Showing posts with label Quackshot Starring Donald Duck. Show all posts
Showing posts with label Quackshot Starring Donald Duck. Show all posts

Saturday, January 22, 2022

PrinceWatercress plays QuackShot Starring Donald Duck AGAIN - Part 6 of 6


It's time for the final battle! We face the keeper of the treasure of King Garuzia, then make our way back home.


At the bottomless pit, jump to the right. A platform will materialize. Land on it. Keep doing this over and over. A few of them will either go lower or come after a two-block gap rather than a one-block gap, but this part is easy as long as you're paying attention.

At the other end is the final boss battle against a duck who is dressed much like the Knight of the Crusades from Indiana Jones and the Last Crusade who watches over the Holy Grail. Position yourself above him, then slide to the other side so that you're behind him. Avoid the debris that falls from the ceiling, then keep firing Green Plungers at his head until the sword returns to him from hitting the wall, then keep on doing this. It's an easy battle, provided you know what to do. The knight will always telegraph when he throws the sword by holding it upwards prior to tossing it.

When you beat the Knight, you will be deemed worthy of King Garuzia's treasure. The door will open and reveal a gold treasure chest containing a plain stone statue of a duck princess, and Donald will feel that he came all this way for nothing.

You'll then see the ending sequence, where Donald Duck hands the statue to Daisy. Huey, Dewey and Louie accidentally drop the statue, which causes it to break and reveal a gold necklace which lands cleanly around Daisy's neck, making this whole adventure worth it after all. Donald and Daisy fly around the world, and the game ends.

Friday, January 21, 2022

PrinceWatercress plays QuackShot Starring Donald Duck AGAIN - Part 5 of 6


We're nearing the endgame! In this entry, we face Pete to get the diary back, then head to the Great Duck Treasure Island.


The next section is full of series of platforms that move in and out. For best results, stand on the center to see where they go, then quickly make your move accordingly. If you need to, get on one of the nearby platforms, let it take you back to the center, and then see what you have to do and how to time your jumps to get to the platform you need to get to. You'll have to stop and think on the center of these platform clusters to figure out how to get from one cluster to the next.

You'll be able to freely move around in the next section. Thankfully, it's pretty easy to find your way around. You'll eventually have to slide around in some narrow corridors, and stun some turtles with the plungers. When you take the elevator down, duck down so you can stun the guy with the gun. Do not take the next elevator up; instead, use the Green Plunger to make your way up so you can stun the guys with the guns along the way.

You'll then come across Pete. Walk up to him to trigger the boss battle with him. If you win, you'll get the map and the Viking Diary back. Pete will then lower into the ground and show up on a platform with a crusher on the underside. You'll have to shoot him with the bubble gum while at the same time trying to avoid being underneath him. You may have to shoot straight up to hit him sometimes, but do what you have to do. If you're ever underneath him, slide. It may not always work, but at least you'll have a chance to get away from the crusher.

After twelve hits, Pete will surrender and give you the Viking Diary and the map back. Pause the game, go to the inventory and use the Viking Diary. You can finally read the diary, which tells you to dip the map in water to reveal the location of the real treasure. You'll go to the map, and you'll reveal the Great Duck Treasure Island between South America and Africa. You'll go there immediately.

The Island

If this looks strangely familiar to you, that is because a bootleg game for the Mega Drive used assets from it. I can't remember which one, though.

Switch to the Green Plunger so you can stun the two snakes on the way up. Also, be careful with the leaf platforms, as they will fall when you land on them.

You'll come across an area with platforms that will break under your weight. Land on the first set of platforms and keep holding Right on the Control Pad. You want to keep holding Right until you're past all of the breakaway platforms; otherwise, you will die.

On the vine platforms that explode when you stand on them, keep leaping onto the edge of each one, then go to the right when the path allows you to.

You'll finally be in the temple. Wait in the gap in the spears on the first slope, then dash down the second. Grab the zipline, take it to the other side, and hit the statues where their shields aren't. Hit high if the shields are low; hit low if the shields are high. One will jump as soon as you see it; shoot it while it is in mid-air. When you are suddenly free of the statues, hold A to run as two more will suddenly spawn behind you.

Climb up to the next level with the Green Plunger, then go through the slopes and watch out around the rings of fire. You'll have to deal with more statues after this, stun them, then get on the moving platform with the help of the Green Plunger. Don't stun the statues as they try to jump at you, otherwise they'll be joining you.

On the second moving platform, there is a space in the ceiling that you can climb up with the Green Plunger. Go up and slide to the right and you'll enter the next area, which leads to a bottomless pit...

Thursday, January 20, 2022

PrinceWatercress plays QuackShot Starring Donald Duck AGAIN - Part 4 of 6


In this entry, we head to the South Pole and the Viking Ship to take care of some ghosts. The plunger we get from doing all of that will allows us to explore the South Pole further.

Also, I was asleep at the wheel as far as audio levels were last time; I corrected that this time.

South Pole

We're done in Egypt, and we now have the Scepter of Ra...but what do we do with it? Well, we have two places left: the South Pole and the Viking Ship. We're tackling the South Pole first.

Be careful going up the slopes, as the birds that used to drop beehives now drop bombs, and their explosions travel to the sides when they hit the ground.

The guys with guns now shoot bombs out of their guns. The penguins will move towards you and perform a sliding attack if given the chance.

There are some wedge platforms on some of the slopes. If you stand on one, it will take you down the slope a little faster.

At the end of the first section, you'll find a key frozen in a block of ice. After Donald ponders how to get it out, he will lay down the flag that allows you to call the airplane. Thankfully, we have something that does: the Scepter of Ra. Use it at the block of ice and you'll be able to melt it and take the Viking Key.

Call the airplane and head to the Viking Ship.

Viking Ship

The first enemy you'll meet here are Vikings that hide in barrels and shoot arrows at you. Interestingly, you can stun them even if they have yet to pop out of the barrels with the Red Plunger.

Some parts of the floor crumble under your weight, and you can tell them apart from all the cracks on them.

In the second section, there are lookout baskets that act as elevators. Just jump into one and it'll take you up.

The second slope in the section has a 1-Up at the bottom. Just be ready to keep jumping to the left as soon as you get it so that you don't lose it immediately. The two ziplines will allow you to continue the level, and the top one will allow you to dodge some enemies.

At the final slope leading downward, you'll want to keep pressing C so you don't fall down along with the platforms that will drop when you put your weight on them.

You'll then meet a more friendly Viking, who will ask you to go inside the ship and get rid of the ghosts. Donald will plant the flag, then you'll be able to use the Viking Key to unlock the door.

The inside of the ship goes in a circle, so regardless of whether you go down the ladder or continue to the right when you enter, you'll see the whole ship anyway. In the center of the ship, there is a hidden passage on the left wall that you can jump into with the assistance of the Red Plunger. The hidden passage leads to some money if you need the points for an extra life (you get an extra life every 200,000 points).

You can kill the large guy who tiptoes around in a few hits by shooting him with the bubblegum gun or popcorn gun when he pushes his flabby gut forward and makes a weird face.

The right side of the wall in the center is where you want to go. Leap into the wall there and you'll find the boss battle for this area.

The boss here can be easily destroyed with the popcorn gun, as you can hit him in the head and the five way shot makes it a lot easier to do so. Fire away when he's standing perfectly still, and when he crumbles, you know you've hit him. If you run out of popcorn gun ammo, use the Red Plunger. When he throws his hammer, get back and jump over it if necessary.

When you beat the boss, you'll find out from the viking on deck that he does not have the Viking Diary, which mentions where the treasure of King Garuzia is. But, there is an old legend that says it is hidden in ice near the South Pole, and gives you an "ancient Viking plunger." This is the Green Plunger, which is the best Plunger weapon in the game. This allows you to take a ride on some flying enemies by hitting them in the air and grabbing onto the plunger while they're stunned.

Call the airplane. If you need to refill on supplies, head to Duckberg and do just that, because once you head to the South Pole and get the Viking Diary, you'll be at the "no turning back" point.

[title][center]South Pole[/center][/title]

Head right from where you got the Viking Key. Be sure you have the Green Plunger equipped. Aim upwards at the bird flying to the right, then jump into the plunger to grab onto it. Hold Up and Down on the Control Pad to control your height so you can avoid the birds as they come from the right side of the screen. If you get hit just once, you're going down and you're starting this whole section over. Thankfully, this section isn't long, and once you make it to the other side, Donald will let go of the plunger automatically.

The next section has some platforming. You'll have to do some good jumping to avoid falling into the water or being bitten by the whales. When you see another igloo, you've made it to another segment.

For the next segment, drop down at the beginning to refill on popcorn gun ammo if you need to, then equip the bubblegum ammo to destory the blocks at the far right. Head to the left, taking out both the guy who sucks his gut in as well as that slow, slow seal (who can also break the pink blocks if you're patient enough, then go up when you can't go left anymore. At the next set of platforms, go left for a 1-Up if you need it (break the block all the way to the left with the bubblegum gun to uncover it), then head to the right and take out the seal. Take out the first blue block you see with the bubble gum ammo, then go up as far as you can with the green plunger. Head all the way to the left, using the bubblegum ammo to take out the blue blocks above you while using the Green Plunger to climb your way up. (Watch out for that seal!) There will be a cluster of blue blocks nearby. Destroy them all with the bubblegum ammo to uncover and grab the Viking Diary.

From here, climb up, slide to the right, then climb up again and shoot down the blue blocks on the left. If you need to refill on stuff, go down into the area near the start again where you refilled on stuff in the first place. Now that you're on the surface again, head to the left. When you try to go back, Pete will be on his plane, carrying around Donald's nephews Huey, Dewey and Louie and holding them as hostages. He wants the treasure map and the diary in exchange for your nephews. Donald has no choice but to give Pete what he wants, and the nephews are freed. Donald and the nephews then head back to the plan and chase after Pete.

From this point on, you're on rails for the rest of the game. There's no turning back.

Hideout

Watch out for the platform blocks as you climb up the slope, then hit the green bird from below with the Green Plunger as it flies in from the right after you make your way down. Avoid everything flying at you, then use the Green Plunger to stun the piranhas between the platforms as you make your way further to the right. Hold the A button to run across the bridges that break under your weight (which is something I completely didn't think of doing, whoops). From there, grab onto the zipline and ride it to the bottom. Hold right so you can enter the next section.

The next section has mine carts. Thankfully, this is pretty easy. Just jump to the right when you reach a pit and land in the next mine cart. Thankfully, you only have to do this twice and it's easier than the mine cart section in Egypt.

Wednesday, January 19, 2022

PrinceWatercress plays QuackShot Starring Donald Duck AGAIN - Part 3 of 6


In this entry, we head to India to get the Sphinx Tear, then use the Tear in Europe, put that note from earlier to use and get the Scepter of Ra.


We have quite a few places to go to now that we have the real treasure map, but the first place you want to head to is Maharaja.

Maharaja

You'll be able to get chili peppers from the guys with the guns when you start the stage.

The snake charmers are a new enemy exclusive to this level. Don't let them hit you with their music; otherwise, you'll be charmed in place and the snakes will advance and hit you. They will take three plungers to stun, so be careful and fire quickly

Be careful when fighting enemies, as there are walls you can hide behind that can make your weapons totally ineffective enemies if you're not standing completely away from them. 

You'll eventually make it to the palace. When you do, Donald will plant the flag and you won't have to go through that gauntlet of enemies again.

Head into the palace, and walk forward to talk to the Maharaja. He'll offer a challenge: if you can defeat the tiger in the garden, he will reward you with the Sphinx Tear. Head further to the right to take the challenge.

Shoot the guy to your left, then drop down. Enter the door to the right.

From there, head to the right and head to the door at the end.

Next, go left and jump over the door. Go all the way to the wall and climb it with the Red Plunger. Slide to the door that you see.

From here, take out the snake charmer enemies and keep heading right, using the bubble gum ammo to take out the turtle. There is a gap in the ceiling after the turtle. Slide so that you're under it, then jump up and enter the door to the right.

You'll finally face the tiger, who looks somewhat like a happy Shere Khan from The Jungle Book. Equip the bubble gum ammo and duck down to avoid the tiger when it makes low leaps from one side of the room to the other. When you see fire come out of its mouth, jump to avoid the fireballs (which turn into a couple of tiny tigers when it hits the wall). You'll have to hit the tiger in the head in order for your ammo to connect, which can be a bit difficult. After a few bubbles, the tiger will eventually go down and a door will appear. Enter the door, talk to the Maharaja and you'll get the Sphinx Tear.

Head back outside and call the airplane.

Egypt

The Sphinx is in Egypt, so we might as well go there.

You'll be dealing with more quicksand, guys with guns, birds with beehives, and more turtles. If you only picked up four chili peppers in Maharaja, you can grab a fifth one here and blow clear through to the other side of the stage. You'll also see men in quicksand, but you can easily avoid them with some good jumping.

At the end is a door that you won't be able to open right away. Donald will lay the flag down that will allow you to call the plane, but thankfully, we will be able to open it after all. Go to the door, pause the game, use the Sphinx Tear and you'll be able to enter.

Inside the pyramid, head to the right and use the Red Plunger to climb over the moving walls. You'll eventually come across a ladder. At the next floor are some spears. Get really close to the first spear, then hold the A button and move past all the spears to run past them all as they jut out from the floor so you can arrive at the other end unhurt.

Next will be some ceiling spikes on a low passageway. Keep holding Down on the Control Pad as you slide through this area. Before you are done with this area though, roll your thumb on the Control Pad from Down to Down and Left so you can face the other direction. Slide once more to the area with the bricks on the ceiling that look different from the rest of the ceiling. Go up this area with the Red Plunger to get some money if you want it.

Keep the Red Plunger equipped (or use the Popcorn Gun) to take care of the guys that throw fire at you, then slide to the left...but wait! If you need health, climb up the wall and head to the right if you do. You'll also find a 1-Up here.

After sliding to the left, climb up with the Red Plunger and head to the right. Watch out for the rings of fire on the slope, tapping forward to stay in place, then you'll run into another fire thrower. Hold A to get past the spears, jump to the platform and over the fire, then avoid the next set of spears. There is a part of the floor that looks different from the rest after this, and if you walk into it, you'll be sent back down and you'll have to retrace your steps. At least you'll get some health and Popcorn Gun ammo, but you'll still have to head back up there and jump over that patch of the floor to continue on.

You'll be doing some real platforming in the next part of this tomb. The first set of platforms won't buckle under your weight, but the next two sets will, so you'll have to be quick there. You'll also have to avoid fire falling from the ceiling on the second set, and you'll also have to jump over fireballs that leap up and down on the next set of platforms after that. After some more running and jumping (and falling fireballs), you'll be in the next section.

You'll then come across a long slope going downwards in the next section. Keep running and holding A and you'll be able to avoid all the fireballs. Climb up the wall with the Red Plunger, dodge some more fireballs, then hold Right on the Control Pad on the second pit so you don't fall into the fire below, allowing you to enter the next section.

The next section has a picture of a sun on the other side of the screen. Remember the note that said "1 Sun 2 Moon 3 Star?" This is what the note is for. Leap on the tile with the Sun, then the one with the Moon, then the one with the Star. . When each tile sinks down, you're doing it right. Be sure to leap dead center on each tile, or else they may not register. This will cause the ceiling that is coming down on you to immediately rise back up. From here, climb up the wall to the ring and take the Scepter of Ra, which you're going to need. Climb down the ladder, and you'll drop down into a mine cart. Be ready to make jumps from one cart to another, and don't jump out of the mine and into anything else or else you're going to lose a life. For a short section, this one is pretty easy to screw up multiple times if you're not careful.

When you're done with that section, you'll be out of the tomb. Call the plane. You're done.

Tuesday, January 18, 2022

PrinceWatercress plays QuackShot Starring Donald Duck AGAIN - Part 2 of 6


In this entry, we take care of business behind that tall wall in Duckberg before heading to Transylvania and getting the real treasure map.

Duckburg

Now that we're over the high wall, we have some building to climb as we go from left to right. Watch out for the beeping sounds of the horns as well as the turtles, and stay high as often as possible to make it to the other side with minimal damage. There will also be a few guys with guns who will give you power-ups, as well as a Mickey Mouse blimp in the background.

When you reach the other side, it will suddenly be sunset and you'll be near the power lines. There will be a grey zipline that you will have to jump into, and when you do, you will ride the power lines. Along the way, you will have to jump from one zipline to another while dodging some stray voltage and also picking up points and power-ups. This part will take some practice, but once you get it down, it feels natural and pretty darn thrilling. When you make it to the other side, you'll be able to talk to Gyro Gearloose. He will ask you to try out his newest invention: bubblegum ammo that lets you shoot bubbles. He will give you more if you run out, though if you conserve your ammo and pick it up throughout the game when you can, you won't have to come here very often. And yes, you have to jump from one zip line to another just to get back there and refill the ammo when that happens.

Thankfully, getting back is very simple. Grab the zip line you see after you're done talking to Gyro and you'll be able to return back to the previous area. There are no obstacles on the way back, so just hang tight and you'll immediately make your way back without any trouble.

Also the moon in the background has a face and can move and blink its eyes. What the heck. Also, that brief moment of silence is from the "boom" projectile dropping down from the sky. Wish I knew where it came from.

After you get the bubblegum ammo, you'll want to make your way back to the flag and call the airplane. From here, you'll need to go to Transylvania, as you have nothing else to do at this point.

Transylvania

You'll be dealing with some guys with guns as well as some bats. Be sure to jump over the pits, as the water at the beginning is instant death if you fall into it. There are some platforms on the longer gaps. Make sure you land on them.

One of the guys with the guns has an extra life if you stun them. If you die soon after you get it (which will probably happen if you fall into the water), it respawns.

You'll eventually make it to Dracula's castle. Donald will plant a flag so you won't have to go through that swampy platforming section again. Keep walking to the right and you'll enter the castle.

Heading further to the right will give you a conversation with a ghost, who will tell you that the bubblegum ammo will blow up certain walls. These walls have a more prominent bluish hue compared to the rest of the brickwork. When Donald tells the ghost that he is looking for King Garuzia's treasure, you'll learn that Count Dracula has the treasure map somewhere in the castle, but he won't give it up easily.

When the ghost disappears, equip the bubblegum ammo on the pause menu, then destroy the nearby wall to continue. Avoid the ghost enemies, then use a Red Plunger to climb up the wall and continue. Use the bubblegum ammo to destroy the barrels and reveal some power-ups if you need, then switch to the Red Plunger and climb up the next wall with it. Watch out near the coffins, as skeletons will pop out of them. Kill the skeletons with the bubblegum ammo.

You'll eventually drop down into another area submerged in water. This duck can't swim; instead, he moves more slowly and has higher, more floaty jumps when he's in the drink. Regardless of which paths you take, watch out for swinging iron balls, spikes and crushing platforms. If you need to move fast in a pinch, use your slide, and remember that touching the sides of spikes will not hurt you. You'll eventually reach a high wall at the end that you can climb up to leave the area.

In the next area, you will be stuck behind the ghost of who was probably once a wealthy man. Make some progress to a set of blocks, then duck. You'll want to be ducking when he turns around; otherwise, he will split into several ghosts that will swarm all over the screen and eventually hit you as they move around. On the second set of bricks, use the bubblegum ammo to break the blocks, and stand on the one that remains. You'll eventually make it to a path leading to a door. Climb up to it with the Red Plunger and enter the door.

The next section will another area where you will be dodging ghosts before taking on some bats and skeletons. Use the Red Plunger to scale the wall at the end, and move quickly or else you will be crushed by the wall and lose a life. The barrels will hide some power-ups as well as some slime enemies.

You'll be behind that ghost of the nobleman again. Duck down in a low elevation so he doesn't see you. Get on the second set of bricks and climb up the shaft in the ceiling with the Red Plunger. You'll find another door at the top. Enter it.

You'll then face Dracula. Switch to the bubblegum ammo, then get under Dracula and shoot upwards at him. If you hit any of the bats, so be it. Stay under him and move to the other side of the room when you finally do hit him. This is his only attack. Sometimes he'll fly a little higher, but you should still be able to hit him. After five hits, you'll get the real treasure map. Enter the door, and you'll be back at the flag.

When you call for the airplane, the amount of areas you'll be able to go to is expanded. You'll be able to go to the Viking Ship, Egypt, Maharajah (which is somewhere in India) and the South Pole. Decisions, decisions...

Monday, January 17, 2022

PrinceWatercress plays QuackShot Starring Donald Duck AGAIN - Part 1 of 6


I've always wanted to play this game again. The fact that I was asleep at the wheel for sound mixing for one of the videos kinda helped with that. So I played this game again. Enjoy.


One day, Donald Duck came across an old book in Uncle Scrooge's study. The title of the book was "King Garuzia's Great Duck Treasure." According to the book, Garuzia was once the leader of a great duck kingdom. Just before he died, King Garuzia hid his most prized possession in a secret location. Tucked inside the book, Donald found a map showing clues to where the treasure could be found.

"Wow!" Donald exclaimed. "If I could find a treasure like this, I'd be richer than Uncle Scrooge." But one of Pete's gang had been spying through the window and saw everything. Donald took the map with im as he started to head home.

Pete's gang chased after Donald and the treasure map. Donald could see an open manhole ahead and jumped over it, but Pete's gang all fell in. Donald took Huey, Dewey and Louie to the plane to take off on the great treasure hunt. But just then, Daisy appeared. "Donald, where are you going? You were supposed to be at my house for dinner an hour ago!"

"Daisy, something very important has come up. I'm going to find something special for you and I want it to be a surprise." "Donald, wait...come back, Donaaaaaaaaaald!"

Donald and his nephews took off in their plane, leaving a furious Daisy behind. Moments later, Pete's gang flew after them in a plane of their own.

And with that, the game begins.

You have three locations to start out in: Duckberg, Mexico and Transylvania. Start out in Duckberg for now. You won't be able to do anything in the other locations just yet.

Duckberg

The controls are pretty simple. Left and Right on the Control Pad move your around. Holding A lets you run faster, while pressing B lets you shoot a projectile from your gun. C of course, lets you jump. Holding Down on the Control Pad and pressing C will allow you to slide through narrow corridors. (This assumes you are using the default controls, which can be changed on the options menu before you start the game.)

You start out with the yellow plunger as your only weapon. This doesn't kill enemies; instead, it just briefly stuns them. Sometimes stunning enemies will cause them to drop items, however. 
The ice cream cones replenish one unit of health, the chickens replenish some of your health, and the corn act as popcorn which works as ammo for the gun that, when fired, act as a five-way shot. Money bags will give you points towards your score, while brown fedoras act as extra lives. Picking up chili peppers will build up the Temper meter, and filling it up will make Donald not only mad and a little bit faster, but also invincible for as long as the meter is full. Sadly, that only lasts for a few seconds, but it does let you plow through enemies. 

Aside from the guys with guns that shoot at you, there are villagers that drop flower pots from open windows which can damage you as well, worms leaping from one garbage can to another and turtles with boxing gloves who will duck into their shells if given a chance and become impervious to your attacks. You can thankfully stun these enemies with the Yellow Plunger, and in the case of the worms, you can send them back into the garbage can they came out of for a few seconds.

You'll eventually come across a wall that you won't be able to climb over. There will be a man in an explorer's outfit who will tell you that unless you have the tools to climb high walls, you won't be able to get any further. Donald will then plant a green flag, and when you're near it, you can see a flag icon flash in the lower-right hard corner of the screen. From here, you can pause the game to go to the inventory screen and call for the airplane so you can go to a new destination. You can only call for the airplane near these flags; you cannot do it anywhere else.

From here, head to Mexico.

Mexico

The cactus enemies will come apart when you get close enough, and those segments will hurt you, so be careful.

The birds with the beehives will drop the beehives, and also send bees at you. Thankfully, you can aim upwards by holding Up on the Control Pad before firing at them to put a stop to that.

Get out of the quicksand quickly, as it can really slow you down and eventually kill you if you're in it for long enough. Sometimes, there will be platforms in the quicksand that you can stand on, but watch out for the crabs that toss them up into the air, because they can hurt you, too.

The second section has a lot of platforms, and some of the platforms move back and forth. You'll be aiming upwards a few times to take care of the birds with the beehives.

Be careful around the detonators. The explosions they cause move toward you and can damage you. Jump over those explosions and you'll be all right.

In the third section, you'll make it to some ancient ruins, but the woman there will tell you that you need a special key in order to enter called the Hero Key and that you'll have to meet with a team of explorers who returned to Duckburg with it in order to get it. At this point, Donald will lay the flag down, and from here, you can call the airplane and return to Duckburg.

Duckberg

When you land in Duckberg, you'll land near the high wall where you laid the flag not too long ago instead of at the beginning of the stage. Talk to the explorer and you'll get the Hero Key. Call the airplane and head back to Mexico.

Also, if you call for the plane with less than five units of health, you'll go back to five units of health as soon as you land anywhere.

Mexico

You'll land at the ruins, and the woman will tell you that can open the door if you use the hero key. Walk up to the door, pause the game, and use the Hero Key. You're in.

Head to the right, avoiding the flames, and climb the ladder upwards. Jump up the stairs to the left and stay in the center of the fire ring further to the left. You'll approach a moving green platform, which can hurt you if it touches you. If you need to grab the nearby chicken, slide by holding Down and pressing C and you should be able to get it a little more quickly. If you need to stop the platform to get on it, you can stun it by shooting at it with the Yellow Plunger.

Go up until you can't go up anymore, and make your way to the right. There will be guys shooting fire at you. Stun them with the Yellow Plunger or kill him with the Popcorn - yes, the Popcorn actually eliminates enemies - then climb down the ladder, head left, and climb down the next ladder. There are spikes to the right of the bottom of the first ladder; thankfully, they don't kill you on contact. Be sure to watch the ring of flames as you make your way down the second ladder. Avoid the spikes to the right. If you want the money bags for points on the way to the right, you can easily jump to them. From here, you'll have to slide down the narrow passages, and unlike the Mega Man series, your slide does stop in the middle of a narrow passage. If that happens, just press C. You'll have to do this and move Donald back and forth just enough to get to the area with the four corn power-ups in case you want some extra popcorn ammo, which can be a tad annoying. If only sliding was handled like in the Mega Man games...

After the narrow passages, use the Yellow Plunger to stun the green platforms on the way up, then head to the left, watching out for the green blocks that will get in your way. You'll then have to make your way up, stunning some more green platforms with the Yellow Platforms to make your way to the slopes at the top. Go right and down the slope, and keep going right, avoiding the juping flames. You'll meet Goofy at the end, who has apparently gotten himself locked in the ruins like some sort of dumb tourist or something. He'll give you a strange note as well as another Plunger that will replace the Yellow Plunger: the Red Plunger, which stuns enemies for a little longer and can also stick to walls, allowing you to climb up to areas you couldn't reach before by standing on them as you keep jumping and sticking plungers to the wall. He also tells you that Gyro Gearloose is looking for you in Duckburg.

Pause the game and use the note in order to read it. It will read "1 Sun 2 Moon 3 Star." This will definitely come in handy later.

Now that you're done here, you'll have to go all the way back to where you came in yourself, as the game won't do it for you. On the bright side, all the green platforms that helped you make your way up to Goofy will be gone on the return trip. Unfortunately, if you die before you reach the entrance, you'll be taken back to where you met Goofy on your next life instead of at the ruins entrance like you would expect. Once you're out, head back to Duckburg. Now that you have the Red Plunger, you'll be able to climb the nearby wall and explore more of the town.

Sunday, April 2, 2017

QuackShot Starring Donald Duck - The OST

Here it is: the soundtrack to QuackShot!

PrinceWatercress plays QuackShot Starring Donald Duck - Part 6 of 6


Here were are the final challenge! Can Donald get the treasure?


At the bottomless pit, jump to the right. A platform will materialize. Land on it. Keep doing this over and over. A few of them will either go lower or come after a two-block gap rather than a one-block gap, but this part is easy as long as you're paying attention.

At the other end is the final boss battle against a duck who is dressed much like the Knight of the Crusades from Indiana Jones and the Last Crusade who watches over the Holy Grail. Position yourself above him, then slide to the other side so that you're behind him. Avoid the debris that falls from the ceiling, then keep firing Green Plungers at his head until the sword returns to him from hitting the wall, then keep on doing this. It's an easy battle, provided you know what to do. The knight will always telegraph when he throws the sword by holding it upwards prior to tossing it.

When you beat the Knight, you will be deemed worthy of King Garuzia's treasure. The door will open and reveal a gold treasure chest containing a plain stone statue of a duck princess, and Donald will feel that he came all this way for nothing.

You'll then see the ending sequence, where Donald Duck hands the statue to Daisy. Huey, Dewey and Louie accidentally drop the statue, which causes it to break and reveal a gold necklace which lands cleanly around Daisy's neck, making this whole adventure worth it after all. Donald and Daisy fly around the world, and the game ends.


Saturday, April 1, 2017

PrinceWatercress plays QuackShot Starring Donald Duck - Part 5 of 6


We've beaten Pete, but it's not over yet...

The next section is full of series of platforms that move in and out. For best results, stand on the center to see where they go, then quickly make your move accordingly. If you need to, get on one of the nearby platforms, let it take you back to the center, and then see what you have to do and how to time your jumps to get to the platform you need to get to. You'll have to stop and think on the center of these platform clusters to figure out how to get from one cluster to the next.

You'll be able to freely move around in the next section. Thankfully, it's pretty easy to find your way around. You'll eventually have to slide around in some narrow corridors, and stun some turtles with the plungers. When you take the elevator down, duck down so you can stun the guy with the gun. Do not take the next elevator up; instead, use the Green Plunger to make your way up so you can stun the guys with the guns along the way.

You'll then come across Pete. Walk up to him to trigger the boss battle with him. If you win, you'll get the map and the Viking Diary back. Pete will then lower into the ground and show up on a platform with a crusher on the underside. You'll have to shoot him with the bubble gum while at the same time trying to avoid being underneath him. You may have to shoot straight up to hit him sometimes, but do what you have to do. If you're ever underneath him, slide. It may not always work, but at least you'll have a chance to get away from the crusher.

After twelve hits, Pete will surrender and give you the Viking Diary and the map back. Pause the game, go to the inventory and use the Viking Diary. You can finally read the diary, which tells you to dip the map in water to reveal the location of the real treasure. You'll go to the map, and you'll reveal the Great Duck Treasure Island between South America and Africa. You'll go there immediately.

The Island


Switch to the Green Plunger so you can stun the two snakes on the way up. Also, be careful with the leaf platforms, as they will fall when you land on them.

You'll come across an area with platforms that will break under your weight. Land on the first set of platforms and keep holding Right on the Control Pad. You want to keep holding Right until you're past all of the breakaway platforms; otherwise, you will die.

On the vine platforms that explode when you stand on them, keep leaping onto the edge of each one, then go to the right when the path allows you to.

You'll finally be in the temple. Wait in the gap in the spears on the first slope, then dash down the second. Grab the zipline, take it to the other side, and hit the statues where their shields aren't. Hit high if the shields are low; hit low if the shields are high. One will jump as soon as you see it; shoot it while it is in mid-air. When you are suddenly free of the statues, hold A to run as two more will suddenly spawn behind you.

Climb up to the next level with the Green Plunger, then go through the slopes and watch out around the rings of fire. You'll have to deal with more statues after this, stun them, then get on the moving platform with the help of the Green Plunger. Don't stun the statues as they try to jump at you, otherwise they'll be joining you.

On the second moving platform, there is a space in the ceiling that you can climb up with the Green Plunger. Go up and slide to the right and you'll enter the next area, which leads to a bottomless pit...

PrinceWatercress plays Quackshot Starring Donald Duck - Part 4 of 6


Boy, did I not do very well at all with the audio mixing in this video.

South Pole


We're done in Egypt, and we now have the Scepter of Ra...but what do we do with it? Well, we have two places left: the South Pole and the Viking Ship. We're tackling the South Pole first.

Be careful going up the slopes, as the birds that used to drop beehives now drop bombs, and their explosions travel to the sides when they hit the ground.

The guys with guns now shoot bombs out of their guns. The penguins will move towards you and perform a sliding attack if given the chance.

There are some wedge platforms on some of the slopes. If you stand on one, it will take you down the slope a little faster.

At the end of the first section, you'll find a key frozen in a block of ice. After Donald ponders how to get it out, he will lay down the flag that allows you to call the airplane. Thankfully, we have something that does: the Scepter of Ra. Use it at the block of ice and you'll be able to melt it and take the Viking Key.

Call the airplane and head to the Viking Ship.

Viking Ship


The first enemy you'll meet here are vikings that hide in barrels and shoot arrows at you. Interestingly, you can stun them even if they have yet to pop out of the barrels with the Red Plunger.

Some parts of the floor crumble under your weight, and you can tell them apart from all the cracks on them.

IN the second section, there are lookout baskets that act as elevators. Just jump into one and it'll take you up.

The second slope in the section has a 1-Up at the bottom. Just be ready to keep jumping to the left as soon as you get it so that you don't lose it immediately. The two ziplines will allow you to ciontinue the level, and the top one will allow you to dodge some enemies.

At the final slope leading downward, you'll want to keep pressing C so you don't fall down along with the platforms that will drop when you put your weight on them.

You'll then meet a more friendly Viking, who will ask you to go inside the ship and get rid of the hosts. Donald will plant the flag, then you'll be able to use the Viking Key to unlock the door.

The inside of the ship goes in a circle, so regardless of whether you go down the ladder or continue to the right when you enter, you'll see the whole ship anyway. In the center of the ship, there is a hidden passage on the left wall that you can jump into with the assistance of the Red Plunger. The hidden passage leads to some money if you need the points for an extra life (you get an extra life every 200,000 points).

Despite what I say about the large guy who tiptoes around, you can kill him in minimal hits by shooting him with the bubblegum gun or popcorn gun when he pushes his flabby gut forward and makes a weird face.

The right side of the wall in the center is where you want to go. Leap into the wall there and you'll find the boss battle for this area.

The boss here can be easily destroyed with the popcorn gun, as you can hit him in the head and the five way shot makes it a lot easier to do so. Fire away when he's standing perfectly still, and when he crumbles, you know you've hit him. If you run out of popcorn gun ammo, use the Red Plunger. When he throws his hammer, get back and jump over it if necessary.

When you beat the boss, you'll find out from the viking on deck that he does not have the Viking Diary, which mentions where the treasure of King Garuzia is. But, there is an old legend that says it is hidden in ice near the South Pole, and gives you an "ancient Viking plunger." This is the Green Plunger, which is the best Plunger weapon in the game. This allows you to take a ride on some flying enemies by hitting them in the air and grabbing onto the plunger while they're stunned.

Call the airplane. If you need to refill on supplies, head to Duckberg and do just that, because once you head to the South Pole and get the Viking Diary, you'll be at the "no turning back" point.

South Pole


Head right from where you got the Viking Key. Be sure you have the Green Plunger equipped. Aim upwards at the bird flying to the right, then jump into the plunger to grab onto it. Hold Up and Down on the Control Pad to control your height so you can avoid the birds as they come from the right side of the screen. If you get hit just once, you're going down and you're starting this whole section over. Thankfully, this section isn't long, and once you make it to the other side, Donald will let go of the plunger automatically.

The next section has some platforming. You'll have to do some good jumping to avoid falling into the water or being bitten by the whales. When you see another igloo, you've made it to another segment.

For the next segment, drop down at the beginning to refill on popcorn gun ammo if you need to, then equip the bubblegum ammo to destroy the blocks at the far right. Head to the left, taking out both the guy who sucks his gut in as well as that slow, slow seal (who can also break the pink blocks if you're patient enough, then go up when you can't go left anymore. At the next set of platforms, go left for a 1-Up if you need it (break the block all the way to the left with the bubblegum gun to uncover it), then head to the right and take out the seal. Take out the first blue block you see with the bubble gum ammo, then go up as far as you can with the green plunger. Head all the way to the left, using the bubblegum ammo to take out the blue blocks above you while using the Green Plunger to climb your way up. (Watch out for that seal!) There will be a cluster of blue blocks nearby. Destroy them all with the bubblegum ammo to uncover and grab the Viking Diary.

From here, climb up, slide to the right, then climb up again and shoot down the blue blocks on the left. If you need to refill on stuff, go down into the area near the start again where you refilled on stuff in the first place. Now that you're on the surface again, head to the left. When you try to go back, Pete will be on his plane, carrying around Donald's nephews Huey, Dewey and Louie and holding them as hostages. He wants the treasure map and the diary in exchange for your nephews. Donald has no choice but to give Pete what he wants, and the nephews are freed. Donald and the nephews then head back to the plan and chase after Pete.

From this point on, you're on rails for the rest of the game. There's no turning back.

Hideout


Watch out for the platform blocks as you climb up the slope, then hit the green bird from below with the Green Plunger as it flies in from the right after you make your way down. Avoid everything flying at you, then use the Green Plunger to stun the piranhas between the platforms as you make your way further to the right. Hold the A button to run across the bridges that break under your weight (which is something I completely didn't think of doing, whoops). From there, grab onto the zipline and ride it to the bottom. Hold right so you can enter the next section.

The next section has mine carts. Thankfully, this is pretty easy. Just jump to the right when you reach a pit and land in the next mine cart. Thankfully, you only have to do this twice and it's easier than the mine cart section in Egypt.

Friday, March 31, 2017

Classic Game Room and CGRUndertow review Quackshot Starring Donald Duck




Two for the price of one! Reviews of the game from both Classic Game Room AND CGRUndertow!

PrinceWatercress plays QuackShot Starring Donald Duck - Part 3 of 6


We have an expanded world to explore now! Where to go first?


We have quite a few places to go to now that we have the real treasure map, but the first place you want to head to is Maharaja.

Maharaja


You'll be able to get chili peppers from the guys with the guns when you start the stage.

The snake charmers are a new enemy exclusive to this level. Don't let them hit you with their music; otherwise, you'll be charmed in place and the snakes will advance and hit you.

Be careful when fighting enemies, as there are walls you can hide behind that can make your weapons totally ineffective enemies if you're not standing completely away from them.

You'll eventually make it to the palace. When you do, Donald will plant the flag and you won't have to go through that gauntlet of enemies again.

Head into the palace, and walk forward to talk to the Maharaja. He'll offer a challenge: if you can defeat the tiger in the garden, he will reward you with the Sphinx Tear. Head further to the right to tak ethe challenge.

Shoot the guy to your left, then drop down. Enter the door to the right.

From there, head to the right and head to the door at the end.

Next, go left and jump over the door. Go all the way to the wall and climb it with the Red Plunger. Slide to the door that you see.

From here, take out the snake charmer enemies and keep heading right, using the bubble gum ammo to take out the turtle. There is a gap in the ceiling after the turtle. Slide so that you're under it, then jump up and enter the door to the right.

You'll finally face the tiger, who looks somewhat like a happy Shere Khan from The Jungle Book. Equip the bubble gum ammo and duck down to avoid the tiger when it makes low leaps from one side of the room to the other. When you see fire come out of its mouth, jump to avoid the fireballs (which turn into a couple of tiny tigers when it hits the wall). You'll have to hit the tiger in the head in order for your ammo to connect, which can be a bit difficult. After a few bubbles, the tiger will eventually go down and a door will appear. Enter the door, talk to the Maharaja and you'll get the Sphinx Tear.

Head back outside and call the airplane.

Egypt


The Sphinx is in Egypt, so we might as well go there.

You'll be dealing with more quicksand, guys with guns, birds with beehives, and more turtles. If you only picked up four chili peppers in Maharaja, you can grab a fifth one here and blow clear through to the other side of the stage. You'll also see men in quicksand, but you can easily avoid them with some good jumping.

At the end is a door that you won't be able to open right away. Donald will lay the flag down that will allow you to call the plane, but thankfully, we will be able to open it after all. Go to the door, pause the game, use the Sphinx Tear and you'll be able to enter.

Inside the pyramid, head to the right and use the Red Plunger to climb over the moving walls. You'll eventually come across a ladder. At the next floor are some spears. Get really close to the first spear, then hold the A button and move past all the spears to run past them all as they jut out from the floor so you can arrive at the other end unhurt.

Next will be some ceiling spikes on a low passageway. Keep holding Down on the Control Pad as you slide through this area. Before you are done with this area though, roll your thumb on the Control Pad from Down to Down and Left so you can face the other direction. Slide once more to the area with the bricks on the ceiling that look different from the rest of the ceiling. Go up this area with the Red Plunger to get some money if you want it.

Keep the Red Plunger equipped (or use the Popcorn Gun) to take care of the guys that throw fire at you, then slide to the left...but wait! If you need health, climb up the wall and head to the right if you do. You'll also find a 1-Up here.

After sliding to the left, climb up with the Red Plunger and head to the right. Watch out for the rings of fire on the slope, tapping forward to stay in place, then you'll run into another fire thrower. Hold A to get past the spears, jump to the platform and over the fire, then avoid the next set of spears. There is a part of the floor that looks different from the rest after this, and if you walk into it, you'll be sent back down and you'll have to retrace your steps. At least you'll get some health and Popcorn Gun ammo, but you'll still have to head back up there and jump over that patch of the floor to continue on.

You'll be doing some real platforming in the next part of this tomb. The first set of platforms won't buckle under your weight, but the next two sets will, so you'll have to be quick there. You'll also have to avoid fire falling from the ceiling on the second set, and you'll also have to jump over fireballs that leap up and down on the next set of platforms after that. After some more running and jumping (and falling fireballs), you'll be in the next section.

You'll then come across a long slope going downwards in the next section. Keep running and holding A and you'll be able to avoid all the fireballs. Climb up the wall with the Red Plunger, dodge some more fireballs, then hold Right on the Control Pad on the second pit so you don't fall into the fire below, allowing you to enter the next section.

The next section has a picture of a sun on the other side of the screen. Remember the note that said "1 Sun 2 Moon 3 Star?" This is what the note is for. Leap on the tile with the Sun, then the one with the Moon, then the one with the Star. . When each tile sinks down, you're doing it right. Be sure to leap dead center on each tile, or else they may not register. This will cause the ceiling that is coming down on you to immediately rise back up. You want that. Otherwise, the ceiling will crush you and cost you a life. From here, climb up the wall to the ring and take the Scepter of Ra, which you're going to need. Climb down the ladder, and you'll drop down into a mine cart. Be ready to make jumps from one cart to another, and don't jump out of the mine and into anything else or else you're going to lose a life. For a short section, this one is pretty easy to screw up multiple times if you're not careful.

When you're done with that section, you'll be out of the tomb. Call the plane. You're done.

Thursday, March 30, 2017

PrinceWatercress plays QuackShot Starring Donald Duck - Part 2 of 6


We head to Transylvania in search of our treasure, and find out that the scope of our search is more vast than we could even imagine.


Duckburg


Now that we're over the high wall, we have some building to climb as we go from left to right. Watch out for the beeping sounds of the horns as well as the turtles, and stay high as often as possible to make it to the other side with minimal damage. There will also be a few guys with guns who will give you power-ups, as well as a Mickey Mouse blimp in the background.

When you reach the other side, it will suddenly be sunset and you'll be near the power lines. There will be a grey zipline that you will have to jump into, and when you do, you will ride the power lines. Along the way, you will have to jump from one zipline to another while dodging some stray voltage and also picking up points and power-ups. This part will take some practice, but once you get it down, it feels natural and pretty darn thrilling. When you make it to the other side, you'll be able to talk to Gyro Gearloose. He will ask you to try out his newest invention: bubblegum ammo that lets you shoot bubbles. He will give you more if you run out, though if you conserve your ammo and pick it up throughout the game when you can, you won't have to come here very often. And yes, you have to jump from one zip line to another just to get back there and refill the ammo when that happens.

Thankfully, getting back is very simple. Grab the zip line you see after you're done talking to Gyro and you'll be able to return back to the previous area. There are no obstacles on the way back, so just hang tight and you'll immediately make your way back without any trouble.

Also the moon in the background has a face and can move and blink its eyes. What the heck. Also, that brief moment of silence is from the "boom" projectile dropping down from the sky. Wish I knew where it came from.

After you get the bubblegum ammo, you'll want to make your way back to the flag and call the airplane. From here, you'll need to go to Transylvania, as you have nothing else to do at this point.

Transylvania


You'll be dealing with some guys with guns as well as some bats. Be sure to jump over the pits, as the water at the beginning is instant death if you fall into it. There are some platforms on the longer gaps. Make sure you land on them.

One oft he guys with the guns has an extra life if you stun them. If you die soon after you get it (which will probably happen if you fall into the water), it respawns.

You'll eventually make it to Dracula's castle. Donald will plant a flag so you won't have to go through that swampy platforming section again. Keep walking to the right and you'll enter the castle.

Heading further to the right will give you a conversation with a ghost, who will tell you that the bubblegum ammo will blow up certain walls. These walls have a more prominent bluish hue compared to the rest of the brickwork. When Donald tells the ghost that he is looking for King Garuzia's treasure, you'll learn that Count Dracula has the treasure map somewhere in the castle, but he won't vie it up easily.

When the ghost disappears, equip the bubblegum ammo on the pause menu, then destroy the nearby wall to continue. Avoid the ghost enemies, then use a Red Plunger to climb up the wall and continue. Use the bubblegum ammo to destroy the barrels and reveal some power-ups if you need, then switch to the Red Plunger and climb up the next wall with it. Watch out near the coffins, as skeletons will pop out of them. Kill the skeletons with the bubblegum ammo.

You'll eventually drop down into another area submerged in water. This duck can't swim; instead, he moves more slowly and has higher, more floaty jumps when he's in the drink. Regardless of which paths you take, watch out for swinging iron balls, spikes and crushing platforms. If you need to move fast in a pinch, use your slide, and remember that touching the sides of spikes will not hurt you. You'll eventually reach a high wall at the end that you can climb up to leave the area.

In the next area, you will be stuck behind the ghost of who was probably once a wealthy man. Make some progress to a set of blocks, then duck. You'll want to be ducking when he turns around; otherwise, he will split into several ghosts that will swarm all over the screen and eventually hit you as they move around. On the second set of bricks, use the bubblegum ammo to break the blocks, and stand on the one that remains. You'll eventually make it to a path leading to a door. Climb up to it with the Red Plunger and enter the door.

The next section will another area where you will be dodging ghosts before taking on some bats and skeletons. Use the Red Plunger to scale the wall at the end, and move quickly or else you will be crushed by the wall and lose a life. The barrels will hide some power-ups as well as some slime enemies.

You'll be behind that ghost of the nobleman again. Duck down in a low elevation so he doesn't see you. Get on the second set of bricks and climb up the shaft in the ceiling with the Red Plunger. You'll find another door at the top. Enter it.

You'll then face Dracula. Switch to the bubblegum ammo, then get under Dracula and shoot upwards at him. If you hit any of the bats, so be it. Stay under him and move to the other side of the room when you finally do hit him. This is his only attack. Sometimes he'll fly a little higher, but you should still be able to hit him. After five hits, you'll get the real treasure map. Enter the door, and you'll be back at the flag.

When you call for the airplane, the amount of areas you'll be able to go to is expanded. You'll be able to go to the Viking Ship, Egypt, Maharajah (which is somewhere in India) and the South Pole. Decisions, decisions...

PrinceWatercress plays QuackShot Starring Donald Duck - Part 1 of 6


It's time to play through yet another Disney-based game. Turns out, this one REALLY isn't bad!


One day, Donald Duck came across an old book in Uncle Scrooge's study. The title of the book was "King Garuzia's Great Duck Treasure." According to the book, Garuzia was once the leader of a great duck kingdom. Just before he died, King Garuzia hid his most prized possession in a secret location. Tucked inside the book, Donald found a map showing clues to where the treasure could be found.

"Wow!" Donald exclaimed. "If I could find a treasure like this, I'd be richer than Uncle Scrooge." But one of Pete's gang had been spying through the window and saw everything. Donald took the map with im as he started to head home.

Pete's gang chased after Donald and the treasure map. Donald could see an open manhole ahead and jumped over it, but Pete's gang all fell in. Donald took Huey, Dewey and Louie to the plane to take off on the great treasure hunt. But just then, Daisy appeared. "Donald, where are you going? You were supposed to be at my house for dinner an hour ago!"

"Daisy, something very important has come up. I'm going to find something special for you and I want it to be a surprise." "Donald, wait...come back, Donaaaaaaaaaald!"

Donald and his nephews took off in their plane, leaving a furious Daisy behind. Moments later, Pete's gang flew after them in a plane of their own.

And with that, the game begins.

You have three locations to start out in: Duckberg, Mexico and Transylvania. Start out in Duckberg for now. You won't be able to do anything in the other locations just yet.

Duckberg


The controls are pretty simple. Left and Right on the Control Pad move your around. Holding A lets you run faster, while pressing B lets you shoot a projectile from your gun. C of course, lets you jump. Holding Down on the Control Pad and pressing C will allow you to slide through narrow corridors. (This assumes you are using the default controls, which can be changed on the options menu before you start the game.)

You start out with the yellow plunger as your only weapon. This doesn't kill enemies; instead, it just briefly stuns them. Sometimes stunning enemies will cause them to drop items, however. 
The ice cream cones replenish one unit of health, the chickens replenish some of your health, and the corn act as popcorn which works as ammo for the gun that, when fired, act as a five-way shot. Money bags will give you points towards your score, while brown fedoras act as extra lives. Picking up chili peppers will build up the Temper meter, and filling it up will make Donald not only mad and a little bit faster, but also invincible for as long as the meter is full. Sadly, that only lasts for a few seconds, but it does let you plow through enemies. 

Aside from the guys with guns that shoot at you, there are villagers that drop flower pots from open windows which can damage you as well, worms leaping from one garbage can to another and turtles with boxing gloves who will duck into their shells if given a chance and become impervious to your attacks. You can thankfully stun these enemies with the Yellow Plunger, and in the case of the worms, you can send them back into the garbage can they came out of for a few seconds.

You'll eventually come across a wall that you won't be able to climb over. There will be a man in an explorer's outfit who will tell you that unless you have the tools to climb high walls, you won't be able to get any further. Donald will then plant a green flag, and when you're near it, you can see a flag icon flash in the lower-right hard corner of the screen. From here, you can pause the game to go to the inventory screen and call for the airplane so you can go to a new destination. You can only call for the airplane near these flags; you cannot do it anywhere else.

From here, head to Mexico.

Mexico


The cactus enemies will come apart when you get close enough, and those segments will hurt you, so be careful.

The birds with the beehives will drop the beehives, and also send bees at you. Thankfully, you can aim upwards by holding Up on the Control Pad before firing at them to put a stop to that.

Get out of the quicksand quickly, as it can really slow you down and eventually kill you if you're in it for long enough. Sometimes, there will be platforms in the quicksand that you can stand on, but watch out for the crabs that toss them up into the air, because they can hurt you, too.

The second section has a lot of platforms, and some of the platforms move back and forth. You'll be aiming upwards a few times to take care of the birds with the beehives.

Be careful around the detonators. The explosions they cause move toward you and can damage you. Jump over those explosions and you'll be all right.

In the third section, you'll make it to some ancient ruins, but the woman there will tell you that you need a special key in order to enter called the Hero Key and that you'll have to meet with a team of explorers who returned to Duckburg with it in order to get it. At this point, Donald will lay the flag down, and from here, you can call the airplane and return to Duckburg.

Duckberg


When you land in Duckberg, you'll land near the high wall where you laid the flag not too long ago instead of at the beginning of the stage. Talk to the explorer and you'll get the Hero Key. Call the airplane and head back to Mexico.

Mexico


You'll land at the ruins, and the woman will tell you that can open the door if you use the hero key. Walk up to the door, pause the game, and use the Hero Key. You're in.

Head to the right, avoiding the flames, and climb the ladder upwards. Jump up the stairs to the left and stay in the center of the fire ring further to the left. You'll approach a moving green platform, which can hurt you if it touches you. If you need to grab the nearby chicken, slide by holding Down and pressing C and you should be able to get it a little more quickly. If you need to stop the platform to get on it, you can stun it by shooting at it with the Yellow Plunger.

Go up until you can't go up anymore, and make your way to the right. There will be guys shooting fire at you. Stun them with the Yellow Plunger or kill him with the Popcorn - yes, the Popcorn actually eliminates enemies - then climb down the ladder, head left, and climb down the next ladder. There are spikes to the right of the bottom of the first ladder; thankfully, they don't kill you on contact. Be sure to watch the ring of flames as you make your way down the second ladder. Avoid the spikes to the right. If you want the money bags for points on the way to the right, you can easily jump to them. From here, you'll have to slide down the narrow passages, and unlike the Mega Man series, your slide does stop in the middle of a narrow passage. If that happens, just press C. You'll have to do this and move Donald back and forth just enough to get to the area with the four corn power-ups in case you want some extra popcorn ammo, which can be a tad annoying. If only sliding was handled like in the Mega Man games...

After the narrow passages, use the Yellow Plunger to stun the green platforms on the way up, then head to the left, watching out for the green blocks that will get in your way. You'll then have to make your way up, stunning some more green platforms with the Yellow Platforms to make your way to the slopes at the top. Go right and down the slope, and keep going right, avoiding the juping flames. You'll meet Goofy at the end, who has apparently gotten himself locked in the ruins like some sort of dumb tourist or something. He'll give you a strange note as well as another Plunger that will replace the Yellow Plunger: the Red Plunger, which stuns enemies for a little longer and can also stick to walls, allowing you to climb up to areas you couldn't reach before by standing on them as you keep jumping and sticking plungers to the wall. He also tells you that Gyro Gearloose is looking for you in Duckburg.

Pause the game and use the note in order to read it. It will read "1 Sun 2 Moon 3 Star." This will definitely come in handy later.

Now that you're done here, you'll have to go all the way back to where you came in yourself, as the game won't do it for you. On the bright side, all the green platforms that helped you make your way up to Goofy will be gone on the return trip. Unfortunately, if you die before you reach the entrance, you'll be taken back to where you met Goofy on your next life instead of at the ruins entrance like you would expect. Once you're out, head back to Duckburg. Now that you have the Red Plunger, you'll be able to climb the nearby wall and explore more of the town.