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March 09 2026 15:49:12   
 MDK 2 - The All Heroes Break Up

Level 9: The All Heroes Break Up

Level Briefing: Dr. Hawkins

Brave Kurt and his pal Max have put down the Ultimate Doomsday Device, but they’re still stuck on Swizzle Firma wondering where Doc Hawkins is. He’s on his way, flying the Jim Dandy as fast as he can toward Swizzle Firma in order to rescue his friends. Fluke must fly through a dangerous asteroid field, but he finally arrives at Swizzle Firma. When the Doc attempts to teleport Kurt and Max aboard the Jim Dandy, he spaces out and accidentally transports himself down to Swizzle Firma. That’s when the fun begins.

  • Enemies:Poopsie’s, Coneheads, Generator, Hosers, Bottrocks, Birdbrains.
  • Boss: None
  • New Weapons/Items: Positronic Doohickey, Kurt’s Coordinates, Dimensional Destabilizer, Pumpernickel, Baguettes.

Level 9 Strategy Contents:

  • Area 1: Coneheads Phone Home
  • Area 2: Baguettes, Anyone?
  • Area 3: Coneheads Play Hollywood Squares
  • Area 4: Bottrocks, SODs, and Generators: Oh My!
  • Area 5: The Moving Corridors
  • Area 6: Buttons, Buttons Everywhere

Area 1: Coneheads Phone Home

  • This asteroid minigame has you piloting the Jim Dandy toward Swizzle Firma. Your job is simple: Don’t hit anything along the way. If your ship gets munched, you’ll have to start over!
  • In the first room you can ignore the harmless civilian Coneheads surrounding you. Take the ramp that leads up.
  • Follow the ramp around until you pick up the Mr. Fizzy; it’s quite a long hike and you’ll pass a dimly lit hallway. Ignore the hallway for now and grab the Mr. Fizzy.
  • Go back down to where the Coneheads are, and then move through this doorway into a corridor.
    • When fighting enemies, Dr. Hawkins must be extra careful to stay out of the line of fire. After all, the doctor only has 60 points of Health. A couple of well-aimed hits from a Bottrock could jeopardize his life.
  • Continue along this hallway and get your Atomic Toaster and Loaf ready to use against the Bottrocks you’ll soon come across.
  • Pass through this big, open region, then turn toward your left and keep on going.
  • The way through this maze is to take the same direction as the Coneheads. As you advance, time your movement to avoid the deadly electric guardians. If you don’t get safely past them, you’ll get fried.
  • A Map of the Maze
    There’s a secret room full of loot at the back of the maze, and there’s only one way to get it open. You have to press all of the buttons on the floor throughout the maze. Here are some navigational aids, Doc, in case your brilliant brain cells need a bit of help:
    • These are the buttons you must hit in order to open the secret room.
    • Here’s a birds-eye view of the maze (not available in the game) to show you what it looks like from above.
    • It’s worth the time and effort to cruise around the maze to find all the buttons. The hidden area contains a pile of great power-ups, including Baguettes and Pumpernickel.
  • Inside the secret room you’ll find a pile of Baguettes and Pumpernickel. Pick them up!
  • You must also avoid the steam jets, but it’s not difficult to time your movements in order to get by them safely.
  • Keep moving through the maze, always looking for Coneheads. If you can spot one and follow it, you’ll know which way to turn.
    • The Bottrocks you meet after you exit the maze don’t necessarily have to be killed. You’ll do just as well by avoiding them and heading for more important tasks: picking up the Palatial Locator and escaping via the teleporter.
  • Just outside of the maze, kill the Bottrocks with your Atomic Toaster. Collect the Palatial Locator.
  • Finally, hop into this teleporter to get to Area 2.
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Area 2: Baguettes, Anyone?

  • You now find yourself back in the first room standing in a red telepod. Switch into the blue telepod that’s right beside you.
  • You enter this open area by a checkpoint. A Birdbrain bursts out of the blue-lit pit in front of you. Use the Atomic Toaster and Loaf (or Baguette) to take him out.
  • Move across this room to the blue telepod on the other side and hop in.
  • Whad'ya know—it’s the streets of Swizzle Firma! Pick up the Baguette right in front of you, and ease on down the road.
  • Just ahead are some Bottrocks. You’ll have to eliminate them, but first be sure to wipe out the two Generators or you’ll be killing Bottrocks all day.
    • Use Baguettes to kill the Spheres of Death when you’re Doc Hawkins. Unfortunately, cerebral Doctor Fluke doesn’t have Kurt’s handy-dandy sniper mode or Max’s raw firepower. So play it smart and use the Baguettes (which will track their target) to make your job easier.
  • Take out the Spheres of Death as you progress through this section. There are at least four of them above you, so move with caution.
    • Be sure to fire only one Baguette at time at a Sphere of Death. Wait for your target to be completely destroyed before firing again, or your treasured Baguette will follow the path and get toasted along with the SOD.
  • This gray square on the ground with a circle inside it is where you’ll be putting your Ladder—hope you still have it!
  • Up you go. Use the Ladder to get up to the first platform, then use it again and again to rise higher and higher.
  • Keep climbing; you’ll do plenty of this Laddering before you reach your objective: the blue telepod at the very top of the room.
  • All this climbing won’t be without detours; some of the Ladder anchors you choose will lead to dead ends. But it doesn’t take long to make all the right choices and get to the top. Watch your step around these narrow walkways.
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Area 3: Coneheads Play Hollywood Squares

  • When you finally reach the blue telepod and hop on, you’ll end up in this room with three square blue buttons on the floor.
  • There’s a Conehead here, too, farting around on the platforms. (See Doctor’s Orders 3.1.)
  • Doctor’s Orders 3.1: Grinding up the Coneheads
    Each of the blue buttons opens one of the panels in the boxed area where the Conehead is walking around. The key to getting out of this room is to hit a button at the exact moment when the Conehead is stepping over the panel; this causes the Conehead to drop down a level. Now move to the appropriate button for the next level and force the Conehead down again. Finally, you’ll reach the third button, and yeowza! Down goes Conehead into the fan, where he’ll be nicely chewed up and deposited in the test tube! Every digested Conehead fills the test tube a bit more. When the tube is full, the wall collapses, and out you go.
  • With every Conehead that gets chewed up and poured into the test tube, you’ll be one step closer to getting out of this room!
  • Every time a Conehead gets safely from one side to the other, a Bottrock is spawned! So get the hang of the buttons quickly, and push those Coneheads into the fan—or you’ll never see the end of the Bottrocks.
  • Keep working until the Test Tube is full and the wall collapses. Then move to the exit teleport.
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Area 4: Bottrocks, SODs, and Generators: Oh My!

  • In this room you’ll use your Pumpernickel to clear out some of the many Bottrocks facing you.
  • Move to the center of the room and decommission this Generator with whatever you have at hand. You don’t want to keep fighting Bottrocks forever.
  • With the Generator gone, turn your attention to the Spheres of Death. A few Baguettes should make short work of these evil orbs.
  • Continue through the room and down the ramp, where you’ll find these two bad-tempered Birdbrains just waiting to end your life. You can do it, Doc; take them out with extreme prejudice.
    • Baguettes are ideal for slaying the Birdbrains because you can fire blindly while you’re on the move and not worry about your “seeking” Baguette hitting its target. On the other hand, Baguettes are in short supply. A better choice may be to just use Atomic Toast and try to line up your shots while you keep moving in order to avoid the enemy.
  • The telepod guarded by the Birdbrains is your next objective. Hit this button to activate it, move down the large ramp to the telepod, and head into the next room.
  • In this room you’ll first have to deal with the Birdbrains and SODs before you can even hope to take a closer look at the puzzle.
  • With the enemies all gone, you can concentrate on the task at hand, which is removing the force field from around the Posatronic Doohickey. (See Doctor’s Orders 3.2.)
  • Doctor’s Orders 3.2: Solving the Doohickey
    To get the Posatronic Doohickey, you have to stop the flashing of the lights on the blue colored lights in the circle of flashing lights. Huh? you say. This sounds confusing, but it really isn’t. In fact, it’s tailor-made for the Doc’s scientific mind.
    • There’s a circle of flashing lights in front of you, most of them red, but three are blue. The lights are flashing in a circular pattern. Near the flashing circle are three buttons on small pads; when you step on one of these buttons, it stops one of the flashing lights. Your goal is to stop the flashing lights that are on the three blue lights. It’s sort of like musical chairs—when the music stops you must sit down—but in this case you must hop on a button to stop the lights where you want them stopped. When all three blue lights are no longer flashing, the Posatronic Doohickey will be accessible.
  • Step on one of the buttons to stop one of the circling lights. If it doesn’t stop on a blue light, reset it and try again.
  • Move to the second button and do the same. On the last button (shown here), you’ll have to time your jump on the button to correspond with the last moving light.
  • When all lights are solid blue, the Posatronic Doohickey force field is disabled.
  • Jump on this platform to ride up to where the Posatronic Doohickey awaits.
  • Grab your reward, and then you and the Posatronic Doohickey can get out via a nearby telepod.
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Area 5: The Moving Corridors

  • You are transported to a mesh corridor. Pass along the corridor to the teleporter, which will take you back to the main room (the one where you started, in Area 1 of this level).
  • Remember that hallway you ignored in the beginning of Level 9, when you were after the Mr. Fizzy? Well, now’s the time to check it out. So pick up any nearby Baguettes and Pumpernickel and get going.
  • Wind your way through these hallways until you get to a long corridor with a very unusual red floor.
  • This floor is constantly moving. It has one piece that moves from back to front (in the direction you’re moving). If you allow it to get underneath you, you’ll drop into oblivion!
  • Walk—carefully!—along the corridor with the moving floor, jumping into the side alcoves to let the dangerous gap go by. Once it does, follow it to the next alcove.
    • Stay alert, Doc. You’ll have to be quick to make it into each alcove before the space gets to you. Spend a few moments timing the movement of the space, and then maneuver so that you can maximize the amount of time spent with solid floor beneath you as you traverse this dangerous corridor.
  • In the next room you’ll have to deal with a pair of Hosers. Take them out with no mercy.
  • Proceed down the hallway until you get to this room. Move forward and hit the blue button ahead of you.
  • The wall drops, and here comes a Bottrock. Fight him off and do him in. When he’s gone, you’ll see that there are now two blue buttons. One of the buttons opens the next wall, so figure it out.
    • As much as I’d like to be able to tell you the order of the buttons to press, they’re randomized, so I can’t. You’ll have to figure them out yourself (unfortunately), but if you concentrate on making sure that all enemies are dead before you attempt to figure things out, you’ll be able sort it out easily. It’s a good idea to write down which buttons work so that you won’t get frustrated each time you go back.
  • Don’t get impatient when you see that you have to choose buttons again (four times). If you goof and hit the wrong button out of any of the pairs, you’ll have to retreat to the very first button and reset the sequence.
  • Once you’re through the last row of buttons, you’ll be attacked by three Hosers. Kill them and head out through the doorway at the back of the room.
  • Here’s another corridor with a moving blank space on the floor. Study the pattern and run down the corridor, stepping into alcoves whenever the gap passes.
  • Now there are two spaces right beside one another so be sure to wait for both to pass before you move ahead.
  • You’ll pass down this hallway, as well as a room with Hosers, on your way to one last challenging corridor with a moving space.
  • This one is the trickiest of all, but your strategy is the same as for the others. Just take your time to figure out the pattern, and move quickly when the gaps have passed you by.
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Area 6: Buttons, Buttons Everywhere

  • This area has several Hosers and at least one Birdbrain gunning for you as soon as you enter. Note the rows of buttons in front of you.
  • The Puzzle of the Buttons
    The puzzle of the buttons stands between you and the Dimensional Destabilizer, the last item you need to acquire in the game. The buttons are randomly assigned. To solve the riddle and figure out which buttons you have to press, move first to the yellow button at the back of the room. Press it and look up at the ceiling, fighting off the Hosers and Birdbrains. There you’ll see a show of red lights corresponding to the required buttons on the grid. This red-light clue makes it a heckuva lot easier to get the right buttons pressed.
    • Pay close attention here, Doc, and think fast! The red lights on the ceiling flash for only a second, so use a bit of your brilliant photographic memory to record which buttons to hit. It may take you several tries. Don’t give up!
  • Hitting this yellow button produces a pattern of red lights on the ceiling, which tells you which buttons to press on the floor.
  • Pop those buttons in the correct order, and the doorway breaks away. There it is—the Dimensional Destabilizer!
  • Grab the Dimensional Destabilizer and hop into the teleporter.
  • Walk down this mesh hallway and jump in the telepod at the end. You’re returned to the room back in Area 1 of this level.
  • You’re almost done: Shoot the phone booth three times with Pumpernickel to end Level 9, but watch out for the Birdbrains standing guard!
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~Anubis
DATE: 28/01/2026 17:06
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~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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