Commander Keen Episode B: The Patchatron.


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Getting Started
Controls
How to Play
Story
Creatures
Items
Hazards
Credits

Getting Started

Simply extract this zip file. [Oh, you’ve already done that haven’t you? Oh well.] Just run the BAT file and you’re away!

Controls

The default controls are as follows:

Move left and right: left and right arrows
Jump: Ctrl
Toggle pogo: Alt
Spit a laser: Ctrl + Alt
Toggle sound: F2
Save (only on the map): F5
Status Screen: Space

On the map world, use the arrow keys to navigate, and press Ctrl to enter a level.
Some of these keys can be redefined in the game.

How to Play

As Commander Keen, you must save several planets from destruction by destroying the eight miniature QED that are aimed at each planet. You may even come across Mortimer McMire himself.  In each level you enter, there is an exit to be reached some levels will contain to be destroyed. After completing a level you can pass it on the world map, note however that some levels open gates at other places on the map.

Story

Commander Keen has previously had many adventures involving Mortimer McMire (see Episode X or Norp the Yorp  games for details.) but things have been quiet lately.

Upon reaching Mortimers ship however, Keen was immediately 'patched'-the molecules of his body were completely reformed. This caused him to crash onto Mortimers ship. Coming to Keen knew something wasn't right. 'Gah! What happened to my body?! Yelled Keen.

Acting quickly, Keen looked up his new body in the Encyclopaedia Universa. Mortimer had turned him into a Lilb, a bubble based lifeform. 'Well, my Pogo's useless then' said Keen 'Time to try out my new pea shooter.' So, looking totally ridiculous, Keen set out to destroy the Patchotron, find an antidote for his patching, and clobber Mortimer.                             Now in order to be successful, Keen must destroy eight miniature QED's Mortimer obtained at a discount. (Only for our first 50 orders!) when buying the Omegamatic.  These are aimed at eight different planets, and their is a decoy as well. Keen must also rescue Xky Rauh and Andrew Durdin, two scientists enslaved by Mort in order to build his orbiting fortress. Keen will have to search each area of the Patchotron separately, and be wary of switches, false walls and enemies. He has his work cut out for him!

 

Creatures ‘n’ stuff

The patchatron has many defences, so Keen had better be on his toes.

Creatures and things

Scouter

These intriguing robots spend their time cleaning up any messes or fixing anything broken. Harmless and easily disposed of, they could become useful in some cases...

Hoverboards

Found only later on in the game, these are useful for carrying Keen places he can’t normally go, such as far away ledges or over pits of acid.

Bobble

These annoying little pests spend their time rolling around looking for someone to stun. One shot to kill, best avoided.

Enemies

 

 

Drel

Strange twisted creatures patched out of nothingness by Morimer, these weird looking things jump around looking for things to bite. One shot to kill.

Byrd

Yet another odd creature created by Mortimer, these harmless looking fliers shoot multiple firball streams that are almost impossible to avoid. Always try to be behind them.

Fireball

Shot by the Byrd, Guns and Monks, Keens Rail gun should take care of it, IF you can hit it in time!

Monk

Shadowy creatures, but surprisingly athletic, often jumping several times their height to sneak up and blast you with a deadly fireball. Four shots to kill, very pesky.

Gun

Found embedded in walls, these turrets fire fireballs randomly. If you find yourself in front of one and it fires, shoot the bullet. Guns cannot be destroyed.



Commanders

There are three people Keen must get past in order to destroy the Patchotron. They are:

Mortimer McMire, evil genius and in complete control of the Patchotron. He’s made it impossible to reach him. Impossible that is unless Keen can rescue:

Andrew Durdin, top nuclear physicist and in charge of the Patchotrons power core. Rescue him and he’ll destroy the source of all the electricity helping Mort, thereby crippling the Patchotron. Andy’s area is full of electrical hazards. To get to him though, you’ll need to free:

Xkylyr Rauh, eminent structural engineer and in charge of the Patchotrons security. Free him and Keen will never have to puzzle over which switch to flick or door to open again! Xky’s area is packed full of puzzles and traps, so look before you leap.

Items

The patchatron is packed with candy and such hoarded by Mortimer. Some objects may be impossible to get so don’t let greed blind you.

 

Keen managed to pick up one of Mortimer LEG Rail guns.It shoots a small electrical discharge that will fry an enemy at sixty feet. The gun is more accurate than the neural stunner.

Rail gun:  5 shots

Mortimer hasn’t changed his style of access doors, still relying on gem-circuit technology. Match the gem and door colours to pass. WARNING: not every door can be opened, and Keen can’t carry two of the same colour gems!


Hazards

Sludge:          A thick black gunk that will clean the meat off Keens bones


Flare:           A hot ball of plasma that will fry you to a crisp.

Glo-tube:     Yet another way to fry.

These are not the only things to watch out for so be on your guard.

 

How to Play- Level hints.

The Map

Red levels are standard; the green and grey ones are optional. Each of the arms will open after another one is done. There is a secret level lying around…

Tips are given for the large red levels only; 1-4 are in the bottom right arm, 5-8 in the bottom left, 9-12 in the top right and 13-16 in the top left arms.

Level 1

Click the switch down the bottom twice to open the bridge blocking the end.

 

Levels 2,3&4

Both are trainer levels, 4 will open the bottom left arm on the map, 3 is one of several decoy machines…

 

Level 5

Don’t stand where the globe things are, the floor is false. Look out for little hints that a wall or floor is fake. When you get to the area where you appear trapped, go left through a wall and get a green key, then go right and jump through the ceiling. Once you appear trapped again, the spikes are false and you can fall through the floor. After destroying the machine you follow the arrows through the left wall.

 

Level 6

One hell of a maze, this level isn’t vital.

 

Level 7

At the beginning you can go either way, if going right, use the top switch, when you fall down click the rightmost switch. If going left, click the middle switch. After falling through the floor, go left and click the second switch, you shouldn’t see a bridge, wait ten seconds the carefully fall down. At the level bottom, don’t click any of the switches. The top exit is fake, avoid it.

 

Level 8: Xky Rauth [On hard only]

There is a sign by the left set of doors telling you what colour doors to open, and in what order. The first line will get you the first grey gem, the next lines the second.

Getting four blue gems [after getting first grey gem above.] Click the leftmost switch twice.

Getting the second red gem. [After getting second grey gem] You can walk over the tarpit without a bridge.

Click all the switches at the end once, them switch them all once more. This will open the blocks leading to Xky.

 

Level 9: Gun Turret

Just run through this one and hope you’re not shot. You can shoot any bullets at head height though.

 

Level 10

Simple enough, just wander around until you find two gems and you’re out.

 

Level 11: Andrew Durdin

Stay on you’re toes near cannons, a brief search will show you all the gems, one of which you’ll need to get to get the gem at the beginning of the level.At the end click the switch. You can shoot any bullets heading in your direction, or jump over some.

 

Level 12, 13,14&15

12.) Just wander around until you find the gems. Then head toward the bottom right of the level and go left. 13 is easy enough. You should recognise 14, don’t let the paralysers faze you, just get the gems and try to ignore them. 15.) Head down, goings pretty easy. Mind the paralyser at the start though, he could get you killed.

 

Level 16: Mortimer. [On hard only]

Yes you can get through it easily enough, but can you get Mort’s candy stash?

Arrgh! All these doors look the same! Or do they? Open the doors that look a little different… In the green door area, get the four different coloured gems on the right.

Now think, do you want to try and get the candy, or just Mortimer? Mort will be a lot easier.

You’ll need an IQ of 315 to get the candy, it needs the solving of the the toughest switch puzzles ever invented! If you think you can beat it, send the solution to six_different_people@hotmail.com.

Credits

Very big thanks to all those whose graphics were so perfect that I ripped them, (See ant familiar tiles?) Remember, forgery is the sincerest praise and you’re welcome to rip my graphics anytime!

Thanks to Andrew Durdin for the fantastic programs he's made: Modkeen, KeenEdit, Fin2Bmp, and TileInfo.
Thanks also to Bryan Rodgers (Admiral Bob) for CKPatch, an excellent tool that helped make my mod what it is.
Finally, thanks to Christian Maas who wrote the hex editor I used for patching, and Captain Keen for spotting over 97 mistakes in the finished game.

Thanks for downloading, now play!

 

 

I said go play!

 

You want cheats don’t you?


Cheats.

I’m not giving you the cheats, however I will say god mod sux, and free stuff can be put on your tab.