MDK Cheats

MDK Cheats

  • PS1 | Submitted by GamesRadar


    Are you running low on some items and weapons?Stock up with these handy little cheats and get back intothe action. Enter the following anytime during gameplay. Do not pause.

    Hand Grenade : Triangle, Circle, Square, Square, L1, Right.

    Mortar : Left, L1, Triangle, Square, Right, Circle, Left, Left.

    Dummy Decoy : X, L1, Right, Circle, X, Up, Square.

    Super Chain Gun : Left, L1, Down, Square, Triangle, Up, Down.

    Cow Drop : Up, Down, Down, L1, Right.

    Homing Sniper Grenade : Left, Up, X, Square, L1, L1, Right.

    Bonus Airstrike : Down, Up, Circle, Down, Up, Down, L1.

  • PC | Submitted by Simon Reichmann (


    Hit F1 and type "kill" then hit escape.

  • PC | Submitted by Kevin Blasko (

    Refill Life

    Get 100% Life
    Type makemefull (used once per level)

  • PC | Submitted by Kevin Blasko (

    Get Mortar

    Get Mortar
    Type iliketolob

MDK Hints

  • PC | Submitted by GamesRadar

    Blast Chamber

    Now that you ve had your jumping skills exercised, here s your chance to show how fast you can run. Though it looks uncharacteristically peaceful when you first enter the arena, this level will soon be crawling with all manner of evil. Luckily, it s also jam-packed with goodies, so make a mad dash for the nearest weapon of your choice and start clearing them out; just don t forget to lob a few sniper rockets at Gunta atop the pedestal in the middle. After pounding the big guy with dozens of sniper rockets and picking off wave after wave of his robot horde, he ll eventually get tired of playing with you and run to the final level, but before you go chasing after him be sure and pick up as many powerups (dummies are especially helpful for the next level) and health kits as possible.

  • PC | Submitted by GamesRadar

    Feeding Gunta

    As you freefall into the final arena, use your ribbon chute to slow your descent and point yourself at one of the four elevated platforms within the room; this will allow you to get a good look at the situation and a few key clues on how to finish the game. On each platform, there is a nuclear lock holding the cables that have Bones tied up and in the area below there is a raised platform with a large machine. Make your way down to the machine (avoiding Gunta and the robot) and step on the large button and pick up a Gunta snack. Now wait for a nuke to be dropped into the arena then toss Gunta the treat and scramble for the nuke. Once you ve picked up the nuke, use the air vent to carry you up to the first platform and use the bomb on the lock. Then head back down to the machine to collect another treat for the boss. Wait until a new bomb is dropped before you feed Gunta again, and when the timing is right, repeat the same procedure until all the cables are cut. Once bones is free he ll& well& you ll see. Just be sure to feed Gunta one last time before you bask in the weirdness of the ending.

  • PC | Submitted by GamesRadar

    Save Bones!

    You ll know you ve discovering the entrance to Gunta s lair when you find poor Bones strung up by his paws while the evil Gunta oversees the operation with a casual style. As the boss lounges on his pedestal, use your sniper mode to give him a wake-up call, and then jump down into the arena (the fight won t start without you). Once he s called in the big mothership to rain down death from overhead, you ll need to switch to sniper mode and take out each individual turret to bring it down. There s fresh supplies of ammo and health in the nearby trench, so this arena shouldn t be too much of a problem to defeat.

  • PC | Submitted by GamesRadar

    Out for a walk

    There s nothing subtle about solving this level, simply roll up your sleeves, mount up your biggest gun, and plow your way through a pack of hell hounds. Use dummies if you ve got em and keep shootin those mutts til they re gone. Just don t get squished by Gunta during his jog.

  • PC | Submitted by GamesRadar

    Jumping Hell

    Upon entering this level, you ll be pursued by wave after wave of menacing minor-bosses, so the best advice we can offer is to forget about trying to battle your way to success, and focus on escape. At the far end of the room you ll find a low platform -- the starting point for a maze-like jump-fest that ll tax your abilities to the fullest. Climb up the next couple of platforms and sail to the ledge along the wall. Run along the wall until you jump to the adjoining platforms and wind your way up the platforms until you see the turret gunner. You ll need to make a quick head shot on the turret gunner, so be sure your sniper gun has appropriate ammo loaded. Once the turret is out of the way, proceed down the tube to the next level.

  • PC | Submitted by GamesRadar

    Second Boss

    After taking a wild ride atop a transport platform, you may be shocked to find that the final arena of this level is a somewhat sedate red room where a relaxed alien is casually sipping on a martini, but don t worry, it s about to get much worse. Before the onslaught begins, go to the right side of the room where you ll find a ramp leading to an upper ledge. From atop this ledge, shoot at the alien with your sniper gun (just one shot will do) and get ready for the blast-fest to begin. Now that the alien is alerted to your presence he s ready to alert his friends to yours. As the alien runs around unleashing his minions, try to maintain your lock on him (a large green health bar in the upper left corner will let you know if you're on the right target) and keep up the blasting until he s gone.

  • PC | Submitted by GamesRadar

    Final Boss: Gunta

    As if the fate of the world wasn t enough to keep you interested in a drawn out battle with alien invaders, their evil leader Gunta has stolen your beloved dog Bones and is holding him captive! In this challenging five part ending, you ll face the game s toughest challenges and some of the nastiest villains around.

  • PC | Submitted by GamesRadar

    Fourth Boss

    Once you ve ventured into the inky black corridors of the trapped sub, you should have little trouble determining which angry monster is the boss of this arena, but here s a quick tip -- he s the one chucking heat-seeking explosives at you. While blasting and bombing everything in sight is always a good idea, your usual tactics will be of little use since he s safe and secure within his armored turret. So here s a down and dirty way to put this guy on ice -- for good. In between dodging and shooting, take note of the air vent located directly below the turret, where you ll find a powerful breeze that will serve as your ticket out of here. Move in close to the turret and chuck a few grenades directly into the airstream (dodging, weaving, and shooting at the same time, of course) and let the fireworks begin. Repeat until the turret explodes.

  • PC | Submitted by GamesRadar

    Using the sniper mode

    With its incredible ability to zoom across vast expanses and target potential hazards, the sniper mode is an essential tool for completing MDK, but new players may find themselves getting in deep trouble by improperly using this powerful tool. So we ve compiled a few helpful tips on avoiding the pitfalls of this lethal weapon. More than just a cool new way to kill things, it s also a great way to avoid embarrassing blunders in front of the enemy. Use the sniper to scope out a new arena so you can observe and pick off all those potential baddies, just be sure you don t stir them up by shooting at the wrong thing. Minor bosses and tanks will relentlessly pursue you or unleash their horde of underlings if you start taking potshots at them. Also, you ll want to make sure that you have a good fix on the target before you zoom in to take that precise shot -- in full zoom, the sniper gun is unwieldy and slow. Anticipate incoming fire and use the strafe keys to sidestep those deadly retaliatory blasts.

  • PC | Submitted by GamesRadar

    Third Boss

    Nestled inside a dark cavern, the boss of this level must have heard about what you did to his colleagues since he has devised both a fearsome defense and a deadly offense to keep unwanted visitors at bay. With the never-ending supply of cyberdogs at his disposal and battery of powerful lasers surrounding his console, you ll need exceptional timing and precise control to put an end to his reign of terror. Upon entering the cavern, you ll want to clear out any cyberdogs that may be lurking about and wait until the spinning wheel surrounding his console starts to slow down (the four points will begin to glow). Rush in and use grenades on the wheel to disable it (Sniper grenades work too, but you ve got to be extremely quick when switching modes!). Since you ll need to make several passes, back off when the wheel starts to spin again and use your gun to clear the next wave of cyberdogs.

  • PC | Submitted by GamesRadar

    First Boss

    When you reach the end of the first level, you re confronted with the first (and easiest) boss. Sitting back comfortably in his tall sentry tower, the reptilian overlord is completely oblivious to your presence, but that s soon to change. Switch into sniper mode and take a single pot shot (any more would be excessive at this point) to get his attention and wait until he starts trying to locate you with his binoculars. Fire another shot (one will do) and let the fun begin. If you haven t already picked them up, grab the nearby sniper grenades and get them ready in the sniper gun (don t switch modes just yet -- a couple of flyers will be rushing in to drop off troops). Once you ve dealt with the first wave of troops, find a somewhat sheltered location and take a couple shots at the overlord. You ll have to intermittently switch between sniper and regular mode to deal with more flyers and troops, but don t worry -- simply repeat the procedure until the leader is toast.

  • PC | Submitted by GamesRadar

    Think Puzzles

    Created in the tradition of Shiny s classic action game Earthworm Jim, the premise behind MDK isn t simply about shooting and jumping -- it's about shooting, jumping, and using your head. From the initial levels to the final confrontation, each arena is designed to tax your abilities to your fullest, and you ll invariably have to decide which tactic works best while taking heavy fire. With that in mind, you ll want to avoid getting in over your head by quickly surveying each new arena with the sniper gun to look for potential sticking points. For example, if a level is packed with monsters, it s a pretty safe bet the designers have a specific tactic or trick in mind that ll let you slip by without encountering those overwhelming odds, but only if you re willing to look for it.