Wednesday, May 1, 2024

PrinceWatercress plays Drill Dozer - Part 11 of 28


Wanna see and hear me get frustrated? Here you go. Just keep in mind that it's not the worst case of me doing just that.

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Area 5-1: Clink Prison


The stage starts with Grutch and Gearmo showing up at a cliffside near Clink Prison, where the commissioner looks through Jill's rap sheet. When Detective Carrie questions the reasoning behind Jill's arrest and throwing her in jail without a trial, the commissioner tells her to keep her mouth shut before mentioning that the Red Diamond is still missing. After seeing Jill in jail, we then see the Drill Dozer activate on its own, much to the surprise of Grutch and Gearmo.

Without Jill, the Drill Dozer's jumping ability will be cut in half, and you'll be forced down further into the prison by your bad jumping. You also won't be able to reach the switch on the wall. Pressing B will allow you to hide in the shadows.

When you are fighting the enemies near the blocks, aim upwards to take them out from below with the drill.

To avoid the lasers, you'll need to use the B buttons. Be sure to watch the movement patters of the lasers. If the lasers hit you, you'll activate an alarm and the red blocks will disappear, and if you hit any spark pits, you'll lose some health and get sent back to earlier in the stage. Keep in mind that solid objects can block the lasers, giving you a potential safe spot.

The security guard in the yellow suit has a fist that you can drill, and once you destroy the first, you can destroy the suit outright. Be careful, because the fist can push you back. 

Pay attention to walls and ceilings for cracks you can break through for extra chips for continues as well as the ship.

You'll need to jump up with the socket lift in order to go up with them as you get closer to Jill.

Some turrets will shoot slime. If you rotate your thumb all over the Control Pad, you'll break free faster. While slimed, you cannot use your drill, so you'll want to shake all that slime off as quickly as possible.

You'll eventually reach Jill's cell. Once you break through the bars with the drill, you'll find out that the Red Diamond contains the spirit of Jill's mother, which controlled the Drill Dozer up to this point. From here, Jill gets in the dozer, and you have total control of the drill again. You'll be able to break through the wall on the right and go to second gear, and you'll be able go back to earlier points and turn off the lasers that gave you trouble earlier, and you can backtrack to wrench blocks for more chips.

You'll eventually have to head back to the start and hit the switch to take a lift to more of the level. The officers in the electrical suits will speed towards you when you are at their levels, and you'll need to drill down into them from above to remove the screw in the suit and weaken them. From there, 

There will be green tubes in the drill ducts with a number on them. These are called cannon clamps. The number indicates the gear you need to beat at to pass through them, or else you will be sent back. This will make getting through some of the drill ducts a little tougher, as you'll need to time up the revving of your drill just to get past certain points.

The first set of blue drill ducts will lead to the Magic Spice, which is a treasure you can get early in the game. 

The officer on the jetpack will carry a gun and follow you around. When he stops moving briefly, he will shoot multiple bullets at you, and if you get hit, you'll be sent back to the beginning of the area. You may have to walk backwards while drilling to block the bullets and get away from him. When you're near the door, wait for him to stop shooting, then get in there.

You'll soon reach the office where you saw the commissioner and Detective Carrie earlier. If you press B at the desk, you'll find a note with instructions to tell lies about the Red Dozers and give them a bad rap, giving the Skullkers free reign of the city while keeping the police off their backs and the commissioner bribed. The note is signed by Croog, who we have not seen since the beginning of the game. So not only have the police been corrupted, but we still have to deal with the Skullkers. If you look at the control panel, you'll find out that the green light at the guard tower is on, and that you'll need to head there nex.t Also, if you go through the jail bars to the right you'll find some treasure painted on the wall as well as some real treasure: the Samurai Helmet.

The lower door leading to the guard tower, you'll be trapped in a room where bombs drop down. To disarm them, you'll need to remove the screws on the bombs with your drill. If the lights around the bomb are red, use R. If they are blue, use L. Always stay in the center of the room, and always shift up to third gear. Thankfully, the bomb explosions don't kill you, which is good, because a few may blow up on you before this part ends.

You'll eventually find a big door. You'll also run into Detective Carrie, who helps you gain access to the door despite not condoning what we are about to do. Outside, you'll run into the commissioner, who uses the Green Diamond to control the Sentry Tower. Avoid the laser and missiles by staying on the move and using the steel block platforms to your advantage. When the sentry tower robot strikes with its claw arm, aim up and run the drill to hit the claw. The claw will fall off and you'll be able to go in.

You'll then go into the sentry robot to enter one part of it to take out a part of the inner workings. There will be a timer, and if you don't destroy the engine for the current part of the robot you are in, you'll get kicked out and you'll have to do that part of the sentry tower fight again. Hope you brought a lot of energy tanks! Any cables you cut while inside the sentry tower robot will add five seconds to your time. That may not be much, but you'll need all the extra time you can get, as your skills with going through the cannon clamps in the drill ducts will be put to the test. The neon signs will tell you if you are doing okay with the gear shifting. Arrows will tell you if you need to shift up or down, and "OK!" tells you that you are the correct gear.

On repeat visits to the inside of the sentry tower, you'll need to take an alternate route. Thankfully, all three routes are short; they're just difficult.

On the third phase, be careful with the robot arm, as sometimes the sentry tower robot will fake you out and pull the law away at the last second. Just pay attention and you'll eventually get in to destroy the third engine. Afterwards, you'll get the Green Diamond. Detective Carrie will then tell you that Croog was seen with a fifth diamond while with the commissioner, but that she does not remember what color it was.

Once you beat Area 5, you'll get the Art Museum map, which unlocks Area 2's secret area.

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