Jazz Jackrabbit 2 Individual Level Walkthrough:
I've played JJ2 a LOT, and, besides knowing truckloads of cheat codes, my best friend Redstar, and I, pride ourselves in knowing TONS of useful hidden secrets throughout the game! I'll tell you some of it, but Redstar will have to help me later.
By the way, go to the bottom of this page for a complete guide to the weapons and their powered-up forms.
Gargoyle Castle Boss: Just before you drop through the tunnel to face this guy, jump through the wall on the other end of the tunnel to find an 1 Up. You can warp there if you jump onto the spikes on the way up when your jumping from windowsill to windowsill. I think it's the 2nd platform of spikes, but I'm not entirely sure, so save before you try that! There's a secret passage in the steps underneath all that, with a couple of carrots in it. The Coin Warp for this level brings you into an otherwise inaccessible room with a gem ring, and a RF Missile Power-up, which is REALLY useful against this level's boss, and really just about anything else too! When you get to the boss, destroy it's Spikeball Chain, then stand directly under one of the platforms on the left side of the room. It will slowly follow you over until it is right above the platform you are under, and continue to fire it's strange purple single-file rapid fire RF's. While it is doing this, continue to lay, one after the other, EVERY SINGLE PIECE OF TNT YOU HAVE. they will all go off, and will lay quite a bit of damage! once you're done with that, if you haven't already beaten it, it should be easy
Lab Boss: I don't know of many secrets in this level, except for three things: (one) when you get to the Robot Boss, run all the way to the right and either Double Jump or Uppercut onto the ceiling of the small room Devon is in, and you can shoot Blue Bullet Bouncers at the Robot without getting hurt. (Two) if the Robot Boss shoots a Spike Bomb, stand in front of it and crouch. If you do this in just the right place, it will continue to fire, but as long as you crouch and don't move, it can't hit you. From this position, you can fire relentlessly at it without taking any damage yourself, And if you don't move from your position, it won't. And (three) if you fire a Frostbite at the Robot Boss and it hits, it will STAY FROZEN, no matter what, leaving you free to destroy it with no risk of harm to yourself! The only way to get Frostbite ammo before you reach this level, unfortunately, is to cheat. But hey, it's still fun!
In the first Gargoyle Castle level, near the end, there's some key blocks and a coin. If you jump all the way to the right, there's a passage in the wall that leads to a secret level! It's called Gargoyle's Lair, and is the only level in the game to have a Purple Gem! It's worth 100 Red Gems. The only problem with this level is, it's inescapable. When you finish it, you warp back into Medieval Kineval level right above the secret level warp, and you fall right back into it! The only way to avoid this is to turn on the code for an Airboard while Medieval Kineval is loading. If you also turn on JJNOWALL, it may be possible to avoid going back in, but be warned, it's hard!
MORE level tips coming soon!
Weapon Guide:
TNT: stays where you lay it for a few seconds, then explodes, eliminating most destructible blocks and enemies within a two or three block radius. Unfortunately, TNT cannot be powered up, and is not really very useful, as most enemies move too quickly and are far away from it by the time it detonates. It is, however, very useful for eliminating numerous blocks at once, and against most bosses. You can instantly detonate TNT by shooting it. It will also explode instantly after you lay it if an enemy is within range. I don't think it's really all that useful, except when you're trying to defeat a tough boss. Actually, it's very useful when fighting the Gargoyle Castle Boss mentioned above. It's all explained, just look up there!
RF Missile: Shoots two green missiles in front of you, one diagonally up, the other, diagonally down. They're really fast, (RF stands for Really Fast..... No kidding, it's in the manual!) and VERY destructive! They don't go very far in front of you before exploding, (Only about five blocks) but the shock blast is unbelievable! If you shoot directly into a wall, or at close range at an enemy, it will knock you back quite a ways! This can be both a good and a bad thing. On the one hand, it will throw you out of the way of enemies that react to being hit. On the other hand, it slows you from firing again quickly, and may actually throw you into enemies that are behind you! The powered-up RF is even more lethal, firing three red missiles, in the same shape, only the third will fire straight in front of you. These are even faster then normal RF's, as well as more destructive, and they go a bit farther too. Overall, RF Missiles are one of the deadliest weapons in the game, but can still be a little too destructive for their own good. Still, if you find any RF ammo, ration it, don't waste it!
Frostbite: Shoots a small streak of ice in front of you. This weapon does no damage, but will instead temporally freeze anything it hits, giving you the chance to either escape or destroy it. If you power it up, it will shoot two ice streaks, the direction determined by the enemies around you. If the only enemy or enemies are in front of you, it will shoot both the ice streaks in front of you. If one or more are in front, and one or more are behind you, it will shoot one streak in front, and one behind you. However, it never fires both behind you. When used against the Lab boss, they have an interesting effect...... read the Level Tips.
Heat-Seeking Missile: When fired, this medium-sized missile will chase after enemies, bosses, and, in Party Mode, opposing players. It is pretty slow and short-ranged, but once it is locked onto a target, it will speed up and pursue it for a good distance. This is a good weapon for firing at enemies that you don't want to approach, and can't get a clear shot at from a distance. They're the absolutely the deadliest weapon in the game if your using Party Mode, and are favored by most players. The manual reads "If you find any of these, ration them wisely". I say, "If you find any of these, fire like mad and blow your opponent's head off". The powered-up Heat-Seeker changes from a silver missile with a red tip and tail fins, to a bright orange missile with a sky blue tip and tail fins, and becomes quite a bit faster, and slightly more powerful.
Blue Bullet Bouncer: In Jazz Jackrabbit 1, these were called Launchers, and I still quite prefer the name. They bounce along the ground and off walls and ceilings for a small amount of time before exploding. Supposedly, they're very useful for hitting low-lying enemies such as Walking Suckers and Dragons. However, as you can get the same trajectory by ducking and firing, I have other uses for them. In the third Party Mode Battle Level, when you find the Airboard, for example, if you can get the Power-Up monitor for these weapons, as well as some ammo, you can fly above you opponent, out of reach, and fire them in all directions, where they will rain from the sky (or so it will seem to your foe) like some kind of killer explosive hail (Redstar hates this!). Also, you can use them to fire at enemies off of ledges, thus destroying them without being hurt. You can, when being chased, stop briefly under a low ceiling, and aim upwards and fire several Launchers, that will bounce between the floor and ceiling like a explosive barrier. Hopefully, your pursuer will be so busy trying to catch up to you, that he or she will run right into them, thus taking one damage, and also, they will be delayed in the chase for a moment. Another neat thing about BBB's, is that they fire higher when aimed straight up then any other weapon. This is useful both for destroying flying enemies, and for knocking floating items and ammo down. When powered up, they turn purple and bounce longer before exploding.
Blaster: These are the standard weapons for both Jazz and Spaz, it fires farther forward then any other weapon, and it also is the only weapon to have a perfectly straight trajectory besides the Frostbite and Electro Blaster. It is also, unfortunately, the weakest weapon that still does damage. The powered-up blaster is just that, looking exactly the same, except for being bright white instead of light yellow, and doing one more point of damage. Blaster ammo cannot be found anywhere in the game, as it has unlimited ammo, and you start with it every time you play.
Pepper Spray: This stuff is mildly interesting, and kinda powerful too. it fires two tiny explosive pellets that go a fairly far distance, and explode on contact. If you fire pepper spray forward, and hold down the fire key for a second or two, then, while still holding fire, aim upwards, they will change trajectory slowly, firing between the two points in several places before aiming straight up. The effect can best be described like a light wand in the dark, you know, one of those glow-in-the-dark kinds you get at carnivals and stuff. It's like holding the light wand in front of you, facing forwards, and swinging it up above your head into a straight-up position. In the dark, it leaves a light trail. Pepper spray works the same way, only you don't have to be in a dark room for it to work. The powered-up Pepper Spray turns a dark maroon color, and goes farther.
Toaster: Better described as a Flamethrower, the Toaster spews flame in front of you, and is particularly useful against flying Baddies. Unique to the Toaster, when you fire it, it releases it's fire in a general forwards direction, some flames floating upwards, others downwards, however, when you get Fast Fires, instead of firing more rapidly, it spews it's flame farther (seeing as it's a Flamethrower, you can't exactly speed it's firing!). The Toaster can't be used under water. If you try, it will use up ammo, but instead of releasing the scorching flame we know and love, it will merely blow bubbles. The Toaster is interesting in another way as well. When you hold down the "fire" key, it will blow it's fire, etc, etc, however, instead of using up several ammo per second, it only uses up one ammo per second! This makes the Toaster last almost three times as long as other weapons! The Toaster is very formidable against almost anything, not just flying enemies, from Baddies to Bosses, Witches to Wierdos (Redstar!). The powered-up Toaster releases blue flame instead of the usual orange, and goes a little farther. The powered-up Toaster will also temporarily set fire to any walls it touches. Although this looks exceptionally cool, it's really no more then eye candy, as enemies or opponents that touch these flames once they are on a wall don't take any damage.
Electro Blaster: This is considered the most powerful weapon by many JJ2 players (including Redstar!). Yes, it's true, it can go through walls, and is also quite powerful. In Party Mode, it has been known on occasion to cause up to THREE DAMAGE in one hit! Don't know how, though...... It's also one of the "distance-able" weapons in the game. This means that if fired while running, unlike the blaster, which falls behind you, this weapon will shoot ahead with incredible speed, and with much longer range then normal. The other "distance-able" weapons are the RF Missile, the Heat-Seeking Missile, the Toaster, and Pepper Spray.