Friday, May 2, 2025

PrinceWatercress plays Chip 'n Dale Rescue Rangers AGAIN - Part 2 of 3


...and just like that, we're almost done with the game!


Zone D


This zone takes place in a toy shop.

The red crates are fake. If you get close to them, they'll start bouncing up and down. Thankfully, it takes only one real crate to kill them.

The jack-in-the-boxes move around and hide in their boxes every few seconds. Their pattern is pretty predictable, though.

The wobbly guys with the sphere hands can't be defeated, but if you hit them with a crate or something, they'll spin around wildly for a few seconds, allowing you to pass by them unscathed.

The rabbits lifting the carpets up and down damage you with the carpet. If you get close enough to them, they'll run away.

The muscle hawks will punch any crates in their path out of the way. They take two hits to kill, and I have a pretty strong suspicion that if the crates they punch hit you, you will take damage. I've never tried it, though.

To stop the iron balls, hit the switches with a crate so they go back to the "off" position. You can also turn them back on by standing on them when they're switched off. Don't forget, you can flick the switches more than once, which you'll definitely need to do for that last one.

The collapsing purple walls are really easy to avoid. Just keep running. As a matter of fact, you can jump to the left at the right time on the top row to avoid the ones there altogether. The small holes in the floors of this section will slow you down if you land in them.

The boss here is a toy robot. Avoid the balls that he shoots out as they come down, and throw the ball at the lights on its chest. If you throw it at the right time, you can get two hits on it in one shot, making it easier to land five hits.

There's a boat waiting for you in Zone E, and there are a bunch of holes in Zone F.

Zone E


This zone takes place in a garden.

The cocoons move up and down, and the broken fence segments attempt to fall on you when you're under them.

The log is basically this zone's variation of the apple.

The eyes in the bushes are beetles. If you get too close to the eye, the beetle will jump out and walk toward you. You can only hit them after they've jumped out, so be ready to duck into a crate when a beetle comes your way. Don't forget that you can also stand on the bushes and use them as platforms whenever necessary.

The first box contains the boat that takes you across the fountain, and the second one contains the hammer that lets you smash through the rock wall by pressing B. You can also use it to destroy enemies, but you'll only have it until you reach the next section.

The green stag beetles can actually be hit with a crate, believe it or not.

The boss here is some sort of catfish. Avoid the lightning bolts that it shoots out as you throw the ball straight up at it.

The pipes in Zone F change size.

Zone F


I'm guessing this is a sewer.

You'll be waiting for the iron balls to drop down in the first part of the first section and dodging them in the second part.

The second section is the one that has the pipes that grow and shrink. Do yourself a favor: don't grab any of the crates in this section in case you have to wait, so you won't fall into a bottomless pit. There are power-ups in them, but they're completely unnecessary as there is no boss in this zone.

Zone G


Finally! We're in Fat Cat's Casino!

There are only two instances where the lizard mobsters jump: when they show up on screen and when there are crates or steel boxes in their way. Other than that, they're extremely easy to defeat.

The rhino quarterback run straight through the crates and knock them away, but they're unusually slow for football players and go down in a single hit.

The box just before the boss contains a 1-Up.

The boss is some gambler cat. Nope, you don't get to fight Fat Cat yet. Avoid the coins he throws (as well as the two spikes on the floor) and throw the ball up in the air at him. Be sure to move around a bit so some of his coins will miss, giving you an extra second to aim.

When you beat this zone, you'll rescue Gadget and take a rocket ship to the last three zones of the game.

Zone H


Finally, a real sewer.

The crabs (which are strangely reminiscent of the crabs from Green Hill Zone in Sonic The Hedgehog) just move back and forth and stop every other second to spit bubbles into the air that have next to no range. That's it. They go down in a single hit.

The flying squirrel ninjas come back with a vengeance in the vertical part of the first section, so be ready to carry a crate and duck into it when one comes dangerously close.

The pits are now full of sewer water.

Also, the bears and the aliens from Zone B come back in this section. Also, enjoy not having to fight a boss.

The fans in Zone I can blow you away.

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