Genesis game flashback walkthrough




















Conrad will try to shoot if he is crouching. The pistol whip works okay, but it takes a lot longer to perform than a shot, and so if you miss, you're bound to get hit by return fire. I would only advise using this move in a few situations that I outline in the walkthrough. The final way to damage enemies is through trickery, say by leading them into bombs or tricking them into hitting each other this can be quite easy with dumber enemies like flybots and flashmen.

In the walkthrough I mention a few places where this is the easiest tactic. Stunbots: These are little pods on treads that will deploy a little arm to stun you. The arm can't hit you if you are standing in the same space, but the stunbot will sense this and blow itself up. You can only hit them from a crouched position, and only when their arm is deployed.

Wait for it to come out and then blast it off. Flybot: A floating sphere that shoots a little jolt of electricity when it gets close. It can only fly at a head level, so if Conrad crouches, he can escape a flybot.

They usually take several hits to kill, but each hit will stop one in its tracks. If you get the timing right, you can get the next shot in before the flybot starts moving again. I should warn you that flybots are dumb and smart. From here, you can simply pistol whip the crap out of it it won't look like you're hitting, but you are.

However, they are smart in that if you crouch, they will not hover directly over you but rather to one side so you can not just stand up and hit it. Mutants: Mutants look like cavemen, but with laser rifles. They are stupid which means they will shoot each other if you duck under their shot and pretty weak.

Only a few mutants in the game take more than one shot. On Expert mode, they actually are much smarter and won't shoot each other as easily. Flashman: A pretty cool enemy. Flashmen stalk around and carry a gun like Conrad's, but when you hit one, he will activate his belt and flash a distance away to try and surprise Conrad they also flash over pits sometimes. This is not really a concern though; after you hit one, observe the direction he is going to flash in the way he is facing , then point your gun in that direction.

If you think he will flash very close to Conrad the distance of the flash is always the same , then roll in the opposite direction of the flash, turn, and shoot.

You have plenty of time to get ready to shoot them without waiting to see where they end up. The number of hits varies, but is usually two or three on Normal difficulty, and something on the order of four to eight for Expert. The thing to remember about flashmen is that if you shoot them and they fall off to a lower level, they will 'play dead. They're not dead until they disappear in a flash another reason I call them flashmen. Given the various context clues of the game, I am pretty sure that flashmen are some kind of cyborg Police: The cops in this game have small shields and jet packs.

What they do is jet up and away, then they shoot down at you from an angle. They don't miss! If you know the timing really well, you will be able to block their shot easily with your force field, then hit them on their way back down.

They are really not very smart, but if you use your force field at the wrong time, they will hit you. Don't bother shooting as they jet up, that's when they activate their shield to block your shots.

Also, they will try to stalk you down and fire, so always get in the first shot so you can start the rhythm going. Aliens: The toughest enemy by a long shot. They can hit you in two ways.

First is their disc or whatever it is they throw at you. This will hit you, but they have to crouch to hit you when crouched, which works to your advantage. The second way they hit is in their glob form. If they morph and sometimes even when just globbing past while next to Conrad they will damage him. The key to these guys is to always stay crouched and roll around until you get a good distance between Conrad and the alien as they morph up and get ready to shoot. When they start morphing up, they will have to also then crouch to be able to hit you, and you have plenty of time to get ready BUT you can not hit them while they are going through the motion of crouching.

A note of caution is that aliens can also travel on the ceiling. This does not mean that you should only try to fight aliens in tall passages where they can not do this because they never unmorph while on the ceiling, and they can waste lots of time up there. Also, they usually do unmorph once they hit the ground, which means that if you let an alien drop down at you, then roll away as he unmorphs, you will be able to easily turn and shoot as he becomes vulnerable.

The really bad news about aliens is that they usually come in large groups or in close quarters. It can be difficult and frustrating to get in good shots, but wise use of your force field and some luck should prevail in the end.

Roborat: A little exploding mouse that meanders back and forth across a stretch of floor. They explode when you walk on them, but rolling over them can sometimes work. Space Cayote: I call them this because they are hideous and awkward, and deserve such a name. There are only two or three of these in the entire game anyway, and they are relatively easy.

Just shoot them. They might get you once because they are quick, but you should easily waste them. They are only found on the alien homeworld, and always take one hit. Bombs: These are placed on the ground and the ceiling. On the ceiling, they will drop and explode as you get close. They can be easily avoided and in some cases even safely detonated.

Just try not to run onto new screens too much as bombs are placed on the edges of screens for just this purpose. Sentry Guns: A sentry gun will lower and fire whenever its sensor is tripped. You can duck and roll under them, and they are invincible.

You should always avoid these, but there are a few that can be run over or jumped through without dying, and I will note them in the walkthrough. Usually, you just have to find the switch or tripbeam that turns them off.

Flash Mines: These are little green flashy spots on the floor. If Conrad lingers on these, he flashes into oblivion. Don't linger on them! You can run over them or hop over them easily. Eyeball: These are non-lethal and I am pretty sure you can't kill them There are a few areas with many enemies or special circumstances that require particular strategies for victory, but I will leave those strategies to the walkthrough section where they belong.

Walkthrough This walkthrough has the Expert Difficulty in mind, so if you are playing on a lower difficulty, there may be fewer enemies and they will take less hits to kill. Other than that, everything is the same.

Also, my maps are not precise. They are pretty decent, but you should only use them to get a sense of where things are and what's coming up, NOT to judge actual distances or anything. Titan is a moon of Saturn, which effectively places Conrad far from Earth. He knocks the holocube away as he awakens. Drink in the beautiful graphics.

B1 - Climb down to B2. B2 - Grab the holocube from between the tripbeam, then climb up and go to C1. C1 - You can entice the stunbot to deploy his arm by standing up at the very edge of the ledge. Quickly crouch and shoot to kill him. You can either use Running Jump starting from B1 to jump the pit, or use the middle walkway to use Running Leap. Get your gun ready and roll onto the next screen. D1 - Immediately shoot the mutant across the pit.

Then use The Drop on the second mutant. The door here is open because you removed the holocube from the tripbeam in B2. Jump down. D2 - Go left into C2 and grab the stone. Throw the stone onto the tripbeam on the right side of the screen stand three spaces from the edge of the top ledge and throw for a direct hit.

Then use The Drop. I always get hit no matter what I do, but you should have four shields anyway, so you can take a hit or two here without sweating.

When you've kiled the stunbot and the mutant, grab the Magnetic Cartridge which is right where the mutant was standing. Climb down. D3 - Hop over to the middle platforms, climb down to the lower one, then use The Drop from here to kill the mutant. Proceed right. E3 - Ignore the mutant above you can hit him from the top left platform, but it's hard and not necessary and just climb over to F3.

F3 - Hop over the first flashmine to trip the beam. The lift will lower and you can climb up to charge the Magnetic Cartridge and recharge your shields if necessary. Backtrack to C3. C3 - Use the Magnetic Cartridge in the slot to extend an energy bridge. Quickly get out your gun and crouch to shoot the stunbot as it deploys its arm.

B3 - Hop over the flashmine to the lift in the middle. Take it up to B2 and then go left to A2. A2 - If you picked up the stone you used in D2, put it on the tripbeam. If not, grab the stone in the middle of this screen and use it instead. This lowers the lift in the upper left, which has the Teleporter on it. Grab it, then pick up the stone to deactivate the tripbeam and take the lift on the bottom of the screen down to A3. I suggest using the save point now, then backtrack your way to F3.

F3 - Get ready to roll into E3 and blast the mutant. Go up to E2 when you have killed him. E2 - Trip the lower right beam, then hop over the other so that you can climb up to the next floor.

Now trip the right beam to lower the lift so you can take it up to the top. F2 - There is an injured man here. Give him the teleporter, and he will use it to teleport to safety mutants shot him. He leaves behind his ID Card so make sure to grab it. Backtrack to B3 and jump down from the left side to B4. Once you are poised above the mutants, use The Drop and take them out. You may get hit once, but you can use the Energy Generator nearby to make up for it.

C4 - Press the switch to deactivate The Green Death, then hop over the tripbeam so you don't reactivate it. Get your gun out and roll to the next screen, then immediately roll back. Then stunbot will come looking for you, so blast him when he does. D4 - Use The Drop on the mutant, then grab the credits on the floor. Watch out for the acid! E4 - Take the key not a vital item, but it saves you a few seconds , and then the 50 credits on the floor.

Roll onto the next screen and kill the mutant. F4 - The remaining credits are up on the top right ledge, of them. But you will trip the beam to get up there, which activates the sentry guns at E4. Backtrack to B4, being careful of those sentry guns. B4 - Recharge if needed, then go left to A4 and use the key to open the door. A4 - Save in A3 if you want, then use The Drop on the stunbot. You have to be quick to turn around or he will get you first.

A5 - Throw one of your stones towards the sensor below to activate the sentry gun and kill the mutants. Then use The Drop to land crouched and roll to B5. B5 - Avoid the acid. Now you can jump down the pit to the next level. You lose the Anti Gravity Belt, but you will gain a better item soon.

Starting in Asia A3, you must find your friend Ian. Asia A3 - Run right. B3 - Make sure you are not holding the directional pad so that Conrad will perform a Running Leap to the ledge. Do another Running Leap to the top ledge. Go left and up to A2. A2 - Get out your gun and roll onto B2. B2 - Shoot once, then roll back. Wait for the two cops to come onto A2, then roll again onto B2 but this times roll twice so you are really far in. Now turn and shoot the cops as they walk back to this screen.

They will fall off and not be able to return fire! When Ian gets up from behind you, that means the cops are dead. Talk to Ian, then sit in the chair. Ian will pump you full of memories, revealing how you discovered that there were aliens posing as humans, and that there is a plot against Earth. You knew you were in trouble, so Ian saved your memory in this machine, presumably and then you got captured, but escaped. You got lost in the chase and your captors had done something to you.

Now you must pick up your investigation where it left off, except you must be very discreet Talk to Ian again, he will tell you that you must win the Cyber Tower game to get to Earth, but you will need the proper papers. His friend Jack will supply forgeries for you. Also, Ian will give you the force field! From now on, this should be the item you have selected unless you need to use a key or trade something.

Head right. C2 - Do a Running Jump to land in a good spot in C3. C3 - Use The Drop on the mutant he has a force field too! C2 - Use the fuse to fix the switch and use it to call down the lift. C1 - Use the switch to call down the next lift, take this up and go left.

B1 - Get the map from the man at the checkpoint if you like, and use the switch to call the lift that takes you down to the Tram. Stand where the Tram stops and press Y to get on. Press Y at the America station to get off. America C4 Tram - Go up.

C3 - Press the right switch these switches are actually important, they insure that Conrad can always call the lift from top or bottom C2 - Trip the beam, then take the lift up. Go left. B1 - Talk to the waiter, he tells you Jack is outside. Go to D1. Also take a moment to look out the window of the cafe at the jungles of Titan from which you just came Holy Smokes!

He tells you to get Work Permit and you can make some cash at the Job Center. Go back to the Tram and take it to the Africa station. Africa B3 Tram - Go all the way up and left. A1 - Talk to the first man, and he will lower the lift for you. He tells you to go to Window A, but here comes a little joke. Now you have to go through the "Red Tape" of bureaucracy.

Ah, the Civil Service of the future Take the Tram to the Europa station. You will pass by the Cyber Tower gameshow on your way, but it's not yet within your grasp. A1 - Recharge shields and save. To read a mission, press Y to use the mission screen. To activate the mission, select your Work Permit and press B on the mission screen. This sets up the next event sequence. Talk to the Lady and she will give you a package. Now take this to Africa C1 to give to the man behind the desk.

Watch out! There is a policeman waiting for you at Africa B1 just before you go in to see the man. Take him out, get paid, go get your next mission.

The door is now open. C2 - The VIP is here, but leave him for now. D2 - Climb over these walls to trip a beam that will open the bottom door but close the one you just came through. E2 - Hop over the bomb, then hang and fall to the floor below. You will trip a sensor that opens the door as you hang.

Now go get the VIP and he will follow you back to this lift. E3 - Climb up to the thin wall, then use the Hop to jump down in front of the mutant, draw, turn and fire. You will need to use your force field well to avoid taking any hits.

Grab the key when the mutant is dead, and use it in the key lock on this screen. Now roll onto the next screen and take out the mutant there. D3 - Go down and left. C3 - Go all the way left and climb up the far side of the ledge. The flybot is coming, but if press A during the climb animation, Conrad will draw and you can fire before it gets close. It may look like the flybot is not getting damaged, but soon he will explode into a little cloud of circuits. Go to the right edge of the upper platform and climb up, but this time crouch since you don't have time to fire.

Draw your gun and roll back and forth until you manage to catch the flybot going away from you as you finish a roll. Stand up and fire at the flybot, which should not be able to turn around fast enough if you do this right. Again, just keeping blasting away. Take the key when it's dead. The doors will automatically open. To teleport back at the end of all future missions, just put your gun away when you see the Mission Complete screen and receive payment.

A Cyborg has gone haywire and the City fears violence. They want you to take him out, but they don't know where to find him, so they can only give you a picture. Go there. I thought I'd tell you, because I'm the kind of guy who sort of kinda maybe obsesses about that sort of thing if I can't figure out the use for something in a game: if you select your credits and use them on the coin slot, then move one step left and hit Y, you will get a sheet of instant photos of Conrad and lose two credits.

I found no use for these whatsoever, and they in fact disappeared from my inventory either in Cyber Tower or the level after, but there you go. Although this may sound fishy, the cop won't attack you. C3 - Talk to the cop, who tells you that CY-B wants to deal for his safety. Go meet him at the Cafe. B1 - The guy you talked to is gone.

Get your gun out and crouch at the edge of the screen, then roll into A1. A1 - Immediately turn and fire at the mutant who tries to ambush you. The little panzy who tried to set you up begs you not to shoot him, and tells you the cop has the key to CY-B's hideout. C3 - Now the cop tries to attack you, but you should be able to waste him.

Take the key and return to the Cafe. A1 - Use the key on the lock to open the floor. A2 - Save, then go to the middle platform on the right edge of the screen.

Draw your gun and sneak onto the next screen, immediately getting ready to fire I would crouch too. B2 - CY-B is here, and with a friend two flashmen. However, only CY-B will attack because of where you are. He will jump down, and you can shoot him. He will flash off screen and then back, right back to where you can shoot him. He will repeat this, but sometimes he walks back on instead of flashing; no big deal, he still walks far enough for you to shoot him.

He takes many hits, but when he is gone, go back to A2. Stand up immediately because that flybot is coming. As soon as it appears, start blasting. Kill it and go right. B2 - Kill CY-B's pal at your leisure, and you win the mission. You will be given a circuit board to replace the malfunctioning one in the Central Computer for the Generator. You will only have ninety seconds to reach the Computer and fix it you can see your time remaining by pressing Select and then Y on the Inventory screen before the entire Generator blows up and takes New Washington with it but without a cool movie of this happening, which saddens me.

Trust me, this is not hard if you just relax. Follow my directions as closely as possible for maximum speed. Europa A1 - Take the teleporter to the Central Computer area.

Your time will begin when you arrive. Central Computer A1 - Walk over, climb up, then initiate a run. Sustain this run all the way to C1, but as you enter that screen slow down. C1 - Walk to the edge, then Hop over and Hop again, now start running.

D1 - Run to the switch, press it, roll left. When you hit the ground, run again and get ready to roll. C1 - Running Roll under the sparking wire, and then let go of the buttons as you go to the next screen to avoid hitting the wall.

B1 - Climb up the wall, Hop over the pit, start running but also immediately perform Running Roll. Continue to A1. A1 - Go down. A2 - Run left, take that lift down, run right. B2 - As you get to the edge, Running Jump and you should grab the far edge of the pit. Climb up and run again but do not hold the directional. Climb up to trip the sensor that brings up the lift. Climb down as soon as you hear it coming, then take the lift down. For the love of God, ignore the stone in the corner! C3 - Run right.

You may have to repeatedly tap B or move one space because sometimes you are not in the EXACT right spot or something. When you fix the computer, you will teleport back. Mission 5 - Mutant Colony? I Eat Mutant Colonies for Breakfast This mission is a little tough if you are not very precise. Apparently, Restricted Area Number 3 has very bad security because it has become overrun with those hideous mutants that plague the upper canopy of the Titan Jungle. Funny how the lousy cops in this future world only want to shoot at civilians and never protect the innocent.

The door is open now, so go on in. E2 - Save. Use The Drop and your force field to take out both mutants. If you take a hit, kill yourself and try again.

When you get it perfect, do a Running Leap back up to the Save and use it. Now you won't have to repeat that little part if you die and you will. Climb down the LEFT side of the pit.

E3 - Hang, then drop. As you recoil, use the force field to block shots, then get your gun out and shoot. You need to use pretty much the same thing on the next mutant below, but you need to move faster since he will see you as you hang. To do this, begin the climb down move, but then let go of Y and press the Down button. This will make Conrad just drop rather than spend any time hanging. You should be able to block the shot then draw and fire.

Take the key on this platform, then go down. E4 - Use The Drop to take out the left mutant, blocking the right mutant's shot with a force field. Then turn and fire. D4 - Open the first door with the tripbeam, then use the key on the lock. C4 - Pick up the stone and drop it on the tripbeam to hold the floor panel open. This next move is tricky. You need to block the mutant's shot and avoid the bomb. The bomb won't hurt you because you're climbing, but for some reason the mutant can hit you, so you must get a really good force field timed to block him.

Now climb back up and kill the mutant easily. Now crouch at the exact spot you need to roll onto the exact edge of the next screen. From here, get out your gun, roll, and get ready to fire. B4 - Shoot the mutant. This will make sure you grab the ledge. Now climb up and kill the mutant as you should be used to by now. Stand one space away from this bomb, and Hop over it. Climb up to trip the beam, then climb down, Hop over the bomb, then HOP down to the area below.

B5 - Since you hopped, you won't fall to the mutant below, and you can use The Drop on him instead. But if you trip the sentry gun sensor, you must simply roll down to take him out. When he's dead, climb back up, and roll onto C5. C5 - Just wait for the cop to fly up and use the usual cop strategy. Climb down and take the key and credits. Backtrack to the small area in the lower left of this screen make sure to roll under the sentry gun since it will definitely be on by now.

Drop down. C6 - Use the regular cop strategy again, no sweat. Now go down and use the key, but watch out! A flybot that was hiding comes at you. Just duck and roll about until you have enough distance to stand up and shoot it.

Teleport back with your wad of credits. Europa A1 - Save, then walk out of the Job Center. The guy in B1 tells you a man named Jack is waiting for you just in case you never talked to Jack, I guess so go see him.

Europa D1 - Give the Papers to the man in front of the gate. You will be immediately deposited into Cyber Tower. Doesn't it turn out that no one is ever supposed to win and when I do, I won't get the prize?

Many movies have been structured around this plot, but in this case, the government of New Washington and the producers of Cyber Tower are legit, and they will reward you with a ticket to Earth if you survive eight floors of flybots and flashmen. And there are LOTS of them. This is my second-favorite looking level. The whole thing is wrap-around and looks pretty sleek. It also gets more narrow as you go into higher levels, so enjoy the small feeling of suspense, because this level is actually very easy.

Level 8 E8 - Rather abrupt, wasn't it? Well, get ready to fight. Head left first D8 - Stay on the edge of this screen. The flashman will get hit by the bomb and then when he comes down, he will keep flashing off screen and then back on like a dummy.

Take him down this way. C8 - Kill flashman. B8 - Walk in to this screen and shoot the flybot as it descends to you. Then walk back to C8 and climb up, return to B8 and the other flybot will come up to this level and you can shoot it. If you don't you'll be one sad kid when you get to the other side. F8 - Kill the flybot, then climb up and shoot the flashman as he climbs up.

He'll play dead, but you can deal with that. Go to G8. G8 - Kill the two flybots here plus the one from A8 which enters from the right. If the flashman is here, kill him too and then go to A8 and up the lift. Level 7 A7 - Climb up and go left to G7. G7 - The flashman will walk away. Use the switch to open the floor and then go lure him back into G7 and kill him. F7 - Get out your gun and roll from the right trip beam to the one in the middle of the small cage.

It opens the left door and closes the right. No big deal, just kill the flashman. E7 - Kill yet another flashman. D7 - Climb up. C7 - Open the door and shoot the flashman down as he comes at you. Now use The Drop to be ready. Keep shooting him, because he doesn't have room to flash away!

Now kill the flybots, and go to B7 to save. B7 - Save. A7 - Go up. Level 6 A6 - Go up and right into B6 to press the switch that opens the door. If you don't, you'll have to backtrack A LOT.

Now come back, crouch and roll to the left under the sentry gun. Walk all the way to the wall, then crouch and roll right. You will stop right under the ledge. As soon as the gun shoots, start the climb up and you should make it before getting shot. E6 - Hop over the trap door to use the Energy Generator if you need to, then go down and kill your pal flashman. He may have stalked off to the next screen.

If so, go and get him. D6 - Kill whoever is here. C6 - Hop over the trap doors and climb up to the ledge. B6 - From up here, the flashman will come to get you. Crouch on the edge, and as he is climbing up, you roll down. Then you can get ready to fight him as he climbs down, or you can just quickly use the lift. Level 5 B5 - Roll left under the passage. A5 - Fight the flashman and flybot here, then climb up the ledge.

Crouch and roll to trip the beam. This opens the floor panel and shoots the sentry gun, so you need to roll. Climb up and save. Now stand on the edge of the screen and HOP into the next one. E5 - Because you are a genius and holding Y, you will hang from the first ledge instead of hitting the floor in a fatal fall. Drop and hop over the bomb, then climb up to the next platform and do a Running Leap to go under the bomb and grab the ledge.

No sweat! D5 - Shoot flashman. He will flash toward you, but stand your ground. What you want is for him to stop on one of those thin walls, then shoot him so he falls into a pit and plays dead, effectively leaving you alone.

If he flashes to close, you can try hitting him or hopping away, but you will probably take hits, no big deal. C5 - Get down to the floor and fight the flashmen.

If any go off to the right, let them stay there. B5 - Go up. Level 4 B4 - Go right. C4 - Climb up to trip the beam, then climb back down. You want to fight the flashman on this longer section of floor. The best thing is to use the screen edge strategy, but you should manage. Kill the flybot, then use the switch to open the door and Run Leap to the ledge.

A4 - Wait for the flashmen. One will get blown up, but the other you need to shoot. Just continuously fire and you should end up with both on the ground playing dead. Climb down and kill them. Then climb up and go to B4 again. B4 - Trip the beam on top to open the trap door. Climb up and take the lift.

Almost done! Level 3 B3 - Nothing to say but kill everyone. Some of the enemies will come for you, others will wait for you. The flashmen take a zillion hits. Just save when you are done and take the lift in A3. Level 2 A2 - Wait for the flashman to come down and kill him, then the flybot.

Use the switch to open the door for the other flashman and then go down to the floor to fight him. Proceed to the final floor. Level 1 A1 - If you're expecting a fight of some sort, forget it.

Just roll back and forth a thousand times to get in all the hits you need on this last flashman. He'll die and Conrad will win his ticket to Earth, courtesy of Titan Travel, which I guess is the show's sponsor. Yes, I think the Earth level looks absolutely sweet, and I'm so sad that half of it is underground where we can't see Earth in its futuristic splendor. Anyhow, there are two main areas, but I think of the second one as two smaller areas anyway, for a total of three.

I think the idea here is that Conrad is looking for trouble, figuring that trouble and alien conspiracies go together. However, there might be some subtle point in the game where "Paradise Club" is mentioned, because that's where Conrad finds the trouble.

Earth Streets C1 - Give your papers to the man at the checkpoint to open the door. B1 - Take out this cop as usual. If you shoot him off screen, he will come back, unless he's dead, so wait a second or two OR listen carefully for return fire.

If you hear none, he's dead. Now roll onto the next screen and roll back fast all the way right. Shoot both the stunbot and the cop as the pursue you.

A1 - Climb down, but don't hold Y or Down and you will go a little faster. Then quickly walk to the lift and activate it down, but don't let up yet! A2 - Turn and shoot the cop, blocking his return fire. At the bottom, roll left and turn back to shoot the stunbot that it hiding behind the low wall. Then turn your attention to the cop, and finally to the flybots. You may notice that sometimes the flybots hit each other. This is a good thing, and actually my strategy in a few places. B2 - Roll in, shoot the stunbot, then open the door and take out the cop.

C2 - Sneak in, shoot once, then go back. In B2, a cop or two will follow. When they stop coming, get to the edge B2 and run back into C2 and roll over to the right. Stop, crouch, turn, draw, using your force field to block shots. You should pass the stunbot that you can't see unless his little arm deploys and the cop. Get them both, but beware of the third cop who may or may not have gone to the next screen.

If he comes back, you'll need to take some time to get him. D2 - Crouch and take out the cop, then roll back to deal with the flybot in a better area.

Then shoot the stunbot, then HOP over the pit to avoid dealing with the flybot that is hiding down there. E2 - Press the switch to call the taxi. This makes me think that we should have heard that name somewhere, but I am too lazy to go back and check all the cut scenes. In any case, Conrad wants to investigate this place, which is quite clearly a strip club, but since it is daylight, it's not open A1 - Save. Go right and kill the low flybot. Save again, then climb up.

Just keep climbing and the stunbot will not harm you. Now from the left edge do a Running Jump and you will hang on the ledge in B1. B1 - Climb up, then walk to the other edge and climb down. Hang, then let go to land safely. Why do this? It is the only way to get the flybots' attention without getting hit. It's wacky, yes, but whatever. What do you need help on? Cancel X. Planet Titan: Brave mutants, robots, anti-matter fields and the primitive inhabitants as you find your way through the jungle.

New Washington: First recover your memory, then go undercover to earn money. Finally, buy a false ID if you want to sneak back on Earth. Death Tower: Climb the 8 floors of the Death Tower labyrinth. Avoid the deadly Replicants and win a free ticket to Earth. Earth: Big trouble! The authorities have discovered your false ID and send robot cops to capture you.

Paradise Club: You discovered the aliens' plans, but somehow end up being captured and mysteriously transported through space. Planet Morphs: You materialized on their home planet.



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