Showing posts with label Tintin: Le Temple Du Soleil. Show all posts
Showing posts with label Tintin: Le Temple Du Soleil. Show all posts

Monday, January 28, 2019

Rainiac plays The Adventures of Tintin: Prisoners of the Sun - Part 5 of 5


And now, the epic conclusion to this thrilling saga!

In the next cutscene, Tintin, Captain Haddock and Zarrino try to find a passage further up the mountain. This sets the scene for the next level.

The level begins with you making your way up the mountain. Watch out for spikes as well as small falling rocks. Be sure to collect as many clocks as you can, as the clock will be going pretty fast here.

When you see the spiked slope, push the rock column to the left to give yourself a bridge of sorts to get past it.

Be sure to make running jumps at the end of the platform to make it past the long jumps; otherwise, you'll be losing a lot of ground and struggling to make it back up in time.

When you see the log on the ground, hold R and walk into it to push it. This will come in handy later. At that log, make a running jump to the right and keep going until the screen stops scrolling. You'll be able to get a treasure trove of power-ups as you climb up and head left to get a rope. You will need it to beat the stage.

Get back to the log from earlier and go up. There will be another log and some time. Push the log as far to the right as you can and make a running jump to the right off the very edge. You'll be able to finish the level and use the rope at the tree to make it to the end.

The next cutscene then shows the rope snapping on Tintin and he shimmies to the other side with Snowy in tow, causing him to fall down to the waterfall and unexpectedly find the secret entrance to the Temple of the Sun. 

The next level takes place in the cave. Use the rock above the start to make it past the spikes, and push the rock covering the doorway immediately afterwards to the left to enter.

From here, push the rock to the right into the pit, then jump onto the platforms above the river as you head to the right. Grab the clock, then get in the water and swim right. Dive under the wall and you'll find a doorway. Enter.

Run to the left. At the mummy, crawl to the left. Go to the power-up on the left and climb up to the doorway. Enter.

Push the rock to the right and run to the right. Jump over the spikes, and wait for the rock to fall after you collect the health. Jump back to the left and enter the doorway you just passed by.

Jump to the right and enter the doorway, go into the background and head all the way to the right. At what looks like a dead end, enter the foreground and go right. You'll find the secret entrance at the wall.

The next cutscene shows Tintin, General Haddock and Zorrino pushing the secret entrance down only to be caught by people inside the temple, They are sentenced to death by the Prince of the Sun for violating the temple, and told that Professor Calculus will suffer the same fate for wearing the sacred bracelet. However, he grants them one favor: they are allowed to choose the hour and the day of execution.

In the prison cell, Snowy has found a piece of paper. This leads to a puzzle where you find a newspaper and have to put it back together before time runs out. Thankfully, the shape of the paper itself is a clue, though that will disappear after a short time.. Thankfully, you do not have to rotate the pieces; only place them. Get the small pieces out of the way first, and work from the edges to the center.

After the newspaper is put back together to reveal a picture of an eclipse, Tintin elects to die in 18 days' time by 11:00.

You'll then start the final level, where Tintin is seen running to his sacrifice while bound by ropes in an auto-scrolling stage. Avoid the rocks that fall and be ready to jump over spikes, guys carrying spears and rolling boulders as well as onto platforms. Thankfully, the spears being held by the people in your way will only hurt you if you run into the tips.

There is a platform that, should you be able to reach it, will take you to a 1-Up that will fully replenish your health.

At the end of the level, the funeral pyre will take place, but before Tintin, Professor Calculus and Captain Haddock can be burned to death, a solar eclipse occurs. The people of the sun relent, and promise to do what Tintin desires if he makes the sun reappear. Tintin somehow "makes the sun reappear," and Tintin, Calculus and Haddock are saved from execution.

The Prince of the Sun keeps his word and frees Tintin, Calculus and Captain Haddock. Tintin then says he only has one request: remove the curse from seven learned men who are still enduring terrible torture and end their suffering. Their wish is granted, Zarrino and Tintin say goodbye, and the game ends.


Sunday, January 27, 2019

Rainiac plays The Adventures of Tintin: Prisoners of the Sun - Part 4 of 5


In this entry, Tintin has to descend a mountain on a condor before doing an escort mission.

After we free Zarrino, Snowy is kidnapped by a condor and Tintin must save him. Tintin manages to save Snowy, but now who's going to rescue him from the bird?

You can control the bird, but the controls are all confused. Up takes you down, Down does nothing, and Left and Right don't take you left and right very well. Not only do Tintin and Snowy have to avoid falling rocks and tree branches, but so does the condor, meaning that your hitbox is frickin' huge. Eventually, you'll make your way to the bottom, where the condor will drop Tintin and Snowy off, but this stage is a doozy.

One morning, high up the mountain, Captain Haddock sneezes and causes an avalanche. Tintin runs away from the avalanche and towards the screen, despite clearly being not dressed for the weather.

Tun way from and jump over the rocks. Thankfully, the avalance cannot catch up to you. The icy patches will not hurt you, but they will cause you to lose control for a few seconds and send you into some rocks, so jump over those as well. If you see a snowball come out of the avalanche behind you, stay away from it.

When you see a snowball come down the center of the screen and splatter, you've completed this level.

After this, Tintin, Captain Haddock and Zarrino prepare to enter some thick jungle. This time around, it's an escort mission as you help Zarrino across the jungle.

Jump over the gap at the beginning, grab the branch that is at the other end and drop it in the gap so that Zarrino can cross. From here, go into the background plane and cross the tree bridge, then go back towards the foreground and move the tree stump you see to the left. When Zarrino crosses, head to the right.

At the seesaw platform, run to the right end, then move to the left as Zarrino crosses so he does not fall into the swamp. While Zarrino will not cross if he sees an obvious hazard, he will haphazard walk into a not-so-obvious one and cause Tintin to lose a life.

When Zarrino stops this time, move to the right. Run back to the left when you see the wild animal. Zarrino will continue on, then stop again. You can knock the branch above the gap down to get Zarrino to cross. At the next hazard, jump to the right and move the stump to the left. If you skip the former and do the latter, you'll skip the former automatically.

There will be a gap with ants in it. Jump over the ants, then jump over the anteater. Get the health and the time in the background, then push the anteater to the left into the ants. The anteater will eat the ants and Zarrino will cross. At the next two tree platforms, jump at the ends to break the end off so that Zarrino can cross the swamp. The same goes for the small stump afterwards.

After a bit of a gap between obstacles, there will be a long tree platform. Jump at the end, and be careful so you don't fall into the swamp yourself. Do not try to land on the rock, as you will die. Jump over to the right at the end of the branch you just knocked down.

The next bridge has a gap. Jump the gap, then go right so the wild animal that is running back and forth will shake the trees, causing a branch to fall down. Take the branch, put it on the gap, walk over the gap, take the branch again, then take it to the left so that Zarrino can cross the rest of the swamp. When he crosses, pick the branch back up and take it to the other bridge.

Jump over the wild animal twice so it goes off-screen, then Zarrino will tell you to watch out or a large anaconda. Grab a rock, wait for the snake to lunge at you, then throw it at the snake so the rock hits the top of the head. After you do this six or seven times, the snake will be taken down. Be careful, as the snake is invincible as it attacks and Tintin's hit box expands to include his arm when you throw...so keep your distance.

In case the rock stops underneath the snake, grab the rock and run away quickly.

After you beat the snake, Zarrino will move to the right and say he will try to find a canoe so you can cross the river. This leads into the next level.

Here, you'll be riding the canoe. Use the Control Pad to avoid the branches and rocks that are in the way, Tintin is the hitbox, but the rest of the canoe is invincible. When you see alligators approach the canoe, use B and A to hit the alligators with Tintin's paddle. If they come from above; press A. If they come from below, press B. (A above, B below. Nice.) If they come straight from the middle, either button works. Also, watch out for hazards, because it is possible to be pushed so far back that you can go up the screen and die.

After the canoe ride, you'll get the fourth password. Enjoy the gag reel!

Saturday, January 26, 2019

Rainiac plays The Adventures of Tintin: Prisoners of the Sun - Part 3 of 5


Who knew that standing on the back of a train could be so hazardous?

When Tintin makes it back to the boat, he tells Captain Haddock about what happened on the ship as well as the fact that Professor Calculus is on board the ship. Tintin and The Captain head back to shore.

The next day, Tintin and Captain Haddock follow Calculus' kidnappers to the Indonesian village of Jauga by train. Not surprisingly, the kidnappers sabotage by train by de-coupling the coach from the rest of the train.

Here, you'll be moving back and forth on the train, avoiding hazards next to the train such as signs while also moving to the sides of the train to avoid the suitcase that is sliding around, as it will hurt you if it touches you.

If you see a golden twinkle, that means that a clock that adds time to the stage will pop up. Grab them all; the timer here can be unforgiving.

When you see a tunnel, get back in the train and stay there; otherwise, you will fall off the train, which instantly costs you a life.

After you pass through three tunnels, you're done with this level. Tintin and Snowy climb out of the train and fall into a body of water below.

The next level takes place in a Peruvian village. Head to the left and go all the way into the background. From here, go left up the stairs in the background plane and keep going left. Don't go into the background yet; instead, keep going left. When you reach the next opening into the background, take it.

You'll see a bale of hay at the start. Use these hay bales to get up the hay bale walls. When you see an opening in the background after the dog, don't go for it; instead, leap off the edge of the platform to the right. Enter the background after going all the way to the right.

Tintin will notice a grown man bullying a child and call him out for it. This starts a mini-boss battle. Jump over him after getting him all the way to the left so he can punch you, then let him come towards you again. Press X to dodge his punches so he inadvertently punches the wall. There will be a health replenishment to the far right, should you need it. After he punches the wall four times, he runs away. Tintin then hears a mysterious voice in the bushes who tells you where Professor Calculus is being held. The voice tells you to come to the Bridge of the Inca tomorrow at sunrise.

The next day, Tintin and Captain Haddock head up the voices. They are lead up a hill by Zorrino, who was the voice in the bushes who helped you find Calculus. That night, they camp, but Zorrino is kidnapped, and Tintin and Captain Haddock have to look for him.

Be careful as you make your way down the mountains. The cacti can sap your health if you run into them, as will sharp, jagged rocks. It is also possible to fall from too high a height and lose one of your hit points from fall damage.

If you see a small boulder, jump on it to make it move. These small boulders can get you past spike pits.

If you see guys in ponchos with rifles, stay away from them, as they are instant death. At the first one, there are large rectangle-shaped boulders you can move in order to trap the first guy as well as use as a platform to continue with the level. The ones that are flat on the ground have to be jumped on in order to be moved, and the ones standing up can be pushed by just moving into them.

When you see a huge cactus, duck and crawl under it.

There is a hard-to-reach 1-Up at the bottom. To get it, jump on the small boulder above and let it roll down the hills. It will break the ground above the 1-Up, allowing you to grab it. Thankfully, grabbing a 1-Up will always refill your health, and you may be needing it at this point.

To get past the last poncho guy, run to the right as soon as he moves left past you as you stay on the top road. Jump on the boulder afterwards to stop the poncho guy, then take a massive leap of faith to get to where Zarrino is being held.

You'll then get your third password. Enjoy the gag reel!

Rainiac plays The Adventures of Tintin: Prisoners of the Sun - Part 2 of 5


In this entry, we head to the docks and onto a ship to tail someone, but things suddenly take a turn for the worse.

The next cutscene has Captain Haddock driving with Tintin and Snowy to the docks. He says the police have seen a car that fits the description of the attackers. From here, you'll be playing a driving stage.

Avoid all the other vehicles as you drive in the pouring rain. There will also be large tree branches being moved around in the air, and you do not want to be hit by those, either. You'll have to watch all of the vehicles carefully to see where they are coming from as well as going to go. This one will take some practice.

At one point, there will be a truck on the left side while a motorcycle speeds by on the right. Stay behind the truck and wait for the motorcycle, then move right.

When you reach a corner, the car will swerve slightly if you are in the center. Keep the car moving towards the center to make it past the turns.

At the docks, Tintin will mention that talking to the police didn't get anywhere, then Snowy runs off to the right.

In this stage, you'll not only be going into the center of the stage as well as the background, but also the foreground. Just press Down when in the center to go towards the foreground.

At the beginning, jump on the left side of the barrels, then jump over the sharp planks of wood. Watch out for the guy carrying a plank as well as the guy who is throwing boxes off to the side.

To jump over the barrels in the background plane, walk up to it, stand next to it, then make a standing jump to the right while holding down Y.

After the area with the long jump over the barrel spikes, go into the background plane and go left to find a hidden 1-Up. From here, keep going right, and you'll find Professor Calculus' hat. Run into it and it will blow to the right.

When you see the crates set up in a staircase pattern in the background, go to the background plane and go up the steps. You'll avoid the guy who is throwing barrels like Donkey Kong and meet a guy whose crane is broken and is in need of tools. Head back to the left, and take the staircase up. Jump onto the rear car, then run to the left to the train and talk to the guy fixing the top of the car that you saw earlier. He will give you a wrench. Take it back to the man needing tools. Head to the right, and you'll find Calculus' hat again.

Snowy will chase after the hat, and you will have to follow Snowy to the right, running all the way there and going into the three gameplay planes to avoid hazards while also jumping over jagged planks that act as spikes. Eventually, you'll catch up with a kid, who found the hat in Shed 17.

You'll get another cutscene where you'll find out that the Pachacamac was there only to sail off again for Callao, a port in Peru. Tintin and the Captain head to Peru as soon as possible, and at Callao, Captain Haddock will notice through his binoculars that a yellow flag is up on the Pachacamac, indicating that there is an infectious disease on board. Tintin then plans to go aboard the Pachacamac tonight, which leads to the next level.

At the start of the level, run to the left and enter the foreground to avoid the guy in the poncho walking back and forth. Keep going left and go into the door behind the stairway. Head left and press the switch to turn the engines on. Leave the room.

Go up the nearby stairs and do not run into the blue-shirted guy walking back and forth, as doing so will cause them to take you prisoner and instantly kill you. Go to the left and enter the door. Hit the switch, then leave.

Go back down the stairs and enter the door to the right past where the guy in the poncho was moving left and right. There is a switch just to the right; flip it and keep going right to push the crates forward to avoid the poncho guy. Go into the door, then keep going right. Just before the bunks, you will see a bottle on the ground. Pick it up. Head to the right some more, and head into the foreground after seeing the guy reading the newspaper. Wait for the two guys on patrol to move past you, then run to the right and enter the door. When you hear something along the lines of "Ora!," that means somebody is nearby.

In the next room, run all the way to the left to avoid the poncho guy. You'll get a hidden 1-Up. Hide in the background to avoid the poncho guy, then enter the door on the left.

If you need health, go into the foreground and run to the right for some. Otherwise, go up the nearby stairs. When you see the blue shirt in the cabin, press A to throw the bottle at him, then get in the background plane. Get in the cabin and flip the switch, then get out while avoiding the blue shirt guy. Go back down the stairs and go to the left. Enter the door in the foreground plane.

Run to the left, and get in the foreground to avoid the poncho guy and the blue shirt that comes after. Enter the door you find, then go into the door. Run to the left and you'll find Professor Calculus resting in the cabin. Unfortunately, a poncho guy shows up and point a gun at your back, telling you that Calculus has committed sacrilege by putting on the Inca bracelet.

You'll then see a cutscene where Snowy and Captain Haddock find out that shots are being fired on the ship. It appears that Tintin has gone overboard, and is now swimming to the docks. Unfortunately, someone is firing at him while he is in the water in an attempt to kill him. Watch the ship as you move back and forth, so you know where the bullets are going. If you run into the splashes, the bullets can still hit you. If you see two lights at once, stay in the middle of them so neither bullet hits you.

The splashes will get a lot bigger as Tintin gets closer to the foreground where Snowy is, and because of that, the splashes where the bullets land have bigger hitboxes, which can make the end of this harder than it should be. When the boat that Snowy is on starts moving, you've completed this level. This one will take some practice, but once you know where the bullets are going, this one becomes easier.

You'll then get your second password.

Friday, January 25, 2019

Rainiac plays The Adventures of Tintin: Prisoners of the Sun - Part 1 of 5


Also known as Les Aventures de Tintin: Le Temple Du Soleil, or simply Tintin: Le Temple Du Soleil.

Much like Tintin in Tibet, this only got a European release.

You can choose between English, French, Spanish and German languages at the start of the game. Move the fireball to the one you want and select it.

The game is based partly on the comic book adventure of the same name as well as The Seven Crystal Balls.

The story begins in the heart of Peru. The Sanders-Hardiman (known as "Sanders-Hardima" here) expedition has found what it has been looking for: the ancient Peruvian mummy of Rascar Capac, also known as "He-who-unleashes-the-fire-of-heaven." Shortly after they find Rascar Capac's mummy, however, both Professors Sanders and Hardiman are hit with mystery illnesses and all the news sources believe that it is either a curse of Rascar Capac's revenge.

You'll suddenly be playing as Tintin, and you will learn that Professor Catonneau has been attacked by one of the Thompson Twins (no, not the band). (Cantonneau first appeared in Tintin and the Shooting Star.) Tintin will mention that he will tell Dr. Midge. From here, Tintin will go through the door that is right in front of him.

The game controls just like Tintin in Tibet; as a matter of fact, the game has the same ending. You can run with Y, jump with B, and even move between the foreground and the background with Up and Down on the Control Pad. Use this room as an opportunity to learn how to dodge museum guards as well as museumgoers.

Just like in the first game, there is a scroll with Tintin's face and the number of lives you have left in the upper-left corner, and as you take damage, it rolls up. If it is fully rolled up, you lose a life. Also, the timer in the upper-right corner comes back with a vengeance. Don't let it make a full revolution clockwise, or you will also lose a life.

You will pick up a gold idol before you finish the first section. This will refill your health if you need it. From there, enter the door. The room will be dark, but the light switch will be dimly but noticeably lit. If you press the A button near it, you will turn the lights on. From here, jump over the sharp, pointy planks of wood and grab the crates to place them elsewhere and use them to get around. Be careful, but be fast; the lights are only on for about 15 to 20 seconds before they turn off again.

Once you reach the other side, you'll meet the other Thompson twin, who will tell you that Dr. Midge's office is at the end of the corridor. Make your way to the right, and watch out for people again. You'll reach Dr. Midge's office only to find out that Dr. Midge is out like a light, too. Leave the office, and go all the way back to the left to meet both of the Thompson Twins and let them know that Dr. Midge has also caught a mysterious illness. Tintin will then let them know he will tell Professor Tarragon.

Head to the left from here, once again, carefully avoiding other people and reaching the door. Instead of Professor Tarragon, you'll meet Professor Calculus, who says that Tarragon has left and that he will introduce you to him.

You'll get a cutscene where Tintin is introduced to Professor Tarragon. Snowy is scared of Rascar Capac's mummy, which is nearby and under glass. Tintin will learn that something was carved on the walls of Rascar Capac's tomb, which states that after many moons will come seven strangers who will carry Rascar Capac's body away only to be pursed by a curse over land and sea.

Suddenly, an explosion is heard, and the power goes out.

At the start of the second level, head to the right and avoid the orange fireball that flies around. This thing will zap Tarragon and carry Professor Calculus into the air and on a table. While the masks on the wall will fall when you get close enough, the chandelier can only be knocked down by the fireball. Be ready to duck under the fireball and crawl when necessary.

After going through a door in the background, be ready to avoid another chandelier and duck down to avoid the fireball, which will still be following you around. Grab the idol behind the crate if you need it, then enter the nearby door.

If you see a bump in the carpet, Tintin will trip if he runs into it. Masks as well as statues will fall from the wall. so watch out.

After going through one more door, be ready to jump over the fireball as it moves towards Raspar Capac's mummy. The fireball will hit the mummy, and the mummy will disappear. Tarragon will tell you of a message he has just finished translating where it is said that Raspar Capac will bring down the cleansing fire upon anyone who desecrates his tomb.

You'll then get another cutscene, Tarragon's crystal ball suddenly smashes into pieces, and Tarragon is now catatonic like all the others. The next day, Tintin tells Professor Calculus that Tarragon is in a bad state, but given that Calculus cannot hear very well, he thingks that Tarragon is going around the estate and will join him. Outside of the building, Calculus finds a bracelet that was on the mummy's arm and puts it on. Tintin tries to catch up with him, which starts the third level.

Go up to the first tree and press Up on the Control Pad to hoist yourself up the tree. Jump from one branch to another when necessary, and make your way to the top. You'll find a bloody handprint at the top of the tree, then Tintin will notice Calculus' umbrella below. Move left and right to make your way down the tree, then head to the right and jump over the tree branch on the ground to find Calculus' umbrella. Tintin will tell Captain Haddock - who is in the background - that Calculus has been attacked,

Run to the right and avoid being hit by the bullet from an unseen gunman, then go into the background and stand near the bush. Press X, and you'll be able to switch to Captain Haddock. Use Y to move fast and press B to shoot. Move Haddock all the way to the right and shoot to get rid of the gunman, then switch back to Tintin. Get in the foreground as soon as you are able, then press X to switch to the Captain again, move all the way ot he right and shoot. You'll be switching between both characters often. Also, Captain Haddock has a limited amount of ammo, so do not shoot the gun unless someone is shooting at Tintin.

At one point, you'll find a stick on the ground that Tintin can pick up. Before you can do that, though, someone will shoot at Tintin. Jump over the bullet, run to the right and get in the foreground, then switch to Haddock and shoot at the unseen gunman. Then, switch back to Tintin and backtrack to the stick to pick it up before continuing with the level.

Eventually, Haddock will run out of ammo, and you will have to continue without him. As Tintin, run up to the house and duck to avoid one last shot, then press A to whack the gunman in the wrist with a stick, causing him to drop the gun. You'll then get your first password.