Levels in Carmageddon: TDR 2000 (Game Boy Color)

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The following are the levels in the Game Boy Color version of Carmageddon: TDR 2000.

SLUMS

Race 1

Laps: 3
Checkpoints: 4
Opponents: 3 (Taxi, Funk, Moke)
Pedestrians: 100
Description: N/A

Mission 1

Laps: 0
Checkpoints: 0
Opponents: 1 (Flame)
Pedestrians: 0
Description: Destroy the leader of the Slums gang! He drives a Flame and you will receive 5,000 credits for defeating him. Once you defeat him, gang members will be on the lookout for you. You must escape onto the rooftop to elude them.
Password: W6JTKS#27CFV

Race 2

Laps: 3
Checkpoints: 4
Opponents: 3 (Funk, Moke, Truck)
Pedestrians: 100
Description: N/A
Password: T4GR#QZ1457Sz

Mission 2

Laps: 0
Checkpoints: 0
Opponents: 2 (Chevie x2)
Pedestrians: 0
Description: The leader dropped a key while running away from you! Find the key and take it to the warehouse. The key will unlock the door, allowing you to escape the zone.
Password: V5HS07Z05CFW

BACK OF BEYOND

Race 1

Laps: 3
Checkpoints: 5
Opponents: 3 (Moke, Truck, The Yeti)
Pedestrians: 100
Description: N/A
Password: Y8LW3B3CGPRX

Mission 1

Laps: 0
Checkpoints: 0
Opponents: 2 (Funk, The Yeti)
Pedestrians: 0
Description: Fuel is a valuable commodity in the desert, so find some before the gang on this level steals it all. Collecting five cans of fuel should be enough.
Password: 0CPZ6F7BHRT1

Race 2

Laps: 3
Checkpoints: 5
Opponents: 3 (Truck, The Yeti, Duke)
Pedestrians: 100
Description: N/A
Password: 3GS19J214132

Mission 2

Laps: 0
Checkpoints: 0
Opponents: 4 (Panther, Flame, Moke, Chevie)
Pedestrians: 0
Description: The Back of Beyond henchmen are blocking the way out. Destroy the henchmen and the escape through to the Docks will be open.
Password: 5JV3CLYNTWY4

DOCKS

Race 1

Laps: 3
Checkpoints: 4
Opponents: 3 (Duke, Beach Buggy, Dragular)
Pedestrians: 100
Description: N/A
Password: 9NZ7H6T7B578

Mission 1

Laps: 0
Checkpoints: 0
Opponents: 3 (Truck, Beach Buggy x2)
Pedestrians: 0
Description: To escape this zone, you must hitch a ride on the back of a ferry, but first you need to find some fuel! Collect the five fuel cans scattered across this level.
Password: S3FQZ5L2735T

Race 2

Laps: 3
Checkpoints: 3
Opponents: 3 (Beach Buggy, Dragular, Knight)
Pedestrians: 100
Description: N/A
Password: W6JT18R9D57V

Mission 2

Laps: 0
Checkpoints: 0
Opponents: 0
Pedestrians: 50
Description: The gang of zombies have turned on you and are blocking your way to the ferry. You have three minutes to destroy the whole gang before the ferry leaves without you.
Password: JW5GQDL4979K

MILITARY

Race 1

Laps: 3
Checkpoints: 5
Opponents: 3 (Dragular, Knight, Humbug)
Pedestrians: 100
Description: N/A
Password: Q1CNXLS5879R

Mission 1

Laps: 0
Checkpoints: 0
Opponents: 1 (The Yeti)
Pedestrians: 0
Description: Hidden within the maze of crates in the centre of the level is the Military gang boss! Enter the maze and track him down, but be sure to use all available pickups, otherwise you won't succeed. Once he is defeated an exit from the maze will be revealed!

Race 2

Laps: 3
Checkpoints: 4
Opponents: 3 (Knight, Humbug, Chevie)
Pedestrians: 100
Description: N/A

Mission 2

Laps: 0
Checkpoints: 0
Opponents: 0
Pedestrians: 0
Description: One last path stops you from leaving the Military Base - The gruelling obstacle course! You have only sixty seconds to get out of the base before the gate closes.

HOLLOWOOD

Race 1

Laps: 3
Checkpoints: 4
Opponents: 3 (Humbug, Chevie, CopMK3)
Pedestrians: 100
Description: N/A

Mission 1

Laps: 0
Checkpoints: 0
Opponents: 0
Pedestrians: 50
Description: The Hollowood cowboys have gathered together in an attempt to end your progress into the next zone. Destroy all fifty of the zombie cowboys before they blow up the bridges. You have four minutes before the bridges blow up.

Race 2

Laps: 3
Checkpoints: 4
Opponents: 3 (Chevie, CopMK3, Interceptor)
Pedestrians: 100
Description: N/A

Mission 2

Laps: 0
Checkpoints: 0
Opponents: 0
Pedestrians: 0
Description: The only way to escape the zone is to collect the three fuses that power King Kong. This will power him up, setting him on a path to break down the walls around this zone.

HIGH RISE

Race 1

Laps: 3
Checkpoints: 4
Opponents: 3 (CopMK3, Interceptor, CopVan)
Pedestrians: 100
Description: N/A

Mission 1

Laps: 0
Checkpoints: 0
Opponents: 1 (CopVan)
Pedestrians: 0
Description: Heading towards the bank is a police van carrying a large amount of money. Destroy the van to collect the money.

Race 2

Laps: 3
Checkpoints: 4
Opponents: 3 (Interceptor, CopVan, Flame)
Pedestrians: 100
Description: N/A

Mission 2

Laps: 0
Checkpoints: 0
Opponents: 0
Pedestrians: 0
Description: Collect the four bomb pieces and place them at the base of the High Rise building. Be sure not to be near the bomb when it explodes. Once the High Rise has toppled, it will provide an adequate ramp to jump the zone walls.

NECROPOLIS

Race 1

Laps: 3
Checkpoints: 4
Opponents: 3 (CopVan, Flame, F1)
Pedestrians: 100
Description: N/A

Mission 1

Laps: 0
Checkpoints: 0
Opponents: 0
Pedestrians: 0
Description: Hidden in one of the warehouses is a nuclear device left over from old gang wars. Find it, and waste the Duke's mansion by turning it into a pile of bricks!

Race 2

Laps: 3
Checkpoints: 4
Opponents: 3 (Flame, F1, CopMKIV)
Pedestrians: 100
Description: N/A

Mission 2

Laps: 0
Checkpoints: 0
Opponents: 1 (Funk)
Pedestrians: 0
Description: Furious at the destruction of his mansion, the Duke has sent out his own bomber to prevent you from getting over the bridge that leads to the final zone. Destroy the bomber before he seals your fate.

THE BRIDGE

Mission 1

Laps: 0
Checkpoints: 0
Opponents: 1 (Duke)
Pedestrians: 0
Description: The Duke is out to get you at all costs and is personally chasing you! You must destroy him before escaping the bridge to ensure he does not follow you.

POLICE COMPOUND

Race 1

Laps: 3
Checkpoints: 4
Opponents: 3 (F1, CopMKIV, Panther)
Pedestrians: 100
Description: N/A

Mission 1

Laps: 0
Checkpoints: 0
Opponents: 4 (CopMKIV x4)
Pedestrians: 0
Description: The Police Chief has sent out four of his officers to destroy you. Be on the Lookout for four MKIV vehicles.

WARNING: If you use the CopMKIV during this Mission, after you defeat the first CopMKIV, the arrow that points to the cars will go crazy, making finding the next car near impossible, in addition to making it invulnerable.

Race 2

Laps: 3
Checkpoints: 4
Opponents: 3 (CopMKIV, Panther, Future)
Pedestrians: 100
Description: N/A

Mission 2

Laps: 0
Checkpoints: 0
Opponents: 1 (CopMKIV)
Pedestrians: 0
Description: The Police Chief is the last barrier between you and freedom. You first need to destroy the four generators that will open the first gate. This is where the Police Chief is hiding. Once you destroy the Police Chief, the second gate will open and freedom will be yours.

WARNING: If you use the CopMKIV during this Mission, the Police Chief's CopMKIV will spawn early and chase you. If you waste it, the arrow will go crazy and you won't be able to progress; if you don't kill it and enter the first gate, the Police Chief will re-spawn and be invulnerable. Regardless, the Mission will not be able to be completed.