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This one definitely works.
Level 1: Landing
Just dodge the bullets and missiles fired by the enemy space ships. Then it's a matter of skillful maneuvering and following the instructions. Shoot the energy ball in the center of the door to open it. (Be on the lookout for this energy orb when using Kurt.) After jumping down the first passageway, shoot the target in the enemy's hand in sniper mode to open the protective door. Enter the next passage and jump to the platform that glides in the air, don't jump down to fight the enemies first, sit on the floating platform to the air there will be some blood and things to eat. Then jump to the ground, eliminate the enemies and use sniper fire to open the door to the passageway above the energy ball below the platform. Then take the fan next to the passage and fly up the passage. The automatic machine gun on the ceiling can be taken out with a sniper shot from a distance. The bullets from the enemies in the passageway below can be directed in a certain way, so be careful. After taking them down go up to the energy sphere on the left side with the door in the middle of the wall. When you get to the big room outside watch out for a few energy balls in the sky, shoot them all and the fan in the middle of the room will turn on.
Fly to the top and take out the planes circling in the sky, then use the sniper Sniper Mortar to throw it in from the ceiling, and the room across the room will be blown open. Sequentially after you get to the end on a large tube type platform. Go around the side to the back. Then reach the last platform from the pipe and meet the boss of the first level after being blown up by the fan. Snipe the energy balls floating in the air first, and don't fight the little monsters on the ground, as new ones will appear after they die. Then point at the hole in the center of the big machine will find four energy balls, will be broken after they continue to attack the center position of the energy ball, the enemy's big machine will open, the operation of the monster appeared, don't be polite, educate him well. After a few hits the enemy will jump out of the machine and then it's easy, just be careful when the enemy raises his fist to jump up to avoid his vibration attack. After killing the enemy the communication between Kurt and the Doctor is severely interfered with, while Kurt is talking to the Doctor a giant monster Shwing knocks Kurt out. In order to save Kurt and destroy the source of the interference, the Doctor sends in MAX.
Level 2:
MAX's ship is out of control, and you have to maneuver him to avoid a swarm of meteorites in space.MAX has four hands, pick up the three guns on the ground and equip them with the use button so that MAX will have four pistols to fire at the same time as soon as he ****s them off. Shoot the walls and you'll find that there are three walls that can be broken, so pick a random path to go first. Take the road in front of the airship, be careful not to disturb the enemies around, grab the Uzi in the center of the room. don't get involved in the battle, the enemies are endless. Keep moving forward and use your gun to open any doors that can't be opened. Finally, pick up the jetpack and fly up to the ceiling (there are two other question mark doors in this room, each time you touch a door it will randomly give you blood or a punch) and knock out the automated machine guns all around the ceiling to open up the ceiling on this level, and in turn, you will reach the very top of the room.
Toward the end, the energy pots that refill the jetpacks are no longer on the ground, so be more careful when refilling them in the air, and don't use up all your energy at once; leave at least 40 points when you fly to refill them. When you get to the top, you'll see the boss is a big ball, and you'll lose blood if you're hit by his light, so take it seriously. However, the MAX that defeated the enemy has been captured by Shwing, and the enemy has begun to attack the Doctor's ship. Even though the Doctor is powerless, he has no choice but to take the fight into his own hands.
The third level:
Because the Doctor doesn't have any attack power, he has to fully use his intelligence to combine various items to attack the enemies.
Get the Toaster and Bread in the room and Coke in the fridge. At the bar there are rags and wine. Select the items you want to combine and use the left mouse button to combine them. With the clothes and the bottle you can combine the incendiary bombs, which will allow you to attack the enemies later when you pick up the fire engine.
After you get to the restroom (the door with the white steps) and go to the toilet, there is a sudden explosion, so you can get the pipe and the dryer from the water leak. Then go to the console in the control room under the right table to get the hose and use the pipe and dryer to make a hair dryer. Go to the Recreation Room (the door with the green steps) and use the hair dryer to blow the alien under the Man-eater Flower. The Man-Eater Flower thanks the Doctor for giving it such good food by putting the Doctor's Toaster into the liquid next to it and soaking it to get the Atomic Toaster. Now the Doctor has a weapon of his own.
Take the elevator downstairs and go down the middle pipe to the head, then jump to the pipe on the left and look down to see a leaky hole in the pipe, jump to the beam next to the gap and use the hose and pipe to repair the gap. After the gap is repaired the water level drops, at this point you can take the power cord behind the pipe and unplug it to get the power cord. Use the power cord and pipe to make a ladder. Use the ladder on the red X on the beam near the gap to get back to the pipe, and to your right is a passageway. Go down and come back to a room full of pipes. Continue to use the ladder at the red X. Then jump onto the beam in front of you, head left and jump onto the short beam in the center to enter the next passage. After eliminating the aliens in the room, gradually jump from the lowest beam to the higher one in turn. Follow the skirt along the edge of the room to enter the next passage. Carefully jump to the beams below (inevitably losing a bit of blood here).
The next room is still a jump from the lower beams to the higher beams, ending with a jump to the elevator. Go up to the top and jump onto the beams, then carefully jump back onto the pipe below on the left side. Enter the next passage. Note that there is a large gap between the first beam and the second one here, so if you're not careful you'll fall. Turn left and use the ladder from the red X to reach the high ground then jump down to the passage below. Follow the wall to finally reach the airplane hangar. Follow the left uphill to a small room and get the lighter and goldfish bowl from the table.
Then go back to the hall and place the goldfish in the water hole in the middle of the hall, then you can maneuver the goldfish through the sewers to get to the compartment switch. Mouse to maneuver the direction, left and right button is to control the fish to accelerate, but after accelerating there will be a small rest period. Watch out for the spiky balls and the big fish in the water. When the compartment opens, destroy the enemies in the room (first destroy the alien-producing mother nest in the center). Take the elevator to the room above and eliminate the large alien.
At the other end of the room there's a handle, jump up and tip the handle and the outer door of the ship will open, at which point you'll be drawn out into outer space by a strong current of air. To avoid this you'll have to use a combination of magnets and hoses that you'll pick up shortly to suck yourself firmly to the floor. That's not enough, you only have 12 seconds to escape the vacuum room. Take this opportunity to put the glass fishbowl you just emptied over your head to save your life for now.
Outside on the deck, avoid the alien ship's attacks on the right and head through the deck to the ship's engine room to meet the alien boss, who has a shield and can't be attacked with normal attacks, so you'll have to jack up a handle on one side of the room, jack up another handle on the other side of the room, and then return to this side of the room through the portal next to the handle, and then watch for the alien boss. When the boss is near the center of the energy stream, step on it and attack it with the enhanced energy stream. You must top off the handle again after each attack. After eliminating the enemies, the computer teleports Kurt back to the ship, but he's been stripped clean by the enemies :). In order to save MAX, Kurt is forced to return to the alien ship by the Doctor again.
Level 4:
Take out the controller on the wall and then take out the glass door. Don't rush out yet, lure the enemies to the door one by one and then go out again, it will be much easier. Go to the opposite door, hanging in the air in the middle of the pipe also has a lot of good things to eat. Then use your sniper to destroy the energy ball on the floor to get to the next room.
In the middle of the room is a very tall spiral staircase, so use your sniper to take out the guard's sphere before going up. Be careful to defend yourself with the Sniper Shield, which is found on both sides of this passageway into the room. When you get to the bottom of the spiral staircase, you'll find a fan. Destroy the energy sphere underneath the fan to turn it on. Fly on the second floor can be seen only next to four small ball, in turn, from the nearest ball to start sniping, every hit a ball on the ball will open a platform, grab the time to jump to the fourth platform in, your front is the next fan. Destroy the energy ball below and jump to the fan. Fly to the highest point and then fly to the red platform in the distance for blood and Super Chaingun.
Then go back to the second fan. First jump to the stationary platform next to it and shoot the three balls above it. Then hurry up and fly on the updraft to the energy platform on the balls. Grab it and fly to the fan. By this time the platform has disappeared, open it up again and fly onto the center one (since this one lasts the longest) to shoot the energy ball at the bottom of the fan. A single second of negligence here will result in failure. So practice a few more times.
Fly up again and you'll reach the highest level. Eat the things on either side of the entrance and then
Go to the next room. In this room, you'll use the heat orbs flying through the air and the dents around the walls to get to the top, while avoiding the shielding orbs up high. Hold the ball in place with a sniper and paraglide to use the heat from the ball to fly higher. Then jump onto the depression and hit the ball to move it around to reach the upper floors. The closest heat ball should be lowered a bit and then positioned higher the further away you are.
Watch out for the second door when you get to the top, there are countless autocannons behind it, so don't get caught up in the battle. Use Sniper Shield then pan left and right to take out the enemies. In the next room don't rush to pick up anything on the floor, it's a trap, there are two monsters in the top left corner and below, destroy them before picking them up. There is blood in the door on the right after you go down the steps, but don't touch the question mark door this time, it's all fists. In the room on the left take out the guy who puts the ice ball first, it's the most powerful, then the alien that looks like a bamboo shoot, it will utilize a psychic attack. Finally hit the robot in the head with a sniper shot, green liquid comes out and it dies, otherwise once you knock it down after a while it will get up again.
Move around the stage a bit (that's dancing) and the aliens in the audience can't stand the excitement and jump down. Kill them behind the stage is the way out. Outside is a square, eliminate the enemies and go through the door at the back. There are three ice ball monsters in the door, so be careful! The room behind you has four passages with an Auto Defense Cannon hanging underneath each, snipe them first (the ones here have to be shot several times to get rid of them) and then down there are two Ice Ball Monsters. The fan is in the middle of the room. You can pick up grenades from the passage to the right of the one you came in through, and the passage to the left leads out to a couple autocannons still behind the second door. Behind it is a cliff behind which monsters will keep appearing. Use the updraft to eat the grenades and fly to the small door next to the passage and then pick up something, there are such small doors on both sides of the passage. You can then jump back to the passageway by standing on the protrusion in front of the door.
On the opposite side of the passage there is a small sign on either side of the passage, use sniper mode Bonus sniper bullets to shoot the sign to bounce back and hit the energy ball. After hitting the energy balls on both sides in turn the original folded bridge will open up. There are still a few automatic defense cannons in the passage behind you. Finally you come to a large square. Eat all the food and blood around you. Enter the small room in the center and you'll find MAX hanging upside down in the air.
Rescue MAX but the giant Shwing appears again and rips the roof off the room and grabs MAX again, so you'll have to defeat the Giant Alien in order to rescue MAX. First in the room, the enemy will hit the ground with its fist, you must jump up when it hits the ground. Then the enemy's eyes will emit lasers, shoot its glasses. Back and forth a couple times the room collapses. Then you must shoot the hand of the enemy that is holding the MAX, after four hits the enemy will release the MAX back. the enemy attacks are: glasses shoot lasers, release exploding bugs, and jump over and stomp you. Dodging lasers is easy, and the exploding bugs can be eliminated before it hits the ground, and jumping over and stepping on it requires you to fly out of the platform and fly back in when it hits the ground. After putting back the MAX, pay attention to the original handle on the wall, there is an energy ball on it, when the enemy walks near the handle shoot the energy ball in the sky will discharge electricity to attack the enemy. After the enemies are eliminated Kurt contacts the Doctor only to find that the mother ship has been taken over by the enemies, Shwing then stands up and escapes, Kurt chases after him and MAX takes off in the ship.
Level 5:
The enemy ship is destroyed, but MAX's ship must avoid the exploding debris and meteorites before returning to the mother ship. There are two UZIs to the left of the landing site.
Break the floor in the middle of the room to reveal a hole. When you jump down, there will be a lot of exploding bugs coming up, so hurry up and escape to the passageway on the side. In the next room, there are lasers protecting the bottom of the room, so jump down and break a few computer screens around the room and the lasers will be destroyed. At this time there are some fire explosion bugs appear, break the floor of a floor to jump down, and continue to go down to the end of a room with a telescope. Shoot the telescope lens and you can see that the planet has been taken over by a bunch of shooty aliens. Break the floor in the center to get to an eerie dark room. Go out and destroy the enemies along the way and finally go through a passage in the wall to a place full of green petri dishes, behind one of them is a computer control panel, break it and a hovering platform will appear.
Don't tangle with the airborne aliens, they'll appear in an endless stream. Keep going floor by floor to reach the highest level and leave this horrible room through a passage in the wall. Finally reach the central part of the mothership (you should be familiar with this place, it's the original hall where the Doctor leads to the various rooms). Take the passage through the toilet, remember where the Doctor picked up the pipe? Just break the wall layer by layer from where it exploded and the ventilation ducts appear.
Going down the ventilation duct is a maze, watch out for the fire-exploding bugs in the maze. Eventually you see a passageway with lots of things to eat, and as you're trying to pick something up the passageway collapses. Below is another room full of aliens. Jump on the crate to find a ventilation duct. Then there's another room just like the one earlier, this time the passageway out isn't the one in the wall, watch out for the pillar in the middle of the room, you can make a gaping hole in one side of it. Inside is a descending pipe, save a disk here. Look closely at the darkness across the room for a slanted beam, jump up and then look down to see another one below the slant, all the way to the bottom.
Below is a machine room filled with venom. Use the jetpack you just picked up, then push the energy pot out of the doorway then follow it as it flies. Fly all the way across the room and under the long pipe. Then fill the jetpack and fly all the way to the top. Behind it is a very long passageway, so be careful that the passageway collapses when you are picking up the blood. So try to keep as much jet energy as you can when you fly up the pipe just now.
Use the last remaining energy to fly to the thick sewer pipe below, where the exit is. Behind you is the boss, a robot wolf with a powerful cannon. There is a jet of energy down below, and you can pick up a big gun in the corridor, so don't waste it, use it on the robot wolf. The robot wolf has two weapons: a large fireball and a tracking fireball. You can easily avoid them by flying with your jetpack. Just keep picking up guns. After eliminating the robot wolf, MAX kicks a bead out of the robot wolf's mouth, releasing the Doctor from the center.
Level 6:
The Doctor has just come out of the alien and unleashed a time bomb. You have only 2 minutes to defuse the bomb. When you come to the hall, all the wires on the floor connected to the ring lights correspond to the order of the buttons you should step on, the order is randomized, see the picture for details.
Here I'll just describe how to get to each button. From the blue staircase you can jump to the nearest closest pipe, then jump to the bend and skip the button in small increments (if you're not going to step on that button), the best way to do this is to slightly face the other end of the bend bend, which will only skip half of the buttons and greatly reduces the chances of stepping on them. Then jump from button #2 to button #3, which has a red X on it, and use the ladder to get to the ceiling. From the edge of the ceiling you can get to button #4. After removing the bomb there is bread and coke to pick up in the control room. Then in the Recreation Room (the green room) jump over the floor left over from the explosion (the floor will fall off after a certain amount of time). At this point the enemy realizes that the Doctor is still alive and unleashes the second bomb. The buttons are on the platforms in the air, and the corresponding button sequence is shown in the picture.
This time, if you eliminate a few of the shoot-head alien cannibals near the cannibal flower, you'll be shown the direction of the enemy's escape, and after you chase them in, there's a transporter door. Further down is a hall where the third bomb activates.
Chase down the enemy to start the last time bomb, the order of the lights from bottom to top is 1 to 6. you can use atomic toast to hit the button instead of running back and forth. You can use Atomic Toast to hit the buttons instead of running back and forth. The arrangement of the buttons can't be shown in a picture this time, so draw a picture for your reference (the indicator lights are from 1 to 8 from top to bottom.
X 5
X 3
X 1
X 2
X 6
X 4
X 8
X (the one on the wall) 7
X Indicator Lights
Solve the bomb and take the elevator to meet the enemy. After jumping to the bottom and drinking the plutonium given by the cannibal flower earlier, the doctor will turn into a minotaur, jump to the highest crate and jump on the big-headed monster while it's close enough to smack it in the mouth. Do this three times and the enemy's shield will be gone, leave the rest to the Atomic Toaster. After eliminating the enemy the Doctor extracted the brain from it (that's disgusting) then the mothership flew off and disappeared.
Level 7:
Turning back to Kurt, chase SCHWANG to the alien's home planet. Ignore the ship and hurry to escape to the path behind you. When you get to a large room, there are three auto defense cannons high up and a constant stream of aliens and robots below. Eliminate the auto-defense cannons and stand on the fence under the lower ship's vents to find an activated energy sphere in the higher ship's vent on the right, knock it out. Then shoot down the energy ball in the one on the left.
A fan will turn on under the center fence. Fly up high and shoot the energy ball. At this point, the energy ball in the middle airship jet below you just now is also activated. Continue to the highest room and break the energy ball in the left hood first. Then use the bomb to blow up the pink glass cover on the floor and go down to get the Sniper Mortar, which you can then use to drop into the right cover to blow up the shield and break the energy ball inside. Then go down to the cave and get the Bouncing Sniper Shells, then go up and face the small hexagon on the right side of the entrance, stand on it and aim at the big hexagon on top of the opposite side of the cage, try to aim at the center of it, and use the Mortar to snipe the rebound and it will hit the Energy Sphere. Go back down into the hole and you'll find a new passageway has opened up for you.
Ride the fan inside and keep flying high. Once outside you'll be attacked by enemy ships again, escape to the right and when the path collapses fly down to the right to end up hiding in a door. Once inside there is another hall, take out the three robots first. Use your sniper to hit the three glass shields in the sky to release energy balls and destroy them. Then take the fan under the hood to the right and back from the doorway and fly in. When you eat and come back out, three invisible robots will appear. Destroy them and fly into the left side of the cowl, then there are three more invisible robots. Destroy them and fly into the last hood for a new way out.
Finally, you'll reach a room with a telescope-like lens, so use your sniper to break the lens and shoot the large energy sphere from the small eye that appears, and a small one will come out. Then the next shot, shoot in with the MORTAR to release the small energy ball. Then another energy ball will appear on the first broken shot. When it breaks, four robots come out and are easily taken out. The fence on the ground opposite the platform also opens up. From there it's back to the outside world. Dodge the ship's attacks and fly towards the center of the platform on the lower right, where there is a fan. Fly to the top and continue forward. When you get to a large room, destroy the energy ball in the pillar immediately to the left of the entrance to reveal several aliens. After you take them out, there will be a lot of stuff to pick up in the middle of the entrance. So one by one to break the energy ball, each broken energy ball column will emit electric light and the center of the connection. After all the energy balls are destroyed, an explosion will create a passageway through the center.
Follow the passage and destroy the four robots. Destroy the orbs and enemies along the way and ride the fan to the top. When you get to the tarmac outside there is something to eat in the towers to the left and right. After the towers explode destroy the alien that jumps from the ship. After a few hits, use your sniper to shoot the eye-like things on the ship. After all the eyes are shot out the ship is shot down.
Level 8:
Two flowers bloom, and then MAX arrives at the shooter's place and overhears that the shooter alien is going to launch a rocket to destroy the Earth. MAX comes to a long street with airships raiding the sky and dropping aliens. Follow the road until you reach the end and then turn right, there is a chest to break and you can eat the gun. Then turn left and when you get to the end you'll find four crates on the wall, break them to get in. If you can't find the chests, you'll have to save a disk and shoot along the street until you hit the wall and a blood bar appears.
After entering a large room, eight aliens will appear, one for every two together. Destroy them and go through the underground passage on the right. Don't go in the next room, break the four rhombuses on the opposite side that emit sonic attacks, then turn around right after you exit and there are two automatic defense cannons on either side of the entrance you came in. Hit the light on the ceiling in the middle of the room inside and the door opposite opens.
The next room has a huge orb in it, jump to the top of the hanging ladder that goes up and down on the side, wait for it to rise and then jump to the edge of the orb. At the edge you can see three hanging ladders in different colors of red, green, and blue, jump to the top of each and rise to the top to break the nearby ceiling of the same color to fix the base of the orb, and the orb will fall down and smash a big hole in the pedestal below. Jump to the bottom and carefully approach the hole to see two antennas protruding from a thick pillar in the hole. Jump onto the pillar and walk over to the antennas. Halfway up the antennae, turn around to find a hole in the middle of the pillar, and jump in.
Fall out of the hole and take out the three ships parked on the pillars. At this point, another ship will come flying in. Take out all the aliens inside, jump on the ship and there's a button in the cockpit that automatically opens the hatch you couldn't get into. Go inside and get the Atomic Jetpack, in the center column there are vertical rows of support columns, fly to the one directly in front of the doorway first, then the upper right side. Continue to fly flat, avoiding the pipes spewing green toxic gas to the side support columns. At this point, there are four support columns in a vertical row, so fly to the tallest one in turn. Turn your back to the columns and fly to the platform at the top of the support columns, then turn around and look at the columns, slightly above them there are several retractable pedals, fly to the pedals and then turn around and fly to the platform at the top of the support columns, which is one level higher. Fly to the platform, the platform will automatically fall, immediately to the next bracket platform to fly (here is a trick, to the next bracket platform to fly to the first try to fly to the high, and so on the energy to start maintaining the height of the platform next to it), in turn, all the brackets are stepped down after the column came out a few into the ladder-type retractable platforms. Fly to the highest place towards the right to see a small round platform like a mushroom, in the right side of the pipe in the center of the pool is the exit.
Inside is a huge lava cave with huge pillars and many flying robots attacking you. Fly to the platform above the entrance, then fly all the way to the opposite exit. This is a great test of flight control, and I'm sure you'll be more versatile after flying up one end and then flying horizontally :). When you get out, you'll see Shwing, who was defeated by Kurt and MAX together. Even with the bandage and sling, it still didn't absorb the lesson, so you'll have to finish it off. There's a 2:30 time limit here, so don't waste your time.
Level 9:
MAX eliminated the giant, but failed to stop the rocket from launching, but fortunately MAX sabotaged the line and the rocket fell right next to Kurt. The Doctor has also arrived in orbit around the alien's home planet, and while the Doctor is trying to teleport Kurt and MAX back to the ship, the careless Doctor teleports himself to the alien's home planet.
Don't fight the aliens, they'll call the guards. There are three branching routes here, I chose the door on the second level. Immediately you'll be faced with a path on its own, but it's broken off at one point, take cover in the side aisle every time you come to a break. After taking out the two shooters you come to a square with several layers of wire mesh, there is a button to step on on the first level, the second is on the right, the third is in the center, the fourth is second from the right, and the fifth is on the far left. If you step on the wrong one you must step on the entrance button, and all the wire mesh will be lowered at the same time. The exit on the left is the same path as the one you just took, but this time there are two breaks. Then there is another path, but this time it looks safe. Don't be careless, when you get to the third aisle duck inside and you'll realize that there are still breaks here. When the center path appears run immediately to the next aisle. The first step is to step on the switch on the second floor in front of you. When you step on the button, step on it backwards and watch the lights on the ceiling that correspond to the buttons, and step on the buttons when the lights are on.
Go over and get the space hopper and get transported back to the street you came in from. This time it's through the door below. Enter a square blocked off by a wire mesh, and to the right there is a maze (maze map attached) with many buttons, step on all of them to open a hidden door in the middle of the square
there are many supplies inside. Defeat a few small monsters and teleport back to the street where you started. This time there's only one last portal left.
Keep going until the end to find a couple of suspended passages in the sky, use the ladder to climb up and then go left to the head to go up one more level, then turn left and go up the stairs at the first red X. Go left and then jump to the passage next to it, there's a hidden door on the wall that has supplies in it. Jump back and turn right at the first corner to go up the stairs. Go all the way up to the top and jump onto the passageway across the way, then teleport away to the rooftop. Once you come to a hall, front to front above you is a four-story structure that will have a shooter walking on it. There are three buttons on the floor, the one on the left controls the flipper switch on the highest floor, the one in the center steps on the flipper on the second floor to open the flipper switch on the first floor, and the one on the right controls the flipper on the third floor. Immediately step on the left button, then immediately step on the right, and then back to the center button, do not step on it first, when the shooter walks to the wall to reverse back to step on it, and then immediately release it again will send the shooter into the meat grinder below. The liquid in the bottle in the middle of the hall will rise, and when it's full, a portal will open across the room. Keep going to break the mother nest that keeps producing aliens and a button will appear, step on it to open the portal switch. On the next platform, ignore the enemies and step on the three buttons around you and a hovering platform will appear, jump on it and wait until it reaches a high point before jumping onto the platform and the doctor will get the last of the three items - the nickel pump. When you get back to the street where you started the phone booth in the middle is open and inside are a couple of shooters, pick up the pumpkin on the ground then use it with the Atomic Toaster to blow each of the three shooters out of the phone booth and then the Doctor rides off in the phone booth.
After meeting up with Kurt and MAX the Doctor butts heads with MAX, here you have to choose one of them to complete the rest of the mission.
Doctor:
From the beginning, turn right and walk against the wall to find a red X. Go up to the top and enter the castle. Destroy the enemies along the way to a square with a fountain sculpture, just to the left of the door into the square there is a red X on the stair railing. Halfway up the stairs, there is a purple light shining on the wall directly across from the gate on the ground, and that is the exit. Go inside and meet the alien Emperor, it turns out that all of this was just a game to it and the angry trio are ready to finish it off. The Emperor has four methods of attack: one is a laser attack; the second is an energy wall; the third is to release fire trails that surround it in all directions, and the fourth is a singing song that will make you dizzy.
After hitting the emperor's blood will be sucked into the emperor's body (after a while it will be spit out of the body again while the emperor's blood will recover a little bit), first on the left and right are the lungs, striking the hole where a blood vessel enters on the lungs will shatter it. Then there's the brain at the very top, use the rebound to attack. In the hall there is a hair dryer you can pick up, using it you can blow the eyeball into the hole. You can also just use the toast to knock it into the hole. Then step on the eyeball and jump to the side to get the plutonium, turn into a minotaur and strike the heart directly. After the heart breaks into just two small flaps out of reach, jump on the right eyeball and wait for the bubble to fly nearby and jump on the bubble to fly up and hit it.
Kurt:
Turn left and go all the way to the head where there is a fan that flies into a hole in the wall. As you go, switch to sniper mode every time you turn a corner and slowly move past it, taking out all the automatic defense cannons and robots before you go. Then enter the hall, eliminate the enemies and go through the door to the hall with the sculpture fountain, jump to the door on the left side of the doorway with the staircase on the short column close to the door, and then jump to the platform above (this is where the doctor climbed the ladder above). Go through the purple door (see the Doctor's section) and watch out for the two stealth robots around the second bend. Inside is the Alien Emperor. Use the same method as the Doctor for him, but use MORTAR to attack the enemy's internal organs.
MAX:
Turn around and go straight into the door behind you, there are a couple of guns to pick up inside, kill all the monsters that appear and the next door will open. Just repeat the path Kurt took.