O---------------------------------O | JAZZ JACKRABBIT FAQ/Walkthrough | O---------------------------------O v2.0 Complete with solutions and hidden secrets! Written by Snow Dragon (C) 2001-2002. All rights reserved. TABLE OF CONTENTS ================= I. Updates II. Intro and Notes III. Helpful Techniques IV. Controls V. Items and Weapons VI. Bonus Stages VII. Walkthroughs for All Episodes ** Episode One - TURTLE TERROR ** Episode Two - BALLISTIC BUNNY ** Episode Three - RABBIT'S REVENGE ** Episode Four - GENE MACHINE ** Episode Five - THE CHASE IS ON ** Episode Six - THE FINAL CLASH VIII. Credits and Copyrights UPDATES ======= 3-17-02: Some of my older walkthroughs are starting to show their age and are in much need of an update in order to look like the other newer ones I've written. Formatting issues and text changes were in order for this update. In retrospect, this isn't a very thorough walkthrough, but at this particular juncture, not a lot can be done to change it. INTRO AND NOTES =============== Hi! Aren't I a bit perky today? This is my sixth walkthrough - the one for Jazz Jackrabbit, Epic Megagames' perfect clone of Sonic the Hedgehog. Whereas Sonic is a blue hedgehog who pounces on his enemies to destroy them, Jazz is a green rabbit with a huge gun. I think we've established which of the two is cooler. Before you dive headfirst into Jazz, there's a few things you need to know about the game, the walkthrough, and the pain I went through to bring it to you. I don't expect sympathy. ** Since I played through the whole game on a laptop, the excessive speed made everything a blur. It gave me a headache. Also, my butt was sore, so it hurt a little bit to sit on the area rug in my room. Please, don't cry for me. ** The game has four difficulty settings. I played the game on Easy because there is no discernible difference in the terrain - there are just more enemies and less time to kill them on harder settings. That and the last thing I need is 50 guns firing in my direction and me not being able to see them because of this laptop's LCD screen. ** Anything not mentioned in the walkthrough probably has its own section. Check the Table of Contents before e-mailing me. ** And speaking of e-mail, the place to get a hold of me at is . I answer all mail that is directed to this account, so don't be afraid to send whatever it is you find expedient to tell me. ** I can't think of anything else that I need to inform you of. Let's get on with the walkthrough! HELPFUL TECHNIQUES ================== Y'know, just in case... ** Even though the manual says to run as fast as you can, I wouldn't recommend this. It's best to take it slow in some areas, unless you're on Hard or Turbo difficulties, in which I would suggest you blaze through as swiftly as possible. ** Shoot everything, from enemies to item containers to signs. ** When you are running you can jump higher. Use this to find hidden areas. ** Try to shoot walls that you think are suspicious. They may lead to a secret area - or maybe even a secret level... (insert Dr. Evil pinky-to-mouth gesture here) ** At the end of every level, the game shows you a percentage of what you found in that particular level. There are two separate displays, one for enemies and one for items. Although it doesn't affect the game in any way other than giving you a perfect score bonus, it's fun to see how much you can find in the time given. ** Save your good ammo for bosses and tight situations. ** When you get an AirBoard, backtrack and see if you missed anything that may have been out of your reach or your range of vision. CONTROLS ======== A word on how to effectively manage your bunny. KEYBOARD Left/right: Move Jazz left and right. Up: When held, Jazz can see farther up. Down: Duck or look farther below. You can shoot while ducking. Ctrl: Cycle through weapons. Alt: Jump. Space: Shoot. P: Pause. Esc: Bring up the options menu. T: If you can't take the game's blinding speed or have problems with fast-moving animation (such as if you have epilepsy or vertigo), press T to make the game move at half its normal speed. JOYSTICK Button 1: Jump. You're gonna have to see what Button 1, Button 2, etc. is because I don't know what kind of joystick/controller you have and I can't do it for you. Button 2: Shoot. Button 2 + Up: Cycle through weapons. Up: Look up. Down: Duck or look down. If your joystick has more than two buttons, you can use Button 3 to cycle through them. ITEMS AND WEAPONS ================= The heart of any action platform game. ** Ammunition comes in twos and fifteens. The small floating orbs give you two of a weapon, while the large stationary ones give you fifteen. TOASTER: Jazz's gun emits a large fireball. LAUNCHER: A small blue capsule bounces along the ground. RAPID-FIRE MISSILES: Two green torpedoes branch out in a V-shaped form. Useful when you have collected several Rapid Fire guns. BLASTER: Jazz's normal gun. It gets the job done but isn't just extremely cool. ** Jazz also encounters several items on this mission that will help him get around easier. TNT: Blows up all enemies currently on the screen. Highly useful in a jam. RAPID FIRE: Shaped like a floating blue gun. The more of these you find, the faster that bullets come out of the barrel when you hold down the firing button. JUMP AROUND: Shaped like a red shoe with a spring on the bottom. The more you get, the higher you can jump. Works especially well while Jazz is running. HIP HOP: A small caged bird that will follow Jazz if he releases him. This bird will fire at enemies that are in close range, and how! He is a good companion to have around, but will split if Jazz takes one hit. FAST FEET: A monitor with a shoe on it, not too dissimilar from the ones in Sonic's games. Shooting one will make you run so fast your head will spin! It is only temporary though. FALLEN STAR: Provides 15 seconds of invincibility. RED GEM: Transports Jazz to a bonus stage when he finishes the current stage. See the section "Bonus Stages" for more details on what the bonus levels are like. AIRBOARD: A hoverboard that Jazz can fly around on. SHIELD: A monitor with a yellow diamond on it. The shield will protect Jazz from one hit. FIRE SHIELD: A monitor with an orange diamond on it. The fire shield will protect Jazz from four hits. 1-UP: In this game, shaped like Jazz's head. CARROT: Restores a little bit of energy. HOURGLASS: Adds one minute to the clock. Useful on Hard and Turbo difficulty settings. BONUS STAGES ============ A nice distraction from the pressures of the real game world (as it were). ** You can get to a bonus stage by picking up a red gem within a level. You go to the bonus stage after completing the level you found the gem in. BONUS STAGE CONTROLS -------------------- Up: Move forward. Left/right: Turn left/right. Down: Move in reverse. Alt: Jump. Space: Roll. You have little control over Jazz while he is rolling. F1: Adjust the detail level in case the game runs slower. This will allow the game to run faster while cutting down minimally on graphic detail. ITEMS AND OBSTACLES IN BONUS STAGES ----------------------------------- EXIT SIGN: Kicks you out of the bonus stage regardless of how far you are. BLUE GEM: You have to collect a certain amount of these to beat the bonus stage and earn an extra life. HOURGLASS: Gives you a little bit more time in the bonus stage. SPINMEISTER: A yellow piece of land that spins you around and around. WATER/SLIME: Slows you down. Jump over it. WALKTHROUGHS FOR ALL EPISODES ============================= Episode 1 - Turtle Terror ------------------------- DIAMONDUS LEVEL 1 If you jump on the tree directly in front of you at the beginning and then make a running leap to the wall above it, you will find that you can go right through. Find your way through the invisible wall to get a Hip Hop, a companion that will serve you well if you move slowly. Let the bird do your shooting for you as you move on. Get the three Toaster orbs and eliminate the turtle in front of you. If you shoot the wall across from the hole, there is a carrot in that wall should you need it. When you fall down the hole, go to your left. If you keep moving and killing bees you will find a fallen star. Get it and run as far as you can. Getting to the checkpoint would be making good progress with the star. Shoot the sign. If you shoot the wall just up and left from the sign (you have to be outside the cave), there are some items in there to get. Going from the checkpoint, kill the bee and get the disks and then jump through the wall to your right. You can get Rapid Fire in here. Exit the wall to the right and kill the turtle. When you come to the blue and green ledges with lots of turtles and Toaster orbs, keep moving up. At the top where the water flows out, you can go through that too. Get the disks until you are all the way to the right, then exit out to the left. If you hang a right, you can get more Rapid Fire. Shoot the exit sign. DIAMONDUS LEVEL 2 You can get several RF-Missile orbs by hanging around in the trees, but if you want to find the real stash, go down and to the left at the beginning. Keep staying against the left wall as you advance downward. Eventually you should be able to go through the wall next to the red spring. In this narrow hallway you can find many RF-Missile orbs, an extra life, and two fallen stars. When you get the stars, start hauling butt to the right. When you make it back up onto the bridge, there is a yellow shield to your right. In the cave with the red, green, and blue springs, you can find several items, such as more Rapid Fire, another 1-up, and a Hip Hop in case you lost yours. Go out through the lowest exit and drop into the hole that the down arrow points into. This cave has a checkpoint. Go through the hole next to the checkpoint sign. You should find the Fast Feet in here. Run as fast as you can, but when there is a fork in the path (it should come early while you are running), make a right and go through the wall. There is a 1-up at the exit if you go there. There are a lot of disks in this passageway and no enemies, so you can run without fear of getting hit. When you find the blue spring room, jump on the first one and hold left. You will go through a faux wall and see a sign with a question mark on it. Shoot it to go to the secret level. If you missed it and didn't go to the secret level, keep reading. Run up the huge slope and go left into the cave. This is where you find the gem for the bonus level along with several more Rapid Fire guns. Exiting the cave to the right will take you to the exit. NOTE: If you make a running jump off of the exit sign to the right, you can earn a 1-up sitting on a high ledge. The first Episode 1 bonus level requires you to get 30 blue gems. DIAMONDUS SECRET The coolest secret level by far - you actually become a Hip Hop! There are no enemies as far as I know (remember, I played this game on the Easy setting just so I could find secrets without the hassle of enemies and such), and there are several Toaster orbs and small red stars to obtain. Explore as much as you can, and when you've found everything, go to the boss. (This is also the only secret level with a boss.) He is a turtle that stands still provided you do the same. Move down ever so slightly, but not so much that you get hit. The distance you get knocked back for getting hit is incredible. Gently move down and use your Rapid Fire on him to take him out. TUBELECTRIC LEVEL 1 Go down the first tube and hold left to get a yellow shield. Continue through the pipe and when you come up out of it, kill the four electric monsters to the right. You'll get your first Launcher orbs here, and if you go through the wall to the right of them there are more down there. All the way to the left are more Toasters and some Rapid Fire. When you want to go in the tube that leads to the right, jump up to it. That tube will spit you out into another one. You can get yet another extra life if you hold right while speeding through the tube. The next area is a vast expanse of lasers and items. Get what you want and move on. After you make it to the checkpoint, the next area is a black-and-blue set of one-way pipes. Each room only leads one way, so it's easy to find your way through. Just avoid the lasers and get the ammo and trinkets in each room. Once you're out of the dark area and back to normal lighting, it's a straightforward path to the exit sign. Just avoid the lasers and shoot through the electric walls. TUBELECTRIC LEVEL 2 Keep going through the black-and-blue areas until you fall between two electrical walls. Shoot through the one to the left and keep going until you see a laser machine next to a Toaster orb. If you go through that wall, you can get a lot of Rapid Fire, RF-Missiles, and fallen stars. Go through the wall to the right to make it back to the normal area. When you exit the black-and-blue area you will be at the checkpoint. A whole mess of electric monsters is up ahead, so take the tube in the ceiling to bypass them. The path forks here, either up or down. Taking up will ultimately lead to the downward path, so take the lower fork. When you get to the blue spring, keep to the left and you'll get the red bonus level gem. Use the red spring for a boost and then go right to make it to the exit. In the second Episode 1 bonus stage, you have to obtain 35 gems. MEDIVO LEVEL 1 Instead of foraging ahead to the right, go down and to the left to avoid the glut of enemies. There are several Toasters and golden chalices down here that you can get. Shoot any of the helmet monsters that descend from above and go through the small hole to get back to the upper level. Take the twists and turns through the "maze" ahead (I put "maze" in quotes because it's only one-way). You will have to use RF-Missiles to kill the flying swords because your normal blaster cannot reach them from a standing position. You can either go up or down when you reach the end of the corridor. Go up if you want items, down if you want to continue through the level. If you do go up and go all the way to the left on the ground, the spikes up against the wall on the ground are fake - you can walk safely on them. Go through the wall next to them and up to get a shield, which will probably not last long. If you go down, you'll find the checkpoint. To the right are two carrots; to the left are balls on chains that you need to ride across to proceed. When you make it to the four Toaster orbs that appear trapped in the wall, you can jump through the floor under the one to the far left. When you get to the AirBoard, keep moving. It will go away shortly after you reach the checkpoint. Coming up soon is another corridor where you have to use RF-Missiles to take out the flying swords, and then another ball-and-chain ride. If you hold right when rebounding off the elevated red springboard, you can find a few hidden Rapid Fire orbs. Shortly thereafter is the exit. MEDIVO LEVEL 2 You'll start out on a castle-like landscape. If you fall between the "towers" you won't find anything except springboards to take you back up. Take the long freefall and go to the left to get a fallen star. Shoot the early checkpoint sign. Don't worry about any items to the left. Just go to the balls-and-chains and fall. You'll find a hole between the layer of spikes. To the right are a few items and a lot of carrots, and to the left is a red gem. Jump on the blue springboard until you land back on the ball and chain and then go back to the left when it's safe. There is another long freefall here, so get what you can on the ledges and such and move to the right. When you start going left, there is another fallen star. Take it and run with it, but remember to shoot the checkpoint sign. You will have to jump to some of the ball-and-chain platforms up ahead instead of having to simply walk to them. After these balls-and-chains are more flying swords that, yes, you must shoot with RF-Missiles to effectively kill. Get the fallen star by way of the invisible floor above you. You can get it with Launchers when you make it to the top, but this is easier and you can save your RF-Missiles for the boss by doing it. At the red springboard to the right, keep holding to the right to find a caged Hip Hop. Shoot the cage to release him. Let him handle all the flying swords; he's far better at it than you, probably. When you are on the silver platforms just before the exit, make your jumps carefully. Don't land on the spikes, as it's a long trip back if you do. The bonus level in Medivo demands 25 gems for an extra life. EPISODE 1 GUARDIAN Devan is in a saucer with a drill on bottom that can take out bricks below. He also fires Toasters when you are in close range. If you have rapid-fire capabilities, equip your RF-Missiles and fire from the safe alcove when he gets in range. Deplete the energy bar to destroy him. Episode 2 - BALLISTIC BUNNY --------------------------- LETNI LEVEL 1 Look out for the bugs that crawl along the floor. They aren't so bad on Easy, but on harder difficulty settings the small mechanical insects become quite multitudinous. You can also shoot through the computers with the red static screens to find other goodies. The level maintains its monotony until the point where you are sucked up by magnets and see a fallen star and the Fast Feet item together. What a coincidence! Use them both to your advantage (that is, run with reckless abandon). When you get to the checkpoint sign, be a little more careful as to where you run. If you hang to the right when jumping off the edge, you can make it to a room with a bunch of Launchers and a Hip Hop. Shoot the wall behind where the Hip Hop was and you'll see a 1-up in a room with eyes on the computer monitors. Advance down the hill and then up the next one to complete the level. LETNI LEVEL 2 There is a fork in the path early on in the level. You should see an arrow pointing down, but nothing suggesting that you venture on and see what is to the right. Since I'm a Stalwart Explorer, I'm going to tell you to go to the right. When the magnet pulls you in, jump to get a huge boost to a ledge with two Toaster orbs and a Hip Hop. Fall down the hole next to the magnet, killing the bugs and obtaining the Toasters. When you meet the checkpoint sign, go to the right and blast through the bugs and the barriers. There is a 1-up above the diamond ledges. Fall down that hole, do away with the barrier, and what do you see but yet another branch in the path? There are so many ways you can go in this level, and I will only tell you the best way to go, which is the lower path. If you can break free of the pull of the magnets both on the ceiling and on the floor without getting sucked to the upper path (which is designed so you can easily backtrack to the lower path), you can get three Toaster orbs and two fallen stars. Go to the left and duck into the corner on the lower right, which yields an hourglass should you be low on time. Find the yellow shield and fall down the hole to the left. You'll be at the very bottom of the level, but you can quickly make your way back up. It is to your benefit to have kept the Hip Hop so that he can blast away at bugs that you may not be able to see. In the area where you are going down a slope and the four magnets pull you up to the ceiling, stay hard to the right to get some Rapid Fire guns. The red bonus gem is just near the exit, above some fallen stars at the foot of another incline. Fall down the hill at the top to make it to the exit. There are 30 gems to earn in this bonus stage. TECHNOIR LEVEL 1 Having the bird here at the beginning helps, as two spiked balls are coming straight at you. Fire at the bottom one with your own guns, then if the Hip Hop hasn't taken out the top one, take matters into your own hands. When they are both dead, fall down the hole. The next part is all about falling blindly. You may take some totally unreasonable hits, resulting in the loss of your bird and maybe a few bits of energy. Ultimately you will make your way all the way down and to the right. Shoot the turtle on the rocket and keep moving. There should be a winding passageway with several spiked balls up ahead. Bust out your rapid fire, but be careful that the jumps from the conveyor belts don't make you run head on into the enemy. When you get to the area after the red springboard, shoot and jump at the same time. If you are using the keyboard and playing the game through Windows, hold Spacebar and then Alt or you will taken to the desktop and the game may force Jazz to keep moving to the right regardless of the buttons you press. This is a horrible situation to be in - it's happened to me already a few times while compiling this walkthrough. When you reach the checkpoint, go to the left where the EPIC water towers are located. Take a running jump from the one on the left to obtain four charges of dynamite, a useful tool for when you are in a jam as it annihilates all enemies on the screen in one explosion. To the right is a row of about six EPIC water towers. Move to the area below that with all the items. It's a longer route to make it, but there are more things to get. Find the area with the unicycle springboard and move against the wall. When it approaches you, it will bounce you up through a one-way floor. Despite what all the arrows made out of items say, continue your sojourn to the left. There is a Hip Hop on top of a large column of blocks, and just above the exit sign is a one-hit shield. TECHNOIR LEVEL 2 They gave you rapid fire for a reason. Until you make it to the checkpoint sign, don't let go of the shooting key/button. The checkpoint is buried in the midst of several EPIC water towers. Shoot it, as it is pretty early on in the level. All the way to the right are more TNT charges. When you've gotten everything that you want on the ground, jump on top of the platform next to the leftmost water tower and then take your running bound to the right. This leads to a thin pink platform from which it is easy to access all the others. Keep moving up. Ignore the unicycle springboard here - the turtle in the tank will almost always get you, and the one-hit shield simply isn't worth the effort. Instead, wait on it to get directly under the up arrow to the right and then jump on it. Shoot the bottom spiked ball in every column and then duck under the others. Keep moving to the right. After the next unicycle springboard (which is almost completely safe except for one turtle on a rocket that may unexpectedly descend from above, go to the left at the top. This is a hidden passage that goes under a wall and can get you a Hip Hop. When you go to the right, there is a carrot against the wall. The exit sign is on top of a high platform. Instead of shooting it, go all the way to the right through a hidden corridor to reach the... TECHNOIR SECRET This is the first secret level I ever found. The key to getting around is in the springy shoes. They are hidden behind a wall at the far left of the level below where you start. Other items in this jackpot area include Fast Feet, a Hip Hop, and an extra life that I can see but that I am as yet unable to find the path to. ORBITUS LEVEL 1 Find the alcove with five Rapid Fire guns and go through the wall to the left. You'll find that when you try to go back through it, it bounces you away. You will use this bouncing wall technique to maneuver through most of this planet. If you lose your Hip Hop from Technoir Secret, there is another one just after the wall I just mentioned. Make your way as far to the right as possible and fall down next to the bouncy wall, but don't hit it. Keep moving until you find a Launcher orb jammed between two platforms that move you around to the right. If you fall between the bouncy walls here, you get an AirBoard! Yeah! There is nowhere to go with your AirBoard but up. Shoot the blue eyeball creatures that sit eerily still. The one at the top is blocking the checkpoint sign, so do away with him and shoot the sign and the eyeball monsters ahead of you. You will lose your AirBoard at this hole, where you will obtain almost 60 (58, to be exact) RF-Missiles. Not only are some of the walls in this next area bouncy, but so are the floors. Concern yourself only with making it to the middle, which leads up to an ascending corridor with bouncy walls on both sides of you. Carom off alternating walls to reach the top, and then let the Hip Hop handle the metallic snakes that move back and forth. The bottom area with the funny gold ledges is literally swarming with the gray snakes, and it is within all likelihood that you will lose your Hip Hop if you haven't already. Take out those snakes which are directly in your line of fire and avoid all the others. When you come to the bouncy floor, kill all the blue eye creatures ahead. The exit is just under the end of the bouncy floor. ORBITUS LEVEL 2 Go down where the first arrow pointing in that direction tells you. All the way to the left, beyond the boatload of Toaster orbs, is the red gem. Can you keep it throughout the remainder of the level? Use the unicycle springboard to get back up to the top. If you don't want to get hit by the gray eyes, use Launchers from a safe distance. Ride the purple lift all the way up. If you let Jazz get crushed in the ceiling, you'll hear a sound similar to Jazz getting put through a synthesizer/cheese grater. That's how I describe it - come up with your own fancy wording. Take the bouncy floors over every enemy in that area. They will almost always hit you - every single one. Don't give place to enemies that don't merit it (in other words, don't kill anything that you don't need to make contact with in the first place). You will only make it harder on yourself by trying to shoot them down. Keep holding to the right so the bouncy floors don't spring you up. You should go through small corridors if you keep holding to the right. At the end you will be rewarded with three carrots, which you probably need by now. Beginning at the fast-moving purple ledges, you will find the checkpoint. (Finally!) Keep moving right along. At the end of the first set of purple platforms is a fallen star, although the jump required to get it is extremely hard to execute. Try not to fall into the spikes at all. There are bouncy floors below most of the platforms, so don't worry too much. At the end of these purple platforms, let the blue ledges carry you to a 1-up. After getting it you will have to make a long jump between narrowly set bouncy walls. The jump takes place so quickly that Jazz will beat the scrolling screen, but if you hold either direction you'll make it safely up to the ledge. After a bounce between two more widely separated walls, the next drop will lead to the exit. EPISODE 2 GUARDIAN To beat Devan, who is now riding an ostrich that can fire Toasters, just stand on the ledge that you start on and keep firing your normal gun rapidly. Although this is a slow method, it's not as risky as going out on the floor to take him down. Slowly but surely wins this battle. Episode 3 - RABBIT'S REVENGE ---------------------------- FANOLINT LEVEL 1 Right away you should be able to tell that the fans will blow you upward via streams of air. Go down at the first arrow and get the Launchers on the thin ledge. When you fall off of that one, move to the left and you can get a fire shield. Kill the plant up against the wall with Launchers, then keep moving and kill any tanks/plants that get in your way. Use the fan ahead to get six Rapid Fire guns. Run past the waterfall and onto the blue platform. Jump up onto the glass cases to get to a blue spring. To the right, there is a yellow one-hit shield. Getting it will not override your fire shield if you still have it. To the left is a red springboard. If you keep on moving left, there is a faux wall with FIVE fallen stars behind it! Wow! Backtrack to the red springboard and keep progressing up. There is another hidden wall farther up where you can get a Hip Hop and a lot of Toasters and Launchers. The checkpoint sign is across from this hidden wall. If you make it all the way to the upper left corner of the level, there is another fire shield with several Launchers down and to the left of it. Go to the right from this secret area. Although it is a long run to the exit, there are relatively few enemies to thwart you. FANOLINT LEVEL 2 Jump over the spikes in the floor to the safe ledges. Let the fans take you as high as you can go. A series of plants is on the uppermost level, but the reward is worth it - fallen stars at the end. When you get them, run to the checkpoint. Hold the down arrow key so you can stay grounded and shoot the sign. Repeat this for the turtle in the tank. To the right of the checkpoint sign is a hidden room containing a Hip Hop. Fall down the narrow hole and go to the left when you get to the bottom. The red gem is hidden in a complex network of fake walls. An arrow pointing to the left lies before a thin corridor that leads to the exit. SCRAPARAP LEVEL 1 As with several levels in this game, you can opt to go down and to the left at the beginning instead of to the right. Do not go this way or you will get trapped. There is no way out once you get all the way to the checkpoint sign. Instead, just move along to the right from the beginning, getting the one-hit shield and the Hip Hop along the way. At the checkpoint sign there is a large electromagnet. Use it to get up the small corridor at the top. In the next open area, the electromagnet to the right is only activated when you jump, so use it to get over the spikes. Another one will start pulling you when you get in the hole below that one, and then another one will when you jump over THAT one. Fortunately, the exit is just to the left. SCRAPARAP LEVEL 2 There are several electromagnets at the beginning that can carry you to different corridors containing many different items. Those gray-shelled lizards with the vacant eyes will fall from the most annoying places. If you're on the Hard or Turbo settings, you'll want to be sure to get the hourglass in the upper right corner. A Fast Feet monitor marks the end of these passages. Get it and run like the wind until you run into the checkpoint sign. Take the drop to the left. When you get the AirBoard, move up and be careful of the small guns that follow you - they're everywhere here. The one-hit shield might help you, and there is a 1-up hidden among the pipes in the ceiling. To the right is the exit, but if you keep going past the exit as you did in Technoir, you'll happen upon the... SCRAPARAP SECRET There's not much to say about secret levels anymore. As far as they go this is one of the shortest but still contains plenty of useful items. I wouldn't leave here without getting the Hip Hop and the fire shield. MEGAIRBASE LEVEL 1 If you don't have the bird at the beginning, either fire upon starting the level or duck out by moving down, because the first missile out will hit you if you don't do one of the two things I just mentioned. Use the looking-down ability at the first hole to make sure you don't blindly fall into a missile. The things to do up ahead are to kill the turtles with the guns and get the Rapid Fire. Use the rocket-propelled springboard to make it up to the checkpoint. To the left is a Hip Hop, and if you go through the invisible ceiling you can get some more ammunition. Shoot the checkpoint sign and get on with it. Another batch of turtles with guns and missiles are up ahead. The bird is a valuable asset to have with you, as is the fire shield you got a while back. When you come to the fallen star, run and let the bird do your shooting for you. A rocket springboard will give you the momentum to get to the next area, where if you go all the way to the upper left corner you can find a hidden wall that takes you to a cache of RF- Missiles. To the right is the exit. MEGAIRBASE LEVEL 2 Fall down the hole and shoot the missiles that come at you, and when you jump on the springboard, go to the left through the faux wall to get the red gem. Head back to the right and shoot through the barrage of missiles, which in these small corridors are easier to shoot than the haunted flying swords from Medivo. When you get to the Fast Feet, but if you're low on your fire shield, watch out for the springboard or you could end up losing your bird. At the checkpoint, go all the way to the left and get the several power-ups that allow you to jump higher. You can use these to get to the high ledges up above. The effects of the shoes stay with you for the rest of the level, so you may make a lot of jumps that you didn't want to. The rest of the level is just shooting turtles, electric things, and missiles. Be sure to get the fire shield before you leave. EPISODE 3 GUARDIAN Very easy. If you have lots of Rapid Fire, then equip your RF-Missiles and shoot him when you see him, making sure to duck into the holes so you don't get run over. The RF-Missiles will take Devan out quickly. Episode 4 - GENE MACHINE ------------------------ TURTEMPLE LEVEL 1 For a nifty shortcut, get the Fast Feet and run (you may get hit a few times because of the scorpions). When you run up the grassy hill, leap up to the wall. There are no items up here - it's a shortcut around an otherwise very difficult area. Get the Hip Hop and, if you wish, backtrack for the 1-up. Remember that the bricks in the air fall after you stand on them for a while. After the checkpoint, get the items that you can and go until you come to an area where rocks roll along some very spiky cacti. Hitch a ride on the boulders to make it across. You can do something similar in the area above which leads to a star. Run with that star to the area with the blue springboards interspersed among the cacti. The last one leads to another floor - shoot the turtles with jetpacks and then find the exit. TURTEMPLE LEVEL 2 Fall straight down from the column at the beginning to get some ice cream. The first inside area is relatively easy. When the arrow points up, follow it, but don't follow the one pointing to the right just yet. A 1-up is farther up if you are willing to keep moving. When you get it, THEN follow the arrow to the right. This area is kind of a maze. In this maze, find a wide open room with invisible walls at both ends. If you go through the one on the right (and you're in the one I'm talking about) you should go outside and to the right to find the red gem. Go back into the maze. Your highest priority in the maze is finding the AirBoard. This will allow you to reach the uppermost area that leads to the maze's exit. You will know you are near the end when you find the turtle guarding six TNT charges. You will lose the AirBoard once you leave the maze. Get the Fast Feet above you and run, but with caution. Get past the turtles and the exit will be just nearby. There are some goodies if you keep going to the right though. NIPPIUS LEVEL 1 The snowmen in this world stay stationary and are done away with in one hit, so they shouldn't be too much of a nuisance to you. The penguin skaters aren't much worse, but they do always skate slowly so you can get a good shot at them. When you fall down the thin hole after the second penguin skater, get the Hip Hop to the left. He's very useful, but you've gotta be careful where you make your jumps so you don't lose him. In the slippery icy area past the checkpoint, there are two paths you can take. There are several pits with blue springboards in them. If you take the first of these, you can go to the left and find something that is very much worth your while. Jump to ledges using the red springboards until you find one with an invisible wall that leads you to a green springboard next to a blue one. Jump on the green one and hold to the left. If you make it, you won't jump on the red springboard and be lifted far up to a place you don't want to go to. Jump to the left and go down the long hallway to the secret exit. Another other pairing of blue springboards will take you to the normal exit. NIPPIUS SECRET I can't say anything that hasn't already been said about these levels, so I'll just give my usual advice - don't leave without the fire shield and the Hip Hop. It might also be nice to have the 12 TNT charges this level gives you. NIPPIUS LEVEL 2 Get the TNT charges with the red springboard, then go all the way back around and get the Fast Feet. Be sure not to hit the blue springboard when you go down or you'll have to run those four ice platforms over again. To the left of the blue springboard are some fallen stars. Get them and go back to the right, remembering to bound over the springboard. If you are adept with the springboards up ahead, you can get a Hip Hop. Once at the top, go all the way to the right to find a secret area. If you can't find your way around inside the secret wall, use the discolored panels to help you. Some red springs will take you back to the top. Backtrack to the left and go down the hole, making sure not to hit the red springboards. Get the fire shield if yours has been exhausted and go to the right, eliminate the turtles, and shoot the checkpoint sign up ahead. Ride the icy moving platforms across the spikes. When you get to the inside icy area after shooting the snowmen (which now take three hits to crumble), take the red spring that leads up and to the right. Kill the turtles on skis and then jump to the right before going down the hole. You can get some Launchers and the red gem. Once you have those things, go down the hole and to the right. A blue spring will allow you to get the red gem in case you couldn't the first time. Take the blue springboard all the way to the right to get to the exit. JUNGROCK LEVEL 1 Although this set of levels rewards the Stalwart Explorer who takes the time to find every nook and cranny, that's pretty much all there is to do. There is nothing exceptionally noteworthy about the first Jungrock level except for a few things that you need to know about it (it really is a short level). The enemies are very vibrantly colored and go well with the background. Make sure you look all around for incoming bees or snakes. After the checkpoint, hold Alt or the jump button on your joystick to get a better boost to the fallen stars. After the fallen stars, just run to the end of the level. JUNGROCK LEVEL 2 Let the arrows guide you to the checkpoint. Be sure to get the Rapid Fire below the platform you start out on. Again, remember the vibrant colors of the enemies make them harder to see - even more so in the levels with vines in the foreground. Just after the checkpoint, jump up to the tiny bamboo ledge in the wall. Keep jumping - they get spaced farther apart so you will have to probably walk off a little way and then jump. When you get to the top, go all the way to the left and get the red gem. When it comes to the area where you have a blue springboard and four ledges on each side, explore if you want to, but when you want to move on, the ledge that gets you out of that area is the second one from the top on the right. A green springboard will lead you up; go downhill to get to the exit. EPISODE 4 GUARDIAN Devan is no longer among the bosses, so he gets actual monsters to do all his dirty work for him. The thing is, this one is the easiest boss yet. Stand from the safety of the steps and keep firing. It doesn't take long to do him in this way. Episode 5 - THE CHASE IS ON --------------------------- MARBELARA LEVEL 1 Basically any small white cloud that's not moving is probably a platform. Use these to your advantage. The first set of white clouds is above the first tree in the level - they lead to an early 1-up. Keep moving to the right (don't fall down any holes) until you find a red springboard. Use this and hang around up in the trees. There are more white clouds at the top. To the left is an hourglass, but don't fall down and get the RF-Missiles. Take the cloud road to the right to take an easy escape from the large turtles with the guns and the trees that shoot pellets. Get the three carrots in the marble pit and go to the right past the lava. Get the Hip Hop and keep going to the right. This is just a long passage full of useless trinkets and more muscular turtles with guns. Take them and fall down the hole behind the first tree when you make it outside. There are several thin columns here, with lava below each one. To the left is a 1-up - make long jumps to get there. If you fall in the lava, you can prevent yourself from taking an injury if you jump out as soon as you land in the volcanic liquid stuff. The exit is all the way to the right. It is on an elevated pillar, but if you take the invisible corridor to the lower left of it, you can just as easily reach the... MARBELARA SECRET You don't need help with these anymore. I've told you a thousand times (well, actually three) what to get and where to go. MARBELARA LEVEL 2 If you go down the first hole you find and really get into exploring, you can find a boatload of secrets down here. You'll have to use your Launchers to reach some of them (hint, hint, cough, cough). Just duck and look for areas below the floor that have visible items. Use the blue springboard to get to the checkpoint, then go in the lava pool to the right. It's safe, trust me! Get the fallen stars and run as far as you can. The rest of the level is simple shooting and jumping. SLUGGION LEVEL 1 Get the Rapid Fire guns at the beginning. This is a useful spot for these in case you die and haven't made it to the checkpoint yet. Since there is SO much exploring to do in these next two levels, I am only going to provide a straightforward solution to save space. I could go on about hidden passages in Sluggion forever. Get the Rapid Fire at the beginning and move forward. Kill the light brown dragon things and get on the moving platform. Move as far up as possible until you find the checkpoint sign, then go to the right and begin moving down. When you get to the blue springboard, you can choose from several paths to the right. Take the first one up from the ground and keep going to the right, getting the little yellow dots on the pillars. Keep moving up and shooting slugs and you'll make it to the exit sign. SLUGGION LEVEL 2 Get whatever Launchers you can at the beginning and then go to the right. Take a ride on the moving platform and don't use the green springboard in front of you. Jump up to the platform with the Toaster orb and you can take a MASSIVE shortcut. Fall down there and move in the undeviating path until you get to the checkpoint sign. When you start going up and down hills (this is before the checkpoint), jump to the left when on the small one going down and to the left. If you keep going down there is a long corridor leading to the left that ends up at the very left edge of the level. Keep looking for a secret passage in the ceiling to find the red gem, then backtrack back to the normal course. After the checkpoint, keep on the bottom level and go to the right of the blue springboard. Explore over there before actually hitting it, then take it and starting going up and then in any direction as the arrows dictate until you come to the Fast Feet. Running madly without direction will lead you to the end. If you want a 1-up, make a running leap with the Fast Feet from the exit sign. You have to be very exact in the surfaces you hit to make the jump though. DREEMPIPES LEVEL 1 In the Dreempipes you will have to shoot small red buttons that increase the level of the liquid (you can't really call it water - I guess judging from the fuel tanks everywhere, we can safely call it fuel). Don't go in the pipe right in front of you at the beginning. Go up and find the first button. Any turtles that aren't swimming in fuel lie stationary and asleep, sitting still for an easy kill. When you shoot the first button, backtrack to the beginning and go through that first pipe. Swim up (press Alt or the jump button on your joystick to move up) until the fuel is at its top. Jump along the fuel tanks and on the green springboards to get some RF-Missiles. If you hold to the left on the leftmost set of green springboards you can get some Launcher orbs and a Hip Hop. Backtrack to the pipe below the fuel tanks when you're done and run through it. Follow the arrows to the checkpoint and then make your way around the mazes ahead, shooting the red buttons to make the fuel level rise. When you get to the final set of fuel tanks, the red buttons needed to make the water level rise are usually on alternating sides. One will take you to the exit, but if you keep going and finding the buttons you can find several hidden items, one of which is an extra life. DREEMPIPES LEVEL 2 This level is a bit different from the last one. The red buttons that you have to shoot to raise the fuel level are not as abundant, and most of the tubes you go through have holes in them and fuel merely trickles through, but has a strong enough current to carry you (it is easily resisted). The path is very direct up until the area with several pipes and a lot of fuel. You'll know where it is; you should drop down into it and find a lot of dead-end pipes. In here there is a pipe that goes in a circle but has a branching-off path that leads to the level's red gem. To get to the next room, find the pipe going to the left whose current is against you. Once you break past the current, go in the vertical pipe and to the right. It's a long path, but when you come out, stay higher up, and then go down to find the checkpoint. When you come to the point where you can go through a pipe or down, go through the pipe and you'll find the Fast Feet (Fast Flippers?), which in this case will allow you to swim faster. When you get to the next set of buttons, jump at the fuel's peak to hit the next one. This will take you to a straightforward area filled with several pipes, the last of which leads to the exit. EPISODE 5 GUARDIAN This one is a little more complicated than the others but is not hard. Go up to the bird. When she drops an egg, fire at it as fast as you can and destroy it. If you don't, a bird will emerge from the egg and hover around its mother as a shield. Destroy eggs until it stops grabbing them from its nest, then follow it and jump and shoot at it until it dies. Episode 6 - THE FINAL CLASH --------------------------- PEZROCK LEVEL 1 Go to the right and get the Toaster orbs, and then go downhill. Either deviate from the course and get more Toasters or go to the left like the arrow says. Jump over the spikes and blast the gold saucer enemies. These will probably be the most annoying foes in Pezrock. They can either move in a vertical or a horizontal fashion. Go to the right when you drop down the hole, avoiding the maces, snakes, and saucers. Go to the left when you drop down at the far right and snag some much-needed Rapid Fire. Go through the invisible wall to the left to find an hourglass. Backtrack to the hole and shoot all the saucers or avoid them as you trek to the left. When you come to the hole, hug the wall to the right and you can take a shortcut over the ground level. The maces in here start to get faster, so run quicker. When you come to the gold saucers at the green springboard, use Launchers to kill the first one and your normal blaster for the others. A plentiful supply of carrots is located to the right if you are low on health. Use the springboard and go to the upper left. Shoot the saucers with your blaster when there's a free chance. When you get to the uppermost hill (the one with the pillars that you can go behind), go all the way down and shoot the checkpoint sign on the palm tree. Follow the Launcher arrow to the right and kill the saucers, then make a running jump to the platform above. There is a unicycle springboard here that will follow you behind your back. Take it to the right edge and launch yourself to the narrow corridor at the top. Kill the saucers from the safety of your hideaway and then go down. Here are some moving platforms that go very fast and slow down only so you can board them. Keep riding them (you can get the items below them if you want, but usually it's a blind fall and may land on spikes) until you can go up to some more. Let the one just above you carry you to a fallen star. I don't care where you are, just make a mad dash for the exit, which isn't very far to the right. Just go as far right as you can and then take the slope down to the left. PEZROCK LEVEL 2 If you take a running jump from the second downward hill in this level, you can reach an area filled with several RF-Missiles. Once you've hit this hot spot, go down and jump to the area to the left. You can find some useful Rapid Fire here. Follow the path the arrows indicate until you reach the maces. Find a time when each one is away from a platform that you need to jump up to and then take those opportunities to go up. When you are out, keep going until you go down a hill and find a fallen star. Leap up to the suspended platform above the fallen star and hop on the AirBoard for a wild ride. Use it to navigate the maze at right. See if you can find the Fast Feet for some fun cruisin'. You'll lose the AirBoard shortly after you go to the left of the checkpoint. Take the plunge into the gap at the far left and then go down the hills ahead. When you reach the next cave, you can either take the lower path with the moving platforms or the upper path with the swinging maces. Take the swinging mace path and carefully plan out when you intend to pass a mace. Some move at a moderate pace and others move very quickly. If you make it past all of them, you can get some carrots and the red gem through a secret wall. Take the drop into the lower area once you possess the red gem. The exit is past all the saucers and way uphill to the right. CRYSILIS LEVEL 1 May I first say, this planet has the best music of any planet in the entire game. Moving right along... I'm just going to give the straight solution and not guide you off- course here because this is such a difficult area what with the turtles on hovering boards. Go to the right, staying on the upper level if at all possible. When you're as far to the right as you can go, take the old beaten down-and-left path and then the old beaten down-and-right path. There are two red springboards between each column, except to the far right, where there are blue springboards. Be cautious of the spikes above each column. Keep going to the right until you reach the bridges with golden spheres bouncing up at you like Podoboos (the fireballs from the Mario Brothers games). When you reach the first hole you can drop down to, take it and you'll land on the checkpoint sign. Hallelujah! Start running right. Go up the sandy hills and kill the spiked balls that block your journey up. When you go down the pit with the zigzagging item orbs, hang to the right. If you land on a sandy platform, go down one more and go in that hallway. Kill the spiked ball and go all the way to the right to the exit. Any exploring you want to do in this level is strictly up to you. CRYSILIS LEVEL 2 Not many levels in Jazz Jackrabbit require exact jumps, but this is one of them. Eradicate the turtles on boards and go up, bounding to each ledge with careful precision. When you make it to the rotating ledge, jump up and just move to the left. Get rid of all the spiked balls and go to the far left, plummeting downward and getting the RF-Missiles in your path. You'll land in an area with the Podoboo-like spheres, so run/jump past them as the opportunity arises. When you shoot the checkpoint sign, get the items located between the pillars. You'll get some of the springy shoes that you can have fun with. Make it to the rocket springboards and hold to the right when you jump on one. Don't hold back or you'll hit the spikes. Kill the turtles on hovering boards with Launchers or RF-Missiles if you feel the need to get them out of your way. Let the bridge ahead dip in the middle to get the fallen star. Run all the way to the right to get to the exit, or explore further to find the red gem. BATTLESHIPS LEVEL 1 You get an AirBoard instantly when you enter the battleship levels. With the one in the first level, just go as far to the lower right in deep space as you can to reach the secret level. More on that one in the next level solution. You'll lose your AirBoard once you get inside the spaceship, and from there it's basically a straightforward romp to the exit, with multiple pipe paths that can be taken throughout. Nothing really of note to be listed here. BATTLESHIPS SECRET Once again, a very linear secret level, but you can do some exploring outside the ship. Sorry, there's no fire shield or Hip Hop to get this time. BATTLESHIPS LEVEL 2 Get the hourglass at the edge of the ship no matter what difficulty you're on. Once you get inside the ship, kill the small bumblebee. If you take a running leap you can make it to the outside of the ship. Do all the walking around you want, but don't go off the edge of the ship or you'll be prancing around in outer space with no way to get back up to the ship. You'll actually be walking on the bottom of space, wherever that is. Once inside though, you need to go down. There are blue springboards here, and you can travel through any of the several one-way tubes in here. Go in the small passage at the bottom where there is no pipe to get the red gem, and go in the pipe above that to advance farther in the level. Kill all the firing machines and keep going until you get the one-hit shield. When you get to the checkpoint, go up with the blue springboard and get the Hip Hop, although I really doubt you'll be able to keep it very long. Go to the right and kill the bees going downhill. Up the incline you will have to make jumps to alternating ledges where the machines that fire at you are. Destroy each one, but be careful that their shots do not hit you. When you make it to the top, drop on down and destroy the other machines. Get all four carrots - the boss is just up ahead. Kill the machines guarding him and then fire at him. Retreat to the incline if you don't want to get hit, but if you hold down the fire button (assuming you have Rapid Fire at this point), you ought to be able to take him out easily. Prepare for the final battle... EPISODE 6 GUARDIAN The last episode and Devan doesn't even have the guts to face you himself. That's stupid! But he has pitted you against the enemy who knows you the best - a gray, very tall clone of Jazz. This Jazz doesn't have a cool gun, but he does have the ability to shoot fireballs at you, and he'll jump to your safe spot, so you will have to continually find new ones. If you were actually able to keep your bird, he'll be able to help you out here. Go out and face him so he'll come at you, then go to the left and look back to fire, but don't get hit, because no carrots are at your disposal. When he jumps up to the high step, jump over the fireballs he tosses at you. Stay on the second step and duck when he leaps back down. Repeat this process to beat the game. Congratulations! You've beaten the first six episodes of Jazz Jackrabbit! Even though I hate the other three episodes, I may cover them yet. CREDITS AND COPYRIGHTS ====================== There are a few people and things (yes, things) I have to thank for letting me do this walkthrough. ** My dad who lets me use his old laptop. It's good for getting the job done. ** Epic Megagames for making a really cool Sonic clone. ** The game's on-disk manual for helping me type out sections three through five. ** Anyone who posts this walkthrough. ** Anyone who has helped develop my shining writing talent. If you want to post my walkthrough, I'll have to carefully scrutinize your offer before I let you take it. You can only use this in its original, unmodified format. Changing it is against my rules and someone ought to let me know if it gets tampered with. This version of this walkthrough (2.0) is (C) March 17, 2002. Since this is the first complete walkthrough for this game, I'm very glad to have been the first walkthrough author for it. Things I will not allow you to do with this walkthrough include selling it, putting it on your site without my permission, and modifying it in any way, shape, or form. Things I will consent to, however, include printing it out for your own personal use or giving it to a friend FOR FREE. No money is allowed to change hands when distributing this walkthrough. Do not link directly to the walkthrough, as this is expressly forbidden by the site with all my walkthroughs (GameFAQs) and I tend to therefore stick by that rule. Have a good one! Good luck playing Jazz Jackrabbit!