Saturday, June 18, 2016

Prinsdam plays Clockwork Knight 2 - Part 3 of 5


The bathroom: because it's the only way to logically bring back water levels.

Boss Stage


The third knight is Pepperochau's father, Sir Oneon. I always thought he was either old enough to be his brother or just happened to be some acquaintance, so to find this out after all this time is interesting, to say the least. Oneon talks to Pepperochau before the boss battle.

Anyway, the boss here is a piece of paper that comes out of a book. It jumps into the bottle of red ink in the background before it changes into a monkey. Avoid it when it jumps around and attack it when it stands there. When you knock it into the background, stay on the move so it doesn't hit you on its way back. Stay back a little bit as you attack, too, so the monkey can't grab and slam you.

After enough damage, the monkey turns back into a piece of paper and drops into the yellow ink bottle before coming back and changing into a cheetah. Stay away from it and jump over it when it comes at you. When it runs into the wall, duck down and turn your key to do as much damage to it as you can before it gets back up. Sometimes it will run around in the background before it comes after you. Be sure to jump over it so you don't get crushed between it and the wall.


The paper will then fly back into the background and enter the blue ink bottle, and then come back and turn into a bat. The bat will try to drop a spiked ball on you. Stay on the move and away from the spiked ball. Attack the spiked ball to uncover an egg, which you can then throw straight up at the bat. You can also throw it at the bat when it tries to divebomb you afterwards. After three more hits, it falls onto the candles that act as one of the walls and flies around with one of its wings on fire before it explodes into reams of paper. Sheesh, I didn't know lighting a paper on fire with a candle instantly raised the paper's temperature to 451 degrees Fahrenheit in a matter of seconds.

Bath Room


After playing Soltia Roulette again, the water levels return!

Stage 1


The water rises up very suddenly. Watch it so as not to be submerged!

The palm trees can be thrown like the trees in the beginning of the stage.

The rubber ducks make a low but loud quacking sound when you jump onto them. They also float when the water rises.

Remember the honey bears from the Attic area in the first game? Well, they're back, and they still throw stuff at you. Stab them with the key when they pop out of their pots to get rid of them.

When you leave the area with the Club card, drop down, go right, step off the edge and hug the left wall. You'll find the Le Bon race.

The pink elephant is some sort of water nozzle. Hit it with your key to pour water into the pool in the background. These will pour water into the background and also power the windmill-like platforms at the upper level of this part of the area. Just remember that the platforms spin every so often, which can send you falling straight to the bottom.

The turtles act as platforms.

Cards


Heart: There is a rubber duck near a table that you have to use to continue on. Stand on the rubber duck and wait for the water to rise, then fall again. Quickly get under the table, get this card, and run back.

Club: Shortly after the heart card, you'll be able to go under the tables again and find a box you can open with your key. Go inside to reach the plants above the bathroom sink. After the first honey bear, drop down and bounce left off of the plant leaf to find another card. If you go right before bouncing back up to the higher level of plants, you'll also find a 1-Up.

Spade: After the first pink elephant nozzle, drop down and keep going to the right at ground level to find this card.

Diamond: Take the two sets of pink elephant nozzle platforms to find a box you can open and enter. Jump from one turtle to another, then inflate the rubber duck near the exit out of this area with your key. Stand on it and take a running jump to the right to get this card and also uncover a gold wind-up key that the game won't even let you collect as it drops into the water. Gee, thanks, game.

Stage 2


Despite the change in appearance with some of these enemies, most of them aren't anything you haven't tackled in the other Barobaro stage.

The octopi in the boats have to be destroyed before you can get rid of the boat.

Throughout this stage, you'll find rubber whale toys that you can run into to switch from the foreground area to the background. Use these to get around and find alternate routes away from the enemy whenever you can.

Watch out for the mechanical sharks that pop out of some of the pits, as they will eat you.

At one point in the stage, you can take the upper path and run into a waterfall, which cuts to a hidden area. Keep hitting the invincibility spheres and you'll run straight into a card.

The seals will bounce you very high like a rubber ball when you land on their nose, in typical seal fashion.

The first lone green seal will bounce you to a 1-Up.

Cards


Heart: You'll see that at the end of the ramp at the beginning. Just jump off the edge and you can collect it.

Spade: The first opportunity to take the background path is advised, as you can easily get the Spade on your way through the first section if you do so.

Club: At one point in the stage, you can take the upper path and run into a waterfall, which cuts to a hidden area. Grab the invincibility sphere and you'll be able to go into the water. Do it the first time to run straight into a card. Do it the second time to find a 1-Up.

Diamond: There is a set of four green seals. Above them is this card. Also, if you use the four blue seals that come after them, you'll find a 1-Up.

No comments:

Post a Comment