The irrepressible Max has been freed by brave Kurt, but all is not well. Shwang is a crafty dude: He has destroyed his own ship and then stole Dr. Hawkins’s Jim Dandy to use for the aliens’ evil purposes. Max
and Kurt both make a run for the Jim Dandy before Shwang’s Mine Crawler went into auto-destruct. Kurt gets safely out, following Shwang into the ether, but Max ends up in an escape pod. He avoids the flying debris and makes it safely to the Jim Dandy. Now he’s itching to unleash his dog-temper on the alien menace!
Before you get Max safely back to the Jim Dandy, you must avoid the debris and space junk caused by the exploding Mine Crawler. Keep free of these objects and you’ll be back on the ship in no time.
Pick up the Magnums lying to the left of the starting position, and arm them in your free paws.
Shoot out the cracked floor in the middle of this room, then jump down onto the center piece. From this vantage point you’ll be able to line up a flawless leap down to one of the pipes below.
Although you may get satisfaction from destroying every single enemy in the game, it’s often a better strategy to simply avoid foes that aren’t important to kill. Some think this cowardly, but it also prevents exposure to unnecessary risk—and ammo you don’t use is ammo saved!
From the pipe you can see the exit (a ventilation shaft). Shoot the grating off and then jump quickly down into the duct. This lets you avoid landing on the bottom of the chamber and having to deal with the Samsmites there.
Move through the ventilation shaft until you come to this room with two sets of dangerous, rotating laser beams.
You’re in for a world of hurt if the lasers touch you, so it’s critical that you time your jumps carefully. The top and bottom lasers rotate at different rates, so keep an eye on both of them. Be sure not to jump up to avoid the lower laser only to get caught by the upper one. You can always buy some time by shifting position on the ground.
Escape the lasers and move to your right, where you’ll find a control panel; shoot it. Keep shifting around the room until you’ve destroyed all four control panels. All four control panels have to be shot out before the laser beams will become deactivated.
After you’ve put the lasers out of commission, you can drop down through this hole in the floor to the next room.
Watch out for the Flaming Samsmites, and grab that AA Battery!
Keep descending through these holes in the floor (which you have to shoot to open). You’ll have to go down through three more holes.
When you land on this ledge, open fire on the Generator and take it out quickly. Then shift that cigar and get ready—there are Bottrock's waiting for you below.
Shoot this control monitor to cause the pillar below the telescope to raise you up so you can look through it.
I Spy Bioware - There’s an Easter Egg in this area. Have a look in the telescope! What you’ll see is a little present from the Bioware team. You did want to know what they look like, right?
Have a look at the inspirational sight in the telescope; then shoot out the floor and drop down once again. You’re heading into the gunfire of Area 2, so keep that cigar out of the way and arm all your arms.
Grab the AA Battery for your inventory. Then shoot out the ventilation grating and move through to the next room.
Pick up the two Uzis that await you here and get ready to rock ‘n’ roll. Down the next long hallway lies plenty of trouble.
Dash down this hallway and shoot everything that moves! You’ll be confronted by Bird Brains and Samsmites as well as Ultra Bottrock's, so have a full force of four weapons armed (see Max Maneuver 2.1).
This ventilation duct is your ticket out of considerable danger, so don’t mess around. Shoot it and hop on in!
Max Maneuver 2.1: The Samsmites Challenge - Max’s Level 5 contains more than its share of relentless Samsmites. These guys are way beyond annoying—they’ll nag and hack the life out of you. Whether standard or Flaming, Samsmites are quick-moving, dangerous enemies, but the multidextrous Max can handle them. When four of your arms have weapons, you’ll have plenty of firepower against the Samsmites. The Samsmites tend to sprint at you at full speed, not stopping until they collide with you and doing considerable damage. So when you’re facing them, have all your guns blazing.
Even so, avoidance is often the best policy when it comes to Samsmites. If you can get past them without fighting and simply move on, consider that a very smart alternative.
Follow the ventilation shaft through to the checkpoint, and then straight ahead to yet another ventilation shaft. As you did before, shoot the grating and climb in.
Keep shooting the ventilation gratings and pick up any Uzis along the way—you can never have too many weapons.
When you reach the Lab, look around to find the control panel—it’s behind one of the huge test tubes. Shoot the panel. The tubes all shatter and a platform appears.
How rude! After the row of tubes is destroyed, you’ll have to deal with one Poopsie’s for each tube you toasted.
Hop on the platform and ride it up to the next row of tubes. Beware of the tenacious Birdbrain creatures above, who’ll be firing on you the entire time.
Now blow up this row of tubes, and again destroy the Poopsie’s. Up one more row you go, riding the platform.
Working your way through the Lab is a repetitious task. The pattern is the same: Shoot the control panel behind a tube, which destroys the tubes on that level, then kill the Poopsie’s that appear. Then jump on a platform and ride to the next row, where you repeat the same pattern—four times, in fact! Just another of the very fine challenges you have to overcome in this level.
At this point you’ll have to fight the Birdbrains face to face. Wear them down with firepower, then hop on the platform and finish them off as you rise up.
Again, take out the control panel and destroy the tubes. Take out the Poopsie’s and…hmmm, this seems familiar…hop on the platform and continue to ride it upward.
When you get to the top you’ll see a simple ventilation grating. This is where you’re headed. Shoot out the grating and head into the duct.
Proceed through the duct to the next ventilation shaft. Note that the doorway to your right has been closed off by some sort of strange, rocklike substance.
Don’t bother trying to get these doors open—they’ve been sealed up good and tight by the aliens—you’ll just be wasting ammo.
Drop down to the hub and travel quickly up the white staircase. If you’re fast enough, you’ll be able to avoid Flaming Samsmite attacks.
Follow this hallway around to the bathroom. In the bathroom you’ll find two Poopsie’s; take them out with extreme prejudice.
Fire at this wall (in the bathroom) until it gives way. After you’ve cleared your path, walk through and you’ll drop down into a maze of ventilation ducts.
There are Flaming Samsmites aplenty in this area, so stay alert. Be prepared to engage in some fancy footwork if need be.
Keep moving through the maze (see Max Maneuver 2.2). Eventually you’ll find a cracked brown wall, and there’s booty behind it: two Shotguns. Interested? Shoot the wall and grab these valuable weapons.
The exit to this level is down this hallway with Gatling Guns at the end. You can’t actually get at the guns right away—you have to first knock the wall down and jump into a new room.
Max Maneuver 2.2: The Maze - Mazes can be a real headache, and this one is no different. It’s entirely possible that you’ll not know where the heck you are the whole time you’re in here, but that’s okay. All you need to do is keep moving and avoiding the Samsmites as you search for the Shotguns or, more importantly, a way out. The Shotguns are behind the cracked brown wall. The exit is at the end of the long brown hallway. And don’t miss the Gatling Guns at the end of the hallway—they’re yours if you can grab ’em while the Bottrock's are climbing your butt.
Bust up the boxes in this room to pick up as many power-ups (the Gatling Guns) as you can, but don’t risk too much of your Health. As you work, Bottrock's will be constantly dropping in, so don’t stick around too long.
Climb the boxes over to the right of where you entered this room.
Shoot out the grating and jump into this vertical duct. Advance to the next grating (shoot it), and then on to a brown wall. Blast the wall down to see a red girder.
Jump down from this girder to one of the intermediary girders below.
You may be tempted by the power-ups in this shaft. But beware—if you try to jump for them and you miss your landing on the intermediary girders, you’ll die! So be absolutely sure of your jumping abilities before you get too bold. Indeed, if you don’t know exactly where you’re jumping to, don’t do it or you’ll end up dead.
To get all the way down, jump on the girders sticking out around the shaft (look downward to see them). When you reach the base of the shaft, run through the opening and pick up the goodies along the way.
Near the exit from the duct maze is a Jetpack. Grab it and fill it up with fuel from the Refueler nearby. Next stop: Lake Plutonium and its threat of serious torment.
The Refueler will eventually start to move around, hovering above the deadly lake. It’s important that you use your Jetpack to float near enough to the Refueler that you can take on fuel while you’re in action.
You have to kill the Birdbrain while attempting to stay close enough to the Refueler to keep your Jetpack charged up. This is a very challenging maneuver and may take you several tries to perfect. (Remove this entirely, no longer exists)
Work hard at learning how to stay near enough to the Refueler to be constantly recharged. Getting the hang of this tactic can be difficult, but it’s essential to getting past this room. Practice makes perfect, so don’t despair if you have some trouble with it. Even seasoned gamers find this challenging.
The Refueler will eventually find its way to this pipe. Fly up the pipe!
The trip up the pipe will use most of your fuel, but you should have some left upon your arrival at the top. Continue along the passage until it turns into a straight hallway.
As you move along this long hallway, the floor will shatter and you will fall. Your goal is to aim your fall at the large pipe that’s under and behind you. (See Max Maneuver 2.3.)
Max Maneuver 2.3: Jetpacking the Gap - The alternative to falling into the Plutonium Lake and suffering a tortuous death is to use your reserve Jetpack fuel to jump to the other side of the passageway after the floor collapses. You must have at least 18 Fuel points in your tank in order to successfully pull this little maneuver off, but it’ll save you a fair amount of trouble if you can do it. The key is to know that the floor will break away as soon as you step on it, so you can be prepared to jump with the Jetpack.
If you know it’s coming, and if you have at least 18 Fuel points for your Jetpack, you can jump to the other side when the floor falls away.
Now jump across the floating debris to get to the other side of the room, knocking out enemies as you go.
On the other side, shoot and jump up through this hole and head into the duct system.
Move through the ducts, killing the Poopsie’s as you go. When you reach the tube drop-off, jump down to meet the boss!
BFB has created a giant canine named Bad Max, designed specifically for the purposes of kicking your butt. Prepare for an intense battle.
First, jump down to the Refueler on the ground and get your Jetpack refilled.
Max Maneuver 2.4: Taming Bad Max - The BFB’s big doggie, Bad Max, is going to pose a considerable problem for you. In order to defeat him you’ll have to be a model of patience, and you’ll need to take maximum advantage of your skills. But multidextrous Max is up to the challenge.
Being patient means not running straight at Bad Max for a head-to-head fight. Instead, concentrate on leading him into the maze. As you’re following this walkthrough, remember this all-important fact: You take less damage from Bad Max when you physically run into him than if you get shot with his guns. So the strategy is this: When you do get hit by him, you’ll become invincible for a few seconds, allowing you to attack without fear of being hit. Then when the flashing invincibility wears off, rather than take a substantial hit from his guns, run into him again—because it restores your invincibility for a few more seconds!
Although this crash-and-recover technique really only works well in the duct maze, where you have some Batteries to recharge your Health, it can be a fairly effective tool for wearing down the big Bad Max.
Grab all of the weapons you can get your paws on. (Shotguns are good for close-in combat because of their substantial punch.)
Move up to the duct maze near the rocket. This gives you the advantage for cornering Bad Max—plus, there are Health power-ups for you in the maze.
The fight with Bad Max will be a hard one, and you will have to chase Bad Max whenever he takes a few hits (see Max Maneuver 2.4). Don’t be afraid to go after him, but always keep an eye on your own Health.
The Car Battery will always regenerate in the duct maze, so remember to return there anytime you need more Health.
When Bad Max is nearly dead, he’ll head out for the main platform. Grab as much firepower and Life as you can and then go after him.
To finish off your fast-fading foe, circle around him until he’s dead. Poor Bad Max.