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March 09 2026 16:33:03   
 MDK 2 - Stranger in a Strange Land

Level 7: Stranger in a Strange Land

Level Briefing: Kurt

Thanks to the BFB’s brain, Dr. Hawkins has located the coordinates of Shwang Shwing’s homeworld, Swizzle Firma. This level begins with Kurt Hectic’s arrival there. Since the end of Level 5, Kurt has been wanting another piece of Shwang. Now he’ll get the chance—but he must fight on Shwang’s own turf. Challenging, yes; impossible, no. Kurt has a few tricks up his sleeve despite the unusual surroundings.

  • Enemies:Poopsie’, Bifs, Coneheads, Samsmites, Bottrocks, Ultra Bottrocks, Shwang’s ship, Grunts and Inviso Grunts, Hans.
  • Boss: Shwang (piloting the alien ship)
  • New Weapons/Items: to come

Level 7 Strategy Contents:

  • Area 1: Swizzle Firma Landing Pad
  • Area 2: Coneheads and Target Practice
  • Area 3: Grenade Toss
  • Area 4: Three Grunts and a Baby
  • Area 5: Giant Sniper Balls
  • Area 6: The Humongous Room
  • Area 7: The Spaceship!

Area 1: Swizzle Firma Landing Pad

  • Kurt’s adventure at this level begins just outside a city called Swizzle Firma. Don’t waste time; start moving toward the city right away.
  • You’ll come up against Shwang’s snail-like ship, which will fire on you, but you can avoid it by simply keeping your legs moving. Along the way, pick up the Health power-up if you need it.
  • Head for this door—you’ll find it because of the blue lights around it—and go inside.
  • The blue-lit door gives onto this long hallway; just continue right along. It’ll take a few seconds to get through it, but you won’t have to worry about enemies as you go.
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Area 2: Coneheads and Target Practice

  • From the doorway, use sniper mode to kill the Coneheads on the other side of the room. They’re down one level so you’ll only be able to target the “cone” part of their heads.
  • Coneheads are reasonably easy to knock out in sniper mode. It only takes a few shots. Use the zoom to hone in and acquire the top of their cones. They’ll move out of view quickly, so be quick.
  • Take out the Grunt. Use whatever weapon you choose, and aim for his creepy head. All you need is one good, accurate shot.
    Remember—if you don’t whack a Grunt in the head with a Sniper Bullet (and shatter the glass), he’ll eventually come back to life! The best move is to permanently eliminate all Grunts by shooting off their heads.
  • Now set your sniper sights on the Sentries. There are two on both sides of the entrance, and another one farther into the room. (You’ll notice it when it shoots at you!)
  • You’ll have to finish off another Grunt and at least one Poopsie before you can go about your business with the “vacuum” tubes.
  • Start with the right-hand tube. Walk onto this fan vent to activate the Sniper Ball in the tube, and shoot the Ball. Then do the same thing with the left-hand tube.
  • Ride the uplift fan to the platform above, where you’ll find yet another Sniper Ball. Pop it and then glide back down to the main room.
  • One more Ball to go; in the middle tube. Hit this last one and you’ll activate the remaining two fans that’ll elevate you outta here. Go back up to the platform above and ride the next fan up.
  • After you shoot the last of the three Sniper Balls in the main room you’ll have a pair of Poopsie’s to deal with, so don’t go thinking that the fighting is over for this area.
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Area 3: Grenade Toss

  • As you enter this room, you’ll see Grenades to your right. Gather them up because you’ll need them right away. (See Hectic Hint 3.1.)
  • Toss a Grenade at one of the glass domes on the floor. When it shatters, it opens into a pit. Do this with the other domes until they’re all open for you to enter.
  • Pick the pit in the center, jump down into it, and immediately go into sniper mode. Knock out the three Sentry Guns, then pick up the nearby Sniper Mortars. Use a fan to get yourself back up into the main chamber.
  • Good thing your aim is getting so sharp. Point the Sniper Mortar at this outcropping and drop a Mortar inside it to blow out the protective glass. You have to lob the Mortar in from the top, much as you did in Level 1.
  • When the glass is destroyed, shoot the Sniper Ball that’s behind the outcropping. Return to the pit in the middle of the room, where you’ll find Bouncing Sniper Bullets.
  • Hectic Hint 3.1: The Sequence of Events in the Pit Area
    You can get lost pretty easily in this area because there’s so much going on. If you get confused, here’s a short list of the order in which you should work through the pit room:
    • Pick up the Grenades.
    • With the Grenades, blow out the domes on the floor.
    • Drop down into the middle pit and clear out the Sentry Guns.
    • Pick up the Sniper Mortars.
    • Fire the Mortar shell into the outcropping to blow it up.
    • Shoot the Sniper Ball in the outcropping.
    • Return to the pit for the Bouncing Sniper Bullets.
    • Stand on the pink dot by the pit and aim for the other pink dot, then fire the Bouncing Bullets.
  • Come out of the pit and stand on this pink dot. From here you can aim at another pink dot that’s just above one of the outcroppings.
  • Fire a couple of Bouncing Sniper Bullets at this pink dot to open the doorway out of the pit room. Two of these Bullets will usually do it, but they’ll bounce around a lot before finding their target.
  • The way out is now opened in the pit. Jump down and head out. Ride the fans up to the checkpoint, then head out into the city.
  • Okay, big guy, you’ve arrived in the Swizzle Firma. Run straight for the enemy ship jumping and juking to avoid taking any hit.
  • Leap off the rampway and Chute down to this exit.
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Area 4: Three Grunts and a Baby

  • When you reach the next room, you’ll notice that it’s guarded by three Grunts. Slay these creepoids however you want, but you’ll have the most fun using sniper mode and popping ’em in their glass helmets.
  • There are a couple of Health power-ups in the corners of the room with the domes. Don’t get so carried away with the tasks at hand that you forget to retrieve these extra points; you never know when you’ll need them. And be sure to pick them up before you explore the domes, because you can’t go back.
  • There are three glass-covered domes hanging from the ceiling. You have to blast out the glass to get at your targets: the Sniper Balls in each of these domes.
  • When the glass is removed from the domes, you’ll see Sniper Balls bouncing up and down. You guessed it—you have to shoot these as well. It’s all in the wrist…
  • After you pop the Sniper Balls that came from the three domes, you can use the Ribbon Chute to ride the air currents up into the room in each dome.
  • The first dome contains a Cloak. Grab it now, because a bunch of Inviso Grunts will spawn after you leave this dome! Collect the power-ups in the second dome, and quickly push on to the third dome before your Cloak runs out.
  • This third dome is the way out; ride the air currents up to the platform and keep on moving.
  • Secret: The Insidious Inviso Grunts
    Inviso Grunts are wicked because, as their name implies, they’re practically invisible. Take heed whenever you’re told that Inviso Grunts are in a room, because they can fire at you from out of nowhere and kill you if your Health is low. Because they’re nearly transparent, they’re really hard to see in a darkened room. When he can, Kurt should use sniper mode to zoom in and scan for Inviso Grunts lurking in the shadows. Of course, one shot to the head is all it takes in sniper mode, so this is also a quick and easy way to kill them when you’re entering a new room.
  • If by chance you get stuck in a room with Inviso Grunts all around you, use your invincibility to run away. After you take a hit and are flashing, scurry far enough away so that you can reset sniper mode and pick the Inviso Grunts off one at a time. (They aren’t that smart, so this usually works.)
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Area 5: Giant Sniper Balls

  • When you reach this room’s entrance, you’ll see a Conehead strolling around. Go into sniper mode and put him out of commission. Be aware that two Inviso Grunts are lurking here as well.
  • Climb up the ramp and grab the Sniper Mortar and the Grenades. You’ll need both of these items.
  • First knock the cap off this Sniper Ball, and then shoot the Sniper Ball that’s inside.
  • To get this next Sniper Ball, shoot away the red dome that’s protecting it. Then go into sniper mode and toss in a Sniper Mortar This will cause the Sniper Ball to come out and start bouncing around the room.
  • Hitting the bouncing Sniper Ball can be difficult. Just keep firing rapidly and try to lead your shots to where the Sniper Ball is bouncing. Eventually, you’ll get it.
  • Now run up to the top of the archway and have a look on top of the two Sniper Ball receptacles. There’s one more Ball left, so shoot it.
  • Knocking down this last Sniper Ball brings four Grunts running into the room—you have to toast these guys before you can move on. If you’re a good shot, you can stay in sniper mode and just aim for their heads.
  • Four dead Grunts mean you can ride the uplift fan to a platform that returns you to the cityscape (Take a break; it’s a long ride up.)
  • The alien ship will be firing at you the entire time, but just hurry as fast as you can along this plankway toward the uplift fan.
  • Ready to get out of this hot zone? Ride the air current straight up and you’ll see the exit platform right in front of you.
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Area 6: The Humongous Room

  • After you enter this huge room, immediately run to your left until you come to a Sniper Ball. Bust it and expect an annoying Dogan Boy, accompanied by two nasty Birdbrains. This is only the beginning (see Hectic Hint 3.2).
  • Another Sniper Ball is activated—guess what happens when you shoot it? Big surprise: more aliens to kill in order to get the next Sniper Ball. And so on…
  • If you accidentally fall to the bottom of the great room, you can use the fan to lift yourself up to the teleporter. It’ll beam you back up to the section with the Sniper Balls.
  • Be sure to collect the excellent power-ups in this big open area—they’re well worth the effort: a Grenade, a Cloak, some Health points, and a Super Chain Gun. These goodies regenerate, so keep coming back!
  • More Grunts. You know what to do. Head shots!
  • The Spheres of Death appear from out of nowhere—watch out for the red ones. You already know how they can home in on you even when you’re moving.
  • Hectic Hint 3.2: Taking the Punishment
    Here in the great room you’ll face a formidable collection of enemies. Shooting the first Sniper Ball starts you off with two Grunts and a Dogan Boy, but that’s nothing. Next time around you’ll get six mean Grunts breathing down your neck. As if that isn’t enough you’ll get a bevy of Spheres of Death from the next Sniper Ball you hit, and those SODs are tough! You’ll also get to face off against a group of Hans with their giant gun-hands. Basically, if it’s mean and wants to kill you, it’s in this room.
  • No fear! Keep on thwacking those newly activated Sniper Balls and doggedly fighting the waves of enemies—that’s the only way out of this area. You won’t make it out of here unless you take advantage of power-ups (which, fortunately, regenerate after every victory you accumulate). In fact, if you’re really skilled (and lucky) and can get by without spending all the power-ups. Try and stock up on some sweet items like the Cloak.
  • A few tips for handling these gruesome rounds of enemy attacks:
    • Don’t be afraid to Chute down toward the bottom of the room. You can fire at the enemy while you’re drifting down.
    • When your foes are grouped close together, use Grenades.
    • Conceal yourself with the Cloak when you can; it’ll help you gain position on the enemy if they’re getting the upper hand.
    • Your Sniper Shield will protect you for a time in battles with Grunts and Spheres of Death.
    • When you meet the group of Coneheads, use the Black Hole Bomb on them (and don’t forget to get out of the way!).
    • Bash the Bifs with a combination of Cloaks, Sniper Shields, and a healthy dose of the Super Chain Gun.
  • Your Sniper Shield is invaluable against the particularly menacing red Spheres of Death. Try to have a Shield up; it’ll definitely make your life easier.
  • Sweep the Coneheads and their nasty green farts into the oblivion of the Black Hole Bomb. Just remember to get the heck out of there before it goes off!
  • Hide from the Bifs with your Cloak; then use sniper mode to take out their eyes. Of course, if it gets hot and heavy you might want to just whip out the ol’ Super Chain Gun.
  • Finally, with all enemies eliminated, you can decamp by gliding down from the central area. But there’s plenty of danger dead ahead.
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Area 7: The Spaceship!

  • Follow the corridor and uplift fans. The first couple of enemies you’ll see will be Grunts. No problemo—take ’em out and keep moving right along.
  • Just keep on truckin’, and when you run into the Ultra Dogan Boy’s, kill them with your Sniper Shield engaged.
  • As you enter this room, climb one of the two posts on the structure near the entrance. Then you can jump onto the overhang. Ribbon Chute over to the other ledge and pick up any items that look good. If you stay on the original structure, you’ll find a secret path that takes you on a very long trip to the castle in the sky. The path is hard to find, so pretend you’re Indiana Jones in the Last Crusade and take that leap of faith!
  • Stay on the move, running straight ahead. Snag a ride upward on the fans, and then move forward again. Kind of like advancing up a giant staircase...
  • You’ll eventually come to this exit. Pass through and follow the corridor.
  • Hurry along this outdoor passageway and keep going until you come to the round, central platform.
  • Head into one of the turrets that are on both sides of the platform—you’ll grow to appreciate these turrets (see Hectic Hint 3.3). Grab the Sniper Shield, arm it, and make tracks for the Spaceship.
  • Hectic Hint 3.3: Taking Out the Spaceship Boss
    The Spaceship area presents some difficult challenges, and maneuvering is tough. To defeat the Spaceship boss (it’s Shwang Shwing, as you’ll find out), put up your Sniper Shield and then fire at the balls along the sides of the ship. Eventually, with enough damage, these balls fall off and you’ll be done. The difficult part is that right beside you on the platform is a serious bunch of bad guys, shooting at you. Not to mention what’s bombarding you from the ship! Hang in there—if you consistently use the Sniper Shield you can get a lot done without taking too much injury.
  • A few tips for conquering the Spaceship boss:
    • Use the Sniper Shield all the time. When it gets low, ready another (if you have one). Shields are regenerating in the turrets.
    • When you need a break, retreat into one of the turrets. Inside, you’re safe from unfriendly fire, and power-ups are spawning in there regularly.
  • In sniper mode and with a Sniper Shield on, you can accomplish a lot against this Boss despite the destruction around you.
  • Shoot the balls off the Spaceship, and you’re done with Level 7!
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~Anubis
DATE: 28/01/2026 17:06
Thanks for creating this awesome fansite of my favourite game.

G_Dave DATE: 04/11/2018 10:06
I love MDK.

~Fluorescent
DATE: 07/02/2011 19:56
I remember when I first got MDK2 back in... 2000 I think it was? It came with a video card my dad ordered. One of my favorite games!

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