The next level is a bit of a maze, but you can still breeze through it once you figure things out.
Prison Rebellion
It just dawned on me that the four holes at the beginning are holes made by the Dalton Brothers when they blasted through the prison wall.
Go left at the start and shoot the guy who pops out for more ammo, then jump straight up for Card #1.
Head right, and you'll find out that the wardens have been trapped in the powder store by the now-escaped Dalton Brothers, and that you'll need to get the key from Rintincan. Jump over the hole for more ammo, then drop down the hole to get in the prison.
Move in slowly and take out the enemies as you see them, and jump from platform to platform to avoid the spikes. After you jump up to the next level, head left and go down the first hole you see for an extra life. Backtrack, head right, and get the firewood. Go all the way to the left and press R in front of the fire in the furnace to use the firewood and make a platform that goes up and down near you. You'll need to do this to continue on. If you see the hand icon at the top center of the screen, you're in position to use an item. Jump on the platform, then jump again when it rises to get Card #2.
Be sure to go upwards on the platforms above you with Up on the D-Pad to get the dynamite, among other things. With the dynamite, go all the way back to the right, go up to the barrel with the lid on top of it, place the dynamite, then jump on the lid. When the dynamite's explosion knocks the lid upwards, jump to the right when the lid is in the air. Use the lid on the level above to get ammo and a key. It's not the same key Rintincan has, but it's still useful, anyway.
Head left and take out the enemies, and use the key on the closed door. This will take you over the makeshift barricade that is in your way. At the left end, you'll see a pipe that has a piece missing, with a hole in the floor. On the next level up, head right and take out enemies as you see them, then get the key at the end. Use the lid to get up one more level for dynamite and a bent pipe. Jump left from where the bent pipe is/was to get Card #3. Head left, use the key on the closed door to get past another barricade, then drop all the way down when you see the ball and chain to go back to the pipe. Use the bent pipe on the pipe in the wall, then get back to the ball and chain. Use the dynamite on the ball and chain, then go back to where you used the piece of bent pipe. The iron ball will go down the pipe and force open the door to the left. (Had you not used the bent pipe for this, the ball would go in the hole in the floor, and you'd have to do this all over again. Thankfully, everything necessary re-spawns.)
After heading to the left and taking out the enemies along the way, press R at the cannon. You'll blast open the door in front of you. Head to the left and get the bent pipe, then make your way down and get the dynamite. Place the bent pipe near the jail cell, then head right. Rintincan will have the key, but you won't be able to get it from him...yet. Card #4, if you're looking for it, is below where you found the second bent pipe; you'll have to drop down from where you entered this room to get it.
Go right from Rintincan to end up back at the start. You'll have to loop back around to where you entered the second jail section to get back to the ball and chain above the jail cell. Thankfully, all the enemies and items will re-spawn, so if you need more health and ammo, you can get it. When you use the dynamite on the ball and chain, the ball will go down the pipe and break through the jail cell, allowing you to get the bone. Press R near Rintincan to give him the bone and get the key to the powder store, then head to the right to where you dropped into the jail in the first place and you'll free the wardens and finish the stage.
You'll learn that the Dalton Brothers have mentioned Fingers the Magician, who hangs around the Coyote Gulch Saloon. Fingers knows a lot about the Daltons, and it's time to have a chat with him.
The bonus level after this stage is the slot machine. You'll start with $1000. Press A to pull the lever and get the barrels rolling, and press Left and Right to select the barrel you want. Press B to stop the selected barrel. If you can time things just right - which takes a lot of practice, as the barrels run at different speeds and you have to press B on the icon before the one you want - you can get a lot of money. If you go bust or fail to earn enough money, the game makes fun of you; if you earn enough money (which is around $10,000), the bonus level ends and Lucky Luke gives his casino earnings to an orphanage. The game tells you which combinations win you something. Two in a row of something will get you a little bit of money, while three of the same thing will net you bonus multipliers that multiply the current amount of money that you have.
You have three tries to score, and if you don't score on anything, you'll lose one of your tries.
The winning combinations for the slots are as follows:
Two ball and chains: $500
Two feathers: $400
Two clovers: $300
Two horseshoes: $200
Two sheriff stars: $100
Three sheriff stars: 4x current money
Three horseshoes: 3.5x current money
Three clovers: 3x current money
Three feathers: 2.5x current money
Three ball and chains: 2x current money
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