Dr. Muto
v1.1 Walkthrough and FAQs
for PlayStation2

Copyright 2003 Chris Young (aka DocTabasco)

----------------
JUST SO YOU KNOW
----------------
This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other web
site or as a part of any public display is strictly prohibited, and a violation
of copyright.

So there.  Don't move this stuff ANYWHERE without my consent.
Thanks to GameFAQs for the nice restriction notice and for posting my
submissions.

Those with permission as of June 2, 2003:
GameFAQs.com
IGN.com
CheatCC.com
CheatPlanet.com
Neoseeker.com
Computerunderground.com
Cheats.de

Thanks for the support.  Send money ;)


CONTENTS
~~~~~~~~~
0  About this Guide
 -1 Author's Comments
 -2 Version History
 -3 Contacting the Author
 -4 THANK YOU!!!
1  Playing the Game
 -1 The Story Thus Far
 -2 Objectives
 -3 Items
 -4 Controls
 -5 Formulas
 -6 Blueprints
2  The Walkthrough
 -1 Lab; Home Sweet Home
 -2 Totltec
   .1 The Junkyard
   .2 The Vats
   .3 The Factory
   .4 Vinny's Dump
 -3 Aqeum
   .1 The Lagoon
   .2 The Oil Rig
   .3 Hydro Station
   .4 Water Works
   .5 Carla's Hole
 -4 Flotos
   .1 The Sphere
   .2 The Cube
   .3 The Furnaces
   .4 Jupiter City
   .5 Steele's Garage
 -5 Mazon
   .1 The Workshop
   .2 Burnital's Lair
 -6 The End
3  Lists
 -1 Terra
 -2 Isotopes
 -3 Fauna
 -4 Scrap
4  FAQ
5  Codes and Secrets



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< 0 - About this Guide  >
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0-1 Author's Comments
---------------------

Truthfully, this is my first Guide/Walkthrough written by my own hand.  I've
read many, and I have my high school English credits, so it shouldn't suck.
Dr. Muto is the second newest adventure game in my arsenal of PS2 glory (after
Vexx), and it's hella good.  The guide is finally finished, and I've had the
pleasure of enduring much praise, at the same time assisting where my notes are
unclear.  Maybe I'll drag my ass out of the house now.

My opinion of this game is that it has much more depth of game play than many
of my other platform/adventure games, which I won't list so you can claim I'm
wrong.  It's a big challenge, although the most rewarding part of getting
everything is self-gratification.  The only other Midway game I own right now
is Gauntlet: Dark Legacy, which had very nice environments.  I'm glad to see
that this game is not an exception.  I actually recognized the way that the
textures look from Gauntlet... don't ask me how, it's hard to explain.

It has been observed that this game is incredibly difficult, especially in the
later levels.  I've had much trouble trying to figure out how to master this
game without cheats or walkthroughs, as well as recording my exploits.  I
strive for as much depth and detail as I can, so if something is unclear I will
gladly fix it.  Particularly useful information can be found in the FAQ section

The idea here is for me to have fun while I write this, and you while you read.
Here's to a job well done.


0-2 Version History
-------------------

0.20 Jan 22, 2003
    Responded to the cry on the GameFAQs message board for a FAQ.  Everything
    up to the end of Totltec included.  Still need a FAQ section.
0.21 Jan 23, 2003
    Fixed up a few neglected details, added transloader area markers.
0.50 Jan 24, 2003
    Aqeum missions complete.  Decided to leave details on isotopes for later.
0.60 May 17, 2003
    Completed outline of isotope, fauna, and Terra locations.  Opened FAQ
    section.
0.80 May 28, 2003
    Finished Flotos walkthrough, lists updated, fooled around with headers.
1.00 June 1, 2003
    Finished Mazon, information regarding lost isotopes in Hydro Station
    revealed, Everything DONE! DONE! ----ing DONE!!!!
1.10 August 20, 2003
    Made clarifications to walkthrough based on e-mails, added Codes and
Secrets section.



0-3 Contacting the Author
-------------------------

My e-mail address is doctabasco83@rogers.com
If you'd like to add something to this guide/walkthrough/FAQ thingie, send me
an email with the subject "regarding Dr. Muto" otherwise it goes out with the
rest of the crap I get on a daily basis.  If you want me to work on some other
walkthrough, or do review stuff for your website, I'd be flattered.  If you're
offering cash, I might even do it. ;)

Send me any questions you have about the game in general so I can construct a
FAQ section!  Also tell me what areas need clarification.  PLEASE tell me if
you find isotopes that are not accounted for in the isotope list.

A few people refer to "the forums."  These people should keep in mind that
there is more than one game website with forums, so let me know which one you
use.  I visit the GameFAQs boards most frequently, but recently bookmarked the
IGN and Neoseeker forums.


0-4 THANK YOU!!!
----------------
Fredric Mora, for telling me stuff no non-former-Midway person could ever know.
Mark Eaton, aka badboymark, for telling me about stuff I didn't figure out.
Steven Ng, for noticing me.
Mom, for feeding me.  And doing laundry.  And not cutting the power to my room.
You, for making it all worth-while.



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< 1 - Playing the Game  >
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1-1 The Story Thus Far
----------------------

Dr. Muto was, obviously, born to be a mad scientist.  His projects have always
been big, and always a disaster.  Despite that, he does his best to help the
people of planet Midway with the energy crisis caused my Burnital Industries.
Against the recommendation of the experts, the president agrees to use Muto's
energy device, saying to reporters, "What could possibly go wrong?"  Bad choice
of words there, Dr. Muto.  Upon activation, Planet Midway makes an earth-
shattering KABOOM on the news channels.  Cue maniacal laughter of mysterious
figure.  Upon awakening, Muto's servant frantically points out that the entire
planet, except for Dr. Muto's own residence, has been destroyed.  He hastily
activates his high-tech telescope to find something to rebuild the planet,
forgetting about the power shortage in his own lab.  And so it begins.


1-2 Objectives
--------------

There are 6 types of collectibles in this game which make up your objectives.

  Vials - The magic red bubbly.  Collect 20 units of these to increase your
health metre.  Dr. Muto can have up to 6 health points, shown as hearts, and 20
spare vials.  Small vials are worth 1 point and bigger ones are 5.  Most health
crates contain 3 vials, but some are jackpots of 5 pointers.  There are also
Health Dispensers in various places, but these only fill empty heart slots.

  Isotopes - Although they don't look like over-sized particles in real life,
that's what you're looking for.  These give power to your sentient computer,
AL, who obviously knows Dr. Muto would be screwed without him.  More isotopes
provide access to more Formulas and Blueprints, and will be needed for the
Genitor 9000 as well.  They come as 1 point blue/white isotopes or 5 point
green/yellow isotopes, and are found in blue and unmarked crates.

  Genitor Piece - The Genitor 9000 is what Dr. Muto needs to rebuild Planet
Midway, and there are 17 in all.  They tend to be quite obvious with their
large size and bright aura.  You'll find one at the end of each area.

  Terra Piece - Glowing green polygons that kinda resemble a soccer ball.
You'll find 7 in each area, which is generally one for each challenge.

  Scrap Parts - Found in special tool crates, you'll need 7 of each to create a
new gadget.  It would seem that every area has a set of scrap parts, but I'm
guessing they are removed from new areas when you get them earlier in the game.
Gadgets only appear on what I like to call dispensers, and are strictly
temporary.

  DNA - Harvested from various Fauna, you'll need certain combinations in order
to morph into something new.  You only need a total amount of the required DNA
so you don't have to get separate DNA for each form.  Use the zap button to
harvest DNA from Fauna in any form.


1-3 Items
---------

blue isotope - worth 1 isotope
green isotope - worth 5 isotopes

small vial - 1 health point
large vial - 5 health points
dispenser vial - refills lost health

crate - brown box with no markings, contains one isotope
health crate - crate with red cross contains between 3 and 10 health points
Splizz crate - crate with 12 isotope capacity, contents vanish 5 seconds after
               opening with Splizz, NEVER TO RETURN
blue box - blue, dissolves with Gomer contact
barrel - explosive, can carry for 12 seconds

switch - activated with Splizz, various uses
blue switch - activated with Gomers, more annoying
target - flashing square activated by morph or heavy weapons
box - large flashing box, destroyed for various purposes


1-4 Controls
------------

  Dr. Muto

Left Analog    Move the clumsy Dr. Muto.
Right Analog   Rotate the view around Dr. Muto.
< > D-Pad      Cycle through the available forms.
    X          Jump.  Press again to double jump, then hold to hover a bit.
    O          Blast Attack.
    []         Splizz Capture device, aka zap attack.
    /\         Morph into selected form.
    L1         Strafe Left
    R1         Strafe Right
    L2         Show HUD
    R2         Centre camera behind Dr. Muto
    R3         First-person mode

  Gerbilus Doctorus
    O          Tail Whip.  Hold down to charge a farther strike
    []         Eat.

  Doczilla
    X          Jump.  Press again for Butt Stomp.
    O          Clap Attack.
    []         Eat.

  Arachnidoc
    X          Hold down to aim the web sling.  Aim at enemies to either eat
               them or come at them in a spinning attack.  Aim at webbing to
               grab on from a distance.
    O          Drop an egg mine.  Explodes after about 5 seconds.
    []         Eat.
    R3         Egg-shooter

  Spiny Docfish
Left Analog    Rotate the Docfish.
    X          Swim forward.
    O          Spine Shot.  Hold down to initiate a spin attack, and let go to
               spin forward at high speed.
    []         Eat.
    R2         Fast U-turn.

  Teradoctyl
Left Analog    Aim & control the mutant squirrel.
    X          Start/stop/restart flying.
    O          Hit once for a quick shot, hold for a homing hairball.
    []         Eat.
    R2         Fast U-turn.


1-5 Formulas
------------

FYI, the plural of formula is supposed to be "formulae."  You need to have a
certain number of Isotopes for each Formula, just so you can see what you need.
Then you just need to get a total number of the displayed types of DNA from the
Fauna.  I'm not exactly sure how you unlock them, but there seems to be
alternate forms for your Formulas, indicated by a piece of note paper clipped
over the morph's image.  Just get the indicated DNA strands to finish it off.
Don't forget that you can harvest DNA by eating enemies in these forms.

  Gerbillus Doctorus - 15 isotopes
  1 mouse (+ 30 chark = Rat)

You're pretty much given this at the beginning of the game, but I suppose you
could say it requires 15 isotopes to activate.  You'll learn early on that this
is the only way to get through tight fits.  It's handy to remember that you can
hold the O button to charge a longer attack, so you can avoid taking damage
from enemies.  And yes, it can eat enemies bigger than it is, but don't bother
on guards.  The SOBs don't even twitch on sight of a harmless mouse.

  Doczilla - 250 isotopes
  10 monkey + 20 roach (+ 30 tarfish = Mech Gorilla)

The first morph you earn.  It's slow, but definitely stronger, especially in
the butt.  Butt stomps are the best way to deal with multiple enemies, as well
as the way you're supposed to activate those big ground switches.  You can
forget jumping though, 'cause this thing is as mobile as a boulder.  It's the
only morph that can climb up and across rope nets.  While hanging from these,
your attack can actually destroy DOAs, and have some effectiveness on nearby
ground enemies.  When swinging from blue and white poles, you can get the most
distance by jumping as his feet reach their highest point.

  ArachniDoc - 450 isotopes
  30 fireant + 30 roach (+ 30 peliqui = Roach)

The only way to traverse webbings.  This one cannot jump at all, and the camera
orients to the ground you're currently on.  You'll use this mainly to cross
webs, but you can attack by shooting your web sling at enemies too.  Depending
on it's size and attributes, you'll either eat it or jump at it in a spinning
attack.  Another effective attack is to use first-person mode to launch your
egg-foo style from a distance.

  Spiny Docfish - 700 isotopes
  35 roach + 35 fireant + 15 monkey + 3 chark (+ 30 airbag = Electric Eel)

The only way to swim with any sort of competence.  Since Aqeum is the first
time you can get charks, just hop in the water there and harvest 3 at the
beginning.  This will be the best form to harvest charks and tarfish.  The
spine attack is not incredibly accurate, since the spines spin out at a
certain distance.  As long as your target is behind your view of Muto when you
fire, it should hit.  The spin attack takes about 1 second to charge, and spins
out after 2.  It goes extremely fast when released though, and is great for
hopping pool dividers and cutting down your opposition.  I have also noticed
that Fauna is less likely to appear at far distances, so make tight circles
when searching for them

  TerraDoctyl - 1400 isotopes
  20 tarfish + 10 airbag + 5 peliqui + 20 chark (+ 13 ? = Bat)

The only way to fly!  Flotos makes extensive use of this morph, but you'll have
to prove your platforming skills by capturing 15 aerial fauna in the first area
of the Sphere.  The attack provides decent rapid fire depending on how fast you
can hit the button.  You can lock on to targets by holding it down, but the
turning speed is greatly reduced.  You can start and stop flight at any time
with the X button, but you will need space to land safely.  Or, you can stop
and drop instantly by morphing back into Dr. Muto


1-6 Blueprints
--------------

All of your gadgets are only available from specific dispensers, and have
limited operation time.  Each gadget requires 7 pieces of the same kind of
scrap.  When you're collecting scrap, you've gone too far if you enter a new
area.

  Rocket Boots - already complete
Single-use gadgets that propel you to new heights, and appear throughout the
game.  Most of these are placed exactly where you need to use them, and
straying from the area before launching usually makes them fail.  Be careful
not to fall too fast though... it's quite possible to kill yourself on the way
down.

  Super Boots - already complete
These essentially provide a high-powered double jump.  Some of the strangely
airborne isotopes can be collected with these.

  Invisibility - 65 isotopes, Klock Em scraps
  Totltec Junkyard, Aqeum Oil Rig, Flotos Cube
Self-explanatory.  In case you didn't know, enemies will ignore you when this
is activated.

  Pocket Rocket - 150 isotopes, Uberpowder scraps
  Totltec Vats, Aqeum Hydro Station, Flotos Furnaces
A handy little rocket launcher.  Fire at will to launch guided missiles, or
enter first-person mode to go manual.

  Superballer - 375 isotopes, Boing! scraps
  Totltec Factory, Aqeum Water Works, Flotos Jupiter City
Pretty close to a machine gun, it fires large quantities of bouncy balls which
explode on impact, or when they stop.

  Invincibility - 600 isotopes, Renaline scraps
  Aqeum Lagoon, Flotos Sphere, Mazon Workshop
Another self-explanatory.  You won't take any damage while using this.




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2-1 Lab; Home Sweet Home
------------------------

1  Refuel the Reactor
Grab any 15 isotopes.  2 minutes should be plenty of time for this.  It doesn't
matter which ones, since they're removed after you get 15.  You're
automatically placed in front of the now powered reactor.  Morph into a mouse
and enter the transporter to claim your first piece of Terra.

2  Scope a Chip
There are 45 isotopes in the wall, but they're easy enough to get.  Get to the
end, go to the right from the microwave oven and deliver the chip.  You're now
back at the Tele-Transloader, where you can get the last Terra piece available
on the remains of Planet Midway.

Only two things left to do here.  Finish collecting the isotopes by blasting
the unmarked crates around the house.  That's 18 isotopes.  Zap the television
for 5 seconds to reveal 10 more isotopes.  Finally, zap the strange box behind
the stairs of the reactor room for 12 more.  A word of warning about these
boxes is that the isotopes disappear 5 seconds after being opened.  (That's one
heck of a half-life)  Now, zap the kitchen sink beside the specimen
refrigerator, beside the open door, for your first Genitor 9000 part.



2-2 Totltec
*-------------*
|Terra: 21    |
|Isotopes: 900|
|DNA: 106     |
|Genitor: 4   |
*-------------*

Roaches are simple fauna that emit a green smoke, and sometimes use their shell
for protection.  Zap them for their DNA samples, then blast them to keep them
out of your way.

Bulldog SOB;  One on one is hardly a challenge.  One blast will take it out.
If they're getting too close for comfort, give it a zap first to put it off
balance.  A drawn-out zap will give you an extra health vial, but you can only
get 2 by this method.  Destroying them give you 3 vials.  If you decide to run
away, you might notice them tuck in their saws for a short while, making a good
time to strike.  One last thing, you can also try sneaking up on them.

BUGZ;  As a mouse, they might seem like something you want to avoid completely,
but if you're fast enough you can take them out.  If you know where they are,
prime your tail whip, charge, and release when you're facing the right
direction.  This is usually surprise enough to destroy them safely.

DOAs; Floating turrets that you will learn to hate later on.  There are two
ways to destroy them.  Hold the zapper to grab them, then release when facing a
wall.  If there was enough distance between the DOA and the wall, it will
shatter.  Otherwise, you can just hold on to the DOA and it will eventually
overload.  You can also sneak up on these.  Running is another option.

SOBs;  These semi-humanoid guards have a variety of attacks.  They swing their
baton at close range, but can use it for long range attacks as well.  Their
shield is also electrified at times.  The best way to deal with them is a quick
zap and blast, then hold on the zap until he recovers and blast him again.

Fireants are basically small roaches that tend to stay in close groups.  They
are notable from their orange flame.

Monkeys are very slow despite spider-like legs, and seem to have a scorpion's
stinger.  They're not very dangerous compared to the rest of the enemies here.

Mines and Mouse Traps are close proximity detectors.  They can be detonated
using long-range attacks or Gomers so you don't have to worry about them for a
while.


2-2.1 The Junkyard
------------------

300 isotopes, 17 DNA, 7 Klock Em scraps

*Junkyard Entrance*

1  DNA Extraction
Go forth and learn to capture DNA from fauna.  Simply zap a creature to gain
its DNA and destroy it with a blast attack.  Don't worry about killing fauna
you haven't captured, they'll regenerate until you do.  Kill the bulldogs that
charge from the gate and claim the Terra.

2  Pumped Up
See the pipes where the roaches were wandering?  Morph into a mouse to get in.
Be careful of mouse traps in small areas.  Simply jump over them to avoid being
hit.  Hop the many stepping stones before you, up the piston and to the pump
station.  When you get to a pair of pistons, check out the crack in the wall
for some goodies.  The 2 launch pads can be tricky to use at first.  Keep in
mind that you can control your velocity with the left analog control, and you
can maintain some height by jumping twice.  This should land you on a platform
near 3 pistons.  Explore this area thoroughly for all the goodies, being
careful of the BUGZ.  Enter the air vents for a slide full of vials, and you'll
land very close to the access card you're looking for.  The Terra is just
behind it.  You should have 91 isotopes from the Junkyard by now.

3  Security Booth
You now have 1 minute to escape the pump station.  Just keep your wits about
you and it will be no problem. There are only 6 isotopes on the escape route.
Grab the Terra from the booth and you can move on.

Don't miss the path that begins on one of the sewer pipes; there's some
valuable DNA up there, as well as isotopes, vials, and a piece of scrap.  Zap
the switch at the gas pipe to shut that off.  The garbage crushers are not hard
to get by.  Climb the ladder near the transloader for 5 isotopes and a nice
stash of red bubbly.  SAVE YOUR GAME!  you should now have 146 isotopes, 13 DNA
and 2 Klock Em scraps.

*Junkyard Interior*

Now you learn about Gomers.  Each has 30 seconds before your Splizz tears it
apart.  You can use Gomers to cover up explosive barrels, but you should know
that I've found isotope containers under them.  I'm not sure if you can get
those from under a coated barrel.  Gomers are also the only things that can
open the blue boxes and activate blue switches.

When you come to 2 conveyer belts, note the box beside the top one.  I missed
it the first time I passed here.  There are other crates hidden on the lower
grounds of this path as well, so watch out.

*Junkyard Ending*

4  Abra Cadabra
Power up the crane holding the yellow and black wrecking ball at the start of
the toxic sluice.  Hop over the streams, capture the Fireant DNA and activate 3
switches.  Hop back to the other side, morph into a mouse and get some Terra.

5  Overloaded
Walk up the walkways on the side of the sluice.  Activate the switch at the
top. Bring the Gomer over to the switch.  Grab the Terra.  Rejoice.  SAVE.

6  Shaft Shot
Here you get to try the Rocket Boots for the first time.  Stand right on the
dispenser and fire the rockets by pressing X.  That's probably the easiest
Terra piece in the game.  You should have 255 isotopes, 17 DNA and all of the
scrap for this area.

At the top of the ladder you can try out the Invisibility gadget.  This is NOT
the Invincibility gadget, you will take damage from the green sludge.

7  Smoke the Rings
Since you need the TeraDocTyl morph to get this one, you'll need to come back
after reaching Flotos.  Climb (or fly) up to the top of the sluice gates past
the goo drains, and morph in to TeraDocTyl when you reach the terminal.  Use
the terminal to have AL challenge you.  Now simply fly through the rings as
quickly as possible which should be easy since your speed is mostly fixed. 
Watch out on the last stretch though, as you may need to dodge the goo blasts.

Get through to the Genitor piece and you should have every item from this area.


2-2.2 The Vats
--------------

300 isotopes, 27 DNA, 7 Uberpowder scraps

*Vats Entrance*

1  Open Sesame
This task takes place over this whole first section.  There are plenty of
enemies around here that tend to respawn, so be careful.  The first container
can be opened with a nearby Gomer.  Jump across the platforms on the left side
and use the Gomer there to activate 3 switches in the area beyond.  One
activates the Pocket Rocket dispenser, one opens a container, and one shuts off
the gas pipes.  Climb the now safe pipes with a Gomer and activate the blue
and regular switches.  Back on the ground, in the transloader area, is an
already open container.  Jump on that, then go through the hole in the fence to
get in that small area.  Once you're done collecting everything here, go
activate that lift. There are 2 S.O.B.s that give way to 3 respawning bulldogs.
Zap the switch in front of the container.  Then bring the gomer up the stairs
near the lift and shoot it at the blue switch.  Move on to the ledge before you
and destroy all opposition, and open the last container.  Go get that Terra.
You should have 92 isotopes, 10 DNA, and 3 scrap

2  Target Practice
You'll have to come back to this area once you have the Pocket Rocket finished.
When you do, just stand on the pocket Rocket dispenser and use first-person
mode to hit the 3 towers.  One more piece of Terra.

3  Circus Freak
Morph into a mouse and move onward.  DO NOT touch the gears when they are in
motion.  You can eat the D.O.A.s and spit them against a wall or wait until you
spit them automatically.  When you're at the catapult flooring, I recommend
jumping off at the other side so you can see the other side before jumping
again.  This will reduce the risk of you steering off to the side and falling
into the sludge.  Jump through the hoops and collect the isotopes.  When you
grab the Terra, you're automatically dropped on the far side of the pool.
Continue on and you'll come out by a closed gate.  You should have 145
isotopes, 10 DNA and 3 scraps.

Now to open that gate.  Go through the mouse hole and down the left path.  Hit
the target, and go back to the newly opened path.  Slide down and hit the
target.  Climb back to the iris switch, hit that again, then return to the
gate.  The muck drains to reveal a mine field.

4  Mine Sweeper
Use the Gomer to pop the mines.  This is not hard to do, but can take a bit of
time.  Patience is key if you have a bit of trouble.  Grab the Terra and
isotopes.  Be careful of the remaining puddles.

*Vats Interior*

Moving on, you see your first Monkey.  I think "crazy looking" is accurate.
The switch to the left of the Transloader reveals a Gomer.  There's also quite
a few fauna around here.

5  Gomer Overload
The switch at the start of the upper platform reveals another Gomer.  Take it
to the blue pad on the other security station to reveal a blue switch, and
activate that.  Bring another Gomer to the pad and activate the second switch.
Collect the Terra.

6  Blast Em!
Activate the turret, and blow away the DOAs.  The turret takes some getting
used to, and there's no auto fire.  At least they don't attack you...

7  Chaos and Carnage
Spoke too soon.  Destroy the DOAs before they destroy you.  I think this one
is easier because they come at you straight on.  Collect the Terra and move on.

Go through the gate and get that scrap crate.  You should have them all by now.
When you get to the Pocket Rocket, you should have 224 isotopes and 27 DNA.

*Vats Ending*

There are 3 large targets in this area that you can activate, either by rocket
or throwing a DOA at them.  It is possible to hit them all from the dispenser.
Enter first-person mode to fire guided missiles.  The last one can be tricky,
but you could just get closer.  After you pass the third target, note the stash
of crates above the slide.  You can get to these by riding the steam vent.  You
should now have everything from this area.


2-2.3 The Factory
-----------------

300 isotopes, 62 DNA, 7 Boing! scraps

*Factory Entrance*

At this point, you probably don't have enough Monkey DNA to use the Doczilla,
but luckily there's plenty of Monkeys here.  As usual, beware of the respawning
bulldogs and SOBs, especially in the generator pit.  There are some blue
switches you'll want to activate, namely the Super Boots to get those lofty
isotopes, and the Rocket Boots for a few more.

1  Chrome Dome
Once you have the Doczilla morph, go into the pit.  It's supposed to be done
with the butt stomp, which is simply pressing X twice, but you can use the O
attack as well.  I've had repeated failures due to the distance between my
position and the next target being a bit too far.  The bulldogs and explosive
barrels on the ground don't help matters either.  Try walking on the dome's rim
to shorten the distance, but be careful when time is low.  It closes very fast,
and is capable of squishing an over-sized gorilla, namely you.

2  Ballerz
There's not enough scrap in this area to do this just yet.  Come back later.
With the Super Baller in hand, hold down the O button and unleash heck upon
the disgruntled guard, then steal his Terra while you're at it.

Before moving on, you should have 73 isotopes, 15 DNA and 4 scraps.  This next
area looks much like a warehouse, except for the gaping hole in the middle.
Time for some side-scrolling action.  When you get on up to the platform alcove
be careful not to fall too fast.  Use the ledges to go down slow.  On the way
out, you should have 116 isotopes, 28 DNA, and 5 scraps.

*Factory Interior 1*

3  Monkeying Around
All you need to get this piece of Terra is get to the end of the monkey rope
course.  You're probably going to need more help with the other part of this
area...

4  Lighthouse of Horrors
It's not as bad as it sounds though.  You should cover every path to get all
the isotopes, but the 3 targets you need to hit are on the first left path,
and the second right path.  The last target is at the end of the course.  The
single monkey bar is tricky to land.  Normally you want to jump when your feet
are at the highest point.  Jump just before that and you should at least land
on the island there.  Once the targets are switched, go forth and claim the
Terra.

*Factory Interior 2*

Before starting on the spider caves, you should have 191 isotopes, 52 DNA, and
all the scrap for this area.  Make your way through here, avoiding the mines,
webbing across the gaps, and NOT trying to capture the Fireants in ArachniDoc
form.  Trust me, it's not wise, and very silly, especially if you fall in the
goo.  Before starting the Goomatron area, you should have 220 isotopes and 56
DNA.

*Factory Interior 3*

5  Powered Assault
I recommend at least finishing off the fauna in this area before going up the
goomatron.  Break the crates, get some health, and SAVE YOUR GAME!  At this
point I'll assume you're smart enough to visit every Transloader you see.  When
you are on the ceiling, don't forget to visit every path for their isotopes.
If you don't have time to morph back when you're attacked by SOBs, use your
web attack to knock them over, then egg 'em to death.  Activate the switches
with an egg or the ape if you wish.  Now make your way to the turret with the
Terra.

6  Blowing Off Steam
Activate the turret, and shoot the flashing target on the Goomatron's base.
Then fire at the four boxes that open up quick, since they close again.
Repeat until all four are busted.  DOAs come in from the left side.  Going
counter-clockwise, same deal and watch the left for enemies.  Last one, but
watch the right this time.  Get some health, get the Terra, and get the part.
You should have 270 isotopes, and all the DNA.

*Factory Ending*

7  Droppin Balls
Time to climb.  Morph into Doczilla and start climbing.  The first wall is a
piece of cake.  The second one adds a new element to this challenge.  Balls of
goo threaten you now.  Stay close to the dividers and move as necessary to
avoid being hit.  The Third wall is very similar.  At the end of this area, you
should have everything you need.


2-2.4 Vinny The Tool Bino
^^^^^^^^^^^^^^^^^^^^^^^^^

You might be wondering what a Bino is.  Well, it's not in the dictionary, so
don't bother.  It might be like albino, where the thing in question is
completely white.  That would mean a tool-bino is completely mechanical.  But
it's best not to think too hard on such things.

The strategy here is to stay behind him while you're morphing, because he turns
SOOO SLOOW it's pathetic.  First off, morph into the mouse and go to face him.
He'll probably start taunting you, but be careful not to go under his toes.
Whip his open toe, and he'll drop his guard to fix it.  Quickly morph into
Doczilla and smack him for 3 points of damage.  Stay in this form, because he
will drop a few BUGZ.  Take these out with the butt stomp.  Wash, rinse,
repeat.  He drops a few more BUGZ the next time, but the strategy's the same.
If you let him, he may go drink some goo to restore his own health.  His
attacks include a forward swipe, a buzz saw burst, and a hammer slam that
creates a shock wave.  A small FMV shows Vinny fall into the goo.  Mmm, tasty.



2-3 Aqeum
*--------------*
|Terra: 28     |
|Isotopes: 1200|
|DNA: 78       |
|Genitor: 5    |
*--------------*

Charks are slow-moving mouths that vaguely resemble sharks.  They're most
annoying in packs of more than 3, because then you risk being snapped while
taking DNA samples.  Luckily, fauna doesn't respawn after being sampled.

DOAs have a faster firing speed on this planet, but are otherwise the same.

Bullsquids, again, are nearly identical to bulldogs.

SOBs, however, are now squids.  Their close range attack involves spinning
sharp objects around in a whirly motion.  A slower spin means they're about to
fire, so circle them until they do, then attack.

Tarfish are much like Charks in their movement, but they are smaller and have a
long tongue attack.  Make running captures on these guys so you dodge the
attack and split up the mobs.

Piranhabots are quite annoying, because they follow you when they can, and have
a kamikaze manoeuver.  You know they're on to you when you hear a constant
blinking sound.  They are also dropped by squid SOBs.  The best way to deal
with them, especially in groups, is to swim away, make a U-turn and spin right
through them.  Their kamikaze fails when you're doing this attack.


2-3.1 The Lagoon
----------------

300 isotopes, 28 DNA, 7 Renaline scrap

*Lagoon Entrance*

1  Hidden Matter
Disregard the Chark warnings and take a dip.  Attract some Charks with your
meaty cranium and zap them for their DNA.  You should only be able to attract 3
Charks near the surface.  Get to land so the Charks will move away, then get
back in and try out the Spiny Docfish.  The rest of the Charks should be easy
enough.  Grab the Terra and jump back on the island.

2  Splizzbots n Scat-a-lites
Jump across the floating rocks and note the robot thingy to the right, hovering
over a rock.  That's a splizzbot.  Maintain a zap attack and it will carry the
rock over to a switch, revealing a switch.  Watch out for the mines here, there
are many, and it's not worth using the mouse tail whip to detonate them.  From
the first splizzbot, you should be able to get up to the next ledge and move
the second bot, revealing a platform in the sludge.  Activate the switch to
reveal a Gomer.  Hop the lasers over to the other mined platforms, and jump to
the last bot.  It will reveal the blue switch, and a piece of Terra.  The blue
switch reveals a scrap.

You can find your first vial dispenser here, which only refills empty hearts.
You should have 75 isotopes, 6 DNA and 3 scraps before squeaking into the
Machine Room.  On this path, you should beware the not-so-solid platforms.  Pay
close attention to your shadow so you know where you're landing.  Disarm the
mouse traps with your tail whip so you don't have to worry about them.

3  Cage the Gomer
The first target you come to raises a set of platforms for 18 seconds, which is
plenty of time to get across.  The second target works for only 7 seconds, but
if you stay cool, you can do it fine.  While you're up here, spit the gomer at
the box.  Then take it down to the blue pressure plate, and cage the gomer.
Grab the Terra and carry on.  Watch for falling BUGZ.

4  Bust the Generator
It is not an easy task to engulf these DOAs, so don't try it.  Use the 3 blue
plates to move around the sludge.  When you hit the target, a few notable
things happen.  First you get Terra.  Then you'll experience many annoying
rumbles.  Then you get a Genitor part.  Then the DOAs are sent after you.  As
long as you keep moving and don't fall into a pit, you should be fine.  You
should now have 156 isotopes, 6 DNA and 6 scraps.

The canyon is likely to cause you much dismay when gathering items.  Jump when
the target rock is finished going up, so it'll move down while you move toward
it.  As for opening the blue boxes near the end, I recommend using the higher
of the two Gomers, then hovering to the most convenient rock.  You're likely to
take a point of damage from the explosions.  This canyon should leave you with
198 isotopes in total.

*Lagoon Interior*

This part sucks.  Switches here will not stay active when you die, except for
the less annoying ones like laser beams.  Deactivating the first 2 sludge
cannons is just a zap switch, but the next four involve a blue switch placed
behind.

5  Shoot the Gap
The blue switch next to the sign pointing to the laser shut-off activates the
geyser rock you need to stand on to activate it.  Climb up here and flip the
switch to turn off the lasers.  Now, man the turret and take out those aerial
mines.  If you die, you'll have to do this again.  Hop over to one side of the
gap and get a good look at the landing zone.  If you press forward on the whole
upward shot, you'll notice that the isotopes and Terra are not in a very direct
path.  Try going straight up after two or three seconds, and control your
descent with a bit of hovering.  You can only activate the hover once while in
the air, so be careful how you do this.

6  Jam the Water Wheel
After deactivating the pool lasers, jump in and swim around as the Docfish.
Here you get your first look at the Tarfish.  There are 3 targets down here
you need to activate to deactivate the water wheel lasers.  Take out the mines
from a good distance, since their blast radius is larger than you might think.

*Lagoon Ending*

7  Chamber Compression
Capture and destroy the fauna first, then approach the terminal at the bottom
of the pool.  There's no fixed time limit, but if you take too long to hit a
target you will have to start again from the terminal.  You should get
reasonably close before firing, because firing slows you down.  Now grab the
Terra from the pipe there.  Before moving on, you should have 272 isotopes, 26
DNA and all scraps from this area.

The following area is a good place to exercise caution.  Sharp objects,
falling pipes, and SOBs are the reasons.  There's plenty of health here, so
stock up if you need to.  You should have all items from the Lagoon before you
exit this cave.


2-3.2 The Oil Rig
-----------------

300 isotopes, 5 DNA, Klock Em scraps (if you haven't gotten them)

*Rig Entrance*

1  Release the Pressure
The waters here are divided by two walls, each intersecting with two pipes near
the surface.  You're going to need to release a Gomer, quickly grab it, and
activate the switch below.  I recommend destroying as many enemies as you can
in the tank you're attempting before releasing the Gomer to make it easier on
your health metre.  After activating the third switch, charge at the Terra and
go for the platform nearby.

2  Crane Box
The right side of this area brings you to a frozen pipe which you can follow to
the other end of the area.  On the other side, you go back on an extremely hot
pipe, ending with a mouse hole.  Quickly dispose of the BUGZ, and hop through
the pipe.  Beware of the sinking platforms, and the rising lava in various
parts.  Now for the fun part.  Climb the moving gears and platforms with some
slick jumping skills.  Remember that Dr. Muto doesn't turn so well in mid-air,
so face the direction you're moving to avoid slip-ups.  Remember not to jump in
the water as a mouse, since your floaties don't fit.  Nab the Terra and get on
the platform.

3  Up There
Right behind the entrance to this area is a series of broken ladders.  Work
your way up for a piece of Terra, then slide down to the far side of the area.
Before moving on, you should have 135 isotopes and all of the DNA.

Aren't pools of lethal liquids fun?  Combine it with low-friction, rotating
platforms and the fun never ends!  CAREFULLY manoeuver these platforms so that
you have a running jump when the platforms are closest.  You should end up with
150 isotopes.

*Rig Interior*

5  Sneaky Snatcher
This one is available as soon as you can enter the drill area, and is quite
sneaky.  First, you must flip 3 switches.  01 is on the far right corner from
the entrance, below the entrance to the Hydro Station.  02 is at the end of the
platform challenge near 01, and is located on a pipe.  03 is right past that,
clearly visible from 02.  Use the Rocket Boots to jump over the barrier to the
entrance and traverse the ledges on the left wall, leading to the newly
accessible area.  Watch out for the swarm of BUGZ that appear once you set foot
inside.  Try grabbing the invincibility gadget from the outer area, then coming
back.  The switch in here reveals your Terra at the end of that platform
challenge you used earlier, but now you have a timer!  If you're having trouble
try standing on the edge of the fire pipe, and pay attention to the sliding
platforms.  Time your jumps accordingly, and the Terra is yours!

6  Remote Control
Getting to this one is a not-so obvious task.  One of the laser doorways has a
Gomer very close on the other side.  If you grab this Gomer and toss it at the
switch inside, you shut of those lasers.  Destroy everything in this room and
hit the mouse switch to open the turret control room.  You have 30 seconds to
hit 8 targets in order of pairs, and you don't even have to worry about the
DOAs.  One more piece of Terra.

That's all you can do for now.  Go through the Hydro Station and Water Works,
then come back.

7  Water to Wine
This is actually done by completing the Hydro Station and Water Works areas,
causing the goo to drain and be replaced by water.  The Terra is on one of the
floating debris.

4  Overwork the Drill
Before you are able to do this mission, you can get up to 240 isotopes - 290
if you include the 2 available exits.  Swim as low as possible in the pool to
avoid the spikes.  Swim around the drill looking for open targets, and shoot
them.  After doing this enough times, the drill reaches maximum drive and more
Terra appears.

*Rig Ending*

One piece of Genitor, and you're set for Carla.


2-3.3 Hydro Station
-------------------

<300 isotopes, 42 DNA
Please refer to FAQ section regarding lost isotopes

To get here, take the gomer near the Rig Interior transloader around to the
nearest blue switch.  You know it's the right door if you find rope nets
beyond.  Many people have had trouble with this particular set of rope nets.

It's all about timing.  You need to press the jump button as his feet reach
their highest point, before they start moving down.  This should get you the
farthest distance, but if not it should only take a bit of tweaking.  Pressing
the jump button too late makes you fall straight down, so don't do that. 
Rotate the camera so you can see his feet.

*Hydro Entrance*

1  Busted Nutz
First things first; kill as many enemies as you can.  Then you can take your
time aiming at the spinning targets.  3 hits will release the grate to an
undisclosed location.  Nab the Terra and go forth CAREFULLY.

2  Pop the Caps
This is not made any easier by the turrets firing guided torpedos.  You can
destroy them, but it's not easy.  It will relieve the pressure here though.
Shoot the boxes on top of the pipes to unplug them.  The green stuff does not
harm you here.  Grab the Terra, gather the numerous vials, and move on through
the green-lit pipe.  By the way, there's a breakable wall in there.

*Hydro Interior*

5  Memory Like a Fish
Another simple task.  Shoot three screens of the same image in a row to release
a lock.  Their colours include yellow, green, and blue.  From the place you
enter, going clockwise, the order is as follows: y g y g b y b g b
You should have 77 isotopes and 12 DNA by now.

3  Secret Caves
The caves can be quite confusing if you don't pay attention.  I suppose I'm
going to have to drawn up a map of this area sometime.  To get this piece of
Terra, I'll make it as simple as possible.  Get to the second pump room, and go
down the path that doesn't involve breaking open a wall.  There will be a
cracked ceiling.  Go through there to get the Terra.  You should have 125+
isotopes by the time you get to the subs.

4  Damn Subs
The thing that will save your life here is the Vial Dispenser.  As discovered
in the Lagoon, these only fill empty hearts that you've already earned.
Instead of letting yourself die, beach yourself on this platform and regain
some health.  You need to hit 2 targets on each sub - some subs are easier than
others, and they have many sharp points to make it harder.  Not only that, but
the usual crowd of miscreants have a knack of getting in the way.  Take them
out as you see fit.  Grab the Terra and clean up for 10 more isotopes and 14
DNA.

Be careful of these goo rollers.  There's always a pair on the left side that
makes a pancake out of you if you're not careful.  Beyond is the whirlpool.

*Hydro Ending*

Hang out near the surface to get your bearings on targets and enemies.  If you
have all the Chark and Tarfish DNA up to here, you can unlock the Rat and
Mech Gorilla here, too.  Take the Gomers from the whirlpool and toss them at
the three switches in this area to reveal a Genitor piece.

7  Up for Air
Here you will perfect your first-person missile-guiding skills.  To hit the
boxes on the upper left, aim to the left of the monkey bars and slowly curve to
the right.  You can hit two of the back boxes from that trajectory as well.
The back left box will require you to go under the right dish and curve up and
left.  The last boxes can be hit coming from the left as well.

6  Damn Dirty Ape
Now jump on the springboard and morph into an ape.  Before moving onto the
second grate, you should have all the DNA.  Some spinning
grids have acid gas pouring on one side, so don't linger on the outside.  Hit
the switch and move on.  When you come to a crossroad, go right.  Follow the
path to the Terra, and hit the switch.  Now take the left path to the Hydro
Entrance.  You "should" have everything from this area now, but circumstances
may prove otherwise.  Please refer to the FAQ section at the end of this file
for more information.


2-3.4 Water Works
-----------------

300 isotopes, 3 DNA

To get here, take the same gomer used to open the Hydro Station door further
around the drill rig to another door.

4  Chain Lightning
As you start on your way from the central Rig area, you're flung up a shaft by
massive winds.  Nearby, you should find a Gomer.  Use it to activate the switch
up the ramp.  Doing so reveals a new gomer and another switch farther along the
path.  If you go to the trouble of bringing a Gomer to each of the switches on
the way to the Water Works, you are rewarded with this piece of Terra.  The
last gomer requires that you catch it with the Splizz at the bottom of the
shaft.

1  Turn It Up
Take the lift down and hop over to the transloader.  Make your way to the far
side of the room.  Zap the three dial things and get a piece of Terra.  Yay.
Without diving, you should be able to get 56 isotopes.

2  Juice the Goo Rods
Notice the goo balls flowing through the water?  What you're about to do
involves increasing the number of balls that come out.  You have one Gomer at
the far end of the danger zone, and six blue switches at the other end.
Activate all six without getting hit, and I'll give you a cookie.  Well, at
least you get some Terra as well.  Check the safe zone in behind for some
isotopes and 3 Tarfish.  Don't forget the blue boxes.

3  Cut the Power
Back at the start, there is some webbing on the floor and wall near the lift.
Climb up there and through the hole.  Climb up the tall structure and sling
from one to another.  Use first-person mode to spit eggs at the glass windows
on the sides of this crevasse.  Break each one, then go down to the broken rail
road for the piece of Terra.  You'll need to backtrack on the ceiling to get
all the isotopes though.  Continue on to the end of the webbing.

*Works Interior*

This area is just annoying.  You need to hop from the moving platforms as an
ape in such a way that the next platform is closer to the other side.  Get to
the end and play in the box maze.

Chris Cooper contributes the following tip:
"In the Works Interior section, you can "Butt Bounce" with the Ape to hop up
into the Maze section.  It saves a lot of time and frustration in hopping
through the moving platforms."  I wish I tried that...

5  Where the ---- am I!
Simply navigate the mazes to find a target at the end of each.  Once activated,
the "no access" towers becomes climbable.  Do so and claim the Terra.

6  Blind the Overseer
This also takes place in the maze, but should not be done at the same time as
the previous mission.  Go through the maze and you will see wall braces with
web on them.  Use those to get close to the cameras and lay egg bombs on them.
When you're done, a piece of Terra appears near the end of the area.

7  Titanic Towers
Climb the tower with the Terra piece and you will notice a ladder for Muto to
climb.  From here, you will need to land on the centre of each tower in a
specific order.  You have no choice but to start with the green towers, which
is simple enough.  After that, you must move on to another colour or start
again.  I recommend the blue, then red towers.  The Terra appears on a balcony
near the end.

*Works Ending*

Before going past the transloader, you should have 254 isotopes.  The rest are
obtained on the iced goo slide.  I suggest avoiding double jumps, as they can
mess up your momentum, but there will be some isotopes that require a double
jump to catch.  When those come up, jump early, since you might not be able to
slow down as much as you think.


2-3.5  Carla Squid Kisser MacPhearson
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

Here's the rundown: Before you can enter the door in the central Rig, you must
complete 3 tasks - shut down a huge whirlpool in the Hydro Station, maximize
the goo drain at the Water Works, and burn out the drill in the Rig.  These
tasks are rewarded with the 4th and 7th Terra for the Rig.  With that done, the
door on the drill rig is unlocked and your enemy awaits.

This is not going to be easy, especially after you die.  First, you need to
shoot the rear target, then to hurt her, you need to hit her as she spins out
of control.  This may seem tough at first, but if you land a spin attack on
Carla, you'll do 3 points of damage.  Your main worry is probably going to be
the piranhabots, as they aren't temporary obstacles like the other mines,
claws, and torpedoes she sends after you.  The best way to take care of them is
to circle one of the generators and they'll group together.  Then, unleash a
spin attack to tear them apart, and continue your squid-fishing.



2-4 Flotos
*--------------*
|Terra: 28     |
|Isotopes: 1600|
|DNA: 60       |
|Genitor: 5    |
*--------------*

DOAs are now faster and more annoying.  Longer sight range and faster reloading
makes them your first target.  It doesn't help that the only noise they make is
a constant buzzing.

Airbags are the beaked bat-wing creatures.  They aren't very aggressive, until
you sample their DNA.

Peliqui are quite aggressive.  Be careful around them, and dispose of them when
you can.

SOBs are one hit tougher, their long-range attack is bigger, they float, wield
a chainsaw, and wear make-up.  How scary can you get?

Boars are the floating equivalent of bulldogs, but they take 2 hits to destroy.


2-4.1 The Sphere
----------------

400 isotopes, 23 DNA

1  Satellite 1
You'll get to a point with some green jump pads and a Gomer in the middle.
There is a switch past two sets of moving platforms you need a Gomer for.
Don't use this Gomer.  There's one past this one that you can get much easier.
Activating that switch will reveal a closer Gomer.  Two switches near here
raise a series of platforms.  Raise the ones going up, quickly grab the close
Gomer and take it up those steps and deactivate the Satellite.  Yay, Terra.
Think that was hard?  This was only the first of many.

2  Satellite 2
When you come across platforms sliding back and forth, there's a switch that
gives you an alternative route.  Go up here and you should find a gomer and the
second satellite.

3  Satellite 3
Now you just have to get to the end of the outside area.  More moving platforms
are in your way, and there's no easy way around them.  Just know that there's
enough DNA outside to complete the Teradoctyl formula.  If you get it by now,
use the rings to practice flying.

*Sphere Inside*

4  No Mo Flow Yo
4 faucets need to turn off.  This is not hard as long as you keep the DOAs
down.  Turn off two on the near side, then hop on the platforms to the other
side.  Invincibility makes this easy.  Continue out the door.

This spot has an interesting blue box challenge.  Fly over to the Gomer above
the door, and capture it as you fall.  Take it to the blue box and voila.  Make
it to the top of the sphere for the Genitor piece.  Don't forget to reverse the
goomidifyer.

5  Bust the Bubbler
Carefully make your way to the bottom and shoot the targets under water for
some easy Terra.

*Sphere Ending*

6  Ring Wrangled
Either fly up outside, or climb up inside to get to the very top.  Use the
terminal to get AL's challenge, and accept.  This takes some crazy reflexes to
get it on the first try, since most of the rings appear just as you finish a
set.  If you miss one, you will be sent back to the start.  Not all of the
rings are set vertically, so prepare for some steep dives.  Grab the Terra and
face left. 

7  Kamikazee
If you didn't know, this term refers to one who sacrifices themselves to
destroy a target.  Since the particle accelerator tunnel makes you invincible,
this isn't very accurate.  Ram all of the mines in the tunnel by aiming just
ahead of them and curving to the next as you float into a target.  If you miss
one, go through the hoop at the end.  Since I don't know how to get back to the
Sphere, I recommend finishing this first.
 

2-4.2 The Cube
--------------

400 isotopes, 15 DNA

*Cube Entrance*

I suggest taking a walk around the block.  This makes it easier to get the
isotopes and DNA.  By the way, you get more satellites to deactivate.

1  Spinning Tops
The front wall displays 5 round targets.  Hit each one in 20 seconds to
deactivate a satellite.  I suggest approaching from the left for 3 and back for
2 more.

2  Broken Caps
Avoid the fire while trying to hit the targets, protected by rotating shields.
You can tell which have been hit by the glowing lights.  Only go over and under
the flame if you hope to dodge it.

3  Bespin Reactor Emitters
Remember Star Wars?  Anyway, under the cube are some more rockets and rotating
targets.  Once a set of targets is hit it will move out of the way.

4  Damn Lasers
This wall has a few lasers about, some hidden by smoke.  The targets slide in
and out of the wall, so be quick if you need to turn around.  R2 can help with
that.  The button, not the android...

5  Sick Balls Chopper
Destroy the SOBs around the cube.  Use homing spit balls to hit, but remember
the slower turning.  If you're having trouble finding them, go clockwise around
the cube.  The Terra appears near the entrance transloader.

*Cube Interior*

6  Mission: Highly Unlikely
Aside from the series of life-threatening jumps, you need to watch for webbing
leading to red switches.  4 of these are on the main path, but the fifth hides
under a ledge where the platforms move diagonally.  When that's done, slowly
float to the bottom and grab the Terra.  I frequently overlook the web in the
barrel hall.

*Cube Ending*

7  Dead Man Jumping
Notice the pillar of gun turrets.  Each corner is a safe spot, but there are a
few enemies that make an exception.  Use the barrels to dispatch SOBs
instantly.  Use the pocket rocket to get rid of some turrets too.


2-4.3  The Furnaces
-------------------

400 isotopes, 7 DNA

That last part was tough, huh?  Suck it up, there's more where that came from.

1 Chop Em Down
This has caused much grief from many people, due to conflicting beliefs, and no
solid proof.  I would guess that most people take out the SOBs as they go
along, not bothering to count, but there is probably about 20 in the whole
area.  You Do Not have to kill them all in one go.  I know, because I never
tried that.  You Do have to kill 5 temporary SOBs near the end of the area.  I
don't know if you have to kill them all at once, but you definitely have to
kill them all.

*Furnace Entrance*

The first challenge of the furnaces is a series of platforms among a series of
fire balls.  The switch reveals the first one, which you have a limited time to
land on.  Once you land, the next platform is revealed.  Pay attention to the
fireballs so you know how much time you have before they pop up.  Land on the
last one to give you access to the bottom platform.

Beyond a narrow walkway with more fireballs is a bunch of deactivated springs.
This is remedied by bringing the gomer from above the walkway, by jumping to
the side platform and climbing the boxes, then going back to the spring room.
Once activated, jump onto the scaffolding to get to the next spring and so on,
until you get to the big room of evil spinning platforms.

3 Light it Up
You'll probably notice a series of switches on the far side of this area,
sporting 4 lights above them.  You want to turn them all on.  Compared to other
on/off puzzles in other games this is pathetically easy.  Activate both blue
switches, then go grab the Terra.

EVIL PLATFORMS.  There is little I can do but offer general advice.  Jump only
when you're ready to, plan to jump where the next platform is going, not where
it is.  Double jumping is most effective when you jump twice quickly, instead
of jumping in flight.  Super Boots give you more height, but are harder to
control.  The only thing you don't have to do again when you die is grab
isotopes.

Once that is firmly behind you, activate the transloader and SAVE.

*Furnace Interior*

Things aren't getting easier by far.  The platforms here are too far apart, so
you need to make your own.  Use the mouse morph to enter the hole beside the
transloader.  On the way up to the rafters, use the metal supports to dodge the
white sparks, but be careful of the broken ones.  Once again, death only makes
this harder.  When you reach the top, you will be locked in.

4 Gaseous Anomaly
Don't worry, you haven't missed any Terra yet.  If you look on your right, you
should see a large box behind a "Girder Drop" sign.  On top of this is a piece
of Terra.  Move along until you get a chance to get to the right wall, where a
series of springs are activated by targets.  Use these to get on the box and
grab the Terra.  Activate the target up here while you're at it.

6 Cut the Chains
For his next trick, Dr. Muto will juggle 5 girders with his tail!  Well, not
quite.  Look at one of the terminals.  Note the 5 green circles around the
middle.  Near each of these is a blue switch, which needs to be activated.  Use
the terminal to plan your route, and keep track of which ones you've dropped. 
All 5 can be activated before passing through a gate you open with a switch
here.  The Terra you seek is at the bottom, across the girder platforms you
just created, but that's tomorrow's news right now.

The frozen pipes beyond are not made easier by the leaky gas, pistons, or pumps
across them.  Also, watch out for falling BUGZ, they aren't really programmed
to walk on ice either.

5 Boxed In
As you approach the end of this area, you will come across swinging platforms
covered with green Christmas lights.  Some of these lead to an isolated target,
which opens the box from which you got the "Gaseous Anomaly" Terra from.  Hit
that, and continue on.  You'll finally come across the target that opens the
exit, but don't leave yet.  Go back along the springs and launch yourself into
the now open box, and grab the Terra.  Now, make your way to the ground floor.

Now you can grab that Terra you earned juggling girders and gomers.

2 Stay Off the Carpet
To the left, on the side of a ramp, is a target surrounded by webbing.  On the
other side of the room, is a door surrounded by webbing.  On the walls of the
room are poles, covered with webbing.  You need to activate the switch, and use
the webbed poles to reach the door before the time runs out and the door
closes, without leaving the webbing.  I found that it was possible to sling to
the next pole on the same wall as the one I was on if I moved as close as
possible to that pole, but this could also be a matter of skill.  The key is
not losing your orientation.

And now, the last leg of the first mission.  Near the previous piece of Terra
are 2 gadgets and a switch.  The switch reveals the platform you need to get to
the next area, as well as 5 temporary SOBs.  All of these disappear when time
runs out.  So, in order to kill them all in time, you're going to need to kill
them fast, and to do that you use the explosive barrels.  The Invincibility
gadget will make this a lot easier as well.  Once you've nailed all 5, move on
to the next platform, and kill off the SOBs there.  By now, there should be a
piece of Terra on this platform.  If not, go hunt SOBs.  Let me know how it
goes.

*Furnace Ending*

7 Control Freak
This is complicated, but the skilled and attentive will prevail.  Your top
priority is to get to the room's exit.  The main rules are that the green ones
go back and forth, and the blue ones move one way at a time.  The platform you
stand on determines what platforms move what direction.  For now, pay close
attention to my directions:

stand on the green platform to the right
stand on the next blue platform when the moving green one is close
stand on the green platform that was moving first
stand on the green platform that was just moving when it is close
stand on the blue platform
This next part requires fast reactions, so read ahead
jump on the next blue platform,
stand on the green platform until two blue platforms lead directly to the exit
jump straight to the exit.

If you let the green platform get too far, it won't come back.  But, you could
always take the long way, since it could actually be easier if you don't want
to risk it.  Once on the other side, grab the Terra, destroy the door, but
don't leave yet.  Grab the super boots and make your way to the other corner of
the room.  The path you take is pretty much up to you, but remember to look on
top of and behind things.  Make your way back to the entrance and take the
emergency shuttle to Jupiter City.


2-4.4 Jupiter City
------------------

400 isotopes, 15 DNA

1 Catch the Thief
The droid with this piece of Terra hangs out in the tallest towers of this area
and the only way up is by rope net.  The first one is right beside the
transloader, so get on up there and hit the target.  The droid isn't ready to
give up though, so watch for the next tower, marked with a green light.  If you
climb any of the other towers, it will not appear.  Also note that some towers
contain various items, so watch for those too.

2 De-Magneto-Izing
In order to leave the facility, you're going to have to destroy some magnetic
generators holding the door closed.  To find these, as well as the rope net
towers, you will have to traverse the sides of the ozo-wrecko facility.  Watch
out for fire spouts and DOAs.  You'll come upon the first generator pretty
soon.  A switch nearby activates the crane to the other side.

As you come to the next tower, you'll notice an area off to the left.  What you
might not notice is the Super Boots just below the edge here.  Get over to that
area to reach the third tower.

Now, on the other side, ignore the ledge below on the left, that leads to the
Fifth tower.  On the far side is a ladder leading to a switch, which activates
some platforms leading to another switch.  I forgot what that switch does
though.  Remember to press jump twice quickly, so you get the most height. 
Next to the ladder, to the right, is a small corner platform.  Use this to move
onward.  Instead of trying to cross the gap beside the rope net, turn around
and climb some platforms to some Super Boots.

3 Hidden Gem
From those super boots, you can jump up to a blue target near that switch from
before.  From there, jump onto the roof.  Instead of going to the next blue
target, I find it easier to move towards the blue light and climb the rooftops
that way.  You'll find a gomer next to a burning tower.  Fire the gomer in the
direction of the tower, and it should cause it to topple over.  If you think
it's too hard to get there by jumping, you can complete the first mission then
use the last tower to jump to the burning tower.

Continue onward to find more fire spouts.  Keep going and you'll find the
second generator.  Go through the unlocked door to claim the Terra.  The droid
will give you its Terra as soon as you climb the fifth tower.  Then, find the
broken tower piece and climb it.  The rope net there will lead to another piece
of Terra.

*Jupiter City Interior*
Note that a DOA is right outside this transloader so run as soon as you can
when transporting here.

7 Where the ---- is it?
At the receiving end of the conveyor belt, find the pair of blue boxes and open
them.  Behind them is a mouse hole.  Go through to find Rocket boots and a
piece of Terra.

Through the door is a series of rope nets leading to the docks.  Some of the
blue switches here are too far from a gomer to activate easily, so you'll need
to use first-person mode to shoot them towards the switch before it's too late. 
There is also a target switch below the crossroad platform, so look for a rope
net on the side.  Exit the huge door to get to the docks

*Jupiter City Ending*

There's quite a few things to do here, although you could just open the gate
and leave.  4 docking bays house magnetic generators, and the fifth is inside
the half closed alcove on the right.  Once the gate is unlocked, the genitor
part is revealed.

4 Hard Target
Notice the hovering transport ships.  Each one has rope nets underneath, but
only one can be reached by the ape right now.  Find the conveyor directly under
one of the ships, morph, and jump on.  It'll take you to another rope net. 
Follow these nets to another ship, until you are taken into the secret docking
bay.  Now, you have to use the gomers to hit the green targets in this area. 
You can hang from the rope net here and fire like that, but you have to aim a
great distance ahead and hope for the best.  I'm not sure if using the
TeraDocTyl would work, but you can give it a try.

5 BurnCo Destruction
There are 2 half-closed alcoves on the cliff face.  The left one leads down a
very hot cavern, ending with a very hot engine thing.  Since what you're about
to do makes it even hotter, find the 5 green isotopes nearby first.  Now,
destroy the boxes to release more fire into the cave, and grab some Terra.

6 Safe Route
Now to fight off the angry swarm of turrets.  Luckily, these turrets don't use
homing missiles.  Destroy them all to reveal more Terra.  Now, all that's left
is isotopes, fauna, and Steele.


2-4.5  Steele... uh, just Steele
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

The large gate of the docks leads to another particle accelerator, but this
time you have health vials instead of mines to run into.  Right after that,
it's more turrets.  Hit the targets in the middle to reveal more turrets and
bust those up.  Then, you automatically man the turret at the end while Steele
floats around the window like a wounded fly with rocket launchers.  When he
fires, shoot the missiles before they get close.  Sometimes he pops a target
over his head, which you need to hit to drop his shield.  Then, hit him again
to do some damage.  I don't know of any way to do more than one point at a time
so buckle in for a not-quite-short shooting session.



2-5 Mazon
*-------------*
|Terra: 7     |
|Isotopes: 450|
|DNA: 13      |
|Genitor: 2   |
*-------------*

Bulldogs are now replaced by ----ing wood chippers!  They don't stun as easily
now, but the bonus there is that you can hit them again sooner.  Be very
careful.

SOBs are now complete robots, but aren't much different from everything else
you've fought.

DOAs look like they enjoy their work, but are as lethal as ever.  Just don't
forget that you can't blast them.

The fauna here are only mentioned in your formulas on a piece of ripped paper,
and I can't make out what they're called.  They're still aggressive, so watch
what you're doing when crawling around here.


2-5.1 The Workshop
------------------

450 isotopes, 13 DNA

*Burnital HQ Entrance*

The first thing you come across here is either an isotope or a sentient wood
chipper.  I recommend killing them before they do the same to you.  You need to
get a keycard before you can move on to Burnital, but there's plenty more to do
here as well.

2 Hunter, Hunted.
There's a big, inactive device near the entrance.  You need to find 5 switches,
"hidden" by spider webs, in the workshop to make it spit out some Terra.  The
first two can be found near the entrance, one underneath the entrance and the
other above the crevasse.  You can reach the webbing over the crevasse from the
entrance, but you have to skip the isotopes in that crusher thing to get down.

The only advice for the crusher is one word; TIMING.  You'll need lots of it.
To get into the workshop, take a gomer up to the blue target, stand there and
aim at the now visible blue switch.  You should have about 93 isotopes and 2
DNA once you go through the door.  Ride the rail up past the arcing pink death
rays, and see the webbing to the third switch.  Sling up there and activate the
switch, then go back down to the crushers.

1 Guide Your Missile
Grab the pocket rocket and take aim at the fan.  3 targets are back there, and
each has its own difficulty.  Inside, 2 more fans are in your way, but only
have 2 paddles, so your main focus should be getting a good curving trajectory. 
Frustration may be your worst enemy here.  Once that's done, grab the Terra and
move on.

Here we have 2 doors opened by gomer switches.  The trouble is, the cart can be
so slow that the door closes before you get there.  To remedy that, grab the
gomer, but wait until you're close to the switch and fire the gomer at the
switch in first-person.  Ride the cart all the way to the end.  Don't die,
because the next transloader is coming up.

4 40 hundred gillion billion watts
See the big pink electrical funnel.  See 3 dials in front of it.  Use the
Splizz to move the dials up and down, and stop when the pink stuff is highest. 
Moving the dial up does not always raise the power though.  Once it reaches
full capacity, the big door opens and Terra is revealed.  Grab it, and Save.

*Burnital HQ Interior*

More webbing can be seen beside the door, so climb up there for switch #4. 
Another 2 DNA should be there as well.  Don't move on just yet, because the
walkway beside the window leads to some isotopes, as well as the previous
areas.  Ride the lift to find a vial dispenser too.  Before stepping onto the
triplet carts, you should have 126 isotopes and 4 DNA.

The middle crates move the fastest, so you're going to have to watch the outer
crates carefully to see what jumps are safest.  Don't try going between crates
coming at you, because you will be squashed.  I usually hop between the close
cart and the middle, but sometimes you need to go to the far cart, so use your
judgement.

Be careful of trap doors in this area.  For the first part of this area, follow
the arrows until you get to the second lift.  Drop down to get some isotopes,
then go back.  When you go for the isotopes next to the furnace, you want to
spend as little time as possible there, so jump the railings for a quick grab.

You should see a ladder nearby the switch that reveals the invisibility gadget. 
Up here you'll find a truck-load of isotopes, but the catch is you can't touch
the spikes.  There's also a ton of vials at the end, so it's all or nothing. 
Before you move on, you should have 214 isotopes.

3 The Running Man
You're no Arnold Schwarzenegger, so grab the invisibility gadget.  You need to
run through the gomer molds without getting squashed, burned, or blasted, so
more timing is required.  Once you're through, I highly recommend taking the
lift down to the door below, so you spawn there instead of in front of the
gomer molds again.  Go back to the line of trap doors and grab the Terra.

See the crates moving towards the platform you're on?  To get all the isotopes,
you're going to have to jump on them, up to the platform they're coming from. 
This is not easy, and will probably take several attempts.  Some of the crates
will be close enough for you to jump onto the next crate on the same track. 
Don't try for the isotopes over the crates until you're on your way back.  You
should have 289 isotopes now.

Now, grab the keycard and you'll appear on top of the big electric thing.  To
the right, you will find the crates again, but they lead to yet another
platform.  Get over there, then get back, and beyond the crates is some
webbing.  Climb up for the last of 5 switches and 2 more DNA.  Grab the genitor
part, and as you leave the slide you should have 319 isotopes and 6 DNA.  Grab
the Terra, and move on to the lair.

7 Can't Get it Up?
The elevator isn't the only thing in this room.  A ladder and a spring lead to
a blue box.  The elevator shaft is the home of 7 more spider things, and they
appear as you move up.  The left side of the dial raises the platform, and the
right side lowers it.

*Burnital HQ Ending*

5 Factory Racing
If you find that you are not able to select the TeraDocTyl, you will have to
return to the lab then come back.  Morph into the flying morph and find the
second terminal in the lair.  Have AL challenge you to another ring race, and
take off.  The only thing I can warn you of in advance is after the first 10
rings, you have to go straight down.  There are a couple places where you have
to fly through a really small space to continue, but it is still quite
possible.  You are teleported to the start if you screw up.

6 Close Encounters
For the last (second last) piece of Terra, and the exit, you must use the
gomers to activate the coloured skulls in a specific order.  A switch near the
ring race terminal reveals the solution, but you can throw a gomer into a skull
to see the answer as well.  You can prance around on the springs if you like,
but flying is a good alternative.  Then, collect all the isotopes in the area,
and go forth to your final challenge.


2-5.2 Burnital
^^^^^^^^^^^^^^

The spider morph is the only form you can use in this battle, so stay off the
ground!  Crawling on the wall is your only advantage.  If you can, while you're
still on the entry way, grab onto the web to the left, so you don't have to
waste any time on the floor.  His main attack while you're on the ceiling is a
barrage of guided missiles.  They're pretty slow, but you'll still need to use
the dome in the middle to block them.  Once he does that, he takes a bit of a
breather.  In order to damage Smokey here, you have to latch onto the switch on
his back, then lay an egg at his feet.  The target is only open when he's
taking a puff.  When you do land a hit, he will send a DOA after you.  Make it
your first priority to get off the ground and devour it as soon as it appears. 
He'll either resume his attack, or go off to recharge his health.  If he
recharges, you get another opportunity to attack, so don't waste it or your
last one will have been useless.  When he's getting low on health, he sends 2
DOAs after you , so watch out for that.  One last note; when you hit the target
on his back, you ALWAYS land behind him, so make sure his back is facing enough
ground for you to land.  After the last hit, his bot goes haywire.


2-6 The End
-----------
Now, you have all the Genitor 9000 parts, all the Terra, and well over 80% of
the isotopes in the solar system.  There's only one thing left to do...  Mosey
over to your hand-made Genitor 9000 system, and give it a zap to kick-start the
device.

If you are a sensible player who only got what he needed to pass the game, then
the device successfully creates a large rock.  Congratulations.  Now how about
whipping up some ecosystem, huh?

If you obsessively collected every isotope your eyes came across, then the
device successfully re-creates Planet Midway as it was, complete with beach
babes wearing tight-fitting Dr. Muto merchandise.  I guess all those years of
maniacal laughter was worth it after all.



\^v^v^v^v^v^/
< 3 - Lists >
/v^v^v^v^v^v\

Here is a few lists I made describing where you need to go to find what you
need.  The locations described are best met in the order listed, with the
exception of some Terra, which is best understood with the Walkthrough.


3-1 Terra
---------

**Lab**

1 Refuel the Reactor
grab 15 isotopes
morph into mouse
enter teleporter
grab the Terra.

2 Scope a Chip
traverse mouse hole
grab the fucking chip
approach the computers
grab the Terra.

The Kitchen Sink
beside the specimen refrigerator,
near the open door

***Totltec

**The Junkyard**

1 DNA Extraction
zap and destroy 5 roaches
avoid or destroy 2 bulldog SOBs
grab the Terra.

2 Pumped Up
morph into mouse
enter Pump Station Intake #1
traverse the pump station
grab the key card
grab the Terra.

3 Security Booth
complete "Pumped Up"
escape the pump station
go to security station at entrance
grab the Terra.

4 Abra Cadabra
reach the Junkyard Ending transloader
activate 3 switches nearby
morph into mouse
enter area revealed by wrecking ball
grab the Terra.

5 Overloaded
climb ramps on side of sluice
activate switch to access blue switch
activate blue switch
grab the Terra.

6 Shaft Shot
grab Rocket Boots
jump
grab the Terra.

7 Smoke the Rings
complete TeraDocTyl formula
morph into TeraDocTyl
use terminal at the end of the sluice area
fly through all the rings
grab the Terra.

Keg
at the end of the junkyard

**The Vats**

1 Open Sesame
activate blue switch near entrance
activate blue switch behind pillars
activate blue switch up the gas pipes
activate blue switch beside container near transloader
activate switch up the gas pipes
activate blue switch near cranes
activate switch inside empty container
activate switch on container below cranes
grab the Terra.

2 Target Practice
complete Pocket Rocket gadget
use first-person mode to aim
guide a rocket to each of 3 targets
grab the Terra.

3 Circus Freak
1) face opposite side of goo stream
2) line up with a row of rings
3) step on to grate spring
4) as the spring releases, move towards opposite side
jump and repeat as necessary
grab the Terra.

4 Mine Sweeper
toss gomer towards mines in empty goo lake
grab the Terra.

5 Gomer Overload
activate switch beside security booth
take Gomer to blue target
activate first blue switch
activate second blue switch
grab the Terra.

6 Blast Em!
activate the turret
destroy all DOAs
grab the Terra.

7 Chaos and Carnage
complete "Blast Em!"
destroy all DOAs before they get to you
grab the Terra.

Dark Electron Fuse Box
at the end of the vats

**The Factory**

1 Chrome Dome
complete the Doczilla formula
hit a bunch of red targets
move faster by walking on the dome's rim
grab the Terra.

2 Ballerz
complete the Super Baller gadget
hold onto the trigger
run straight for the platform
grab the Terra.

3 Monkeying Around
traverse the rope nets over the goo boilers
grab the Terra.

4 Lighthouse of Horrors
activate two targets
activate the last target
reach the lighthouse
grab the Terra.

5 Powered Assault
crawl up goomatron
activate 3 small targets
grab the Terra.

6 Blowing Off Steam
man a turret
shoot flashing light on goomatron
shoot 4 boxes
repeat twice
grab the Terra.

Titanium Coolant Pipe
behind large exit door

7 Droppin Balls
climb the walls
avoid the balls
grab the Terra.

***Aqeum

**Lagoon**

1 Hidden Matter
complete Spiny Docfish formula
dive into the lagoon
grab the Terra.

2 Splizzbots n Scat-a-lites
power splizzbot with zap attack
repeat
repeat
grab the Terra.

3 Cage the Gomer
hit first switch, reach second
hit second switch, reach gomer
step on blue target, activate blue switch
grab the Terra.

4 Bust the Generator
reach the generator room
activate the switch
grab the Terra

Free Flow Coupler
released nearby in previous mission

5 Shoot the Gap
use turrets to destroy mines
use rocket boots
grab the Terra.

6 Jam the Water Wheel
activate switch near turret
activate 3 switches in scum-covered river
grab the Terra.

7 Chamber Compression
approach terminal in upper lagoon
hit 7 targets
grab the Terra.

**The Oil Rig**

1 Release the Pressure
activate first switch
activate first blue switch
activate second switch
activate second blue switch
activate third switch
activate third blue switch
grab the Terra.

2 Crane Box
cross the cold pipe
cross the hot pipe
enter the hot pipe
climb the nifty thing at the end
hit the switch
grab the Terra.

3 Up There
climb ladders behind entrance
grab the Terra.

4 Overwork the Drill
complete Water to Wine
hit 6 switches quickly
grab the Terra.

5 Sneaky Snatcher
activate 3 switches
fend off 5 BUGZ
activate the switch
prove your platforming skill
grab the Terra.

6 Remote Control
use gomer in break room through lasers
activate blue switch
activate switch behind microwave
use turret to hit 8 targets in a row
grab the Terra.

7 Water To Wine
deactivate whirlpool in Hydro Station
over-power goo rods in Water Works
return to rig
grab the Terra.

Amodium Hydration Valve
in the access tunnel to Carla's Hole

**Hydro Station**

1 Busted Nutz
hit 3 spinning targets
release the rope net
grab the Terra.

2 Pop the Caps
shoot 6 red boxes
grab the Terra.

3 Secret Caves
reach pump station 2
go through natural tunnel
look for crack on ceiling
grab the Terra.

4 Damn Subs
hit 2 targets on 4 subs
release the rope net
grab the Terra.

5 Memory Like a Fish
hit 3 of one shape in a row
repeat
repeat
release the rope net
grab the Terra.

6 Damn Dirty Ape
complete "Busted Nutz"
complete "Damn Subs"
complete "Memory Like a Fish"
traverse the rope nets
activate 3 switches
grab the Terra.

7 Up for Air
use rockets to blast boxes
grab the Terra.

Tri Plutonium Induction Funnel
activate 3 blue switches at whirlpool

**Water Works**

1 Turn It Up
zap 3 dials for 5 seconds each
grab the Terra.

2 Juice the Goo Rods
grab the gomer
activate a blue switch
repeat 5 times
grab the Terra.

3 Cut the Power
blast 4 glass compression chambers
grab the Terra.

4 Chain Lightning
start at Oil Rig
grab a gomer
activate blue switch
repeat several times
grab the Terra.

5 Where the ---- am I!
use ape to traverse boxes
activate switch, and back-track
traverse more boxes
activate switch
grab the Terra.

6 Blind the Overseer
use Arachnidoc
destroy 5 cameras
grab the Terra.

7 Titanic towers
complete "Where the ---- am I!"
climb to the top of first green tower
land on the next two green towers
land on 3 blue towers
land on 3 red towers
grab the Terra.

Neo Carbite Cams
at the end of the ice slide

***Flotos

**Sphere**

1 Satellite 1
get past first 2 chain sets
activate blue switch beside satellite 1
grab the Terra.

2 Satellite 2
get above transloader
activate blue switch beside satellite 2
grab the Terra.

3 Satellite 3
get to last platform
activate blue switch beside satellite 3
grab the Terra.

4 No Mo Flow Yo
activate 4 switches inside Sphere
grab the Terra.

Fusonic Sphere
in the roof of the Sphere

5 Bust the Bubbler
activate switch at roof
hit 4 targets in water
grab the Terra.

6 Ring Wrangled
pass through rings in order on time
grab the Terra.

7 Kamikazee
enter accelerator tunnel
hit all mines in one go
grab the Terra.

**The Cube**

1 Spinning Tops
hit 6 targets in 20 seconds on front side
grab the Terra.

2 Broken Caps
hit 10 targets on right side
grab the Terra.

3 Bespin Reactor Emitters
hit 10 targets on bottom side
grab the Terra.

4 Damn Lasers
hit 10 targets on left side
grab the Terra.

5 Sick Balls Chopper
kill the SOBs jetting around the cube
grab the Terra.

6 Mission: Highly Unlikely
destroy 5 switches
grab the Terra.

7 Dead Man Jumping
grab the invisibility gadget
hop onto the rising platforms
grab the Terra.

NOs Slushy Machine
in the roof exit

**The Furnaces**

1 Chop Em Down
destroy all SOBs
use barrels to destroy 5 temporary SOBs
grab the Terra.

2 Stay Off the Carpet
lay egg on switch
swing across room webs
grab the Terra.

3 Light it Up
activate two blue switches
grab the Terra.

4 Gaseous Anomaly
use springs and targets in rafters
grab the Terra.

5 Boxed In
use swinging platforms with green lights
activate target
get back to springs
grab the Terra.

6 Cut the Chains
get into rafters
activate 5 blue switches
get down from rafters
get the Terra.

7 Control Freak
manipulate platforms
grab the Terra.

Super Frickin Unit Thingy
it's around there somewhere...

**Jupiter City**

1 Catch the Thief
climb tower with green light
hit switch
repeat 4 times
grab the Terra.

2 De-Magneto-Izing
destroy 2 magnetic generators
get to ground level
grab the Terra.

3 Hidden Gem
reach burning tower
fire gomer towards tower
follow tower wreck
climb wreck
grab the Terra.

4 Hard Target
use transports as ape
enter secret dock
hit green targets 4 times with gomer
grab the Terra.

5 BurnCo Destruction
hit 5 boxes on machine thingy
grab the Terra.

6 Safe Route
destroy the turrets
grab the Terra.

7 Where the ---- is it?
behind blue boxes at receiving end of conveyor
grab the Terra.

Ionic Gas Particle Condenser
destroy 5 magnetic generators

***Mazon

**The Workshop**

1 Guide Your Missile
reach pocket rocket
fire into fan duct
hit 3 targets
grab the Terra.

2 Hunter, Hunted.
activate target under first area
activate target above first area
activate target after first cart ride
activate target near generator
activate target beyond gomer molding

3 The Running Man
grab the invisibility gadget
run through gomer molding area
grab the Terra.

4 40 hundred gillion billion watts
use 3 dials to adjust power output
watch big power thing to get max output
grab the Terra.

Lithium Nitrate Canister
get to the key card

5 Factory Racing
use a terminal nearby the ending transloader
fly through all the rings in order
grab the Terra.

6 Close Encounters
memorize the color order of the skulls
activate blue switches in that order
grab the Terra.

7 Can't Get it Up?
power the splizz platform in the lair
grab the Terra.



3-2 Isotopes
-------------

**Lab**

15 at start
45 in mouse hole
10 below reactor
12 in isotope box
4 upstairs near reactor
4 in main lab and outside
10 in TV; zap for 5 seconds

***Totltec

**The Junkyard**

3 before first gate
3 on platforms leading to security booth
4 in roach area without using mouse morph
10

11 up to first piston
9 up to map terminal
6 up to piston pair
4 above piston pair
40
13 floating in secret area
3 boxed in secret area
2 on platform nearby
3 above 4th piston
6 by first launcher
1 behind second launcher
5 on platform from second launcher
1 on the ground
74
3 above 5th piston
2 above 6th piston
2 on terminal platform
2 above 7th piston
5 on high platform
3 in key room
91
6 in exit tunnel
6 close to goo drains
4 in fenced area near goo drains
4 on high platforms
111
7 on right platform
14 on bulldog shed platform
1 near gas wall
6 in garbage crushers
2 past garbage crushers
5 up ladder near transloader
*Junkyard Interior*
146

3 up to blue box
5 in blue box
3 along goo stream
5 up to blue switch
7 from blue switch
169
6 on platforms
4 under platforms
15 in blue boxes revealed by blue switch
4 up to blue switch gate
5 in blue box
3 up to terminal
8 beyond terminal on platform
12 in lower sluice area
1 in secret area
227
8 on sluice ramps
5 in blue box
12 in splizz box
3 in rocket boost shaft
3 at top of ladder
1 past first stream
14 near ring race terminal
(isotope box under barrel)
5 before platform ledge
5 on nearest conveyors
6 around central conveyors
6 in nearby blue boxes
5 up to genitor part

**The Vats**

5 on the ground near beginning
5 in container near beginning
10 on platforms along left side
10 in blue crates
6 in goo pit debris
4 in transloader area
7 in fenced area near transloader
7 up gas pipes
5 in goo pit container
6 around container near transloader
5 in crane container
5 in guarded container
5 in high areas
12 in splizz crate
92
2 before rotating gears
7 in rotating gears
3 after rotating gears
21 floating over goo stream
3 on far side of stream
7 before trio of goo streams
9 floating over goo streams
1 on far side of goo streams
145
3 in front of goo lake
16 in drain area
20 in goo lake
15 in goo area
14 before step down on upper ledge
6 past step down
5 in a blue box
224
5 on upper platforms
12 from isotope box
4 on lower platforms
11 in blue boxes
15 from big red switches
15 in ice area
14 above ice area

**The Factory**

6 on ramps to generator
4 on right side
5 above rocket boots
2 isotopes up to steam pipe
5 floating over security booth
5 on another security booth
6 close to ground near garbage piles
9 floating around garbage piles
15 in fenced area
11 up ramped platform
5 revealed by blue switch
73
10 in first warehouse section
10 in middle warehouse section
23 in last warehouse section
116
8 on the ground outside the warehouse
8 on switch 1 island
3 on switch 2 island
7 around lighthouse
40 suspended under rope nets
9 in exit area
191
29 in spider cave
220
3 on first section
1 on isolated area
2 on right section
2 around isolated turret
4 on back section
6 on sides of goomatron
5 on rear webbing
3 on platform
9 circling the ceiling
4 on web above isolated turret
2 on platform
4 on web above entrance
5 in blue box
270
5 on first wall
3 in hall
7 on second wall
6 in hall
9 on third wall

***Aqeum

**Lagoon**

7 on water's surface
under water:
1 on end of broken pipe
3 along curved pipe
5 not in crates
4 in crates
20
4 on floating rocks
1 beside rock switch
4 on platforms up to terminal
5 floating off high ledge
3 up to gomer rock
3 surrounding scrap box
7 on surrounding platforms
12 surrounding health dispenser
3 near blue switch
4 on the way to the mouse pipe
3 in the stream towards the waterfall
5 in blue box
75
5 in blue box
10 on platforms up to pipe
7 in and on pipe
3 up to first red switch
2 close to the oil
2 from first step set
1 from next step set
5 from blue box
1 from last step set
111
6 up to next pipe
15 from blue boxes
14 on top of pillars
1 in a box
5 on top of a gear gateway
2 over a rotating gear
2 beside Free Flow Coupler
156
9 on upper platforms
5 on high spout
10 in blue boxes
1 below entrance
1 next to low gomer
11 revealed by switch
5 next to exit
198
11 revealed by switch
5 in main area
11 in turret area
225
12 between rocket dispensers
2 to the right of water wheel
7 in blue boxes
18 on upper lagoon
8 in upper lagoon
28 in exit tunnel

**The Oil Rig**

2 at entrance
18 in pool 1
3 in jet stream
11 in pool 2
4 in drain stream
20 in pool 3
16 at far end
13 on liquid nitrogen pipe
8 at other end
8 on hot pipe
103
13 in hot pipe
2 on second ladder
1 on 3rd
2 on 4th
2 on 6th
1 on 8th
1 on 9th
1 on 10th
1 in tower
8 on slide
3 in big pipe
138
8 in cold room
4 in next pipe
3 in first hallway
6 in blue boxes
9 in next hallway
4 in next hallway
5 in break room
5 in control room
9 down last hallway
5 in blue box
196
3 in blue boxes near transloader
7 close to the goo
5 around the transloader and exits
5 beside a leaking pipe
4 on the switch path
5 above switch 3
5 on a ledge near the rocket boots
10 towards the Sneaky Snatcher switch
240
25 towards Hydro Station
265
22 towards Water Works
287
3 ?
10 underwater
300
     
**Hydro Station**

4 over the water
3 inside pipes
5 in first lake
2 in access pipe
30 in gas vents
12 near gas vents
2 in access pipe
10 in secret stash
9 near memory puzzle
77
23 up to pump 2
22 up to exit
3 in secret cave
<<16 lost in the walls>>
125
10 near subs
5 through goo rod area
1 near transloader
5 in whirlpool
35 around whirlpool
6 under spring
13 around plateau
200
5 up to first ape platform
30 up to second ape platform
15 to left before leaving broken net
23 on the right up to Terra
11 up to exit
284

**Water Works**

4 on first platform
21 up to last sliding platform
8 on top of spinning platforms
1 on pocket rocket platform
8 under spinning platforms
14 around turbine area
8 behind goo rods
10 in blue boxes
11 in front of goo rods
85
3 above entrance
18 on mined web
106
6 in compression units
21 on hanging bulbs
133
8 before the pits
6 before pit 2
9 before next pits
14 in next pits
5 up to transloader
175
11 on left side
12 on right side
198
54 on towers
252
2 above transloader
46 on ice slide
300

***Flotos

**The Sphere**

3 outside transloader
10 on curved platform
5 in crate
10 in blue boxes
12 in isotope box under entrance
3 on grating under entrance
10 over springboards near entrance
3 on next grating
5 in blue box
10 just before first chain set
5 over first set
10 over second set
15 just after second set
10 on concrete under satellite 1
5 hovering near concrete
3 leading to satellite 1
119
5 in blue box
8 up to transloader
15 over shifting set
1 across from satellite 2
7 up to U-turn set 1
10 over U-turn set 1
10 over platform over U-turn set 1
12 in isotope box over U-turn set 1
12 in isotope box between U-turn sets
3 past U-turn set 1
30 over U-turn set 2
10 over last spring set
1 on last platform
243
6 inside entrance
6 near exit
6 on left side
6 on right side
10 on faucets
12 under ramp inside sphere
5 leading to gomer
15 inside blue boxes
6 leading to centre
12 around centre
5 floating near top
12 in isotope box inside roof
12 in isotope box on roof
20 around roof
24 in isotope boxes around roof

**The Cube**

10 near transloader
5 to the left
4 to the right
6 through left cannon field
10 outside door
6 through back cannon field
12 at back
6 through right cannon field
40 on front side
99
40 on right side
30 on back side
30 on left side
50 on bottom side
5 in blue box
254
5 in front hall
4 up ramp
10 over barrels
4 past barrels
15 over shifty platforms
3 up to more barrels
5 in blue box
300
10 over more barrels
4 past barrels
6 on diagonal platforms
10 over other platforms
6 past platforms
15 over even more barrels
3 past barrels
10 around fire spouts
364
12 in isotope box
5 in blue box
18 around roof
1 on platforms

**The Furnaces**

6 up to transloader
5 over lava
10 in blue boxes
11 up to door in cave
5 in blue box
9 along fireball walkway
5 over fireball walkway
21 ove springs and walkways
9 around edges
81
13 on top ledges
16 on lower ledges
12 in isotope box
15 under isotope box
137
5 up to first platform
10 up to second platform
12 up to third platform
9 up to last platform
3 over transloader
176
10 over first cable
8 around pipes
12 up to rafters
206
10 up to first spring
11 up to Terra piece 4
10 near first girder
23 up to last girder
3 past girders
5 in blue box
16 up to diagonal bar
284
8 up to more swinging platforms
19 past swinging platforms
311
5 up to control switch
5 in blue box
5 in blue box in box
326
5 around girders
5 in blue box
4 past girders
10 in blue boxes
3 isotopes above platform switch
3 near transloader
24 in isotope boxes above transloader
3 above 7th Terra
5 in blue box
10 down slide

**Jupiter City**

7 near entrance
4 up to spike wheel
10 over spike wheel
25 up to magneto thing
6 back to entrance
12 in isotope box across from spike wheel
5 in blue box
10 on top of small towers
5 above second tower
10 in third tower
94
10 past crane
17 up to second magneto thing
9 at ground level
25 in blue crates
10 in rocket shaft
165
6 up to switch
10 up to crossroad
22 on right path
9 up to gomer
15 revealed by blue switch
13 towards ending
230
45 in entrance to machine thingy
25 near machine
5 in blue box
305
8 on top left
10 under top right
4 on top right
15 under platforms
6 on bottom left
6 under bottom middle
354
4 on bottom middle
8 over bottom right
6 around bottom right
5 in blue box
377
20 under ledge of cliff
397
3 in secret dock

***Mazon

**The Workshop**

7 up to first crusher
10 above spring-loaded hole
4 towards lair door
10 along webbing under entrance
5 over switch 1
8 up to switch 2
44
10 in blue boxes
10 over edge near broken bridge
5 in bottom crushers
5 in middle crushers
7 in top crushers
12 up to gomer door
93
5 up to rail
6 in web area
4 in crushers
108
1 towards pocket rocket
1 by cart dispensor
5 on cart track
2 near 4th switch
6 leading to previous area
3 behind next door
4 past triplet carts
130
10 in first half of obstacles
1 at the bottom
10 in next area
63 above big obstacle machine
40 in gomer molding facility
35 over moving crates
15 over more moving crates
304
8 towards last switch thing
7 in slide
319
4 over blue goo
5 around area
5 in blue box
335
16 near transloader
35 in blue goo
3 near puzzle solution revealer
3 up to springs
10 on high platform
400
50 floating around ending
450


3-3 Fauna
---------

***Totltec
44 roaches
46 fireants
16 monkeys

**The Junkyard**

5 roaches near entrance
4 roaches above goo drains
2 before garbage crushers
2 after garbage crushers
4 fireants around sluice base

**The Vats**

2 roaches near entrance
1 behind pillars
3 in transloader area
1 in fenced area
3 near mouse hole
3 fireants past goo lake
2 monkeys past goo lake
3 fireants beside ladder
4 fireants in pit on upper ledge
3 monkeys on upper ledge
2 monkeys behind big door

**The Factory**

1 monkey at entrance
3 monkeys on right side
3 fireants next to steam pipe
3 fireants near garbage piles
5 monkeys in fenced area
2 roaches in warehouse entrance
1 in first warehouse section
3 in middle warehouse
3 in last warehouse section
4 in warehouse exit
3 fireants outside warehouse
6 fireants under the rope nets
2 roaches under the rope nets
3 fireants on switch 1 island
2 roaches on switch 2 island
4 fireants on switch 2 island
4 roaches in exit area
1 fireant in cave entrance
3 fireants at cave exit
1 fireant behind transloader
3 fireants to right of entrance
2 fireants near exit

***Aqeum
39 charks
40 tarfish

**Lagoon**

6 charks at entrance
9 tarfish in scum-covered river
8 charks near upper lagoon surface
4 tarfish in upper lagoon
2 charks in exit tunnel

**The Oil Rig**

1 chark in first pool
2 charks in second pool
2 charks in third pool

**Hydro Station**

2 tarfish at entrance
6 tarfish near gas vents
4 tarfish near memory puzzle
2 charks near subs
13 charks near whirlpool
12 tarfish
3 charks closer to transloader

**Water Works**

3 tarfish behind goo rods

***Flotos
30 airbags
30 peliqui

**The Sphere**

2 airbags near entrance
1 peliqui near entrance
1 peliqui beyond entrance
1 peliqui before chain set
1 peliqui beyond chain set
1 peliqui near satellite 1
1 peliqui at satellite 1
2 airbags at satellite 1
1 airbag near transloader
1 airbag across from satellite 2
3 airbags over U-turn set 1
1 peliqui past U-turn set 1
1 peliqui past U-turn set 2
1 airbag on last platform
2 airbags in far side of sphere
1 airbag in roof
2 peliqui around roof

**The Cube**

3 peliqui near transloader
2 peliqui on left side
2 peliqui on back side
1 peliqui at back area
2 peliqui on right side
1 airbag past barrels
2 airbags in front of safe
1 airbag under ledge past barrels
1 airbag around carts

**The Furnaces**

1 airbag beside fireball walkway
1 airbag in platform room
1 airbag near rafter entrance
2 airbags past girders
1 airbag above 7th Terra
1 airbag above area past girders

**Jupiter City**

1 peliqui past first magneto thing
1 peliqui on second tower
1 peliqui near crane
1 peliqui past crane
1 peliqui near second magneto thing
1 peliqui on fifth tower
4 peliqui near conveyor
1 airbag on top of machine thingy
1 airbag under machine thingy
1 airbag beside bottom middle conveyor and Boing!
2 airbags in secret dock

***Mazon

**The Workshop**

2 near first switch
2 near 4th switch
2 near 5th switch
7 on splizz platform



3-4 Scrap
---------

***Totltec

**The Junkyard**

Klock Em
1 near the goo drains before the crushers
1 inside bulldog shed
2 inside access tunnel
1 past gate inside tunnel
1 outside tunnel
1 on sluice ramps

**The Vats**

Uberpowder
1 on left-side platforms
1 on scrap containers near cranes
1 on ledge beside cranes
1 on ramp in front of goo pool
1 on upper ledge
1 held by a crane
1 behind big door

**The Factory**

Boing!
1 on right side
1 next to steam pipe
1 on ramped platform
1 beside generator
1 at top right of first warehouse section
1 on switch 1 island
1 on switch 2 island

***Aqeum

**Lagoon**

Renaline
1 at entrance
1 outside outer security door
1 revealed by blue switch
1 in machine room cave
1 revealed by blue switch in machine room cave
1 in machine room
1 in upper lagoon, beside turret



=-----=
4 - FAQ
=-----=

Q: Why can't I morph into the ArachniDoc?  I have all the DNA and isotopes I
   need.

A: This problem occurs the first time you need to morph into something not
already selected for you.  As Dr. Muto, you need to manually select the morph
you desire by pressing the left or right buttons.  Once the desired morph
appears on the screen, press the morph button.  Problem solved.  Also note that
some areas are restricted to specific morphs, and some are completely moprh-
free.

Q: I can't seem to grab on to the next rope nets in the Hydro Station entrance.
   What am I doing wrong?

A: It's all about timing.  You need to press the jump button as his feet reach
their highest point, before they start moving down.  This should get you the
farthest distance, but if not it should only take a bit of tweaking.  Pressing
the jump button too late makes you fall straight down, so don't do that. 
Rotate the camera so you can see his feet.

Q: WTF!?!?  I CAN'T FIND 12+ ISOTOPES IN THE HYDRO STATION!  IT'S DRIVING ME
   INSANE!!!

A: Yeah, about that, see, Midway isn't perfect, especially not their level
designers.  I'll leave the rest to my friend, former product analyst on the Dr.
Muto team, Fredric Mora;

"Those missing isotopes you are talking about was a problem that even the 
testers for this game had a hard time finding.  Generally the isotopes the 
testers had missing were in the underwater cave mazes you had to swim in 
before you had to do the mission where you destroy the submarines, but 
here's the even funnier part.....you'll hate the designers for this:

"As hard as it is to navigate within the maze, some isotopes were 
"accidentally placed" too close to the walls or the floor so that you 
literally had to scrape along the wall (or the floor) to get it. You had to 
rotate your camera to a certain view to even begin to see it.

"This problem happened because designers generally placed their isotopes in 
the world in a haphazard manner, but sometimes artists would change the art 
of a level and the designers (being the geniuses they are) decided not to 
make a note of where all of them were placed and could not fix it.

"Also, when this design issue of missing isotopes was brought up, the 
producers told us that "Hey as long as the player gets 80 percent of the 
total in game isotopes then that's all they really need. There's nothing if 
you get 100.00% of the isotopes.  It's still the same reward as getting 
80.00% of the isotopes."  I know this sounds lazy, but they were pressed for 
time and just wanted to ship the product."

A bit of a disappointment for the "completionists" but at least you know what
the deal is now.  Remember - FORMER product analyst.  This isn't an official
statement, but the guy's name is in the credits so it can't be far off.



 \^v^v^v^v^v^v^v^v^v^v^v^/
<  5 - Codes and Secrets  >
 /v^v^v^v^v^v^v^v^v^v^v^v\

Here's the list of codes I know to work, and the location of two "Easter eggs." 
I've provided, the CODE, followed by the "confirmation message" and a short
description of the effect.

NECROSCI        "Death Cannot Touch You.  Don't Fall"
you receive damage, but it doesn't kill you

CHEATERBOY      "Never Take Damage"
damage has no effect - you can walk on lava

TINKERTOY       "Unlock Every Gadget"
as it says

EUREKA          "Unlock Every Morph"
as it says, just normal morphs

BEAMMEUP        "Go Anywhere"
activates all transloaders

LOGGLOGG        "Secret Morphs"
morphs use "enhanced" formulas

HOTTICKET       "See the Movies"
all movies except Ending2 are viewable

BUZZOFF         "Super Ending Unlocked"
Ending2 is viewable

*******************
Secret Characters!!
*******************

Once you enter the code, morph back into Dr. Muto from any other morph.  I get
the feeling that some of these are based on specific characters, but I'm
clueless to what they are.  If you can give me proof of a secret character's
true identity, it will be very much appreciated.

One more thing; to get a really nice close-up, load up the secret character,
quit, and start a new game.  After collecting those 15 isotopes, you can see
the doc's new face job.

CYBERDOC        "Must I do everything myself, Doctor?"
who's running this operation, really?

MINISCOT        "Play as a Circus Freak"
looks like a guy with a big head and "Mad Dog" shirt

MADKING         "I ain't dead, I swear!"
Dr. Presley

CHOPSUEY        "I know Kung-Fu"
Confucious say "who's your doctor?"

BLUEPILL        "Just how far the rabbit hole goes"
Dr. Matrix

DISTURBING      "Hoisted by my own petard!"
Dr. Mom

HOLLOWDOC       "What a big brain!"
Dr. Organ

HOTGREGMA       "Riiiiiight...a chip buttie please!"
looks like a guy with long greying hair and dark eyes

PARTYDOC        "Nice tan!"
Dr. Underwear

BIGDADDY        "Forshnizzle my Nizzle, baby."
Dr. Pimp

GROOVYBABY      "So wrong, Mon"
Dr. Rastafarian

QUEPASA         "Say hello to my little friend"
Dr. Mariachi

SWITCHOFF       "Unit X18 loading Muto program..."
Dr. Roboto

GOTHCHICK       "Carpe Nocturn!"
a girl in cool shades and dark clothes

STIG            "I'm in a fricking game!"
a peculiarly small guy

RELOAD          "You are all just wannabes."
Dr. Muto


***********
Easter Eggs
***********

A silly message from the makers of Dr. Muto

Go to the Junkyard Ending, and note the crushed cars floating in the goo.  One
of them actually sinks when you stand on it.  Let it sink for a few seconds,
then morph into the mouse to let it rise again.  For safety, find the highest
spot on the car - it should be the far left corner from the nearest solid
ground.  Remember it takes two seconds to morph.  You get 4 large vials for the
effort as well as a really cheap message.

A silly mugshot from the makers of Dr. Muto

Go to the Vats Entrance.  The topmost storage crate is opened by a switch
inside a nearby storage crate - this switch holds a secret.  Give the switch 5
quick jolts, and a picture of some guy's head pops up behind you, as does 4
large vials.


END OF DOCUMENT