It's time to solve some problems and talk to a parrot in order to get through yet another chapter of this difficult but awesome game.
Chapter 5: Captain Bell
At the start of the chapter, park Sub-C near the village and go inside the village. You'll be in the town of Bellcola. Talk to everybody so you can talk to the village chief north of the entrance. You'll learn about Captain Bell, who is viewed as the father of the island. Once you're able to talk to the chief, the chief will tell you that he has been awaiting your arrival after Chief Coralcola has asked him to give you the secret of the strait, which is blocked by a wooden ship. When he asks if you are going to keep it secret, select "Yes." He will tell you how in 1680 the British Captain Bell battled with pirates invading the islands and sacrificed his own ship by placing it in the strait to protect the islands. He will also tell you that Captain Bell left a secret in his cave that explains how to open the strait, and that you will need the help of Peter to enter Bell's cave.
Leave the village and go west. You'll meet Peter, who will tell you "no gift, no chat." We will have to bring something to Peter in order to talk to him. Head back to Sub-C. Whenever you enter, you'll get a message from Navcom telling you that you will be alerted if Dr. Jones' signal is found. It's okay the first time, but it gets annoying every subsequent time as you cannot skip it. Once you're back on the overworld, head south. There will be a set of black wavy lines surrounded by three rocks. Dive there, then go north one space and dive again when you come out on the other side. Go north and go through the island where the white pixels are located , and you'll be able to land on another island. Enter the hut to the north and talk to the guy inside. When he asks if you want to know the ABC's of fishing, select "Yes." You'll get a worm. Return to Peter and give Peter the worm. Peter will tell you "Do me so far, do me?" This is a hint for later on.
Get back on Sub-C and head back to where you got the worm. This time, head south and walk into the mountains to the west where the southern path ends. Go left at the end of the first part of the path, then follow the path further to reach a white tower. The woman inside will tell you that this is the memorial for Captain Bell, and that the Peter you met was the great grandson of Captain Bell's Peter.
There will be a piano. There will be seven white keys that you can step on: From left to right, they signify Do, Re, Mi, So, Fa, La and Ti. You want to step on Do, Mi, So, Fa, Do and Mi, in that order, or 1, 3, 4, 5, 1 ,3. If you mess up, leave the building, then come back and try again. You'll open up a path to a set of stairs. Go down the stairs, then go down the stairway to the east. In the next room, there is a part of the wall that is brighter than all the rest, and if you walk through it, you'll find a Big Heart that refills your health and adds one heart to your maximum health. Leave that area, then go south. Follow the path to the dungeon.
At the bottom-right corner of the entrance room, you can go right for two pairs of hearts in case you didn't get the Big Heart (which you should have gotten).
The red bats are faster than the blue ones you've seen all game. The Shooting Star makes them easier.
In the tile and pit room, you'll have to jump to the left as quickly as possible, go to the northwest corner to trigger a switch, go to the southwest corner to hit said switch and open the door to the west, then get back to the door and get out. If you step on the lone tiles near where you came in from, you can spawn two pairs of hearts near the door switch. Those hearts, however, are a beginner's trap, as jumping on the button after triggering it makes it break and send you dropping into the pit...so you're better off not getting them.
Run to the west and don't stop. That way, the spears that come out of the walls won't hit you. Jump on the tile to keep from being hit by yet another spear, then run to the switch further to the west and jump on it. Head west from here.
The floating gray ball is a pendulum. Strike it, then jump over it as you move around while you take care of what you need to do.
In the next room, you'll have three doors to go through. Pick the one to the south. The green snakes move around in a predetermined path and move back to charge at you if they see you, and the sign will give you a chance at extra lives.
If you need health, go west after leaving that room. Be ready to jump and move to the west, and when you grab the two hearts, immediately jump on the tile to the west, jump on the button on the other end, then head back to the east and go back to the previous room. All the while, you'll be avoiding spears again. Don't let them hit you.
From here, go north. Go into the northeast corner of the small chamber that you enter. You'll fall down into a room where wooden spikes jut out of the floor. Quickly make your way to the stairway in the southeast corner, then make your way to the dark pixels in the west side of the room and go through them. To do that, use the dark pixels in the wall to go through the wall; do not simply walk around the room or else you will fall into the wooden spike room again. Fight the enemies there to open a door to the south.
You'll be back in the room where you found the two hears earlier. Go west, then leap across the tiles as they fall and trigger a switch in the southwest corner of the room. This triggers a switch nearby. Step on it to get out of this room.
To avoid the bowling ball that moves back and forth, step to the sides when the sound of the moving bowling ball stops. If the bowling ball touches you, you will instantly die and you will be sent back quite a bit. Thankfully, you can hit the bowling ball with your yo-yo to stop it temporarily. Don't forget to hit the tiles and grab the mirror, as you will need it to send the projectiles back at the skeleton swordsmen.
From here, you'll have to make your way to the west while dealing with the pendulum stones again. You'll be grabbing a scepter on the way. If your health is low like mine was at this point, it can get a bit dicey. Thankfully, making it to the west end lets you trigger a switch that lets you enter the room to the west. Jump to the island and find a switch that uncovers a hidden bat.
You still won't have a way to open the door to the south. This is where the scepter you just picked up comes in. Use it, and you'll uncover a ghost. Kill the ghost, and the door will open. This allows you to pick up a potion.
From here, return to the pendulum stone room and go north. Be ready to jump when you enter the next room or else you will be dead at the hands of the tiles that sink when you stand on them. You'll trigger a switch. Go north to open the door back up. From here, you can go north and then go to the sides to get two pairs of hearts to appear. If you're quick, you can pick them both up and get out of here.
Back in the pendulum stone room, make your way south. In the southern room, kill all the enemies to open another door to the south. Kill the dodo birds to open up another door, then avoid the bowling ball that rolls back and forth as you hit switches to get out of this room. In the room to the west of the green bowling ball, you'll be able to make your way north. Leap all the way to the north, then fight off the two purple beasts.
After fighting the purple beasts, you'll be stuck in a loop if you go east. Again, this is where the scepter comes in. Use it to uncover a ghost, then kill the ghost to open a path west. Make your way west while dealing with the pendulum stones, then hurry west and jump on the tiles as you do so to uncover a switch and a pair of hearts in case you get hit by the wooden spikes that jut out of the floor. This lets you open a path further to the west. Go there, and keep going west to avoid everything. Avoid the red bowling ball, and hit it when it comes towards you so you can buy yourself a bit of time, as it ends where the screen ends instead of continuing until it hits an off-screen wall.
In the next room to the west, use the mirrors to beat the skeleton swordsmen, then beat up the snakes to go north. There will be some dark pixels just right of where you entered from. Walk through those to find a secret path to the tile. Jump on the tile repeatedly to open the dam and get a nice rendition of "God Save The Queen" as Captain Bell's ship sinks. The strait can now be traveled through again! You're done with Chapter 5!
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