FAQ/Walkthrough by Chesu

Version: 1.0 | Updated: 10/27/08 | Printable Version

   Special Thanks +ST
This section, at the top of the page, is reserved for anyone who has helped
me in any way with the creation of this FAQ, whether they contributed in any
significant way, provided information, gave me advice on writing this, or
even pointed something out!

This section is currently empty.


   Table of Contents +ToC

0. Special Thanks +ST
I. Table of Contents +ToC
II. Updates and Version History +UVH
III. Introduction +INT (please read!)
IV. Controls +CT
V. Setting and Background +SaB
VI. Character Profiles +CP
VII. Enemy Index +EI
VIII. Scarab Locations +SL

IX. Weapons +WP
  IX-a. Firearms +Fms
  IX-b. Abilities +Abl
  IX-c. Other Firearms +OF

X. Walkthrough +WT
  X-a. Great Expectorations +GE 
  X-b. The Soda Bomber +TSB
  X-c. Buzz Kill +BK
  X-d. Stick Up +SU
  X-e. Histamine Field +HF
  X-f. Bug Day Afternoon +BDA
  X-g. Pier Pressure +PP
  X-h. Downtown Showdown +DS
  X-i. Honey Train +HT
  X-j. Railroad Typhoon +RT
  X-k. Home for the Hominids +HH
  X-l. Revelation #9 +R9
  X-m. I, Robobug +IR
  X-n. Ka-Bloom! +KB
  X-o. Soda City +SC
  X-p. Fear Factory +FF
  X-q. Call Me Honey! +CMH
  X-r. An Explosion of Cherry Flavor! +ECF

XI. Glitches and Oddities +GaO
XII. Frequently Asked Questions +FAQ
XIII. Contact Info +CI
XIV. Legal Stuff +LS

(Note: Additional sections 
may be added in the future.)


   Updates and Version History +UVH

10/26/08 - Version 1.0
Done! Here it is, version 1.0 of my Insecticide
FAQ. I may add more content in the future, but
for now, it's finished and ready to sumbit to

10/24/08 - Version 0.3
Finished the Enemy Index, Glitches and Oddities,
Character Profiles, and FAQ sections.

10/23/08 - Version 0.2
Over the last few days I've finished the basic
formatting for this guide, and about half of the
sections I have planned. Considering how small
the amount of time it would take to finish what
I currently have planned is, I may wait until
Version 1.0 is ready to submit this to GameFAQs.

10/19/08 - Version 0.1
The Walkthrough is complete, and contains all
Scarab locations. I think everything else should
be fairly easy to do after this.


   Introduction +INT

Hello, and welcome to my Insecticide FAQ. I hope that you'll find it
useful, despite my bad writing. The investigation portions of the
walkthrough only cover the minimum that you're required to do to
complete the mission, while the action parts are comprehensive and
cover everything from Scarab locations to every time you can expect
an enemy to attack. As such, the writing in the action sections can
get stale rather fast, so I'll be accepting alternative versions of
each mission. If you would like to contribute, see the Contact Info
section of this guide. Please let me know if you find any factual or
typographical errors, or if you feel that anything needs clarification.

Some sections contain minor spoilers. If you would like to avoid these,
don't read about a weapon until you have it, and refrain from skipping
ahead in the walkthrough. Any major spoilers will be clearly marked.

In case you're inexperienced with conputers, or just unaware of the
fact, you can press CTRL+F to find content on the current page. Next
to each section in the Table of Contents, you'll see a two or three
letter acronym with a plus sign in front of it, such as +INT; type it
into the seach bar to find the corresponding section on the page.
(note: this feature is not case sensitive)


   Controls +CT

Insecticide is broken into two types of gameplay, each of which
has its own control scheme. Unlisted buttons do nothing.


Control Pad - Scroll through menu
A Button - Confirm selection
B Button - Cancel selection
X Button - Erase file (file select menu only)
Touchscreen - Can perform Control Pad and A/B button functions

 Action Level

Control Pad - Walk, turn
A Button - Lock onto enemies within selected weapon's range
B Button - Jump, double jump
X Button - Look around with Control Pad
Y Button - Cycle between weapons
R Button - Use selected weapon*
Start Button - View pause menu
Touchscreen - Hold down to look around, tap to jump, select weapon

 Investigation Level

Control Pad - Walk, turn
A Button - Examine object/initiate dialogue, scroll through text
X Button - Exit examination/dialogue screen, look around with Control Pad
Start Button - View pause menu
Touchscreen - Inspect/use evidence, examine scene, perform A/X button functions

 * if close enough to an enemy, a kick attack 
   will be used instead of the selected weapon


   Setting and Background +SaB

Insecticide is set in the distant future, in the city of Troi.
Long ago, human geneticists developed crops that were resistant
to pests of all kinds. Unfortunately (for the humans, anyway),
the pests adapted and ate the crops, which it turned out were
genetically unstable enough to cause mutation in the consumers.

Over time, the arthropods and various other protostomes evolved
to become the dominant creatures on the planet; the humans weren't
so lucky. The same altered crops caused severe, lethal allergies to
form in them, killing off most of the species and forcing the rest
to seek shelter from the deadly pollen. By the time that Insecticde
takes place, humans, now referred to as Hominids, are an old and dying
race, and are considered to be inferior to the insects. Due to the toxic
pollen permeating the city, they must wear hazmat (hazardous material)
suits to survive. 

The city's inhabitants are ruled by their addiction to Nectarola, a 
soft drink made of pollen and nectar produced by the drone offspring
of Madame Haezzle Quinbee, the queen bee and CEO of Nectarola Co. 

Shortly before the introduction of a new flavor of Nectarola, Manchurian
Cherry, a mysterious terrorist the press are calling "The Soda Bomber"
starts setting off explosive soda cans in seemingly random places around
the city. Though none of the bombings have been fatal, the case has been
delegated to Precinct 47's Insecticide division, headlined by veteran
detective Roachy Caruthers and his rookie partner, Chrys Liszt.


   Character Profiles +CP

=Chrys Liszt=

Chrys is a rookie cop with a mysterious past, and the
protagonist of the game. She doesn't remember her past,
but has recurring nightmares that seem to be tied to it.
Her only possession from her former life is a photograph
of her as a child, standing with an unknown man. The name
Chrys Liszt is a play on the word chrysalis, which is the
type of pupa caterpillars become. The surname Liszt is of
Hungarian origin.

-From the Case File-

Height: 5'4"
Weight: 114 lbs.
Species: Unknown.
Weapon of Choice: Pollinator.
Affiliations: Roachy Caruthers' partner.

Notes: Chrys is a bit of an enigma, even to herself. Her
memory of her past is murky - possibly due to an accident
that she suspects has left her on her own.

She has disturbing flashbacks and te mystery haunts her
dreams, but she has yet to make any sense of it. It's her
quest to find these answers that caused Chrys and Roachy's
paths to cross. She is thoughtful, curious and tough, and
she makes a good detective without really having intended to.

She can stick to walls for brief periods of time and run
along them, is unfazed by a shot of bug spray that would
take down an insect twice her size, and seems oddly to be
one of the few inhabitants of Troi not totally obsessed
with Nectarola.

=Roachy Caruthers=

Roachy is a veteran detective, and Chrys' partner. Having
put some weight on around the thorax, Roachy isn't quite as
spry as he used to be, and as a result has been shot some
forty-seven times in his career. He was the lead detective
on the case of Madame Quinbee's egg-napping thirty years ago,
and while it remains unsolved to this day, she's never held
it against him. Roachy is a stereotypical veteran cop, with
a name to match. The name Caruthers originates from Scotland.

-From the Case File-

Nickname: Bullseye, The Donutator.
Height: 5'1".
Weight: 155 lbs.
Species: Cockroach.
Weapon of choice: "Amber".
Affiliations: Chrys Liszt's partner.

Notes: A cop for thirty-some years, Roachy is one of the
longest serving veterans on hte Troi P.D. Not that that buys
him respect or credibility with the big bugs downtown - Roachy
has always been a "street roach." He's approaching retirement
age, but Chief Chigger made it clear that the precinct would
close up and cut pensions if they couldn't find some bodies to
fill the desks and solve a few cases on the board. This lead to
one of Roachy's better ideas: recruiting Chrys to the academy.

He's been shot forty-seven times in the line of duty, but it
hasn't slowed him down much - even though cockroaches didn't
quite become the dominant species on the planet as most humans
predicted, they are nevertheless extremely durable.

=Madame Haezzle Quinbee=

Quinbee is the chairman and CEO of Nectarola Co, the largest
employer in the city of Troi. The single most recognizable
face in the city, she's getting on in years, but can apparently
still produce all of the drones required to tend to the pollen
fields. Her royal egg, which would have hatched into the heir
to Nectrola Co., was stolen thirty years ago. The name Quinbee
is a play on queen bee, while the name Quinn hails from Ireland.

-From the Case File-

A.K.A.: "Honey", Chairman Quinbee.
Height: 5'10".
Weight: Classified information. All previous medical records have
        been sealed, and some sort of jamming device is rumored to
        override previous attempts at gathering this data.
Species: Bee.
Outstanding warrants: None.
Record: None.
Weapon of choice: N/A.
Affiliations: N/A.

Notes: Roachy would kill me if he saw I even had his "girl" on
the suspects list. Not sure what gets into him whenever he's
around her, but he's definitely "distracted". Truth is, anyone
present during the murder, or even affiliated with the victim,
for that matter, is a potential suspect. Although I have my
doubts as to why such a high-powered executive like her would
stoop to getting her hands dirty offing a nobody like Buzzbee.

CEO of Nectarola Co, number one employer in the city, and maker
of Troi's most popular beverage/foodstuff. Nectarola is also
Troi's main export (not counting crime and weapons).

=Ozwald Mandias=

Ozzy is an old Hominid scientist, and seems to know about
Chrys' past. It turns out that he's the mysterious figure in
the old photograph; aside from that, very little is known
about him. The name Ozzy Mandias is a play on Ozymandias,
a sonnet about a long-dead, boastful king who considered
himself and his works to be the greatest things in the
world, though now all that remains of him is an ancient,
crumbling statue.

-From the Case File-

Nickname: Ozzy.
Height: 5'7".
Weight: 132 lbs.
Species: Hominid.
Weapon of choice: The non-sequitur.
Affiliations: Works for an unknown employer in an elaborately
              outfitted lab at the top of Hominid City.

Notes: Ozzy is a talented scientist, whose faculties have
declined somewhat over the year due to pollen exposure. He
works in a solitary facility that seems to be a genetics lab,
a demolitions facility, or both. The equipment there costs more
than everything else in the underground city combined, but what
Ozzy is using it for is a mystery. He seems to be holding back,
no doubt because of the security cameras trained on him 24/7.
One thing for certain, though, is that he seems to know a lot
about me and is somehow connected to my mysterius past.


   Enemy Index +EI

What's an action game without memorable enemies?
An action game without memorable enemies, is what.
While only time will tell how memorable your foes
in Insecticide are, you should at least remember
how to deal with them while playing.

 Regular Enemies

=Spit Bugs=

Spit Bugs use their own noxious oral secretions
as a weapon, and will opt to spit at you from afar
rather than risk close combat. As you only find them
in one mission, your options for fighting them are
limited. Just dodge their spit, and return fire with
the Pollinator. The group you that encounter call
themselves The Spit Fires.

Ranged Attack: Toxic spit.
Close Attack: Targeted toxic spit. 
Note: At close range, the Spit Bugs' attack is much
      more accurate than it is at a distance.

Notable Members: Artie Phlegming, Jimmy Spitzler
Missions: Great Expectorations.

-From the Case File-

A.K.A.: The Droolers.
Species: Spit Bug.
Outstanding warrants: They're all wanted for something.
Record: As long as their antennae.
Weapon of choice: Toxic saliva.
Affiliations: They're affiliated with no one, they run
with the wind (although they try not to spit into it).

Notes: Artie's gang. They're tough as spit, with attitude
to match. The toxic saliva is bad enough, but after some
"friends" gave them extra firepower, they were especially
dangerous. Didn't do Archie much good though when he was
staring down the grill of a speeding delivery truck.

=Stick Bugs=

The Stick Bugs that associate with Stix call themselves
The Javelins. They move quickly, hit hard, and play dirty.
They only appear during the Stick Up mission, so the best
way to handle them is to dodge their attack and close in
for a shot with the Nectar Blaster.

Ranged Attack: Beetle Busters.
Close Attack: Shin kick.
Note: Stick Bugs wield a Beetle Buster in each hand,
      for a total of four. The Beetle Buster is a
      hard-hitting laser pistol, and four of them at
      once is almost like a Nectar Blaster. 

Notable Members: Jimmy "Stix" McGillicuddy.
Missions: Stick Up.

-From the Case File-

A.K.A.: Trouble.
Species: Stick bug.
Outstanding warrants: Across the board.
Record: They all got 'em.
Weapon of choice: You name it, but they prefer Beetle Busters.
Affiliations: Sometimes been known to run with
              biker gang A Touch of Weevil.

Notes: These guys pop out from behind light posts when you
least expect it, then disappear just as easily. Their turf
is most of the West side near the warehouse district and the
bay. They're mostly small time thugs and gun runners, but
there's a rumor that some of them are deeper into a big
weapons smuggling operation.


There's not much to say about Mechsquitos. They're outfitted
with antique pistols, and attack in groups of two or three in
wide-open areas. The best weapon to use against them is the
Nectar Blaster, as its shots are able to hit more than one
enemy at once.

Ranged Attack: Antique pistol.
Close Attack: Same.
Notable Members: N/A
Missions: Pier Pressure, Home for the Hominids,
          An Explosion of Cherry Flavor!

-From the Case File-

A.K.A.: Buzzguns.
Height: 6".
Weight: 1.3 lbs.
Species: Robots.
Outstanding warrants: N/A.
Record: N/A.
Weapon of choice: Antique pistol.
Affiliations: Robobugs carry a small hive of these in a
              compartment in the back of their suit.

Notes: Robobugs set these guys loose at the waterfront.
They home in on you with a built in GPS, like a flying
pistol with radar. These bugs will swarm and catch you
when there's no cover.


Robobugs are the main enemy in the game, so you'll be
seeing a lot of them. They use Nectar Blasters, you might
want to avoid the direct approach. The safest way to handle
them is to hit them with mold spores, then wait it out. If
you aren't so patient, or don't have adequate cover, a shot
from the Nectar Cannon will usually take them out. In the
later stages of the game, you can use Brain-Freeze or Total
Confusion from behind cover to avoid taking damage.

Ranged Attack: Nectar Blaster.
Close Attack: Backhand.
Note: Robobugs will normally attack with Nectar
      Blasters just like the one you use, but if
      you get too close they'll backhand you.

Notable Members: None.
Missions: Pier Pressure, Downtown Showdown, Railroad
          Typhoon, Ka-Bloom!, Fear Factory, An Explosion
          of Cherry Flavor!

-From the Case File-

(Note: The file for Robobugs changes almost
every mission, each time with spoilers, so
I've chosen to use their initial entry.)

A.K.A.: What the heck is that?
Height: 6'7".
Weight: 413 lbs.
Species: Unknown.
Outstanding warrants: Wanted for destruction of the Dewdrop
                      Trough, interfering with the arrest of
                      a suspect, and assault with deadly force.
Record: Unknown.
Weapon of choice: Nectar Blasters.
Affiliations: Unknown.

Notes: The facts are that these "things" busted up the
diner, grabbed my perp, and used deadly force to prevent
us from capturing or questioning them. That's nothing
unusual for a night in Troi. What's unsuual is their
strange mechanical suits, and the fact that I've seen
them before... in my recurring nightmares!

=Appliance Bugs=

Appliance bugs are unique in that they serve as both
enemies and weapons. They attack with a laser, which
while hard to avoid, doesn't do much damage. A single
shot from any weapon or a well-placed kick will stun
them, allowing you to pick them up and use their laser
pistols. They will continuously spawn from their nest,
so destroy it if you want to stop the flow.

Ranged Attack: None.
Close Attack: Targeted laser.
Note: Probably due to their size, Appliance Bugs have
      the shortest range of any enemy in the game.

Notable Members: None.
Missions: Railroad Typhoon, Home for the Hominids.

-From the Case File-

A.K.A.: Ouch, that stings! Wrong number.
Height: 7".
Weight: 1.5 lbs.
Species: Robot.
Outstanding warrants: N/A.
Record: N/A.
Weapon of choice: Remote operated mixer cooled laser
                  pistol with telephonic pulse.

Affiliations: Part of the Hominid Security and
              Telecommunications Network and comes with
              a Good Homemaker gold star rating.

Notes: A nasty little critter cobbled together from misc.
spare telephones, irons, mixers, remote controls, and other
electronics and appliance parts, strapped together with duct
tape, and outfitted with a laser pistol. If you can stun one,
you can pick it up and strap to your arm to use as a weapon.


While slow-moving, Hominids use bug spray guns that emit a
continuous stream, which have a surprisingly long range. They
almost always appear in groups of three, but aren't very good
at covering each other's backs. At close range, some enemies
have a strong attack designed to knock you back; not only do
Hominids not have one of these, but due to a glitch, they're
unable to hurt you at all. At extremely close range, the bug
spray guns can't hit you unless you jump or attack.

Ranged Attack: Bug Spray Rifle
Close Attack: None.
Note: At extremely close range, Hominids are unable to attack.
Notable Members: Ozwald Mandias, Carson Gabwell Jr.,
                 Unidentified Hominid (in cell)

Missions: Home for the Hominids, Revelation #9.

-From the Case File-

(Note: This section contains spoilers.)

A.K.A.: Those freaks in the plastic wrap helmets.
Outstanding warrants: Unknown.
Record: Unknown.
Weapon of choice: Semi-automatic compression projection
                  bug spray rifle.
Affiliations: Unknown.

Notes: Their makeshift metropolis was built using scrap
metal and train parts, but it's well organized and seems to
be the base of operations for Robobug excursions. The bigger
mystery, though, is their use of the strange symbol and its
connection to the crate on the train and my past.


Beebots prefer to attack from afar, but will close the
distance if you take cover. If you're able to hit them
with Total Confusion, it will help a little; otherwise,
they take two hits before going down.

Ranged Attack: Optical laser bursts.
Close Attack: Same.
Notable Members: Beebot Chef #22.5, "Tinny Tim" (murder weapon)
Missions: Ka-Bloom!, Fear Factory, An Explosion of Cherry Flavor!

-From the Case File-

A.K.A.: The Nectarola Mascot.
Height: 4'9".
Weight: 685 lbs.
Species: Robot.
Outstanding warrants: None.
Record: None.
Weapon of choice: Twin corneal machine cannons.
Affiliations: Works exclusively for the Nectarola Co.

Notes: (Update: These guys aren't so beloved anymore.)
Watch out for those eye cannons! The beloved Nectarola Beebot
is a spokesbot universally adored and trusted by the cirizens
of Troi. First appearing in a commercial several years back
for the ill-conceived E.Cola, the Beebot nevertheless rebounded
into Troi's hearts after securing a supporting role in the new
ad campaign featuring Quinbee herself as spokesbug. The Beebots
are quite accomplished dancers with a pleasant speaking voice
and a lovely tenor. Spare parts are hard to come by.


(Note: This section contains spoilers.)

Two of these drones are summoned by Quinbee with yellow
pheromones during the final battle on the roof of Nectarola
Co. in the mission "Call Me Honey!". They use Nectar Blasters
and, when you're close enough, will punch with two of their
four arms. If you use Total Confusion on them, they'll attack
each other and Quinbee, but she'll kill them after only a
few seconds.

Ranged Attack: Nectar Blaster.
Close Attack: One-two punch.
Notable Members: Cecil Bee, Buzzbee, Dr. Pharkus Swellbee.
Missions: Call Me Honey!

-From the Case File-

(Note: As there is no file specifically for the drones
you fight, I'm using the one for the Bee Guards.)

A.K.A.: N/A.
Species: Bee.
Outstanding warrants: Unknown.
Record: Unknown.
Weapon of choice: Surliness.
Affiliations: They work exclusively for Quinbee and Nectarola,
              and are rarely seen outside company property.

Notes: They're what's left of Quinbee's Apian Guard, and
part of the larger Nectarola Bee workforce, although recently
Quinbee's been seen mostly with Beebots. She claims it's all
part of her new "friendlier" image, but there are rumors that
it's actually because the Bee population is dwindling. Hard
to verify, as they've always been a secretive group and
Nectarola claims a majority of them working at one of their
many undisclosed Pollen Fields locations.

If you would like to see descriptions of the game's four
boss battles added to this section, just let me know.
(See Contact Info below.)


   Scarab Locations +SL

You've probably seen large, golden bugs sitting in some
out-of-the-way spots in the action levels of Insecticide
and thought, "what's this thing?". These are the Scarabs,
hidden tokens that will increase your health meter. There
are forty-five of them scattered throughout eight of the
game's missions, some of which are quite well-hidden.

=Great Expectorations=
Scarabs: 3

1. At one point, you will be faced with two Spit Bugs on
the roof across from you. Past them is a series of circular
platforms, the last of which holds a Scarab.

2. After the roof with the two Spit Bugs is a billboard.
Jump to it, then drop to the roof below and turn to the
right. A series of ledges leading down ends in a Scarab.

3. Just before the building containing the large fan, you'll
fight two Spit Bugs. Past them is a crate, behind which is
the mission's final Scarab.

=Stick Up=
Scarabs: 8

1. In the building you enter after walking on the wires,
turn to the left in front of the exit window for a Scarab.

2. Immediately after the building mentioned above, a Stick
Bug will begin shooting at you from a platform on the left.
On another platform next to his is a Scarab.

3. After leaving the cable car tracks, you'll be shown an
area to the left with a blue floor which is full of holes.
Walk past it and jump to the platforms on the right for a

4. In the building with the chain link fences inside, there
are three gaps in the wall to the left. Two of them are
linked by a walkway which holds a Scarab.

5. In the next area is a large stack of crates, and two
Stick Bugs. Next to the one on the left, behind a crate,
is a Scarab.

6. In a gap between buildings, you'll be introduced to the
concept of wall-walking. On the platform you wall-walk to
is another Scarab.

7. After the wall-walk area, you'll be attack by a Stick
Bug on the left. To the right is a platform with a Scarab.

8. In the final area, Stix is to the left of where you jump
down, while some shipping containers and Stick Bugs are to
the right. Behind the containers is the final Scarab.

=Pier Pressure=
Scarabs: 4

1. The first area is full of shipping containers and a few
Robobugs. There's a single small building with street lamps
around it, behind which is the first Scarab.

2. After crossing the crates floating on the water, you'll
find a stack of crates which you climb to get the Mold Spore
Launcher. Behind the crates is a Scarab.

3. Right after you get the Mold Spore Launcher, you'll take
a ramp down to an area with shipping containers and Robobugs.
Walk straight from the end of the ramp and past the containers,
then turn to the left to find an alcove with a Scarab in it.

4. On top of the ship, you'll find a red path which has cranes
swinging across it. At the end of the path is a walking wire
to the left, and a blue/gray floor to the right. Drop down to
the floor on the right to find the final Scarab behind the
shipping container that's sticking out.

=Downtown Showdown=
Scarabs: 4

1. To the left of the wrecked Nectarola delivery truck is a
short alley containing two Robobugs. On the left side (from
the entrance) is a Scarab.

2. There's a small gap between the wrecked truck and the wall
behind it; hiding in that gap is another Scarab.

3. Through the gate opened by the control panel is a ledge with
a ramp on it. On the left side of the ledge is a Scarab.

4. After breaking the first street lamp, you'll find yourself
on a balcony. To the left is the second street lamp, and to the
right is the roof of a building you're able to jump up onto. On
the roof, on the other side of the alley you started the mission
in, is the final Scarab.

=Railroad Typhoon=
Scarabs: 5

1. Turn to the right as soon as the mission starts for a Scarab.

2. Instead of heading into the executive lounge car ahead,
turn around and go into the caboose for another Scarab.

3. Immediately to the left of the door you came in through in
the executive lounge is a Scarab.

4. Immediately to the left of the door you came in through in
the dining car, between the wall and the kitchen, is a Scarab.

5. In the first passenger car, turn to the left just before
the door to the next one for the final Scarab, which had been
blocked from view before by a wall.

=Home for the Hominids=
Scarabs: 8

1. Early in the level you'll encounter three Hominids; one on
a platform, two on a raised ledge to the right. After getting
on the ledge, head back towards the start of the level for the
mission's first Scarab.

2. After the aforementioned ledge, you'll jump from an odd
structure made of circular segments to a roof. To your right
are two large pipes, with a Scarab visible on the other side.
Circle the building to the left until you reach the other
side of the pipes to collect it.

3. From the building mentioned above, follow a beam or pipe
to another, where a Scarab will be clearly visible to the
left of the red roofs.

4. When you come to the first walking wire after the red
roofs, ignore and walk past it for a Scarab surrounded by
four cans of Nectarola.

5. From the last Scarab, drop down to the right to a ledge
which holds another.

6. After the series of chimneys and beams, walk all the way
down to the end of the ledge/roof you're on to find a Scarab
on the right.

7. When you reach the long line of red walls you're required
to wall-walk on, do so on the right side, and at the end you'll
find a Scarab.

8. At the end of the stage you'll find a walkway, the left
side of which ends in the building with the strange symbol
above it. To the right is the final Scarab.

Scarabs: 4

1. In the first area of the greenhouse are large devices
that release a damaging spray of pollen. Past them, rather
than following the path to the center of the room, jump to
the platforms straight ahead for a Scarab.

2. At the end of the ledge with the control panel in the
first area, you'll find a Scarab.

3. In the second area, there's a Scarab hidden behind the
ramp on the floor.

4. After taking the wire to the central platform in the second
area, there will be a Scarab on a platform against the wall,
connected to where you are by wire.

=Fear Factory=
Scarabs: 9

1. In the first room, Robobugs will attack from the left
as you're crossing the crates floating on the Nectarola.
Floating in the air between the crates they're standing
on is the first Scarab.

2. In the next room, after activating the control panel,
turn around and jump back to the shipping containers to
find a Scarab, which had been blocked from view before.

3. In the next room, there's a Scarab behind the vat of
Nectarola straight ahead from the door.

4. In the same room, there's a raised walkway leading
to a door on the right. To the left, behind a yellowish
support column, is another Scarab.

5. In the room after the next one, drop to the floor,
where you'll find a Scarab under the suspended walkway.

6. In the same area, stay on the floor and walk all the
way to the other end of the room for a Scarab.

7. The next room is full of small platforms; take the
path to the left to reach a Scarab.

8. The next room has two paths- take the lower one,
then in the next room wall-walk to the left and cross
the pipe for another Scarab.

9. In the second-to-last room, you're required to
wall-walk to a control panel. On the platform right
before the sign you wall-walk on is the final Scarab.


   Weapons +WP

As ten and a half of Insecticide's eighteen levels consist
of run-and-gun action, you should know the weapons at your
disposal. In the final third of the game, firearms will be
replaced with Chrys' own pheromonal abilities.

 Firearms +Fms

=The Pollinator=

The Pollinator is your default gun, and Chrys' weapon
of choice. Long-ranged and light on damage, it fills
the role held by 9mm pistols in most other games. As
it collects pollen from the air to form projectiles,
the Pollinator never needs to be reloaded.

-From the Case File-

Manufacturer: AgGrow Firearms.

Notes: Standard issue Troi PD firearm; I don't leave
home without it. Some of the other cops prefer heavier,
less modern side-arms, but I like it because it's light
and fast and never gets tired.

The department manual says the Pollinator is powered by
4 solar photovoltaic cells, with a backup 9 volt battery
and air cooled manifold. All I know is, thankfully, it
never runs out of juice.

Technical Specs: Continually extracts pollen from the air
to create highly-explosive refined pollen "donuts" (about
the only kind Roachy won't eat).

Damage: Low.
Range: Far.
Magazine Capacity: Unlimited (self-recharging).

=The Nectar Blaster=

The Nectar Blaster functions like a shotgun, and is my
favorite weapon in the game. It fires blasts of hardened
nectar, and like a shotgun is only really effective at
close range. Nectar Blaster ammunition resembles a green
box with yellow spikes sticking out of it.

-From the Case File-

Manufacturer: Sweet & Kindle

Notes: I appropriated this piece of evidence from the
doorstep of one Jimmy "Stix" McGillicuddy, right after
he used it to shoot my partner. Roachy was ok though,
and Stix got away so there's no point in turning it
over to Chigger. Plus it kicks thorax at close range.

Technical Specs: Unloads a spray of hardened nectar;
good against groups of flyers. Not so good at long
distances, save this one for up-close-and-personal

Damage: High.
Range: Close.
Magazine Capacity: 25.

=Mold Spore Launcher=

The Mold Spore Launcher is your best bet for safely taking
out large groups of enemies. The closest comparison I can
draw to it is an incendiary grenade; however, instead of
setting targets in the affected area aflame, it infects
them with deadly Mold Spores, which can be spread from one
to another. So long as the green mold splat is visible, it's
infectious. Mold Spore ammo appears as a green and silver,
somewhat isosceles trapezoid-shaped canister.

-From the Case File-

Manufacturer: Greensmere Industries.

Notes: Discovered in the Troi waterfront area; apparently
dropped by one of the Robobugs. I'll have to remember to
file a report on that, next time I'm in the Precinct.

Technical Specs: Launches explosive canisters which spread
infectious mold when they hit the floor. Infected victims
are also infectious, at least for the brief time they have
left. Good against groups of thugs.

Damage: Medium.
Range: Medium.
Magazine Capacity: 15.


Also spelled "Hista-mine", these proximity-activated
explosives are best suited for taking out enemy-spawning
structures, and can be used to set traps or function in
a fashion similar to Mold Spores, allowing you to eliminate
enemies while remaining behind cover. Histamines resemble
thick brown discs, with four spikes sticking out from the
sides and eight holes which release toxic pollen. 

-From the Case File-

Manufacturer: Sinublast.

Notes: Mayor Bloombug commissioned these to deal with the
Hominid vagrant problem, but they were outlawed after a
backlash from unintended targets. Still available on the
black market from low-level arms dealers like Stix.

Technical Specs: Proximity triggered explosive device that
shoots a blast of toxic pollen. Causes a severe allergic
reaction in whoever comes in contact with it. Hominids or
Insect, they all swell up like balloons. Arm, throw, run!
Good against enemies under cover.

Damage: Lethal.
Range: Close.
Magazine Capacity: 5.

=The Amberizer=

The Amberizer is a unique firearm, as it does little
to no damage. It's hard to say what traditional weapon
it's a parallel to, but the Amberizer's function is easy
enough to understand. It launches a globule of sticky amber,
which quickly hardens and immobilizes the target for a few
seconds. It seems to be based on Amber, Roachy's unique
pistol. Amberizer ammo is a basketball-size globe of amber.

-From the Case File-

Manufacturer: Jurassican.

Notes: Seems to be a heavy version of Roachy's unique
pistol. He's always been less than forthcoming about
its origin... I'll have to ask him what he knows about
this. Found downtown in the wreckage of a hijacked
Nectarola delivery truck.

Technical Specs: Shoots a rounded globule of amber that
envelopes and temporarily immobilizes the target; amber
is brittle and known to shatter.

TIP: Follow up quickly with a secondary attack, before
it wears off.

Damage: Low.
Range: Close.
Magazine Capacity: 15.

=The Nectar Cannon=

The Nectar Cannon is the favorite weapon of Hex, the
gadget-loving Wasp of Precinct 47's Insecticide division,
and with good reason. Similar in use to a rocket launcher,
it fires a stream of nectar that is lethal to almost all
normal enemies. Nectar Cannon ammunition takes the form
of a series of four flat pentagonal cartridges full of
yellow nectar, stacked on top of each other. 

-From the Case File-

Manufacturer: Goldstream.

Notes: Hex tested one of these on Roachy... woulda killed a
lesser bug (but it did get Hex a 2 week suspension/vacation).
Not too many street thugs can afford a piece like this, or
afford to leave it lying in the street; gotta be carried by
someone pretty well funded.

Technical Specs: This heavy-duty weapon fires a lethal stream
of liquid nectar. Not much else to say about that, other than
"get outta the way."

Damage: Lethal.
Range: Medium.
Magazine Capacity: 15.

=Appliance Bugs=

Appliance Bugs are an odd sort of weapon, as they also
serve as enemies. Built by Hominids from scrap parts of
household appliances to serve as sentries, Appliance Bugs
will continue to spawn from their nest until it's destroyed.
Once an Appliance Bug has been disabled, it can be picked up
and used as a short-range laser pistol. Picking up additional
disabled bugs will reload your clip.

-From the Case File-

Manufacturer: Hominids, clearly! Plus I guess the original
appliance makers deserve some credit... HomniTelecomm,
BakersAide, and HouseMaster Appliances.

Notes: It's like an unholy marriage of watchdog and cake mixer.
Wish my appliances had this much enthusiasm.

Technical Specs: Patched together from various recycled
appliances and powered by a very single-minded intelligence,
these enemies may be picked up when stunned and fired like a
pistol until their ammo is depleted. These recharge in "nests"
and are deployed by Hominids as automated defenses. TIP: Taking
out a nest is the best insurance against future hassles.

Damage: Low.
Range: Close.
Magazine Capacity: 25.

 Abilities +Abl

During the mission Revelation #9, Chrys meets a Hominid
scientist named Ozzy, who uses a gun-shaped instrument
to unlock something in her brain, allowing her to use
Pheromone-based hybrid abilities. Rather than requiring
you to pick up ammunition like firearms, the abilities
all use the same Pheromone meter, which will regenerate
with time, or can be instantly replenished by picking up
cans or kegs of Pheromones.

=Mind Blower=

The Mind Blower is unlike the other abilities in that it
doesn't give you control over the minds of your enemies,
but rather does physical damage to them with a concentrated
stream of Pheromones. The Mind Blower is similar in function
to the Nectar Cannon, but does less damage.

-From the Case File-

Manufacturer: I suppose I have Ozzy to thank for this
"ability", but it's not like he specifically outfitted
me with known powers... he just kind of combined DNA that
he thought would be cool and crossed his fingers.

Notes: When I grit me teeth and think about that irritating
whistling noise that comes out of Grubbs' nose when he eats,
this "power" just sort of... happens. Basically kills everything
in sight. I'm gonna have to watch out next time I see Grubbs,

Damage: High.
Range: Far.
Pheromone Cost: Low.


Brain-Freeze uses Pheromones to make enemies move, attack,
and react at one fourth of their normal speed for a short
period of time. Why its name is hyphenated and Mind Blower
isn't is one of the great mysteries of our time.

-From the Case File-

Manufacturer: Looks like another of my innate hybrid
"talents", although Ozzy's little probe gun flipped the
magnetic implant switch that was blocking this.

Notes: I concentrate on cold, and enemies freeze up.
Makes 'em move, shoot, and whatever else four times
slower for a period of time - kind of like Roachy before
his morning cup of coffee. Good for buying some extra
time to sort out my strategy.

Damage: None.
Range: Far.
Pheromone Cost: Moderate.

=Total Confusion=

Total Confusion is the game's most accurate portrayal
of how Pheromones work in the real world. When it hits
the targeted enemy, said enemy will turn on its comrades
for a short period of time.

-From the Case File-

Manufacturer: Yeah, like I said, I don't know who's
responsible, but I like it.

Notes: Causes enemies to turn on each other. Now that
I think about it, I might have been channeling this one
for years, considering some of the fights between Hex
and Grubbs at the precinct. And then there's Chigger's
screaming... maybe he's really a sweetheart. Or maybe not.

Damage: None.
Range: Medium.
Pheromone Cost: High.

=Cranial Combustion=

Cranial Combustion does just what it sounds like; it
makes your enemies' heads explode. It's Pheromone-based,
so it's unlikely that any actual combustion occurs.

-From the Case File-

Manufacturer: Same story, and I'm sticking to it.

Notes: I strain until my ears pop, and so do their heads.
This one takes a lot out of me, although not as much as
them, I suppose. Use it sparingly. Unless there's a room
full of criminals coming at you, of course, in which case
it's pretty effective. Did I mention their heads explode?
Preferrable against Robobugs, seeing as the head good stays
contained inside their helmets.

Damage: Lethal.
Range: Far.
Pheromone Cost: High.

 Other Firearms +OF

=Roachy's Pistol=

Roachy's pistol, which he calls Amber, is of unknown origin,
and seems to be unique. Chrys takes it from him at the end of
the game while he's under the influence of Quinbee's pheromones,
but having unlocked her own special abilities, doesn't use it.

-From the Case File-

Manufacturer: Jurassican Classic.

Notes: Roachy's carried "Amber" as long as I've known him.
Won't elaborate on how or where he got this unique weapon,
but it's pretty effective. Almost tailor made for slow-moving
Roachy, since it freezes enemies long enough for chubby to
catch up.

Technical Specs: Shoots a rounded globule of amber that
envelopes and temporarily immobilizes the target; amber
is brittle and known to shatter.

TIP: Follow up quickly with a secondary attack, before
it wears off.

Damage: Low.
Range: Close.
Magazine Capacity: 15.

=Beetle Buster=

There is currently little information available on
this weapon, as it is only mentioned in the case files
of Grubbs and The Javelins. The only time in the game it's
seen is during the Stick Up mission, where Stick Bugs show
it to be a relatively small, yet hard-hitting laser pistol.
The PC version of the game is called "Insecticide: Episode 1",
and Hex and Grubbs both seem to be pretty well-thought-out
for characters appearing in only a single level, so we'll
presumably see the Beetle Buster in future installments.


   Walkthrough +WT

 Great Expectorations (Action) - +GE
Sunday, 12:18 a.m.
Downtown Troi
Objective: Chase the arms buyer (Spit Bug).
Scarabs: 3

You'll start at the end of a short alley. Take note of the bottom
screen; the red and green bug in the center of the radar is you,
and the green marker is your objective. Below the radar is your
inventory, which at the moment holds nothing but The Pollinator (see
Firearms section). When you reach the end of the alley, Roachy will
tell you that he's going to be keeping in touch via the com-link
system. This just means that every so often he'll tell you what he's
doing, or give you advice. You don't have to read what he's saying if
you don't want to, but in combat sequences you'll be using cover a lot,
so it doesn't necessarily break the action. His input is often helpful,
or at least interesting.

Your suspect will take to the rooftops, so jump (B button) onto the
nearby crate, then onto the blue... building(?). When you jump onto
the green awning directly ahead, a Spit Bug will start spitting at
you. Wait until it gets close enough, then lock on to it (press the
A button). I recommend remaining on the awning and shooting (R button)
while jumping. Once it's gone down, follow the purple ramp forward and
to the right. Roachy will call in to tell you that you can do a double
jump by pressing B again while in the air.

Ahead (approximately one double jump away) are some round red platforms
on the side of a building. Take them to the roof, and you'll find a green
can spinning in place. This is Nectarola, the city of Troi's soft drink of
choice, and your health recovery item. If you took damage from the conflict
with the Spit Bug, grab the can (you'll consume it automatically); if not,
you won't be able to pick it up. Don't worry about saving it for later,
this is a short level, and there's Nectarola everywhere in the action
stages. Also, there's no punishment for falling to your death, and it
completely refills your health meter.

Take the ramp on the left side of the roof down to another Spit Bug
encounter. If you take damage, you can go back for the Nectarola, if
you really want to. Follow the red platforms to the roof, where you'll
find more Spit Bugs. Jump to the roof they were attacking you from, but
instead of following the perp, jump on the red platforms directly ahead
to get your first Golden Scarab. There are several of these bugs hidden
in each action level,  and they will increase your health meter. Okay,
now you can get back to the chase.

Jump down onto the billboard with the Nectarola can on it, the down
to the roof. You can jump onto the red platforms, but if you turn to
the right you'll see several ledges, leading to another Scarab. Whether
or not you get it (oh come on, just get it), when you hit the first red
platform some Spit Bugs will spawn ahead of you and to the right. They
seem pretty far away, but you can lock on to both of them. When you get
off of the last platform, more Spit Bugs will spawn. This, however, is
your first chance to use cover. Lock on to one of them, then hide behind
the corner. After it attacks, press left to hop (Chrys hops when you're
locked on to something) from behind the cover, fire off a shot, then hop
back. Once you've dispatched them, collect the Scarab that's hiding behind
the nearby crate, then jump into the circular opening your arms buyer went
through. There are a few more enemies in here, and you'll have a chance
to practice shooting from cover on all of them. Once you're outside again,
follow the red platforms to the walkway (which is slightly lower than the
last platform), then to the arena-looking structure. You'll be given a
new objective: Take out the rest of the armed Spit Bugs to break through.
These guys are a bit more dangerous than the ones you've seen thus far, as
they're dual-wielding pistols that shoot a concentrated stream of nectar.
Utilize the available cover, double jump over nectar streams when necessary,
and grab Nectarola if you need to. Finish them all off to end the mission.


 The Soda Bomber (Investigation) - +TSB

Saturday, 5:18 p.m.
Precinct 47, Insecticide Division
Objective: Bring the case board up to date.

We've moved back in time seven hours, to find out what lead up to
Chrys chasing the Spit Bug and squaring off with a Nectarola truck.
Chigger, the chief of police, will rant about the case board having
none of the new data in the Soda Bomber case. It's your goal to gather
all of the missing data. Take note of the bottom screen again; where
the radar was before, you now have a large blank area that will display
the things you're investigating. The slots below that will now be used
to hold evidence.

Turn around to find a desk covered in coffee cups, donuts, and empty
Chinese takeout boxes. It, like everything else you can investigate,
has a magnifying glass over it- press the A button for a closer look
at this collection of cop cliches. The desk will appear on the bottom
screen; use your stylus to poke at anything that looks interesting.
Specifically, you can collect a donut from the box, and coffee from the
pot. Poke the pot once to make coffee, and a second time to take it. You
can poke each piece of evidence in your inventory for more information on
it... I recommend you do this to everything. Press the X button, or poke
the on-screen X icon, to stop investigating the desk.

From Chrys' desk, which is the next one in line, collect the Case
File and the tape recorder. You can now access the Case File at any
time from the pause menu, which contains all of the information you've
gathered on characters, firearms, suspects, and evidence. I recommend
checking for new information in it at the beginning of every stage, and
whenever you pick up a new weapon. The next desk is Roachy's, but he can't
be bothered to remember where he left the Witness List on an empty stomach.
Open his desk drawer to find the bottle of semi-dairy imitation-like coffee
creamer product. Talk to Roachy, then use your stylus to drag the donut onto
his picture. Do the same with the coffee, then the creamer, and he'll give
you the Witness List. The next two desks have nothing of interest on them
(read: can't be investigated), so check out the Case Board. The Witness
List goes in the top-right corner.

Talk to Grubbs, the big purple rhino beetle standing next to the
tv, and he'll make you help him write a rhyming report. It doesn't
really matter which words you choose, but if you want his report to
make at least a little sense, choose Posies, Tough, Stubble, Farthermost,
Shattering, Arresting, Dinky, and Verse. Bomb site photos in hand, move
on to Hex's desk. He's actually sitting on the Bombing Diagram, but is
too busy to listen to what you have to say. Drag the coffee pot to the
cup on his desk to fill it, then snatch the diagram when he jumps up.
Upon inspection, Chrys will recognize a symbol on it and pull out an
old photograph, bearing the same symbol, which will be added to your

Finally, go to the holding cell in the center of the room, and talk to
the Hominid. Drag the tape recorder onto him to get his statement, which
is pretty useless, but yields one thing of importance- the name Artie.
You can go and talk to Chief Chigger if you want, but you don't have
to. Return to the Case Board and put everything where it belongs to
end the mission.


 Buzz Kill (Investigation) - +BK

Saturday, 6:23 p.m.
Chairman Quinbee's office,
Nectarola Co.
Objective: Collect 4 pieces of evidence

There's been a murder in the Nectarola company! Quinbee, the company
chair, has requested Roachy by name, as they were both involved in a
case in the past. You can talk to Roachy, Quinbee and Cecil as much
as you want, but I'll only be covering what's necessary to proceed.
I recommend exploring every line of conversation and inspecting every
piece of evidence, but if you get stuck, read on. Start by talking to
Roachy. Once he's given you your objective, investigatethe scene of the
crime. Collect the script from Buzzbee's left hand and the nearby sandbag,
then inspect the script to get the paper clip. Inspect the paper clip to
unbend it, then head behind the stage. Ask the Beebot there to move, then
talk to Cecil, the large bee standing a few feet away. Have him move it to
either the right or left, then take a bow. Investigate the Beebot to get the
turnkey, then go up the stairs it had been blocking. At the top, you'll find
a locked box. Try to pick the lock with the unbent paper clip, then use the
resulting metal rod to dismantle the box's hinges. Collect the knife, then
follow the catwalk to the front of the stage. Cut the rope, go down to the
stage, grab the wing tip, and investigate the crime scene again. Use the 
turnkey on the Beebot, then talk to Roachy to end the mission.


 Stick Up (Action) - +SU

Saturday, 9:10 p.m.
Baystench District, Troi Westside
Objective: Chase Stix.
Scarabs: 8

Arms dealer Jimmy "Stix" McGillicuddy is on the run, and we're not done 
questioning him. Immediately in front of the stoop you're standing on is
a new weapon- The Nectar Blaster (see Firearms section). Essentially the
game's shotgun, it's fatal at close range, but probably won't even hit your
target from a distance. Unlike your Pollinator, the Nectar Blaster requires 
ammunition, which appears on-screen in the form of yellow boxes with green 
spikes on the corners. To switch between weapons, press the Y button.

As soon as you step away from the stoop, a couple of Stix' cronies
will start shooting you with their Beetle Busters. It's fairly easy to
avoid- just jump around the shots, then use your double jump to close the
distance and fire off a shot in the Stick Bug's face. I'm only recommending
this because you're in a wide open space; you should always use cover when
you can. Go up the ramp by the large truck and dispatch the bug there, then
hop onto the truck and the following platforms. If you want to eliminate all
enemies in the stage, stay on the ground and walk past the truck, as two
stick bugs will spawn behind you.

Either way, from the platform step onto the wires. Don't worry
about falling off, if you go too far to one side Chrys will auto-correct.
Don't jump unless it's necessary, as you can fall off doing this. When
you reach the split in the wire, go to the right; the one on the left
leads to a brick wall. It's the same thing at the next split. When you
reach the platform at the end of the wire, a couple of Stick Bugs will
be waiting for you. Deal with them, then hop on the next wire and go
through the window you saw Stix use. Take out the bug here and collect
the Nectar Blaster ammo if you need it. Before leaving the room, turn
left at the exit for this stage's first Scarab. As soon as you leave
the room, another enemy will start shooting at you from the left. Deal
with him, and get the Scarab on the platform next to his. Return to where
you were when he started blasting you, then jump onto the slanted roof
directly ahead, which holds another bug. Jump onto the platform with the
rail going around it, then onto the pale pink triangle where wires meet.
You have to make your way across the wires here, while every so often a
cable car will pass by underneath, which you must jump over. I recommend
moving to the far wire, as the cars are coming from the direction you're
going, meaning you'll see them long before you have to jump. Get off at
the railed platform at the other end of the tracks, then mount the ramp
directly ahead. There will be an enemy waiting for you, and another soon
after. Once you've dealt with them, the path through the second half of
the level will be to the left. However, there's another Scarab (and a
spawning enemy) on a platform to the right.

The next area is full of crates, and the floor (roof? where are
we by now, anyway?) is full of holes. Take out the spawning enemies,
then proceed to the next area, with is full of bugs and chain link
fences. The fences are actually cover, and neither you nor your enemies
can shoot through them. Go through one of the openings on the left to
find a small walkway with a Scarab on it, then go to the end of the room
and out onto another similar walkway (this one sporting a bug) to get to
the next area. Two bugs should immediately start shooting at you- there's
a Scarab right next to the one on the left. Use the crates to jump to the
upper area, then work your way past the swinging red cranes. On the left,
you'll see some platforms sticking out of the wall. As Roachy said, it's
too far to jump to the last platform, which has a Scarab on it, so you'll
have to wall-walk. Areas where you're able to wall-walk are denoted by
large, usually cream or yellow-colored signs. To wall-walk, just move
toward the sign while in the air. A Stick Bug will sometimes spawn around
the next corner, but whether enemies will spawn, and sometimes whether
they'll stick around when you leave the area, seems to be hit-and-miss.

Anyway, when you step into the next area, you'll be attacked from the
left. Dispatch the bug, then turn to the right to find another Scarab
two platforms away. Go back to the left, and when you reach the end of
the downward-sloping ramp, jump to the blue platform below. Be wary,
though, as a bug will spawn as soon as you jump. Cross the wire, blast
the bug that appears, jump down to the truck, then down to the ground.
Take out the bugs that shoot at you, grab the final Scarab from behind
the shipping containers, and confront Stix to end the mission.


 Histamine Field (Investigation) - +HF

Saturday,10:02 p.m.
McGillicuddy's Warehouse
Troi Westside
Objective: Interrogate Stix.

Stix claims that he wasn't involved in Buzzbee's murder, but that
the guy he sold the Histamines to would be at a diner at around eleven.
Why does this even count as its own mission?


 Bug Day Afternoon (Investigation) - +BDA

Saturday, 10:51 p.m.

The Dewdrop Trough
Objective: Find Stix' Buyer.

The buyer you're looking for is someone who had to have been here
last night. Talk to Millie, the snail running the cash register, to
learn that the receipts from last night are sitting on the empty table
by the exit. Examine the counter in front of her for the contest forms
and pencils, then go talk to the customers. You can check out what's on
their tables and interrogate them on where they were last night, but all
you're required to do is give them the contest forms. Either way, once
you've distributed the forms go have a chat with Millie. When you're done
with that, collect the forms by looking at each customer's table, then
place them next to the receipts on the table by the door. Poke the forms
and receipts to shuffle through them, until you find a match- Artie
Phlegming. Yes, the same Artie that the Hominid said "has to go" earlier.
Talk to the Spit Bug at the middle table. After the cut scene, talk to
him again, and drag the cake onto his picture to end the mission.


 Pier Pressure (Action) - +PP

Saturday, 11:28 p.m.
Waterfront, Lice Harbor
Objective: Chase Artie, the arms buyer (Spit Bug).
Scarabs: 4

Hmm, that objective looks familiar... and we're less than an hour
away from the chase at the beginning of the game! As you step onto
the walkway, a Robobug will spawn up ahead and may start shooting
at you. It's easier to kill it from here, and as you may be able to
tell from its attacks the Nectar Blaster isn't that great at a distance,
so use the Pollinator. Use the shipping containers in the next area as
cover while taking out the enemies, grab the Scarab behind the building,
then go to where the first Robobug was. Here you'll find a Nectarola Keg,
which replenishes quite a bit more health than the cans do, and the path
to the next area.

Here, you'll have to jump across crates floating in the water.
As soon as you land on the first one, you'll encounter a new type
of enemy; Mechsquitos, flying robotic bugs that usually travel in
groups of three. The best way to take them out is with the Nectar
Blaster, as trying to take them out one-by-one gives them time to get
a few shots in at you. Make your way across the rest of thecrates, then
eliminate the Robobugs and grab the Scarab that's behind the stack of
crates. Climb the crates, get rid of the Robobug on the ramp, and collect
your new weapon: The Mold Spore Launcher (see Firearms section). This is
the closest thing this game has to incendiary grenades. Rather than catch
fire, your enemies will become moldy, which slowly kills them as they
infect others nearby. Its ammunition is a green capsule which you've
probably seen an enemy drop by now.

Enter the building ahead, then follow the ramp you're shown.
You'll immediately have a chance to use your new Mold Spore Launcher,
as most of the Robobugs below won't notice you. Once you've cleared the
area, go past the shipping containers straight ahead of the end of the
ramp and turn to the left for a Scarab. An enemy will spawn behind you,
so duck behind the corner and take it out with your weapon of choice.
Walk to the end of the line of shipping containers, and turn right.
Walk to building with the containers next to it, disposing of the
Robobug, then use your Pollinator on the one on the far pier. Wall-walk
to where it was, jump across the platforms to where the missing lever
is, then make your way back to the dockyard office, watching out for
any enemies that may have spawned.

Now that the route into the ship is clear, hop onto the wooden
platform to the right of the building, blast the Mechsquitos, and
tightrope your way to the ship. Jump across the ledges until you
reach the opening with yellow lamps, and go in. Two Robobugs will
be waiting for you (one is far away, Pollinate it), and more will
spawn once you hit the ground. Jump onto the catwalk and use the
control panel to lower a shipping container (there will sometimes
be a Robobug on it), which you can you to reach the next area.
Watch out, as there will be a Robobug right around the corner.

On top of the ship, make your way to the red ramp, killing the
enemies in your way. Don't go up the ramp, however; go to the
right and take out the two Robobugs, so they won't shoot you while
you're trying to get past the cranes. As soon as you're on the red
walkway, Mechsquitos will attack, which will happen again when you
get to the wire. Right by the last crane on the red walkway, hop
down to the blue/gray floor on the right and get the last Scarab,
behind the large shipping container that sticks out more. As soon
as you get off the  wire, more Mechsquitos will ambush you. To the
left of the warehouse is nothing but a Robobug and some Mold Spore
ammo, so go on in. Inside are some crates, enemies.. you know the drill.
As soon as you step out the other side Mechsquitos will attack, so have
your Nectar Blaster ready. In the next warehouse, use the control panel
on the right to drop a crate on the Robobugs blocking your path, then
approach Artie to end the mission.


 Downtown Showdown (Action) - +DS

Sunday, 12:54 a.m.
Lyme Square
Objective: Clean up the downtown Robobug infestation.
Scarabs: 4

We're finally caught up to the present! Up ahead you'll see
a spinning spikey thing by a large blue plastic container (a
port-a-potty..?). This is the latest addition to your steadily
growing arsenal, the Histamine (see Firearms section). The game's
proximity mines, these work best on groups of enemies and things
that require a lot of hits. You'll also need them to blow up the
green manholes, which will continue to spawn Robobugs until you do
so. Leave the cover of your bulletproof toilet and hide behind the
car directly in front of it, where you'll find another weapon- The
Nectar Canon (see Firearms section). The buggy equivalent of a rocket
launcher, it fires a stream of nectar which is lethal to normal enemies.
Its ammo looks like four pointy yellow discs stuck together.

Take out the three manholes, then the two that appear when
you try to proceed through the level. Next to the overturned
Nectarola truck, you'll find yet another new weapon- The Amberizer
(see Firearms section). Insecticide's take on a stunning weapon, it
shoots globules of amber that will temporarily freeze your enemies.
It doesn't do any damage, but it will allow you to get close enough
for a fatal blaster or cannon shot. Amber ammo resembles a large yellow
globe. Straight ahead, past the Robobug, is a control panel, but you can't
do anything to it yet. Between the truck and the wall it's next to you'll
find a Scarab, and by a wall on the other side of the truck you'll find
another. Once you've eliminated the last Robobug, it will drop a level,
and a weaponized spider crane will appear. Grab the lever and take it to
the control panel, then go through the gate that opened. Grab the Scarab
on the left, then jump onto the ledge and go up the ramp. Follow the wire
to the lamp and break it, ignoring the spider crane- it can shoot you, but
not knock you off the wire. Walk along the balcony at the end of the wire,
then jump onto the roof to the right for the last Scarab. Jump back down
to the balcony, then jump to and break the second lamp. Follow the wires
to the control panel, breaking the third lamp along the way, and activate
it to end the mission.


 Honey Train (Investigation) - +HT

Monday, 5:19 p.m.
Nectarola Pollen Express
Objective: Get into the Caboose to find the "secret cargo."

Quinbee's requested that you escort her train, for some reason.
Talk to her until she gets a phone call and kicks you out, then
ask Roachy how to listen to what she's saying through the door.
Go into the dining car and steal the floral hydrate and teacup
from the doctor's table. You could get the water glass from the
counter across from the kitchen, but it won't work as a listening
device anyway, so skip it. Show the teacup to the Beebot in the
kitchen to have it filled with tea, then add the floral hydrate
and give it to the doctor. Steal his stethoscope and use it on
the door to Quinbee's car.

Return to the dining car and take the envelope and small blue
vial, then examine the notebook that was under the envelope.
Go to the car past the kitchen and check the door, then use
the envelope on the fertilizer bag and add the luciferase to
the envelope. Get some charcoal from the kitchen's brazier,
then take your newly made bomb to the candelabra on the table
across from the doctor's. Examine the box on Quinbee's desk
to end the mission.


 Railroad Typhoon (Action) - +RT

Monday, 6:28 p.m.
Nectarola Pollen Express
Objective: Chase the kidnappers towards the front of the train.
Scarabs: 5

Quinbee and Roachy have been kidnapped by Robobugs! They're
being taken to the front of the train up on the roof, so you
should do the same through the interior. First, though, turn
to your right for a Scarab, then get another from the caboose
behind you, which is guarded by a single Robobug. You won't be
able to double jump in this stage, since the ceiling is so low.
In the executive lounge car (the one with the plants and nice
benches), the third Scarab is to the immediate left of the door.
This car also holds two Robobugs, and a some Mold Spore and Blaster
ammo; you'll probably be using these weapons a lot, but almost every
car is littered with ammo, so don't worry about having to come back.

The fourth Scarab is immediately to the left when you enter the
dining car; after grabbing it, spore the Robobugs, and duck into
the kitchen for cover. In the meeting car, you'll encounter a new
enemy- a tiny robot (less than half the size of a Nectarola can)
that climbs walls, called an Appliance Bug. No matter how many
times you shoot them, you'll remain locked on... this is because
they can't be destroyed. Once you've shot one, it will become a
weapon, which you can pick up and use as a short-range laser pistol
(see Firearms section). You can pick up additional bugs for ammo.
Appliance Bugs will continuously be spawned by their nest, which
doesn't attack, but can absorb more shots than any normal enemy. It
will go down with with a well-placed Histamine or two. I recommend
Hisatamines, because they'll also eliminate any Appliance Bugs near
the nest. Spore the enemies in the passenger car, then turn left before
the door for the last Scarab. Be careful in the next car, as when you try
to enter after taking down the first two bugs more will spawn.

From here on out we'll be going through freight cars. The first one
has two Robobugs, and some holes in the floor. The first bug is close
enough to be spored, but the second one is pretty far away, so it's
easiest to use the Nectar Canon. The next freight car contains an
Appliance Bug nest and a large moving container of pollen that you'll
have to get around, and the one after that has holes in the floor, a
moving pollen container, and three Robobugs. Approach the door on the
far side of the car to end the mission.


 Home for the Hominids (Action) - +HH

Tuesday, 8:14 p.m.
Hominid City
Objective: Get into the building under the mysterious sign.
Scarabs: 8

In her investigation, Chrys has somehow found a Hominid city,
built down in the sewers under Troi. Chief Chigger's taken all
of your weapons, so for the time being you're limited to your
close-rannge kick attack. Jump to the platform, then choose a
path; the platform to the left, or the ramp to the right. They
both hold an Appliance Bug nest and a can of Nectarola, and both
eventually lead to the same path, but I recommend going to the
left, as you'll encounter less of the stage's primary enemy-
Hominids. You're provided with plenty of Appliance Bugs to use as
weapons, but the Hominids use bugspray guns with such a long range
that if you're able to target them, they can hit you. The easiest
way to take them out is to get in close and use a combination of
weapon fire and kick attacks, as your close range and speed will
make it difficult for them to orient and attack.

When the two paths converege, you'll be faced with a couple of
Hominids, followed by some platforming. Watch out for Appliance
Bugs, then make your way up the platform on the right, which will
cause Hominids to spawn. Jump to the platform ahead for the first,
being wary of sprays from above (they CAN hit you), then to the ledge
for the other two. On the ledge, turn back the way you came and walk
all the way to the end (a nest will appear along the way) for your
first Scarab. More Hominids will have spawned behind you, so deal with
 them and go all the way back to the other end of the ledge you're on.
Jump to the circular structures to the right, then the roof to the left
(a nest will spawn). To your right are two large pipes, and if you jump
you can see a Scarab beyond them; circle the building to the left,
watching out for Hominids, until you get to the other side of the pipes.
Collect the Scarab, then jump onto the roof directly behind you.

Don't bother with the roof to the left, unless you need ammo or
Nectarola, or want to fight Mechsquitos; instead, jump on the beam to
the right, grab the Scarab on the left at the end, and begin climbing
the red roofs. Hominids and Appliance Bug nests will spawn along the
way. When you reach the top roof, proceed to the brown area to the left,
taking out any Hominids that show up. Ignore the walking wire and stay
on your current path for a Scarab, then drop down to the ledge below
for another. Follow the path back to the roofs (Hominids and Appliance
Bug nests will appear), then continue to the walking wire you saw
before and cross it. 

On the other side, eliminate the Appliance Bug nest if you want, then
begin jumping across the roofs to the left. On the last one, Mechsquitos
will appear, so deal with them and cross the walking wire. On the other
end you'll find a series of chimneys and beams- follow them to the next
roof, carefully taking out the Mechsquitos that appear along the way. On
the roof, grab some Appliance Bugs if you need them, then walk all the
way to the left for a Scarab. Turn around and hop on the beam on the right
(a Hominid may have spawned behind you), and follow it to the circular
platform, where another Hominid may be waiting. There's a long red wall
extending from this platform; get on the right side of it and wall-walk
to the next platform, then do it again for a Scarab. Wall-walk once more,
then round the end of the wall on the last platform and drop to the ledge
below. Jump to the long platform ahead, which holds Hominids and a nest,
and continue to the walking wire on the other end. It can be difficult
to mount this wire, as it's at an angle- don't try to match its angle,
as this will usually cause you to fall. Instead, approach it as if it's
going in the same direction as the platform. Some Hominids will be waiting
on the circular platform ahead.

Make your way up the roofs, fighting Hominids if necessary, then wall-walk
to one last platform. Jump to the Hominid-bearing walkway and take a right
for your last Scarab, then walk to the other end and approach the door to
end the mission.


 Revelation #9 (Investigation) - +R9

Tuesday, 9:32 p.m.
Laboratory, Hominid City
Objective: Question the Hominid scientist.

We're in! Go down the ramp and show your photo to the old Hominid on the 
stepladder, then go into the room behind you (the ladder will automatically 
be added to your inventory). take the Primordial Glooze from the lab bench, 
and apply it to the three security cameras. The first is positioned above
a doorway in the room you're current in, and the second is at the end of
the hall the first camera was guarding. For the third, return to Ozzy,
the scientist, then walk to the right. The camera is on a wall under the 
platform you started on. After applying the Glooze, talk to Ozzy to end
the investigation portion of the mission.


 Revelation #9 (Action) - +R9

Tuesday, sometime after 9:32 p.m.
Laboratory, Hominid City
Objective: Wipe out the Hominid Security Forces.
Scarabs: 0

It's hard to say what Ozzy did, but it awoke some latent abilities
in Chrys, so it doesn't really matter. The first thing you'll notice
is that there's now a blue meter under your health- this is your
Pheromone gauge. You should also notice that there are Nectarola
and Pheromone kegs nearby, but don't be fooled; your Pheromones
will naturally replenish themselves if you give them a chance. The
first slot in your inventory is now home to the Mind Blower (see
Abilities section), which is virtually the same as the Nectar Canon,
but does less damage. It requires only a small amount of Pheromones
to use. The second slot holds the Brain-Freeze (see Abilities section),
which does no damage but will make your enemies move, attack and react
at one fourth their normal speed. Its Pheromone cost is slightly higher
than the Mind Blower's.

Now that you're acquainted with Chrys' new abilities, let's give them
a test drive. There are some Hominids in the hall, which will usually
go down with two shots. They have bug spray, and more will spawn as you
get closer to the door, so duck back into the chemistry lab for Nectarola
and Pheromones if you need them. Approach the door to end the mission.


 I, Robobug (Investigation) +IR

Tuesday, 10:15 p.m.
Nectarola Training Facility
Objective: Investigate the Pollen Fields facility.

Well this is a nice twist! You're in a Robobug training facility,
with some great, campy waiting room music playing over the intercom.
You don't get any special abilities as a Robobug, but if this were an
action sequence you'd probably only have a Nectar Blaster and, when the
game glitches, a shaky jump. Walk past the vacuuming Robobug and examine
the door on the left, then enter the maintenance room at the end of the
hall. Look at the table on the left, then grab the snips when the Robobug
sets them down and use them to cut its hydraulics. Do the same to the
Robobug on the other side of the room, and take the Eye Socket Wrench it's
holding. Use the wrench on the empty Robobug suit on the middle table to
exchange eyes with it, then go back out into the hall and activate the
eye-scanning device next to the door you checked out earlier. You may have
noticed the blue objects on the ground in the hallway; you don't need to
pick one up, as there will be more in the next room.

After the presentation, go back into the hall and pick up the vacuum
cleaner, then go back into the training room and climb the stairs to
where the Hominid that was speaking is standing. Enter the messaging
center through the doorway on the left and take a message from the
trash can, grab a blue cartridge from the pile on the floor, and examine
thevacuum tubes at the far end of the room. There's an unlimited number
of messages in the trash, and you can send a message to any department,
but the tube for the Foreman's Office is the only one we need. Put the
message in the cartridge, then put your encapsulated distraction in the
second tube from the right to find that it's blocked. Only four inventory
slots are shown at a time, so if you got the cartridge out in the hall,
followed by the snips, wrench, and vacuum, it will be impossible to put
the message in it. If you've done this, just send the empty cartridge to
a random department and grab another from the pile. Use the vacuum cleaner
to clear the blockage from the tube to the Foreman's Office, then send him
your message and return to the training room. The office is on the other
side of the stage you're standing on; sneak in and look at the papers on
the desk to end the mission.


 Ka-Bloom! (Action) +KB

Tuesday, 11:03 p.m.
Nectarola Pollen Fields Greenhouse
Objective: Get to the top of the greenhouse.
Scarabs: 4

It's kind of hard to focus on what Chrys is saying while you're being
fired upon, but the gist is that she ejected from her Robobug suit and
found a map of the facility showing that the top of the greenhouse you're
in connects to the loading dock. She intends to steal a truck, to what
end I don't know... she doesn't even know where to look for Roachy.
Anyway, take out the Robobugs and head up the ramp, where you'll come
under fire from a new enemy- Beebots! They will usually remain stationary
and use their eye cannons on you from a distance. Like the Mechsquitos,
their attacks are hard to dodge due to their position, and they go
down with two shots.

Ahead is a series of devices that release a damaging spray of pollen.
If you're good at double jumping, get on the first one and use them
as platforms; if not, carefully time your passage under them. Another
Beebot will attack from far off as soon as you get to the first sprayer,
so dodge its shots and wait for it to come closer. After the sprayers,
continue straight for a Scarab, then take out the Robobugs that spawned
behind you and proceed to the center of the chamber. Climb the leaf
platforms, taking care of a Beebot along the way. If you want to avoid
all that, turn to the left when you get to the ramp with the sprayers
and jump onto the yellow vent in the wall, then onto the platform with
the control panel and Scarab. In either case, you can jump to the lower
part of the ramp and wall-walk across the gap, or you can just double
jump to the higher part. A trio of Robobugs will spawn around the lift
to the next area; the best way to avoid death here is to Brain-Freeze
at least one of them. If you need Nectarola, there's a can on the leaves
nearby, and a keg in the next area.

After taking the blue lift to the pollen harvesting chamber, get
rid of the Robobugs and collect the Scarab behind the ramp. Beebots
will ambush you on the ramp, so blow their minds and continue across
the wire. Be wary on the next platform, though, as a Robobug will spawn
in the middle of the room and start shooting, which can make it difficult
to get on the wire. If you want to avoid that, jump onto the pollen tank
near the beginning of the ramp (it has a Pheromone can on it), then onto
the central platform. There's a Scarab on a nearby platform, connected
by wires; the easiest way to get it is to jump to the leaf above you,
then to the platform with the Scarab, the next platform, then take the
wire back to the central platform. This way, you only have to use one
wire instead of three, and you can avoid the Robobug that would otherwise
spawn on the leaf.

Jump up the leaves to the platform with the Robobugs, then step onto
the conveyor belt. The crates being transported by the belt will do a huge
amount of damage, so be careful when jumping over them. A few Beebots will
attack you on your way up, so keep an eye on the crates while you return
fire. At the end (beginning?) of the conveyor belt, ascend the leaves, take
out the Robobug, and step into the lift to the next area.

You know the drill... blast the Robobugs, climb the leaves, shoot down the 
Beebots. They spawn pretty far away, so if you want to make it easy, return 
to the ground level and wait for them to come to you. In the center of this 
chamber is what appears to be a large spinning fan of some sort. Make your 
way up the ramp, jumping over the fan "blades" (they're able to kill you in 
as little as two hits), and ignore the Beebot that appears. Once you're on
the platform at the end, wait for the "blades" to stop spinning, then climb
the leaves and deal with the Beebots. Next up are more of the horizontal
pollen sprayers, and more Beebots. I would bo back to the leaves for the
latter, as from where you are when they spawn they're almost impossible to
hit. After the sprayers, take the lift to the final area of the greenhouse.

Here, you'll find one of the only bosses in the game, the Harvester.
It uses its pollen extractors as a machine gun-like weapon, and will also
use them to pull you towards it, though this does no damage. If you get too
close to it, it will attack with its front legs. At several points around
the room are Pheromone kegs, and there are two small observation platforms
with Nectarola kegs on them on either side of the room. In the center of the
room are four pollen chutes which the Harvester would normally attach its
extractors to; use them as cover from its shots. The Harvester will fire off
five to thirty rounds, then start sucking pollen out of the air. Take this
opportunity to hit it with a Brain-Freeze, then wait for it to start
concentrating the pollen it just collected into bullets. When it does
this, its leg joints will become vulnerable, so lock on to one, hit it
twice then return to the cover in the center of the room. Once you've taken
out all four leg joints, it will start attacking with optical laser blasts,
a super-charged version of the weapon installed in Beebots. Lock on to its
eye, and wait for an opening- this will come after it's fired two shots,
and is just long enough for you to jump, shoot, and land. Drain its health
bar to end the mission.


 Soda City (Investigation) +SC

Wednesday, 4:16 a.m.
Nectarola Factory, North Wing
Objective: Find Roachy.

Chrys managed to steal a truck (what, no driving level?), and five hours
after starting her ascent of the greenhouse, has made it into the factory.
Don't bother going into the door in front of you, as there's a Beebot
blocking your path. Instead, turn around and investigate the crumbs on
the path to the left. Now you can go through the green door, then into
the storage room on the right. Examine the boxes on the left to get the
Nectarola(TM) Mintoids, then go check out the vertical control panel next
to the path with the crumbs. Take the control box and key, then place your
box of Mintoids in the hopper. Go down the only remaining path and climb
into the CO2 Stack, then activate the control box with the key to create
a makeshift elevator. Talk to Roachy to end the mission.


 Fear Factory (Action) +FF

Wednesday, 4:43 a.m.
Nectarola Factory, Main Bldg.
Objective: Fight through the factory to get to Quinbee's office.
Scarabs: 9

After a revelation (#10?) about Chrys' past from Ozzy, you'll receive
two new abilities. The first is Total Confusion (see Abilities section),
which does no damage but will cause any enemies it hits to turn on each
other. It uses up quite a bit of Pheromones, so use it sparingly. Your
other new ability is Cranial Combustion (see Abilities section), which
does exactly what you would expect- it causes your enemies' heads to
explode. It has the longest range of the hybrid abilities, and as you
can imagine, the highest Pheromone cost.

You'll find yourself in a large room flooded with Manchurian Cherry
Nectarola. Take out the Beebots, then make your way across the floating
crates. There will be two Robobugs and a Scarab on the left; if you want,
you can test Total Confusion on one of them, but make sure to eliminate
it before it comes to its senses. After dealing with the Robobugs in the
next room, use the "hard work" sign to wall-walk to the stack of shipping
containers, getting rid of the Beebots that attack. Wall-walk to the
platform with the control panel and activate it (which will cause more
Beebots to spawn), then jump back to the containers, where you'll find
a Scarab that was out of view before. Proceed to the next room, where
you'll find another Scarab behind the Nectarola vat straight ahead. A
few Robobugs will spawn around the room; after dealing with them, approach
the raised walkway on the other side of the room, which will cause Beebots
to spawn. There's yet another Scarab behind the yellowish support column
on the left.

Enter the next area through the door on the raised walkway to find two
paths with horizontal pollen sprayers. They lead to the same place, but
the right path has a Robobug which is difficult to hit, and taking the
left will cause two Beebots to spawn. Return to the last room for Nectarola
if you need it, or if you don't want to deal with the Robobug- due to a
spawning glitch, leaving the room may make it disappear. Continue to the
next room,  where you'll find a walkway with vertical sprayers and Beebots.
First though, drop to the ground for a Scarab, then head to the other end
of the room for another. Robobugs will spawn in the center of the room when
you first drop down, and again when you get the second Scarab. Return to
the catwalk and make your way to the control panel. The spawning glitch
will probably have made the Beebots disappear. If you don't want to risk
the sprayers (falling from this height will kill you), double jump to the
platforms behind them. When you get to the control panel, a Robobug will
appear by the door to the next area.

You're now in the room you started in, albeit higher up. Take care of
the Beebots and platform your way to the Scarab, then drop down to the
platform on the right. A Robobug will have spawned on a walkway on the
far side of the room; ignore it and go through the door. There are two
paths through this room- the one with the wall-walking signs leads directly
to Quinbee's office, but we have Scarabs to collect, so take the lower path
and watch out for Robobugs. In the next room, eliminate the Robobugs, then
wall-walk across the sign to the left of the door you came through. Deal
with the Beebots that spawn, then walk across the beam to the Scarab. Jump
to the platform on the right, then down to the door. This room holds some
and two control panels. One of them does nothing, while the other will drop
the floor out from under one of the Robobugs that will spawn on this side
of the room. Go through the door and blast the Robobugs, then collect the
final Scarab and wall-walk to a control panel, which will unlock the door
in the opposite corner of the room. Go through it, then through the only
door you can reach in that room, to end the mission.


 Call Me Honey! (Action) +CMH

Wednesday, 5:18 a.m.
Chairman Quinbee's office,
Nectarola Co.
Objective: Bring Quinbee to justice.
Scarabs: 0

Quinbee's controlling Roachy with Pheromones! The easiest way to deal
with him is to stay between the table and the stage, and to shoot him
while jumping to avoid his shots. His custom gun uses the same kind of
ammunition as the Amberizer, so if you get hit you'll be frozen for a
few seconds. Once you've dealt with him, it will be time for a showdown
with Quinbee on the roof. Make your way to the helipad, which will serve
as an arena, to begin the battle. The arena is lined with Pheromone kegs,
and there are two Nectarola kegs on either side of the path back to
Quinbee's office. Both types of kegs will regenerate when you're not
looking, making an unlimited supply.

Quinbee has four attacks, the first two of which are sprays of
concentrated Pheromones- a green one that does damage, and a blue
one that reverses your controls. Next is a a yellow burst of Pheromones
that will summon two drones, which will remain near the Nectarola kegs
and fire Nectar Blasters at you. They'll fire on Quinbee if you confuse
them, but after only a few seconds she'll hit them with her strongest
attack, a red burst of Pheromones similar to your Cranial Combustion, a
direct hit from which will knock off two thirds of your health. Fight her
by locking on, circling the arena, blasting her with the Mind Blower, and
jumping to avoid her attacks. When you see her start to use red Pheromones,
disengage the lock and run. Drain her health bar to end the mission.


 An Explosion of Cherry Flavor! (Action) +ECF

Wednesday, 5:40 a.m.
Nectarola Factory, Main Bldg.
Objective: Disarm the bombs.
Scarabs: 0

Hominids have rigged the factory with bombs, and with the entire place
full of the explosive Manchurian Cherry Nectarola, the explosion would
probably take out half of Troi. There are ten bombs set to go off in six
minutes, so let's get right to it. Go through the door and clear out the
Robobugs, then deactivate the big red bomb in the middle of the platform.
Wall-walk to the next bomb, take out the Mechsquito that spawns behind you,
then make your way to the door that has the cans and a spawning Robobug in
front of it (the other door is locked). Continue through the next several
rooms, disarming bombs as you come across them, until you come to the room
with three Mechsquitos. Wall-walk to the next bomb, then jump to the catwalk
for two more. Eliminate the Robobug that spawns behind you, then go through
the door labeled Enter for the last bomb. Well, the tenth bomb, anyway- it
turns out that there's one more! Proceed to the next room and dispose of the
Robobug. Remember the control panel to the right that you didn't use during
Fear Factory? Activate it to open the doors ahead, then go through them to
end the mission, and the game.



   Glitches and Oddities +GaO

The DS version of Insecticide may have been push out
the door a little too early, as it contains a few minor
glitches. If you find a glitch or abnormality not listed
here, please let me know (see Contact Info).

=Enemy Spawning Glitch=

Sometimes, an enemy you're expecting to see will fail to
spawn, or will spawn in an unexpected way/place. Enemy
generators aside, a preset number of enemies should appear
when you reach a certain area, but this isn't as consistent
as it shoud be. This may be caused by an error in the script
that reads your proximity to the enemy spawn point.

=Disappearing Enemy Glitch=

Possibly tied to the Enemy Spawning Glitch, this is when an
enemy that had previously been seen in an area disappears.
When you leave an area inhabited by enemies, they should
remain in that area for you to come back and kill. However,
in order to run smoothly, whenever you leave an area all
objects in it are unloaded from the operating memory, even
enemies. Enemies use a different code to spawn than object
such as Nectarola cans, and aren't set to respawn when a
previously visited area is revisited, so are essentialy
killed without it being counted.

=Reappearing Scarab Glitch=

This one may also be tied to how the game stores objects.
When you die in the game, several things happen. You're
warped to your last safe position, enemies respawn, any
enemies that were on screen when you died are lost to the
ether, your health and Pheromone meters are refilled, and
you lose any Scarabs collected in that area... sometimes.
You'll keep Scarabs from previous areas, but sometimes
Scarabs from the current area will have to be grabbed
again. Even seeing them is hit-and-miss; sometimes you'll
have to get the Scarab again for it to be counted, other
times you won't. 

=Jumping Robobug Glitch=

I'm not sure what could cause this glitch, but it
clearly has something to do with the vertical distance
that Robobugs are able to detect you from. When you're
within a Robobug's aggro radius, but are too far above
or below it on the Z axis, its programming will tell it
to attack you, but it will be unable to orient on your
position. This will result in it performing a kind of
glitchy jump, straight up and down in place with its arms
raised. What I think is happening is that it's accessing
its "escape" script, which causes ground enemies to jump
backwards when they get stuck on something (see "The Escape
Script" below). The difference here is that they're not
actually stuck on anything, the glitch can occur in a
wide open area. I'm not sure why they would access this
script when they can't reach you; maybe they're actually
accessing some left over code from an earlier build of
the game, in which Robobugs could jump to where you are.

=Pregnable Partitions Glitch=

This is a very basic glitch, and is common in early/simple
polygonal games. If you stand too close to a wall, you may
sustain damage from the other side. It's most prevalent in
the fight with the Harvester in Ka-Bloom!, as you're under
fire from a weapon similar to a chaingun, and the partitions
you have to use as cover are low. Because of this, you try
to get as close to them as possible to avoid getting hit...
which, of course, gets you shot more than you would otherwise.

=Animation Quirk=

When you pause the game, as you would expect, the action
stops. Well, most of it does, anyway. Enemies stop moving,
ammo stops spinning... so nothing's moving, right? ..Not
quite. If you look closely at animated textures, you'll
see that when paused, their animation is still running.
This is because unlike the models of enemies and objects,
animated textures don't move through the game environment,
they just show a cycle of images. Crackpot (the game's
developers) must have used a code that freezes all movement,
but not 2D animations. You can see this effect most easily
through the windows of the Pollen Express in the missions
Honey Train and Railroad Typhoon

=That's No Conveyor Belt=

At one point in the mission Ka-Bloom!, you'll find a
conveyor belt transporting crates of fertilizer to the
bottom of the greenhouse. I happened to pause while on
the belt, and noticed that it was still moving- the
Animation Quirk. A thought then occured. If the belt
used an animated texture, did that mean it wasn't really
moving? Sure enough, when I unpaused and remained where
I was, nothing happened. The crates kept moving, but
Chrys didn't. The conveyor belt was just a walkway with
moving boxes on top of it.

=The Escape Script=

As mentioned above, there's a script that's executed
when an enemy gets stuck on a solid object, which will
cause it to jump backwards. If you want to see it in
action, load Pier Pressure and enter the area with
shipping containers, staying to the right. Walk past
the stack of four, then hide behind the short right
side of the two stacked immediately after. Look around
the corner at the Robobug next to the four stacked
shipping containers. It will take three steps foward,
then, since the second and third steps were against
the containers and it didn't move, it will execute
the code and jump backwards, only to take three steps
forward and repeat the process indefinitely. There
are two reasons the script is executed; when the
enemy take two steps against against an object, and
when it's stuck. If you take out the one we just
watched and the other nearby, you'll have the chance
to watch the other two, one of which almost always
gets stuck on a shipping container, so will jump
back.. and get stuck on a low fence. It will jump
forward again, only to get stuck on the container
again. It's kind of entertaining, actually.


   Frequently Asked Questions +FAQ

If you have any questions about Insecticide
that you don't see here, please send me an
email (see Contact Info below) and I'll be
sure to get back to you as soon as I can.

 Q: Where can I buy Insecticide?

 A: In theory, it can be bought anywhere video
    games are sold. The stock of used games in
    stores like GameStop can vary, even from day
    to day, so you may want to look online.
    Another option is to look at a retail store
    like Wal*Mart, which tend to quickly move
    games that don't sell well to the clearance
    aisle. I found Insecticide in the bargin bin
    at Toys 'R Us for $9.98 USD.

 Q: How much does it cost?

 A: The MSRP is currently set at $29.99 USD, but
    GameStop has it for $19.99. As mentioned above,
    I found it at Toys 'R Us for $9.98, and you may
    be able to find it on clearance.

 Q: Is it worth buying?

 A: This is a matter of opinion, of course, but as
    an owner of this game, my opinion is... maybe.
    I don't think it's worth the thirty dollar price
    tag, but it's definitely worth the ten I paid.
    There are much better DS games you could spend
    your money on, but if you can find it for cheap
    or are a member of a game rental service such as
    GameFly, I recommend giving it a shot. You may
    not be as satisfied with it as I am, though, as
    writing this guide has squeezed a lot more play
    time out of the game than most people will see.

 Q: What's up with the enemy count after missions?

 A: This number actually isn't a count of every
    enemy lurking in a particular mission, it's the
    number of enemies you've encountered in that
    particular instance. Due to spawning glitches
    and things such as nests that generate enemies,
    the number will vary from play to play on the
    same mission. There is no reward or benefit to
    be gained by taking out every enemy in any given
    mission, as the game only displays this number to
    you; it doesn't actually record it.

 Q: I killed all of the enemies! Why does the enemy
    count at the end of the mission say I didn't?

 A: Every time you encounter an enemy, your enemy
    count goes up by one. If you don't eliminate
    the enemy, die in any way, or it disappears
    due to a spawning glitch, you'll be forced to
    restart the mission if you want to destroy
    every enemy.

 Q: What do Scarabs do?

 A: Scarabs increase your health meter bit by bit,
    and are hidden throughout all but the shortest
    of action sequences. Aside from increasing your
    health, the game doesn't seem to record how many
    you've collected past the results screen at the
    end of a mission. For a list of every Scarab in
    the game, see the Scarab Locations section.

 Q: Help! I can't put the message in the blue
    canister in the "I, Robobug" mission!

 A: This is a rare occurance, but it can happen.
    If you get the canister, then the snips, wrench
    and vacuum before getting the message, it will
    be impossible to put the message in the canister.
    If this should happen to you, either send the
    empty canister to a random department and get
    a new one, or try to send the empty canister to
    the Foreman's Office, then use the vacuum to clear
    that tube; the vacuum will be discarded, and you
    will be able to put the message in the canister.


   Contact Info +CI

If you have any questions, comments, or would like
to contribute, you should contact me via email at
ChesuMori@gmail.com. I delete spam indiscriminately,
so if your email provider is known to be blocked by
spam filters, I may not see your message. I always
enjoy getting feedback, especially if it enables me
to add content to this FAQ! 


   Legal Stuff +LS

This guide and all of its content are  (copyright) Chesu 
(Kyle Merritt), 2008. I'm not going to post this guide on any 
sites other than GameFAQs.com, so if you see it on another site, 
be sure to contact me.

Insecticide, along with its characters, situations, associated logos, 
and all other intellectual properties, are  (copyright) Gamecock Media 
Group and Crackpot Entertainment LLC, 2007-2008.