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    FAQ/Walkthrough by EntropicLobo

    Version: 1.1 | Updated: 01/21/08 | Printable Version | Search This Guide

                           Prepare to attack. Aggressively.
                           -----======================-----
    
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    . ./   .'      ______   .--.   --- -----  -------.  .--.    .'/   / |  |
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    Contra 4 - Nintendo DS
    
    Version 1.1 (20/01/2007)
    
    Version History:
    1.1: A lot of new user submissions (mostly bosses). (20/01/2007)
    1.0: All appendecies complete, and all challenges complete. The guide is now
         finsihed. (12/12/2007)
    0.9: Arcade mode complete, challenge mode pretty robust and the first user
         submission. (10/12/2007)
    0.3: First three stages, and the skeleton of the guide - (06/12/2007)
    
    .:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:..:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.
    
    Legality:
    This Guide is Copyright, 2007, Matthew McIntyre
    
    This guide may not be used on a website or in any public forum
    where it is protected by copyright without the consent of the author.
    
    To contact me: entropiclobo(at)yahoo(dot)ca or chaos(dot)wolf(at)gmail(dot)com
    -I'm very open to feedback as long as you're decent.
    
    Websites with permission to use this Guide:
    www.GameFAQS.com
    www.neoseeker.com
    faqs.IGN.com
    www.1up.com
    www.honestgamer.com
    www.gamesradar.com
    www.cheatplanet.com
    http://www.cheathappens.com
    
    Game by Wayforward/Konami
    
    ******************************************************************************
    *                            Table of Contents                               *
    ******************************************************************************
    
    *To jump to a section, hold the Control Key and press F, then type in the
    section number as it appears (ie type CF1)
    
    
    CF1: Intro
    CF2: Gameplay
    CF3: Items
    CF4: Arcade Mode
         CF4.1: Stage 1: Jungle
         CF4.2: Stage 2: Laboratory
         CF4.3: Stage 3: Base
         CF4.4: Stage 4: Harbor
         CF4.5: Stage 5: Ocean
         CF4.6: Stage 6: Factory
         CF4.7: Stage 7: City
         CF4.8: Stage 8: Alien Hive
         CF4.9: Stage 9: Harvest Yard
    CF5: Challenge Mode
    CF6: Bosses
    CF7: Enemies
    CF8: Extras and Secrets
    CF9: Credits
    
    Contra 4 is rated "B" for "Badass," and is only one of the few instances I will
    use that word. It contains scenes of rippling muscles and dirty alien scum.
    Player discretion is advised.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    |                                CF1: Intro                                  |
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
          "So, they sent in four lethal badasses to do what they do best."
    
    Contra's the kind of series that isn't shy about what it is - balls to the
    walls action with a steep difficulty curve. It knows who its fans are and what
    its audience is. It's diverged more than once, but it's invariably returned to
    the fold. Now, I love when developers have the stones to change how a game
    plays. But when it's undeniably Contra? I can live with a more classic
    throwback for this series especially when it's turned 20.
    
    Where are the stones here then? Releasing a game like this on a console that
    thrives on non-game shovelware is not necessarily a ballsy move but to keep it
    true to the series and even be tongue and cheek in regards to its own
    difficulty shows that Wayforward knew who the audience for this series was and
    weren't going to dick around to make it more "accessible."
    
    That said, COntra 4 _is_ COntra and that means while things seem out of hand
    or even intimidating at first they become much clearer and easier the more you
    play. This is what I love about this series - it's difficult without being
    unfair. If you die, it's more than likely your fault - so you really can
    master it and you really do feel like you've acheived your victory.
    
    And that's all there is to it folks, you can put this one down if you keep at
    it. And it's the kind of game that just brings you back for more, frothing
    all the wgile. I'm going to be giving tips and strategies on getting through
    this game, but there's really a lot on your shoulders already. It always
    seems like I sell the guides short whenever I do a shooter because I always
    say that your practice and ability are called into question. But that's just
    it, they are. And if you just keep at this isn't going to be an issue.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    |                               CF2: Gameplay                                |
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    CF2.1: Basics
    CF2.2: Advanced tactics
    CF2.3: Modes
    
                                 ***CF2.1: Basics***
    
    Contra 4 takes place over a number of side-scrolling levels. You have one hit
    point under most circumstances. It is a run n' gun so the screen will often
    be filled with bullets or enemies, or both. It's your task to cream these foes
    before they get a chance to attack or dodge and weave around the bullets.
    Bravery is often rewarded, but at the same time if you take things slowly it
    can pay off as well. Perhaps only scrolling a single major threat onscreen at
    a time and then walloping it before you continue could pay off?
    
    Action takes place over both screens so try to watch both at once. THis is
    very disorienting at first but a worthwhile exercise.
    
    Start: Pause
    A: Discard Weapon
    B: Jump
    X: Grapple Hook
    Y: Shoot
    
    Your grapple hook allows you to grapple up to certain structures, usally on
    the top screen and usually rails that your character can grab onto. This hook
    travels all the way to the top of the top screen.
    
    Discard throws your power-up out. It doesn't totally get rid of it, just
    tosses it forward in case you do it by accident - and you probably will more
    than once when you just start out.
    
    Your standard gun is fairly weak though most enemies will fall to it in just
    a few shots. You will want to upgrade it, however. The biggest advantage in
    Contra's main levels is being able to strike multiple enemies at once, be this
    through explosions, able to pass through multiple enemies, or covering a wide
    area.
    
    L: Switch Weapon
    
    You can keep two weapons at once, your active weapon and your reserve.
    Pressing L switches the weapons. Your reserve is kept even if you die, but
    not if you continue - extremely useful to keep a crowd control weapon or boss
    slayer weapon.
    
    R: Stand Still
    
    This lets you... stand still. What's that? Not useful? Actually, it's very
    useful. Contra often had you jumping in place to aim straight down... no more.
    You can hold R, aim down and take those suckers out. Very useful.
    
    Left/Right: Moves your character
    Up, Up and Left, Up and Right, left and down, right and down: Move while
    aiming the direction you are pressing.
    
    Down: Lay on the ground. You can fire while you lay down.
    
    Third-Person Bases:
    
    Controls are a little different in here. You can lay down, jump and move back
    and forth. Enemies are in the background and you fight your way through a
    number of rooms to the boss.
    
    The weapons have pretty much the same function in here. When you clear a room
    press UP to proceed to the next room.
    
                            ***CF2.2: Advanced Tactics***
    
    *Air Pause:
     ---------
    
    This one may save your life if you know to use it, though you won't be using
    it too often. Pressing the X button fires your grapple hook but also makes you
    pause for a brief second and so you are either a good target or you pause
    above a potential threat letting it pass by.
    
    This is -not- something you are going to be using a whole lot, but when you
    do get some success with it you'll be glad you thought of it.
    
    
    *Hot Swapping:
     ------------
    
    It's a basic, really, but your reserve weapon is kept even if you die - only
    continues will make it disappear. You want to switch to the reserve for when
    you are firing at some enemy and you need to down him fast. When on the move,
    switch back to your other weapon or when you are about to be hit. If you're
    dodging a boss, you may want to only switch to your anti-boss weapon when you
    get the opportunity.
    
    *Rail Dodge:
     ----------
    
    Not one to be taken lightly, a daredevil move. To dodge a shot while hanging
    and jumping is not an issue, press down and B to drop down off the rail then
    grapple back up there before you die.
    
    *Regarding Tossing Upgrades:
     --------------------------
    
    The A button is useful for when you get two weapons of the same variety only
    one is your core weapon and one is your reserve. Now, this may be fine
    depending on whether or not you want to USE this weapon yet keep one in
    reserve as well. But if you toss the weapon, you can switch and get your
    upgrade.
    
    *Lay Down:
     --------
    
    As Andy pointed out to me, and I regret I didn't think to try it from the first
    Contra is that you can lay down in the bases. Very useful to dodge bullets.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    |                                CF3: Items                                  |
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Items are the cornerstone to your victory at times. They make life a lot
    easier and aliens scream for mercy.
    
    What weapon you like is totally up to you. Some are very useful all the time
    while others have more periodic use. Make use of your ability to hold both
    at once.
    
    *Barrier:
     -------
    
    the barrier protects you from shots for a short time. Take the opportunity
    to tear it up and defeat either difficultly placed enemies or make progress
    ont he level. They are often places in such a way that you can make
    immediate
    
    *Crush:
     -----
    
    Powerful missiles that lack range, they are a decent anti-boss weapon. When
    you upgrade the Crush, it gets a longer range. this benefits it more than
    you would think. Being able to launch these suckers across the screen means
    those alien bastards will running for the hills.
    
    You'll want to tap the button to get the most out of crush.
    
    *Flame:
     -----
    
    The Flame gun is a decently powerful weapon that is terrific as an upgraded
    gun but not so much when you get one without the upgrades. It's initial
    mode is one that fires swirling balls of fire forward. These pack a decent
    punch but lack speed and penetrating ability. When you upgrade it, it
    launches a fireball that explodes on contact, the explosion is able to hurt
    enemies.
    
    It's a pretty great payoff, really, and definitely something to consider. You
    will want to tap the button to get the highest rate of fire out of Flame.
    
    *Homing:
     ------
    
    These missiles aren't the most powerful thing on the block but they track
    enemies. It goes in arcs toward the enemy, and due to its turning axis it
    can fly around an enemy rather than into it. The homing is great on a fair
    few bosses, however, and it's worth keeping a fully upgraded homing on hand
    for that reason.
    
    Upgraded Homing missiles fire three at once. This is much more useful.
    However, remember that running with Homing won't guarantee that anything in
    front of you will be toasted, so I'd say use homing with discretion.
    
    You will still want to aim your shots and you will want to tap the button
    to get the most out of this.
    
    *Laser:
     -----
    
    The laser's best feature is its ability to pierce an enemy and go on to the
    next. It's also fairly strong so you'll be able to pull off a few shots in
    short order. The laser gets thicker and faster when its upgraded. While not
    as fast as the machine gun, it's what you want if you want to blast through
    multiple enemies at once.
    
    Holding down the button when its upgrades gets the most out of it, it does
    not seem to make a difference when it is at level 1.
    
    *Machine Gun:
     -----------
    
    An excellent weapon, the machine gun is a very rapid fire weapon that is
    great for quickly dispatching foes requiring more than one shot. It also
    provides a constant stream of bullets so that enemies will be caught in the
    stream if they cross it. Upgrading it adds a second stream, and they are
    thicker. This lets you hit ground based targets without ducking down, very
    useful.
    
    Holding down the button will get the fastest stream.
    
    *Rapid:
     -----
    
    Your default weapon, rapid is a weak gun with a moderate rate of fire. It will
    take down most enemies fairly quickly in spite of this, though its size and
    rate of fire leave much to be desired. It's a lack of power, coverage, and
    speed that means you will take anything but this.
    
    To fire it more rapidly, tap the button.
    
    *Smart Bomb:
     ----------
    
    A blank eagle symbol, it destroys all enemies onscreen. Useful, but don't
    kill yourself trying to grab it.
    
    *Spread Shot:
     -----------
    
    Red Falcon just wet his undies, the spread gun is a great weapon to have on
    hand. The intial spread gun is a three-way shot, and the upgraded is a 5-way
    shot. The only real drawback is a slight lack of power when compared to some
    of the other weapons though it does have a fair bit of power. Rapidly tapping
    the button to get the most out the spread gun will take down many threats
    with relative ease.
    
    This is great for thrasing suckers on the oppsoite screen.
    
    --Challenge Mode Only:
    
    *Classic Laser:
     -------------
    
    Fires a line laser out from the gun. This is not terribly powerful, though
    it does have the ability to hit more than once. Only one laser may exist at
    once, as such pulsing the button will have it stay just in front of you.
    
    Only for challenge modes, take a minute to learn its finer points before
    you go ahead through the challenge.
    
    *Prototype Weapon:
     ----------------
    
    This is a 5-missile homing attack. Take your time when using this and it will
    really wreck the enemies. It has the same drawbacks as the normal homing, but
    the extra missiles really do make a world of difference.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    |                             CF4: Arcade Mode                               |
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
                            "Let's Attack Aggressively!"
    
    
    Arcade Mode is played over 9 stages (7 in Easy). Storm your way through the
    stages and take out the boss enemy at the end of each one.
    
    ------------------------------------------------------------------------------
                               CF4.1: Stage 1: Jungle
    ------------------------------------------------------------------------------
    
    The first level, you can feel the sweat drip as the chopper lowers you into the
    jungle. Well then, let run to the right. After the first little hill, stop and
    get the machine gun out of the blimp that passes by.
    
    From the hill jump right while firing, you'll hit a dirk on the top of the next
    plateau. Jump to where he was and keep both ends of the platform onscreen so no
    fodder soldiers run up next to you. Aim down and shoot the hell out of the dirk
    laid out across the ground before moving on.
    
    Again jump and fire to take out a dirk as you continue right. At a bridge now,
    if you want a flame gun you will have to go up. If you take the water route,
    then you can avoid damage altogether by laying down in the water. This is
    useful to remember for Challenge Mode later.
    
    At the end of the bridge there is a turret and an upgrade box. Take out the
    turret then shoot out the upgrade for the spread shot. Now, you may want to
    switch back to your other weapon for now. Run right while aiming diagonally up
    and right while firing to hit the next dirk. Jump up to the platform he was
    standing on and continue right. When you see a turret raise out of the ground,
    aim down and right and fire to destroy it. Continue right, use the grappling
    hook and jump off onto the ledge.
    
    Aim down and right as you run across the bridge so as to kill the dude jumping
    up onto it. If you don't, he'll blow up the bridge - but that's a non-issue for
    now. The blimp that arrives contains another (M) so you can have a maxed out
    machine gun at this point if you kept the first one. Kill the Dirk near the
    ledge and then grappling hook up to the rail near the top of the screen. There
    is a dude laying down near here. If you move back and use the spread gun, he
    will go down fast. If you can't hit him from the rail, get down there and jump
    when he fires, take a shot, jump, take a shot and jump. Etc etc.
    
    Running across the bridge here, make a choice. If you have the spread shot then
    the top route is a decent choice. If you don't, the bottom may be more suitable
    for you. Right at the start there is a (C) in an upgrade box for Crush missiles
    so pick it up if you want... not the best choice HERE though as they have short
    range until upgraded.
    
    -Above-
    
    As you run across the bridge aim down and shoot the guy who wants to blow it up
    so as we can stay at the top. The same goes for the second bridge. There's a
    power-up over the second bridge that will destroy all enemies.
    
    There are a few dirks along the way but you must also destroy the dudes on the
    lower path. Avoid their shots and return fire with the spread shot. Near the
    end of the run there is a ground turret, so watch out.
    
    Near the end of the run below there is a spread shot upgrade, so you can get
    yours to level 2 if you take out some of the foes down below then jump down to
    snag it.
    
    -Below-
    
    Trudge through the water and duck if you need to. Take aim at the Dirks and
    grenade tossers and duck to avoid their fire into the water. After the second
    bridge, watch out for dudes jumping down from above.
    
    You can get a spread shot power-up near the end of this path.
    
    -Back on Path-
    
    Run up the hill firing. You can stop under these guy and shoot up if you so
    wish, or just keep on charging to the right. When the ground evens out again
    there will be a Dirk laying on the ground. Take him out then continue along.
    Aim up and right and take out the dude on the hill to the right before he even
    gets a chance to react.
    
    Now, running right you will come to a gap. There is a Laser in a blimb coming
    along on the top screen, so snag that if you will. As you continue right you
    will come to another dirk, kill him. To the right there is an upgrade box,
    grapple rail, and wall turret. Run over to above the wall turret and shoot down
    to destroy it. Now, run over to above the upgrade. It is a Homing shot. To get
    it, shoot down to activate it then press jump and down to jump down through the
    cliff to get it. Now, immediately use your grapple hook to get all the way up
    to that rail and to avoid death in a bottomless pit.
    
    You may as well take the bottom route right, destroying the grenade throwers as
    they appear. You could go up, but you'd be jumping down immediately. There is a
    machine at the top of the screen that will antagonize you and while you can
    ride it after destroying it, you will likely need to be on the ground to
    properly fight it.
    
    So when the machine arrives, it will periodically stop and launch a fireball
    downa t you. Simply get out of the way when it stops. Fire up at it, homing
    shot helps but switch if you're going to get hit. Eventually, it will stop
    moving altogether and a hatch will open.
    
    Now, if you wanted to ride it, you will have to NOT pass the second rail to the
    right of the start as it is high enough to let you leap into the machine. The
    fireballs destroy the greyish ground though, so be careful. Once you are in the
    machine, you can shoot as you always did - except it launches a large fireball
    downwards. If you jump, you will exit the machine.
    
    If you just run right, the best place to fight it is where there are two
    grapple rails running side by side. Near the end of these rails is a Dirk,
    however, so be ready for him. Either way, you should destroy the rail machine
    as it usually grants an extra life.
    
    As you run right there will be two blimps - one for a flame gun and one for
    laser. You may be able to fully upgrade one of them now if that was your
    intention. The boss is to the right.
    
                                      ***BOSS***
    
    A classic wall? Jump to the top of the hill right from the start and cream the
    Dirk who is standing at the top of the wall. Stay to the left side of the hill
    so as the two mid-wall turrets do not strike you. Stay above the core as it
    will launch a laser forward. Now, you can aim down at this sucker from the hill
    anyways but itcharges a bit before launching the laser so if you want a more
    direct confrontation, you'll know what to expect. Defeat everything else first
    though.
    
    But that's not all folks. Stay toward the left of the top platform and aim up
    and to the right as the wall raises to fill both screens. A few Dirks will be
    at the top now. If you cannot get the angle right to hit them, wait until the
    top core has fired its laser and then grapple the helicopter to get a better
    shot at the Dirks. But jump down if the top core is about to fire again. This
    gives you some breathing room when dealing with the rest of the wall.
    
    After the soldiers are gone, stay at the upper left of that platform and aim
    at the guns. After that, you can take out the cores. This is easy if you have
    the homing gun. Otherwise, aim down at the bottom core and destroy it before
    you worry about the top core. Use the helicopter to reach the top core if you
    can't angle up at it. Just drop down when you see it charging. This battle will
    be over soon.
    
    User input:
    ==========
    
    -User strat 1:
    
    Sean Rhodes submits a safe method for taking on this wall. To perform this
    strategy you're going to need to collect a fully upgraded spread shot in the
    level and get to the boss without using a continue. Should be a simple task.
    
    "When you've got the Spread Gun, just stand on the far left. Begin the battle
     by holding R and diagonally. Then simply stand on the far left and shoot at
     the wall. The Spread Gun makes it so that you'll hit the guns at the top of
     the wall and the red eye at the same time.  Duck when necessary. 
    
     When the wall rises, first hold R and shoot diagonally. Your shots should hit
     all the men up top but one of them. If you feel you must take him out, do so,
     but unless you move from the far left of the screen he can't actually hit you.
     If you MUST hit him because you want to kill everything, just move forward
     slightly and fire diagonally. Now take out the bottom half the same way you
     did before.  Ducking when necessary. Only the red heart at the top should be
     left after this (unless you didn't kill the other guy). Everything should be
     perfectly clear. You can shoot diagonally from the far left and at least one
     shot should hit. If not, just stand in the middle of the bottom screen and
     shoot up until it dies. This tactic isn't the fastest for defeating the boss,
     but it's the safest and if you're good, won't cost you any lives."
    
    Thanks Sean. The Spread Shot's probably something a lot of you have been
    collecting anyways, so give it a whirl.
    
    -User Strat 2:
    
    David Rcikard sends a method to expediate the level 1 boss - people really seem
    to have it out for our chum... It requires the level 2 Machine Gun, which you
    are likely to covet on higher difficulties anyways...
    
    "For the level 1 boss, you can beat this very quickly and with no danger to
     yourself if you have the level 2 machine gun. Simply fire at the red core at
     the start, and it will die in seconds. Then as the eye underneath opens up and
     begins to rise, use the platform to keep the machine gun firing at it. It
     should blow up before it goes out of reach. Then you can waste the bottom core
     before anything can get a shot off at you."
    
    -User Strat 3:
    
    efire_ is all about killing bosses before they even materialze, so this one is
    quite like the above strategy.
    
    "All of your strategies on Level 1's tower boss involve the lengthy shooting of
     each individual part of the tower. If you know what to do, this is pointless
     and time-wasting. Here what everyone should do:"
    
    Ha ha, guilty as charged brother. But don't forget that I did have to write
    this with everyone in mind.
     
    "This strategy makes the first boss into a complete joke. First, you need a
     Level 2 weapon, preferrably M2 or C2. S2 works as well, but requires a bit
     more skill. Anyways, as you run into the screen where the tower boss is
     located, begin firing straight ahead like mad. Don't even bother to dodge the
     sniper's bullet; if you did it right, the first core is quickly destroyed.
     
     Keep firing. As the second core appears, continue firing like mad, jumping up
     each platform as the core rises. If you need to, hold the R button and aim
     diagonally up to finish off the top core. This core should die before it
     reaches the top screen. Finally, jump down to the far left corner of the
     screen and pummel the bottom core. It should blow up before the sniper shots
     reach you from the top. Easy stuff."
    
    ------------------------------------------------------------------------------
                              CF4.2: Stage 2: Laboratory
    ------------------------------------------------------------------------------
    
    to the right is a blimp holding a crush missile. This takes out the meat
    puppets rather handily, so if you don't have an upgraded weapon you might
    consider them.
    
    For this part, I'll say it once - take your time. Aliens will be crawling
    around in those tunnels to the upper screen and pop out at you. Take your time,
    grapple the ceiling, and wait until it is clear before moving on. Scroll the
    screen slowly in this part so that you only have one meat puppet on screen at
    once. They explode after a bit if you can't destroy them and so youw ant the
    extra room for evasion. Also, if there is an alien right on the wall, then it
    can crawl through the wall itself... don't let it trick you.
    
    The first of which appears right at the first pit. Scroll it onscreen, then
    back off. Then there will be meat puppets. Aim down diagonally at them. If you
    can't take them out then you will have to back off and see if you can't avoid
    their explosion. When you reveal the destroy all enemies power-up, get a meat
    puppet or two onscreen before you snag it.
    
    As I said, it just takes patience to get through this part. If you run too fast
    with poor weapons or plaina nd simple unfamiliarity then you will get killed
    here as it can get VERY thick with enemies.
    
    Either way, when you leave the lab you will be at a waterfall. Keep shooting as
    you run right and you will kill a Dirk. Check the top screen and you will see
    a dude throwing grenades. Aim up and fry him in the cookies. Jump on the right
    wall and climb it up. If you can take out that wall turret from here?
    Fantastic, so it. Otherwise, ride the platform left, climb the left wall and
    take it out from right below.
    
    There will be rocks falling at this point. They fall from those black holes, so
    watch out. The upgrade box has a machine gun in it, if you need it. Otherwise,
    let's head up. Fromt he scrap of the wall turret, let the big rock bounce
    offscreen. Climb the right wall and let the rock bounce off the moving platform
    and then jump onto it and to the left before it re-emerges. When it falls past
    the two platforms immediately below the hole, jump up both of these and up to
    the right. There is a homing shot in this upgrade box, excellent if you kept
    the homing gun from level 1.
    
    Let the rocks again fall past and jump onto the platform moving left and right.
    The upgrade box over here has a flame gun in it. Destroy some of the fodder
    soldiers before moving up. Head right and jump onto the rope. Hold up to climb
    it to the top. Jump onto the moving platform ASAP however, as rocks will be
    falling from above.
    
    The upgrade box here contains a barrier. Grab it then climb the rope. Get the
    spread gun as its blimb comes down and while still in a barrier, aim up and
    destroy the Dirks waiting above. Then make your way up to this platform, you
    will have to kill a few soldiers before you jump up.
    
    Jump on the rope here, then jump onto the rope to its right. The Mr. Scuba here
    weill fire once you pass him. Jump to the righthand wall and climb up and you
    will avoid his grenades. Aim up at the Dirk on the top screen. Wait for the
    rocks to pass before making your enxt move.
    
    Climb the lefthand wall and aim up. Kill the grenade dude once you're at the
    top then aim up and to the right to take out the Dirk. The upgrade box around
    here provides crush missiles. If you kept them from the start of the lab, then
    by all means take them.
    
    Let the rock fall before making your way up. The upgrade box holds a machine
    gun. Take care not to stay to the left of the screen so as the grenade doof
    doesn't smack you with a grenade.
    
    Mr. Scuba again, but be more worried about the soldiers. Just aim up and fire
    if they climb down your rope. Start this act by climbing all the way to the top
    of the central rope, then taking the righthand path. Things may change when you
    shoot the blimb and reveal the spreadshot though, it is VERY useful in this
    level's next segment.
    
    When you make it onto the metal bridge, aim up and take out the suckers above
    you. The first blimp is a laser so take it or leave it. The Dirks are less
    threatening than the grenade tossers here, but you don't have room to be picky.
    Just take care of everyone that appears.
    
                                      ***BOSS***
    
    The boss sequence starts out with some stock enemies, but they are considered
    by the game to be part of the fight. So, from the start stand a little ways
    away formt he door, face it, and start firing when it opens. These stock troops
    will go down fast.
    
    There will then be four red Dirks. Take out two on one side as you run that way
    then the other two safely pick off from across the screen. Now, two blue
    grenade tossers will appear. Shot at them, and move when they toss and shoot
    again. Keep it up and theyw ill soon be dead. Now, there are four black Dirks
    appearing now. Run back and forth across the screen firing at them until one or
    two drops. Jump to avoid the shots, or pause and move when they shoot. They may
    not all shoot in tandem, however, so it's best to learn to move. Either way,
    you only need to kill three as the boss kills the fourth.
    
    This dude is straight out of Contra, but he has a major overhaul that is also
    totally awesome. Aim at his head to damage him but watch out for the claws.
    When he raises an arm, he'll be bringing it down - hard. Run and jump over the
    purple shockwave. When it brings both arms together and moves down, run to the
    opposite side of the screen and jump to avoid its tail.
    
    It will then begin spewing balls of energy at you. You'll need to run between
    the shots only once. Once one passes you, run past its position to avoid the
    rest. This whole sequence is a great chance to rack up the damage on it. When
    it slams the ground and pulls the platform up, run to its side and aim up.
    Shoot the hell out of it from beside it - it spews the energy from the opposite
    direction it started in. However, stand as far left as possible and you won't
    get killed.
    
    When he drops the platform, he'll move to the extreme of one side. From here,
    he shows only one arm onscreen and this one will also be used to attack as he
    did at the start, pounding the ground.
    
    When he eventuallty blows up, the platform falls away. He begins to chase you
    down the waterfall while spewing energy. Handle this as before, shoot up and
    when a ball passes near you, run to the other side. He will soon be permanently
    blopped and you can proceed to the next level.
    
    -He's quite a but harder with the energy balls on Hard. you may have to jump
     between two midair balls to make it. It's tricky either way.
    
    -User Input:
     ==========
    
    If you missed _efire's level 1 strategy, this is very much the same. Again, a
    level 2 Machine Gun or Crush will do well here.
    
    "Just have either M2 or C2, and continually fire straight up at the alien head,
     moving only slightly to dodge the claws. After you start falling, just stand
     in the center and fire straight up. Don't even move here; you should kill him
     before any of the purple balls can reach you."
    
    Folks, this could be key on hard mode to reduce the headache ;).
    
    ------------------------------------------------------------------------------
                                   CF4.3: Stage 3: Base
    ------------------------------------------------------------------------------
    
    Another throwback, this is a third-person base. You can fire straight forward,
    run left and right, jump and duck. There is a map of the base at the bottom of
    the screen. These levels are actually the easiest in the game. And I mean that
    in a sense of they aren't too overstuffed with foes.
    
    
    *Adding this blurb to all bases:
    As Andy pointed out to me, and I regret I didn't think to try it from the first
    Contra is that you can lay down in the bases. Very useful to dodge bullets.
    
    *Room 1:
    
    Kill the soldiers as they run onscreen. One will drop a machine gun. Take it if
    you need it. Destroy the red core to proceed to the next room.
    
    *Room 2:
    
    Destroy the central turret first and foremost. Then, take on the dudes running
    in fromt he left and right. One of them drops a Laser, which actually works
    wonders on the cores.
    
    As for taking out the cores, you will want to run back and forth firing. You
    may want to lay down and take out the bottom cores first as they can be a
    little trickier to hit with the soldiers running onscreen.
    
    *Room 3:
    
    The cores aren't open right from the start. Run back and forth shooting the
    soldiers that arrive until they do open. One of the dudes drops a flame gun
    which is actually quite useful in these levels because it can hit lower or
    higher targets (within reason) while standing (as opposed to jumping or laying
    down) due to the large size of the shot.
    
    When the cores are revealed, jump up and give em' hell.
    
    *Room 4:
    
    There will be metal cylinders from the bottom. You can jump over them and duck
    down to destroy them but in this room they cannot reach the extreme sides of
    the room so you cna avoid them altogether if you jump there.
    
    The big targets are the wall turrets though. Destroy one right from the start,
    then work on the next one. Once they're gone, just take your time with the
    cores when the barrels have passed by.
    
    *Room 5:
    
    Again, the barrels can't reach the extreme sides. However, the soldiers more
    than make up for that. Rend the soldiers and you will be able to pick up the
    spread shot here which will come in handly.
    
    You need to jump for the cores. Use the spread shot to take out both at once.
    
    *Room 6:
    
    The turrets that rise from the ground will glow white before they fire. Duck
    and fire at them, but then run and jump when they go to fire at you. When
    they're gone, or at least in much diminished numbers you can start shooting
    the cores. The big core will open when all the little ones are gone. Pump it
    full of lead and proceed to run on through to the boss.
    
    *Room 7: Boss
    
    There are barrels that roll across the ground here too, but they can reach each
    side of the room so be prepared to jump. There are also soldiers in this room,
    so shoot them when they appear.
    
    The boss itself doesn't take much of a beating. It's, again, from Contra but
    it's fought in the third person perspective this time. Jump and fire when it is
    fully formed to damage it. It will also launch shots to either side of the room
    which can be destroyed. If you don't destroy them, they move across the floor
    so jump over them.
    
    If you were able to hold onto a homing gun, it makes short, short work of this
    boss. It really is this simple though, so just avoid the other hazard and jump
    and fire at this sucker until he's downed completely.
    
    ------------------------------------------------------------------------------
                                 CF4.4: Stage 4: Harbor
    ------------------------------------------------------------------------------
    
    Jump down to the platform to the right, then onto the rail. Jump back to the
    platform you just left and lay down. The dude shooting from the right will
    shoot over to you. Destroy him then move across the rail until you see a Dirk
    shooting fromt he top screen. Aim at him and take em' out.
    
    At the next platform you will see another Dirk up there. Shoot the blimp for a
    a flame gun if you want it, then jump back onto the previous rail, take out the
    sniper, then jump back to the right. Keep to the top rails on the top screen
    for now. Destroy the grenade tosser and grab the Homing gun from the blimp if
    you want to - it's very useful in this level. Jump to the platform and kill the
    sniper. The Mr. Scubas down below are shooting up at you, you can hit them when
    they emerge or use the homing gun. Either way, we're avoiding them.
    
    Jump down to the platforms below, then grapple up to the slanted rails at the
    top. Move over, kill the Mr. Scuba then scroll the turret dude onscreen. Drop
    down to a lower rail then kill him from below. Grapple back up and jump across.
    
    Kill the Dirk up here and open the blimp for the Laser. There's one below you
    as well - kill him then move on. As you run up the incline, watch out for the
    grenade dudes and lay down when you get to the top - there is a dude in a
    turret up here. Blast him and move on.
    
    Ah, this sub should remind you of Operation C. It will shoot large shots from
    the righthand side, small shots from the left, and rake the screen with
    vertical lasers. Now, spread gun and homing are -super- helpful here and an
    unpowered crush won't reach it unless you risk jumping down to the lower
    rails.
    
    If you do, you will have to grapple back to the top when it starts raking with
    the lasers. Otherwise, just run across the top aiming down at the three turrets
    to the right, big one on the left, and the four panels for the lasers. You can
    avoid the lasers by running to the extreme side of the screen. The red shots
    are big and obvious, but watch out for the small ones. When it spews those, you
    DO have to make your way to the left side, and shoot the turret, but track the
    shots on the bottom screen. If you can't aim diagonally at the laser panels,
    just stand over them and aim down. Get a shot or two in and then run before the
    lasers come - you have to shoot when they open after all.
    
    There are proboterrors in the next area, and the option to go above or below.
    Now, you can get some items above liek a machine gun, but the first you get on
    the lower path is a barrier (then the flame gun). THe proboterrors take
    multiple destructions to stay down - they will reform as a tripod walking
    turret or a dog. With the barrier you can run through about half of these
    suckers without issue. Otheriwse, you need to take it a little more slowly,
    making sure they're destroyed before going on - because if they just crumble in
    the same spots but at different times, running past may result in your demise.
    
    User Input:
    ==========
    
    Alex Cook had this to say about the Proboterror section:
    
    "4.  In stage 4 I found a way that you can earn a bunch of free guys.  I guess
     that you could do it in any level, but this one worked the best for me.
    
     Right before you get to the platforms with the birdmen, your facing off
     against the proboterrors that are running along the ground and the top
    platform.  If you go just near the end of this part, where the top platform
     ends, you can just sit right there and shoot the proboterrors as they approach
     you from the left (at this point they will only come from the left).  The
     machine gun works best for this as you can just hold the button down and press
     up or down to get them.  After 5 minutes or so I had gotten about 10 free
     lives."
    
    Pretty cool, especially if you don't want to bother with glitches. You can spam
    enemies, get a few lives, and be on your merry way.
    
    ==========
    
    We're at the halfway mark now, large staging rolls onscreen. There's not a
    whole lot to say here. Gradually make you way up the staging using the
    platforms and ladders. Kill the birdmen as they appear. A little ways up you
    can earn a spread gun (it's the first blimp) and this helps immensely with
    birdman crowd control. When you see a blimp that gives a machine gun, you're
    getting towards the end of this segment.
    
    At the top, use the grapple hook. The rocket will launch. When the next
    horizontal rail scrolls onscreen, jump and grapple up again. And again for the
    next one. Jump onto the vertical rail and the screen will shift to the left.
    
    The wallhugger is kind of tough, but you can take him down really fast if you
    exploit the pattern. Before the battle starts, get about 3/4 up the vertical
    rail. Fire down at him. When he starts moving up, move down and he will punch
    at your previous position. Fire up at him but when he slides, move up asap as
    he will some down faster than he climbs and the punch will get you. If he
    stops to fire missiles, stay above him, shoot the missiles, and start the
    pattern over again.
    
    User Input:
    ==========
    
    Andrew Kurland has a strategy for the Missile Hugger 3000, which involves the
    horizontal pipe at the top. I hadn't considered it, so many kudos.
    
    "The Missile Hugger 3000 midboss on stage 4 is a pain in the ass, indeed, until
     you get used to its pattern. I like to use that horizontal railing above me to
     my advantage during this fight- the moment I know he's coming (as the screen
     scrolls left), I immediately use the grappling hook (or climb and use the jump
     my character automatically performs at the top of the vertical pipe) to get up
     there and shoot at him. Once he starts climbing up to the height he needs to
     punch me, I immediately drop down to the vertical pipe and slide down to avoid
     the punch. I don't slide down much, and I keep firing at the boss all the
     while once I know I'm out of the punch's way. I often get about three or four
     bursts in on the midboss this way. Once I'm close to the bottom of the rail,
     I slide down, wait for him to retract his hand from a punch, and jump- using
     the grappling hook to repeat the process from the beginning- firing down and
     to the left to ensure I shoot the missiles he fires once I do so.
     Again, I did not test this on Hard."
    
    
    Once he's destroyed, climb to the top of the vertical rail. Jump up and grapple
    and then climb to the next horizontal rail. There will be a few circular
    objects on the side of the rocket. Grab one, and away we go.
    
    This part can be tricky. Whenever a new circle opens up, jump to it. The old
    ones disappear. The spread gun helps here, fire at the missiles that are coming
    in to meet you and destroy them before they hit. All the while, keep jumping to
    the next hold and so on and so forth. At the end, you will have to jump up on
    top of the rocket's bottom when it is heading down.
    
    Yipe! Now we're avoiding rocket fire. There are three areas for the flames to
    come from, and the rocket flares up before shooting fire. So, what we do is
    stand in the middle as often as possible and run to a safe spot once we see a
    flare. Once you see all three flare up, this segment is toast.
    
    When the missile crashes, it's time for the boss fight.
    
                                      ***BOSS***
    
    This sucker can be unpredictable, and that's what boosts his difficulty a tad.
    This giant has two attacks - punching and missiles. Sounds simple, the missiles
    are really easy to dodge, but the punches are another story. If he punches from
    the arm farthest from you, then he will punch diagonally, making it very
    difficult to avoid. Otherwise he punches straight down, easy to avoid.
    
    He pumps his fist before delivering a punch, so you know where it's going to
    come from. He's excited to be squishing you.
    
    Now, I've found that he often tries the diagonal punches from offscreen and so
    to avoid this what we can do is watch which way the robot giant moves. Follow
    his posiition and he will often move his body back onscreen to put the pucks
    to you. If he attacks from the opposite arm, then avoid it to the best of your
    ability. Otherwise, wait for him to come back and avoid his straight down fist
    attacks. I can't promise this will work, but I have had it work more often than
    not.
    
    When both arms are gone, you only have to worry about the missiles. Destroy or
    avoid them and aim at his chops. He'll go down without much of a fuss.
    
    User input:
    ==========
    
    David Rickard has this to mention...
    
    "...So when you blow one arm up, actually run over to his other arm so he
     scoots over and punches down rather than punches diagonally."
    
    I can't believe I neglected to mention that here, geez. Thanks for the wake up
    call David, :).
    
    ------------------------------------------------------------------------------
                                 CF4.5: Stage 5: Ocean
    ------------------------------------------------------------------------------
    
    You're riding your little cycle over water here. The stage starts with some
    filet o' deaths making your life miserable. They jump out of the water and fire
    shots. Now, you can hit them when they leap or you can jump over their shots.
    Either way, we need to track their position on the bottom screen. If you stay
    towards the back of the screen, none will hit you when they jump out - though
    the shots are another story of course.
    
    The blimps that appear during this segment are in this order: C, M, F, and L.
    
    Eventually there will be two long bone-like fish. C and M are great here. You
    need to blow up their segments. Aim at them as they move around below you while
    staying toward the centre of the screen. Move or jump when they surface to
    avoid them.
    
    Next up is a ship that launches blue robots out the top. Shoot these suckers
    and their missiles, then move and jump when the missiles get too close to you.
    The blimb here provides a smart bomb - definitely try to get it.
    
    The next phase launches blue robots from beneath the ship. Stay toward the
    middle robot launching panel and fire DOWN. When the middle bot is destroyed
    move left to avoid his shot and then get back into position. Repeat until the
    segment ends.
    
    Up next is the black robot captain. Fire at him until he blows up but take the
    opportunity to fire at the blue robots flying into the air as well. They're
    just like before. A wide weapon, or the Homing shot from the blimp in this
    segment, will be helpful.
    
                                      ***BOSS***
    
    Two blimps, both very useful appear here: M and S. S is especially useful
    against this dire fish. His pattern is really simple though he takes a real
    beating.
    
    Stay to the right of the screen when the battle starts. The fish arcs up with
    an eye laser, raking the sky. Aim down with the spread gun and fire. You will
    hit him at various positions such as the fins. If you don't have the spread
    gun, just fire down and you'll still start to rack up the damage.
    
    When he moves across the screen, don't follow him because he launches the
    spikes fro his back. If one does get launched at you, jump to the right or
    left to avoid it.
    
    There are also plenty of filet o' deaths in this area. Most should be killed
    by the spread gun but watch out for the others so that they do not jump into
    you. Ouch. Dodge their bullets and move on if they manage to get above the
    surface of the water.
    
    Move to the side of the screen every time he does. He will use the laser
    each time. Keep it up until he drops. When he does first swim away, strike
    him in the eyes to deal damage.
    
    ------------------------------------------------------------------------------
                               CF4.6: Stage 6: Factory
    ------------------------------------------------------------------------------
    
    Another third person level, let's crush it with aggression and such.
    
    *Adding this blurb to all bases:
    As Andy pointed out to me, and I regret I didn't think to try it from the first
    Contra is that you can lay down in the bases. Very useful to dodge bullets.
    
    *Room 1:
    Destroy the blue robots for a C upgrade. C is of course pretty powerful so
    pick it up if you want something that will make short work of the door cores.
    However, if you still have some upgraded weapons from the previous level, you
    will probably dominate with those anyways.
    
    *Room 2:
    Turrets, turrets, and turrets. Destroy the turrets as they appear. On the
    ground for the first wall, in the air for the second, and one on the ground and
    one in the air for the third. The C will hit a few at once it seems, so if that
    is the case, you'll clobber the cores as you fire at the turrets on the third
    walls anyways.
    
    Either way, make your way from one side of the room to the other. Dodge the
    shots and clean house.
    
    *Room 3:
    Ingrid Birdmen will be jumpin in from the centre of the screen. Kill a few of
    them for a spread gun. Don't replace C if you're starting fresh here. Pound the
    barriers over the cores until they break or recede, then destroy all three
    cores to proceed.
    
    *Room 4:
    Aim at the spinning core but beware of the turrets that pop up. These will
    fire at you unless you dispatch them quickly. Basically, fire at the core then
    stop and crush the turrets that pop up - the core will probably be hit by
    stray shots anyways but refocus your efforts once there are no onscreen turrets
    to deal with.
    
    *Room 5:
    A few robots will run onscreen. Then the cores will pop up - use the spread
    or crush if possible to quickly break these miniwalls before they ram you.
    
    *Room 6:
    You can get a laser from the robots in here, but unless you want it focus your
    efforts on the cores. Spread or homing works well in this room as you will be
    blocked off from part of the room briefly unless youd estroy the cores really
    fast.
    
    That object on the ceiling will move forward and slam down. Focus on avoiding
    it, but when it slams down, you are cut off from part of the room. That's where
    wide weapons really help - so as not to miss out on destroying robots.
    
    *Room 7: Boss
    
    Robo-Corpse! But don't fret, he's nothing to be feared. Stay in the middle of
    the screen. He launches streams of flamefrom side to side and you're going to
    have to avoid them. He usually goes in this pattern: two low and one high. Jump
    over the low streams and duck under the high streams. Make sure you note the
    difference in them. He's never mixed it up for me but that doesn't mean it's
    not a possible deal, dig?
    
    So bop him in the face with your shots when you leap over the flames and before
    you duck under the high flames. He should drop pretty quickly.
    
    But that's not all there is to the Robo-Corpse. He'll chase you through the
    hallway to the previous room and open the doors here. Use a rapid weapon (drop
    one and go to your normal, Rapid gun if need be) and blast one of the door
    cores as fast as you possibly can. If you do it, Robo-Corpse will be
    decapitated. If you don't, he'll opent he doors and you need to try it again
    after dodging his streams. Again, these seem to be two low, one high.
    
    ------------------------------------------------------------------------------
                                 CF4.7: Stage 7: City
    ------------------------------------------------------------------------------
    
    The City has shades of Alien Wars for sure. Start by running up the hill. At
    the top, a blimp holding the flame gun will pass by, if you so desire. However,
    there is a turret gunner just to the right so it may be in your best interest
    to lay down and shoot him up.
    
    Just a short jaunt ahead, you'll see a blimp which holds a machine gun. Useful
    if you've come here unarmed. Head right past the man-faced mutt and he will
    run after you (they will not if you're playing easy). Jump and fire down to
    kill him. Now, aim straight up at that robo sniper and destroy him before you
    move on.
    
    Move past the door and a blue robot will pop out. Destroy it and grapple up
    when you can get a chance. Jump to the building to the left of the grapple
    rail and lay down. Fire at the grenade robot until it is destroyed, get back on
    the rail and continue right.
    
    If you want the spread shot, drop onto the building positioned centrally
    beneath the grapple rail/wire. Shoot straight down to kill the mutt and any
    robots. You may also strike the blimp carrying the Spread Shot. Drop down to
    grab it and immediately grapple back up.
    
    Now, back on the wire let's head right and jump to the next rooftop. Lay down
    and kill the turret gunner here. Proceed just a little ways to find another
    and do the same. At the end of the building, scroll the blue sniper bot onto
    the screen. If you have spread or homing you can hit him from far away.
    Otherwise you will need to get closer to hit him by aiming or jumping and
    firing diagonally. Once he's gone, jump to the next rail.
    
    Scroll right until you see the arm of a black sniper. Aim down at him on a
    diagonal and fire. Dodge his shots and keep firing. Don't proceed until he
    drops. Near the end of the rail is a homing shot. This is useful for both here
    and the boss.
    
    Destroy the meat puppet on the ground and the robot to the right while you stay
    on the rail. Jump to the top buildings and kill the worms and robots up here.
    You may just want to let the meat puppets explode if you can't hit them. There
    is plenty of room to dodge.
    
    Back on the ground, there's a black sniper on top of the next building. No
    question, destroy him before you proceed or else he will terrorize you while
    you fight the sub boss coming up. The tank that will roll into view is easily
    handled with some patience. Jump over everything it fires at you - shots AND
    bombs. Fire at the hull like a madman until it drives forward. Lay down so as
    not to get killed. You can get some extra hits in at this time if you have
    homing or spread.
    
    Move it to the right and take out the fodder troops as they arrive. As for the
    meat puppets on the roof, take them out or let them explode before you proceed.
    A robot will jump from the door, destroy it. To the right, there is a mutt.
    Nevermind it and just grapple up to the wire. There's a grenade robot here.
    Jump over its grenade if you need to then take it out.
    
    Move across the building and destroy the worms and the turret gunner. There is
    a sub boss just ahead.
    
    This spider can be one tough customer. Aim up at him as he fires shots at you
    moving back and forth to dodge them. He launches fireballs at the walls, so
    stay off of them for most of the fight. They travel down the wall when they
    hit. When it turns its head and stops, it's going to sweep the area with its
    lasers. Jump to the opposite wall that the boss is pointing. If you have to
    wait for a fire wave to pass, fine, but get up there. Once he starts raking the
    screen, climb up the wall and stay just ahead of the laser. When it stops, get
    down a smidge and jump back to the main platform. Aim up and continue to blast
    this mechanical terror.
    
    After this, climb the next building and run across. Jump at the very end and
    try to land after the fire. Hit the ground and come out gunning. There's a mutt
    just ahead - jump and shoot downwards when it activates to slay it. There's a
    flame gun just ahead when the robots start to appear as well - not bad if you
    picked one up at the start of the stage. Otherwise, you probably have something
    you want to keep for the time being.
    
    Jump and grapple to the above the fire pit. Move right through this part. If
    an alien wasp grabs you, aim up and strike it down. Otherwise ignore them to
    the best of your ability. They will carry you offscreen and kill you given
    half the chance though.
    
    You may want to skip over the black sniper at this part - too many hits and too
    difficult to avoid with all the wasps around. You MUST kill the blue robot
    sniper, however.
    
    You will soon be grappling up to the top screen. Do the overhand shimmy as fast
    as possible so as to avoid the wasps. Make sure to kill any worms on the wire.
    Drop down and take the bottom path as it has a blimp with a homing shot (also
    Crush) and homing is very useful against the boss if you're low on lives at
    this point.
    
    Just run on through blasting the robots until you reach the end. Make sure you
    slow it down a bit when the top path opens up so one doesn't stomp your head.
    
                                      ***BOSS***
    
    The Crustacean Cruiser emerges from the ground here - make sure you are on its
    shell or else you will be trampled. Now this, this is why I love Contra. Over
    the top beasties running at top speed through a city and robots on hovebikes.
    What's not to love?
    
    Well, either way the Cruiser is not a very difficult fight. Stand at the top
    of it and aim down at the pulsings spots on his carapace - there are four of
    them and they are huge so you aren't going to miss them. Blast these and then
    it's time to work on the head.
    
    Now, you would have been dodging shots from those blue robots all along, yes?
    Keep it up an decide how you will handle the head. You can stay up here if you
    have homing but if you don't you'll need to jump down to the ledge at the base
    of the carapace.
    
    Jump to it and lay down here and see if your weapon (like the spread shot) can
    hit its face. If not, you will need to destroy a group of robots and jump onto
    one of their hovercycles. Awesome. Move up next to its face and start blasting
    away like crazy.
    
    The red robots that appear toss grenades. Back off from the face when they
    appear (or any robot really) and either reverse while firing or lock in
    posiiton and take them out. Either way, you need to deal with them.
    
    If you stayed at the top of the cruiser with homing, the fight is a little
    safer though very long unless the homing is level 2. Lay down or aim down at
    the spike of the carapace that was above the rightmost orb. Fire the homing
    shots down and some will hit the face though most will hit the robots. Usually
    a robot will back off, then a missile will head to the face once it lacks a
    target. Avoid the bullets of the blue guys and keep firing homing missiles
    whenever you get a chance.
    
    No matter which way you take, the Cruiser is dead once the head is destroyed.
    
    ------------------------------------------------------------------------------
                              CF4.8: Stage 8: Alien Hive
    ------------------------------------------------------------------------------
    
    Alright, now we're getting somewhere. Back to the third person view for this
    one. a gentle reprieve before the main event, I guess.
    
    *Adding this blurb to all bases:
    As Andy pointed out to me, and I regret I didn't think to try it from the first
    Contra is that you can lay down in the bases. Very useful to dodge bullets.
    
    *Room 1:
    No problem. The mouths next to the eye core are cannons. Destroy both of these
    and take out the eye to proceed.
    
    *Room 2:
    The ye turrets in the floor fire soon after rising. Take a few shots but stay
    on the move. They kind of move after firing as well - track their position at
    the floor by vieiwing how the shadowy circles move. Once they're destroyed,
    take out the three eyeball cores.
    
    *Room 3:
    Kill the Viper aliens as they enter from the sides. One will drop a flame gun,
    which as you know isn't bad in the third persons tages, but avoid it if you
    have your weapons of choice.
    
    Destroy the eyes on the ground by firing at them whenever they open.
    
    *Room 4:
    I find it can take a while for the eyes to open in this room. There are Viper
    aliens running across the ceiling. They drop and charge to the side when they
    land. If you don't have homing shots you're going to have to move to the side
    and leap over them when they land.
    
    Fire at the eyes when they eventually open, if even for a second.
    
    *Room 5:
    Kill the mouth turrets first, no matter what you do. There are eyeball turrets
    that can raise from the ground but they don't compare, really. Dodge the eye
    shots and destroy the mouths. Then, focus on the eye turrets when they raise
    but moreover the eyecores so that you can cut this room short.
    
    *Room 6:
    There are little scorpion aliens running forward, they are like the barrels
    from the first stage. But you should be focusing on the mouth turrets. Take aim
    at them and destroy them, keeping to the extreme sides to avoid the scorpions.
    
    The little dudes can be jumped over or destroyed if you really want to deal
    with them or need to move across to the other side. Destroy the eyeball when
    the mouths are gone (or sooner) and proceed.
    
    *Room 7:
    Homing really, really helps but it isn't necessary. If you picked up fire at
    the start, there's another here to boost your collection.
    
    You have vipers in the background and vipers on the ceiling. The homing shot
    eliminates ANY work in this round. But if you don't have it, shoot the aliens
    as they run on and leap over the ceiling crawlers. Shoot the large eyeball
    every chance you get.
    
    *Room 8: Boss
    This giant heart will not attack you directly, instead eyeball turrets will
    rise to shoot you. Just run back and forth shooting at the heart. The screams
    may drown out the noise the eyeballs make but they flash before they shoot so
    watch for that and jump. This is reallya ll there is to it, fire and dodge,
    fire and dodge. It'll go down soon enough.
    
    ------------------------------------------------------------------------------
                              CF4.9: Stage 9: Harvest Yard
    ------------------------------------------------------------------------------
    
    Alright, here we go. The final lap. Run to the right. There'll be two blimps -
    an S and an H. Both are exceptionally useful in the Harvest Yard proper. If you
    aren't sticking to your faves, or if you don't have anything right now, you
    will want to collect one of them. There's an F a little bit to the right, which
    isn't bad if upgraded but we have better for now.
    
    That tank holds a sub boss. He's not a pushover, either. Stick to the left side
    of the screen for when he busts out of his tube. Grapple to the top screen and
    start pummeling him. When he moves toward your side of the screen, move towards
    the opposite, when he jumps to the ceiling, you drop to the floor. When he
    moves back and forth along the ceiling, tracking your posiiton, try your best
    to get out of his way for when he drops. He's hard, but as long as you can keep
    one step ahead of him, he should go down.
    
    Watch the delightful scene, and when it is over fire straight up to last and
    opening. When the corpse in the wall appears grapple it and enter the harvest
    yard proper.
    
    Purple eggs spew those little scorpion dudes out and they can be a major pain
    in the ass if they aren't stopped here and now. Destroy the purple egg before
    climbing up. Just keep this pattern up as you climb. You can climb the walls as
    well as the fleshy ropes. Don't get tripped up on the walls by accident - you
    may try to jump from a rope and get stuck to a wall, making you easy alien
    chow unless you can catch this when it happens asap.
    
    When you emerge from the pit, you'll see some skull-faced platforms. Along the
    walls there are these mouths which spew little enemies at you. Destroy them
    with impunity unless you just want to charge on through, and that's perfectly
    fine my dear.
    
    Take the top path if you eventually want to get the spread shot or take the
    bottom route if you don't want to risk falling into a nest of enemies. There
    are more eggs - priority and vipers. These aliens will either run at you or
    drop down fromt he ceiling (yellow run, purple climb). If you're grappling
    across the ceiling you will need to dispatch the purples as you see them.
    
    Outside of that, there's a machine gun before you start this section. There's a
    laser along the bottom and a spread on the top platform follwoing the rope
    section. Fill her up good buddy.
    
    When you get to the extreme right of the stage you need to start climbing to
    the top. There's a lot of purple alien eggs here. I advise you to destroy every
    egg from below before trying to climb. Homing or Spread is best for this, as
    you don't have to line up exactly.
    
    Head left at the top. If you want crush, take the top path, otherwise stick to
    the bottom. The purple winged vipers here fly down to your level and fly at
    you. They aren't too tough, however, so pause and kill them when they rear
    precious mugs.
    
    After the jump across the pit, take the top route if you want a barrier. As you
    make your way across the ropes over the pit, pay special attention to the
    winged vipers so as not to let them land on top of you. You can get a spread
    shot on the bottom path.
    
    There's another climb at the far left. Only a few eggs here, but be sure to
    take them out regardless.
    
    At the top move across and to the right. However, some of the skull platforms
    pull in when you jump on them... try to jump to the centre of the platforms.
    Kill the ceiling crawlers when they appear - lock in place and blast them.
    If you want one of the power ups, you will have to drop down after shooting one
    and grapple back up. Dangerous, but it's up to you. Most of them are Flame.
    
    Towards the end of this section there's a mouth. You need to destroy this one.
    Get close to it, lock in position, and fire up at it. Jump down and to the
    right and leap again so when the platform pulls in you don't perish.
    
    A few aliens and eggs later and you're ata nother climb. Again, as always, you
    need to destroy all of these eggs before you continue. Get to the far left end
    and start to run left.
    
    Ah, a crushing celing. Wait for it to rise then run left, jump the pit and
    pause by the egg. Aim up and left to kill the little scorpion dude when he
    leaps out and then lay down to destroy the egg.
    
    The wall raises again, run left. Jump over the pit and run against the wall
    when you come to it so as to continue into the safe spot when the wall crashes
    down. Keep running left and get carried up. Jump off and run to the next
    opening and lay down so as not to get crushed. When the wall goes up, move to
    the left again and lay down under the next opening.
    
    It'll raise again. Move to the next, larger opening. Run against the wall and
    move through when it raises. The mouth may spew some little guys at you. You
    may want to destroy it before you leave this place with the dropping ceiling.
    
    Get the blimp here for a spread shot. There's another blimp to the left with
    a Crush inside.
    
    Begin your final climb. Destroy the eggs on the platforms and make your way all
    the way up. Stomach acid will begin to spill in. Let the spikes on the side
    shakes for a second and then dodge them by jumping up and over. They form a
    platform for you to stand on.
    
    You'll be taken to the boss, with an opportunity for laser and machine gun on
    the way.
    
                                      ***BOSS***
    
    Alright, let's get down to it. You can shoot the brain and the eyes. The snake
    armns will antagonize you all through the fight. The snakes can rock down next
    to you to hit you.
    
    The snakes have a couple forms of attack. For one, one snake will cover the top
    and one will cover the bottom. The snake that flows down should be avoided, run
    from it by running to the far side of the screen that it is heading to. Jump if
    it makes you feel more secure.
    
    There's also two ways that they will cover the middle. For one, the snakes take
    outside edges of the room. When they do this, grapple the face in the top
    centre of the room and take the opportunity to shoot a couple of shots at the
    snakes.
    
    If the snakes come down the centre, they will split out and go to the sides. so
    stay in the centre and they won't be striking you.
    
    Now that we've got that out of the way, how about damagin the boss? When the
    snakes recede, strike at the two large eyes. Now, spread shot is the best for
    this but others work as well. An upgrades crush is frightening, for example.
    
    You will also want to be shooting the snakes in the head so as to destroy them.
    The best time to do this is when you are grappled to the head at the top centre
    to avoid their middle screen attack. But you can get them when they recede as
    well, such as when they chase you across the ground.
    
    When a snake is gone, a grapple point appears where they left off. Grapple up
    and strike the head in the brain. Drop down, the brain will fly down. Start to
    shoot the hell out of it as fast as you can aim up on a diagonal and avoid its
    attacks. When it leaves, it drops a weapon so make use of it if you've killed
    a few times.
    
    When it comes down in the centre like this it will either launch little brains
    or purple fire. The fire is easy, the brains aren't. Pound the hell out of it
    to get it offscreen asap. Avoid the fast moving brains as much as possible.
    
    The brains are actually fired off in a pattern, diagonals then horizontals and
    verticals. If it's coming down to the lower right corner after you, lay down
    and it won't get you (usually). Or you can remember that it is in a pattern,
    jump the non-diagonals, and let the diagonals miss you.
    
    Sometimes when the brain appears it drops four bouncing brains. Aim at them
    and take them out asap. Move beneath them as they bounce and strike at them.
    
    Everytime you grapple up there just give it nuts. Machine Gun or Crush is the
    best course of action here. A snake WILL restore after a short time, so waste
    no time in getting up their and blasting the brain in the little head.
    
    It's probably best to stand in the centre for when the brain comes down. This
    lets you respond to any direction it arrives from. Or from the righthand side.
    Even if you stand in the centre, you will be moving off to the side for any of
    his attacks. sticking tot he righthand side may actually best in that respect..
    
    This boss can be unpredictable, but keep it up and he will drop.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    |                           CF5: Challenge Mode                              |
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
                                "Irresistable Force"
    
    I've written for the following challenges. The strategies aren't a lock, of
    course, but they're what worked for me:
    
    01 - Bad Guy Blitz 1              21 - Accuracy 2
    02 - Pacifism 1                   22 - Gunplay 3
    03 - Mutt Hunt 1                  23 - Speed Run 4
    04 - Pacifism 2                   24 - Rematch 3
    05 - Bad Guy Blitz 2              25 - Accuracy 3
    06 - Gunplay 1                    26 - Friendly Fire 2
    07 - Bad Guy Blitz 3              27 - Mutt Hunt 4
    08 - Rematch 1                    28 - Bad Guy Blitz 6
    09 - Speed Run 1                  29 - Friendly Fire 3
    10 - Bad Guy Blitz 4              30 - Gunplay 4
    11 - Pacifism 3                   31 - Mutt Hunt 5
    12 - Speed Run 2                  32 - Rematch 4
    13 - Mutt Hunt 2                  33 - Low Ammo 1
    14 - Bad Guy Blitz 5              34 - Friendly Fire 4
    15 - Gunplay 2                    35 - Low Ammo 2
    16 - Rematch 2                    36 - Speed Run 5
    17 - Accuracy 1                   37 - Pacifism 4
    18 - Friendly Fire 1              38 - Low Ammo 3
    19 - Speed Run 3                  39 - Speed Run 6
    20 - Mutt Hunt 3                  40 - Rematch 5
    
                                      ---Accuracy---
    
    *Accuracy 1:
     ----------
    Challenge Number: 17
    Level: City
    Target: 90%
    
    Run up the hill and duck at the top. Pump 8 shots into the turret soldier to
    scrap him. Continue to the right.
    
    Skip past the blue robo-sniper and grapple up to the rail. Pump him with three
    shots, then turn to focus on the grenade bot. Wait for him to launch a grenade
    and shoot him. If the shot hits a grenade it counts against your accuracy so
    take care here.
    
    Jump to the next roof and take down the turret soldiers by laying down. They
    each take 8 shots. Jump past the robo sniper and keep going right. With just
    the black sniper firing at you, scroll a meat puppet onscreen and let it
    explode. Now, jump down when the grenade bot pauses and kill the meat bags in
    front. You should have 100% accuracy so let loose a little.
    
    Just past the building is the end point.
    
    
    *Accuracy 2:
     ----------
    Challenge Number: 21
    Level: Jungle
    Target: 100%
    
    This one is horrifying until you geta  game plan ;). Run this one like pacifist
    only shooting when you have to. There are actually very few targets you HAVE to
    kill. Just soldiers that get in your way, and the sniper Dirks who are right in
    your way.
    
    Fromt he start, get to the plateau and jump right if it's clear of fodder.
    Deliver shots to the sniper and jump up to his perch run to the right. Deliver
    two shots to the next sniper and jump to his perch as well. Run across the
    bridge. If there are soldiers below you, jump when they do elsewise they will
    Mario-bop you into submission. Skip the wall cannon and take out the dirk sniper
    on the next ledge and head across. Simply jump up to the rail, nevermind the
    fodder or the ground turret.
    
    Running across the bridge, let it blow up. Kill the sniper at the bottom of the
    cliff with two shots and grapple up before the calvary gets you from behind. Up
    here, rmemeber there's a gunner laying on the ground. He takes 11 shots. Shoot
    at them in bursts like this - 3,3,3,1, and 1. Just 1 shot after the 9 each time
    so we don't get carried away.
    
    At the next bridge, take the lower route. This route leads to the water, of
    course. Run through this area, ducking into the water. You can take out a few
    of the troops but as few as possible - you can't spare a shot.
    
    Run up the hill at the end of the water path. Remember - there is one more
    ground sniper here. Take him out, and any others in your way (none from the
    platforms up high though) and continue on until you get the victory screen.
    
    *Accuracy 3:
     ----------
    Challenge Number: 25
    Level: Laboratory
    Target: 70%
    
    This one's long but not too bad. The grenade tossers and snipers each take one
    hit and as such won't be too much of a problem.
    
    Take this one as if you were doing a pacifist run. Whenever you scroll one of
    those enemies onscreen, take the time to quickly dispatch it. Too many enemies
    may result in too many stray bullets and thus low accuracy.
    
    If you want to really boost up the accuracy, then spam the stock soldiers. As
    you know, there are a few points where they run from either side of the screen
    with no end.
    
    The other big threat is right after where the barrier once was. Scroll both
    snipers onscreen. Take out the one on the left. Then climb up dodging the other
    dude and shoot him when he's horizontal to you.
    
    The other point of contention is after the second Mr. Scuba. Keep up the
    middle rope until he's scrolled offscreen. Try to avoid having to fight the
    stock soldiers here if possible, but give into the temptation if they're
    descending the rope you're climbing.
    
                                    ---Bad Guy Blitz---
    
    *Bad Guy Blitz 1:
     ---------------
    Challenge Number: 1
    Level: Harbor
    Bad Guy: Viper Aliens
    
    The viper aliens come in great numbers but it's only the yellow variety here.
    This challenge really is as simple as running to the end. These suckers are
    tall enough that running straight ahead and firing.
    
    I would take the bottom route here. There's no real need for a great weapon
    here as their numbers aren't so strong. But if you take the bottom route you
    can snag a barrier and that will let you run forward with a little more
    safety.
    
    Watch out where the paths open up, they will jump down from above. Maybe stop
    briefly, hold R and aim about at these points.
    
    *Bad Guy Blitz 2:
     ---------------
    Challenge Number: 5
    Level: Laboratory (Waterfall)
    Bad Guy: Ingrid Birdmen
    
    this one is actually pretty tough. The birdmen can be tough to see on the
    waterfall background. Head right firing until you come to the first jump.
    Leap up here and let the Birdmen jump down in front of you, pump them full of
    lead and begin the climb.
    
    For the turret, scroll it onscreen just barely, then jump below to the
    platform you would have just left. Fire up at it and rip it to shreds before
    you continue along.
    
    It's worth it to pick up the homing gun when you get a chance to. Once you
    have it, don't let up. Watch out for rocks and keep climbing until you come
    to the position of the Barrier. Get this barrier, and just like the main
    game you're going to have to grab the spread gun and take a few shots up to
    scour the area above you and down the birdmen.
    
    Skip past the Mr. Scubas as always. There's usuallya  birdman in the same
    position that a Dirk was previously - so that should tip you off to their
    position. It's worth the risk to bypass the Scubas, however. Scroll them off
    of the screen asap, then clean up with homing or spread, spread is more
    effective for crowd control.
    
    Otherwise, take it slow and note the birdmen when they appear on the
    waterfall. The blue guys can be hard to see, and that's what will probably
    get you more often than not until you're actively looking for them.
    
    Some __seem__ to jump right out of the water. For this reason, if you have
    to pause I suggest doing so againsta  background of rock.
    
    *Bad Guy Blitz 3:
     ---------------
    Challenge Number: 7
    Level: City
    Bad Guy: Viper Aliens
    
    Start this one on the run, otherwise a viper will get you in the back. Once
    you are on the rails, take your time. If a viper flies down near to you, aim
    and dispatch. Keep moving to the right. Look before you grapple - make sure
    you don't slam into a viper.
    
    When you see a blimp, it is a smart bomb. Probably a good idea to pick it up
    though it isn't necessary. Take the bottom route here and grab the next blimp
    for a homing shot. Run forward firing homing missiles. If a viper comes up
    behind you and it hasn't been stopped by a missile, you will need to jump
    over him and take care of business. When the top path opens, watch out for
    vipers jumping down. It may be best to switch to Rapid or whatever else you
    have and take these segments more slowly.
    
    
    *Bad Guy Blitz 4:
     ---------------
    Challenge Number: 10
    Level: Harvest Yard
    Bad Guys: Stock Soldiers and Purple Vipers and Hatchlings
    
    Take the top route from the start. Grab the machine gun and stick to the top
    route, stop on the ropes and aim at the vipers and blast them down before you
    move on.
    
    We want to stick to the top of this route because it's the best opportunity
    to get the spread shot - super useful in this challenge. Grab the spread shot
    and get to the climbing portion at the far right.
    
    Use the spread shot to aim up and rend those eggs to pieces. If you need to
    use the machine gun, that works well you just won't get as many at once.
    
    Heading left, take the lower route and get the blimp down here for a spread
    shot upgrade. Be careful of soldiers jumping down from above. Take your time
    and make use of the spread shot's wide range of cover.
    
    When you get to the far left shoot out the alien eggs and start the climb. A
    short distance up and you'll have your victory.
    
    *Bad Guy Blitz 5:
     ---------------
    Challenge Number: 14
    Level: Jungle
    Bad Guy: Proboterror
    
    You're going to want the upgraded machine gun in this stage. Start to the
    right and grab the first machine gun. Just run on through and pass the
    proboterrors you drop. Take the water path when the route splits. Duck into
    the water if a terror shoots or comes near.
    
    Blast open the turret and the upgrade box. Grab the spread shot and destroy
    the proboterrors immediately near you. Stick to the upper paths from here
    and grab the railing leaving the terrors behind ont he ground.
    
    Now, when you come to the grapple rail far up in the air, watch out for
    proboterrors running about up above.
    
    When the path splits again, take the water route. Blast turrets with the
    spread shot and duck the proboterrors. Just keep this up, and after the
    water you should soon find this sucker complete.
    
    *Bad Guy Blitz 6:
     ---------------
    Challenge Number: 28
    Level: City
    Bad Guy: Proboterror
    
    Proboterrors this time, and I think they either have a hell of a lot of
    stamina or are invincible.
    
    This one I find not as difficult as the Jungle proboterror challenge. Get
    running to the right fromt he start and firing at the terrors. Watch the top
    of the buildings near the grapple rail. Let the proboterrors jump off the
    roof and grapple up there.
    
    Open the blimp with the spread shot and jump down to grab it. Immediately
    grapple up. For the terrors up here, keep pushing them right to the edge with
    the spread shot. Knock them off the roof then jump over to the grapple rail.
    
    When on the rail, scroll the black sniper onscreen and kill him with the
    spread. Continue only after he has been taken down.
    
    Let the proboterrors run off of the next building and then jump to the upper
    ledge. Make your way slowly right and make sure the top platform to the right
    is clear before you make your leap. If you have to shoot some terrors off of
    the roof, then so be it. 
    
    Jump right for victory!
    
                                   ---Friendly Fire---
    
    
    *Friendly Fire 1:
     ---------------
    Challenge Number: 18
    Level: Laboratory
    
    Take this one extra slow. Stay on the ceiling and pass when there's no aliens.
    Pick up the Crush missiels and make use of them when the meat puppets appear.
    If a human runs onscreen, don't shoot at them. Just run back and hold your
    position untilt hey have taken off. Please remember - if a human runs to a
    ledge, he or she will run back the other way.
    
    I do not recommend laser as it passes through enemies. At least with the Crush
    you 
    
    *Friendly Fire 2:
     ---------------
    Challenge Number: 26
    Level: Jungle
    
    You want an upgraded machine gun and an upgraded spread shot.
    
    Stick to the top paths at the start for the most part, stopping on a lower
    path only for the spread shot. Use Rapid only for this first part. Scroll the
    hostages onscreen and let them run away, only taking out the shmucks that get
    in your way. tap it. Machine gun will probably kill hostages.
    
    There is another hostage after you grapple up to the cliff before the bridge
    with the second machine gun bimp. Let him or her run right then use the
    spread gun on the sniper laying down.
    
    Take the bottom route as usual. The water is super helpful this time. It is
    a matter of ducking in the water until a hostage runs offscreen, or even
    using the more focused machine gun on targets instead of the spread.
    
    When you get to the second bridge of this segment, get the smart bomb. This
    helps clear the place up so you can weave on through.
    
    When you get to the hill, run on all the way up. Don't let your itchy trigger
    finger get the better of you here- if someone runs at you it's a hostage.
    
    Continue along to the spot where we normally get the homing gun. Give it a
    miss and destroy the wall turret with your double machine gun. Get the next
    two grenade tossers with the double if there are no hostages nearby.
    
    Switch to your 5-way spread shot for the mid boss. Clobber it without moving
    past the rail. you want it to ride. Just jump over any soldiers that come
    near and blast em'. Ride that sucker all the way to the end, jump out, head
    right and you're done. Phew!
    
    *Friendly Fire 3:
     ---------------
    Challenge Number: 29
    Level: Harvest Yard
    
    You need to take the top route from the get go here to avoid the bulk of
    xenomorphic villains.
    
    Grab the machine gun and grapple up. Kill some vipers and scroll the hostage
    onscreen. Pass him or her and run forward and gun those suckers down. Climb
    over the ropes and keep on going. Shoot any purple vipers up here with the
    machine gun. At the far end, there's a platform in the sky. Jump here and kill
    the mouth. Grab the spread shot as your second weapon.
    
    Start the climb. Kill as many of the eggs as possible without climbing too high
    using the spread shot. Switch to machine gun when you see the hostage. Fire off
    a burst when he or she runs out of range and lay off it when they come back.
    
    At the top, take the left route, and kill the aliens with the spread shot. You
    should be able to outrun most falcon vipers, but stop and hold your ground if
    need be. Towards the jump is the first histage so when you know you're getting
    there, stop firing. Make the jump and take the bottom route. Upgrade the
    spread.
    
    At the far left climb up. I don't believe I've ever seen any hostages here but
    be careful just as well.
    
    Heading right, switch tot he spread gun and kill all purple vipers you see.
    Kill the mouth at the end of this grapple rail and jump down. Now, slowly
    forward, killing any enemy that comes onscreen - there are eggs here and they
    must be destroyed before you proceed. However, the final hostage is also here
    so you want to scroll slowly so you can ctach him or her in time and switch to
    evasion mode. Pass the hostage then resume kicking ass.
    
    The climb at the end leads to victory.
    
    *Friendly Fire 4:
     ---------------
    Challenge Number: 34
    Level: City
    
    Head up the hill and kill the turret gunner. Stop below the robot sniper and
    destroy him. Run right, jump up and grapple to the rail. Destroy the grenade
    robot and continue to his building. As long as there are no hostages, grab the
    spread shot below you and then get back up here.
    
    Back on the rooftops, scroll the turret gunners just barely onscreen so that no
    hostages run forward. Lay down and fire one shot at a time until he dies. Do it
    for the second gunner as well. scroll the blue robot just barely onscreen and
    shoot it witht he spread gun. Not too far right or you will reveal a hostage.
    
    Over the fire, skip the black sniper and grab the homing shot (keep the spread
    gun). Use it to take out the enemies immediately to the right on the rooftop
    and head over. Dodge the meat puppet explosions and carefully take out the
    other enemies down here with you. Jump down to the right.
    
    Scroll the black sniper onscreen and kill it before any hostages appear. Head
    right and use the spread shot in your fight against the tank. Remember - there
    are hostages above you so don't kill them by accident.
    
    Run right, throw away your homing. Shoot the stock guys and meat puppets with
    rapid until they die and slowly move on. We use rapid so as not to hit any
    friendly people. Keep running past the small building, nevermind the blue robot
    when it jumps out, and jump over any soldier in your way until you see the
    victory indicator.
    
                                      ---Gunplay---
    
    *Gunplay 1:
     ---------
    Challenge Number: 6
    Level: Harbor
    Weapon: Prototype
     
    This one's not too bad. The prototype is kind of like the upgraded homing shot
    except two extra missiles - so it is very useful. And it makes this challenge
    cake.
    
    Proceed through the harbor as you always have, spamming the gun. Stick to the
    high route and take out snipers as soon as they appear onscreen.
    
    You do have to face the sub, but it's pie. Just start firing and don't stop.
    Avoid it as you always have been - stick to the extreme sides to avoid the
    raking lasers.
    
    Take the proboterror phase slowly. Even though you have a rockin' weapon, they
    do get back up. Just take it it slow because if too many get onscreen, the
    missiles may not track the proboterror you want them to.
    
    *Gunplay 2:
     ---------
    Challenge Number: 15
    Level: Harbor
    Weapon: Classic Laser
    
    The classic laser is a hard weapon to get used to, but it's really not so
    tough when you know how to use. Only one stream can exist at a time, so if
    you pulse the button, you get a poor man's flamethrower...
    
    At the top of the hill, lay down and blast the turret Dirk just up ahead.
    When you see the robot firing from atop the building, go beneath him and
    fire a stream straight up. Pass the door and pulse the laser at the robot
    that comes out. Grapple up to the first grapple rail you see. Fire a laser
    at the grenade robot.
    
    Jump to the roof after the rail and lay down. Shoot the turret dirk. Take
    out the very next one in the same manner. There's a robot just ahead firing
    but you may not be able to angle at him to frag it. If this is the case dodge
    his shots and shoot down straight at him with a pulse. Ballsy, but it may be
    necessary.
    
    This is important, just barely scroll the black sniper onscreen. Aim down and
    to the right and fire a laser. It takes a few to beat him so fire at him,
    dodge his shots, and repeat. You must kill him if you want this challenge to
    be smooth.
    
    At the end of the grapple rail, let the meat puppet explode and move to avoid
    his release. Aim down at the grenade bot and destroy him. Try to slay any of the
    little worms before you jump on over.
    
    take this next part slowly. Scroll meat puppets onscreen and let them explode.
    Destroy any worms you see, and the one blue robot that's up on the building with
    you? Shoot him as soon as you can see his hand.
    
    Jump down once the path is clear of meat puppets. There is a black sniper to the
    right on top of a building. Take him out from directly below. Don't go to far or
    you will have to fight the tank witht he sniper above you - bad news.
    
    The tank is handled as always. Launch a laser at it and let it hit. Then jump
    over any shot the tank launches - fireball or bomb. I would advise against
    trying to pulse it - you have to get too close.
    
    Up ahead, let the meat puppets on top of the building explode as you take care
    of the stock troops. When you pass the door, a blue robot will pop out, make
    sure to turn and blast him. The end is just a few steps ahead.
    
    *Gunplay 3:
     ---------
    Challenge Number: 22
    Level: Harvest Yard
    Weapon: Prototype
    
    This one's only a little chalennging due to the setting, but the prototype
    weapon should pillage the area pretty soundly. Still, since it is a homing
    varient, it could miss the real threats.
    
    So for the first part, take the lower path and take it slow, periodically stop
    and use R to aim your missiles so it takes out threats from above and the mouths
    in the walls. eggs are also high priority. You can mostly run forward unless one
    of these threats are present.
    
    When you get to the climbing segment, just stay still and let the eggs have it
    until the coast is clear.
    
    Continue left in the same way your went about the first segment. When you get to
    the grapple rails above the pit, aim up and fire to kill winged vipers and the
    wall-mouths before continuing on.
    
    Now, at the far left side of the screen, lets start the climb again. Destroy any
    eggs before you continue. Now, we'll be heading right across the ceiling via
    grapple rail again.
    
    Use the prototype to strike the vipers crawling in the ceiling. Remember that
    the skull platforms recess. Jump to their middle so that you won't be caught
    off guard. But keep to the ceiling rails as much as possible.
    
    When you come to a mouth, make sure you destroy it before you continue. At the
    end jump down as far right as possible but remember that that skull will recede
    so jump right asap.
    
    Continue right slowly destroying everything in your path. You will come to
    another climbing area with eggs. Again, destroy all of the eggs before you start
    the climb.
    
    At the top of this climb is the Victory screen. Bravo!
    
    *Gunplay 4:
     ---------
    Challenge Number: 30
    Level: Jungle
    Weapon: Classic Laser
    
    Take the top path from the start. Pulse your laser except when you take out a
    sniper. Don't bother with the gunners on the ground or the ground turret.
    
    On the first bridge, let it get blown up. Fire a laser straight ahead to the
    right and it should take out the sniper waiting at the bottom of the cliff.
    
    Grapple up. You will have to take out the gunner here by laying down and
    firing. Just fire, jump up to the rails, let the bullet pass under you, drop,
    lay down, fire, rinse and repeat.
    
    As always, we're going to jump into the drink at the next bridge. Use the
    laser to dispatch the threats but at the same time duck into the water if an
    enemy or bullet draws near.
    
    Right at the end of the water path you'll gain victory.
    
                                     ---Low Ammo---
    
    *Low Ammo 1:
     ----------
    Challenge Number: 33
    Level: Harbor
    Ammo: 25
    
    You can use one or two shots heading to the miniboss, but it's up to you. For
    safety, you may want to use 2.
    
    Move right until after the Flame blimp (don't get it) and the two sniper Dirk
    McShooters. Jump and grapple up and jump back and down after the Mr. Scuba down
    below fires his grenades. Land, aim down and right and kill the second Mr.
    Scuba before you continue. OR you could jump right as his grenades descend,
    this can be difficult however.
    
    Grapple up to the diagonal grapple rail and jump right to the top path. Jump
    over the sniper's shots, jump over him, and run right. Get the blimp along the
    way for Crush missiles.
    
    When you enter the sub's battle area, jump down tot he grapple rail on the
    right and go to the righthand side. Aim down and left and destroy the turret
    and the circular cannons. Move to the centre, and destroy the four laser
    panels. Move to the far left side and destroy the leftmost turret - move to the
    right if the shots are about to hit you.
    
    Of course, don't use rapid fire here. You have a little breathing room, but
    you will want to tap the button within reason - we need every shot we have.
    
    *Low Ammo 2:
     ----------
    Challenge Number: 35
    Level: Jungle
    Ammo: 32
    
    Play this one like a pascifist from the get go. Take the middle route from the
    start after you're sure there's no troops here, and the bottom route at the
    second split. Duck into the water if a soldier comes near. Run and jump over
    the turret to the left.
    
    For the next split, jump to the middle at the second plateau (right before the
    ground turret) and get to that rail.
    
    Let the bridge to the right explode. Dodge the Dirk McShooter's shot and
    grapple up to the top. Move right to the posiiton where the sniper is firing
    straight up but you're to the right and it won't hit you. After the laying down
    gunner fires, drop down and hit him a couple of times. He takes 8 hits, iirc,
    in this challenge so don't go crazy.
    
    At the bridge, drop down and grab the crush. Crush the first sniper to the
    right then make your way through the water running all the way and ducking into
    the water whenever a threat draws near.
    
    Run up the hill. At the top, Crush the laying down sniper (takes only a few
    hits so do one at a time) and the sniper on the hill. You might be able to jump
    the few snipers on the cliffs, but you have plenty of shots left and you may as
    well play it safe and shoot this guy and the one down the line.
    
    Shoot both grenade tossers and run into the section with the miniboss. It is
    possible, though dangerous, to make it shoot snipers for you. Your best bet is
    to leap singular guards (shoot a Crush at groups) and shoot the snipers while
    you head right. You should still finish with plenty of ammo.
    
    It might be possible to ride the miniboss all the way right, as it take sonly a
    shot to the hatch to open. It moves very erratically, however, and so you may
    not be able to grapple to the highest rail without getting slammed.
    
    *Low Ammo 3:
     ----------
    Challenge Number: 38
    Level: Harvest Yard
    Ammo: 15
    
    Not as intimidating as it looks, my friend. You can use shots, or you can try
    it without. Either way, you should be victorious.
    
    grapple from the start, no question, you have to take the top route unless you
    want to deal with eggs and the lot. To avoid the purple vipers, slide down the
    ropes until they pass. But for the most part, just climb and jump, climb and
    jump. The only shot (if any) you should take at this point is to kill a yellow
    viper before jumping to the platform at the far end of the rope section.
    
    When it comes to climbing, we're also going to cut some corners. If you start
    your climb just as the eggs are hatching, and I mean jumping from the rope to
    the skull platforms then you should be able to dodge some of the hatchlings and
    make it 3/4 the way up before they hatch again. You don't have to shoot a
    single shot here, but please do so if one gets too close.
    
    Make a full bore run to the left now, be careful of the vipers jumping from up
    high, you might want to use a shot on these. The falcon vipers should not get
    much of a chance yet to antagonize you, but if one catches up, by all means
    kill the mother.
    
    Jump and grapple up at the end of the run and get out of the way of the leaping
    vipers that are bound to be chasing you by now. As you make your way left, make
    sure to kill any falcon vipers that fly down near you. Jump over any vipers
    running in from the left when you land and begin another climb.
    
    Kill any hatchlings in the way and your climb will be cut short. Victory.
    
    
                                     ---Mutt Hunt---
    
    *Mutt Hunt 1:
     -----------
    Challenge Number: 3
    Level: Jungle
    
    Hunt 1 Mutt 1:
    Run forward and grab the machine gun from the blimp. Jump on up to the first
    hill and take out the Dirk on the next. Kill any stock soldiers in your way
    and then run along the middle part of the path until the mutt runs forward.
    Aim down and frag that mother.
    
    Hunt 1 Mutt 2:
    Take the path below the bridge and run on throught he water. Grab the spread
    gun. We want plenty of range in case we lose a mutt. Run forward to make the
    mutt run, aim up and kill him.
    
    Hunt 1 Mutt 3:
    After killing Mutt 2, run forward and kill the Dirk way up high. Get up to his
    posiiton and aim down. Destroy the turret in the ground before you proceed.
    Now, jump onto the grapple rail, aim down, and shoot the mutt.
    
    Hunt 1, Mutt 4:
    The next Mutt is found after grappling up after the next bridge. Shoot the
    Dirk laying on the ground before running forward. When the mutt charges, jump
    up and shoot down to slay it.
    
    Hunt 1, Mutt 5:
    When the path splits, take the path in the water. Run beneath the mutt near
    the turret turret and aim up. Fire at him and move on. Make sure to destroy any
    turrets along the way.
    
    Hunt 1, Mutt 6:
    Continue along the bottom path, destroying turrets all along. This one is after
    the second Spread Shot. Grab it, provoke the mutt to move, and take it out.
    
    Hunt 1, Mutt 7:
    Start running up the hill, aiming your spread shot up (hopefully upgraded) to
    strike the high-up enemy. The mutt will soon run after you. Jump back and aim
    down and kill it as you go.
    
    Hunt 1, Mutt 8:
    This mutt is at the top of the hill. Take care of it as usual, but beware of
    the Dirk laying down just ahead of you. Make sure to take him out first - if
    you can- and then make your way forward until you see Victory appear on the
    screen.
    
    *Mutt Hunt 2:
     -----------
    Challenge Number: 13
    Level: Laboratory
    
    I'm going to presume you know to take this one slowly, making sure the aliens
    crawling in the walls and pipes don't kill you and that you take the time to
    dispatch the meat puppets.
    
    Hunt 2, Mutt 1:
    Move right just a bit from the start and it will start moving. Fire up into
    the pipe to kill it.
    
    Hunt 2, Mutt 2:
    Right next to Mutt 1 but he only activates after you scroll the blimp onscreen.
    Crush cannot hurt him, sos tick to rapid. There's an alien in the wall right
    near to him so be careful of that and dispatch it before you go after the mutt.
    
    Hunt 2, Mutt 3:
    Continue right using Crush to kill the meat puppets as quickly as possible. The
    mutt is active after maybe the fourth puppet is passed, but there will be
    another off to the right. Kill this before you take out the dog.
    
    Hunt 2, Mutt 4:
    Grab the laser and use it for anti-Mutts. Keep the Crush on hand for the meat
    puppets. Continue right until this Mutt starts moving and be careful of the
    aliens in the walls, rather than pipe. When the coast is clear, blast him.
    
    Hunt 2, Mutt 5:
    Scroll just a tad further to the right. He'll start running. Take care not to
    scroll the entry point for your laser offscreen.
    
    Hunt 2, Mutt 6:
    It's just a bit more through the stage to find this mother. Make sure you
    Crush the Meat Puppets first.
    
    Hunt 2, Mutt 7:
    This guy is way up high. You could grapple up next to him but it's just as
    safe to fire from above (due to aliens). You need to head out over the pit to
    activate him, then get back and aim up. Remember - some aliens may come back
    onscreen if they go offscreen to the left. Make __sure__ the coast is clear!
    
    Hunt 2, Mutt 8:
    Right near the end of the lab portion of the stage, there'll be a mutt. You
    need to go over the pit to activate him, so don't scroll him offscreen. Keep
    going right and if you've killed all 8 then VICTORY for you.
    
    
    *Mutt Hunt 3:
     -----------
    Challenge Number: 20
    Level: City
    
    Hunt 3, Mutt 1:
    So we're back in the mutt's home town. Let's get started. Get the flame gun
    from the blimp and head right. Destroy the turret soldier and then continue
    right. Jump and fire down when the mutt starts running.
    
    Hunt 3, Mutt 2:
    Destroy the blue robot on the roof and run right. Shoot a flame shot straight
    up and it should connect with the mutt as you continue to the right. Jump and
    grapple up at the far left end of the grapple railing and jump left to the roof
    top. Destroy the blue robot from here.
    
    Hunt 3, Mutt 3:
    Stop on top of the building and shoot the blimp which holds the spread shot.
    Jump down and get the spread, and head right. Jump and fire down when the mutt
    starts to run right. Grapple back up and head right as normal.
    
    Hunt 3, Mutt 4:
    After the second turret Dirk, you will see the mut. Scroll right until he
    activates and shoot him. Be careful though, as you may scroll the blue robo
    sniper onscreen by accident. If you do, take care fo the mutt and then retreat.
    If you don't, scroll him on after the mutt is dispatched and retreat. Destroy
    him from afar with the spread shot.
    
    Hunt 3, Mutt 5:
    Aim down from here and take out the enemies near the mutt. Jump roght onto the
    rail, aim down, and shoot to take the next mutt out.
    
    Hunt 3, Mutt 6:
    Scroll right until you can see the hand of the black sniper in the lower right.
    Stick to the left side of the screen, jump over his shots and take him out.
    Scroll right untilt he mutt moves, aim down and destroy him. Switch your
    weapon and get the homing shot fromt he blimp a little more to the right.
    
    Hunt 3, Mutt 7:
    Drop to the bottom and run to the right killing meat puppets. Jump and kill the
    mutt when it activates.
    
    Hunt 3, Mutt 8:
    Now you can use the homing for this or not. Use homing on all threats at the
    top of the screen, then use it once you activate the mutt to cream him. Or, you
    could use the spread shot a bit more freely.
    
    *Mutt Hunt 4:
     -----------
    Challenge Number: 28
    Level: Harbor
    
    Hunt 4, Mutt 1:
    Head right from the start. Take out the turret gunner then scroll the sniper
    onscreen. Fire up from beneath him to destroy him. Wait for the other sniper to
    fire and then grapple up and kill him. Scroll the grenade tosser to the right
    onscreen and kill him from the platform you just left. get over to the
    grenadier's platform and grab the homing missiles. Kill the sniper, activate
    the mutt and dispatch him.
    
    Hunt 4, Mutt 2:
    Keep to the top paths. This includes after the diagonal rail. Blast the turret
    gunner and two snipers with homing missiles and grab the laser as your second
    weapon. Switch to it. Jump down to the ramp and start to run up the hill.
    Jump and laser it as it passes beneath you.
    
    Hunt 4, Mutt 3:
    Towards the top of the hill there's another mutt. Don't forget about the turret
    gunner up here - duck and kill him as soon as you can. Take the Crush and
    replace the laser. This is useful for taking out proboterrors later.
    
    --Destroy the sub using the Homing Gun--
    
    Hunt 4, Mutt 4:
    Take the lower path and make sure to DESTROY the proboterrors that you
    encounter. This mutt is on the upper path. Use C on the Proboterrors but once
    you get a bit far switch to H to get the mutt.
    
    Hunt 4, Mutt 5:
    Run to the right after fragging that previous Mutt. Keep C (Or L) on and jump
    and blast it passes below. Grab the B from the blimp for a barrier.
    
    Hunt 4, Mutt 6:
    Now it's time to really shred. We have a barrier so run forward. Switch to H
    and get this guy as he passes beneath you.
    
    Hunt 4, Mutt 7:
    He's just above Mutt 6. Keep your Homing blitz up and he'll be gone.
    
    Hunt 4, Mutt 8:
    Right before the end. Just make sure you don't scroll too far right or it
    will count as a defeat before you kill this dude!
    
    *Mutt Hunt 5:
     -----------
    Challenge Number: 31
    Level: Harvest Yard
    
    This one's long but diable. When you are running left, the mutts will toward
    you once in range - since you are to their right you don't actually have to
    pass them by - but only heading left.
    
    Hunt 5, Mutt 1:
    Take the top route, grabbing the machine gun from the get go. Use the ropes to
    move across the ceiling. There's a mouth next to the first mutt. Stay still on
    the long rope above it and fire until it's gone. Jump to the next rope and fire
    forward to kill the purple viper. Make your way to the ledge in mid air, kill
    any vipers running toward you, jump to the platform, aim down, kill the mutt.
    
    Hunt 5, Mutt 2:
    Kill the mouth on this platform or it is bound to screw this up. Inch right
    until the spread shot blimp appears. GRab it, work your way forward and jump
    and shoot the mutt once it activates.
    
    Hunt 5, Mutt 3:
    Jump down to the right, get the mutt and vipers chasing you, turn and fire the
    spread shot to wipe em' out. Climb the section at the end like always - destroy
    every egg.
    
    Hunt 5, Mutt 4:
    At the top, take the lower path. Run left firing the spread shot. The mutt will
    get caught in it.
    
    Hunt 5, Mutt 5:
    After the jump, aim up to kill the mutt on that upper ledge. Now there's a
    barrier up there and a spread shot on the lower path. The spread shot has a
    lasting impression, so swallow that temptation and get that spread shot for a
    beautiful new 5-way spread.
    
    Hunt 5, Mutt 6:
    After the climb, start the overhand section to the right. There aren't many
    vipers on the platforms themselves here. Rmeember the platforms recede - always
    jump for the middles. Kill every alien that comes onscreen and the mouth near
    the end. Jump to the bottom at the end and run to the right. Near the rope, the
    mutt activates. Jump and kill it.
    
    Hunt 5, Mutt 7:
    The climb, as usual, is handled by destroying every egg. At the top, inch
    closer and closer to the moving wall. You'll hear a mutt activate. Aim down and
    left to kill this sucker.
    
    Hunt 5, Mutt 8:
    After the moving wall section, come out firing and this fool will activate
    right into your spread stream.
    
                                      ---Pacifism----
    
    *Pacifism 1:
     ----------
    Challenge Number: 2
    Level: Ocean
    
    This one can be difficult, but the trick is to provoke the bouncing fishies to
    shoot at one position and move back to another. Stay just outside of the centre
    of the screen, the filet o' deaths will not bounce up before this point, so
    keep that in mind.
    
    Staying at this point means that the fish that jump up will fire shots at your
    middle of the screen position. Pull back and jump if you must to avoid the shots
    as they head towards you.
    
    Now, there's one fish to watch out. He's this slippery bastard who strays across
    the very top of the water. Now, if you see him, jump as he passes under so he
    doesn't fire a shot up your tailpipe.
    
    *Pacifism 2:
     ----------
    Challenge Number: 4
    Level: Harbor
    
    This one has one trouble spot, but it's otherwise pretty simple.
    
    From the start, run forward and use the rails until you get to the diagonal
    grapple rail. Just don't stop moving and you won't be hit. Grapple up to it and
    then jump right to the platform.
    
    This is the trouble spot. Let the dirks fire, then dodge the shot. Run up close
    to him and jump over him and to the right. If you touch him, you will of course
    fail. If you clear him, then you're good to go. Start heading back right.
    
    Just run and don't stop running until you reach the far right.
    
    *Pacifism 3:
     ----------
    Challenge Number: 11
    Level: Laboratory (Waterfall)
    
    This one takes place at the waterfall of level 2. This one is just a long climb
    up avoiding rocks and enemies except for a few trouble spots.
    
    The first such spot is the first turret. You cannot destroy it and it will be a
    major threat. This only compounded by the rock. Stand to the right of the turret
    and jump over the shots. When the rock is gone, wait for the turret to shoot and
    then leap left. Scroll that turret offscreen as fast as you can.
    
    Above these rocks there's that horizontal plane with soldiers running back and
    forth. Only jump when the dudes have thinned out right above you, you don't want
    to bop your head off their toes. If they run offscreen they will run back on
    screen IMMEDIATELY. Don't get fooled.
    
    After this, stay central where the two small rocks are falling. Remember, this
    is where the barrier used to be. It's not there now, of course, but we will
    make due. When you reach a horizontal plane again, watch out that the soldiers
    are again moved to the side before we jump on up.
    
    When we see Mr. Scuba, pass him at the right. Climb up past him until he scrolls
    offscreen and is no longer a threat. Keep going up.
    
    When you reach the next Mr. Scuba, head up the rope and then keep to the right.
    Stay on the ledge and let the soldiers jump over you to their death. When it's
    clear
    
    *Pacifism 4:
     ----------
    Challenge Number: 37
    Level: Jungle
    
    This one's the most difficult right at the start, when random enemies can run
    onscreen from three levels withotu any warning. Whatever, suck it up and let's
    rock.
    
    The first set of snipers should be dodged by jumping over both of their shots
    to the top plateau and then over the top sniper before he fires again. At the
    next split, take the water route, and duck into it if any threat dares come
    near. You need to jump over the wall turret. Don't hesitate too long, but you
    may need to wait for an incoming fodder soldier to line up with it and jump
    both at once.
    
    Just run under the next sniper, jump to the next plateau, and up to the railing
    and run right.
    
    Let the bridge explode and jump up next to the Dirk sniper. Jump his shot and
    grapple up to the top. Leap the shot from the sniper to your right, then leap
    pver him and run right to the bridge.
    
    On the bridge, keep going and stay on the top path. When you reach the sniper
    up here, drop down, avoiding the bullets, and get into the water. Lay down in
    the water to avoid the enemy shots and continue right. Keep this up until you
    leave this section.
    
    Run up the bridge, avoiding the shots. Victory is right next to those snipers
    on the stairs shaped hill, so run forward and claim it before they shoot you.
    
                                     ---Rematch---
    
    *Rematch 1:
     ----------
    Challenge Number: 8
    Level: Jungle
    
    
    This is a rematch against the stage 1 boss. You start with a weapon - spread
    shot level 1. This should be sufficient for this fight. From the start of the
    fight, shot the Dirk on top of the wall, then leap up to the plateau. Fire at
    the mid cannons and then the core from your position.
    
    For phase two, move to the left a bit and aim up and right at the Dirks on top
    of the wall. Take out as many as possible this way, then move a little closer
    to the middle of the plateau. Aim straight up and the spread gun should get
    the rest of them.
    
    You know the rest. Take out the mid-cannons and the two cores from your
    position. You have the Spread Gun, there should be no need to move off of your
    perch.
    
    *Rematch 2:
     ----------
    Challenge Number: 16
    Level: Laboratory
    
    this rematch can be tough because the boss is unpredictable and you have to
    ride the elevator up to him and fight the flavour rodeo of troops that come out
    of the base. You start with the spread shot, and this is what you should stay
    with. Shoot the troops with the spread gun as you ride the elevator up.
    
    Alright, the actual rodeo itself is easily handled witht he spread shot until
    you get to the black snipers. Stand between where two would rise and fire up
    to rack up a bit of damage on them. Run to the other side of the screen while
    firing up on a diagonal.
    
    Luckily, the spread shot does you well in hitting the main event's head. It
    might be safest to shoot at him from the outside of his claws rather than in
    between. This means the fight will be a bit longer but you may not get creamed
    in the meantime.
    
    Make sure to drop what you're doing when he goes for the tail attack, track
    his position and head opposite him to avoid it. When he starts spewing fire,
    move to the left and let him have it witht he spread shot only moving when a
    fireball is going to hit you.
    
    When he raises you, you can get a lot of hits in with rapid succession with
    the spread shot. And remember - when he drops you you're going to have to
    get between his claws and jump to avoid his initial attack.
    
    The chase scene should be no problem at this point. Just aim up and blast the
    hell out of him, dodging his energy balls until he drops.
    
    *Rematch 3:
     ----------
    Challenge Number: 24
    Level: Harbor
    
    The giant robot. Now, he's somewhat unpredictable and with one life it may be
    a bit of a stressor to take him down. But really, all you have to worry about
    is his diagonal punching.
    
    Now, I mentioned in the main walkthrough that the best way to do this is to
    follow him. And that holds true here. He pumps his fist before striking so if
    we can see one, we can dodge it and if the other is offscreen chances are it
    will miss if he does a diagonal punch.
    
    So stay between his fists, closer to the one on the side he is moving, keep
    firing up witht he spread shot to blop any missiles. When he punches, and try
    to provoke him into punching straight down, pulse the button as fast as
    possible.
    
    When the arms are gone you'll just have to aim up and fire. the spread should
    take care of the missiles, but always keep an eye out.
    
    David Rickard has this to mention...
    
    "...So when you blow one arm up, actually run over to his other arm so he
     scoots over and punches down rather than punches diagonally."
    
    I can't believe I neglected to mention that here, geez. Thanks for the wake up
    call David, :).
    
    *Rematch 4:
     ----------
    Challenge Number: 32
    Level: City
    
    The Crustacean Cruiser from back in the City has returned. You have the spread
    gun, which is fairly effective against this runaway bloke. However, this cannot
    guarantee you the same degree of freedom that the homing shot can.
    
    Either way, make sure you're on his back when he rises up. He's one mean mother
    otherwise. Once you're up there, run back and forth aiming down with the spread
    shot. You should be able to hit multiple orbs at once. Make sure you bust them
    all, and keep in mind the robots will be firing at you the whole time through.
    
    When the orbs are busted you will have to jump down to the side platform of his
    carapace. If you lay down and face forward, then you can pound the hell out of
    him with the spread shot. But don't forget about the robots. Red robots will
    arrive tossing grenades, make sure to stop them asap - so shift your focus.
    
    Remember, you can a better shot at the beast's face if you jump on a hovercycle.
    You may have a bit more trouble dealing with the robots though. Either move
    toward them firing or hold R to lock in. It's worth it to use the hovercycle
    because it cuts this fight really short.
    
    
    
    *Rematch 5:
     ----------
    Challenge Number: 40
    Level: Harvest Yard
    
    Black Viper wants to play. This one may be a little intimidating to do in one
    life but if you've trounced him in Arcade Mode you'll slaughter him here too.
    
    The weapons at your disposal (upgradable) are:
    -Crush (Dropped by the brain)
    -Machine Gun (At the start and Dropped by the Brain)
    -Laser (At the start and Dropped by the Brain)
    
    I've received other weapons, like Homing, but these are the most common drops
    in my experience. You start witht he spread shot and I usually keep it through
    the entire fight.
    
    You do have to start the challenge from the acid segment though. Remember that
    the bones make a shunk sound before flying out and the acid is also almost at
    your feet. land on their smooth sections and keep these timning clues in mind
    and this section should be a non-issue.
    
    Take Laser or Machine Gun based on whcih level 2 you prefer. Of course, we may
    always change that but whatever. Stand on teh rising platform beneath where one
    of the eyes will be posiitoned. Come out shooting and blow that eye up before
    the battle even starts. When you aren't shooting the eyes, stay at the centre
    of the room and get ready to avoid snake arms.
    
    -If one snake goes across the ceiling, and the other the floor, track the
     position of the floor snake and run from it all the way to the far edge. Turn,
     lock your posiiton, and fire at its head.
    -If both snakes go down the sides of the screen, grapple the head in the upper
     centre of the screen. Aim down at the snakes (or over at an eye) and fire like
     crazy.
    -If both snakes go down the centre, lay down. They should split and move to the
     side, missing you. Fire at the head you're facing.
    
    Once a snake is destroyed, grapple the hook that emerges from the opening it
    came from. Face the head and repeatedly shoot it in the head. If you wait too
    long the snake will regrow, or the head will only stick around for a minimum of
    shots.
    
    Once it leaves the screen, a brain will flaot onscreen. Stick to the bottom
    right corner and switch to spread gun.
    
    -If it launches purple flames, just aim and fire at that mother until it is
     destroyed.
    -If it launches small brains in four directions, it will move toward you. Lay
     down and it will not be able to hit you. When it moves away, keep firing until
     it is destroyed.
    -If it flies on from the left of the screen, fire your spread gun at the
     bounding minibrains. Lay down to avoid the rightmost brain, but when it jumps
     back up, move back intot he room and shoot those mothers up.
    
    If you manage to destroy the brain, it drops an item.
    
    Repeat this process of destroying a snake, shooting the brain in the head and
    dealing with the independent brains. Eventually, it will drop.
    
                                    ---Speed Run---
    
    *Speed Run 1:
     -----------
    Challenge Number: 9
    Level: City
    Time Limit: 88
    Goal: 65 Enemies
    
    This one's not so bad. Stand in one place and hold R, fire at the grabbers
    when they swoop down. If one grabs you, fire straight up to knock that sucker
    off. If you fall, press X to grapple immediately.
    
    You only have Rapid as a weapon and these guys take multiple hits each. It is
    best to tap the button to geta  better rate of fire out of it. Even if they
    are heading offscreen, it is still possible to kill one and with the more
    rapid method of fire you'll be killing a lot more.
    
    *Speed Run 2:
     -----------
    Challenge Number: 12
    Level: City
    Time Limit: 33
    Goal: End of the course
    
    Not much time? Well, I agree, but it's not so bad because the enemies here are
    not really to the extreme.
    
    Fromt he start run straight forward, firing your gun. This should take care of
    any Dirks in front of you. When passing by the buildings you may want to aim up
    at a diagonal so as to grab the spread shot. At the end of the line, grapple up
    and take out the dirk below and to the right with a spread shot.
    
    Move to the right without stop over the grapple rail, drop down past the black
    Dirk sniper at the end and run across the ground again. Blast the meat puppets
    with the spread shot, and even stop for a second if you get too close and they
    still haven't fallen. It's just past this building that you will find the goal
    and you should have a few seconds to spare.
    
    Alternatively, you could have grappled up as soon as you received the spread
    shot and run forward firing across the rooftops. This would save the time it
    takes to aim at that Dirk which was below and to the right at any rate or even
    give you the direction that you skip past him altogether, jumping to avoid his
    shots
    
    *Speed Run 3:
     -----------
    Challenge Number: 19
    Level: Harvest Yard
    Time Limit: 55
    Goal: End of the course
    
    This one will really have you strapped for time. Jump and climb the rope right
    from the start and get up to its top. Head left and jump onto the skull
    platform and immediately right. Run right holding upa nd right firing shots so
    a few eggs will be hit. Destroy the two eggs at the far right, kill the
    hatchlings and make your way to the top and head left.
    
    This slamming ceiling will also make time a premium. When it lifts, run until
    you reach the egg. Aim up diagonally to shoot the hatchling, then destroy the
    egg before the ceilings lifts back up. Run to the left.
    
    You will be stopped by a wall, keep running against it for as long as it's
    there so you can automatically progress into the next chamber when it moves
    again.
    
    When it moves jump left and run to the next chamber. Lay down so as not to
    die when the ceiling slams down.
    
    Give the next chamber a miss and stop under the larger one after that. Run
    left against the wall and give it a jump when it starts to rise. It's just a
    quick climb until you see victory after this.
    
    For best results, finish the initial climb at about 40 seconds and start the
    second near 11-12 if possible.
    
    *Speed Run 4:
     -----------
    Challenge Number: 23
    Level: City
    Time Limit: 58
    Goal: 60 enemies
    
    Stay toward the middle of the screen and hold R to lock in place. Aim and fire
    constantly at the winged vipers as they arrive. the faster you kill them, the
    more that arrive.
    
    You only have to move if a viper is going to fly down right on top of you. Move
    to the side and shoot it dead before you resume the aim and kill motif. That's
    all there is to it, just be sure not to risk one stomping your head.
    
    *Speed Run 5:
     -----------
    Challenge Number: 36
    Level: Laboratory (Waterfall)
    Time Limit: 30
    Goal: Reach the top
    
    This one is kind of tricky but it requires jumping from ledges. Once you start
    doing this, it drastically improves your performance.
    
    Run and jump right and latch onto the righthand wall. Climb up until the moving
    platform above you is moving left, if you're high enough and jump left you
    should land on it. Jump to the left wall and jump right.
    
    Jump to the platform to the right then up to the left (the top in a stack of
    two ledges). Jump right to the vertically moving platform and stay at the far
    right to avoid the rock. Jump up to the platform above you, up again, then
    right. Wait for the moving platform, ride it to the left and jump up, firing at
    the soldiers.
    
    Climb up and you'll be at the point below where you sued to be able to get the
    barrier. So, get to the moving platform, climb the central rope. Jump to the
    righthand wall, climb all the way up and get to the moving platform. It should
    be a simple matte rof getting to the next long horizontal section for your
    victory.
    
    *Speed Run 6:
     -----------
    Challenge Number: 39
    Level: Harbor
    Time Limit: 15
    Goal: Reach the top
    
    Yikes. Start jumping to the right fromt he start then jump up and left to the
    platform which leads to the first ladder. However, land right at the extreme
    edge of this platform and jump up and right to the ladder to your right.
    
    You have to be almost falling off this platform, you may want to get used to
    doing this before making an actual attempt at the challenge.
    
    Aside from this first jump, this is a matter of climbing the rigging. Don't
    climb ladders fully, climb a bit then jump to the next section as soon as
    possible. When you see the grapple bar at the high point of the scaffolding,
    grapple up and you should get your victory just before time runs out.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    |                                CF6: Bosses                                 |
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Bosses and minibosses, in condensed form. Just add water to these strategies.
    
                                    ----Stage 1----
    
    *Miniboss:
    
    This rail riding canon will charge back and forth at the top screen,
    periodically shooting a fireball. What you must do is kill an soldier around
    you and aim up at this vehicle. Pump it full of shots until it stops, then
    dodge the fireball.
    
    When it is destroyed, the hatch opens and you can enter it. If you want to
    enter it, never let it get past the second grapple rail way up high. If you
    shoot the hatch then it will open, but to get in position to do that you will
    have to get up to that rail - and that may cost you a life.
    
    *Boss:
    
    Jump to the plateau from the get go and aim up at the Dirk McShooter. Shoot him
    and then turn your attention to the guns - lay down and fire at them. There
    should only be the core remamining. Aim down diagonally at it and pump it full
    of shots until it is destroyed.
    
    When phase 2 begins to activate get to the left side of the plateau and aim up
    and diagonally - kill some of the four Dirks up here. Wait for the upper core
    to fire, then grapple up and kill the rest of the Dirks. Drop down to the
    plateau again and kill the cannons. Now, fire down diagonally at the lower
    core, and up at the upper core. If you can't hit it - grapple the helicopter
    and jump down when it is about to laser.
    
    Homing makes this battle extremely easy as well, so long as you aim the
    missiles so as to direct initial trajectory.
    
    -Here's Sean Rhodes submission, which requires a level 2 spread gun.
    
    "When you've got the Spread Gun, just stand on the far left. Begin the battle
     by holding R and diagonally. Then simply stand on the far left and shoot at
     the wall. Duck when necessary. 
    
     When the wall rises, first hold R and shoot diagonally. Your shots should hit
     all the men up top but one of them. If you feel you must take him out, do so,
     but unless you move from the far left of the screen he can't actually hit you.
     If you MUST hit him , just move forward slightly and fire diagonally. Now take
     out the bottom half the same way you did before.  Ducking when necessary. Only
     the red heart at the top should be left. You can shoot diagonally from the far
     left and at least one shot should hit. If not, just stand in the middle of the
     bottom screen and shoot up until it dies."
    
    -Here's David Rickard's, which uses the level 2 Machine Gun.
    
    "For the level 1 boss, you can beat this very quickly and with no danger to
     yourself if you have the level 2 machine gun. Simply fire at the red core at
     the start, and it will die in seconds. Then as the eye underneath opens up and
     begins to rise, use the platform to keep the machine gun firing at it. It
     should blow up before it goes out of reach. Then you can waste the bottom core
     before anything can get a shot off at you."
    
    -Here is _efire's, which again requires a level 2 weapon.
     
    "This strategy makes the first boss into a complete joke. First, you need a
     Level 2 weapon, preferrably M2 or C2. S2 works as well, but requires a bit
     more skill. Anyways, as you run into the screen where the tower boss is
     located, begin firing straight ahead like mad. Don't even bother to dodge the
     sniper's bullet; if you did it right, the first core is quickly destroyed.
     
     Keep firing. As the second core appears, continue firing like mad, jumping up
     each platform as the core rises. If you need to, hold the R button and aim
     diagonally up to finish off the top core. This core should die before it
     reaches the top screen. Finally, jump down to the far left corner of the
     screen and pummel the bottom core. It should blow up before the sniper shots
     reach you from the top. Easy stuff."
    
    
                                    ----Stage 2----
    *Boss:
    
    Just a boss in this one, but there's an enemy rush before it. When the platform
    raises to the top, stand next to the door and fire like crazy at the dudes
    leaping out. Eventually, some Snipers will appear, run and shoot the two on one
    side, dodge the shots of the other then run back shooting them.
    
    Grenadiers will appear next. Fire up at one, dodge the grenades, then fire up
    at the other. Rinse and repeat. Lastly, black snipers. Fire up at one as they
    rise then run across the screen firing up at an angle to damage the rest and
    avoid the shots. Run back tot he other side again avoiding shots and one of the
    guys should be killed, or better yet two of them. When two on one side are dead
    concentrate on the next closest sniper and the boss will finish him off.
    
    Now the boss itself can be fast but it is predictable. It alternates between
    blades, slamming one down and then the other. Dodge the blade and jump over the
    purple shockwave. You may want to avoid the blade closest to you and fire up
    at his head when he uses the one farthest.
    
    When he ducks to a corner, run to the opposite side and jump to avoid the tail
    attack.
    
    He'll begin to launch energy balls from his mouth. Rapidly fire up at his head
    because this sequence is one of the best damage dealing opportunities for the
    fight. When the ball hits the ground next to you, run to the other side to
    dodge it and continue to fire.
    
    When he pulls the platform up, stay really close to his arm and fire like crazy
    at his face. When he drops it he will begin slamming the ground again, if he
    gets you into a corner, he will be slamming down with the claw opposite of the
    corner and so be ready to avoid this.
    
    When he explodes, he'll begin to chase you down the waterfall. Fire like crazy
    at him, dodge the shots as normal, and he should be cake.
    
    ~You may need to try to jump between two midair energy balls on hard mode to
     avoid a death.
    
    -Here's _efire's strategy, which requires an upgraded Machinegun or Crush and
     involves leveling this boss before it begins to spew energy.
    
    "Just have either M2 or C2, and continually fire straight up at the alien head,
     moving only slightly to dodge the claws. After you start falling, just stand
     in the center and fire straight up. Don't even move here; you should kill him
     before any of the purple balls can reach you."
    
    Folks, this could be key on hard mode to reduce the headache ;).
    
                                    ----Stage 3----
    
    *Boss:
    
    There are barrels that roll across the ground here too, but they can reach each
    side of the room so be prepared to jump. There are also soldiers in this room,
    so shoot them when they appear.
    
    The boss itself doesn't take much of a beating. It's, again, from Contra but
    it's fought in the third person perspective this time. Jump and fire when it is
    fully formed to damage it. It will also launch shots to either side of the room
    which can be destroyed. If you don't destroy them, they move across the floor
    so jump over them.
    
    If you were able to hold onto a homing gun, it makes short, short work of this
    boss. It really is this simple though, so just avoid the other hazard and jump
    and fire at this sucker until he's downed completely.
    
                                    ----Stage 4----
    
    *Miniboss 1:
    
    The sub from Operation C. Run to the right from the start, and aim down.
    Destroy the circular turrets and main turret which fires red orbs.
    
    It will open up its four hatches and rake the arena with lasers. Run the
    direction that they are moving and get to the extreme side of the stage to
    avoid this. Fire at the hatches when they open but before the laser starts to
    come after you.
    
    The lefthand side holds a rapidfire turret. Dodge the shots, move left firing
    down on an angle and fire directly down on this turret while watching the shots
    as they arrive from the lower screen.
    
    There's rails right above the sub but I wouldn't suggest them unless you needed
    the closer range for level 1 crush missiles. Jump and grapple up to the top
    screen rail when the lasers start if you're doing this. You still have to move
    to the side.
    
    *Miniboss 2:
    
    The Missile Hugger 4000 just takes a bit of predictive work. From where the
    battle starts, move up and fire downa t him. As soon as he starts climbing,
    move down a good distance and fire up. Once he's swiped his claw up above
    however, start climbing as he will very quickly drop down to your level to make
    you miserable. You have a bit more time for firing when he's climbing but don't
    push it.
    
    When he fires missiles, shoot them as they arrive, but take the opportunity as
    well to get a lot of shots in on him.
    
    He's really not so bad once you get a pattern.
    
    Here's what Andrew Kurland had to say:
    
    "The Missile Hugger 3000 midboss on stage 4 is a pain in the ass, indeed, until
     you get used to its pattern. I like to use that horizontal railing above me to
     my advantage during this fight- the moment I know he's coming (as the screen
     scrolls left), I immediately use the grappling hook (or climb and use the jump
     my character automatically performs at the top of the vertical pipe) to get up
     there and shoot at him. Once he starts climbing up to the height he needs to
     punch me, I immediately drop down to the vertical pipe and slide down to avoid
     the punch. I don't slide down much, and I keep firing at the boss all the
     while once I know I'm out of the punch's way. I often get about three or four
     bursts in on the midboss this way. Once I'm close to the bottom of the rail,
     I slide down, wait for him to retract his hand from a punch, and jump- using
     the grappling hook to repeat the process from the beginning- firing down and
     to the left to ensure I shoot the missiles he fires once I do so.
     Again, I did not test this on Hard."
    
    *Boss:
    
    This boss is all very basic though he is unpredictable. He launches misisles
    and throws punches. He pumps his fist before punching and will either punch
    diagonally from the arm farthest from you or straight down from the one
    nearest.
    
    I find he punches diagonally most from an offscreen position, if you stay in
    the centre and periodically run under his arm closest to the edge he should
    punch down. Fire at his hand and arm untilt hey blow off.
    
    While my method isn't 100%, I've found it manipulates him more often than not.
    Walking the same direction he is usually prevents him from delivering a
    diagonal punch... but not always.
    
    Throughout the whole fight he antagonizes you with missiles. It's best to just
    jump or run out of the way unless you have the spread gun.
    
    Once both arms are destroyed, fire at his head until he is destroyed.
    
    David Rickard has this to mention...
    
    "...So when you blow one arm up, actually run over to his other arm so he
     scoots over and punches down rather than punches diagonally."
    
    I can't believe I neglected to mention that here, geez. Thanks for the wake up
    call David, :).
    
                                    ----Stage 5----
    
    *Boss:
    
    The Giant Fish fights from the lower screen. Watch what side he appears on - he
    starts on the right and alternates each time. He rakes the screen with a laser
    which -will- kill you unless you're right above him. His weak spot is his eyes
    so either fire down with Homing or Spread, or diagonally down as he leaves and
    straight down before the laser reaches you with anything else.
    
    Spread is really good here because it also kills the Filet O' Deaths before
    they geta  chance to antagonize you. Kill them before they geta  chance to fire
    when they do jump up, and leap out of the way of the boss' spike back
    projectiles.
    
    Just keep alternating sides and slamming his eye and he will drop.
    
                                    ----Stage 6----
    
    *Boss:
    
    Robo-Corpse! But don't fret, he's nothing to be feared. Stay in the middle of
    the screen. He launches streams of flamefrom side to side and you're going to
    have to avoid them. He usually goes in this pattern: two low and one high. Jump
    over the low streams and duck under the high streams. Make sure you note the
    difference in them. He's never mixed it up for me but that doesn't mean it's
    not a possible deal, dig?
    
    So bop him in the face with your shots when you leap over the flames and before
    you duck under the high flames. He should drop pretty quickly.
    
    But that's not all there is to the Robo-Corpse. He'll chase you through the
    wallway tot he previous room and open the doors here. Use a rapid weapon (drop
    one and go to your normal, Rapid gun if need be) and blast one of the door
    cores as fast as you possibly can. If you do it, Robo-Corpse will be
    decapitated. If you don't, he'll opent he doors and you need to try it again
    after dodging his streams. Again, these seem to be two low, one high.
    
                                    ----Stage 7----
    
    *Miniboss 1:
    
    There's a black sniper before this tank. Make sure you kill him (tall building,
    second one after the Homing power up blimp) before getting the tank onscreen.
    
    Fire straight ahead at the tank. It will launch either a rolling bomb or a
    fireball straight forward. Jump over both and come out shooting. If you're
    experienced, you may want to duck the fireball, but if you're having trouble
    responding differently to the different shots,s tick to jumping.
    
    When the tank drives forward, lay down. If you have a weapon capable of hitting
    it in this position, let her rip and you can score some heavy damage before it
    starts firing at you again.
    
    *Miniboss 2:
    
    This giant, spider-like robot will attack you between the two buildings. It
    will initially use regular shots and fireballs. The fireballs become waves of
    fire which move down the climbable walls.
    
    Dodge left and right to avoid the shots and fire up at the spider's head. When
    it turns its head to the side, it's going to rake below itself with lasers.
    Wait for the fire to move past and jump to the wall opposite of where the
    lasers start and move up, laser nipping at your heels. When the laser stops,
    slide down, jump back to the platform, and continue to shoot up while dodging
    shots.
    
    *Boss:
    
    The Crustacean Cruiser is a huge boss but only a slight threat directly. Make
    sure you stay on its shell as it arises from the ground, or else you will get
    tramples as he starts his running rampage.
    
    Down below, there will be Blue robots on hovercycles. When they point their
    guns up, they are about to fire. Sidestep the shots and continue your work.
    
    Fire down at the fleshy sections on the side of the boss until they explode.
    Destroy all four and drop down tot he ledge at the base of its carapace.
    
    Now, if you have a weapon that can hit the ehad from here, let it rip.
    Otherwise, destroy a biker bot and jump to the hovercycle. Get really close to
    its face to rack up the hits.
    
    Red robot bikers will appear now, and they lob grenades. You would be advised
    to break off from the boss and destroy them asap.
    
    If you have Homing, you never had to go down here. Lay down at the section of
    carapace directly above the rightmost flesh section and face left. Fire the
    homing missiles and they should periodically hit the boss' head - normally this
    is because they lost their target of biker robot.
    
    That method takes a long time, and really getting on the bike is not that much
    of a hazard...
    
                                    ----Stage 8----
    
    *Boss:
    
    This giant heart will not attack you directly, instead eyeball turrets will
    rise to shoot you. Just run back and forth shooting at the heart. The screams
    may drown out the noise the eyeballs make but they flash before they shoot so
    watch for that and jump. This is reallya ll there is to it, fire and dodge,
    fire and dodge. It'll go down soon enough.
    
                                    ----Stage 9----
    
    *Miniboss:
    
    Alright. Move to the right until he escapes his pod, then grapple up and to the
    left of it. He mostly tries to claw and crush you and as such the real strategy
    here is to avoid him completely.
    
    Once you're on the ceiling, just fire at him like crazy. When he moves to one
    side of the room, you move tot he other. When he jumps to the ceiling, you fall
    to the floor. When he falls to the floor, you grapple on up.
    
    When he moves back and forth, try your best to keep this up and stay one step
    ahead of him. You should still get out of the way in time if you respond to its
    every move.
    
    Watch the scene regarding this boss when he dies, and get ready for a good time
    in the Harvest Yard.
    
    *Final Boss:
    
    When the rib starts to take you up to the boss, you will see a blimp with laser
    and machine gun here. Laser, Machine Gun, and Crush are all upgradeable during
    the final fight. You CAN get others, but I've seen these more often than not.
    Spread gun works really well too, I usually keep one of those and either
    Machine Gun 2 or Crush 2 for this boss.
    
    When you arrive at the boss, start firing at its eyes. Fire at one as you are
    arriving at the battlefield, then start on the other.
    
    The boss will initally assault you with its snake arms. Now, unless you have
    something like Crush, you will want to avoid these arms before firing at their
    heads - and you CAN temporarily destroy these things.
    
    -If one snake goes across the ceiling, and the other the floor, track the
     position of the floor snake and run from it all the way to the far edge. Turn,
     lock your posiiton, and fire at its head.
    -If both snakes go down the sides of the screen, grapple the head in the upper
     centre of the screen. Aim down at the snakes (or over at an eye) and fire like
     crazy.
    -If both snakes go down the centre, lay down. They should split and move to the
     side, missing you. Fire at the head you're facing.
    
    Once a snake is destroyed, grapple the hook that emerges from the opening it
    came from. Face the head and repeatedly shoot it in the head. If you wait too
    long the snake will regrow, or the head will only stick around for a minimum of
    shots.
    
    Once it leaves the screen, a brain will flaot onscreen. Stick to the bottom
    right corner and switch to spread gun.
    
    -If it launches purple flames, just aim and fire at that mother until it is
     destroyed.
    -If it launches small brains in four directions, it will move toward you. Lay
     down and it will not be able to hit you. When it moves away, keep firing until
     it is destroyed.
    -If it flies on from the left of the screen, fire your spread gun at the
     bounding minibrains. Lay down to avoid the rightmost brain, but when it jumps
     back up, move back intot he room and shoot those mothers up.
    
    If you manage to destroy the brain, it drops an item.
    
    Repeat this process of destroying a snake, shooting the brain in the head and
    dealing with the independent brains. Eventually, it will drop.
    
    
    
    ^There's boss info up there^ So if you're looking at enemies and don't want any
    spoiler sof this nature, scroll the document down a little more.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    |                               CF7: Enemies                                 |
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies make games for me. Enemies and bosses. Contra always has a colourful
    cast of beasties and Contra 4 is no exception.
    
    Some of the names here that are specific because I extracted those names from
    official materials - the manual and the game. Other than them, a lot of these
    are approximations and estimates. But we need to pay them heed as well, yes?
    
    There's mild spoilers in here.
    
                            -----Humanesque Humanoids-----
    
    Humanoid enemies mostly attack with weapons rather than built in offensive
    capabilities. They are very common towards the start of the game but start to
    wane as you progress.
    
    **3rd Person Base Soldier:
    
    Attacks in the first 3rd person base, runs onscreen and starts to fire. Run to
    the side or jump to avoid the shots. Kill them for items in the Eagle rooms and
    try to take them out as they arrive.
    
    **Dirk McShooter: Black Sniper:
    
    This vaersion of the sniper is often difficult to see on backdrops and takes
    quite the beating. It's best to remember their positions and destroy them
    before things get too thick.
    
    They seem to fire more often than the reds as well. Don't face them against a
    backdrop of other enemies if possible or they may very well get the better of
    you.
    
    **Dirk McShooter: Ground:
    
    This guy lays on the ground firing a shot. The shot's direction is unchanging
    and comes with regularity. If you can't get a good position to aim at this
    sucker then you will have to lay down to shoot him (unless your weapon is wide
    enough, like a double machine gun).
    
    Fire three shots, dodge his shot by jumping, then start firing again until he
    drops and you can pass without incident.
    
    **Dirk McShooter: Red Sniper:
    
    This version of Dirk periodically shoots at you from a fixed position - though
    he can aim his gun in your direction. His red stands out for the most part, but
    against some backdrops he can blend. Also, if they are on the opposite screen
    they can be a surprise.
    
    They take two hits of Rapid.
    
    **Nicky Napalm (Grenadier): Blue:
    
    Much rarer and stronger than the red grenadiers. Dodge their grenades and
    return fire. They take a lot of hits to drop.
    
    **Nicky Napalm (Grenadier): Red:
    
    The grenades they toss make a distinctive sound so if you can hear it you know
    they're around. They lob grenades at your given position and are often found
    above you. Sidestep their grenades and return fire.
    
    **Grunt/Fodder:
    
    Simple soldier that runs forward after you. Just shoot them and continue. When
    they reach a ledge, they will jump. This is their most dangerous as if they are
    below you they can hit you with their head - death.
    
    If you aren't shooting them because of a challenge and you're above them, then
    jump when they do to avoid getting headbutted.
    
    **Mr Scuba:
    
    This guy hides in oceans and waterfalls and launches a grenade straught into
    the air when you draw near. This splits into three before it falls. They are
    dealt with by shooting them as they fire the grenades - emerging from the water
    to do so.
    
    If you want to pass one without firing, either keep your distance or let the
    grendes fall __around__ you.
    
    **Turret Gunner:
    
    This guy has a shield with a gun on top, or so it seems. This doesn't make him
    invincible to shots, however. Just lay down and none of his shots will ever hit
    you. Return fire and he's outta there.
    
                            ----Animalistic Predators----
    
    The natural side of things, well as natural as you get in contra. These are all
    animalistic aliens that antagonize you through their natural weapons.
    
    **Alien Wasp, the Dreaded Pus-Suckers of SV-326:
    
    These suckers grab you and try to carry you offscreen. If they do, then you
    will die. If you get grabbed, then you should aim up and fire like crazy - you
    may have to use your grapple line to avoid death when they drop you.
    
    They take a number of hits, so usually you will want to just hightail it out
    of there before they become too much of a pest.
    
    **Bone Eel:
    
    A large enemy in the Ocean, destroy each of their sections to destroy them.
    They normally stick to the lower screen but when they jump out, try to stay on
    side opposite of where they are travelling.
    
    **Filet O' Death:
    
    A fish casuing pain and suffering in the Ocean. Filet O' Death will leap out at
    intervals and fire a shot. The Rapid gun will do nothing in this situation -
    get something with speed or range.
    
    For dealing with these guys, who can kill you by ramming or shooting, stay
    towards the centre of the screen and move back when dodging. If you see a fish
    near the top of the lower screen, move back while jumping over it as it is one
    sneaky salmon.
    
    **Man-Faced Mutt:
    
    These dogs in the city won't be an issue in the Easy Mode, but attack in the
    higher difficulties. Once you pass them running tot he right, or approach them
    from the right they will activate and run after you. To kill it, jump or turn
    and fire at it.
    
    **Worm/Maggot:
    
    A small critter who crawls along rails or other surfaces. They're grey so it
    is a difficult enemy to see at times. Make sure you clear them out before
    making that critical jump.
    
                                   ----Robots----
    
    There are a lot of robots. They're a varied lot but all painful.
    
    *Reaper: Black:
    
    The captain of the watercraft that you deal with in the Ocean, this guy just
    directs the flight robots around him. Switch to a powerful weapon and shoot the
    hell out of him to make that section of the Ocean proceed.
    
    *Reaper: Blue:
    
    The base robot, he will emerge and run after you. Turn and give him a couple of
    shots to break him down. Awful frail for someone so big, no?
    
    They're big and have a skeletal look.
    
    *Reaper: Blue: Base:
    
    Just like the base soldiers, these third person foes run onscreen before
    attacking. As always, just shoot them before they have a chance, and if they do
    dodge by jumping or running tot he side.
    
    *Reaper: Blue: Biker:
    
    A blue robot on a hovercycle, aim down and destroy it. they will periodically
    aim their gun up and fire a shot straight up. Because it's straight up it's
    easy to avoid.
    
    Their hovercycle stays around for a little while after the robot blows up. You
    can jump onto it and ride it yourself.
    
    *Reaper: Blue: Grenadier:
    
    This robot will periodically fire a grenade out of its chest cavity. Jump the
    grenade and then shoot it before it lobs another.
    
    *Reaper: Blue: Flight:
    
    They fly in the air shooting slow homing missiles. switch to a wide weapon or
    one with splash damage. You can destroy the homing missiles, and this is often
    a better option than jumping over them.
    
    *Reaper: Blue: Sniper:
    
    This robot take sthe place of Red Dirk McShooters in the City. He fires just a
    bit faster but due to his considerable size he's a much easier target.
    
    *Reaper: Red:
    
    This robot is like the base blue, except it will often shoot at you. It's just
    as fragile, however.
    
    *Reaper: Red: Biker:
    
    These are the grenadiers of bikers. They will swoosh behind you and lob a
    grenade. They are a priority target. Either move back towards them firing your
    weapon or lock your position and kill them as they pass.
    
    *Proboterror:
    
    Honestly, the most dangerous enemy in the game. Theys tart out as a robot which
    can fire and also lay down and fire - watch out. They will break apart when hit
    and reform as a dog - which is fast and can fire as well, or a tripod bot which
    fires frequently.
    
    They can reform multiple times before being destroyed. The way to deal with
    them is to knock them down and run past them before they reform or hold your
    position until they are destroyed.
    
    For the dogs, you;re going to need a wide weapon or to lay down.
    
    *Water Diving Robot:
    
    In the ocean, these guys fire shots straight up out of the water. The best way
    to deal with them is to anticipate their position, fire down, then dodge back
    to avoid their shots. Repeat until the section ends.
    
                           -----The Environment------
    
    There's a lot of active objects in the environment that can slay you. Even the
    ground is out to get you it seems.
    
    There's a few proprietary things I'm leaving out of here as they are part of
    the environment but also a nice surprise. See about them in the walkthroughs.
    
    **Eyeball Turret:
    
    Rise from the ground in the Alien Hive. These turrets fire almost as soon as
    they peek up formt he ground. You can see their shadows move across the ground,
    track them, fire and dodge them.
    
    Keep this up and they drop pretty soon.
    
    **Grassy Knoll (Ground Turret):
    
    Opens up fromt he ground. Only one direction of fire so it should be easily
    dispatched. It's biggest threat is honestly being in the way. It can pop up and
    you will get a boo boo on your knees. That costs a life, soldier, so mark their
    positions.
    
    **Ground Turret: Base
    
    These rise fromt he ground - fire on them before they can shoot at you. If you
    hear a beeping and see them flash, start to run and jump to avoid their shots.
    They may go back intot he ground after a shot.
    
    **Gaping Maw Kettle (Mouth in the Wall):
    
    Spews a large amount of little floaty mouth projectiles. Aim at it and shoot
    the teeth out of it before it can shoot at you if it's going to be in the way.
    
    **Over the Shoulder Soldier Folder (Rock):
    
    Falls down to crush you. They bounce on platforms, so wait for them to bounce
    away before you move on. If they fall onto a moving platform, then 
    
    **Rolling Cylinders of Death
    
    Rolling objects in the base, either jump when they near, move to the side out
    of its way, or duck and fire until it explodes.
    
    **Wall Core:
    
    Eyeball or mechanical, destroy these to proceed to the next room in the bases.
    
    **Wall Turret:
    
    A rotating turret that fires periodically. Dodge and shoot, dodge and shoot.
    
    **Wall Turret: Base:
    
    Fires at your position with more regularity than the side-scrolling wall
    cannons. They are your primary target in the bases.
    
                             -----Viper Aliens-----
    
    What does your "Giger" counter read? Ho ho, I always wanted to use that one.
    These are all Stage 8 and 9 enemies, so beware if you're a casual reader.
    
    **Egg:
    
    Launches little Scorpion Aliens out every now and then unless you destroy
    them. The Scorpions are lobbed into the air in case you're ever faced with
    killing one of these guys when it's jumping out.
    
    **Falcon Viper:
    
    These guys, both yellow and purple, fly down to your level and attempt to ram
    you. They are kind of fragile, however, dropping faster than the Alien Wasps of
    the City. Take the time to shoot them unless you;re doing a challenge.
    
    It's best to avoid letting them gang up on you.
    
    **Scorpion Hatchling Alien:
    
    Little guys who look like streamlined scorpions. They leap from eggs and run
    across the ground, leaping when they reach a ledge. You should circumvent
    ever fighting these guys by destroying their eggs. But they are a low to the
    ground enemy, so you'll have to lay downa nd fire or leap and fire down.
    
    **Scorpion Hatchling Alien: Base
    
    Runs across the floor trying to ram you. Either jump out of the way or lay
    down and try to kill them. A third person base enemy, they serve as the Alien
    Hive's "cylinders."
    
    *Viper Alien: Base: Floor
    
    Run onscreen, then charge towards you. Shoot them before they reach you.
    
    *Viper alien: Base: Ceiling
    
    Crawl along the ceiling and drop when they get to your position. Homing is
    great here, but otherwise, you will have to give them a shot when they drop or
    just jump over them when they land as they run off to the side.
    
    *Viper Alien: Yellow:
    
    Run across the ground, jumping at pits. These are essentially the stock troops
    of the Harvest Yard. Take them down with a shot to the guts. Watch out for them
    if they're up above.
    
    *Viper Alien: Purple:
    
    These guys crawl across the ceiling, dropping down to meet you. Dangerous, so
    track their position and punish them before they ever get a chance.
    
                             ----Everything Else----
    
    Couple of dudes that needed someplace to go. Two of them are "humanoids" but
    not exactly as close to humans as the last guys. Yes, I suppose meat puppets
    are but they're tortured husks of hate and were morally upsetting to Dirk
    McShooter.
    
    **Ingrid Birdmen:
    
    Red and Blue varieties exist. They jump down to lower levels and fire shots.
    Fire at these winged menaces from below. Spread helps.
    
    **Meat Puppet:
    
    A monstrous, swollen and shambling zombie. He walks along until he stops and
    starts to spaz. He explodes into an eightway spread of projectiles... If he
    does, run away and try to dodge. Otherwise, kill it before it can explode.
    
    **Sewer Crawler:
    
    Jumps out of sewer pipes or from inside a wall. Stick to the ceiling if there
    are a lot of them and kill them as they emerge. If you need to face them on the
    ground, lay down and kill it if your weapon doesn't reach the ground or leap
    over it and fire.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    |                          CF8: Extras and Secrets                           |
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    **Museum:
    
    There formt he start, the museum gives you an overview of canonical and non-
    canonical Contra titles. Well, really the point of Contra is to blast things
    aggressively and frequently, but it's interesting to see the development of
    the series and such.
    
    **Challenge Mode:
    
    Beat the game on any difficulty to unlock Challenge Mode. Challenge Mode is
    what you use to unlock the other bonus materials by completing set tasks
    through many of the levels you played through in the game.
    
    This -can- be unlocked via Easy, so if you weren't up for Normal or Hard then
    you can at least get your kicks in via easy. Challenge mode will hone your
    skills surprisingly efficiently as well, so it could eb a worthwhile venture
    even for that.
    
    **Classic Contra
    
      **Contra: Unlocked by completing 4 Challenges.
    
      The NES version of the original Contra, giving you a choice of ratios to play
      the game in.
    
      The Konami Code still exists, albeit in a different form. At the Title Screen
      press Up, Up, Down, Down, Left, Right, Left, Right, Y, B and then select your
      difficulty and press Start for 30 lives.
    
      **Super C: Unlocked by completing 8 Challenges.
    
      Again, you can pick the ratio just like Contra. And again, this is the NES
      version. Nice, though, that they are the first extras unlocked.
    
      Super C contains the following:
    
      Press Right, Left, Down, Up, B, Y on the title screen and then select your
      difficulty. Hit start and you will have 10 lives.
    
      For the sound test, as the title is appearing onscreen, hold Ba nd Y and
      press start. Pres it again (Y+B+Start) and you'll open the sound test. From
      here, use Y and B to control the sound test and Start to exit.
    
    **Extra Characters:
    
    -Probotector: Unlocked by completing 12 Challenges.
    
    Originally, European audiences were treated to Probotector which effectively
    eliminated the human element of Contra - replacing the humans with bots. It is
    nice to see it brought back here though, shows the group still remembers its
    fans.
    
    -Lucia: Unlocked by completing 20 Challenges.
    
    Originally from Shattered Soldier, Lucia's pretty fly for a construct.
    Definitely a nice addition, Lucia can bust heads with the best of them. This
    bionoid is definitely my second most used in this game beyond Mad Dog. The
    gals here seem to aim at an angle (when angled) that hits less steep than the
    guys, those this may just be perception.
    
    -Sheena: Unlocked by completing 28 Challenges.
    
    I really like Sheena's face in the C4 artwork. Very nicely done. Originally
    appearing in Hard Corps, she's again a welcome addition to an otherwise sausage
    fest. She seems to have the same aiming peculiarities as Lucia, but they were
    nice enough to give her a different voice - excellent.
    
    -Jimbo and Sully: Unlocked by completing 36 Challenges.
    
    The Contra 3 dudes via the North American release, Jumbo and Sully were created
    to explain away the time difference in the old North American canon between
    Contra and Contra 3. They have older styled sprites and their alternate colours
    match up with Mad Dog and Scorpion. Awesome.
    
    They also have one of the best voice clips ever. I'll let you hear it yourself.
    
    **Comics:
    
    Promotional comics displayed over both screens. Use the control pad to scroll
    between panels.
    
    -Contra 3: Unlocked by completing 24 Challenges.
    
    This comic involves a scenerio with Bill and Lance. I'll say no more, the art's
    pretty rad so enjoy.
    
    -Contra 4: Unlocked by completing 32 Challenges.
    
    Tongue in cheek comic regarding the outset of Contra 4 and some of the
    scenerios therein. Introduces Mad Dog and Scorpion and there's a lot of great
    lines, check it out.
    
    **Interview:
    
    Unlocked by completing 16 Challenges.
    
    This is a textual interview with Nakazato regarding his time with Contra and
    involvement with the series. It's interesting to hear his thoughts on the
    series - there's definitely love for the fans and the series here.
    
    He thinks the way a developer should - how can new technology make a character
    do more? There's no need for stagnation. Keep it real.
    
    **Sound Gallery:
    
    Unlocked by completing 40 Challenges.
    
    Allows you to listen to any of the sound effects of Contra 4 and the music
    tracks. Totally rad, I've always loved sound tests. Usually the best part of
    the song is drowned out by the guns so it's a nice thing to have.
    
    **Bonus Museum:
    
    This shows up in the Muesum after completing 40 Challenges. Mainly, it contains
    artwork from the game such as the delicious character unlocked art and some
    back history on some characters of the Contra series. There's some concept art
    from this game - nice.
    
    **Alternate Colours for Extra Characters:
    
    Well Bill, Lance, Mad Dog, and Scorpion are all virtually (not totally) swaps
    of each other so this option is not available for them, but the extra
    characters have extra options.
    
    Lucia, Probotector, and Sheena all have three alternate versions. On the
    character select, double tap up, down, or X to change their colour.
    
    Jimbo and Sully have one each (which match up with Mad Dog and Scorpion,
    respectively where Jimbo and Sully are Bill and Lance) activated by double-
    tapping up.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    |                               CF9: Credits                                 |
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Thanks go out to Konami and everyone who has contributed to Contra. You guys
    are keeping it real when few others are.
    
    Thanks also to Wayforward. There's definitely a love of Contra here. I will
    admit I was worried when details of Contra 4 were first released but it more
    than blew me away. Many thanks.
    
    Thanks to my younger brother for making me get killed via laughter. "Take em'
    Down!" sounds nothing like a high-pitched "CHICKEN BONE!" dude...
    
    Bill, Lance, Mad Dog, and Scorpion for saving the world without breaking nary
    a sweat. We all owe you one guys.
    
                                --User submissions--
                                  ================
    
    Sean Rhodes for a Boss 1 strategy.
    
    David Rickard, for his boss input for level 1 and 4.
    
    efire_ for his level 1 boss strategy, level 2 strategy, and having a keen
    enough interest in Contra to ask me to toss a few quotes into guide :).
    
    Andy Kurland for his Missile Hugger strategy, pointing out a few errors in my
    guide, and pointing out about ducking in the bases. No idea how I forgot about
    that, I am shamed. :). Also for telling me Knomai put up a few official enemy
    names on their C4 site, many kudos dude!
    
    Alex Cook, for his inventive way to reap free men in the harbour.
    
    Jamie Pinkney, for pointing out a few clerical errors.
    
                                 ====================
    
    Thanks of course go out to my hosts, as without them you would not be reading
    this guide.
    
    Websites with permission to use this Guide:
    www.GameFAQS.com
    www.neoseeker.com
    faqs.IGN.com
    www.1up.com
    www.honestgamer.com
    www.gamesradar.com
    www.cheatplanet.com
    http://www.cheathappens.com
    
    Game by Konami/Wayforward