____ __________ _ ____ _ _ _ _____
| _ \ /\ |_ __ _|| | | | | |/ /| || _ \
| / / _\ | | | | | | | --| | V / | || | | |
| _ \/ __ \ | | | | | |__ | --| | \ | || |/ /
|____/_/ \_\|_| |_| |____||____| |_|\_\|_||____/
_ _ _
| _ _|_ _ _ _-|- |_|_ _o|
|-| || | | |_|/\/\ | || | |_| ||
| |_|| |/| |_ _\_\ |_|| | |_| ||
|
FAQ/Walkthrough
Version 1.1
===============================================================================
|| Table of Contents ||
===============================================================================
|| Section 01: Story - - - - - - - - - - - - - - - - - - - - - - <BK01> ||
|| Section 02: Controls - - - - - - - - - - - - - - - - - - - - - <BK02> ||
|| Section 03: Power Ups - - - - - - - - - - - - - - - - - - - - <BK03> ||
|| Section 04: Enemies / Hazards - - - - - - - - - - - - - - - - <BK04> ||
|| 4a: Killable Enemies - - - - - - - - - - - - - - - - - - - <BK4A> ||
|| 4b: Unkillable Enemies / Hazards - - - - - - - - - - - - - <BK4B> ||
|| 4c: Bosses - - - - - - - - - - - - - - - - - - - - - - - - <BK4C> ||
|| Section 05: Getting Started - - - - - - - - - - - - - - - - - <BK05> ||
|| Section 06: Walkthrough - - - - - - - - - - - - - - - - - - - <BK06> ||
|| 6a: First Landing - - - - - - - - - - - - - - - - - - - - - <BK6A> ||
|| 6b: Owlbot Takes Flight - - - - - - - - - - - - - - - - - - <BK6B> ||
|| 6c: Deadly Colors - - - - - - - - - - - - - - - - - - - - - <BK6C> ||
|| 6d: Climbing The Waterfall - - - - - - - - - - - - - - - - <BK6D> ||
|| 6e: Underwater Adventures - - - - - - - - - - - - - - - - - <BK6E> ||
|| 6f: Shiny Caves - - - - - - - - - - - - - - - - - - - - - - <BK6F> ||
|| 6g: The Key to Power - - - - - - - - - - - - - - - - - - - <BK6G> ||
|| 6h: Zedd & The Supermech - - - - - - - - - - - - - - - - - <BK6H> ||
|| Section 07: Secrets - - - - - - - - - - - - - - - - - - - - - <BK07> ||
|| Section 08: PETUNIAX Challenge - - - - - - - - - - - - - - - - <BK08> ||
|| Section 09: FAQ - - - - - - - - - - - - - - - - - - - - - - - <BK09> ||
|| Section 00: Legal / Credits / Etc. - - - - - - - - - - - - - - <BK00> ||
===============================================================================
===============================================================================
|| Section 01: Story || <BK01> ||
===============================================================================
Like most action based platformers, the story isn’t the focal point of this
game. It’s more of a simple set-up so you can get on your way to all the
jumping and shooting... or in this game’s case, dying (and dying, and dying).
Nevertheless, it’s here and it’s not that bad. I’ve seen worse stories for
official Nintendo games. Here is the story according to the instruction
booklet:
"At DischCorp, workplace of Dr. Tina Byers, she had been working in her lab and
was monitoring and unusually strange increase of activity on an island which
houses an ancient fortress known as Il'Akab. This fortress had been abandoned
a long time ago, though the wizards who built and dwelled there were infamous
for designing it to be deadly to those who would dare intrude.
After a bit of effort, she was able to intercept a transmission from the island
that spoke of a Supermech being built by a group of unknowns. This terrible
weapon would spell certain chaos if used to its full potential. However, the
transmission stated that it is still being constructed.
Timmy, a young friend of the doctor, heard the commotion. Dr. Byers informs
Timmy of the threat and shows him a special combat suit prototype she had made
a while ago. The suit is lightweight, but has great combat potential for those
skilled enough to use it.
With this suit, Timmy boards a transport ship and heads to the outskirts of
the island. It is up to him to infiltrate the fortress and stop the Supermech
from ever seeing the light of day. Does he have what it takes to overcome the
perils that lie ahead?"
===============================================================================
|| Section 02: Controls || <BK02> ||
===============================================================================
The controls for this particular game are kept pretty simple so you can focus
on quick precise movements. These are the instructions according to the
instruction booklet: (Slight additions by me.)
_____________________________________________________________________________
/ | \
| * D-Pad Right/Left | Moves Timmy in that direction. |
|--------------------|--------------------------------------------------------|
| * D-Pad Up | Hold while falling after obtaining the Feather Fall |
| | enhancement to fall slower. Also used to interact with |
| | background objects such as continue points or the |
| | terminal. |
|--------------------|--------------------------------------------------------|
| * Start | Pauses the game. |
|--------------------|--------------------------------------------------------|
| * A Button | Jump. Press the A Button to have Timmy jump. The |
| | longer you hold down the button, the higher he will |
| | jump (to an extent). |
|--------------------|--------------------------------------------------------|
| * B Button | Shooting. Press the B Button to have Timmy shoot. Its |
| | fairly weak, but it gets the job done. Up to 3 shots |
| | can be on screen at a time. |
\____________________|________________________________________________________/
===============================================================================
|| Section 03: Power Ups || <BK03> ||
===============================================================================
There aren’t that many power ups in this game, with a mere 10 in total.
However, all are used to a great extent once they have been acquired. Here they
are according to the instruction booklet:
_____________________________________________________________________________
/ | \
| * Coordinate Display | Shows your X,Y position on the top right. |
|----------------------|------------------------------------------------------|
| * High Jump | Increases jump height. (Approx. 1 block higher) |
|----------------------|------------------------------------------------------|
| * Feather Fall | Allows you to fall much slower while in use. |
|----------------------|------------------------------------------------------|
| * Infinite O2 | Allows breathing underwater. |
|----------------------|------------------------------------------------------|
| * Double Jump | Lets you jump while in the air. |
|----------------------|------------------------------------------------------|
| * Damage Amp | Doubles attack power. You start with this item on |
| | the easiest difficulty. |
|----------------------|------------------------------------------------------|
| * Keys I - IV | The key pickups grant you the ability to shoot and |
| | destroy a number block that corresponds to the key |
| | number. |
\______________________|______________________________________________________/
===============================================================================
|| Section 04: Enemies / Hazards || <BK04> ||
===============================================================================
In a game where it takes a mere one hit before you die, facing enemies can be a
nerve-wracking experience. Thankfully, most of them will go down with just a
few well placed shots. Though that’s not always the best choice. As the fight
or flight metaphor has taught us, sometimes it’s better to run than stand and
fight. With that in mind, here I’ll list every enemy you will come across along
with the number of shots it takes to destroy them and their description from
the instruction booklet: (with additions by me.)
________________________________________________4a_-_Killable_Enemies_<BK4A>_
/ | | \
| * Kelpie | 01 | These creatures wander around back and forth |
| | | aimlessly. Will walk off edges. There are multiple |
| | | colors, but they all act the same. |
|----------------|----|-------------------------------------------------------|
| * Bouncy Ball | 05 | These spheres will bounce either horizontally or |
| | | vertically on walls endlessly. They move at variable |
| | | speeds. Color and speed are not related. |
|----------------|----|-------------------------------------------------------|
| * Eye Guy | 04 | These creatures will stay in place with their eye |
| | | closed. During this time, they are invulnerable. They |
| | | will briefly open their eye to fire a shot out and |
| | | will then be vulnerable. |
|----------------|----|-------------------------------------------------------|
| * Eye Fly | 01 | These creatures fly in place and will periodically |
| | | fire three shots in the direction of the player. The |
| | | shots are always diagonally up, then straight, then |
| | | diagonally down. |
|----------------|----|-------------------------------------------------------|
| * Sniper Snail | 08 | These creatures will walk slowly. They also will not |
| | | walk off edges. Intruders entering their line of sight|
| | | will have 3 bullets fired straight ahead at them. |
|----------------|----|-------------------------------------------------------|
| * Shotgun | 03 | These robots will move back and forth horizontally |
| Drone | | and periodically fire a bullet vertically in the |
| | | direction of the intruders. |
|----------------|----|-------------------------------------------------------|
| * Stalker | 01 | These robots tend to spawn from various sources. They |
| Drone | | will slowly follow intruders around and can transcend |
| | | walls. Usually better to just avoid them. |
|----------------|----|-------------------------------------------------------|
| * Immortal | 04 | These creatures will slowly move on a surface back |
| Jelly | / | and forth. They will not walk off edges. After losing |
| | 02 | their health, they will briefly melt into a harmless |
| | | state, but will rise again with reduced health. |
|----------------|----|-------------------------------------------------------|
| * Homing Drone | 05 | These robots will stay in place until approached |
| | | closely from above or below, after which they will |
| | | activate and move vertically to where the target is |
| | | and then very quickly fly horizontally at it. |
|----------------|----|-------------------------------------------------------|
| * Burly Goblin | 10 | Oddly enough, these aren't in the instruction booklet.|
| | | They look like little squatty demons and they just |
| | | walk back and forth like Kelpies. They don't walk off |
| | | of edges however. |
|----------------|----|-------------------------------------------------------|
| * Killer Clam | 02 | These clams stay in place and are invulnerable when |
| | | closed. When they open, they release 3 pearls that |
| | | move in an arc spread and they become vulnerable. It |
| | | is usually safe to stand directly beneath them. |
|----------------|----|-------------------------------------------------------|
| * Cyclops | 06 | These squids move back and forth, pausing briefly in- |
| Squid | | between movements. |
|----------------|----|-------------------------------------------------------|
| * Colormancers | 07 | These wizards will walk around for a while and will |
| | | stop to attack. They come in three colors, each |
| | | having a different attack. |
| Pink | | Throws a wavy ball forward. |
| Purple | | Shoots a fast-moving arrow forward. |
| Green | | Makes a star that drops from directly above. |
|----------------|----|-------------------------------------------------------|
| * Frog | 02 | These frogs will jump a short height and attempt to |
| | | follow the player. They are normally found coming out |
| | | of holes in the walls. |
|----------------|----|-------------------------------------------------------|
| * Zig-zag | 01 | These fish tend to come out of holes and move in a |
| Zander | | straight wavy pattern. |
|----------------|----|-------------------------------------------------------|
| * Fugu Sentry | 02 | These fish will move about vertically and stop to |
| | | fire 4 shots. The shots spread outwards as they move. |
|----------------|----|-------------------------------------------------------|
| * Starfish | 01 | These starfish tend to come out of holes and chase |
| Stalker | | the player, moving in short bursts one tile at a time.|
|----------------|----|-------------------------------------------------------|
| * Gem Bomb | 03 | These devices stay in place until shot enough, after |
| | | which they explode and 2 gem bits fly left and right. |
|----------------|----|-------------------------------------------------------|
| * Gilliath | 15 | These large fish will move back and forth very slowly |
| | | generally getting in the way. They are very strong. |
\________________|____|_______________________________________________________/
____________________________________4b_-_Unkillable_Enemies_/_Hazards_<BK4B>_
/ | \
| * Lethal Lemon | These perilous fruits lie in wait for intruders. Anyone |
| | passing under them will trigger the lemons to fall down at |
| | them. |
|----------------|------------------------------------------------------------|
| * Lifestealin' | Like the lemons, these fruits lie in wait for intruders. |
| Lime | They will rise up at anyone directly above them. |
|----------------|------------------------------------------------------------|
| * Razor Drone | These machines will move continuously around the perimeter |
| | of whatever they are attached to. |
|----------------|------------------------------------------------------------|
| * Orbit Drone | These robots will move in a continuous, circular pattern. |
| | They can move clockwise, or counter-clockwise. |
|----------------|------------------------------------------------------------|
| * Spiked | These traps stay in place until intruders come into their |
| Crusher | line of sight, after which they will move towards you |
| | quickly. |
|----------------|------------------------------------------------------------|
| * Flamethrower | These built-in tower defenses shoot fireballs periodically.|
|----------------|------------------------------------------------------------|
| * Spikes | These pointy things spell certain death upon touch. |
|----------------|------------------------------------------------------------|
| * Fan | Periodically turning on and off, fans shoot very strong |
| | bursts of air that will either stop movement completely, |
| | or provide you with increased speed/jumping distance. |
|----------------|------------------------------------------------------------|
| * Disappearing | As any Mega Man fan knows, precise fast jumping is needed |
| Blocks | to survive rooms filled with these. Memorize the pattern! |
|----------------|------------------------------------------------------------|
| * Glass Blocks | Temporary platforms that disappear quickly after being |
| | landed upon. |
\________________|____________________________________________________________/
__________________________________________________________4c_-_Bosses_<BK4C>_
/ | | \
| * Lotus | 45 | This overgrown flower protects the entrance to the |
| Guardian | | Fortress. It can attack by shooting thorns at Timmy as |
| | | well as making a quick, deadly vine rise up under him. |
|-------------|----|----------------------------------------------------------|
| * Owlbot | 48 | An old machine that has seen disuse, it simply stands in |
| | | place and fires rings from its eyes as well as spawning |
| | | mini mechanical birds from the hatches on its chest. |
|-------------|----|----------------------------------------------------------|
| * Cleo, the | 62 | A resident of the fortress, she can use the same kinds |
| master | | of attacks as the lesser colormancers, as well as some |
| Color- | | others. She can also change the attack at will. She has |
| mancer | | six attacks in total. |
|-------------|----|----------------------------------------------------------|
| * Nagaconda | 45 | This serpent dwells in the upper levels of the waterfall |
| | | temple. Its bony jaw can protect it from damage. It can |
| | | breathe a deadly bubble as well as fire shots from its |
| | | eyes. |
|-------------|----|----------------------------------------------------------|
| * Seahorse | 18 | These machines will sit in place and can aim shots at |
| Turret | x4 | intruders with high precision. There are four of them. |
|-------------|----|----------------------------------------------------------|
| * Amethyst | 49 | An ancient dweller in the Amethyst Caverns, she has |
| Angel | | limited teleporting abilities and attacks intruders with |
| | | magic gemstone projectiles. |
|-------------|----|----------------------------------------------------------|
| * Zedd | 61 | This wizard was enlisted by the mysterious group and |
| | | defends the inner sanctum of the fortress. He can |
| | | teleport and uses magical projectiles to attack. He can |
| | | also freeze time temporarily. |
|-------------|----|----------------------------------------------------------|
| * The | 75 | The ultimate weapon the mysterious group is building. |
| Supermech | | Timmy's goal is to destroy this machine. No other |
| | | information is provided. |
|-------------|----|----------------------------------------------------------|
| * Petunia | 77 | The secret boss at the end of the bonus challenge area |
| of Pain | | accessed by putting in a special password. |
\_____________|____|__________________________________________________________/
===============================================================================
|| Section 05 - Getting Started || <BK05> ||
===============================================================================
If you’re reading this FAQ/Walkthrough, chances are you already know about how
this game came to be. But on the off chance you don’t, allow me to detail it a
bit so you know what you’re getting into. Battle Kid: Fortress of Peril is
inspired by a PC game titled I Wanna Be The Guy, and although I’d say Battle
Kid is easier than it’s PC friend, that isn’t saying much. I think I barely
beat the first boss in IWBTG, and that took hours of trying after watching
multiple videos of other people doing it.
I guess what I’m trying to say is that this is not an easy game... not in any
sense of the word. You will die. You will die a lot. Unlike the games of today
with their Easy difficulties and the 4 hour tutorials, this game doesn’t take
you lightly for a second. What makes this bearable is that most if not all of
poor Timmy’s deaths are due to human error. You won’t glitch out and die for no
reason. If you died, chances are it’s due to poor timing.
So if you’re anything like me, you’ll take that as a challenge. I can’t tell
you how many times I told myself "Just one more checkpoint." only to lose a
couple hours getting to checkpoint after checkpoint and loving every second.
Enough about all the details! Let’s get this baby started!
All you’ll need for this game is a working NES, a controller (I play with my
NES Max controller. It has turbo buttons, but an awkward circular D-Pad, so I
think it’s a fair trade-off.), and loads of patience. Even if you were to buy
everything from scratch, that’s only about $100.00 you’d be spending. Cheaper
than some special editions of current games, so I’m not complaining.
===============================================================================
|| Section 06 - Walkthrough || <BK06> ||
===============================================================================
This game has 5 difficulties. From what I can tell, gameplay isn’t really
changed at all depending on what difficulty you choose. The choice is there
simply to decide how many continues you get. I’ll be writing the Walkthrough
for somebody playing on Normal.
EASY - Infinite continues. Password system. Start with Damage Amplifier.
Your character is also colored pink in order to demean you for
choosing the easiest difficulty.
NORMAL - Infinite continues. Password system.
HARD - 50 continues. No password system.
VERY HARD - 20 continues. No password system.
UNFAIR - No continues. No password system.
Since the Coordinate Display "Power Up" is gotten on the 2nd screen of the
game, I’ll refer to each room by the co-ordinates and then describe where to
go. Here is an example:
-XX,YY-
Enemies: EXAMPLE x2
Coming from the left, move right, jumping over the EXAMPLEs in order to exit
to the right.
_____________________________________________________________________________
/ \
| 6a - First Landing - - - - - - - - - - - - - - - - - - - - - - - - - <BK6A> |
\_____________________________________________________________________________/
-00,11-
The first screen of the game. Nowhere to go but down.
-00,12-
Go ahead and pick up the Coordinate Display power up so this Walkthrough will
make a bit more sense, then head down again.
-00,13-
Tiny room. Head right to get to the first Teleporter.
-01,13-
Stand under the Teleporter and press Up. Then just cancel out. I don't know if
you HAVE to do that, but I somehow missed saving that I had been to Teleporter
IV in my first playthrough and I just ended up giving up on that run. Better
safe than sorry! After you activate it, head back up to 00,12, but exit right.
-01,12-
Go ahead and hit Up at the continue point and check the terminal for fun if you
want to. It basically tells you to go fight the first boss. Once you're done,
head right.
-02,12-
Pretty trees. Keep going right.
-03,12-
Enemies: Kelpie x3
Your first enemies! 2 of the Kelpies will be going right for you the second you
enter the room. Dispose of them with your shots quickly and easily. Then either
jump over the third or drop down and kill him. Either way, head to the right.
-04,12-
Hazards: Lethal Lemon x2
These lemons can be scary if you're new to the game, but they're pretty easy to
avoid. Just edge right until you trigger them and quickly move back left. Once
the danger has subsided, keep going right.
-05,12-
Hazards: Spikes
Just a brief introduction to spikes in an easily avoidable situation. Go ahead
and jump over the pit of spikes and keep going right.
-06,12-
Smallest room in the game. Just jump up and right and you're out.
-06,11-
Enemies: Eye Guy x2
Right as you land in this room, you'll see 2 Eye Guys. One above, and one to
the right of you. Time your jumps so that you can either shoot them right
before or right after they shoot. Take out the one to the right first, then
turn around and get the other one. Once the left one has been killed, jump into
the tiny path he was blocking and head left.
-05,11-
Enemies: Bouncy Ball
Position yourself right under where the Bouncy Ball bounces against the right
wall, then time your jumps so that after it bounces you can jump up and shoot
it. 5 shots will destroy it and remove all of the danger. After that, jump
across the gap using the floating block in the middle and continue left.
-04,11-
Hazards: Lifestealin' Lime x2
Limes are just like the Lemons, but they go up instead of down. Use the same
strategy to trigger them and run away. Once you've done that, follow the path
up and around using the floating blocks to exit right above where you came in.
-05,11-
Enemies: Bouncy Ball
Just follow the path up and right. It's a little weird getting into the next
room, but you can do it.
-05,10-
Enemies: Sniper Snail
Follow the path and jump up so you're just one block underneath the Sniper
Snail's path. Then do mini hops and shoot to take the Snail out. They take
quite a few hits. After he's been destroyed, head right.
-06,10-
Enemies: Bouncy Ball
Eye Fly
If you stand where you enter the room, you'll be safe, so don't freak out. Time
it so you jump right after the Eye Guy's shots leave the screen, do a mini-hop,
and shoot all of 1 bullet to take the Eye Fly out. Then it's up to you whether
or not you want to try to kill the Bouncy Ball. I think it moves too fast to
be worth the trouble. I recommend you drop down right after it bounces on the
wall closest to you, then jump over it and up onto the right wall. After that,
drop down to the right of that wall to land in...
-06,11-
Enemies: Eye Guy x2
Ignore everything here and move right.
-07,11-
Enemies: Kelpie x2
Drop down into the path of the Kelpies as they start to walk away from you and
shoot a couple shots to take them out. Then continue right.
-08,11-
Enemies: Sniper Snail
Another case where avoiding the enemy is probably better than taking it on.
Jump down about mid-way between the Sniper Snail and the wall its facing, then
immediately jump again right over it. Jump one more time to reach the right
exit.
-09,11-
Second continue point. Save and keep going right.
-10,11-
Enemies: Bouncy Ball x2
Hazards: Spikes
Move as far right as you can initially go. Then jump up as the blue Bouncy Ball
is closest to you and fire a shot or two. Repeat until its destroyed. Feel free
to do the same to the pink ball if you'd like. Once they've been eliminated,
jump up right, then left, then right again. Make a jump across the pit of
spikes and drop down. Then exit right.
-11,11-
Here the path splits, but you need Key I to go down, so up is the way to go!
-11,10-
Enemies: Eye Guy
Hazards: Razor Drone
Jump up left then jump up the right path. This is a little tricky, but you need
to time your jump so that you follow the Razor Drone as he passes you, then
jump again to the left while avoiding the Eye Guy's shots. Position yourself in
the middle of the ground and time your jumps/shots to kill the Eye Guy, then
go down the path he was (almost) blocking.
-10,10-
Hazards: Razor Drone x2
Follow the first Razor Drone around his path, then wait for the second one to
pass you and quickly run to the left exit.
-09,10-
Hazards: Lemon Dropper
Spikes
Its pretty easy to avoid the first spike. Just keep holding left and you'll
fall safely past it. Then jump up onto the raised platform. Here its a little
hairy. You have to time your jump right as a Lemon touches the ground of the
next platform, then quickly jump up and left to safety. Then exit up.
-09,09-
Hazards: Glass Block x3
Your first introduction to Ice Blocks. They disappear quickly after being
stepped on, so you'll have to jump right onto the first one, then quickly on
to the second, and again quickly on to the third. Right after you land on the
third one, you must turn around and jump up and left. Again, exit up.
-09,08-
Hazards: Lethal Lemon
Simple room. Trigger the Lemon, then avoid it. Exit right.
-10,08-
Enemies: Kelpie x3
Another simple room. Just take out the Kelpies and continue right.
-11,08-
Enemies: Sniper Snail
Eye Guy
By now you should know how to kill Eye Guys, so unless there's some trick to it
I won't go into detail. Take out the Eye Guy, then do short hops and shoot the
Sniper Snail to dispatch of it as well. Follow the winding path and exit right.
-12,08-
Drop down.
-12,09-
Go left for a Continue point, otherwise keep going right.
-13,09-
Nothing but I blocks you can't destroy. Drop down.
-13,10-
Enemies: Eye Guy
Hazards: Glass Block x2
Spikes
This is an enemy that you'll just have to completely ignore. What you need to
do is time your drop so that you don't get hit by the Eye Guy's shot, then hold
right a little so you can land on the Ice Block. Then immediately jump right
onto the next Ice Block. Jump right again and you're safe. Just make sure as
you exit right you don't get hit by the Eye Guy's shot.
-14,10-
Drop down.
-14,11-
Head left.
-13,11-
Enemies: Eye Fly x2
Hazards: Glass Block
Spikes
You're safe when you enter the room. After they both shoot, move left and drop
down to the lower spot closer to the spikes where you'll also be safe. Do a
mini-hop and shoot to take out the upper Eye Fly. Here's where it gets hard. I
must've died 10 times here alone. You have to time your jump so that you jump
to the Ice Block right as the middle shot is underneath you. Then wait a tiny
bit for the next middle shot to go above you and jump to the left right in
front of that jerk. Quickly shoot him for some well earned revenge, and head
down.
-13,12-
Enemies: Kelpie x3
You probably won't be fast enough heading down the zig-zag path to take out the
Kelpies before they funnel into the pit of sorts, so head left into the next
room, then back into this one to make them respawn at the top. Then shoot them
as they come down to get them out of the way. After that, head right.
-14,12-
Enemies: Bouncy Ball x2
Hazards: Spikes
This room isn't as difficult as it may look. You have to jump right after the
Bouncy Balls have passed the middle platform, then jump again to the right.
If you're having trouble making the initial jump, edge forward a bit so Timmy
is standing half on/half off the ground. Once you're safe, head right.
-15,12-
Enemies: Bouncy Ball
Sniper Snail
Take out the Bouncy Ball first, then drop down in front of the Snail to trigger
his shots. Quickly jump up to avoid them, then head right and jump up to where
the Bouncy Ball was. Follow the path to exit up.
-15,11-
Hazards: Lemon Dropper
Spikes
Another room that looks difficult, but isn't really. I don't think I ever died
here. Just time it so right after the Lemons pass you jump to safety. Go left.
-14,11-
Head up.
-14,10-
Go right for a checkpoint, otherwise, keep going up.
-14,09-
Room before the first boss. Are you ready? Head right.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
| -15,09- - - - - - - - - - - - - - - - - - - - BOSS 01 - Lotus Guardian |
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
The Lotus Guardian only really has 2 attacks.
1 - Vine: A vine shoots from the ground under Timmy. There will be a
noticeable green squiggle on the ground before the vine comes.
2 - Thorns: 3 thorns are shot from the Guardian. Low, Mid, High. They
alternate between being shot Low and High. So it goes something like Low/
High, Low/Mid, Low/Low, PAUSE, High/Low, High/Mid, High/High, Etc.
The battle starts and right off the bat, you'll see the Lotus Guardian starting
to shoot the lower set of 3 thorns. Avoid them by jumping up onto the middle
platform and fire about 3 shots at him. The vine attack comes at something like
a 2 to 3 second interval, which makes it slightly off from the thorn shots.
That means that the longer the battle goes, the longer the delay between the
thorn and vine attacks will be.
Avoid the vine and you'll see that now the higher set of 3 thorns is coming.
Drop back down to the left to avoid them, but keep moving so the vine doesn't
get you. And that's about the end of the pattern. You'll have noticed that the
lower set of thorns is coming again, so just repeat that strategy and with a
bit of trial and error he'll go down.
I'd recommend once you beat him you head back to the checkpoint and save. After
that, head right to the room after the boss.
_____________________________________________________________________________
/ \
| 6b - Owlbot Takes Flight - - - - - - - - - - - - - - - - - - - - - <BK6B> |
\_____________________________________________________________________________/
-16,09-
2 ways to go, head down first.
-16,10-
Hazards: Spikes
Don't worry about the I block or the spikes right now. That's a shortcut for
later. Head right instead to get to the Teleporter II.
-17,10-
Press Up under the teleporter to activate it. It's worth mentioning that if you
die you will have to go back and activate the teleporter again. So be careful.
If you go back to the Hint Terminal it will tell you about an upgrade in the
lower level of the fortress that will upgrade your jumping. Once you're done,
head back to 16,09 and go right 4 times to reach 20,09. Nothing of note along
the way, sorry.
-20,09-
Hazards: Razor Drone x3
Spikes
Happy? Okay, so this is pretty easy. For the first two blocks, just jump on to
each block after the Razor Drone has started heading down the right side of its
corresponding block. For the third block, wait until the Razor Drone circling
the block you're currently on is closing in on you on the left side, then do a
high jump and land on the third block right as the Razor Drone has started
going down the left side of it. Then go right.
-21,09-
Enemies: Shotgun Drone
Eye Guy
New enemy! Woo! The shotgun drones don't seem that hard, but they get me all
the time. I'd recommend you take it safe and destroy the Eye Guy so you only
have to worry about the Shotgun Drone on the ceiling. Just make sure the Drone
is on the opposite side of the ceiling before you try getting some shots in on
the Eye Guy. Once you feel its safe, move past the Drone by going right after
it has fired. Exit right.
-22,09-
Oh the choices! Well, up and right lead to dead ends, so down it is.
-22,10-
Enemies: Sniper Snail
Hazards: Razor Drone
Head right for a checkpoint, then prepare to take out a Sniper Snail. Drop down
and kind of hug the wall to your right. Then it's just a matter of avoiding the
shots while trying to get in some shots of your own. The Razor Drone is really
just there to block shots and annoy you. Once you've taken out the Snail, run
down the path it was blocking.
-22,11-
Enemies: Eye Guy
Hazards: Spikes
These spikes are a little different looking, but just as deadly. Drop down
to the closest blue block after the Eye Guy shoots, then to the next set of
them. Mini hop to kill the Eye Guy, then drop down to the next room.
-22,12-
Enemies: Bouncy Ball x3
You'll notice all 3 Bouncy Balls going against a wall right next to where you
entered. All at different speeds. There's no real time I can tell you to go for
this. Just patiently wait and make the move when you feel its right. Once you
have landed safely, head left.
-21,12-
Enemies: Eye Fly
Hazards: Razor Drone x2
Spikes
You're safe when you enter, so head left and jump to the closest block. Now you
need to time your jump so the Razor Drone has just started going down the right
side of the block it's circling, AND the Eye Fly has just shot its bullet past
the same block. Quickly jump to that block, turn around and fire a shot to take
out the Eye Fly. Then jump to the next block which should be safe. Another jump
and you're safe. Head left.
-20,12-
Hooray, your first real power-up. Sure Coordinate Display is technically a
power up of sorts, but it doesn't directly affect gameplay. Pick up your brand
spankin' new High Jump and use it to head up out of this room.
-20,11-
Enemies: Shotgun Drone
Hazards: Spikes
Hope you really want this new power up, because you'll have to work a bit to
keep it. Like most of this game, this room is all about timing. Wait right next
to the spikes on the left for the Shotgun Drone to pass you, then run for the
other side. Then take that sucker out with 3 well placed shots and head left.
-19,11-
Enemies: Shotgun Drone x3
You'll soon notice that these jerks like to stay out of your range of attack.
Frustrates me as I love to kill things. I don't really have any suggestions on
how to tackle this room easily. Again, it's mostly timing. Just wait for the
Drones to start heading right towards you, then take them one at a time and run
through. Once you're through the danger, head up.
-19,10-
Enemies: Stalker Drone Spawn Point x3
You might want to kinda drop down and jump back into this room a few times if
you need to get a feel for it before going on. Once you're ready jump up right,
then left, and over right again killing the 2 closest Stalker Drones. Then
immediately drop down the pit avoiding the 3rd drone and head right.
-20,10-
Hazards: Glass Block
Spikes
Easy peasy. Jump across the Ice Block and head right.
-21,10-
Hazards: Spikes
Jump over the wall and drop on the other side of it. Then jump and continue
right.
-22,10-
Enemies: Sniper Snail
Hazards: Razor Drone
Ah, this room again. Head right to save if you want, then head up.
-22,09-
Still can't go right, so up it is.
-22,08-
Hazards: Flame Thrower x3
Jump up right under where the first Flame Thrower's shots go, then turn left
and jump up on top of it. Wait for the next 2 Flame Throwers to shoot, then
follow their shots quickly and head left.
-21,08-
Hazards: Flame Thrower x3
More Flameys. Cautiously move past the first fireball's path, then turn around.
After the Flame Thrower above you shoots, follow the shot then turn around and
jump up left to safety. You'll have to pause for half a second to wait for the
Flame Throwers to shoot again. Almost done. Wait for the top Flame Thrower to
shoot, then keep going left. Again, wait for the flame to pass, then follow it,
turn around and jump up and out of the room.
-21,07-
Hazards: Flame Thrower x3
This is a little tricky. Just try to time your jump so that you're like right
behind the left-most Flame Thrower's shot, then follow it and drop into the
little pit of safety. Once you've done that, wait for the Flame Thrower right
next to you to fire, and follow it's shot up and then just a little left for
another spot of safety. Notice the pattern yet? Again, wait, follow, hide.
Wait, follow, exit left.
-20,07-
Enemies: Shotgun Drone
Hazards: Flame Thrower x2
Spikes
Oy. This room can be scary. Shoot the Shotgun Drone 3 times to kill it, then
wait. Right after the Fireballs pass each other in the middle, jump down to the
closest block. Wait again for them to fire and jump to the next block. the fire
balls should pass in the middle again, and move out of your way. Quickly jump
up left to safety and exit.
-19,07-
Hazards: Flame Thrower x3
3 Flame throwers, small paths. That pesky pattern is back. Wait, follow, wait,
follow, etc. Base your first movement off of the closest Flame Thrower, and go
for it. This room really shouldn't require much explanation. Exit left.
-18,07-
Hazards: Flame Thrower x3
Man, these almost always seem to come in triples. More of the pattern. Wait for
one to fire, then go. Repeat 2 more times and head left 4 times to -14,07-.
There's nothing of note along the way except a save point.
-14,07-
Still nothing of note, but head up instead of left.
-14,06-
Enemies: Stalker Drone Spawn Point x1
Hazards: Flame Thrower x2
You're safe on the first platform of the room... mostly. There is a Stalker
Drone spawner that will keep sending those Drones at you. After the Flame
Thrower shoots, quickly head right for it and then jump above and on top of it.
Now jump up and head right for the Stalker Drone spawner. Now turn around and
jump up to the blue blocks. Wait for the FT to fire, then follow it's shot and
head up to exit the room, but be careful because you're not safe once you
enter. Read the next rooms explanation, or risk dying quickly.
-14,05-
Enemies: Eye Fly x3
Hazards: Spikes
Once you enter, the first platform you can land on is not safe. Quickly jump up
left and shoot to kill the first Eye Fly. Now you're safe here. Do a mini-hop
to jump up and kill the next Eye Fly as well. Just jump up right, wait for the
3rd one to shoot, then jump up and fire back to kill it. The spikes are mainly
cosmetic in this room. Almost impossible to die as long as your A button works.
Jump across the blocks, then jump up right again to exit up.
-14,04-
Enemies: Stalker Drone Spawn Point x2
This room looks safe at first, but 2 Stalker Drones will close in on you after
a second or so. Try to be fast and get to the middle part of the room quickly.
Take out the Stalker Drone in front of you and continue along the path to exit
up. Again, you're not safe if you just stand on the next rooms first available
platform, so read ahead if you want to live.
-14,03-
Enemies: Shotgun Drone
At first, you're safe, but if you stand there too long, you'll be right in the
Drone's fire range. Wait for it to shoot the first shot, then jump up to the
right. If you're quick, you can continue ahead and exit right. If not, just
play it safe and jump up again and kill the thing.
-15,03-
Enemies: Shotgun Drone x2
You're safe when you enter. This is really just a room where its best to go for
it. Wait for the closest Drone to shoot when it is right next to you, then run
and you should be fine to make it all the way past the next one right after it
fires its shot. Exit right.
-16,03-
Enemies: Stalker Drone Spawn Point x1
Run forward, pausing briefly to kill the Drone as it spawns. Continue right
past it to exit.
-17,03-
Enemies: Immortal Jelly x1
The Jelly is there more just to introduce you to it as that's the first and
only one you'll see for a while. Head down to reach a save point at 18,04 and
Teleporter III at 19,04. Don't forget to actually use the thing and THEN save
to make sure you can use it later if or when you need to. Once you're done with
that, head back up and go right twice past the Jelly.
-19,03-
Hazards: Spikes
Easy room. Just jump across the gaps and head right.
-20,03-
Hazards: Disappearing Block x3
Spikes
First introduction to that horrible Mega Man staple. Wait for the closest block
to spawn, then jump on top of it. Now jump to the next one after it spawns, and
finally on to the third as it spawns. Jump up one more time to exit right.
-21,03-
Hazards: Disappearing Block x3
Spikes
Still pretty easy as they've just been introduced. Jump onto the closest block
again as it spawns. Then to the next. The 3rd block will spawn directly above
you so you have to do a tricky jump away and then immediately back towards the
block to land on it. Now just jump up right to safety and exit.
-22,03-
Hazards: Fan
Spikes
Ugh, fans. After you get Double Jump and Feather Fall, they're not as scary,
but I still get thrown off at this point. If you try to walk towards a fan as
it's spinning, you'll notice that you can't move forward. If you just stand
there, it will blow you back at walking speed. The trick to this room is basic.
Just wait for the fan to stop spinning and quickly cross the gaps. If you're
behind the fan it wont affect you. Exit right.
-23,03-
Hazards: Fan
Spikes
Now instead of the fan being detrimental, it's actually quite helpful. This gap
is uncrossable normally, but if you jump right as the fan is spinning, you'll
be flung forward at double speed/distance and you'll make it easily. Do that
and then exit right again.
-24,03-
Hazards: Glass Block
Disappearing Block
Spikes
3 different hazards in one room? Insanity! Wait for the disappearing block to
appear and immediately jump onto the ice block, then to the D block, and once
again to safety. Then exit up.
-24,02-
Enemies: Eye Fly
Hazards: Disappearing Block
Spikes (next room down if you fall and don't save yourself.)
Well this is no fun. You need to wait until the Eye Fly shoots, and also for
the disappearing block to be there, then jump left across it to the set of
regular blocks. The bottom-most one isn't safe, but the middle one is. Do a
mini-hop there to shoot and kill the Eye Fly, then jump up a bit more and exit
to the right.
-25,02-
Hazards: Fan
Spikes
Another helpful fan. Go as far right as you can on the first row of blocks,
then wait until the fan is just about to start. Drop down while holding left
and you should be blown to safety. Exit down... not that you have a choice at
that point.
-25,03-
Hazards: Disappearing Block x8
Spikes
Wait as far right as you can for a D block to spawn underneath you. Drop down
onto it and edge left as the blocks spawn. The 7th/8th blocks are a little
sneaky since they put a gap. You just have to make sure you're half on/half off
the 6th block and as it disappears, the next closest block will appear to save
you. Immediately run left and drop off to exit down again.
-25,04-
Hazards: Fan
Spikes
As scary as this room may initially look, I haven't ever died here. Wait at the
top right of the blocks you fall down onto and then drop again while holding
right as the fan is just about to go off. Again, you should be blown to safety.
-25,05-
Head right to get to a save point, then continue on to 27,05.
-27,05-
Jump up, but be careful as the next room is a little bit dangerous. Read ahead.
-27,04-
Enemies: Shotgun Drone
Eye Fly
You'll need to act fast. Jump up and right from the first spot you land on and
quickly fire off a shot to kill the Eye Fly. Then continue past and drop down.
-27,05-
Go up again, but remember speed is key.
-27,04-
None of the first 3 blocks in this room are safe. You can either just go for it
like I always do, or try to quickly take out the Eye Fly again. Once it's gone,
you're totally safe. Either way, exit up.
-27,03-
Hazards: Razor Drone x2
Spikes
Jump up under where the first Razor Drone is. Now the easier way to do this is
to do a tricky jump like you were taught to do for the 2nd Disappearing Block
room. Wait for the Drone to start it's path on the top of it's block, then jump
up left and immediately hold right to land on that block. Quickly jump over to
the other block with a Drone circling it, and then jump over to safety on the
left. Exit up.
-27,02-
Enemies: Eye Guy
Wait for the Eye Guy to shoot, then jump up and exit at the top.
-27,01-
Enemies: Eye Guy
Shotgun Drone
This room can be scary. I recommend trying to quickly take out the Eye Guy. But
keep one eye on the Shotgun Drone and dodge it's shots accordingly. Once the
Eye Guy is gone, wait for the Shotgun Drone to pass you and jump after it has
just shot. Repeat 2 more times and run right to safety. Then follow the path
and drop back down to 27,02.
-27,02-
Enemies: Eye Guy
Take out the Eye Guy, then head right.
-28,02-
Hazards: Fan
Spikes
Use the fan to help you jump across the gap, then exit right.
-29,02-
Enemies: Homing Drone x2
These enemies are never really worth it to try to kill unless you can hit them
without getting close enough to activate them. What you should do instead is
edge forward just enough for one or both of them to activate then run back away
from them. Once they are directly to your right, they'll shoot straight at you.
Just jump right over them and you're safe.
-30,02-
Enemies: Homing Drone x2
Hazards: Spikes
Jump over to the first platform and edge forward to activate the first Homing
Drone. Jump over it. Next try jumping forward enough to activate the second
drone, but don't jump too far as you'll have to land back where you jumped
from. Dodge the 2nd Drone as it guns for you then jump the gap and exit right.
-31,02-
Enemies: Shotgun Drone
Hazards: Fan
Spikes
Crap. I hate this room. Okay, Run forward in place against the fan. Now wait
for the fan to go a second time. Right after it is done, run for the exit to
the right. You should be able to dodge the Shotgun Drone's shot no problem.
-32,02-
Enemies: Eye Guy
Hazards: Razor Drone
Spikes
Well that wasn't too hard, was it? From your starting position, go as far right
as possible then jump out to shoot the Eye Guy, but land back where you jumped
from. Repeat until it is destroyed, then proceed after the Razor Drone and keep
going right until you reach 35,02, saving along the way.
-35,02-
Up is the only way to go!
-35,01-
Enemies: Homing Drone x3
So close to the top of the tower. Right as you land, you'll probably activate
the first Homing Drone. Dodge it, then jump up and edge forward to activate the
next one. Run back and drop down to avoid that one. If you didn't also get the
3rd one to activate, repeat that last step one more time to do so. Once you're
safe, head up.
-35,00-
Hazards: Fan
Spikes
Careful of the fan at first. It tries to push you into the spikes. Fight the
wind and then jump up as high as you can. Wait for another gust to come and
then jump to the right.
-36,00-
Hazards: Disappearing Block x5
Spikes
You didn't think you were done with those blocks, did you? Muahahaha! Jump to
the first block and then up to the first column. I recommend waiting for the
blocks to finish their cycle and come around again before continuing as you
need to be fast to do it in one go. Right as the bottom most set of D blocks
appears, drop down onto them and then quickly jump up to where the next set
will spawn in order to land on them. Jump to the next column and then over to
the right exit.
-37,00-
Hazards: Disappearing Block x4
Spikes
I pretty much always suggest you stay and watch the pattern for these blocks a
bit before ever trying to tackle them. Unlike Mega Man, this game doesn't have
scrolling rooms, so you see the entire set-up every time. Once you're ready,
jump to the first block. There will be a pause before the next block shows up,
so you'll need to have good timing. I always play the block spawning noise in
my head to pretend as if there is no gap and that lets me get the timing down
perfectly. Anyhoot, jump to the next block after a second or so, then quickly
jump to the next then jump a final time up and right to land on the last block
right as it spawns. Follow the path and exit right.
-38,00-
Hazards: Disappearing Block x6
Spikes
Wait for the first block to spawn, then drop down and tap right a bit to land
upon it. Jump to the next couple blocks as they spawn then wait for a set of 2
blocks to spawn to your lower right. Drop to them and run right before the
3rd block down there disappears. Exit right.
-39,00-
Hazards: Disappearing Block x4
Spikes
These blocks move much faster than the normal kind, but they stay around just
as long. Once you're ready just go for it and jump, jump, jump, long jump to
safety. Exit right.
-40,00-
Hazards: Disappearing Block x5
Spikes
More quick blocks, though a little slower than the last room's. Once you're
ready, jump up to the first, then immediately jump to the second. Drop down,
run across, and jump for the exit to the right.
-41,00-
Hazards: Disappearing Block x5
Spikes
This room is such a jerk. I must've died here 30 times trying to complete it in
the wrong way. I kept trying to time my jump off of the 3rd block RIGHT as it
disappeared so that the blocks that block the exit would disappear a split-
second before I got there. I was always just barely off. Then I realized you're
supposed to go before the wall of blocks appears. So that's what you need to
do. Watch and try to get the timing down. Then once you think you can do it, go
ahead and jump before the blocks appear. If you're fast enough you'll make it
through right as the wall of blocks appears.
-42,00-
Hazards: Fan
Spikes
I'm not sure if you can make this from the ground level as I was always too
excited to have made it past the last room to want to risk it. Instead, wait
for the fan to stop spinning, then jump up to the alcove right underneath it.
Then jump to the right as it starts spinning to clear the gap of spikes. Exit
right.
-43,00-
Head right to save your game, or down and left to get to Owlbot.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
| -42, 01- - - - - - - - - - - - - - - - - - - - - - - - BOSS 02 - Owlbot |
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Owlbot's only weakness is its eyes. It also has 3 main attacks:
1 - Ceiling Cannon: A cannon that slowly moves along the ceiling will shoot a
blast whenever it lines itself up with you.
2 - Eye Lasers: Owlbot will shoot 4 circular eye lasers downward towards the
right side of the screen.
3 - Bird Hatches: Owlbot has 2 hatches on its chest. 1 of them will open and
10 birds will fly out forward in 3 directions. (Diagonally up, straight,
and diagonally down.) The birds can be destroyed with one shot.
The laser at the top of the screen I think is the most dangerous part of this
battle, and that's only if you don't pay attention to it. The battle starts off
and Owlbot shoots the Eye Lasers. I tend to stay up on the middle platform to
avoid that as I shoot the eye to hurt Owlbot.
After that, one of the 2 hatches on the chest will open. I find it safest to
stay down on the lower platform while shooting constantly to take care of any
stray birds.
Owlbot will repeat the strategy after that. For whatever reason, I find Owlbot
to be easier than the Lotus Guardian. I might be crazy though. Have fun!
After you beat him, head left to go get Key I, then go back to save. It'd be a
shame to have to re-fight any boss due to a silly death.
_____________________________________________________________________________
/ \
| 6c - Deadly Colors - - - - - - - - - - - - - - - - - - - - - - - - <BK6C> |
\_____________________________________________________________________________/
If you were to check the Hint Terminal at the beginning, it talks about going
to the lower flooded caves to infiltrate the Colormancer's Halls. So that's
where we're headed next.
-41,01-
Use your newly gotten Key I to break the I block and jump down. If you want to
see something you'll possibly be coming back to later, then instead of falling
down the pit jump to the left and hold that direction against the wall. Here
you'll see nothing but a couple IV blocks which lead to one of the hardest
areas in the game and a sexy new Damage Amplifier for 2x damage.
-41,02-
Hazards: Spikes
Jump down the pit, but stay to the left side.
-41,03-
Hazards: Spikes
Assuming you listened to me, you should be fine to fall and land.
-41,04-
Hazards: Spikes
Hold left to fall down another pit, but be prepared to change directions in the
next room.
-41,05-
Hazards: Spikes
Just hold right a bit to move out of the way of the incoming spikes.
-41,06-
Hazards: Spikes
You'll have to hop a little bit to get to the next pit. But don't jump too high
or you'll hit the spikes above you. Also, in the next room you'll have to hold
left to move out of the way of a nasty little spike at the end of the fall.
-41,07-
Hazards: Spikes
You made it! Okay, head left twice to get to 39,07.
-39,07-
Keep going left if you want to save again, otherwise go down and then left to
get to 38,08.
-38,08-
Enemies: Immortal Jelly
Hazards: Flame Thrower
Spikes
See how long it took just to see another Immortal Jelly? Well now this one is
actually in the way, so shoot it 4 times to kill it. Try to time its death so
you have enough time to jump onto its platform and then to the left exit. You
should have plenty of time as long as you don't dilly-dally.
-37,08-
Enemies: Stalker Drone Spawn Point x3
Not too hard. Go left and shoot the first Drone as it spawns. Drop down and get
the other 2 next. Drop down again and kill the Drone that spawns in your way,
then exit left.
-36,08-
Enemies: Immortal Jelly x3
This is much easier on Easy (durr) since you start with the Damage Amplifier.
Shoot the first Jelly 'til its down, then jump up and try to take out the
second one. Now take out the first one and the second one quickly so you can
jump up and take out the 3rd one. Exit left once done.
-35,08-
Enemies: Immortal Jelly x2
Shotgun Drone
Hazards: Spikes
This is another room that's best when you just go for it. Wait a second for the
Immortal Jellies to be in the middle of their platform, then jump to the right
side of it, then over onto the left side, and finally left again to safety.
Then head left.
-34,08-
Enemies: Stalker Drone Spawn Point x3
Just run forward and drop down in front of the Stalker Drone spawner on the
right side. Shoot the first one that spawns, then turn around and shoot the
other 2. Quickly run and exit left.
-33,08-
Enemies: Stalker Drone Spawn Point x2
Hazards: Spikes
Try to follow the path and jump up to the first raised platform as fast as
possible. Shoot the 2 Drones that spawn and run left enough to drop down making
sure not to accidentally hit the spikes as you fall. Continue to follow the
path fast enough and the next set of Drones shouldn't be any problem.
-32,08-
Enemies: Bouncy Ball
Hazards: Razor Drone
Spikes
There's no comfortable way to take out the Bouncy Ball, so just wait for the
Razor Drones to move out of your way and jump for where the Ball is bouncing.
You should know by the time you land on the blue blocks whether or not you'll
be able to make it past the Bouncy Ball. If not, turn back and try again.
-31,08-
Hazards: Disappearing Block
Flame Thrower x2
Spikes
This isn't too hard. Wait until you know the D block is about to appear, then
jump right after a fireball passes. Jump accros the gap, pausing briefly on
the D block, and you should make it
without the next fireball posing a threat.
-30,08-
This save point is where you'd come out after going through the area that leads
to the Damage Amp upgrade. Sadly you need more power-ups to even complete the
area, so we'll leave it for later. Anyhootles, head left.
-29,08-
Enemies: Burly Goblin x3
I just realized these enemies aren't in the instruction booklet. I think
they're the only ones. How odd. Well they just walk back and forth and take
10 hits, so drop down and take the first one out dodging out of the way anytime
he gets too close. Then repeat with one or both of the others on the next
platform. Once done, head left yet again.
-28,08-
Enemies: Burly Goblin
Hazards: Flame Thrower x2
Jump up and shoot the Gremlin 'til he's dead, then jump up next to the first
Flame Thrower. You need to time your jump right after the closer FT shoots. As
you jump up on top of the first one, the second one's fireball should fly right
overhead. Jump up and drop down to get to safety. Then leave to the left.
-27,08-
Enemies: Burly Goblin
Hazards: Disappearing Block x2
Spikes
Both D blocks appear and disappear at the same time. I recommend jumping up and
using the closest one to fire off a few shots at the Gremlin until he's gone.
Then just wait for the block to show up again, head up to the middle, wait
again, and leave to the left.
-26,08-
Enemies: Eye Guy
Immortal Jelly
Hazards: Spikes
Take out the Eye Guy first, then disable the Immortal Jelly. Jump across and
exit to the left.
-25,08-
Enemies: Eye Fly Spawn Point x3
This can look scary if you stay around, but the best way to get through is to
rush. If you just hold left and jump once you reach the left side of the room,
you can leave before they're even done attacking for the first time.
-24,08-
Enemies: Immortal Jelly x2
Hazards: Spikes
Fire 3 shots at each Jelly first, then once you're ready to go, immobilize the
closer Jelly, jump to where it is, shoot the second one, go to it's platform,
then walk left off to safety. Exit left for the billionth time.
-23,08-
Break through the I blocks and continue left.
-22,08-
Well this looks familiar. Drop down.
-22,09-
Go down and right if you want to save, otherwise keep going left until you get
to 14,09. No offense, but I'm not going to re-explain how to get past rooms. If
one of them is giving you trouble, CTRL+F it.
-14,09-
Head down and right to get to a save point. After you've saved keep going down
to reach 14,11.
-14,11-
Go left, then down, then left again to get to...
-12,12-
Break the closest I block and head down.
-12,13-
Left is a dead end, so go right to get to our first underwater segment. Woo!
-13,13-
You have limited Air in this game at first. 90 seconds worth. So if you're
reading this Walkthrough as you go, don't forget to pause the game as you read.
Head down and then right to get to...
-14,14-
Enemies: Killer Clam
Hazards: Spikes
These guys are a lot like Eye Guys, but with a different attack style. Wait
it attacks, then shoot back to take it out with a couple well placed shots.
Then use the underwater physics to your advantage to jump the row of spikes and
exit right.
-15,14-
Hazards: Spikes
Again, use the increased jumping abilities to jump up onto the pillar. Then
jump down and exit right.
-16,14-
Enemies: Killer Clam x2
Not too hard. Jump as they attack to avoid their shots and shoot through the
wall to destroy the clams. Then follow the path right.
-17,14-
Enemies: Cyclops Squid x2
Not worth fighting these guys. Wait until the bottom one has bounced against
the wall closest to you and then drop down and continue right.
-18,14-
Hazards: Spikes
You need Feather Fall to go right on either path, so go up instead.
-18,13-
Enemies: Shotgun Drone
This sucker is a little tricky to avoid. I'd say just jump up left, wait for
it to pass, then jump quickly to the middle platform and then out of the water
completely. Exit left.
-17,13-
Enemies: Eye Fly
Eye Guy
Hazards: Spikes
Run forward and drop down to the closest spot above the Eye Guy. Now just wait
until both enemies have attacked around the same time and jump down to the
middle platform shooting the Eye Fly as you do so. Continue left jumping to
avoid the Eye Guy's shot if he does so.
-16,13-
Hazards: Lemon Dropper
Razor Drone
Wait for a lemon to drop, then pass it to the left. Then wait for the Drone to
pass and jump up. Now you you need to wait for the perfect time when a lemon
drops right as the Drone is about to start heading down the right side of it's
block. Quickly jump to the block and then back to the upper path and exit up.
-16,12-
Save point to the right. Once done, head up and then right 3 times to reach...
-19,11-
Enemies: Shotgun Drone x3
You may remember being on the opposite side of this room before. Much easier
this time since you can attack the Drones. Kill them and go down.
-19,12-
Hazards: Razor Drone
Spikes
Drop down so you're right above the blue block. Wait for the Drone to pass,
then quickly drop onto the blue block and head left. Exit down.
-19,13-
Enemies: Immortal Jelly
Hazards: Glass Block
Spikes
Drop down so you're level with the Jelly and shoot it 4 times to immobilize it.
Once that's done, quickly jump across the gap with the Ice Block and past the
Jelly before it gets up. Before you exit right, know that a Flame Thrower will
shoot a fireball that can kill you at the entrance. So don't stand around.
-20,13-
Hazards: Flame Thrower x2
Drop down to the next step as fast as possible. Wait for the fire to pass and
drop down 2 more steps. You know the pattern. Wait, go, wait, go. Follow the
path and exit right.
-21,13-
Enemies: Burly Goblin
Hazards: Flame Thrower x2
Spikes
Drop down to the next step, but don't get grazed by the fireball as you do so.
Once a fireball has passed you, drop down and be prepared to do some dodging.
You have to jump to dodge incoming fireballs as you shoot to take out the
Gremlin. Remember: 10 shots. Once it is dead, jump to where it was, wait for a
final fireball to pass, drop down, and head right.
-22,13-
Enemies: Stalker Drone Spawn Point x3
As with all Stalker Drone rooms, speed is best. Follow the path up to the top
as quickly as possible and shoot the first Drone. Just jump over the other 2
and exit right.
-23,13-
Enemies: Shotgun Drone x2
Hazards: Razor Drone
Spikes
Any room with unkillable Shotgun Drones is a room I hate. Drop down to the
closest step and wait patiently. After a Drone bounces off the closest wall,
and the Razor Drone is heading away from you, jump to the middle platform.
The Drones should fire right before you go to jump and leave. Exit right.
-24,13-
If you head right, you can see the Super Metroid like room where you go after
you beat all the bosses. Once you're done with that, go up.
-24,12-
Up leads to Teleporter IV. Left leads to a save point. Activate the Teleporter
first, save, then head right 3 times to get to...
-27,12-
Hazards: Orbit Drone x2
Spikes
These things are basically like fast moving Razor Drones with an expanded range
of attack. Wait for it to pass you and then jump to the closest platform.
Repeat one more time, then exit right.
-28,12-
Hazards: Orbit Drone x3
Walk as far right without jumping as you can. Now wait for the Orbit Drone to
be on the right part of its orbit so you can jump up the first step and then
immediately jump to the closest blue block. If you go too early, the upper
Drone will hit you. Too late and the closer one will. Wait for the Drone
that circles your block to pass and jump to the large platform. From here you
need to wait for the right Drone to pass and land on it's block. Then have it
pass again and go left to drop down and exit right.
-29,12-
Enemies: Colormancer Blue
Colormancer Purple
The blue one will shoot a fast moving arrow and it's headed right for you.
Dodge and then fire back 7 shots to kill him. By then the purple one will have
probably dropped down. Repeat the same strategy, but know that the purple's
attack has a wider range so jumping may be more tricky. Once safe, head up.
-29,11-
Enemies: Bouncy Ball
Colormancer Green
The green Colormancer will drop stars on you. As long as you're moving right or
left, it's the easiest to dodge. Jump up twice to get to the double set of
green blocks. here you can pelt the green Colormancer with shots, dodging when
need be. After he's down, jump carefully to take out both Bouncy Balls and exit
to the right.
-30,11-
Enemies: Colormancer Blue
Colormancer Purple
Drop down and take out the purple Colormancer, then wait for the blue one to
come down and do the same to him. Jump up and exit right.
-31,11-
Hazards: Spikes
There's no real strategy to rooms like these. Just memorize where the
safe-zones are and move to the next one whenever the room goes dark. If you're
having trouble remembering where the safe-zones are, try watching them the
entire time and following where your character is in your peripheral vision.
That's how I tend to do it. There are 3 of these rooms in total. Once you're
done, you should be in...
-30,13-
Head left to save, and go right to continue on.
-31,13-
Enemies: Colormancer Green
Hazards: Orbit Drone
This is another room where speed is key. Also a fast trigger finger might help.
From the entrance, run right from the start. Drop down and quickly go jump up
the other side on top of the blue-green blocks. Follow the little path and drop
in front of the green Colormancer. Shoot 7 shots as fast as possible and go
right. Sometimes if you're too fast you can get hit by a star, but I find that
the little bit of human error I tend to put into every run makes it work out
just fine.
-32,13-
Hazards: Orbit Drone x2
Spikes
Wait for the Drone to pass, jump to it's block. Wait for it to pass, jump to
the next block. Wait for the other Drone to pass, jump to it's block. Wait
again, exit right. Easy.
-33,13-
Hazards: Orbit Drone x2
Wait for the closest Drone to pass and land on it's block. Wait again and drop
down as far as you can go. Run right and climb the blue-green blocks as the
other Drone passes you by. Exit up.
-33,12-
Enemies: Colormancer Green x2
Jump up left from the entrance and keep going a bit. I like to stay in the left
most spot there and jump up to shoot the Colormancers, dodging to the right
underneath them when needed. After they're gone, continue going up.
-33,11-
Enemies: Sniper Snail
Hazards: Orbit Drone
Run over just to the lower left of the Orbit Drone's... orbit. Do small jumps
as the Drone passes you and fire off a shot to hit the Snail. 8 and its gone.
After that, wait for the Drone to pass so you can follow it around its block
and head left on the upper path. Once that's done, exit left.
-32,11-
Enemies: Colormancer Purple
Hazards: Orbit Drone x2
If you drop down while hugging the wall right as you enter, you'll be safe.
Then wait for the Colormancer to get stuck shooting to the left and jump when
the Drones are near the middle of the screen. Jump from there and take out the
Colormancer. Finally, exit up.
-32,10-
Enemies: Colormancer Green
Eye Guy
I think it's easier to take out the Colormancer first. So go for that, dodging
left or right when necessary. After that, take out the Eye Guy and go right.
-33,10-
Enemies: Colormancer Blue
Burly Goblin
Hazards: Spikes
For once we're going to avoid a Gremlin. This one just isn't worth it. Wait
until the Colormancer gets stuck shooting to the right, then jump to the left
edge of the Gremlin's platform. As he comes towards you, jump to the right side
and then to the left edge of the Colormancer's box. Drop down and kill him
when you get the chance and then exit right.
-34,10-
Enemies: Colormancer Green
Hazards: Razor Drone
Spikes
Hey, how come he gets to walk on spikes? No fair. Anyway, weave back and forth
until you feel its safe to jump onto the block the Drone is circling. Then jump
to safety soon after that and continue right.
-35,10-
Nothing to see here. Go right to save, and up to continue dying all over the
place.
-35,09-
Enemies: Colormancer Blue
Colormancer Purple
You can take out the Purple one if you want, but you don't need to. Jump up to
the first set of blocks on your right, then up to the next block. Here you can
shoot at the blue Colormancer and jump to avoid his shots. Once he's down, jump
left and exit.
-34,09-
Hazards: Orbit Drone x2
Walk to stand on the purple block that the first Orbit Drone is circling. Wait
until they pass you and drop down to the next purple block. Again, wait 'til
they pass and drop right, but hold right to avoid getting hit. Continue left.
-33,09-
Hazards: Spikes
Yup, more of this. Again, no real strategy until the 4th room where you need to
take out an I block by following a different path and then going back.
Nevertheless, keep going until you reach...
-27,09-
As you can see, it's Boss time. And this boss is a jerk. So head down and right
to save, and then head left for the first of many times.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
| -26,09- - - - - - - - - - - - - - BOSS 03 - Cleo, the Master Colormancer |
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
While I haven't beaten the game yet as I write this, I'm pretty sure that Cleo
has the most attacks out of any boss in the game with a total of seven. Here
they are:
1 - Dash: Cleo will jump across the screen. She does this before every color
based attack.
2 - Blue Moon: Cleo shoots blue crescents towards you. Low, Mid, High, Mid,
Low, Low
3 - Blue Yo-Yo: Cleo throws 3 blue razored yo-yos(?) down on the ground in set
intervals. They go across the ground, hit the wall, and then come back.
4 - Pink Sun: Cleo shoots 5 pink glowing balls forward in a wavy pattern that
is similar to the Purple Colormancer's attack, but much bigger.
5 - Red Crystal: Cleo spawns 3 crystals around you. Above, to the right, and
to the left. They then fly towards you. She then spawns 3 around you
diagonally up/right, up/left, and down/left. They fly at you. Finally, she
spawns 3 crystals diagonally up/right, up/left, and down/right. They fly
at you.
6 - Green Star: Cleo summons a large amount of stars from they sky to rain
down on you.
7 - Yellow Lightning: Cleo sends 3 lightning bolts down at you, first very
close together, then spread out a bit, then a bit less spread out.
This battle is very random and so far the hardest I've done of the 6 bosses
I've beaten. I can tell you how to dodge each attack, but there is no pattern
other than the Dash, Color, Dash, Color, etc. Here's how to dodge them:
Dash: Be somewhat in the middle and jump over her.
Moon: If it's Low, or Mid then jump. If it's high, stand still.
Yo-Yo: Stay in the middle and jump as they pass underneath.
Sun: Find a place to stand and jump to aim yourself left or right a bit so you
avoid the attack when it is at the top of it's arc.
Crystal: 1st- Run right or left and jump over one.
2nd/3rd- Run the direction where there is a missing crystal.
Star: Try not to move too much or you'll run out of room. Semi-slowly move
across the room.
Lightning: Run right or left to dodge the first bolts. Stand in-between the
next 2 sets.
After you beat this horrible boss, head left a bit to pick up your very own
Feather Fall! Then go save, because if there's any boss you should never want
to fight again, I'm betting it's Cleo.
_____________________________________________________________________________
/ \
| 6d - Climbing The Waterfall - - - - - - - - - - - - - - - - - - - - <BK6D> |
\_____________________________________________________________________________/
Now if you were to check your Hint Terminal, it would say something about
continuing through the flooded caves to get to the top of the waterfall.
Well it's pretty easy to get back to the flooded caves. It involves a whole ton
of going left. Do that until you get to...
-16,09-
Head down to use a shortcut.
-16,10-
Hazards: Spikes
Pretty easy and more of an introduction to Feather Fall. Just go straight left
from the right exit and hold up as you go through the spike-lined path. Once
you've landed, go down 3 times stopping to save to the right of 16,12 if you
need to.
-16,13-
Hazards: Lemon Dropper
Razor Drone
I normally don't like to re-explain rooms, but this it's worth noting that if
you hold right immediately after entering the room you'll skip both obstacles
with no problems. Get through the next room and you'll be in...
-18,13-
Enemies: Shotgun Drone
Wait for it to get out the way and drop down.
-18,14-
Hazards: Spikes
This room is deceptive. It seems like you could just go and hold up, but you'll
just barely hit the spikes at the end of the spike-laden path. So you have to
do a mini-hop first. Once you're safe, go right a couple times to get to...
-20,14-
Enemies: Killer Clam
Just move forward a bit and time your jumps so you jump right before the Clam
attacks. Shoot as you fall back down to kill it and head right.
-21,14-
Enemies: Cyclops Squid x2
Go as far right as you can and wait for the Squid to bounce off of the right
wall. Jump up through its path and land on the pillar. Wait for this Squid to
bounce off the left wall and then drop down to head right.
-22,14-
Enemies: Cyclops Squid x2
Now you'll have to actually kill the Squids to continue. Do so, follow the
basic path and exit right saving if you need to to get to...
-24,14-
Go down.
-24,15-
Left will lead you to Key II... or rather it will tease you with it. You can't
get it without the Infinite O2 power up, so instead we'll go right.
-25,15-
Enemies: Sniper Snail
Hazards: Spikes
A room where it's better to rush. Just go forward and jump down in front of
the snail to get it to fire. Jump over the bullets and land on the right side
of the snail then again to the right exit.
-26,15-
Enemies: Bouncy Ball x2
Hazards: Spikes
Time your jumps so you can jump up behind the first Bouncy Ball as it hits the
row of spikes above you and shoot it to kill it. Feel free to kill the other
Ball now, or jump over the spikes to get closer. After they're both down, exit
right.
-27,15-
Hazards: Razor Drone x3
Spikes
If you go right from the beginning, you can land on the block in the middle and
follow the Razor Drone down to safety. It's a tight fit, so be careful. Follow
the little path and wait for the other 2 Razor Drones to pass so you can jump
up and then drop down to safety. Exit right.
-28,15-
Enemies: Eye Guy
Hazards: Spikes
Move over to the right and jump up to kill the Eye Guy when it's safe. If
you're afraid of accidently jumping into the spikes, jump just short of them
and hold left a little to push against the left wall. Now your jumps should be
safe. After the Eye Guy is demolished, make your way right by jumping across
the gaps of spikes.
-29,15-
Hazards: Spikes
Pretty easy room. Just make sure not to jump too high as you cross the gaps and
you'll be fine. Continue right.
-30,15-
Enemies: Shotgun Drone
Hazards: Spikes
If you go right as you enter you should be able to jump through the columns of
spikes one at a time without the Drone's shots being a problem. Just take it a
little slow and wait for him to pass you when you're about to jump over the 3rd
column of spikes. Once you're past those, jump up and take out the Drone so you
can follow the path and exit right.
-31,15-
Hazards: Spikes
Easy room. Move to the right edge of the ground before the spike pyramid and
then jump up and use Feather Fall to glide to safety. Continue right.
-32,15-
Enemies: Eye Guy x3
From the entrance, time your jumps to take out the 2 upper Eye Guys first. Then
drop down and take out the third. If you're running low on air, don't worry, as
exiting up will take you to dry land and a save point. After you've caught your
breath, keep going right.
-33,15-
Hazards: Spikes
It almost looks like you could jump to the right, but sadly you can't make it.
Instead, drop down the first pit while holding up to Feather Fall. Be prepared
to weave back and forth as there will be alternating left/right spikes for the
next 2 rooms.
-33,16-
Hazards: Spikes
Right, left, right, left, and then you might as well go right again as there
are still more spikes to avoid in a bit.
-33,17-
Hazards: Orbit Drone
Spikes
From the right side of the pit, slowly dodge left and drop down. Now move right
up next to the Orbit Drone and wait for him to circle past you. Quickly jump up
to land on the right and then turn around and jump up to the left ledge so you
can exit up.
-33,16-
Kinda tricky jumps. Continue up, around to the right side of that screen and
then back down to here on the right most side. Exit right.
-34,16-
Enemies: Homing Drone x2
Hazards: Spikes
Jump to the left side of the first block. You might as well jump up and kill
these Homing Drones instead of trying to activate and dodge them. It's easier.
Once they're down, jump across the spikes and continue right.
-35,16-
Enemies: Bouncy Ball
Eye Guy x2
Drop down after the Bouncy Ball has bounced against the closest wall so you can
shoot it to death. Make sure the Eye Guy's shots don't get you as you do so.
Once he's down, continue to shoot and kill the bottom Eye Guy. Now you're
mostly safe. Jump up to the next ledge and time your jumps to kill the next Eye
Guy or just pass him up if you're the type that can do that. (I can't pass up
easy kills.) Continue right either way.
-36,16-
Enemies: Eye Fly
Killer Clam
Move right once you enter and stand in the middle of the 2 attacking enemies to
dodge both of their attacks. Once both enemies have attacked at the same time,
jump up and kill the Eye Fly. Now jump up and go left as far as you can go. As
long as you time your jumps right before the Clam attacks, you'll be safe. Fire
your shots as you fall back down and take him out so you can continue right.
-37,16-
Enemies: Bouncy Ball x2
Hazards: Spikes
Wait for the Balls to start coming towards the left wall and then jump over to
the left side of the middle platform, using Feather Fall if you need to. As the
balls come back towards you, jump up and land on the right side of the same
platform then up to safety on the right. Now go up, but be very cautious as you
do so because there are spikes that will kill you if you jump too high.
-37,15-
Hazards: Glass Block x2
Spikes
Assuming you made it to this room safely, just head left and jump up and right
on to and then across the 2 Ice Blocks so that you can leave to the right.
-38,15-
Hazards: Lemon Dropper x2
Move as far right as you initially can without jumping. Now I suggest you just
keep jumping up next to the Lemon Droppers but only move right past them when
your jump syncs up with them dropping past the ground on the pillar you're next
to. I think I explained that well enough. Anyway, head right once you've passed
the hazard.
-39,15-
Hazards: Razor Drone x3
Spikes
Drop down to the closest ledge and wait for the first Razor Drone to pass. Once
it's heading down the left side of it's block, jump to it. Now just jump to the
next 2 blocks (which should be safe) and right again to safety. Exit up.
-39,14-
Hooray, air. I was starting to worry as I wrote this. Go left twice and
activate Teleporter V, then save. Now go right until you get to...
-42,14-
Enemies: Eye Guy
Frog
I recommend you just go forward past the frog as it jumps. Then wait for the
Eye Guy to shoot and jump on over him to exit right.
-43,14-
Enemies: Frog x2
Wait at the entrance and shoot the Frogs as they close in on you. They can be
kind of scary since they are fast moving and take 2 shots to kill, but just
run left if they get too close and try to get the timing down. This is a good
practice room. Down leads to nothing right now as it's an alternate path to get
back here later. Instead, go right.
-44,14-
Hazards: Spiked Crusher
Spikes
Jump up to the closest ledge and then do very small jumps so just your head
gets in the way of the Spiked Crusher which should send it flying. After it has
done so, jump up to the next ledge and then jump forward using Feather Fall to
not only cross the spikes, but fly right over the Spiked Crusher. Exit right.
-45,14-
Right is the entrance to the alternate path, so don't go that way. Jump up the
platforms to climb the waterfall instead.
-45,13-
Enemies: Frog Spawn Point x1
Shotgun Drone
Jump up to the right and either let the Frog come towards you and jump short of
getting to you, or jump up and take it out. Either way follow the path while
avoiding the Shotgun Drone's shots and jump up to the upper path. Take out the
Shotgun Drone just 'cause and then continue going up.
-45,12-
Enemies: Frog Spawn Point x2
Jump up and shoot the first Frog as it spawns to take it out. Now jump up again
to the right ledge and wait here as it's totally safe. Now just jump up and
glide to the right exit.
-46,12-
Hazards: Glass Block
Spikes
Here's a Feather Fall specific room. You need to over and then pause briefly in
the air before continuing right otherwise you'll run into the spikes on the
ceiling. Land on the Ice Block then jump right to safety and exit that way.
-47,12-
Hazards: Spikes
Easy room. Jump and glide to the small block in the middle of the spikes. Then
jump again and exit up.
-47,11-
Hazards: Disappearing Block x2
Spikes
Go ahead and move over to the left and jump up. This is a tricky puzzle room in
that you need to jump before a block appears to land on it right as it does. So
wait for a bit and get the timing down. You'll need to jump just slightly after
the block on the right appears so that you can land on the left one. Then right
after that jump over to the next block and then to the right and exit up again.
-47,10-
Go right to save, otherwise head left.
-46,10-
Enemies: Frog Spawn Point x1
Hazards: Spikes
Deceptively easy room. Jump to the first platform after you enter. Wait for the
Frog to jump down into the middle set of spikes and then jump right over it.
Now jump up to the left and exit.
-45,10-
Enemies: Shotgun Drone
Try and jump right after both Drones fire twice and don't hesitate. Glide down
to the bottom left exit.
-44,10-
Hazards: Disappearing Block x5
Spikes
Jump on to the 1st block, then glide the 2nd. Wait a bit for the 3rd/4th block
to appear and then jump on the 5th block that appears underneath them. Now wait
for the 3rd/4th blocks to disappear and then jump up to the right and exit up.
-44,09-
Hazards: Spiked Crusher
Spikes
Jump up as high as you can go and wait for the Spiked Crusher to start passing
the safe spot in the middle of the spikes. Glide down and wait there. The
Crusher should be back at his starting point, so do a very very small hop to
activate him and then jump up and right past him.
-45,09-
Enemies: Stalker Drone Spawn Point x3
As with most rooms with Stalkers, just rush into it as fast as possible. If you
are fast, you should be able to get to the 2nd platform in the middle before
you'll have to shoot anything. Shoot the Drone in your way and then jump up to
the right so you can exit that way.
-46,09-
Hazards: Spiked Crusher x2
Spikes
Glide as far as you can to the right and drop down into the path of the first
Crusher. Jump as he shoots towards you and then again as he comes back. Go into
the little path, jump up and just barely to the right to activate the second
one. Once he's out of the way jump up onto the little platform, then across
the spikes to exit right.
-47,09-
Hazards: Spiked Crusher x2
Spikes
First Crusher is a joke. Drop down past his path, then run to the right, jump
up twice and stay on the block right above it. Now to a tiny jump to activate
the 2nd one. After he starts going back, follow him and go stand out of the way
of his path. Another tiny jump to send him past you and then jump up to the
right and exit up.
-47,08-
Hazards: Spiked Crusher x2
Easy room. Kinda like those rooms with Lemons or Limes. You need to barely move
into the paths of the Crushers to activate them and then move out of the way
so you can run past them as they move back to their starting points. When you
are above them, you'll have to jump to activate them. Once you're safe, exit
to the left.
-46,08-
Enemies: Shotgun Drone
Hazards: Spikes
Very easy room. As soon as you enter, hold left and up so you glide down over
the spikes. The Drone's shot should miss and you should land safely on the
other side. Exit left.
-45,08-
Enemies: Homing Drone x2
Hazards: Spiked Crusher
Jump to the raised platform next to the Crusher's starting point. Now jump over
left to activate one of the Drones and glide back to where you jumped from.
Jump over the Drone as he flies towards you. Now jump to the left to land in
the middle of the Crusher's path. This should also activate the Drone. Jump up
to avoid the Crusher and that should send the Drone flying as you do so. Now
just go back to the safety pillar and wait for the Crusher to come back. Jump
and glide to the left, then jump up again to safety before the Crusher gets to
you. Exit left.
-44,08-
Go left to a well earned continue point, then go up and right to get to...
-45,07-
Hazards: Razor Drone x2
Spiked Crusher
This is also pretty easy. Jump to the first block as the Drone moves out of the
way. Jump over to the next block as the Crusher shoots towards you. Now jump up
to the right and exit.
-46,07-
Hazards: Spiked Crusher x2
Drop down to the left and activate the first Crusher. Jump over it as it comes
towards you and drop down to the left of the 2nd Crusher. Now it gets tricky.
You can try to activate both Crushers at once like I like to do, or try to do
one after the other quickly. Either way, move and jump right past both after
they're out of the way and continue right.
-47,07-
Enemies: Frog Spawn Point x2
This is super difficult. Run to the right as soon as you enter and wait just to
the right of the raised platform in the middle. As the second frog jumps over
you, jump up to the left and land in front of the left Frog spawn point. Now
you're safe, so jump and glide to the right and exit up.
-47,06-
Hazards: Spiked Crusher x2
Spikes
Go left and jump up to the raised spot next to the spikes. Now jump and land
next to both Crushers. Try to jump right into the middle of the 2 Crushers to
activate them and then drop back down out of their way. As they move back to
their starting point you should be able to just walk right underneath them.
Jump up right and then follow the top path left to exit up.
-47,05-
Hazards: Disappearing Block x6
Spiked Crusher
Spikes
Follow the right path and jump up the blocks to stand on the raised platform to
the right of the spikes. Now wait for just before the first set of blocks will
appear. Jump and glide to them if necessary. As you land, jump over the Crusher
then run left and jump to land on the 3rd set of blocks as they appear. Go up.
-47,04-
Enemies: Frog Spawn Point x1
Homing Drone
Hazards: Spikes
Jump up and wait to the right of the first platform. As the first Frog jumps
over you, jump up to the first pillar and jump right to activate the Homing
Drone. Land on the first pillar again and as the Drone shoots towards you, drop
down to that first platform again. Wait for the Frog to pass and jump up to the
first pillar again. Now when the next Frog comes towards you, jump over it to
the next pillar and then up to the Frog spawn point. Finally, jump up and left
to exit that way.
-46,04-
Hazards: Spiked Crusher x2
Jump to the left and glide a bit to stay on the left side as the Crusher shoots
towards you. You'll need to let go briefly to drop faster so the Crusher does
not actually hit you. Now glide to the right and drop to pass the 2nd Crusher.
Now jump up the path to the left and exit that way.
-45,04-
Pick up the Infinite O2 power up and continue left, saving if you need to, to
get to...
-43,04-
Drop down and head right to get to Boss 4. The Nagaconda.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
| -44,05- - - - - - - - - - - - - - - - - - - - - - - - BOSS 04 - Nagaconda |
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
This boss is A LOT easier than I initially thought. It, like most bosses, has 3
attacks.
1 - Triple Bubble: Nagaconda will shoot 3 bubbles from his open mouth that go
in a wavy pattern downwards.
2 - Baby Snake: A snake will shine it's eyes, then shoot out across the
bottom of the screen. It can be killed with 1 shot.
3 - Laser Eyes: After the bubbles, Nagaconda will shoot an arc of yellow shots
from it's eyes.
Here's exactly how you do this. Wait on the first block for the mouth to open.
Shoot a few times then drop down all the way to the bottom. Shoot the Snake as
it comes out if it's hole. Now once the first bubble starts coming towards you,
jump up past all 3 of them to land on the first block again. Now jump up to
avoid the first set of laser eyes. Jump once more to avoid the second set of
laser eyes, shooting a few times to hit the mouth as it opens to shoot the 3
bubbles again.
Repeat strategy to kill Nagaconda and win. After you win, feel free to go back
and save.
_____________________________________________________________________________
/ \
| 6e - Underwater Adventures - - - - - - - - - - - - - - - - - - - - <BK6E> |
\_____________________________________________________________________________/
Here I'll give a very brief explanation on how to get back. Go right from the
boss room and drop down. Go left and drop down a couple times. There's a save
point to the left here if you want to use it. Either way, drop down 2 more
times and go right. Drop down a couple more times and go right to drop down
again. Drop down once more and go right to, yet again, drop down. You should be
at 46,15, though my explanation may have skipped a step or two. Sorry.
-46,15-
Hazards: Spikes
Go left and glide until you're at the 3rd row of spikes. Now glide right and
drop down. Exit left.
-45,15-
Enemies: Sniper Snail
Stalker Drone Spawn Point x2
Go forward and jump up to the platform that the Snail is on. Jump over it's
shot and then over the snail. Quickly run left and drop down to exit left.
-44,15-
Hazards: Spiked Crusher x2
Go left and jump to activate the Crusher. Run fast to the left and jump up in
the path of the Crusher as it comes back so you can do a small jump to activate
the next Crusher. Once it passed, jump up left to safety. Continue left.
-43,15-
Hazards: Spiked Crusher
Stupidly easy room. Jump up just barely into the path of the Crusher. Once it
goes forward, jump up onto the block it was protecting and then once more to
safety. Jump up and exit that way.
-43,14-
Enemies: Frog x2
Remember this room? I recommend going and exiting right to reset the Frogs.
Once you re-enter, kill the Frog as it jumps down then exit left and keep going
that way until you get to...
-37,14-
Use the warp to get to Teleporter II.
-17,10-
Okay, we're going to be backtracking again to get to that 2nd Key that was
briefly dangled in front of us before going to fight Cleo. I won't re-explain
the rooms, but I'll give an extremely brief description of where to go.
Head left, down 3 times, right twice, down, right 6 times, down, and left.
-23,15-
Here you'll see that dang key taunting you again. Well now that you have
Infinite O2, you can go get it. Theres a lot of boring winding paths that don't
have much danger, so expect brief explanations again. Go down.
-23,16-
Hazards: Spikes
Follow the path and glide left, then right to avoid the spikes. Keep following
the path and exit down again, then after more paths, go left to get to...
-22,17-
Hazards: Spikes
Follow the path then use your gliding again to go left, then right, then left
again to avoid the spikes. Continue following the path until you get to...
-22,15-
Not too much to note here other than the fact that you'll have to deviate from
the path to shoot the I block. Then keep going to get Key II. Hooray! Ready for
more backtracking? There's a lot of it. Here's another brief explanation
starting from the room where you got Key II:
Right, up, left, 4 times, (upper) left, left twice, up, left twice, up, (right
to save) up 3 times, left twice, down, (right to save) down, left, down, left,
down, left.
-11,13-
Assuming my instructions were correct, you should now be here. Shoot the II
blocks and drop down.
-11,14-
Enemies: Eye Fly
Drop down past the block and shoot the Eye Fly as you fall. Go down again.
-11,15-
Left just leads to the exit of Boss 6. So we'll see it soon enough, but not
now. Instead, go right.
-12,15-
Hazards: Spiked Crusher
Jump up to activate the Crusher, then as you fall, hold right to go past it.
Repeat for the next one and drop down.
-12,16-
Go left to save, otherwise go right a bit and drop down to...
-14,17-
Left again is an area that you come from, so go right.
-15,17-
Enemies: Zig-Zag Zander Spawn Point x2
Wait for the Zanders to shoot past you, then jump up in the middle of their
paths. Continue right, jump up and hold Up to glide, waiting for the next
Zanders to come out. After they do, drop down and go left, then right to exit.
-16,17-
Enemies: Zig-Zag Zander Spawn Point x3
Go right and wait next to the pillar for the Zanders to go past. After they do,
jump up and drop down. Wait in between the middle block and the hanging wall so
the Zanders can't hit you. After they pass again, jump up to the block and then
again up to exit right.
-17,17-
Enemies: Fugu Sentry
Run forward and jump if needed to get in the middle of the Fugu Sentry's shots.
Keep going right and drop down after it fired. Here you'll need to take it out,
jumping into the middle of it's shots whenever it fires. Only 2 shots will kill
it and let you pass. Drop down to continue.
-17,18-
Enemies: Zig-Zag Zander Spawn Point x2
Hazards: Spikes
Go right and wait at the end of the platform. Wait for the Zanders to pass,
then drop down and hold up to glide to the left. Exit that way once you've
landed.
-16,18-
Enemies: Fugu Sentry
Hazards: Spikes
Move forward a bit once you enter. Jump up and have a little shooting battle
with the Sentry. After he's gone, jump across the gap of spikes using glide if
needed. Continue left once done.
-15,18-
Enemies: Cyclops Squid x2
Fugu Sentry
Wait for both Squids to bounce off of the closest wall and then drop down. You
will be relatively safe here. Take out the Fugu Sentry and continue left.
-14,18-
Enemies: Killer Clam
Zig-Zag Zander Spawn Point x1
Hazards: Spikes
This room gave me a small headache initially. Move forward a bit, but not too
much as the Zander can clip and kill you. Jump to the first pillar after a
Zander has passed you. Stay on the left side of this pillar or the Clam's shots
will get you. Now just wait a bit until both the Clam has shot and a Zander has
passed you. Jump up to the left and drop down on the left side of the 2nd
pillar. Exit left.
-13,18-
Enemies: Killer Clam
Run left and right underneath the Clam so it can't hit you. Keep going left and
jump as the Clam shoots so you can avoid it's shots and shoot back. Go up into
the path it was blocking, circle around and go left. Up is simply a shortcut
for later.
-12,18-
Left will lead to a save point. After that, go down.
-12,19-
Enemies: Eye Fly x2
As you drop down into this room, hold up and right to glide through it. Shoot
the Eye Fly as you cross it's path and you should land safely on the right
side. Exit that way.
-13,19-
Enemies: Fugu Sentry x2
As you walk in, mash the B button to kill the first Sentry. Now do a battle
with the other one, dodging and shooting to kill it. Continue right.
-14,19-
Enemies: Killer Clam
Zig-Zag Zander Spawn Point x1
Move forward and stand under, but slightly to the left of the Clam. Now just
wait for a Zander to come out after the Clam has shot and go right, jump a
couple times, and you're safe! Go right once again.
-15,19-
Enemies: Immortal Jelly
Killer Clam
Hazards: Spikes
Move forward and land right on the edge of the middle platform. Shoot the Jelly
so you don't have to worry about him. Now time your jumps/shots to take out the
Clam. Kill the Jelly after it revives and jump up over the pillar to exit
right.
-16,19-
Enemies: Starfish Stalker Spawn Point x3
Move forward a bit and stand on the sand. Wait for the Starfishes to close in,
then jump up through them to the right. Jump again and exit that way.
-17,19-
Enemies: Starfish Stalker Spawn Point x2
Hazards: Spikes
Again, wait a bit for the Starfish to close in, then jump forward and drop
through the spikes. Go right and jump over the next Starfish and up to the
right exit.
-18,19-
Enemies: Fugu Sentry
Hazards: Spikes
Stay where you start and jump over the first shot that comes close. Shoot the
Fugu Sentry as it gets in your way. Once it's gone, jump over the sets of
spikes and exit right again.
-19,19-
Go up.
-19,18-
Enemies: Killer Clam
Jump up to avoid the Clams shots and fire back to kill him. Follow the path it
was guarding and drop down.
-19,19-
Enemies: Cyclops Squid
Hazards: Spikes
After the Squid bounces against the wall right next to you, wait half a second
and jump to the middle platform. Shoot the Squid a bit then jump back. Repeat
this until it's defeated and then jump over right and up to exit.
-19,18-
Enemies: Killer Clam
Quickly jump up and right to exit. If you're too slow you could potentially get
offed by a stray Killer Clam shot.
-20,18-
Go right twice, saving if needed.
-22,18-
Drop down into the water.
-22,19-
Enemies: Stalker Starfish Spawn Point x3
Wait up in the middle of the platform you land on. Once the Starfishes start
getting close, move left and drop down. Go right underneath them and jump up to
go right a couple times.
-24,19-
Enemies: Fugu Sentry x2
Shoot the first Fugu as you enter. Now drop down and battle with the other. Go
right once done.
-25,19-
Enemies: Gilliath x2
Jump up and shoot the first Gilliath to take it out. They take 15 hits, so it's
a bit time consuming. After the first one is gone, jump up to the raised
platform. Now either jump up through the path of the other Gilliath, or take it
out. Either way, go left and go up a couple times.
-25,17-
Enemies: Cyclops Squid x2
Fugu Sentry
Jump up from the starting point and shoot the Fugu Sentry whenever possible.
After you don't have to worry about it, time your jumps to shoot the Squids if
it's safe. Now go around and drop down.
-25,18-
Enemies: Gilliath x2
Wait for the bottom Gilliath to bounce against a wall and then go that way to
drop down safely. Exit right.
-26,18-
Enemies: Cyclops Squid x2
Killer Clam
Hazards: Spikes
You're safe once you enter, so don't worry. Wait for the Squid to bounce off of
the wall above you, then jump up and shoot the Clam after it fires its shots.
Go ahead and take out the first Squid by jumping up whenever safe to do so.
Just shoot the other one while standing on the floating block and he'll go down
easily. Once the room is clear, continue right.
-27,18-
Enemies: Cyclops Squid
Gilliath x2
Go forward a bit. Wait for the Squid to bounce against the closest wall 3 times
and drop down. Go ahead and exit right.
-28,18-
Enemies: Killer Clam
Hazards: Spikes
Jump up to kill the Clam when possible. Now jump on the block it was guarding
and go right again.
-29,18-
Right is a save point. Now go down and right to fight the 5th boss.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
| -30,19- - - - - - - - - - - - - - - - - - - - BOSS 05 - Seahorse Turrets |
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
By far the easiest boss in the game. All they do is shoot at slightly varied
intervals. They each take 18 shots to kill, so just keep jumping to dodge
attacks and shoot whenever you're lined up with them.
I don't really have a strategy, but I don't think one is really needed either.
I did this first try in both my easy and normal game (after I finally figured
out how many shots they require for you).
Go right to get the Double Jump power up. Use it to leave said room, and go
back to save if you feel you need to.
_____________________________________________________________________________
/ \
| 6f - Shiny Caves - - - - - - - - - - - - - - - - - - - - - - - - - <BK6F> |
\_____________________________________________________________________________/
Alright, time to backtrack a bit. Here's a super brief explanation, going from
the save room by the last boss:
Left 4 times, up, (leftward) down twice, left 3 times, up, left 3 times (save
point along the way), down, (leftward) up, (leftward) down, left 7 times, up,
(left to save) right, up, right, up, left twice, (left to save) up, left, up
twice, right, up, left, down, left.
-10,13-
Hazards: Spikes
Well, are you used to the Double Jump yet? Time to use it along with Feather
Fall. Do a mini jump and glide left. Once you're a little farther than half
way, do another jump and glide to the left to go that way a few times, saving
along the way.
-07,13-
Hazards: Spikes
More different looking spikes, though just as lethal. Double Jump to the blue
platform, then Double Jump up again to the left exit.
-06,13-
Hazards: Spikes
Feather Fall down to the first block, then Double Jump to the next one. Once
more to the left exit.
-05,13-
Enemies: Gem Bomb x2
Easiest enemies in the game. They take 3 shots and never do anything until they
are killed. Drop down, shoot 3 times then jump to avoid the shot that slowly
comes towards you once it's defeated. Follow the path and shoot the next one
3 times. Go past it and continue left.
-04,13-
Enemies: Gem Bomb
Hazards: Spikes
Jump to the first blue block and shoot the Gem Bomb to destroy it. After you
shot the 3rd time, jump to the right and out of the way of the shot. Get back
to the first blue block then walk off of it to the left, double jumping a bit
to land on the next blue platform. Jump up and exit left.
-03,13-
Drop down.
-03,14-
Enemies: Gem Bomb
Hazards: Orbit Drone
Spikes
Drop down to the right blue block after the Orbit Drone has passed you. Shoot
the Bomb so that the 3rd shot hits right as the Drone has passed to the left.
Jump up to back where you came in to this room to avoid the shot. Go back to
the Orbit Drone's block and jump left after it has passed you. Jump left again
and down the pit.
-03,15-
Can't go right, so left it is.
-02,15-
Enemies: Immortal Jelly
Hazards: Spikes
Shoot the Jelly from the right then quickly jump up and over the spike gap,
land where the Jelly was and go through the gap in the blue blocks.
-01,15-
Enemies: Eye Guy
Gem Bomb x2
Go forward, and drop down into the path of the Eye Guy. Take it out, then focus
on the Bombs. Go left to save, otherwise, drop down.
-01,16-
Enemies: Bouncy Ball
Gem Bomb
Hazards: Spikes
Edge right and drop down next to the spikes. Shoot the Bomb 3 times and jump to
avoid it's shot. Now drop down after the Ball has bounced on the right wall,
using Feather Fall if needed. Go right.
-02,16-
Hazards: Spikes
Double Jump and Feather Fall. You can figure it out, I believe in you!
-03,16-
Hazards: Spiked Crusher
Spikes
Jump up onto the first pillar. Jump up again to activate the Crusher. After it
shoots forward, drop down and Feather Fall to the first blue block on the
spikes. Jump to the next blue block and up into the Crusher's path. Drop down
and exit right.
-04,16-
Hazards: Orbit Drone x3
Jump up and go right to drop down. Wait for the 3rd Drone to pass, then go
forward and stand on the block they're circling. Again, wait for the 3rd one to
pass and drop down. Exit down.
-04,17-
Hazards: Spikes
Glide down left, pausing slightly if needed, and Double Jump once you're about
to hit the bottom row of spikes. Exit left.
-03,17-
Enemies: Shotgun Drone x2
Hazards: Spikes
Wait for the Drone to bounce against the wall, and then follow him, jumping
over the spikes when needed. The shots shouldn't really be a problem.
-02,17-
Hazards: Orbit Drone x2
Spikes
If you go right as you enter, gliding and double jumping slightly to land on
the blue block, the Drones shouldn't be an issue. Wait for the 2nd one to pass
you and then jump up to exit left.
-01,17-
Enemies: Eye Fly
Gem Bomb
Hazards: Spikes
Go jump up to the first blue pillar right as you enter or the Eye Fly could hit
you. Go to the next pillar and wait for the Eye Fly to attack again. After it
does, drop down into the left spike pit and shoot the Eye Fly. Double Jump back
out of said pit and onto that left pillar again. Now drop down and hit the Bomb
a few times. Once it's dead, go left and exit that way.
-00,17-
Hazards: Razor Drone x2
Spikes
Hey, as far left as possible! Wait for the first Drone to pass, then drop down
go right a bit and drop down again. Go left and jump up.
-00,16-
Collect Key III and backtrack a little to get to...
-03,15-
Shoot the III blocks and go right.
-04,15-
Enemies: Gem Bomb
Hazards: Razor Drone x2
Spikes
Jump up after the 2 Drones pass and shoot the Bomb 3 times. After it dies, jump
to it's block and then over right and exit up.
-04,14-
Hazards: Glass Block
Lethal Lemon
Spikes
Jump up the small path and then Feather Fall to the blue block in the middle of
the spikes. Now jump to the Ice Block to activate the Lemon. Jump off the Block
and back to the blue block above it after the Lemon has fallen. Now jump up
right and exit that way.
-05,14-
Hazards: Spikes
Go right and glide, pausing briefly to avoid the ceiling spikes.
-05,15-
Hazards: Disappearing Block x3
Spikes
Wait for the 3 blocks to appear, then glide left and double jump a bit to clear
the spikes. Drop down the pit once done.
-05,16-
Hazards: Glass Block x3
Spikes
Land on the first Ice Block. Jump and glide to the second, then the third, and
finally to safety. Exit right.
-06,16-
Hazards: Disappearing Block x2
Glass Block
Spikes
Wait for the first D block to appear, then jump over to the Ice Block and run
over the D blocks to jump up top. Exit up.
-06,15-
Go up and right to save, otherwise just go right to fight the boss.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
| -07,15- - - - - - - - - - - - - - - - - - - - - BOSS 06 - Amethyst Angel |
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Amethyst Angel only has 4 attacks.
1 - Amethyst Stars: 15 crystals fall from the sky. 3 groups of 5.
2 - Amethyst Rain: 20 crystals fall from the sky in evenly spaced columns. 7,
then 6, then 7 again.
3 - Amethyst Shot: 18 crystals come from both sides. 3 groups of 6 coming from
both sides. The bottom one goes towards the Angel, the top one away.
4 - Amethyst Storm: Approx 15 crystals come from the side of the Angel. Each
one comes at whatever height you're at at the time it shows up.
The Angel will teleport to one of the 4 corners of the room. You can Double
Jump to shoot the Angel when it's in the air, but you'll still have to jump if
she's on the ground as you can only hit her head to hurt her. She's somewhat
random with her attacks much like Cleo so I can't give you an easy pattern to
follow. Here's how to dodge each attack:
Stars: Move left or right as they start falling, and change directions as the
gaps show up.
Rain: Easy to dodge. Just stand out of the way in one of the many gaps.
Shot: Jump towards and over the bottom set of 3 crystals 3 times.
Storm: Jump up and down to weave in between the shots. It's not as hard as it
may look.
Just keep at it and she'll go down eventually. Go back and save if you're the
type. I know I am. After that, go right.
_____________________________________________________________________________
/ \
| 6g - The Key To Power - - - - - - - - - - - - - - - - - - - - - - - <BK6G> |
\_____________________________________________________________________________/
-08,15-
Break the III blocks and follow this quick walkthrough on how to get to where
we wanna go.
Right 3 times, up twice, right, up, left, up twice, left, up twice, left.
-08,08-
Jump off to the left, gliding and double jumping to maximize distance. If done
correctly, you should land in 06,10, or 05,10.
-05,10-
Enemies: Sniper Snail
Hazards: Spikes
Jump up on top of the blocks above the spikes. Here we need to do another very
long jump to get to a secret room. Repeat that same jump off the edge of these
blocks and you should land in...
-02,11-
Head into the cave.
-01,11-
Jump up and shoot the III block. Go past it and drop down to get the Key IV.
Now shoot the IV block and exit where you came in from, drop down, go left two
times, down once, and right once to get to Teleporter I. Use it to go to
Teleporter III. We have a long path ahead to get to the entrance for the Damage
Amplifier. So here's a (long) brief run through from the Teleporter:
Left twice, up, right 7 times, up, right, down 4 times, right, (save point)
right, up, (rightward) down, (rightward) up, up 3 times, (rightward) down,
right 8 times, up twice, right 7 times, (right to save) down, left twice.
-41,01-
Don't shoot the I block this time. Instead go stand on it, jump up and hold
left to walk through the wall.
-40,01-
Shoot the IV blocks and go left 3 times, saving if needed.
-37,01-
Hazards: Orbit Drone x2
Spikes
Move quickly once you enter. Jump up on top of the pillar. Drop down while
gliding and then double jump to land on the block the Orbit Drones are circling
around. After they pass, jump up to the left.
-36,01-
Hazards: Flame Thrower x3
Spikes
Be careful and stop as you enter. Wait for the (green) Flame Throwers to shoot
and then walk to the left. Drop down and glide to the right, double jumping to
make it to the platform that the Flame Throwers are shooting at. Jump back to
avoid the Flame Throwers next shot and then cross and stay in the crevasse next
to the Flame Throwers. After they fire again, drop down and run left. Go down.
-36,02-
Enemies: Colormancer Green
Hazards: Spikes
Pause briefly as you land. Glide to the right and shoot the II and III blocks
as you fall. Glide left to avoid the right spike and land. Shoot the
Colormancer and then jump up and exit right.
-37,02-
Hazards: Lemon Dropper
Spikes
Drop down while gliding and then double jump to land on the middle platform. If
you're ballsy enough, you can shoot the I block on that first drop. If not,
you'll have to try it from the middle platform. Drop down while gliding, and
hit A and B at the same time to shoot and jump back up. Now wait for a Lemon to
drop and then follow it. Go right and stop before the spikes. Jump up and right
then double jump to get up to the right platform. Exit that way.
-38,02-
Hazards: Glass Block
Spikes
This looks really scary, but I did it first try. Jump over to the right, double
jumping before you hit the spikes, gliding the entire time. Once you're past
the spikes, start gliding left to land on the first safe block. Jump to the
next block and again onto the Ice Block. But make sure you're in the middle or
you'll graze the spikes as you fall through.
-38,03-
Enemies: Fugu Sentry
Hazards: Spikes
Wait somewhat to the left of where you land, so that the Fugu can't hit you.
Now you'll have to wait until right as you hear him attack and glide to the
left, double jumping when necessary. You should glide in the middle, most-safe
area of his attack. Right as you land go stand directly above the Fugu to avoid
any further attacks. Wait for him to attack and then run right, jump over the
spike, and land. Shoot like crazy to kill that jerk. (This room took forever
for me.) Go left and drop down.
-38,04-
Enemies: Stalker Drone Spawn Point x3
This room looks kinda scary when you notice all the Stalker Drone spawners here
but don't worry. Only 3 of them are active. I find the best strategy is to
pause ever so briefly, then run to the right while shooting in order to take
out the first Drone. Quickly follow the path and the other 2 Drones shouldn't
be able to hit you. Exit left.
-37,04-
Enemies: Bouncy Ball
Shotgun Drone x2
Hazards: Spikes
Double jump up to shoot the Bouncy Ball and get rid of it. Now wait for the
Drones to bounce off of the wall closest to you and follow them. You should be
able to slip in-between their shots. Now jump up into the floating pillar, then
walk off to the right, and double jump to land up and left. Exit that way.
-36,04-
Hazards: Glass Block
Spikes
Well this room sucks. And yet I did it first try. Yay me. Drop down from the
start and shoot to take out the II block once you're level with it. Double jump
over the spike pillar before you hit the spikes beneath you, and land on the
Ice Block. Quickly jump off of it, over the spike pillar, and land on the block
pillar to the left. Drop down and continue left.
-35,04-
Hazards: Fan
Spikes
Walk in and against the first gust of air. Wait right next to the first pillar
for another gust to come. When it does, wait until it's about half-done and
double jump up while still holding left. The gust should stop while you're up
above the pillar and let you land on it. Quickly drop down and run to the next
pillar. Repeat the strategy. Now wait for another gust to go and then jump up
and land on the final block. If you were fast enough you can just go exit now,
but chances are you're instead going to get caught in a final gust of air. Walk
against it on the final block, and once it's done, just walk off to exit left.
-34,04-
Enemies: Burly Goblin x2
Hazards: Spiked Crusher
Spikes
This isn't as hard as it looks. Just a little time consuming. Walk forward and
double jump up into the path of the Crusher to activate it. Land down next to
it and walk off into it's starting point, shooting the Gremlins as you do. Jump
out before the Crusher gets back. Repeat until both Gremlins are gone. (20
shots to take out both). Once they're gone, jump up on top of the giant wall.
Slowly edge yourself off while holding up to glide. Once you're low enough to
not hit the spike wall, go left to land safely. Double jump up and exit left.
-33,04-
Enemies: Sniper Snail
Hazards: Razor Drone
Spikes
Easier than some other rooms previously. Jump down to the block that the Drone
is circling when safe, fire off a few shots and jump back up to where you came
in from. Repeat until the Snail is dead. Now land on the Drone's block and walk
off left while gliding. Double jump up to land on the Snail's block and then
jump up to the left exit.
-32,04-
Enemies: Kelpie x2
Hazards: Spikes
Huzzah! The easiest off all of the rooms... well, except for the continue point
at the beginning. Land on the right side of the middle platform. Either drop
down and kill both Kelpies, or just double jump to the other side and then up
left to exit.
-31,04-
Collect your Damage Amplifier. You definitely earned it. After firing off a few
victory shots, exit left and drop down a few rooms to get to...
-30,08-
Hey, remember here? No? Fine then... Here's a quick run down on where to go:
Left 8 times, down, (down and right to save) left 5 times, down, right.
-17,10-
Enter the Teleporter and go to Teleporter IV.
-25,11-
Go left, down 2 times, then right to get to...
-25,13-
Watch the brief cut-scene of sorts to have the doors open then go that way 2x
to reach a special Teleporter. Enter it, but be warned that you can't come back
after you do.
_____________________________________________________________________________
/ \
| 6h - Zedd & The Supermech - - - - - - - - - - - - - - - - - - - - - <BK6H> |
\_____________________________________________________________________________/
From here on out there's no co-ordinates, so it will be bit harder to CTRL+F to
find things. Instead of just putting "-??,??-" like every room says in-game,
I'll just number the rooms starting from the Teleporter.
-Room 01-
Read the message about the Teleporter shutting down then exit right.
-Room 02-
Right will lead to a Continue Point. Use it if you'd like, otherwise head down.
-Room 03-
Right.
-Room 04-
Enemies: Stalker Drone Spawn Point x3
Hazards: Spikes
Okay, the strategy here is to wait where you enter for the Drones to close in.
Once they're close enough, jump over all 3, land on the highest point, then
jump off to the right (gliding of course) and double jump to get to the right
exit.
-Room 05-
Hazards: Razor Drone x2
Spikes
Maybe it's just me, but these rooms seem easy after that horrible gauntlet of
death that led to the Damage Amp. Jump on to the first Drone's block once safe,
then walk off right while gliding. Double jump to reach the other Drone's block
and then jump again to safety and the exit right.
-Room 06-
Enemies: Eye Guy x2
Wait for both Guys to shoot then drop down. Jump up and weave in-between their
shots the second time, taking one or both out as you do. Follow the path and
exit right once they're gone.
-Room 07-
Hazards: Lifestealin' Lime x2
Spikes
Jump forward to activate the first Lime, then double jump back to safety. Do
this again, but glide so you can reach the second Lime. Once both are gone,
double jump to the right and exit that way.
-Room 08-
Enemies: Bouncy Ball x3
Wait for the middle ball to bounce against the left wall 3 times, then drop
down as it's passing you. You may have to exit and re-enter to make it as the
ball moves quite fast.
-Room 09-
Enemies: Bouncy Ball
Hazards: Orbit Drone
Spikes
Wait briefly after entering and drop off the left side of where you came in
from. Glide to the right and double jump to land safely on the block the Drone
is circling. Now wait for it to pass and jump to the right to hug that wall. As
you glide down, double jump if needed to avoid the ball. Go left.
-Room 10-
Hazards: Spiked Crusher x3
Easy room. Go left and jump up to activate the first Crusher. Run to the right
as it attacks and jump up behind it. Do a small jump to activate the next one
and jump up behind it. Run to the left, jump up, go left and drop down to avoid
the third Crusher. Go left.
-Room 11-
Hazards: Flame Thrower x3
Spikes
Gray flames look more like cannon balls. But I digress. Wait for the first one
to shoot and jump to it's block. Jump in between that FT and the middle one,
double jumping barely to avoid the next shot. Land on the middle and repeat the
strategy. Once on the left block, just jump left and go that way.
-Room 12-
Continue point. Go left.
-Room 13-
Enemies: Shotgun Drone x3
If you move quickly, you can avoid all the shots. Just jump up and glide down.
-Room 14-
Enemies: Colormancer Green
Burly Goblin
Make sure you don't stand still and have the Colormancer hit you. Go right,
drop down, then avoid falling stars as you jump up to shoot the Gremlin. After
he's down, jump up to the path he was on and go exit left.
-Room 15 through 18-
You know how these rooms work. There's 3 of them. Work you way through whenever
it's safe.
-Room 19-
Hazards: Spikes
Just glide through jumping again when necessary.
-Room 20-
Enemies: Colormancer Pink
Colormancer Purple
Drop down and shoot the Colormancers, jumping to avoid their shots. Then jump
up and exit right.
-Room 21-
Enemies: Homing Drone x2
Move forward and jump over the pit. Edge forward 'til you activate the first
Drone, then run back and drop down the small pit to avoid him. Run forward and
do the same for the second Drone. Once the room is clear, just follow the path
and exit right.
-Room 22-
Enemies: Eye Fly Spawn Point x3
Just go for it. Run forward and jump to the middle, then jump up to the exit.
-Room 23-
Continue point. Go down.
-Room 24-
Transition room. Keep falling.
-Room 25-
Enemies: Zig-Zag Zander Spawn Point x2
Drop down and run left while shooting to take out the first Zander. Drop down
after the other one, then drop down further. Go right.
-Room 26-
Enemies: Cyclops Squid x3
I'd recommend taking out the first Squid so you can snipe the other two safely.
Once safe, exit up.
-Room 27-
Enemies: Fugu Sentry x2
As you land, be careful. Edge left a little to avoid the shots. Shoot the first
Fugu as it crosses you. Then go left and jump up to take out the other one.
Exit right.
-Room 28-
Enemies: Gilliath x2
Starfish Stalker Spawn Point x1
Wait for both Gilliaths to bounce off of the left wall then drop down. The
Starfish should be up out of your way. Jump over his spawn point and keep going
right.
-Room 29-
Enemies: Killer Clam x2
Run to the right as far as you can go. Wait for the clams to shoot and then go
out and jump up to hit one of them. Go land where it was and then jump up and
exit that way.
-Room 30-
Go left.
-Room 31-
Enemies: Immortal Jelly x3
Shoot the Jellies to half their health. Now be quick and shoot them starting
from the bottom and working your way up. You should be able to land where the
bottom-most one is and then go left before he wakes up. Exit left.
-Room 32-
Enemies: Gem Bomb x2
Hazards: Spikes
Drop down while gliding. Shoot twice, jumping again on the second shot to go
over the Bomb's shot. Land where it was. Repeat once more and then exit up.
-Room 33-
Go right.
-Room 34-
Go right and contin...wait...what?! There goes your inventory (except for the
Damage Amp). Exit right.
-Room 35-
Enter the Teleporter.
-Room 36-
Go down.
-Room 37-
Can't go left nor right, so go down.
-Room 38-
Drop down into the water and continue going down.
-Room 39-
Enemies: Fugu Sentry x2
Run right over the 2 Fugus to avoid their shots. As you drop down shoot both of
them and then go left.
-Room 40-
Enemies: Starfish Stalker Spawn Point x1
Zig-Zag Zander Spawn Point x1
Run left jump up and take out both enemies as they spawn. Jump right over the
first spawn point and run left to exit.
-Room 41-
Enemies: Cyclops Squid
Gilliath x2
Jump up past the Squid then wait for the bottom Gilliath to bounce off of the
left wall after the top one did, and proceed when safe.
-Room 42-
Go left first since we have limited air.
-Room 43a-
Enemies: Cyclops Squid x3
Wait for the second squid to bounce off the right wall and then drop down. The
3rd squid should move out of the way as you fall. Go down.
-Room 44-
Hazards: Disappearing Block
Spikes
Wait for the D block to reappear and then jump on to it and safely on the left.
Exit that way.
-Room 45-
Enemies: Fugu Sentry x2
Run forward and stand in-between the two Fugus. After they fire twice, go down
one level and let them fire one more time. Run right and drop down again. Shoot
those suckers and go to exit left.
-Room 46-
Enemies: Eye Fly x3
Go left a little, jump up and shoot the bottom most Eye Fly after they've fired
their shots. Repeat that strategy to take out the middle one next. Now go and
jump up to the first step. After the Fly fires, jump up and shoot that last Eye
Fly. Now exit up.
-Room 47-
Enemies: Shotgun Drone x3
Go a little right from where you enter and you should be in-between the shots.
It's hard to give a good strategy here, just edge forward a bit and try to
weave in-between the shots. It's not as hard as it may seem. Exit right once
safe.
-Room 48-
Enemies: Eye Guy x3
Drop down and take out the Eye Guy you're level with. Then drop down to the
right side closer to the right Eye Guy. The left one fire after the right one,
so you can jump up to shoot the right Eye Guy safely after it fires. Exit right
once again.
-Room 43b-
Enemies: Cyclops Squid x3
Just go up.
-Room 49-
Enemies: Killer Clam
Hazards: Spikes
Jump up to the raised platform next to the spikes. Jump up after the Clam fires
and take it out. Go that way.
-Room 50-
Hazards: Disappearing Block x8
Spikes
Go down and edge forward. Always be half on, half off any given block. That way
when one that you're on disappears, another right next to it will appear and
you'll be safe. Keep going until you can exit right.
-Room 51-
Follow the path and jump out of the water for some well-earned air. Exit right.
-Room 52-
Pick up the Infinite O2 (again), shoot the I block and exit right.
-Room 38-
You can go up to save, or go back through the path by going down, left 3 times,
and down again to reach...
-Room 53-
Go right.
-Room 54-
Hazards: Disappearing Block x4
Spikes
Go and land on the first D block as it appears. Wait a little less than 2
seconds after it has appeared and jump to the next block. Jump over to its
sister block and then finally to the next D block as it appears. Jump up and
exit right.
-Room 55-
Hazards: Glass Block x2
Spikes
Jump up to the first Ice Block and then quickly to the highest point. Drop down
and land on the next Ice Block. Jump right off of that into the small path and
exit right again.
-Room 56-
Hazards: Disappearing Block x6
Spikes
Jump to the closest D block and repeat that strategy of being half on/half off
to be safe. Make your way right and drop down to exit that way.
-Room 57-
Enemies: Shotgun Drone x2
Slowly make your way down weaving between the shots. Take out the 2 drones once
you're level with them, then go and exit left.
-Room 58-
Pick up the High Jump (again) and go back right, up, left 3 times, up, right 3
times, and up 2 times.
-Room 37-
Go ahead and continue, then go left.
-Room 59-
Go left.
-Room 60-
Hazards: Fan
Spikes
Go forward and jump as the fan blows to make it over the spike gap. Continue
left.
-Room 61-
Hazards: Lemon Dropper x2
Make your way past the 2 Droppers. Keep going left.
-Room 62-
Enemies: Immortal Jelly
Hazards: Fan
Spikes
Run forward against the first gust. Shoot the Immortal Jelly to lower it's
health. Jump to the first platform and run against another gust. As it's ending
shoot the Jelly again to take it out and jump to its platform then quickly to
the left exit.
-Room 63-
Enemies: Homing Drone x3
Move forward and activate the first Drone. Run back and jump as it shoots
towards you. Run forward and drop down the pit which will activate the second
one. Jump as it comes towards you. Finally, jump out of the pit and move near
the final one to activate it. Now run back and drop in the pit as it passes
over you. Follow the path and exit left.
-Room 64-
Hazards: Spiked Crusher x2
Jump over and hug the left wall as you fall. Jump right as you land to avoid
the Crusher. Stay on it's right side and wait for it to pass the wall before
going to it's other side. Jump here to activate the other Crusher, then jump up
behind it as the first one comes back for you. Exit left.
-Room 65-
Pick up Double Jump (again) and use it to exit up.
-Room 66-
Hazards: Orbit Drone x2
Spikes
Jump up and wait next to the left side of the spikes. Jump up after the Drone
passes and stay in the middle of the block it is circling. Wait for both to
pass each other and jump to the next block. Wait for this Drone to pass then
drop off to the right.
-Room 67-
Hazards: Flame Thrower x2
Spikes
Pretty easy. Just wait for a FT to fire, then jump after it. Do it twice to
reach the right exit.
-Room 68-
Enemies: Sniper Snail
Hazards: Razor Drone x2
Wait for the Snail to get closer (around where the Drones are) and drop down to
shoot it a bit, jumping back when necessary. After its gone, just go over and
jump onto the Drone's platform after they pass. Then exit right.
-Room 69-
Hazards: Fan
Spikes
Wait for the fan to blow and then double jump over the spikes to reach the exit
to the right.
-Room 70-
Drop down and go right 3 times to reach...
-Room 37-
Save once again and head right.
-Room 71-
Hazards: Spikes
Well we don't have Feather Fall yet, so jump up and go right.
-Room 72-
Enemies: Bouncy Ball
Colormancer Green
Weave back and forth to avoid the Colormancers stars as you shoot the ball.
Once it is dead, jump to its block and then over to safety. Exit right.
-Room 73-
Enemies: Frog Spawn Point x2
Run forward and shoot the first Frog as it spawns. Then jump up behind that
spawn point. Shoot the 2 frogs that will be jumping towards you, then run over
and stand under the second spawn point. Shoot the next frog that spawns and
jump up to safety. Exit up.
-Room 74-
Enemies: Stalker Drone Spawn Point x3
Go left and jump up, shooting the left-most Drone as it appears. Jump up and
right on to the highest level and run right to exit.
-Room 75-
Enemies: Colormancer Green
Colormancer Purple
Pause briefly, then run right to avoid the falling star. Drop down and blast
away to take out both Colormancers. Go right.
-Room 76-
Enemies: Colormancer Pink x2
Hazards: Disappearing Block
Go forward and drop down. Shoot the Colormancers in their cages and wait for
the D block to reappear. Jump up on to it and then up as high as you can go.
Exit up.
-Room 77-
Hazards: Orbit Drone x2
Well this looks fun. Wait just left of the block they're circling. Then focus
on one of them and right as it passes you jump up and right to stand in the
middle of the block. Wait and go right after one of them passes you. Go left
and jump over the III block to exit left.
-Room 78-
This looks familiar. Jump to the first Razor Drone block after it's safe.
Immediately head for the next block by doing a small jump followed by a double
jump.
-Room 79-
Pick up Feather Fall (again) and head back by going right twice, down, left
twice, down, left 2 times (or 3 if you want to save again.) to reach...
-Room 71-
Hazards: Spikes
Do a single jump and hold up/right to glide through the spikes.
-Room 80-
Hazards: Spikes
Start gliding left and do a tiny double jump when you need to. Then just fall
for three rooms and head right to reach a checkpoint.
-Room 84-
Save and head right twice to reach Zedd.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
| -Room 86- - - - - - - - - - - - - - - - - - - BOSS 07 - Dark Wizard Zedd |
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Zedd has 4 attack patterns.
1 - Horizontal Balls: Zedd spawns 2 balls above him. One on the left wall, and
one on the right wall. They then move to the adjacent wall as Zedd jumps
forward.
2 - Vertical Balls: Zedd spawns 2 balls on the top corners. They weave up and
down while moving towards the middle of the screen. Zedd teleports to your
location multiple times.
3 - Horizontal Waves: Zedd spawns two crescents above him. He then freezes
time and sends the waves forward as he jumps to the other side of the
room.
4 - Vertical Waves: Zedd jumps to the middle of the screen and freezes time.
4 crescents on each side of Zedd rain down.
Here's how to avoid them:
H Balls: Jump up between the two balls and land on the other side. Repeat a
few times.
V Balls: Walk left or right to avoid Zedd teleporting into you as you also
walk past the balls as they're on the ceiling.
H Waves: Jump up to a point where you won't get hit as Zedd freezes time.
V Waves: Jump up above Zedd as he freezes time.
He does each attack randomly, so just keep shooting whenever you get the chance
and avoid each attack as it comes. Practice is the key. He turns orange, and
then red. So you'll know when he's close at least.
After he's dead, watch a very brief cut-scene and head right.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-Room 87-
Enter the Teleporter.
-Room 88-
Fall from the Teleporter and head down.
-Room 89-
Right.
-Room 90-
Enemies: Kelpie
Kill the Kelpie or just jump over him to send the cruel "You're not even worth
my time." message.
-Room 91-
Odd blocks here. Continue right.
-Room 92-
Weird save point. Save and go right.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
| -Room 93- - - - - - - - - - - - - - - - - - - - - BOSS 08 - The Supermech |
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
The Supermech has five attacks.
1 - Falling Fire: About 10 purple shots come out of the Supermech's head. They
then rain down in the style of Cleo's green attack, or the raining crystal
attack from the Amethyst Angel.
2 - Chest Gun: About 10 shots come out of the Supermech's front cannon. They
are somewhat homing in that they will go towards you, but they're not very
accurate.
3 - Cross Sparks: 2 sparks form from the antennae of the Supermech. One goes
down and goes left at you, the other goes left and then down at you,
crossing paths as they do so.
4 - Shoulder Launcher: About 10 or so rockets come out of the Supermech's
right shoulder. They drop down and then shoot directly at you much like
Homing Drone's when activated.
5 - Rainbow Rain: The cannons directly above you all shoot beams straight at
the ground. There is only one safe location.
Its attacks are random much like many bosses. Here's how to avoid them:
Fire: As you see it coming, go left and then edge right as it starts to fall.
Gun: Jump up and down to avoid the shots as they come.
Sparks: I find it's best to wait for some to go far to the left then jump
between and towards the next set. They should get activated and you
can just move left to avoid them.
Launcher: I like to wait down towards the left. As one gets parallel with you,
jump up a little, and over it as the next one activates at the top
of your jump.
Rain: Wait under the block above where you start.
Just jump up and shoot a few shots whenever you get the chance. I won't lie,
it's not easy. Like all bosses, practice makes perfect.
After his visor is shattered. Watch a small cut-scene and head right.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-Room 94-
Drop down.
-Room 95-
Go left.
-Room 96-
Enter the Teleporter.
-Room 97-
Here is where you get to choose your ending. The left will lead to the bad
ending, and the right will lead to the good ending.
BAD END: The bad guys all get away and Dr. B says she'll track them.
GOOD END: Timmy is able to capture Chet Donovan, one of the bad guys. Dr. B
uses a truth serum to try to find out who is behind the organization,
and what they're up to.
Either way, congratulations on beating this game. There's already a sequel in
development currently called Battle Kid 2: Mountain of Torment. I know I'm
looking forward to it.
===============================================================================
|| Section 07 - Secrets || <BK07> ||
===============================================================================
There are certain passwords that are revealed for beating it on higher
difficulties. I'll list them here.
* Beat the game on NORMAL to reveal BK1MUSIC which leads to the Sound Test
Menu.
* Beat the game on HARD to reveal CHAMPION which leads to Boss Rush Mode.
* Beat the game on VERY HARD to reveal PETUNIAX which leads to a special
challenge area separate from the normal game.
* Beat the game on UNFAIR to reveal IAMHAX0R which leads to the Developer's
Config Menu.
===============================================================================
|| Section 08 - PETUNIAX Challenge || <BK08> ||
===============================================================================
The PETUNIAX Challenge is almost like a "Greatest Hits" version of the game, or
quite possibly something you'd see as a demo. You start with all the power-ups
except for the Damage Amplifier. It has only 20 rooms with two checkpoints
along the way and a special boss at the end.
-Room 01-
Starting point. Go right.
-Room 02-
Hazards: Lifestealin' Lime x3
Spikes
Edge forward until you can jump, but be careful not to touch the Lime directly
to your right as you do. Jump out just barely and fall back once the Lime has
gone for you. Now do a double jump while gliding to reach the second lime.
Activate it and retreat by gliding back to the entrance. Now the 3rd lime
requires you to do a full blown double jump out just far enough to activate it,
and then barely land back where you jumped from by gliding. Not really that
hard. Once they're gone, jump to the other side and continue right.
-Room 03-
Enemies: Gem Bomb x3
Hazards: Spikes
You'll have to use feather fall to drop down and shoot the first Gem Bomb three
times, jumping back up to the start to avoid it's shot. Then glide down and
double jump to get up to where the first gem was. Repeat the strategy to take
out the Gem Bomb to the right past the wall. Now jump up and shoot as you fall
to take out the third and final Gem Bomb. Jump up to where it was located, walk
off and glide to hit the right wall. Once you pass the spikes, glide to the
left and land. Continue right.
-Room 04-
Hazards: Glass Block
Spiked Crusher x2
Spikes
Walk in, and jump up the step. Jump up to the Glass Block, land on it and then
jump up again to land on the highest platform. Drop down a step and jump out
mid-way between the Spiked Crusher and the wall it's facing. Once you activate
it, jump back and glide to where you initially jumped from. As it starts to
come back, jump over and glide to drop past the spikes. Walk off here and glide
left a bit to activate the next Crusher. As it comes towards you, do a small
double jump and glide to the right to fall past it safely. Continue right.
-Room 05-
Hazards: Orbit Drone x3
Spikes
Walk in and wait as far right as you can go. Once the Drone passes you, jump up
left in-between the spikes and the block coming out of the left wall so you can
land on said block. Jump up and wait above the spikes for the next Drone to
pass you. Once it does, follow it and keep going until you drop down a step.
Here you'll have to edge forward slightly until you fall. Use feather fall to
glide safely to the platform and land right under where you started. Wait again
for this Drone to pass, then run forward, drop down and go right to exit.
-Room 06-
Hazards: Fan
Spikes
Wait for the Fan to stop blowing, then quickly run right and jump up and a bit
to the left to land on the small piece of land on the right of the Fan. Wait
for the Fan to blow again, and use its gust of air to carry you to the right,
double jumping when needed.
-Room 07-
Enemies: Eye Guy
Immortal Jelly
Hazards: Spikes
Go forward and drop down after the Eye Guy fires. Shoot the Jelly so it will
stop edging closer to you. Now focus on the Eye Guy. After 4 successful hits,
you can jump up to the right. Walk off right and double jump while gliding to
land on the next small piece of land. Repeat that to land where the Eye Guy was
and then exit right.
-Room 08-
Enemies: Colormancer Green
Hazards: Razor Drone x2
Spikes
As with all Green Colormancer rooms, standing still will be the death of you.
Jump out a bit before the Razor Drone is out of the way so you can land right
as it is. Walk off while gliding to the right and double jump to land on the
other Drone's block. Jump up and exit right.
-Room 09-
Hazards: Flame Thrower x2
Focus on the left FT and drop slightly before it fires. Quickly run right and
double jump up and out as the right FT's fire passes you. Continue right.
-Room 10-
Hooray, a continue point! Oh wait... it's a fake. That's right, no save for you
sir. Go down after your hope has been crushed.
-Room 11-
Hazards: Disappearing Block
Glass Block
Spikes
Wait for the D block to appear and glide down to it. Immediately jump up to the
highest point in the room. Drop off to the left and barely tap right to turn
around. As you land on the Glass block, shoot the I block to your right. Jump
back up to where you fell from before the Glass block breaks, and then drop
into the newly opened pit and glide right to land safely. Go right and jump
over the mini pyramid of spikes. Drop down and exit left.
-Room 12-
Hazards: Spikes
You know these rooms. Wait for the spikes to disappear and then move to the
next safe zone. If you're having trouble remembering where the safe spots are,
then stare at them and follow your character in your peripheral vision.
-Room 13-
Enemies: Zig-Zag Zander Spawn Point x2
To be continued... (although I really have no idea when.)
===============================================================================
|| Section 09 - FAQ || <BK09> ||
===============================================================================
1. Where can I get this game?
A: RetroZone is the only official seller at this time. It goes for $30.00
plus shipping, but is well worth the money. Their site is here:
http://www.retrousb.com/product_info.php?ref=8&products_id=86
2. Its currently sold out. Is there anywhere else to buy it from?
A: You might be able to find a copy on eBay, but expect an even higher
price. Especially depending on the version you get.
3. Do difficulties change anything?
A: No, the only big difference is that you're colored pink on Easy and
start with the Damage Amplifier. Any higher difficulties just affect
how many times you can continue.
4. Can you unlock anything for beating it on higher difficulties?
A: There are special passwords that are shown to you for beating various
difficulties. I've listed them here in the Secrets section.
5. Is there any way to download this game like every other NES game?
A: No. Sivak entered a contract when he started producing the game that
disallows any ROM image releases. Eventually there might be one, but
not at the moment. Shame on you for not wanting to pay for this piece
of gold!
6. My game says it's Version _____. What does that mean?
A: According to wikipedia with some extra information from a fellow
owner, there are currently 5 versions of this game.
1) Demo: Ends after the first boss and has some minor changes.
2) Limited Edition: A special run of numbered cartridges for pre-orders
and friends.
3) Version Proto: A mistake by the publisher ended up producing some of
these special carts based off of Sivak's own private
copy. Supposedly, a few of the rooms are a bit
different, and some sound effects are reminiscent of
other well known NES games. It also doesn't list the
credit for Label Artwork and instead says "Nobody
Yet".
4) Version 1.000: Sound effects were altered. First official public
release.
5) Version 1.100: Fixed a bug that made you invulnerable and added a
special level. I own and based my Walkthrough off of
this version.
I'll update this if and/or when new versions are released.
7. Are those really the only 6 questions you could think of?
A: Well I'm writing this before any real questions have been asked. So its
a little hard to answer future questions.
===============================================================================
|| Section 00 - Legal / Credits / Etc. || <BK00> ||
===============================================================================
This guide may be not be reproduced under any circumstances except for
personal, private use. It may not be placed on any web site or otherwise
distributed publicly without advance written permission. Use of this guide on
any other web site or as a part of any public display is strictly prohibited,
and a violation of copyright.
Copyright 2010 Michael Alexander Clarke (AkanubonOrih)
E-mail:
[email protected]
Un-Funny Blog: djschway.wordpress.com
* A HUGE thanks to Sivak himself for not just making a wonderful game, but also
taking time out of his day to browse through my FAQ and send me some info I
was missing like the real names for certain things (Petunia of Pain, Burly
Goblin, and Glass Block) as well as the official number of hits it takes to
kill all the bosses without the Damage Amplifier.
* Thanks to Dwedit for the info on the various versions of the game.
* Thanks for the forumites for showing that there's at least a little support
for a FAQ to be made.
* Thanks also to battlekidfan.com for maps showing where Key IV and the Damage
Amplifier were. Also for all the bonus passwords which are now listed here
and in the Cheats section on GameFAQs.
I hope you enjoyed my FAQ/Walkthrough as much as I enjoyed writing it. If you
have any suggestions or better ASCII art, then by God send it to me and I'll be
sure to credit you here.