The adventure continues...and in this entry, we rescue Wednesday!
The Pantry
To the right of the Music Room is the Kitchen. To the left is the freezer, and to the right is the stove.
Let's head to the left and take out the spinning teacups on the way there.
The Pantry
You have teapots and birds moving around here...and goldfish bowls with werewolf feet. Weird.
The door to the left has a box with the letter "A" on it. You've probably seen these before, but if you hit them with your head, you'll get a hint. Looks like the door leads to the freezer.
Penguin Problems
Here, you'll be dealing with a lot of penguins. The penguins can prove to be quite the nuisance, as they'll follow your around if you jump over them. The fact that the ice physics cause you to slide around more than usual really doesn't help.
Slippery Slopes
To the right of the first section is this one. You'll be dealing with ice monsters that hop around as well as flying eyeballs. There are also a lot of spike pits to avoid, and the spiked ceiling starts becoming a problem at this point if you don't watch yourself while jumping on enemies.
The Icy Steps
This is just like the last section, except some of the ice monsters move back and forth and there are more flying eyeballs. Jumping off the very edge of the platforms is a must here, as one of the jumps in the middle of the stage is particularly nasty.
Rolling Snowball
There are rolling snowballs here, but they're easier to avoid. This section is comparably easier. Just be sure to make some low jumps.
There are two hearts and some training shoes in a compartment at the end. You'll have to go through a nearby wall to get them. Do not take the training shoes, as they do not mix well with the icy terrain and you will lose control of Gomez easily.
The Ski Slopes
This part is pretty short, but you'll be leaping off flying eyeballs in order to make it over the long spike pits here.
A door is at the end, but if you slide and duck through the wall on the right...
The Cold Cash
...you'll end up here. Go ahead and take the Money and refill your health here. At the end, you'll be dropped back at the door at the end of The Ski Slopes. Go in.
The Snowman
To beat the snowman, jump on his head before he throws the second snowball. Avoid the first snowball, then quickly jump on his head. Avoid his second snowball, and jump over him when he turns into a giant ball and moves to the left. Avoid the icicles that drop from the ceiling, then jump over him again when he returns to the right. Avoid the first snowball, then jump on his head again. His attack pattern repeats from here.
Beating the snowman gives you the last heart upgrade of the game, giving you the maximum of five hearts.
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Go to the right for...
The Slope Back
The door leads back to The Pantry.
From there, you'll want to head back to the old tree, take the underground path and return to the graveyard masoleum. Use an enemy to get to the roof and take the left entrance.
The Crypt
There are quite a few enemies in here, such as guys with turbans who spin around as they float and some clowns with balloons.
To get to the upper-right corner, you'll need to make a staircase with your head. When you jump around near that corner, you'll make some invisible blocks appear. You'll need to use these to take the upper-right path.
The Upper Tomb
Here, you'll see spike pits as well as the obligatory fireball that jumps in and out of said pits. You'll also see some skull flies, jesters and mummies here too.
As you drop down, you'll find a hidden wall that contains an invinicibility shield. Take it with you as you head to the bottom-left corner.
Spooky Drop
New enemy here: some green guy with big feet that has no arms. All he does is walk back and forth, though.
Go to the left and hit the switch to "Off" so you can drop down. You'll know it's off when the eye on the switch is open.
You'll soon enter...
The Arch Vault
You'll see some new hazards here, such as the eight-point stars that crush you when you get close and the fish statues in the walls that fire projectiles. There is some jumping over fire pits, but it's not as bad as the Conservatory or Freezer areas.
There is a switch between the two crushing stars in the fork in the road. Take the lower path to hit the switch.
At the end you'll enter...
Jester's Jump
Make your way to the lower-left corner at the start. Hit the switch there, then make your way to the other side of the room and hit the switch on the lower-right corner.
This part makes you learn the hard way how to time your jumps off platforms, since (once again) it's easy to slide all over the place and either undershoot your jump or fall off on accident before you can jump from the edge.
The Stone Steps
This part can be frustrating due to the enemy placement and some of the jump that involve the crushing stars. You'll also find training shoes and the fez near the end, so that's at least two free hits for you.
The Crazy Crypt
You'll need to use the skull fly at the switch near the start so that you won't be trapped and forced to exit and re-enter this section.
Make your way down and left. You'll find a switch. Hit it, then jump up to the block above it and hit the second switch. You'll drop down, but if you hit the first switch again and make your way up all the blocks without messing the makeshift upward bridge up, you can find some free Money.
To the right of that area is...
The Firing Fish
The projectile-spitting fish statues are out in full force. Leap on the projectiles to get where you want to go, especially when hitting the switch shortly after the start to get rid of the wall that blocks your path. You'll soon see a wall. Get some momentum and walk right a little bit before jumping off the projectile shoot from the left side of the wall, and you'll be able to clear it more easily.
To get past the narrow gap in the wall, let the platform going across the fire pits push you to the right as you stay in a crouched position. From there, hit all the switches with the help of the fish statue projectiles.
The rest of the section is pretty straightforward from here.
Chamber of Walls
Oh, boy. Here you'll be hitting switches to get walls out of your way. The path is pretty straightforward, so don't worry about getting lost here.
Near the end, you can leap off a jester into the right wall. If you do it right, you'll find a slope leading downwards into a secret passage leading to four Money and a heart. From there, you can jump to the right into the wall, and keep going to the right for...
The Ante-Room
I'd rather have this than The Crazy Crypt or Jester's Jump anyday. The game does go a teensy bit overboard with the crushing stars, so watch the timing. As for that flame pit where you have to use the skulls to get across without getting hit? Was that necessary?
I'm beginning to have a love-hate relationship with Ocean now.
You'll finally find the door to the boss after this.
A Ghastly Goblin
This guy's pretty easy when you have five hearts and you know how to dodge the attacks. This goblin will just fly around, shooting three-way shots of spinning skulls out of both of his hands. You'll have to avoid the skulls and jump on his head. If you can get at least three hits on him while he's at ground level at the beginning, you should be able to stand some sort of chance.
When you beat this guy, you'll finally rescue Wednesday.
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You can walk through the wall to the left of where Wednesday was to find some hidden points. Go to the lower-left and you'll find...
The Last Chamber
Enter the door. You'll be back in The Crypt. Get out and make your way back to the mansion from here. You're done.
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