In this entry, we deal with a lot of precision platforming, tried patience and expert enemy dodging.
Stage 4-1
Shirley will recommend Furball if you wait long enough.
Barky Markys throw stuff at you from the windows, and the trash cans contain baddies that throw items at you as well.
Near the end of the stage, you'll have to jump from one small brick to another. You're better off being Buster Bunny for this one, as you'll need the jumping ability to pull this one off. Watch out for the Barky Markys. If you must absolutely be Plucky and use the flying for this one, figure out where the Barky Markys are, then make some short flights across the gaps.
Stage 4-2
Some of the columns of tires contain the enemies that throw stuff at you, and you'll also see female mice jumping from behind fences and coming straight at you. The best advice that can be given is to take your time. It is possible to jump off the female mice that jump out from behind the fence in the background, but you're better off taking your time and keeping an eye on your surroundings.
You'll have to do some platforming to reach the exit in the Elmyra segment. Do yourself a favor and use Furball for this part, as it makes this a lot easier. Just climb up the left wall and time your jump off the wall so you land on the last moving platform. Otherwise, be patient with the jumps.
Stage 4-3
Sweetie Bird is an enemy. Why, I don't know.
Anyway, you'll be leaping on platforms, lifts and the occasional enemy to get to the exit door at the top. If you're Furball, this is slightly easier.
The boss here is King Kong. When he jumps, you'd better be in the air when he lands on the ground. Stay on the left side of the screen, then jump on both of his mutant offspring that drop down when he lands on the platform. If you take two of the small enemies down, you'll be able to knock a part of the platform down. When the whole platform is knocked down, you'll be able to get the fourth key.
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