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    Battling Guide by freckles800

    Updated: 08/04/01 | Search Guide | Bookmark Guide

    Last update 26-7-01
    Welcome to my Oni Battling Guide,
    This contains battle strategies for each type of bad guy in the game.
    Look for the bad guy you're having trouble with and zoom straight to
    their section using my handy doofercodes that use the find button
    to full potential. Please e-mail feedback to freckles800@hotmail.com.
    I suppose you know all of the legal crap. No making money. No putting
    on sites without my permission. Basically, you can't do ANYTHING except
    read this guide without my permission. Oh, you can save the page. I have
    absoultely no problems with that. Becuase I, Reid Wason, own this guide.
    So ner ner on you.
    I wrote another guide for the game Diablo II. It is nothing like Oni,
    but it is excellently excellent if you like that sort of thing. I have
    a collage of Konoko displaying all of her good moves. I'll send it to 
    you if you e-mail me. Just ignore the bad-hair-day looking thing in the
    bottom right corner. That went slightly wrong.
    Revision History
    26-7-01: Started guide. So that'll be the 1k mark I've broken.
    4-8-01: Guide finished, unless I can think of something else to put
    in here. Oh, I know. A walkthrough. Yay. More work for me. I've done
    the first level in it.
    Number Name <Doofercode>
    1. Standard Bad Guys
       Strikers <Strikerdoofers>
       Furies <Furiousdoofers>
       Tankers <Simdoofers>
       TCTF Troopers <Lawdoofers>
       Ninjas <Ninjadoofers>
       Elites <Elitedoofers>
       Other <Otherdoofers>
    2. Boss Bad Guys
       Deadly Brain <Organdoofers> (Level 2)
       Barabas I <Cyborgdoofers> (Level 3)
       Barabas II <Barabasdoofers> (Level 7)
       Mukade <Mysterydoofers> (Level 10)
       Muro <Brotherlydoofers>(Level 12\14)
       Griffin <Beardoofers>(Level 12)
       Konoko's Clone <Sheepdoofers> (Level 12)
       Shinatama's Omega Chamber <Omegadoofers> (Level 13)
       Muro's mutation <Imagodoofers> (Level 14) 
    3. General Strategies (and clever tricks) <Tiberiandoofers>
    4. Weapon Usage <Handsupdoofers>
    5. Walkthrough
       Level  1 (Syndicate Warehouse) <Warehousefullofdoofers>
       Level  2 (Musashi Manufacturing) <Manufactureddoofers>
       Level  3 (Bio-Research Lab) <Biologydoofers>
       Level  4 (Airport Assault) <Flyingdoofers>
       Level  5 (Airport Hangers) <Hangersfullofdoofers>
       Level  6 (TCTF HQ PartOne) <TCTFOnedoofers)
       Level  7 (Conversion Plant Exterior) <Exteriordoofers>
       Level  8 (Conversion Plant Interior) <Interiordoofers>
       Level  9 (TCTF HQ PartTwo) <TCTFTwodoofers>
       Level 10 (Rooftops) <Ninjitsudoofers)
       Level 11 (Hasegawas Lab) <Dreamingofdoofers>
       Level 12 (Sci Prison) <Sciencedoofers>
       Level 13 (TCTF HQ PartThree) <TCTFThreedoofers>
       Level 14 (Syndicate Mountain Base) <MtDoofers>
    STRIKERS Strikerdoofers
    Green class: These are too easy. Give them a good Sledgehammer Heel
    (or possibly a Triple-Punch) and they're down. Don't forget to use low
    kick if they're floored but you're not sure they're dead.
    1ST APPEARANCE: Syndicate Warehouse, Save Point 2.
    Blue class: This just adds the minor problem of some jumping attacks
    and, of course, the Striker Slam. For the Slam, use a skidding or low
    attack (or Willow Kick). For the jumps, either jump yourself and time 
    the kick just rightto knock them out of the air, or Crescent Moon\
    Rising Fury them while on the ground.
    1ST APPEARANCE: Bio-Research Lab, on the roof.
    Red class: These guys have a Headbutt Dash move. Jump over it, or roll
    out of the way. For all else see the Blue Class guide.
    1ST APPEARANCE: I _think_ its the Airport Level, but I can't be sure.
    FURIES Furiousdoofers
    Green class: A quicker but less strong version of a Blue Striker,
    these should be no problem to you. The Foot Stomp Special only works
    while you're down, so get up quickly. Willow Kick is noticably less
    effective on Furies, so don't go there. I'd use something like a
    Triple Punch or a Triple Kick on them.
    Blue class: They noticably have the Whirl Kick move. I'd reccomend
    a jump-kick followed by a low punch and a triple-punch till they
    Red class: 10-shadow Punch is added here. It is basically Headbutt
    Dash, but faster. Watch out for this class, as they're quite tough 
    and fast. Try and get behind them, or use the Van Der Backbreaker
    (as mentioned in the Strategy Section).
    TANKERS Simdoofers
    Green class: They say "Can't Top Tanker!" They're wrong. You can
    top tanker. Tankers are slower than Strikers but nearly as powerful
    as Elites. Kick moves take advantage of Tanker's poor speed and if 
    you throw in a Rising Fury or Crescent Moon they'll be toast. The
    Nuclear Tackle should be avoided with a side roll followed by a kick
    while they're down. <REQUEST: Can someone help me by giving me info
    on the supposed Hover Kick move?
    1ST APPEARANCE: Airport Cargo Hangers
    Blue class: Blockbuster is nothing special. The boost in speed is
    noticable, though. I'd still use kicks, but in combos this time.
    1ST APPEARANCE: Airport Cargo Hangers, a bit later on.
    Red class: Ah, yes. The dreaded Red Tanker. You'll need to very
    carefully use side-rolls to avoid the Nuke Tackles, and have an
    eye for the Atomic Elbow Drop. Don't let him get a hit in... get
    behind him, or throw him about.
    1ST APPEARANCE: Rooftops
    TCTF Troopers Lawdoofers
    Little Guy: The guys who were once your support are now against you.
    They're not especially strong, and they're slow as hell. Kick them 
    lots and always get in a Willow Kick. If they've got a pistol\uzi
    then use the stepping disarm.
    1ST APPEARANCE (against you): TCTF 2
    Cops: Nothing special here. The guys in blue take about 4 kicks
    or 6 punches to go down, and can't do you any real damage. The guys
    in red are stronger, though, and need to be dodged and thrown.
    1ST APPEARANCE (against you): TCTF 2
    Large Guy: Lionaxe is a practical joke. Lionaxe Fist isn't as funny.
    You'll want to Lariat these guys when you meet them, and definitely
    put in a few Devil Spins if there are more than 1 of them. Don't be 
    afraid to Triple-Kick them, because they are quite slow.
    1ST APPEARANCE (against you): Conversion Plant Interior
    Big Black One: This isn't racial. Its a guy in black kevlar, and
    he's got crap specials, but great normal moves. Don't let them get
    a gun, they're tough enough already. Punch them, they're fast, and
    even a good VanDerBackbreaker won't kill them outright. Use plenty 
    of Rising Furies and don't be afraid of the Willow Kick. It is class.
    NINJAS Ninjadoofers
    All classes: Ninjas. They look cool and they kick ass. Ninjas can dodge
    well and they're fast as a Mercedes with steroids in the engine. You'll
    want a good Lariat, and only kick them when they're unawares or you're
    doing a jump. The Volt moves are deadly and they let them escape, so 
    be careful when up close. I'd repeatedly hit and run them, and if they 
    were to run at me I'd slide them. 
    ELITES Elitedoofers
    Green class: The Cannonball is frequently used and its bloody hard to
    do anything about, except dodge and take advantage with a backbreaker.
    You'll meet the first of these on the 1st TCTF HQ level. This is 
    deeply unfair, because Elites are so good. They take a hell of a lot
    of punishment, so use plenty of Rising Furies, and Devil Spins. Maybe
    you'll have to resort to armed combat on these, even if they do take
    2 mercury shots. 
    Blue class: And they've gotten stronger! This one will *NEED* a Willow
    Kick-Backbreaker combo. If that's too hard, then run off, Lariat them,
    then run off again.
    1ST APPEARANCE: Syndicate Mountain
    Red class: Just run away. Failing that, bait them out of a window or 
    into some sludge.
    1ST APPEARANCE: Syndicate Mountain
    OTHERS Otherdoofers
    Snipers: If you know one is in the area, stay out of their line of 
    sight and find a way around their firing range. If you have to do 
    combat with one, they're dead in two lariats. Or three, maximum.
    Comm Trooper: Easy enough. Disarm them, and then have a good time
    Rising Furying them until they drop. Just watch out for that Static
    Fist special. It hurts. Trust me.
    1ST APPEARANCE: Syndicate Warehouse
    DEADLY BRAIN Organdoofers
    The first Lasers are easy to dodge, duck the high one and jump the low one.
    The second Lasers are harder to dodge; you'll need a good jump-flip over 
    The third Lasers aren't worth dodging; if you've got enough health then
    run through them and hope you don't get hurt too badly. If you have to
    dodge them then you'll need to time your run so you're chasing a set of
    lasers, and make sure you dash.
    APPEARS ON: Level 3
    SPECIAL MOVES: Earthquake Drop, Stronger and Stronger.
    Barabas I is good enough. Get the Wave Motion Cannon off of him, 
    though, as a priority. Once he's disarmed, pull out your pistol 
    and shoot him lots. Don't worry about the ammo, there is a plasma
    rifle behind one of the buildings. Once his health is in the yellow
    then give him a good load of kicks. Don't let him out of the combo
    as he'll Earthquake Drop you, then heal himself. Also, avoid getting
    thrown as that'll hurt you lots. He's ..s..l..o..w.. though so you 
    don't want to worry about your speed. Kicks work here.
    BARABAS: FINAL CONFLICT Barabasdoofers
    APPEARS ON: Level 6
    SPECIAL MOVES: Earthquake Drop, Stronger and Stronger
    Barabas's final conflict is just like the first, only it is harder
    because you'll have less health, he might be immune to guns (I 
    forgot), and you can fall off of the edge and die (he'll fly back 
    up again if you knock him off). Best bet here is to do a good Disarm
    or Running Throw, then nick his Wave Motion Cannon and use the 2nd
    Attack button to kill him. After this punch him about and he should
    die quite quickly.
    MUKADE Mysterydoofers
    APPEARS ON: Rooftop level
    SPECIAL MOVES: Volt moves, Invisibility, Homing Light Missiles. 
    Mukade is HARD! Maybe even harder than Muro! But don't worry, as I'm
    here. Mukade's missiles home in on you, so try and trick them into 
    killing Mukade. If he cloaks, then start running and don't stop 
    until you see him. If you don't see him after a complete lap of the 
    arena, double back and Lariat him. He is fast and strong, so you
    might want to consider overpowering if you can. If you have a small
    amount of health go back a savepoint and come back with more. Also,
    guns don't effect him, so DON'T USE THE SCREAMING CELL!! Apart from
    that, you'll need combos up close to prevent the slippery devil from
    escaping. Rising Furies, Crescent Moons, Devil Spins and even Willow
    Kicks are all too slow for this, but every time you run at him do the
    Lariat. Good luck, you'll need it.
    MURO Brotherlydoofers
    APPEARS ON: Hasegawa's Lab, Syndicate Mountain if you don't kill Griffin
    on TCTF 3
    SPECIAL MOVES: Many. Neck-Snapper Drop throw, all of Konoko's specials
    except for Rising Fury and Devil Spin.
    Muro is also hard, especially the second time. The first time just
    combo him till he drops, and don't let him knock you down because
    after he does that he'll sit on your head which is *painful*. Always
    Lariat him if you have to run away.
    The second time he shows up with his mates, two Red Furies. Kill them
    before you even think about Muro. Muro is immune to guns, but he 
    doesn't like to be Willow Kicked, Backbreakered, or thrown. He'll start
    on Overpower Mode, so you'll *need* to run off for a bit at the start.
    After his 30 seconds are up, move in with a Lariat, followed by a 
    low kick and a triple kick when he gets up. After that, you decide
    how you deal with him because it needs improvisation. Don't stop short
    on Rising Furies though! 
    GRIFFIN Beardoofers
    APPEARS ON: Hasegawa's Lab
    SPECIAL MOVES: None. Appears with a VDG Pistol.
    Griffin isn't hard himself, but get his VDG pistol AWAY from him,
    and get in a few VDBackbreakers. If you're going to VDB, make sure
    his guards are both at least down. I'd reccomend maybe a Lariat
    Hit-and-Run festival for his troopers, and don't be scared to throw
    them at each other. There are 2 hypos and a Phase Cloak in this arena
    which might help you. On Griffin, though, just don't fight him when
    he's got his gun, and you should be fine.
    KONOKO'S CLONE Sheepdoofers
    APPEARS ON: Hasegawa's Lab
    SPECIAL MOVES: All of Konoko's, except Stepping Disarm and Twister Kick.
    "Hello MAI!" Yes, its your clone. At the start, run away unless you
    can get Overpowered yourself. If you can get overpowered then you'll
    want a few Lariats and a good Rising Fury. And don't be ashamed to
    VDBackbreaker her. *NOTE: If you know someone called Mai then play 
    the movie in front of them. It is funny. If your best mate fancies
    someone called Mai then its doubly funny. If your name is Mai then
    you'll like this scene*
    SPECIAL MOVES: She has Lasers.
    "I'm sorry Konoko" Yeah, I don't care how sorry you are, STOP 
    SHOOTING ME!!! <sigh> 
    The first Lasers are easy. On the first platform, wait for the
    Lasers to come right back and then start running. Activate the
    computer then wait for the Lasers to get blocked by the comp. 
    When this happens go go go to the next platform. Proceed until
    the second Lasers appear.
    The second Lasers are harder. After Shinatama stops talking you'll 
    want a side-roll AWAY from the lasers at the sides followed by
    a backwards cartwheel escape and a roll back to near the computer.
    Activate it, then time it like the first and watch out for the
    above laser near the computer. Repeat until the third lot appear.
    The third Lasers are virtually impossible. You'll need to time it 
    and have good hand-eye co-ordination to succeed. If not, make sure
    you've got plenty of health (if not top it up) and try to run 
    through the lasers. You probably won't die if you did the first two
    laser sets correctly. Good luck on this as it is bloody hard.
    MURO'S MUTATION Imagodoofers
    APPEARS ON: Syndicate Mountain if you killed Griffin on TCTF 3
    SPECIAL MOVES: Lightning Attract, Lightning Repel, Charging Punch,
    Earthquake Drop, Invincible until after he does a move.
    If you're going to make an invincible Daodan Chrysalis person
    then please make them not able to be defeated by little people like
    Konoko. You'll need to trick this guy into doing a charging punch
    before you can even start to backbreaker him, or run away so he has
    to use the lightning waves attack to bring you closer. If he does 
    this then run straight at him and Rising Fury. Muro's mutation
    is bloody hard, but remember to use escape moves, dash lots, and
    always hit-and-run and you should be fine. If Muro hits you with
    anything too many times you're dead. Also, don't forget that you 
    can't throw him, or even lariat him to my knowledge. Willow Kick
    won't work either. Crescent Moon is quite good here, as is Rising
    Fury, and the odd Devil Spin. Twister Kick might be useful but I 
    can't use it so I wouldn't know. Good luck, and whatever you do
    GENERAL STRATEGIES Tiberiandoofers
    The Van Der Backbreaker
    You know how its real hard to backbreaker an enemy unless they're 
    standing still? Well, if you shoot them with the stungun (VDG Pis-
    tol) then run up behind them, you'll get them good and proper. Of
    course, practice this technique before you go using it on Mukade,
    but it works in theory.
    Falling Meteorite
    I've given this a cool name to make it sound better than it really
    is. If you can time a flying kick, Crescent Moon, or at best a 
    Rising Fury right, you'll knock enemies out of the air simply. This
    does not work on Nuke-Tackling Tankers, but whaddayagonnado? With
    practice you probably won't ever be knocked down by a jumping twit 
    ever again
    Silent Ninja
    A bit of sneakiness never hurts. Always sneak off ledges if you know 
    that beneath you is a badguy. If you time it right you can backbreaker
    them without them even seeing you >:).
    Lariat Rope Bounce
    Run at the enemy and Lariat them. Keep running, double back, Lariat
    them again. Repeat until bored/convinced its cheating/enemy is dead.
    You could try this with the original Running Throw but don't place 
    Sliding Throw
    By far the best tactic when locked in a combo is to jump backwards,
    slide toward your enemy and use the basic punch+forward throw. 
    No Guns
    If you don't like being shot at (like me) then try repeatedly jumping
    while moving towards an armed enemy. They won't hit you as much, and
    if you time a kick really well then who knows what'll happen.
    The Slayer
    If you watch Buffy, Angel, and the film Blade back to back, and then
    play Oni, you'll be amazed at how much better you've gotten. You'll 
    have lots of adrenaline pumped up, you'll be excited, and you'll be
    in just the right kind of mood. This tactic sounds weird but it works.
    Trust in the freckled Onimaster.
    Willow Backbreaker
    If you're unarmed, use Willow Kick to stun the enemy and backbreaker
    them to take advantage of it. Amazingly powerful.
    WEAPON USAGE Handsupdoofers
    THE PISTOL (Campbell Mk4 Equaliser)
    The Pistol has a decent rate of fire, but does virtually no damage.
    They're common, and they're good for stopping enemies running toward
    you, but if there is any other weapon on offer then choose it.
    THE UZI (Hughes Blackadder SMG)
    The Uzi packs a powerful punch, but it runs out of ammo faster than
    my cupboards run out of peanuts on a Friday night in (That is what 
    Tortilla Chips are for... mmm). This gun is a pain to have used on
    you, and worth carrying around, but if you think there are better 
    guns that run on ballistic ammo (Grenade Launcher, Sniper Bow) then
    never reload it. They're like disposable nappies (thats diapers
    if you're American): put them on to do dirty work, but throw them
    away once emptied.
    THE PLASMA RIFLE (SML3 Plasma Rifle)
    I like this. It sets enmies on fire briefly, it has a decent rate
    of fire, and it kills after between 2 and 6 shots. Perfect for
    sniping until you get a Sniper Bow. But, it runs on different ammo!
    Bliss! Worth keeping unless you get something better.
    >From afar, this is slightly useful. At medium range, it is more
    useful. At close range this defies all known physics: it sucks
    AND blows. I never saw the point in this gun; its nearly as bad
    as the pistol. Those warheads are SUPPOSED to do damage aren't they?
    Well I don't think they're doing their job. Avoid this unless you
    are unarmed.
    THE STUNGUN (Van Der Graaf Pistol)
    Ah! One of the two top guns IMO. It basically stuns an enemy, leaving
    them prone to... BACKBREAKER! This is known as the Van Der Backbreaker.
    Or you can throw them at their mates. Or off of a tall ledge. Or you 
    can run off and use a hypo. The possibilities are endless. Wayhey for
    this gun.
    THE STREAM GUN (Phase Stream Projector)
    Nah. No damage here, but it is very ammo effective; knock them down, 
    then commence beating. I can see few possible situations where this
    would be of any use at all. Sorry.
    THE GRENADE LAUNCHER (SBG Man-Portable Mortar)
    The ultimate weapon of mass destruction! It basically DESTROYS 
    anything within a 10ft radius. But this is very dangerous for
    two reasons: 1. You'll hit yourself sometimes and 2. If you use
    this and the glassworld cheat you'll get so lagged up you'll be
    killed by the nearest enemy. Other than that, cool. Cool. Wicked.
    THE SNIPER BOW (Mercury Bow, Lightning Sniper)
    ARGH! I hate this gun... when its being used on me. Like on Level
    9 with the sniper on the roof... near impossible not to be sniped.
    But when the shoe's on the other hand, then I love it. It will kill
    anything but an Elite or Blue+ Tanker instantly. It does severely
    weaken Tankers, but Elites are less affected by it (3/4 or a 1/2
    will be taken). Now I'm hungry so I'll close this section.
    <chomp> Mmm... peanut butter... <chomp>
    Its a right tricky one this. I don't personally like it all that much.
    The enemies often run towards you, attracting the Cell and then
    it'll damage you. I'd reccomend this for big situations with Elites
    involved somewhere, but otherwise STAY AWAY!
    BARABAS' GUN (Wave Motion Cannon)
    Press Punch and it'll charge up a good-damage, crap-speed plasma 
    wave. Press Kick and it'll charge up a fair-damage, good-speed
    bomb like thing. So Kick is better for this. This weapon makes
    you so ...s...l...o...w... that I'd only reccomend using it on
    Barabas. If you carry it through half the level, it'll be out of 
    ammo, and you'll have been a sitting duck for the Strikers. Only
    worth it on Barabas, then.
    The only other guy who I know who has done a guide for Oni is Martin
    Gaston. He had a walkthrough as well. If you aren't satisfied with
    my walkthrough so far he has many more levels than me. Also, if you
    are so incompetent that you need a walkthrough for the training level
    he has that. 
    Here is a guide to my guide. Every paragraph is a new room. Save Points
    are separated by small banners saying "SAVE POINT X". Levels have a row 
    of dashes on top of them to separate them from the rest of the guide. I
    will do a level in my walkthrough every day (time permitting) and send it
    off on that day, so keep checking back!
    Here's a temporary solution. I'll do difficulty ratings for each level 
    here. OK:
    TCTF Training: <snore>
    Syndicate Warehouse: <wakes up>
    Musashi Manufacturing: Quite easy
    BioResearch Lab: Moderately hard (with the special selection at
    this stage)
    Airport 1: Moderate (but very fun)
    Airport 2: Moderate (but not as much fun as Airport 1)
    TCTF Base: Not very hard (but cool)
    Conversion Plant 1: Moderate and fun
    Conversion Plant 2: Moderately hard
    TCTF Base 2: Quite hard, but fun
    Rooftops: Fun, not very hard, but not at all easy, especially
    the boss.
    Hasegawas Lab: Pretty hard, but I like it. Except those invisible 
    ninjas <GRRRR!!>
    TCTF Sci Prison: Very hard
    TCTF Base 3: Very very hard
    Mountain Base: Near f!!!ing impossible.
    Save Point 1
    At the start of this level Shinatama will tell Konoko some crap, then
    its off on Level 1. I suggest going to the edge of the balcony and 
    shooting the guy at the computer. Use the console in this room and go
    to the next.
    There are some boxes here, use them as cover if needed.Go up the 
    stairs to the next bit. On the second floor there is a roomwith a 
    computer in it. Use the computer to open the door to the next room.
     You'll be ambushed by an engineer on the way back, but he's easy 
    enough to take down. Go down the stairs that he came up and through the
    door marked with the yellow and white diamond. If you go up the stairs
    there will be an engineer with an Uzi. Shoot him, pick up the Uzi, and
    look off of the balcony. On the middle row of boxes there is a piece
    of ballistic ammo. Jump on to the middle boxes to get it.
     Drop down and go for the door currently on your left. Kill the
    engineer in here. When you pick up his hypo Shinatama tells you 
    about the Daodan Overpower Mode. Worth knowing, listen up. Then 
    activate the computer, climb the stairs to the second floor, and
    go to the next room through the door with the green and white diamond.
     Head forwards to find a body. You need to pick up the datapad, cos
    this is Chung, the dead agent Griffin told you about. I don't quite 
    know how, but a Green Striker arrives on the scene for you to kill.
    Go up the stairs, and in one of the rooms is a Striker behind a box.
    Kill him for his hypo. Go back downstairs, and through the door at
    the opposite end of the green-diamond room.
    Save Point 2
    In this room are two engineers. Kill them both, and go up the stairs.
     Along this corridor is a room with an enginner in it. Don't bother
    going in here, he'll just hurt you and he doesn't give you anything.
    Keep going along the corridor and a Striker will attack you. Kill him,
    and don't go into the room as it has a rewardless Striker in it. In the
    third room on the corridor is another rewardless engineer, so keep out 
    and go through the door. At the bottom of the stairs meet a Striker and
    kill him, and his mate who shows up halfway through the fight. Go through
    this room and into the next.
    Save Point 3
    A comm trooper will ambush you in this room, and if you hit him then
    he'll run to the alarm console upstairs. You need to go upstairs too,
    to activate the red-diamond console to get through the door, and the
    door is back downstairs.
     In this room is one engineer to kill. Do so. Then go through to the
    next room and save the guy from the Striker, who has a hypo on him.
    The innocent guy says the manager is upstairs, so go there (no bull,
    Sherlock). Save the manager from the Striker, and he'll open the doors
    for you. Go through.
     This room has one engineer on your level. Kill him. The second floor 
    has one engineer and the ground floor has two. Go through the big door.
    Save Point 4
    One engineer on ground floor, but there is someone shooting at you.
    Lead the guy on ground floor through to where the shooting guy can't
    get you. There is a guy with a plasma rifle by the truck as well. On
    the second floor on the left is one engineer, who is the guy with the 
    Uzi. On the third floor is the computer you need, and a Striker with
    an Uzi, the toughest baddy on the level. Activate the computer, watch
    the video, and proceed to Level 2.
    Watch the video, hahaha. Then three strikers come into the room. 1
    of them has an uzi, and one of the TCTF troops with you will attack
    him. The other TCTF guy thinks he can take the other two at once. I
    personally kick the Uzi guy, take his gun, and go after the other 2,
    but you may see things differently. Try to keep the TCTF guys alive,
    as they're not all that useful but better than nothing. Follow them
    through the door.
     Kill the two engineers behind the glass, and activate the white |:
    computer to open the door. One of the engineers has a hypo. Pick it
    up and head through the now open door.
     There is a comm trooper in here. Kill him quick, as he'll run to an
    alarm console. Also kill the engineer. Head through the door and go
    past the alarm console and through the door on the other side.
     In this room is one striker. Kill him, then activate the console in
    here. It shouldn't take too long to find, just turn backwards from the
    exit door. You need to do this, even though it unleashes a Striker with
    a Plasma Gun. Head straight out of here, and through the next room, to
    get to a place with a Comm Trooper bullying a civilian.
     Kill the Comm Trooper quickly and don't hurt the woman. She'll give
    you ammo. Activate the green |: computer and head through the green |:
    door. Shinatama says something, then go through the door and up the 
    stairs on the right.
     If you kept the TCTF Troops alive, they'll be dead by now. Kill the
    plasma rifle guy before you join them. Nick his gun and ammo, then go
    along the balcony and through the door. Keep going until some music 
    starts, and you've been down one flight of stairs. 
    Save Point 2
     In this room is a Striker with a Scram Cannon and three engineers.
    Two of the engineers give a hypo, one gives a ballistic ammo clip, &
    the striker gives you a Scram Cannon. IMO, its crap, so don't pick it
    up, and keep the Plasma Gun. At the other end of the room go up some 
    stairs and Griffin says some crap.
    Save Point 3
    Two engineers in this room, one with an Uzi, one with a hypo. Its not
    strictly neccesary to kill them now, but if you want less trouble lat-
    er then do kill them, and head upstairs through the door.
     The first laser puzzle, this is pretty easy. Slide under one, then
    time then next one with a slide. Repeat this pattern for 3 and 4. Don't
    go through the door on the side (unless of course you WANT to kill
    yourself), instead head through the door at the end.
     In here are two strikers, one with an Uzi, one with a hypo. I chall-
    enge you to complete this room without killing either of them. It is
    near impossible, though. Behind the stairs and behind the box is a 
    weird-looking computer. Activate it and head through the door which
    I said don't go through before. Do the computer in here.
     Head back across the lasers, and realise it is possible to jumpflip
    over two at a time. Go to the engineer room, and through the orange
    |: door. The civ in here will give you a hypo. Activate the blue
    |: computer. In the engineer room, kill the striker with the plasma
    gun, and head back into the laser room, and through the blue |: door.
     In the room is a Striker and a comm trooper. Neither are armed, and
    the striker gives you a hypo. The real reason you're here is because
    of the yellow |: computer. Activate it and head into the Striker room,
    and then through the yellow |: door. 
     There is a striker Uzi-ing a doctor. KEEP THE DOC ALIVE! He gives you
    two hypos. Kill the striker and take the gun if you want. Then head 
    downstairs to...
    Save Point 4
    This is just a door with a boss on the other side. I can't be arsed to
    write the boss details again, so just head to the Deadly Brain section
    which is Organ Doofers (but without the space).
    Save Point 1
    Fight with Barabas. Doofer code: Cyborg. Note that the two dead TCTF
    troops have hypos, and one dead guy has an energy clip and Plasma
    Gun. Go into the building through the door on the right.
    Save Point 2
    Two strikers. One has an Uzi. Kill them one at a time if you want to
    stand a remote chance. In the cubicle at the far end is the Red
    Wing computer. Activate it. Two Uzi-ed strikers are attack Scientists
    on either side. On the right, the woman gives a hypo. On theleft, the 
    guy gives two hypos. Now head upstairs. 
     In here are 3 strikers and a comm trooper, and someone in here has
    a SCRAM cannon. Kill Scram-man first, then start on the others, and
    go through the cubicle to the Opposite Triangle computer. On the left,
    the guy gives you a hypo. On the right you'll get an Energy Clip and a
    Force Field. Forcefields mean bullets damage the Shield and not your 
    health. Which is nice. Head upstairs.
     Up here is one Striker and one Comm Trooper. Kill the Striker first,
    and then the Comm. Everyone on either side is dead, but have a Striker
    with an Uzi in each of them. One corpse has a hypo next to it, and one
    of the Strikers has an Energy Clip. Head upstairs.
     On the roof is the first Blue Striker in the game. Watch out for the
    Striker Slam, and kill him quick. On the next bit of roof is at least
    one Green Striker. There might be two. I fell off the roof at this point.
    Careful you don't do the same. Go in a door, then up some stairs, killing
    the green striker on your way. At the top of the stairs is another green
    striker in a room with 2 dead guys. Kill him. Go through the door on the
    left of the entrance to a room with a Bomb Trooper in. Beat him up, watch
    the video.
    Save Point 3
    Talk to the TCTF peeps to get 2 hypos. The third guy that you can't see is
    in one of the rooms. Take cover before the strikers get there. In one room
    is a computer with a credit card symbol on it. Activate this, and kill the 
    blue striker behind you. By now the strikers should definitely have arrived,
    so go upstairs and apply your favourite method of destruction to them. On
    2nd floor, there are two green strikers armed with Uzis (hell) and on 3rd
    floor is a blue striker with a SCRAMCannon. On 2nd floor is also a room
    with another credit-card computer. Activate it and kill the blue striker that
    is behind you. On the 3rd floor there is a creditcard comp behind the huge
    room. At the opposite end of the floor is a door to a new room with a pool
    of sludge in it. Go in here. 
     On the top floor are 2 strikers, one with an Uzi. On the 2nd floor, there
    is one striker. On the 3rd floor are 2 strikers, one with a Plasmagun. Go 
    to the bottom floor, and activate the computer. Climb up the stairs, kill 
    Bomberman, and jump down onto the gates. Through here is 1 Blue Striker
    and 1 Green Striker. Kill em both, then watch the movie with the truck.
    If Muro thinks he can kill you with 2 green strikers, he's very stupid. Go
    straight past\through the first one, cos the second one is attacking civilians.
    Kill the 2nd one, and then come back for the 1st one. In the first lot of 
    rooms, the man and woman in blue and one woman in red give you hypos. Take em.
    Also in the first lot of rooms are 2 strikers (one with SCRAM, one with an
    Uzi) and a Comm Trooper. Kill these before they kill the civs. Now head back
    outside for a guy to give you 1 hypo, and you can find another out there. Then
    go back in, and into the final room of the first lot and activate the plane

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