In this entry, we head to the Sand Castle to save King Donald, then head to the Phantom's Castle for the final battle.
Sand Castle Stage
Keep jumping to save yourself from sinking into the quicksand. Watch out for hermit crabs that chase after you on the slopes, which push you around somewhat like a conveyor belt. When you reach the part where the sand collects and pours down like an hourglass, stay there to drop down and continue on.
Butt bouncing the crab only sinks it into the sand briefly, but you can use that to help yourself get away.
You'll be swimming again. Hit the sign to trigger the checkpoint, and avoid the fish and spikes and remember to surface at the pockets of air as you hit the switches to open up more of the maze.
Near the end, the water will rise and fall upwards. When you reach the wall at the end, climb all the way up with the Rope and jump across the sand blocks to get a Power Star.
Place the barrel on the geyser to get to the door at the end and face the boss.
The boss is a giant crab. Throw the barrel at the crab, and when it spins its arms, stay far away and near the surface to jump over the tornado it creates. You'll then need to grab the barrel and throw it at the crab as it moves around afterward. Thankfully, the crab goes down after only three hits, which is the saving grace of this battle in case you can't move fast enough to get a hit in on the boss.
When you beat the crab boss, you'll rescue King Donald. He'll tell you that this fortress was used to guard the harbor until it was turned to sand, then give you a ship from the harbor to reach the island.
Island Stage
By moving into the boat, you'll head to the island.
You'll need to throw the bean to get a beanstalk. If you throw it to the ground and it sinks downwards, you've found the magic spot. From here, a beanstalk will grow on the world map.
From here, you'll need to climb up the beanstalk. If you have the cloud shoes, you'll be able to walk on the clouds. Bounce off snakes, birds and spiders to get to other places when necessary. You may have to use the tornadoes to get to other places, too.
The key and the door is at the top. If you go left at the top and drop down, you'll find a Power Star.
Phantom's Castle Stage
The door you pick chooses which area you get next.
The left door has you climbing on a wall on the left side of the screen with the Rope to avoid the spikes below and in the air. You will also have to throw blocks out of your way, too. Use the Shrink potion to get to the exit.
The middle door has you riding a moving platform over a yellow liquid. Be ready to avoid projectiles from the dragon heads as well as spikes that line a few of the walls, and be ready to throw some blocks out of your way near the end.
The right door has you riding on platforms while avoiding flames and spikes. You'll have to switch between the two platforms in order to get to the end. Believe it or not, this is the door you want to take, as the final Power Star of the game is at the end of this section. (Pretty cheeky, game.)
Regardless of which room you go through, you'll end up here. Pulling the switch at the beginning gets the wall out of your way, but watch out for the ball and chain that drops down in an attempt to squash you when you get close. Grab the key and take it to the keyhole wall, then grab the key near the door, hit the checkpoint, pull the button above, then leave the room to turn the yellow water into better blue water and enter an upside-down version of this room below.
From here, go left, jump into the switch on the ceiling and go through the door, then get the key and take it back to the upside-down area. Take the key to the keyhole to the right, then go left and hit the switch upwards if you haven't alreadyt, trigger the checkpoint after passing by the ball and chains and enter the door.
Here, get the door to follow you around, then butt stomp it and enter the door when it lands on the ground. Go up and pull the switch up, then go into the translucent door to go back to the previous room and butt bounce on the door immediately once you get close to it to make it alive again.
Here, you'll need to swim past the spikes - with some of them moving around - on the way to the bottom. If you can make it to the chest at the end, you'll be able to heal yourself. Hit the checkpoint near the door before going in.
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