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Madagascar™

Penguin Mutiny Walkthrough


Contrary to its wholesome image, Activision Inc.'sMadagascar™employs some sophisticated play mechanics in its design. Players need to stay on their toes to get through some of the title's more challenging moments.

The Penguin Mutiny chapter showcases some entry-level stealth action mechanics, combat, first-person shooter segments, and even some carnival games to keep the fun rolling along. We played through the level and broke down the goals to keep you from getting stumped.

Goals
At any point during the game, press the Start button to pause. Select Goals from the list of options to view your current objectives. Each time you complete a goal, a red check mark will appear to the left of it.

After a brief intro, you begin the mission on the deck of a freighter ship. The ultimate goal of the penguins is to overthrow the captain and redirect the ship on a course to Antarctica. Thugs, obstacles, and puzzles stand in the way of an easy victory.

  • Open the first pipe: Scout ahead and reach the rendezvous point. Neutralize any humans in your way with your attack (X button). Remember to smack your target again after they drop, or they'll get back up again. Don't get spotted by patrolling deckhands—hide inside open crates to avoid capture. Find the key and unlock the crate, then sound the bugle to signal your friends. You won't be able to take down the larger pipe-wielding brutes, so concentrate your efforts on the regular Joes and clear a path for your friends. Repeat the process of taking down guards and calling your friends until you reach the crane deck.


Pray this doesn't lead to the bathroom.

  • Secure the crane deck: Dispose of the guard patrolling the crane deck, then climb the ladder and operate the crane's controls. Use the grappling hook's shadow to aim the claw, then press B to catch each human patrolling the area. Drop each salty sailor into the cage in the center of the screen. After you've caught them all, sound the bugle and call your friends.


Step right up and win a prize!

  • Take the gas room: Travel through the pipe near the crane ladder and open the door that leads to the air duct. Call your buddies on the horn and make your way into the pump room.
  • Capture the radio room: Ignore the hefty goon by the stairs—we'll deal with him in a minute. Eliminate the small guard standing outside the bathroom, then enter the radio room and collect the key. Press the green button to flood the toilets; the oaf guarding the stairs will leave his post to investigate. Run downstairs and take out the guard, then unlock the door to the second radio room. Sound the horn.
  • Bowling on the deck: Crack open the crate full of bowling balls. Press B to grab one, then face a sailor and press B again to send one flying. Once you've disposed of the two buffoons in the immediate area, chuck a bowling ball into the open pipe—it'll pick up massive speed and blast the guard at the other end. Jump into the pipe and alert your posse.
  • Secure the poop deck: Operate the crane and collect sailors, then remove the crate blocking your path to the gates. Drop a penguin next to each green gate button, then climb the poop deck ramp and blow the bugle.
  • Storm the mess hall: Enter the storage hold and jump into the cardboard box (eat your heart out, Snake!). Sneak past the guards and grab the tranquilizer gun in the lounge. Hold down the B button to unleash a sleep-inducing hailstorm on the crew. Press the green button to unlock the door to your left, butdo not go through it. Instead, crawl through the nearby pipe and sneak past the gun-toting guard. Grab the key next to the table and exit the room through the open door. Use the key to unlock the bunk room. Defeat the guard, then muster your friends.
    Seize the bridge: Climb the ladder to reach the bridge. Before you enter, explore the catwalk to the left—you'll find some goodies around the corner. Enter the bridge, snatch the tranquilizer gun, and blast away at anyone in sight. Keep an eye out for the hunter with the gun—if ignored, he fires a few rounds at you and cuts your mutiny short. Once you clear the room of sailors, you need to hit the hunter four times before he'll go down. Fire rounds through the open windows to take him out.

By Franklin Beans

©2008 Microsoft Corporation. All Rights Reserved