Only two stages this time. Besides the fact that the sequel doesn't have a glut of complex pipe puzzles, the sequel has far fewer levels than the first Game Boy game. I like that.
In Stage 21, you'll be doing nothing but dropping down, entering doors and avoiding Daffy Ducks. When you reach the bottom, you'll have to leap your way up with the Up panels to reach the doors that you missed. You should have five keys, the pickaxe and the sledgehammer when you are done with this section. Afterwards, you'll need to use the shield to open the doors and get past all the enemies in the second half of the stage to get all the keys, get to the warp tile and reach the exit.
Stage 22 is a more linear maze. Get the sledgehammer at the start, then get Merlin the Mouse out of the way and push the chest into Sam. From here, start breaking more blocks and exploring the level to open more doors and get more keys. There will be a lot of Sams in the level, and you'll only have limited bombs, so you'll have to be careful what you do as you go through this level. For the door near the Little Ghost, you'll need to approach it from the other side.
No comments:
Post a Comment