FAQ/Walkthrough by Pleinair

Version: 1.00 | Updated: 06/01/06 | Printable Version

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Commander Keen Episode V: The Armageddon Machine FAQ/Walkthrough
Written by Pleinair (Pleinair123@aol.com)
Version 1.00  May 31, 2006

Notes:      This document contains spoilers for the game
            Commander Keen Episode V: The Armageddon Machine for the PC.
            Read no further if you have a problem with that.
            This document also employs a QuickFind system which allows
            you to locate data by searching for its respective code
            listed in the table of contents.

Version History               [CKVHISTORY]
My Intro                      [CKPLINTRO]
Brief History of Keen         [CKPAST]
Our Story                     [CKSTORY]
Controls                      [CKCONTROLS]
Gameplay                      [CKGAMEPLAY]
Items                         [CKITEMS]
Enemies                       [CKENEMIES]
The Beginning                 [CKPART1]
          Ion Ventilation System        [CKLIVS]
          Security Center               [CKLSC]
All For An Elevator           [CKPART2]
          Defense Tunnel Vlook          [CKDTV]
          Energy Flow Systems           [CKEFS]
          Defense Tunnel Burrh          [CKDTB]
          Regulation Control Center     [CKRCC]
          Defense Tunnel Sorra          [CKDTS]
          Neutrino Burst Injector       [CKNBI]
          Defense Tunnel Teln           [CKDTT]
          Brownian Motion Inducer       [CKBMI]
Almost Done                   [CKPART3]
          Gravitational Damping Hub     [CKBMI]
          Korath III Base               [CKBMI]
          Quantum Explosion Dynamo      [CKQED]
Fun Stuff                     [CKFUN]
Cheats                        [CKCHEATS]
Disclaimer                    [CKDISCLAIMER]
Contact Info                  [CKCONINFO]
Special Thanks                [CKSPTHANKS]
No Thanks                     [CKNOTHANKS]

    Version History           [CKVHISTORY]
Version 1.00 - May 31, 2006:
Upon the completion and successful posting of maps for every level of this
game, I've decide that it was time that GameFAQs got itself a REAL Guide for
Commander Keen 5 as well.  The entire game, which I spent a good portion of my
youth enjoying and mastering, was fresh in my mind, and every last detail was
charted out by yours truly.  What more reason is needed?

    My Intro                  [CKPLINTRO]
It's hard to believe that there has yet to be a detailed guide written for
this timeless classic.  Commander Keen was an icon of PC gaming in the early
90s, and was also one of the leading ShareWare giants.  Viewed by many as the
greatest installment to the series, it's only fair that Billy Blaze gets his

    Brief History of Keen     [CKPAST]
Billy Blaze, eight year-old genius, working diligently in his backyard
clubhouse has created an interstellar starship from old soup cans, rubber
cement and plastic tubing.  While his folks are out on the town and his
babysitter has fallen asleep, Billy travels into his backyard workshop, dons
his brother's football helmet, and transforms into...

COMMANDER KEEN--Defender of Earth!

In his ship, the Bean-With-Bacon Megarocket, Keen dispenses Galactic Justice
with an iron hand!

In the previous trilogy, Invasion of the Vorticons, our hero succeeded in
defending the Earth from the deadly Vorticon Mothership, and proceeded to
their homeworld Vorticon VI.  There, with the full knowledge that the Vortions
were being enslaved by mind control belts, Keen slaughtered entire cities on
his way to free them from the evil clutches of the Grand Intellect.  Sure, he
could have just landed on the island with the ominous tower and just saved
the world, but it was a snow day, and Keen had all the time in the world.  But
he sure was in for a surprise to discover that the Grand Intellect was in
fact Billy's long-time nemesis, Mortimer McMire, a rivaling genius from
Earth!  Upon defeating his foe, and "rescuing" the Vorticons, Keen was then
slapped with a lawsuit, banning him from the use of all lethal weapons,
forcing him to use nothing more powerful than a Neural Stunner.

    Our Story                 [CKSTORY]
In the first installment of the Goodbye Galaxy series, our hero was working
on his latest invention that allowed him to hear any signal from any distance,
disregarding that whole Speed O' Light physics nonsense.  After many terrible
alien sitcoms, Billy Blaze stumbled upon a disturbing announcement that the
Shikadi plan on destroying the entire Milky Way Galaxy.  Finding that a
terrible inconvenience, our hero once again dons his brother's football
helmet to become COMMANDER KEEN, Defender of the Galaxy.  Before blasting off
to save the day, a scare of his parents discovering his Megarocket was solved
with quick thinking and a Neural Stunner, and it was on to discover the evil
plans of the Shikadi!

In the last exciting chapter, Secrets of the Oracle, Keen discovered that
the Shikadi made an effort to stop any would-be heroes from stopping them by
taking out the Oracle, the one thing in the galaxy that would know where they
are and how they plan on ruining everyone's day in a big way.  The immortal
council was kidnapped and imprisoned in the Shadowlands of Gnosticus IV.
Through determination, pogo mastery, and Dopefish evasion, Keen was able to
reassemble to counsel and discover that the Shikadi are nearing completion
of the Omegamatic, floating over the unknowing Korath III.  After several
mid-flight games of Paddle Wars, Keen docked his Megarocket to an exhaust
port of the massive doomsday device, with one goal: SAVE THE GALAXY!

    Controls                  [CKCONTROLS]
Many of the in-game controls can be reconfigured in the game menu.  You
can even set firing so that it triggers by pressing both the jump and pogo
buttons at once, just like in the original Keen Trilogy.  You can also
configure the use of another input device, such as a joystick.  Listed below
are the default settings.

Up/Down: Move cursor
Enter:   Select
Esc:     Quit game
F1:      Help Menu

Up:             Up
Down:           Down
Left:           Left
Right:          Right
Numpad Home:    Up/Left
Numpad Pg Up:   Up/Right
Numpad End:     Down/Left
Numpad Pg Down: Down/Right
Alt/Ctrl:       Enter Area
Enter:          Status Display
Esc:            Return to Menu

-Area Level-
Up:       Look Up/Enter Door
Down:     Look Down/Duck
Left:     Move Left
Right:    Move Right
Alt:      Pogo
Ctrl:     Jump
Spacebar: Fire
Enter:    Status Display
Esc:      Return to Menu

    Gameplay                  [CKGAMEPLAY]
Much like the original Keen Trilogy, Goodbye Galaxy is still a tile-based
platformer.  The graphics and gameplay have advanced so well, though, that it
it is hard to tell that everything is based off of mere square tiles.

Keen stands 2 tiles tall, fires from the higher half of himself, and when
when in the air, can grab onto the ledge of any solid ground as long as his
pogo stick is not out and the top of himself reaches the ledge.

Jumping: Keen jumps about 4 and a half tiles high, effectively allowing him
to reach ledges as high as 6 tiles above the ground he stands on.  In easy
mode, Keen's jump is increased by about a quarter tile.  While this will not
affect him height-wise, it does change how far he can jump, or how easily he
can clear some hazards.  A slight love-tap to the jump button can limit how
high Keen jumps.  This is useful for avoiding hazards that are above.  While
the game never requires this of you to progress, some extra points here and
there need you to do it.  It's more trouble than it's worth, though.

Pogo: When pogo-ing on the ground, Keen bounces 2 and a half tiles.  When the
jump button is held, he gets serious air, 6.5 tiles of air.  If you play in
easy mode, he gets a whole extra tile of oomph in his bounce, putting him 7.5
tiles in the air.  If you pull the pogo out while on the ground, an extra half
tile is added to your initial bounce, which leads to...

The Impossible Pogo Trick: So many sources mislead you on the mechanics of
this little secret jump.  If you hit the jump button just right after pulling
the pogo out while on the ground, the extra half-tile gain is added to a full
pogo jump, giving you a full 7 tiles (8 in easy mode) of air, letting you
reach ledges as high as 9 tiles above your current ground.  It is easier to
accomplish while moving left or right, but it can be accomplished while
standing still.  Master this move.

Switches and Platforms/Floors: When you see a switch, press it by holding up
while in front of it.  It will either alter a nearby retractable floor, or
change the a moving platforms course.

Shooting: Keep can shoot horizontally, up, and while jumping or on a pole,
downward.  Each shot consumes ammo, which can be replenished by collecting
a green neural stunner item.  If you start a level with less than 5 ammo, a
source of 5 will be supplied near the starting point so that Keen does not
need to run on empty.

Poles: Fun to slide down, aren't they?  Certain enemies don't like you taking
the high ground through, and WILL inform you of it.  While climbing upward,
it's faster to jump while holding up.  Not much faster, but enough to be worth

Keys and Locks: Keys in the form of gems are used to open locks of their
respective color.  To open a lock, all you need to do is simply pass over it
while holding that key.  Almost every final door in a level requires a card to
open.  When you find the card, enter the door simply by pressing up.

Fuses:  In 5 levels of the game, you'll encounter fuses.  To proceed, break
them by simply jumping on them with the pogo stick.

Paddle Wars: From the game menu, you can start this fun little minigame.  It's
like pong, only vertical.  Use the direction pad to move left or right, trying
to land the ball in your CPU-controlled opponent's zone.  You can use the mouse
as well, but it's sloooooooow.  Your opponent isn't that smart, so this won't
awards in terms of challenge.  If you keep a round going long enough, the ball
will bounce faster and faster.  If a score is made at maximum speed, it will be
noticeable, as the score line will be broken by the ball.  The first to 21
points wins the game.  There is no reward for winning, getting a perfect game,
or anything.  It's just for fun.

    Items                     [CKITEMS]
The Omegamatic packed to the gills

Shikadi Gum                   (100 points)
Marshmallow                   (200 points)
Chocolate Milk                (500 points)
Tart Stix                     (1000 points)
Sugar Stoopies Cereal         (2000 points)
Bag O' Sugar                  (5000 points)
Vitalin                       (Collect 100 for 1UP)
Keg O' Vitalin                (1UP)
Neural Stunner                (5 Ammo)

Key Gem - Place in a holder of the same color to open a locked gate
Keycard - Required to open a locked Exit door

    Enemies                   [CKENEMIES]
The Omegamatic is full of nasties ready to throw their lives down to stop
Keen from saving the Galaxy.  Listed below are these menaces.

There isn't a human being alive who doesn't think "Hamburglar" when looking at
one of these things.  Mainly because it looks like metal hamburger with legs.
The game was too busy making electrical puns to give useful info on this guy.
He patrols his floor, pausing to look around.  If he sights you, he fires his
legs up and charges at you at top speed.  He can be a pain on angled floors.
Wait for him to be on an even floor with you and a single shot will kill him

-Little Ampton-
These little purple guys seem harmless, until you're on a pole with them.
They patrol floors, stopping at terminals and occasionally going up or down
poles, on which they'll destroy Keen if he's climbing them.  Otherwise, all
they can do is push our hero around, not that this is a helpful thing.

-Vertical Slicestar-
There jerks move up and down, making going down a hall a pain.  It takes a
total of 20 shots to destroy one of these.  Last I checked, you weren't made
of ammo, so just run by when they're out of the way.  Most of the time, you can
actually duck under these if you can't get by, even though it looks like it's
touching Keen.

-Horizontal Slicestar-
Another pain.  Often patrolling long floors, or platforms.  Get on and off as
quickly as possible.  Like its vertical counterpart, it's more trouble to kill
than it's worth.

-Bouncing Slicestar-
The most hated enemy in the game.  Unlike other Slicestars, this one does NOT
follow a set path.  It travels in diagonal 45 degree angles, bouncing off
floors, walls, and ceilings... and they move fast.  You can hear a distinct
thud whenever they leave their mark on something.  Because they don't simply
travel back and forth like other Slicestars, they're much harder to dodge, and
on top of that they take ## shots to destroy.  Yes, ##.  Good luck.

A flying pair of eyeballs with hair.  They travel in a pre-set course, and they
do it fast.  A shot will render them motionless & harmless for a few moments
until they regain their senses and continue business as usual.

These red gem-shamed enemies bounce off the floors and ceilings.  Every third
bounce, they change between the two.  They're completely invulnerable so just
watch their pattern and run by when they're on the ceiling.

-Robo Red-
Easily the most intimidating foe in the game.  These guys are HUGE, and they
sport one hell of a machine gun.  If they see you, they shoot.  If you make a
noise behind them, they'll turn around and shoot.  If you shoot then, you
better believe they'll shoot.  His shots fire in a V-pattern, limiting his
range.  Oh, and he can't be killed, stunned, stopped, or be told to go to bed.
And he Dopefish for breakfast.  If you see one, wait for him to get far, far
away before you try to get by, or take the high/low road.  There is one thing
that can be done to get him out of your hair, see the secrets section for

This little red dude patrols floors.  If he's on a ledge above you, he'll jump
down in a suicide attack.  If he doesn't kill you, the shrapnel probably will.
He'll also explode when jumped on or shot.  Your best bet in taking them out is
jumping over them and shooting them from above, landing where they were.  The
wreckage where they immediately were will be clear by the time you land.

Not seen very much in the game, this eyeball with a hand floats up in the air
and randomly flies off in one of four 90 degree angles.  You can't kill it, so
just make sure you're out of his way and everything will be just fine.

A big bouncing ball-o-energy.  It's big.  It's slow.  It's invincible.
You DESERVE to die if you get hit by one of these.

-Shikadi Mine-
This menacing flying black cube deserves more fear than it gets.  If you see
it, it sees you and follows.  When it's close enough, it explodes, sending
shrapnel out. The dangerous part is the randomness of the bouncing of the
shrapnel.  What looks like a safe place may not be.  Unfortunately, the fate
of the galaxy depends on these things, so just deal with em.

Yep, they're see-through...
4 shots takes them out.  They're movements are simple enough, but don't
hang around poles near them.  They are made of electricity after all.

Another hated enemy.  First, they're small.  Second, they're fast.  Third,
they shoot energy out of their mouths.  Stay the hell off any ground they
occupy, and blast them from above or below.  2 shots are needed to make them

-Shikadi Master-
Overrated.  Period.  They shoot energy balls, which explode on the ground,
sending waves to be jumped over, and occasionally send waves out themselves.
And they teleport around.  You can neutralize the balls with a shot, but
it's a waste of time.  Just dodge their easy attacks until they teleport
somewhere where they won't bother you.  As you may have guessed, they can't
be killed.  If anything, shooting them makes things worse, for they will
instantly counter with an energy ball attack, unless they're right in the
middle of teleporting/shooting waves.

-Korath III Dude-
These little guys are harmless enough.  With funky mustaches and hats (no,
they aren't Mario), the walk along the ground, pushing Keen along if he gets
in the way.  It actually IS possible for them to kill Keen, but it requires
him to jump on them in JUST the right (or wrong) way.  While hard to do, it
isn't much of an achievement.

    The Beginning             [CKPART1]
You'll start the game at the bottom end of the Omegamatic, with 2 doors
between you and an elevator shaft.  These doors are our first two levels of
the game, and will ease you into what's to come.

                  Ion Ventilation System        [CKLIVS]
This level is simple enough.  With Sparkies and Amptons, there's not much of a
challenge.  There's a Sphereful near the top if you're in hard mode, but those
guys are a joke.  You can hug the right wall for an easy trip to the middle,
while climbing the pole on the left is easier, but takes longer.  The center
path, consisting of poles and platforms, is full of Amptons.  But the center
yields the most points, and the ceiling above the top left platform hides an
additional 1,200 points if you're interested.  At the mid section, there's a
hidden 400 points in the wall to the right of the right flame hazard.  From
there, climb the left wall to reach the final bout.  The Sphereful's to the
right, don't worry about it.  From there, a pull-away platform (approach it
from directly below) and a drop-away platform get you to the floor from which
the exit is immediately available.  From there, you can just finish, or take
the platforms to the left for additional goodies.  If you want to murder this
level, you can hop onto the mounted platform on the left end of the final bout,
and reach the wall just to the left of the turret that shoots from above.  Oh
my, a secret area!  Pogo up and climb to the right, effectively going "over"
the level, and dropping down the right wall.  Here, you'll find a few floors
connected by a pole with some Amptons.  The two lower floors have ammo hidden
in their ceilings to the right.  From the top floor, jump outward and grab as
kegs of vitalin as you can.  You can get up to 10 1UPs.  At the bottom, head
right, and you'll find yourself an alternative exit.  This level was easy
enough, but it can allow you to tackle the rest of the game with some more

                  Security Center               [CKLSC]
The first level didn't require a Security Card to complete.  Don't get used to
that.  You'll need one for almost every level from here on out, unless there's
a way to complete it that doesn't involve walking through a door.

Make your way past the first Slicestar, and head down the pole, head right,
through the wall for a hidden 20,000 points.  Nice.  Head left from the pole
until you reach another, climb it, and activate a switch.  That just opened
up a retractable floor you'll see later.  On the jump down to the left, hug
the right wall to find yourself another hidden 20,000 points.  Head left, climb
the pole, and head right to grab some ammo and a red keygem.  Head right, and
you'll be near where you started.  In the room above, it seems the red gem is
needed to unlock the blue.  Good thing you just got that.  Make the exchange.
Head back all the way left, and head up through the retractable floor.
Immediately to the right is another hidden 4,000 points.  And above the blue
gem lock is a hidden passage in the ceiling, with a hidden 30,000 points and
a 1UP.

A lot of hidden stuff, huh?  After the locked door, which the blue gem
unlocked, is the hardest room in the level.  In the upper-left corner is a room
out of your reach, containing the keycard.  To reach it, you must ride some
guided platforms, which occasionally run into fire hazards.  Your best bet
is to get on after a platform clears the right-most hazard, jump over the next
two, and hop onto the pipe sticking out of the wall.  From there, it's a simple
jump.  Unless you're playing in easy mode, a Horizontal Slicestar will plague
the room.  Either some good dodging, or 20 shots will get you through this.
You can continue riding the platforms from here, but the yield isn't that

On the right end of the room are 2 holes, which you can jump down into.  The
has some ammo, the right continues forward.  Hit the switch to activate the
platform leading up.  After the incline, the ceiling contains yet another
hidden 40,000 points and a 1UP.  Unless you're playing in easy mode, this
hall is infested with Slicestars.  You can bypass the horizontal one, coupled
with a beam hazard with another walkthrough ceiling, which contains another
8,000 points.  After that, a door.

Not much here but some ceiling turrets, and Sparkies.  Timing your way through
is easy enough.  Before heading through the door on the right, go through the
wall for another 21,000 points.  The final bout can be a pain, you must get
Sparkies on their way down an incline leading to you, one for each level of
difficulty.  When you're done, to the right of the security door is 20,000
more hidden points and you're done.

    All For An Elevator       [CKPART2]
After the first two levels, you'll find yourself in the center of 8 levels.
4 tunnels leading to 4 centers, each containing a device that "protects" the
elevator that leads you to the QED.  We'll start from the left, making our way
counter-clockwise, as that's how the levels are numbered, and how the
difficulty is supposed to rise.

                  Defense Tunnel Vlook          [CKDTV]
Head left.  As soon as you reach your first upward incline, the wall hanging to
the right contains a massive amount of hidden points and a 1UP.  Further left,
unless you're on Easy, the lower path has your first encounter with Robo Red.
There's no reason to pull anything fancy with him.  Just take the higher path.
The above room contains some ammo and extra points, but that's it.  Further
left, you'll find a red lock and a pole.  Head down and go right, so you can
reach what you missed by dodging Red.  This includes a handy dandy keycard, so
it's worth your while.

To the left is a yellow lock and a red key beyond some Spindreds. Grab the key
head back to that red lock.  Behold, beyond it is the yellow key, just beyond
some Slicestars.  Head back... again, to that yellow lock.  Beyond it is a
floor full of fire hazards.  If you're playing on easy, there will be some
fixed platforms for some easy jumping.  If not, you'll have to activate a
moving platform, and ride it while avoiding turrets, and possibly a Spindred.

Inside the arch after that, is no ceiling.  Jump up into that area to get
20,000 points and a 1UP.  From here, it's a clear shot to the exit door.  You
can go out of your way for some additional points, but they aren't worth your

                  Energy Flow Systems           [CKEFS]
This place has a lot.  Your first mandatory encounter with Robo Red, your first
encounter with fuses, your first Shikadi sighting.  Those monitors aren't very
encouraging, huh?  This place also has bonus areas, marked with a sign for no
people.  They have extra points, but not enough to be worth the effort.  If you
are playing for the challenge though, go nuts.

Head left to grab the red key, and head back to the pole you passed and climb
up.  Exchange the red for the yellow, then head down the pole to encounter Red.
He's mean.  And you gotta get by him.  Just wait until he heads off to the
left and make a run to the pole heading down.  Hit the switch while making the
exchange of yellow and blue keys.  The wall to the right of the blue can be
walked through.  Make your way through to find a 1UP.  To the ceiling above,
you can get to 20,000 points, and a way past Red if you hit that switch.  Ride
the platforms up, then jump on over to the incline to the left, and go through
the blue-locked door.  In the room below, you'll meet your first Shikadi.  And
if you're playing in hard, he'll have his little dog, too.  Apply death from
above if the latter applies.

Grab the green key and head back to the mounted platform circle.  When it
reaches the top right, open the green-locked door to find a device with fuses
in the center.  Hmm... how to break those... I know! Pogo!  Shatter them to
finish the level.

                  Defense Tunnel Burrh          [CKDTB]
First, head up the pole.  If you're in hard mode, the pole is patrolled by a
Slicestar.  Just head up as it heads down past you.  Now head on right, and
activate a switch and head on back.  The middle path to the right, leads to
the floor you just opened up.  In hard mode, the floor below is being hugged
by an annoying Slicestar.  Jump over it and run like hell.  The ceiling above
the turret after the incline has 2 1UPs and several thousand points hidden to
the left.  Afterwards, you'll reach a large room containing several poles and
Robo Red.

First, head down into the lower room when Red is to the right, and grab the
red key.  Then, climb the poles into the above room, minding the Amptons, and
grab the yellow key.  To the right of the key, is a walk-through wall, so you
don't need to deal with Red to proceed.  After opening the red-locked door, if
you jump from the hall, you can grab the pole for 20,000 points and some ammo.
Proceed right, head down the hole and reach the door to the right.  The ceiling
above contains a few thousand hidden points.  Inside the door is a blue key and
a few thousand points in the ceiling above it.

Past the hole you dropped through, the wall beyond the turret contains a few
thousand points. Beyond it is a few platforms to drop through while avoiding
Slicestars.  The ceiling to the right has some more points, and then you'll
reach a series of floors.  The bottom contains the final door.  The middle
exchanges the blue key for the green.  The top trades the green for the card.
Make the trades and exit the level.

                  Regulation Control Center     [CKRCC]
Immediately head up the pole to active the switch at the top and grab the red
key.  Then head back down and all the way right, and use the red key to access
another switch.  Now, head back left, and you'll have a moving platform and
opened floor.  Head up to find two poles.  Climb the right.  This area has a
bunch of Slicestars, and on hard, a bouncing one, so watch out.  The upper
right corner has the yellow key.  Grab it and head to the top left.  Make your
way onto the wall-mounted pipe over the fire hazards, and drop down to open
the yellow-locked door.  Hit the switch on your way through the door beyond it.

Here, if you hold right, you can bypass the need to open a blue-locked door and
face Robo Red.  If you jump just right from there, head right, through the beam
hazards, and ride the mounted platforms up to a series of poles patrolled by
some Shikadi.  You can't get by safely until they're gone.  The room above has
some annoying Shikadi Mines.  Do whatever the hell you can to make them explode
with something between you and the shrapnel.  The platform leading up into that
room works wonders.

From here on are a series of rooms with Mines in each.  If you jump down into
and out of them quickly via pogo, you can trigger an explosion with no harm to
yourself.  This continues into the fuse device room, in which some quick pogo
work finishes the level.

Amazingly, this level contained no walkthrough walls.

                  Defense Tunnel Sorra          [CKDTS]
The floor immediately below holds a hidden passage which holds 52,000 points.
A good find.  Afterwards, head through the gauntlet of Slicestars.  If you're
playing on hard, it'll be followed by a bouncing one.  Beyond this, all hidden
areas are fairly obvious, but contain little of value.  In fact, the one at the
end is broken.  Stay the hell away from the one next to the last turret, or
you'll be stuck.  I have no idea why this map is structured this way.

Anyway, blast your way through some Volte-Faces, then through as series of
turrets, Slicestars, and Sparkies.  Afterwards, you'll see a Keycard in plain
sight, guarded by a Face.  To the right is a series of poles, guarded by a Robo
Red if you're on any difficulty above Easy.  Climb a pole to the top and let
him pass if he gets near.  The center pole leads to a hall containing a yellow
key.  Grab it.

Immediately after the Robo Red hall is the yellow-locked door leading to the
final door leading to freedom.  If you get stuck in the hidden room above it,
there's no way out without cheating or quitting.  Sorry.

                  Neutrino Burst Injector       [CKNBI]
The most hated level in the game for everyone.  You'll see why soon enough.

Mind the Shellies and follow the Slicestar, dropping into the hole on the way.
Wait for the Slicestar to come back before continuing.  Head up and to the
right, following a series of floors that eventually leads you to some mounted
platforms over fire hazards.  Head on over, grab the blue key, activate the
switch and head back.  You can drop down, hugging the wall to get 10,000 points
and bypass the trip.

Head back to the first Volte-Face you encountered, and go down the poles you
find there.  Head right and down to grab a red gem.  Head back up the poles and
take the hall to the left to reach hell, er, I mean the final bout of this
place.  Beyond the red-locked door is a small room with a Bouncing Slicestar
and a Shikadi.  If you're playing on hard, you'll find two bouncers.  The trip
here is simple, but long.  And this is hard to survive.  Understand why people
hate this place?  Open the blue-locked door, and pray you make it to the fuse
device alive.  If you do, congrats, you beat the level.

                  Defense Tunnel Teln           [CKDTT]
Down the pole you immediately see is a few hidden areas with a few thousand
points.  Above and to the left, a series of hanging poles and Robo Red (unless
you're playing on easy).  Past him is a red key.  Get it.

Further left, you can bypass a series of beam hazards by jumping into the
ceiling, getting 800 points on the way.  After that, head beyond the yellow
lock to trade your red key for a yellow.  The right wall up there leads to a
door that leads to a 1UP, pillage it.  Head back and open the yellow-locked
door and immediately climb the pole to grab a green key.  The lower path
after the pole gets you some points and ammo.

Take the higher path beyond and jump into a blue room hiding a blue key.
Watch out for a Bouncing Slicestar if you're not on easy.  Afterwards, take
the next higher path to exchange the green key for a card after climbing past
another Robo Red.  On the lower path, open the blue-locked door.  Right above
the door is 20,000 points hidden in the ceiling.  Beyond this is a clear shot
to the exit, but the wall to the right of it hides another 12,000 points to
grab along the way.  Get them and go.

                  Brownian Motion Inducer       [CKBMI]
If you jump from the mounted platforms to the pillar at the beginning, you can
grab 26,000 points, and a 1UP as you bypass the fire hazards.  Climb up the
pole to reach a hall with 3 rooms above.  Enter the left's door.  Here, you'll
find some Sparkies, and if on hard, a Shockshund.  Battle to the death and head
down the pole and jump pole-to-pole to reach the blue key.  Head back to the

In the center room's door, simply ride the platform to reach the yellow key.
The room is large enough so that the Bouncing Slicestar you encounter in hard
mode is no problem.  If you hang on the platform on the way back, you can duck
under the floor and drop down into a hidden room with a huge ammo cache.
Ignore the door, it's a diversion from the hidden passage in the ceiling
holding 11,000 points.  Anyway, make your way back to the hall holding those
3 rooms.

The right and last room holds the fuse device, double-locked with the keys you
got in the first two rooms.  Mind the Shellies if you're on hard mode and
finish this part of the game once and for all.

    Almost Done               [CKPART3]
Now that you've opened the elevator shaft, the only thing between you and the
QED is the Gravitational Damping Hub, and possibly a bonus level.

                  Gravitational Damping Hub     [CKBMI]
Finally, some new music!  Anyway, meet Spirogrip, an easy-to-dodge enemy, who
you'll just have to live with in this level.

Immediately head right, up the pole, and up a series of moving platforms until
you find a switch to activate.  The wall below it contains 12,000 points.  Head
left past some Spindreds, and onto some mounted platforms traveling over fire
hazards and turrets, if you drop into them where there are no hazards and head
right, you can grab 20,000 points.  Continue left until you reach a switch and
a keycard.  Now had back down past all those platforms you climbed up, and go
past a floor a spawned.

Head up to the left and around to activate a switch, eliminating the floor
below you to grab the green key.  Now head back to the beginning to open the
green-locked door to activate another switch.  Head back up that series of
platforms to go through the passage that switch opened up.  You can head left
and deal with a Slicestar, or head right, and deal with some Sparkies.  The
choice is yours.

After the door, in the right wall, is a hidden 30,000 points.  To the left
is a clear shot to the exit.  Notice how you couldn't help but get the card
while doing this all?  It's a trick!  Head to the arch on the way to the exit
and jump down through the floor.  Head down the left wall to find a secret
area.  After a series of platforms, Slicestars, Volte-Faces, and an easy key
and lock, you'll find an odd device.  Walk into it like a door to access the
Secret Level.

                  Korath III Base               [CKBMI]
Ahhh, the secret level.  It's only available between the second-to-last and
last level, so it may as well, be placed here in the walkthrough.  If you play
this on normal or hard difficulty, you can alter the ending slightly.

First off, the right wall has a hidden indentation, from which you can jump up
onto a higher platform, which holds 100,000 points and a ton of ammo.  If you
are playing on hard, this is the easiest source of points, for there's also a
Slicestar which you can use to die, and collect the points over and over again
very quickly.  From that platform, you can jump up and to the right to find a
fuse which can be broken if you play on medium or hard.  Sorry easy-goers,
that's the ropes.  Also, breaking the fuse instantly wins the level.

Anyway, falling between the yellow and red buildings is a long way.  You could
make a sandwich while waiting.  The objective is to make your way up each
building, getting the key and the card, and then ride the platforms up out of
this pit.  Of course, you could activate the platforms with the switch at the
bottom of the red building, ride up, and simply grab those keys.

If you're looking for a "manly" way to beat this level.  I advise against it.
But I will walk you through.  First, the yellow building.  The first room
contains a Volte-Face going in a figure 8 pattern.  Next, a simple turret.
Then, some Slicestars.  The next room contains a yellow key behind a
blue-locked door.  After some more turrets, the blue key and yellow lock.
Make the exchange and continue.  After some fire hazards, turrets, and some
moving platforms, you're free to grab the green key.

Next, the red building.  It starts with a lot of fall-away platforms, then
hell, oops, I mean some Bouncing Slicestars in a small room.  Fun.  Then,
a bunch of Amptons and poles.  Afterwards, head up the left path to grab a
blue key to unlock the door on the right path.  Then, some simple rolling
platforms.  The final obstacle is simple.  Only you can make it hard.  Simply
pogo from platform to platform as they become accessible.  From there, grab
the card.

When you're done, if you haven't already, turn on the switch at the bottom of
the red building and ride the platforms up.  Beyond the green-locked door, a
few Volte-Faces guard the platforms leading to the exit.  There's a 1UP at the
top of the pole at the door, but it hardly matters with all the Vitalin

                  Quantum Explosion Dynamo      [CKQED]
Sadly, the final level's hidden areas all contain chump change points, and are
fairly obvious, too.  The only one worth noting is one containing 2 extra

Head up and activate the switch, opening the floor to the left, grab the red
key, while avoiding the Spindreds.  You can close the floor up with the them
below in order to trap them and make life simpler later.  To the right,
you'll find a room full of electric death.  Hmmm, better head around.

Head upward into the purple room and activate the switch to alter the
mounted platforms' paths so that they allow you to reach the green key.
Continue right past a series of Slicestars, poles, and Spindreds, until you
are below the yellow room containing an army of Shockshunds.  Shoot upward
until they're all dealt with, and grab the blue key.

Now head left, over a series of odd glowing red lightbulbs.  Avoid them.
They kill.  Past them, is a series of poles, with some very angry Shikadi.
Only gray poles lead all the way to the ceiling, so just stay off those, and
can avoid them all.  Grab the yellow key on your way to the right.

Up the pole, you'll find a series of locked doors to your left, and a
Slicestar to your right.  You have no need for any ammo from here on out,
so if you destroy the Slicestar, you can access the hidden area behind it
for to 1UPs.  Head past the 3 doors, and past the beam hazards, and if you
are playing in any difficulty above easy, you'll have an ominous, yet easy
guest.  The Shikadi Masters are predictable with a capital P, and they'll
eventually teleport themselves into the nearby purple room where you got
that green key, and where they'll do no harm.  See the QED?  It's gonna take
more than a pogo to stop this baby.  To the right is a red-locked door.
Behind it are 6 Shikadi Mines.  Here's the rundown.  Only their shrapnel can
save the galaxy.  Lead one over to the QED, make it explode over that globe,
and hope it works.  You have six chances, so just retry if you fail at first.
If you do however fail, you have no choice but to die, and retry.  If you do,
sit back and enjoy the ending.

    Fun Stuff                 [CKFUN]
There's more to Commander Keen than just meets the eye.  Listed below are some
fun facts:

-The Indecisive Robo Red-
When Robo Red fires, he moves forward a bit, regardless of whether there's any
floor in front of him or not.  Shoot him so that while he fires outward while
he's on a ledge, and he'll float there in a state of indecisiveness.  Because
he isn't facing any direction, he can't see you, nor can he hear anything
behind him.  The only thing he reacts to is being fired upon.  This is the
only way to technically defeat Robo Red.

-What does that letter say?-
The Standard Galactic Alphabet is translated twice in the keen series.  Oddly,
the game that uses it the least throughout the gameplay uses it the most at
the end.  Here is the letter translated:

Dear Billy
You fell for my android
duplicate ploy in the mangling
machine and now you've fallen
for it again.
I'm blowing up the universe, not
the stupid galaxy.
This was just a big distraction,
Tag!  You're it!

PS: Gannalech is how these dumb
Shikadi pronounce Grand
or didn't you notice that, Mister

Awfully ominous for a game that never had a sequel.

-Alternate Ending-
Remember that fuse in Korath III Base?
Breaking it causes the Shikadi to be arrested for double-parking,
rather than allowing them to escape in the ship.

-Fun with sequels-
Did you know Keen 5 was the last PC Keen game ID made?
That's right, they actually finished Aliens Ate My Babysitter, commonly
referred to as Keen 6 first.

    Cheats                    [CKCHEATS]
Bored?  Frustrated?  Cheat like you know no shame!


B+A+T = 99 Ammo, all keys, and an extra life
E+N+D = View the ending

F9 = BOSS mode.  Hitting ESC returns to the game.  Abuse at your own risk

-Debug Mode-
Press A+2+Enter to unlock Debug Mode.  These cheats were not meant to be
used by the player, and neither the game maker, nor I hold any responsibility
for any damages that may result.

F10 + B: Change the border
F10 + C: Shows active/inactive objects
F10 + D: Demo Record. Press it again to save.
F10 + E: Win the level. Careful, it doesn't complete objectives.
F10 + G: GOD Mode. Be immune to (almost) anything.
F10 + I: 3000 points, 99 Shots, and all the keys
F10 + J: Jump cheat.  Look mom, I can fly!
F10 + M: Displays memory usage.
F10 + N: No Clipping.  Go through anything (but platforms) including the floor
         to your death!  
F10 + P: Pause without pause window.
F10 + S: Slow motion.
F10 + T: Sprite test.  This allows you to scroll through sprites.
F10 + V: Add 0-8 VBLs.  This does little, except slow the game down on slower
F10 + Y: Display solid areas by putting block borders around them, revealing
         hidden areas.
F10 + Z: Kills Keen. Crashes the game if used on the map.
F10 + W: Warp to another level.  See command line list for numbers

-Practice Mode Command Line Parameter-

Start the game with /TEDLEVEL ## in the command line, replacing ## with one
of the following numbers in order to enter the corresponding level in
practice mode. You will play the level at Normal difficulty with infinite
lives and no prompt to exit. Completing the level will close out of the game.

00    The Omegamatic             08 Neutrino Burst Injector
01    Ion Ventilation System     09 Defense Tunnel Teln
02    The Security Center        10 Brownian Motion Inducer
03    Defense Tunnel Vlook       11 Gravitational Damping Hub
04    Energy Flow Systems        12 Quantum Explosion Dynamo
05    Defense Tunnel Burr        13 Korath III Base
06    Regulation Control Center  15 High Score Screen
07    Defense tunnel Sorra

    Disclaimer                [CKDISCLAIMER]
This guide is copyrighted by Pleinair, with all rights reserved, and  cannot
be reproduced in any way, shape, or form without expressed written consent
of the author.

As of now, this guide may only be hosted by www.gamefaqs.com
This may change in the future, but until I say, don't ask.

    Contact Info              [CKCONINFO]
If you have a dire need to contact me, email me at Pleinair123@aol.com
as listed at the top.

    Special Thanks            [CKSPTHANKS]
CJayC - Admin of GameFAQs
SC Board - For making me feel smart
Various GameFAQs users
ID Software - For making this game
Apogee - For publishing it
Every Commander Keen lover in the Galaxy
Me - For being awesome

    No Thanks                 [CKNOTHANKS]
My butt - For being lazy
MM - You know who you are.

Copyright 2006 Pleinair