In this episode, Murray re-unites with the Guru, and we also get the Guru's stuff back. Getting the Guru's stuff back isn't easy, as the miners see him as a threat.
Dark Caves
You'll have to play as Sly to get this one started.
When the Guru was captured, his walking stick and moonstone were confiscated. Bentley has found a mine shaft with the highest number of workers coming in and out, and that mine shaft is not only the best place to start, but it's also not far off from where you start this mission.
When you jump across the vertical drill platforms, keep the distance you spire jump from one spot to another as short as possible. From here, ride the drills and stay away from the flashlight guards below. After some lasers, you'll find a safe. Open it to get the moonstone.
Unfortunately, the moonstone has a light-sensitive detonator. If you don't get out of the mine soon, the detonator will explode and take you with it. Be ready to run, smack enemies, spire jump on stalagmites and walk across the spinning vertical drill platforms to get to the exit. Thankfully, these drill platforms will be stuck in place as you make your way out.
Once you get out of here, there's still the walking stick to grab. Thankfully, the door to the walking stick isn't that far away either. Go in, and be careful as you go through the second cave. You'll soon be swinging your way to another safe, and opening this will give you the walking stick. Once again, the walking stick has a light-sensitive detonator attached to it, and you'll have to make a quick exit here, too.
Hold R1 to run forward as you smack through any and all enemies in your way. If you see a mine track hanging off a ledge, jump towards it and hit Circle to climb up to the platform. If you're fast and careful, you'll be out of here with both of the Guru's things and this job will be done.
Spelunking
A mission with Murray! For the first time, you have to start a mission with the big lug, and much like the mission with the tar reservoirs near the end of Episode 1, you'll have to use Murray's ball form to get through.
The Berserker Charge, just like in the second game, allows you to run fast for a brief time and scare enemies while also running into them.
Also, the "two-hitter quitter" - as I like to call it - no longer works. If you really want to get rid of a guard, you'll have to uppercut them from behind, throw them into a wall, and hit a three-hit combo with the Square button to finish them once and for all. The flashlight guards are not as easy to deal with here as they are in the second game.
For this mission, Murray has to travel through a cave to get to the Guru. Thankfully, the door you're looking for is at ground level. Find it and get in.
You'll be using the throw technique to throw small rocks - and enemies - at giant boulders blocking your path. If any flashlight guards make it impossible to continue forward, throw a rock to stun them, then move in and finish them off.
You'll eventually come across a hydraulic door that has been sealed shut. You'll have to use Murray's ball form to bounce on the pistons and build up enough pressure to open the door. Get on the piston, enter ball form, and bounce on it until the piston - which will slowly raise back up - gets lowered down and the pink core turns green. When the core on the piston is green, the door will open up.
You'll also run into a hydraulic piston with three parts. You'll have to bounce on it while moving Murray around in a circle to hit all parts of the piston equally. Bit by bit, you'll lower all three parts down, and they will all eventually turn green one by one.
This opens up another door full of drills. There will be a kangaroo enemy there, and he will be wearing the Mask of Dark Earth, making him larger and more aggressive. Even if you beat him, the door nearby has an electric deadbolt keeping it locked. To break the circuit and unlock the door, you'll need to uppercut the enemy with Triangle, then grab him from the air with Circle and throw him into one of the drills. You'll have to do this multiple times to defeat the enemy and circumvent the lock, but the Mask of Dark Earth will fly away. Go ahead and enter the door.
Murray will push a jumping pad down to where the cave entrance was so you won't have to go through the cave anymore, then he will meet the Guru. Murray will ask to break off the training and also ask the Guru to team up with them as well so they can help him with the miners and the Mask of Dark Earth. The Guru agrees, and this completes the job.
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)
- 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)
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
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