Monday, February 25, 2019

SlimKirby plays The Simpsons: Hit and Run - Part 10 of 22


It's time to start Level 4, and this time, the terrain will be a lot more familiar.

Level 4



At the beginning of the level, it is now evening. Talk to Bart, and you'll start the first mission. Bart will be speaking gibberish still, and Marge will note that there may be a connection between all of the weird happenings in Springfield.

Level 4's map is the same as Level 1, and most of the level gags, coin crates and wasp camera will be where you found them in Level 1. Some of the collectibles will not be in the exact same location, but if you know where you look, you can find stuff in this level quite easily.

Near the Simpsons residence is the Canyonero. While it is fast, it is not the best at taking corners at high speeds and it can tip over pretty easily if you overdo it. Nevertheless, it has decent stats and has four stars in the toughness rating

Mission 1: For A Few Donuts More


Mission: Find Chief Wiggum and collect donuts for him before time runs out!

Get in a vehicle, then follow the police to Lard Lad's. Once there, talk to Chief Wiggum. He will help you, but only if you can get him some donuts.

Get in your vehicle again, and hit the donut truck to get it to drop some donuts. You'll have to do this ten times in two minutes. When you manage to pull that off, head back to Lard Lad's. Wiggum will tell you that there are no clues in the recently-formed crop circle in town.

From here, drive to Cletus' house and talk to Cletus to start the next mission. Cletus will think you're a city slicker reporter and try to run away.

You can buy a car from Willie on the Springfield Elementary school grounds, but you won't necessarily need it for this level. Speaking of the school grounds, the wager race is near the front door, and you can buy costumes if you get inside. You'll need the inmate costume for a future mission.

Mission 2: Redneck Roundup


Mission: Follow Cletus and collect what falls from his truck. Don't miss any items!

Once again, you're tailing another person; this time it's Cletus. Thankfully, you can always tell which vehicle is him from the chicken feathers coming out of the truck bed. Stay close, and don't miss any items. Your chase will take you through the power plant as well as the Stonecutter's Tunnel, and the items that Cletus drops is completely random...one of them is a crate of copies of the new Bonestorm game!

After you collect the seventh item, go talk to Cletus again. He will realize you are not a reporter after all, and offers to help you if you help him with the harvest.

This is where you buy the inmate costume from inside Springfield Elementary. Once you get it, come back to Cletus and move up to his truck to start the next mission.

Mission 3: Ketchup Logic


Mission: Help Cletus harvest ketchup packets for the winter. Don't let time run out!

You have two minutes to pick up all eighteen ketchup packets, and not only is Cletus' pick-up truck not the fastest thing in the world, you'll have to do things such as ride up a firetruck ladder to get some of the more interesting ones. Once again, pay attention to the map to see where you need to go. At one point, you'll get to ride into Mr. Burns' mansion - a place you couldn't enter in Level 1 - and through the giant chessboard into the power plant. When you get into the power plant, be sure to back up a bit so you can make the jump to the final ketchup packet.

When you leave the power plant, you'll have to outrun a black sedan. If you can drive pretty well, you can lose the black sedan in very little time. After you escape the black sedan, head back to Cletus' house. Cletus will tell you to ask other people near the cemetery. Head over there to the next mission.

Gil is between the bridge and Cletus' house, so if you need to buy some cars from him, you know where to go.

There are a few wasp cameras and a collector's card in Mr. Burns' mansion. One is up the stairs, another one is in the study, and two more are near the giant chessboard. There is a switch in the study which, should you trigger it, reveal a collector's card inside the study.

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