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---._ .'. ______________ __ __.. ... . __ ____ .'.
| \ . . | || | | | | | / \| | | '. . .
| |\ | . .|__ ____ _|| | | --' | |/ /| | | _ \ '. .
| |/ / . . . | | | | | | | '-- | | / | | | | \ . \ .
| \ . . . . | | | | | | | | | \ | | | | . . / .
| |\ / ''' .| | | | | |_ | |'' | | \| | | |/ .' / /_
| |/ .' __ | | | | | || ''. | |\ /| | | .' / |
|___.' './ \.' |__| |__| |____||____| |__| \/ |__| |__.' (______|
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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