After beating our third boss, we come across the biggest challenge of the game thus far.
Shallot Shipyard 4 (Night)
The wooden platforms here will go up and down at regular intervals on their own. Also, the rain will tell you where you can stand most of the time.
To get the first big coin, you'll need to jump and then glide around to the springboard above where the coin is. Once you jump on the springboard, the coin is yours.
You'll have to jump and glide off the chain at the right height. This card is Enemy Card #27, Phanta.
You can drop down with Down and A to get the second big coin.
The third big coin is after the second checkpoint. You'll need to keep an eye on the timing of the platforms when they go in and out. You can also fall into the pit below as you grab the coin to ensure that you get it and go back. That works, too.
The blue chest - and the Kero Cake - is right after the third big coin. Climb up the chains and attack the crates to get it.
Piri Piri Cliffs
When you walk onto the bridge made out of segments of rocks, the bridge will break and you'll fall down. You'll then meet your next boss: Din.
For the first phase, Din will shoot rock creatures down, and you'll know where they are by the red lines with the yellow chevrons. Hit the rock creatures until they stop moving, then grab them with the attack button and throw them at Din's eyes. If he flashes yellow, you did it right.
After three hits, he turns into a flying eye that shoots fireballs downwards. Keep your distance from the fireballs as well as their area of effect, and hit the ground pound when he is nearby.
For the third phase, he will turn into some sort of octopus-like creature. Move away from the parts of the land that the tentacle moves to, then strike the tentacle as it strikes the ground. The ground will be destroyed, but it will eventually re-spawn. Each tentacle will get an attack in, and you'll be able to divide your time between each one and slowly chip away at all of them. The tentacles will eventually get destroyed one by one as you stay on the move, and once the last tentacle is destroyed, get the Life Up as well as Enemy Card #24 - Din - before grabbing the third orb of the game. You're done here.
Michi's Manor (Day)
When you start this level, you'll see three kids looking for a friend of theirs named Ray, who seems to have gone after an orb.
When you drop down soon after entering the house, you'll find an area that you can only go to at night. Keep this in mind for later.
After the first checkpoint, you'll have portals. The blue portals will take you somewhere, while the red portals are an entrance back from later in the level. Enter the blue portal that you see, and avoid the red portals on the way to the right. There is, however, something hidden here. Just to the left of the second group of three red portals on the ground is a crate blocking a hard-to-see springboard. Get there, break the crate and get on the springboard to go up to a platform. Break the crate to the left to get some coins, then jump to the red portal on the right. You actually have to go this way, believe it or not.
You'll end up in another room with chandeliers. Up and to the left from the first springboard that you see is a crate blocking a hidden passage, and inside is Enemy Card #28, Gomito. From here, jump from one chandelier to another and avoid being bumped around by the ghost fish. The third chandelier has a hook for the Beard Clamp; you'll want to latch onto it and launch yourself up. By grabbing that hook, you'll also grab the second big coin. We've missed the first already, but we'll go back to it.
After the chandeliers, there are two red portals with a space between them. If you can fall down through that space, you'll find the red chest and Track 13.
From here, go through the blue portal on the right. Drop down from the side and break the crates with the ground pound attack, then drop down and to the right to get the third big coin. You'll be taken back to the top. From here, use the springboards below where the crates used to be to get the key. Go into the blue portal.
You'll be back at the start of the portal maze, but don't unlock the door all the way to the right yet. If you go back to the second part of the portal maze and go all the way to the right, you can go right past the springboards, crawl through the wall and get tossed up into the air by a hidden springboard to the first big coin.
Now you can unlock that door and rescue your sheep. Beat up the training dummy for extra coins before you go.
Michi's Manor (Night)
Remember that spot at the beginning that you couldn't go to in the daytime? You can go there now, and within all of the crates that you can break is a blue chest. Inside is the Eternal Ticket. You'll also find health here.
The only other place to go is inside a door. Here, you'll meet the kids from earlier (and some health all the way to the left), and if you keep going, you'll meet Michi. Michi will reveal that he is holding Ray hostage for a trick known as "The Transcendence," then notices Branson and the rest of the kids. Michi decides to make a game out of this by spreading the other kids across three areas before cutting Branson's health all the way down to two hit points. You'll have to play Michi's game and rescue the kids to get all your extra hits back.
Don't worry about the card; you'll get it later.
If you get just about 100% of everything up to this point, you'll get the "Wooly Warrior" rank.
No comments:
Post a Comment