Tuesday, November 30, 2021

ZonicTHedgehog plays Tomba! - Part 10 of 17


In this entry, we explore the Lava Caves, find the Hidden Village, and help a thief.


By equipping the Grapple and the Funk Parasol, you can get around the Lava Caves more easily. Not only can you grapple onto the flying Koma Pig, you can more easily get to other platforms.

If you get to any chests, un-equip the Funky Parasol before opening them. You'll be able to find Charity Wings, 1-Ups, a Lunch Box and even a Vitality Max +1 in the chests that you can open right now, and you can also find some more Bunk Flowers out of the open. Just be ready to save yourself on the drop down.

Somewhere up top in the Lava Caves is a guy on a cliff in the wall. He is there because the area where he is standing is shielded from the heat of the lava, and by continuing to talk to him, he will tell you that he lost a very important item that he was taking care of for his boss, and came back here to look for it. Unfortunately, the heat made it unbearable. This triggers the "The Troubled Thief" objective. Thankfully, there is an area near the top that you'll need to use the Grapple to latch onto the orange plant platform between a wall and a cliff, and on the cliff is a white sack. This is What The Thief Lost. No, seriously, that's the name of the item. Make sure not to touch the red glowing part of the wall on the way up, as it will damage you. Bring it back to the thief you met earlier by going up to him and using it as an item, and you'll complete the objective.

To get the "The Phoenix's Favorite" objective, you have to talk to the mice at the bar after completing "Death Fruit Juice." They will ask for Bunk Flowers, and the only place to get them is here in the Lava Caves. If you collect five, you'll complete "The Phoenix's Favorite."

Above What The Thief Lost is the entrance to the Hidden Village.

If you talk around, you'll find out about a boy named Yan who loves to play hide-and-seek. Unfortunately, nobody has seemed to find him. If you talk to the man in the house next to the save point sign, he will give you Yan's Lunch Box. DO NOT EAT THE LUNCH BOX. You'll then get the "Take Out" objective.

Another person in the village will tell you that the Koma Pigs are protecting "some sort of unusual gold thing" in the area. Could this be where the Koma Pigs are storing all that gold...?

If you talk to the guy with the blue hair who is walking around outside in the village, he will wish he had something to eat. This triggers the "I'm So Hungry" objective. If you walk in his path to stop him and use a Lunch Box, he will introduce himself as Taro and give you some Cheese in return, completing the objective.

At the north end of the village is a giant egg statue. Maybe it serves a purpose...?

When you return to the Haunted Mansion, the mansion will no longer be haunted and there will be happy music. Also, you can see the material of the roofs, the dark blue Kokka birds will be gone, and all the people in the mansion will be back to normal. There is a man on the north side of the mansion blocking a 1,000-Year-Old Chest, and you won't be able to get to it...yet.

Remember that area with the stone door in the mansion? There's a 1,000-Year-Old Chest there, and if you open it, you'll get a Vitality Max +1.

The room with the long pool of water in it has a 1,000-Year-Old Chest with a Large Lunch Box in it. You can get it with the Funky Parasol if you can make a long enough running jump, but learning to swim makes getting it easier.

There are some tree limbs up high in the area where you have to swing to get to the area with the 100-Year-Old Man. If you go up to the highest limbs and swing your way to the right after getting the 100-Year-Old Key, you'll be able to open a 100-Year-Old Chest with yet another Vitality Max +1 which could have been gotten much earlier in the game.

The AP Box near the Old Pond contains a Cheese if you interact with it. Speaking of which, you can make a running jump to the other side with the Funky Parasol, but there is nothing you can do there yet.

The 1,000-Year-Old Chest up high to the left of the house in the Dwarf Forest contains another Vitality Max +1. The maximum amount of health unit you can have is eight, however.

The 1,000-Year-Old Chest in the doctor's hut in the Dwarf Village contains Charity Wings.

[YTP] Moar 80s ads of desolation and despair (by noisepuppet)


MY HUSBAND IS ABOUT TO EAT A NUKE

PrinceWatercress plays Sly 3: Honor Among Thieves - Part 32 of 42


We've made it to the Cooper Vault with a full house, and we'll need them to beat Dr. M at his own game. But first, we need to get Sly's cane back...


Episode 6: Honor Among Thieves

The episode picks up where "The Beginning of the End" left off, with Sly having flashed back to the events of the beginning of the game before wishing he could have seen what was in the Cooper Vault, wondering if his late father would be proud of him, and wishing he could have started a real relationship with Carmelita Fox and told her how he felt about her.

Unlike other episodes of the game, you'll have to do job after job until you reach the final battle with Dr. M. There is no exploration or coin collecting like in the other episodes. This episode gets down to business and does so pretty quickly.

Carmelita To The Rescue

We see where Sly's cane lands, then we see Carmelita and her mercenary forces prepare to fight the hulking chimera of a monster that is holding Sly in its grasp. From here, you'll have control of Carmelita. Stay in combat mode and focus all your offense on the huge monster ahead, and as you do so, you'll need to avoid the mercenaries as they get thrown back onto the boat you're standing on with a thud.

Once some platforms open up to the right after dealing enough damage, get out of combat mode and start making your way up the platforms until you reach the ropes suspended above. Shoot at the monster again, and kick the minions that zipline over to you when they land on the ground. They will land in the water when you do.

After dealing enough damage, you'll need to mega jump to one more platform. Here, you'll fight this monster up close. When it raises its fist, use the mega jump to avoid the fist attacks and keep shooting. After this, Carmelita is confronted by Dr. M, who fruitlessly defends himself before siccing the monster on Carmelita.

Meanwhile, Sly is on the ground, the monster having let go of him during the battle with Carmelita. Amazingly, he is still alive, albeit concussed, and the gang gets him back on the ship.

A Deadly Bite

In order to get Sly's cane back, we'll need to find a way to get it unstuck from the electromagnetic buoy where it landed. Since The Guru does not carry metal equipment, he is the only candidate for getting the cane back at the moment, and to do that, he will have to use his mind control abilities to convince some sharks in the oceans to join him in an attack.

Jump on the shark and possess it like you would any other enemies, and use the L3 button to look for sharks to possess and buoys where you can possess other sharks. Make it a habit to use L3 to find other sharks and buoys to land on. When you find other sharks, be sure to possess all the sharks you find. As you head to the first buoy, you'll need to watch out for spiked metal balls with ropes between them; if you run into them or the ropes, you're going to get hit.

When you land at a buoy, press Circle at the valve to turn it, then possess the shark that the waypoint marker tells you to possess and use L3 to find other sharks and the next buoy. As you turn valves, you'll get more sharks in your shark army. Be careful when landing on a buoy so you don't accidentally fall into the water and get forced to do the segment of the job you just completed over again.

Electric rods will pop up and shoot electricity when the electricity makes its way to the water on the wya to the third buoy; you'll want to be in the air when the charge of electricity hits the bottom of the rod to avoid being shocked. On the way to the fourth, missiles will be shot at you; you'll want to jump clean over the row of missiles that get sent your way. Once you activate the fourth buoy, you'll free the cane, but it will fall into the ocean. It'll be up to Dimitri to get the cane now.

Controls:

D-Pad/left analog stick: Move
X: jump/double jump
Square: attack
Circle: use to interact with sparkles, steal from enemies (from behind; with Sly), grab objects and stunned enemies (with Murray; press Circle afterwards to grab enemy out of air and press again to shake them, or press Square to throw them)
Triangle:
  • charge up cane, knock enemies into the air (from behind; with Sly, use Square afterwards to slam enemy down/use Silent Obliteration)
  • drop bombs (Bentley)
  • uppercut (Murray; press Circle afterwards to grab enemy out of air and press again while holding enemy to shake them, or press Square afterwards to knock enemy out while in mid-air)

Select: access Gadget Grid
  • D-Pad/Left analog stick: select gadget/ability
  • L1, L2, and R2 buttons: assign gadget to button pressed; gadget can then be used with that button

Start: Pause/unpause
  • D-Pad/left analog stick: choose options
  • X: confirm choice
  • Triangle: back out of choice

L3: bring up waypoint

R3: use Binocucom
  • Left analog stick/D-Pad: look around
  • Right analog stick: move in and out
  • R1: take picture

R1: run (hold down)
  • use Paraglide (as Sly; hold down to use, must purchase first)

Right analog stick: move camera

As Carmelita:

  • Left analog stick/D-Pad: move
  • Right analog stick/D-Pad: move camera/aim
  • Triangle: toggle between strafe mode and free movement
  • Square: kick
  • Circle: mega jump
  • X: jump and double jump
  • R1: shoot

As The Guru:

  • L1 (hold): transform
  • Circle (in mid-air, behind an enemy): mind control
    • Left analog stick/D-Pad: steer enemy
    • X: jump off enemy and launch enemy forward
    • Square: attack

Grapple cam controls:

  • D-Pad/Left Analog Stick: aim camera
  • X: shoot/grapple with hook
  • Circle: distract enemies
  • Square: self-destruct (hold down)
  • R1: Fire turret

Hacking mini-game controls:

  • Left analog stick: move
  • Right analog stick: aim and fire gun

As The Panda King:

  • Square: flame chop
  • L1: hold to load fireworks, release to attack with stored fireworks
    • Right analog stick: sweep over multiple targets

Monday, November 29, 2021

ZonicTHedgehog plays Tomba! - Part 9 of 17


Let's do a whole bunch of things! One of those things includes restoring Phoenix Mountain so the wind isn't completely terrible anymore!


One of the villagers in Baccus Village will ask you about the Grapple if you talk to him.

Another villager will tell you that they will no longer be mice if the Evil Pig that cast the spell on them is beaten, and that he has put a treasure chest next to the town hall. He says that you can have it if you know how to open the chest. The chest is a 1,000-Year-Old-Chest that will give you the Orange Evil Pig Bag.

The upside-down bell looking flowers with the mean faces are the Death Fruits. If you jump onto them and throw them, you will throw them down to defeat them. If you can defeat the Death Fruits and tell the mice at the bar that you did, you'll complete the "Death Fruit Juice" objective and get Charity Wings and a Vitality Max +1, the latter of which will increase your maximum health by one point.

The "Smile" door at the north side of the Haunted Mansion leads to the Green Evil Pig Door. To beat the Green Pig, stand on one of the large platforms beneath the Green Evil Pig Bag, then throw him in when he appears nearby. As you face him, he will throw a meteor up into the air, which will soon fall towards you at a much bigger size. By beating the Green Evil Pig, you will cool down the Lava Caves so that there is no more fire.

Now that the spell on Phoenix Mountain is broken, the area will be a lot safer, and you will no longer have to deal with high winds.

High up in Stormy Mountain is a tribesman with a spear. If you talk to him, he will say "Funga," which triggers the "What's a Funga?" objective.

The 1,000-Year-Old Chest above the tribesman contains two 1-Ups. There is also two more chests further to the right from the tribesman, but you cannot open them yet.

The spiky shelled enemies can be disarmed with the Stone Boomerang, and from there, you can jump on them normally.

Remember the guy who was digging a hole in the wall at Phoenix Mountain? If you talk to him after beating the Red Evil Pig, you will clear the "The Famous Digger" objective. If you enter the hole in the wall, you'll find some Cheese.

If you go back to the Lava Caves after beating the Green Evil Pig, the fire will be gone. You can jump from platform to platform for a Bunk Flower, and you can also face the Pink Evil Pig after finding the door on a ledge above the entrance, assuming you have the Pink Evil Pig Bag. To beat the Pink Evil Pig, get to the platforms at the top, then pounce on the Pink Evil Pig when he appears and toss him in the bag when the opening is facing you. The Pink Evil Pig will teleport in and out and shoot thunderbolts down. Watch for waves of energy to see where the thunderbolt will land, and remember that if the thunderbolt hits a platform, it will shock all of the platforms that share its color...so watch where you're standing!

When you beat the Pink Evil Pig, you'll break the curse on the Haunted Mansion.

ZonicTHedgehog plays Tomba! - Part 8 of 17


In this entry, we meet a fortune teller, face our first Evil Pig and get some very useful items.


After you complete the "Where's The Baby Mouse?" and "A Drink For Grownups" objectives, you can go back to the Red Fortune Teller's house to meet the Red Fortune Teller. Talk to her, and she will tell you that she will read your fortune as she is still in training. Talk to her again, and she will tell you that Pink is somewhere really hot, Green is the mansion on the lake, and Red is awaiting a miracle. These are hints as to where to find the Pink, Green and Red Evil Pigs. You'll also complete the "Red Fortune Teller" objective.

Remember the door above the small platforms at Stormy/Phoenix Mountain that required the Large Key Hole? If you enter it with the Large Key, you can get the Red Evil Pig Bag. This completes the "A Stormy Pig Bag" objective. The Red Evil Pig Bag will be in Phoenix Mountain.

If you talk to the mouse at the location where you rode the Phoenix, he will tell you that the Phoenix returned home to Lava Caves and that you'll need to go there to see the Phoenix again. He will also tell you that you will need a grapple to get through the Lava Caves. Thankfully, you can get the Grapple now that you can open the 1,000-Year-Old chests. Make your way to the right from here and open the blue chest that is there. You'll get the Grapple and complete the "A Precious Treasure Chest?" objective. The pirate who is blocking your path here will also be gone from here on out. Don't go to the right, though. Instead, enter the cave above where you got the Grapple and open the 1,000-Year-Old Chest there. You'll get the Green Evil Pig Bag and complete the "The Fire Pig Bag" objective. The Green Evil Pig Bag will be in the Lava Caves.

The Grapple works much like the Blackjack that you start the game with, but it has more range due to acting like a grappling hook and can also be aimed upwards with the Control Pad. You can use it to get on top of the plant above where you just got the Green Evil Pig Bag and climb onto it with Up, but you won't be able to go further due to the flames.

If you go back to Baccus Village and talk to the mouse to the left of the message board near the Red Fortune Teller's house, the mouse will keep crying. Talking to the mouse twice will trigger the "Can't Stop Crying" objective. (You won't be able to do this until after you complete the "Where's The Baby Mouse?" objective.) If you can give him a Healing Mushroom from the Mushroom Forest by using it as an item in front of the mouse, he will stop crying, and you'll clear the objective. He will then tell you if have ever seen a baby Koma Pig and that he is looking for one, and if you can find one, you can give it to him in return for something useful.

There is a 1,000-Year-Old Chests at the ground level of the Mushroom Forest near where you come in from the Dwarf Forest, and it contains a 1-Up. Above this chest on the plant platforms is another 1,000-Year-Old Chest that contains a Mysterious Mushroom. Opening this chest and getting the mushroom completes the "The Mysterious Mushroom" objective. The Mysterious Mushroom works just like an Ordinary Mushroom, but it never runs out and can be used over and over again.

If you keep going left from where you found the Mysterious Mushroom, you'll find a 1,000-Year-Old chest that contains the 1,000-Year-Old Bell. This bell, when used as an item, returns you to the 1,000-Year-Old Man.

There is another 1,000-Year-Old chest in a pit near the entrance to Charity Square. It contains Charity Wings if you open it.

The 1,000-Year-Old chest in Charity Square contains a big gem worth 10,000 AP when collected.

Now that you have the Red Evil Pig Bag, you can open up the door to the Red Evil Pig at the top of Charity Square and leaping towards where the door is. (It's left of where the butterfly cage is.) Jump into the door, and you'll face the Red Evil Pig, also known as the Stormy Evil Pig.

All of the Evil Pig battles require you to throw the Evil Pig in the Evil Pig Bag in order to trap them and break the spell that they have placed in a certain area. In this case, beating the Stormy Evil Pig will break the spell on Stormy/Phoenix Mountain. 

The Stormy Evil Pig will rotate around the windmill in the center either clockwise or counter-clockwise. To beat him, all you have to do is pounce on him and throw him into the opening of the evil pig bag, which is spinning around in the direction of the windmill in the center of the room. If you can do that just once, you'll beat him. To beat the Stormy Evil Pig, you'll need to stand on the large central platform beneath the bag and pounce on the Stormy Evil Pig when he appears nearby. From there, you'll need to toss him towards the opening of the bag. If that doesn't work, stay to the side, and if you can knock him unconscious by swinging around on one oft he poles, so be it. He will throw tornadoes at you that will send you either towards him or into the spikes in the room, but you can avoid that by equipping and using the Jewel of Fire. By beating the Stormy Evil Pig, you'll beat the "A Stormy Pig Bag" objective and break the spell on Phoenix Mountain so it isn't stormy anymore.

The 1,000-Year-Old Chest in the seaside mansion contains a big blue gem that gives 100,000 AP when collected.

PrinceWatercress plays Sly 3: Honor Among Thieves - Part 31 of 42


In this entry, we leave international waters and outsmart Captain LeFwee at his own game as we rescue Penelope.


Operation: Reverse Double-Cross

Once you find the X to get out of international waters and back to Blood Bath Bay, the fight is on.

You'll first fight the Death's Head. Here, I get lucky, and the Death's Head's cannons face me only once or twice, allowing for an easy defeat. From here, Sly gets on board the Death's Head automatically, where LeFwee seizes him for a plank walking.

At this point, insult LeFwee's creativity, make fun of his pirate talk, then mock his ability to keep Penelope prisoner. This will trick LeFwee into revealing that Penelope is locked up in his keep until she agrees to love him. After this, Sly will leap off the plank into Murray's waiting jolly boat. Row as fast you can to shore, which is up ahead. 

Once on dry land, you'll need to use the same shortcut to Skull Keep that you took with Bentley and Penelope and go into the door where the treasure is. Sly will find Penelope only to learn he has fallen for an explosive trap. Meanwhile, the Cooper Gang takes their ship to harbor, but LeFwee blows the masts off. At this point, Guru and Crusher show up.

You'll need to move the left and right tentacles up and down with the left and right analog sticks, respectively, and use L1 and R1 to attack with the left and right tentacles, respectively. Watch the corners of the ship carefully and be ready to hit every guard that shows up as Bentley tries to break the four locks on the door leading below deck.

Once all four locks are broken, LeFwee catches up to Bentley and Penelope, and Sly seemingly comes back from the dead (honestly, did you think that explosive trap killed him?) and knocks LeFwee down from above with the Paraglider. As Bentley lies on the deck, Penelope produces a rapier and keeps LeFwee away from Bentley. This leads to a duel on the mast.

Use the left analog stick or D-Pad to jump and duck with Up and Down. Left and Right allow you to move across the mast. Up jumps over the low swipes, while Down ducks over the high pokes. When LeFwee is leaning away from the screen between sword swipes, press Triangle for a right swing. When LeFwee is learning towards the screen between sword swipes, press Square for a left swing. If you use the wrong swipe, it will be blocked. If you get hit, you'll be knocked back, and if you're knocked off the mast, you're doing this whole boss battle over again.

When you knock LeFwee off one level of the mast, it's down to the next level. The first level has you learning to jump and strike with Triangle, the second level has you learning to duck and strike with Square, and the third level puts it all together. 

After the third level battle, you'll complete the job, Bentley finally finds true love, Captain LeFwee will be shark food, and Dimitri will be part of the team. From there...it's on to Kaine Island, where this all began...

Controls:

D-Pad/left analog stick: Move
X: jump/double jump
Square: attack
Circle: use to interact with sparkles, steal from enemies (from behind; with Sly), grab objects and stunned enemies (with Murray; press Circle afterwards to grab enemy out of air and press again to shake them, or press Square to throw them)
Triangle:
  • charge up cane, knock enemies into the air (from behind; with Sly, use Square afterwards to slam enemy down/use Silent Obliteration)
  • drop bombs (Bentley)
  • uppercut (Murray; press Circle afterwards to grab enemy out of air and press again while holding enemy to shake them, or press Square afterwards to knock enemy out while in mid-air)

Select: access Gadget Grid
  • D-Pad/Left analog stick: select gadget/ability
  • L1, L2, and R2 buttons: assign gadget to button pressed; gadget can then be used with that button

Start: Pause/unpause
  • D-Pad/left analog stick: choose options
  • X: confirm choice
  • Triangle: back out of choice

L3: bring up waypoint

R3: use Binocucom
  • Left analog stick/D-Pad: look around
  • Right analog stick: move in and out
  • R1: take picture

R1: run (hold down)
  • use Paraglide (as Sly; hold down to use, must purchase first)

Right analog stick: move camera

As Carmelita:

  • Left analog stick/D-Pad: move
  • Right analog stick/D-Pad: move camera/aim
  • Triangle: toggle between strafe mode and free movement
  • Square: kick
  • Circle: mega jump
  • X: jump and double jump
  • R1: shoot

As The Guru:

  • L1 (hold): transform
  • Circle (in mid-air, behind an enemy): mind control
    • Left analog stick/D-Pad: steer enemy
    • X: jump off enemy and launch enemy forward
    • Square: attack

Grapple cam controls:

  • D-Pad/Left Analog Stick: aim camera
  • X: shoot/grapple with hook
  • Circle: distract enemies
  • Square: self-destruct (hold down)
  • R1: Fire turret

Hacking mini-game controls:

  • Left analog stick: move
  • Right analog stick: aim and fire gun

As The Panda King:

  • Square: flame chop
  • L1: hold to load fireworks, release to attack with stored fireworks
    • Right analog stick: sweep over multiple targets

Sunday, November 28, 2021

ZonicTHedgehog plays Tomba! - Part 7 of 17


In this entry, we're free to do things at the Haunted Mansion...and we do a lot of things.


There is a doorway with a 100-Year-Old Chest with fruit in it and another door that looks like that it is made out of hay in the east side of the Haunted Mansion. You won't be able to do anything with the hay-looking door yet.

Large Key Panel 1 is also on the east side of the mansion. Inside the cavern where the key piece is located is a gold chest you won't be able to open yet.

On the north side of the mansion near the two eggs placed side by side is a cavern with a large painting of a key. The painting is really an indentation of a key, and you'll need all five Key Pieces to fill it in. By talking to the mouse near it, you'll trigger the "Painting of a Big Key?" objective. If you use the Key Panels near the indentation, you'll put the Key Panels in place so you don't have to carry them around (although you can't run out of inventory space).

Underneath the key indentation room is a cavern with a red chest you cannot open...yet.

The Jewel of Fire increases your running and jumping abilities and renders you invincible for brief periods of time. To use it, your red experience meter must be at the maximum level of 10. Once you reach that level, you can use it. By using the Jewel of Fire, Tomba will also have red hair. The Jewel of Fire is an equippable item as opposed to a disposable one, so you don't have to worry about the powers running out.

Now you can go back to the door that looks like it is made out of hay. Equip the Jewel of Fire and run into it, and you'll find out that the jewel's fire power will set the hay door ablaze. Behind the door, you'll find a 100-Year-Old Chest containing two pieces of cheese. You won't be able to open the blue chest here until you find the 1,000-Year-Old Key, and when you do get it, a Lunch Box will be waiting for you inside of the chest.

The big wooden door contains an old man near a blue chest, but you'll need to get past a big wall of fire to even speak to him. If you leave and come back, however you'll be able to talk to him. This is the 1,000-Year-Old Man, and he will tell you that the Evil Pigs use very powerful magic that can warp an entire area under their control, but to do that, they need an enormous amount of gold to produce this kind of magic. He will tell you that the Evil Pigs have to be gathering all this gold in one place, and that if you find this place, you'll find Tomba's grandfather's bracelet. This will complete the "The 1,000 Year Old Man?" objective, 

If you have broken all of the eggs located around the Haunted Mansion when you talk to the 1,000-Year-Old Man, you'll be able to complete the "Break the Magic Egg!" objective. If you haven't, he'll ask you to break them all. By completing this objective, you'll get the 1,000-Year-Old Key, which will allow you to open up the blue chests just like the one next to him. The old man will then tell you that you'll find what you need to get beyond Phoenix Mountain in a 1,000-Year-Old treasure chest left in Phoenix Mountain, and that there is a special technique in getting through the Lava Caves. Even more, the flames from the lava inside the caves will also be a problem, and there is nothing you can do until you find the Evil Pig that cast the spell that is making that happen and seal him away. The Evil Pig in question is the Green Evil Pig, and you'll find the Green Evil Pig Bag in the Lava Caves. That's not all you'll be doing, as the old man will also tell you to climb the Stand of the Sun Torch, which is nearby. Doing so will show you a new power, but it will be up to you to find the way. Finally, he will tell you that some friends of his will help you on the road ahead, and to be careful of the 10,000-Year-Old Man. He implies that he may be a bit odd, but he does say that the 10,000-Year-Old Man is not a bad man.

The third Large Key Panel is below a 1,000-Year-Old chest - which contains a Stone Boomerang, which is more powerful than the wooden one - in one of the caverns in the south side of the mansion. The Stone Boomerang doesn't stun enemies; it outright defeats them when thrown.

One of the caverns in the east side of the mansion contains an egg you can break.

There is a stone wall in the room underneath the big keyhole door. You won't be able to do anything with it yet.

If you go back to the town square in Baccus Village, the mouse on the right will mention the Healing Mushroom curing the effects of the mushrooms that make you laugh or cry, and asks what to take to get well in case you eat a Suspicious Mushroom or other kinds of mushrooms.

There are two people in the house in the square now. The one on the left will mention the key panels if you talk to them.

By taking the southern exit out of Baccus Village, you'll return to Phoenix/Stormy Mountain. From here, you can go back and open the 1,000-Year-Old Chests in earlier areas as well as take care of new business in earlier areas.

By going back to the Mushroom Forest, grabbing a Crying Mushroom, holding Up at the sad door and crying with Square in front of it, you'll complete the "Cry Baby" objective. By going through the door, you'll find a bunch of fruit to heal with as well as two pieces of Cheese.

By going back to the Mushroom Forest, grabbing a Laughing Mushroom, holding Up at the happy door and laughing with Square in front of it, you'll be able to open the door and get the last Key Panel (which in this case is number five). Go back to the huge key indentation and put all five Key Panels in to get the Big Key and complete the "Painting of a Big Key?" objective. Go back to the door with the big keyhole and open it with the Big Key to complete the "A Large Key Hole!" objective, then go inside to enter a cavern. Swing from one wooden pole to the other and open the 1,000-Year-Old Chest to get a Pink Evil Pig Bag. This will complete the "The Haunted Pig Bag" objective and open up the "The Haunted Mansion" objective, which you'll need to beat the Pink Evil Pig to complete.

ZonicTHedgehog plays Tomba! - Part 6 of 17


We have a lot to do here. Besides exploration, we find a baby mouse, fix a water pump


If you go back to the bulletin board after getting the "Where's The Baby Mouse?" objective, you'll find a piece of paper stuck to it saying "Will be back soon." This will trigger the "The Red Fortune Teller" objective.

If you go back to the house where you got the "Death Fruit Juice" objective, there will be three people near the door. Talk to the center person. This is the baby mouse. Go back to the guy in the building in the town square and talk to him. You'll clear the "Where's The Baby Mouse" objective. Check the bulletin board again. You'll find out that the pump at the lake is broken and that there is not enough wine for the village, and that an experienced adventure will need to go to Baccus Lake and fix the pump. You'll also find another notice looking for courageous challengers who are not afraid of the Haunted Mansion. This triggers the "A Drink For Grownups" objective.

By talking to people, you'll find out that the Phoenix has flown back to its nest in Stormy Mountain and that there is a rumor that one of the Old Men of Time is trapped somewhere in the Haunted Mansion. You can get the latter information from somebody standing to the right of the town square entrance, and this will trigger the "The 1,000 Year Old Man?" objective.

Now that you've triggered the "A Drink For Grownups" objective, you can now go west to Baccus Lake. Just talk to the person guarding the exit to the lake and he will automatically take you to the lake. You'll get the "The Haunted Pig Bag" objective when you arrive at the south side of the Haunted Mansion. Don't forget to save at the wooden sign if you need to.

The dark blue Kokka Birds add to the blue experience meter. Once again, the red, blue and green experience meters will be explained in time. Just remember that there are ten levels of experience, and that you can fill them up by beating up certain enemies.

There are eggs that you can break just by jumping on them and then throwing them like you would any other enemy. Keep in mind that some man-eating plants will be hiding under them, so be careful.

With the town guard on your back as you are here, the guard will tell you where you cannot go if you try to go to a certain area or go through a certain door. Thankfully, the way to the lake is pretty easy, and once you make it to the lake, you'll clear the "Road to Baccus Lake" objective.

If you need to turn to another side of the mansion, just press Up when you are able to walk into the foreground or background. 

Once you're at the lake, keep going to the north. You'll find a machine to the west, and if you examine it, you'll find that there is a hole that looks like something is supposed to be placed in it. If you go further north, you'll end up at a pier where you can take a Pipe. Take the pipe back to this area and use it at the machine and examine it again. From here, go to the brown machine and examine it to find the switch is off. Examine it again to turn the switch on, then go back south and talk to the guard to go back to the mansion. From here, go back to town.

If you try to go through the door with the sad face near the lake entrance, you'll trigger the "Cry Baby" objective. Come back here when you are under the influence of a Crying Mushroom. Remember that this door is on the west side of the mansion.

Back in town, return to the town hall in the town square and talk to the guy in the building. You'll clear the "A Drink For Grownups" objective.

If you read the bulletin board in the town square now, you'll get a note telling you to contact the nearest mouse if you ever have any problems in Phoenix Mountain or anywhere else.

You can now go back to the Haunted Mansion without a mouse on your back, and with that, you can now explore the mansion at your leisure. By entering doors, you can enter caverns, but keep in mind that you still need to learn how to swim. You will be able to rescue a mouse in one of the doors, and this mouse tried to go the pump to fix it, but cannot, even though he brought a key with him. He will give you the Small Key and go back to the village.

Going into the foreground on the west half of the mansion's south side and going to the right will take you through a door back to the Mushroom Forest. If you go left, there will be an AP box, and if you have 150,000 AP, you can open it for an Ordinary Mushroom, which controls laughing and crying fits when used. This completes the "A Safe Mushroom?" objective, which you did not even have activated yet. Further to the left is a 100-Year-Old chest with a big 20,000 AP gem inside, and going further to the west takes you to an island with a fisherman. Talk to him and ride the boat to the other side, and you'll see a mansion. This triggers the "A Familiar Looking Mansion" objective. Enter the opening in the cliff. By going up the stairs, you'll find four chests. The 100-Year-Old chest contains another big AP gem, and by opening it, you'll complete the "Treasures from the Mansion?" objective. (You'll need to talk to the thief in the Dwarf Village's underground village to find out about this objective.) Come back later with the other keys to open the other chests!

Going to the left from here takes you back to the beginning of the Village of All Beginnings and clears the "A Familiar Looking Mansion" objective. You'll have to go all the way back to where you left off the long way, but at least you have more AP.

Back at the Haunted Mansion, one of the doors on the south side leads to Key Panel 2. Looks like you'll be making a key. There is also an oversized fountain further to the right, and if you stand in it, you'll get a full heal as many times as you need to.

Going into the chimney in the mansion leads to the Jewel of Fire. Pick it up to complete the "Red Hidden Powers" objective.

The cavern entrance near the three eggs has a moving platform. Stand on the platform to take it downwards, then use the Wooden Boomerang to get Key Panel 4. You'll then be on the north side of the mansion near a door with a large key hole. Pressing up in front of that door triggers the "A Large Key Hole!" objective. Thankfully, you can turn corners near here and make your way through more of this side of the mountain. There is a laughing door here, and near it is a door with a small keyhole. Because we got the Small Key from that mouse earlier, we can open it and clear the "A Small Key Hole!" objective. On the other side of this door is a glowing egg. You won't be able to break it yet, though.

PrinceWatercress plays Sly 3: Honor Among Thieves - Part 30 of 42


In this entry, we try to make an ally out of a deadly sea creature.


Crusher From the Depths

As you use the map to find this job, you'll see mist in the water. If you move into this mist, you'll start the job.

These misty waters are home to Crusher the Squid, whom you'll meet first-hand when he pulls out the masts. From here, you'll be playing as the Panda King, who will fight Crusher with his fireworks. Your fighting skills with the Panda King will be put to the test here, so use the right analog stick to look for the tentacles and unleash a lot of fireworks on it.

After enough damage, Crusher's head will shoot fiery rocks at you. You'll need to move around to avoid them while keeping a target reticle on the the head and firing away.

Eventually, multiple tentacles will latch on to the ship, and you'll need to look around with the right analog stick and shoot the maximum amount of fireworks at them in order to keep the ship from being dragged under. Load up on fireworks and target at least four tentacles. Once you target four, let loose. Be ready to rotate the camera in one direction with the right analog stick as you do all this; it makes it much easier to minimize the amount of tentacles on the ship.

Afterwards, you'll have multiple tentacles slapping the ship and the head of Crusher shooting rocks at you. Get the tentacles out of the way as you stay on the move, and unleash as many fireworks on the head as quickly as possible on the head before the tentacles come back.

Crusher will soon disappear, and Panda King will head below deck to craft more fireworks, leaving Sly in charge of what's going on topside. At this point, you'll actually find out that Crusher is a giant squid. This time around, Crusher will smack the ship with his tentacles. Watch the shadows, then smack the tentacles with Sly's cane to get them to stick to the ship. Once enough of them are stuck, Crusher will move in. This is your cue to hit him with a cannon. As the battle rages on, watch for the rocks as well as the tentacles. For the first phase, you'll need three tentacles; for the second phase, you'll need four, for the third phase, you'll need five.

After the third phase of this battle, you'll beat Crusher. The Guru will get into Crusher's mind and communicate with him, and Crusher will drag him under. This completes the job.

You'll then get another slideshow. It's now time for Operation: Reverse Double-Cross. Penelope is locked up in one of two secure locations: Captain LeFwee's keep or the brig of the Death's Head. Since the team is too small to attack both locations at the same time, some finagling will have to be done. You'll have to battle the Death's Head at sea, which makes for a better fight with the new upgrades. The Death's Head cannot be sunk due to Penelope potentially being there, so Sly will have to board it afterwards and promptly surrender. This will allow an audience with LeFwee and bypass the numbers of LeFwee's men. From here, Sly has to irritate LeFwee enough to get him to reveal Penelope's location. From here, one of two plans will be put underway.

Controls:

D-Pad/left analog stick: Move
X: jump/double jump
Square: attack
Circle: use to interact with sparkles, steal from enemies (from behind; with Sly), grab objects and stunned enemies (with Murray; press Circle afterwards to grab enemy out of air and press again to shake them, or press Square to throw them)
Triangle:
  • charge up cane, knock enemies into the air (from behind; with Sly, use Square afterwards to slam enemy down/use Silent Obliteration)
  • drop bombs (Bentley)
  • uppercut (Murray; press Circle afterwards to grab enemy out of air and press again while holding enemy to shake them, or press Square afterwards to knock enemy out while in mid-air)

Select: access Gadget Grid
  • D-Pad/Left analog stick: select gadget/ability
  • L1, L2, and R2 buttons: assign gadget to button pressed; gadget can then be used with that button

Start: Pause/unpause
  • D-Pad/left analog stick: choose options
  • X: confirm choice
  • Triangle: back out of choice

L3: bring up waypoint

R3: use Binocucom
  • Left analog stick/D-Pad: look around
  • Right analog stick: move in and out
  • R1: take picture

R1: run (hold down)
  • use Paraglide (as Sly; hold down to use, must purchase first)

Right analog stick: move camera

As Carmelita:

  • Left analog stick/D-Pad: move
  • Right analog stick/D-Pad: move camera/aim
  • Triangle: toggle between strafe mode and free movement
  • Square: kick
  • Circle: mega jump
  • X: jump and double jump
  • R1: shoot

As The Guru:

  • L1 (hold): transform
  • Circle (in mid-air, behind an enemy): mind control
    • Left analog stick/D-Pad: steer enemy
    • X: jump off enemy and launch enemy forward
    • Square: attack

Grapple cam controls:

  • D-Pad/Left Analog Stick: aim camera
  • X: shoot/grapple with hook
  • Circle: distract enemies
  • Square: self-destruct (hold down)
  • R1: Fire turret

Hacking mini-game controls:

  • Left analog stick: move
  • Right analog stick: aim and fire gun

As The Panda King:

  • Square: flame chop
  • L1: hold to load fireworks, release to attack with stored fireworks
    • Right analog stick: sweep over multiple targets

Saturday, November 27, 2021

ZonicTHedgehog plays Tomba! - Part 5 of 17


In this entry, we head up Phoenix Mountain for the healing herbs, check out the Lava Caves for the first time, ride the Phoenix and ends up in a new village.


When you go up Phoenix Mountain, you'll not only find out there is a fierce wind that will push you to the right, but you'll meet two men in cowboy hats talk about the Phoenix, who can take you to the jungle. Unfortunately, it has been a long time since the Phoenix has been known as "The Master of the Skies." Speaking of which, that's the name of the objective you'll unlock here. The men inte hats will then leave, but not before telling you to get down from the mountain. The save sign here will then tell you that this is Stormy Mountain.

As you go up the mountain, there will be springs that launch you upwards and plants that will spit you out. The spring-like monsters are cyan-colored and are hidden, but you can figure out where they are.

Along the way, you'll find Charles the Monkey, who is stuck on a ceiling. If you jump into him, you'll free him, but his pants will be torn and you'll have to find his spare pair of pants, which have unfortunately become lost in the wind. This triggers another objective, "Charles' Pants."

Shortly past Charles is the entrance to the next section. If you go underneath this entrance, you'll find a 100-Year-Old Chest containing the Lunch Box.

There are a series of new things in the second section of this area. The spiked enemies will hurt if you move into them in any way, and some of the plants act as teleporters if you leap into them. It is possible to teleported back to the bottom of the mountain this way, which is great in case you want to clear any earlier missions with things that you find here.

The gray door with the wicked-looking smile on it triggers another new objective: "Smile!" You'll need to reach this door while under the effect of a Laughing Mushroom to open it. Once that happens, hold Up to face the door and press the attack button to laugh to clear the objective, open the door and get Charity Wings. There is also another plain door above that one, and if you try to enter it, you'll get yet another objective: "When the Wind Dies Down..."

Past the two doors, assuming you use the Animal Dash to make a running jump over the nearby Tomba-eating plant, is the Healing Herbs. You'll need these for Baron in the Dwarf Village. Go back to the Dwarf Village, use the Healing Herbs at the doctor to heal Baron's wounds and complete "Healing Herbs For Baron." Baron will now need some good food and rest, and the doctor will recommend Fruit from the Tree of Knowledge. This will trigger another objective: "Delicious Knowledge Fruit."

Use the Animal Dash to get past the set of four plants. From here, you'll need to make a series of jump to the right with the aid of the fierce mountain winds. If you can make these jumps, you can reach the Phoenix. Interestingly, there is a door below the first platform, and if you go in it, you'l go straight above the first platform to a door with a large key hole. If you try to enter the door, you'll trigger another objective: "A Large Key Hole!"

There is another platform in the second section to the left of the four flowers leading to a guy in a blue hat with a shovel. If you talk to him, he will tell you he is digging a tunnel and that nobody can dig as well as him. This triggers yet another objective: "The Famous Digger." The digger will then tell you that he will be digging another tunnel somewhere when he is finished.

When you reach the Phoenix, you'll reach the end of the second section. To the right is a pirate, but he is guarding the area. He will tell you that there is a 1,000-Year-Old Chest under here with something special inside, and that the chest is to be guarded until the person with the 1,000-Year-Old Key shows up to open it. The pirate then mentions that the 1,000-Year-Old Man has helped him plenty of times and that he is trying to return the favor. This will trigger another objective "A Precious Treasure Chest?"

If you go into the cave near him, you'll enter a cave with a big fire pit inside and get another objective: "The Fire Pig Bag." The fire will keep you from going further here unless you can put it out. The guy in the cowboy hat here will give you Charles' Pants. From here, you can go back to Charles and give his pants back. The blue chest here is a 1,000-Year-Old Chest.

If you climb down the ladder below where the pirate is, you'll find the chest he was talking about and another cave entrance. If you take it, you'll go back to the bottom of the mountain and clear the "Where did I come from?" objective.

If you give Charles' Pants back to Charles, you'll get the Funky Parasol. This parasol opens when you jump and will allow you to make even longer, glide-like jumps when equipped, but this is one item you shouldn't keep equipped all the time, as it can make some jumps harder than they need to be. You'll slow down your fall with the parasol, and you can increase the speed of your descent with Down on the D-Pad.

Back at the Phoenix, go all the way to the left to open a 100-Year-Old Chest and get the Dashing Pants, a white pair of pants which let Tomba move faster.

If you talk to the guy in the cowboy hat near the Phoenix, you'll find out that the Phoenix won't be able to take you to the jungle because the storms here have made it so the Phoenix cannot find anything to eat. You can jump on the Phoenix, but the Phoenix will falter in the cutscene that you get and you'll fall off the Phoenix and land in a new area: Baccus Village. You'll also get a new objective: "The Mouse Pig Bag."

By talking to the people here, you'll find out that the people here used to be human but are now mice in hats thanks to a spell by the Evil Pigs. One of the villagers will ask you to bring back some Cheese. If you can bring back ten pieces of Cheese to the person in the hut east of the save point, you'll get a reward. This opens up another objective: "Some Cheese Please."

There is a road to Baccus Lake, but the person guarding the road tells you not to go there unless you really need to if you talk to them. This opens up another objective: "Road to Baccus Lake."

The house north of the road to the lake contains the two guys in hats you met earlier. If you talk to them, they will ask you to find a fruit in the Mushroom Forest called the Fruit of Death, a fruit that kills all the other plants in the forest, and get rid of it. This triggers the "Death Fruit Juice" objective. You'll also get the Weed Killer, which makes it easier to remove the five Fruits of Death, which have a jack-o-lantern-like face.

All the way to the north is a house with a bulletin board. If you read the bulletin board, you'll learn about the Red Fortune Teller, but you won't be able to do anything here yet.

The south exit is blocked by two people. They will tell you about the Bonsugee in the Mushroom Forest, which are the little jellyfish-like enemies we saw earlier in the forest.

The central area of the village is the Central Park and Town Hall area. Inside the house is the Elder, and to the left of him is a bulletin board. Read the bulletin board to read about a real baby mouse being missing. This triggers the "Where's The Baby Mouse?" objective. 

ZonicTHedgehog plays Tomba! - Part 4 of 17


In this entry, we do more things in Charity Square and also check out the Mushroom Forest for the first time.


The flowers that leap at you are indeed enemies. They can only be attacked when they are opened up and moving about.

The mushrooms will either make you laugh or cry when you press Square, and the flowers will laugh or cry with you. The orange mushrooms make you cry, while the purple ones make you laugh. The huge flowers in the background will also laugh and cry with you. 

The plain light brown mushroom is a Healing Mushroom. This will get rid of the laughing and/or crying effect on Tomba.

This place has bottomless pits, so it is best to be careful.

If you talk to the dwarf on the far right end of Mushroom Forest, you'll find out that he is practicing to become a famous actor who can make people laugh and cry, but he is not sure how to express emotions. This triggers the "The World's Greatest Smile!" objective. Go get a purple mushroom, go back to the dwarf you just talked to, get close enough and press Square to laugh. This will complete the objective and give you another one, "The World's Greatest Pout?", if you talk to the dwarf again. Pick up and orange mushroom, go back to the dwarf, cry by pressing Square, and you'll complete this objective as well. The dwarf will then leave, but not before telling you that the Dwarf Elder went towards the mountain and that he wanted to see you about something, and that you should go right away. From here, you can go right to Phoenix Mountain.

If you go back to the dwarf guarding the Leaf Slider at Charity Square under the influence of a Crying Mushroom, you'll open up passage to the Leaf Slider and clear the "Leaf Slider" objective. The Dwarf will then leave, and you will not only be able to access the Leaf Slider, but you can also go further to the left and pick up the third and last Crystal Ball to clear the "Lost and Found" objective.

If you use the Leaf Slider, you'll get the Blue Powder at the end and end up in another part of the Mushroom Forest. You'll be able to raise the platforms with the purple Laughing Mushrooms and lower them with the orange Crying Mushrooms. All this, and the flowers still have a creepy version of a Daffy Duck laugh. If you can go high enough, you can find an extra life.

The red chests cannot be opened yet, much like all the other chests that don't look like the wooden 100-Year-Old Chests.

The Blue Powder can be used to turn the flower enemies in the Mushroom Forest blue. If you throw it into a normal red flower enemy, you'll create a mushroom. If you grab it and throw it, Tomba will turn black with white hair and pants. This will make you much faster and jump higher. This effect lasts until you lose a life.

You can climb up the rock wall near the entrance to the Mushroom Forest from the Watch Tower area to open up a 100-Year-Old Chest and get Charity Wings. If you do that, however, you'll have to fight off some purple jellyfish enemies called Purple Bonsugees that fly around. The nearby sign will tell you about them. You can jump on them and throw them, but they will recover. You can throw one into the other, but the other will fly away immediately unless you jump onto both of them and blind them. When that happens, you can throw one into the other as they are both blindand cause both of them to fall down. They will recover and fly around again, but if you can blind them and throw one into the other three times, you'll complete the "Monster Hunt" objective and you can get the Rise and Shine Powder. The Rise and Shine Powder is an unusual powder that can make any bud bloom.

By going to Phoenix Mountain, you'll get the "A Stormy Pig Bag" objective. The Dwarf Elder will tell you that the feeling you have just felt the evil spirit inhabiting Phoenix Mountain, which proves that the mountain has been cast under an evil spell. He will go on to tell you that this feeling is proof that the place you are in is under a spell, and to look for an Evil Pig Bag in those kinds of places. You'll then clear the "To Phoenix Mountain..." objective.

PrinceWatercress plays Sly 3: Honor Among Thieves - Part 29 of 42


In this entry, our high seas adventures truly begin as we get the Red Sail Sea Dog's sea charts before finding some cannon blast amplification collars for the ship.


From here on out, you'll be playing as Sly. If you ever load your game from this point, you'll have no choice but to play as him, and once you go on the high seas by pressing Circle, you can't return to the safe house screen unless you save and load.

Also, when you run into ships or press Circle when nearby, you will have to fight them, and this time, the ships will fight back. Also, there is no way to stop the ship (although you probably figured that out already), so be careful where you're going.

Battle on the High Seas

When you get to the red X for this mission, you'll come across one of the members of the Red Sail Sea Dog Clan. Blow the ship to smithereens, and once you have the chance to sink it or fight the enemy captain, fight the captain. Once you beat the captain, you'll get the Red Sail charts. 

Whenever you survive an enemy skirmish, you'll see the battle results, how much money you got off each ship, your current rank, and the number of ships you've sunk and captured.

Once you get the Red Sail Charts, use the treasure map and get to the red X. You'll have to face three ships at once, so you'd better be ready to move and aim accurately at the ships in order to destroy them. In case you fight multiple ships, you can only capture the last ship you destroy; the other ones will be sunk.

From here, get to the next Red X. You'll face four ships at once this time, but if you were good at moving the ship and aiming accurately with three ships, you can do it with four. Once you win this battle, you're done with this job.

Deep Sea Danger

For this mission, you'll play as Dimitri, who will be wearing the diving suit. Bentley is looking for some cannon blast amplification collars, and you'll find enough of them for the ship where Dimitri is going. All Dimitri has to do is find them and place in a barrel suspended from above from the ship.

Triangle, Square, Circle, and X let you move forward, left, right and backwards respectively. and R1 fires the spear gun. The left analog stick or D-Pad will allow you to aim and turn around to make navigation easier.

There is a cave that you'll have to swim into, and here is where you'll find the amplification collars as well as sharks. Just watch out for the jellyfish on the way there.

To grab a collar, just move up to it and Dimitri will take it. From there, get close to the top of the basket to put the collar in the basket. You can shoot the sharks with the spear gun, but if you need to, use Square and Circle to strafe out of the way.

There are five collars, and they will be glowing red and yellow to make them easier to spot. Once you get them all in the basket, you'll need to fortify the gun with ground hammerhead shark bone, and to do that, you'll need to capture some yellow dartfish, which the sharks are attracted to. You'll need to go further down into the ground to find the fish, and once you run into two of them, you'll complete this part of the job.

Hold L1 while swimming to move even faster with the power stroke. The power stroke has a red meter on the far left side of the screen, and it will quickly empty as you use the power stroke, so use your burst of speed carefully and let it recharge. You'll still have to contend with the sharks and the jellyfish, so be careful.

Speaking of the sharks, once you get the two yellow dartfish, you'll need to find five hammerhead sharks. These sharks take three hits from the spear gun, but you'll need to sidestep the sharks' charge attacks between shots. Once you defeat five hammerhead sharks, the job is done.

Controls:

D-Pad/left analog stick: Move
X: jump/double jump
Square: attack
Circle: use to interact with sparkles, steal from enemies (from behind; with Sly), grab objects and stunned enemies (with Murray; press Circle afterwards to grab enemy out of air and press again to shake them, or press Square to throw them)
Triangle:
  • charge up cane, knock enemies into the air (from behind; with Sly, use Square afterwards to slam enemy down/use Silent Obliteration)
  • drop bombs (Bentley)
  • uppercut (Murray; press Circle afterwards to grab enemy out of air and press again while holding enemy to shake them, or press Square afterwards to knock enemy out while in mid-air)

Select: access Gadget Grid
  • D-Pad/Left analog stick: select gadget/ability
  • L1, L2, and R2 buttons: assign gadget to button pressed; gadget can then be used with that button

Start: Pause/unpause
  • D-Pad/left analog stick: choose options
  • X: confirm choice
  • Triangle: back out of choice

L3: bring up waypoint

R3: use Binocucom
  • Left analog stick/D-Pad: look around
  • Right analog stick: move in and out
  • R1: take picture

R1: run (hold down)
  • use Paraglide (as Sly; hold down to use, must purchase first)

Right analog stick: move camera

As Carmelita:

  • Left analog stick/D-Pad: move
  • Right analog stick/D-Pad: move camera/aim
  • Triangle: toggle between strafe mode and free movement
  • Square: kick
  • Circle: mega jump
  • X: jump and double jump
  • R1: shoot

As The Guru:

  • L1 (hold): transform
  • Circle (in mid-air, behind an enemy): mind control
    • Left analog stick/D-Pad: steer enemy
    • X: jump off enemy and launch enemy forward
    • Square: attack

Grapple cam controls:

  • D-Pad/Left Analog Stick: aim camera
  • X: shoot/grapple with hook
  • Circle: distract enemies
  • Square: self-destruct (hold down)
  • R1: Fire turret

Hacking mini-game controls:

  • Left analog stick: move
  • Right analog stick: aim and fire gun

As The Panda King:

  • Square: flame chop
  • L1: hold to load fireworks, release to attack with stored fireworks
    • Right analog stick: sweep over multiple targets

Friday, November 26, 2021

ZonicTHedgehog plays Tomba! - Part 3 of 17


In this entry, all of the missing Dwarves are found, and more of the area surrounding the forest gets explored.


At the beginning of this video, ZonicTHedgehog finally puts the telescope in the watch tower and gets the "Look and See?!" objective done. The "A Lost Child" objective also gets cleared here.

If you jump all the way to the left from the giant rock, you'll find another Crystal Ball. Go ahead and pick it up, you'll need it for later.

If you touch the fire in the Dwarf Forest, you'll unlock the "Something's Cookin'?" objective. Thankfully, this is one objective that you can do right away, assuming you know what to do.

One of the dwarves near the Dwarf Elder's hut is telling you that he is keeping an eye on the thief he just caught, but refuses to divulge where the thief is.

Once you save everyone including the child, all of the dwarves you rescued will thank you. Talk to the guy near the ladder, then you can go up to the ladder and talk to the Dwarf Elder. Talking to him clears the "Dwarf Elder" objective. The Elder will thank you for saving everybody, then gives you the Blue Evil Pig Bag, which clears the "The Evil Pig Bag' objective. You'll then find out that the Blue Evil Pig is somewhere in the 100 Flower Forest. The Elder will then tell you that this is the Evil Pig Bag for the Pig that cast a spell on the village and turned it into what it is now, and that the Bag will reveal the Evil Pig Gate for the Pig that the Bag is assigned to. By entering the portal, you'll enter the Pig's hideout. Keep in mind that the Pigs do not hide where they have cast their spells, and that each Pig has only one Bag that can seal them away. There are seven Evil Pig Bags, one for each pig, and the Evil Pig Bags are near places that have been cast under a spell. By finding the Bags, you will find the Pigs.

You'll also get passage to the Deep Forest, and the Elder suggest that you pass through Phoenix Mountain. He will tell you that it used to be a really peaceful mountain, but that there are now storms in the area. This triggers the "To Phoenix Mountain..." objective.

By going past where the dwarf was blocking the path in Wobbly Wharf, you'll get some Charity Wings, and you will get the "The Broken Fountain" objective. You'll now be in Charity Square. There is a fountain here, but it is not working...yet. One of the dwarves will tell you that if you revive the Charity Fountain, something good will happen. Further to the left, there is a door to the Leaf Slider, which a dwarf is blocking. The dwarf will tell you that crying will not get you anywhere, and this leads to the "Leaf Slider" objective being unlocked.

One of the dwarves up on top of the columns will tell you about a mushroom in the Mushroom Forest that can make you laugh or cry. Remember this for later, it is tied to the "The Mysterious Mushroom" objective that you get. Another nearby dwarf will tell you that the 100-Year-Old Man told him about shaking powder on the red flower, turning it blue, and something about red and blue mixing. This gives you the "Red + Blue = ?" objective.

There is a blue chest with red jewels on it, but you cannot open it yet.

One of the dwarves on the ground will tell you about Charles the Monkey in the Village of All Beginnings, who was so hungry he could not move. Thankfully, we have the bananas.

East of Charity Square takes you back to the Watch Tower area.

Climbing the vine takes you to a cage with a dwarf and a Leaf Butterfly inside. If you talk to the dwarf, he will tell you that Leaf Butterflies supposedly have magical powers, and if you gather a lot of them, something wonderful should happen. He will then tell you to gather Leaf Butterflies in the cage.

Back at the Village of All Beginnings, there is a hidden branch that you can swing on. If you hold Up on the D-Pad and jump, you'll reach Charles the Monkey. If you talk to Charles, he will tell that he is hungry. This triggers the "A Hungry Monkey" objective. Use the Bananas, and he will eat them before introducing himself before teaching you the Animal Dash. Hold Square while moving to perform it. This will allow you to run as well as making running jumps. "A Hungry Monkey" will now be cleared.

There is a rope ladder beyond where one of the dwarf guards was in the Watch Tower area. You'll find a 100-year-old chest as you go down it; opening it awards you with two 1-Ups. At the bottom is the entrance to the Mushroom Forest.

ZonicTHedgehog plays Tomba! - Part 2 of 17


Our adventure takes us into the Dwarf Village, which has new faces, new enemies and new objectives to complete.


There will be a dwarf waiting for you, and if you approach him, he will back away, shake his head, speak what sounds like gibberish and run off. This activates the "Beginner's Dwarf Language" objective. Whenever you see the dwarf, jump on him to learn some of the Dwarf language. You'll want to reach Level 3 before you make it all the way to the Dwarf Village on the other end of this area. At the town, go to the right and jump on the dwarf who is running around to fully learn the Dwarf language, finish this objective and finally be able to talk to everyone one in the Dwarf Village.

As you explore the Forest of 100 Flowers, you will reveal butterflies. If you jump onto one, you'll trigger the "Leaf Butterflies" objective. Throw the Leaf Butterfly to collect it. There are 25 Leaf Butterflies in the Forest, and collecting them all as soon as possible is recommended. The best way to get them here is to slide down the slopes repeatedly and getting whatever ones you can.

There is a hut here, but you can only walk over the roof to the other side, so you can't go into it quite yet.

The tops of the green stalks coming out of the ground are sharp, so don't land on the top of those things or you're going to get hurt. Thankfully, you can use the Control Pad to swoosh around them when necessary.

After learning the Dwarf language at the hut to the east of the Dwarf Village, talk to the guy near the ladder. He will tell you that the Dwarf Elder currently has a problem: the Forest of 100 Flowers was cast under a spell by the Evil Pigs, and the flowers have wilted away and the trees have mutated. Ever worse, several dwarves have not returned from a recent hunting party, and the villagers suspect that these missing dwarves might have been trapped by giant spores and cannot move. The doors to the hut in the forest have been opened, but the deep forest is being guarded, and the guards won't let anyone pass until the missing dwarves have been found. This leads to the "Save the Dwarves" objective being unlocked.

By talking to everyone, everyone will tell you that there are several dwarves are missing, and that you can learn more about at it the Elder's House (which we've already done). One dwarf will tell you his friend was caught by a spore on a tree and is just hanging there, which is a clue as to where to look for at least one of them. He tells you to check out the spores that stretch when you hang from them.

A guy in green near the entrance will ask you if you have seen a child who went to the Watch Tower to look for flower seeds and has gone missing, and asks you to bring the child back. This triggers the "A Lost Child" objective.

You'll also find out that the doors to the hut in the forest have been opened, and that the path to the Watch Tower has also been opened.

The woman in pink will tell you that she lost something in the forest and that she is looking for it, but can't get it back because of the Koma Pigs outside of the village. She does not give you much in the way of hints as to what it is, however. 

Also, the top center hut in the village where the town doctor is contains a blue chest, but you won't be able to open it up until later in the game.

The stone doorway near the town is open now, and if you go in here, you'll approach the Watch Tower. Don't forget to save your game at the sign at the start.

The green spider-looking things fill up a green experience bar when defeated. Also, the see-saws will rock back and forth when you move across them, so be careful.

One of the 100-Year-Old chests contains the Jumping Pants. When you equip them, Tomba will wear purple pants instead of green ones, and you'll be able to jump higher. Use them to equip them, and keep these pants on; you're going to need them.

The water droplets will push you back, but they will not hurt you.

If you run into any dwarves, you'll rescue them immediately. You can find out how many you have left to rescue at the Dwarf Village, and you can also get hints as to where they are located.

As you get higher in the Watch Tower area, there will be a wooden guard post you can climb up to. There is an observatory post, but you will need a telescope to use it. If you grab onto the side of the roof, you can climb up to the top and get the Telescope. Go back to the observatory post directly above the top of the ladder and use the Telescope. You'll get a cutscene that lets you look forward and see a Koma Pig island, completing the "Look and See?!" objective that you just unlocked.

The gold treasure chest with the jewels on it cannot be opened until later in the game.

If you throw an enemy into the bottom right corner of the right-most wooden platform in the Watch Tower, you'll open up a big hole in it and trigger the "What is this?" objective. You won't be able to do anything else with this yet, however.

One of the see-saw plants has L-shaped planks, and you can jump left off of them to find the lost Dwarf child. If you find him and talk to him twice, you can carry him on your back and take him back to Dwarf Village. By taking the child back to the village, you'll get some Cheese and clear the "A Lost Child" objective.

If you return to the Forest of 100 Flowers, you'll find out that the green stalks have been covered, that Koma Pigs are everywhere and that there are some new items. There is a 100-Year-Old chest to the right of the hut that contains a Wood Boomerang, which lets you stun enemies from a greater distance when equipped and used. Some of the stalk coverings have Dwarves underneath them, and they can give you AP if thrown into an on-screen wall or enemy like any other enemy does. That AP is useful, as it can give you 

There are also some spores that you can hang onto, and if you jump off them, you can sling them upwards. This will allow you to rescue some Dwarves in certain places, as well as some items; one of these spores at the beginning will give you a 100-Year-Old Chest with two Charity Wings in it. You can also latch onto one and press Up and Down on it to move it up and down much like the spinning barrel platforms in Carnival Night Zone in Sonic The Hedgehog 3 to reach higher areas.

If you see a fire, don't touch it. It hurts.

If you go up to the AP Box near the 100-Year-Old Man's house, you'll get two blue fruits.

If you go into the hut in the forest, you'll open the window and you can continue to the right to Wobbly Wharf. If you cross the bridge, a white puppy will walk by. If you continue across the bridge, you'll deal with spiky wooden barrels at you'll have to avoid and you'll also have to take on flying pig-nosed worms. You'll need to stun them with the weapon you currently have equipped before you can jump on them and throw them. Defeating these enemies fills up a blue experience bar. The red, green and blue experience bars will be explained in detail later. There is also one dwarf in a spore that you'll need to rescue, and a 100-Year Chest with two fruits and a Bucket will be at the end. You'll need to launch a spore upwards for the chest, and the Bucket will be on the wooden column above the water where you can swing around near the end. Unfortunately, you cannot go further to the right without telling the Elder that the Dwarves have been rescued, but you can jump to the left from there with the Jumping Pants to get the Crystal Ball for the "Lost and Found" objective. This is the object that the woman in pink outside of the village hut lost, but you'll need to collect three of them.

When you leave the Wobbly Wharf, a child will be nearby. He will tell you that he heard a puppy barking and that the puppy is caught in one of the spore and cannot get down. When you hear the sound of the puppy barking, launch yourself into the air with the spores Carnival Night Zone-style to reach the puppy. From there, you can get the puppy and also find a blue chest that you can't open yet. The puppy will stay on your back, and if you talk to the child who told you about the puppy, the child will tell you the puppy is hurt. Head back to the hut in the top center of the Dwarf Village and talk to the healer, and you'll be able to drop off the puppy - which has no name - at the hut for a while so the doctor can go to work. The dog's name will also be named Baron automatically. You'll then trigger the "A Man's Best Friend" objective, and the doctor will tell you that you will need Healing Herbs to help heal Baron. Unfortunately, they only grow on Phoenix Mountain, and you won't be able to go there until a little later in the game. This triggers the "Healing Herbs for Baron" objective.

If you go to the Elder's House after saving all seven Dwarves, you can complete "Save The Dwarves" after talking to the guy at the ladder. If you haven't saved the child, you'll have to rescue the child at this point.

PrinceWatercress plays Sly 3: Honor Among Thieves - Part 28 of 42


In this entry, we get everything to steal a pirate ship before heading into open waters to find Dimitri's grandfather's wetsuit as well as his grandfather's treasure. Unfortunately, LeFwee knows what we're up to...


The Diablo Fire Slam allows Murray to slam an enemy down into the ground with a fiery thud, and requires special weapon energy to work. If anyone happens to be near the slammed enemies, they're going down, too.

And with that, that's all the abilities in the game purchased! 

Jollyboat of Destruction

You'll need to play as Murray to start this job.

Murray will run the boat, while Sly will fire the cannon. You'll need to destroy the rudders on all the boats so the boats can't chase after you when you leave the harbor. Afterwards, the harbor patrol will show up, and you'll need to take them out to further ensure a clean getaway.

The controls for the jolly boat are the same as other rowboats from earlier in the game (Square is reverse and X is forwards), but this time, you have a cannon. Hold R1 to cause a red circle to extend outward and forward from the jolly boat, and release the button to fire a cannonball where the red circle was when you let go of the button. You'll need to do this to get rid of all the cannons firing at you as well as all of the rudders on the moored ships, and thankfully, those cannons will make it more than obvious where those rudders are. The cannons will have to go down first before you can destroy the rudders, though.

Once all four rudders are destroyed, you'll attract the attention of the harbor patrol. You'll have to ram into them with the jolly boat first to knock the armor off of their boats, then you'll have to hit them with the cannon to get rid of them for good. Thankfully, you have waypoint arrows to identify where the harbor patrol's boats are.

From here, the harbor patrol will bring out a cutter, and Sly will not that the mast is weak from being patched up so heavily. You'll need to get to the cutter, line yourself up with it from a distance and fire away while avoiding the cannonballs. You must hit the mast in the center of the boat; you can't just hit the ship anywhere. As you deal damage, the mast will start smoking. After a couple more successful shots, the cutter will go down.

X Marks The Spot

You'll have to play as Sly to get this job started.

It's time to steal a pirate ship. Since Sly will be the first on board, you'll want to make sure the night watch doesn't see you. Make your way back to the jolly boat and Murray will show up to take the oars. Approach the nearby ship, and watch out for the mines. Once you get on the ship, destroy all the guards on board with Silent Obliteration, and don't get seen!

Once the ship is clear, everybody can get on board, then it will be time to leave. There is a gunnery at LeFwee's keep, but it the gang gets out of there quickly, the enemy won't have time to mobilize any back-up.

Sailing the ship is easy. Hold L2 to turn left and R2 to turn right. Turn the ship towards the open horizon, and let the ship do the rest. You'll soon be out of the pirate village and in open water.

Once you're in open water, the L2 and R2 buttons still steer the ship, while R3 lets you check the map to see where your current position is. If it doesn't seem like you're getting anywhere, check your map. If you're on the edges of the map, turn back around immediately. You cannot warp from one side of the map to the other by just going in one direction.

Sometimes you will see chests. The regular brown chests contain coins, but the chests with the red crosses let you mend the ship. You have a damage meter on the upper-left corner, and you have independent damage meters for both the left and right sides of the ship.

If you get too close to a beach, get away from it immediately; the coasts of the islands will definitely slow you down.

Move the ship to the red flashing X on the map to get to the next job. 

When you land, you'll have to face an enemy ship. You'll have six cannons, three on each side, and you'll have to use the left analog stick or D-Pad to move Sly to the cannons. From there, stand behind a cannon, make sure it is lined up with the enemy ship, then press Circle to fire all the cannons on the current side at the ship. Once you fire all of the cannons on one side, they will point upwards at the sky, glow red and produce smoke, and you'll need to wait for them to cool down and point forward at the sea again before you can fire the cannons on that side again. The enemy can fire at your ship and cause damage, too. Always keep an eye on the upper-left corner, and if either side of the ship is flashing red, move around and look for water leaking out of the deck. If water is leaking out of the deck, swipe at it with the Square button to mend the damage before the damage meter for that side of the ship gets drained further. If either of the damage meters goes all the way down, you'll be sunk, so you'll need to learn how to move the ship quickly, switch sides to best utilize your cannons and put yourself in a position where you can't get shot at times. Remember, only the sides of the enemy ships are dangerous; the bow and the stern (the front and the back) are not armed, and if you can get in front of either of those ends, the enemy will be extremely vulnerable. Also, you can lose cannons from the enemy firing at you and hitting the cannons, so you'll really want to be careful and only face enemies only when you don't have much of a choice.

When the masts of the enemy ships collapse, you can either shoot it down one more time and sink it, or you can commandeer the ship just by moving up to it and leaping onto the enemy vessel to board it. If you do, you'll have to face the ship's captain, which is just a larger-sized version of one of the regular enemies for this episode. Use your spin and shove attacks to strike the captain from a distance, and when you deplete the captain's boss energy meter, you'll get some treasure before capturing the ship to get more money than you would have if you just shot it down. Don't forget that as you face the captain, you'll also have to face the flunkies, too, so use your special abilities to fight off multiple enemies at once while focusing the majority of your efforts on the captain.

Once you get on the beach, you'll start searching for the treasure. The Treasure Map will automatically be assigned to L1 once you reach dry land, and by holding the button down, you'll look at the map. By using the Treasure Map, you'll get a top down view as well as a hint of where you need to be and where you need to go. For "Stand before the statue's gaze, to begin your walk along the treasure's maze." You'll need to get to the other side of the island where the ships and pirates' tents are, then stand in front of it before using the Treasure Map again.

From here, you'll need to face the direction that the statue is facing and take twelve paces. There will be a black half-circle and a blue arrow indicating the current direction you are facing. While in the top-down mode of the Treasure Map, you can face in eight directions. Pressing X will allow you to take one pace, and Circle will let you get the next clue or dig for the treasure, depending on the situation. For this part, you'll need to pull out the Treasure Map (if you haven't already), face southeast and take twelve paces before pressing Circle.

From here, you'll get "X always marks the spot shipmate...find the X and take ye 6 paces towards it." The X in question is a pair of crossed palm trees to the east. Face east towards the trees and take six paces, then press Circle to get your next clue (which you should always do after doing what the hint says). In case you mess up, you can always go back to the black X on the ground that signifies the last completed clue.

"Move ye eighteen paces in to the circle of palm trees." This will be the to the south. Move south eighteen paces. Watch out for the crocodiles that move around in a strict circle; if they run into you, they will damage you. (Thankfully, you can see enemies while in the Treasure Map.) If you need to look around while on the map, use the right analog stick to scan ahead for enemies. Also, you may drop down the edges of platforms and cliffs while doing this. Keep that in mind so you don't accidentally mess up your pace count.

"Take sixteen paces to pass between two great stones. Like a ship at sail, avoid the rocks!" The two great stones in question are to the southeast. Move southeast sixteen paces. Again, watch out for crocodiles.

"Look out to sea and spot a rock with three palm trees. make thirteen paces in its direction and get your feet sandy." Sometimes you'll need to get out of map mode and look around for something the clue describes. This is one of them. Get out of the map and use the right analog stick to find the island with three palm trees, which you'll easily see if you just keep your current position and use the right analog stick. Once you find them and keep looking towards them when you get back into map mode, you should be facing east. (In case you can't find them, for some reason, they're to the east, anyway.) Face east once you're back on the map and go thirteen paces in that direction. If you need to get rid of any nearby enemies before looking for the treasure, do it.

"Not all ships meet a happy end, but follow where they point what ye must do for 6 paces." There is a wrecked ship to the south of where you are standing, and the bow is pointing north. Face north and take six paces. You'll find the treasure...and Dimitri's grandfather's wetsuit! The gang will get together as Dimitri finally discovers what he has been looking for.

Unfortunately, when you find both of these things, Captain LeFwee will show up with his men and take Penelope hostage while telling the Cooper Gang to go back to their ship. The Cooper Gang will have no choice but to retreat, with the task of having to rescue Penelope later.

This ends Day One and starts Day Two. Captain LeFwee has sailed back to Blood Bath Bay with Penelope on board his ship, the Death's Head, as a hostage, and in order to beat LeFwee at his own game, we'll have to do a few things to make doing that easier, as you can't just sneak back into the harbor. Dimitri will need to use his diving suit to salvage some weaponry from a sunken ship in order to deal damage to the Death's Head. You'll also need to destroy the Red Sail Seadog Clan, a fleet of mercenaries that LeFwee has on hire, one ship at a time to even the odds. Finally, you'll need to find a sea monster known as Crusher and utilize Crusher's destructive powers against LeFwee's men.

Controls:

D-Pad/left analog stick: Move
X: jump/double jump
Square: attack
Circle: use to interact with sparkles, steal from enemies (from behind; with Sly), grab objects and stunned enemies (with Murray; press Circle afterwards to grab enemy out of air and press again to shake them, or press Square to throw them)
Triangle:
  • charge up cane, knock enemies into the air (from behind; with Sly, use Square afterwards to slam enemy down/use Silent Obliteration)
  • drop bombs (Bentley)
  • uppercut (Murray; press Circle afterwards to grab enemy out of air and press again while holding enemy to shake them, or press Square afterwards to knock enemy out while in mid-air)

Select: access Gadget Grid
  • D-Pad/Left analog stick: select gadget/ability
  • L1, L2, and R2 buttons: assign gadget to button pressed; gadget can then be used with that button

Start: Pause/unpause
  • D-Pad/left analog stick: choose options
  • X: confirm choice
  • Triangle: back out of choice

L3: bring up waypoint

R3: use Binocucom
  • Left analog stick/D-Pad: look around
  • Right analog stick: move in and out
  • R1: take picture

R1: run (hold down)
  • use Paraglide (as Sly; hold down to use, must purchase first)

Right analog stick: move camera

As Carmelita:

  • Left analog stick/D-Pad: move
  • Right analog stick/D-Pad: move camera/aim
  • Triangle: toggle between strafe mode and free movement
  • Square: kick
  • Circle: mega jump
  • X: jump and double jump
  • R1: shoot

As The Guru:

  • L1 (hold): transform
  • Circle (in mid-air, behind an enemy): mind control
    • Left analog stick/D-Pad: steer enemy
    • X: jump off enemy and launch enemy forward
    • Square: attack

Grapple cam controls:

  • D-Pad/Left Analog Stick: aim camera
  • X: shoot/grapple with hook
  • Circle: distract enemies
  • Square: self-destruct (hold down)
  • R1: Fire turret

Hacking mini-game controls:

  • Left analog stick: move
  • Right analog stick: aim and fire gun

As The Panda King:

  • Square: flame chop
  • L1: hold to load fireworks, release to attack with stored fireworks
    • Right analog stick: sweep over multiple targets