Captain Comic II – Fractured Reality

Captain Comic II - Fractured Reality

Sections

a) Storyline - non-spoiling
b) Controls
c) Walkthrough
d) Full Storyline
e) Items
f) Contact Information


a)  Storyline

	In Captain Comic 1, Comic recovered the priceless Crown Jewels.  These jewels
were stolen from the planet Omsoc (cosmo backwards) by thugs from Tambi. 
Anyway, en route back to Omsoc, Comic receives a faint distress signal from an
uncharted plant.  He then teleports down to the planet without even his trusty
Blastola Cola from the last adventure, and sets out to find the source of the
signal.

The rest of the storyline is included after the walkthrough

b) Controls
Definable:
Up, Down, Left, Right, Jump, Trigger

I usually set these to Up, Down, Left, Right, Left Control, and Left Shift,
respectively.

The in-game controls that can't be modified are:
Home - Lets you select an item to drop with the Trigger
PgDn - Selects the weapon/tool one down from the one you are currently on
PgUp - Selects the weapon/tool one up from the one you are currently on


c) Walkthrough
	You start on this hill.  Your first objective is to get some blastola cola. 
So, go right, avoiding the waltzing flowers, and climb up the stairs.  You will
find a cola and a locked door.  When you try to open it, you will see a green
key flashing over your head.  You need to find this key before you can go
through the door.
	Go left a couple of screens until you come to a waterfall going into water. 
Jump in the water and swim right, avoiding the red fish.  At the end of this
screen, keep going right.  In the next screen, swim up, and then just follow
the twists and turns of the passages until you get out of the water.  Climb up
a level and grab that green key and hit Esc->Q and save.  Now load and go back
to the locked building, which you can now enter.  Keep going right this time,
and you will meet an alien.  He will thank you for answering the distress
signal, and tell you that their leader is at the top of the stairs, and he will
tell you what is going on.  The alien then warns you about the potted plants
and the little tanks.  Climb all of the way up the stairs, then go right a
screen.  Climb up this second set of stairs, and talk to the leader.  He gives
you a bit of storyline and tells you to get a pickaxe from his men, then go
west (left) to the mines to get the temple key.  Go back down the stairs here
and go left a screen.   Go down until you come on this sign that says "ESCAPE
PODS" and points to the right.  You will arrive at somewhat of a maze.  Go
right, up the stairs, left, up the stairs, and right until you come to stairs. 
Go down two sets of stairs, go right, go up the stairs, and then exit the
screen to the right.  You will come to the escape pod area.   All of the pods
except one are launched, and some aliens are standing by that one.  One of the
aliens will give you a pick axe, and the others will say "Good luck!".  Try out
your pick axe here.  Press PgDn to select it, then press the fire key to use
it.  Pickaxe all of the boxes here, getting a hammer, screwdriver, tuning fork,
gems and an extra fuel pack.
Exit, save and load here.
	Now you need to go left.  Go left until you come to a wall that you can't jump
over with a lake right before it.  The secret here is that you can jump higher
coming out of water than from land.  So, jump in the lake, and then jump out
towards the wall, and you will make it up.   Watch out for the little bugs that
plant their heads in the ground then jump up when you get close.  Make your way
left, swimming through another (much bigger) lake, until you come to a hole in
the hillside.  Enter this.  Go left a ways until you come to a box which you
need to pickaxe before you can go further.  Do so, and then go down two levels,
ignoring the mine cart for now.  THIS IS IMPORTANT.  Jump over the little gaps,
avoiding the mice, and pickaxe the two boxes at the end of the passage.  One of
them will contain an old lantern.  You will need this later in the game.  Go
back up a level and jump in the mine cart.  You will need to occasionally jump
out of the cart over obstacles.  You will go right a screen.  Now, some
obstacles you need to jump over, and some ride under.  This is the order: jump,
jump, jump, ride, jump, ride.  You will then go up an incline and fall down. 
The cart will catch the track, and you will keep going.  You will go up again,
and fall down again, and this time you need to jump out of the cart and onto
the blocks.  Make your way right, and you will come to cave once more.  Go up
the stairs to your right and get the blue key.  Keep going right until you come
to a wall.  Stand right next to the wall and jump.  Your head will hit an
invisible block and make it appear.  Move left one space and jump again to hit
another block.  Jump up on the two blocks you've created and jump towards the
left.  Two more blocks will appear, and you can get up.  Go all the way left
until you come to the end of the platform.  Stand one space away from the end
and jump to make an invisible block appear.  There is a string of three
invisible blocks there right next to each other, so hit all three.  Now go back
to where there were two blocks of stone and jump up to the top of the stone
structures.  Go left, jumping on the blocks you just revealed and enter the
faint door on the platform.
	Now you need to go right as far as you can, up as far as you can, then left as
far as you can.  Pickaxe the box, then drop down and to your right to get a
skull key.  Drop down and go back out the door.  Now drop down to the right and
enter the stone door.
	Go right, but watch out for the green ghosts.  Your shots can't harm them. 
Follow the passage until you come to a door.  Go through it, and out the hole. 
You will arrive back outside, near the base.  Remember this spot:  it is on the
leftmost space of the waterfall just under the base.  You can go in and out by
standing on this space and pressing up, just like you would with a door.  Now
is a good time to save.  Go back in the waterfall, and then in the door. 
Follow the passage down and right.  You will come to the end of the screen.  Go
to the next screen, then go all of the way right, and talk to the native
standing next to the key.  He will give you a bit of storyline, tell you to
take the key to the temple and get the power crystals back from the six
fractured parts of reality.  Once you have the key, the easiest way to get out
is to save/reload.
	Now go left one screen, and then jump up onto the first white rock you see. 
Using this, jump up to the next level, and climb the mountain until you come to
a white bridge.  Cross it, then jump up to the next level and cross another
white bridge back.  Jump up to where a small bridge crosses the waterfall, and
press up.  You will enter a cave.  There are two ways to get past this area: 
swim through the maze, or take my easy shortcut.  I'm not going to tell you how
to solve the maze.  To get to the upper waterfall easily, do this: go next to
the right wall and jump out of the water while holding right.  You should hit
and reveal an invisible block.  Now jump at every other square, and there will
be blocks there, too.  From these blocks you can start jumping, and hitting
more blocks in a checkerboard fashion to get up to the upper waterfall.
	Now that you're this high, jump right to the white bridge and cross it.  Once
at the end of it, jump over the waterfall and pickaxe the chest to get another
Blastola Cola.  Recross the bridge, jump down to where you came out at the
higher waterfall, and go left to enter the temple.
	Inside the temple, go right to the blank area of the wall just right of the
door and press up.  You will enter a hidden door.  Note that there is a
Blastola Cola in the temple if you want to explore it yourself.  Go left until
you meet a native standing by a device with six panels on it.  Talk to the
native, select one of the panels and save/reload.  You will now start in front
of the device instead of outside the temple.
	The first reality you need to go to is Magic, so select it on the device and
go left and stand on the green platform.  You will arrive in a forest area if
you have a good copy of CC2.  If you don't you will be dumped into a dungeon,
and won't be able to continue.  See my contact information below to get a good
copy.  Anyways, in the forest area, go right until you come to a hole and a
white rock.  Jump up on the white rock and into the trees.  Make your way back
and forth through the trees until you end up on a branch leading to the next
screen.  Keep going, jumping from branch to branch, always staying as high as
you can, except for one case where you need to jump from the longer lower
branch.  If you don't make it to one of the last branches, that's fine.  If you
do, you need to drop down anyway.  There will be a native standing by a
corkscrew.  Get the corkscrew, and talk to the native.  He will tell you that
until you get the pinwheel shot randomizer, monsters will still be able to
avoid your fire.  Go left a screen, and keep going until you come to a hole in
the ground (not a waterfall).  Go down it, and be prepared to shoot a giant ant
there.  You will come to a door.  Before you go through it, pickaxe the wall
just to the left of it to get an extra life.  Go through the door.
	Go left, and climb up until you reach a grassy area with several natives
standing around.  Get the red key, and talk to them all for hints.  Notice the
one that says that the wizard turned his jumping boots into a broken lantern.
	Go back down and through the door, then go back up to the surface.  Just a
little to the left is a white rock which will let you jump back up into the
branches (it's the second rock).  Make your way right until you come to the end
of this screen.  Go into the next one, which is a castle.  Go inside the
castle.
	Once inside, jump left, always avoiding the little blue sparkles.  Go through
the door one to the left of the entrance. Go left, up the stairs and through
the door at the top.  Go left until you come to a door blocked by this little
green thing with two arms.  If you don't want to get hurt, jump over the green
thing.  The green thing will go up, and you can then enter the door.  Now go
right, jumping over the little holes and avoiding the blue sparklies.  Now is
the time to use that corkscrew.  If you stand far enough away from the green
things on the floor and shoot, you should be able to kill them.  Go right, down
the stairs, left, down the stairs, and right past the end of this screen.
	Go right until you come to three little green things sitting on the floor. 
Jump on one, and let it carry you up to the top, then go left when it releases
you.  On this higher platform, go left as far as you can and pick up the
necklace.  Now jump up into the water and swim right and up.  When you come to
a T, go left.  Swim as far left as you can, and pick up the mirror.  Now go
back right to the T, then keep going right past the little stream to the end. 
Now go back left until the right wall just disappears out of view, then drop
down out of the water.  Go through the door.
	Boss time!  Go right, past the little green thingies and up the ledges.  This
is quite hard to do with the "happy feet" spells going down the ledges. 
Anyway, once you get past the ledges, keep going right.  You will meet a wizard
sitting on a throne constantly casting happy feet spells at you.  You need to
jump at him, fire several shots at him before the spells carry you back, and
jump back.  Do this several times and the wizard will die and stop casting
spells.  Jump up on his throne and pickaxe the two squares behind his throne. 
You will reveal a wand.  Pick it up.  Now, remember how the guy said the wizard
had turned his jumping boots into an old lantern?  Hit [Home] and drop the
lantern you picked up in the mines (you did read that part of the walkthrough,
didn't you?), and hit it with the wand.  Presto!  New jumping boots.  Now drop
the tuning fork, mirror, and necklace, and hit them all with the wand.  They
will change, and you can pick up the items (gems and lives, I think).  Now go
left back past the ledges and little green things.  Keep going until you come
to the end of the platform.  Jump into the water and swim down and around. 
When you come up, you will see a metal box.  Pickaxe it to reveal a crystal
ball.  Hit the ball with the wand to change it to a power crystal, and pick up
the crystal to teleport back to the temple.  Now go right past the device to
the platform there and drop the crystal.  Go back to the device and select Ice
as your next level.  Stand on the green platform and you will be teleported to
the ice level.
	To start with, go up and around, avoiding the icicles and snowballs.  Jump
over the first gap you come to and fall into the second.  You will slide
uncontrollably on the ice, and the only way to change direction is to jump.  Go
right cautiously, jumping and shooting the icicles as you come to them.  At the
end of the corridor is a door.  Go through it.  Go right as far as you can. 
You will eventually come out of the underground and climb a mountain.  From
here you can jump on to some ice ledges.  Jump from ledge to ledge going left. 
At the extreme left of the area you will find ice boots which will allow you to
walk firmly on ice.  Now is a good time to save/reload.  Go back into the ice
level, and this time jump over both gaps (now that you can).  Go right until
you come to a bobsled.  Jump on it.  In the first screen there is only one
stump you need to jump over.  The next one is a little more difficult.  This is
the procedure:

Take the first jump
Skip the second
Take the third
Jump over two stumps
Jump over the next stump and the jump immediately following

	If you have done this correctly, you should end up sledding underground into
the next screen, where you will get off of the bobsled.  Get the key here and
save/reload.  Go back into the ice level and go down into the first hole, and
into the door.  You will now be back where you ended the bobsled area.  Go
right and a little ways up the stairs, then take the narrow passage to your
left up to the top.  Go left past the end of the screen.  In the next screen
you should come upon a snowman.  Jump on him to get the head, then go right,
set the head down, and hit it with the wand.  It will turn into a keycard that
you need in the Techno level.  Go right, jumping across the first narrow
passage.  Drop down into the second while holding right.  You will land in a
small room.  Pickaxe the blocks on both sides of the room.  On the leftmost
side of the room is an extra life, and on the rightmost side is the (drumroll
here) pinwheel shot randomizer.  Drop down the hole.
	Now go right and all the way up the stairs.  Jump around on the platforms
until you make it to the right-hand one that is attached to the ceiling by an
icicle.  Now jump right as far as you can, and you should land on a little
ledge with some breakable blocks in front of you.  Break them, then drop your
corkscrew.  Run in underneath the hail of icicles and break the blocks, then
get under cover.  Run out again just long enough to break the block in front of
the boss here, then run back under cover.  Now turn around and start shooting. 
If hadn't dropped your corkscrew, your shots wouldn't hit him.  Once he dies,
the falling icicles will stop and a crystal will appear.  Run back and get the
corkscrew, then get crystal to teleport back to the temple.
	Select Techno on the device, and go stand on the green platform.  Now go right
all the way, shooting and avoiding the mechanical birds.  Enter the door that
says, "Park staff only".  Go right here, but watch out for the little boingy
things.  Once you are all the way right, you should be able to jump up on the
platforms.  Jump left and up, then go through the door.  In here is a robot
(shoot it) and a Blastola Cola.  Go back through the door.  Now go right until
you come to this dropoff.  Jump down here, and you should be at another
dropoff.  Jump down here, but make sure to hold down right while you fall! 
This way you will make it to the ledge and not fall down the pit.  Shoot the
robots, as these can kill you very quickly.  Then jump over the ledge and enter
the door here.  Jump across the gap and enter the door opposite from the one
you just came out of.  Go left, then fall down.  You need to fall like this: 
Go left just enough to fall, then immediately hold right.  You should enter the
gap.  Hop down to the platform and shoot the robot.  Hop platform-to-platform
to get to and door and enter it.  Walk right a little ways until you come to a
platform you can jump on.  Jump up to the left, up to the right, then right to
a door.  Go through this door to see an eye-popping background.  Very, very
busy.  The trick here is hidden blocks.  Go right off the platform you are
standing on.  See those rows of lights all flashing on and off at once?  That's
where the hidden blocks are.  Hit the rows from below to make the blocks
appear.  Once you get high enough, follow the trail of lights and jump right. 
Go up past the flashing question mark and follow the lights around and down. 
Go past the obvious door here and follow the lights up the ledges and left to
the four squares they all focus on.  Stand in front of those squares and press
up to enter a hidden door.  Now you can get one of the most useful items in the
game:  The Jetpack!  There is also some fuel for the 'pack in the other corner.
 Now would be a good time to save/reload.
	Make your way back to the obvious door you passed earlier.  Now it's boss
time!  First, though, you have to get to him, which is no easy matter.  Fall
down and to the right, then jump up the first to ledges.  Jump up into the gap.
 From here you can jump to the next, and the next, and the next.  If you fall,
you have to go back and start over again.  Now there is a bunch of blocks
blocking your path.  The second one from the bottom looks different than the
others.  Shoot it to make it go away.  Same thing with the next two lines, two
of the blocks look different, so shoot them, too, and jump in the gap you make.
	Now you come to one of the hardest mazes in the game.  The blocks with squares
with 'X's on them are indestructible; the central square and moving line block
are not.  There are several ways to take out destructible blocks: Jump on them,
hit them from below, shoot them, or pickaxe them.  Now I will endeavor to tell
you how to solve the maze.  There are six Jacob's Ladders (JL) (the things that
look like two antennae with electricity going up between them).  I have
numbered them like this:
2  3  4
1  5  6

	 Blast away all of the blocks by the entrance, until you get to the first
electric JL  Now, bust two blocks straight up, then jump up there and shoot the
two blocks immediately to the right of them.  Bust blocks up and to the left
until you get to JL 2.  Now, do the same thing, bust up then shoot blocks to
your right, until you are standing on a platform of three 'X' blocks.  Keep
going right past JL 3 and bust blocks right and down.  Go under the 'X' blocks
between JLs 3 and 4, then break out of the maxe to your right.  Now jump up and
shoot the blocks immediately to the left, and jump up on the ledge you just
created.  Now you can jump up to the door, which you should then go through. 
Go right and down, and you will meet the boss.  He is extremely hard, as he has
six poles that shoot stuff at you.  Destroy him, though, and you will get
another well-earned crystal, which will teleport you back to the temple.  You
might want to save/reload now.
	The next area you need to go to is Nature, so set the device and stand on the
green platform again.  Go right until you come to a house.  Enter it, and talk
to the guy.  He says that the wind and rain are unnatural, and crops and fields
have been destroyed.  Grab the shield.  Exit then go right, jumping over one
more gap.  This gap is too large for you to jump, even with the boots, so use
the jetpack for a short while here, and then again after the next hill.  You
will now go to the next screen.  Here there are birds and bushes that are being
blown at you.  Also there are tornados which bounce around the screen and can't
be hurt.  You just have to avoid them.  You will eventually come to a large
house, so go in.  The guy inside says that if the weather doesn't improve soon,
his family will perish.  You can grab the shield sitting on the table, then
jump up to the second story.  The first kid says, "Gee sir are you here to help
us.  That's awfully kind of you."  Get the lantern, then talk to the second
kid.  He asks you if you are going to help them, or just came to steal their
clock and lantern.  Now pick up the clock.  Set the lantern down, and hit it
with the wand.  It will turn into a 5-gem piece.  The clock you will use later.
 Exit the house, then go right until you come to a tree emitting lightning.
Enter it.  You will fall down into a pool, so be prepared to immediately shoot
some water snakes.  Swim all the say right, then jump up to the platform.  Keep
going up and to your right until you come to another lightning tree exit.  Go
through it, then jump up the ledges to the sides to collect some jet pack fuel.
 Go back into the tree.  Shoot the red wiggly things, then make your way left
until you start going up.  Jump up and to your right here, and you can exit out
another lightning tree.  Go left, then jump up the ledges.  You're going to
need to use the jumping boots to their full potential here.  Jump from ledge to
ledge, first right, then left, then right again.  You will end up on top of a
tall hill.  Alternatively, you could use your jetpack if you don't want to
bother with jumping.  Anyways, jump right over the next hill and keep falling
right.  You should land near yet another lightning tree.  Enter it, drop off
the left side, and start holding left as soon as you pass the first red wiggly
thing.  You will land on a small ledge with an extra life.  Jump right as far
as you can to land on another ledge with a shield (I think).  Now just fall
down, and you will land in a deep pool.  Shoot the little water snakes as you
go down, and exit the screen on the left side.
	Swim left, then jump up on the ledge, avoiding the red wiggly thing.  Jump up
to the top, and go down the passage towards the Boss.  If you have any shields
in stockpile and you're not full health, now would be a good time to drop one
and recharge.  When you drop down, there will be this guy shooting these
miniature storm clouds at you.  Shoot him dead as fast as possible, then get
your crystal to teleport back to the temple.  Save and reload.
	The next area you need to beat is Time.  Select it, then teleport there with
the green platform.  You will end up in a world with a red sky.  Walk right
until you come to a little sign that says,
       The Metropolis
          -Senots-
    Destroyed by an
   earthquake in the
   year 2028, marking
   the end of the age
      or technology.

Note:  "Senots" is the word "Stones" backwards.  Anyways, walk right. 
Especially watch out for the blue flying bugs.  These are nasty, especially
when they team up on you.  Try to shoot them as they come.  I once let several
of them collect behind me, and when I stopped, all of them hitting me at once
killed me from full health!  Go right to the first door.  Inside is a shield
and an extra life, among other things.  Exit, then go past the first set of
stairs, and jump up the second set of stairs.  Walk right past the end of the
screen.  Go right until you come to an old set of stairs leading up and to the
left.  Take them, then go right until you come to a door that is only one Comic
wide.  Enter it.  Go up the stairs to your left, then go right and stand on top
of the pots.  Jump straight up and you will hit a destructible brick.  Jump up
through the gap, then jump up onto the platform above.  At the end of this
platform is a pot.  Break it to find a yellow key.  Now is a good time to
save/reload.
	This time, skip the first set of stairs, take the second one, then take the
upper stairs you skipped earlier.  Go left until you come to another door that
is only one Comic wide, and enter it.  Go down to the bottom, then go left.
always staying as high as you can.  When you come to what looks like an
impossible jump, don't worry.  Just jump as far left as you can go.  You will
land on the floor.  Jump up to the platform, then jump off of the platform onto
the wooden stairs.  Climb the stairs, watching out for the broken portions.  Go
through the door.  Walk right until you come to another door.  Enter it.  Walk
all of the way to the right.  Now, see that stand where there is an outline of
a clock?  Jump on the stand, hit [Home], and select the clock to drop it.  You
will see the message, "You hear a strange whirling noise as you set the clock
down".  Now go through the door with an "I" on it to teleport to 2028. 
Sometimes I have found that it doesn't work;  Here are some things to try to
make the time chamber work:

Drop all items, pick up clock and set it back down on the pedestal
Drop item #1, put clock there, then put clock down on pedestal

	Once you get it to work, you will teleport to 2028, at the time of the great
earthquake that destroyed Senots.  Go outside.  There are natives running
around.  They won't hurt you, just bump you.  If you want to let them run past
you, switch to pickaxe and hold down fire.  The native will run right past you
instead of bumping into you.  Go left until you come to the first door.  Climb
them, and enter the door there.  Go down the platforms, then left and up to
find a pot containing a Blastola Cola.  Exit the building.  Continue left to
the next building, jumping up the first two levels to get to the door here. 
Enter it, then make your way to the bottom of the building.  Use the pickaxe
technique to avoid the native, then go left.  You will find three pots.  Inside
one of them is a teddy bear, which you should take, as it is needed for the
Dream level.  Go back up and exit through the door and go left past the end of
the screen.
	Go left and up the stairs, then at the fourth step from the top jump right. 
Use the pickaxe technique to avoid the native, then jump on the roof.  Continue
left to the end of the screen, then use your jetpack to get up to the upper
level.  Enter the door here, then go right and drop down the passage.  Go left
a little, and you will see a pot.  Break it to get a green infinite jetpack
fuel. As long as you have this in your inventory, your fuel will always be 99. 
Jetpack back out of the hole, then head right.  Watch out for the flames that
drop down occasionally.  Keep going right and down the stairs.  You will come
to two blue pots.  There is health there.  Jump right to meet the boss, a
flaming madman.  Immediately go right under the arc of his flames and start
shooting.  You should be able to kill him without being hurt.  Now jump up
behind him, or use the jetpack to grab the vial.  Set the vial down somewhere
and hit it with the wand to get a red key, then jetpack out of this building. 
Go back right, going under the first set of stairs and up the second and third.
 Drop down, and you should see a doorway with an iron grate over it.  The red
key you got will open this.  Once inside, proceed very slowly right, as there
are lots of falling bricks.  You will see a power crystal on a stand.  Get it
to teleport back to the temple.  Save/reload.
	The last one left is Dreams.  Select it and stand on the green platform.  When
you arrive, a star will come shooting down and sit on a rock.  Touch it to talk
to it.  It says that its on its way back to dreamland, and your welcome to
follow it if you wish.  Fire up the ol' jetpack and start going up.  It's a
long way.  Good thing you have that infinite fuel pack, huh?  Avoid the little
ufo's on your way up.  At the top is a constellation in the shape of a castle. 
You need the teddy bear to get in.  Once you're in, talk to the little star
again and start jetting right.  About three-quarter of the way is a shield. 
Talk to the star for the last time, and enter the castle.  Your jetpack won't
work in here.  Just to the right is what looks like a power crystal.  However,
when you approach it, it grows legs and skitters away!  Follow it, shooting the
bouncing crystals with faces on them.  The crystal will eventually lead you off
the screen.  Keep going right, and you will fall through the floor.  Go left
and up, shooting the bouncing green trophies gone mad.  Go through the door. 
There are six doors here.  Initially, you can only get to the lower three.  Go
in the middle lower door, then go to the extreme right of the cell.  Jump
straight up, and you should destroy a brick in the floor above.  Jump up and go
through the upper door.  Now that you are on the upper platforms, jump to the
platform to your left and go through the door there.  There is a chalk door
drawn on the wall;  Go through it.  Go up and around to get the shield.  Now,
jump at the wall just to the right of the upper platform here.  You should go
through the top two squares.  Jump at the right wall, and go through an
invisible passage to get a blue key.  Go back through the chalk door, and the
real door.  Now you are back to the six doors.  Go left, and go through the
wooden door.
	Now you are in a multicolored room.  Talk to the native standing here.  He
tells you that you are in the wargames.  You need to get out on the field. 
However, to get there, you have to pass through the red and green zones, which
are riddled with traps.  He tells you that the red and green teams use
green-handed lanterns to mark special places.  Jump across the destuctible
blocks, then head right to the door.  Beware, though:  Some of the blocks here
are not real.  Just jump out of a hole if you fall into one, though.  Go
through the red door to enter the red team's zone.  Go right, but jump over the
blocks just under the green-handed lantern -- they're not real and you will
fall through.  Continue right, jumping the gap to another green handed lantern.
 This one marks blocks that aren't real in the wall just to your right.  Jump
at the wall to pass through it.  Walk right, jumping over each of the GHL's,
and go through the green door.
	Jump and shoot each of the swords off of the banners, as they will fall on you
if you go underneath them.  Once you are all the way right, talk to the native,
and he says that you can't enter the green door, you have to find the blue one.
 See that green handed lantern?  Jump at the square one to the left of it to
reveal an invisible block.  There is another one three blocks to the right,
over the natives head.  There are two more, each three blocks to the right.. 
Jump on the stairway you've created, and start jumping up and down on the top
step.  You will destroy several blocks, and you can then jump up to the passage
you have revealed.  Go all the way left down this passage and through the blue
door.
	Go left, and talk to the natives.  If you have any stockpiled shields, now
would be a good time to use them.  Enter the door.  This is one of the hardest
areas in the entire game.  There are little soldiers marching, tanks driving,
helicopters dive-bombing you, and missles shooting at you.  If you make it past
all of this, you will make it to the end of the screen.  The easiest way to get
through the area is to run as fast as you can.  There is a limit to the number
of enemies on the screen, and once you have several of the little black
helicopters following you, none of the missles will fire.  Note that there is a
shield halfway through the ordeal.  You will meet a native who tells you that
you have won, and that you should collect your trophy.  Jump at the trophy, and
you will fall through.  Go right a screen, and you will hear a voice saying,
"So you want a trophy, huh?  Well, I'll give you a trophy!".  The boss is just
to the right here.  He is a guy that throws bouncing trophies at you.  Jump at
him while shooting, then go left so he's off the screen and deal with any
trophies he may have thrown at you.  Repeat this until he dies.  Now jump up
and grab the real trophy.  Drop it, hit it with the wand to turn it into a
power crystal, and grab it to teleport back to the temple.
	Now all that's left is the endgame.  Talk to the guy standing next to the
device, and he will tell you that you can now destroy the crystals by hitting
them with the wand.  Do this to all of the crystals you've gathered, and the
ghosts, now white, will rise up from below.  One of them will take you with it.
	You will now be back where you started.  Natives will be standing around.  You
can talk to them to get some storyline.  There is a note taped to the base
door, which you can read for more storyline.  Go inside and enter the time door
to win the game!

THE END

d) Full Storyline

	In Captain Comic 1, Comic recovered the priceless Crown Jewels.  These jewels
were stolen from the planet Omsoc (cosmo backwards) by thugs from Tambi. 
Anyway, en route back to Omsoc, Comic receives a faint distress signal from an
uncharted plant.  He then teleports down to the planet without even his trusty
Blastola Cola from the last adventure, and sets out to find the source of the
signal.
	He soon gets a Cola, and makes his way into a scientific base through the back
door.  He meets these aliens called the Skrejgib (Big Jerks backwards).  The
head Skrejgib tells him a story.  According the Skrejgib, this is a scientific
expedition that landed on this planet in search of a new energy source for
their home planet.  While searching the many caves behind the waterfalls, the
Skrejgib stumbled on a temple.  Inside this temple were six large power
crystals.  The Skrejgib removed the crystals to process them for power. 
However, in doing so, they unleashed the same forces that had driven the planet
into the dark ages from which it had yet to  recover.  In revenge, the natives
attacked to Skrejgib and stole the key to the temple.  He then asks you to get
the key and bring it back to him.  He tells you that the natives took the key
deep into the mines, and tells his men to give you a pick axe to help you along
your way in the mines.
	The other Skrejgib are in the escape pod area, where all of the pods but one
are launched.  One of them gives you a pickaxe, and tells you to expect to have
to do some swimming to get to the mines.
	You make your way through the mines until you come upon an area which is
different then the rest or the mines.  There are these weird, glowing crystals.
 Out of the crystals come green ghosts which you can't harm.  At the end of all
this is a native.  He tells you that the green crystals are power crystals. 
These crystals corrupt the natives on contact.  When the Skrejgib landed, he
thought they might be immune to the bad effects of the crystals, but it had
proven otherwise.  The Skrejgib had tried to use the crystal's power to enslave
the natives.  To prevent this, the natives had desperately attacked the
station.  However, when the natives touched the crystals, they began fighting
among themselves.  Seeing that all was lost, the native you are talking to took
the temple key and went into the mines with it.  He tells you that now the
power of the crystals has split reality into six different parts.  In each part
is the holder of a crystal.  The crystals have corrupted and made the holders
more powerful.  You now need to go to the temple and defeat each of the six
holders and bring the crystals back to the temple, and preferably destroy them.
	You make your way back to the base station, only to find a note.  The note
says that conditions have become too dangerous for the Skrejgib, and they have
taken refuge in your orbiting ship.
	Since this avenue is cut off, you go to the temple.  After solving the maze,
you find a native standing next to this machine with 6 panels on it.  The
native tells you that you must get all of the crystals and bring them back to
the temple.  On closer inspection, the six panels are: Nature, Magic, Time,
Ice, Techno, and Dreams.  You select one, and your journey begins.
	After getting all six crystals, the native tells you that you should be able
to destroy them, and release all of the ghosts in the mines who were held by
the crystal's power.  You do so, and a whole bunch of ghosts -- now white --
rise up through the floor.  One of them carries you with it.  You come down
where you started the game.  There are no more enemies now, and several natives
standing around.  They thank you profusely.  Going to the base, a native near
it tells you that unfortunately, the Skrejgib have taken off with your ship. 
All they left was a note.  The note says that they are very disappointed that
you destroyed the crystals, since they had hoped to claim them for their own
use.  However, they did find three priceless treasures aboard your ship, and
since there is a large reward posted for them, they will use that money to
recoup their losses.  Also, they will sell your space cruiser.  The note ends
by saying that they won't be seeing you soon, as this planet won't develop
space travel for another 1000 years.
	You go inside the newly renovated base, and find that a time machine salvaged
from the ruins of an an ancient city has been set up.  A native tells you they
have set it far in the future, and nobody that has gone into the time machine
has come back.  Another native broadly hints that the natives might have space
travel in the far future.  You enter the time machine and win the game.  The
ending hints that there will be a sequel, but apparently the idea was scrapped,
and Captain Comic 2 is the last of the series.

e) Items -- Locations and comments

*Green base key*
Located at the end of an underwater passage.

*Blue mines key*
Located at the end of the minecart ride

*Green skull key*
Located in the mines near some monoliths, after hitting invisible blocks

*Yellow temple key*
Located at the end of the mines.

*Red castle key (Magic)*
Located at the end of an underground passage, directly under the castle

*White snow key (Ice)*
Located at the end of a tobbogan run.

*Key Card (Techno)*
Located in Ice as a snowman head, hit it with the wand

*Yellow Time Machine key (Time)*
Located in Time, above a destructible brick

*Red Crystal Chamber key (Time)*
Located as a vial behind a flaming madman in Time, hit it with the wand

*Teddy Bear (Dreams)*
Located in Time, in a pot after time traveling

*Blue Team Key (Dreams)*
Located in a dungeon in Dreams, behind a chalk door

*Pickaxe*
Located in the base, alien gives it to you

*Wand*
Located in magic, behind a wizard's throne

*Jetpack*
Located in Techno, after hitting invisible flashing bricks

*Clock*
Located in Nature, inside a house

*Broken Lantern*
Located in the mines, below the start of the minecart area

*Jumping Boots*
Located originally in the mines as a broken lantern, hit it with the wand

*Snow Boots*
Located in Ice, after jumping across ice

*Corkscrew*
Located in Magic, sitting on the ground near the castle

*Pinwheel*
Located in Ice, in a room with a narrow shaft

*Infinite Fuel Pack*
Located in Time, in a jar after time traveling

f) Contact Information and credits
This FAQ was compiled by Clint Olson.  Thanks go to Mitch Design Australia
(http://mitch-design.tripod.com) for getting me some essential files I needed
to use the game.  My website (where you can get a good version of CCII) is at:
http://pad.olsonnetwork.com/downloads/
You can contact me at co-n-co@mochamail.com.  No spam, please.  Hope you
enjoyed this FAQ!

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