=============================================================================== =============================================================================== .---._ .'. ______________ __ __.. ... . __ ____ .'. | \ . . | || | | | | | / \| | | '. . . | |\ | . .|__ ____ _|| | | --' | |/ /| | | _ \ '. . | |/ / . . . | | | | | | | '-- | | / | | | | \ . \ . | \ . . . . | | | | | | | | | \ | | | | . . / . | |\ / ''' .| | | | | |_ | |'' | | \| | | |/ .' / /_ | |/ .' __ | | | | | || ''. | |\ /| | | .' / | |___.' './ \.' |__| |__| |____||____| |__| \/ |__| |__.' (______| =============================================================================== =============================================================================== Battle Kid 2 - Mountain of Torment Version 1.0 (1/27/2013) Version History: 1.0 Through to the end of the game. - (1/27/2013) 0.5 Through to the Ice Caves complete. - (1/20/2013) .:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:..:.:.:.:.:.:.:.:.:.:.:.:.:.:.:. Legality: This Guide is Copyright, 2013, Matthew McIntyre This guide may not be used on a website or in any public forum where it is protected by copyright without the consent of the author. To contact me: entropiclobo(at)yahoo(dot)ca or chaos(dot)wolf(at)gmail(dot)com Websites with permission to use this Guide: www.GameFAQS.com www.neoseeker.com faqs.IGN.com www.1up.com www.honestgamer.com Game by Sivak Games. Written for the NES FAQ Completion Project - faqs.retronintendo.com ****************************************************************************** * Table of Contents * ****************************************************************************** *To jump to a section, hold the Control Key and press F, then type in the section number as it appears (ie type BK1) BK1: Intro BK2: Gameplay BK2.1: Basics BK2.2: Power-Ups BK3: Walkthrough BK3.1 - PROLOGUE BK3.2 - ARRIVING AT THE MOUNTAIN OF TORMENT BK3.3 - NEXUS OF CAVES BK3.4 - SEWERS BK3.5 - FOLLOWING THE MAP BK3.6 - FINDING THE HAUNTED SHRINE BK3.7 - THE HAUNTED SHRINE BK3.8 - FINDING X-SLUDGE BK3.9 - REACHING THE AQUATIC BASE BK3.10 - THE AQUATIC BASE BK3.11 - THE ICE CAVES BK3.12 - THE POWER STATION BK3.13 - GAUNTLET OF EVIL BK3.14 - ORREXIUM BK3.15 - THE FINAL AREA BK4: Special Stage #1 BK5: Special Stage #2 BK6: Special Stage #3 BK7: Bosses BK8: Enemies BK9: Credits Battle Kid 2 is rated "G" for "Game Over." It contains scenes of robotic lobsters and gut-wrenching death traps. Player discretion is advised. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | BK1: Intro | -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Battle Kid 2 is a homebrew NES game, released on actual cartridge and fully realized and fully excellent. The Battle Kid series is mostly the work of Sivak and is the brainchild of a small team in general. It's absolute quality and just goes to show that things which are truly special are born of passion. It's a game built to be difficult. But for the most part it's a very fair dfiiculty. You can see your mistakes, and you can learn to correct them. And when you do overcome this game, you feel good. It's so exceptional that a game like this can still be created for the NES that rivals a lot of the console's library from its original run. Presentation is crisp and attractive, music is completely fitting and often pumping. I'm gushing, but really - this game is a joy. My full thoughts on the game are posted at www.http://saltedcodfish.com/ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | BK2: Gameplay | -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Battle Kid 2 is a simple premise that grows in many directions from this premise. It truly captures oldschool sensibilities with contemporary considerations. Everything has a purpose, and the game tests your capabilities wholesale. <-------BK2.1: Basics-------> Press A to Jump. Press B to Shoot. Three shots can be onscreen at any one time. Use the Directional Pad to move. Start pauses the game. Press Select when the game is paused to bring up a menu. From here you can check your current objective and when you get it - your map. Battle kid is not just one hit and you're dead... it's one hit and it's Game Over. There are similar games where you must pass dexterity testing obstacles and then mark a save point. Battle Kid 2 does not inundate you with save points but it does have sporadic safe rooms with a "nonagram" on the wall. You can tell these rooms are coming up because of the nonagram symbols around their entrances. Pressing UP under a nonagram marks a continue point. On Easy or Normal, this gives you a password. On every difficulty except Unfair, this allows you to restart from this point if you die. Timmy must negotiate the Mountain of Torment, a huge interconnecting, Metroid-eque dungeon filled with enemies and death traps. Essentially your goal is to find new power-ups to reach new areas of the Mountain and defeat six Guardians to unlock the passage to the confront the villains. The game is tight and precise. Difficult, but fair. <-------BK2.2: Power-Ups-------> Timmy can collect a variety of power-ups to help him through the Mountain. Coordinate Display: You will pick this up early on. It displays the (X,Y) position of the room you are currently in. Very useful. Map: Press start then select and choose to display the map once you have earned it. Super useful for plotting your course, especially with backtracking. Wall Grip: Certain walls can be climbed. Jump towards the wall once you have the wall grip and hold towards it. You will stick to the wall. Press Down and A to drop. Hold against the wall to grab it again. Press A to jump straight up and hold against the wall to grab it. Press A and away from a wall to jump away from it. Feather Fall: Hold up while dropping to slow your descent. This allows you to glide across longer gaps. X-Sludge: Makes Sludge (which slows your movement) behave like normal water. Extra Jumps: Press A in the air to perform a midair jump when you have an item that grants extra jumps. The amount of total jumps available is depicted on its icon. For instance with Double Jump: "x2" Damage Amp: Doubles the strength of your shots. Keys: I, II, III, and IV. These keys allow you to destroy blocks with the same markings on them. "Unlocking" blocks. Orrexium: Seven shards of this material are strewn about The Mountain. You will need to collect them all. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- | BK3: Walkthrough | -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= This is a walkthrough for a Normal Mode run of Battle Kid 2. Strategies would apply to higher difficulties, the difference there is that you have a continue limit. Easy allows for more hits. ------------------------------------------------------------------------------ BK3.1 - PROLOGUE ------------------------------------------------------------------------------ Before we ever make it to the Mountain of Torment, we must first investigate a warehouse. This serves as a tutorial level but death is still very much a factor here. A trial by fire, really. Landing Site SS [] [][][][] [] <-------BK2.1: Basics-------> [][][][][][][] [] [][][][] *ROOM 1: Landing site, Timmy emerges from his ship. Just head down. *ROOM 2: Quiet, empty room. Timmy moves to the right. *ROOM 3: Outside, G1 City looms in the background. Still no enemies, head right! *ROOM 4: Two Chrome Drones walk back and forth in a pit. Wait for the both of them to be moving right, leaving some space in the lefthand side of the pit. Drop in, shoot both, then continue to the right. *ROOM 5: Two Razor Drones whirl around two platforms in this room. They both move clock- wise. Wait for the leftmost razor to be partway along the top of the left platform then jump up. You will have enough time to wait for the rightmost razor to move along the top of its platform. Once it moves onto the right side of its platform, jump across and then immediately jump again to the right and proceed to the next room. *ROOM 6: A Bouncy Ball resides in the pit in this room. There are two ways to approach this. A: Jump over it as it heads left, you will land partway into the pit. Immediatey jump agan to the right to clear the pit. Or the safer method, B: Whenever the ball hits the left wall, drop into the pit and fire off a few shots. Whenever it rebounds off the right wall, jump out of the pit. After a few volleys it will be destroyed, and Timmy can continue. *ROOM 7: Nothing here, just head to the right. *ROOM 8: There are two turrets here, the lower facing left and the higher facing right. They do not fire in tandem, but rather take alternating shots. When the lower turret fires, jump to the platform and run left, following its shot. Wait for the righthand turret to fire, then jump up onto the next level. WAIT. Wait for the top turret to fire again before you jump over the bump to the right. Once it fires, head to the right and into the next room. *ROOM 9: This is a Gunner Drone. It regularly stops to fire a bullet, in this case straight down. Time it so that once it is moving right and shoots just to the _left_ of the block, Timmy jumps right. The Drone should fire again to the _right_ of the block. Once it does, Timmy can jump right and head down the path to the next room below. *ROOM 10: Eye Guys! If you'e played the first Battle Kid, you would have dealt with a lot of these suckers. Learn to time their eye opening. Once it opens, they fire a shot straight forward. After you hear the shot sound effect, count to 3 and they should fire again. Otherwise adjust the pace of your counting. How you deal with Eye Guys depends on the room. But here the best way is to fire off a few shots _before_ they open their eye then _jump_ to avoid their shot. A couple of your shots will hit them and after a few volleys they should be no more. Deal with both Eye Guys then head left to continue on. *ROOM 11: This guy's an Eye Sniper. It will periodically shoot an aimed shot at Timmy. But it follows a linear trajectory so once it fires, you can easily dodge the shot (though it's quick so take care). This room is easiest if you stay near the entrance, and jump over its first shot, then run left, drop down, and run right again. If you rish into the room it might perform like its namesake and snipe you. But with the first shot onscreen you limit its firing capacity as you get close to it, and you gain some understanding of its pacing. *ROOM 10, Again* The Eye Guys may be back, but you don't have to deal with them. Just run under them and to the right. Easysauce! *ROOM 12: Another Chrome Drone in a "pit," a little one made by the stacked boxes. Well, Timmy can shoot through walls. So just jump up and shoot it before you even attempt to head right. When the deed is done, you guessed it - head right. *ROOM 13: A Gunner Drone, but this ain't no thang. It's moving along the right wall. You can try to just run on through, but its path is small so this is dangerous. Right near the entrance is a stack of small boxes like this: A [] B Where A and B are positions for Timmy to stand. [][] When the Drone goes down drop to position B and fire shots as it heads up. As it gets to Timmy's level, especially if it stops there, jump back to position A. Some shots will strike the Drone and it will go down in no time. Take the path UP to the next room. *ROOM 14: Another Razor Drone, but a singular one. Stand on the boxes nearest its block. The Drone moves clockwise. As it heads across the _top_ of the block, jump right. It should have already moved on, so you should jump immediately right to avoid it. Continue upwards. *ROOM 15: Nothing here to worry about. Look at the star markings to the left. These mean that there is a Continue Point in the next room. *ROOM 16: CONTINUE POINT: DWJZ3ANW0Y Press UP beneath the Nonagram to mark your continue point. You will get a progress password and a death count password (only the progress pass is needed) and if you die, you will always restart at the last continue point marked. Head left. *ROOM 17: That Skull Door means a boss is nigh. Get ready! *ROOM 18: Boss time. ****************************************************************************** BOSS 1: HELGA KRAFTIE ****************************************************************************** As the prologue boss, Helga is not too difficult. But she's quick, and Timmy is fragile, so you had better stay on your toes. She has a very simple pattern. She will fire three energy blasts forward from her position. After she fires the energy blasts, she will charge herself with energy then jump to the other side of the room. It's best to fire off a volley at Helga as she raises her hand to fire her blasts. Once she fires them, concentrate on dodging them. Simply jump over them to avoid them - you can try to sneak off a few shots here, as long as you do not throw off your dodging rhythm. When she charges, she is invulnerable so just get ready to jump over her as she begins to move. It's best to keep most of the room between Helga and yourself, and concentrate mostly on evasion. She'll drop eventually. Her damage level is marked from her clothing changing colour from purple to blue to yellow. That's how you can gauge how much damage she's taken. ------------------------------------------------------------------------------ BK3.2 - ARRIVING AT THE MOUNTAIN OF TORMENT ------------------------------------------------------------------------------ After a few cutscenes and story exposition, our intrepid Timmy arrives at the Mountain of Torment. A [] A: Landing Point [][][] B B: Teleporter A [][][][] C: Gneiss Golem [][][][][][]LOCKED [][][][][][][] [][][][][][][][][] [][][][][][][] [][][] [][] C *(??,??) -The Start: Timmy can head right or left from the start. To the right is a dead end, so we will want to head left. (Coordinates 06,10) *(??,??) -Left of the Start: Nothing here yet, just head down the pit. (Coordinates 05,10) *(??,??) -From the Start - left then down. What, is this Mountain going to give us NO Torment? ;) Continue right. (Coordinates 05,11) *(06,11): Finally, the coorinates display. Pick it up, and Timmy's coordinates in the Mountain of Torment will be displayed in the upper righthand corner of the screen. This is how I will note each room from here on out in the walkthrough, so don't like jump over it or anything :P. Cooridinates are displayed as an X and Y. (X,Y). Head right. *(07,11): Two ways to go, but head right first. *(08,11): The first Teleporter, Teleporter A. Entering the room will activate this. We can't use it until we find another, but it's good to activate it now. Back to the left. *(07,11): Now it's time to head down. *(07,12): We'll want to head left first. *(06,12): CONTINUE POINT: D7JMFANWAY Back to the right now. *(07,12): This time head right. *(08,12): Chrome Drones. Destroy the first as it walks down off the platform towards you. Then wait for the second in the pit to walk right, drop in and destroy it. Continue to the right. *(09,12): No enemies, but spikes are just as deadly. Navigate this room by jumping from platform to platform. *(10,12): Three turrets aare here. They fire in sequence, starting from the bottom, up to the top. Walk forward until you hit a wall. Should look like this: G| G: Gun Turret G| T: Timmy +--+ G| A and B: Positions | | +---+ TA| |B +--+ +--+ When the the last turret on the top of the trio fires, jump over the wall and you should clear it before the bottom turret fires again. You're going to want to head down, the path to the right *(10,13): Three turrets line the top. For the first half of this room, simply walk under a turret after the shot passes beneath the level you're standing on. For the second half, we have to head left. After the shot passes by you, jump over the spike pit and wait in between the shots before you can jump over the next. The shots fire in a "1,2,3" configuration from left to right, so they're easy to time. Just get beyond the spikes one at a time and you'll be through lickety-split. *(09,13): Two Eye Guys. Remember that they will open their eye to fire a horizontal shot with regular frequency. These two are easy to take out. _After_ they fire a shot, and it passes overhead, jump and get a few shots off in their open eyes. Do this for both, then jump over the spikes to the left when they are dead to progress. *(08,13): Two bouncy balls, two different speeds. It's easy just to bypass them. When a ball is passing to the right of the block above the spike pit, jump to the block and then immediately left again to clear a pit. The orange ball is fast so make sure you're faster. You can try to dodge and shoot these things, but just jumping past is much easier and quicker. Continue to the left. *(07,13): Two Gunner Drones along a spiked floor. A single block in the middle. This is simply a waiting game. When both Drones stop to the left of the block and fire so that both shots are to the left of the block as well (and not intersecting the block), then you can jump right. The Drones will pass underneath and you should immediately jump left and continue your trek. *(06,13): Three Razor Drones. + R | | +------+R | | R B| | +-----+- | A +------------- Stand at Position A until a Razor Drone (R) passes directly overhead. Jump up and "chase" it right until you hit Position B. From here wait for another to pass you and start left along the top of their platform. Jump left and chase this one as well, to the left. Jump at the end of the platform and continue left into the next room. *(05,13): Two ways to go, but we're going left first. *(04,13): CONTINUE POINT: D7JMFANWBY Head right again. *(05, 13): Down this time. *(05, 14): Two turrets here, one horizontal and the other vertical. Jump to the first protrusion after the horizontal turret fires. Wait a few seconds now to get an idea of their timing. You will want to jump right as the vertical shot passes down through the floor in line with Timmy. The horizontal shot will be on your tail, but as lonng as you hit the ground and run right to hug the wall both shots will miss you. Jump up and right when it's clear. *(06,14): Two Razor Drones. One clockwise, the other counterclockwise. These ones are fast buggers too. I find it best to wait on the block until they both just about arrive at the top of their paths. If you jump while they start to cross the top of this path, they should both have moved on by the time Timmy lands. You will want to immediately jump right to the next block, however, and leave the screen to the right again. *(07,14): A little more complicated, but much easier than it may seem at first. The entrance of the room has a little "staircase." Drop to the lower step after the two turrets to the right fire beyond it (their shots pass the steps). When the turrets fire again, jump right over them and hug the wall. You will land on a ledge, above a Bouncy Ball. When the ball is at least one space (use the background blocks to judge it) to the left, drop down and hug the right wall as you fall. You should drop beyond the ball without incident. Head right and jump to the next ledge after the vertical turret shoots. Now the next part can be tricky. Jump up and left after the horizontal shots pass overhead. You should land on the next ledge, up and left from where you were. Now immediately get ready to jump again. You will want to jump _over_ the horizontal blasts and to the right. You should clear these _and_ the vertical blast. Wait on the next ledge, the highest one. When the horizontal shots fire again, drop down past them and rush through the door to the right. *(08,14): Two Chrome Drones and two Gunner Drones. Stand in the entrances and shoot the Chromes. Getting past the Gunners is easy. Simply move when they move, and don't be beneath them when they stop - just move out of the way. Again, they have a very regular pattern so just get the timing down and be on your merry way to the right. *(09,14): Glass blocks. These will crack and shatter if you stand on them for too long. So simply jump to each block and jump immediately right upon landing. *(10,14): You will have to walk over turrets. Luckily, contact with a turret will not kill you. So you can walk over them after they fire. [1][2][1] The turrets are set up like this. The [1] Turrets fire in tandem. So step onto the left [1] after it fires, then [2] after it fires, then proceed _beyond_ the right [1] after the [1]'s fire again. No problem. There are two sets of turrets so do this with both sets and proceed to the right. *(11,14): Two Eye Guys. Get a feeling for their timing then jump into the middle of them. Your first instinct might be to jump beyond the righthand Eye Guy and just move on but this could end up getting you shot in the back. I find it best to destroy the righthand one at least, so that you can better time your escape. Fire off some shots and jump just before the eye opens. If you are in the middle of them, then you should clear both projectiles. When the path is clear, head right. *(12,14): Three razor drones to pass. This room can be tricky wholly on volition of hit boxes. If you can position yourself in the block directly between to razor drones then you will be safe. If it so much as nicks Timmy's haircut, however, he will die horribly. So make your way past each column as a razor drone climbs UP the side. Then adjust yourself in the safe position between the columns. For the last column, and slowest razor drone you will want to run under the column then jump up and to the right before the razor rounds the bend at the upper right of its column. *(13, 14): As you may have guessed, we'll be heading right into the Continue Point first. *(14,14): CONTINUE POINT: D7JMFANWCY Head left. *(13, 14): Yep, time to go down. *(13,15): We need Key I to break those blocks so we can only head left for now. *(12,15): Two Chrome Drones and a Bouncy Ball. The floor is all spikes expect for a single block. When the Drones walk to the left of this block, jump to it then destroy them. As for the Ball, simply destroy it then continue left. *(11,15): Two Eye Snipers. Drop to the lower ledge and kill the lower Eye Sniper. Dodge the top guy's shot then jump to the glass block. Jump left before the Sniper can shoot you and continue downwards. Note: If you have trouble timing the jump from the glass block, it might benefit you to wait until the sniper fires another shot, or to land just before it fires a shot. That way, your exit jump is uninterrupted. While the glass block will break, it's not instant (though it doesn't afford you very much time, really). *(11,16): You should land on a ledge directly in line with an Eye Sniper. Simply destroy it and work your way through the room, exit to the left. *(10,16): More turrets. We will deal with the vertical turret in the lower half first. As this turret shoots jump left. You should land on the glass block as the shot passes through it. Jump again to the left right away to avoid the next shot and before the platform breaks. As for the turret on the top, jump up to the next level. | +- |G +--+ | A+------+ +---- | +----+ | | +-----------+ From position A, wait for a shot to pass overhead. Now, this turret fires pretty quickly so you will be running between the shots. After the shot passes run right, jump the gap, and then jump above the turret's plane of fire. Safe, for now. Continue upwards. *(10,15): A Razor Drone and an Eye Guy. Be patient in this room. Jump to the Razor's platform when it is moving along the underside. Get off a few shots at the Eye Guy - probably before it fires rather than after - and drop back down to safety before the Razor gets you. After a few repetitions of this, you can safely make your way up and to the left. *(09,15): A single Razor Drone patrols the middle platform. When it is at the top of its route jump to its platform. It will have moved under the platform. Continue jumping left now to progress. *(08,15): Two Tri-Gunner Drones patrol the room. One above and one below. They will stop and let loose a three-way blast. Wait near the entrance. The first blast happens at the left, but move near them for the second, but stay off-center. What you hope to do is stand between their blasts as they stop and fire, so that the central and any diagonal shots miss you. After this blast passes, just run to the left and the next screen. *(07,15): Just head down. *(07,16): Head left first. *(06,16): CONTINUE POINT: D7JXFANWGY Head right. *(07,16): If you've hit the continue point, head right. *(08,16): It's boss time: ****************************************************************************** BOSS 2: GNEISS GOLEM ****************************************************************************** The Gneiss Golem is a big sucker, the Mountain has decided that it's time to stop pulling punches. The Golem starts with one of two attacks. One is a triple shot. Three energy balls are launched at different levels three times. 1: The lower ball is first, jump it and stay beneath the rest. 2. The highest ball is first, middle second. Jump after the middle ball passes overhead. 3. The middle ball is first, lowest ball second. Jump after the middle ball passes overhead. It is best to dodge these volleys at the left side of the field. Fire as you dodge. This attack wave actually represents one of the best opportunities to damage this beast. The other energy attack the Golem can perform is an aimed energy shot. The balls will fly to the top of the screen, then down at an angle. 1. One shot from the upper right - dodge it on the left. 2. One shot from the middle - sidestep it in the middle. 3. One shot from the left, dodge it on the right. 4. Two shots from the right and left. The right fires first so jump over it to the right near the Golem, then dodge back over the left shot to the middle of the screen. -Alternatively, if you jump to the left under the left ball near to the entrance then you will typicaly remain unscathed. See what works best for you. The shots are aimed at Timmy, so it depends on what timing you sync into, really. The balls always seem to follow this pattern. If you can get some shots off - great. Until you get used to this attack, your focus should be dodging. But once you do, you can deal a lot of damage. -Between each energy attack, the Golem spits rock. These rocks fly downwards when they align with Timmy's X position on the screen. Four rocks are spit in total. Keep in the middle of the arena, between the two pits. Let the first rock drop down at the far left, then move right for the second, back left for the third, and right again for the fourth. Focus entirely on dodging during this phase, except get a few shots off as it begins and as it ends. -NEVER fall into a pit during this fight. It's tempting to dodge the triple volley this way, but that's ruining your best damage opportunity. For any other attack, going into these pits ensures that you will be dead in the water. -After every energy attack, get back to the centre of the stage. -The Golem's body starts purple then changes reddish, orangish. It will end soon after. Password directly after the Golem: D72XFANWGY ------------------------------------------------------------------------------ BK3.3 - NEXUS OF CAVES ------------------------------------------------------------------------------ A [] [][][] A: From Gneiss Golem [][][][][][][][][][][][][][] B: Teleporter B [] B[][][][][][][][][] C: To Sewers [][][] [] [][][] [] [][][][][] [] [] [][][] C We've defeated a major boss and one of the skulls on our display is crossed out. We're heading now into a quarry or cave system, to continue our journey through the Mountain of Torment. *(09,16): Just head on down. *(09,17): The path splits left and right. You cannot proceed left, so we will head right. *(10,17): Transitionary room. Just head right. *(11,17): Just dig the music and head right. *(12,17): Pickaxe Chucks. When their picks hit a wall, they drop straight down. Dangerous in numbers, and the picks are invulnerable. Move right and hug the wall. The picks should fall down around you, but not actually touch you. From your position, jump and shoot the lowest guy. Try to do so as his pick hits the wall and before he takes out a new one. From here, let the guy in the upper right throw his pick. Once it hits the wall and drops below the ground, jump onto the ledge yourself and jump right, ahead of the upper left's pickaxe. You should land in the middle. Now time killing the second Chuck the same way you killed the first. One the upper right guy is destroyed, you can proceed. *(13,17): A Sqlungy prowls below. These things fire straight up when they line up with Timmy's x-position and they are below him. For this one, just stand a little off the edge, and move back when it shoots upwards, easy. The platforms are conveyor platforms. So jump between them, just don't get tossed into the spikes. Proceed right. *(14,17): Easier than it seems. Let Chuck's pick fall beneath the floor, then move to the space below it. It should turn right - this is critical. As it faces right, wait for it to raise its pickaxe. Once it does, jump to the glass block. The pickaxe should be thrown now, jump up onto the conveyor behind it and run to the right. You should make it to the other side before Chuck and chuck another pickaxe. Jump at the end, and head right. *(15, 17): A red Bouncy Ball patrols the room. Wait about halfway over the hole. As it passes to the right below you, drop off and hold left. The conveyor should take you to safety before the ball can get you. Proceed right. *(16, 17): That's a climbing wall. You can't climb just yet, so proceed to the right. *(17,17): Conveyor blocks. Just be careful not to overshoot jumps made on right facing conveyors. Otherwise, this is really basic platforming. *(18,17): More Sqlungies. Move across the conveyor but pull back when they line up with you. They will shoot up, and you will be propelled to safety. When both are disposed of, cross the conveyor properly and head up. *(18,16): Pickaxe Chuck. Let its axe hit the far left wall, then jump to the conveyor, jump right (do NOT land on the glass block, jump short of it) and fire a few shots. Wait for the next axe to hit then repeat until its destroyed. Could take a little, but this will get the job done. When it is destroyed, use the glass block to move to the next room to the right. *(19,16): Two Gunner Drones on the righthand wall. Just stand at the entrance and shoot them. If they launch a shot in line with you, jump it, but you should scrap them long before that's an issue. Head down. *(19,17): See if you can survive walking to the right. *(20,17): The path splits here. We can't manage to go up just yet, so let's save to the right first. *(21,17): CONTINUE POINT: D72CFANWAY *(20,17): Time to head down. *(20,18): Destroy the Pickaxe Chuck. Stay near the righthand side of the conveyor belt and jump its axes. Fire after you land. Keep this up until it's destroyed, then break through the glass blocks and head left. *(19,18): This can be a bit tricky. The Tri Drone moves along the ceiling, stopping to fire. Carefully make your way across the bottom. On the conveyors you will want it to fire over the right conveyor belt while you remain on the left. After it fires over the right belt, jump to the right belt as the Drone passes left overhead. Jump up, ddestroy the Drone, proceed left. Also beware that if it stops in the middle, you should stay on the lefthand conveyor until after it's fired. *(18,18): Navigating the room itself is simple enough, but what does one do about those Sqlungies? I find it best to jump out a bit as they approach, then arc back in toward the platform you jumped from. Don't go out too far, so you can get back. The jump adds enough height that a Sqlungy won't immediately contact with Timmy either. So bait all of the enemies, then proceed left through the room. *(17,18): Tough room until you think about it. Let the topmost Pickaxe Chuck face right and toss his axe. He MUST toss it before you jump or he will turn around and hit you. So once he throws it against the wall, jump over him and run left. At the end, jump over any pickaxe that is following you. Focus first on baiting the Sqlungy. Jump out and in to have it jump up, and try to do this in tandem with dodging the topmost pickaxe. Once the Sqlungy is baited and flies offscreen, destroy the topmost Chuck. Once it's gone, drop to the pit. Stand just before the next pickaxe, where it falls down the the vertical corridor. Once it hits, and falls beneath the ground, jump over the wall in your way. Ignore the Chuck, drop through the next opening, and continue down to the next room. *(17,19): Two sets of four Razor Drones around two conveyor belts. A... dicey... situation? 8) Drop down to the top conveyor just as a Razor Drone moves underneath you. Hold left and run between them. Jump at the end and land on the ledge to the left. Wait until you can land halfway between two Razors before you drop to the next conveyor. Once you land on it, hold right to stay in between them and drop off the far right side to safety. Now you can go right, but it's locked. Or you can proceed left. *(16,19): Eye Guys? No sweat. I suggest waiting until after they fire and sneaking a few hits in before they close their eyes. When all three are vanquished, head up. *(16,18): This Eye Sniper can be a bit intimidating, but no worries. Before you jump onto the first conveyor, have him shoot a blast near the middle of the screen. This gives you time to head left and jump up. Next, stay near the middle of the coneveyer and wait for it to shoot. When it does, run right and jump to the next coneveyer. This time, you want it to shoot while you are to the right of the rocky cliff. Dodge this shot, and jump up onto the cliff, passing underneath the Sniper. Continue left to the next room with every bit of haste. *(15,18): The Bouncy Ball is the obstacle to overcome here. Wait until it moves to the left of the righthand conveyor. This conveyor points left, so it'll propel you to the left when you hit it. You want to land on it and use the momentum to jump again to the next conveyor as the ball rebounds. You will jump over the ball. Proceed left. *(14,18): Head left to the Continue Point. *(13,18): Don't mark this yet, head left. *(12,18): We want to activate Teleporter B before we grab our password! Back to the right now. *(13,18): CONTINUE POINT: D72CFANICY Great, now head right. *(14,18): Down, into the watery depths! *(14,19): Two Zig-zag Zanders patrol this room. Wait at the top for them to appear, then drop down as they pass the middle of the room. Drop off to the left then head right along the bottom. Fire as the righthand Zander reappears. Then drop down the hole to proceed. *(14,20): Drop down to the middle of the room, and fire at the Zanders that appear from the left. Leap over any that you miss, then drop down and head left. *(13,20): This is a Roundabout Urchin. It fires two opposite facing spines from its body. It has eight possibe directions of fire and this guy's spikes are fired in a clockwise fashion. Get just left and below the urchin. When it fires its spikes straight up and down, move to the right of. Proceed to jump up and shoot it. Once it is gone, you can proceed to the left. *(12,20): Can be tricky to time, but patience is key. Wait for the Urchin to shoot Northeast and Southwest, then jump to the glass block, and immediately jump again over to the urchin. Pump it full of lead before its spikes can get back around to skewer Timmy. Proceed left. *(11,20): This mound in the center is covered with spikes, and turrets fire above. Wait until the turret shots from the lefthand turrets pass above you, then jump over the mound. As long as you hold left all the way, you should make it. And as long as you jump soon enough, you should clear it before the turrets fire again. *(10,20): The path splits again. But sludge makes it impossible to proceed along the lower path so you are forced to deal with the conveyors and Zanders. But this is not so bad. Stand just to the right of the convery belt and wait for the fish to pass overhead. When the third one passes you, immediately jump up and run left. A new pack will show up soon to chase you, but if you jump to the top conveyor and jump again to the next screen, you will get away. *(10,19): Two Pickaxe Chucks. Jump to the ledge just out of the water. Wait for the two of them to throw their picks. As they fall through the floor, jump to the ledge just below the Chucks (but __NOT__ into the pit). Destroy them at your leisure, then proceed up and to the left. *(09,19): Lots of Eye Guys here! Wait for them to fire and jump left "chasing" their blasts. Quickly climb the conveyor belts as stairs to the left, and proceed off the lefthand side of the screen. *(08,19): The path splits here, but you can't do anything upwards yet. So just head down. *(08,20): Falling... *(08,21): Falling... *(08,22): Falling... splash! Right into some sludge. Nothing to the right yet, head left. *(07,22): Pick up the Wall Climb ability then climb the wall to the left, enter the next room... and the Sewers. ------------------------------------------------------------------------------ BK3.4 - SEWERS ------------------------------------------------------------------------------ The Sewers rely heavily on the new Sludge substance, which slows Timmy's movements and climbing walls. It's "the sewer level," literally, but it does it well and stands apart. [][][][][] A: Sewer Entrance [][][][]B B: Virdigrime [][][][][][][][] [] [][][][][] [][][][][][][][] [][][] [][][]A [] *(06,22): Transitionary room, head left to start the Sewers proper. *(05,22): We're presented with a split path right away. Down features locked doors so let us head left first. *(04,22): CONTINUE POINT: D72S0ANI1Y Head right. *(05,22): Time to go up now. *(05,21): Razor Drones. Stay on the climbing wall until the rightmost Drone is long the left side of its block. Jump then below the block, and rest in the pit to the left. When the Drone again passes you by, jump up and left onto the ledge. When a Drone to the left of you reaches the lower right corner of its path you should drop into the sludge. Run left then jump to the ledge. Let the next Drone pass you by, then jump up and right to the next climbing wall. Head up. *(05,20): The Tri Gunner moves back and forth. Jump to the ledge above the sludge when it stops near the lefthand side. After it fires, drop into the sludge and stay between its shots when it stops in the middle or righthand side. After this, run left and climb to the top of the wall. You can then safely destroy the Drone and proceed right. *(06,20): Grab the wall to the lower right. Lower yourself down almost to the spikes. Jump left to the ledge, then proceed down through the sludge. *(06,21): These are turbines, if they suck you in then you will be sliced to ribbons. You can fight against their pull, but you will still be sucked in a bit. Their suction is easy to predict, they have two large bubles that will fly towards them as they suck, and they typically let up after the second bubble is offscreen. So, wait at the ledge and drop down just as the top fan sucks its second bubble. Move left to the next ledge, but let the right fan start sucking you as you struggle against it. After it pulls on you, drop down. I find jumping the gun lets the bottom turbine get you fairly often, so it's best to time it like this. Once you are on the lowest level head right, fighting the bottom fan's pull ad eventually you will pass through to the right. *(07,21): More turbines. Wait until the bottom set stops then jump up to the first climbable wall. Hang on this as you wait for the top set to stop. Nevermind the wall in the middle of the room, jump over it and run to the wall in the upper right hand corner. Climb it. *(07,20): Turbines again. Climb to the top of the wall when the turbines have stopped sucking. Now, wait for them to start sucking and jump when they are halfway through. Remember - they suck in two "big bubbles" so jump as the second bubble is onscreen and you should be able to use the suction of the turbines to clear the spikes in the middle of the room. Climb the wall on the left to proceed upwards. *(07,19): Get to the ledge. Time your jump just before the bottom pair of turbines starts sucking. You want them to carry you into the climbable wall. Hang on the wall and wait for the suction to stop. Head right as the top turbine spins. When the top turbine stops, immediately jump up to the top level and run left. The turbine will start up again. Fight against its pull, then once it lets up proceed to the left. *(06,19): Drop to the left off of the edge and grab the top of the wall. Jump from the apex of this wall and hold left. Land on the single safe block in the middle of the floor of spikes. Jump to the next wall and climb up. Head left. *(05,19): Head left towards the continue point. *(04,19): CONTINUE POINT: D72S0ANI2Y Head left. *(03,19): Immortal jellies. After you defeat them, the soon get back up. First let's take care of the Sqlungies. Pepper the jellies until the righthand jelly lays flat. Jump to the wall, then jump back whenever a Sqlungy comes near. Once both Sqlungies are defeated, shoot both jellies until they flatten, jump to the wall, climb it, drop down to the next wall, and immediately jump left before they can reform. Drop down to progress. *(03,20): Use the lefthand wall to shoot both Jellies. You want them to flatten at the same time. Once you have this synced, quickly climb their wall and proceed to the right. *(04,20): Shoot the jelly on the wall and on top of the wall both three times each. Then flatten the jelly on top of the wall, drop down to the climbing wall and flatten the jelly right across from you. Before they can reform jump right and pass climb to the top of the ledge. Move right to drop to the next wall. J +-+ +--+ So essentially flatten both jellies at roughly the |= J=| |= same time, you just want to get the top guy first. |= =| |= +XXXXXX+ +XXXXX Lower yourself down inline with the third Immortal Jelly. Shoot it four times to flatten it, jump right to its block, then right to the righthand wall. When you land, face left and flatten the last Immortal Jelly. Run left and drop down into the sludge. *(04,21) Grab the righthand wall and lower yourself down in line with the jelly. Fire at it three times, then lower yourself near the spikes. Jump left when the first bubble of suction is halfway across the screen (or 1/4 the way through suction) and you should be pulled close to the turbine and over the spikes. Before it can suck again jump and shoot the Jelly to collapse it. Jump to its ledge, then to the wall, and climb upwards. *(04,20): Jump out of the sludge and head left. *(03,20): Flatten the Immortal Jelly, then jump over it and into the sludge. *(03,21): Drop to the wall and wait for the Immortal Jelly to be all the way to the left of its platform before you flatten it. Jump to the platform once you do. Now, bait the Sqlungy to the right to jump up by jumping away from the platform and back in. By having the jelly on the left, we can fire on it if it reforms before we deal with the Sqlungy. Once you've baited the Sqlungy properly, jump to the right wall then follow the bottom path to the left. *(02,21): See the glass blocks, yeah? Jump to them and hold left. You should make it to solid ground. Continue downwards. *(02,22): Three immortal jellies. Shoot each one three times, then flatten them from top to bottom. Quickly run down their steps before they reform. Continue to the left to proceed. *(01,22): Easy room, just bait the three Sqlungies before you cross the spike pit properly. When they are all taken care off, head left. *(00,22): Wait until the Immortal Jelly slinks into the alcove on the right then drop down into the sludge. Run left before it turns around and climb the wall. Proceed upwards. *(00,21): Do _not_ engage that enemy yet. Head to the continue point. *(01,21): CONTINUE POINT: D72S0ANI3Y Head left. *(00,21): So this enemy is a Queex. When they spot you they fire three shots quickly forward. You want to kill this guy by jumping and shooting him only when his back is turned. When he's dispatched, proceed upwards. *(00,20): Three Eye Guys. For the lowest: fire at it while hanging on the wall, and drop down the wall when you predict its eye will open. For the middle: Wait until it fires, then climb up the wall in line with it and fire a few shots. Drop down when the eye closes. For the highest: Jump and shoot the open eye once the shot passes overhead Jump past the spikes, climb the wall, and get ready. *(00,19): The Razor Drones are less of a problem than the jump, actually. Look at the background for the exposed pipes. +---+ +-------+ They look like this on the righthand side of the screen. +---+ Position yourself in line with the middle pipe. As a Razor Drone passes the low point of its path, jump left and hug the wall. You should reach the opening the razors are using. Run to the climbing wall and climb on up. *(00,18): There are turrets positioned along the top. They fire in this order" [4][3] [2][1][2] [3][4] From the middle outward. Wait for shots 3 and 4 to fire, then jump to the next climbing wall, and get on top of it. Net, let shots 1 and 2 fire. Jump right to the next climbing wall, and scale it the same way. Rest on top of it again, between the turret fire. Jump to the next level after 3 and 4 fire. Move left past turrets 1 and 2 after the three of them fire. Finally, let shots 3 and 4 fire again and move to the far left wall. Climb up to the next screen. *(00,17): Climb to nearly the top of the wall. The shots in this room are fired as such: Two from the top turrets followed by one from the bottom turret. Jump right as the bottom turret fires. Land on the bottom turret. Jump again after the top turrets fire, leaping over their shots and getting out of the way of the bottom shot. Climb up and head right. *(01,17): Two Queex in this room. Wait for the topmost Queex to move left beneath you then drop behind him. You can either shoot him or avoid him and run right off the edge, landing in the pit. You will need to defeat the second one, however. I suggest waiting in the pit and taking jump shots at it whenever its back is turned. Be patient. When it's done, take the left path downwards. *(01,18): Another Queex here. Wait until it moves nearly to the righthand edge then drop down. Fire a volley to the right and jump immediately. Fire as you descend and jump as soon as you touch the floor. The Queex should be destroyed. *(01,19): First, focus on the Queex. Just as it turns to move left, drop off the edge and hug right. Keep holding right until you land in the pit. Now you can take some shots at it whenever it moves back left and safely dispatch it. Next, that climbable wall. Attach to it and drop to the lower half. As soon as the turbine stops sucking, detach (not jump) from the wall and hold left. Hit the ground running left and you should clear the platform before the turbine restarts. If it catches you and takes you close to the spikes, try to jump up to the wall again. But if you time it right, you should be fine. When you are safely on the floor, head right. *(02,19): More turbines. Wait for the lower turbine to suck and stop, jump up onto the ledge, head right, and drop to the climbable wall before its suction starts again. Wait for the bottom turbine to stop again then leap from the wall right to the next ledge, and from this middle ledge to the climbing wall on the righthand side of the room. Wait for the two top turbines to stop, then leap left, and run left. Jump to the climbing wall leading into the ceiling and proceed upwards. *(02,18): Lots of Queex in here. Get to nearly the top of the climbing wall you entered the room on. When both Queex turn to move right jump to the left wall and climb above the bottom Queex with the greatest haste so as you are not shot. For the third, topmost Queex you will want to get just below it on the climbing wall. When it faces right jump up and left, above the climbing wall. The Queex will surely fire at you so you want to clear the wall altogether. Once you do, proceed upwards. *(02,17): A Queex and an Eye Guy. I hope you're a patient individual. We'll take the Queex first. If you Stand below the Eye Guy you can make it face right. This will allow you to ensure shots are fired right. If the Queex is moving left, or is far to the left, jump and shoot. Do not do a full jump. Only allow Timmy to be halfway above the platform block. So, Queex moves left as you make Eye Guy fire right. Take a stunted jump with a few shots at the Queex. Move back beneath the Eye Guy to make it face right again and repeat. Once the Queex is dead, simply jump and shoot the Eye Guy after it makes its own shot. When all is said and done, head right to proceed. *(03, 17): The boss is coming up, so first head right and mark your continue point. *(04, 17): CONTINUE POINT: D72X0ANIVY ****************************************************************************** BOSS 3: VERDIGRIME ****************************************************************************** Fantastic name, fantastic pile of sludge. Although Verdigrime is stationary it is very aggressive. You will be on your toes throughout the whole battle. But be sure to notice that its the machine beneath Verdigrime which is your target and not the beast directly. Verdigrime starts the battle with an eye sludge beam. He fires three of these beams towards Timmy. I find it best to jump the first and land in the sludge and just sidestep any others. If you are in the sludge, allow the first to be fired at you and jump out of the sludge and dodge the remaining two. Verdi's eyes will flash yellow prior to this attack, and it makes a telltale noise so you should see it coming without issue. Verdi will also open his mouth and fire a wave of sludge balls at you. Too risky to jump between, immediately jump to the wall in the upper left corner when you see the mouth open. Scamper to the top to remain safe. Jump back into the middle of the sludge when you finish. The third attack is to create a small clone of itself. This will move across the ceiling dropping sludge. By staying in the middle of the room, you can avoid this attack easily. If it moves left, you need to hug the left wall to avoid it. If it moves right, get up next to Verdigrime to avoid it. This proximity is useful to lay into the core extra hard. You should stay in the middle of the sludge area for most of the fight. This allows you to react to each and every attack as it comes. I think Verdigrime is actually a far easier boss than the Gneiss Golem - you can stay in roughly the same place for the entire fight and the attacks have huge telegraphs so they are not hard to see coming. The thing is Verdigrime can mix it up more than the Golem. I don't think it's pattern has the same regularity. So it can string its attacks together in different ways. The attacks are also generally a little faster. But once you get used to the tells, you will drop this sucker fast. The machine's core changes from yellow, to purple, to red before it's destroyed. Password immediately following Verdigrime's defeat: D72X0A4IVY ------------------------------------------------------------------------------ BK3.5 - FOLLOWING THE MAP ------------------------------------------------------------------------------ Following the defeat of Verdigrime, you will gain access to a map terminal. Using this terminal gives you a world map with a target area marked in red. This section will cover the trek to find that area. D[][][][] [][][][][][][] [][] Locked Areas[][][][][][][][] [][][][][][] [] A: From Sewers C[][][] [][][] B: Orrexium Shard [][][][][][] [] C: Teleporter C [][][][][][][][][][][][] D: Ivan Mekanovich A[][][][][]B [] *(04,18): Check the map terminal and the good doctor will describe how to use the map. Just hit start then select and choose it from the menu that displays. We will see a red X on the map. Time to work our way towards it. *(05,18): Transitionary area. Just head right. *(06,18): Split path, head right first. *(07,18): Keep to the right. *(08,18): Grab that chunk of Orrexium. Dr. B will explain that they can amplify power, and that you should find 6 more. You'll want to head back to the left now. *(07,18): Keep to the left. *(06,18): Time to go up. *(06,17): Climb up to the ledge when the Queex has its back turned. Fire at it when it faces away. Move left when it is defeated. *(05,17): Climb up. *(05,16): You'll want to go up. *(05,15): Hit the left door first. *(04,15): Activate TELEPORTER C, then head right. *(05,15): Right now, to save. *(06,15): CONTINUE POINT: DX4M0A4IEH Now take the following path -> (05,15) -> (05,16) -> (05,17) -> (06,17) *(06,17): You can destroy the Queex by dropping behind it as it walks right. Fire a few shots and simultaneously jump back to the ledge behind you. This should allow you to avoid its attack. Once it's defeated, head right. *(07,17): Vanishing blocks. These ones appear at the same time. So wait for them to show up and leap out over to them. Quickly jump to the first, then second, then to the far right ledge. *(08,18): Run to the right, and proceed to the next room. *(09,17): This is the area right before the Nexus of Caves. If we go up from here and follow the path (09,16), (08,16), (07,16), (06,16) then we can save at the Continue Point previous to the Gneiss Golem. The pass- word for this is DX4X0A4IGH But when you are ready to progress we need to move right, back into the Nexus. *(10,17): Keep right. *(11,17): Keep right. *(12,17): Refresher: -From the safely against the wall, destroy the lowest Chuck. -Wait for the axe from the upper right Chuck to drop before jumping to the block over the spike pit. -Destroy the upper right Chuck. -Move on to the right. *(13,17): Remember: Bait the Sqlungy and move on right. *(14,17): Remember: Make the Chuck face right and "chase" its pickaxe down the conveyor belt to slip through. Head right. *(15,17): Again, wait until the ball is to the right then drop down and hug left. The conveyor will carry you to safety. Head right. *(16,17): Finally time for something different. Climb here. *(16,16): Wait for the left Chuck to throw its axe. After it hits the right wall, jump to it and cling off the top. Wait for the right Chuck to throw its axe now. Once it hits the left wall, jump after it and climb up. *(16,15): Since the blocks here are locked, we must head right. *(17,15): Vanishing blocks. [1] [3] [2][4] Jump to [1] when it appears, then to [2], then to [3] then to safety. You don't need to worry about [4]. The blocks appear at the same pace. *(18,15): Vanishing blocks again. [1][2][3][4][6][5] Walk across the blocks as they appear but stop partway beyond [4]. [5] appears after a gap so you want [6] to fill the gap before you continue across. Once [6] appears, quickly run to [5] then jump up. Climb the wall to proceed. *(18,14): Vanishing blocks, in this order: [4] [3] [1] [2] [1] When [3] appears, [1] disappears. Only two sets onscreen at one time. -Jump to the lower [1] when it appears. -Jump left to [2] -Jump left to [3] -Jump right to [4] -Jump right to the upper [1] when that set reappears. -Jump to the upper right wall and continue along. *(18,13): Head left to the continue point first. *(17,13): CONTINUE POINT: DX4C0A4IEH Back to the right now. *(18,13): Head right now. *(19,13): Your first taste of ice. Jump to the first block after the turret fires. Now the other set of turrets fire in a sequence with the turret we just passed. There will be no shots from the righthand trio of turrets when the left, single turret fires. So wait for the middle turret of the three to fire then jump right, and immediately right again. *(20,13): You need to go along the floor, first. Move past a turret after it shoots. Jump in place after you pass each turret to cut your forward momentum so that you will not run straight into another shot. At the far side, jump and shoot the Bouncy Ball. Return to the left the same way, then head up along the top path and continue to the right. *(21,13): Stop just near the lower Razor Drone. Run right as it passes beneath its ice block. When you pass under the block yourself, jump on top of it. The higher Razor Drone should be passing down the left side of its ice block. So jump to its block, then immediately right to the ledge. Climb the wall to proceed. *(21,12): Vanishing blocks here, but an easy pattern. They just appear one after the other in a staircase formation, so climb them to the left. Note that these blocks are, in fact, icy. But that's not a big deal just yet. Just don't slip to your doom. Make sure you come to a complete stop on each platform. *(20,12): The first two blocks appear first. Jump to the first then the second immediately after. Hand halfway off the left side of the second block. Once the third appears, run onto it and jump left. Proceed. *(19,12): Wait for the turret to fire, drop down behind it and run left. In each alcove jump up to avoid the next bullet behind you then repeat until you reach the lefthand door. Go on through. *(18,12): Two Pickaxe Chucks. And vanishing blocks, to boot. Note that their axes _are_ blocked by vanishing blocks so technically they can drop at two points each when tossing left in this room. But the pattern is very regular. They throw when the blocks are there. They throw when they aren't. It's in sequence. So, wait until they throw when the blocks are gone. After the axes drop, jump into the corridor where the lower Chuck is, and stand before where the block will appear. Lay into the Chuck until it is destroyed. Now, wait until the blocks are there. Let the upper Chuck throw its pick and hit the block. As the block vanishes, jump to the climbing wall, then up over the ledge to the left before the Chuck can throw another axe. Drop down the pit then proceed to the left. *(17,12): This room can be tricky. Stay underneath the righthand Chuck so he throws his axe right (move out of the way so it doesn't hit you, of course). You want to time it so that the left Chuck's axe hits the wall when the left vanishing ice block is not there and the right guy hits the right wall around the same time. It may take a while to get everything synced to where you want it. But once the conditions are met, jump on these blocks as they appear and enter the Continue Point to the left. *(16,12): CONTINUE POINT: DX4C0A4IGH Head left. *(15,12): The areas to the left are locked for the time being, so we will want to head up for now. *(15,11): A waiting game. Wait for the block to appear a second time, then jup to it, then to the upper wall before the Pickaxe Chuck can kill you. Go right. *(16,11): Let the Tri Gunner shoot three times. At this point it should be heading down. Drop to the first conveyor belt and scrap the Drone as it heads back up. Get past the Razor Drone by staying near the left end of the top conveyor. Drop down as it passes to the right, then hold right to fight against the pull of the conveyor. You should make it just find. Climb upwards to the next room. *(16,10): Move to the lefthand climbing wall after the turrets shoot. Wait at the ledge just before the turrets and spike pit. Jump to the first ice block just as a shot passes through it. jump immediately to the next block, then further right to safety, *(17,10): The shots fire 1.2..3...1.2..3... Two shots in short succession, then a third trailing just behind. Drop to the wall just after the third shot in the sequence and hang onto it. The bottom turret fires in the same manner. Drop off of the wall just after the third shot in the sequence. You'll be free to proceed right. *(18,10): This looks intimidating, but if you jump on the blocks as they appear you should stay ahead of the Eye Sniper's shots. Exit right once you can. *(19,10): Two Pickaxe Chucks. Wait just over the drop. When the first Chuck throws its axe, drop off the side and into its corridor and open fire. Destroy it before it can toss another. Do the same for the second one, but you will need to move closer to it to destroy it before it can throw another axe. If it manages to toss one, try to retreat to the glass blocks and jump over it. When it has been eliminated, break the glass blocks and proceed right. *(20,10): Stay on the conveyor until the left Chuck throws its axe. Get a few shots on it then retreat to safety (or jump up next to it and destroy it outright). When it has been destroyed, take the top path to the right. *(21,10): This room can be nasty. Slowly make your way past the turrets on the upper level. Move after they shoot but move with medium speed at most, don't want to move right into another blast, do you? Stop at the right edge. When the horizontal bullet passes beyond the left side of the screen, the horizontal turret will fire in tandem with the vertical pair in the upper right. At this point drop down. Move past the vertical shots when they fire again, and then full speed past the single shot once it passes by. Full speed here to avoid the shot that is likely trailing you now. Once you are at the bottom level, just carefully make your way right, and proceed to the next screen. *(22,10): This Eye Sniper is not as big of an issue as it seems. Wait near the entrance for it to fire, then jump to the ice platforms. Make your way through them, dodging its shots then jump and fire on it yourself. Drop down to the entrance again if you really need the dodging space. But once its destroyed, climb the wall upwards. *(22,09): Phew! We can't make any progress right yet, so head left. *(21,09): CONTINUE POINT: DX4Y0A4I1H *(20,09): Boss to the left. *(19,09): Boss time! ****************************************************************************** BOSS 4: IVAN MEKANOVICH ****************************************************************************** Ivan follows a very regular pattern. -Fires a large ball. This will fly down at your position, just sidestep it to the left. It will then move right and make an ice wall. This limits the battle field. This essentially puts a time limit on the fight. -Fires another ball that becomes a "ghost." You can destroy the ghost flame things with a few shots and this must be priority. It seeks your position, so get rid of it ASAP. -Fires volleys of missiles. There is no real pattern here, but you can see how they will fire by which are loaded first. There are three volleys of these in total. If the bottom is loaded first, jump over them with a small jump so the top missile does not hit you. If the top fires first, let it pass overhead then jump the lower missiles and fire at Ivan. -Three shots of a three-way spread. Stay near the ice wall and jump between the shots as they draw near. Don't be hasty. Some may just pass over your head so watch where they are. Ivan's mech changes from blue to pink to yellow. He should be pink by the second wall's formation, yellow when the third is up, and be destroyed sometime after the fourth is up. Your target is the orb in the middle of the machine. Everytime you jump to shoot it, try to get two shots off. When the ghost flame appears, it is priority. Destroy it immediately. Ivan is a cut above all previous bosses. His attacks are fast, furious, and seamlessly move in to one another. The ghost flame moves into the missiles. If you are still shooting the flame and see the missiles start to appear, dodge the first volley and destroy the flame before the second. As for the triple shot, stay near the wall. I found that when there were three walls up and he initiated this attack when I was next to the wall, the second shot would generally pass over Timmy. That was important for me to win, and I think victory in this fight hinges on finding where you're comfortable to dodge the triple shot - because everything else is cake and this gets much harder to dodge as the arena shrinks. So it's important to be gutsy and attack Ivan when you can. He should be destroyed during the fourth wall if you've been aggressive. Password after Ivan: D94Y0A4I1H ------------------------------------------------------------------------------ BK3.6 - FINDING THE HAUNTED SHRINE ------------------------------------------------------------------------------ It's time to fight our way into The Haunted Shrine. OooOoooh, spooOooooOOOky! But we have to cover a lot of ground before we can reach it. Get ready! B[][][]C [][][][][] [][][][][][][][][]A A: From Ivan [][][][][][][] B: Teleporter D [] [][] C: To Haunted Shrine [][][][][] *(18.09): Left of where we fought Ivan is Key I. Take it and head left. *(17,09): With the I Key we can break [I] blocks. Unlock the way and head left. *(16,09): Drop down. We will have to do a few rooms backwards now. *(16,10): No problem. Just drop to the floor, and move right after the turrets shoot. Proceed downward. *(16,11): Drop to the lowest ledge and shoot the Tri Gunner. Follow the Razor as it heads left, then climb the conveyors as it heads right across the top of its platform and get to safety. Head left. *(15,11): Just wait until it's clear and drop down. *(15,12): Head right. *(16,12): CONTINUE POINT: D9VC0A4IGH Head left. *(15,12): If you go down, you will end up back in the Nexus. So we want to head left. *(14,12): Go left young Timmy. *(13,12): Left again. *(12,12): Unlock the blocks, then head up. *(12,11): Climb partway up the wall. Jump out and in as the Chrome Drones walk off the edge. You should avoid them and reattach to the wall. You have to do this twice, then proceed upwards. *(12,10): Vanishing blocks. --------------------+ [4] | [4] | +---+ | | | | [3] [2] + | | [1][1] |XXXXXXXXXXXXXXXXXXXXXXX So you see, you need to get to [3] before the [4]'s block your path. The blocks have a very regular pattern. The next set in the sequence appears just after the previous. Well, right after the previous set's appearance sound effect. Drop to the [1]'s as [4]'s sound ends and run left, jump to [2] before it appears. Then immediately jump to [3] and left again before [4] can appear. Proceed left. *(11,10): Jump over the spikes and land on the climbing wall. From the top, tap A to jump and B to fire. Timmy should do a little hop and fire at the top locked block. Once this block is destroyed, adjust your position on the wall and fire at the locked blocks. Then jump left to continue. *(10,10): Three Chrome Drones. Head to the alcove adjacent the locked block. As the Drones move right, break the block. Run down to the ledge overlooking the glass blocks. As the Drones fall down the hole, shoot them. If you mess it up, reset the room. Drop to the glass blocks, run left, climb the wall upwards. *(10,09): You just need to be patient here. Wait until the pink ball and orange ball hit the left wall and around the same time then quickly get to the top of the climbable area, and jump right to the next wall. Proceed right. *(11,09): Locks! Jump to the middle. Jump out a bit and fire as you move back in toward the climbing wall. You should strike one of the locks over the left pit. Drop into the left pit and attach to the climbing wall near the bottom. Jump away from this wall and shoot as you angle back towards it. You should make a shot fly right and hit the lock on the right. Once you do, proceed to the right. *(12,09): Climb on up. *(12,08): Head left to save. *(11,08): CONTINUE POINT: D9VM0A4IFH Then proceed right. *(12,08): Now, head right. *(13,08): Jump onto the vanishing conveyor blocks as they appear and move right. When you reach the blue vanishing block, stop. Jump just as its appearance sound effect ends and hug the left wall. Another conveyor should appear beneath you. Jump to the ledge and head on down. *(13, 09): Orbit Drones. Look at the riveted block they all cycle around. Move to this block as they Orbits move down, below the floor. Then wait until the single drone (as opposed to the pair) moves down along the left side of its path. Drop into the lower lefthand corner. Run to the exit to the next room as the Drones pass through the top segment of their path. *(13,10): This can be tricky, but not bad once you understand the timing. Wait until the conveyor blocks appear for the second time. Once the two Orbits move out of the way, drop to the conveyors and hurry left. Jump as soon as you can and land on the climbing wall. Drop to just above the lowest Orbit Drone. As it moves down the lefthand side of its path, let go of the wall and run right. Make your way into the next room. *(14,10): | B| | C +-+ | +---+ | | A | |#| +---+ | |#| | |#+---- | | -------+ +------ Wait near the Orbit Drones and as they pass into the lower right portion of their path, jump to position A. Now, as they pass again behind you, jump right to position B. From position B, let the Orbit Drones pass through the glass blocks. As they pass through, drop to a glass block and jump back to position B. For the third block, jump to C before jumping to B. When they are all broken, time your drop and head right. *(15,10): Move behind the swinging "arm" of Orbit Drones into the lower right corner, next to the climbing wall. When the arm of Drones passes you again, jump to the midpoint of the wall, then to the block the Orbit Drones are circling, then jump again to the ledge in the upper left. Climb up to proceed. *(15,09): Jump beside the Razor Drones. When the third Drone passes in front of you chase them under the platform and keep holding right until you touch a wall. Wait on the block beside the vanishing conveyors. When they appear, run right, jump, shoot left, and then get back to the block. You should have hit the [I] block in the upper left. Wait near the Razors again. When the third passes, chase them along the top of their platform and jump at the end to the wall on the left. Climb it, and then enter the next room to the left. *(14,09): Looks worse than it is. You will want to go on the second appearance of the vanishing ice blocks and after the third shots fired by the Eye Guys. Once the blocks have appeared and the Eye Guys have fired drop to the blocks and run right. Drop of the edge and hug left against the rightmost block. But release left as you drop past it otherwise you will direct Timmy into a spike. It's all in one swift movement, and you should be on the ground. Climb the left wall between Eye Guy shots. Don't forget about them because they are still lethal. *(14,08): This room isn't so bad, you just have to be able to react to it straight away. You will be on the lower left wall. Two Chrome Drones are walking forward, jump to the wall on the right to avoid them. Another Chrome Drone approaches, jump to the upper left wall as it falls to its doom. Now, proceed right. *(15,08): You'll notice that one Orbit Drone is slower than the rest. All of them slow down and converge at the bottom of their path when the slowest reaches this path. Stand beneath the black circle in the background. Map the slow Orbit as such N W E S When it is passing through the Eastern portion, every other Orbit Drone should be slowing down. Jump as it passes under the E and run right once you touch down on the block. You should hit the ground running as they pass the S and you will be free to climb the wall upwards. *(15,07): Head left. *(14,07): Activate Teleporter D. Head right. *(15,07): Head right to save. *(16,07) CONTINUE POINT: 29VM0A4IGH Head right. ------------------------------------------------------------------------------ BK3.7 - THE HAUNTED SHRINE ------------------------------------------------------------------------------ Are you ready for a blood curdling scare? Do you have the fortitude of stomach to hang with only the scariest of spooooOOOooooky ghosts? Let's find out. B [][][][][][] [][][][][][][] A: Entance to Shrine [][][][][][][][] B: Hantairei'mos [][][][][][] C C: Exit from the Shrine [][][][][][][] [] [][][][] A[][][][][][] *(17,07): Head right. *(18,07): There's a new area above you, but we need the III key to gain access. For now, head right. *(19,07): Entrance to the Haunted Shrine. Keep right. *(20,07): This is the intro to the Stalking Spirits and Spirit Conjurers. Jump over the first spirit before it can form, then jump over the second. Continue right. *(21,07): Wait for the first spirit to almost contact you. Jump over it. Then over the second spirit. Run beneath the third spirit. Continue right. *(22,07): Stand in the lower left of the pit until a Spirit alost touches you. Then jump out of the pit to the left, jump over the spirts and use the block to jump up and shoot the Conjurer. Run fromt he spirits when they approach you and lure the to the pit again. Jump over them once more and finish off the Conjurer. Head upwards. *(22,06): Wait on the lower right ledge until the Spirit is down in line with you. Jump across the blocks until you are at the skull block. Jup and shoot the Conjurer until both it and the spirit are vanquished. If you can't get this in one go, might be best to reset the room. Head right when you are successful. *(23,06): You know, this is one of the nicest backgrounds in the game. Jump over the spikes and keep going right. *(24,06): These are bone spears. They pop in and out of the blocks within a sequence. When one is up, the other is down. Jump to the first bone spear as it is up. It should be down when Timmy lands. Jump immediately to the next bone spear's block. Then jump again to the right, enter the door. *(25,06): Take a second to orient yourself. The Bone Spears are laid out like this: [1][2][3][2][1] [1] Will drop every turn. [2] Drops when [3] is up. [3] Drops when [2] is up. -Wait until [1] and [2] drop. -Move under [2] when they go up. -[1] and [3] drop. -Move under [3] when it rises. -[1] and [2] drop again. -Move under the next [2] as it rises. -[1] and [3] drop. -Run to the right clear of the spears when [3] rises. Head up to proceed. *(25,05): As you enter this room, let the Spirits come towards you When the left Spirit is moving along the ground in line with you, let it get close and jump over it. Run to the the lip beneath the red window and jump and fire at the Conjurer. If the Spirits get close, drop down and run right. They should become bunched up. When both are travelling along the ground, jump over the two of them and go back to finish the Conjurer off. Now, from the lip, jump up to the left Bone Spear's block as it retracts. Now, when the right Bone Spear retracts immediately jump to it. Jump again across the spikes and make your way out of the room to the right. *(26,05): Nevermind the Spirit for now. Stay away from it, sure, but move quick and it won't be an issue. Get to the ledge just above the Bone Spear. As it retracts you should drop down and hug right. Keep moving right when you land. Jump up in front of the Conjurer and destroy it. Proceed right. *(27,05): Not nearly as bad as it seems. Just wait for the bone spears to retract and move beyond the. Be patient, do it one Spear at a time. Proceed right. *(28,05): Head right, first of all. *(29,05): CONTINUE POINT: 29VH0A4IZH Back to the left. *(28,05): Time to go up. *(28,04): These are To'skuuth. They appear, fire a shot, then vanish. One will appear in line with the top of the climbing wall, the other above the spike pit on the right. As you enter the room, get to the top and destroy the top one as it appears. Dodge any shots, and obliterate the bottom guy. When all is said and done, follow the path up and left. *(27,04): Drop to the lip just above the spike pit. A To'skuuth will appear along with a vanishing block. Jump over the To'skuuth's shot and land on the block. Jump to the left again straight away, *(26,04): These rune blocks can be destroyed by that Rune Spectre. Jump to that line of rune blocks. Move to the far left. When the Spectre knocks out the block to your right, drop down and angle into the doorway. Proceed left. You can't wait for it to break the far left block. Because by that time, it will shoot Timmy, not the block. *(25,04): Sidestep the Spectre's shots until the Spirit is near you. Jump over the Spirit and stand near a rune block. When the Spectre shoots, jump over its shot and the spirit then lure the Spirit to the right again. Be careful, watch both the Spectre and Spirit and don't get hemmed in. If you screw up, make sure you bait the Spirit again properly. This just takes patience. When the path is clear, climb the wall and head left. *(24,04): These Bone Spears are quick. Jump at them when you see the rightmost poke up. These shoul retract as you land. Jump again to the left to clear them altogether. Proceed downwards. *(24,05): Drop to the Rune blocks. Stand near the climbing wall to the left of the rune blocks. Have the Rune Spectre destroy at least the top two and the bottom right block. Then, kill the Rune Spectre. Once it's destroyed, use the climbing wall in the lower right. Fire at the Eye Guys and jump up to dodge their shots when they open their eyes. Keep your volleys up. You will eliminate the Eye Guys and the [I] block. When all hostiles are destroyed, head left. *(23,05): From the entrance pelt the Rune Spectre. As it shoots, drop to the lower Rune Block then get up and shoot it again. Make sure _no_ Rune Blocks are destroyed. Once the Spectre is destroyed, get to the grey block and run left off the edge. Hold left and you should land safely in the lower lefthand corner. Climb the walls to the next room. *(23,04): In the lower righthand corner there are two spears. [1] [2] Jump into [1]'s alcove as it retracts. Jump and fire at the Eye Guy if its eye is open. As [2] retracts, drop down below it to safety. Keep this up. It takes a little doing but if you get impatient and stay in [1]'s alcove for too long then you will get skewered. So take your time. One jump and shot volley at a time. And when the Eye Guy is finished, do the same for the [I] block. Then you can carry on, head up. *(23,03): Climb to the top of the wall, jump right and shoot the Conjurer. Lure the Spirit down to the lower right corner, jump over it and climb the wall. Lure the spirit over to the wall. Jump over it, shoot the Conjurer. Repeat until they are vanquished. I think the Bone Spear is just hear to prevent you from getting right close to the Conjurer. But with the Conjurer gone, jump to the Bone Spear's space as it retracts then keep jumping up and right. *(24,03): Just head right. *(25,03): CONTINUE POINT: 29VH0A4IQH Keep to the right. *(26,03): Make half jumps (just tap A) to cross this room. Pass the spears as they retract, and jump low to avoid the spiked ceiling. *(27,03): Climb the wall and get onto the Rune Blocks. Quickly move across the blocks, passing the spears as they retract. If the Rune Spectre knocks out a block in your way, just jump over the gap. The only problem block is the far right one. If it knocks that one out, reset the room. Proceed right. Tip: Make the Rune Spectre fire its first shot straight at the entrance. You will have enough time to reach the rune blocks and cross most of them before it can fire again. *(28,03): You must do the first bit of this room super quickly. Drop immediately onto the lefthand wall and climb down to be inline with the Conjurer. Quickly destroy it. Move to the righthand wall and drop down in line with the second Conjurer. Destroy this and the Spirit should go with it. Climb the wall, and attach to the wall on the other side in the eastern half of the room. Drop into the cubby the first Conjurer was hiding in. Run right from here and you should grab the wall in the lower righthand corner. Climb up and proceed right. *(29,03): There are two To'skuuth in this room. A vanishing block will appear and the enemies will fire at you. Jump over their shots and onto the block. Jump to the next block that appears, then right to the ledge. Climb on up. *(29,02): Immediately climb to the top and shoot the topmost Rune Spectre. Destroy it. The rune blocks should block their shots. Destroy the second one and then bait the third until you have a path made. You want the top rune block of each column broken. You want the lower left rune block above the spikes intact at all costs. So once the top blocks are broken, destroy the last Spectre. Start in the upper right and walk left, dropping to a lower level each time - sort of a staircase with gaps. When you land on the rune block over the spikes near the leftmost column jump up and head left. *(28,02): A single To'skuuth resides here. Let it shoot when you are in the middle of the lower path. Avoid it and get to just below where the To'skuuth appears. Beneath it, let it fire then sidestep the shot. As it vanishes jump past it, and run along the top path to the left to safety. *(27,02): Lure the Spirit near the entrance then run past it. Stand just near the Conjurer and jump left as the Bone Spear retracts. You have to be quick or the Spirit will catch up to you. Proceed left. *(26,02): This is tricky. The top Spears will poke out on every turn. The bottom spears will poke out on every second turn. You want to drop into the pit after both sets poke out. So wait for both to appear, then drop into the pit as they retract. Now, the top spears will protrude above you, but the bottom stay sheathed. As the top spears retract, jump up and left to safety. Head left. *(25,02): Can't do anything to the left so climb up. *(25,01): Now head right. *(26,01): Oh my, what a spooky lightning room! Take notice that a glass block appears in the sky after a few flashes of lightning. We can't get there yet. What could it mean? Head right. *(27,01): CONTINUE POINT: 29VX0A4IHN Head right. *(28,01): Boss up ahead. Head right. *(29,01): Boss time! ****************************************************************************** BOSS 5: HANTAIREI'MOS ****************************************************************************** This ghostly boss is described as a "polarity spectre." It has two distinct colours, and can switch between them. It's sort of Ikaruga-like in this regard. -It starts the battle by releasing an orb. Shooting this orb causes it to switch between red and white. If it touches the opposite colour it will be stunned and vulnerable. If it touches the same colour, it will launch a very dangerous attack. -If it flies along the top of the screen and holds itself upright it will try to stomp down directly on top of you. This is useful for making it connect with the orb. So lure it directly over the orb. Beware that it can change colour midflight. -It it appears in the bottom middle of the screen, it will fly upwards shooting blasts to either side. Climb the walls in this instance. Drop to the bottom when it stops moving up as it will launch a wave of shots downward. -It can appear to either side and launch a wave of shots at you. Get to the opposite wall and climb. Watch out for when it swoops at you. This is the other opportunity to have the orb connect. -IF it connects with te same colour it will fly to the top of the screen. It will then launch a wave of blasts from the upper corner of one side, to the wall of the other. Then it will do the same from the opposite upper corner to the opposite wall. It will look in the direction it intends to fire. So wait beneath the ghost until it looks, then run to the side opposite the blasts are starting, climb the wall, and jump over the shots. Immediately run to the other wall, climb it and do the same. Tricky to avoid, but very possible. -After being stunned, it will dash across the screen twice. Stay near the centre and jump as it dashes towards you. Hantairei'mos goes from white/red to white/green to white/teal before being destroyed. It's a tricky bugger. It can change colour just before touching the orb to gain power and ruin your plans. The best possible time to catch it is during its stomp. The second best is during the swoop. The swoop may require you to shoot the orb while the boss is mid swoop though. That will trick it. Don't get near the orb when it is too close to you because it is lethal. You generally want to be on the opposite side of the room from the orb unless you know the ghost is going to swoop at you. Start every attempt by climbing the left wall and striking the orb. It often starts with a stomp attack so it's possible to start the match off right. Learn how to dodge the super attack. Its head turn is a dead giveaway as to which direction it's going to start firing and you can use the walls to jump over the blasts. After every super attack and dash it will appear in the opposite upper corner to create an orb. Generally switch it straight away, and then drop to the floor and be careful incase it performs the attack where it rises out of the ground - it's usually best to wait to move until you know what it's going to do. For most of its movements you can switch the ball just before it touches it. But be _careful_ it cannot contact with the ball if it is transitioning. So shoot one bullet only if you are going to try this. It's best to stun the ghost near one of the climbable walls if possible. You can jump up beside it and really pump it full of lead. Detach from the wall before it starts its dash attacks, however. This is a hard one to get a handle on at first, but once you catch on it will drop quickly. Password after Hantairei'mos: 29VX0A4YHH Head right after you save. ------- *(30,01): Pick up the Feather. Hold up to slow your descent with this item. A returning power from Battle Kid 1. Head down. *(30,02): Float down to the left over the spikes. Don't worry about the [1] block. Head down. *(30,03): Head down and we are home free from the Haunted Shrine. ------------------------------------------------------------------------------ BK3.8 - FINDING X-SLUDGE ------------------------------------------------------------------------------ In this section we need to make use of our new feather to head into uncharted territory near the sewer. Our goal is the X-Sludge power-up. A [] [] [][] [][][][] A: From Haunted Shrine [] B: Teleporter E B[][] D[][] [][] [][][][] C: Teleporter C [][] D: X-Sludge [] [][][] [][][] C [][][] [][][] [][][][][][] [] Sewers *(30,04): Simply run past the Eye Sniper and head down. *(30,05): Jump and glide over the spike pit. Wait for the Pickaxe Chuck to throw its pickaxe. Glide down and right as the axe hits the wall, then drop to the bottom after it hits. Proceed downwards. *(30,06): Bait the first Sqlungy by gliding out and in. Get back to the ledge and walk, don't jump, to the left and glide over the spikes. As the Sqlungy drops from above you, drop to the ground and run out of the way. Head left. *(29,06): Defeat the lower Eye Guy by jumping and firing before it opens its eye. Wait on the ledge near the spikes. When the second Eye Guy fires, jump up behind its shot and follow the path to the top of the screen. Now, you can either kill this Eye Guy or wait for it to shoot and float over it to the left. Either way, exit downwards. *(29,07): These Gunner Drones seem to fire in a strange manner but really, they all fire in the same position. So wait for them to fire on the right side, then run past them to the right as they travel left. Stand in front of the spike pit. Wait for the Gunners to travel right. If they fire just as they start to travel right then you should jump and glide to the left after they stop. Proceed left. *(28,07): Jump to the righthand conveyor belt and stay in the middle of it. When the vanishing conveyor blocks appear, run across them and don't stop until you reach the other side. Proceed left. *(27,07): Jump and glide left. As you line up with the [1] block you should fire on it. If you opened it, proceed left. *(26,07): Drop down. *(26,08): Falling. *(26,09): Head left. *(25,09): Activate Teleporter E. Take it to Teleporter C (Near Sewer Exit). ----->Teleport to C *(04,15): Step out of the Teleporter and head right. *(05,15): Right again to save. *(06,15): CONTINUE POINT: 29GM0Z4YEH Back to the left. *(05,15): Drop down. *(05,16): Head left. *(04,16): Jump left and glide over the spikes. *(03,16): Jump left from near the bottom of the climbing wall and glide left through the spikes. Proceed left. *(02,16): Jump and glide over the spikes. Stand near the far left drop. As the Queex moves left, jump out and start gliding down between the spikes. If the Queex spots you, stop gliding and drop the rest of the way. But if it was moving left when you started, it should have its back turned to you when you are passing its X-position. Proceed left. *(01,16): Jump onto the Razor Drone's platform as it moves left. Wait for the Queex to start moving left then ump up behind it. Don't bother firing. Jump again and glide left over its head. Proceed left. *(00,16): Just as the rightmost turret fires, jump left and glide to the far side. You should clear the spikes before the turrets fire again. If not, drop the rest of the way and try to sidestep the shots. Proceed upwards. *(00,15): Two Tri-Gunner Drones. Wait for the lefthand Drone to fire, then jump to the climbable wall in front of it. Watch out for its shots but your mission here is to destroy the Drone. We will be avoiding the second Tri Gunner Drone. Jump as it pauses on the left. It will fire and you will glide right. Land in the pit next to the spikes. Sidestep its shot on the righthand side, then jump right and proceed through the door to the right. *(01,15): Let's head right to save first. *(02,15): CONTINUE POINT: 29GM0Z4YHH *(01,15): Time to go up! *(01,14): Stay clinging to the top of the climbing wall. Jump over the Eye Sniper's shot when it fires then run through the rest of the room. Proceed through the upper right passage. *(02,14): Sludge... Drop into the sludge and head right. *(03,14): This room would be basic, if not for the Sludge! Jump to the lower conveyor belt just as the Razor Drone starts to travel along the top. Don't run across the top - you will make no headway. Make small leaps to the right and jump to the ledge at the end. Wait for the turret to fire. As its shot passes over the right side of the top conveyor belt - jump. You should be lodged between the conveyor belt and the ceiling. Jam on the jump button - many rapid jumps are needed to carry you through this tight space. Jump at the end, then proceed upwards. *(03,13): Stand near the spikes in the lower righthand corner. Jump to the vanishing conveyor block as it appears and make multiple jump presses to move right. Once you are clear of the ceiling, jump up to the next ledge. The blue blocks appear just after the conveyor appears. So when the conveyor appears, jump left. You should land on the right block and the middle block should appear shortly after. Don't stop just run left and jump at the end. Progress is to the left. *(02,13): Wait for the Sqlungies to be on the left of their path before dropping to the three-block conveyor. Let it carry you left, then jump right to avoid them as they propel up or down. If you don't get them all at first, retreat near the start and set it up again. When they are all gone, proceed to the left. *(01,13): Shoot each Immortal Jelly three times (or bring them 1 shot away from being flattened). Time the blocks. Count 1..2.. after they disappear. They should reappear shortly after you count 2. So once you get the timing down, jump left just before they appear. Land on the blocks and run left. At the leftmost block, shoot the bottom jelly then jump up, shooting the top jelly. Angle into the top jelly's space then drop to the bottom jelly. Before they can reconstitute, jump to the left climbing wall and proceed upwards. *(01,12): Queex. But patience is a virtue here. Shoot the bottom Queex as it moves right. When it is destroyed, get into its chamber and shoot the top Queex as it moves left. For the best results, fire at them from as far away as possible. When that's set, jump to the conveyor and jump along it to the left. Proceed upwards. *(01,11): Get to the top of the climbing wall on the left and then jump right. Glide right over the spikes. Proceed to the right. *(02,11): Jump as the Balls reach the middle. You want to land as they pass the middle again. Control your descent with the Feather. It doesn't make a huge difference but then Battle Kid is won with the small differences. Jump up and right when you land. If you need to dodge the balls first and get your bearings, a small hope will do. Proceed upwards. *(02,10): We've emerged from the Sludge. Head right to save. *(03,10): CONTINUE POINT: 29GM0Z4Y9H Head left. *(02,10): Time to go left. *(01,10): Back to the Sludge. Count 1..2..3.. after the block vanishes. The block should appear after your 3. Once you get the timing, drop into the sludge after you count 3. The block should appear beneath you as you land on it. Jump and glide to the left to proceed. *(00,10): This looks intimidating, but let's break it down. You move too slow to be really evasive here so instead we need to be _precise_. Stand just out of reach of the lower Orbit Drones. As they pass in front of you run to the rivet covered block and stand precisely in the middle. Both pairs of Orbit Drones should pass harmlessly overhead. As they move right, behing you, run left clear of them. Stand just down and left from the next ledge up. Now this upper Orbit Drone is fast. As it passes the bottom of its path you should jump up and right. But don't go too far - stand directly under the block it's circling. As it passes the rightmost point of its path, run right to the wall and climb it into the next room. *(00,09): More Orbit Drones. Stand near the climbing wall on the left. When the third Drone passes and there is a break in formation, jump to the bottom of the wall then jump right to the platform. Stand precisely in the middle of the riveted block and the drones should miss you. let them pass you again, and when their is a space in their formation to the right of you - make a run for it. Proceed through the door to the right. *(01,09): Patience, Timmy. Patience. Stand on the edge near the entrance. After the Eye Guy fires, drop to the floor and stay against the wall. You will want to jump and fire before the Eye Guy opens its eye. It may take a while with the Orbit Drones blocking your shots but it is imperative that you eliinate this thing here and now. Now, stand just out of reach of the Orbit Drone "Arm." As the arm passes in front of you, run right. Jump at the wall, and jump again as you land to the uppper right. This should clear the Orbit Drones which are probably almost back around to you again. Climb the wall to proceed. *(01,08): Wait for the Orbit Drones to pass you by - all four of them. Jump to the conveyor belt and hammer the jump button and left to move in under the riveted block. Wait under the block just left of the riveted block. When the Orbit Drones pass you by again, make your jumps left again and jump high at the end. Proceed to the left. *(00,08): This entire ordeal has been for this power-up. X-Sludge. It allows you to move through Sludge as if it were water. But we have to backtrack now, and some rooms are equally dangerous going the other way. So get ready, and head right. *(01,08): Let the Orbit Drones pass you by then step onto the conveyor. Fight its pull until you have space to move to the right. Once there is an opening in the Drones, rush to the right and proceed downwards. *(01,09): It's best not to fool around with the Eye Guy here. Wait for the Orbit Drones to be in the southern quadrants of their paths. The best opportunity is when the Eye Guy fires as they just enter this portion of their path. Drop down and jump left before the Eye Guy can fire again. When the path is clear, jump up and proceed left. *(00,09): This is more merciful. Just drop off the edge. *(00,10): Take your time. Head under the riveted block as the top Orbit Drone passes its rightmost point. Drop to the bottom left corner as it passes through the southernmost point. For the bottom drones, walk to the riveted block as the move to the rightmost point, then run through the door as the drones move left. *(01,10): Remember your timing. 1..2..3.. After you count three, glide to the vanishing block's position and drop to it as it appears. Jump up and right to proceed. *(02,10): Better hit that save point to the right. *(03,10): CONTINUE POINT: 29GM0ZMY9H Check your objective now. It's time to find the Aquatic Base. But we still have to get out of this Sludgey area. *(02,10): Head down. *(02,11): No problem. Just drop to the middle as the balls pass through it. Then jump to the left to proceed. *(01,11): Drop down the right wall, head down to proceed. *(01,12): Perform these actions as soon as entering the room. Drop behind the Queex as it moves left. Drop to the conveyor next, the lower Queex should be moving right. Let the conveyor carry you down. Head downwards to proceed. *(01,13): Shoot each Immortal Jelly three times. When the blocks disappear, flatten the bottom jelly and jump right. Flatten the top jelly next and stand in its position. The blocks should be reappearing now. Drop to them, run right and jump. Keep going right. *(02,13): This room is now significantly easier. Stand on the ledge above the pit and bait each and every Sqlungy before you ever jump into the pit. Once all three are gone, make your way to the right. *(03,13): Recall that the blue blocks appear after the conveyor's sound effect plays. So wait for the conveyor to appear then jump out to land on the blue blocks. Run right and jump, wait on the ledge above the conveyor. You don't need the conveyor at all here. Just drop down and use the Feather to glide down and left. Proceed through the lower left. *(03,14): Drop down the lefthand wall and proceed left. *(02,14): Head left. *(01,14): Get to the left wall, destroy the Eye Sniper, then head down. *(01,15): Right to save. *(02,15): CONTINUE POINT: 29GM0ZMYHH Back to the left. *(00,15): Destroy the leftmost Tri Gunner from the entrance. Then drop down, avoid the top Drone's blasts, and run to the lower left to proceed. *(00,16): Drop to the floor, shoot the [1] block. Run right just behind the turret fire. Climb the wall and proceed right. *(01,16): Unlike last time, we will destroy the Queex this time. As it moves right, drop down in line with it, fire a single shot, and jump back left. Repeat until it's toasted. Now, as the Razor Drone heads left, drop to its platform and run right. Don't stop until you hit the next screen. *(02,16): Take jump shots at the Queex when its back is turned. When it's gone, open the [I] block, and take the lower path up and right. *(03,16): Drop to the floor and follow the lower path right. *(04,16): Shoot the [I] block and follow the lower path right. Travel (5,16) -> (05,15) -> (04,15) and save. CONTINUE POINT: 29GM0ZMYEH Take Teleporter C --> B ------------------------------------------------------------------------------ BK3.9 - REACHING THE AQUATIC BASE ------------------------------------------------------------------------------ From Teleporter B we will be covering some ground that we've touched on previously. We will breach the Aquatic Base and destroy it. Yessir. A[][][] A: Teleporter B [] B: To Sewers [][][][][] C: To Aquatic Base [][] [][][]C B[][][] [][][][] [][][][][][][][] Teleporter B is (12,18). So follow this path: (12,18) -> (13,18) -> (14,18) -> (14,19) -> (14,20) -> (13,20) -> (12,20) -> (11,20) -> (10,20) *(10,20): Remember when we were originally in this room we had to go up. Well, this time head down. Exciting! *(10,21): Head right. *(11,21): With X-Sludge we can jump over that column. So proceed to do just that and head downwards. *(11,22): Head left. *(10,22): Left just takes us to the Sewer entrance. So we want to head down. *(10,23): Head right. *(11,23): CONTINUE POINT: 29GC0ZMYKH Head right. *(12,23): Bait the Sqlungies as you always have. Wait for the Orbit Drones to be at the most westerly/left section of their path. When they are, jump right and glide across the pit. Proceed right. *(13,23): Jump to the nearest conveyor block when it appears. Fight against its pull but stay on top of it. When the middle conveyor of this pair appears, run across the blocks to the proper conveyor belt in the middle. When the leftmost conveyor block of the second set appears, walk out onto it and again fight the pull. When this set's middle block appears, run right and jump to the exit. *(14,23): Jump into the water and proceed right. *(15,23): Immediately jump and fire a volley at the lower Urchin upon enetering the room. Dodge their spines, and jump and shoot the lower Urchin again until it is destroyed. When the top urchin fires directly left and right, get ready to go. When the Orbit Drones are to the right jump into the gap in the wall. Then run right as they move left and before the Urchin can get back around with its shots. *(16,23): Some Zig-zag Zanders patrol this room. A school of three swins from the top left to the top right. A single Zander swims from the lower right to the lower left and appears shortly after the three top fish appear. As the third top fish passes onto the conveyor, jump up behind them and run right. Drop to the lower conveyor and shoot as you head left along it to kill any new Zanders that appear. Drop to the floor and kill the singleton. Jump right through the door to proceed. *(17,23): Stand near the midpoint of the screen, and kill any fish that appear. Two appear from the right and it's easiest to destroy them where their sine wave paths converge. Quickly jump to the ledge before more come. Head up. *(17,22): | +--+ +---------+ +--------------+ | +--+ +--+ | | C +--+ B +--+A | +------------+ +----------+ +--+ | | | This is a rough diagram of the bottom of this chamber. Wait at A for the two Urchins to fire their shots twice. Then, move to B and immediately to C after. Take short jumps, and move as soon as the second spikes are fired. When you pass position B, you're in the clear... for now. (So that's wait for them to fire twice before cross B) From C, move to the top section and hurry to the right before the Urchins come back around with their shots. *(18,22): These Urchins can only fire upwards...? Fine, they act as standard turrets in that regard I suppose. Jump over the spikes and use your feather to ensure that you clear them. Get up against the column the Urchins are defending. As soon as their spikes pass the gap in the wall, jump into the gap and run right. You should clear them before they fire again. Don't stop running until you are in the next room. *(19,22): Four Zanders appear at once. Stand near the wall topped with spikes. As they pass overhead, jump as the last one clears you. Move forward but fire as you do to destroy the front Zanders in the next school. Proceed right. *(20,22): There are four Orbit Drones along the same path, with a break in the sequence. When the empty part opens up to Timmy, jump right onto the block and wait. When the gap presents itself to the upper right (The NE quadrant is clear) jump right. Head up. *(20,21): Head left to save. *(19,21): CONTINUE POINT: 29GC0ZMYMH Head right. *(20,21): Head right again. *(21,21): Head right into the Aquatic Base. ------------------------------------------------------------------------------ BK3.10 - THE AQUATIC BASE ------------------------------------------------------------------------------ You should be accustomed enough to watery areas by now, especially after the X-Sludge Adventure. But the waterborne enemies are some of the most voracious in the game. Get ready! [][][] B[][][][][][] [][][][] [][][] A: Entrance to Aquatic Base A[] [][][][][] [] B: Lobsterbot [] [] [][][] [][][][] [][][] *(22,21): Jump into the water, head down. *(22,22): Stay on the top level until the Urchin fires at 180 degrees. Drop down after the turbine stops and stay near the top of the Urchin. Fight the turbine then dodge the incoming spines as you run rght. Drop to the bottom, destroy the urchin, then head downwards. *(22,23): Drop in front of the turbine once it stops. Jump and glide right over the spikes. Drop into the pit before the turbine can restart. Continue right. *(23,23): This is a Triphozoa. It shoots a shot which stops, moves again and stops, then finally flies straight at Timmy. Enter the room and do a low jump. Let out a volley and destroy the jellyfish as it descends in the spike pit (or finish it off later if you miss). Dodge the shot which will likely be onscreen already then jump and glide across the spike pit to the right. *(24,23): Bait the first Sqlungy. Wait for the Urchin's shots level out and move into the southwestern quadrant. Glide down in front of the Urchin and fill it full of lead. If the Sqlungy comes near, dodge it. If you destroy the Urchin first, bait the Sqlungy. When all enemies have been dispatched continue right. *(25,23): This can be disorienting, but keep your wits about you. -Wait in the lower left corner. After the Triphozoa's shot moves twice, run right all the way to avoid the shot. -Stay in this central area. You will want to move left and jump to avoid the next shot when its on its third movement. -Don't try killing it. Don't worry about the next shot. Just run right and jump right up into the next room. *(25,22): There are three columns here. Jump to the middle column shooting all the way. Zig-zag Zanders will appear from the left. But they swim UNDER the middle column. So if we get there before they start appearing, we will be safe. Wait for a Zander to pass, then jump left and loop back right to land on the level above you. It's a simple matter to climb the wall to the right now. *(25,21): Stand on top of the climbing walls. Wait for the Turbines to be halfway done sucking - remember there are two big bubbles visible (per turbine) when they suck so I mean after the first bubble is offscreen. At this point jump up and float. The Turbines should drag you left safely above the spikes and you should stop just short of being chopped to ribbons. Drop down to the lower left right away and head left through the door. *(24,21): Fire on the bottom Triphozoa as you enter the room. Destroy it before it can fire. If you don't - reset the room and try again. As for the secon Triphozoa, dodge its shots (the third movement is the fast aimed one, remember) and destroy it as well. Head up to progress. *(24,20): Head left. *(23,20): CONTINUE POINT: 29GA0ZMY5H *(24,20): Head right next. *(25,20): Get to the ledge near the spikes. As the Turbines slow down, jump right and drop down the passage. When the passage opens to the right, use the feather and glide right. Jump again when you land and cling onto the climbing wall. Wait for turbines to stop again, then jump to the upper right. (if you have trouble making the jump, stand partway out over the spikes before you jump) *(26,20): Move forward. Shoot the first Zander that appears then jump to the right of them as they are passing underneath you. Use the fetaher to slow your descent near the spikes and glide left. When you are clear of the spikes drop again. You should be able to do this before the next school of fish arrives. *(26,21): Stand at the top ledge, overlooking the left drop. Waitf or the Immortal Jelly to be at the righthand side of the pit. As the Zig-zag Zanders pass underneath you, glide left over them. Drop into the pit and flatten the jelly. Keep it flattened. When the next school of fish passes, jump out of the pit to the right. Hug the column to the right. Now, wait for the schools of fish to pass overhead. After each wave, jump up and hit the jelly once. On the fourth time, flatten it and hold right. Move over the column, drop to the floor, and run right. *(27,21): The two urchins at the top shoot on diagonals. They alternate between shooting at the Immortal Jelly and away from it. Shoot the Jelly three times. Wait for the Urchins to shoot away from the jelly. Jump and as you jump shoot the jelly. Move over to its block as the urchins shoot in, you should land as they shoot away. Immediately jump again to the right, and head into the door. *(28,21): Lure the shot to the left then dodge the third shot as you move into the pit in top central area of the room. Avoid the shot again as you drop down the right side. Kill the Triphozoa. This one is just about dexterity, really. Continue downwards. *(28,22): Drop to the glass block but immediately jump up to the left platform. Stay on the right side of the platform, and sidestep the Sqlungy as it flies up. Stand near the spikes. As the Sqlungy in the lower right moves left. Jump out to the right and back in left. Keep it up until the Sqlungy flies away. Now, use the feather to float down and between the spikes. Head downwards. *(28,23): These turbines have an odd pattern, so it's best to just break the room into two parts. Let the top two turbines stop spinning then glide down over the spikes to the lower left corner. Fight against the pull of the bottom turbine. Now you may have noticed that fighting turbines in water (rather than Sludge without X-Sludge) will allow you to basically stay in place - you aren't really pulled back. Well, as the bottom turbine stops, jump to the ledge in front of the middle turbine. Fight against this, and you should stay in place. Now, when that turbine stops, proceed to the right. *(29,23): Walk right and hug the wall of this central column. As the school of Zig-zag Zanders passes overhead, jump up to the lower ledge as they move beyond you. Try to bait the Sqlungy and sidestep back off to the left to make it fly away and to dodge the next wave of fish. Repeat until the Sqlungy is gone. Now wait for the school of fish and get to the top of the column (the very top of it). Let the fish pass underneath you then drop to the floor on the right. Continue to the right. *(30,23): A Triphozoa and an Eye Guy. Run to the right side of the screen and start dodging the Triphozoa shots. Do not jump too high because the Eye Guy will have turned around and you could get shot during your evasive tactics. So jump just short of the Eye Guy. Shoot the Triphozoa as it descends. Now, for the Eye Guy. Stay to the far right. Jump up and fire a few shots when its eye is closed. A shot or two should hit it when it opens and you will sink below the shot. Proceed upwards once it's destroyed. *(30,22): Move left. *(29,22): CONTINUE POINT: 29GA0ZMYSH *(30,22): Head on up. *(30,21): Climb up to the top of the wall on the right. Jump to the wall to the left of you and lower yourself to the bottom of it. As the Orbit Drones pass on the right side, drop from the wall and glide left to the block in the middle of the spikes. When the Drones are towards the top of their path, jump and glide to the climbing wall on the far left. Get to the top of it. As the Drones pass on the left, jump right the Drones shouldn't be there as you land. Jump again to the upper right to clear the room. Head upwards. *(30,20): Stand at the bottom of the opening, with the Orbit Drones whirring around above you. One Drone swings to its own accord. But the other two converge in the middle. Wait for the two to converge and jump up the passage as they separate. Land on the ledge and you will be clear of the Drones. Head left. *(29,20): The Urchin will fire staright up to begin the room. After this, let it start its counterclockwise firing path. Drop to the middle area now. Get to the block just BEFORE the Urchin, not above it. Wait for it to fire straight up again, then immediately jump to the block above the Urchin. Continue right and when you drop to the lower right destroy the Urchin immediately. Proceed left. *(28,20): Watch the bottom school of Zanders. They leave some safe spots. They also appear out of the Turrets in the walls, so you can know their position. +---------T---+ | | Z | A: Safe Spot | Z B Z | B: Safe Spot | +------------+ T: Turret (That fires fish) T| Z | Z: Zig-zag Zander | Z A Z | +-------------+ +---- -From the entrance, watch the fish. Once you see Position A, mark it. Let the fish move past you then tun to it. -Shoot an entire school of the fish as they emerge from the turret, then run and jump to position B. This is another safe spot. -Face right and shoot the three fish that appear along the top level. When they are gone, run right and head upwards to progress. *(28,19): A single Triphozoa, you should know the score by now. Best to lure a shot's first two movements, then dodge the third in the vertical passage to the left. Focus on dodging, but fire on the Triphozoa between volleys. When it has been dispatched, head throw the upper left corner. *(27,19): -Shoot the top Immortal Jelly three times. -Drop down in line with the lower Jelly when the turbine stops. Shoot it three times then hold right as the turbine spins to fight it. Remember - they can't pull you back anymore. -After the turbine stops again, shoot the lower jelly to flatten it. Then jump to its position, then jump in front of the Turbine (but not flush to it of course). -Stay here and fight the Turbine's pull one more. When it finishes, jump and flatten the Jelly. Then proceed to the left. *(26,19): Drop into the pit and flatten the Immortal Jelly down here. Bait the Sqlungy at the top before you do anything else. Now, keep the Jelly in the pit flattened, and work on flattening the Jelly on the wall. When both get flattened at nearly the same time, jump to the conveyor belt an move all the way left. Flatten the two Immortal Jellies on the left walls then jump into the leftmost passage. Jump up and to the left before they can reform. Then jump up and to the right and exit the room at the top. *(26,18): Stay in the left section, and stay on the ground firing right at the Triphozoa. Jump when its shot flies towards you on its third movement. Patience is key here, you don't want to rush it. When the jellyfish is gone stand on the column. As the Orbit Drones pass in front of you, move right as they move right. Run all the way to the bottom righthand corner. Wait for them to pass to the left side and jump up to the block in the upper righthand corner. Then jump left and keep moving until you hit the next room. *(25,18): +--------------- | | +-------+---- A: Safe Spot | Z | B: Safe Spot | Z A Z T T: Fish Turret +-----+ +---+ Z: Z: Zig-zag Zander T Z | Z B Z| ---------------+ -Wait for the top school of Zanders to pass then drop to position A. -From A, fire right. You should destroy some of the top school and all of the bottom school. Quickly drop down and right, get to position B, directly under the turret. -From B face left and fire at the fish as they emerge from the turret. Once the third is destroyed run left and into the next room. Quickly now! *(24,18): Just drop down. *(24,19): A boss door! But we want to save first so head right. *(25,19): CONTINUE POINT: 29GX0ZMYLH Head left. *(24,19): Boss time. Head left. *(23,19): Time to fight the aptly named Lobsterbot. ****************************************************************************** BOSS 6: LOBSTERBOT ****************************************************************************** Lobsterbot is an aggressive yet stationary robo beast with a descriptive name. It moves into attacks with very little start-up time. The attacks are actually pretty easy to avoid. -The one that might get most people is when Lobster Bot flashes red and drops some energy balls from the ceiling. See thre three red lights on its shell? These completely telegraph this move. Think of the lights as the left, middle, and right of the battle arena. If say the left and right lighs blink, the attack will hit the left and right sides, but since the middle is blank, you can stand in the centre of the room without issue. So move to where the blank light indicates to avoid this attack. There are three volleys every time it performs this attack. -Lobsterbot will charge its pincer with energy and a wave of bullets will arc up towards you from the floor to about the midpoint of the wall. However, the final position is held for a little bit so you can't just jump over this. What to do is stand at the lower right corner as it charges and jump just as the shots reach you. Use the feather to stay aloft longer and you should avoid this attack. Your descent from this attack is the perfect time to shoot Lobsterbot, as well. -A ball of energy is sent to the righthand wall, it moves down the wall, then left along the floor. It flies straight upwards when Timmy jumps over it. Lobsterbot will fire three of these in a row. Concentrate on dodging. Stay in the middle over one as it comes near. Get back to the middle or at least travel left a tad before jumping over any others. Lobsterbot changes from grey to green to red. Then keep it up and it's cooked. Lobsterbot is a straight up brawl, there are no gimmicks here. It has three possible attacks and though it doesn't ever use the same attack twice in a row, the choice for next attack is random between the other two. The period between attacks is short but not instantaneous. Get a few shots off between attacks. It's sort of a war of attrition because you have to watch very closely for its tells. So focus on dodging and it will drop eventually. The best attack to shoot Lobsterbot during is the wave of bullets. You can also get a few shots in during the red ball drop - mostly after the third drop but sometimes during as well - just pay super close attention to the lights on Lobsterbot's side and don't get carried away. It's not worth it to take shots during the giant purple ball attack. Focus entirely on evasion. So, there are no tricks here. Learn how to deal with each attack and Lobsterbot won't be long for this world. Four "Skull" Bosses down. Password after Lobsterbot: 49GX0ZMYLH ------------------------------------------------------------------------------ BK3.11 - THE ICE CAVES ------------------------------------------------------------------------------ Time to find the Ice Caves. You'll need more than a parka to survive, so get warmed up and ready to go. B[][][][] [] A: From Lobsterbot [][][][][][][]A B: Teleporter B [] C[][][][][] C: Teleporter E [][][] B: Misha and Double Jump [][][][][][][] [] [] [][][][][][][] [][][][][] [][][] [][][] [][] B[][][][][] *(22,19) Heading left from Lobsterbot. We can't go up there yet, so head left. *(21,19) Head left. *(20,19) Grab Key II and head left. *(19,19) You guessed it, head left. *(18,19) Shoot the [II] block and head left. Now these are rooms you have been in before. (17,19) -> (16,19) -> (16,18) -> (15,18) -> (14,18) -> (13,18) -> (12,18) (Password at 13,18 is R9GC0ZMYCH) Take Teleporter B to E (Upper Ice Caves). *(25,09): You are in Teleporter E. Move right. *(26,09): Nevermind going up. We're going right. Shoot the [II] blocks and proceed. *(27,09): Transitionary area. Head right. *(28,09): Dig that music! We may as well head right to save first of all. *(29,09): CONTINUE POINT: R9GI0ZMY4H Head left. *(28,09): Drop down. *(28,10): These are Yeti. They toss ice blocks that slide along surfaces. +---+ A +---+ +------+ Look for the Ice platforms arranged like this near the bottom. Ice, not snow. Wait for both Yeti to toss their Ice blocks then trail behind the blocks and stop at Point A. Wait for the next round of blocks and jump over them from point A, then trail behind the blocks again as you finish the path to the lower righthand door. *(29,10): Stand on the ice block to lower right of the left Yeti. Wait for it to toss its block then jump and take a couple of shots. It takes a lot of punishment, but we do want to destroy it. So wait out each ice block and attack in between its own attack. When it's down, fire on the righthand Yeti from across the screen. Wait for the Razor Drone to move beneath its platform then jump from your block and glide right. You want to land in the space beneath the Razor's platform. Quickly move right and jump to the exit. *(30,10): Jump and glide to the single iceblock that the Pickaxe Chuck is hitting with its axe. Now wait. Wait for the Yeti's Ice Cube to intersect with the falling pickaxe. If these attacks pass that point near the same time, then drop down, run right and drop to the pit. But don't wait in the pit, jump up and to the left. So you're now in the tunnel at the bottom of the screen. Don't go too far left just yet. Wait for the next pickaxe to hit and fall offscreen. NOW run all the way left and into the passage leading down. *(30,11): Drop in front of the Yeti, and face it. Whenever you see an ice cube in its hand, jump. When the ice cube rebounds and comes back for you, jump. Once you get into the pattern, this isn't so bad. Shoot all the while - 8 hits and its dead. Just focus on jumping the ice cubes. When the Yeti is gone, turn right and defeat the Bouncy Ball. Once that Ball has been vanquished, jump and glide right. Drop down the hole. *(30,12): These are Frost Kumas. They periodically shoot a arcing shot - their shots trave in sine wave. Wait for the lowest Frost Kuma to start heading left. Let them shoot then drop down behind the Kuma as it's still going left. Destroy it before it can turn around. As for the other Kuma, let it turn around then jump and shoot it. When both are gone, follow the path around the room and head down. *(30,13): Go to the righthand ledge and wait. You want a pickaxe to hit the right wall as the Kuma sis travelling left and is nearing the middle point of its path. When this happens, drop down and destroy the Kuma. Stay clear of the righthand wall because you don't want to get killed bya pickaxe. Now, take your time with the Chuck. Let it throw its axe, then jump up and lay into it. Jump to its block. Wait for the lower Chuck's axe to hit the left wall, then step off the block to the left and glide down to the lower left corner. Enter the hole. *(30,14): Now we get to meet some Spiked Crusher. They will fly towards you when you line up with them. So drop to the lower left corner of this little chamber then jump immediately right to avoid the Crusher. Jump to the ledge, then proceed upwards. *(30,13): Back in this room again. Destroy the Pickaxe Chuck that you can reach, then wait for the higher Chuck's axe to hit the right wall. When it falls, run right and enter the passage in the lower right corner of the room. *(30,14): Jump out over the gap and angle back in. The Crusher will fly upwards. Run beneath and fall into the pit. Jump into the passage to the right of you and run straight ahead. The other Crusher will fly up, but you will land on the ice column in the lower right. Immediately run left and jump for the exit. Be quick getting to the exit though, a Crusher's direction is denoted by what side its spikes are on. And since the one we just passed has spikes on all four sides, it can move in four directions. *(29,14): A ++ ++ A: Stand on this block ++ ++ ++ ++ +--+ +--+ See the block to the left of this "Reverse L?" Stand on it. When the Yeti tosses and ice cube, get ready. Glide to the lower lefthand corner Now wait for an Ice cube to hit the wall above you. Jump up and attach to the wall, get to the top of it. When the Yeti tosses another Ice Cube, jump again to the right. YETI B+---------+ +-----+ This is the stack of platforms on which the Yeti sits. Run flush against the wall of the higher platform, position B. This is a safe spot. Every time an ice cube passes overhead jump once and shoot the Yeti. This will take a while but you must kill this bugger. Once it's down, proceed upwards. *(29,13): Head left first. *(28,13): CONTINUE POINT: R9GI0ZMYWH *(29,13): Head on up. *(29,12): Stand just right of the pit, inline with the Yeti on the Y-Axis. Wait for the ice cube to bounce in the pit. The Yeti should have turned left, now the ice cubes should disintegrate in the lefthand passage. After a cube vanishes, jump and unlock the locked blocks with your shots. Get out of the way of any incoming cubes. With the locked blocks gones, the ice cubes now bounce off the climbing wall. Stand in the pit and jump over a cube as it comes near. Run to the climbing wall and grab the bottom. After a cube bounces off, climb to the top. At the top jump straight up to dodge the next ice cube attack. Shoot the Yeti as you head back down to the top of the climbing wall. Focus on dodging here, but fire on the Yeti with much frequency. When the Yeti is gone, head left. *(28,12): Let the axe hit the wall and drop, then drop down in line with it. Jump as soon as you land straight up again to avoid the crusher. Run right, the next pick should pass over your head. Jump down the hole in front of the Chuck. Make your way out of the room to the left - be careful of the picks still. *(27,12): Wait on the block of ice that forms the right wall of the pit the Yeti's ice cube bounces around in. When the Razor Drone is on the top of its path, wait for a cube to fly down into the pit and break. Jump across the gap to the left and then out of the pit to the left. From here, you should be safe from the ice cubes. Jump to the ice block above you. Look above you now, there is a little alcove near the ceiling. Jump into this alcove and kill the Yeti from here. When it's gone, jump across the gaps and head upwards. *(27,11): Stay near the wall next to the spike pit. Wait for the Frost Kuma to walk left then jump up to the glass blocks. Run across them and jump up to the highest platform. As the Frost Kuma walks right, jump over its shots. When it walks left again drop behind it and destroy it. Then proceed left. *(26,11): Wait for the top right Pickaxe Chuck to throw its axe. When it does, drop down and hold right to enter its tunnel. Move towards it firing and you should destroy it before you reach it. Wait for the bottom right Chuck to throw its axe. Drop to the floor. Between axes, jump and shoot the left Chuck. When it is destroyed, wait for the bottom right guy to throw its axe, then run left when the axe falls. Jump up and to the left and keep going to the next room. *(25,11): These icicles fly forward when you line up with their tips. So horizontal icicles travel along the X-axis and vertical icicles travel along the Y-axis. Drop to the floor, the first icicle will sail over your head. Jump and glide across the spike pit and land on the ice block, the next two icicles will not hit you as you pass them. For the last icicle, stand on the ice block, jump straight up and lean out to the left then back into the right. This should bait it into firing. When it's gone, head down. *(25,12): Watch the Frost Kumas on the left. There is a point where they are walking to the right and they will pause to fire just before reaching the end. The bottom right guy is usually moving right at this point or shortly after. As the Kumas fire, glide down and to the right. When it's safe to drop, do so. Proceed to the left. *(24,12): Stand on the column of ice near the entrance. As the Yeti's ice cube bounces off of this column, drop to the floor and chase the cube left. When it is destroyed in the pit, cross the pit and get to safety in the lower lefthand corner. Jump up beneath the Yeti and inch your way out until you can jump up and get a shot at it. You will be beneath the trajectory of its ice cube so you're relatively safe here. When the ice cube passes overhead, jump and get a few shots in. Repeat until defeated, then proceed upwards. *(24,11): [ ][2][1][1][2][2][1][ ] [ ]XXXXXXXXXXXXXXXXXX[ ] The blocks appear in sequence. The [1]'s appear at the same time. Count 1..2..3 from the block's appearance and the next set will appear. Get a handle on the timing. Once you do, wait for set [1] to appear. These are icy blocks so be careful. Step out onto [1] and move Timmy's body halfway over the edge. When the next set appears, move onto them and do the same. As long as you are leaning out over the side of the blocks, you will still be held up by the next when it appears and the other disappears. Work your way to the left. *(23,11): A Spiked Crusher... Drop down off of the ledge near the entrance and jump as soon as you land to avoid the Crusher. Follow it as it moves back, but jump to the icy platforms above. A+------+ Look for the notch between the two icy platforms on the left side + of this chamber, marked by A. Stand here. | + From A, jump out to the left and back into A to bait the Spiked Crusher. When it flies up, sneak underneath it and glide down. When you pass the pair of spikes, glide right. Run across the floor to the left - don't worry about the Crusher as it can't pass spikes. Climb the wall on the left and exit the room. *(22,11): Head left. *(21,11): CONTINUE POINT: R9GI0ZMYLH Head right. *(22,11): Head down. *(22,12): From the entrance, glidge left beyond the spikes. Jump when you land to avoid the icicle. For the bottom, jump and glide right over the spikes to the ice block on the righthand side. Keep running right to the exit and you should drop out of the way of the icicles. *(22,13): A+-------------+ +---------+ YETI This is a rough diagram of the top ice platforms. Stand at A, wait for the Yeti to throw an ice cube. Float down behind the ice cube and chase it right to the little pit. Jump past the pit into the single block space just after it. So you should be standing in a single block chamber as ice cubes land in a single block pit to the left of you. Wait for an ice cube to be destroyed in the pit, then drop into it and shoot the locked block to your left. Jump to your right again to avoid any incoming cubes. With that locked block gone, cubes are getting destroyed in the gap it made. Stand near the gap. When an ice cube is destroyed, drop down the gap and proceed to the right. *(23,13): Spiked Crushers. Bait the first two crushers by jumping and angling right then left. Do this only slightly so they don't kill you. As they raise, jump past them. As for the 4-direction Spiked Crusher on the lefthand side, bait it the same way, then jump to the ice column, then to the notch on the left. From this notch make a small hop and it will fly left. Wait for it to pass you going right then jump up and run left yourself. Jump to safety at the end because the Crusher will be coming back after you. *(24,13): Spiked Crushers, and locked blocks. We are going right first. Drop down the right passage, then jump back up and left. Follow the Crusher as it resets its position then drop down on top of the [II] block. Shoot the [I] block from this position. Make a short hop to bait the Crusher. Then slip past it as it retracts and get back to the middle ice platform. Now, lure the left Crusher by dropping into the left side of the room and jumping back to the platform. As the Crusher retracts you should follow it and drop into the pit on the left. From here, fire on the [II] block. Make a short hop to bait the Crusher again, then get back to the middle again. Bait the Crusher on the right again, then once more follow it while it retracts and drop down the pit. You can now proceed downwards. *(24,14): Frost Kumas. Wait until they turn right then drop down the lefthand passage. Fire at them. When they turn left, drop to the climbing wall in the lower left corner and wait. When they turn right again, jump back to the ledge up and left of this wall and jump and fire at them again. Repeat until they are defeated. When they are gone, jump up and right from the top of the climbing wall to the icy platform the Kumas once walked upon. Proceed right. *(25,14): Run to the lower right corner an stand just beneath where the Yeti's ice cubes are being destroyed. As soon as one is destroyed, jump up and left and run to the righthand glass block. As soon as you step on it, run right. The glass block will crack and break, leaving a new space for ice cubes to be destroyed in, thus shortening their path. Now, stand below where the glass block was. Wait for a block to be destroyed above you then jump up, run to the next glass block then back right to your hole. The glass block will once again be broken. Stand under the new gap. When an ice cube destroys itself above you, jump up, run left, and leap to the wall. Stay near the bottom of the wall. Once an ice cube hits the wall beneath you and is clear, drop down jump up to the right then up to the upper left platform. Do this very quickly or you will be killed. From your new perch, destroy the Yeti then proceed upwards. *(25,13): Three Pickae Chucks. | D +-----+ +--+ | +--+ +--+ +--+ C | | +-----+ +-+B | | A | +--+ | |---+ | |XXX| | +---+ Wait at position A. This is safe from pickaxes and they should just drop past you. After the axes drop jump over the wall to the left and drop down past the spikes. Move flush against (but NOT on top of) the block in the lower lefthand corner. Position B on the diagram. At position B you are safe against pickaxes. Wait until they drop, then move to position C, jump and fire at the lower Pickaxe Chuck. Get back to position B before the axes fall again. Now, position D. Standing at position D, the left side of the platform above position B, the axes of the other two Chucks should also miss you. Now, whenever the axes fall, jump out to the right and shoot the righthand Chuck, and float back into position D before the axes are thrown again. Keep this up until the righthand Pickaxe Chuck is dead. Now, notice that the Pickaxe Chuck was in a 1x1 space. When the remaining Chuck throws an axe, it his just before this little 1x1 notch. Get into the notch. Let the axe fall and nevermind destroying the Chuck - just jump up and to the right and make tracks to the next room. *(26,13): Jump right and glide. Once you have cleared the spikes, drop to the bottom. In doing all of this, all three Spiked Crushers will have shot forward. Do NOT grab the wall after your glide or the Crushers will get you. Instead, wait for them to retract then climb up the wall to safety. Drop down the pit on the right to proceed. *(26,14): Nowhere to go but down. *(26,15): A Cleo Snowman! Awesome! What a great reference :D. Head right to save. *(27,15): CONTINUE POINT: R9GX0ZMYMH *(26,15): Admire the Snow Cleo some more then proceed left to fight the boss :D. *(25,15): Time to fight the penguin, Misha. ****************************************************************************** BOSS 7: MISHA ****************************************************************************** Misha is very "Mega Man" in that he's a small, highly mobile boss. His attacks aren't as extreme as we've seen, but its agility more than makes up for it. As with other bosses, however, Misha has some very obvious tells. -If Misha looks down, he will leap forward. Run under him. When he lands he will throw snowballs. This is an intiial volley of three snowballs at the same level. Jump over each with a short hop while shooting Misha. This is immediately followed by five more snowballs - two of which are at a higher height. I believe the second and fourth snowballs are always the higher shots. Jump the low shots with a short hop and let the high shots pass overhead. Shoot Misha all the while. I should note that the higher snowballs fly upwards on a slight angle, so it's best to keep some distance between Misha and Timmy for this. -If Misha looks up, he will slide across the ground really fast. He will rebound off the walls when he does this. Get to the nearest wall and jump as Misha draws near. Use the feather if you jump early. If you jump in the middle Misha is likely to hit you on the rebound, so stick near the walls. -If Misha waves his arms and trills (like he does when the battle starts) he will cause icicles to drop from the ceiling. These are typically 2 or 3 icicles that appear near your x-position from the ceiling. They always have enough space to stand between, and Misha typically does this twice in a row. A good time to shoot Misha, but pay attention to the icicles first. -If Misha walks forward he will flap his wing to shoot a spread shot. Now, the spread is shot towards Timmy. Best to fire on him from relatively close and jump the shot as it's still early in its flight. If you have to jump over Misha when he is in this phase, watch the direction of his next spread shot. He will often fire it up in the air. Your first instinct is to jump - but you must not in this case. Misha will fire three spread shots in total. In fact, one tactic would be to jump when Misha stops to fire. This could force him to shoot high. But I wouldn't recommend it - prefer him to shoot low. But still - determine what works for you. Misha will change from blue, to green, to orange, to dead. The big things with Misha is that it's a disorienting battle. Misha goes high when he looks low, and goes low when he looks high. It's against your instincts so you may find yourself jumping into Misha's jump attack for instance. That's why it's so important to learn the tells. Also because the attacks are so quick that you need to be ready for them before they happen. Misha won't do two identical rounds of attacks. They are strung together with a bit of randomness, so you have to be prepared. The big attack to be prepared for is the icicles and this gets back to disorientation. Your eyes will wander to the top of the screen to see the gap between the icicles, but Misha will prepare his next attack really soon. So you can't keep your eyes off him for too long. There are plenty of opportunities to attack him. Fire 3-4 shots into him when he lands after a jump, then again as you dodge the snowballs. Fire at him when he is sliding. Fire at him as he walks towards you. Even fire during the icicle phase, but that's dangerous so only do it if you feel confident it won't distract from your dodging focus. The battle will only start with a slide or a jump. So take this as an advantage to get a few good shots in. When Misha walks forward, you will have to jump over him at some point. Make sure you get your vertical distance well in advance of the penguin, if it's too lateral he will walk into you. If he starts this walking+spread shot attack when he's at the opposite wall, jump over him after the second spread shot. If he starts it from the middle of the arena, jump over him after the first spread shot. The floor is icy, and changing your running direction can cause Timmy to stand in place fighting against the friction. For the icicle drop this is deadly. I find you should make a short hop to the gap between icicles rather than trying to sidestep them. A few short hops every now and then might not be bad anyhow, to regain your footing. Just keep at him. Misha has no complex attacks but it's the agility that kills. Learn the tells and how to respond to them and you'll have it in the bag. Password after Misha: R9GXGZMYMH ----------- Head left from Misha's room. *(24,15): This is the double jump. Would have done wonders against Misha, actually ha ha. Head right (25,15) -> (26,15) -> (27,15 and save) -> (26,15) -> (26, 14) *(26,14): This chamber had a wall that could only be breached with the double jump. Use your double jump to head right. *(27,14): Orrexium get! But not so fast! This is like a game of Simon. Hit the crystals in the order they light up after you are presented with the sequence. The number of crystals used in each sequence are: 3, 3, 4, 4, 5, 6. Now I'm sorry folks, but I can't help you with the combinations because they seem to change each time. But 6 total entries at the last sequence isn't too bad. If you mess up, you die, but the save point was really close. I guess if you're having trouble you could use a digital camera or your phone to record the screen. But I mean, come on, you wouldn't do that would you? :P **At this point you can challenge the Gauntlet of Evil. However, my walkthrough will not cover this until after the Power Station. I'm fairly sure you can get there, anyhow. Go back to where we saw the glass block appear in the sky in one of the lightning rooms of the haunted shrine. I will cover the Gauntlet in the next update, good luck!** ------------------------------------------------------------------------------ BK3.12 - THE POWER STATION ------------------------------------------------------------------------------ Did you get the Orrexium in The Ice Caves before proceeding? If not I suggest you do. We're heading to the Power Station next, with the third key as our goal. [][][][][] [][] [][][][][][] A: Teleporter D [][]CCDD[][][][][] B: Helga Round 2 [][][][][] C: Doppelganger Constructor [][][][][][][][] D: Key III [][][]BB[][][] [] [][] [][][]A Now, from the double jump room: *(24,15): Double jump to the left to clear the wall and head left. *(23,15): Head left with the help of your double jump. *(22,15): Head left. *(21,15): Jump and glide to the left. When you almost touch the floor spikes jump again and glide to the exit. *(20,15): Drop down. *(20,16): Drop down. From this point I'll leave it up to you to make it to Teleporter D. This will require some backtracking, but with your abilities it shouldn't be bad. Once you teleport to D, head right to save and return to Teleporter D. The Password on normal is R96MGZMYGI. (14,07): Teleporter D. Head left after you've marked your continue point a few rooms to the left. (13,07): Head left. (12,07): Jump at the central wall and glide. As you pass beneath the central passage jump in midair and grab a climbing wall. Proceed upwards. (12,06): From the top of the left climbing wall jump twice and at the apex of your double jump glide right and attach to the climbing wall. Proceed up. (12,05): Jump from the top of the climbing wall when the Orbits are on the left, then float a bit. When they clear the righthand climbing wall use your second jump to reach it and immediately jump up and left. Proceed upwards. (12,04): Nothing to the left, so head right. (13,04): Transitionary area, head right. (14,04): Dig that awesome music yet again! Drop down. *(14,05): A boss door, already!? Head left to save first. *(13,05): CONTINUE POINT: R96ZGZMY7I Head right. *(14,05): Head right to fight... *(15,05): Helga Kraftie once again! ****************************************************************************** BOSS 8: HELGA KRAFTIE ROUND 2 ****************************************************************************** Helga is another small, highly mobile fight. Nevermind the wuss you fought in the warehouse - this is more like it. She is powerful and quick, so keep your wits about you. -Helga will charge herself up and dash across the screen in a zig zag. Avoid this by double jumping to the middle of the screen and gliding to where Helga started the attack from. She is invulnerable while charged as far as I can tell. -Helga will dash straight up, then to the other side of the arena. She now generates stacks of energy balls. If the stack has a gap in the middle, focus on jumping through that. If it is clear on top, then take some shots at Helga when you double jump up. You can jump over three balls with the single jump, by the way. Could be easier than aiming a double jump when a three ball gap presents itself. She fires three waves of these ball stacks. -Helga puts her hand forward and fires shots at you. Dodge the first few by jumping over them. Notice Helga will fire up at you when you jump. Let these sail over Timmy's head then jump the rest that come low. It's usually two low, two high, three low. When you jump the first two. It's easy to jump three at once, especially with a double jump. Don't forget to shoot Helga. -Helga will jump in the air. When she does this, she fires an aimed energy ball at you. Jump the first energy ball and shoot while you do it in hopes of hitting Helga. When she jumps again, run underneath her to the other side and the ball will miss you. Helga will change from purple to green to yellow before she is defeated. An important note about Helga is that unlike most previous bosses, she can use the same attack multiple times in a row. I've seen her use attack sequences 4 times in a row. This can be to your advantage, however, if she gets stuck doing an easy sequence like the electric dash multiple times in a row. Helga's most devastating attack is also her most basic - the jump. This is so bad because she has no wind-up to it. The only tell is that she pauses for a little longer than with other attacks. The jump itself is easy to deal with, but if it comes out of nowhere then it can take you by surprise. Her other attacks all have very obvious tells. She raises a hand. She charges hereself with energy. Learn these right away and how to evade and exploit each one. The best time to hit Helga is after the dash attack. Land about half a screen away from her and fire a few volleys into her. She's also very vulnerable durng the raised hand attack. When you land after the first jump, you can get three shots in before you have to jump again. Don't try to shoot her in the air on the third energy stack of a set, she drops to the ground and you will miss her. Instead, drop down to meet her and pepper her with shots. Stay about half a screen away from Helga at most times. If she does the raised hand or energy stack attack increase this distance to a full screen to give ample dodging room. I won't kid you, she's a step up. But she's not that bad once you get used to her attacks. Learning to predict a jump is the big one. You need to work on dodging but you also need to be bold. Helga is a small target so every shot needs to be on the money. You should go save before continuing with the Power Station. Password after Helga: R96ZGZMY7P ------------- After you save after beating Helga, head right from her room. *(16,05): Make a small hop out over the spike pit and glide. Jump again part way through and glide to the lower climbing wall. Get to just below the halfway mark of this climbing wall. Jump left then use your second jump to go straight up between the spikes. Glide right and attach to the wall. Jump onto the conveyor. Hold UP as you run left. If you do this you will glide as you drop out over the spikes. Use a midair jump to make it the rest of the way. Proceed up. *(16,04): Stalker Drones, slow moving robots that fly straight towards Timmy. Stalker Drones appear from the turrets. Stay to the left of the conveyor. Destroy the drones that appear, then run across the conveyor. Double jump up and to the left, then head up. *(16,03): Stalker Drones again. Stand around the halfway mark of the bottom and fire on the central and left Drones as they approach. Move left a bit, turn and scrap the right Drone. Run along to the next level of the path. Destroy the left and middle drones here, then run to the next level of the path. The right drone should have reappeared. Scrap it, then fire left to the other two drones if they're back. Jump to the conveyor and proceed left. *(15,03): This is nasty. See the conveyors? If you try to run right onto the right arrow from the left arrow you will be thrown into the spikes. First thing' first though, destroy the Stalker Drone that appears. Then quickly drop off the ledge and hold right. This should put Timmy under the ledge and on the right arrow of the conveyor. Hold up to use your feather and float downwards. *(15,04): This room is a mess. But let's think it through. The Razor Drone should be on the right side or underside of the conveyor before we drop to it. The shot from the turret should pass through the Razor as it is on the left of its path. So this intercept is key. I find the ideal time to try is after the first bullet passes. As it passes, wait for the Razor to move to the right then drop down, glide left, use a midair jump to clear the spikes, and get to the face of the climbing wall in the lower left. If you want to wait and collect your thoughts, go on the fourth shot instead of the first. The next bit is a bit easier. Wait for the turret's bullet to intersect with the Orbit Drone's path when it is at the low point of its path. Double jump left and get flush to the turret. When the Drone passes by on the left, jump up to the grey block it's circling and stay precisely on it. The Drone should pass overhead. When the Drone passes below you finish the path upwards. *(15,03): So we're back in this room. This is the kind of room that will give you a severe aversion to Stalker Drones. The Drone appears from the top middle and is very fast - it tracks your position almost 1:1. Double jump into the room, double jump to the climbing wall. Drop as the drone appraoches, near the bottom float to solid ground. Run right turn left, jump and shoot. It may take some time to get used to this, but if done right you will shoot the Drone. Use the climbing wall to move up and left (you will need to use a double jump) and get the hell out of this room. You will need to jump from the bottom of the climbing wall. Never look back. *(14,03): I find it easiest to let the Tri Gunner Drone move all the way back left before you jump and glide to the central chamber. As it rebounds it shoot shoot soon after and you should avoid the shots. Keep an eye on its shots as it heads back right and make your way to the upper left corner to proceed. *(14,02): Stay near the entrance for a second. See those "forks" in the wall? They fire huge lightning bolts forward - kind of like Quick Man's lasers in Mega Man 2. So you have to do these rooms really fast. Get ready: Reset the room if you screw up the start. -Enter the room jumping up and to the right. -Make short hops up and right up the stairs. -Run along the bottom path, jump to the block in the lower right corner. -Double Jump up and left. -Single jump left and glide past the spikes. -Drop from your glide when you clear the spikes and keep running to the left. -Climb the wall to proceed. *(14,01): Again, take a second to look at the room. You have to clear a vertical laser and a horizontal. Do NOT float past the vertical or you will be screwed. -Stay at the top of the climbing wall in the previous room. -Double jump into this room and land on the lower vertical fork. -Double jump over next to the horizontal fork. -Run onto the conveyor belt and hold right. -The conveyor will dump you into the lower right. Run through the door. *(15,01): This one is all dexterity, I'm afraid. Take a few minutes to study the path then go back to the previous room. Enter this room running and follow the path around as accurately and quickly as you can. NEVER float. Although this one requires a lot of precision, it's easier than the others because there's no question which way you have to go. Drop down when you make it, *(15,02): Take a breather, head right. *(16,02): CONTINUE POINT: R96EGZMYFP Head right. *(17,02): These are Voltspheres. They track your position slowly, then fire an aimed spread shot consisting of two balls of energy spreading outwards. Enter the room and dodge the first volleys. The lower Volt shoul be low enough now to jump and kill. You can try to slip past the second one or lure it down and kill it as well. Either way, when you're set drop down the hole to proceed. *(17,03): Hit the ground running left to avoid the Voltsphere's shot. Hold up to activate your feather as you run off the left side of the conveyor then do a midair jump to get to the top of the column in the upper left. Let the Volt fire again and drop down the pit. Fire right towards the Volt down here, jumping its shots when you have to. Make sure it's destroyed before you try to proceed in this room. Stand next to the conveyor. As the Orbit Drones pass in front of you, run right onto the conveyor and keep holding right until you are dropped into the lower right corner of the room. You should be well ahead of the Orbit Drones. Now, stand next to the bottom conveyor. As the Orbit Drones pass the bottom of their path, jump onto it and hold left until you are dropped into the next room. *(17,04): The top turret releases Stalker Drones. The bottom turret fires a shot. What you want to do is stand on the ledge overlooking the spikes and shoot the Stalker Drones as they get close to you. When a Stalker appears just as a bullet is fired, shoot the Stalker then run off the edge to the right and glide past the spikes. Drop to the lower right. You should make it before either a new Stalker or bullet are issued forth. Run to the pit in the lower left to proceed. *(17,05): Stay near the entrance but hang over the ledge. +-+ +-+ Where R is the Razor Drone. R Drop right down the pit below you when the topmost Razor Drone is in this position. Doing so at this time will let Timmy fall past both Razor Drones. Shoot right on the way down, trying to hit the locked blocks. When you hit the bottom, run to the left. Climb the wall above you when the top Razor moves out of the way and before the bottom Razor can get you. Get to the top of the wall so the top Razor cannot hit you. When it passes under its conveyer again, doube jump-glide to the righthand climbing wall and get out of the pit. Repeat this whole sequence if any loked blocks remain. When you have unlocked both blocks just follow the path around the right side of the room to find the downwards exit. *(17,06): Vanishing conveyors. Count 1..2..3.. when the righthand conveyors appear and the lefthand conveyor should appear as your reach 3. Alternatively, use the sound of the righthand conveyors appearing as the signal because the lefthand set will appear just afterwards. Either as the sound effect of the righthand conveyors ends or on the count of 2 drop and float down the lefthand passage. You should land on the conveyors as they form underneath you. Run right to the solid (non-vanishing) conveyor in the middle and wait for the righthand set to appear. When it does, run all the way right and proceed through the door on the right. *(18,06): Can't do anything with that [III] Block just yet. So climb up the wall to proceed. *(18,05): Jump into the bottom chamber and dodge the Voltsphere's shots until they come down far enough to shoot. I find moving from one side to the other per volley works best, but dodge them however you like. When they are destroyed, use the climbing walls to proceed upwards. *(18,04): Stay near the top of the climbing wall. As the two Stalker Drones approach, jump up (but not high enough to hit the spikes) and shoot both. If you miss one or both, reset the room. With both destroyed, make a short double hop-glide to the block above the spikes. When the Stalkers reappear, shoot the Stalker on the right then make a small hop right followed by a full midair jump+glide to the wall on the right. Shoot the Drone to the left of you, then double jump and glide to the upper left. Proceed upwards. *(18,03): More of these lasers. Watch their speeds, then reset the room and give it a try. The only hard dodge is the first. -Begin the room by double jumping to the middle of the climbing wall. -Immediately double jump (no floating) up and right. -Drop down and run right. -jump up the passage to the far right, land left. -Proceed upwards. *(18,02): Take a look - lasers and spikes. You _know_ you will have to glide and as you also know - gliding is slow. So get a feeling for the room, then give it a go: -You want to start from the previous room. Jump straight up and you will enter this room. Jump again in midair (use your double jump) to reach near the top of the climbing wall. -Immediately jump up and left (double jump, no float) to the single block above the spikes. -Run off the left side of it and float down to the lower left. Stop floating and drop as soon as you clear the spikes below you. -Immediately get to the left wall and double jump up to the climbing wall. -Proceed up! Phew! *(18,01): Head right first. *(19,01): CONTINUE POINT: R96EGZMYTP *(18,01): Now it's time to head left, once more into the fire. Electric fire. *(17,01): Bait the Spiked Crusher on the right. When it flies up, get under it and double jump up into the central area. Bait the first Crusher of the leftahnd pair. As it starts to raise, quickly run under it and bait the second. Get back. Double jump left under the first Crusher before it reaches the top and over the second Crusher as it starts to rise. Head left. *(16,01): Drop near the floor. Fire left at the Voltsphere, make a couple of short hops but when it stops, get ready to make a big jump over its attack. The Volt is a little hard to hit because of the Razor Drones, but don't proceed until it is toasted. If you can time it, the easiest way to kill the Volt is to stand on the ledge and let it shoot high, and drop down as it shoots. Fire straight ahead along the floor and you should get it. Otherwise you'll have to do the little hops. As for the Razor Drones, stand in front of their chamber. Let one pass in front of Timmy then drop down and run right. Double jump up and left at the end. Climb the wall into the next room. *(16,00): Lasers and conveyors. Nasty mix. Check their timing, formulate your plan, then reset the room. -Drop to the previous room. You will be on the top of the climbing wall in that room. Don't linger here or you will get shot. From this position jump up and right into the laser room. -Make the jump in question a double jump and land on the conveyor. -Make a series of short hops right across the conveyor, running against it is too slow. NO floating. -Jump up and get on the topmost conveyor. Hold left until it drops you onto the glass block. -When you land on the glass block, double jump up and left and you're set. *(15,00): Another laser room wher eyou have to float. This one isn't so bad though. You just have to enter it running. Reset the room when you understand the timing. -Run into this room from the previous room and off the ledge above the spikes. Float left over the spikes. Make a short hop in the middle of the float to ensure your safety. Drop as you reach the wall. -Hug left as you drop and hit the ground running. Make a short hop onto the electric fork in the lower left, then a double jump up and left from it to clear the room. Make sure your second jump is at the apex of your first to get enough height to clear it. *(14,00): This one is a little tighter than the previous. Dropping and climbing. Get an idea of the timing, then reset the room. -Run into this room from the previous room and drop off the edge. Do NOT float or you will be killed. Instead, hug left and make a midair jump to the the climbing wall when you clear the column hanging from the ceiling. -Double jump jup and left from the climbing wall and land on the topmost fork. -Jump left over the spikes and drop in front of the last fork. Run right and drop down the hole to clear the room. *Also possible to double jump from the wall over the top fork and float left over the spikes. See what works best for you. *(13,00): ...Vanishing blocks... and lasers...? Yep. It's important you study the timing here. Count 1..2..3.. after one block appears and the next should appear. Adjust your counting so that the next block always appears on 3. We want to use a counter instead of audio clues here because the sound of the laser takes priority over the sound of the blocks. -Run left and stand at the bottom of the passage. When the first block appears at the top, count 1..2.. and double jump+float on 2. If you wait for 3, the block will appear but so will the laser. -The block will appear below you, but count 1..2.. as soon as it appears. Double jump up before you count 3 and the next block should appear below you. -Jump up and left then drop down off the block to the left to clear the room. Intimidating room, yes, but really simple once you understand the blocks' timing. Think of it as a blocks puzzle instead of a laser puzzle. *(12,00): This one is really tight. A conveyor to deal with, and a locked block. Map out your route then reset the room. Get ready: -Run left and hop over the block. Do not float. -Drop to the conveyor. As you run left just rapidly tap the A button to make a series of tiny jumps. This will carry you across the conveyor more quickly and speed is in dire need. -Drop to the lower left, turn right and shoot the locked block. -As your shot travels right immediately make a jump over the column to your right. Don't land - make it a double jump to clear the small spike pit. -Make a hop up on top of the taller columns an drop down, run right. Beneath the final fork, jump up and right and into the gap. Drop down the hole. *(12,01): A glass block - which equals time spent to break it. And a locked block, which equals time spent unlocking it. You need to determine the most efficient course of action here. -Now, the topmost laser fires super fast so you need to be speedy here. Drop from the previous room hugging the lefthand wall. Run along the path and drop off the edge to the left. If you get hung up AT ALL before you make it to the ledge RESET the room. -Land on the fork just next to the bottom electric fork. Shoot the locked block to the right. -Immediately double jump right to the glass block. -Stand on the block and let it drop you to the bottom floor. Proceed left. *(11,01): A staircase of electric lasers. This is thankfully really straightforward compared to the last few. Reset the room when you understand the timing. -Run into this room from the previous room and keep running left. Double jump up and left when you reach the wall. -Climb the "stairs" with a series of small hops. -Run left at the top and drop into the pit. Really straightforward, as long as you are quick it's not a problem. *(11,02): Head left young Timmy. *(10,02): CONTINUE POINT: R96XGZMYDP *(11,02): Head right for boss times. *(12,02): Time to fight... yourself!? ****************************************************************************** BOSS 9: DOPPELGANGER CONSTRUCTOR ****************************************************************************** Another classic concept with its own spin. The Constructor creates doppelgangers (clones) of Timmy. However, the abilities and patterns of these clones change over the course of the battle. So let's take a look! First Clone: Just shoot the Timmy that appears from the right machine. Second Clone: Same as the first, just shoot the clone that appears fromt he right machine. "One Unit Inadequate...": The machine will create two Timmys from the left and right machines. Stand in the middle and jump over them as they converge at the centre. Shoot them when you land. "Adding Jump Ability...": The clones can now do a single jump. Stand below the door (where the clones come out of) of the lefthand machine. Face right. The lefthand clone should pop out heading right if you are in the proper position. You can fire at it as it lands, then immediately run to the left wall and double jump + float. The other two should rebound off the wall beneath you, and head right away from you. Shoot them. "Turning On Floor Spikes...": The bottom corners of the room now have spikes. Run under the righthand machine. Jump up and shoot the middle clone as it appears, then move towards the left clone as it appears and destroy it too. There will be three clones chasing you. Double jump over them and glide if need be. But keep dodging them and shooting them. Sometimes it's best to double jump out to a wall, as they tend to jump and rebound off walls themselves. There's then a second wave of these buggers. Stand between the middle and right machine and jump and destroy the righthand clone as it appears. Land to the right, turn and shoot the two clones that appeared behind you. Destroy the next clone that pops out of the lefthand machine. Quickly run left as it is destroyed and double jump to the left wall as the clones chase you. Glide and evade them, land and eviserate them. "Fall Like A Feather...": These clones drop slowly and make wide glides across the room. Stand between the left and middle machines and face left. Destroy the left clone as it appears. Then fire on the right and middle clones as they float by. Two more will appear, but just destroy them as they float down as well. You really don't have to move much in this phase. Just adjust yourself to shoot the Timmys and to get out of their way. The second wave is a little tougher. Get to the right machine, jump and fire as the left and middle clones appear. Stay near the right as clones emerge from the right and middle machines. Shoot them as they descend - pick off the right guy if he bounces off the right wall. Two more clones will appear from the right and left now. Shoot the clones as they descend - use a double jump to avoid them if you have to. When they land they will jump and make long glides, it's best to shoot them from across the room. *If you are good, as the right and left clones emerge, kill the one that floats right when you are standing under the right machine. Turn and make a series of hops plus shots and you should wipe out the lot of them. But your timing must be spot on. "Adding Jump Lust!!" Jump lust clones will not stop jumping. Previously clones ran a bit before jumping, but these guys jump more frequently. Jump and destroy the clone as it emerges from the right machine. Get to the right, turn and destroy the other two. Second wave: -Run to the left machine, jump and destroy the clones as they come out of the middle and right. -Get near the right machine, destroy the clones as they emerge from the middle and left. -Get to the middle. Two more clones appear from the left and right. Double jump in the middle to avoid them then destroy them when you land. "Needs Double Jump": The clones can now double jump. This isn't so bad - easier to run under them and predict than single jumps honestly. Get between the left and middle machines. Jump and shoot the left clone as it emerges. Turn right and shoot the righthand clone. A middle clone will appear - avoid it, get to thhe other side of the room and shoot it. "Buffing Life Power": Pink Timmys now. Stand under the middle machine. Double jump as the clones emerge from the left and right machines. Fire on one of them as you jump up, and concentrate on it when you come back down. These guys take a few hits to destroy, but there are only two of them. Run under them when they double jump. "Adding Attack Shots": Stand under the righthand machine. Two Pink Timmys will emerge, and they can fire. But since you are under the middle machine, they will be running away from you. Shoot them in the back, then double jump+glide over them when they hit the wall. Shoot them in the back again, evade again, and repeat until both are destroyed. Get back under the middle machine. Second Wave: A single Pink Timmy who can fire attack shots AND jump will emerge. Staying under the middle machine will, again, ensure that he starts the battle running away from you. Shoot him in the back and double jump+glide over him when he gets to a wall so that he doesn't shoot you on the rebound. He's just like the two running attack clones. He goes down really quickly. "INCONCEIVABLE!": The Doppelganger Constructor goes haywire and attempts to make the ultimate beefed up clone. The floor spikes disappear, so run to the lower lefthand corner of this room. A giant Timmy will appear on the righthand side of the arena. Simply jump up and shoot it in the head. Jump as it fires at you, and you should avoid its next shot as you drop. Just keep it up and this guy drops soon. It's immobile, so once you have the timing of the shots down it's simple. A few things to note: *Your position in relation to the door of a machine determines which direction a clone will leap out of it from. If you are slightly off-centre to the left of a door, the clone will pop out to the left. *Clones do not track your position. They each have a set behaviour, and jump at given intervals. Learn them. *It's best to destroy a couple of clones each wave as they emerge from the machines. Jump and shoot at the "Electric whirl" becomes more solid. *This boss' greatest weakness is that it is completely predictable. Every wave is always the same. Since there are no surprises, you can commit waves to memory. Password after Doppelganger Constructor: R96XG0MYDP ------- The room after the Doppelgangers holds the [III] key. Grab it. Dr. B will contact you. If you view your Current Objectives, you will see a list of [III] blocks. Head back to the Continue Point and mark it: R96XG0MSDP ------------------------------------------------------------------------------ BK3.13 - GAUNTLET OF EVIL ------------------------------------------------------------------------------ *Warning - this an optional, very hard area where Timmy can earn the Damage Amp to deal double damage to enemies. *You can actually come to this area as soon as you gain the double jump. Get back to the Haunted Shrine, near the boss room. I find it easiest to Teleport to E and backtrack through the caves where we first put the feather to use. Continue Point near the boss room: R96XG0MSHP Head into (26,01). Watch the lightning flash in the sky. Eventually you will see a glass block. Jump to this and then jump up and left. *(26,00): Use your midair jump to land on the single block in the lower left. Double jump up an right, and head right. *(25,00): Ooooh, scary! Go to the door and press up to enter the Gauntlet of Evil. -----> []BB []AA[][] A: Entrance to Gauntlet of Evil [][][][] B: Damage Amp [][][][] [][][] *(01,01): The entrance room. Read the tablet by pressing up, then head right. *(02,01): CONTINUE POINT: R96?G0MS?P *(03,01): Wait for the slower Orbit Drone to be going along the top of its path, and let the faster drones pass in front of you. Run right now and you should pass through the room without incident. Drop down the lower right. *(03,02): A small hop left, then float once you are in line with the passage down and right. Glide right at this point. Making fine adjustments here will get you killed because Timmy swings wide when he changes direction with the feather. So it's best to only glide in one direction when you can help it. Head down. You want to jump right away, or else the Spectre might make things problematic. *(03,03): More gliding? Glide down and left. Stop periodically to glidge straight down, followed by a nudge left. Your horizontal velocity is such that if you try to just glide you wil invariably ram into a spike. So do it in spurts. Spurts can even mean pulsing the feather, that seems to work too. The Bone Spear is the easy part. Jump left when it sticks out, then use your second jump to pass under it and glide left. Head upwards. *(03,02): Enter this room by double jumping from the previous room. A single jump will take you into this room, then the double will give you enough height to glide between those spikes. Get to the climbing wall. *You want to glide at the height of your double jump. I don't recommend trying to jump between the spikes. Gliding is much easier. While the Rune Spectre was ignored last time, it is essential this time. Stay on the climbing wall, then when the Spectre is about to shot, jump left and float under a rune block. The Spectre should shoot the block, making a passage for you to continue. Jump up and left and hurry on. *(02,02): Drop down beneath the slow, righthand Razor Drone's column when it is heading up the left side. Stay precisely underneath it. When the two fast Razors to your left converge in the space between the middle and left columns, run left to the glass block. You want to start moving just as the Razors are about to touch on the bottom. Once the left razor passes overhead, double jump up and left before the glass block breaks. The razor is so fast there is no concern for it taking too long. So just be ready to be speedy. This and the previous step should have been one fluid movement. Head left. *(01,02): Stand near the door. Wait for the turbine to start pulling and jump up and left as the second bubble comes onscreen. Glide, and use your midair jump to clear the spikes below you. The turbine should pull you past the line of spikes. Land on the climbing wall. Get near the bottom of the climbing wall. When the Bouncy Balls are towards the hole in the lower right, make a short hop right and glide. Use a midair jump to ensure you close the distance, and float towards the hole. Drop in before the balls rebound and strike you. *(01,03): Zig-Zag Zanders. They appear from the big skull blocks. -Run left and drop below the the upper left fish. -Fire right to estroy the righthand fish. -Let the lower left fish move out then move down below it, into the middle area. -Whe the top left and righthand fish pass this central passage, double jump up and to the right before the fish behind you catches up. -Finish the path and exit to the lower right. *(02,02): You have to enter this room running. So once you get an idea of the Yeti's timing you should reset the room. -Run into the room from the previous room and jump the column. Get to the righthand block of the pit next to the spikes. -Double jump straight up and lean left onto the next ledge up when the Yeti's ice cube is over the spikes. -Now, stand just left of the net platform up, so that you are on the right side of the small chamber in the upper left. The Yeti will toss as ice cube left, it will hit the wall, and you will double jump and float over it as it rebounds. When you do this evasive tactic, shoot the Yeti. Focus on jumping over the ice cubes and eventually the Yeti will die. -Double jump glide to the right over the spikes and drop down the hole. *(02,04): A Spirit Conjurer will conjure a spirit. Stand in the lower right notch of this section. As right and down as you can go. When the Spirit is almost upon you, jump over it and run to the left. *(01,04): Drop down, head right. *(02,04): Ok, this room again. Run right and jump up and shoot the Conjurer. Get as many shots in as possible. Run left under the ghost and wait for it to get on level with you and very close besides. Jump over it (double if needed) and fire on the Conjurer again. Dodge the Spirit if need be again and keep going until the Conjurer is dead. You want to put as much distance between yourself and the Spirit each time, it's a little tricky but you'll get it. Follow the path around and take the bottom passage to the left. *(01,04): Dealing with Bone Spears now. Move under the righthand Bone Spear as it retracts and the lefthand spear will poke down. When it pokes down, start towards it and it should retract as you run under it. Keep going to the left! *(00,04): Razor Drones! This is a room that is bound to make you dizzy. But if you take it bit by bit you're bound to get through. B+---+A +-+ +-+ | | -Stand near the bottom column, where the Razors pass in front of you. As a Drones passes you, run left and hop to the notch on the wall Position A in the diagram above. -Wait for a Razor to pass overhead, then jump up and left, run to the notch at the far left, B on the above diagram. -From B, double jump up to the climbing wall as a Razor passes overhead and to the right. Make sure it is travelling right before you jump! +--------------+ + D +---+ +----+ C +-+ E | +-+ | | +----- | +-+ | | +----+ +----+ +-+ -From the climbing wall, jump on top of the set of blocks in the upper lefthand corner. Move to C and rest here. -Wait for a Razor Drone to pass D. Jump to D yourself and hold right. Drop into passage E and keep on to the right. Climb that wall to proceed! *(00,03): Two Urchins. Stay at the top of the climbing wall and watch their pattern. When you have an idea of how they're operatng, proceed. -When they fire shots that pass below you on the wall, double jump left to the first block in the spike pit. Standing on this block, the Urchins will miss you with their spikes. -When the spikes pass your position again (that is, they fire towards you and miss you), double jump and glide to the block at the far wall. Again, the Urchins can't hurt you here. -Face right. When the spikes pass overhead, double jump and take a few shots at the Urchins. Let yourself drop down to the block again, and wait for the next set of spikes to pass you and repeat your volley. Keep it up until the Urchins are toasted. *(00,02): Those rune blocks are turrets and they fire very frequently. But this room is not nearly as bad as it looks. Break it up into sections and each one can be passed with patience. Far left climb: Wait for the bottom shot to pass by then cling to the bottom of the climbing wall. Wait for the middle shot to pass by and jump to the top of the climbing wall. Now wait for the top shot to pass you by, and double jump up and right into the passage at the top of the scren. Middle drop: We are going to be dropping through the middle, or rather floating. As the top shot passes the passage, drop down and float. You will go through the top and middle layers of shots without issue. You _should_ go through the bottom layer as well, but if it looks like you timed it improperly, grab the wall and let the bottom shot pass before dropping the rest of the way. But you should be able to pass them all (drop from floating if you can clear the bottom layer as well). Righthand climb: Same as the left, really. Wait for the bottom shot to pass you, jump up and grab the bottom of the climbing wall. Wait for the middle shot to pass, then grab the top of the climbing wall. Finally, wait for the top shot to pass and jump (make it a double) up and to the right. Climb the wall to proceed. *(00,01): Probably the hardest room in the Gauntlet. It's just kind of disorienting and the space that you can move within is just so restricted. Figure out the timing of the blocks. The first set to appear are horizontal blocks on the left. Then vertical stack on the top. Then a horizontal stack on the bottom. The bottom blocks also have a third block up and to the right of the platform they create - which will block Timmy from simply floating down onto them. Each set of blocks appears after the previous blocks' sound effect. Or you can simply count 1... and after the count of 1 the next set should appear. Time your counting in sync with the blocks. The lefthand platform of blocks disappears when the bottom does. The bottom stays around for a brief time then disappears as the lefthand platform reforms. Count 1...2..3... as the bottom platform appears and it should disappear and the lefthand platform should appear. Alright, when you feel confident in the timing, what our strategy is to get to the bottom platforms as they appear, jump up the left corridor as the bottom platforms disappear and the lefthand platform appears, then jump and glide right to pass the vertical stack as it disappears. -Stand on top of the column overlooking the spike pit. When the lefthand platform appears, wait for its sound effect to end. When you see the vertical stack appear, float down and left. Use your midair jump as soon as you clear the ceiling and float left above where the the bottom platform will appear. You should pass the blocker block and land on the platform. I find this timing requires a slight delay after the lefthand platform's sound effect, but not too long because you will hit the spikes otherwise. It's something that comes with practice, but generally the timing is as the vertical stack appears. -Count 1... on this bottom platform and double jump through the gap in the spikes above you. Float down and you should land on the lefthand platform. -When the the vertical stack appears and is about halfway through its sound effect (so delay just a split second) make a jump right and glide toward the stack. Make your second jump just before you hit the spikes and continue gliding. The blocks should vanish, Timmy should move past, and you will be home free! This room is the toughest, but like any vanishing block puzzle it's all about learning the timing and using the clues both visual and audio if possible. The really killer here is the intimidation factor. This is the Gauntlet of Evil, after all. But if you keep cool and don't get frustrated, you will make these rooms look like nothing. *(00,00): Three Chrome Drones. Although the weight of their footsteps shakes the very ground beneath them and their glares chill Battle Children to the core you must press on because you have come so, so far. Shoot them, if possible, then head up and to the right. *(01,00): The Damage Amp! Claim your prize and ouble your attack power! The Mountain of Torment will quake in your wake. Gauntlet Continue Point after Damage Amp: R96?GWMS?P ------------------------------------------------------------------------------ BK3.14 - ORREXIUM ------------------------------------------------------------------------------ Dr. B gave us some Key III locations that we can see under our Objectives. As it turns out, these blocks lead to Orrexium shards, which we will need if we want to beat the game properly. You can tackle these in any order, I would say do the Power Station or Haunted Shrine first as they are the closest depending on where you ended last. You're either coming from the Power Station or coming from the Gauntlet of Evil at this point. ----The First Two---- We should have 2/7 Orrexium by now. If you are wondering where these two are because you have not found them, a refresher. *First Shard at (08,18): The first chunk is found as you leave the Sewers after defeating Verdigrime. When the path splits, take the righthand path and keep going until you find the Orrexium. *Second Shard (27,14): When you gain the Double Jump after defeating Misha, run back and save. Now Climb back up the descent you travelled down to reach said boss. There was a wall leading to a door you could not surpass with a single jump. Double jump over it and enter the room. This is like a game of Simon. Hit the crystals in the order they light up after you are presented with the sequence. The number of crystals used in each sequence are: 3, 3, 4, 4, 5, 6. The sequences are random each time. Luckily, they aren't too long but if you are having trouble you could always record the screen. Not really in the spirit of things, but it's an option. ----HAUNTED SHRINE at 24,02---- I am doing this Orrexium piece first since in my playthrough I am coming from the Gauntlet of Evil just prior to this. You can tackle these in any order you want, though passwords won't match. Save point nearest the [III] blocks: R96XGWMSHP Make your way down and left from the save room into... *(24,02): Shoot the [III] blocks and read the tablet. A+B is C C+D is G G+Y is F F+Z is F "Step into the Teleporter & spell Orrexium with this" So this is telling you that the letters are numbers. C is the third letters. A is first and B is second, so A+B=C. Really simple solution, yeah? Let's try F+Z with the set below: A=1 N=14 B=2 O=15 C=3 P=16 D=4 Q=17 E=5 R=18 F=6 S=19 G=7 T=20 H=8 U=21 I=9 V=22 J=10 W=23 K=11 X=24 L=12 Y=25 M=13 Z=26 Counting from the next letter in line, G, we will count 20 when we land on Z, but it should have been F, yeah? So we continue back to A and keep counting forward. Another 6 brings us to 26, and in fact letter 6 -> F. Alright, so we have a code. It's time to move on. *(24,01): Step into the Teleporter. *(24,00): The puzzle requires you to spell ORREXIUM. Every letter uses a different starting point. And these points are random as well, so I'm sorry but I can't post consistent solutions here. However, if you use the counting method described above, then you should do it. Each screen will give you a "LAST" letter in the middle, and four doors of letter options. You should count forward from the "LAST" letter (for instance if C is LAST you count D...E...F...etc) the amount of spaces the required letter (shown at the bottom) is worth. For instance, with C as the first LAST and O as the first letter, we count forward. We know that O=15. So we count 15 ahead of C. So in this instance we choose the R door. Notice that the next LAST is always your previous choice, as well. Continue this for the entire word. Take your time, use a pencil if you have to and you will get through this without issue. Screwing up leads to death, but victory leads to the Orrexium Shard. Password after Orrexium Shard 3: G96XGWMSHP ----POWER STATION at 16,00---- Next up is the Power Station. We'll have to backtrack through some of it. You may want to do this section immediately after finishing the Power Station due to proximity. But you'll have to do some of the rooms over again regardless, so it's up to yourself. Either way, we don't have to go back through the whole Power Station. With Key III we have a shortcut to partway through. Make your way to Teleporter D, the Upper Base. Head right to (16,07) the save point to the right of Teleporter D. A password for this location is G96MGWMSGP Move right to (17,07) then (18,07) and then up to (18,06). There are some [III] blocks here providing a shortcut partway into the Power Station and putting us close to the Orrexium. So we will travel (18,06) -> (18,05) -> (18,04) -> (18,03) -> (18,02) -> (18,01) -> (19,01) and save: G96EGWMSTP Now travel (19,01) -> (18,01) -> (17,01) -> (16,01) -> (16,00). *(16,00): Like before, double jump up and right into this room. Make small hops across the conveyor and jump to the middle layer. Move accross the highest conveyor, but jump up into the chamber with the [III] Block. Destroy it. *(15,00): A minigame challenge of sorts. "Electric Binary Zap Game" Essentially you have to use the binary clue to avoid the electric lasers. You don't have to convert binary on the fly or anything like that. The sequence actually refers to the nodes/forks on the floor. There are eight electric nodes along the ground. You are given an eight digit binary code. You read these left to right. So for 00100101 The nodes would be [0][0][1][0][0][1][0][1] It is safe to stand above a 0, not safe to stand above a 1. You need to think on the fly as to which node to stand on since there is no "tell" for when they are about to zap otherwise. There are 15 Zaps in total. They come fast and get faster every handful of zaps. but it's best not to worry about what's coming up, rather about being in the moment. Pausing has been disabled, so you can't cheat and suspend the game to carefully count the spaces. The Zaps also seem random, so again I'm sorry I can't provide a concrete solution. Duration doesn't seem to have much impact on the sequence either, I had 11111110 as one of my first zaps, but some of the later ones were almost completely empty. When you clear it, the top of the pit opens up and you can proceed right. *(14,00): Orrexium get! We should have 4/7 now, if you've followed along. Notice that we can't get back up to the left? Well, we have to go right. But don't worry. Follow the path around - it will lead you back into the Haunted Shrine but won't actually face you against any enemies. If you follow the path you will come to an arrow made of clouds. Jump down where the arrow indicates and you will be returned to the entrance of the Haunted Shrine. Now head left until you hit the save point: G96MGWMSGL ----AQUATIC BASE at 22,18---- We're heading for the Aquatic Base now. Get here via Teleporter B. The save at (13,18) is G96CGWMSCL. Now take (13, 18) -> (14, 18) -> (15, 18) -> (16, 18) -> (16, 19) -> (17, 19) -> (18, 19) -> (19, 19) -> (20, 19) -> (21, 19) -> Keep going forwar down until you hit (25,19). This is a save point: G96XGWMSLL Proceed back to (22,19) and head up -> *(22,18): Here's the [III] block. This room is straightforward enough. Get to the top of the climbing wall. Jump right, jump again as you approach the Orbit Drones and keep floating to the right. *(23,18): Triphozoa and a Spiked Crusher. Stay at the bottom, and dodge the Triphozoa's shots. As it heads to the low point of its path, jump up past the conveyor and fire off a volley. Let yourself drop to avoid the Crusher. When the Triphozoa is toasted, time to bait the Crusher. Jump up and let it fly right as you drop down. Sneak onto the conveyor to the left of it as it hits the far right wall. Run left, jump up an right, and proceed upwards. *(23,17): Zig-zag Zanders. Jump onto the lip of the level they are swimming across. The rightmost side, the lip, is beneath their path. They will swim over you. Now face left, and note where the fish are at their low point and the space next to the turret where they are at their high point. Shoot the next fish in line then move left. Jump at the low-point position to clear the fish swimming under you and hurry left. You should arrive under their high point without incident. You could fire off a few shots as you move from the low point of their path to the high point, if you'd like. Wait for a fish to pass overhead then jump to the gap up and right of you. Run right when you get here, because there will be a fish right on your tail. Jump up and left at the end, then proceed upwards. *(23,16): Wait for the fan to blow then as it is stopping jump over the column and between the spikes. Make your midair jump as you clear the spikes and Timmy should sail upwards. Make sure you _hold_ the button to get the most out of water enhanced jump. Land on the block in the upper right, then head left. (You may find this room easier with no floating, just be quicker with your timing). *(22,16): Orrexium get! That's 5/7. No pule this time, but you _do_ have to backtrack through those rooms. *(23,16): Stand on the block near the upper right corner. When the fan stops spinning, float down and under the spikes. You may need some wholly vertical movement here as straight horizontal will probably ram you into the spikes. But when you clear them, make your midair jump and _hold_ it to clear the column on the left. Drop down to proceed. (You may find this room easier with no floating, just be quicker with your timing). *(23,17): Take this room slow. If you stand against the right wall, you will notice that the fish swim under you. So mark the positions that they overlap with the passage through the middle. Get near to them and shoot them when they occup that space, then step left past their intersection point so that you are in the next space that they swim under. At the left side of this middle passage, wait for a fish to drop beneath you then shoot the next fish that emerges. When you hit a fish coming out of a turret you should drop down while firing (do NOT float!). This is the safe zone near the turret. Turn right, shoot the fish that passes you, and keep running right into the hole. *(23,18): This is the room with the Triphozoa and Spiked Crusher. Can to the lower of two higher platforms, and stay on it until the Triphozoa's shot comes near. Double jump past it, open fire as the Triphozoa swims upwards. You will likely have to dodge a minimum of two shots - the Triphozoa swims down as you enter the room so you can't fire on it as you enter, unfortunately. As for the Crusher, drop off the left side of the platform, and jump again as soon as you are in line with the Crusher. This will let you dodge its attack. Stay above the Crusher now, and watch as it retracts to the left. When it passes under you, drop to the conveyor and make a series of hops to the right (if you try to simply run against the conveyor you will be too slow) and you should hop into the hole at the righthand side just as the Crusher is ready to attack again. Head left when you're clear. *(22,18): No problem! Get to the top of the righthand climbing wall, then jump and float up and left, double jumping near the Orbit Drones to avoid them. Glide to the far left wall. It's just like when you came this way to begin with. Break the [III] block and you're home free. Time to find the next Orrexium! Password for 5/7 Orrexium: G96XGWTSLL ----SEWERS at 05,23---- Make your way to the Sewer Entrance. The quickest Teleport is C, working your way down the series of drops from there. Leave Teleporter C to the right, go down as far as you can, then right until you can go down again. Then head down, and go right until you find the big drop from the Nexus of Caves. Take the big drop down and you'll be back at the Sewers. Password at the onset of the Sewers: G96XGWTS1L So head right from the continue poit (04,22) and then down in room (05,22). *(05,23): Shoot the [III] blocks, then head left. *(04,23): That Queex will make slipping by the Turbine a little more difficult, yeah? Well, as the Turbine slows and the Queex is about to head left, float down and fire a few shots at the Queex. Immediately use your second jump to get back to your ledge. Repeat until the Queex is toasted. But be sure to wait for the best opportunities, patience is key. Oh, and a damage amp would help too, heh. As for the turbine, let it stop then float down left through the gap. Jump up to the left, then head into the next room. *(03,23): You need to be quick here. Wait for the top Turbine to slow and drop as it does so. Make your hops to the right and float down to that 2x1 patch of floor between the spikes. The bottom Turbine should be stopping as you do this. On that patch of floor, you are below the bottom Turbine's influence. So let it stop again then hop your way to the left and through the door. *(02,23): Remember, you can fight the pull of Turbines in Sludge with the help of the X-Sludge power-up. So what we need to do is fight the pul of these Turbines. You will notice the Turbines start from top to bottom. Get ready to hold right as the bottom Turbine starts up. Time your running to start just after it's started pulling you. When the turbines stop, you double jump over the first column of spikes and stay just off centre in the "pit" you land in - closer to the spikes on the right if possible. Fight the Turbine again, then double jump left once more. Keep this pattern up until you are at the door. *A tip for timing is to watch the bubbles. The bottom Turbine seems to start as the second bubble appears onscreen for the top Turbine. If you are having difficulty, try watching the top Turbine instead of the bottom to see if it makes any difference for you. *(01,23): Orrexium get! But we have to backtrack through those same rooms... *(02,23): Virtually the same as the first time we were in this room, except we will be jumping to the right. Stand near the block to the lower right of the Turbines and wait for them all to start. Make your way right in the same manner you had made your way left. *See the timing tip in the previous (02,23) write-up as well. It still applies. *(03,23): Walk left flush against the block. Watch as the bottom right Turbine stops. As it does, jump up over the block and head right to the 2x1 platform in the middle of the spikes that we had rested on before. Now, watch the top left Turbine. As it slows down, double jump up and around to the block on the righthand side of the middle level of this room. You should clear the bottom level before the bottom Turbine can spin again. Now, jump left to the next block, then up again to the top level. Head right. *(04,23): This is actually one of the trickiest parts of this Orrexium shard challenge. The Turbine doesn't matter as much as the Queex. As the Queex starts to move right from the leftmost block of its path, jump right and float down. Drop as the Queex moves left. Immediately run through the gap (or let yourself get pulled by the Turbine) and jump up and right as soon as you are clear of the gap. The Queex will fire, but you should get to safety. *(05,23): Shoot the [III] blocks and you're home free. Password with 6/7 Orrexium Shards: G96S7WTS1L ----THE FINAL SHARD---- It's time at last for the seventh and final piece of Orrexium. Check your Objectives. It mentions an opening high above your ship. Now, you need to get back to the start of the game, naturally. Regardless of the order you did the Orrexium in, the best path back is probably via Teleporter A. Password near base entrance: G96M7WTSAL From your ship at (06,10) take the following path: (07,10) -> (07,09) -> (07, 08) -> (07,07). I will tell you now that there are two hidden passages above your ship. The first room is a clue to the Gauntlet of Evil. The second is the Orrexium piece. If you just want the Orrexium piece, skip the next instructions. --Clue: *(07,07): Double jump left. Make your second jump at the absolute apex of your first. Now, glide left. You wil pass a number of rooms, but should enter a passage in the side of the mountain that leads you to... *(04,08): ...a secret cave. Head left. *(03,08): A giant question mark. Something's up with this room. Head to the left wall and double jump against it. Hold left as you descend and you should walk through the wall. A false wall, huh? Some Zelda II goodness all up in this :). *(02,08): A hidden altar? Go read the writing in the middle. "Illumination comes with patience... The pathway is shown by illumination... Great power lies on the pathway... Great peril precedes great power..." This passage refers to the Gauntlet of Evil. Great peril is the Gauntlet and great power is the Damage Amp. The illumination parts refer to room (26,01) in the Haunted Shrine. Remember, this was a lightning room. Lightning flashed in the background, lighting it up. The patience means you must wait in this room. After a few flashes of lightning a glass block will show up in the air. And this block is the pathway to the Gauntlet of Evil. Head right. *(03,08): Head right. *(02,08): I wanted to cover this room again because of one important detail. Notice that the obstruction is too high for even a double jump? Well, that rocky wall is actually a climbing wall even though it doesn't look like the standard format. This will be important in finding the Orrexium Shard. Head back to (07,07). --Orrexium: Back at (07,07) now. Proceed: *(07,07): Head right. *(08,07): Look above the door. That rock wall is actually a climbing wall. Double jump to it and climb up! *(08,06): Keep climbing! *(08,05): Climb as far as you can. The climbable portion of the wall stops about halfway up. From this position, double jump left and glide. You wil eventually land in a cave... *(04,07): Make a short hop left and glide under the spiked ceiling. Make your second jump before you touch the spiked floor and glide left to the Orrexium. The last piece! Exit the same way you came in. A short hop and glide under the spiked ceiling to the right, then your next jump to clear the room altogether. Password for 7/7 Orrexium: G96M7HTSAL ------------------------------------------------------------------------------ BK3.15 - THE FINAL AREA ------------------------------------------------------------------------------ We have one final area remaining. But as you will see, it's going to be a long one. Let's get to the Portrait Room. Take any Teleporter to Teleporter A if you are not in this section already. The easiest and safest way to the Portrait Room is from your ship. Proceed up and right along the Mountain from your ship. When you get to (07,07), head right. (07,07) -> (08,07) -> (09,07) -> (09,06) -> (10,06) *(10,06): This is the Portrait Room, and it represents the fruits of our labour. If all six "skull" bosses have been defeated, their portraits will light up and the door in the middle will activate. Enter the door. *(10,05): Head left. *(09,05): Climb now. Keep climbing up these rooms until you arrive at... *(09,01): Head right. *(10,01): Climb the spooky skull staircase up and right. Climb up, and get the last chance. *(10,00): Head left... *(09,00): Finally! The core! Watch the cutscene that unfolds. If you don't have seven Orrexium shards, this will end badly. If you have the seven shards, then you will be able to proceed. When the scene is over, head back to your ship at... *(06,10): Stand on top of your ship and press down. You will fly to the battleship. ----The Battleship---- This is the final area. It has its very own map, and thus its own set of coordinates. It's considerably long with multiple bosses and aspects from every area of the Mountain. []AA[]GGFF[][][][][][] A: Entrance J: Key IV [] [][][][] [][][][] B: Ivan Round 2 1: Objective 1 [][][][][] []11JJ[] [][][][][] C: To D 2: Objective 2 []BBHH[][]II[][] DD[][][][][] D: From C 3: Objective 3 [][][][][][][] [][][][][][][]22[] E: Muckswimmers [][][][][][][][][]CC [] F: Helga Round 3 [][][] [][] [][] [][][][]EE33 G: To H [][][][][] [][] [] [] H: From G [][][][] [][][][] I: Final Boss *(06,00): Our landing point. Head left. *(05,00): Drop down. *(05,01): Falling... *(05,02): Head left. *(04,02): Left again. *(03,02): Left again. *(02,02): A boss door, interesting. Save first. *(01,02): CONTINUE POINT: M7ZYCT5F2I Head right. *(02,02): Enter the boss chamber... *(02,03): ****************************************************************************** BOSS 10: IVAN MEKANOVICH ROUND 2 ****************************************************************************** Ivan will follow a pretty basic pattern, but his attacks are still dangerous and fast. So be prepared. -He starts with a laser spray from the core of his mech. To avoid it, run towards his mech and hide jude left of the small gun at the bottom. The laser spray should not hit you. -Next up, he launches a fireball that moves across the floor launching smaller flames upwards. Run left, periocically jumping to fire at Ivan's core. At the far left wall, double jump as the flame is almost upon you and move right to avoid its final little fire shot. -Next up, Ivan lobs flames at you. Let the first two pass you over as you move to the middle. Then jump (single, mind) left to make him lob high and far. Move back towards the middle, then dodge the final fireball to the left as it will likely be lobbed low. -Ivan now fires a huge laser. I personally got the pattern down to a 1..2..3.. 4... before the laser fires. You will want to double jump just before the laser fires and float until it goes offscreen. -Ivan repeats his pattern now, going immediately into a laser spray. I do not advise jumping to fire again before the spray, so get evasive immediately. Ivan's machine changes from grey to purple to red before it's destroyed. Ivan's attacks are fast and a little tough to destroy, but he has a serious weakness - he is completely predictable. This battle also lacks the shrinking battleground of the first encounter. Imagine if a damaging wall of flame was sprining up behind Timmy? It's best not to think about it. Start the battle by firing off a round at Ivan's core. He will start things up with his laser spray. Move towards the turret to escape this. You will want to run left away from his fireball attack, I find you can get 2-3 rounds in at the core as you move left. Of course, double jump at the far left and avoid the fireballs mini fire attack. Get to the middle of the screen as he starts to lob fireballs. Move left and jump as the second one passes you. This causes him to lob the the next few high, so you can move right. Move left and jump to avoid the final, closer, lower fireball. As for the laser beam, get accustomed to its timing. You can use a counting rubric to count to yourself, jumping just before he fires. But you can usually get two volleys off on the core in this space of time, so you may just want to double jump after your volleys. You'll get used to the timing. He starts over immediately. You _can_ squeeze off a round before he fires the laser spray, but unless you can do it quickly, it's not worth it. Still, worth a shot. Ivan follows his four attacks vry rigidly. If he could mix things up, this would have been a much more difficult fight. However, he's stuck into a pattern so as long as you learn how to avoid each attack you'll get him in due time. ---- Head left when you're done with Ivan. You certainly can't go back up! *(01,03): Dig that music! No turning back! Drop down! *(01,04): Better head left to save. *(00,04): CONTINUE POINT: M7ZLCT5F3I *(01,04): Now, head right. *(02,04): Stand near the lefthand turret. After it fires, walk of the edge and float right. When you clear the ceiling, jump to the climbing wall and immediately jump up and right before the righthand turret can fire. *(03,04): Wait for the left Gunner to head right then float down as it is about to fire. Let the Tri Gunner shoot past you then use your midair jump to land on the righthand side of the column next to the Tri Gunner Drone. Avoid its shots, then slip back out to the left and jump to the top. +----+ |A See position A? Get there. Now, you _can_ be shot at position +-+ A so while we wait there we are going to have to jump over | the triple shot spread until we have the most opportune moment | to move on. That most opportune moment is when the Gunner Drone in the bottom right pit shoots at its right or middle position while heading left. Drop down, and use your midair jump to get up and right. *(04,04): Stand just under the column, facing the two Razor Drones. There is a slow Drone and a fast Drone. There is also a Spiked Crusher, and a long way to run. When the slow Drone turns the bend to travel along the top of its path, get ready. The fast Drone should be passing in front of you at this point, along the bottom. IMMEDIATELY run right, behind the Drone. It is so fast that it will catch up to you if your timing is slow. As you run, the Crusher will drop. When you reach the right wall, jump up and run left. The Crusher will be retracting and the fast Razor Drone will be close to you. As soon as you are clear of the ceiling of the tight passage, jump left to the climbing wall. Get to the bottom of this climbing wall. Make a small hop right and arc back into the climbing wall. This should bait the Crusher to drop again. Jump up and right from the climbing wall, make it a double for insurance, and you should clear the room before the Crusher gets back into position. *(05,04): Stalker Drones. Four of these Drones will appear, one from each turret. Luckily this means they are grouped together as one big collective target. -From the entrance, shoot all four Drones in quick succession. Drop down to the right, run right, and double jump up to the top of this column, stay in the space to the left of the turrets. -From here, wait for the Stalker Drones to reappear and destroy them all again. Run right now, off the ledge. But stop when you hit the right wall. -Turn left now. Destroy the Drones a third time as they emerge from the turrets and then make a run for the righthand exit of the room. *(06,04): Two Queex and an Eye Sniper. Run left and right along the floor. This should keep you relatively safe from the Sniper. Whenever the lower Queex heads right, fire a few shots. It might be best to do this after the Eye Sniper fires just before the Queex makes its turn. Could take a moment, but patience is key. You can stand on the lower left platform moving back and forth to avoid the Sniper as well. Although it's only 3 blocks wide, as long as you go to the left and right blocks along your evasion plot it should go fine. If the Eye Sniper has fired and the Queex has turned right then you should fire off a few shots. When both Queex are dead, make your way to the drop on the right and take it. Make sure to avoid the Eye Sniper's shots. You can kill it, as well, but that's not necessary. *(06,05): This room's not so bad. You just have to drop past those Balls. You can either watch them and wait for an opening OR you can do it as soon as you enter the room. The Balls will pass each other when the room starts, then create an ample opening for you to drop through when they do in fact pass one another. I'd go for this opening, and reset the room if you need to first. *(05,05): Our good buddy, Voltsphere. This is a really simple room. Just avoid the Volt's shots until it is down low enough to fire upon. Once it is in the middle layer of the room, it's low enough. Just be careful and make your shots and this should be a cakewalk. Drop down the pit to the left when you're done. *(05,06): Orbit Drones are a bit more of a pain, however. Stay just left of where the Counter-clockwise Drone is passing you. It is th outermost, separate Drone. So wait for this single drone to start along the low point of its path, as the pair of Drones swing to the right. Follow behind the pair of Drones and you should be almost face-to-face with the single at the end. But if you let it pass, you can squeeze by under it as it starts the upward portion of its path and before the pair can catch up to you. So in summary, follow the pair to the end of their path (where the more "outer" of the two passes through the platform), wait for the single Drone to pass, then run right to safety. Now after that you should be in the lower righthand corner. Notice that the single Drone passes through the bottom chamber? Well, just wait for it to pass up out of the bottom chamber then quickly run left to proceed. *(04,06): This room requires some fancy jumping to avoid the turrets and break the glass. Note that the topmost turret will fire, then the bottom two will fire in tandem shortly thereafter. -Wait for the bottom two turrets to fire. Double jump up and left and attach to the climbing wall. -When the top turret fires, double jump up and left to the glass block. -When you are on the glass block, the bottom shots should be passing underneath you. It should break as the top shot is fired and drop you to the floor. -Get on the left climbing wall, just under the layer through which the bottom turrets fire. After they pass, jump to their position. Then as soon as the top shot passes jump to the top and head upwards. *(04,05): Climb the wall and head left. *(03,05): CONTINUE POINT: M7ZLCT5F4I Head left. *(02,05): Eye Guys and an Immortal Jelly. Start with the left Eye Guy. After it shoots, and BOTH Eye Guys' shots have passed, jump and pelt its eye. Repeat until toasty. For the second Eye Guy, jump and shoot before it opens. You have to get by the Jelly, for one thing. So each time get the Jelly close to being flattened and either jump and fire while the Jelly _is_ flattened or shoot in such a way that your volley will flatten it and the rest will get through. Not a bad room, you just need to patient. Flatten the Jelly then take the path around to the left. *(01,05): As the Gunner Drone move down, jump to the top of the climbing wall in the middle. They can't hit you here. Now let them move down again, then drop one space down on the wall. Fire at them as they come up. Get to the bottom of the wall, drop off and glide into the passage below the climbing walls. Jump out (or glide out) to the left and angle towards the next climbing wall. Use a double jump if you have to, but latch onto it. Double jump from the climbing wall up and left, then proceed. *(00,05): Two To'skuuth. Get to the top conveyor and avoid their shots. Drop to the middle conveyor when they have vanished, then make a series of small hops right to pass this conveyor quickly. Drop to the floor avoiding the To'skuuth bullets. Destroy the To'skuuth on the bottom, and avoid the top's shot. When the top enemy disappears, use the pit on the left side of the screen. *(00,06): Bone Spears. Wait for them to poke out. Run right as they retract. Do NOT float. Just run to the right and you should clear them. That's all there is to it, it's all about timing. Get clear of them, then head right. *(01,06): Two Conjurers, two Spirits. But you have to destroy both Conjurers before the Spirits will vanish. Stand in the lower left corner of the bottom pit. Let the Spirits come towards you. Run right when the righthand spirit has reached the third block from the bottom. Follow the path up and in line with the Conjurers. Fire quickly at one Conjurer, and then the other, from your position. If you are quick enough, you will fry both before the Spirits reach you. Then you can find your way out of the room to the right at your leisure. *(02,06): Two Pickaxe Chucks, and a Sqlungy. Let the axes fall, then run right to the wall. After the pickaxes fly by overhead, double jump up and take a few shots at the lower Chuck. Keep it up until it's scrapped. For the top two enemies, hand on the lower left climbing wall. After the axe falls, double jump up and right then take a few shots. As you descend, grab the lower left wall again. Do this for _both_ the Sqlungy and the Chuck. This can take a long time (damage amp would prove useful here!) but it'll work. To cross the room, get to the lower half of the top left climbing wall. Make a gliding jump right, then another midair jump as you approach the spikes. Keep gliding and you should reach the other side. Head downwards. *(02,07): Wait for the Tri-Gunner Drone to fire then jump left to the conveyor block and jump again (with a glide) to the next conveyor block. Double jump (and glide if need be) to the left once more. As long as you land on some portion of these blocks and jump again straight away, this should be no problem. As for the Drone, stay where you landed in the upper left corner. Fire on it from here as it moves up. When it's scrapped, run along to the right. *(03,07): Run right under the rune blocks. There are three of them here, let the Spectre destroy all three. As soon as the third is destroyed, head up through the middle. Move to the right - the Spectre is going to attack again. Dodge its shot then drop to the pit in the lower right. Allow the Spectre to destroy both blocks. As the final block is destroyed, get out of the pit. Dodge the Spectre's next attack then lay waste to the ghost itself. Continue around to the right. *(04,07): Get to the far right of the screen. Standing as far right as you can should force the Spectre to shoot the rune block next to the [I] block. Now, stand just next to the rune block covering the Spiked Crusher. Run right as the Spectre destroys this block. Now, stay against the right wall again, and let the Spectre fire once more. Run left to avoid it then bait the Crusher - jump out a little in line with it vertically and then back to the right. It'll fly up, you'll sneak into the space beneath it. Shoot the [I] block and drop down to the right and go through the door before either enemy an get you. *(05,07): CONTINUE POINT: M7ZLCT5F5I Head right. *(06,07): Drop into the water. *(06,08): Zig-zag Zanders. Three of them appear from the turret at a time but they are relatively slow and only one school may be onscreen at any given time. First of all - note the safe spot - where the fish swim _over_ in their wave path. It is beneath the third dark background tile that looks like it is made of many small squares. It's also the only tile of this sort with a regular, plain, unadorned tile beneath it on that string of them. Stand on the far right ledge. Wait for the fish to pass under you. Drop down and shoot left. As you fire on them, move left to the safe spot. As the third fish, the last fish in any given school, passes over you run to the left. Fire your shots as you do, for security. Drop to the floor, then run right. *(07,08): Hmm, a Turbine and a horizontal Spiked Crusher? Well, what you need to do here is bait the Crusher while the Turbine is spinning. Remember, your jump height underwater is very much based on how long you hold A. So, we can just poke our hair out, not the whole body, and neither the Turbine nor Crusher will get us. So do a partial jump as the Turbine is halfway through. The Crusher should fly right. As the Turbine winds down, jump onto the conveyor and hold right to take advantage of the speed boost. Double jump up and right as you approach the retracting Crusher. *(08,08): A Triphozoa. This room is all about evasion. Drop down as the shot is on its third move and approaches you near the entrance. Then, use the huge middle space to dodge as you need to as you head right. For that final double jump up the righthand passage you either want a third movement from a shot coming down and right at you, or a first movement starting out. In either event, double jump up the passage and hurry into the next room. *(09,08): Two Urchins. They fire in a sequence of four shots for the left and two shots for the right. Mark the "fourth" shot as the shot that sends a spike straight up from the lefthand Urchin and straight to the left from the righthand Urchin. As out fourth in the sequence approaches you should float down to the block above the left Urchin. When the spike passes you by, get in line and land on the block. Immediately fire on the righthand Urchin. Jump out of the way of its spikes and repeat the process. As the count of 4 comes up for the left Urchin again, jump up and left to avoid the spikes aimed right for you. When they pass, land on the block and keep it up until the Urchin on the right is dead. So you have to dodge every count of 2 until you get the job done. When the remaining Urchin fires to the upper left, jump right to the next block. When its spikes fly over your head, double jump to the upper right and then proceed upwards. *(09,07): Nevermind the Immortal Jelly for now, think of the Turbines. As they stop, jump to the righthand climbing wall, then double jump left and latch onto the next climbing wall, next to the turbines. Now, wait for the Immortal Jelly to get to the left end of its path. When the Turbines stop, drop off of the climbing wall and fall straight down into the pit with the Jelly. Open fire and flatten the thing. Proceed left before it can reform. *(08,07): Zig-zag Zanders once more. +----- +-+ +------- Stand in the notch on the left end of this platform near the entrance of the room. Wait for the turrets to spew fish. Shoot both onscreen fish as they converge in the middle of the screen. Then drop down and head left to the middle of the pit - beneath the point where you shot the fish. This is so that both fish will swim over you. Face left. Shoot as the righthand fish swims in front of you and as the next lefthand fish emerges from the turret. With both dead, run left and jump up the passage. Continue upwards. *(08,06): Orbit Drones. Wait near the Orbits. Run to the far right wall when they enter the upper portion of the path. In the bottom right corner you will be safe, so take your time and get ready for your next jump. As the Orbits pass above you, double jump up and glide left. The Drones should pass under you. Land and jump up and to the left. Run on to the left now. *(07,06): A gliding portion and a Queex complicate this room. You will have to "pulse" your feather to get down this room. That is, release and repress Up+Left so that you float down with the occasional drop. This is because a straight float will land you into the spikes - your horizontal speed wil be too fast. You do not have to take your thumb off of the D-Pad, either. You can merely adjust the pressure and reapply it in quick succession. Wait for the Queex to almost reach the righthand side of its walk then "pulse-float" down and to the left. You should slip by unnoticed, or if it does notice you it should not hit you. Grab the wall in the lower left. Wait for the Queex to walk left again. Jump up behind him as he does, then double jump up and to the left before it can turn around. Proceed upwards. *(07,05): Head right. *(08,05): This is an inverted nonagram... it's a false checkpoint. You can't skip this because the doors will shut on you regardless of if you try to slip by. Your iventory will be stripped, but you _do_ keep the Damage Amp if you have it. Proceed right when you've read the onscreen messages. *(09,05): Nothing to do but take this warp door. ----Reclaiming Your Inventory---- ----Feather----> *(11,03): The door takes us to this room, then shuts off. Proceed right. *(12,03): We need to be able to climb walls to go up, so we can only go down for now. *(12,04): At least we can actually save here! CONTINUE POINT: M7?F3TNF6H We will start by going left. *(11,04): Jump to the conveyor block then move onto the vanishing conveyor when it appears. Fight against it by tapping left. When it vanishes, you should hold left and you should land on the green vanishing block. Jump left immediately to the second vanishing conveyor, then again to the left. *(10,04): Notice the Razor Drone. Well it is trapped on that block, but it can move around all three once the vanishing blocks fill in the gaps. At that point, it will spin around all of the blocks, then stop again on the leftmost block as the vanishing blocks disappear. Jump to the rightmost block. When the vanishing blocks appear, jump over the Razor Drone and run left. Jump at the end to clear the spikes, and before the Drone can get you. *(09,04): Turrets. They fire in sequence. A [1] set and a [2] set. [1][2][2][1][2][1] Move under the rightmost [1] as it fires. Then left after the single [2] turret fires. Then left again after the next [1] fires. Now the next [2] turrets are paired together, so move under them after they fire, but moreover move under lefthand turret. When the [1]'s fire again, run to the left to clear the room. *(08,04): Stalker Drones. -Stay at the entrance and destroy the first wave of Stalkers that appears. -Get to the bottom path, and stay at the far right side of it. Let the next two Stalkers appear and lure them to this corner. When they get close, run left. Turn and destroy them. -Quickly follow the path up and right to the position just right of the turrets from which the Drones appear. When the next Stalker Drones appear, scrap them. -Immediately jump to the turrets, then again up and right. Head up to proceed. *(08,03): Four Eye Guys. Jump and fire at the bottom Eye Guy before it shoots. Your shots should hit its eye as it opens. For the next one up, jump and fire _after_ its shot passes overhead. Do the same for the next two Eye Guys - jump and shoot their eye after they shoot. But focus on one at a time. Head up. *(08,02): Reclaim your feather, then float down and around those spikes. Proceed down. *(08,03): We need to pass these Eye Guys while floating. After they fire drop and float left, under the ledge. Drop a bit, but float again as you pass the higher spike. Float to the right under it, then drop fully to the bottom. *(08,04): The Stalker Drone room again. -Fire at the first wave that apppears then float down and to the right of the spikes. -Stay to the left of the turrets. Jump and destroy the next wave of Stalkers from here. Jump over the turrets and into the space to the right of the Stalker Drone turrets. -Jump and fire left on the next set of Drones that appears, then run down and along the path. Run to the exit. New Drones will form, but you shouldn't need to fight them. Just get out! *(09,04): The turrets are still firing in the same manner, so pass them just as you did coming from the other way. The only thing to remember is - the second movement you will make this time is under the pair of turrets that fire in tandem. So make sure when you move under them, you move under the the rightmost turret so as not to be shot trying to get under the next one. When you're clear, head right. *(10,04): When the vanishing blocks appear, jump behind the Razor Drone as it travels to the right. Run along to the right and jump and glide at the end to the upper right. Proceed further right! *(11,04): Jump and glide right to the platforms at the top of the screen. Shoot the [I] block and drop down and to the right. Keep going! *(12,04): CONTINUE POINT: M7ZF3TNF6H Head right now... ----Triple Jump----> *(13,04): Get near the spikes. Jump and glide down to the right. Proceed right. *(14,04): An icy Yeti room... You want to start this room fresh. Plan your moves, then reset it. If you don't make your first move before the first ice cube reaches the bottom, then reset the room. Get ready: -Enter the room. Jump over the ice block in the lower left as the Razor Drone heads along the bottom of its path. Run along the bottom and jump on the 1x2 ice column in the lower right. You are safe from ice cubes here. -When an ice cube bounces off the ice just above you, jump up and left. Another cube wil be coming. Stay on the right side of this ice platform where the ceiling is 3 blocks high. You can dodge incoming ice by jumping and floating. -Avoid a cube, drop, and run left. Jump through the gap and to the left as an ice cube hits the upper left wall. When you clear the cube, get to the upper left wall yourself. Jump over any incoming cubes. -Now, jump over any incoming cubes and fire at the Yeti. Keep it up intil it is dead. Now proceed upwards. *(14,03): Move past each turret after it fires. Since you are on ice, you will just want to tap the D-Pad left. This should cause Timmy to slide under the next Turret each time. Just take it carefully, tapping the button and not holding, and you will be to the left wall in no time. Get on the ice block. When the leftmost turret's shot nears the ceiling of the room, jump up and right. Move across this surface as you would any other. After a shot passes in front of you - move right. Proceed right when clear. *(15,03): Orbit Drones. As the left arm swings into the top of its path on its third revolution (third so that the righthand arm will be heading down), jump and glide right. Land on the ice block and jump and glide right again, into the pit. We should miss the right arm as it should be travelling down. We will have to move left straight away. Just a bit at first, to just in front of the left arm. As it swings by, run the rest of the way and drop. Glide down and right as you drop, then take the path on the left downwards. *(15,04): Triple Jump! It does what it says, you have two midair jumps now, so three in total. Jump up and to the right. *(16,04): Frost Kumas! *Important: The righthand Kumas fire left twice, then right three times, then left twice, then right twice. 5 right facing phases should be all you need to kill them. So what you do is wait until the Kumas on the right are going to shoot to the right. Float down, fire a volley at them. But when you are in line with the lower of the two righthand Kumas, use both midair jumps to get back to the platform near the entrance. Repeat until both are destroyed. Now, after the lower left Kuma fires, float down under the ice column and use your midair jumps to land in the upper right of the room. Keep going upwards, and don't get shot in the back by the Kuma! *(16,03): Yetis. Notice that there are a few 3 block high spaces. You will use these to proceed. -Get to the lower lefthand corner. -After the ice cubes break, jump up in the space just above you. Stand on the righthand side of this space, where the ceiling is 3 blocks high. Double jump and glide as the cubes pass under you. -As they are destroyed, run to the next space with a 3 block high ceiling. Again, you can multi-jump + glide to avoid incoming ice cubes. -As they pass below you, move right to the next 3 block high area. Let them pass under you again, then run to the gap under the ice column to the right. -From here, let the cubes bounce off the wall then position yourself just left of the wall. When the Yetis generate new ice cubes, triple jump up and fire on them. Land and do it again when they make their next cubes. If you wish, use the cubby to take a breather and reset your pattern. -When they are destroyed, head on upwards. *(16,02): Two Pickaxe Chucks in here. Get near the righthand wall, but _not_ against it. The axes drop along the righthand side of the room. When the axes fall, jump to the next level and get to the space where the ceiling is five blocks from the ice platform. From here, Triple Jump + Glide over their axes. As you drop, let loose a volley of shots at the Chucks. And keep up this pattern - jumping over their axes and returning fire with your own shots. When they're gone, it's a simple matter to head up and left. *(15,02): Vanishing blocks. They appear as such +-----+ +----------+----- | | [2] | | | +++++ | +-- + +-------+ +---+ | | | XXXXXXXXX | | | | | | | | | | [1][1][3][3][1]| | | | |XXXXXXXXXXXXXXXXX| | | | +-----------------+ | + | | | |(G) | |XXXXX| The blocks appear one after the other, after each previous block's sound effect or a count of "1..." When [2] appears, float down to the glass block, (G). Triple Jump up and left. [2] should have disappeared or should be disappearing as you ascend. Drop to the rightmost [1] block when it appears. Since the [3] blocks appear as the [1] blocks disappear you will want to be hanging halfway off the [1] block to the left. So when the [3]'s appear you won't fall. Now, they are icy blocks of course so just tap slightly until you are in position. Hang halfway off the leftmost [3] block. When the left set of [1]'s appear, run left and jump at the end to the exit. *(14,02): Stand just to the right of the spikes. Jump and glide left, use a double jump to make it all the way left. Float down, then right between the spikes. Use your triple jump (the last midair jump you have, so be careful) and glide all the way right. Hit the ground, run left. *(13,02): Drop down. *(13,03): Mercifully enough, this screen is just dropping. *(13,04): You are in no danger of the spikes. Just run left! *(12,04): CONTINUE POINT: M7ZF3TN16H Head down. ----Into the Sludge----> *(12,05): That pink stuff is actually sludge. So you _will_ be moving at a slowed speed. After all, we have no X-Sludge :( :(. Stand near the spike pit. Make two hops left. Use your third jump to make a full height jump up and left to clear the pit. Drop down the pit. *(12,06): A Conjurer with Spirit. Hit the ground running. Drop to the conveyor and make small hops to the right of it. You cannot fight the drag in sludge. Keep moving and stay well ahead of the Spirit. Get to the rightmost conveyor and do multiple, rapid jumps to move along the conveyor under the platform to the left. You will drop down off the ledge, and if you were quick you will drop below the ghost. Run left and get to the exit. *(11,06): Watch the Sqlungy. As it moves right, triple jump straight up and float left onto the conveyor. Stay at roughly the halfway mark of the conveyor and fight against it. You will stay in place, true. But we want to stay in place until the Sqlungy lines up with us. Jump right as it passes over us and it should fly offscreen. Get back to the left, then head downwards. *(11,07): Stalker drones. -From the entrance, destroy the Drones that appear. Run right to the next chamber when they're scrapped. -From this chamber, destroy the next set of Drones. Run left into the next chamber. -From this chamber, again destroy the next set of Drones. Run to the right a little, but stop just before the ceiling of the tunnel ends. -Let the Drones appear again, destroy them as they draw near. Drop off to the right (do NOT float) then run left down the thin corridor. -Turn and fire on the Drones as you are running down this passage. get to the lower left chamber. -Destroy the Drones from this chamber, then finally run right and drop down the hole on the right. *(11,08): Turbines. Wait for the top Turbine to stop spinning. As it does, drop left and run left. The Turbine most likely will catch you in its pull, but you should be far enough left that it won't kill you. Keep running left until you drop to the platform above the bottom Turbine. As the bottom Turbine is finishing, as the second bubble is halway across the screen, float right. When you hit the ground, run right. Jump at the end if you can. Or if you see the Turbine starting, fight against it. If you get pulled to close to the spikes, try a triple jump to the right because you have a one block layer that the fan doesn't influence to work with. Head right at the end. *(12,08): Get both Immortal Jellies one hit away from being flattened. Flatten the Jelly on the wall, then double jump on top of the wall it was climbing. Drop down beyond the Jelly and float. Shoot the second Immortal Jelly as you line up with it and drift towards the gap. Use a midair jump to reach it if you must. Get up to the passage near the Spiked Crusher. Use a single jump, but only 3 and 1/4 height. You want just the tip of your head to line. When it flies to the right, you should be dropping back down. As it passes overhead back to the left, jump up and right and drop down to the lower right. Proceed to the right. *(13,08): Another room that just needs a little patience. Flatten the lower Immortal Jelly. Jump up to it and shoot as the Queex moves right. Then, as the Jelly is flattened, fire right at the Queex as it moves right. Keep it up. Every time the Jelly gets back up, flatten it then try for the Queex on your next go. Keep going until the Quee is dead and remember - do this _only_ when it is moving right. As for the top Jelly and Queex, do the same. The timing requires you to start your ascent little earlier, but it's essentially the same. Now, to progress right. Stand near the spikes. Make two jumps straight up. The height of the second jump should take you in line with the topmost Jelly. Flatten it then use your third jump to get onto its block. Run right immediately and drop off the edge. Use your midair jumps to reach the next area to the upper right. If you fail, swoop into the lower Queex territory and try again from there. Head right when ready. *(14,08): An Eye Sniper. Jump right over its shot and float right. Jump again when it shoots again and land in the middle. Triple jump up and right as it shoots again. The shot should be behind you. Proceed upwards quickly. So in summary, avoid two shots on the left. One as you leave the middle. *(14,07): Vanishing conveyors! Drop to the righthand conveyors when they appear and get to the left end of them. You want to be partially off the left side of them. Hold right when you are, or pulse right direction until a bit of Timmy is off the lefthand side. As you hold right, Timmy stands in place - since he's in sludge without X-Sludge. So once the second set of conveyors appear, and you are still running in place facing right, let the conveyors carry you left. When you are clear of the ceiling, triple jump up and right. Proceed upwards. *(14,06): Head left. *(13,06): CONTINUE POINT: M7ZX3TN1BH Head right. *(14,06): Head right through the boss doors. *(15,06): Time to do battle with... ****************************************************************************** BOSS 11: MUCKSWIMMERS ****************************************************************************** The Muckswimmers are a fast boss, but things are complicated by this arena being wholly submerged in sludge while Timmy lacks his X-Sludge. So you need to learn their tells straight away. Notice that there are a series of tubes across the top. There are seven in total, and the Muckswimmers can emerge from these tubes and duck back into them. [1][2][3][4][5][6][7] Look for the bubbles to see from which tubes the Muckswimmers will emerge. -If the Muckswimmer bubbles appear from tubes directly above and below you. The top Muckswimmer will dash down, the bottom dashes up. When you see bubbles appear beneath you, make a short hop to the side then turn and fire. -If the Muckswimmers appear from the middle, 7 then they will fire at you rapidly. Their shots are a wave of bullets that will be aimed towards you. This is the perfect time to lay into the Muckswimmer on the bottom screen. Fire a volley then Triple Jump up at an angle to avoid the shots. -Similarly, if the two of them appear from 1 or 7 they will turn towards you and fire shots. A triple jump right off the bat could get you killed in this instance. Jump and fire a few shots at the bottom Muckswimmer as the bubbles appear, then run away from the bullets, use a triple jump before the catch you and you should be fine. -If the Muckswimmers appear from opposite corners (for example, 1 on the bottom and 7 on top) then they will dash across the screen. This dash attack goes from one side of the screen to the other, as the Muckswimmer swims up or down four layers of the arena. So, each Muckswimmer dashes to one wall, turns, drops a bit, then dashes again to the opposite wall. Four dashes in total. Stay near the middle as they start this attack. When you see the bubbles appear, get ready to jump. Use a single jump towards and over (so in the direction of) the bottom Muckswimmer. A double or triple might cause you to jump into the top 'Swimmer. When the top guy gets to the ground layer, jump over it as well. The Muckswimmers will change from purple, to green, to red before they die. The Muckswimmers are fast, but their tells are slow enough that it leaves time to react - even in Sludge. Learn how the bubbles work in relation to one another. The Muckswimmers are _always_ one above the other unless they are going to dash. And despite some attacks being keyed into certain pipes, they can still do the quick attack when the bubbles appear right beneath you. So even if they are i the middle, they may not do the "middle" attack. Give yourself enough room to react. I find it best to stay near the middle of the arena. This gives enough time to react to any of the attacks and enough space to avoid them besides. After you dodge each attack, get back to the middle. Although the "middle attack" is the best for dealing damage, you will want to stay about one pipe's worth away and don't fire much more than one volley as the Muckswimmers will be firing on you again. The other times to attack are the straight up and down "quick attack" and to fire a few shots before they emerge to do a bullet spray from the side of the room. Notice that the Muckswimmers change colour independently of one another. Each one has its own life bar. Often in games with multiple bosses in the same room you focus on one enemy at a time. You don't really have that luxury here as the Muckswimmers switch places and it's hard to hit them at the top of the screen. They also don't change their pattern with damage, so there's no reason not to just focus on whichever is on the bottom. They will probably die around the same time, one soon after the other. A note about when there is a single Muckswimmer: A single guy is still dangerous and still has its repertoire of attacks. Fight it the same way you have been. The big change here is that it's now difficult to tell if bubbles from a corner pipe will mean a dash attack or not. So assume any bottom corner bubbles means a dash attack and get ready to jump over a Muckswimmer. If you keep on the move throughout this fight and get the shots in when you can then the Muckswimmers will perish soon enough. Password after Muckswimmers: M7ZX3T41BH ------- Head right when the boss is done. *(16,06): Grab the X-Sludge and Wall Grip! Head back left! *(15,06): Left again mate. *(14,06): Left. *(13,06): CONTINUE POINT: M7ZXCTM1BH Back to the right. ----Backtracking----> *(14,06): Too bad we don't have the luxury of another Teleport door. We will have to backtrack through the Sludge area. Although we have X-Sludge now, it still has its dangers. Head down. *(14,07): Drop to the lefthand conveyor when it appears, then fight against its push at the right end of it. Try to stay just slightly off the right side of it. When it vanishes and the righthand conveyor appears, run to the right and jump up over the wall. Drop down the hole. *(14,08): Drop off the ledge and the Eye Sniper should miss you as you drop. Jump then to the platform in the middle, then immediately up and to the left. The Sniper should miss you again. Proceed left. *(13,08): Drop beneath the top Queex as it moves left. Fire a few shots and immediately jump up and right. Repeat until it's dead. Now, flatten the top Immortal Jelly and get to its block. Drop down to the left as the remaining Queex moves to the right. Proceed left. *(12,08): Double jump up the righthand passage and let yourself drop as the Spiked Crusher flies right. Once your head is clear of it - _float_. As it retracts, use your third jump in midair to jump up and left. Get down and to the left before the Crusher can fly right again. As for the Jellies - flatten both and float out left as the Ball moves left. Make a midair jump almost right away to reach the wall on the left, then your final midair jump to propel yourself up over the left wall. Proceed left. *(11,08): When the bottom Turbine stops, jump left across the spikes and use your midair jumps to get through the gap above the Turbine. When the top Turbine stops, run right and jump up into the passage in the upper right. Head up. *(11,07): The Stalker Drone room. You can do this more quickly now, but still be careful. -Run to the bottom left chamber and shoot the incoming Stalkers. Destroy them in close proximity to one another or reset the room. They can't fall out of sync or it will be more difficult to avoid them. -Jump up and right. Wait in this tunnel for the next wave of Stalkers. Shoot them, then run right. Jump up when you enter their chamber and run left to the next chamber. -Fire at them from here, then make your way through the rest of the room. Exit. *(11,06): The Sqlungy room. Just stand partway out over the ledge overlooking the conveyor. When the Sqlungy comes near, sidestep back to the left. It should fly straight downa nd offscreen. Drop to the conveyor, jump and glide over the spike, head right. *(12,06): Run right and jump into that passage leading to the Conjurer. Get right up next to it and jump and shoot as fast as possible. The Spirit will vanish with the Conjurer, then you are free to move through this room at your leisure. *(12,05): Drop right into the spike chamber. Make a small hop when you get close to the spikes. Land on safe ground to the right, then head up. *(12,04): CONTINUE POINT: M7ZFCTM16H We have all of our items now, it's time to head up. ----The Final Push----> *(12,03): When we were first in this room, we were stripped of our gear. Now we are a fully equipped Timmy again, so we can head up! *(12,02): Wait until the Gunner Drones are about to fire on the low point of their path then jump and float to the left wall over the spike pit. When you reach this wall, use your midair jumps to reach the conveyor, then shoot the Drones as they come down again. When they're scrapped, move to their area from the conveyor, then head up. *(12,01): Stay near the entrance, then run left as the Voltspheres fire. Jump to the conveyor and ride it right as they fire again. Now, stay in the chamber that the conveyor dumps you in. Get to the lower right corner of this conveyor. The Volts should be low enough to hit now if you jump. And you can jump over their shots as well (use a triple jump to stay in the air). Destroy them before they get too close to you. When they're gone, make your way up out of the room. *(13,01): A Rune Spectre and a Stalker Drone? Oh, will wonders never cease? This room can be tricky, or moreover one block in particular can be tricky. The block in the middle of the leftmost column, that's the trouble spot. So we are doing this one first. -When you enter the room, shoot any Stalker that appears. Watch the Spectre, it will bob up -> down -> up -> down. After that second down bob, float down off the ledge near the room block. If timed correctly, the Spectre will shoot the block. Otherwise, reset the room. -Get to the far right of the lower path after shooting any Stalkers. This will cause the Spectre to shoot the lower right block. -Now, for the block just left of it. Still in the lower right, stand just one block to the left of where you were just standing and it should shoot this final block. As always, killing Stalkers takes priority here. -Triple jump back up near the entrance and stand there. Destroy the Drones as they appear, and the two rune blocks near the top of the screen will be destroyed by the Spectre in the meanwhile. -When all blocks are destroyed, kill the Spectre. -Destroy the onscreen stalker, then drop to the gap in the column to the right of you. -Standing in the gap, destroy the next Stalker that approaches. Step off to the right and double jump up to the next gap. -Shoot the next Stalker that appears then drop down to the right. Step off and glide to the right then multi-jump to the exit. Proceed. *(14,01): Pickaxe Chucks, three of them and a conveyor belt. Study them and reset the room. You should get a running start on this one. [<][<][<][<][<][<] The conveyor belt is 6 blocks long. I will refer to 1 2 3 4 5 6 specific blocks in one step, this now I numbered them. -Run into the room and drop to the conveyor. Stand between conveyor blocks 2 and 3. This should force all of the Chucks to face right, leaving you in a safe spot. -Notice the little notch in the wall, to the right of the conveyor belt? Wait until the axes drop past the conveyor then run right and hop into it. -Have to be quick now. When the axes fall again, drop float out to the left of the notch and midair jump up and to the left. You ca now jump up and right and proceed to run right to safety. Don't stop running until you are in the next room. *(15,01): Electric lasers again. Study the room, then exit and come in running. -Run to the first turret, jump up and left. -Double jump up and right, past the next turret and run right until you drop. -Follow this path down (do NOT float) and run right as you pass the next turret. -When the ceiling opens up to the right, double jump up and left, then multi- jump again to reach the exit. *(15,00): Locked blocks, Immortal Jellies, and Electric Lasers. Nice. Watch the timing. There is a lon period before the second laser fires, but we can't be lax. When you are ready, reset the room. -Jump into this room, run to the left wall and jump to the passage that leads inside of it. Jump at the end and shoot right to unlock the [I] block. -Run right and when you drop off the edge, use your midair jumps to get into the passage with the Immortal Jellies. -Flatten the Jellies and run right. At the end jump and fire a volley left. You should hit the [II] and [III] blocks. Time is tight, but the slightest amount of float can help here if you're having trouble hitting both on one pass. -Run back past the Jellies while theya re still flattened and drop out the edge to the left. When you drop, immediately use your midair jumps to get up and left. Get down out of the way of the upper right laser, and head left. *(14,00): An Orbit Drone "Arm" along with Electric lasers. Notice that the top laser fires as the arm passes it, and the bottom laser fires after around three revolutions of the arm. You need to avoid the arm a couple of times here on the conveyor belt, and the timing is really tight. So reset the room when ready. -Drop down past the first laser when the arm first gives you the space to drop down. -Immediately drop to the conveyor and run right. When the ceiling is above you make the short rapid hops to quickly get to the far right side of the conveyor and _stay_ there. -As soon as the arm of Orbit Drones swings by your position at the right of the conveyor belt, hold left to quickly move all the way to the left. Again you will be safe from the Drones. -But once again, as soon as the arm passes your position, get out of this cubby and triple jump up to the top left of the screen. -Barely any time left, make your way down to the lower left through this path before the bottom laser fires. *(13,00): Spikes and five Lasers. Now, these lasers are extremely quick. Get an idea for the layout of the room. This one is all based on entering the room running and from where you start jumping. If you try to give yourself more space by starting further left, you will probably die. -Enter the room running. As soon as you clear the two spikes above you, and the first possible instant, you should jump. Your first two jumps will be up and right, but the third jump will be up and left. -Immediately run left, hop up to the left, then keep running left to fall down the lefthand pit. It's a simple solution, but an an extremely tight execution. Good luck! You just have to start jumping as soon as possible. *(12,00): A... moonwalking Chrome Drone? I expected more lasers. Thanks, Sivak, I literally laughed out loud here. Just shoot the bugger and head left. *(11,00): CONTINUE POINT: M7ZZCTM1TH *(10,00): A boss door. Head left. *(09,00): Boss time. This time it's... ****************************************************************************** BOSS 12: HELGA KRAFTIE ROUND 3 ****************************************************************************** Helga returns for a final bout. This is very similar to the Round 2 fight, except her attacks are more dangerous variants. Sometimes larger, sometimes faster. But once you get their tells down, she becomes manageable. -Helga still uses her Electric Stack attack. Look for this when she dashes to one of the top corners of the screen. She will create a tall column of energy and send it towards Timmy. If there is a gap in the column, you must double jump through the gap. Time it so that your second jump is when the column is near you. This should carry you through the gap. If there is no gap, you will need to triple jump over the top of the column. Start this phase at the opposite wall from Helga. She wil fire three columns total, make sure to get some hits in on her when she lands. -Helga's Electric dash is completely different. When you see her charge with energy, make a double jump towards her. The new dash goes straight across the floor, then straight up when she lines up with Timmy along the Y-axis. So our jump should carry us beyond Helga. Turn and fire at her when you land. -Her jump attack returns, it seems a little faster. She will jump towards you twice. Each time she jumps, she fires an aimed energy ball. As before, jump the first energy ball and run under her second jump. Get some shots on her as she lands and if you're clear of the second energy ball. -She will raise her hand. This is the energy shot rapid volley attack. Learning the timing for this is essential as it is her most potent attack this time. She fires a volley of three medium speed shots, then another volley of medium speed shots, then two volleys of fast shots. There are three shots per volley. The way to avoid these shots is to double jump over the first two volleys. The third should be fired as you drop. Stay on the ground and it will pass over you. Finally, jump the fourth volley. Focus heavily on evasion during this attack. It's best to get as far away from her as possible for this one. Helga will change from purple to green to yellow before she is defeated. Helga is tough, but you have the benefit of fighting a variation of this attack set before. You just need to learn the new timing and be able to think on your feet. The strategies above for dealing with attacks are by no means hard and fast rules. For instance - the energy volley. If you jump a third time or float to avoid the second volley, then the whole strategy changes since the shots are aimed, you will be starting the third volley aimed at a different space. You will realize that this attack behaves in response to your actions. And if you generally do the same thing each time, then you will generally get results. But there is bound to be human error or variance at some point, so you need to be able to react to this. For instance, if one of the third volley shots goes along the bottom of the floor, you will have to jump between shots to clear it, then keep going high to avoid the fourth volley. This is just an example, and you should try to stick to the pattern that works best for you and avoid as much deviation as possible. The best times to hit Helga are when she lands from her electric dash and when she lands after her second jump. Pour a volley or two into her, then move back. As for the energy volley, the best time to hit her is as you land beneath the third volley, fire a few shots before you jump the fourth volley. During the energy column attack. Only attack her at the apex of a triple jump column on the first and second column sent out. If they are the columns with the gaps, don't even try to shoot her. And as for the third column sent out - she lands after sending it after you so you should land in front of her and let her have it with a volley of your own. Like the previous fight with Helga, she uses her attacks at random and sometimes multiple times in a row. This can be to your disadvantage (if she uses an attack you find difficult) or to your advantage (if she uses something really easy like the electric dash). But this also mans you should put at least half a screen of distance between you and Helga after you shoot her. The reason for this is that - yes - Helga has tells to her attacks, but they are faster now and you need the time to respond to them. And as before her jump has no real tell, so to avoid it properly you need a bit of distance. Although she's fast and chooses moves at random, you can manipulate her energy volley (more or less) and the other attacks are relatively simple to avoid. Take shots when you can, and she'll drop eventually. When Helga is defeated, you can't go back. So head left. (the next password is M7ZSCTM1DZ if you must) ------- *(08,00): A teleport door? Take it. *(03,03): Head right. *(04,03) CONTINUE POINT: M7ZSCTM1DZ Head right. *(05,03) The final boss is straight ahead. *(06,03): It's time for the final battle. ****************************************************************************** THE FINAL BOSS ****************************************************************************** Yep, it's Ivan and the core of the Battleship. The core is the weak spot, but you must find a way to remove its shielding. Most of the boss can be walked over except for the core. Touching the core is instant death. -When the battle starts, the two forks on the sides of the screen will be intact. Electric charges run down these forks and when they line up with Timmy they fly out horizontally. You need to jump over these eletric balls as they line up with you. Usually you will want to move into shooting at the forks as you dodge. This attack is only a concern when the core is shieled and the forks are intact. -Periodically throughout the battle, these forks will be restored. The old attack sequence stops and reverts to this. Destroy them ASAP. The core has a number of attacks once the forks are gone. -Three volleys of energy "doughnuts." These big circle blasts will be aimed at you. Start from one corner of the room and side step the first two volleys. You will likely be near the other wall after you have avoided the first two volleys. So triple jump up and towards the core to avoid it. Take shots at the core as you descend. I find it ideal to have the first volley shot near the wall, the second volley just before the core, and the third volley as you run to the opposite wall. If you can force that, it's relatively easy to avoid. -Yellow energy balls move towards you from the core. These move in a very steep sinusoid wave. It's best to stay near a wall, then move under a wave as its energy spheres cross one another. After it passes, run back to the wall and get ready for the next one. There are three waves in total. -The top three circles, representing turrets, will open. They will fire a rapid and prolonged wave of red bullets. You have to move ahead of them, but in short bursts. Tap the D-Pad as you move ahead of them, staying just out of reach. At the wall, triple jump up and float. If you reach the wall too soon, Ivan's attack won't end before you fall back down into his shots. He will hold his fire against the wall. If you can get this attack to start, it may ed about halfway up the far wall. If you can predict this (and you will be able to, after you get used to the timing) float in line with the core and fire at it like mad for a short time. -If the bottom hatch of the boss opens, it will send red balls across the floor that shoot straight up when Timmy is above them. Get to a corner of the room. Start to jump as soon as the red balls begin to emerge. Triple jump up and over the core. On the other side of the core, float in place until the balls start to shoot to the right in response to your new position. Now aim your floating to the far wall - just keep going. This will usually clear all of the balls, but if one gets to the far wall with you, swing back out to dodge it. The core will change from blue to yellow to red before it is destroyed. Now, this is a Final Boss to be sure. It's fast, it's deadly, and it has a degree of randomness to its attack pattern. The biggest problem here is that you have very few opportunities to get hits on the core, and when you do they are usually only a handful at a time. Start the battle by moving close to the core. Not directly beneath it, just off to the left slightly. As the energy charge travels down the left fork, triple jump up and shoot at the tip. Try not to float because the fork on the right is attacking as well. Keep this up until the left fork is destroyed. As for the righthan fork, get to the left wall and triple jump up as its charge travels down. Float at the height of your jump and get as many hits in as possible before you have to drop. The core's shield will start to power down. Jump up and fire on the core as the shields drop. This should score a few hits. Then get ready to deal with his attacks. I will say that the red balls are the worst attack. Not so much for dodging, if you can get against a wall before they start you can usually avoid them just fine. But they are the worst more with respect to transitioning into the next attack. Ivan doesn't wait around, the next attacks are almost instantly set up. So when you land after having these balls chase you you don't have time to jump up and shoot the core. It also means that as you land and try to get back into position, you are privvy to the next attack. _Especially_ if you have the bullet wave coming down next. The key to dealing with every one of Ivan's attacks when the core is vulnerable is to get to the bottom corners between each attack. The tells are very subtle. Only the turrets and the hatch telegraph attacks, really. The other two you have to be ready for at all times. The best possible time to hit the core is after a red bullet spray. If you can take this attack from one corner to the other, then it should be finished about halfway up the wall when you start jumpig. With time spent fighting Ivan, you'll begin to sense when this will happen. But double jump at the wall. If the shots stop, float and fire a few volleys into the core. Otherwise jump a third time to (hopefully) safety. The other times to attack are after the red bullet spray goes high. Fire on it as you drop back down. This is the same deal with the energy doughnuts. Fire on the core as you drop after dodging. You will have time to jump and fire a volley after the wave attack, as well. You _can_ attack after the red balls, but I would only try it if you land in one of the corners. Otherwise, there's barely enough time to attack after the balls are dodged. Ivan's attacks are randomized. I don't believe he can use the same attack sequence multiple times consecutively. So for instance, I have never seen him follow a red bullet spray with another red bullet spray. However, there is no way to predict his next attack so stay on your toes. When the forks are restored, get to the position we started this fight in. Get just left of the core and handle the forks as you handled them at the start. Once more, fire at the core so it is hit just as its shields drop. This can be a rough boss on your first go, for sure. But if you focus on survival then the core will take a lot of damage in between attacks. Especially if you decide to get bold after a bulet spray. Just concentrate on staying alive with some return fire and you will win out over this boss. ------- Ivan has given us 2 minutes to escape the Battleship. Get ready! ----The Escape----> The escape is not as bad as it sounds. Yes, you have a time limit. I finished my first go at this with ~30 seconds to spare and that includes mistakes. So, there is plenty of time. Mind you, you have to be quick and exact. But there is plenty of time. *(06,03): As Ivan dies, the door to the right opens and the countdown starts. Start running right and get through the door. *(07,03): Run right, jump to the climbing wall, and climb it up. *(07,02): Get to the top of the wall, drop into the pit and move left. Double jump up and shoot the [I] block. Continue the path around to the next climbing wall and get up there. *(07,01): There's a IV block here. No choice but to go right. Triple jump from the climbing wall left through the gap. Follow the path around to the right. Head right. *(08,01): Jump up that first vertical shaft and shoot the [I] block. Follow the path right until you fall into a notch. Shoot the [II] block left of you and triple jump straight up and shoot the [III] block to the right of you. Head back to the left, and down through the hole the [II] block left. Triple jump up the shaft the [III] block was obstructing then drop, do NOT float, down into that righthand passage. *(09,01): Conveyors. Jump to the first conveyor then the top. Jump along the top conveyor series. Just jam on the jump button to move across them faster and to move to each one without falling into a pit first. Your midair jumps should carry you to each next conveyor. As for the three block right facing conveyor and the large one on the bottom, jam on the jump button again here to move as quickly across them as possible. Head right. *(10,01): Vanishing blocks. As a block vanishes above you, Triple Jump up to the next level. If you miss the top, float and you may land on top of the block as it reappears. Drop down the central shaft, then jump up the right shaft, then drop to the next room to the right. *(10,02): As you fall, float and shoot the [I] block. If you miss it, just jump up and shoot it. But floating is a time saver in this case. Now, run and jump up to the lefthand conveyor. Move to its left side, jump and fire right at the II block. Now, jump to the right conveyor then up to the top conveyor. Then run left. *(09,02): It's Key IV! How convenient! Drop down, grab it, triple jump back up and run right. You may have around a minute left on the timer. That's fine. *(10,02): Run to the right side of the [II] and [IV] blocks. Destroy both then run left and hug the wall. You'll slip in by the [I] block so destroy that as well. Get around to the climbing wall on the far right side and climb that sucker as quickly as possible. *(10,01): Jump from the climbing wall into the rightmost shaft. Fall to the floor when the block vanishes, head left and wait for the next block to vanish. Triple jump up and to the left. Again, if your triple doesn't make it, _float_ at the apex of your jump and the block should reappear beneath you. Drop down the lefthand shaft and run through on to the left. *(09,01): You should run with the arrows on the big conveyor and the three-block conveyor for the added speed. When you are going along the top jam on the jump button again as you move left. You'll be out of this room in no time. *(08,01): From the entrance, double jump up and shoot the [III] block. Float after your double then move it into a triple to pass the gap left by the [III] block. As you drop down the next shaft, float. As you pass the [I] block, shoot it. Then let yourself drop and shoot the [II] block as you reach the bottom. Follow the path through to the left. *(07,01): We're back here. Jump up to the [IV] block. Shoot it, then head up. *(07,00): Head left. *(06,00): The ship! We're home free! Get on that ship and get yourself out of this battleship! Watch the ending. You've earned this! -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | BK4: Special Stage #1 | -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= *Special Stages are available by password only. These passwords are awarded at the end of a playthrough. This is the Special Stage for a Normal playthrough. *Special stages are multiple new rooms of rooms that are typically more difficult than the normal game. At the end of this special stage you will fight a retooled and enhanced boss. Defeating the boss is the goal. This area has a lot of ice and is comparable to the Gauntlet of Evil in terms of difficulty (in some rooms, anyhow). While there are a few tricky spots, a majority of the areas are quickly passable once you've done them a few times. Access Password: MOUNTSABER *Room 1: The entrance. Move right. *Room 2: Red Pickaxe Chucks? Yessir. Their axes fall UP! The also throw out of sequence with the yellows. That is, when the Yellow Chucks reload, the Red Chucks throw. So for this room step just left of the central shaft. After the Yellow axes fall past you, get into the chamber and triple jump to the chamber containing the upper right Pickaxe Chuck. Now jump over its head and keep going right. *Room 3: Two Eye Snipers. Now, these are fast shooting Snipers. Every time a shot leaves the screen they fire another. So enter the room running. Drop to the first section of ice, between the wall and sike and jump right over the spike as they shoot. Land in the middle setion and jump right again when the Snipers shoot. Drop down the side and destroy the Sniper in the middle layer. Move left, avoiding the lower Sniper's shot. Drop down at the left as the Sniper shoots and lay into it. When it's gone, run through to the right. *If you don't kill the bottom Sniper on your descent stay on the floor and jump to shoot it when it fires. It helps if you stay beneath the gap so you have more room for jumping. *I find that it can help if when you are moving for the final drop you hop to kill some of your ice momentum then tap the D-Pad to drop in. Try to face right as you're dropping in. This is the toughest part of the room (because you are trying to make a precise movement under fire) so find a way that works for you. *Room 4: Orbit Drones. It's easy to slip in between the Drones on the left, but the single Drone on the right complicates things a little. -Wait for the righthand, single Drone to pass through to the right side of its path. Jump up between the Drones on the left and land in the little nook above the riveted block. -Wait for the lefthand Drone to pass into the lower left portion of its path and once again slip between the lefthand Drones and up and to the right. Head right now. *Room 5: You need to be gutsy here. Float down along side the turret on the left. Slip under it after it fires then run right after the middle turret fires. In fact this is easiest if you desced while the left fires and enter as the middle fires. You pass the turret, and the right turret should fire before you reach that as well. Moreover, the Sqlungies on the bottom should all fly up behind you. Keep running right off the ledge and make your midair jumps to the exit. *Room 6: A Tri-Gunner Drone. Float right slightly off the edge and then stop your horizontal movement. Allow Timmy to float down no further than the halfway point of the Tri-Gunner's path. Fire some shots, then use your midair jumps to get back to the entrance. Now, float down again, be careful not to go too far right at the start. You want to float straight down a bit to clear the spikes hanging from the ceiling. Use your midair jumps to make it all the way to the right. Drop down, go right. *Room 7: Walk right and stand on the ice block. Wait for the Frost Kuma to fire its shot just _before_ turning left. Then, as the Yeti's ice cube breaks, step off the block and pulverise the Frost Kuma before it can turn back to the right. -The quickest time to get behind the Kuma is when it fires after its very first turn to the left. Keep the Yeti facing right by standing to the right of it. As soon as the ice cube leaves its hand run left and jump up to the little notch in the upper left corner of this room. Turn and face the Yeti and shoot it until dead. Now, Triple Jump + Glide across the spikes to the right and enter the next room. *Room 8: Stalker Drones. You have to hit this room running. -Run into the room. Move through the path all the way to the far righthand wall. Turn and face the Stalkers and fire at them until all are destroyed. -Immediately run left down the path to the lower left chamber. Face the Stalkers to the right and fire upon them. -Before they can respawn, run right into the next room. *Room 9: Heh. This is a false save point. You can chase it all you like, you won't catch it. Steel yourself for the rest of the stage and climb the wall up. :) *Room 10: Jump up left beneath the Spiked Crusher. Walk as far left as you can without jumping. Wait until after a shot fires from the turret at the top, then jump: barely tap the A button. Timmy will barely hop in response, but this small hop sends the Spiked Crusher flying. As it passes by you above and the turret on the ceiling fires close to when it passes you, jump up and run left. Drop down the shaft under the turret and hold right, you should end up on a 3x1 platform. *The timing for this step, where you bait the Spiked Crusher _after_ the turret fires should make it so that the turret fires two more times as the Crusher flies left and then retracts beyond you. It should give you enough time to get to the hole without being shot by the turret. From this platform, go to the right side and overlook the left shooting turret. After it fires, drop down and immediately start jumping when you touch the ground. Heck, make it a triple - whatever it takes. But get back to that platform. Before the turrets can fire or the Crusher can retract, drop off the left side of the platform to the floor. Run left to the next room. *Room 11: You are going to have to get those Immortal Jellies to both be one shot away from being flattened. That's three shots when they are raw (fourth flattens) or one shot when they are reformed (second flattens). But the Razor Drone is going to be a problem. When it reaches the top of its path, jump straight up the rightmost shaft of the room and fire at the Jellies. Drop down and let the Razor pass you, then repeat the process. They may get flattened accidentally, but keep it up until _both_ are one away from being flattened. Now, as the Razor is just about to head left at the top of its path. Double Jump up and shoot the bottom Jelly to flatten it. As you land, the Razor Drone is approaching the bottom of its path. Immediately Triple Jump up and glide left at the apex to the block on which the Jelly is squashed. Fire on the second Jelly, then get to its platform, then jump left and just keep moving baby! *Room 12: This room takes a lot of patience, waiting for the perfect opportunity. When all four Gunner Drones head down, drop left and glide down. Shoot some shots to the left and use your midair jump to get back near the entrance. Repeat this until both Gunners on the left are destroyed. The righthand Gunners are a little easier. When they head down, jump to the climbing wall. Fire at them as they move up. When they are destroyed, let go of the wall (Down+A) and immediately _float_. As you float beyond the dark grey bottom lip of the climbing wall, hold left. You will float left beneath it. Make your first midair jump to propel yourself left and to keep clear of the spikes. Once you clear this low ceiling, use your final midair jump to get up and right onto the second climbing wall. From here, triple jump up and left to the exit. Proceed left. *Room 13: Our old buddy, Queex. And some rather fast Orbit Drones. The Queex is easy enough. Just drop down off the edge and float as it moves right - I find it best as it is halfway across its surface moving right. It should be moving left as you line up with it. Fire your shots then jump up and left back to the entrance with your midair jumps. Repeat until dispatched. Now, the Orbit Drones are a little tricky. Float near them, and as they swing around to the left of their path use a midair jump to reach the block they're circling. You may have to use your first midair jump to stay aloft while waiting for your chance, but you will have to make your jump as soon as you see an opening - there's no way to go but forward after all. Now, as they pass you to the left, do a multi-hop left to clear the room. *Room 14: Count 1..2.. after the blocks appear and the next set should appear. Walk left and stand under the shaft. When the shaft is clear above you, count 1.. 2.. and then triple jump up and float. A block should appear beneath you. Move Timmy so that he is sticking partway off the block. When the next block appears, you will be partway off the right side, so get partway off the left side of this one. The same thing will happen so position yourself partway off the side of this third block. Now the fourth block that appears is a conveyor. Let it drop you down the shaft to the left onto the glass block. From the glass block, do a triple-hop/jump to the lefthand exit. Please note that you can't make your jumps too grand as you will hit the spiked ceiling. *Room 15: This room is very tricky. I have tried it two ways - shooting at the Eye Guy before it opens and shooting at it just after it opens. Shooting at it just after it opens and fires its own shot is the best way to go. So to do this, we need to float down in front of it just after its eye opens, fire, and get back up. Now, this is a process that may take us more than a few trips down the shaft. First of all, notice the block to your upper left? It's above the spikes. This block is important. If you jump against it, then float down, you won't hit the spikes. Trying to inch Timmy down the hole takes a long time and is a little fidgety. Jumping against the block is much faster and safer. Also take notice of the Stalker Drone. Kill them as they appear, but time your kills. Destroy the Drone just before you jump. Now, I find it best to attempt to float down just after the Eye Guy closes its eye from an attack. By the time you get down in line with it, it should have shot another shot already, and its eye will be open for you to take a few shots at it. So fire a volley as you line up with the Eye Guy then use your midair jumps to get back up and to the right. *If the Eye Guy hasn't fired as you approach it, get out of there because it will mot likely fire at _you_. Reassess your timing and try again. Keep this up until the Eye Guy is dead. Now we need to make it to the left side of the screen. Shoot a Drone as it gets close to you then immediately jump against the block again an drop own the shaft. Activate your feather partway down, and hold left when you are able to float left. Make your midair jumps to make it to the shaft in the middle of the screen. Jump up and kill the Drone that is approaching. After it is destroyed, get to top of the shadt, and face the turret on the left. When the Drone appears again you should shoot it then drop down left and run through the door. *Room 16: An Eye Sniper. Now the timing is tight here. Remember, when an Eye Sniper's animation pauses, it will fire. So move to the left wall and get ready for the Eye Sniper's first move. As it pauses, it will fire. Triple Jump up the shaft to avoid the shot. Run left off the edge and drop down the next shaft. A sniper shot should miss you. Now, in this pit, make the Sniper shoot at the right side of it. As soon as it shoots run left and jump up the lefthand shaft. At the top, jump again as the Sniper Pauses and aim for that space just left of the beast. Fire at it. If you fail to kill it, drop back down the shaft and lure it into shooting right again and repeat the process until you destroy it. Now, just get to the ledge overlooking the spike and jump up this shaft. Are we home free? *Room 17: Head on up. *Room 18: CONTINUE POINT: GNASTY!!!! Head right. *Room 19: A boss door! Head right once more :) *Room 20: Is it our old buddy the Gneiss Golem? Well this guy is hardly "nice," it's "nasty!" ****************************************************************************** SPECIAL BOSS #1: GNASTY GOLEM ****************************************************************************** The Gneiss Golem is back, or at least a pallete swap of it is. Now, the Gnasty Golem is a more difficult fight. Its attacks aren't so hard to dodge, but it's more an issue of there being fewer changes to actually damage it. -The Gnasty Golem has a new energy wave attack. This is a wave of two balls at a time. The first two waves are slow, the second two are fast. You will need to run under the waves when they go up above you. I find this easiest to do by moving with the wave then dashing under it when I notice it going upwards. Focus on dodging, though you can get some shots in before the waves and after the first wave. When it gets to the fast waves, don't chance it. -It releases three energy balls to the top of the screen. These then aim at Timmy and fire. There are three volleys in total, each faster than the last. Run right to avoid the first volley, then run left and jump to avoid the second. Move right as you jump and shoot at the golem. When you land, avoid the third volley then move back to the left. -Between every energy attack, it spits rocks. Again, they travel across the Screen until they line up with Timmy. At this point, they fly straight down. Start from the left end of the battle field and run right. When you pass the second rock, run left. When two more drop run right. There are six in total and I have found it best to deal with them in pairs. The Gnasty Golem changes from blue to purple to deep red before it is defeated. The Gnasty Golem doesn't have very difficult patterns or even a huge variety - it is, however, much quicker and more difficult to avoid then its cousin. Even so - the pattern is still the same: rocks -> energy -> rocks -> energy and so on. So you always kow when the most difficult attack to avoid - the rocks - is coming up and you can prepare accordingly. The rocks are really key to this. If you can master dodging these rocks then dodging its other attacks is not nearly as bad. I describe a 2 rock at a time solution above. Really, you can turn as long as you don't have a rock above you when you try to turn. You can also try deliberately stopping and moving as you head right. Move past a rock then stop, move past the next then stop. You can get 3-4 in a row on one pass of the arena with this, but I still find my pairs method more efficient because you don't have to stop moving. So, a battle plan. Start the battle by jumping up and shooting the Golem's core. After every rock attack, jump and float down in front of the core while pumping as much into the Golem as possible. If you are half a screen to a few blocks away you will do considerable damage. Get to the middle/left as soon as you see an aimed shots attack or run all the way left if you see the wave attack coming. If the Golem uses a wave attack - jump an shoot after the first wave and the fourth wave. The fourth wave, of course, leads directly into the rocks but you an get ins ome shots and drop to the ground before you ever have to dodge. If the Golem uses aimed shots, dodge the first volley (you will have gotten some shots in just prior to this attack after the last rocks attack) then run left and jump over the second volley and lay into the core on the way down. Don't bother trying to get hits after the third volley - it has likely put you too close to the rocks for comfort. It's a war of attrition, really. You need to be bold and get some extra hits in on the boss. You need to be "boulder" than the Golem, as a matter of fact ;). Focus on dodging the rocks as attacking when you can and it will go down. ----- *Room 21: Claim your trophy! -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | BK5: Special Stage #2 | -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= *Special Stages are available by password only. These passwords are awarded at the end of a playthrough. This is the Special Stage for a Hard playthrough. *Special stages are multiple new rooms of rooms that are typically more difficult than the normal game. At the end of this special stage you will fight a retooled and enhanced boss. Defeating the boss is the goal. This special stage has the same song as the Gauntlet of Evil and a similar aesthetic as well. I find this stage to be the most difficult of the three known Special Stages. Not that the rooms are especially difficult but it has a lot of really long rooms and a lot of sludge. Some of the last rooms are pretty tough, and it's a slog to get back through it. But like anything, it's a matter of finding the solutions and trying not to deviate too much. Access Password: ROSYSHRINE *Room 1: Uh-oh, this one looks and sounds like the Gauntlet of Evil... well, press on! *Room 2: Bone Spears, and this is a pretty dire implementation of them. Stand near the bottom set. Now, wait for the spear on the right that pokes upwards to retract before you run right and jump to the climbing wall. Now it's time to tackle the topmost Bone Spears. Fromt he climbing wall, wait for the leftmost spear to retract then jump to its position. As soon as the Bone Spear to your right retracts, run all the way past the rest of them. The second spear in line is actually the last to poke out, and so if you're ready for it to retract you can just speed on through. If you are listening for audio tells, the Spears make a "cha-cha-cha-cha" sound as they all poke out. Now, if you jump right after the first "cha" you can generally ust run right through after the fourth "cha." *Room 3: A Conjurer and Spirt. There is a very specific order to events in this are. -As you enter the room, jump out over the shaft and up to the space in the upper left corner of the room. Go flush to the left wall. -When the Spirit is just below you, run right and drop down the shaft. Use your feather to float as you approach the spikes, then hold right. As you pass into the next shaft, use your midair jumps to get up and to the right. -Get to the upper right corner, but do not jump down the hole yet. Wait for the Spirit to be almost upon you, then jump down the hole. -Let the Spirit touch the right wall then quickly run left and through this path until you come to the Conjurer. Destroy it, then head right. *Room 4: -Stand just to the right of the first rune block (it is above you, but stand just to the right of it on the floor). The Rune Spectre will hit this and destroy it. -Run all the way right and make a small hop to bait the Spiked Crusher. Run back left to beneath the destroyed rune block as the Spectre fires at you again. -Wait under this cleared passage, then Triple Jump up when the Spectre raises its arms. Float right and drop down on top of the intact rune block. -Jump up and right to avoid the next blast from the Rune Spectre. Get to solid ground then make your way through the rest of the room. *Room 5: The Chrome Drones limit the space you have in the bottom pit. Wait for them to head towards the left spike wall, so that if our initial drop is deeper than intended we can still recover. When ready, jump into the pit and float. When you pass the spikes, float left. Make your first midair jump to clear the Chrome Drones's layer and keep floating left. When you clear the ceiling made by the climbing wall, make your last midair jump count and grab that wall! Proceed left. *Room 6: Orbit Drones. -As the right Drone passes in front of you, run left to the wall. You should make it just as it comes back around to you. -As the Drones convrge in the middle, Triple Jump up and to the right. Rest on the block you land on. -Step off and run right _just_ as the Drone passes under you. Get to the far right wall and jump up and left. Use a triple or whatever it takes to get onto this platform, just get out of the way of the Drone! -Shoot the [I] and [II] blocks. -Drop down and hold left to land on the block. Use a multi-jump to cross the shaft and make it to the next block. -Rest halfway off the left of this block. As the left Drone passes under you, drop left and run left. Jump up at the end and leave the room. *Room 7: Razor Drones. Walk off the left edge in the space between these slow moving Razor Drones. Float down, and you will remain between them. Hit the floor, and move left to the gap in the floor. Wait in this gap until the Razor Drone on your left intersects with a Razor Drone moving around the column above you. If they leave enough space as they leave one another, jump up and left behind the horizontal-path Drone. Move to the left and off the edge. Use your midair jumps to reach the exit. *Room 8: That turret actually dispenses Conjurers. So we will have to destroy the same enemy multiple times over the course of this room. The Sludge here will also slow you down... -Drop down the first shaft. Fire at the Conjurer from here. Make short hops and fire volleys until it is destroyed. -Run left and triple jump up the next shaft before a Spirit can reform. Get down right next to the Conjurer and destroy it. -Move to the left of the turret and destroy the Conjurer when it reappears. -Quickly jump up out of the sludge, drop down left and shoot the [III] block. Immediately jump back up and into the sludge. -Destroy the Conjurer again and move to the right of the turret, just below the opening. -Destroy the Conjurer again, then jump up and follow the path to the upper layer and wait here. -Let the Conjurer reform and the Spirits close in on you. You want the Spirit that forms beneath you close to you, otherwise if it forms as you drop it will kill you. So let them get close before you run left and drop down to the next room. *Room 9: Sqlungies. Now, the turrets dispense Sqlungies after one dies, and at a fairly quick rate as well. So we need to plan this out. A Sqlungy can take six hits. From the left wall, shoot the bottom Sqlungy five times - one shot away from death. Wait for the top Sqlungy to rebound off the right of its path then run right. It should drop off the screen beneath you. But keep this a fluid movement - jump and kill the bottom Sqlungy then move through their chamber (use a triple jump). Drop out of their chamber and make haste to the next room. *Room 10: A false nonagram. Check this one out. Cheeky bugger :). *Room 11: Jump into the sludge and run right. *Room 12: A Turret an some Roundabout Urchins. These Urchins only have two directions of fire. Which makes them predictable, but fast and dangerous. -Move right, just left of where their spikes pass through the ground. -As the spikes pass, move left - beside the turret's shot. As the shot from the turret moves past you, move just right of it. -Now, as the spikes pass through the floor to your right run to the right wall then jump up to the left beneath the Urchin. -You may need to wait here for a moment. You want the Urchins to fire in towards the middle _as_ the turret also fires. As soon as this triple attack passes, run left under the next urchin. -Get left under the middle spike of the three spikes above you. When the urchin spines pass to your left, run left and jump up to the climbing wall. -Drop and float from the climbing wall and fire at the leftmost Urchin. Use a midair jump to get back to the climbing wall if you miss or if there is a spike fired below you. -Kill the righthand Urchin. -From the bottom of the wall make a series of short hop-glides right and land on the block. Pass the next two spike pits in the same way, then exit. *Room 13: Wait for the To'skuuth to appear and fire at it and the [II] block. When the enemy and the block are gone, get back up to the entrance. Jump straight up then float right. Use your midair jumps to propel yourself to the upper right when you clear the ceiling of spikes. Drop down along the wall, then head right. *Room 14: This is a pretty tricky Queex room. Please remember that Queex take five hits. Please also note that this room also has turrets - these replace slain Queex. -From the floor, jump up the left shaft (double jump only) and fire at the bottom Queex as its back is turned. Hit it no more than four times. -Double jump up and shoot it the fifth time as its back is turned. This should kill it. Use your third jump to get on the block which is to the right of the turret. The space you occupy will be in line with the turret. | | A <---- Get to space A, in other words. +--+ -----+ -Before the Queex can regenerate, jump up to the highest ledge in this shaft as the top Queex has its back turned. -Shoot the [I] block. -Now this is the trickiest bit: Float left off the ledge when the top Queex is moving right. Shoot at it then quickly jump back up and right onto the ledge. Keep this up until the Queex is dead, then drop down as the bottom Queex is about to move left. Drop right off the block you land on and reach the floor. *If the bottom Queex isn't in a good position for you to drop down, then wait at the top and try again after killing the top Queex again. *If you are having trouble timing the bottom Queex try a midair jump straight up after you kill the top. Then float down as it turns and slip by it. It can save time by not requiring you to drop off the ledge, but can be bad news if you lose your jumps and drop helplessly down in front of a Queex... -Once you're back on the floor, head to the righthand wall. Jump up as the bottom Queex starts to move right. Kill it. As soon as you kill it, land and triple jump. Each midair jump must be at the apex of the previous. Hold right on your third jump and you should get to the top of the shaft and the top Queex's shots should pass underneath. -As the top Queex moves left, drop down and head right. *Room 15: Gunner Drones. I find it difficult if you allow the Drones to bunch together. Wait until all three separate and fire. Now, move across the top. When the Gunners stop, stay between them. Otherwise, sidestep the shot. This is most difficult at the the top. At the far right get into the little cubby. You are safe here. Wait until the Gunners are on the left side of their path. When they shoot as they start the left path, drop down and head left. Again, stay between them. It should be easier to sidestep their bullets now that you have some distance. At the far left, get into the next little cubby. Wait for the Drones to separate and fire from three areas (rather than having two bunched up, for instace) then drop right and make your way across the floor to the right. Once again, stop between the Gunners when they go to shoot. Climb the wall at the far end to progress. *Room 16: A Rune Spectre and a whole mess of rune blocks. You need the Spectre to destroy them all, and you will have to be bold to do it. -Stay at the bottom right corner, on the climbing wall. The Rune Spectre should destroy the rune block in the lower right. -Jump over the next blast and into the gap left behind when the block was destroyed. Step out and double jump and float next to the Rune Block near the top of the shaft. The Spectre should fire at you, and hit the highest block on the screen (to the left of the one you are floating by). -Hurry back to the climbing wall. You need to dodge the Spectre's blast and you will have no room in this shaft. -Once again jump over the Spectre's blast, get into the shaft, and double jump up. Float just to the right of the block and the Spectre should destroy it. I find this the most difficult block, you need to be right beside it. If the Spectre shoots high or low, drop back to the gap in hopes you will dodge the shot. -Get back to the climbing wall again. Jump over the rune shot and into the gap to your left. When the Rune Spectre is about to shoot again once more double jump up the shaft and into the gap left by the block we just destroyed. -Walk left into the small 1x1 pit. Jump over the rune shot when the Spectre attacks. Drop down the next shaft and float by the block. The Rune Spectre should hit it. Use your midair jumps to get back and up to the chamber we just left. -Dodge the Rune Spectre again then kill it. Make your way through to the next room to the left. *Room 17: Two Eye Snipers. And killing them is useless because the turrets will create more. So we need to hit this room running. Once you see what's up, reset the room. Run into the room. As you run off the ledge use your midair jumps to reach the passage at the top of the screen. Keep running left - the Eye Snipers will miss you. When you reach the "jump" of this path, the single block increase in level, jump up and shoot the [II] block to the left. Do not go into this higher path. As you hit the ground, run right and drop down the shaft near the entrance. The Eye Snipers should miss you as long as you are always in motion. When you hit the ground at the bottom of the screen run left and use a single jump to get beneath the Eye Snipers and keep running left. A triple jump at the end should bring you to the exit. Get the heck out of here! *Room 18: Notice that the Bone Spears on the left stick out at every turn, but the Bone Spears on the right follow a sequence. The bottom spear sticks out, then the next one to the right, then the one nearest the entrance. So, we actually do have ample room here. Wait for the Spear nearest the entrance to retract. Jump left an float down. Just before you reach the next spear block stop your horizontal movement and wait for the spear to poke out. After it retracts, keep floating down and left and you should pass the second spear as well as the bottom. Latch onto the climbing wall. Okay, jump up from the wall and arc in just under the next Bone Spear. A single hop will suffice. As this spear retracts, jump up and left. Do the same for the next spear - it's tricky and you may need to jump a little soon. *Room 19: An Eye Guy guards this final room before the save point. Stay partway up the climbing wall. After the Eye Guy shoots, jump over and right and down into the sludge. Let the Eye Guy shoot. Jump out of the sludge and fire at the open eye. When it dies, quickly jump up and out of the sludge. Run right and stand on the glass block. Let yourself drop to the next glass block, and then the floor. Head right. This time we will shoot at the Eye Guy before it opens. Jump when the eye is closed and fire your shots. Let yourself drop and some of the shots should connect with the Eye when it opens. When it dies, jump up and to the left. Move left, jump, shoot the [IV] block, and run back to the right. Go back to the lefthand side of this sludge pit. Once again kill the Eye Guy. Again, on this side you will want to fire _after_ the shot passes overhead and its eye is still open. When it dies, quickly get to the climbing wall then triple jump up to the top level. Run right! *Room 20: CONTINUE POINT: SUPERGHOST *Room 21: Head right for a boss... *Room 22: It's time to fight... ****************************************************************************** SPECIAL BOSS #2: SUPER HANTAIREI'MOS ****************************************************************************** A rematch with Hantairei'mos. This time, it's SUPER. There are no longer any climbable walls but - hey you have a triple jump. SUPER Hantairei'mos is considerably faster than its vanilla cousin and the attacks are more dangerous. The orb is still here too, so you have to connect with its opposite colour in order to be able to harm it. -It still has a super attack if it touches the ball when it is the same colour. It will fire a wave of bullets from one top corner, all the way around to almost the top of the opposite wall. It will then do the same attack from the opposite corner. Remember, Hantairei'mos telegraphed this by looking in the direction the attack would start. So does Super. Stay beneath it, and run from the wave and Triple Jump + Float to avoid it. Do the same as it goes back the other way. Luckily this one hasn't been buffed. -It will teleport to one side of the screen, about halfway up from the floor. When it does this, it is preparing to fire a a wave of bullets. Run to the opposite side and multi-jump to avoid the wave. Shoot the ball - Super Hantairei'mos will do a swoop after this attack and if you shoot the ball it should run into it without changing colour. Jump up and float next to it shooting like crazy. -The stomp has chaanged. When it flies (standing up) across the top of the screen it will dash down at you when it comes near. Unlike before, it can come down at a bit of an angle. Focus on avoiding this attack, or force it to start the super attack. It's difficult to make it hit the opposite colour here because it will change as it approaches the opposite coloured ball. So our best chance to take shots has been nerfed. To get it to hit the opposite colour, you need to run all the way to the other side of the ball and shoot it just before it hits it. It's triky but doable. Unfortunately it will be high on the screen but Triple Jump up, float and fire at will. -The attack where it raises from the ground has changed again, and this is where the lack of climbing wall hurts. It will raise out of the ground shooting those wide shots, then come back down the screen firing the same shots. You need to get to a corner as it starts this attack. Make a short hop over the first shot along the ground and drop beneath the next highest. try to shoot the ball as Super Hantairei'mos comes back down. It's likely towards the middle of the screen now. If you can't get it to connect with the orb at all, then you will need to wait int he corner and jump over the lowest shot. -When it is damaged it still does the dash attack. But it is super fast. And it does it five times. What helped me was to start my evasion as soon as it leaves the screen. When it is offscreen, double jump up. You should avoid the first as you jump, the second as you drop. When you land, double jump again. You'll jump above the the third and drop beneath the fourth. Double jump when you hit the ground again to avoid the fifth. This fight _entirely_ depends on learning how to dodge it. Again, I do a series of three double jumps + drops as soon as Super Hanteirei'mos leaves the screen. You should be in the middle of the screen when you do this, and start your next jump _away_ from the direction the boss is coming bac onscreen. Note that the boss _always_ goes from side to side. So if the second dash is from left to right, you should start your double jump up and to the left then back to the middle because the third sash will be from right to left. Once you can dodge the dash, the other attacks are all fairly simply an _all_ exploitable. So once you master dodging the dash, the fight is yours. In general, you want to stay in the middle of the screen and on the ground until you know what the ghost is going to do. It will typically release the orb on one side of the screen, and then teleport to either the other side or the middle. You want to stay in the middle of the screen if possible to attract the orb into coming away from the wall where it will be easier to get behind and shoot. If Super Hanteirei'mos appears in the middle of the screen itself, quickly make a small hop and run to the side of the screen _opposite_ to the orb. If you run to the same side a sthe orb, it will float down and screw up your dodging. The only time it appears on the same side it releases the orb, in my experience, is when it is going to do a stomp attack. So if it starts a stomp attack near the orb, you may just want to force it into its super charged mode to get a new attack and orb to work with. The worst thing you can do is make the orb get to ground level. Because there is no climbing wall, it's tough to get it back up. So if possible, you want to avoid luring it down that far. For instance, if you miss getting the boss to strike the orb after two stomps, it will be down at floor level. So I would say if you whiff the first stomp attack, force the boss to connect with the orb regardless of its colour. The best possible time to hit the boss is after a swoop. Generally, if you switch the orb just after it finishes a bullet spray, it won't change colour in time (though it sometimes changes at the last possible instant). If it connects you should be able to get two jump+float volleys in at it. The same can be said for when it does the "rising out of the middle" attack. If you manage to shoot the orb before it floats down, then it should be stunned near the ground. You should be able to manage two volleys. You can get one volley in if you stun it on its first stomp, and possible two if the orb is low enough on the second stomp. But the stomp is a risky move to try to take advantage of. There are plenty of opportunities to hit this sucker, so work on that dash attack and you'll take it down no sweat! Super Hantairei'mos will change from Teal/White to Yellow/White and then to Pink/White before it is defeated. *Room 23: Claim your trophy! -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | BK6: Special Stage #3 | -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= *Special Stages are available by password only. These passwords are awarded at the end of a playthrough. This is the Special Stage for a Very Hard playthrough. *Special stages are multiple new rooms of rooms that are typically more difficult than the normal game. At the end of this special stage you will fight a completely new and unique boss. Defeating the boss is the goal. This Special Stage seemed like it was going to be the toughest but I would actually hazard to say it is the easiest. It has a couple of tricky rooms but a lot of rooms that are only oderately triky but have so few elements that the solution is more readily obvious. But I would also say this is the most fun Specia Stage and since it contains a unique boss it is instantly my favourite. Access Password: WIREFRAMED *Room 1: Wild! Head right. *Room 2: Wait for the Bouncy Ball to be moving left, halfway along its path. Jump and float right then use your midair jumps to get up with the Ball. Fire on it as it rebounds off the right wall and you should destroy it before it gets you. *Room 3: This room can be very dangerous. But if you take it slow it's the best way to go. [<][>] Standing in between the arrows will not cause you to move. They cancel one another out. -Run right up against the wall. All pickaxes miss you here. -The pickaes hit as follows - the upper right Chuck's hits, then the other two yellow Chucks hit. After these three axes fall, jump up to the middle of the conveyor. Jump and shoot the Chuck to your right (it is the lowest of the yellow Chucks). After you land, tap left (do not hold) and let the lefthand conveyor drop you down and left to safety. Take your time, do not float, and always get back to safety. Repeat until it's destroyed. -Do the same for the Pickaxe Chuck in the upper left. Wait for its axe to drop then get to the middle of the conveyor, jump up and shoot it. Tap left and let yourself get dropped down to the left, then repeat the process. -Next jump back onto the conveyor. As before, stand in between the two arrows so you will not move. Wait for the upper right pickaxe to pass overhead then jump up and fire at the upper right Chuck. Repeat until it's scrapped. -Now for the red guy. Jump to the top conveyor. Wait for the red axe to fly up past you. Now, jam on the jump button to quickly move to the right across the conveyor. At the end, use your multi-jump as you leave the conveyor to get up and right into that cubby in the upper right corner. -You'll notice the red axe now flies through the rightmost block of the conveyor, so we need to time our descent past it. As the Chuck raises its arm start floating down. As the axe flies up and past you, hold left (and use mid- air jumps if need be) as you float down over the spikes. You want to land in the little 1x1 space just above the pit the Chuck is in. -Now, wait for the axe to hit the wall and fly up. Drop into the pit, shoot the Chuck, and escape to safety. Repeat until it's gone, then proceed right. *Room 4: Three Voltspheres. Jump to the conveyor and once you are under the ceiling lip jam on the jump button as you head right across the conveyor. Get to the shaft at the far right of the screen. At this shaft, you want the Volts to lead the assault. Triple jump their shots and return fire. Float, but not for too long. As soon as you float below the Volts' x-positions, drop. Get a couple of hits on them and repeat the process. If you focus on evasion, you'll get them. Make your way around the room and proceed through to the right. *Room 5: Zig-zag Zanders. The top turret releases three fish and the bottom turret releases one. There are a few safe spots in this room, and we will use them to our full advantage. -As the third fish of the top school passes under you, drop down to the next ledge (while firing) and get to the right end of it. The top school will swim over you, the bottom will swim under. -Once again, when the top fish swims past you - this time as it moves over - drop down to the next ledge. Move to the left side, overlooking the next drop. You are safe here. -When the bottom fish swims past the gap, drop to the floor and then run right against the wall. You are very near the turret, but the bottom fish starts up, so it will swi over you when it spawns. -Finally, wait for the third fish of the top school to swim past you and immediately jump up and right and hug the righthand wall before any more fish can spawn. Simply jump the wall now and head right. *Room 6: A single Triphozoa. Run right, and dodge the third movement of its shot by jumping to the middle layer. Get it to fire again, and dodge the third movement of this shot by jumping up and shooting the Triphozoa. If it manages to shoot again, run to the right side of the middle layer to give yourself enough room to dodge, then repeat your assault. Head right. *Room 7: Wait for the Turbines to stop. Drop into the sludge and cling to the climbing wall and get to the bottom of it in between Turbine spins. When the turbines are 1/4 throught he pull (first bubble is halfway across the screen) jump and float right. This should cary you near to the Turbines. Use a midair jump to land in front of them if need be. Before they can spin again, triple jump up out of the sludge and head right. *Room 8: A rotary of Orbit Drone "Arms." This is all about mapping your next move and executing it quickly. See where you need to go and then get there with haste. The timing is extremely tight here. *Note that the arms are different colours. Some green Drones and some white Drones. This doesn't make any difference - but if you focus on _one_ arm, say the all green arm, then it might be easier to make your move since you are thinking about one arm instead of four. -Get to the block overlooking the spinning Drones. As an arm passes under you (as, not just after) drop off the block and hold left. You should avoid the Drones and land safely on the block on the lower left. -As the Drones pass you again, run right in front of the block in the lower right. Stand next to it, you are safe here. -When you have the space, jump up and right onto the block. -Wait now until the Orbit Arms make an "X" onscreen - they are all at diagonal positions from the centre facing the blocks. We're going to Triple Jump. The first jump goes up and left, the second straight up, and the third up and to the right. This should land us in the upper right corner. Drop down the shaft on the right to proceed. *Room 9: A Yeti... from a dispenser turret... in sludge... Okay. Well, why not? There are a few areas where it's easy enough to jump the Yeti's cubes and fire at it but it's the respawn and the sludge that kills - just be sure to get to the right areas in time. -Drop down off the ledge as an ice cube passes underneath. Get about two blocks of space away from the Yeti. When it has an ice cube in its hand, start jumping and firing. Leap over each cube and shoot until dead. -Quickly move left, past the dispenser. Get to where the ceiling is 3 blocks high. Turn and destroy the Yeti. With the ceiling this high it will be easy to avoid the cubes. -When the Yeti is dead, drop down the shaft on the left, fire two shots right to break the [I] and [II] blocks then jump back up to the right. -The Yeti will be back so destroy it then move right. -Move to just down and left of the intial ice platform (so the ceiling is still 4 bocks high). Turn and destroy the yeti one more time. COUNT your shots here. As you fire your eigth shot, run right and drop off the edge. -As you drop hold left and get into the passage with the conveyor running through it. Because you are in sludge jam on the jump button as fast as possible here - the Yeti has reformed and will be tossing another cube. But as long as you started moving as soon as it died previously, you should be able to rapid jump across the conveyor in time. Drop into the pit and run left to safety. Proceed. *Room 10: Gunner Drones, two sets of three over icy surfaces. You just need to wait for the perfect chance, until they are lined up perfectly. Ideally, you want to start moving as they are in the middle, so they will be on the sides as you cross the floor. But you also want them to be as far possible to either side when they fire. It just takes a bit of planning. -Count six shots. The sixt should be in the middle of the chamber. After this shot, run down into the middle of the chamber yourself. Make a hop to stop your icy momentum. They should fire on either side of you. -Run left and jump up onto the ledge as they coverge in the middle to shoot again. Stay on this left side, overlooking the gap. -As they move again, move right to the middle of the chamber. Stop here (hop if you need to cut momentum). They will fire at the sides again. -As they start moving again, run to the far right wall. You're safe now, leave the room through the upper left. *Room 11: Another false Save Point. But this one is incredible... just give it a try! :D *Room 12: Start by luring the Stalker Drone down to the lower left corner. Move right, shoot it. After the Eye Guy fires - triple jump up to the level with the Drone's dispenser and shoot it and the [I] block. Drop back to the floor. Now, as for the Eye Guy - you have to shoot it after the eye opens. Lure a Drone to the lower left then run all the way to the right shaft. When the eye is closed, shoot the drone then make a jump. Make your second jump after it opens and fires and take your own shots. I would recommend taking one shot at a time. An Eye Guy will die after the fourth shot. And you need to count them in this instance. You _need_ to know when to act because the Eye Guy is on a dispenser with a very short respawn timer. So once the Eye Guy is ready to die, lure the Drone to the lower left as per usual. Get tot he shaft, shoot the Drone double jump up and shoot the Eye Guy. If you connect, _immediately_ use your third jump to get on the Eye Guy's level and run left - past the dispenser turret. Run left, jump the wall and drop down the far left shaft. Don't dally now - the Stalker is back so just run to the next room. *Room 13: A Spirit Conjurer lurks in this room - and it stands atop a dispenser turret. So you will be required to kill it a few times over the course of the room. Drop to the floor. Run left along the floor - the Crusher will miss you. At the left wall, jump up and pelt the Conjurer with shots. Destroy it, then jump up and into the gap on the right. Turn and destroy the Conjurer when it appears again. Inch a bit of Timmy to the right then immediately back left. The Crusher should drop to the bottom of its shaft. Step out to the right and use a midair jump to reach the top of the shaft. Shoot right to hit the [I] block then drop down the shaft and hold left to re-enter the gap on the left as you drop. The Conjurer will be back so destroy it and drop down to the left. Run right to the shaft near the entrance. Triple jump to the top and shoot left to hit the [II] block. Destroy the Conjurer from near the entrance, then run back left and jump into the gap again. Destroy the Conjurer again. As soon as you destroy it, step off to the left and use your mid air jumps to get up and left. Drop down to the Conjurer's turret, then jump across to the 1x1 cubby just left of it. Destroy the Conjurer one final time then drop to the floor and quickly follow the path around to the conveyors. Jump up these conveyors - hold right and use your triple. Jump up and left at the end, and hold left and multi-jump as you cross this minor spike pit (maybe even float). Escape to the next room. *Room 14: Urchins. They fire in a sequence of four shots. But you only have to worry about the north and northwest shots. Drop down to the black blocks and stand on the left side - you are safe here. When the Urchins fire straight up, jump left and float as their shots leave the screen. Use your midair jumps to make it all the way to the left. Get through the door as soon as possible. *Room 15: This room is intimidating, but the timing is more forgiving than you might think. The Razor Drone in the middle is the slowest, the righthand drone is faster and the lefthand drone is fastest of all. As the room starts, drop and float behind the righthand drone. Drop the rest of the way when it is out of the way. Run left now to the notch in the floor. The middle Drone should be on the top of its path, so there should be no issue getting here. Now, wait until the middle Drone is on the top again, then watch the lefthand Drone. As soon as it passes into the bottom part of its path, jump and left and run all the way to the left wall. As long as you don't delay, you should get there in time. Wait for the lefthand Drone to move to the top of its path then triple jump up an to the right. Move on to the next room. *Room 16: Five Immortal Jellies, oh my. We need to get them each to their critical state then flatten them all in one fell swoop. Shoot each Jelly three times. If you accidentally flatten one, shoot it once when it reforms. Now, jump straight up the shaft on the lefthand side. Float down and shoot each Jelly as you float past them. If you miss one - reset them so they're all ready to be flattened again. Once you manage to float down and flatten all five of them, run right and triple jump up to the top of this block structure. Drop down the right and you should make it before any reform. Proceed. *Room 17: Of course there had to be electric lasers. Luckily, this is a super simple set-up as far as these laser rooms are concerned. Study the timing - the timing is tight but you should be able to handle it. Reset the room when ready. -Drop into this room from the previous room holding left. Drop down beneath the first laser turret. -Keep running left and jump up and left at the second turret. -Run and float off the edge to the left, over the spikes. -Drop from your float as you reach the lefthand wall and run right as you reach the bottom. Keep running and you should void the final lasers. Proceed. *Room 18: A Rune Spectre. You cannot afford to lose any rune blocks on this map because they cover spikes. And while I suppose it might be possible to cross these gaps the spiked ceiling suggests trying otherwise. Get a running start on this room. -Run right, jump to the passage that runs along the bottom and pause between the second and third rune blocks. The Rune Spectre will raise its arms - run right. Its shot should pass between blocks 2 and 3 and not hit any of them. If a block is destroyed - reset the room. -Okay, so the shot went between the blocks? Keep running right and jump up to the middle layer of the room. Run left over the Rune Blocks. The Rune Spectre will fire again but it should pass behind you. Get to the leftmost chamber. -In this chamber, turn towards the Rune Spectre. Whenever it raises its arms, get ready to jump its rune shot. When you jump, fire at it. Take this bit carefully - just work on it until it's destroyed. Then head right. *Room 19: Tri-Gunner Drones. They are stationary, however, so you should be able to see a number of safe spots. ---------------------------+ A B | --+-+-+-+-+-+-+-+-+-+-+-+ | |-+-+-+-+-+-+-+-+-+-+-+ | | D C| | +-+-+-+-+-+-+-+-+-+-+-+ | +-+-+-+-+-+-+-+-+-+-+-| |E | |>>>>>>>>>>>>>>>>>>>> | | +-- | |_________[T][T]____________ Above is a diagram of this room. The letters mark safe points. -Wait for the shots to pass then move to A, halfway between the fourth and fifth blocks from the left on the top row. -Wait for the shots to pass then move to B, halfway between the eigth and ninth blocks from the left on the top row. -Wait for the shots to pass, then run right off the edge to C - the first block from the right on the middle row. -The next bit is the trickiest. Wait for the shots to pass then run left to the fifth block from the right wall (pause and count if you have to). This is position D and it is precisely on the fifth from the right - don't straddle blocks. There is only a one block area of safety here. -Wait for the shots to pass then run all the way to the left and drop off to E. This is a conveyor, so hold left on it to prevent it from arrying you to the right. -Finally, when the shots pass again hold right on the conveyor and it should speed you all the way to the other side of the room and drop you off at the same level as the Tri-Gunners. You're free to proceed right. *Room 20: Chrome Drone dispenser turrets? They actually only dispense one Chrome each. Fire at the Drones before they enter the pit, and once they are destroyed head right. If they do manage to reach the pit, reset the room. We've come too far to take a needless risk by jumping in the pit with them. *Room 21: CONTINUE POINT: PINKISEVIL Head right. *Room 22: A boss door. Get ready. *Room 23: Prepare to face... ****************************************************************************** SPECIAL BOSS #3: PINKFACE ****************************************************************************** The elusive Pinkface. It's not a pallete swap. It's wholly original. And it's fast and deadly. It reminds me of Don Medusa from the Lolo/Eggerland series crossed with Evil Otto from Berzerk. Now that's a deadly combo! Pinkface attacks based on the crest its head is showing. It also has the power to manipulate the floor. But it's not all that bad - at least the crest is an obvious tell. -Pinkface will change the floor into a conveyor belt right from the getgo. As the battle proceeds, it can then change the direction of the conveyor. I have found that it is generally best if you stay against the wall the arrows of the conveyor are pointing to. It makes it considerably easier to avoid some of the attacks. -Heart: Heart will cause a square made of hearts to appear over Timmy, these hearts explode a split second later. Pinkface will do this seven times in a row. You will want to Triple Jump during this phase. Keep moving, and not just in place. I triple jumped up and away from the wall the conveyor pointed to then ran along the conveyor back to the same wall and jumped again. You just need to keep moving. You can score a lot of hits during this phase. -Diamond: Diamond will cause a circling set of diamonds to mode directly toward Timmy. Stay at the bottom corner opposite from where the Diamond attack starts and allow it to reach ground level. When it is almost upon you, triple jump up and over to the other side of the room. Pinkface will, of course, move under you and you will not be in danger of landing on it as long as you glide to the other side. Do the same on the other side now - lure the second diamond ring down to the corner and then jump back to the wall we started from. -Spade: Spade is pretty dangerous. Pinkface will drop spade-shaped blades from the top of the screen. Each blade starts at your x-position. After the top blades are done, Pinkfaces causes another wave of them to shoot out of the ground - again each one starting at your X-position. Dodge the first wave by running against the grain of the conveyor - make a few hops to make sure you get to the other side. After they finishing falling triple jump up and glide back the other way to avoid the spades from the ground. -Club: Club is another "blade" attack. Pinkface will fire horizontal club- shaped missiles at you. If you are below pink face these fly down from it and line up with your Y-Position before flying forward. If you are above Pinkface then they fly up from the top of it until they line up with your Y-position. Club is an easy attack to avoid. Get against the wall to which the arrows are pointing. Let Pinkface throw out a few clubs - as a club moves across the bottom of the room, triple jump up to near the ceiling. Float in place, fire three shots then drop. When you were up there Pinkface will have fired a few from the top of it body so dropping will make them miss you. When you hit the ground it will fire a few more low so triple jump up and set some shots in wait for Pinkface again. Pinkfaces changes from Pink to Lavender to Orange before it is defeated. Pinkface has some pretty obvious tells and its attacks are avoidable enough as long as you can predict them. It will use a different attack each time, shifting to a new crest at random. I have not seen it use two of the same attacks in a row, however. But with four attacks and the chance to use them whenever you need to be prepared for everything. The most unique property of Pinkface is how it moves. Notice that it matches Timmy's movements exactly opposite. If you go down, it goes up. If you go right, it goes left. And all at the same speed as you as well. This means the only place you can collide with Pinkface is in the exact middle of the room. This also means you can't just pulverize it with shots from a standing position. Instead, you have to lead your shots. As you drop from the top of the screen, fire some shots. Then drop to the bottom and Pink Face should run into your shots. One of the best ways to hit it is to triple jump up to the upper corner of a room, shoot three shots, then drop to the bottom corner. They will hit Pinkface as he matches your movements inversely. So the absolute best time to hit Pinkface is during the clubs attack. You stand at one end of the room and jump up to the top twice. Make sure you get your shots in. You can do it before a diamond strike, but it can make dodging a bit tight so make sure you can handle it. But during the second diamond ring make your jumps because it will force Pinkface down and cause the ring to be released at floor level. The spades attack is too fast to really get any accurate hits in. You should fire wildly during hearts. You will be jumping so often some shots are bound to hit. As long as you learn the crests and always go to the wall the arrows are pointing to the fight against Pinkface is surprisingly simple yet really, really fun. Never go to the exact middle of the screen, bait Pinkface into your shots, and just keep at it. You'll get it! *Room 24: Claim your trophy! -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | BK7: Bosses | -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= This is a quick reference to all of the bosses in the main game - Special bosses are quickly found within their own sections. Bosses are listed sequentially, from first to last. BK7.1: HELGA KRAFTIE BK7.8: HELGA KRAFTIE ROUND 2 BK7.2: GNEISS GOLEM BK7.9: DOPPELGANGER CONSTRUCTOR BK7.3: VERDIGRIME BK7.10: IVAN MEKANOVICH ROUND 2 BK7.4: IVAN MEKANOVICH BK7.11: MUCKSWIMMERS BK7.5: HANTAIREI'MOS BK7.12: HELGA KRAFTIE ROUND 3 BK7.6: LOBSTERBOT BK7.13: THE FINAL BOSS BK7.7: MISHA Use Control+F to bring up a search within this document, then use the search code (for instance BK7.1 for the Gneiss Golem) to jump to that boss. ****************************************************************************** BK7.1: HELGA KRAFTIE ****************************************************************************** As the prologue boss, Helga is not too difficult. But she's quick, and Timmy is fragile, so you had better stay on your toes. She has a very simple pattern. She will fire three energy blasts forward from her position. After she fires the energy blasts, she will charge herself with energy then jump to the other side of the room. It's best to fire off a volley at Helga as she raises her hand to fire her blasts. Once she fires them, concentrate on dodging them. Simply jump over them to avoid them - you can try to sneak off a few shots here, as long as you do not throw off your dodging rhythm. When she charges, she is invulnerable so just get ready to jump over her as she begins to move. It's best to keep most of the room between Helga and yourself, and concentrate mostly on evasion. She'll drop eventually. Her damage level is marked from her clothing changing colour from purple to blue to yellow. That's how you can gauge how much damage she's taken. ****************************************************************************** BK7.2: GNEISS GOLEM ****************************************************************************** The Gneiss Golem is a big sucker, the Mountain has decided that it's time to stop pulling punches. The Golem starts with one of two attacks. One is a triple shot. Three energy balls are launched at different levels three times. 1: The lower ball is first, jump it and stay beneath the rest. 2. The highest ball is first, middle second. Jump after the middle ball passes overhead. 3. The middle ball is first, lowest ball second. Jump after the middle ball passes overhead. It is best to dodge these volleys at the left side of the field. Fire as you dodge. This attack wave actually represents one of the best opportunities to damage this beast. The other energy attack the Golem can perform is an aimed energy shot. The balls will fly to the top of the screen, then down at an angle. 1. One shot from the upper right - dodge it on the left. 2. One shot from the middle - sidestep it in the middle. 3. One shot from the left, dodge it on the right. 4. Two shots from the right and left. The right fires first so jump over it to the right near the Golem, then dodge back over the left shot to the middle of the screen. -Alternatively, if you jump to the left under the left ball near to the entrance then you will typicaly remain unscathed. See what works best for you. The shots are aimed at Timmy, so it depends on what timing you sync into, really. The balls always seem to follow this pattern. If you can get some shots off - great. Until you get used to this attack, your focus should be dodging. But once you do, you can deal a lot of damage. -Between each energy attack, the Golem spits rock. These rocks fly downwards when they align with Timmy's X position on the screen. Four rocks are spit in total. Keep in the middle of the arena, between the two pits. Let the first rock drop down at the far left, then move right for the second, back left for the third, and right again for the fourth. Focus entirely on dodging during this phase, except get a few shots off as it begins and as it ends. -NEVER fall into a pit during this fight. It's tempting to dodge the triple volley this way, but that's ruining your best damage opportunity. For any other attack, going into these pits ensures that you will be dead in the water. -After every energy attack, get back to the centre of the stage. -The Golem's body starts purple then changes reddish, orangish. It will end soon after. ****************************************************************************** BK7.3: VERDIGRIME ****************************************************************************** Fantastic name, fantastic pile of sludge. Although Verdigrime is stationary it is very aggressive. You will be on your toes throughout the whole battle. But be sure to notice that its the machine beneath Verdigrime which is your target and not the beast directly. Verdigrime starts the battle with an eye sludge beam. He fires three of these beams towards Timmy. I find it best to jump the first and land in the sludge and just sidestep any others. If you are in the sludge, allow the first to be fired at you and jump out of the sludge and dodge the remaining two. Verdi's eyes will flash yellow prior to this attack, and it makes a telltale noise so you should see it coming without issue. Verdi will also open his mouth and fire a wave of sludge balls at you. Too risky to jump between, immediately jump to the wall in the upper left corner when you see the mouth open. Scamper to the top to remain safe. Jump back into the middle of the sludge when you finish. The third attack is to create a small clone of itself. This will move across the ceiling dropping sludge. By staying in the middle of the room, you can avoid this attack easily. If it moves left, you need to hug the left wall to avoid it. If it moves right, get up next to Verdigrime to avoid it. This proximity is useful to lay into the core extra hard. You should stay in the middle of the sludge area for most of the fight. This allows you to react to each and every attack as it comes. I think Verdigrime is actually a far easier boss than the Gneiss Golem - you can stay in roughly the same place for the entire fight and the attacks have huge telegraphs so they are not hard to see coming. The thing is Verdigrime can mix it up more than the Golem. I don't think it's pattern has the same regularity. So it can string its attacks together in different ways. The attacks are also generally a little faster. But once you get used to the tells, you will drop this sucker fast. The machine's core changes from yellow, to purple, to red before it's destroyed. ****************************************************************************** BK7.4: IVAN MEKANOVICH ****************************************************************************** Ivan follows a very regular pattern. -Fires a large ball. This will fly down at your position, just sidestep it to the left. It will then move right and make an ice wall. This limits the battle field. This essentially puts a time limit on the fight. -Fires another ball that becomes a "ghost." You can destroy the ghost flame things with a few shots and this must be priority. It seeks your position, so get rid of it ASAP. -Fires volleys of missiles. There is no real pattern here, but you can see how they will fire by which are loaded first. There are three volleys of these in total. If the bottom is loaded first, jump over them with a small jump so the top missile does not hit you. If the top fires first, let it pass overhead then jump the lower missiles and fire at Ivan. -Three shots of a three-way spread. Stay near the ice wall and jump between the shots as they draw near. Don't be hasty. Some may just pass over your head so watch where they are. Ivan's mech changes from blue to pink to yellow. He should be pink by the second wall's formation, yellow when the third is up, and be destroyed sometime after the fourth is up. Your target is the orb in the middle of the machine. Everytime you jump to shoot it, try to get two shots off. When the ghost flame appears, it is priority. Destroy it immediately. Ivan is a cut above all previous bosses. His attacks are fast, furious, and seamlessly move in to one another. The ghost flame moves into the missiles. If you are still shooting the flame and see the missiles start to appear, dodge the first volley and destroy the flame before the second. As for the triple shot, stay near the wall. I found that when there were three walls up and he initiated this attack when I was next to the wall, the second shot would generally pass over Timmy. That was important for me to win, and I think victory in this fight hinges on finding where you're comfortable to dodge the triple shot - because everything else is cake and this gets much harder to dodge as the arena shrinks. So it's important to be gutsy and attack Ivan when you can. He should be destroyed during the fourth wall if you've been aggressive. ****************************************************************************** BK7.5: HANTAIREI'MOS ****************************************************************************** This ghostly boss is described as a "polarity spectre." It has two distinct colours, and can switch between them. It's sort of Ikaruga-like in this regard. -It starts the battle by releasing an orb. Shooting this orb causes it to switch between red and white. If it touches the opposite colour it will be stunned and vulnerable. If it touches the same colour, it will launch a very dangerous attack. -If it flies along the top of the screen and holds itself upright it will try to stomp down directly on top of you. This is useful for making it connect with the orb. So lure it directly over the orb. Beware that it can change colour midflight. -It it appears in the bottom middle of the screen, it will fly upwards shooting blasts to either side. Climb the walls in this instance. Drop to the bottom when it stops moving up as it will launch a wave of shots downward. -It can appear to either side and launch a wave of shots at you. Get to the opposite wall and climb. Watch out for when it swoops at you. This is the other opportunity to have the orb connect. -IF it connects with te same colour it will fly to the top of the screen. It will then launch a wave of blasts from the upper corner of one side, to the wall of the other. Then it will do the same from the opposite upper corner to the opposite wall. It will look in the direction it intends to fire. So wait beneath the ghost until it looks, then run to the side opposite the blasts are starting, climb the wall, and jump over the shots. Immediately run to the other wall, climb it and do the same. Tricky to avoid, but very possible. -After being stunned, it will dash across the screen twice. Stay near the centre and jump as it dashes towards you. Hantairei'mos goes from white/red to white/green to white/teal before being destroyed. It's a tricky bugger. It can change colour just before touching the orb to gain power and ruin your plans. The best possible time to catch it is during its stomp. The second best is during the swoop. The swoop may require you to shoot the orb while the boss is mid swoop though. That will trick it. Don't get near the orb when it is too close to you because it is lethal. You generally want to be on the opposite side of the room from the orb unless you know the ghost is going to swoop at you. Start every attempt by climbing the left wall and striking the orb. It often starts with a stomp attack so it's possible to start the match off right. Learn how to dodge the super attack. Its head turn is a dead giveaway as to which direction it's going to start firing and you can use the walls to jump over the blasts. After every super attack and dash it will appear in the opposite upper corner to create an orb. Generally switch it straight away, and then drop to the floor and be careful incase it performs the attack where it rises out of the ground - it's usually best to wait to move until you know what it's going to do. For most of its movements you can switch the ball just before it touches it. But be _careful_ it cannot contact with the ball if it is transitioning. So shoot one bullet only if you are going to try this. It's best to stun the ghost near one of the climbable walls if possible. You can jump up beside it and really pump it full of lead. Detach from the wall before it starts its dash attacks, however. This is a hard one to get a handle on at first, but once you catch on it will drop quickly. ****************************************************************************** BK7.6: LOBSTERBOT ****************************************************************************** Lobsterbot is an aggressive yet stationary robo beast with a descriptive name. It moves into attacks with very little start-up time. The attacks are actually pretty easy to avoid. -The one that might get most people is when Lobster Bot flashes red and drops some energy balls from the ceiling. See thre three red lights on its shell? These completely telegraph this move. Think of the lights as the left, middle, and right of the battle arena. If say the left and right lighs blink, the attack will hit the left and right sides, but since the middle is blank, you can stand in the centre of the room without issue. So move to where the blank light indicates to avoid this attack. There are three volleys every time it performs this attack. -Lobsterbot will charge its pincer with energy and a wave of bullets will arc up towards you from the floor to about the midpoint of the wall. However, the final position is held for a little bit so you can't just jump over this. What to do is stand at the lower right corner as it charges and jump just as the shots reach you. Use the feather to stay aloft longer and you should avoid this attack. Your descent from this attack is the perfect time to shoot Lobsterbot, as well. -A ball of energy is sent to the righthand wall, it moves down the wall, then left along the floor. It flies straight upwards when Timmy jumps over it. Lobsterbot will fire three of these in a row. Concentrate on dodging. Stay in the middle over one as it comes near. Get back to the middle or at least travel left a tad before jumping over any others. Lobsterbot changes from grey to green to red. Then keep it up and it's cooked. Lobsterbot is a straight up brawl, there are no gimmicks here. It has three possible attacks and though it doesn't ever use the same attack twice in a row, the choice for next attack is random between the other two. The period between attacks is short but not instantaneous. Get a few shots off between attacks. It's sort of a war of attrition because you have to watch very closely for its tells. So focus on dodging and it will drop eventually. The best attack to shoot Lobsterbot during is the wave of bullets. You can also get a few shots in during the red ball drop - mostly after the third drop but sometimes during as well - just pay super close attention to the lights on Lobsterbot's side and don't get carried away. It's not worth it to take shots during the giant purple ball attack. Focus entirely on evasion. So, there are no tricks here. Learn how to deal with each attack and Lobsterbot won't be long for this world. ****************************************************************************** BK7.7: MISHA ****************************************************************************** Misha is very "Mega Man" in that he's a small, highly mobile boss. His attacks aren't as extreme as we've seen, but its agility more than makes up for it. As with other bosses, however, Misha has some very obvious tells. -If Misha looks down, he will leap forward. Run under him. When he lands he will throw snowballs. This is an intiial volley of three snowballs at the same level. Jump over each with a short hop while shooting Misha. This is immediately followed by five more snowballs - two of which are at a higher height. I believe the second and fourth snowballs are always the higher shots. Jump the low shots with a short hop and let the high shots pass overhead. Shoot Misha all the while. I should note that the higher snowballs fly upwards on a slight angle, so it's best to keep some distance between Misha and Timmy for this. -If Misha looks up, he will slide across the ground really fast. He will rebound off the walls when he does this. Get to the nearest wall and jump as Misha draws near. Use the feather if you jump early. If you jump in the middle Misha is likely to hit you on the rebound, so stick near the walls. -If Misha waves his arms and trills (like he does when the battle starts) he will cause icicles to drop from the ceiling. These are typically 2 or 3 icicles that appear near your x-position from the ceiling. They always have enough space to stand between, and Misha typically does this twice in a row. A good time to shoot Misha, but pay attention to the icicles first. -If Misha walks forward he will flap his wing to shoot a spread shot. Now, the spread is shot towards Timmy. Best to fire on him from relatively close and jump the shot as it's still early in its flight. If you have to jump over Misha when he is in this phase, watch the direction of his next spread shot. He will often fire it up in the air. Your first instinct is to jump - but you must not in this case. Misha will fire three spread shots in total. In fact, one tactic would be to jump when Misha stops to fire. This could force him to shoot high. But I wouldn't recommend it - prefer him to shoot low. But still - determine what works for you. Misha will change from blue, to green, to orange, to dead. The big things with Misha is that it's a disorienting battle. Misha goes high when he looks low, and goes low when he looks high. It's against your instincts so you may find yourself jumping into Misha's jump attack for instance. That's why it's so important to learn the tells. Also because the attacks are so quick that you need to be ready for them before they happen. Misha won't do two identical rounds of attacks. They are strung together with a bit of randomness, so you have to be prepared. The big attack to be prepared for is the icicles and this gets back to disorientation. Your eyes will wander to the top of the screen to see the gap between the icicles, but Misha will prepare his next attack really soon. So you can't keep your eyes off him for too long. There are plenty of opportunities to attack him. Fire 3-4 shots into him when he lands after a jump, then again as you dodge the snowballs. Fire at him when he is sliding. Fire at him as he walks towards you. Even fire during the icicle phase, but that's dangerous so only do it if you feel confident it won't distract from your dodging focus. The battle will only start with a slide or a jump. So take this as an advantage to get a few good shots in. When Misha walks forward, you will have to jump over him at some point. Make sure you get your vertical distance well in advance of the penguin, if it's too lateral he will walk into you. If he starts this walking+spread shot attack when he's at the opposite wall, jump over him after the second spread shot. If he starts it from the middle of the arena, jump over him after the first spread shot. The floor is icy, and changing your running direction can cause Timmy to stand in place fighting against the friction. For the icicle drop this is deadly. I find you should make a short hop to the gap between icicles rather than trying to sidestep them. A few short hops every now and then might not be bad anyhow, to regain your footing. Just keep at him. Misha has no complex attacks but it's the agility that kills. Learn the tells and how to respond to them and you'll have it in the bag. ****************************************************************************** BK7.8: HELGA KRAFTIE ROUND 2 ****************************************************************************** Helga is another small, highly mobile fight. Nevermind the wuss you fought in the warehouse - this is more like it. She is powerful and quick, so keep your wits about you. -Helga will charge herself up and dash across the screen in a zig zag. Avoid this by double jumping to the middle of the screen and gliding to where Helga started the attack from. She is invulnerable while charged as far as I can tell. -Helga will dash straight up, then to the other side of the arena. She now generates stacks of energy balls. If the stack has a gap in the middle, focus on jumping through that. If it is clear on top, then take some shots at Helga when you double jump up. You can jump over three balls with the single jump, by the way. Could be easier than aiming a double jump when a three ball gap presents itself. She fires three waves of these ball stacks. -Helga puts her hand forward and fires shots at you. Dodge the first few by jumping over them. Notice Helga will fire up at you when you jump. Let these sail over Timmy's head then jump the rest that come low. It's usually two low, two high, three low. When you jump the first two. It's easy to jump three at once, especially with a double jump. Don't forget to shoot Helga. -Helga will jump in the air. When she does this, she fires an aimed energy ball at you. Jump the first energy ball and shoot while you do it in hopes of hitting Helga. When she jumps again, run underneath her to the other side and the ball will miss you. Helga will change from purple to green to yellow before she is defeated. An important note about Helga is that unlike most previous bosses, she can use the same attack multiple times in a row. I've seen her use attack sequences 4 times in a row. This can be to your advantage, however, if she gets stuck doing an easy sequence like the electric dash multiple times in a row. Helga's most devastating attack is also her most basic - the jump. This is so bad because she has no wind-up to it. The only tell is that she pauses for a little longer than with other attacks. The jump itself is easy to deal with, but if it comes out of nowhere then it can take you by surprise. Her other attacks all have very obvious tells. She raises a hand. She charges hereself with energy. Learn these right away and how to evade and exploit each one. The best time to hit Helga is after the dash attack. Land about half a screen away from her and fire a few volleys into her. She's also very vulnerable durng the raised hand attack. When you land after the first jump, you can get three shots in before you have to jump again. Don't try to shoot her in the air on the third energy stack of a set, she drops to the ground and you will miss her. Instead, drop down to meet her and pepper her with shots. Stay about half a screen away from Helga at most times. If she does the raised hand or energy stack attack increase this distance to a full screen to give ample dodging room. I won't kid you, she's a step up. But she's not that bad once you get used to her attacks. Learning to predict a jump is the big one. You need to work on dodging but you also need to be bold. Helga is a small target so every shot needs to be on the money. ****************************************************************************** BK7.9: DOPPELGANGER CONSTRUCTOR ****************************************************************************** Another classic concept with its own spin. The Constructor creates doppelgangers (clones) of Timmy. However, the abilities and patterns of these clones change over the course of the battle. So let's take a look! First Clone: Just shoot the Timmy that appears from the right machine. Second Clone: Same as the first, just shoot the clone that appears fromt he right machine. "One Unit Inadequate...": The machine will create two Timmys from the left and right machines. Stand in the middle and jump over them as they converge at the centre. Shoot them when you land. "Adding Jump Ability...": The clones can now do a single jump. Stand below the door (where the clones come out of) of the lefthand machine. Face right. The lefthand clone should pop out heading right if you are in the proper position. You can fire at it as it lands, then immediately run to the left wall and double jump + float. The other two should rebound off the wall beneath you, and head right away from you. Shoot them. "Turning On Floor Spikes...": The bottom corners of the room now have spikes. Run under the righthand machine. Jump up and shoot the middle clone as it appears, then move towards the left clone as it appears and destroy it too. There will be three clones chasing you. Double jump over them and glide if need be. But keep dodging them and shooting them. Sometimes it's best to double jump out to a wall, as they tend to jump and rebound off walls themselves. There's then a second wave of these buggers. Stand between the middle and right machine and jump and destroy the righthand clone as it appears. Land to the right, turn and shoot the two clones that appeared behind you. Destroy the next clone that pops out of the lefthand machine. Quickly run left as it is destroyed and double jump to the left wall as the clones chase you. Glide and evade them, land and eviserate them. "Fall Like A Feather...": These clones drop slowly and make wide glides across the room. Stand between the left and middle machines and face left. Destroy the left clone as it appears. Then fire on the right and middle clones as they float by. Two more will appear, but just destroy them as they float down as well. You really don't have to move much in this phase. Just adjust yourself to shoot the Timmys and to get out of their way. The second wave is a little tougher. Get to the right machine, jump and fire as the left and middle clones appear. Stay near the right as clones emerge from the right and middle machines. Shoot them as they descend - pick off the right guy if he bounces off the right wall. Two more clones will appear from the right and left now. Shoot the clones as they descend - use a double jump to avoid them if you have to. When they land they will jump and make long glides, it's best to shoot them from across the room. *If you are good, as the right and left clones emerge, kill the one that floats right when you are standing under the right machine. Turn and make a series of hops plus shots and you should wipe out the lot of them. But your timing must be spot on. "Adding Jump Lust!!" Jump lust clones will not stop jumping. Previously clones ran a bit before jumping, but these guys jump more frequently. Jump and destroy the clone as it emerges from the right machine. Get to the right, turn and destroy the other two. Second wave: -Run to the left machine, jump and destroy the clones as they come out of the middle and right. -Get near the right machine, destroy the clones as they emerge from the middle and left. -Get to the middle. Two more clones appear from the left and right. Double jump in the middle to avoid them then destroy them when you land. "Needs Double Jump": The clones can now double jump. This isn't so bad - easier to run under them and predict than single jumps honestly. Get between the left and middle machines. Jump and shoot the left clone as it emerges. Turn right and shoot the righthand clone. A middle clone will appear - avoid it, get to thhe other side of the room and shoot it. "Buffing Life Power": Pink Timmys now. Stand under the middle machine. Double jump as the clones emerge from the left and right machines. Fire on one of them as you jump up, and concentrate on it when you come back down. These guys take a few hits to destroy, but there are only two of them. Run under them when they double jump. "Adding Attack Shots": Stand under the righthand machine. Two Pink Timmys will emerge, and they can fire. But since you are under the middle machine, they will be running away from you. Shoot them in the back, then double jump+glide over them when they hit the wall. Shoot them in the back again, evade again, and repeat until both are destroyed. Get back under the middle machine. Second Wave: A single Pink Timmy who can fire attack shots AND jump will emerge. Staying under the middle machine will, again, ensure that he starts the battle running away from you. Shoot him in the back and double jump+glide over him when he gets to a wall so that he doesn't shoot you on the rebound. He's just like the two running attack clones. He goes down really quickly. "INCONCEIVABLE!": The Doppelganger Constructor goes haywire and attempts to make the ultimate beefed up clone. The floor spikes disappear, so run to the lower lefthand corner of this room. A giant Timmy will appear on the righthand side of the arena. Simply jump up and shoot it in the head. Jump as it fires at you, and you should avoid its next shot as you drop. Just keep it up and this guy drops soon. It's immobile, so once you have the timing of the shots down it's simple. A few things to note: *Your position in relation to the door of a machine determines which direction a clone will leap out of it from. If you are slightly off-centre to the left of a door, the clone will pop out to the left. *Clones do not track your position. They each have a set behaviour, and jump at given intervals. Learn them. *It's best to destroy a couple of clones each wave as they emerge from the machines. Jump and shoot at the "Electric whirl" becomes more solid. *This boss' greatest weakness is that it is completely predictable. Every wave is always the same. Since there are no surprises, you can commit waves to memory. ****************************************************************************** BK7.10: IVAN MEKANOVICH ROUND 2 ****************************************************************************** Ivan will follow a pretty basic pattern, but his attacks are still dangerous and fast. So be prepared. -He starts with a laser spray from the core of his mech. To avoid it, run towards his mech and hide jude left of the small gun at the bottom. The laser spray should not hit you. -Next up, he launches a fireball that moves across the floor launching smaller flames upwards. Run left, periocically jumping to fire at Ivan's core. At the far left wall, double jump as the flame is almost upon you and move right to avoid its final little fire shot. -Next up, Ivan lobs flames at you. Let the first two pass you over as you move to the middle. Then jump (single, mind) left to make him lob high and far. Move back towards the middle, then dodge the final fireball to the left as it will likely be lobbed low. -Ivan now fires a huge laser. I personally got the pattern down to a 1..2..3.. 4... before the laser fires. You will want to double jump just before the laser fires and float until it goes offscreen. -Ivan repeats his pattern now, going immediately into a laser spray. I do not advise jumping to fire again before the spray, so get evasive immediately. Ivan's machine changes from grey to purple to red before it's destroyed. Ivan's attacks are fast and a little tough to destroy, but he has a serious weakness - he is completely predictable. This battle also lacks the shrinking battleground of the first encounter. Imagine if a damaging wall of flame was sprining up behind Timmy? It's best not to think about it. Start the battle by firing off a round at Ivan's core. He will start things up with his laser spray. Move towards the turret to escape this. You will want to run left away from his fireball attack, I find you can get 2-3 rounds in at the core as you move left. Of course, double jump at the far left and avoid the fireballs mini fire attack. Get to the middle of the screen as he starts to lob fireballs. Move left and jump as the second one passes you. This causes him to lob the the next few high, so you can move right. Move left and jump to avoid the final, closer, lower fireball. As for the laser beam, get accustomed to its timing. You can use a counting rubric to count to yourself, jumping just before he fires. But you can usually get two volleys off on the core in this space of time, so you may just want to double jump after your volleys. You'll get used to the timing. He starts over immediately. You _can_ squeeze off a round before he fires the laser spray, but unless you can do it quickly, it's not worth it. Still, worth a shot. Ivan follows his four attacks vry rigidly. If he could mix things up, this would have been a much more difficult fight. However, he's stuck into a pattern so as long as you learn how to avoid each attack you'll get him in due time. ****************************************************************************** BK7.11: MUCKSWIMMERS ****************************************************************************** The Muckswimmers are a fast boss, but things are complicated by this arena being wholly submerged in sludge while Timmy lacks his X-Sludge. So you need to learn their tells straight away. Notice that there are a series of tubes across the top. There are seven in total, and the Muckswimmers can emerge from these tubes and duck back into them. [1][2][3][4][5][6][7] Look for the bubbles to see from which tubes the Muckswimmers will emerge. -If the Muckswimmer bubbles appear from tubes directly above and below you. The top Muckswimmer will dash down, the bottom dashes up. When you see bubbles appear beneath you, make a short hop to the side then turn and fire. -If the Muckswimmers appear from the middle, 7 then they will fire at you rapidly. Their shots are a wave of bullets that will be aimed towards you. This is the perfect time to lay into the Muckswimmer on the bottom screen. Fire a volley then Triple Jump up at an angle to avoid the shots. -Similarly, if the two of them appear from 1 or 7 they will turn towards you and fire shots. A triple jump right off the bat could get you killed in this instance. Jump and fire a few shots at the bottom Muckswimmer as the bubbles appear, then run away from the bullets, use a triple jump before the catch you and you should be fine. -If the Muckswimmers appear from opposite corners (for example, 1 on the bottom and 7 on top) then they will dash across the screen. This dash attack goes from one side of the screen to the other, as the Muckswimmer swims up or down four layers of the arena. So, each Muckswimmer dashes to one wall, turns, drops a bit, then dashes again to the opposite wall. Four dashes in total. Stay near the middle as they start this attack. When you see the bubbles appear, get ready to jump. Use a single jump towards and over (so in the direction of) the bottom Muckswimmer. A double or triple might cause you to jump into the top 'Swimmer. When the top guy gets to the ground layer, jump over it as well. The Muckswimmers will change from purple, to green, to red before they die. The Muckswimmers are fast, but their tells are slow enough that it leaves time to react - even in Sludge. Learn how the bubbles work in relation to one another. The Muckswimmers are _always_ one above the other unless they are going to dash. And despite some attacks being keyed into certain pipes, they can still do the quick attack when the bubbles appear right beneath you. So even if they are i the middle, they may not do the "middle" attack. Give yourself enough room to react. I find it best to stay near the middle of the arena. This gives enough time to react to any of the attacks and enough space to avoid them besides. After you dodge each attack, get back to the middle. Although the "middle attack" is the best for dealing damage, you will want to stay about one pipe's worth away and don't fire much more than one volley as the Muckswimmers will be firing on you again. The other times to attack are the straight up and down "quick attack" and to fire a few shots before they emerge to do a bullet spray from the side of the room. Notice that the Muckswimmers change colour independently of one another. Each one has its own life bar. Often in games with multiple bosses in the same room you focus on one enemy at a time. You don't really have that luxury here as the Muckswimmers switch places and it's hard to hit them at the top of the screen. They also don't change their pattern with damage, so there's no reason not to just focus on whichever is on the bottom. They will probably die around the same time, one soon after the other. A note about when there is a single Muckswimmer: A single guy is still dangerous and still has its repertoire of attacks. Fight it the same way you have been. The big change here is that it's now difficult to tell if bubbles from a corner pipe will mean a dash attack or not. So assume any bottom corner bubbles means a dash attack and get ready to jump over a Muckswimmer. If you keep on the move throughout this fight and get the shots in when you can then the Muckswimmers will perish soon enough. ****************************************************************************** BK7.12: HELGA KRAFTIE ROUND 3 ****************************************************************************** Helga returns for a final bout. This is very similar to the Round 2 fight, except her attacks are more dangerous variants. Sometimes larger, sometimes faster. But once you get their tells down, she becomes manageable. -Helga still uses her Electric Stack attack. Look for this when she dashes to one of the top corners of the screen. She will create a tall column of energy and send it towards Timmy. If there is a gap in the column, you must double jump through the gap. Time it so that your second jump is when the column is near you. This should carry you through the gap. If there is no gap, you will need to triple jump over the top of the column. Start this phase at the opposite wall from Helga. She wil fire three columns total, make sure to get some hits in on her when she lands. -Helga's Electric dash is completely different. When you see her charge with energy, make a double jump towards her. The new dash goes straight across the floor, then straight up when she lines up with Timmy along the Y-axis. So our jump should carry us beyond Helga. Turn and fire at her when you land. -Her jump attack returns, it seems a little faster. She will jump towards you twice. Each time she jumps, she fires an aimed energy ball. As before, jump the first energy ball and run under her second jump. Get some shots on her as she lands and if you're clear of the second energy ball. -She will raise her hand. This is the energy shot rapid volley attack. Learning the timing for this is essential as it is her most potent attack this time. She fires a volley of three medium speed shots, then another volley of medium speed shots, then two volleys of fast shots. There are three shots per volley. The way to avoid these shots is to double jump over the first two volleys. The third should be fired as you drop. Stay on the ground and it will pass over you. Finally, jump the fourth volley. Focus heavily on evasion during this attack. It's best to get as far away from her as possible for this one. Helga will change from purple to green to yellow before she is defeated. Helga is tough, but you have the benefit of fighting a variation of this attack set before. You just need to learn the new timing and be able to think on your feet. The strategies above for dealing with attacks are by no means hard and fast rules. For instance - the energy volley. If you jump a third time or float to avoid the second volley, then the whole strategy changes since the shots are aimed, you will be starting the third volley aimed at a different space. You will realize that this attack behaves in response to your actions. And if you generally do the same thing each time, then you will generally get results. But there is bound to be human error or variance at some point, so you need to be able to react to this. For instance, if one of the third volley shots goes along the bottom of the floor, you will have to jump between shots to clear it, then keep going high to avoid the fourth volley. This is just an example, and you should try to stick to the pattern that works best for you and avoid as much deviation as possible. The best times to hit Helga are when she lands from her electric dash and when she lands after her second jump. Pour a volley or two into her, then move back. As for the energy volley, the best time to hit her is as you land beneath the third volley, fire a few shots before you jump the fourth volley. During the energy column attack. Only attack her at the apex of a triple jump column on the first and second column sent out. If they are the columns with the gaps, don't even try to shoot her. And as for the third column sent out - she lands after sending it after you so you should land in front of her and let her have it with a volley of your own. Like the previous fight with Helga, she uses her attacks at random and sometimes multiple times in a row. This can be to your disadvantage (if she uses an attack you find difficult) or to your advantage (if she uses something really easy like the electric dash). But this also mans you should put at least half a screen of distance between you and Helga after you shoot her. The reason for this is that - yes - Helga has tells to her attacks, but they are faster now and you need the time to respond to them. And as before her jump has no real tell, so to avoid it properly you need a bit of distance. Although she's fast and chooses moves at random, you can manipulate her energy volley (more or less) and the other attacks are relatively simple to avoid. Take shots when you can, and she'll drop eventually. ****************************************************************************** BK7.13: THE FINAL BOSS ****************************************************************************** Yep, it's Ivan and the core of the Battleship. The core is the weak spot, but you must find a way to remove its shielding. Most of the boss can be walked over except for the core. Touching the core is instant death. -When the battle starts, the two forks on the sides of the screen will be intact. Electric charges run down these forks and when they line up with Timmy they fly out horizontally. You need to jump over these eletric balls as they line up with you. Usually you will want to move into shooting at the forks as you dodge. This attack is only a concern when the core is shieled and the forks are intact. -Periodically throughout the battle, these forks will be restored. The old attack sequence stops and reverts to this. Destroy them ASAP. The core has a number of attacks once the forks are gone. -Three volleys of energy "doughnuts." These big circle blasts will be aimed at you. Start from one corner of the room and side step the first two volleys. You will likely be near the other wall after you have avoided the first two volleys. So triple jump up and towards the core to avoid it. Take shots at the core as you descend. I find it ideal to have the first volley shot near the wall, the second volley just before the core, and the third volley as you run to the opposite wall. If you can force that, it's relatively easy to avoid. -Yellow energy balls move towards you from the core. These move in a very steep sinusoid wave. It's best to stay near a wall, then move under a wave as its energy spheres cross one another. After it passes, run back to the wall and get ready for the next one. There are three waves in total. -The top three circles, representing turrets, will open. They will fire a rapid and prolonged wave of red bullets. You have to move ahead of them, but in short bursts. Tap the D-Pad as you move ahead of them, staying just out of reach. At the wall, triple jump up and float. If you reach the wall too soon, Ivan's attack won't end before you fall back down into his shots. He will hold his fire against the wall. If you can get this attack to start, it may ed about halfway up the far wall. If you can predict this (and you will be able to, after you get used to the timing) float in line with the core and fire at it like mad for a short time. -If the bottom hatch of the boss opens, it will send red balls across the floor that shoot straight up when Timmy is above them. Get to a corner of the room. Start to jump as soon as the red balls begin to emerge. Triple jump up and over the core. On the other side of the core, float in place until the balls start to shoot to the right in response to your new position. Now aim your floating to the far wall - just keep going. This will usually clear all of the balls, but if one gets to the far wall with you, swing back out to dodge it. The core will change from blue to yellow to red before it is destroyed. Now, this is a Final Boss to be sure. It's fast, it's deadly, and it has a degree of randomness to its attack pattern. The biggest problem here is that you have very few opportunities to get hits on the core, and when you do they are usually only a handful at a time. Start the battle by moving close to the core. Not directly beneath it, just off to the left slightly. As the energy charge travels down the left fork, triple jump up and shoot at the tip. Try not to float because the fork on the right is attacking as well. Keep this up until the left fork is destroyed. As for the righthan fork, get to the left wall and triple jump up as its charge travels down. Float at the height of your jump and get as many hits in as possible before you have to drop. The core's shield will start to power down. Jump up and fire on the core as the shields drop. This should score a few hits. Then get ready to deal with his attacks. I will say that the red balls are the worst attack. Not so much for dodging, if you can get against a wall before they start you can usually avoid them just fine. But they are the worst more with respect to transitioning into the next attack. Ivan doesn't wait around, the next attacks are almost instantly set up. So when you land after having these balls chase you you don't have time to jump up and shoot the core. It also means that as you land and try to get back into position, you are privvy to the next attack. _Especially_ if you have the bullet wave coming down next. The key to dealing with every one of Ivan's attacks when the core is vulnerable is to get to the bottom corners between each attack. The tells are very subtle. Only the turrets and the hatch telegraph attacks, really. The other two you have to be ready for at all times. The best possible time to hit the core is after a red bullet spray. If you can take this attack from one corner to the other, then it should be finished about halfway up the wall when you start jumpig. With time spent fighting Ivan, you'll begin to sense when this will happen. But double jump at the wall. If the shots stop, float and fire a few volleys into the core. Otherwise jump a third time to (hopefully) safety. The other times to attack are after the red bullet spray goes high. Fire on it as you drop back down. This is the same deal with the energy doughnuts. Fire on the core as you drop after dodging. You will have time to jump and fire a volley after the wave attack, as well. You _can_ attack after the red balls, but I would only try it if you land in one of the corners. Otherwise, there's barely enough time to attack after the balls are dodged. Ivan's attacks are randomized. I don't believe he can use the same attack sequence multiple times consecutively. So for instance, I have never seen him follow a red bullet spray with another red bullet spray. However, there is no way to predict his next attack so stay on your toes. When the forks are restored, get to the position we started this fight in. Get just left of the core and handle the forks as you handled them at the start. Once more, fire at the core so it is hit just as its shields drop. This can be a rough boss on your first go, for sure. But if you focus on survival then the core will take a lot of damage in between attacks. Especially if you decide to get bold after a bulet spray. Just concentrate on staying alive with some return fire and you will win out over this boss. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | BK8: Enemies | -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Battle Kid 2 has a decent sized cast of critters and creations to dog you throughout the Mountain of Torment. While there are general strategies to deal with these enemies there are no hard an fast rules. Enemy combinations, room layout, and Timmy's inventory make a huge difference in how a room will play out - especially in dealing with enemies. So familiarize yourself with the enemies early on, but be prepared to think on your feet al the way through to the end. *Bouncy Balls: ------------ Bouncy Balls are a returning enemy from Battle Kid. They are just what it says on tin - Balls that Bounce off of surfaces. These balls can travel vertically or they can travel horizontally. They can range from really slow to really fast and in fact a number of rooms mix different speeds of balls. You can destroy a Bouncy Ball, but sometimes it's better to just pass it by. A number of rooms require you to jump to a surface as a Ball passes it, then jump away again on the rebound. *Chrome Drone: ------------ Chrome Drone are the most basic enemies, the Goomba of the Battle Kid 2 heirarchy of vicious fell beasts. They simply move forward. They rebound off of walls and drop off of ledges. Usually it is a simple matter of destroying them, but in cases where they drop on you from above it's best to take evasive measures. *Eye Guy: ------- Eye Guys are a returning force from the first game. They will periodically open their eye and fire a blast right forward. The thing is, their shots are very fast and they take a number of hits. So it's not just a simple matter of standing in front of them and plugging them full of shots. Eye Guys tend to be placed in strategic positions to complicate dropping or jumping. Sometimes it's best to get past the Eye Guys, other times it's best to destroy them. It depends on the room layout, and whether or not passing them will get you shot in the back or not (because they can turn around). There are two ways you should approach destroying an Eye Guy. Fire off a few shots as their eye is closed, then get out of the way. Some shots may hit their eye as it opens. This is generally best when the Eye Guy is on the same level or below you. The other method is to wait for them to shoot, then jump up and fire at their open eye before closes a split second later. This generally works best when you are close to the Eye Guy and below it. Jumping is the way to pull it off, but if you are very close you may get some shots in after a drop. *Frost Kuma: ---------- Frost Kumas walk back and forth along a horiontal path - turning at the end points. Periodically they will stop and fire a shot. This shot moves on a wave path. This wouldn't be a problem except that these guys often patrol areas with low ceilings. It's best to fire on a Frost Kuma as it walks with its back to you. Try to get if they fire just before they turn. This usually means they will fire again as they walk the other way - giving you ample time to move on. Frost Kumas take a pounding but their use is usually pretty obvious in a room. Most cases require them to be killed (or are greatly helped by it). Your goal will be to see if there is a way to kill the Kuma without it ever looking at you. *Immortal Jelly: -------------- These guys return from the first game. They are slimes that can reconstitute themselves after being defeated. That is - after you knock them down, they will reform and get back up a few seconds later. They can either climb up and down walls, along the ceiling or floor. They take 4 hits to "flatten" when they are fresh and unharmed. They take 2 hits to flatten after they reform. When they appear in puzzles, it's often about knocking a few of them out and getting past them as quickly as possible before they can reform. What often helps is to get as many Jellies as close to being "flattened" as possible. That way they only require one hit before you can pass them. *Eye Sniper: ---------- Eye Snipers are a stationary critter, often in the air (hence the wings :P). After a short period, they will fire an aimed shot at Timmy. They only take a couple of hits to destroy, but for much of the game they may be out of reach + it can be dangerous to get in a direct line with their sniper shot. Most puzzles with Snipers involve baiting their shots as you work your way around the room. Others involve speeding through a room with their shots at your heels. As always, look for the context! *Gunner Drone: ------------ A mobile turret, the Gunner moves back and forth, either along a wall, the ceiling, or the floor. The Gunner Drone will periodically stop to fire a shot forward from its turret. Theya re destructible, but their position ofte keeps them out of reach. Some puzzles need you to destroy them, others need you to slip on by. Passing a Gunner Drone isn't too tough - wait for them to stop and fire as they are coming towards you (relative direction depends on which way you are travelling and whether the Drone is horizontal or vertical of course) and then slip by them. They will pass you, and you will pass them. *Orbit Drone: ----------- Orbit Drones are invulnerable enemies that orbit around a central area, usually a block indicates the point around which they rotate. They can move slow or fast, clockwise or counterclockwise. Most rooms that feature them are different and even similar rooms may have vastly different solutions. An Orbit Drone complicates any room, because in addition to any other hazards you have these things cutting a swath through a considerable chunk of your workable space. They can also cirle in formation, two or more astride. They look like a long swinging arm in this formation. But that's not a bad thing - they're easier to predict then they are in such a tidy orbit. You have to jump past them, move between them, drop through gaps in formations and so on and so forth. There are many situations where these buggers show up. It pays to study a room with Orbit Drones for a bit until you get an understanding for their timing. *Pickaxe Chuck: ------------- These guys sport pickaxxes and... chuck them. The pickaxes are invulnerable to shots. When the axe hits a wall, it drops straight down, through the floor. The Chuck will soon prepare another hammer to toss. The Pickaxe Chuck is vulnerable, but the Pickaxe blocks shots. So if you need to destroy a Chuck, you need to jump up behind a Pickaxe as it fires and get a few shots off before the next axe is primed. Many puzzles have you finding the right position to destroy these guys. Others have you simply avoiding them. They are tough enemies, and take multiple shots. Sometimes it's best to just run. Weigh your options, and watch for the fall of their axes. Note that they throw their axe in your direction. So if you are to the right of them, they throw right and if you are to the left of them they throw left. Your position in relation to a Pickaxe Chuck can open up possible solutions. *There is a variant, only in the Special Stages - the Red Pickaxe Chuck. They are identical to the normal variety exept that their axes drop _up_. *Queex: ----- Oh ho ho, I don't care if their manual art reminds me of Biker Mice From Mars - these guys are jerks. They take five hits but if you hit them OR if they see you (they face you and you are on the same x-axis position as them) they will fire a quick volley of shots right at you. Now this volley is a very long and fast attack - it takes up considerable horizontal real estate. So be ready for it. If you shoot a Queex have an escape plan mapped out. Fire your volley and get to safety ASAP. They just walk back and forth unless they are aware of you, so you can take advantage of this behavious by shooting them only when they are walking with their backs to you (walking away from you). Sometimes if the space is too restricted to fight the Queex properly it is best to simply get around them. If you need to move past one or jump over one, then start your action when its back is turned to you. Otherwise, you're fried. *Razor Drone: ----------- Razor Drones are spinning blades that move around the perimeters of platforms and structures. They can vary in speed and are often in groups. The addition of a Razor Drone can complicate any scenario. For instance, getting your footing to shoot that Eye Guy might be tough when there's a Razor Drone on your block. It's important to study the pattern and speed of Razor Drones in each individual room. Razor Drones are indestructible so you often have to look for ways to slip by them or run along with them. A note about Razor Drones more than any other enemy - I find these things occupy an entire or near entire 1x1 space. This is not normally an issue, but in instances where you have to stand between two Razor Drones as they pass on either side of you, your position needs to be PRECISE. Some other enemies seem to have a little grace, Razor Drones do not. *Roundabout Urchin: ----------------- These guys are stationary enemies often found in aquatic areas. Their method of attack is to fire two spikes in opposite directions. So if it fires one to the right, it also fires one to the left. They often have a sequence - they will fire in a few set directions cycling through either clockwise or counterclockwise. They can also have only one or two sets in their sequence, making them more like destructible turrets. There is usually a safe spot or two in a room with Urchins. Their spines are also slow enough to dodge, with an audio cue. Check the lay of the land - are you just going to have to move past the Urchins or will it be to your advantage to destroy them. In each room, check how they fire and where you might stand to be safe. Once you get this down, they're not such bad little Urchins <3. *Spiked Crusher: -------------- These are similar to the classic Legend of Zelda traps - a spiked object that darts toward you when you line up with it. Spiked Crushers are very aggressive as well - as soon as any piece of Timmy comes within their zone of aggression, they will fly towards him. Now, their zone of aggression is a straight line reaching out from their spikes. And once you cross into that line, they attack. Their spikes can be on their tops and bottoms - meaning they attack vertically, on their sides - meaning they attack horizontally, or on all four sides giving them vertical and horiontal capacity. Spike Crushers are invulnerable. So you will have to slip by them. Their initial attack is fast, but as they retract to their starting position they are a little slower so you can usually slip by. You often have to bait Crushers - move in and out of their zone of aggression quickly to force them to move, then slip by while you have the chance. *Spirit Conjurer: --------------- A "Reaper-esque" stationary enemy with a cloak and skeletal face. As an enemy alone they are nothing - they require six hits, sure, but they can't move or attack you directly. The only way they can kill you directly is if you touch them - and that wouldn't be a very swift move to make. No, the problem with Conjurers is that if they are around then Stalking Spirits will be around. It's an indirect danger. Stalking Spirits will emerge from special skull blocks and move towards you. Destroying the Conjurer will destroy all onscreen Spirits. If there are multiple Conjurers then _all_ of them must be destroyed to remove the Spirits. Sometimes the Conjurer will be out of reach. In these instances, you have no choice but to play the dodge game with the Spirits and find your way out of the room. *Stalker Drone: ------------- One of the most aggravating enemies from the first game makes its triumphant return in the sequel! I will say beyond a shadow of a doubt that Stalker Drones are some of the most dangerous enemies in the game. Sure, they take one hit. And their spawn points are predictable. But they can be very fast, always respawn, and often respawn quickly. They track your x,y position in a room, moving straight towards you. Because of their speed, they can get to you very quickly and give you very little space to respond. Because they have no sound or startup time when they spawn, they are an immediate threat. Most Stalker Drone rooms require you to first destroy the Drones, then slip by. This is usually complicated by very tight spaces. So you have a constant stream of robotic terror complicated by minimal room to move. In rooms that have multiple passages and chambers, you will want to stop at strategic positions to fire at the Drones as they appear. But if you mess up or move too slowly, you may not get just out of reach of the Drones and you will be punished for it - these rooms are typically fairly stringent in their timing. So it's not the Drone that is so dangerous, it's the Drone combined with the layout. Because you have to negotiate the terrain. But the Drones skip all negotiations and fly straight for you. *Stalking Spirit: --------------- A "sheet ghost" that will appear from special skull blocks in a room, as long as a Spirit Conjurer is present. These move slowly towards you, and their touch is lethal. Killing the Spirit Conjurer will remove the Spirits, and often you have to avoid the spirit - attack the Conjurer - lure the spirit away and then repeat the attack on the Conjurer until it's gone. But sometimes you can't reach the Conjurer and you need to just dodge the Spirits. Stalking Spirits are predictable. They track your x and y position in the room and always take the shortest path towards you. So it's a simple matter to lure them to a position. Get them moving along in line with you and move out of the way at the last second. Jumping over them, or moving beyon them. As long as you can spot an opening you can get away from these things. One useful thing to note is that if there are multiple Spirits you can bunch them up. Make them converge on one point and they will all occupy the same general area. This simplifies things. *Sqlungy: ------- These guys are pretty beefy at requiring six hits to be destroyed. But there's a quicker way to get rid of a Sqlungy. Sqlungies move back and forth across a surface. When Timmy lines up with one along the Y-ais it will fly straight up or down depending on if they are a ceiling or floor Sqlungy. They will fly offscreen when they do this, however, removing them from the equation. Their flight depends on the tip of their head. Think of them as an arrowhead. If Timmy jumps over a Sqlungy whose tip is facing up, then it will fly up. But if he passes underneath the same Sqlungy, it will not do its dash. While you can kill Sqlungies, many puzzles put them out of reach or out of the reach of convenience. You can bait them, however - jump out and in from them to force them to dash. Or stand in place and move as they come near and notice you. Always look for a way to bait them before looking for a way to shoot them. *To'skuuth: --------- To'skuuth is a slying skull that can vanish. When it vanishes you cannot shoot it, naturally. But when it is solid it takes three hits to down. When they appear, they fire an aimed shot from their mouths. This shot is avoided as you would avoid an Eye Sniper's shot. But I find them easier to deal with than Eye Snipers because their tell is so much more obvious - they appear and then they fire. Get their timing down then shoot as they appear. Dodge their shots and repeat until they're destroyed. A lot of To'skuuth rooms allow you to just slip by them. But you are able to kill them in most cases and damage is _not_ reset when they vanish so it's often a good security measure. Some rooms are similar to the Eye Sniper in that the To'skuuth are out of reach and you must find your way through the room while avoiding their shots. *Turbine: ------- Huge fans that span two blocks high, Turbines are typically found in water or sludge where they attempt to suck Timmy into their lethal blades. Turbines either need to be passed, or need to be used in the solution of a room (to pull Timmy forward over some hazard). Turbines are predictable insofar as their spin is concerned, and you should learn how to predict them as soon as possible to make your time with them much easier. When they spin, you will see that some bubbles appear onscreen. Well, there will be two large bubbles passing the screen when a Turbine spins. The first bubble marks the halfway way point for the spin as it leaves the screen. When the second bubble leaves the sreen the Turbine stops. You can use this visual tell to predict when to move past a Turbine or when to jump into its pull. If you say, jump into a Turbine's pull when it is halfway through you may get pulled close to the Turbine but stop just short of the blades. I should mention that when you are in water, you will run in place against the pull of a Turbine. When you are in Sludge (without X-Sludge, mind you) then the Turbine will be able to pull you back, albeit slowly. *Turret: ------ Simple Turrets that fire bullets, usually in a sequence if there are multiple. They are stationary obstacles that can't be destroyed and must be passed. Move past them after they fire, and before they fire again. Turrets are extremely common, but the layout of a room changes their lethality. Watch for their patterns and openings before you attempt a room with turrets. *Turret (Dispenser): ------------------ Associated mostly with Stalker Drones, but a few other enemies in the Special Stages, these turrets dispense an enemy. When that enemy is destroyed, they will soon replace it. They are a way for the game to keep a threat present in a room. You often have to destroy the dispensed enemy multiple times over the course of the room if you have to pass by it or if the enemy is a dangerous one (especially Stalker Drones). However, the upside is that you will know exactly where an enemy will spawn and at what frequency. So you will be prepared. *Tri-Gunner Drone: ---------------- The Tri-Gunner Drone behaves the same as the Gunner Drone - it moves either up and down or left and right along a surface with periodic stops to fire. However the Tri-Gunner has a three-way spread shot. Two shots at diagonals and one straight forward. They take a couple of hits to destroy, but you have to lead your shots when they're moving vertically - stay between their bullets and shoot as they move _into_ your shots. Tri-Gunners are not overused. They are sometimes used in tandem with other hazards or a second Tri-Gunner of the different movement type. Often a puzzle with a Tri-Gunner involves crossing a room while avoiding their shots. And a few others require you to destroy them (or it's the recommended course of action). They are a predictable enemy, though, and in each instance you should study where they make their stops. Because when you reset the room, they will be making the exact same set of actions. *Triphozoa: --------- A Jellyfish that moves up and down, releasing a bullet towards you. The bullet makes three movements, tracking you. The first two movements are relatively slow and short. But the third shot is fast and will fly until it is offscreen. It's best to wait for the third shot then leap over it. Take your shots as it moves into your line of fire. Triphozoa usually only appear one at a time. Rooms involving these jellyfish usually require you to find a way to defeat them while negotiating other hazards. Even though there's usually only a lone jellyfish, their shots are enough to make a mess out of something that would otherwise be pretty tame. *Voltsphere: ---------- A small, slow moving spark that only takes two hits to down. But Voltspheres are not to be underestimated. They track your position and often start just out of rach. So before long, unless you start to make the move to destroy them, they will be pretty close to you. That's not all. When a Voltsphere stops it will fire an aimed spread shot at you. It only consists of a two bullet spread - but that's enough to get wide enough to be a problem at long distances. But to their downfall, the Voltspheres are predictable. Yes they track your position, but this means they put themselves in danger of being shot. And yes they fire a spread shot but their tell, the pause, is so obvious that you should be able to respond to it. Typiccally you need to bait the Voltspheres down enough for you to hit them, then dodge their spread and return fire. *Yeti: ---- The Yeti is a big beefy burly behemoth that tosses ice cubes from its hands. These ice cubes will slide across surfaces and drop down levels. When they enter an areas where they are trapped, such as a single block wide shaft or a pit, they will disintegrate. The Yeti will generate and toss another ice cube as the previous is destroyed. You cannot break the ice cubes but the Yeti can be killed with eight shots. Many of their rooms require you to study the paths of their ice cubes. Often you have to make your way towards the Yeti - jumping or hiding in strategic positions as the cubes pass by. Get up to the Yeti and eliminate it. Note that Yeti's toss their ice cubes in your direction. So if you are to the right of them, they toss it right. If you ever have to pass underneath a Yeti you should see if changing its direction will toss an ice cube in front of you rather than behind you. In these cases, it's sometimes best to let a Yeti toss its cube behind you before you run underneath it. *Zig-Zag Zander: -------------- These guys return from Battle Kid 1. Zanders move in a zig-zag, their paths are a wave pattern. This means they have troughs and crests to their movement. So it pays to watch these fish when you enter their rooms. Is there space to stand above their troughs - the low points of their paths and is there space to stand below their crests - the high points of their paths? This information can let you move beyond the fish. Know what their paths intersect with, and whether or not you have to shoot them. Shooting them can be a pain because again - they move in a wave and often in schools of three. So you may miss one or all as they zig-zag. It's best to scope out the ideal point to hit them - again the low or high point if possible, or a certain point they all pass. They will all follow the same path as the leader so shoot them as they cross that point for max efficiency. The spawn rate for these fishies is sually pretty high, too. So as one school leaves the screen another may soon follow. Note where they come from, possibly destroy them as they spawn. You need to clear the way to slip past them, but you don't want to run smack into their reruns! -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | BK9: Credits | -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Many thanks to SivakGames and everyone who worked on this gem. It's a total joy to be able to play a new release for my favourite console. And one of this quality, depth, and volume of content as well. You have all contributed to something terrific and you should be very proud. Thanks to The Retrozone (http://retrousb.com/) for releasing this game as a physical cartridge and all of the hard work getting it out to the public. And of course to my hosts, I give thanks, as you wouldn't be able to see this guide without them. Websites with permission to use this Guide: www.GameFAQS.com www.neoseeker.com faqs.IGN.com www.1up.com www.honestgamer.com