In this entry, we meet a talking donkey, get our Psychic Wave upgraded, and end up time traveling to Renaissance-era Italy.
When you travel north from here, you'll meet a talking donkey. How the donkey is here is unknown, but the donkey will give you added strength and upgrade the Psychic Shock Wave into the Super Psychic Shock Wave, making it more powerful, faster-firing and farther-reaching, before stating that their magic will guide you on your journey. The dagger is still more powerful, but only by a tiny bit now. At this point, the Super Psychic Shock Wave is the better weapon, but keep in mind that if you take too much damage, you'll go back to the normal Psychic Shock Wave until you heal yourself back up a bit.
After the first room with the blue scorpions, hold Right and jump when you enter the room to the north so you can get a Potion. When you enter the next room to the north, hold Left until you enter the next room, then keep holding Left and jump to get to the blue scorpions that are there.
After the cactus men, go east when you are able. You'll be able to get another Potion.
Using the dagger against the Mimics is a better strategy, now that you can take the coins out with the Super Psychic Shock Wave. After the room with the Mimics, break the crack in the north wall for another Potion. After that, be ready to jump out of the way of boulders. The tile will reveal a sphere which will reveal an Invincibility Star. If you use it, you will become invincible temporarily. Save this for the boss.
the mini-boss is a skeleton in a mine cart who will throw bombs and send yellow mummies at you. Avoid the bombs and the mummies, and focus solely on the mine cart skeleton. With the Super Psychic Shock Wave, you can take him down as he repeatedly passes by in no time.
The miner ghosts will teleport in and out and shoot projectiles at you. Avoid their shots and take care of your business. The three snakes afterwards opens a door that leads to another invincibility star, and the crack in the wall to the north will help you score another Potion.
Afterwards, watch out for the wooden pikes that come out of the wall. They will damage you regardless of where you touch them, so tread carefully.
The boss here is a larger miner ghost with a hammer. He will spawn four rocks that move around randomly while simultaneously shooting projectiles in eight directions with his hammer, then leap at you at diagonal angles. Stay at the bottom of the room and plug away at him with the Super Psychic Shock Wave while avoiding the rocks, and if you need to, use an Invincibility Star so you can pile on the damage.
After beating the boss, follow the path out. To the north is the fourth Tetrad and another two-heart boost to your maximum health. Afterwards, the Oxford Wonder World teleports you yet again.
Chapter 6
This time, you'll end up in Renaissance era Italy, where everyone apparently speaks like Charles Martinet voicing Mario.
One guy will sell you a map to the artists' homes - Leonardo, Raphael, Michelangelo and Donatello - but if you say yes, he will tell you that he is out and that he sold the last map to some "big weird guy."
Also, Caesar's Hut is still around in the Renaissance era. Good to know that Caesar's Hut is still making it great with better ingredients and a better pizza more than a dozen or so centuries later.
Another NPC will tell you that an old scientist lives in a villa, and if he cannot help you, no one can. Another will tell you that the scientist is very inventive and has a cellar full of stuff.
Another NPC will give you a big plate of pasta, and if you talk to them with less than full health, you'll get it refilled.
You'll eventually an artist's studio, but there will be some blue paint spilled on the floor and some alien-looking footprints leading out the door. The artist will be encased in stone and unable to move. The stairs leading down takes you to a dungeon...
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