Jungle Base is a optional second story mission of Episode 2 of the AMC Squad made by Cedric "Zaxtor Znort" Lutes. It is notoriously known for its high difficulty and confusing layout.
Mission Summary[]
Infiltrate the jungle base and destroy it.
Note: This is an optional mission, and is not required for completing the episode.
Plot[]
A small enclave of Cycloids in Madagascar for some reason allied with local cultists. Together they set up a base in the jungle, several miles from civilisation. Zaxtor was sent to investigate to get rid of the culprits.
Gameplay[]
The map features a lot of frustrating platforming on tree tops. Saving often with F6 is recommended and patience. You better like platforming games, because if you lose your mind out here, you're in for a world of hurt. Check the alternate path section below for a more straightforward way through.
In the house, there is a shotgun and shells. Watch out for a cultist in the bedroom.

Outside, you'll meet a fellow Fossa who gives you hints. You need to start by hoping on a small tree then on to larger branches. Start from the right side of the house and fossa.

Follow the green fireflies
Follow the green fireflies. You'll hop tediously over a large body of water. Eventually you'll see two logs one with a red firefly, one with a blue - they are teleporters. They teleport you instantly so it can be confusing if you teleported or not. Take the blue one and it should put you near the blue key. Once you have the blue key, go back to the blue firefly log & teleport back. Touch the red firefly and continue to hop on logs. You will pass an apple tree and eventually reach an island with 2 red fireflies.

The one on the right is the one you want. The left one teleports you back (Don't want to do all that again, do you?). Keep hopping and you'll run into more red fireflies that will teleport you to other locations. Eventually you'll see white fireflies. Careful not to backtrack when finding the first one. Then continue following the white fireflies to a red one. Do not touch the red one or it will teleport you back to an earlier area. Continue to follow the white ones. Your last jump will be to a ledge with 2 shotgun ammo boxes. Here you'll find a cave with a red portal. Finally, you're at the base. Use the blue key card.
Alternate Path:[]
This map is a work of art. Please take a moment to appreciate just how much confusion could be packed into such a tiny area. It's a glorious rats nest and answers the question: How does somebody possibly get lost in a forest built in a game engine from 1995 with a built-in map function?
Furthermore, the forest provides some useful equipment for later on in the base, so your weapons and equipment may be lacking if you just run straight on through.
Before taking this route, make sure to have packed some kind of weapon to deal with ghosts: green laser, a gold shotgun, a tommy gun with silver bullets or anything else.
First, note the green firefly on top of a tree nearby the starting cabin, this is the first destination. Nearby is a palm bush with firefly on top. Use the bush to leap to the nearby tree and find your way to the cabin tree.
This tree is hollow and leads to a tunnel that's a straight line to the next destination. Beware of ghosts.
Once there, there is a log with a blue firefly. Jump on the log and you will be taken to nearby the blue keycard. Once you have collected that, return to the landmass with the warp log. Find the corner nearby the hollow log area with a semi-chopped tree, this is the first tricky jump. Jump around on the right side and to the left to get on this tree and make your way to the landmass just ahead. There is a web-wall with 2 enforcers on the other side (at least on Professional). Tricky jump #2: Jump around the left side and to the right to get onto the same side of these baddies and dispatch them. Avoiding the red firefly log, you can then make your way to the Warpcave just up ahead.
Screen shot legend: Right side, Red circle is starting point nearby the cabin. Lime circle is the hollow tree entrance.

Right side: red circle: red circle: Starting location lime circle: Hollow tree Middle: blue circle: Warp log to blue keycard (from middle to bottom) Red circles: First tricky jump to chopped tree (bottom) Second tricky jump around web wall (middle) Middle top: Cave entrance to the base
Middle: Blue circles are the warp logs when exiting the hollow tree. Bottom red circle is first tricky jump, middle is second tricky jump. Top red circle is the warp cave leading to the base.
Jungle Base interior[]
In the base head left and follow the path to corridor with a few rooms. Use your scanner to unlock the 3 switches and proceed. Note: do not further play with the 3 switches as you can lock yourself out of this area later in game.
Eventually and you'll end up in a room with crates. Go through the hole and head outside. Then go through the slime and drop down a hole nearby. Head straight through and through a blue laser corridor. You'll eventually be back in the central room but on the bottom. Take the teleporter in the center. Now go to the right door which is now unlocked. Go down and left. Pass another laser hallway and to a large room. Eventually you'll go through a series of underwater tunnels. When you find a large underwater room, take the small tunnel and surface in a cave. There's a larger tunnel on the lower right but it leads to a dead end. You will run into a Wolverine who will give you a tedious timed code. Back track to the large room with 4 tanks. Below is the door. Use your tablet, which has the real time on it to help you sync up the combination to open the door. You find the yellow key at the very end. Back track and use the teleporter and go to the opposite side and open the yellow door. Sprint jump across the acid pool and hit the switch to restore power to the room with the blue key. However, you'll need to go the bottom floor path through the slime caves as the shortest path's door will annoyingly deny access.
Through the blue door, you will eventually find a red key after fighting 2 battlelords. Use the teleporter to go back and open the red door. Inside is a blue and yellow key card. Go through the nearby door and fight off some more battlelords. Remember this red door. You'll have to sprint to it under 1 minute around the end. Use the blue card and backtrack to door #5. Go through and use the yellow card. There's a switch on the control. Head back to the main lobby and head through the center door.

You're finally at the reactor. You'll need to tediously platform your way down to the switch, hit it, and come back up. Sadly you're still not done. Head into the reactor and hop you way up (this one is the last and a little easier). When you see the switches, do not get too close. Activate them on all 4 sides. Before hitting the last one, save again. Now time to get the hell out in 1 minute. Remember where the red door was? Sprint your way there, but be aware there's a pigcop every step of the way.
Reactor Alternate Path:[]
If you have bought the roll, you can make a few roll leaps down to save time and effort.
Alternate Path 1: Pretty straight forward, jump down off the reactor opposite of where you entered, facing west. You'll land on a gray block attached to the wall. Then, jump down again either catching a ledge below or rolling to offset damage and directly access the switch to open the reactor door. This cuts down the platforming by about half, since you still need to make your way back up to shut off the reactor and make a daring escape. It's worth experiencing at least once.
Alternate Path 2 aka "The cheese warp":: From the entrance, jump down the same way to the west wall onto the gray block. And then, jump down hugging the west wall and holding the roll button, you'll have to manuever back around to be under the gray block. If you manage to hit the ledge above the switch you can roll out of the reactor entirely and into the water outside. Nearby is the AMC escape craft that you can leisurely swim over to and watch the base explode, ending the level.
Other Items of interest[]

Jungle pyramid
- There's a underground pyramid temple in the slime cave. It can't be entered, but a Spirit Shawl artifact will appear on top of its exterior.
- Several Scientists can be rescued inside the base, in the room where a Wolverine talks to you.
Secrets[]
There are 11 secrets in Jungle Base (5 in the jungle and 6 in the base interior).
Jungle:[]

Secret 1
- Jump onto the house at the starting area for a health amulet
- Near the starting area is a stump with another health amulet, surrounded by cobwebs. Jump on the smaller trees to get to the secret.
Secret 2
- While platforming along the edge of the level near the blue ocean, look down to see a much shorter stump with a Devastator + ammo. Getting this secret means you will have to backtrack and re-do some platforming, so be aware.
Secret 3
- In the closed area of forest with lots of trees and blue water, there is a small ledge with a rocket launcher + ammo closed off by cobwebs. You can either strafe jump around the obstacles to get this secret, or jump down from a higher tree.
Secret 4
- In the same area, jump into the section of blue water completely closed off by smaller trees. There is a cave at ground level, enter for some grenades and treasure. You can escape by jumping up ledges on either side of the cave and return to the trees without losing much progress in this platforming section.
Secret 5
Interior:[]
- Immediately at the start, turn around and exit the facility's door (note: you are still in the Interior map). Jump across the gap to the forest on the cliff, and enter the tunnel for a health amulet, Devastator, and Super Armor.
- In the hallway with offices, you will see an RPG hidden behind a stack of green boxes; blow them up.
- In the hallway right before the room with water tanks and the infamous beeping puzzle, blow up the ceiling with an explosive weapon for a large stash of items.
Interior secret 3
- While in the underwater section, you will enter a large, round cave with many air bubbles and branching tunnels. Swim through the tunnel to the northwest for a large item stash.
- Another tunnel in the same cave leads to a small hole in the wall. Through a pipe bomb through the hole to blow up a crack on the other side of the wall, allowing you to enter the secret room for a scuba tank.
- In the large, U-shaped brown room, either ricochet-kick across the large gap in the right fork or run and jump with Speed Boots for a room with many helpful items (including more speed boots).
- (Unmarked) In the starting room, drop down to the floor and find the force field under a "SECURED AREA" sign. Keep firing rockets at the forcefield until it overloads, then jump the gap inside for some Petrifier ammo.
- (Unmarked) Use Speed Boots to run up the side of the underground pyramid, and jump into the tunnel high on the other side of the cave. Alternately you can use the Jetpack that can be found near the end of the level to get to the cave too. At the end of the cave, you can find some treasure, and a Zaxtor Chibi.


Ricochet kick across here for supplies. It's difficult to do.

Secret in Base. Blow up the box to get the RPG
Trivia[]
- There are supernatural enemies in this level. It is advised to bring temporary weapon that can damage them (and on Expert difficulty or higher, you probably won't beat this level without such weapon).
- Wolverine that gives you a timed code is actually Skyhv Knawvkiov, protagonist of Trequonia, another mod made by Cedric Lutes (author of this map).