Dungeon

This walkthrough is written by Rage Quitter 87.

This is a special mission you can unlock and has loads of great cards to collect. This mission has no boss but is full of routes and it will take you a while to collect everything. Each time you collect a card, the mission will end. There is also one exit down a pit in this mission.

For this mission, I will give you a route which will lead you to a card. Follow each route to get all the cards. Due to the complex layout of the Dungeon, I will not provide a detailed guide, I will just state which way to go, so right means go to the right exit when in a room. If you have a choice of up right or down right, follow what I say. Also if the route is either middle right and up right and I state right, I mean straight on. Clunky maps are provided at the bottom, with awkward arrows and whatnot.

NOTE: When you first start the dungeon mission, always shoot at the first red flag you see to free prisoner (076) who has a Flame Shot for you.

CARD 007 SLUG GUNNER:
Right, right, right, right, right, upright, right, up-left, left, left, left, left. Free prisoner (077) you can see to get the card.

CARD 042 IR SENSOR:
Right, right, right, right, right, up-right, right, up-left, left, left, left, down pit. Work you way down this room until you see a tied up prisoner to the right hand side. Free this prisoner, who is prisoner (078) for a Rocket Launcher. When you have done this, aim left and shoot at the box you can see to the left side to free hidden prisoner (079) who has Card 042 IR Sensor.

CARD 043 X-RAY SENSOR:
Right, right, down pit, left, down pit, right, up-right, free prisoner (080) who is tied up in this room to get the card.

CARD 050 WEIRD RUINS
Right, right, right, right, right, up-right, right, right, right, right, right. In this room go right, jump over the pit you see and go into the right room. Keep going right in this room and you'll see prisoner (094) who has a fish for you. Go left out of this room and then down the pit, then right. In the top right corner is prisoner (095) free him and he will drop down and give you the card.

CARD 051 PANDORA:
Right, right, down pit, left, down pit, right, right. Shoot at the left X flag to free prisoner (082).

CARD 052 TUTOR'S LOVE / EXIT:
Right, right, right, right, right. Somewhere in this room you will see a dangling prisoner above a couple of enemy soldiers. This is prisoner (081), free him for a banana. From this room go down right, right, down, right, right, shimmy down left, left, down pit, down pit, left. In this room shoot at the black square near the exit sign to free prisoner (083).

CARD 053 CAVE MAZE:
Right, right, right, right, right, up-right, right, right. In this room you will see prisoner (084), who has some canned food for you. From here continue right, right, right, down pit, left. Save the prisoner you see in this room, who is prisoner (088) for the card.

CARD 068 MAMA:
Right, right, right, right, right, up-right, right, right, right, right. In this room go a bit right to the black square you can see, shoot for prisoner (087) who has a Heavy Machine Gun for you. From here go right, down pit, down pit (this pit is a bit to the left of you when you drop down the first one) From here work your way down, then go to the right corner. Jump across to the left side to free prisoner (085) who has a fish for you. Now jump back over to the right and aim up at the lantern and shoot to free prisoner (091) who has the card.

CARD 069 ANGELICA
Right, right, right, right, down right, right, right, right, right, right, right. In the final room you'll face a load of those suicide bomber enemies, and prisoners (096) (097) (098) (099) will drop down and give you food items and weapons. The last prisoner to drop down, prisoner (100) has the card.

CARD 054 ANCIENT SOUL:
For this card, follow the route for the Angelica card until you appear running up some steps where you first see the suicide bombers. Instead of going right, go left, then left again and you will see prisoner (089), free him for this card.

ROUTE TO FREE 4 PRISONERS / EXIT:
(This route doesn't get you any cards. It just gives you a route for 4 prisoners and puts you right next to the only exit of the dungeon.) Right, right, down pit, left, down pit, right, down right, right, down pit, right. Prisoner (092) is in here and will give you some bread, once freed go right, right. Aim up, then jump and shoot to free prisoner (093) who has a Heavy Machine Gun for you. From here go right then down the pit you see. As soon as you appear from falling down the pit, duck and shoot right to reveal prisoner (086) who will give you a Rocket Launcher. From here go down and you will see a pit. To the left of this pit is prisoner (090) who has an Enemy Chaser for you. Go down the pit, then go left, left and down the exit.

Area 1 - Rebel hideout


===CLICK FOR BIG===

Area 2 - Native caves


===CLICK FOR BIG===

Area 3 - Japanese complex

prototype

Click maps to enlarge them.


The final moved the entrance's prisoner hot spot from the lamp to the first flag, and shortened the platform so it's not so close to the edge.
I sincerely have no idea how to structure this section, so, uh, let's just do it in order of the internal level select, why not.
6-02 is unchanged.

(proto) / (final)
6-03 has one less generator in the final.
6-04 is unchanged.

(proto) / (final)
6-05 is unchanged, barring some background detail changes.
6-06 and 6-07 are unchanged.

6-08 has a Melty Honey in the prototype, where the final has a biker soldier.


(final)
6-09 ditches the crate in the final.


(final)
6-10 adjusted the position of its crate and platforms.


(final)
6-11 shortened the platform in the final, and added one extra bazooka soldier to it.

(proto) / (final)
6-12 uses mine-laying soldiers in the prototype, but swaps them out for multiple blue soldiers and one shield soldier in the final. Otherwise identical barring the loss of its middle lamp.

(proto) / (final)
6-13 added a couple more soldiers at the top and shortned the lowest step, but is otherwise unchanged.

6-14 is unchanged, but will kill you if entering from the lower-left in the prototype because the player spawns below the camera.
6-15 and 6-16 are unchanged.


(final)
6-17 swapped out the prototype's crates for slopes in the final.
6-18 is unchanged.


6-19 has two missile launchers in the prototype, both on the platforms, while the final ditches the spare, moves the remaining one to the ground, and shortens the left platform. That last one is running theme in the Dungeon, likely to prevent exiting the area while on an elevation and requiring them to put in a new entry point at that height.

(proto) / (final)
6-20 is unchanged barring the loss of a lamp.
6-21's prisoner will drop a card in the prototype, and a banana in the final. The final adds a couple more shield soldiers, but is otherwise identical.


(final)
6-22 is unchanged, though the final spruces it up with a big Morden portrait.
6-23 is unchanged.

(proto) / (final)
6-24 adjusts the missile launcher positions, but is otherwise unchanged.


(final)
6-25 has a fourth native in the prototype, but swaps it out for a maggot nest in the final and ditches the first rock.

(proto) / (final)
6-26 has a bazooka soldier on the crate in the proto, but a shield soldier in the final. Otherwise unchanged, crate decal aside.

(proto) / (final)
6-27 adds two missile launchers in the final, and a bazooka soldier in the bottom corner.

(proto) / (final)
6-28 drops the first crate in the final, making one less missile launcher to contend with.


(final)
6-29 shuffles the background details around. Otherwise unchanged.


6-30 is notably the only exit from the dungeon... and there's no exit to be found in the prototype!
6-31 is unchanged.


(final)
6-32's step was moved away from the screen boundary in the final.


(final)
6-33 was flattened out for the final, and the platform shortened.
6-34 is unchanged.

(proto) / (final)
6-35 got some new decoration, but is otherwise unchanged.
6-36 is unchanged.

(proto) / (final)
6-37 shortened its top-right roof, but is otherwise unchanged.
6-38 is unchanged.

(proto) / (final)
6-39 also shortens its roof. No other changes.
6-40 gives one of the natives an axe in the final. Otherwise unchanged.
6-41, 6-42, and 6-43 are unchanged.

(proto) / (final)
6-44 shortens the roofs again. No other changes.

(proto) / (final)
6-45: Same again!

(proto) / (final)
6-46's prisoner drops a card in the prototype, and a fish in the final. Roof and decoration changes aside, no layout differences.


(final)
6-47 removes the superfluous dip on the left in the final. The prisoner in the prototype drops bananas, but holds a card in the final.

(proto) / (final)
6-48: Take a wild guess.

(proto) / (final)
6-49 shortens the platform in the final.

(proto) / (final)
6-48: Take a wild guess.
6-49 is unchanged.


(final)
6-50 adds some decoration to the start, but is otherwise identical.


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