=========== Version 1.2 =========== **** * * * * ***** ***** *** ***** * * ***** * * ***** * * * * * ** * * * * * * ** ** * ** * * **** * ***** * * * *** * * *** * * * * * * * * * * * * * ** * * * ** * * * * * ** * * ***** * * * * ***** * *** ***** * * ***** * * ***** Planet Gemini Find it in a nice HTML format at: ********************************************* http://homes.arealcity.com/pgemini/index.html ********************************************* ===================================================================== --------------------- Copyright Information --------------------- This entire FAQ is Copyright (c) 1999 by Planet Gemini. It is intended for private use only and may only be distributed or reprinted if you have emailed me and I have given you my permission. This is because I want you to have the latest version so I don't get emails from people asking me questions that I have already answered. If I find this guide anywhere that I have not expressly permitted, I will email you, and then perhaps your webmaster for your infringements. Jet Force Gemini is Copyright (c) Nintendo and Rareware and in no way, shape, or form am I or this FAQ affiliated with them. ===================================================================== -------------- Update History -------------- ----------- Version 0.1 10/15/99 ----------- This is the very first version of this walkthrough and it hardly includes any information that can be used to help players out if they are stuck. I just received my copy of the game through the mail and will be frequently updating every day (hopefully) with every discovery I find. ----------- Version 0.2 10/18/99 ----------- - added Totem Pole and Fish Food in Goldwood Stage 1: Outset - Goldwood Stage 2: Lodge - Gem Quarry Stage 1: Landing - S.S. Anubis Stage 2: Passageway - Sekhmet Stage 1: Battle Cruiser - Cerulean Stage 1: Dune - Tawfret Fighting Boss - Ichor Fighting Boss - Eschebone Fighting Boss - Mizar's Palace First Confrontation - corrected the Tribal locations in S.S. Anubis Stage 1: Hold - corrected the Tribal locations/totem pole on Walkway Stage 1: Peak - added the Strategy section - added the Codes section - revised/elaborated on the Story - revised/elaborated on the Controls - revised/elaborated on the Planet Overview - revised/elaborated on the Items ----------- Version 0.3 10/19/99 ----------- Wow! I had a lot of people write in about the Passageway level and the Battle Cruiser level! The first people to tell me were ExoByte, AceThePro, and Rick. They will also be added to the Credits section down below. (If you want some recognition then there are some other questions I have in some of the new places I added today). Yes, I know that you may be wondering why I have walkthroughs for some levels that are out of order. Well, I *usually* don't write the walkthrough for that particular level until I have located almost all of the Tribals and most of the items. So understand that right now I am nearing the end of the game, but there are still a lot of things scattered throughout some levels that I'm still in the process of finding. - Tawfret Stage 1: Bog - Tawfret Stage 2: Bridge - Mizar's Palace Stage 1: Lobby - Mizar's Palace Stage 2: Flume - Mizar's Palace Stage 3: Chasm - Mizar's Palace Special Floyd Mission - corrected Walkway Stage 1: Peak - added the Key Locations (partially complete) - added the Spaceship Parts Locations section (partially complete) - added the Totem Pole Locations section (partially complete) - added the Floyd Mission Locations (partially complete) - revised/elaborated on the Characters - revised/elaborated on the Items/Weapons - revised/elaborated on the Planet Overview - revised/elaborated on the Contact information below - revised/elaborated on the Credits section and have included all of the companies that helped make this place possible ----------- Version 0.4 10/20/99 ----------- - Tawfret Stage 3: Castle - Spawnship Stage 1: Troop Carrier - Rith Essa Stage 1: Bluff - Rith Essa Stage 2: Ascent - Rith Essa Stage 3: Interior - corrected S.S. Anubis Stage 2: Passageway - corrected Sekhmet Stage 1: Battle Cruiser - revised/elaborated on the Codes - revised/elaborated on the Characters - revised/elaborated on the Planet Overview - revised/elaborated on the Spaceship Parts Locations - revised/elaborated on the Totem Pole Locations - revised/elaborated on the Special Items ----------- Version 0.5 10/24/99 ----------- I have been sick as anything for the past two days. However, I am almost finished with this walkthrough, and all that is left is a few more secrets, grammar corrections, and maybe some multiplayer tactics. I am also going to get all of this to look nice on my HTML website listed up at the top of this walkthrough. I know many of you have seen it, and you can probably tell I haven't touched it in about a week. However, in a few days it should all be looking very nice, and then the following weekend my friend and I are going to record ourselves playing the game to help out those of you in the really tough parts. - added Totem Pole to Spawnship Stage 1: Troop Carrier - Goldwood Stage 3: Rim - Ichor Stage 1: Military Base - Ichor Stage 2: Perimeter - Rith Essa Stage 4: Mine - Eschebone Stage 1: Thorax - Eschebone Stage 2: Approach - Eschebone Stage 3: Cortex - revised/elaborated on the Story - revised/elaborated on the Characters - finished on the Items/Weapons - revised/elaborated on the Codes - finished the Spaceship Parts Locations - revised/elaborated on the Totem Pole Locations (one more remaining I think) - finished the Floyd Mission Locations - finished the Special Items ----------- Version 1.0 10/24/99 ----------- Even before the last version got posted I found those last Tribals! Hurray! Version 1.0 is here. Perhaps coming soon: multiplayer strategies, editing changes, and the HTML version! - added totem pole in Rith Essa - corrected Ichor Stage 1: Military Base - corrected Ichor Stage 2: Perimeter - finished the Story - finished the Characters - revised/elaborated on the Codes - finished the Totem Pole Locations ----------- Version 1.1 10/27/99 ----------- After taking a break for awhile I'm back with loads for information for Jet Force Gemini in attempt to bring you the most in-depth, yet at the same time concise guide on the Internet. But, make sure to check out this walkthrough in style at: ********************************************* http://homes.arealcity.com/pgemini/index.html ********************************************* Anyway... - added the Access section - added the Weapons section - added the Enemies section - added the FAQ section - added the Review section - corrected general misspellings and grammar mistakes (there are still a lot left!) - revised/elaborated on certain tough areas in some levels - revised/elaborated on the Controls - revised/elaborated on the Strategy - revised/elaborated on the Codes ----------- Version 1.2 11/1/99 ----------- Yes, there is even more knowledge I must bestow upon you about Jet Force Gemini. But after this I am basically open to any suggestions people want to send in. - added the Gemini Holders Locations (incomplete) - corrected Floyd piece location, apparently I had confused a piece with a Tribal...oops - corrected locations of certain weapons for some of the characters thanks to Niveau - finally decided to use spell check and found about 300 spelling mistakes :) - revised/elaborated on the FAQ This is the new thing I've been hearing people want. Everyone wants to know where to find all of the Gemini Holders so that every character can have maximum health. Well, I have started a small list from memory, but I know I am actually missing only one. However, I cna only remember where a few of them are, so if anyone remembers where to find others then I will be glad to post the information here and I can give you credit. The other thing that I want to know personally are those of you who have been able to earn Expert Awards on the Special Floyd Missions. I have tried briefly, but have been unable to earn a single one besides the one you automatically earn at Mizar's Palace when the pyramid forms. Does anyone know the precise times you must beat and how many items you must collect? Coming Soon......I know in many places in the game I have stated for example, "There are two Tribals around this area." Well, I have been hearing questions about those areas so I will hopefully be going over some of the more difficult parts of the game again with a finetooth comb so I can detail the exact locations. ===================================================================== ------- Contact ------- If you have any comments whatsoever, please feel free to send them to: geminiplanet@hotmail.com Please make sure to give your email a very descriptive subject so I know what I am going to see. Also realize that I want to beat the game myself, and will not necessarily want the answers to some questions that may be troubling me! But once I finish with the game (I expect it to be a week or so) I will gladly read everyone's secrets, tricks, or other helpful contributory information. If you would like to be mentioned in the Credits section, make sure to include your email address or an alias in the body of the email. Thank you! NEVER: Send me junk. This encompasses a lot of things. But recently with the popularity of this walkthrough I am beginning to get bogged down with emails. Some of them are seriously junk, but others are stuff that I have already covered. Please be sure only to ask questions about places I have yet to cover, or you think I have been too vague in doing so. REMEMBER: I get a lot of repeat emails. Sometimes I won't be able to respond to everyone's queries, but so far I have been good about responding. But please don't feel offended when a reply never comes, or maybe comes after a week you sent it in. Just remember that my life is not completely dedicated to Jet Force Gemini at the moment (but almost :) and I get busy very often with sports and soccer. ===================================================================== ----------------- Table of Contents ----------------- Above: - Copyright Information - Update History - Contact Below: 1. Background - Story - Characters - Controls - Items/Weapons 2. Strategy 3. Codes 4. Access 5. Weapons Locations 6. Enemies 7. Key Locations 8. Spaceship Parts Locations 9. Totem Pole Locations 10. Floyd Mission Locations 11. Special Items 12. Gemini Holders 13. Guide - Planet Overview - Goldwood - Stage 1: Outset - Stage 2: Lodge - Stage 3: Rim - Stage 4: Interior - Gem Quarry - *Landing - Spacestation - *Abandoned Wreck - S.S. Anubis - Stage 1: Hold - Stage 2: Passageway - Stage 3: Depository - Walkway - *Stage 1: Peak - Tawfret - Stage 1: Bog - Stage 2: Bridge - Stage 3: Castle - Fighting Boss - Sekhmet - Stage 1: Battle Cruiser - Water Ruins - *Stage 1: Lost Island - Cerulean - Stage 1: Dune - Ichor - Stage 1: Military Base - Stage 2: Perimeter - Fighting Boss - Spawnship - Stage 1: Troop Carrier - Rith Essa - Stage 1: Bluff - Stage 2: Ascent - Stage 3: Interior - Stage 4: Mine - Eschebone - Stage 1: Thorax - Stage 2: Approach - Stage 3: Cortex - Fighting Boss - Mizar's Palace - Lobby - Flume - Chasm - Special Floyd Mission - First Confrontation - Asteroid - *Mizar's Lair - Final Confrontation - Special Floyd Mission 14. FAQ (come here before emailing me!) 15. Review 16. Credits 17. Epilogue * denote it is a secret world ===================================================================== ------------- 1. Background ------------- ----- Story ----- The tale of Jet Force Gemini revolves around three main characters attempting to reach and eventually defeat the evil leader Mizar for all of the destruction he has caused and the people he has killed. He has mercilessly slaughtered and enslaved thousands of Tribals and he is steadily taking over planets one by one on his conquest to rule the galaxy. All that is left to fight him is the crew of the last starship of a specialized military group called Jet Force. The members, Juno, Vela, and Lupus now have to fight all alone on their treacherous journey to save the endangered planets and to annihilate the threat of Mizar. In the beginning, Juno is split up from Vela and Lupus, and must travel to S.S. Anubis to rescue Vela after first liberating the Tribals at Goldwood. Then Juno meets up with a robotic companion named Floyd, a traitor to Mizar because of his incredible artificial intelligence that helped see the folly in Mizar's ways. Later on, Vela herself rescues Lupus. Then all three started off on their paths to Mizar, each taking their own separate route. After countless battles, the trio reunited in the magical pyramid at Mizar's Palace, to confront the colossal villain. After a brief battle though, Mizar retreated to an asteroid in space and set course to Earth to destroy the twins' homeworld. The heroes' only hope was with King Jeff, the extremely grateful King of the Tribals. He offered his own ancient spacecraft to be used to catch up with the evil nemesis, but only once all of the Tribals had been freed from the slavery. Then the trio would still have to find the hidden space parts to help repair the legendary spaceship. Once they did they returned to the same place where they defeated Mizar to give the all twelve parts to King Jeff. Then they set about completing the ship and readying it for its journey. Once it was finished they took off into outer space and blasted off in the direction of Earth. There, just before impact they located the asteroid on its path to destroy the planet where the Jet Force twins were from. As they prepared to land and face Mizar, floating debris coming off of the asteroid damaged their ship and they crashed on the rough surface. As the rest of the crew set about for repairs, Juno headed off to explore the asteroid. After battling through the final ranks of Mizar's drones, he reached the final area where the showdown was to take place. After a fierce battle Mizar was eliminated, as all of his parts jettisoned into space leaving only his disgusting head. But out of that head, that mechanical head, came Barry. "He is my brother," proclaimed Jeff. Indeed, the Tribal that came out of Mizar's head affirmed it. But he said that there were explosives to detonate the asteroid before impact, and scatter its parts. But who could get into the core so quickly? Then Floyd came to the forefront. He offered to sacrifice himself for the good of Jet Force and all of humankind. So he took off into a fissure as fast as he could and saved the entire planet! A great celebration took place back down on the blue planet, and all of the heroes received great awards for their achievements. And then in the end...they boogied down to some disco! ===================================================================== ---------- Characters ---------- There are six main characters along the plot of Jet Force Gemini. There are the three principle heroes, Juno and his twin sister Vela, along with their trusty robotic friend Lupus. Occasionally, a fourth character will come to the aid (namely when you play cooperative mode) called Floyd, another droid that can be extremely helpful as an extra gun that hovers around following you through everything. The arch-nemesis of the title is Mizar, a maniacal dictator set on taking over the entire galaxy. On his mission he has run into the peaceful but defenseless Tribals who must be saved and protected. The leader of their tribe is King Jeff. ***Juno*** Juno is the head pilot of the only remaining starship left in the Jet Force fleet. He is the twin brother of Vela, and together they command their small spaceship along with the standard robotic companion. Since they are the last of their small space army, they have decided to take on the entire quest themselves of rescuing the Tribals and defeating Mizar. One of Juno's specific traits is his ability to withstand great heat and walk on lava. However, just as the team had decided to leave, they were split up by a horde of boarding drones. ***Vela*** Vela is the co-pilot of the last Jet Force ship. She is Juno's twin sister and they have worked together in the military for awhile. She was the one that finally decided to attack Mizar and all of his drone troops themselves, and quit trying to wait for the Federation to make a decision regarding the drastic situation. Since their hyperdrive unit was down also, it was practically their only choice. Vela's unique gift to the team is her ability to hold her breath for long periods of time so that she can swim and traverse underwater caverns. ***Lupus*** Lupus is one of the standard robotic units that accompany any ship of the Jet Force squad. He is a faithful hound and can hold his own in the midst of battle. He is always seen by the sides of Juno and Vela and has proven himself to be a beneficial companion. However, Lupus will have his very own part of the adventure he must complete as each person must travel to Mizar via his own route. ***Floyd*** Floyd is the hovering robot that can assist in certain situations when he any member of his team calls upon him. He basically serves as a an extra gun, but can be cleverly deployed as a sniper to take out faraway opponents and leave the main characters relatively safe and unharmed. ***King Jeff*** King Jeff is the leader of the Tribals that reside on the planet of Goldwood. He is a fair and just leader and he will encounter each member of the team separately along their paths. The evil and very powerful Mizar armies are enslaving his entire tribe and his people are growing desperate. He depends on the success of the Jet Force team. ***Magnus*** Magnus is a green furry negotiator that assists Juno in particular along his mission. In the beginning of the game, and often in the parts where a little explaining is needed, you will be sure to find him. ***Midge*** Midge is basically Magnus' alter ego. Midge is a blue creature with droopy ears that helps out Vela usually. ***Gimlet*** This strange character is an inhabitant of the swampy area Tawfret. During the course of your adventure you will have to give him his pair or pants back in exchange for a Crowbar! Besides that, he will help with some other useful information and a piece of an ancient spaceship. ***Fish Face*** He is one of the first strange alien creatures you will find in the game with Vela on Sekhmet. Surprisingly he is kind enough to give you a key and says to head on over to Rith Essa whenever you can to visit his mines there. ***Fernando*** Fernando is the second of the mining brothers that work at Rith Essa. Eventually, you will have to find him at his home planet where he will give you yet another key for the Specialist Magazine. ***Farmer*** Farmer is the last miner and you will encounter him inside the mine itself. He is wicked and very cruel to the Tribals as he uses them as slaves to mine all of the crystals. You can trick him though to give you a spaceship part. ***Ivana the Bear*** This cynical bear is annoyed by those pesky Tribals on the Water Ruins stage. He'd give anything for a set of Ear Plugs so he could rest in peace. ***Mercenary Robot*** There are a number of these vendors scattered around the planets of Jet Force Gemini. When you find one of these "awful creatures" you can pay for your health to be entirely replenished (at the cost of 5 Mizar Tokens), or you can buy a full stock of ammo for every weapon in your inventory (for the cost of 10 Mizar Tokens). Overall, I am usually glad when I find one of these because there are plenty of Mizar Tokens in the game, and it is critical to maintain a healthy supply of ammo for each weapon. ***Mizar*** Mizar is the mysterious leader responsible for the attacks on Goldwood and other surrounding planets and space armadas. Little is known of the powerful tyrant, but his intention to take over as much of the galaxy as possible is clear. He controls the insectoid armies with his dictatorial powers, and will do anything in his ability to utterly destroy the Jet Force team. ***Barry*** You'll find out...It is too mean to ruin it for stray eyes that see this. It would be like telling someone about Sheik being Zelda (whoops)! ===================================================================== -------- Controls -------- These are the most basic play controls for any of the characters. Note that this is the default selection. Control Stick -- move/turn character in any direction hold harder to move faster crawl (while crouched) moving targeting cursor (in Targeting Mode) continue swimming Control Pad -- each of the four buttons can be assigned to bring up a preselected weapon Start -- brings up the Pause Menu allows second player to control Floyd in cooperative mode Z -- fires selected weapon hold Z to charge up certain weapons use an item while in a racing mini-game A -- scrolls forward through weapons general select/action button (talking, chests, activating pads, menus) accelerate as Floyd use a boost while in a racing mini-game B -- scrolls backward through weapons functions as a general cancel button to back out of some situations break while in a racing mini-game C Left -- sidestep left (can be used in conjunction with firing) when crouched it will result in a sideways roll C Right -- sidestep right (can be used in conjunction with firing) when crouched it will result in a sideways roll C Up -- jump hold C Up to jump higher run forward (in Targeting Mode) activate jetpack or rocket boosters rise in depth when swimming jump out of the water onto the shore zoom in farther with the Sniper Rifle C Down -- crouch run backward (in Targeting Mode) lower in depth when swimming zoom out farther with the Sniper Rifle R -- center camera behind character hold R for Targeting Mode ===================================================================== ----- Items ----- A personal favorite section for me: the gruesome weapons. Jet Force Pistol The standard-issue weapon designated to all members usually. It will rarely run out of ammo since every weapon is so much better than it is, so it eventually goes into disuse. But if you ever get into trouble this will be the gun that will get you out of sticky situations. You can charge up the weapon to give yourself some rapid-fire goodness for a limited time. Machine Gun A fast-paced chain gun that sends a wave of swimming bullets crazily in the direction of your enemies. Tears through drones as fast as it eats ammo. Don't get too carried away :) However, it is good for taking out airborne attacks because your aim doesn't need to be precise. This is true as well with drones that have shields. The random spray of bullets is almost always bound to hit some enemies. Plasma Shotgun Fire small blasts or charge this puppy up and watch some fireworks. It can take out small enemies or large, more powerful ones depending on the time you give it to power up. Make sure you can hit your target though, otherwise it will take awhile to charge it up again so that it can deal some real damage. Homing Missile Launcher This will definitely clear a path through the ranks of the drones' defenses. It will lock on and send some serious chunks of body parts go flying all over the place. Tri-Rocket Launcher This an especially nasty long range weapon. The best part is that it only needs to impact near your opponent. This way you can take out foes that are partially shielded from crates or rock walls. Sniper Rifle Basically self-explanatory here. It can zoom in and out though with the help of the C up and C down buttons, but only while in Targeting Mode. This can be a very stealthy weapon that can save a lot of damage if used wisely in tight situations. Flamethrower Torches everything it comes across, including the good guys. Watch enemies run around while under fire. Just as entertaining as effective, but can become an out of control forest fire if used improperly. Shocker Essentially sends a bolt of electric power into the body of an enemy. Although short ranged, and the fact enemies won't look like the played with a toaster in the bathtub, it will produce some nice effects. Grenades Pull pin, throw. Actually, just throw. Then, BOOM! If you hit an opponent it will detonate immediately, otherwise it will wait around for about five seconds before exploding. Shuriken Hi-tech throwing stars that rip through enemy bodies. Prepare for some blood spattering when employing these homing weapons of death. If the enemies evade the weapon long enough though it will drop to the ground or become stuck in the wall. If this happens make sure to retrieve the star so that you can reuse it. Remote Mines Lay some tricky traps and reward yourself with a huge explosion with the press of a button (literally). Timed Mines These aren't "smart" weapons and will blow enemies, Tribals, and you up accordingly. Definitely fun to watch some of the more dim-witted foes go up in a burst of surprising flames. When you throw them they will flash and make a beeping a noise, and after five seconds or so they will become spiky and go active. Cluster Bombs A grenade that explodes into more grenades that parachute down from the sky and eventually wipe out an area with quite a large radius. These are very rare and should only be used when some serious damage needs to be inflicted. Flares These items need to be used in those dark and creepy corridors when the lighting just isn't efficient enough. At first a pink light will emerge from your hand, but you can throw it onto walls as well. Eventually they will wink out of existence after ten seconds or so. Jetpack Eventually, after defeating Mizar for the first time, King Jeff will reward you with jetpacks for each character. These can be fueled up in special areas with pads that have an "F" on them. Then you can jet into the air and obtain special items. Below are four pads that I have encountered so far: Fueling Pads -- marked by a distinctive "F", these pads will partially refuel any character's jetpack so that it can be used to reach special areas in specific rooms Floyd Pads -- these pads have a picture of Floyd on them, and if you have assembled him and he is following you then you can access a special Floyd Mission by pressing Start Night Vision Pads -- when you acquire the Night Vision goggles you will be able to use them in especially dark places by activating them when on one of these rare pads Drone Pads -- these pads have the mark of an ant drone and when you press A you will transform into a drone Tribal Pads -- these pads have the mark of a Tribal and when you press A you will transform into a Tribal These are the items that you can pick up and hold in your inventory: Blue Gems -- these repair one unit of your energy Purple Gems -- these repair five units of your energy Gemini Holders -- the more of these you have the more Gems you can hold Normal Ammo Crates -- usually replenishes five, twenty, or fifty ammo depending on the weapon Red Ammo Crates -- this will completely restore the maximum amount of a certain type of ammo Capacity Crates -- increases the total possible amount of ammunition that can be held Keys -- keys can be found and used to open particular doors scattered about the planets that allow you to further along on your quest Mizar Tokens -- the standard form of currency used to pay for special items/services Shields -- these will temporarily make you invulnerable to damage Including all of those above there are also special unique items that are only used once in particular situations like gold bars or pairs of pants. ===================================================================== ----------- 2. Strategy ----------- There are some certain facts or tips that you should be aware of when playing Jet Force Gemini. Below are some of them. ------------- Racing Tricks ------------- When racing in either of Jeff and Barry's courses you will need to be fast in order to win first place and defeat the impressive high scores. Try to get used to the controls first and realize that it doesn't matter which way your vehicle is facing, when you press up you move up, when you press down, you move down. You have three boosts to start out with, and you can use them by pressing the A button. Whenever you see one of those blue discs appear, accelerate towards it as fast as possible since the computer controlled racers are usually intelligent enough to go for them as fast as possible as well. Use these and the other items (like the bombs) with the Z button to slow down opponents so that you can have more space and widen the margin for victory. Try to follow the inside portion of the race as much as possible because it shaves off so many seconds. But if you hit the side then you will slow down considerably. If you are really lucky though, sometimes you can have other racers boost into you or bump you directly in your back and you will bounce off of them and hopefully be going forward too! Most of these tactics work just as well in the 3D racing as well as the 2D racing. ------------------- Surrendering Drones ------------------- If you meet up with a pack of drones and take care of them rather efficiently with an extremely powerful weapon like the Homing Missile Launcher or Cluster Bombs then you can make some nearby and/or upcoming drones surrender! They will stop what they are doing and just hold their hands in the air and watch you. Of course, this is war, no time to show mercy! Blast their heads off with whatever gun you please and bask in your love of violence and animated gore :) --------- Find Ammo --------- Always make sure to have some ammo for every weapon because there are always situations where one weapon works best and if you are out for that particular one, you are in for some major trouble. After defeating many ant drones, make sure to pick up their guns that they leave behind. These act as normal ammo crates for whatever weapon you are currently carrying. That way if you need to replenish for one type of weapon, destroy an ant with another gun, then switch weapons and pick up the ammo. ------------------ Flamethrower Trick ------------------ Once you find the Flamethrower (late in the game at the Abandoned Space Station) you will find it runs out of ammo rather quickly. Well, many Tribals carry certain items with them. Although baby Tribals and child Tribals may just cry, others carry axes to make tapping noises when you are near, and still others carry lanterns. The ones with the lanterns are the ones we are concerned about here. Take out your Jet Force Pistol and hit them once in the foot. They will flinch and drop the lantern. Go and pick up the lantern as the fire inside will serve as ammo for the Flamethrower. --------------------- Conserve Jetpack Fuel --------------------- When you are floating in mid-air with your jetpack as any character, you can press C Down instead to hover at the same altitude and still be able to move all around. Now though you will use less ammo. -------- Get Gems -------- Oftentimes you will see Gems that seem to be out of reach. Most of the time though, all you have to do is take careful aim and shoot them. They will slide around in whatever direction you hit them in, and with any luck they will lands somewhere helpful. -------------- Assign Weapons -------------- Make sure to assign four different weapons to your control pad (digital) so that you can quickly access some of the weapons you find yourself using more often. I use Up as the Machine Gun, Right as the Tri-Rocket Launcher, Down as the Shurikens, and Left as the Grenades. --------------- Lost in a Maze? --------------- Whenever you seem to be stuck in a network of passages that seem to be infinite, remember to follow one wall. This means at intersections to always go in one direction. If you always turn right, you will eventually find an exit unless you begin to travel in circles. To prevent this, you can damage boxes nearby to indicate to yourself later that you have been here before. You can also try leaving one Mizar Token behind or one Gem behind too. ------------------- Play with a Friend! ------------------- If you are in desperate need, get a friend to help you out by controlling Floyd (once you earn him at Tawfret). You can have almost twice the firepower yet conserve ammo and health. ------------------- Check Everywhere!!! ------------------- If you can't find an exit then search like mad. Think of what character you are and what advantages that character has. Have you killed every enemy, have you gone through every door and even checked in the strangest places. Most of the problems in Jet Force Gemini aren't really puzzles, and 90% of them can be solved by exploring every nook and cranny. ===================================================================== -------- 3. Codes -------- -------------------- Collecting Ant Heads -------------------- In your Pause Menu you will see an option to check your inventory. In there you will see how many ant heads you have collected with your character. Although you can't go back and collect more heads from previous levels, you can go back and essentially "beat your high score" for that level by getting more. A lot of it just depends on aiming. If you have a good shot then always go for the head. If that doesn't work and you are getting frustrated, just whip out the big guns and watch heads go bouncing all over the place. Sometimes if you kill a drone (or most other huge monsters) you can go over to their dead bodies and shoot their heads off that way. Anyway... 100 Ant Heads Rainbow Blood This will make it so that when enemy is killed their blood, instead of the usually green or black (with monsters) or red (with Tribals) it will multicolored and fluorescent. 200 Ant Heads Jet Force Kids This will make any character you control basically become proportionally smaller. Fortunately, this doesn't impact gameplay too much, as you can still jump and reach platforms as normal, but you are indeed a smaller target. However, this, like all of the other ant head cheats, is mainly just for fun. 300 Ant Heads Ants into Pants This code is definitely the most hilarious. Readers of the Rare web page have often heard references to the famous Mr. Pants, and if you were lucky enough you may have seen a glimpse of the 2D stick figure. But now he makes his 3D debut in one of the most comical codes ever! All of these can be turned on or off through the options part under the Pause Menu. Understand though that the code will only work for those particular characters that have met the requirement themselves. ------------------------------------------------------------------------- Jeff and Barry Racing I and II, along with Greenwood Village Racing Stage ------------------------------------------------------------------------- In the Big Bug Fun Club of Ichor, where all the cool bugs hang out, you can find a door that leads to a small room with two arcades. One of these is Jeff and Barry Racing I. You can play it for one Mizar Token, and if you come in first you will always be able to choose it as a Multiplayer Mode. If you get a Gold Medal on the Floyd Mission on the Military Base level you will also be rewarded with a circuit. With this you can fix the second arcade and play Jeff and Barry Racing II. When you beat 45 seconds on this then you will again be able to choose it in Multiplayer with friends. If you break both high scores on each arcade (30 seconds on one of them and 40 seconds on the other) then you will also earn the special Greenwood Village Racing Stage in Multiplayer Mode that is exactly like the course in Diddy Kong Racing! ------------- Mizar 3D Race ------------- Once you have the jetpack you can return to the where the pyramid is at Mizar's Palace. Take one of the small hallways you had to travel down as Floyd earlier and you will come to another small pyramid. Enter it, refuel your jetpack on the nearby pad, and fly to the top of a pillar in the center of the room. On the top there is a drone transformation pad. Activate it, go through the newly opened door, and look for an empty stall in the next room. Now you can race it out, and if you finish first you will earn the right to have this track in Multiplayer Mode. ------------ Disco Fever! ------------ Head on over to the Big Bug Fun Club at Ichor Stage 2: Perimeter for a real good time! Dance the night away to some swing, disco, funk, and techno. Just ask the DJ and he will play you a tune! Don't forget to join the bug crowd in your clever costume that you can get from the drone pad outside. Even the giant drones dance a little behind the bar counter! ------------ Cyborg Drone ------------ Once you have all Expert Medals on all five of the Floyd Missions you will unlock the Cyborg Drone for the Multiplayer Mode. -------------------- Title Screen Changes -------------------- After certain achievements are made the title screen will change. Here are the times when they do: 1) Find Vela 2) Find Floyd 3) Find Lupus 4) Defeat Mizar the first time 5) Defeat Mizar the second time ----------------------------- Rare's Trademark Hidden Jokes ----------------------------- Just like with some of Kazooie's off color remarks in Banjo-Kazooie, Rare snuck in some of their classic hidden jokes to appeal to some of us older gamers who realize the true meaning behind them. After you give Gimlet his Pants back in the Tawfret Stage 2: Bridge, he will disappear from that room for the remainder of the game. But if you talk to him before leaving, and after receiving the Crowbar, he will be kind enough to add, "Ahhhhh...my yin and yang are warming up nicely!" They may be able to slip this past some people, but not me! When you find the so-called "Specialist" Magazine in Eschebone Stage 1: Thorax, and then give it to Fernando, you will get the impression he will not just be reading with it. I think I can hazard a guess that he will not be using the magazine for literary pleasure, since it will be the works of art that, uh, please him most. --------------------------- Glitch in Greenwood Village --------------------------- Veteran gamers of Rare's previous racing title will recall the secret shortcut in the well of Greenwood Village. However, this has been taken out of the version in Jet Force Gemini! The area where you returned to the normal part of the track has also been cut from the final version. This is because your vehicles are "hover cars" and always follow the surface of the course. No matter how hard you try you will not be able to catch air, fall off a cliff, or be knocked into the sky! ===================================================================== --------- 4. Access --------- Some of the more frequently asked questions I receive concern how to find certain secret planets or stages once you have defeated Mizar the first time. In order to cut down on the time it takes them to find the information, and to add to the free time I have to answer other emails, I present this special section to you called Access. ----------------------- Goldwood Stage 2: Lodge ----------------------- Use Vela to access this extra area. At the conclusion of Goldwood Stage 1: Outset there is a river just before the door that exits the stage. To one side of the river is an underwater cave that leads into this special level. --------------------- Goldwood Stage 3: Rim --------------------- Use Lupus to unlock this previous unreachable level. Near the beginning of Goldwood Stage 4: Interior you will see a vast ravine that divides up the piece of land that you are on, and a small ledge off in the distance. Move ahead and kill all of the enemies in the area until you see a quick cutscene of a Life Force door opening up. Head back to the huge cliff and hover across with Lupus' built in boosters. A door over there will lead to this level. ------------------------------------- Spacestation Stage 1: Abandoned Wreck ------------------------------------- You will have to be playing as Vela to find this secret and desolate spacecraft. Eventually, after wandering through Goldwood Stage 2: Lodge you will find a special landing zone with your spaceship. Jump into your vehicle and you will be rewarded with a sweet movie of you blasting off through the wreckage of the mutilated station and landing at a breach in its hull. --------------------------- Gem Quarry Stage 1: Landing --------------------------- You will be playing as Lupus once again to uncover this hidden planet in need. At the conclusion of Goldwood Stage 3: Rim you will finally reach a subterranean cavern housing your spaceship at an underground launching pad. Hop inside and watch as you jet across the stars and to this peaceful planet also populated by the friendly Tribals. ------------------------------- S.S. Anubis Stage 2: Passageway ------------------------------- This level can be accessed with the use of the jetpack. Near the very beginning of S.S. Anubis Stage 1: Hold, you can climb up a stacked pile of boxes to reach a small balcony. Follow the trail between the guardrails and you will arrive at a little area with a fuel pad. Energize your jetpack and fly up into the corner where a lone door will lead you to this level. ------------------------------- S.S. Anubis Stage 3: Depository ------------------------------- This level is out of the way, but can actually be reached before defeating Mizar once. Start off S.S. Anubis Stage 1: Hold by entering through the upper route. You should be able to reach a kind of catwalk by climbing up some huge boxes nearby. Then you can follow a small corridor to a door that will lead you into another room with enemies down below. Quickly dodge the laser fire and head over to another door. This will take you into this new level. --------------------- Walkway Stage 1: Peak --------------------- This is another bleak planet with a single mound of barren rock resting amid the clouds with a single building upon it. To reach this forgotten planet you will have to travel through S.S. Anubis Stage 2: Depository. At the end of that level you will find your spaceship awaiting you in a hangar that will fly you over here. -------------------------------- Water Ruins Stage 1: Lost Island -------------------------------- This will probably be one of the coolest stages to explore and to find in the first place! Once you have received your upgrade armor and jetpack from King Jeff, go to Sekhmet Stage 1: Battle Cruiser. At the start, go to the left to enter a huge room. Continue on heading in that direction to enter yet another room, similar to the previous one. Along here you should see some branches that lead off to the side of the raised path you should walking along. These branches lead down to a river, but one of them in particular takes you to a fuel pad. Using this you can fly up into the air and over to the far wall that is above the river. You should find a corridor now that actually encircles the entire level! At one point though, the passageway will enter outer space and there will be a small ramp that will lead you to your faithful spaceship. Walk down this and then you will warp on over to the Water Ruins! ------------------------ Ichor Stage 2: Perimeter ------------------------ There are actually two entrances to this level from Ichor Stage 1: Military Base. Both of them require the Blue Key, which means you will need to use either Juno or Vela to enter it. The easiest method to get into this stage though is to start the level off from the beginning. Destroy the first group of enemies and then go through the Life Force door. In this large outdoor area, continue running straight until you should see a door in the left wall that needs the Blue Key. Through here will be the Perimeter stage. ------------------------- Rith Essa Stage 2: Ascent ------------------------- This level also requires the assistance of the Blue Key to unlock, and therefore requires the skills of Juno or Vela. After charging through Rith Essa Stage 1: Bluff, you should come to a somewhat peaceful area with a waterfall. To the left you should see a locked blue door. If you travel through this threshold you should enter into the stage. ----------------------- Rith Essa Stage 4: Mine ----------------------- After forging a trail through the numerous enemies in Rith Essa Stage 1: Bluff, and exiting the level and reaching a quite clearing, you should see some steps that wrap around a waterfall and lead into another area. In here you will see a hut that you can enter. Inside is the mining brother Fernando, and if you entrust him with the Specialist Magazine he will be sure to give you the Mine Key in return. With this you can go back outside and follow the mine tracks there into a cave where the Mine stage resides. ------------------------- Eschebone Stage 3: Cortex ------------------------- The veritable brain of the mutant creature you wander inside of is the level you are now in search of. However, in the beginning of Eschebone Stage 1: Thorax you will see some gills on either side of the room with the four pillars. You can walk through these to enter new areas outside. From there you should be able to find a blocked off doorway that you can blast through with your Tri- Rocket Launcher. Then you should notice a fuel pad that you can use to fly back to where you came from, but above the gills and up on top. Up here after looking around you should spot a cave to the side. In here is where the Cortex lies ahead. ---------------------- Asteroid: Mizar's Lair ---------------------- This is the final level of Jet Force Gemini, and can only be reached once you have individually saved every last Tribal across all of the planets and stages within and have collected all twelve pieces of the ancient spaceship. Then you can return to the pyramid at the end of any of the Mizar's Palace stages, using any character you desire. Inside the pyramid you will locate King Jeff and a number of Tribals hard at work on the spaceship. Talk to him to receive the final piece to the spaceship, and then talk to him again to start blasting off through the stars in chase of Mizar's Asteroid. After an extended movie you will begin this final stage, the last stepping stone until the battle with Mizar. ===================================================================== ---------- 5. Weapons ---------- There are numerous weapons in Jet Force Gemini and it is crucial, or at the least rewarding, to uncover every last one for each character. Only then will you have fully conquered this game, once you have a full arsenal for each character. ---------------- Jet Force Pistol ---------------- ***Juno*** Juno starts his adventure with it. ***Vela*** Vela starts her adventure with it. ***Lupus*** Lupus starts his adventure with it. --------- Fish Food --------- ***Juno*** When you enter the second area of the entire game on Goldwood Stage 1: Outset, there is a hidden passage off to the right. Follow the shadowed rock wall and you will eventually discover a dark opening that will lead to a clearing with a pond. Around the edge of the pond is a chest with this practical item. ***Vela*** Same as above. ***Lupus*** Same as above. -------- Shuriken -------- ***Juno*** Once you have the Yellow Key you can enter a special door in the second area of Goldwood Stage 1: Outset. In here is a small underground cave with one huge drone awaiting. Blast him and then search for the chest that is next to the small campfires. ***Vela*** Same as above. ***Lupus*** Same as above. ----------- Machine Gun ----------- ***Juno*** In Goldwood Stage 4: Interior you can find this weapon behind the red locked door. After climbing a cliff to find the door, quickly shoot down the monster to grab the chest. ***Vela*** In the first room to the left at Sekhmet Stage 1: Battle Cruiser you will find a Life Force Door. Kill all of the drones in the room and the door will open. Inside is the trusty gun. ***Lupus*** In the first room on Spawnship Stage 1: Troop Carrier this gun can be found. ------------ Flamethrower ------------ ***Juno*** This devastating weapon can be found within the depths of Spacestation Stage 1: Abandoned Wreck. At the beginning, drop down below your ship before even entering a single door. After rummaging around down here, and jumping/dropping through some holes in the ceiling/floor you will come upon this treasured gun. ***Vela*** Same as above. ***Lupus*** Same as above. -------------- Plasma Shotgun -------------- ***Juno*** In the first room of S.S. Anubis Stage 1: Hold there are a number of boxes off in the corner that can be ascended. At the top you will find a chest containing this weapon. ***Vela*** After receiving the Red Key from Fish Face on Sekhmet Stage 1: Battle Cruiser you will see a chest in the corner awaiting you with this gun. ***Lupus*** In the first room on Spawnship Stage 1: Troop Carrier ------------- Cluster Bombs ------------- ***Juno*** In S.S. Anubis Stage 1: Hold you will find three huge panels of glass at the summit of a sliding ramp. Blast through them and behind them and you will find a passage that will eventually lead outside the ship in a glass hallway, over the ceiling of another room, and past some floor crawlers and into a small area with some Mizar Tokens. Here there is also a chest with the bombs. ***Vela*** In Ichor Stage 1: Military Base there is a place in the level where huge glass panels line most of the wall. Blast through this and search around up in a secret corridor and a room off to the side to find these helpful explosives. ***Lupus*** Same as above. ----------------------- Homing Missile Launcher ----------------------- ***Juno*** At Walkway Stage 1: Peak there is a trail that leads up to a building with this essential weapon inside of a chest. ***Vela*** Same as above. ***Lupus*** Same as above. ------------------- Tri-Rocket Launcher ------------------- ***Juno*** King Jeff will reward you with this weapon after you reach the end of Tawfret Stage 1: Bog. ***Vela*** After you collect three Gold Bars on the desert of Cerulean Stage 1: Dune, you must find a Life Force door. Hopefully you will have already killed enough enemies by now and the iron bars will open allowing you to enter. Inside you will see your old friend waiting to trade you for this weapon. ***Lupus*** At the starting area of Rith Essa Stage 1: Bluff you will be able to locate this gun hidden away in a chest before even advancing to the next area. -------- Grenades -------- ***Juno*** Right after collecting the Tri-Rocket Launcher, destroy the doors off of some of the tombs at the end of Tawfret Stage 1: Bog. Inside one of the three tombs will be a chest with Grenades. ***Vela*** In the very first room at the hangar to Sekhmet Stage 1: Battle Cruiser there is a chest nearby with this handy item. ***Lupus*** When you reach the huge mouth at Eschebone Stage 2: Approach there will be a chest full of grenades to the side. ------------ Sniper Rifle ------------ ***Juno*** At the ending of Tawfret Stage 2: Bridge in Gimlet's own special area there is a chamber within a cave with this helpful item. ***Vela*** Help! I can't remember! ***Lupus*** Help! I can't remember! ------------ Remote Mines ------------ ***Juno*** This is yet another special little weapon found within the tunnels near the finality of Tawfret Stage 2: Bridge. It is behind some of the obstructions that secretly block some crawlspaces in the walls. ***Vela*** Same as above. ***Lupus*** Same as above. ------ Flares ------ ***Juno*** Also at the conclusion of Tawfret Stage 2: Bridge you can find this item. Underneath Floyd's pedestal you can find a door that can be obliterated with the aid of the Tri-Rocket Launcher. Inside is a chest containing some Flares to use in the tunnels ahead. ***Vela*** Same as above. ***Floyd*** Same as above. ----------- Timed Mines ----------- ***Juno*** At the far side of the mainland in Water Ruins Stage 1: Lost Island you can find a chest just above the shoreline of the huge ocean. In here is definitely one of the more powerful devices. ***Vela*** Same as above. ***Lupus*** Same as above. ------- Shocker ------- ***Juno*** Near the end of Spawnship Stage 1: Troop Carrier you will find a room covered with magma along the bottom. Drop down here and search for a doorway in one of the structures that support a walkway overhead. In here is the "experimental weapon". ***Vela*** In Spawnship Stage 1: Troop Carrier you will find a room with some water near the beginning. Dive down into the pool and swim through the tunnel beneath the surface. Eventually you will pop back up in a small alcove with some Tribals and the Shocker. ***Lupus*** In one of the areas where you must traverse some floating platforms you can see a pipe jutting out of one of the lower walls and on the left. Jump down here and use your boosters at the correct instant to hover into the pipe. This will lead you to a small room with yet another chest containing the Shocker. ===================================================================== ---------- 6. Enemies ---------- Due to popular demand and some of the sad stories I've heard of some people being defeated at the last instant by a monster, I have decided to compose an enemy compendium of sorts that will detail each type of monster and exploit their weaknesses and what tactics should be used against them in the field of battle. Please note as well that all of the names are approximate descriptions of them and are not official by any means. ----------------------- The Hideous Blue Drones ----------------------- Above all the most abundant soldier in the galaxy for Mizar troop's these blue ants can be a menace in numbers. They will always work together in groups, but will usually approach you one by one for close range combat. Keep your back to a wall if possible so that you know you can't be attacked from them circling behind. Try to take them out one at a time, and usually blind charging is the best technique, splitting their defenses. Make sure to follow them to, as sometimes they will retreat behind boxes and reveal themselves later after you think you have cleared the area. Some of them will also decide to be tricky and throw grenades into the wild fray, but this results in a beneficial act for you just as much as it does for them. The blue insectoids come in three types, one unshielded, one with a partial shield, and the other with full body protection. With the latter two try to use your Machine Gun so spray bullets raining upon them. Otherwise resort to explosives like the Tri-Rocket Launcher or Grenades, or the unobjective Shuriken dice through their armor. Be careful to exhaust too much ammo though. Oftentimes after a group has been entirely dispatched with, the final monster to fall will leave behind a Purple Gem to partially help you recuperate from the skirmish. Wait around awhile to collect these. Always make sure to grab their guns if/when they drop them. You can even knock them out of their hands when they are still alive sometimes! And if you are aiming for the cheats, go for the heads, as they will pop off more easily with direct hits, and even after they are down you can blast them off of their writhing corpses. ------------------- Green Drone Snipers ------------------- These are green drones that are actually far weaker than their blue counterparts. Expect them to stand in isolated/camouflaged/protected sniper points so as to deal the most damage to you without being detected. However, once they are found a few shots with any gun will make them somersault to the ground in death. Sometimes you can even make them surrender and that can be really fun! ------------- Yellow Drones ------------- These rare drones are usually solitary among a group, and are cooler to find then anything else. They move at a paralyzed rate, and their only attacks are close range combat with their own physical body. They will grab you, kick you, or bite you if you wander close. You can also hear them from afar if you are wary and listen to their guttural growls. A simple blast to the head though will put an end to their misery. ---------- Red Drones ---------- These are fast moving drones that don't mind running all over the battlefield firing powerful lasers and throwing explosives often. They move and work as a team inside groups even more than the slower blue drone. Don't hold back with your Machine Gun, and you can even use rockets against them on a regular basis as you should be able to carry a lot of them by the time you encounter these enemies in large groups. ------------- Zombie Drones ------------- These are the mutant cousins of the normal ant drones, and they principally inhabit the marshy realms of Tawfret. You can neutralize them temporarily with shots to the body, but the only attacks that will leave lasting damage are Plasma Shotgun blasts to the skull, or explosions from the Tri-Rocket Launcher. They are slow though, so you can take your time usually, and get up-close and personal to make your shots count. The larger ones imitate the smaller ones in this respect as well. ------------ Giant Drones ------------ These massive aliens are slow gargantuan killers that usually reside in the back of a battle and hit you from a distance. They usually fire a huge blue blast at you that deals major damage and moves quickly through the air. Keep your distance and strafe back and forth quickly. Although you can take them out with lesser weapons, it is worth the time and the ammo to dispose of these creatures with one rocket dead on target. You can even collect their heads after the carnage if it was a particularly nasty shot. These come in different variations, but the idea is always the same. ---------------- Flying Squadrons ---------------- These airborne assailants will always travel in formations. Most of them will form a square or a line of some sort and act in a very robotic fashion. You can always find a pattern in their movements, whether it is traveling around the room or just swaying from side to side. Either way, the Machine Gun rids you of these pests the fastest as its wild barrage of bullets are always bound to hit some targets. The squadrons come in different types, and many of these follow familiar patterns. One version literally just rests there firing at you until one is all that remains and then it will roam about a little bit. Another type stays as a swarm and flies high in the sky for a moment, and then plummets down lower for a moment before returning to continue the process yet again. The most dangerous type is the one that stays off in the distance, and then they all rush you one right after the other firing lasers as they seek you out and hail you with attacks. Then they return to their previous formation to regroup and travel over once again. These guys demand the most respect, and return the favor with something more powerful. ------------------ Floating Jellyfish ------------------ These are just slightly more advanced than their flying squadron cousins are. These monsters will usually appear in front of you as a surprise attack. They are even simpler to destroy though, it is just their lasers that pack more punch. ------------- Floorcrawlers ------------- There are very few of these minor beasts, and they travel in small groups in small passages and hallways or tunnels. They can slowly wear you down if you ignore their threat too much, so blast them on the ground when you first see them crawling towards you. Watch out for their only trick however, as they might act dead for a few moments before continuing their quests to nab you. ------------ Mizar Guards ------------ There are a few of these powerful guards that usually attack in a pair or a trio just before the end of a major level, or before Mizar himself. They require multiple missile explosions, preferably to the head. Their movements resemble those of the huge drones, but they are slightly more intelligent and will seek you out if you try to take them out from a distance. Stand your ground, strafe in a circle around them, and use the most powerful weapon in your arsenal to destroy them as quickly as possible. ===================================================================== ---------------- 7. Key Locations ---------------- Each character must collect a number of keys before they can exit levels, and ultimately, before they can confront Mizar for the final showdown. Below are the listing of the keys that I have described how to obtain. Please note that some keys found by the same character are actually found in the exact same place. Here they are: ---- Juno ---- Red Key Goldwood Stage 4: Interior Yellow Key Goldwood Stage 4: Interior Green Key Sekhmet Stage 1: Battle Cruiser Blue Key Sekhmet Stage 1: Battle Cruiser Magenta Key Eschebone Stage 1: Thorax ---- Vela ---- Red Key Sekhmet Stage 1: Battle Cruiser Green Key Sekhmet Stage 1: Battle Cruiser Yellow Key Cerulean Stage 1: Dune Blue Key Eschebone Stage 1: Thorax Magenta Key Eschebone Stage 1: Thorax ----- Lupus ----- Red Key Spawnship Stage 1: Troop Carrier Yellow Key Spawnship Stage 1: Troop Carrier Green Key Sekhmet Stage 1: Battle Cruiser Blue Key ...there is none that can be found with Lupus!... Magenta Key Eschebone Stage 1: Thorax ===================================================================== ---------------------------- 8. Spaceship Parts Locations ---------------------------- Part: Vela's Hatch Key Level: Goldwood Stage 2: Lodge Character: Vela Pre-requisites: None Part: Radar Dish Level: Gem Quarry Stage 1: Landing Character: Any Pre-requisites: None Part: Fin Level: S.S. Anubis Stage 2: Passageway Character: Any Pre-requisites: Jetpack Part: Cargo Bay Key Level: Tawfret Stage 2: Bridge Character: Vela Pre-requisites: None Part: Power Cell Level: Water Ruins Stage 1: Lost Island Character: Juno Pre-requisites: Ear Plugs Part: Nitrogen Tank Level: Water Ruins: Stage 1: Lost Island Character: Vela Pre-requisites: None Part: Juno's Hatch Key Level: Spawnship Stage 1: Troop Carrier Character: Juno Pre-requisites: None Part: Deflector Shield Level: Rith Essa Stage 4: Mine Character: Vela Pre-requisites: Mine Key Part: Lupus' Hatch Key Level: Ichor Stage 1: Military Base Character: Lupus Pre-requisites: None Part: Oxygen Tank Level: Eschebone Stage 3: Cortex Character: Any Pre-requisites: Jetpack Part: Fuse Level: Mizar's Palace (at the end of all of the stages) Character: Any Pre-requisites: Jetpack Part: Stabilizer Level: Mizar's Palace (at the end of all of the stages) Character: Any Pre-requisites: All Tribals must be saved ===================================================================== ----------------------- 9. Totem Pole Locations ----------------------- Code: Yellow Ant Level: Goldwood (before Stage 1: Outset) Character: Vela Pre-requisites: None Code: Spacestation Stage Level: Spacestation Stage 1: Abandoned Wreck Character: Any Pre-requisites: None Code: Blue Ant Level: S.S. Anubis Stage 1: Hold Character: Any Pre-requisites: None Code: Rith Essa Mine Stage Level: Walkway Stage 1: Peak Character: Any Pre-requisites: Jetpack Code: Zombie Termite Level: Tawfret Stage 2: Bridge Character: Lupus Pre-requisites: None Code: Beetle Termite Level: Tawfret Stage 2: Bridge Character: Vela Pre-requisites: None Code: Male Tribal Level: Sekhmet Stage 1: Battle Cruiser Character: Any Pre-requisites: Magenta Key Code: Metallic Termite Level: Sekhmet Stage 1: Battle Cruiser Character: Lupus Pre-requisites: None Code: King of the Hill Stage Level: Cerulean Stage 1: Dune Character: Any Pre-requisites: None Code: Red Ant Level: Ichor Stage 1: Military Base Character: Juno Pre-requisites: None Code: Green Ant Level: Spawnship Stage 1: Troop Carrier Character: Lupus Pre-requisites: None Code: Tunnels Stage Level: Rith Essa Stage 1: Bluff Character: Vela Pre-requisites: None Code: Female Tribal Level: Rith Essa Stage 4: Mine Character: Vela Pre-requisites: Mine Key Code: Purple Termite Level: Mizar's Palace Stage 1: Lobby Character: Juno Pre-requisites: None --------------------------- 10. Floyd Mission Locations --------------------------- Once you have assembled Floyd on Tawfret you can find Floyd Pads and access special Floyd Missions by pressing the A button on those pads. Below are the pads that I have described thoroughly. Here they are: Award Earned: Target Range: Goldwood Level: Goldwood Stage 4: Interior Award Earned: Ear Plugs Level: S.S. Anubis Stage 1: Hold Award Earned: Circuit Level: Ichor Stage 1: Military Base Award Earned: Target Range: Normal (Rith Essa) Level: Eschebone Stage 1: Thorax Award Earned: None (allows you to battle Mizar the first time) Level: Mizar's Palace (at the end of all of the stages) Award Earned: None (wins the game) Level: Asteroid (at the end of all of the stages) Note that you can earn five versions of a medal once you have completed the mission and met all of the primary objectives. Merit ~ you met all of the primary objectives Bronze ~ you met all of the primary objectives within a time limit Silver ~ you met all of the primary objectives within a tighter time limit Gold ~ you met all of the secondary objectives within a time limit Expert ~ you destroyed every target and picked up every item extremely fast! ===================================================================== ----------------- 11. Special Items ----------------- There are certain special items in Jet Force Gemini that some characters can earn by talking to characters etc. and then they can use those items in any level. All of the items found so far and written about are below. Here they are: Pants These pants are found on Tawfret and must be given back to their owner Gimlet. Crowbar This is earned by giving Gimlet his pair of pants back on Tawfret Stage 2: Bridge. This Crowbar can be used by Juno to open up particular locked doors such as the trap door on Walkway Stage 1: Peak. Ear Plugs This is awarded to you after you complete the Floyd Mission on S.S. Anubis Stage 1: Hold. This must be given to Ivana the Bear for a spaceship part on Water Ruins Stage 1: Lost Island. Gold Bars (3) These are hidden individually on Cerulean Stage 1: Dune and must all be collected by Vela so that she can trade them in for a Tri-Rocket Launcher. Circuit This is awarded to you after you complete the Floyd Mission on Ichor Stage 1: Military Base. Once you have it you can repair the second arcade in the Big Bug Fun Club on Ichor and play Jeff and Barry Racing II. Specialist Magazine This is found in after swimming through a small tunnel as Vela on Eschebone Stage 1: Thorax. Once you have it you can give it to Fernando so that he will reward you with the Mine Key. Mine Key This can be earned from giving the Specialist Magazine to Fernando on Rith Essa (see above). Once you have it you can unlock the door that leads to the Mine level. ===================================================================== ------------------ 12. Gemini Holders ------------------ ***Goldwood Stage 1: Outset*** Go inside the King Jeff's hut and hump up the stone platforms that line the inside of the room. Up on the top is a Gemini Holder. ***Spawnship Stage 1: Troop Carrier*** Once you enter the room with lava lining the floor, carefully peer over the edge to the left. If you are standing on the very first platform you stand on when you come in, you should see another small ledge just above the surface of the leve with another Gemini Holder. ***Rith Essa Stage 1: Bluff*** MUST BE LUPUS! Start climbing up the path in the beginning of the level that leads up to the peak of a hill. About halfway up the trail turn around and face back at the waterfall and a platform behind near it. Jump as far as you can and use your boosters to barely make it to the platform to pick up the Gemini Holder. This is the small amount that I can remember right now. Don't worry though, I will have many more soon once I replay through the game! ===================================================================== --------- 13. Guide --------- --------------- Planet Overview --------------- Goldwood Goldwood is the very first world that the members of the Jet Force squad will enter. Here they will be able to see the terror Mizar has inflicted upon the Tribals, and how evil he, and the armies of his drones really are. The planet itself is peaceful forest area that is mainly populated by the Tribals, led by King Jeff. You will also meet Magnus on this world and he will provide you with some information. S.S. Anubis The S.S. Anubis (named after an Egyptian god) is an incredibly large cargo ship that floats aimlessly in the vast reaches of space. It was originally owned and maintained by Mizar and his wicked dominions, but now has been discarded for an obsolete piece of junk. Many strange items and characters can still be discovered residing inside. Tawfret Another planet normally inhabited by the neutral Tribals who were promised to be protected by the Jet Force team. Just like Goldwood's situation, they are in dire need of assistance as Mizar's drones are quickly taking over and enslaving the helpless teddy bears/furballs. The setting itself is very dismal and is composed of mainly swamps and cloudy overcasts along with scattered showers Sekhmet This is the reason why many worlds have fallen under the awesome power of Mizar's far reaching army. It poses a gigantic threat and will be a difficult place to overcome. It is basically a military destroyer vessel that Mizar loves to use to take over helpless planets. Cerulean A mysterious desert planet that portrays the ruins of a lost land centuries ago. Particularly blue and desolate it stretches out under the light of a moon. Ichor The veritable hive of military activity for Mizar. The huge outpost is constantly swarming with thousands of drones and space ships docking and transporting goods and soldiers. The entire level is completely filled with all sorts of enemies strategically placed to defend the drones' territory. Spawnship The rumored breeding grounds for the seemingly endless insectoids. The battles here will be swift and furious. Rith Essa A mining planet that supposedly holds claim to many an amazing view. It is very colorful and almost tropical. All around it are scenic vistas that are unparalleled anywhere else in the galaxy. It is also the home of the Mining Brothers and their precious mine. Eschebone An uncolonized world that is dotted with angry volcanoes and vicious alien monsters and beasts. Expect some huge bosses here as it will the final stepping stone to the home of the evil lord himself, Mizar. Most of the time you actually have to travel through the disgusting insides of a huge mutant beast. Mizar's Palace The lair of the evil ruler and the meeting place of the separate team members. Once they rejoin here, gamers will be able to retrace their steps to unlock special areas. They will also have to combat Mizar here once, and eventually take off into outer space to fight him again! *Walkway* This brief level is set in the clouds on a barren rock. Strangely enough, there is a natural walkway that leads to a single building. *Spacestation* A seemingly half-destroyed space station lies in ruins seemingly floating through the stars for eternity. Nothing is known about its insides though... *Gem Quarry* A special mining planet for the Tribals located a small distance off of Goldwood. They have a special satellite orbiting the planet as a defense system as well. *Water Ruins* This level is just one huge ocean littered with the remains of what used to be a castle. All that is here now are some broken buildings. *Asteroid* The place of the final showdown is desolate and bleak. Many caves run through its surface with foggy corridors. Outside you can see Earth in the distance as rocks and clouds whiz by overhead. * denote a secret world ----------- Walkthrough ----------- Let the Walkthrough goodness begin. This is the section where the meat of this guide is, and the place that you have been scrolling around madly to locate. Well, the answer to all of your questions (or all of the questions that I can answer) are here, starting with level one, and one day ending up at Mizar's Palace. Please only use this when you are really stuck because it really isn't any fun cheating. You bought this game for a challenge, don't punish yourself unnecessarily! Try the problem. Again. Again. Then come see my walkthrough. Afterwards, if there are any more comments/questions then email me (see Contact info up at the top). ===================================================================== --------------------------------------- Goldwood Tribals: 6 Stage 1: Outset Use: Any --------------------------------------- After watching a long cinema sequence that portrays the background to the adventure, you will see yourself land on Goldwood. Get use to your controls here before continuing on, but don't waste too much ammo. Before leaving you will automatically bump into Magnus, who will tell you to follow him to meet King Jeff. After entering the door you will see a huge open area that is centered upon a large hut in the center. Enter the hut and talk to King Jeff. Ask him to replay the events that lead up to this disaster and you will be treated with another cutscene. Then jump up the nearby stairs to pick up an additional Gemini Holder. When you are back outside go to the left and search for a black passageway in the wall. It will appear to be just a shadow, but you can actually walk through since it is just a dark door. You will then find a clearing with pond in the center. To the right is a capacity crate while a little ways onwards is a chest containing Fish Food! You can now feed fishes, feed Flopsy (at Rith Essa near the entrance to the mines), or distract enemies! ***Special Note*** If you are Vela then you can dive down to the bottom of the pond to touch a *TOTEM POLE*. ****************** Leave the clearing and go find Magnus waiting at a specially marked door. Three harmless enemies will appear and you can test your aim and accuracy and blast them to pieces. Then continue on into where the real first stage starts. ***Special Note*** If you have the Yellow Key you can enter through another door in the open area. This will lead to a cavern where you can open a chest and pick up 10 Shurikens. ****************** Now that the stage has begun, get ready for action. Always make sure to check areas after you have decimated the enemies to pick up ammo crates and capacity crates to extend your supplies. After the first pair of ants and a sniper up in the tree tops, make sure to rescue the single *TRIBAL*. Keep taking out those ants until you reach a small village. Two *TRIBALS* are hidden here behind huts and structures. ***Special Note*** If you are returning to this level with the Tri-Rocket Launcher, you can blast through the doors of two of the huts. In one of them will be a Mercenary Robot who can refill your energy or all of your ammo for a few Mizar Tokens. In the other hut there are some Mizar Tokens. ****************** Instead of entering the Life Force door in the distance, take a right turn to enter a cave. As soon as you enter there will be a barrage of enemy fire so go in prepared. Make your way to the left tunnel in the beginning, and take the first available right turn. As you continue down this corridor you will see three more *TRIBALS* and a huge crate. Destroy this crate to pick up the *YELLOW KEY*. Go back down the tunnel and continue your assault on the ants. Watch out for some Proximity Mines laid on the ground in some places. These will be signaled by a beeping noise and flashing red lights. Eventually you can either exit through the door you entered, or fall down a waterfall and exit that way. In the end you will appear in another large outdoor area where the exit to the entire stage is. One of the doors is actually the Life Force door from before, while the other one with red sparks is the exit. ***Special Note*** If you are playing as Vela, you can swim underwater and through a submerged tunnel to enter a new stage. This level is called Lodge, and can only be accessed after encountering Mizar at least once. ****************** ===================================================================== ---------------------------------------- Goldwood Tribals: 15 Stage 2: Lodge Use: Vela ---------------------------------------- Come out of the water in the beginning and quickly go to the left to grab some more Shurikens. Farther down again go to the left and through a door to free three *TRIBALS*. When you are back outside you will find a path that leads up to yet another door. Inside here is a Mercenary Robot. When you have bought what you wanted return to the bottom of the tunnel and continue onwards. This is where it begins to get tough. The next area will be filled with ants wearing body shields and being backed up flying squadrons of monsters. Get that Machine Gun ready, or clean up a bit by chucking a few grenades into the crowd. Whenever you advanced prepare for some sniper fire, but usually those guys are taken out easily. There are also a lot of these particular large green monsters. These enemies can seem invincible at times when rocket after rocket appears ineffective. You must be specific with your aim and for the head. This is actually a good time to use your Plasma Shotgun as long as you continue to strafe back and forth in front of them. Use this tactic to take them all out, and remember to pick up the Purple Gems they usually leave behind. There are two Life Force doors in this area. The one that is NOT near the beginning is the one you should go through first. This second door should be located after a few twisting passageways and a few more run ins with shielded drones. Then you will enter a giant clearing that is occupied by about thirty or more flying monsters. Grab one of the two Shields nearby (one is almost to your left as soon as you enter while another is behind a crate). After they are taken out try to rescue all of the *TRIBALS* on each of their individual plateaus. There are only three of them, but you must be quick. The one time I succeeded I had to commit suicide to save the last one. As soon as you save one, all of the small towers of rock will sink out of sight and kill the Tribals without even mentioning it on the screen. Don't let this screw you up as bad as it did for me. Back in the other Life Force door you will have to dispatch a good number of those huge green monsters. After doing so, there will also be a couple raids by some flying opponents. After that there will be two more Life Force doors to go through. One of these leads to a village. This leads to the end of the level, so don't take it quite yet. Take the other one and be sure to have full Machine Gun ammo (there is a red ammo crate nearby somewhere for the Machine Gun). You will soon find yourself on a cliff and under heavy fire from another swarm of aerial attackers. Ignore them for the moment and run ahead to grab another Shield from behind a nearby crate. Now take out the bad guys with ease, including a lone sniper. Eventually you will find a path that leads lower onto another area. Take out the three or so drone down there from above. Then proceed into a Life Force door down there. After going through it you will be able to rescue two more *TRIBALS* and pick up a piece of the ancient spacecraft the Tribals are building for you. It is *VELA'S HATCH KEY*, and the piece should no longer apparent a translucent green under your special menu in the Pause Menu. Now venture all the way back to the Life Force door near where the giant green monsters were populated. Through there should be four or so huts. One is filled with Mizar Tokens, another is for a Mercenary Robot, and the two others house the remaining *TRIBALS* for the level. Make sure to also pick up all of the red ammo crates nearby. Now walk through the next door and hop into your spacecraft. This should now escort you to the Abandoned Space Station via a sweet looking movie. ===================================================================== ----------------------------------------- Goldwood Tribals: 11 Stage 3: Rim Use: Lupus ----------------------------------------- This level can be tough or easy. You start out in a cave as Lupus and are heading down a passageway. Almost immediately you will reach an intersection and partially shielded drones will be coming from all over the place. Take them out with whatever you want, but always make sure to collect the ammo they drop or you will run out at a bad time probably for this level. Try using a lot of grenades and shooting the explosive barrels that are often amid the corridors. At this first fork in the road, take a left and run quickly to rescue two *TRIBALS*. Then back up without turning around and blast away at a small group of hovering monsters. Return from whence you came and head down the other direction. As with almost every area in this whole stage, to continue on to the next section of the level you need to have eradicated every enemy for a Life Force door to open. The next section of tunnel is similar, with this time to the right passage leading to a room with some Mizar Tokens, while the left passage takes you to the next area. This third section you will enter is once again mirrors the architecture of the previous two, except this time to the left is a small room with a solitary *TRIBAL*. You may not see him at first though because there is a small pile of rocks in the center that he is hiding behind. Jump over it and save him before bringing out any heavy artillery. Afterwards, head back down the hallway and through the next Life Force door. The next large room you will come to you will immediately see some drones drop from a door high in the air and to the right. Deal with them and then continue onwards through another tunnel. Now take out your Sniper Rifle and peer around the corner of this place to see a new room with some drone snipers waiting for you to run on in. You'll still be in the open, but at this distance their accuracy greatly decreases. You should see that the room has water lining the bottom and that there are a series of platforms that act as steps up to a door high on the wall to the right. As soon as you get on the first platform though, another sniper will shoot you from behind from a ledge above the entrance. Take this one out quickly and carefully because accompanying it is a *TRIBAL*. Once you reach the top platform you can hover over to save the Tribal, and then hover over to the far wall and through a cleverly concealed door. Inside here are a bunch of Blue Gems and a pair of *TRIBALS* with little mining tools being forced to labor. Liberate them both and head back to the room with platforms and hover over to the other, more obvious, corridor. Make your way down here and you should find yourself in the upper section of another room you were in previously. First, hover over to a *TRIBAL* in the corner and then return back, hopefully without accidentally falling. Then move down a little farther and hover across the gap one more time and into another passageway. After heading down here you should go through a door that leads back into the outdoors. This is where the name of the level is from, as this portion of the stage is composed of a rim that encircles that majority of an extremely vast and beautiful canyon. Pay no attention to the scenery just yet however, and work a path through the numerous ranks of foes that you will undoubtedly encounter as you muscle your way along the path. Watch out at one point for one of those giant drones waiting for you around the corner. Then again near the end, when you hear the sound of another flying swarm of creatures, back up and take them out safely with your Sniper Rifle if you have enough ammo. Now continue on through the Life Force door and back into the caves. These caverns are just like the first ones you went through. To the right though is a room with a lot of explosive barrels. Don't be tempted to watch some fireworks, as a hapless *TRIBAL* has dumbly deemed it a good hiding place. Search for him first, and then torch the place and all of the other drones fighting you here too. Then proceed back to the main branch of the cave and make your way through a Life Force door. The next passage will split again, and one stem will go to the left. Down here are some Proximity Mines that have been placed for you to set off while trying to rescue two *TRIBALS* huddled in between them. Off behind a pillar as well is a drone waiting for you to step into view. When you inevitably do, he will through a grenade into the fray and set everything off in a burst of flames. Basically, you need to make a mad rush at the pair and then shoot the drone, or at least the former! Down the other path is the conclusion of the level in a huge cavern. There is a giant drone looming around somewhere, and a bunch of steps that lead up through a short corridor and to your spaceship. On one of the steps is the final *TRIBAL*, but as soon as you get near him a small fleet of aerial monsters will appear and take fire. Just don't waste time and you should be fine. ===================================================================== --------------------------------------- Goldwood Tribals: 9 Stage 4: Interior Use: Any --------------------------------------- This level will begin with a trail winding around a few explosive barrels. Don't get apprehensive though, since no enemies await just yet. Soon you will reach a wide open clearing, with a path on your right that leads up a cliff. However at the top you will find a locked door, and you will need Magnus to give you the *RED KEY* by taking the left path first. ***Special Note*** If you have assembled Floyd at Tawfret as Juno then you can enter the Floyd door and press start on your controller. Inside you will be able to fly along a mission through Floyd's perspective. Blaze through the level as fast as possible, picking up as many of the floating oil pickups as possible and shooting a few targets as well. At the end you will receive a bonus level in the Multiplayer mode to play Target Practice at Goldwood. To unlock this though, you need to earn a Gold Medal by collecting a lot of the items, shooting most of the targets and getting down as fast as possible. ****************** When you return to the locked door you will fond inside that there is a huge monster. Dodge his giant blue blasts and knock him dead and you will be rewarded with the Machine Gun. There are also some other Gems that can only be reached with the aid of Lupus. Now go back outside. To the left is where you came from, and straight ahead will lead you to a Floyd Door and Magnus again, while to the right will further you along on the stage. Start heading right and you will come along another locked door of sorts. With the Machine Gun you can blast open the door by hitting the lighted target. The rest of the level from here is kind of straightforward. At one point though you will find a vast ravine that cannot be traversed just yet. ***Special Note*** If you have Lupus you can rocket boost across this wide gap and into the door. This door will lead you to yet another stage. This stage is called Rim, and eventually leads into another hidden stage at a Gem Quarry. ****************** You will also reach another village area, but this one has been destroyed and lies in ruins. Before that you almost bump into a *TRIBAL* just sitting there, but at the village one of them is resting atop a broken structure. Just get beneath him and jump as close to him as possible to rescue this *TRIBAL*. After another Life Force door you should approach an area where you will have to deal quickly with a swarm of airborne creatures. Save your Machine Gun for this, and don't forget to pick up the Invincibility item too. Afterwards search around for two more *TRIBALS*. At another area even another pair of *TRIBALS* will reside behind a few stacked up crates. Be sure to take out the drones here quickly because they will soon take the Tribals out if you are slow to react. Now the stage should be basically completed, and you will be rewarded with a cutscene of you warping over to the spaceship S.S. Anubis. ===================================================================== --------------------------------------- Gem Quarry Tribals: 5 Stage 1: Landing Use: Any --------------------------------------- In this level there is really only a puzzle to solve. You will not fight any monsters, but you will need your Jet Force Pistol. In the first area there are three huts. Outside one of them is a pair of *TRIBALS* hanging out, while inside one of the accompanying huts are two more *TRIBALS* among some Mizar Tokens. In the second hit is a Mercenary Robot that you can pay for health and ammo, while in the last hut, the largest one on the left, you will meet Magnus again. In here he will describe to you a way to destroy the asteroid that is heading towards the planet. He iterates that in the next area there is a special machine that runs on special Green Gems and can power up a satellite orbiting the planet that can annihilate the incoming asteroid. Afterwards, Magnus indicates, return to him for a reward. Well, leave the hut and head towards the door to the new area making sure to stop by and rescue the last *TRIBAL* moping around with his lantern. In this new area you will see the strange machine resting in the middle of the clearing. If you attempt to go near it though it will lift off the ground and hover in the air until you move away. At a cliff nearby is a Tribal that does not need to be saved. He continually enters a cave with a wheelbarrow and returns every so often to dump out four Green Gems. Powering up the machine properly is the tricky part. It has a vacuum on one of its sides that will suck up any nearby Gems, so all you have to do is shoot the Green Gems with your Jet Force Pistol in the direction of the machine. However, it will only run when eight Gems are inserted into it within a special amount of time. If you notice, after there are eight Gems on the screen for a few moments, some of them will disappear. That is why you must quickly fire the first four Gems into the machine, and then as the next four drop down, quickly blast them into the machine as well. With any luck, you will be treated to a cutscene that will illustrate the satellite in space blasting a laser at the asteroid can breaking apart into small meteors. Now return to Magnus and he will reward with a spaceship part. Specifically, it is the *RADAR DISH*. Now you can return to your spacecraft and continue onto another level. ===================================================================== --------------------------------------- Spacestation Tribals: 12 Stage 1: Abandoned Wreck Use: Any --------------------------------------- This level starts off with you jumping out of your spaceship and landing on part of the station's only remaining section. First thing you should do though is drop down beneath your own spaceship. There should be another hole to drop down through again as well. You will now be in a small room (or what used to be a room). Now you have to go through a small hole in the wall, jump up on a box and then go through the ceiling, and then walk through another gap. Now you should see a chest that contains the Flamethrower. On your way here you should have also rescued three *TRIBALS*. Now drop down another level, save one more *TRIBAL*, and then hop back over to where you originally started. Go through the entry door and you should be in a room with a small bridge that leads to a hallway. Go across the bridge and turn the corner. Watch out for some scattered drones as they move around this area almost randomly so you have to always be ready. Basically, this whole space station is split into three levels, while the first level is again split up into two smaller floors. The best method for searching this entire place is to go everywhere possible on one floor before continuing downwards to the next one. On the topmost level you should be able to find a fueling pad along with two *TRIBALS*. One of the Tribals is in a room with only on entrance and is guarded by a drone. The other is across a gap and is next to the fueling pad. Once you have found those fall off one of those bridges. Down here there are two more *TRIBALS*. One is under the very first bridge you crossed in the beginning, while the other is beneath the fueling pad. Next to that Tribal is also a *TOTEM POLE*. Now you should search for another elevator that leads you down into the real second floor. As you start out here ignore the drones since there are two *TRIBALS* sitting around nearby. Once you save them blast away the drones. This floor is basically one big circle with a few rooms off of the main hallway. In one of them are the last two *TRIBALS* while another one is occupied by one of those giant drones. Watch for this, because as soon as you enter he will blast with one of those blue beams. Eventually you will also stumble upon the last elevator that leads to the smallest floor, the third. Down here there are only drones though. So you can amuse yourself with them or you can head all the way back to your spaceship. ===================================================================== --------------------------------------- S.S. Anubis Tribals: 10 Stage 1: Hold Use: Any --------------------------------------- Hold will start with you talking to Magnus yet again, and nearby to him should be the Plasma Shotgun and another Gemini Holder. Make sure to the begin this level by jumping up a few boxes tucked away in a corner of the room, instead of traveling through the door on the ground. Up here there will be a special rocket boost pad, and then another entrance into the main part of the stage that will begin with you being higher up. ***Special Note*** If you have defeated Mizar at least once, you will be able to use your jetpacks to rocket up to another entrance of a level. This stage is called Passageway. ****************** When you begin this level you will be high up on a balcony. The only good thing about this is that you can find a special monitor up here along a wall. When this monitor is destroyed, you will shut down the energy barrier at a prison cell near the end of the level. There are numerous prison cells there, but for every monitor you eliminate, you can unlock another cell, which will enable you to reach a *TRIBAL*. ***Special Note*** You can enter a new stage up here as well. This level is called Depository. ****************** Down below there will be a lot of action, centered around a huge purple monster near some explosive barrels. Take him out manually, and then drop down next to him to rescue two *TRIBALS* huddled close to the barrels. After exiting this room, you will reach another huge chamber with some ants walking around. Take them out and make sure to free another *TRIBAL* by taking out the monitor that is right next to the door you entered by. You can also grab the Purple Gems that seem to be out of reach by shooting them with a weapon. In the next room there will be some more action with some drones battling you behind some crates. Take them out and save yet another *TRIBAL* waiting there for you. Net to that Tribal there is another monitor that will release another *TRIBAL* when destroyed. Now jump across the moving platform carefully, and take out the guards over there as well. Now look behind you and down into the opening in space. On one of the walls below the moving platform there should be another cleverly hidden monitor that will release another *TRIBAL*. In the next room there will be a lot of action again. There are numerous drones and three fleets of airborne creatures. The room is focused around a huge ramp that in the middle is a sliding escalator (heading downwards), and to go up you must climb up over some boxes on either side. Be wary of Proximity Mines. Next to one of the Proximity Mines though is a monitor that will actually release *VELA* from a cell. When all of the enemies are defeated, there is a door at the bottom of the ramp that leads to all of the rows of cells. However, do not enter just yet, as there are some more goodies at the top of the ramp. Even before that though, there is a monitor situated high up on a wall directly above and straight ahead of you if you had just entered this room. Make sure to take that out to save another *TRIBAL*. Up here you should see three huge panels of glass. Break them down with a few shots from your guns and continue on through a passage that leads you outside the ship but inside a completely glass made corridor. After walking a little ways, you will find yourself at the top of the room with the moving platform. Here there is a network of narrow bridges that you can use to reach the other side of the room. Before you begin though, look high up on the left wall to take out another monitor and respectively free a *TRIBAL*. On the other side of the room is also the location of a *TOTEM POLE*. Along with that is a door that leads you through a long series of passageways that are occupied by little monsters that scurry around on the floor. Eventually you will reach an area where you can pick up your first Mizar Tokens. A chest is also among the wealth. The chest itself is next to small burrow in the wall that you can crawl through to reach the second Floyd Pad in the game. ***Special Note*** If you have assembled Floyd already with Juno on Tawfret, you can begin this mission. You must fly through a set of corridors and pick up every single circuit that you see. Along with that are three targets that must be shot down. Just before the first target though you can look down into space and see a huge reactor. Blow the reactor up with your lasers, and continue on. In the next large room where the two remaining targets can be found, go to the left and through secret passage you opened via detonating the reactor. Once you go through here, take a right turn and finish off the race. If you win a gold medal you will get the *EAR PLUGS*. ****************** After completing all of the above go back to the door that lead to all of the cells. The first cell on the left though is still unopened, but the corresponding monitor is exactly to the left of the energy shield that keeps that last *TRIBAL* stuck. Now just walk in the opened cells of all of the other ones. One of them will also contain Vela, and after reuniting, she will once again leave. Now go through one more door, enter your spaceship, and take off to the next level. ===================================================================== --------------------------------------- S.S. Anubis Tribals: 8 Stage 2: Passageway Use: Any --------------------------------------- This level will start off with an extremely long glass corridor that leads into an area outside of the ship and in outer space. Here the level continues and you will need to be very proficient with the use of your jetpack as well. You can fill it up with 100% fuel and you will see that there is sort of narrow corridor between to outside hulls of the spaceship S.S. Anubis. Attached to the walls intermittently are platforms that may contain more fueling areas, ammo crates, health Gems, or snipers trying to take you out. AS you navigate along always make sure to refuel as often as possible, and ignore enemies while firing at you in the air. Try to have patience and take the damage before you can safely land and return the favor. Eventually you will come across a door that will lead you back inside the spaceship. This will lead you into a huge room split into two halves by a small, shallow lake in the room. You can use your jetpack to hover across, but it really doesn't matter what method you choose because you can walk across just as easily. At the end though look out for a fleet of flying monsters. Before you decide to traverse the water though, go to the right and enter a room where Midge is waiting for you. He will briefly talk to you before giving you the spaceship part called the *FIN*. Now return to the huge room and cross the water to enter another room. In here you can refuel your jetpack yet again and blast off to the ceiling where there is a revolving platform occupied by six different *TRIBALS*. After rescuing the Tribals all that is left for you to do is to return back to the entrance of the level and reenter S.S. Anubis. But on your way back make sure to go through the small corridor to the left of the electric tines that you see when flying through. If you returning, head to the left towards a purple door in the wall (you never have to land near the electric bolts). This is just a small and short passage that contains the last two *TRIBALS*. ===================================================================== --------------------------------------- S.S. Anubis Tribals: 14 Stage 3: Depository Use: Any --------------------------------------- This level is basically just one huge maze. It is one gigantic room that has hundreds of boxes stacked up to form makeshift walls. You can never climb up onto the boxes, but be sure to look up there every once in awhile to check on the snipers. Everywhere you go there will be swarms of drones. I suggest taking out your Plasma Shotgun, charging up, and covering the walls with green blood. There are two doors in the corners of the room (besides the one that you entered by) that can be entered. In one of them is another small room with two veritable towers of boxes. Quickly locate the one or two yellow drones in here and take them out before they can harm any of the five *TRIBALS* found here. The other door leads into the docking bay where your spaceship is. In here there are nine more *TRIBALS* scattered about. All but two of them are easy to find though. One is tucked away in the corner of the landing area for the spaceship. Another is on the edge of the spacecraft itself, teetering on the edge of falling into space. After they are all saved, proceed into your ship and warp out to your next level. This next stage is in fact on a special planet that is off of your main course. If you check your amp on the Pause Menu you can locate it. ===================================================================== ----------------------------------------------------------------- Walkway Tribals: 6 Stage 1: Peak Use: Juno (w/ Jetpack and Crowbar) ----------------------------------------------------------------- This level is pretty short. It starts off with you walking along this path that leads up to a mountain peak. After a short skirmish with some drones outside, you can enter a structure. ***Special Note*** There are four *TRIBALS* outside. One is to the left of the building while the other is to the right. Two more are located on the very top of the structure though and can only be reached by fueling up your jetpacks on the left side of the entrance. Besides that, there is a *TOTEM POLE* residing up there as well. ****************** Inside of the building are where the real goodies are. There is chest that has Homing Missiles inside, and then a Mercenary Robot to replenish your health and your ammo if you need it. Then there is a trap door in the floor that will only open up and let you down into a small tunnel if you are Juno and you have the Crowbar given to you by Gimlet on Tawfret. ***Special Note*** The trap door will remain closed at all times unless you are Juno for some reason. Then the door will automatically open as soon as you enter the room. Down there you will encounter numerous drones carrying full body shields. The best method for this situation is to use explosives so that you don't have to be exact with bullets. Or you can use Shurikens to chop off their heads if you are lucky. Either way, the tunnel will continue on, and you will find a pair of *TRIBALS* as well. Be careful to touch them as soon as you see them so they don't get obliterated. Eventually you will come back to what appears to be the door you entered in the beginning, even though you haven't gone in a circle. Either way, once you go through it you will reappear back inside the structure next to the chest and the Mercenary Robot. If you have collect everything then just return to your ship to leave the level. ****************** ===================================================================== ----------------------------------------------------- Tawfret Tribals: 10 Stage 1: Bog Use: Juno (w/ Crowbar) ----------------------------------------------------- This level starts you off in swampy area right away, and shows you a glimpse of the mutant monsters found here. If you want some practice you can take on the huge bugs to the right just as you begin. The best tactic for destroying these guys is with the Plasma Shotgun. Charge up and make sure to aim for the heads, and a after a few blasts they will explode in a shower of green slime. But make sure to hit their heads, because otherwise it may seem like you are damaging them when you really aren't. After going through the door you will appear in a similar outdoor area that is quite a bit larger. You will also see some Purple Gems on the tops of trees and you can shoot these off and pick them up. Straight ahead and to the left is a door that continues on with the level, while on the right side is a Life Force door that can be opened after taking out all of the enemies. In there you will find even more zombie drones to take care of, but the important part is that there are two *TRIBALS* hidden among the murky surroundings. After collecting what you want, proceed back to the other area and go through the second door that should be straight in front of you now. In this next area, you will see a ruined church resting in between three tombs. Go around to the front of the church and you should see King Jeff waiting there. After talking to him he will replay the events that lead up these mutant beasts. At the conclusion he will reward you with the Tri-Rocket Launcher that you can use to take out those zombies much more easily. ***Special Note*** If you have already gone through this level and have the Crowbar, you can enter a trap door that is resting in the center of the destroyed church area. Down underground you will find yourself in a small hallway with five doors on your left and right side. Straight ahead is a Life Force door as well. When you open any of the doors on either side, you will see a small room and there will either be a drone awaiting for you or it might be one of the four *TRIBALS* hidden behind the doors. Once you have dispatched with every drone though, the Life Force door will open up revealing one more *TRIBAL*. ****************** Outside and on one of the sides of the dilapidated structure is one more *TRIBAL*. You must climb up the side first and then you should be able to easily save him. Now use your Tri-Rocket Launcher to open up all three tombs in this area. In one is Grenades, another there are some capacity crates, and in the last one are the two remaining *TRIBALS*. Now you can just exit this area and the stage by going through the other door outside. ===================================================================== ----------------------------------------------------- Tawfret Tribals: 12 Stage 2: Bridge Use: Juno (w/ Crowbar) ----------------------------------------------------- This level starts off with your character standing on the edge of a huge lake. A network of bridges however lead over the lake and up to higher places. As you move along the bridge though, there will be three or four squadrons of flying monsters that will appear, usually right behind you too. Make sure to take these out along the way. As you reach each platform make sure to check behind the trunks of the huge trees that are supporting the walkway. Behind the first is one *TRIBAL*, while behind the next one there two more *TRIBALS*, and lastly around the third one is another *TRIBAL*. As you reach the top platform you will also see another platform far in the distance that appears to be unreachable. ***Special Note*** If you are controlling Lupus at this point you can hover across the large gap and land on the platform. Here there will a hut with a Life Force door that will open as soon as you defeat the last of the squadrons. Inside the hut is a *TOTEM POLE*. ****************** Now you should drop back down into the water and exit through the door on the opposite shore. ***Special Note*** If you are Vela at this point you should swim underwater and look for a cave. Look for some bubbles seemingly coming out of the ground and that will give away its position. Swim down the submerged tunnel and you will reach yet another *TOTEM POLE*. ****************** The next area is basically a long strip of land that winds around between the water. Scraggly trees are always on either side as you make your way along the path. This entire place is just for fighting and to try to wear you down. However, there is a Shield right at the start, and another one near the end. The cave that leads you out of the area is a Life Force door, but you don't need to kill every monster for it to open. The door will open once you defeat the last flying squadron of enemies, so basically you could run like mad through this part and just stop to fight at the end. The following place is centered around a huge lake with an island in the middle. Along either side of the lake are lots of zombie drones, so it is suggested that you just swim through the lake. On the island though there is a tall tree that stretches into the fog above. On one of the branches though, there is a pair of *PANTS*! You have to pick that up and give it to a friend later in this stage. ***Special Note*** If you are Vela you can swim around the bottom of the island and locate a tunnel that leads to a special room. This is where Gimlet will be and he will thank you for his pants a second time and give a spaceship part. This piece is the *CARGO BAY KEY*. ****************** The next area is without a single monster. In the beginning you will notice on the right a door that cannot be opened yet. This will open with the help of the Crowbar, but you do not actually need it here. Jump over the wall on the left side and run into the large building on the right. In here you will find Gimlet, who will happily thank you for his pair of pants back and in return give you the *CROWBAR*, which Juno can use to open jammed doors or trap doors. If you go back outside you will see another structure on the right. Climb up there and you will see the head of Floyd the robot on a stake! If you talk to him he will relay the story of how he defected from Mizar's troops and saved many a Tribal by sacrificing himself. He explains though that you can repair him by finding three of his pieces and then putting him back together. Now drop off the building and look for a shut door at its bottom. There is some Tri-Rocket Launcher ammo next to the door, and you can use that to blast the door to splinters. Go inside and a trap door will open up (if you have the Crowbar). To the left though is a chest with some Flares inside. If you use these in this room you will see a small ledge to the left that you can climb up on. Then turn around and you can jump to another platform high in the air and very close to the ceiling. Here are two *TRIBALS* that have been waiting for you. Now go back down and through the trap door. After a windy passage you will see another *TRIBAL* standing around along with the *first piece that goes to Floyd*. Now return to the outside world. On one of the walls that are located within this area there is a *second piece of Floyd*. Then, to enter another portion of the cave you can either fall down the chimney to the huge building, or use your Crowbar on the door at the beginning of this area. Either way you will enter some more passages. Along some of the passages there are some types of blocks against a wall. You can blow these up with a few shots from any weapon and in some cases you will find a small crawlspace that your character can manage to squeeze through. There are two of them to find and you will eventually get the Sniper Rifle and two more *TRIBALS*. Now make your way down the passage until you find a small room that has the *final Floyd piece* and two more *TRIBALS*. Make your way out of tunnel and go back outside and in front of the huge building. Now if you walk along its right side you will see an opening on your right. Inside here is a helpless drone who surrenders to you (he raises his arms up) and the final *TRIBAL* of the level. Now go back to Floyd and repair him with your three pieces by standing before him and talking to him. After he becomes whole again, he decides that he will accompany you on the rest of your adventure. He helps by warning you when enemies are near, allowing you to access Floyd Missions, and by letting you and a friend play cooperatively with another controller. But for now just walk through the exit of the stage and begin the next level. ===================================================================== --------------------------------------- Tawfret Tribals: 6 Stage 3: Castle Use: Any --------------------------------------- This level starts off with a bang! If you do not move within three seconds you will be barraged with blue missiles coming from giant drones up on the castle walls in front of you. Switch to rockets and blast them to pieces, and then quickly switch back to the Machine Gun to kill the flying group of creatures shooting at you from above. Now whip out your Sniper Rifle and take out the drones above the Life Force door you must eventually enter through. Once that is done search around to pick up some health and some ammo. Then continue on ahead to enter the passage. The first two sections of the castle are straightforward in the fact that there are no intersections. There are a number of drones accompanied with some giant drones every so often. Use explosions to take out the shielded ones, but conserve ammo on some of the green snipers that populate the area by using the pistol or the Machine Gun. The rest of the level is unfortunately a complicated maze. Just wander around taking out guards basically, and as soon as you come to an area that's empty then that is a signal that you've been here before. All six *TRIBALS* are scattered about, and sadly I'm too lazy to describe their positions exactly. At the end of the level though is a Life Force door with some snipers guarding it. Here there are two Tribals, so if you reach this point do not exit unless you have found all of them. Once you do exit though you will go straight to the huge boss after getting fully re-supplied. ===================================================================== ------------- Tawfret Fighting Boss ------------- This giant mechanical beast is definitely not as hard as it looks. Its main attacks are to send a wave of fire at you along the floor. If you time it right you should be able to easily jump over it. Remember that you cannot go forward or backward to get a running start either. The other method it likes to use is to send a group of explosive black bats after you. It is critical to take these out before they get close in range and really hurt you a lot. Watch the monster carefully to see which part of its body twinkles slightly. In the beginning it should be his two lower teeth that jut out of his metal mouth. Afterwards you will have to aim up higher at his antennae. Once both teeth and antennae have been destroyed, aim straight for the head (preferably with the Tri-Rocket Launcher) and blast away. After a nice ending sequence it is off to Mizar's Palace. ===================================================================== ---------------------------------------- Sekhmet Tribals: 15 Stage 1: Battle Cruiser Use: Juno ---------------------------------------- This level will start you off in the hangar area of the spaceship. Quickly go over to a chest to pick up some grenades and rummage through the nearby boxes for four different *TRIBALS*. Then exit off to the left door (the left door from the perspective if you had just turned around after opening the chest). In here there are almost ten ant drones to locate and destroy. As soon as you do, go through the Life Force door that was on your immediate left when you had first entered the room. In here will be the Machine Gun and a locked green door. Don't worry about it though, it only acts as a shortcut to a different part of the level. When you return outside again in the open area, go through the second Life Force door that you had opened. The next room will closely resemble the first room with two more doors on the far side of the room, but one of them will lead you to an area that requires a Red Key. Go through the lower door by using your newly acquired Machine Gun (blast the target as fast as possible) and you should be in a narrow passage. ***Special Note*** In this huge room you can find a refueling pad for your jetpack. Climb onto the platform that connects the door you entered by to the door that requires the Red Key. As you walk along here there are several platforms that leads down towards the river that lines the wall. At the tip of one of these is a jetpack refueling pad. With this you can fly up high and head straight above the river to land on a part of a hallway. This extremely long corridor actually stretches across the entire level, forming a complete circle around the level and sometimes even going outside into space. When you first land head to the right and on your way you should find two *TRIBALS*. Eventually though, you will exit the huge starship. When this happens, there will be a little ramp to the left where your spaceship is parked. This will now take you to the Water Ruins. ****************** Up ahead are three tightly packed shielded ants that can really be some trouble. Take out a few grenades and lob them over. Their shields can't stop those explosions. Continue on and into a large room with a mole like character called Fernando. He will talk to you about the mines at Rith Essa and then give you the *RED KEY*. Also in the room is a chest containing the Plasma Shotgun. ***Special Note*** If you have the Magenta Key you can also access another door in the room. This leads to long passageway with a river running through it. There is also a handy platform that floats down the river, but as you travel down it be wary for airborne attackers that will pester you and try to knock you off the edge. At the end on the left side is a *TOTEM POLE*. Eventually there is also a door that returns you to another part of the level. ****************** With the Red Key now you can return to the Life Force door back in the large room. After going through that you will come into a huge chamber where the floor is completely covered with lava and there are some narrow bridges that can connect you over to another door. As you navigate your way across, be careful as squadrons of flying creatures will constantly appear and shoot at you. At the end will be another door and this is where you need the Red Key. ***Special Note*** If you are Juno you can drop into the lava safely and find a pipe that you can enter. This will lead you through a glass tunnel and then into another room. Above you is an overhanging bridge that you can reach by going to the end of the area. Eventually, after walking across the zigzagging bridge you will come to a small room with two *TRIBALS* and a Mercenary Robot to restock on supplies. The most important item however, is the *BLUE KEY*. ****************** After going through the locked door you will come upon a room that is meant to be a battlefield since it is filled with crates, drones, ammo, and some Gems. Hopefully you will have some Machine Gun ammo leftover, otherwise revert to using the Jet Force Pistol. Continue on and you will arrive in another large room occupied by a few drones and a lot of bridges and floating platforms. ***Special Note*** There is a jetpack refueling pad in the corner of the room that you will need to use grab two *TRIBALS* residing up above and being protected by a drone. If you haven't yet confronted and defeated Mizar for the first time then you will have to ignore them. In the next two rooms you will also need the jetpack (or you will at least find it very useful in rescuing two more of those Tribals. ****************** After dispatching the enemies you can continue on through a passage high up in the wall. In this next room there are yet again some platforms. There is one lonely *TRIBAL* that can be picked up as well. Basically, you have to keep jumping from platform to platform and make it to another corridor found high up in the wall. Then you will proceed to the last room filled with platforms in this series, and there is again one *TRIBAL* hanging out on one of them. After this you can further along through another door. In this room it is another battle, but this time focused on a tough group of flying enemies. If you don't have the Machine Gun run around wildly trying to pick up some ammo for it, or hope for the best and try your Jet Force Pistol. Afterwards (or during the battle if you are in major trouble) recuperate with some scattered Purple Gems. Now go to the next room. In here you will see a glass panel in the floor at the center of a bowl shaped room. You can blast through it with your gun and open a chest to receive the *GREEN KEY*. ***Special Note*** This is where you should obtain the Green Key for every single character. Also, there is a jetpack fuel pad that can energize you. If you look up above you will see another glass window in the ceiling that can be destroyed. Take it out and proceed up an extremely high shaft. On the walls of the shaft are small platforms that jut out. Each one has another jetpack refueling pad that should be used. Essentially, continue up the cylinder shaped room by advancing one plateau at a time. At one point though you will have to take out a group of flying opponents. Anyway, the point of all of this is that there are three individual *TRIBALS* that can be saved up here. ****************** Now move on to the next room. This is a twisting room where you will go down one way and then loop around a wall and come back up. At the middle you will notice two grates that have cannot be penetrated. This is where you arrive if you use the shortcuts mentioned before in this level. Don't worry if you don't understand as it isn't really important. Basically you can return to this specific area quickly if you have some of the keys. As you cautiously move through this room watch out for two distinct fleets of flying monsters, along with a number of drones carrying small shields. Try to keep your distance and detonate the explosive barrels that dot the area to take out drones brutally and effectively. You will then see a locked green door that you can open and will lead you back to the original room you entered by. In here there is another locked door from the beginning that you can now open with the help of your Green Key. This brings you to a gigantic room that has very long spiral walkway that wraps around the room until it reaches the exit for the stage at the top. Take out the shielded drones on the ground first and you should see the Life Force door at the peak of the ramp turn green. Now slowly make your way up the platform taking out each drone that has a body shield one by one with your Machine Gun. Don't be frugal either, as there are numerous ammo crates along the way to replenish Machine Gun ammo. Once you reach the top you will leave the stage, and then hop into your spacecraft and continue on the next level. ***Special Note*** At the very top at he Life Force door you can look to the center of the room and see a platform that holds a *TOTEM POLE*. If you are Lupus you can use your built in foot rockets to reach the elusive the platform and activate the bonus feature. ****************** ===================================================================== ----------------------------------------- Water Ruins Tribals: 8 Stage 1: Lost Island Use: Lupus ----------------------------------------- Please note that each character can do something different in this level, and you will need to go through it three times total. It starts you out by landing on a small island on a gigantic ocean. I mean gigantic! From the start turn around and carefully walk to the backside of your ship to see a *TRIBAL* waiting for you. Now go back to the front and start swimming to the main island in the distance. Along the way there you should see another *TRIBAL* on your left just above the surface of the water. After rescuing him continue on to the main island. Once you reach it go through the opening and you'll now be in a clearing. Continue on a little ways and look to your left at a small gap in the wall. ***Special Note*** If you have the Ear Plugs (found at the Floyd Mission at S.S. Anubis) you can talk to Ivana the Bear. He says that the Tribals are making so much noise and that they are really annoying. Then he will ask you for a pair of Ear Plugs if you have any. If you give them to him he will reward you with the *POWER CELL*. ****************** Leave the clearing you are in and jump onto one of the rocky platforms to the left. ***Special Note*** If you are playing as Lupus you can hover over to the top of the wall that encircles the clearing. Once you are on top you can all the way around clockwise, and on your way you can save three *TRIBALS*. At the end you can also hover over to yet another platform in the distance where another *TRIBAL* awaits. ****************** Now jump back into the water and head way out into the ocean on the right. Near the horizon you should be able to make out another *TRIBAL* resting on a broken structure that is jutting out of the water. Touch him and then return back to the mainland. ***Special Note*** If you are controlling Vela you should be able to notice a tunnel near the base of the mainland underwater. Dive down and swim through it. This will take you through a submerged tunnel that will open into a chamber. In here there is a fire burning in a skull-shaped fireplace, along with a capacity crate for the Flamethrower, and most importantly, the *NITROGEN TANK* for the ancient spaceship. ****************** Now you should be able to see a chest waiting for you on the shore. In here are the Timed Mines, and nearby is the final *TRIBAL*. Once you have picked everything up, make your way back to your ship and blast back to Sekhmet. ===================================================================== --------------------------------------- Cerulean Tribals: 8 Stage 1: Dune Use: Any --------------------------------------- This level starts off with Vela coming out of her spaceship onto the desolate blue world. From the start walk behind you to pick up a concealed *GOLD BAR* that you will need later on. Now go through the passageways ahead, taking out all of the drones that you see. There will be a Life Force door on your left, but it won't open until later. Instead, continue onward into a huge open plain (this is the most wide open area in the game, almost as large as Hyrule Field in Zelda). Off to the right you will find a drone protecting yet another *GOLD BAR*. After picking that up and exploring a little ways ahead to get some other items, return to the entrance to the huge field. From here, go the opposite direction you first went (if you were entering the large field, it would be to your left). You will see small dam in the distance with iron bars. On top of it though is the last remaining *GOLD BAR*. Now if you have destroyed enough enemies out here in the field, the Life Force door back near the beginning will be open. That door will lead you into a small chamber where you will meet up with Fernando again from Sekhmet. For the three gold bars he will give you the Tri- Rocket Launcher. With this, you can return to the field and head all the way to the left to enter through the door that originally wouldn't open if you did not have the rockets. Now that you do, go through it. In the next chamber you will be greatly rewarded for your effort, as there is a *TOTEM POLE*, the *YELLOW KEY*, and six *TRIBALS*. After collecting everything, continue on into another door. From here on it is basically a network of passages. To further along in each section you need to destroy all of the drones. Afterwards, you can advance into the next part, and repeat the process. Watch out for a few huge monsters that you should be able to take out easily with the Tri-Rocket Launcher. Off to the side now and then will be small cul- de-sacs with Red Gems and other supplies. If you ever get lost just keep making the same turn at each intersection (i.e. always make right turns, or always make left turns and you will eventually find the way out unless you go in a circle). Eventually you will return to the outside and see your ship awaiting you. Before leaving the level though, circle around the ship to rescue the last two *TRIBALS*. Now you can exit out and go to the next stage. ===================================================================== ----------------------------------------- Ichor Tribals: 16 Stage 1: Military Base Use: Lupus ----------------------------------------- This level will be another free-for-all battle almost the whole way through. You begin by picking up some maximum ammo for your Tri-Rocket Launcher and Machine Gun and then enter a huge melee with shielded blue drones and a giant drone as well. On these types of drones Shurikens or explosions that get around their shields work very well. After the messiness pick up the Red Gem and head on through the Life Force door. This next area is even larger with drones running about all over the place. There are also some snipers that occupy posts on nearby towers that line the outsides of this battle arena. Off to the left is a door that needs a Blue Key to be opened and will lead of into the Perimeter stage. The other door nearby is a Life Force door that will bring you to the insides of the complex. In here will be lots more drones and another giant one off in the distance taking shots at you from a raised platform. Take him out carefully and then move to rescue two *TRIBALS* stupidly taking shelter near the base of that platform behind some explosive barrels. When the Life Force door in this room opens up, there are still three monsters remaining. These creatures are those annoying jellyfish monsters that hover about while rising up and down. Take them out with the Machine Gun and rescue the two *TRIBALS* beneath them. The next chamber is filled with crates and some more shielded drones. Take these guys out and then make sure to notice the huge glass panels that line most of the room. You can destroy the glass, and if you explore up there you will notice two passageways. These form a huge circle that include some cramped corridors with giant drones, chests, another entrance to the level Perimeter, and even some bridges back outside. However, you can actually ignore all of this, as the chests contain weapons you probably already have by now (they weren't blinking when I first found them so I'm not sure), and the entrance to the level requires the Blue Key just like the one outside that you saw earlier. ***Special Note*** However, besides those two passageways there is one more doorway that leads to a room with a Floyd Mission. In here you must collect at least 45 oil cans as you fly through the level at blazing speeds (even though the screen says 50). Once you win you will awarded with the *CIRCUIT* that will fix the Jeff and Barry Racing II Arcade in the Perimeter level. ****************** This next room is home to another fierce battle for sure. There are fully shielded drones all over the place and amidst them are three *TRIBALS*. One is one the door above the door that you entered through, another is at the end of the room and on the right, and the last one is on a high platform next to a sniper. ***Special Note*** There is a fuel pad early on the left side. You will have to use this to reach two of the Tribals mentioned above. ****************** Continue through the door and you should see a room that may require some thinking. Some stairs lead up to a higher platform, but before that search around on the ground level for a huge drone wandering the area. Take him out and the climb to the top of the platform. Here you will see a series of metal piston like objects that move and back and forth and will push you off the platform if you are not quick enough. You must wait patiently and watch their patterns and then make a break for it. There will always be a rest period between each of these strange tubes though. Eventually you will reach another Life Force door that will take you to the next room. ***Special Note*** If you are playing as Lupus hover on over to the left to rescue two more *TRIBALS*. Then hover on back. You can also use his natural ability to somewhat circumvent the pistons by making an arch out in mid-air and then returning to the ledge. ****************** The next room is also a puzzle. There are numerous colored switches that when stood upon will cause the corresponding colored floating platform to hover back in forth along a certain line. By using all of the switches you can line up the platforms so that you can jump from one to the other to reach the exit of the room. If you fall though, you must restart by climbing up some stairs that take you back to the beginning of the room. If you are feeling good you can also try to rescue three *TRIBALS* off in a corner along with reaching a Mercenary Robot. The next room there is only about one drone to worry about. There are also three more floating platforms moving at incredible speeds back and forth that you can attempt to jump across to reach some Tribals. In this room alone there are four *TRIBALS*. Two or three are running around on the ground and may even seek you out, while two more are on raised platforms that seem to be unreachable as of yet. ***Special Note*** There is a fuel pad in one of the corners of the room and you can use this to bypass the swiftly moving platforms to reach the two Tribals. You can use it to reach one of two doors that lead to different places. The first room is just a huge lake of lava that you must traverse. Just walk down it and you should eventually find a platform where a *TOTEM POLE* rests. In the second room you will just walk down a rounded passage to reach *LUPUS' HATCH KEY*. ****************** The next room will take you outside again and you will have to fight a lot more drones and flying monsters. At one point the huge trail splits up, but on the right are only a few Mizar Tokens. To the left is a bridge that has an incredible amount of guards and even two "drone" guns on either side of the bridge. These sentry guns will rapidly blast at you from both sides, so use the most powerful weapon you have to take them out fast. Once everything has been obliterated, continue on through the Life Force door. This small chamber will contain all of the necessary supplies you will need to battle Vela's boss in the next room. After beating it, you will be reunited with Lupus and you will now be able to access his part of the adventure. Then you will be outside once again and can casually walk around to dins where your spaceship is parked to take you to Mizar. ===================================================================== ----------------------------------------------------------- Ichor Tribals: 8 Stage 2: Perimeter Use: Juno/Vela (w/ Blue Key) ----------------------------------------------------------- There are two entrances to this level, but they are actually right next to each other: one is on the ground while the other is in the air on a bridge up and to the right. Some measly snipers will take positions on either side of you, but should really pose no threat. Turn the corner and you should enter a small room with windows. A Life Force door is on your left, but there are no enemies in this small passageway. Look out the windows with your Sniper Rifle however and you can pick out a number of drones. Don't worry about them hitting you though unless they have unbelievable accuracy. Just take your time and blast them so that you can get through the Life Force door eventually. The other exit will lead you to the other entrance to this level. In the next series of corridors you will bombarded with hordes of fully shielded drones. Try to isolate small groups or individuals and mercilessly cut through them with Shurikens or detonate them with explosives and mines. There are also two fuel pads here to reach some innocent Tribals that are on some high up platforms. Overall, there are four *TRIBALS* nestled into small corners, make sure your homing Shurikens don't cut their heads off! As soon as you begin this part of the room high up on the wall to your left is a small circular passage. You can use your jetpack to reach up there and inside you will find two more *TRIBALS*. Eventually it will lead you out at the end of the room behind four sentry guns being aimed by drones. After a while you will come to a long straightaway that has some explosive barrels. Zoom in with your Sniper Rifle and take out the four drone guns from outside their range. The only other choice is to get hammered as you try to manage your way through the to the exiting door. Now you will be outside and the first thing you will see is a transformation pad. Use this to help camouflage your identity. Up ahead you will notice the Big Bug Fun Club with two huge drones guarding it with ten or so blue drones. Watch them and laugh while you blow them to pieces as they ignore you because you appear to be an ant. However, as soon as you unleash one round they will realize the disguise and start fighting. Inside the dance club enjoy the crazy tunes and you can even talk to the DJ to change the sounds around. Two more *TRIBALS* are being forced to endure the cheesy music, but if you rescue them your disguise will be discovered yet again and it will go crazy underneath all of the neon lights. A small corridor in the wall will also lead you to the arcade where the Jeff and Barry Racing machines are. You can play each of these for one Mizar Token each, and will find the simple 2D racing games hard to defeat (especially the best times). After you have done what you came to do, just head on back to the beginning of this level and leave. ===================================================================== ------------- Ichor Fighting Boss ------------- This boss has some incredible graphics when you fight it as Vela. As before, you can only move side to side, but this time, both you and your enemy will be moving down an underground river. Anyway, this guy is simple if you know what to expect. His basic attack is to drop these worm like bombs on you from above, so try to stand to one side, and then when they fall quickly move to the other side so as not to get harmed. The best weapons to use are most likely the Tri-Rocket Launcher and the Machine Gun. Just keep your cursor on whatever part of his body flashes, and it should alert you that you are locked on and can deal some damage. Piece by piece you'll reduce it in size. Finally it will resort to a straightforward attack where it will just be constantly firing at you. Just bring out your biggest gun and deal it a few killing blows before it can actually harm you too much. You should then see its now miniscule body explode in a flash. ===================================================================== ---------------------------------------- Spawnship Tribals: 15 Stage 1: Troop Carrier Use: Vela ---------------------------------------- This is a somewhat complicated level because of its size. It starts you out in a room with two chests containing the Machine Gun and the Plasma Shotgun on your left. Take these and then ride the elevator platform up into a tunnel near the ceiling. In the next room take out your Machine Gun and quickly destroy the swarm of flying bugs that arrive. Now fall down off the bridge your on. Down here there are six doors that lead to separate rooms. One of them leads back to the main room you started in, but all of the others lead to rooms with ammo, monsters, and usually *TRIBALS*. One of the rooms contains a pool of water as well. ***Special Note*** As Vela you can swim through the underwater tunnel. After a little ways you will come into a narrow passage that is occupied by a lot of drones and some explosive barrels. Keep your distance and destroy the drones by detonating the barrels. Then continue on into the next room. In here you will see a chest that holds the Shocker. There is also a fuel pad for your jetpack to blast off near a high platform to save a *TRIBAL*. Now you can exit, but remember to save two more *TRIBALS* that are at the top of the door you entered through. ****************** Now retrace your steps and head through the door in the center of the wall (where there aren't any steps) and you should reappear in the main room where you first began. Go back up the elevator and across the bridge and into the next room. You have already been here before, but only on the lower part, up here there is a huge drone and a bunch of floating platforms that you must navigate across to reach the next room. Before and after crossing though, save a *TRIBAL* in the corner (for a total of two). In the next room you will have to fight a number of shielded drones that will be hiding behind a set of crates on the left. After killing all of those you will see that the huge room you're in now is split in half by a huge gap in the center. To cross you have to jump onto a platform that rotates around the side of the gap and eventually drops you off on the other side. As soon as you land though prepare for more drones on the left. Once they are dead too enter the Life Force door on your right. If you are interested in being tricky, in the first half of the room you should see a pipe on the lower right wall if you are looking down at the gap. You can successfully time your jump down there and hover into the opening to reach a special room. Inside is a chest with the Shocker and a grinning *TOTEM POLE*. Now though you will have to retrace your steps a bit. The next room is once again high up in the air, and composed of some interlocking bridges. There are some monster too so try to stay where you are and take them out instead of moving around and risking the chance of falling off. There is a locked green door to the left of the door you entered by (it is on the same wall). Although you will not be able to enter this room right away (you will have to return to this level at a later time) there are some important things inside. ***Special Note*** If you have the Green Key then definitely continue through here. First you will have to avoid some electric lasers that are suspended between the two walls of the corridor. After that you will enter a room with four *TRIBALS*. ****************** Back in the room with the catwalks go through the Life Force door on your left. You will then enter a room with a huge drone waiting for you. Use the Plasma Shotgun and aim between the eyes to knock him down swiftly. Then open the chest behind the carcass to receive the *RED KEY*. Return once again to the room with the four doors, and this time go through the only door you haven't passed through yet. This is where you use your Red Key. Now you will enter the same room you were in before, but this time on another bridge. Quickly take out another fleet of aerial monsters and then continue through another locked door. The next room all you do is continue walking straight through yet another locked door. The room you should be in now is the room with the six doors on the bottom. But this time you are on a different bridge. Before heading through the door in front of you, turn around and save the *TRIBAL* standing on the door you just entered through. Once that's done continue on ahead. This next room has two drone snipers hanging out in two sewer pipes on the far wall. There is also a door that requires the Yellow Key to open. Before you waste any time though, sprint to the right to save a trio of *TRIBALS* from being blasted by a drone on the ground. Now climb back up the crates and take out the snipers. As Lupus, jump as high as possible and glide through one of the pipes (they both lead to the same room). If you are Juno or Vela though, there is a fuel pad to use as well. In this room there are two chests. One contains the *YELLOW KEY* while the other contains the Sniper Rifle. Grab them both and head on back to the previous room and open the locked door. Now you should be in a huge room where magma lines the ground. ***Special Note*** If you are Juno, then congratulate yourself now. You are going to pick up a lot of helpful items. Walk on the lava and stay to the left side of the room. To your right you will eventually see a door in one of the supports of the bridge in this room. Go through there and pick up the Shocker as well as some capacity crates on the floor. Then exit this room and go through another passageway in the wall. All along here are capacity crates for the Homing Missile Launcher and the Tri-Rocket Launcher, along with some for the Sniper Rifle and the Cluster Bombs. Eventually though you will come to another room that has *JUNO'S HATCH KEY* for the ancient spacecraft. Now just head back to the main room. ****************** Walk over the bridge above the lava and soon you will exit the room through another door. Now you should see your spaceship ready to take you to the next level. ===================================================================== ----------------------------------------------------------- Rith Essa Tribals: 8 Stage 1: Bluff Use: Juno/Vela (w/ Blue Key) ----------------------------------------------------------- This level is very straightforward. You start off next to your spaceship, but after entering a door you will find yourself in a beautiful open area. There is a windy trail that leads to the top of a hill, and if you are Lupus you can hover over to pick up a capacity crate and a Gemini Holder. ***Special Note*** If you are either Juno or Vela and have the Blue Key you can enter a locked door set into a wall on the ground. Through here is a long tunnel that winds around for quite awhile. The tunnel itself is broken up into different sections where you must destroy every enemy to advance through the Life Force doors that split up the separate parts. Sometimes there will also be a fork in the passageway. One way will always lead to a dead-end where either some necessary enemies might be found or in one instance, a pair of *TRIBALS* is located. Eventually, you will reach another door that leads you back outside in the scenic area again. You will be at the very top of the hill and on a ledge. On the plateau with you are two more *TRIBALS* and capacity crate for the Sniper Rifle. ****************** Head through the door at the end of the trail. Now you should find yourself again on another trail. To your left is a cliff while on your right is a wall. In this fashion will you continue on until the end of the level. Occasionally you will find yourself amid flying swarms of monster, drones, and at one point three huge drones too! Just take your time during the level and you should be all right, and make sure to pick up the ammo left behind by some drones. At one point there is also a small drop-off on the cliff that leads to a concealed ledge. It is easier to see if you turn around at some points and see it behind you. On the ledge is some ammo for the Homing Missile Launcher. The one point when you do indeed come across a group of giant drones don't take out an explosive right away. Take some damage and run between them to find the last two *TRIBALS* hiding in a corner behind the beasts. Then get out of there as fast as possible and get your distance so that you can blast them safely. Eventually you will come to the end of the level. But once you exit you won't begin a new stage. Instead you will be in a clearing that branches off to the other three levels of the planet. If you have the Blue Key in your possession you can go to the left and enter the Ascent level. Or there is a doorway that leads to the Interior level where your ship is located. Otherwise you can enter a door and find yourself in yet another open area. ***Special Note*** In the central waterfall area there is a tunnel just underneath the surface of the water where the spray comes crashing down. As Vela you can swim down through the tunnel and come up in a quaint cavern where a *TOTEM POLE* awaits. ****************** In here there is dog named Flopsy who will attack you if she gets bored. You can distract her though if you use your Fish Food (found in Goldwood). You can also enter her small dog house too where there a number of Purple Gems awaiting. But the principle building is a large hut. Inside is your old friend Fernando, one of the mining brothers. He says that you can enter the Mine outside if you give him the Specialist Magazine. If you do then he will reward you with the *MINE KEY* so you can go back outside and access the last level of Rith Essa. ===================================================================== ----------------------------------------------------------- Rith Essa Tribals: 6 Stage 2: Ascent Use: Juno/Vela (w/ Blue Key) ----------------------------------------------------------- This stage starts you off on a narrow path with drop-offs on both sides. Take out your Sniper Rifle if you have one and start picking off a number of drones who themselves are poised to snipe you. There is one high and to the left and about two in front of you and a little bit to the right. There is also a huge drone way in front of you. Try to also take him out from a distance before you get within his range. Once everything is clear, continue down the path making sure to rescue the two *TRIBALS* that are along the way. The slope doubles back and starts gaining altitude as you begin to fight oncoming ant drones. After it zigzags back and forth a few times you will come upon a Life Force door. If you have killed everything along your way up here then it should be green. In the next room there is a spiral ramp that leads down to the bottom of a tall room. Watch out for the floating jellyfish-like monsters that rise and fall in the middle of the room. Try to blast them with the Machine Gun or move away and take them out with rockets. It is best to look down to the bottom of the room and snipe opponents before you meet them as you walk down. Once they are all cleared up, calmly walk to the bottom and exit through another Life Force door. You will now be among the clouds. Don't move anywhere just yet or you will fall to your doom. Instead, pull out your Homing Missile Launcher (preferably) and look out for a drone flying some form of hovercraft. When you see him, lock and take him out. Now you will have time to see that this place is just a bunch of rock plateaus jutting of the clouds. If you fall at anytime you will die. So fuel your jetpack on the fuel pad nearby. Now use your Sniper Rifle to search for a platform in the distance that also has a fuel pad so you can recharge. Then power up your jetpack and hover on over. Repeat this process until you see another door in the distance. Head on over to that and go through it to enter a new room. This place is another room with a spiral stairway except this time you start off at the bottom. However, there are also about 10 drones waiting for you on the floor and there are also four *TRIBALS* amid them. The best technique I found was to have a powerful weapon armed when you entered the room. In this fashion most of the drones would surrender and just hold their arms in the air while you saved all of the Tribals. Then you could take them all out at your leisure. Remember though that there are snipers up above who won't be affected by that, and will fire downwards to try to hit you. So make sure you save the Tribals quickly and then take them out yourself from the ground. Now just walk up the stairway and through another Life Force door. Even though it doesn't make sense, you will now appear outside on the area where you first began. Just walk down the winding path and exit the level at the same point you entered. ===================================================================== --------------------------------------- Rith Essa Tribals: 4 Stage 3: Interior Use: Any --------------------------------------- This stage is remarkably simple. It starts out with a few drones in front of you, but after they are taken out jump on a ledge to the right to save a *TRIBAL*. Now continue onwards through some other melee battles. Most of this level is just composed of troop after troop of ant drones or flying enemies. Coming up on your left will another *TRIBAL*. After swimming across a pond watch out for a legion of flying monsters to attack you while your swimming. Hurry up and retaliate once you reach dry land. Continue on and you should see another group of ant soldiers up ahead. Behind them is a small platform with some Mizar Tokens on top along with a *TRIBAL*. Save the little furball first and then take out the drones without the risk of harming the Tribal. Now you should make a right turn and start heading uphill. Soon you will reach a bridge with a huge drone guarding it. Take him out before even daring to cross. If you are Lupus you can also hover over to the right to pick up some Purple Gems before moving on. Eventually you will come into a new area with a path that leads up hill with a wall on your left and a cliff to your right. As you make your way up the trail you will naturally come upon the final *TRIBAL*. After a little more hiking you will finally come to a door that will lead you to your spaceship and the end of the level. ===================================================================== ------------------------------------------------------ Rith Essa Tribals: 16 Stage 4: Mine Use: Vela (w/ Mine Key) ------------------------------------------------------ Just to help you relax, there are absolutely no enemies in this entire level, and you will only need your Jet Force Pistol to blast a few switches. This level is a huge network of tunnels with lots of little Tribals scurrying (not literally :) around mining the crystals here under the surveillance of Farmer, a mining brother. The first large chamber features a bridge spanning a small gap and leading through a corridor into another room. However, down below you can find four different *TRIBALS* clinking around with their miniature tools. The next vast cavern has three *TRIBALS* on the floor doing some handiwork. There is also a giant elevator that can bring you up to a new part of the level that is well out of reach. The switch to activate is hidden behind some boxes on the right. Blow up the boxes and shoot the switch until it changes to the color green. Then the elevator will slowly lower and allow you to get on. At the top you will find Farmer walking around. Near him and somewhat near the cliff you just ascended is another sad *TRIBAL*. There are two corridors that lead off from here, but just keep in mind that everything connects together and forms a nice big circle that you can get lost in. This is how I remember getting through it though. Take the right passage and you should eventually come to a small room with a lake. Another tunnel leads off to the side while you can drop off and go into an elevator shaft where two *TRIBALS* are waiting nearby. Shoot the switch on the inside and the platform will lower itself all the way past the door and into some water. Just hop out of the water and into the new area. In here there is a fuel pad to power your jetpack up along with a *TRIBAL*. When it is has reached its maximum, fly up through the elevator shaft again to a secret room at the every top through a door. In here are two more *TRIBALS* and a *TOTEM POLE*. Now go back down the elevator and through the passage along the bottom. Now you should come to an area with another elevator platform that is not moving yet. To the right behind some more crates is another switch to shoot like before. Blast it green, grab the *TRIBAL* nearby too, and then ride the elevator up. Now you should see two bridges heading off in opposite directions. Take the right one, before entering the corridor make sure to save the *TRIBAL* that is on your right. Eventually, through this corridor you will enter a room that has a path that winds around the side of the room and then back into another hallway. However, there is also a transformation pad in front of you now, and use it by pressing the A button to turn into a Tribal! Now retrace your steps and go back to the room with two bridges. Take the opposite route and you should eventually find yourself back near Farmer, at the other passage you missed near the very beginning. Talk to him as a Tribal and he will confide in you how much he despises Jet Force and then he will give you a *DEFLECTOR SHIELD* for you to bury. Yeah, right. Go back to the transformation pad and morph back into Vela. Head down the narrow slope and through the corridor to save up the last *TRIBAL*. Now you should be back at the lake. Take the other corridor that leads out of here to return to where Farmer was before you got the spaceship part. Drop down the elevator and go through the rest of the chambers to exit the level. I have to admit though for this level that I think I may be forgetting part of it now that is has been a long time. Instead of sow seeds of doubt in you, I can reassure you that what you need to know is up above although the number of Tribals in certain situations may be off by one or so. ===================================================================== ---------------------------------------- Eschebone Tribals: 12 Stage 1: Thorax Use: Vela ---------------------------------------- This is a long level that will definitely test your merit when it comes to fighting. It starts you off in a relatively quiet area with four pillars in front of you that go up to the ceiling practically. On top of two of them is a *TRIBAL* (for a total of two). To reach them you can go to the right and exit this room through some gills. Out here there will be a wooden door that you can blast down with your Tri-Rocket Launcher. ***Special Note*** In this small space there is a jetpack refueling pad. You can use this to fly up on top of where you entered this area. Up there will be four holes to correspond to one of the four pillars in the previous room. This is the only method that you can reach the Tribals mentioned earlier. Besides that, there is a small cave that leads off to Stage 3: Cortex. ****************** If instead you leave the room with the pillars by taking a left you will locate a Mercenary Robot that will of course offer you some ammo and supplies. Now though, continue on in the room with the pillars and go into the next chamber. In this vast chamber there will be lots of action. There are two sets of flying monsters that will appear and a small pack of those orange drones. Near the end of the room are two doors that require the Magenta Key. To the right though is a Life Force door. Go through this and just keep blasting the whole way with whatever you got. At the end of the corridor is another Life Force door and you will actually have to double-back and take out some drones that snuck in from behind. This next room has a lot of rocks in it, and the one in front of you is piled high with pick-ups. Save them for later and try to dispatch all of the enemies first. Then use the Red Gem and grab the ammo crates. Go through the next corridor and prepare for more. First though, you will cross over a bridge that is above one of the first rooms you were in with the two locked Magenta doors. Keep moving on and get ready because at the end of this will be huge drone guarding the exit Life Force door. Pulverize him and enter the next room that has two or three lava pits in it. Watch out for those and take out the drones as fast as possible. Then go over and rescue two more *TRIBALS*. Head down another passage after this and remember about another huge drone that awaits near its completion. Now out here in this next chamber is a few more scattered ants and a small group of aerial monsters. ***Special Note*** When you return here as Vela you will be able to swim into the deep pool of dark water that takes up the right half of the room. Down there will be a tunnel that will take you along a huge array of tunnels and items. First take a left at the intersection to get the Blue Key. Then head back down to the other side to grab the *SPECIALIST MAGAZINE*. From there continue through a number of water-filled tunnels and you should ultimately rescue six *TRIBALS* while doing so. Then return back to the to the surface of the pool in the room you began. ****************** Walk up the stairs and keep blazing a trail through the ranks of the monsters. Now you should come to a room with some catwalks and a passage to the left that requires the Magenta Key. But never fear, for the *MAGENTA KEY* is on your right resting on a pillar. Down below and on the ground there are also the last two *TRIBALS*. ***Special Note*** If you are Lupus you can hover to the right as well and into a special room. Otherwise, as Juno or Vela you can use a fuel pad on the ground to jetpack into the opening as well. In here is yet another Floyd Mission. In this place you must collect all 24 DNA strands and reach the finish in a certain amount of time. Along the way you will often bump into some glass, but just shoot it down with your twin blasters. The best technique here is to probably go all the way down the tunnels to the left, come all the way back taking lefts (thus making a circle), and then going as fast as possible to the finish again. If you win with a gold medal you will unlock a Target Range at Rith Essa. ****************** Go through the locked door now and you should find yourself back near the early part of the stage. Just turn left and you should see another door for the Magenta Key. The next room is loaded for supplies as the following area is where you battle Lupus' boss! ===================================================================== --------------------------------------- Eschebone Tribals: 6 Stage 2: Approach Use: Any --------------------------------------- This is actually the first level you will play even though it is called stage number two. After watching yourself land your spaceship you should head on out and through the opening in front of you. This next area has a large lake of lava in the center, and a small shore that encircles the entire room. In the lake are numerous platforms that you can jump onto while fighting two enhanced drones that are very quick and powerful. Watch out though, as they will move near the two *TRIBALS* in this area and use them as a type of body shield. The next area is just a bridge that crosses over another lake of lava. When you cross it beware of some flying creatures that will appear, and that a little ways past the middle of the bridge a portion of it will mysteriously collapse. However, there are two Red Gems, one on either side of the bridge, to repair any injuries. Among them are two more *TRIBALS* resting safely on small platforms above the lava's surface. The next area is focuses upon what looks like the giant head of a deranged monster. A massive tongue whisks about crazily, but if you pick up some nearby Grenades and aim them into the mouth the tongue will rest on a platform for you acting like a bridge into its stomach. Before entering though, look around for another platform to the side with the final two *TRIBALS*. This next indoor area is composed of a lot of surprise attacks. The environment is made for battles with numerous obstructions and poles to take cover behind. Watch out for either hovering monsters to appear and fight or those speedy drones you will soon come to love. This is really where you are tested to see how skillful you are at fighting. Always make sure to conserve ammo and pick up whatever supplies you need along the way as well that might be hiding off to the sides. Eventually at the end of the room will be a Life Force door that will allow you access to the Thorax stage once all of the enemies are cleared. ===================================================================== ---------------------------------------------------- Eschebone Tribals: 5 Stage 3: Cortex Use: Any (w/ Jetpack) ---------------------------------------------------- This level is ridiculously simple. It forms a figure-eight in the beginning as you make your way through cramped tunnels. Every so often you will bump into some glass, but a few shots from any gun will shatter it. There are also some occasional lasers that move intermittently at certain places. Just remember that they all follow a pattern and can be avoided if you just take your time. All five of the *TRIBALS* in this level are located in this section with the figure-eight. Eventually though, at the end the small corridor opens up into a giant room that resembles the brain of some fantastic beast, with lasers and platforms moving all around. Take the platform that floats over towards you, and ride it across to another ledge on the right. From here you can climb a little higher, but then you have to wait for another platform to come pick you up. This one will drop down from the ceiling, and if you catch it you will soon find yourself at the top of the room. Lastly, there is one more platform that circles around the room allowing you to reach some far off ledges. Ride this around picking up any Purple Gems you may need to replenish your health. Then jump off at one other platform to pick up the *OXYGEN TANK*. Now just return the way you came from. If you ever have problems and fall off, there is a platform that comes down to the ground and brings back up to the entrance of the room where you can restart the process. Otherwise, if you have collected everything you need head on out of the level. ===================================================================== ------------- Eschebone Fighting Boss ------------- For this boss there are really two. Each of them are huge praying mantises that take a lot of time to completely destroy. Only aim for the one that is closest to you and ignore the furthest one away as best as possible. Their attacks are varied though, and sometimes you will have to watch for giant boulders, lasers, or rockets that come from the sides. With lasers and rocks, you can usually dodge them by jumping or simply moving to the side. With rockets though, since they travel in pairs (one comes from the left at the same time one comes from the right) you have to try to get in between them and then jump and land so that they both hit each other. Start off by taking out the arm of the bug on your right (its left arm). Then quickly take aim at the other arm until both are destroyed in that order. The mantis will retreat and let the other one attack just like before. Repeat the process, but this time watch out for the rockets coming towards you from the background. To help you hit the mantis when it jumps to the right or left, you can destroy both walls that are in your way sometimes on each of those respective sides. Usually be the end of the battle the bugs have eliminated them out of the equation anyway. After both of them have been dispatched of their arms, the first one will come again and try to attack with its tail. Avoid the missiles and move to the side of the bug to get a clear shot at its tail behind it. Its almost impossible to damage it unless it is on the center platform, so when it moves away from there focus more on staying alive than in wasting precious ammo. Once the mantis' tail has been blown away, that bug will become helpless so you can concentrate on just the second one that will take its place. Again you will have to take out its tail. Eventually both will come to the forefront after all of the attacking appendages have been eviscerated. Now you have to aim for the heads. However, watch out, as both of them will spew rocks from their mouths at you. But from now on it is really methodical, and you can get used to timing your jumps so that you should have no more worries. At the end after both have each been utterly destroyed, you can continue on in the tunnel once the islands in the lava reappear. Now go catch your ship and head on over to Mizar's Palace. ===================================================================== ---------------------------------------- Mizar's Palace Tribals: 14 Stage 1: Lobby Use: Juno ---------------------------------------- This level is really straightforward except for the one part near the beginning. Again, I know I have collected all of the Tribals here, but I cannot the exact numbers at each location. In the very beginning after first landing at Mizar's Palace, you will traverse down a passage and enter a huge outdoor arena with lots of ant drones buzzing around. The atmosphere here is really great, as the palace looms on the horizon along with an orangish sky highlighted with a moon even farther in the background. The section where the melee will occur is all over reflective tiles that act as mirrors practically, adding a new dimension the battlefield along with some sapphire fountains. You can amuse yourself by dispatching the ants, or you can continue straight ahead and into the beginning of the Lobby by entering through the main entrance. This will lead to (surprise) a lobby, which is lined on both sides by luminescent torches. At the end of a long hallway you will also see a graphical map displaying the architecture for this place. You will notice that beneath one of the torches is a secret pit that only Juno can enter because of his heat- resistant natural ability. Before progressing down that route, go through each of the passages on the right and left sides at the end of the hallway. Each new place will consist of a room constructed of stairways, ramps, crates, and nice sniper sections. Watch out for some huge creatures firing at you with some blue blasts, so take them out first with the Tri-Rocket Launcher or something else equally powerful. In on the rooms there are also two (I think two, maybe three) *TRIBALS* huddling close together in a corner. After destroying all of those enemies, each corridor will lead to a huge open room filled with goodies. I think both have *TRIBALS* within them, along with health Gems, capacity crates, and Mizar Tokens. After fully retrieving all of those, continue on by falling down the pit where the torch is. Down here it is a relative small and not too confusing maze. Amid the multiple corridors you will find countless shielded drones trying to take you out. You will also discover over time a wealth of Mizar Tokens and (I think) four doors. All but one of the doors will lead to a small chamber usually with *TRIBALS* and almost always with some ammo, health, and cunning opponents. The final door will take you out into another long room with a river of lava in the center. By now, you should have all but two Tribals. On your left will be a sneaky goliath drone so beware of him. Take him out with one swift powerful blow, and follow in behind the carnage and through a small crawlspace behind him that he was previously guarding. In here you will find a *TOTEM POLE*. Now return to the main room, cross the lava, and pick up the last two *TRIBALS* waiting not so patiently behind a pillar. The exit should be right in front of you now, and after going through it you will be in the principle Mizar section. ===================================================================== ---------------------------------------- Mizar's Palace Tribals: 6 Stage 2: Flume Use: Vela ---------------------------------------- I have received countless emails regarding this confusing level, mainly on the subject of the underwater caves. Well, here are the answers to all of the questions regarding this level. You start off in the identical position you start out with Juno. Simply walk through the dark tunnel in front of you to reach a huge area with a pyramid in the distance and lots of ant drones, all nicely reflected back at you by the shiny tiles that line the floor. You can take time with these enemies or you can charge on through to directly outside the pyramid where a river runs. Jump in and swim to the left to enter the maze called the Flume. Yes, I took the liberty to compose a map for this place so that I could get precise directions. There is nothing of value down here except a few dumb fish and some scattered Red Gems to completely refill your health. All you need to do is follow the directions below: 1. Go straight 2. Go left at the next intersection 3. Go left again at the next intersection 4. Go straight at the next intersection 5. Go right at the next intersection 6. Go straight at the next intersection 7. And finally, go straight at the next intersection After that you will see a door that you can travel through so as to reappear in another aquarium type room out of the water. Practically straight in front of you are four dopey *TRIBALS*. Turn around and exit the room through another door. Outside here you will see another large area, centered on a waterfall in the middle. As you head up a ramp turn around and walk back on the high ground to save the last two remaining *TRIBALS*. Now turn around again and head through the waterfall to exit the stage. ===================================================================== ----------------------------------------- Mizar's Palace Tribals: 10 Stage 3: Chasm Use: Lupus ----------------------------------------- I haven't yet written down the exact route through this level yet. But basically it starts off with you entering a cave. As soon as you are inside, a door bolts down behind you trapping you in. Off to one side of the room is a blinking chest that contains the *Night Vision Goggles*. Now another large door will open up allowing you to access a maze filled with ant drones that you must battle using your green visor. There are a few capacity crates that can be found to increase your maximum space for some weapons scattered around the bland looking tunnels. There is also a small room that has a tiny passage on the left that leads to a group (I'm not sure how many) *TRIBALS*. I think nearby to that is a chamber only occupied by a strange rectangular platform resting in the center. Hop onto the platform and watch yourself lift off and out of the maze and back into the open air. Look to the left up here to see a friendly *TRIBAL* waiting for you on an accompanying cliff. Now look across the great ravine between you and a distant platform. Although it looks impossible, you can actually easily make it by standing still, performing a maximum leap into the air, and coasting across with your built in boosters. Over here there are a few more drones along with a few more *TRIBALS*. Now just continue through another passage and back out into an open area filled with some goliath drones. Take out the Tri-Rocket Launcher preferably and blast away at the clever foes that might hide behind some huge pillars that can almost be found there. In one corner behind a huge drone there are a few more *TRIBALS* as well. At this point you may need to use a weapon that doesn't involve explosives so that you can be sure not to damage the small teddy bear creatures. Now, as a Life Force door opens as the last creature is defeated, you may move on to the final area of Mizar's Palace. ===================================================================== --------------------- Mizar's Palace Special Floyd Mission --------------------- After completing any of the Mizar stages for the first time, you will see your character enter a strange place that is apparently uninhabited. In the central area though, you will see two huge gold rings rotating into in a strange pattern. Nearby and on a wall you will see a pictorial illustrating three scenes. The first panel is a diagram of Floyd, the second is a picture of three golden triangles connected together into one large triangle, and the third image is of a pyramid. Now if you search around you will find a Floyd Pad in between a circular structure much like a circle of stones. Stand on the pad and press Start and you will see your objectives for the mission. You must collect three golden triangles floating around somewhere in the level, and then head through another door within a certain amount of time. The first triangle is located right in between the golden rings and is hovering in mid-air. After that look to the right and you should see two small passages through a wall. Head through the bottom one so that you can quickly turn to the right and fly along a corridor. You will then see a small pyramid, and inside the entrance is the second golden triangle. Now return to the small structure where you saw the three hieroglyphics. Up above is another passage that leads to the last golden triangle and then to the necessary passage. ***Special Note*** Inside the smaller pyramid where you got the second triangle is a huge room with a pillar in the middle. With the aid of a jetpack pad nearby, you can fly up to the top of the short pillar and stand on a pad that has an image of a blue drone on it. With this I think you'll be able to enter another closed door if you resemble a drone. Make sure that you are standing still on the center of the pad and without holding any other buttons. Press the A button and you will transform into a drone and the other door will open. Walk inside and jump on the platform and it will lower you down to another special room. Down here find the empty stall and jump onto your green racer. Now fly through any of the three tunnels to begin Mizar's 3D Race. When you win the *FUSE* will be yours. ****************** Now you will see a huge cutscene where another humongus pyramid drops down. The pyramid has three doors set in its base, and all three characters must meet up here and go through their respective doors. Only then will they be able to confront Mizar for the first time. ***Special Note*** Once you defeat Mizar the first time you will always be able to enter the huge pyramid as any of the characters. Inside is where King Jeff will await for you to bring all of the Spaceship Parts and rescue all of the Tribals. Until then, you're bound to go through a lot of searching. But if you have rescued all of the Tribals in every level then he will give you one piece, the *STABILIZER*. ****************** ===================================================================== ------------------- Mizar's Palace First Confrontation ------------------- Here you will battle Mizar as Lupus. This is remarkably easy. Mizar will either spit a stream of green fire at you from his mouth, or cause a wave of fire to encompass you. But all you have to do is take aim for his head. After dealing him a little damage he will stop and "soothe" his eyes with his giant claws. As soon as he stops pelt him again. Just keep repeating this process ten times or so and he will eventually retreat and he will leave into outer space. Now you will watch a complicated movie of him entering an asteroid in outer space and setting his course on Earth to destroy your homes. However, you spaceships can't catch up to him so you need some help. King Jeff will appear and say that he has an ancient spaceship that can help you catch Mizar and fight him in a final confrontation. However, he explains that there are eleven pieces of the spaceship scattered around the planets and that you must recover them as a team. There is also a twelfth piece that King Jeff has, but he will only give you it if you rescue EVERY SINGLE TRIBAL on EVERY SINGLE PLANET!!! To help you though he enhances your armor and gives Juno and Vela jetpacks and turns Lupus into a tank (I think this is stupid, sorry :) Anyway, now you must return to previous levels and unlock different stages and worlds by using the different characters' distinct advantages. You also have to return to previously defeated areas to make sure you rescued every last Tribal. If you check the Tribal section in the Pause Menu you will see that there are some stages that you haven't even visited yet. Go to those worlds as a different hero and you should be able to find ways to access them. All of the new levels are listed up above and usually are marked with "SPECIAL NOTE". Good luck! Return here once you have uncovered all of the pieces and are ready for the final showdown. ===================================================================== ---------------------------------------- Asteroid Tribals: 0 Stage 1: Mizar's Lair Use: Juno ---------------------------------------- Go through the first passageway you see in front of you. In the next area you will see two doors. One leads to a plateau from where you cannot advance any farther, as it just gives you a view of a later part of the level. The other one will take you inside of a cave. In here use your most powerful weapons because there is no need to hold back any longer. Plow through the mixture of blue ants and colossal drones. When the corridor opens up into a room there are two choices to the left and right. The left is another room where you can restock your ammo after blasting another huge drone. On the right is where the level continues. Basically, this is how the entire level works. Keep moving ahead and blasting. Eventually you will come to a room with some glass walls encasing some huge drones. You can be careful if you want to, but if you are like me you tear down the entire room for fun. Soon you will reappear outside again. As soon as you see the sky again you will be blasted on all sides by giant drones. Get trigger happy and set the place on fire with everything!!! It's carnage time so take out that Flamethrower, those Timed Mines, and that Homing Missile Launcher! Once they are all destroyed turn around and jump up on the platform to go through the Life Force door. Now you should see a fuel pad on your right. Fuel up and head for the passage in the distance that has a green mark above it. The other way will take you back to the very beginning, and from there, without fuel, you will have to go through the level again. So be smart and head to the left and through the door. The next room will have your last drones. Then you can pick up full ammo for everything and head on over to Mizar! ===================================================================== ------------------- Asteroid Final Confrontation ------------------- To beat Mizar you just have to memorize his different types of attacks. When you know them then you will be able to say alive long enough to vanquish him. His weakpoint in his back, and you will have to hit him numerous times. After so many hits he will be knocked down and you can...see below. Meteors: In the beginning and after every time you knock him down, Mizar will retaliate with a swarm of meteors that swirl around and strike at you. Just move back and forth along the ledge to avoid as much damage as possible. The Claw: Every so often he will charge at you and strike with his claw. Make sure to dodge this and jump over the ring of fire that comes from his claw. This is your chance to strike. He will then fly back to his original location to prepare for another charge. When his back is turned let loose a barrage of fire! Purple Lasers: These come in pairs (they come from his eyes) and fire at your location. If you can see his eyes turn green then run back and forth along your ledge to try to dodge them. He will usually fire three times like this before moving somewhere else and attacking again. Green Breath: When his eyes turn green prepare for a stream of acid green breath. This will follow you for awhile so run away as best as you can, but you may eventually run out of room. Blue Lasers: These are the most painful. From many different angles Mizar will fire a stream of lasers at you and send them back and forth along the ledge. Try to be in the center and just pretend like it is jump rope. Time your leaps so that you perfectly bound over the shocking electricity. Strategy: I used only Homing Missiles when he is flying around. Make sure you get a lock on his back so that whenever he turns you can just fire and know that you will hit home. But conserve your ammo; be patient and fire only two rounds or so at a time. Once he lands on the ground it is totally different. Now bring out the Tri- Rocket Launchers and light up the world. Aim for his head and strafe back and forth inflicting as much damage as possible and basically ignoring everything else. Piece by piece he will be destroyed and then you will be crowned champion. ===================================================================== --------------------- Asteroid Special Floyd Mission --------------------- To destroy the asteroid before it reaches Earth you will unfortunately have to sacrifice Floyd on a daring mission. However, it is extremely straightforward and I succeeded on my first try. Just fly through the amazing graphics that form the crystalline cave as best as possible. Try not to get hypnotized by the swirls and just go at breakneck speed all the way to the end. Remember to avoid some outcroppings of rock as best as possible. ************************************************** C O N G R A T U L A T I O N S ! ************************************************** ===================================================================== ------------------------------------ 14. FAQ (Frequently Asked Questions) ------------------------------------ I am slowly becoming overwhelmed by repetitive emails from people, as I sadly expected. But I can understand the urge to email me when you can't find the answer to the question that has bugged you so much it drove you to search throughout the Internet. That is why I have made so many reference guides. Before the walkthrough even begins I have section after section of lists to help you find some of the more major objects and uncover the most secret of secrets. Yet there are admittedly some popular questions that I receive that would indeed take some sifting through of my walkthrough before you found a flat out answer. So here you go! Happy? ------------------------------------------------------------------------- Question: How do I get (fill in the blank) or get to (fill in the blank)? ------------------------------------------------------------------------- Answer: This is by far the most frequently asked question. But you can find the answer to this in the walkthrough after only a few moments of searching! I refuse to answer these emails any longer! For my own sanity...Only one special, rare occasions when I'm unusually bored. ----------------------------------------------------------------------- Question: When do I get the jetpack? I heard King Jeff gives it to me! ----------------------------------------------------------------------- Answer: Well, you are right, King Jeff does indeed give it to you. Once you get every character to Mizar's Palace and inside of the pyramid you will be able to battle Mizar in the First Confrontation. Once you defeat him King Jeff will appear and upgrade your armor and give you jetpacks to use for the rest of your adventure via a long cutscene. ----------------------------------------------- Question: What is the point of those "F" pads? ----------------------------------------------- Answer: Those are used in conjunction with the jetpacks that you will eventually receive. When you stand on them they will slowly _F_uel up your jetpacks to certain percentage. Then, for the remainder of the time you spend in that particular area you will be able to fly around using your jetpack. ------------------------------------------------------------------------- Question: I'm missing a lot of keys, levels, Tribals, jetpack, etc! Help! ------------------------------------------------------------------------- Answer: Ummmmm, good question...:) it seems as though you haven't reached Mizar yet for the first time and this explains it all. You will have to fight Mizar once before you reach a lot of the levels in the game, along with collect a lot of the Tribals and keys. Only once you have defeated Mizar and gotten the jetpack can you retrace your steps as other characters to reach special places. -------------------------------------------------------------- Question: I need more life! What Gemini Holders am I missing? -------------------------------------------------------------- Answer: Never fear. I have begun compiling a list of all of the locations of Gemini Holders and hopefully within a few days of writing this the complete list will be ready. Then you'll be able to take on Mizar and his hordes of enemies with some more energy for every character! -------------------------------------------------------------------------------- -- Question: Now I need more ammo? I've always been running out when I need it most! -------------------------------------------------------------------------------- -- Answer: Hmmmnnn, this is tough. This question honestly hasn't been too "frequent" and I thin kmost people have been managing well. But if I here more people out there begging for the same thing then maybe I'll stop being lazy and start another monstrous list... ===================================================================== ---------- 15. Review ---------- Although this is supposed to just be walkthrough or guide to aid you on your journey through Jet Force Gemini. I have decided to include my own thoughts on this game within here as well, mainly because that is what I do at my website that I run (see top of walkthrough). ===================================================================== Jet Force Gemini is long awaited title to leave Rare's distinguished doors since Banjo-Kazooie in 1998. The game marks a long standing drought of Rare's magic, and it feels good to get back in a title that shines in so many areas. But perhaps the Rare mix has been too hyped for its own good as eager gamers have sung their praise in apprehension. From the start you can tell that Jet Force Gemini is definitely, yes, lacking in a few areas. Alas, Rare didn't obtain perfection just yet. :( Sob. Oh well, it is only one of the best games of the year so far, and if that disappoints anybody than they are expecting too much. Rare has carefully crafted this epic 3D space shooter for over two years and it has ended up in a fine result. Sparkling, realistic settings at many turns, another incredible soundtrack by their one and ONLY ONE musician, an amazing feat to say the least. The gameplay though is where it hurts most, as in some points it just leaps beyond its own limits in hopes of attaining something impossible. But through and through this game provides a steady adventure that will keep you hooked, and I mean HOOKED, for over a week. ------------ Innovation 8 ------------ Rare has uncovered some more great ideas from that magic place somewhere where all good game ideas come from. Jet Force Gemini is definitely a unique game inside and out, in its goals and gameplay style. It basically brings the third- person shooter genre to a new step along its journey. You travel to different planets across a solar system that really feel like whole new worlds with the crescendos in the orchestral beats, or the natural sounding rhythmic tunes on the more homey planets. Either way you will find yourself in awe sometimes without realizing it. But the underlying theme is action, and never before did I imagine I could have so much fun throwing some insane weapons around blowing monsters up to pieces. For that is another area where, uh, Rare had some originality. Even though the game seems to be an epic, honorable adventure from the cutscenes, the way the action is portrayed is downright cartoonish. It is either supposed to be taken as somewhat funny, or then it serious, and that would make it satanic. There are gallons of blood plastered on walls after every battle, with limbs bouncing off walls, and heads rolling around into dead carcasses. It is even more rewarding than Turok 2: Seeds of Evil at times if that is possible, but at the whole time it is meant to be light-hearted (and this is still kind of sick, but I'll accept my shadow side for now because I like it!!!) However, the story is kind of blase, and the players for sure never truly care about the plight of the Tribals, or the outcome of their home planet, which ends up being Earth ultimately. So some of the game kind of seems ridiculous, and I'm talking about the parts that weren't really supposed to. (Unless everything is just a big farce and no one is letting me in on the secret). The gameplay also kind of gives up on its intentions, and in many battles you will revert to the first-person "Targeting Mode" because the third-person just can't hack it. It's kind of a mix between the boring first-person corridor shooters because of Jet Force Gemini's nice scenery and sometimes dynamic environments, yet at other times it is an ugly platformer. Overall it is not the best of both worlds, but yet no one has made this strange set up to really work, and Rare's effort is valiant to say the least. ---------- Graphics 9 ---------- Some of the graphics for this game are ridiculously sharp and realistic, and really seem like Rare has taken Nintendo to the next level with brilliant bump- mapping on the textures, and colorful graphics and explosions never seen before like this. I really thought that after playing so many games and becoming more critical with each one that it would take something amazing to wow me like this. And indeed I was right, for there are times where you just are simply inspired by the amazing scenes. There is always something that stands out to me in every single game, and you can already tell that this achievement of setting the scene with great imagery is my idea of Rare's major accomplishment with this title. However, in other points of the game I was kind of confused by the lack of detail, or blocking looking modeling. Some items really seem mismatched in the game. The main characters look smooth, but then when you meet a swarm of drones and realize that there really isn't anything special about them it seems more of a shell-shock. You can tell where sacrifices were made to handle so many onscreen monsters at once, and this is something that should have been more hidden, especially since there are still some _minor_ qualms_ with the framerate. Overall though, the good outweighs the bad in this section by an unbelievable amount. ---------- Gameplay 8 ---------- I'm sorry, guys. But I have to say right now that some of the story and how it is advanced through the various cutscenes is really, really lame. Come on, even some of the cheesy tactics are used twice, and I can barely stomach one serving. This is all so true when you see Mizar shoot down Juno, and then our classic hero takes the pain, gets up, and follows after the evil tyrant, unrelenting in his urge to fight the nemesis. Give me a break. And they use this again when Juno meets up with Mizar for a second time. Another corny sequence is when Lupus is has to battle two giant bosses for this one Tribal. Situations like that are just too much to bare, especially when you want to start the action and you still have to endure the meek story. But the above really matter? Not too much. The grade of eight comes from the poor control, average aiming/battle, and acceptable framerate. And with even those the eight could still be deemed a little too critical. But I know the big boys at Rare can handle it. First of all, the control is loose. Characters go sliding all over the place, and really jerk around when you change directions, or have to go somewhere specific and fast. You can't even chase a drone around a crate without getting your hands tied in a knot. This is why Rare implemented the first-person "Targeting Mode", to aid us gamers who feel as though we are more at home with that controller scheme, and that we are more comfortable and can control better and aim more accurately. And we can. But it is still hard to aim just right. Players still heavily rely on auto aim and huge explosions to clear the path of enemies, and the times when you do need to be exact and precise, you are able to get up close, or just use a Homing Missile! :) Overall though, the fighting is difficult to manage with, and it will take you days to gradual master it, if it can ever be mastered. But even though action is so major, this complaint is not, because the action itself is not difficult. I don't think I got one game over the whole time I played. Heck, I don't even know what happens! You really just don't die too many times in this game from enemies, so you never really get into the mood to throw your controller. I only got mad when I had to jump from platform to platform, since that was when I yearned for the smooth controls Banjo-Kazooie or the tight controls of Super Mario 64. There will still admittedly be times of major frustration, but for Jet Force Gemini, it is bearable. However, there are so many good qualities about the game as well. I _like_ saving the Tribals, it isn't too bad (especially with this guide I don't want to hear that many complaints ;). They are hilarious too with how dopey they are, running around battlefields and accidentally getting blasted to smithereens by a stray grenade...Well, that's another story. During battle you can also be very ingenious with the array of weapons you can eventually possess. I also think for the first time it was rewarding to backtrack (briefly) through levels to unlock strange, secret worlds and stages. It is never very boring with all of the action, and if you ever get really stuck you can always find a group of drones to lift your spirits! But overall, the best experience in this game is the setting, as you are getting tired of hearing it by now. Levels like the Spacestation and the Water Ruins really draw you into the game where in other parts you are drawn out! There are just some instances in this game where it attains a really cool feeling and you are so glad that you are playing this game. -------- Audio 10 -------- I am a sucker for good music. This game really packs a punch, with some amazing battle symphonies for the spaceship levels, along with some climactic scores and peaceful melodies on the tropical Water Ruins or mysterious Mine. This was all part of setting the scene. The graphics and the audio have rarely melded together so nicely in a game. But the main aspect of the game, and the numerous cartoonish qualities of it make it seem like a kooky mix when put together. Either way, few can deny the joys of full Dolby Pro Logic Surround Sound with special support too for those with just stereo, monaural, or headphones. The sound effects too are nice, with spaceship engines humming, and the few talking characters mumbling just like Banjo-Kazooie! ---------- Lifespan 7 ---------- As I'm sure you've been reading, the replay value for this game is slim. It is fun to go back to the single player mode, and even more so with a friend, but the battle modes and the target ranges can only hold your interest for a short time. It is more appealing to just jump back to your favorite level and start blasting away with all of the cool weapons. ------------ FINAL SCORE: 8.7 ------------ ===================================================================== ----------- 16. Credits ----------- This is the section where I will list all of the contributors to this document. Hopefully I will be receiving tons of emails explaining different parts of the game that have mystified even myself. I'll be sure to tack your name on to the list. Thanks to (in no particular order, well maybe...) - ExoByte - AceThePro - Rick - Niveau Not to mention the highly esteemed companies that have made this walkthrough possible: -------- Nintendo -------- If it wasn't for those crazy guys at NOA we wouldn't have the luxury of skipping homework to complete that last level in Jet Force Gemini. I will always have a special place in my heart for that fact :) http://www.nintendo.com -------- Rareware -------- The company that in my opinion makes the best games (well, maybe a close second to EAD, I haven't decided yet) and has the strangest website. Always good though for a laugh so make sure to check out their huge web page to check up on upcoming games (think DK64 and Perfect Dark, drool...) and released ones as well. http://www.rareware.com -------- GameFAQs -------- I have to hand it to these guys. This was my first FAQ/walkthrough posted here and I have to say that the process was relatively simple and smooth. That is a good thing. I am totally amazed by how much feedback I have received, and definitely plan to write future FAQs here as well. Hmmnnn, maybe the site that you are looking at? Just a thought... http://www.gamefaqs.com (well, not you might be looking at this walkthrough at other places...) ===================================================================== ------------ 17. Epilogue ------------ This FAQ/Walkthrough has come to an exhaustive end. If you still have questions remaining that you insist are not mentioned above than please feel free to email me. If you have any other comments or suggestions then also send all of those goodies in. This was the very first guide that I wrote for GameFAQs. And right now I'm hoping that it doesn't look all messed up on some of your computer screens. Hopefully I will learn a lot throughout this entire experience so that I will be able to write even more guides. I think my next mission will probably be Donkey Kong 64, unfortunately there will probably be 100 guides!