In this entry, we tear through the last regular level of the game.
Level 14: Tarmac Trouble
This entire level takes place on the airport runway, and you'll need to explore every bit of it to find as many coins for Hamm as possible as well as to find all of the tokens.
The first thing that you want to do is scour all of the ground level. You want to shoot down all the enemies that you can find and take their coins, because you're going to need them for Hamm's token.
The level is divided by eight zones, which are all numbered. Rex will be between Zones 1 and 2 on the back of the luggage truck, ready to tell you where everything is. Zone 3 is where you'll find out about the five pieces of luggage from the Little Tyke figurine who is there, which I'll mention the locations of shortly. Hamm will be in Zone 5, and we head there for his token once we have enough coins. You'll find the green laser in Zone 8.
There are five pieces of luggage jumping around that serve as the collectible for this level. They are located in the following areas:
- near the wall in Zone 4
- at the top of Zone 8
- the top of the moving plane
- the front of the luggage truck between Zones 1 and 2
- at the top of the plane entrance ramp in Zone 6
Once you get them all, take them to the Little Tyke in Zone 3 for a Pizza Planet token.
There is green ooze that you want to avoid stepping in at ground level, and there are also Rocket Boots scattered about ground level, as well. If you need to, grab a pair and zoom towards where you need to go; you'll save yourself some time doing that.
At the center of the airport is the central pole. You can find Slinky there, and if you talk to him, you'll start an interesting challenge: stay on the path without jumping or walking into the green slime and get to the end all before time runs out for a Pizza Planet token. The game has decided to pull a King's Quest II for one of the tokens, and I actually like it. And yes, the challenge will suddenly end if you accidentally press the X button and jump. You want to watch where you're going, but at the same time, you don't want to take too long regaining your bearings and repositioning yourself so you don't walk into the green slime that the timer runs out before you can get to the token. It can be a little tough, but it can be done.
There is a lights puzzle at the top of Zone 1, and you can easily reach it by taking the zipline at the top of the luggage truck where Rex is. To complete the puzzle, you'll need to match the lights at the bottom with the lights at the top within three moves or less. You have a moves counter at the far right, and you have four buttons to stomp on. Each button will turn on one light but turn off another. The first turns on the red light but turns off the blue light, the second turns on yellow but turnbs off red, the third turns on green but turns off yellow, and the fourth turns on blue turns off green. If you take more than three tries, the puzzle resets with different lights turned on, but that is the only penalty. Thankfully, if the situation calls for it, you can hit the switch to turn on a light that's already on while simultaneously turning off another color, which can make things easier. Once you complete the puzzle here, the nearby helicopter will drop down, and you can get the Pizza Planet token below the rope.
There is a plane that slowly flying around the level. By climbing up the rope at the center pole near where Slinky is, you can jump onto the plane and carefully run and jump your way to the other side. Keep in mind that the plane will always be turning left as you're jumping around on it, so you'll have to plan your jumps accordingly. From here, you can wait for the planet to get to the zone where you want to go. You'll need the plane to get to the luggage at the top of the plane entrance ramp in Zone 6, the blacksmith boss at the top of Zone 7, and the luggage at the top of Zone 8.
The blacksmith boss is at the top of Zone 7. To beat the blacksmith boss, you'll need to run far away from the blacksmith when he strikes the ground, then round around in a big enough circle so that the energy wave doesn't hit you and you can run back to the blacksmith boss and hit him with a spin attack, then repeat the process until he goes down. You can do that, or you can just keep taking the hits and spin into the blacksmith boss repeatedly while grabbing the nearby battery in case you're low on health. That also works. Regardless of how you do it, beating the blacksmith boss will net you a Pizza Planet token.
And that's Tarmac Trouble finished. All we have left is the final boss battle.
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