In this video, we do some basic swimming, learn how Fire Wario works, and turn off a giant faucet.
Chapter 1: One Noisy Morning
Story 1: Turn off the giant faucet!
In this level, you'll be swimming for the first time. You can swim in eight directions with the D-Pad. If you see moving white lines in the water, you'll be caught in the current and sent back to the start in it.
You can jump on dresser drawers to get across the water, which sure beats swimming.
The fox with the torch in his mouth will turn you into Fire Wario if he burns you. You'll run around with your overalls on fire until you turn into a moving flame. When your overalls are on fire, you will keep running, you can only jump, you cannot stop, and you can only change direction by running into a wall. When you are a fireball, you can change the direction you are moving with the D-Pad, but you won't be able to jump and you won't be able to stop moving completely until you either fall into water (which will douse out the flame) or until enough time passes and you return to being regular old Wario again.
The fire blocks can only be broken if you are in Fire Wario's fireball form. All you have to do is walk into or onto them, and they will break.
The fish that leap out of the water can only knock you back.
You'll need to stand on a floating dresser to enter the treasure room. The treasure is a bed, which Wario seems to already have, if the last stage was any indication.
The slime enemy will shock you and cost you coins if you touch or attack it. To get rid of it, throw an enemy at it.
Inverted colored coins will make a special sound when found, and give 100 coins when collected. You'll want to pick these up if you can find them, as they are very crucial for beating the treasure and picture panel mini-games. Somehow, I lucked out and found two at once!
Tackle the faucet from the right side three times to turn it off and complete the level.
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