ENDGAME
Rules
Powerups
Bad Guys
My Tips
About This Guide
Cheats/Unlockables
RULES:

You begin with 4 lives (0 counts.) You have 3 hitpoints per life. If you lose all your hitpoints, you lose a life. If you lose all your lives, the game is over. At the end of each area, your hitpoints are restored to 3.

It is possible to gain additional lives. I'm not exactly sure how it is done but I can safely say it's by doing 'well'. When you do well, a heart will appear on your life meter when you clear a scene. Keep up the good work, and another will appear after another scene. Get 5 hearts and you get an extra life. Fail to keep up, and you lose all the hearts. I've missed shots and lost lives, but still got my heart, and I've cleared scenes will 100% accuracy and with no loss of life, but lost my streak. It seems that I keep this 'streak' going by clearing scenes fast and lose it when I take a while, however, this remains a mystery.

In Mighty Joe Jupiter, you only get one life, can't earn more, and DON'T even recover hitpoints after an episode.

If time expires, the game is OVER. This ain't Time Crisis. Time is granted when you clear a wave of bad guys.

You generally have a limited amount of ammo. To reload, duck.

When certain attacks WILL hit you, it will be indicated by a flash (usually orange.) Grenades and melee attacks don't give flashes.





POWERUPS:

Pistol: The only weapon you get in the normal mode. 6 bullets per clip. Nothing special about it.

Machine Gun: 20 bullets per clip. Fires as long as you hold down the trigger (and have ammo.) Tends to fire more than 1 shot per squeeze of the trigger.

Cane Gun: Huxley's weapon of choice. 6 shots per clip, or so it would seem... Actually, this weapon recharges itself as fast as you can fire, giving it unlimited ammo. Cool, but 20 bullets of fully automatic is better in my book.

Shotgun: 6 shells per clip. Uh, I would assume that this weapon fires in a wider hit radius than the other weapons. Honestly though, I noticed no difference between this and the pistol. What a rip.





BAD GUYS:

Fodder: These guys vary in appearance with each level, but their role is easily recognizable: to block your path. These guys have a pistol, but no idea how to use it. Some have white clothes (whereas the other fodder have darker varying colors), but they do not seem to be any more dangerous than their far more common buddies. There's almost always 1 white guy in every bunch. Sometimes more, rarely none. They will very rarely get an accurate shot off. Present in almost every scene in the game.

Agent: Wears a dark green suit. These are the 'red guys' of Endgame. They pack pistols, but are VERY accurate and should be shot quickly.

Shield Trooper: Blue duds. These guys carry bulletproof shields (hence the name) that protect them from your shots. They will counterattack with pistols. They have slightly more skill then fodder. When they fire, they forfeit their protection, and that's your cue. They stick their ass out as they advance. Sometimes they may simply wait for you to shoot at them before they'll attack.

Bonus Trooper: Yellow (Gold) duds. These guys never attack. They only remain on screen for a (often brief) while before running off. But shooting one is certainly a worthwhile effort as they award you a 5 second time extension!

Club Trooper: Wears black duds. These guys pop up and swing at you with their batons, then hide. You'll see them again in about 5 seconds. They repeat this until you kill them. Kill them ASAP; you don't need to keep an eye out for 2 threats at once.

Grenadier: Blue duds with a beige vest. These guys throw grenades at you (duh.) Most hide, only popping out to throw a present your way.

Machine Gun Trooper: Green duds. Annoying bastards who fire long bursts which can hit several times. Not nearly as deadly as their Time Crisis inspirations, but the randomness can surprise you if you stand up during a burst. One of the first few is almost always a hit.

Rocket Trooper: Yellow duds. These guys carry bazookas. They often fire 2 rockets in rapid succession. However, just know that rockets DO have a 'crisis flash' if they'll hit you. It's kinda scary, but if there is no flash, that rocket coming straight at you won't hit. Trust me.

White Shirted Alien: (Mighty Joe Jupiter.) Just like fodder in the normal game, these guys fire their laser rifles with little semblance of accuracy.

Red Shirted Alien: (Mighty Joe Jupiter.) Didn't think the agents were close enough to a TC ripoff? Well, these guys are here to fill that void by firing lots of accurate beams at you. Anyways, they're just agents in another form.

Egg Man: (Mighty Joe Jupiter.) No, not that fat dude from Sonic. These guys wield plungers which they use to strike with. Unlike the Endgame clubbers, these guys will simply run towards you and swing away until you kill them. If they do get close enough to attack, listen for their attack sound so you can counterattack. Also known to occasionally run around and never attack.

Automatic Laser Rifle Alien: A bit different than the machine gunners. They often fire their lasers continuously, sweeping from one end to the other, never stopping. Just duck when they aim at you. Some run across the screen, always firing. When they reach the middle, they'll be aiming at you.

Launcher: These guys spew balls at you. Most are immobile; others will duck between shots.





MY TIPS:

It's not documented in the manual, but it is possible to gain additional lives. I'm not exactly sure how it is done but I can safely say it's by doing 'well'. When you do well, a heart will appear on your life meter when you clear a scene. Keep up the good work, and another will appear after another scene. Get 4 hearts and you get an extra life. Fail to keep up, and you lose all the hearts. I've missed shots and lost lives, but still got my heart, and I've cleared scenes will 100% accuracy and with no loss of life, but lost my streak. So this is a mystery. Taken from above since I don't think many people actually read the rules (don't blame ya.)





CHEATS/UNLOCKABLES:

Unlockables:

Arcade Mode: Beat the normal Endgame mode. This mode is the same as Endgame, except you can select your weapon, play with 2 guns at once, play a harder version, and get to see your score displayed on screen. Note that some features need to unlocked to use.

Machine Gun In Arcade Mode: Beat Arcade mode with the pistol.

Cane Gun In Arcade Mode: Beat Arcade mode with the Machine Gun.

Shotgun In Arcade Mode: Beat Arcade mode with the Cane Gun.

Hyper Arcade Mode: Beat Arcade mode with the Shotgun. Now arcade mode is ALWAYS Hyper (read: has more enemies and is harder) regardless of your performance.

Mirror Mode: Beat Endgame. Now everything is reversed.

Country Challenge: Complete the Great Britain level. In this mode, you can play any level you want. However, you have to complete a stage in Endgame before you can select it.

Mighty Joe Jupiter Episode 2: Complete all Cadet Training missions on Easy difficulty.

Mighty Joe Jupiter Episode 3: Complete all Cadet Training missions on Normal difficulty.

Mighty Joe Jupiter Trilogy: Complete all Cadet Training missions on Mighty difficulty. In this mode, you'll play all 3 Mighty Joe Jupiter episodes back-to-back, with no restoration of life. Completing this mode has a slightly longer ending.

Cheats:

Okay, this is interesting. The codes are words, but there's no keyboard or even a field to input text. The way this works is that at the TITLE SCREEN (not menu): Pull the trigger a set number of times to 'select' a letter, then press the duck button to 'input' the letter. The number of times you need to pull the trigger to get a letter corresponds to it's place in the alphabet. To select A, you pull the trigger once, B is 2 pulls, C is 3 pulls, ect. Once you've got the letter, hit duck and you'll have to enter the next letter.

Arcade Mode: BLAM

Country Challenge: ABROAD

Unlock Jukebox: LETSBOOGIE

Mighty Joe Jupiter Trilogy: MIGHTIER

Unlock everything: MEBIGCHEAT
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