Thursday, January 30, 2014

PrinceWatercress plays Chip 'n Dale Rescue Rangers - Part 2 of 4


For anyone who is irritated that the levels are too short: who the hell cares?

Zone C


This zone apparently takes place in an library...or some guy's house. I can't tell.

The kangaroos take two hits to kill. They have one fatal flaw in their attack pattern: they don't turn around if you're behind them.

The hawks drop the bombs and fly at you if you get way too close.

You'll find Zipper in the second section as expected, and if you didn't get the Power Potion in Zone B, you'll find it again here.

Believe it or not, there's no boss here! This isn't the only zone in the game where you don't have a big battle at the end.

The hint here is the same as Zone A.

Zone D


This zone takes place in a toy shop.

The red crates are fake. If you get close to them, they'll start bouncing up and down. Thankfully, it takes only one real crate to kill them.

The jack-in-the-boxes move around and hide in their boxes every few seconds. Their pattern is pretty predictable, though.

The wobbly guys with the sphere hands can't be defeated, but if you hit them with a crate or something, they'll spin around wildly for a few seconds, allowing you to pass by them unscathed.

The rabbits lifting the carpets up and down damage you with the carpet. If you get close enough to them, they'll run away.

The muscle hawks will punch any crates in their path out of the way. They take two hits to kill, and I have a pretty strong suspicion that if the crates they punch hit you, you will take damage. I've never tried it, though.

To stop the iron balls, hit the switches with a crate so they go back to the "off" position. You can also turn them back on by standing on them when they're switched off. Don't forget, you can flick the switches more than once, which you'll definitely need to do for that last one.

The collapsing purple walls are really easy to avoid. Just keep running. As a matter of fact, you can jump to the left at the right time on the top row to avoid the ones there altogether. The small holes in the floors of this section will slow you down if you land in them.

The boss here is a toy robot. Avoid the balls that he shoots out as they come down, and throw the ball at the lights on its chest. If you throw it at the right time, you can get two hits on it in one shot, making it easier to land five hits.

There's a boat waiting for you in Zone E, and there are a bunch of holes in Zone F.

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