch and shoot or pick them up and throw them. Remember to utilize the barrels you come across. They will kill an enemy in one hit. --Level 5-- -The Subway -Objectives -Eradicate spider alien threat -Search and destroy: Mistress Crescendo! -Threats -Spider alien soldiers (SAS) -Spider alien minions (SAM) -Crescendo guards (CG) -Electrified wire This level is much easier and much more fun than the previous level. You are in a moving subway car and the lights will flicker on and off intermittently. Same enemies as before but not nearly as many. Just like always, continue to the right until you can't go any further, watching out for electrified wires on the ceiling as you go. This is the part where you will have to shoot out the skylight on the subway car and fly up to its roof. Continue going right until you can't go any further and shoot the skylight again to get into the car. You will do this several times in this level, killing minor enemies along the way. When you get to the end of this short level, you will see a S.A. Wolf class spider minion inside the car throwing what appears to be "web-grenades." Just destroy the roof and drop into the car moving left as you do. Then inch forward while shooting to hit and kill the enemy. --Level 6-- -Orb Industries -Objectives -Eradicate spider alien threat -Search and destroy: Mistress Crescendo! -Threats -Spider alien soldiers (SAS) -Spider alien minions (SAM) -Crescendo guards (CG) -Creeping mines This level is just like Level 2. Elevators, breakable walls and everything. And just like level 2, there is only one path through and it is easy to figure out. There is really no need to go in-depth here. If you made it this far, you've beaten level 2 and know how it's done. --Level 7-- -City skies -Objectives -Eradicate spider alien threat -Search and destroy: Mistress Crescendo! -Threats -Helicopters (missiles) -Flying Crescendo guards Oh fun a flying level! You automatically fly forward through this level so the only things you have to do are move and shoot. Randomly, helicopters will appear in the background and fire two missiles at you. Now there's nothing you can do about the helicopters but you can avoid the missiles by flying around them but I prefer to line myself up with the helicopters and fire at them. This will destroy the missiles as soon as they're launched. Also you will see the occasional CG on a hover device but they are killed in one shot and are little threat. =================== --Level 8-- -Mistress Crescendo =================== After level 7 you will immediately fight Mistress Crescendo. At the beginning of the fight she will most likely use her telekinetic/telepathic power which will reverse your controls temporarily. Up becomes down, down becomes up and so forth. It is best to wait for this to wear off before trying to attack her. She also has an energy ball of some kind that she will shoot at you for little damage. The best way to defeat her is to use Ironman's roundhouse kick attack when she gets close to you. This will take away two of her energy/health bars at a time and she'll be done for soon enough. --Level 9-- -Rain Forest -Objectives -Find and secure vibranium drill bit -Eliminate any and all aggressive forces. -Threats -Armorine -Spider alien soldiers (SAS) -Spider alien minions (SAM) -Parachute mines This level is big and annoying. Not necessarily hard but this level introduces Armorines who are fairly numerous and good shots as well. This level has trees which have what looks like pipes growing out of them. I can only imagine these are supposed to be branches. You can fly through these branches and stand on them if you need to. The real annoyance in this level comes from the parachute mines. These are small black mines hooked to parachutes that appear out of nowhere to blow up in your face and generally annoy you. There will be times when you can go no further and must fly up and over the canopy to continue the level. By now in the game you know how the levels work and should be able to handle this one easily enough. Objective is always to the right and if you come to an obstacle, you just go up and over it. I beat this level on my first try. ============ --Level 10-- -Helicopter ============ This will probably be the hardest fight so far. The helicopter takes up the majority of the screen and can hurt you just by hitting you. On top of that, it fires missiles like the helicopters in level 7. The best strategy I found is to stay as far to the left as you can while facing the helicopter. To harm it, you have to be lined up with the copter and hitting its main body. You cannot shoot it from above through its rotor or from below so your best bet is, like I said, to stay as far to the left as you can and line yourself up with the copter and shoot at it. Now while you're shooting at it, the helicopter will be firing missiles at you so when you shoot the copter you will more than likely hit and destroy its missiles first which is both a good and a bad thing. Good because it stops the missiles from hitting you but it also stops you from getting those couple of shots in on the helicopter. After you shoot and destroy the two missiles, you will usually be able to get two or three shots off and harm the helicopter. Keep this up to destroy it. --Level 11-- -Volcano Lair -Objectives -Find and secure vibranium drill bit -Eliminate any and all aggressive forces. -Threats -Armorine -Spider alien soldiers (SAS) -Spider alien minions (SAM) -Mounted turrets There is no real trick to beating this level even though when you arrive it seems very large and daunting. Your objective in this level is to get to the bottom of the volcanic cliffs. So when you start, run to the right down a slope. You will see many overlapping slopes such as these in this level. Always remember to be running DOWN a slope. When you run onto a crumbling section of ground, just stay on it and let yourself fall. It will save you a lot of running time and you will bypass some enemies. There are mounted turret guns that hang from the ceiling and move left to right and will shoot at you if you are within range. There are also small, one-gun turrets that come out of the walls and can shoot straight, down, and diagonally at you but these are easily destroyed. Jump or fly over the enemies in this level, or stop and fight each one if you prefer but keep going downward. This level should take less than 1.5 minutes if you just run through. --Level 12-- -Underwater -Objectives -Find and secure vibranium drill bit -Eliminate any and all aggressive forces. -Threats -Floating mines -Mounted guns This is an underwater level and like most underwater levels this means a few things. First, your character moves and flies a lot slower than usual. Secondly, your character jumps a lot higher (although slower as well). There is really only one thing you have to worry about in this level and that is the floating mines. Now there are two kinds of floating mines, those that bob up and down in the water giving you a chance to shoot and destroy them and those that HOME IN ON YOU AND EXPLODE IN YOUR FACE! These "homing" mines are a pain in the butt but you can beat them. When they home in on you they WILL hit you. You are too slow to avoid them in both flight and on foot. You also do not have enough time to destroy them (4 hits) before they hit you. So what you do is, let them hit you but then turn and run away from the explosion they create. If you let them hit you and you keep running, you will be hurt not only by hitting the mine but by its explosion as well. But don't worry, there are only three or four or such mines that you'll come across in this short level. Now when you start the level, run to the right while jumping/flying over any and all gaps. Go all the way to the right until you come to an impassible wall. Right above you is an upward current that looks like a white section of ceiling. All you have to do is fly up and into that current and you'll have beaten this level. You can explore the rest of the level is you want but it is thoroughly uninteresting and littered with mines. ================= --Level 13-- -Dromak Gladiator ================= After you jump/fly into the current it will spit you out onto a flat bridge-like structure. On the other side is the Dromak Gladiator. Now this fight may take you a few tries because the gladiator has a few ways to hurt you and they are all equally harmful. First, he can throw his axe at you which can be best avoided by crouching. Secondly, he strikes the ground with his weapon causing two boulders to come crashing down on your present location. Thirdly, he has a ramming attack that will hurt you by physically hitting you. As if that wasn't bad enough, he will also smash through the "bridge" you're on after a certain period of time and drop you to another one below it. Now there are only 4 of these bridges in this level and if you haven't beaten him by the time he breaks the fourth bridge you are dropped into some kind of substance (lava?) that hurts you. Oh and did I mention he blocks almost all of your blaster shots? But fear not! He is beatable, you just have to wait for openings. When I start to fight him I prefer to crouch, that way his thrown axe goes over my head. Also when he throws his axe he will have to rear back to throw it. This is when you must shoot. If you just stand and shoot at him he will block all of your shots and you will do no damage to him. Also, when he rears back to strike the ground and again when he charges at you, he will be vulnerable to your blaster shots. If you hit him while he's charging at you he will be stunned and knocked back a few feet. If he gets too close to you remember you can always fly up and over him to the other side of the bridge. Another thing to keep in mind is when he destroys the current bridge and you are falling, he is susceptible to attack as well. You need every hit you can get on this guy. It may take you a few tries but once you get the timing down, it's easier than it looks. --Level 14-- -Living Castle -Objectives -Prevent Arnim Zola from retrieving the cosmic cube -Free imprisoned scientists -Threats -Walking mutants -Floating sentries -"Grabbing hands" -"Electric slugs" Remember level 3? Well this level follows suit, except it is much harder. The main baddies you will fight in this level are the walking mutants which are slow moving humanoid creatures, and the "grabbing hands", for lack of a better term, which are hand-like creatures that pop up and out of small white vents on the floor. The mutants can be destroyed by regular blaster fire or kicks/chest blasts. The grabbing hands however are best dealt with by running up to them and doing one roundhouse kick, destroying them. You will also see containment tanks in this level. Stand in front of one and use a roundhouse kick to break it open. If you are lucky, a scientist will fall out and run away. Usually though, it is a walking mutant so I tend to skip this. The floating sentries are back and they fire twice as fast now. Two or three times in this level you will also see what looks like a current of electricity scurrying along the ground. I refer to them as "electric slugs". They can also be taken out by one roundhouse kick. Like level 3, there is one path to follow with little choice of changing directions. Usually, taking the wrong route will yield an enemy that may drop a power-up like an extra life or a rare and much needed energy cell/pack. Try to be careful and be very cautious of your health because at the end of this level you will fight Arnim Zola with no break in between your fight with him and the level you just completed. =========== -Arnim Zola =========== This fight can be either very hard or very easy depending on how much health you have left from the previous level. Arnim will not attack you directly but rather summon the grabbing hands from the ground to attack you while you're standing or the electric slugs to fall on you if you jump or fly. The easiest way to beat Zola is to stay on the ground and run up to him. DO NOT jump at all during this fight. Run up to Zola and hit him with a roundhouse kick. Not only will this hurt Zola for two energy bars but it will destroy any stray hands coming up from the floor. Just repeat running up to him and kicking him and he'll soon slump to the floor defeated. ================ --Level 15-- -Vibranium Drill ================ Immediately following your battle with Zola, you will attempt to destroy the vibranium drill before Baron Zemo can unearth the cosmic cube with it. There are only three ways the drill can hurt you and they are all fairly easy to avoid. When you start this level, the drill will move back and forth across the top of the screen and randomly drop down causing two boulders to fall on your present location one after another. These can be avoided by jumping through the gap between the two rocks. You also need to be wary of the spinning drill bit itself. If you touch it, you will be destroyed in one hit. The drill also has two orbs on either side of it that each shield a stalk-like structure. The drill is susceptible to attacks only when these shields open and expose the stalk-like structures underneath. These stalks also fire around the room in a circle that is easily avoidable. What you need to do is wait for the drill to lower its shields and expose its stalks. This is when you must fire up at the drill to harm it. Continue the pattern of dodging rocks and the drill while shooting at it when it lowers its shields to destroy it. --Level 16-- -Mountain pass near Zola Castle -Objectives -Prevent Arnim Zola from retrieving the cosmic cube -Free imprisoned scientists (Didn't we just do this?) -Threats -Spider alien soldiers (SAS) -S.A. Wolf class spider minion -Mounted turrets/guns -Dromak private You've destroyed the drill but you were too late, Zemo got the cosmic cube and now you must go after him and try to retrieve it before he can complete his plan. This level is very straight forward. One clearly defined path to follow with the occasional enemy to defeat. You've dealt with the mounted turrets and guns before so you now their range of fire and how to beat them. Same thing with the SAS's. This level also has crumbling bridges you must cross or else you will be dropped into a pit which contains what looks like lava. There are a few S.A. Wolf class spider minions in this level as well. They are the same enemy that you faced at the end of the subway level and can be defeated in the same fashion as well. A couple times during this level you will run into a large stack of boulders that can be broken by a roundhouse kick. This level also introduces the Dromak private. He is much easier to beat than his gladiator counterpart. All the places you will find a Dromak private in this level also have a safe ledge from which to fire at them from. When you get to about 3/4 of the way through the level, you will see the cosmic cube floating in the air. Before you can get it though, Blackout will appear and you will have to fight him. ========= -Blackout ========= Blackout is an easy boss to beat as well. He may seem tough the first time you face him but once you get his pattern down he's a piece of cake. He will start by dropping two pyramids made of his dark energy from the sky in an attempt to hit you. But just like the boulders of previous levels, these can be avoided. He will then launch two bouncing pyramids toward you which can be avoided by flying up and over them. Now after he does this, he will teleport from the right side of the screen to the middle of the screen and repeat this pattern of dropping and shooting his dark energy pyramids. Now the way to beat him is pretty simple. If you try to just stand and shoot at him, he will block your shots with his dark energy. So you must wait for him to drop his guard when he is attacking you with his pyramids to shoot him with a couple of blaster shots. Just like the Dromak Gladiator fight, this fight is all about timing. Keep up a pattern of flying up over his attacks and hitting him when he drops his guard and you'll beat him fairly quickly. Once you defeat Blackout the cosmic cube will fall to the ground. Before you can get to it though, Baron Zemo rushes in and snatches it away. There is only a small portion of this level left by now. All you must to is shoot up at the loose boulders that are blocking your path and fly up through the hole that is created to the next platform. Do the same thing here, shoot through the next boulders and continue up through a few more sections and you'll be done. ============ --Level 17-- -Baron Zemo ============ When you finish level 12, you will immediately fight Baron Zemo. Don't be scared though, he is a pushover. You'd think the master mind behind this scheme would be harder to beat but he isn't. All he does is jump around the screen and occasionally shoot a rifle shot at you. All YOU have to do is stay in one spot and fire in his direction when he lands and when he jumps on top of you, do a roundhouse kick to knock him back. When you beat him he will drop thecosmic cube and you'll think to yourself, "finally!" But don't get too happy because before you can get the cube, General Krytos appears and teleports himself, Baron Zemo and the cube away. (Are we seeing a pattern here?) --Level 18-- -Asteroid Field -Objectives -Traverse asteroid field -Penetrate Dromak defenses -Eradicate Baron Zemo and General Krytos -Failure is not an option! -Threats -Asteroids -Space mines This is another flying level except you are flying through space. No real strategy here besides avoid hitting the asteroids and space mines. The space mines look like little sparkles bobbing in space. At first I thought they were power-ups of some kind but I found out the hard way they are mines. You can shoot the asteroids and mines if you want but you usually don't have enough time from the time you see them and the time they'd hit you to destroy them. It is just easier to maneuver around them. --Level 19-- -General Krytos's Spaceship -Objectives -Traverse asteroid field -Penetrate Dromak defenses -Eradicate Baron Zemo and General Krytos -Failure is not an option! -Threats -Floating sentries -Floating space mines -"Space Eels" -Electrified wire In this level, you are in the outer most part of General Krytos's spaceship. There is no gravity in this level so you will be flying the entire time. When you first start the level head straight up to the ceiling but stay low enough to avoid the electrified wire. When you get to the ceiling, head to the right. You will probably attract a few floating space mines that will follow you but don't worry you are faster than them and will leave them behind. When you can go no further, head down through the opening and then head left/west flying over any and all obstacles in your path. When you can go no further in this direction, go down the opening and head to the right all the way to the next level. Your path should resemble a backwards S. There are also small, ribbon-like enemies in this level that I call "space eels." They float around in one place and are just as easily killed as they are avoided. --Level 20-- -Inside General Krytos's Spaceship -Objectives -Traverse asteroid field -Penetrate Dromak defenses -Eradicate Baron Zemo and General Krytos -Failure is not an option! -Threats -Large floating sentries -Pop-up floor laser cannons This level starts the interior of Krytos's spaceship. One of the first things you will notice is the large floating sentry near the entrance. These are just like the floating sentries you've destroyed in previous levels except they are much larger and shoot many more times at a faster rate. They can be destroyed by blaster shots just like everything else but I recommend avoiding them when possible. The next thing you'll come upon is a pop-up laser cannon. These fire a laser to the left and to the right when you come near. The direction of the first shot is determined by your position. They are usually on a ledge that is easy to shoot from a safe distance or position. There is also some kind of "ground-like" substance on some parts of the floor that will slow you down considerably but cause you no harm. The easiest way through this level is to always to remember to go with the flow of the slide tube you enter. If you find yourself "running against the wind" so to speak, then you are going the wrong way. If you are running to the right and enter a slide tube from the left, it should slide you to the right. If you find it pushing you back out the way you entered, then you are going the wrong way. You've made it this far so this level shouldn't give you much trouble. --Level 21-- -Inside General Krytos's Spaceship 2 -Objectives -Traverse asteroid field -Penetrate Dromak defenses -Eradicate Baron Zemo and General Krytos -Failure is not an option! -Threats -Large floating sentries -Pop-up floor laser cannons -Dromak privates -Creeping mines This is it boys and girls, the final level. When you enter the level, fly up to the platforms to the right. Be careful though, there is a Dromak private here. Kill him and if you're lucky he will drop a blaster power-up. The level is pretty straight forward, just go to the right-most part of the screen and jump up a few ledges, taking out the laser cannons here, and head to your left. Here you will see a familiar face. ========== Baron Zemo ========== He's back for more! ...And he's easier than before. Just shoot him and he will run and jump over you to the other side. Just turn and shoot again. He will be hit by your shot and do the "run and jump" thing again. Once again, turn to your left and fire and you will hit him. He shoots no projectiles in this fight, just runs and jumps. You can actually stay stationary and beat him VERY easily. He will slump to the floor dead when you are done. Continue on to the left and you will come to a Dromak private. Kill him easily and continue through the level destroying the creeping mines, floating mines, and floor lasers you come to. There is really no way to get lost here. After fighting for a little while you will come to a large, empty room. General Krytos will descend from the sky and the battle will start! ============== General Krytos ============== Now General Krytos has similar attacks to the Dromak Gladiator. He can throw his axe, which can not be ducked under. He also creates some kind of dark energy ball that he throws at you and also homes in on you. He also has a charging attack that will hurt you. He can block your shots as well but he doesn't do it as well as the Gladiator. Now you have a few choices on how you'd like to kill him. You can shoot him with your blaster shots but I wouldn't recommend it unless you've been very lucky and found at least two blaster power-ups in this level. If you haven't found any power-ups, your shots simply won't do enough damage to counter the damage Krytos is doing to you. So I said to myself, "It's time to stop fooling around!" The strategy I found that worked the best is just run up and use your roundhouse kick to kick Krytos. This will take away more damage from him than he is doing to you so if you start this fight with full health, it is a good bet you will win. For the final boss, he wasn't as hard as I thought he would be. When you kill Krytos, he will drop to the ground and dissolve but the level isn't over. You must still get through a few more floating mines, floor lasers, and Dromak privates but at this point you should be well aware of how to defeat them. At the end of the level, you will fly up and the screen will fade out. The next thing you will see is a cut scene of Krytos's spaceship exploding and Ironman will fly up toward the player. You also see the cosmic cube fly back to Earth and you have just beaten the game! Congratulations! 5.) Credits/Legal 1. I'd like to thank Rootsecure.net for their cool ASCII generator. 2. I'd like to thank GameFAQs for hosting this guide. 3. Some of this information was obtained from the instruction booklet for this game This guide is copyright (c)2004 Christopher Anderson This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. I give GameFAQs, (www.gamefaqs.com), and no other website permission to host this guide. If you'd like to host it on your site, please e-mail me and ask for permission. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.