Monday, March 28, 2016

newfiebangaa plays Chip 'n Dale Rescue Rangers 2 - Part 3 of 4


Well, since we have a choice...

Clock Tower

The moles with the hardhats will throw wrenches upwards and forwards. They don't have much range. Good thing a crate you get your hands on does.

The rats shock themselves, and send two electrical shocks traveling along the ground in different directions. Jump over the shocks and whack them with a crate when they stop frying themselves.

You'll also see platforms moving around on chains pulled around by gears. You'll have to land on them from above, as the game won't let you jump onto them from below. This will be one of your main ways of getting around inside the clock tower.

The boss here is an ostrich riding a gear unicycle. Grab the white gear that it throws onto the floor and toss it at the ostrich.

Whenever the boss here moves around, you'll want to stay at the very edge of either side of the screen. That way, you'll give yourself more time to dodge the boss when it's moving around, and you won't be unknowingly whacked when he jumps up to either of the two platforms here.

Western World

When you increase your max health to five hearts, you'll get one big heart instead of five small ones to signify five hearts.

The first section has enemies you've seen before: the porcupines and moths from the Ship level. This is easy as this level is going to get.

For the second section, walk up to the lever to control the mine cart. Hold Left on the Control Pad to slow down and Right to speed up. Be careful not to get hit by the boulders that fall from the ceilings, or else you'll be accidentally falling off the mine cart and into the abyss during the invinicibility flash. Your best bet is to slow down near the boulders, as they fall when you get close enough to them.

The third section is basically the same as the second, but you'll also be avoiding chained balls that swing to and fro on the ceiling. Here, you'll have to speed up once they're to the side as far as they can go. When the mine cart falls to the lower section of track halfway through this section, either hold Left or don't move. Holding Right will cause you to accidentally fall over the right side of the mine cart and plunge you right into the bottomless pit.

The fourth section is just like the third. When you reach the end of the mine cart part here, you'll be dealing with the snake-in-the-box enemies as well as the bats from the Sewer level. once again, there's nothing here that you haven't seen before.

The boss here is a magician cat. Avoid the cards he throws, and when the magician cat throws a card onto the floor, grab it and toss it back at him. This is actually a very easy boss, as he is very slow to move to the other side and his cards are easy to avoid as anything if you're paying attention.

Future World

The first section has the moles and rats from the Clock World level in it. You'll also have the crushing blocks. You can walk over them if you want to (and you'll definitely have to do it with the second one to get over the pit), but it's best for you to wait for them to rise back up so you can walk under them.

The second section has a new enemy: rats with slingshots. Thankfully, they're easier than you think as they don't use the slingshot to send your crates back at you; instead, the slingshots are their main attack. The platforms here are just like in Mega Man 3, but you have more time to wait for them to open up and drop you down. This game is meant for children, you know.

The mechanical dogs return in the third section, and this time they're on wheels. They cover a small area when they move back and forth and they will chase after you when you're in range, so use a crate to get rid of them.

Throw the metal block up to the bottom of the magnet to get the 1-Up.

The boss here is a lizard controlling a crane with a spiked ball on it. The spiked ball will produce debris whenever it lowers and hits the ground. Grab the debris that is left behind and throw it at the lizard. You cannot hit the spiked ball or the chain it's connected to, or else the debris will bounce off of it. That, however, will be the least of your problems as your main problem will be the crane itself, as it moves around quite a bit and can even move so far to the left that the spiked ball will be at the left edge of the screen. Be careful whenever you stand between the ball and the crane, as you won't have much room to maneuver.

Control Room

Finally! We have all three keys! We can now access the control room and take on Fat Cat for the final confrontation!

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