Chameleon Twist

Chameleon Twist

07.10.2013 11:16:01
S O L U T I O N


I) Contents:

- Codex
- Version History
- The Game
- Items and Controls
- The Stages
1) Jungle Land
2) Bomb Land
2) Ant Land
3) Desert Castle
3) Kids Land
4) Ghost Castle
5) Stage 7 "....?"
- Battle Mode Information
- Thanks and Acknowledgements



II) Codex

Chameleon Twist is one heck of an awesome game. The whole concept of
using one's tongue -this- creatively is ... awesome. The regular single
player mode is Mario 64-esq, yet its not quite. The worlds -are-
three D, but this is more side-scroller orientation, thinking, and
gameplay. The notable exception being the Ghost Castle level. Although
the axises change, this is really a 2d game. The reason this is a
"Codex" rather than a "FAQ" is that a FAQ is more or less a record of
questions (Q.) that the author saw, and responded to. Nope, this is a
text on how to beat the daylights out of this game. Hence, "Codex",
not "FAQ".

Another note on the game: Hats off to the developers, for
infinite continues/lives, IN YOUR LAST ROOM!!! If only every game were
this nice...



III) Version History

v 1 First edition! Woo-hoo!



IV) Items and Controls

I rented this, and got no booklet to go with it. Hence, everything
in here is total inference from in-the-game.

RED heart: Restores 1 point of health/life
GOLD heart: 5 red hearts
Crowns: A bonus point/scoring method. 20/21 or more of these for
each stage and you can access Stage 7.

Controls:

The name of the game is YOUR TONGUE. The rest is subservient.

Z will plant your tongue in the ground, and then push your character
up. Pole vaulting with your tongue. If you're running, it bends waaay
back, then proceeds to straighten itself. The trick to the "tongue high
jump" is jumping shortly before it gets all the way straight up. If you
have shot in your mouth, the vault is disabled, and you will spit out
ONE shot.

Battlemode strategy: When some punk starts shooting at you, or the
ground under you just won't be safe for standing, Just stand in place
and Z. You'll go right up, avoiding a pelting, and even grabbing those
shots that were intended to knock you off.

B sticks your tongue out -- all thirty feet of it. You can control the
direction of it with the analog pad. You can latch on to stuff andswing
yourself around that same stuff, or just pull yourself towards it.
Swinging is accomplished by being latched onto a stake and hitting A (jump)
while pushing in a direction on the analog pad. I made the mistake of
focusing on Up and Down as the only ways to do this -- left and right
are often easier to percieve. If you have shot in your mouth, B will
spit them all out, ala chain gun/machine gun style.

Battlemode strategy: Swinging around on stakes in the middle (Time Trial)
you can trip your opponent(s) while at the same time collecting a bunch of
shot. Circling your tongue around you, you can protect yourself from assult
in all directions... for a few seconds. Time Trial, you can knock people off
the edge with some well done tongue pushing. Keeping them off the ledge by
standing near where they'd jump up, and extending your tongue down the length
of that side is one frustrating thing to do.

A jumps. Duh. =)

The C buttons, like in Mario 64, control the camera. I think that the
most frustrating element of this game is "poor" cameras. It'd be nice if
there were a way to just switch to controlling a flying camera and placing
it. Game developers, feel free to take this idea and run with it, no prob.
And if you're looking for a [beta] tester or an ideaman or whatever... I'm
available! =)

L switches between fixed camera position and floating camera.

R, if you have no shot, will project a blue series of dots indicating
a line in front of you.



V) The Stages

1) Jungle Land

This is also known as (aka) the first map you start on. The opening
cinematic for new game is neat to watch. I didn't the first time I played,
but do it.

I recommend zooming out (twice), makes life nice. Anyway... go have
a chat with the bunny. Cute 'lil bunny.

"This is Jungle Land, the gateway to the mysterious world."....

He'll hop off, and you see there's a crown. Woo hoo! Remember, keep
your eyes peeled. We want 20-21 in each stage, including this one.

If you go to the right of your screen a ways, you'll see where two
mountain/edges end, and there's a gap. Don't go too far. Death!
That's the parallax background, just familiarizing you.

There are some stairs, then some walls in an alternating teeth
design. Gold heart on top. I 'pose the developers give newbies the benefit
of the doubt -- won't learn their lesson from one fall, eh?

More stuff, a fallen tree looking thing that you have to jump over,
and then there are a bunch of brown/yellow "things" in the distance.
Those are enemies. EATIN' TIME!

Don't miss the obvious crown.

Keep going (forward and to your right), watch for the cliff. You'll
have some stake in the next "challenge". In this level, the C camera
controls zoom in and out, or move left to right. That's irksome. Anyway...
Just latch onto the next set of stakes, shoot that ol' tongue out,
hold on B while you're pulled across.

Alternatively, just go. You can jump up out of that little pit.
However, this is a -good- time to learn the basics. You won't fall to your
death if you mess up. Also, have a little fun, and twist your tongue as you
stick it out to reach the next stake. Kinda fun, watching that guy go.

If you keep going, there's a stake crossing where failure isn't that
much of an option -- that is, there is no safety net pit to fall
into.

Your next thing are the lilies in the pond. The water isn't harmful,
have fun splashing about. However, remember what I said about the tongue
pull? Safe area to play, then a dangerous one? Same deal. Here's a
safe place to practice your tongue swing. Get used to stopping mid-swing
on a different pad.

There's a crown on the lily right before where you exit the water.

Alternatively, you can just use the tongue pull to get through that area.

A heart before some porkies (the brown/yellow enemy). You can round
'em all up with a curling tongue before they even notice ya.

The next thing you'll see as you follow the path is a great big log
projecting out towards the sky. Right before it, the path you're on
makes a little split -- one goes levelly across, the other down at a
slope. Jump onto the level one, and go behind the log. The small log
will get in your way, jump over that. A heart, and then you
[carefully] jump onto the big log and go for that crown at the top you
may've seen. There's nothing out by the small of the log.

Fall down to the sloped path, and enter the hallowed out log. I think
you know -- grab the crown. No more mention unless its hidden.

Next challenge: pit with a crown, two porks, a bridge with a stake
over. Jump into the pit. Really. Porks are no problem. Lick'em riiight up.
Jump will get you out of the pit.

Next challenge: More water. Waterfall, actually. The fish are lickably
good, and the rocks don't help you off the edge. But really, the
water is so tame, you could easily cross just by walking and pushing
against the current.

SECRET:: Go back into the water. WALK BEHIND THE WATERFALL. There's a
small corridor like area there (if the waterfall were a wall, that is).
Grab the two hidden crowns by pressing against the unseen wall and
walking as far as you can both ways.

Next: Green path up and dirt path down. Take either. You'll go over
both, if you're aiming for crowns.
You'll -need- the tongue jump three times on the green path UP (to
get a crown once). On the grey path, there's a gap. Just a regular
jump'll do. Whenever regular jumping (to the side), do it running, do
it near the ledge. Go in the black area at the top of either path.

Room 2: We've finally gotten to our second room! Woo-hoo! Two red
hearts, a box, and a bridge. BEFORE CROSSING THE BRIDGE... turn your
camera to flying, and rotate it. Facing away from the enterance, there's
a LITTLE platform below the main tile, to the left. On it is a crown.
The bridge will fall as you stand on each section (section bridge), so
loitering will be prosecuted to the full extend of the game. =) Two
porks, and another door. Personal recommendation: bring as many
(without going to odd ends) shots as possible.

Room 3: For the total lame, or the one-handed players, there is a little
walk way that starts to the right, and looks like it ends. Nope. It
follows the wall, and goes to the door. For the rest of us (and those
interested in crowns), easy tongue swing. Its good practice for first
timers, though. Fun, if you go around to the right, and don't stop.

Room 4: Yellow punks. Spiders, I suppose. Those white oversized
baseballs spit them out. Generators, for those who played Gauntlet --
PORT THAT TO N64!! =) -- which can be taken out with one shot. They're
also unlickable. Don't worry about cleaning out the spiders -- once
the four gens are gone, THEN do that. Each gen spouts a crown when
you get rid of it.

Room 5: This is where the men get sorted from the boys, so to speak.

There is no easy way to get that crown, at least, none that anyone told
-me-. Shoot your tongue out near the beginning rock ground, and when
it gets near the stake, jump -- the ground there is higher, so your
tongue would normally hit it and retract. Don't forward jump -- shooting
your tongue midair kills forward momentum, which means unless you hook,
you die. Let your tongue reel you in, until you're a little short of the
platform. The swing to the right. Let go of B when you're on solid
ground.

Grab the stake on the wooden ledge, and reel in. Jump over it.
Jump 90% straight towards that ledge -- the door arch has killed me
TWICE by hitting it and plunging to dispair.

Alternatively, we screw the crown and walk across on the rails. No
worries, mate, the rail went bust in '89, along with the market. Stop!
That bridge ahead between you and the spiders is a section bridge. Lick
them up, then proceed across. For those that want those hearts, save
yourself some stress and lick-grab them, rather than getting them.
The next bridge is NOT a section bridge.

Room 6: Golems. Two sleeping rock guys, they're proximity sensitive --
the closer you are, the more likely you'll wake them. They pound their
fists into the ground, causing some spiders to fall. Lick them, shoot
golem. Easy as pie. Spiders will self-clean when golems are gone.
Two red hearts and two crowns in this room, real obvious.

Room 7: Nice opening, followed by an immense pit full of porkies.
Totally possible to swing, grab the crown, and get to the other side
(ala Indiana Jones, and ANY movie =) There's a gold heart right in front
of the crown's box, on the ground. There's a red heart on the other side.

Alternatively you can jump down and have some rip roarin' porkin' fun.

Alternatively, you can go to the far side of your safe opening ledge,
leap down, tongue high jump to the crown, run down, and tongue up to
the other side. Easy.

Or, you can be a sick freak like myself, do #3, then turn around and
proceed to to do #2.

Room 8: This is -not- my idea of fun. I usually just do things easy-like
and loose a few lives in the process. Don't worry about breaks in the
railing, the carts will go just fine. Jump onto the first one, right
where you start. You'll go down away, get a red heart, and then watch
to jump to the right. Very obvious. Crown. Next cart is a ... pain.
Oh, sure, -jumping- on it is easy 'nuff. Its the getting off again part
that's tough. At least, alive, at any rate. If you make it, skip the
next interlude.

Alright, you died. Good job. You've got company (me!). Restarting the
room, you'll notice you still have that crown. Awesome. Jump onto the
cart, and before it starts going anywhere, jump down onto the
track below. Two, three tries and I make it. Not too difficult. I find
the trick is knowing when to stop pushing (right before I land, for
me). The track itself is a no-brainer -- NOT a section bridge.

You're at the door. Don't go in. Jump onto the wooden ramp to your right,
and go up. A red heart and a crown await.

Room 9: This room is OBVIOUSLY a joke. Perhaps there's something hidden
here. I dunno. Anyway, two porkies, golden heart, a crown. Woo-hoo.

Room 10: The boss, a monkey's uncle. Actually, he is a monkey. Which
would mean that if he has a sibling who had any children, he WOULD be
a monkey's uncle... barring any hideous mutation between generations.
Butterflies. They spawn up off the edge behind where monkey-boy-uncle
starts, and you just keep shooting the monkey until he falls off the
ledge. He's stunned for a quarter of a second when you hit him, so
obviously the trick is to hit him a lot. Machine gun butterflies!!
AAAAAAAAaaaa!!!

Attacks: The boss will push into the ground, pick up a boulder, and it
bounces in your direction. Sidestep dodge this. Easy as cake. Why
is cake easy, anyway? I mean, it takes a lot of time to make a cake.
Well, its really easy. Then he'll do the King Kong "I'm King!" type
roar, which is just a big sign saying "HIT ME!".
The butterflies, if they run into you (they'll flutter towards you) do
damage.

A limited number of those butterflies are generated at any given time.

[NOTE: 1 crown missed!]

2) Ant Land

Watch the opening animation. Its a clue, believe it or not.

Talk to bunny-boy. Cute 'lil bunny hath returned. A red heart
and a crown are in this opening room.

Room 1: Three lines of ants, alternating directions, march down the
middle of the room. You can try as long as you like, they'll keep
coming. The trick is to lick enough to clear a path for a few seconds.
Your tongue will hit the crown and get knocked back -- forgot about
that myself. Anyway, licking a bunch of the ants in the first column,
grabbing the crown, nailing a bunch of ants in the yet-to-pass area
of the second column, and then jumping over the third.

Room 2: Red demon catepillars pop up out of the earth from those brown
moving circle-things. This room is a cinch. Run straight ahead.

Room 3: General ants (as opposed to specific ants). Lick up some
regular ants, shoot the generals. Otherwise avoid the generals. There
are three of them. They stand in place for about 2-3 seconds, then
quickly move to another spot. Repeat ad infinium. After nailing all
of them, but before continuing, go into the door that was ALREADY open
that you DIDN'T come from. 8 crowns and a gold heart in an empty room.

Room 4: Simple simple room. Grab the pole in the middle of the room,
tongue swing to the right. Remember the opening animation? There
you go. Its a hint for...

Room 5: Two GIants in this room. Jump down, grab the pole, swing 'round.
If you grabbed any regular ants while trippin' =), one shot per GIant
does it. Else lick some ants up and nail 'em.

Room 6: A mirror-backwards top of the question mark shaped room. Ants
spawn from one point near the top of the question mark (?). When they
see you, they change direction. Just run, jump, or lick... doesn't
matter, as this isn't a toughie. Two crowns.

Room 7: The Circle. Doors close, spin 'round, stop. Sometimes there
are trick stops -- not that it matters. Then ants come through one
door. The objective is to get rid of all the ants. If you find it
difficult to prevent injury when the first start up, stand on your
tongue when the room has stopped. Jump away when you know where to go.
What works best here is getting a nice long tongue running down the
length of the ants' path. Suck up a bunch, machine gun or regular fire
them at the rest. Count yourself a hotshot if you can get 'em all
in the first bunch. All hotshots are welcome to take over the Codex
from an inferior author. =)
Once they're gone, the doors open. Can't tell which one? Well, no
prob. The game won't make you redo this area (unless you quit the
stage). But you can almost always tell the way forward by looking at
the door themselves. The one with the jutting doorway (white/black
brick arrangement) is forward.

Room 8: Same deal as room 6, except the ants come in groups of three,
and the room is shaped like a Z. You start at the middle of the
bottom of the Z, the ants start at the middle of the top. Symmetry is
art. Jumping is good... just remember that they jump when they spot you.

Room 9: Catepillars revisited. More of them, this time. Just run
through, jumping over the one that spawns in the middle, and maybe
the second one that does so, or the one at the end on the right. Pretty
easy stuff.

Room 10: These are terrible. I hate 'em. There's no easy way to camera
this, but there's a pole _near_ (relatively) to the ants. Grab that,
reel a -little-, spin. Stop on the crown's platform. There's another
crown platform, but that's out of reach until you get to the first one's.
Now, from this one, grab the pole between crowns, and the swing to
get the other one. I swung back and got the hearts (golden and red).
Now, to the ants. Go to where the hearts are, need them or not. Lick
up a bunch of the ants in front of you (when facing the exit door) and
to that left. Machine gun some more ants that are moving to the location
you just licked. Repeat that once, even further down the line. Grab
the pole forward and to the right of your character. Swing around towards
the crown platform to your right. You'll land near the ant hole that they
exit to. Now its all cake. You can lick any that come to get you, shoot
the rest, and just walk to the exit.

Room 11: You Jane, Me Tarzan. Standing RIGHT IN FRONT of the door, grab
the pole and swing round, getting the heart (oops! Which colour was it?)
and the crown. If need be, do a second swing to get across.

Room 12: Another ants marching room. Easy enough. Go near the blue carpet,
and lick your tongue as far as it'll go down it to the ants enterance.
Run down the carpet until you meet an ant, shoot him and his buds. Run
again, then lick the tongue down as far as it'll go down the carpet...
repeat until done. There's a crown behind the ants' enterance. I took
two hits getting it, because I foolishly tried to get it without getting
hit. Just take the blow. Lick up a few, jump over the enterance, and run.

Room 13: Ah, lucky 13. GIants room, again. They go in a pattern around
the stake, farther out then back in. Be careful you don't get stepped on
while swinging and they're in the "far out" mode. Otherwise, exactly
like Room 5.

Room 14: Just like room 3, the General Ants. Once again, go through the
door already open that you didn't enter from. This time, you work for
your money. This is technically simple, skillfully demanding. You get
on the little brick pad, tongue high jump, then grab the pole high
up, swing around and grab three crowns, a gold heart, and two red hearts.
That's one move that requires all the tricks in the book, I'm fairly sure.
Back to the main room. Refer to room 3 for how to deal with these General
Ants, if you don't remember.

Room 15: Another Circle. See room 7. This time, I only missed the opening
four. Woo-hoo! Go me!

Room 16: MORE of these d*mned ants marching! Two groups, watch their
movement. When you're ready, grab a bunch of ants in front of you, and RUN.
Nail the second movement of ants as we move towards their exit hole. Grab
crown. There is enough room on any blue carpet to run along on a side of
the ants -- if there's only one group. Its too complex to describe step
by step how to get through the rest of this room, but it involves the
usual ant marching anti-tactics, and some jumping over holes. There's
a crown behind the second group's opening hole. Sorry. Anyone with a
good description, email me.

Room 17: Ants come out of the four holes like homed torpedoes. Tongue
jump and then regular jump while at the top of the jump if you're near
the middle, otherwise regular jumping a lot will hold you in good stead.
Too rapid rate of ants makes licking impractical. Two crowns.

Room 18: Simple, simple. Two red hearts, and a tongue stand for the
crown. That pillar in -one- corner worries me. Anyway... its otherwise
empty, to my knowledge.

Room 19: Boss. In a world of ants, who else would be the boss but the
queen? Hmm? Well, besides Ross Perot? (Hey, that's a compliment! Ants
are -very- industrous!)

Her attack: Stomps her foot, and spins around (360 degrees) three times.
She repeats this two or three times per cycle.

Her vulnerability: every so often, she thumps and pops out six new
ants (2 groups of 3) that will walk towards an edge, and then home in
on your position -at that second of edge-hit-. You trip her like the
GIants, then spit one of her servants at her main body (her egg factory
is invulnerable).

The queen slowly approaches you, walking or spinning. If you can't simply
avoid the spinning (that is, never get near her), tongue stand and jump.
It takes awhile, so do it well in advance -- her egg tail thing is
huge.

She requires 5 shots to finish.

[MISSING 1 CROWN!]

2) Bomb Land

Bunny. After him, see that pipe? There's a crown on top of it, right
about where you start. A good tongue high jump can get it.

Room 1: 2 crowns on entry. Grab the bomb plane. Shoot the egg-capsule
things. If you hit one, the whole group goes. Nuke both groups of bombs,
and a crown appears in the middle (and a ding-da-ding sound sounds). 1
crown below a bomb plane, with two red heart friends.

Room 2: Simple 'nuff. Grab a bomb, whirl it at the grey block. Not the
wall next to it, not the bomb flying in front of it. The block. Explosions
near the floor weaken it. Two of them, its lava. Don't step on lava.
Remember what your mom said. If you destroy the floor, just wait, it
respawns. 1 crown, 1 red heart.

Room 3: Pillar room. Lasso the stake, reel in. Jump to the crown. Jump
off the ledge. Or try and make it back. I don't care. =)

You're going to go through each of these rooms three times. One death,
one destroy each pillar, and one final exit.

Destroy each pillar entirely, and you'll find a crown on the last one.
3 red hearts along the way -- you can tongue jump to get the last one,
even with the pillars totally annihilated.

Exit the room through the entry, and re-enter.

This time, nuke one (or two) blocks off the first pillar. You can regular
jump to that. Believe me. Even with a block on it. If its too difficult,
nuke both. You have that luxury.
If you nuked two blocks on the first one, you have to nuke one on the
second one, then jump. Otherwise, just jump. From now on, just jump.
TONGUE JUMPS WON'T MAKE IT - not 'nuff forward momentum.

Room 4: These are fun. Grab a bomb from the left, near the eggs. Nail the
eggs. Repeat until they're all gone. Alternatively, nail a few of them
near the close edge (if you can't get them all to go) and then swing over.
Repeat nailing process. Explosions turn the lava in this room to floor.
1 crown after all eggs go.

Room 5: Remember the beginning? Its that room revisited, times two. Tongue
jump to get the crown above the pipe above your head. Tongue the stake
in the middle, swing around. Tongue jump the next pipe, to get the
similarly hidden crown.

Room 6: This is the floor to lava room, to the next level. Grab a plane
(as the plane bombs will be known as from here on in), nail the golden
bomb the rolls along the floor. It follows you. Nail it while its on the
grey tile. Bombs spawn from the edges of the room, so no worries.

Room 7: Bridge room. These are NOT fun. Or they are. Depends on if you're
sick and twisted like me. The sections of bridge fall out as you step on
them after about two, three seconds, right? Well, add two cannons to the
picture, and you have the room. Two crowns in the middle of different
bridge tiles. Swiftness is encouraged. Dodge the cannon balls, as they
have nasty explosions.

Room 8: See room 3, Pillar room. Identical theory. Repeat until third
go-through, and we get to the numbers of blocks to destory to exit.

You -must- nuke two of the first pillar. 0 from the second, 1 from the
third, and 2 from the final.

Room 9: See room 4. Identical setup. 1 crown, same.

Room 10: This -really- doesn't need explaination. Tongue jump to the
upper platform, grab the plane, nuke the eggs. Grab the crown, leave.
BTW, I thought "Boom" or "Bomb" were spelled differently than "bom"

Room 11: See Room 6. Just that there are three chances, and you have
to hit the grey block over the grey tile first.

Room 12: See Room 7. Modifications: 4 cannons. A crown, a red heart, and
a golden heart off to the side opposite the cannons. No new advice.

Room 13: Just take the bombs out, here. Don't forget the 1 crown in the
middle.

Room 14: Snake-bomber. The floor tiles, after two booms, turn into
lava for a while (just like those other rooms, remember?).

Vulnerability: Broadsides. Amidships. attack from the side.

Attacks: Drops about three bombs in a group. Use these against him.

Spins for a few seconds, then charges directly in your direction. Sidestep
early, face where he's going, and nail him. Rapid fire works, too.

I lost count, but I think he's 7 hits. Maybe 8, maybe 6. But definately
that range.

[NO MISSING CROWNS!]

3) Desert Castle

Ah, this level. You'll get your just deserts here.

Bun-ny. See the spikes in the distance? They show up a few times. Here's
how to deal with them. Wait until they're splitting, and then run in.
When they almost bite you, tongue jump, then regular jump. Run more.
Repeat until through.

This is a sidescroller level, no rooms, like the first one, Jungle Level.

I'll skip what I believe you've already encountered and need -no- briefing
on. Email me if you want areas writ up, though.

First challenge: the spikes. Honestly, I think the programmers are
sadistic. You're going to get hurt. Go to the ledge as close to the spikes
as possible. Lick them as far as you can, then jump onto them and run
(ala opening animation). At the end of the first set, lick the second.
If you get hit, don't panic. STAY ON THE SPIKES. You have long enough
vulnerability that you could probably cross all these spikes and probably
take three, maybe four things of damage. Nothing, really.

Second challenge: the arrows. Get on a platform, and wrap yourself in
tongue or stand on it. Your call. Pretty easy theory. Implimentation takes
a try or two. Arrows -are- lickable.

Third: Remember Mario 64? These are swings. These are a lot easier than they
look, and only panick will get you in the end. Patience, my friend.

Okay, the next "challenge", which isn't, really, is very difficult to
describe. Here's the area: stake on brick that you latched onto/jumped
to from a floating, moving stone platform, under another platform with
a red heart, and across is some stone and a raised wall with a stake on
top. Go there. Jump chasm to the right. Tongue up. Fall down (all this
is in the general "right" direction). 1 crown. Falling off the edge is
just a convience. You're then back before I described how to get the
crown. Go up. -easy-. Jump at the top of the platform's up movement to
the crown platform. See that stake to the right? NO! BAD STAKE! Don't play
with it. Just wait for the next elevator, ma'am. Jump for the crown that's
to the left of the elevator's top point. Land on the previous crown
platform. Go back up. Tongue latch onto the stake there. Jump across,
and proceed right until a little hole. Jump across, then fall left. Two
crowns for the taking. Elevator platform then jump left. Repeat the
previous nonsense.

Oh, for the record, if you fall into that little pit between the two stakes
below that first elevator platform, here's the way out: jump onto the
little grey stone solid, face right, press right and tongue. You'll swing
back, and near the top of the return of the swing, jump. Done correctly,
you can manage to get back up.

The slide: its totally safe to get on anywhere (I'm not sure how far
off towards an edge one can go, though). You can't step left or right
or slow your descent, though. Constant running will get you an itty bit of
movement, as will getting hit by a boulder and taking advantage of that.
Your tongue goes left, right, down, but not up. Forewarned, I leave you to
wander about how to get 2 crowns. Well, no, I won't. Your slide ends, and
there's a grey resting area. On the far right, right by the wall, there's a
crown. The other one is near the middle, but towards the left (of your
screen). If you miss it, jump off the edge (or swing), even right at the
end of the slide. You'll restart before it. If you don't, you should
be able to latch onto something and swing off, and THEN restart before it.
Boulders fall while you go down, so be careful, and grab red hearts along
the way.

Rather than STAKING your life on some bees, (next challenge) tongue jump
up. The rest is fairly elementary, and here's how to get the crown, which
is pure brilliance (and I'll have to thank the Big Gentleman Upstairs for
revealing it to me). Remember I said this game was -mostly- 2d? This
is where you flip to 3d thinking. Get under the crown. Then step as far
back on the tile you're standing on (as in, one step more and you're off
the edge, plummeting to death). Press "up"/"forward" and Z. You'll snap
back. Near the top of that snap's unsnap, jump. Viola. Pure genius.

Spikes: tongue em. Jump. Easy 'nuff. You can hit two groups from start,
and then from the second, nail the third. Jump and checkmate.

Tongue jump up to the gold heart platform, need it or not (I did). There's
a crown even higher. Go for it (to the left).
From there, extend your tongue out, grab the bee, Spit him out, and jump.
You'll hit the bee. You'll land on the heart. Evens itself out, AND
you're past the obsticle.

Sand bridge. You'll know it when you see it. Tongue reel. Swing around
stakes to get the two crowns. Remember, you can swing even if you're right
ON the stake. And you can do a long swing, it'll transfer to the next
stake if you hit one. No worries. There's killer inertia here, though -
more like an iceflow than sand. Anyway...

Next sand bridge is similar, except it goes off to the side rather than
towards you.

Spike wall, like in the beginning: Okay, this time, just go for the two
crowns, and be quick. Get hit twice, maybe. Four red hearts and ANOTHER
crown await whoever shall complete this gauntlet.

Magic carpet ride! Woohoo! Just remember that you SWITCH WHEN YOU CAN.

Your next encounter with sand will be different. Sandtraps, or, quicksand.
Whatever you want to call it. Three pits, each with a crown. Just run
along a rim, and you're fine. If you loose the struggle, jump outbound.
It'll get you going.

The first rim's crown is along the side farthest from the bottom of
your monitor.

Second's is the opposite, closest.

Third's is right in there, next to the beast's mouth.

Oh, and watch out for the moles that pop out of the ground in the sand
trap.

Another crown, two red hearts await you at the end of that. Then the boss
room.

A giant mole bouncey thing.

Its plan: Burrows underground for a bit. Then sand will start flying some
where. Be elsewhere. He'll pop out. Then he's a shadow to trace along the
floor. He'll bounce, and smack out some short-lived moles. Grab one. Keep
moving. After a 4-5 bounces, he'll stretch out and rest. Nail him. You
can only get him once -- believe me, I've tried. He'll not like that, and
burrow again. Repeat ad infinium.

4 hits, mister moley-man goes ka-PUUT!

[MISSING 1 CROWN]

3) Kids Land

Once again, a helpful opening animation. Watch and learn.

BU-NNY!!!

This is the most difficult level in the game, easily.

Gold heart, 1 crown, and a red heart in the opening.

Room 1: Easy, easy. Chocokids play in the chocolate. Grab a bunch.
It takes four to knock the walls all the way back.

+--------+ (NOT to scale!)
[ w|w|w|
| +----+
| ccc | c chocolate with kiddies
| ] w walls to push back (targets on front of them)
+-------------+

A crown a piece, the walls, that is.


Room 2: Moderately easy. Just latch onto the wafer floating to and fro,
reel in. The stake in the middle you tongue and swing -- no reel(ly).
2 red hearts.

Room 3: Easy, huh? Not as it seems. Facing the exit door, go to the upper
left hand corner. A tongue jump reveals a secret! Woo hoo! Jumping
tongue latching/reeling will get you through. 1 crown.

Room 4: Behind the cracker ... tower?... there's a crown. Also by the
chocolate, there's a crown. Grab some kids and nail that wall. Run around
and exit.

Room 5: This room is too easy. There's gotta be a secret. Anyway,
some cookies pop up in the middle as you reel in.

Room 6: The brown/yellow blocks convey you to another cracker. Left. Don't
take the block -across- from where this one will end, but rather, the one
alternate it. Same directions as before. At the exit -- take that block,
it'll get you the crown. Just jump off it (totally) and then back on,
quickly. Or take the then-returned block. Your call.

Room 7: Big puffs, new enemy. Grab chocokids and one hit'll nail them.
Kids in the middle of a pit. 3 puffs. 1 crown.

Room 8: Moderately easy, again. Stand on the lighted cracker. Swing
and stop on the next lighted one. Repeat until finished. No floor
touching. That'll open your doors. Now for the crowns.

Far side of the room (where the exit door is), go (facing that door)
right. The deal is obvious. The tricks, I'll describe. You'll have to do
the circuit of getting up twice. First time, ride your block until its
in a line with a cracker. Jump to the cracker crown. May take a try or
three. Jump down to square one. You -could- wait for the block to return,
jump to it, wait a second for it to align with the next move block, and
jump to that. Alternatively, jump to square one. Then when on that block,
jump to the second flying block. This block will go -under- the brownie
we want, with the crown. Right before it does, just jump. No, not forward,
like you'd think. This game has inertia!! The brownie will take you down,
or you can just jump.

Room 9: It gets interesting. Latch onto the spike, reel in, stop on the
first wafer. Relatch, swing around. Latch onto the wafer that's not
moving, with the crown. Latch back onto the first spike, reel into the
second wafer. Latch onto the third spike, in the distance. Reel into
the fourth wafer. Home free. Relatch and swing to the exit tile. (This
is a sampler of things to come!!!)

Room 10: This time, there's a gold heart behind the crackers. Otherwise,
similar to room 4, with two walls this time. 1 crown.

Room 11: Neatest trick in the game. See the stake where you start?
From the enterance, latch onto the stake. But NOT in a line. [tongue:]
go to the wall, then towards the stake, and then back to the stake.
Before reeling, swing towards the abyss. Your tongue isn't long enough
for it to be -at- the wall when you turn... so that's just the idea.
A curve, that way. A stake in the corner, with a crown and two red
hearts. Reel. Then reel to the final platform.

Room 12: Room 8, with 5 rather than 3 crackers. And the secret is
not on the outer rim, but standing on the cracker the stake is on.
There's a see-saw up there. One crown, one golden heart.

Room 13: There is no explaination, but I wish you good luck. This is
Room 9 on steroids. Mean, mean, mean. The crown is gotten by latching
onto the second stake and swinging (from the first wafer).

Room 14: Puff daddies!. Room 7, with 4 puffs. No crowns.

Room 15: Room 8. Left, facing 180 deg. from entry. Right, facing forward
from how the you'd face the non-moving cracker (each time, orientate
yourself this way for my directions). Left. Left. Right. Watch out for a
trio of cookies to pop in your face. They'll pop you off the edge. A
tongue stand near the end will procure you a crown -- careful how you fall,
remember that inertia thing. The easiest way I could think of getting
the second crown is a suicide jump from the block already at the final
platform. And riding the wrong first cookie will get you the third crown.

Room 16: This is hell. See rooms 13 and 9. From the edge, latch onto the
stake, reel to the wafer, release. Wait, jump to the next tile. Three
hearts, two of them red. Take only what you need. There's a spot after
it where there are two wafers next to each other, a cracker at the end
of the first wafer's path. Regular jumps and an easy swing to the hearts
will work here, making life a tad easier.

Room 17: Of course, the level with the most difficult process has the
easiest of bosses. PUSH-OVER. The cake will spout some strawberry bombs,
which can be dodged by their shadows. No running into him, either. After
some spinning, its midsection opens to reveal four pissed off slave
laboring chocokids. Lick one out each time. Fourth time, you win. Piece
of, uh... cake?

[MISSING 1 CROWN]

4) Ghost Castle

Opening animation, man. B-U-N-N-Y! (They should have a mode where one
plays as the bunny. Or make a spinoff game on the bunny.)

Two crowns laying around, and if you have more than 50, you can play pool
through the door by the bunny (to the right).

PLAYING POOL: You can't affect the other balls, only the cue (white) ball.
The object is to knock all the coloured balls into the holes. If the white
ball goes in, RUN! It'll spawn on top of you, crushing you (1 damage). If
a coloured rams you, 1 damage. If a ball goes in, 1 red heart spawns
on top of you. if you win, a crown (stingy programmers... mumble mumble).

Path choice at the top of the stairs... doesn't matter, you can cheat
and go back through the other way where they converge. I'm going to the
right, which I recommend.

Room 1: Flammes spawn and there are two crowns and two red hearts. No
brainer.

Room 2: Tilting library. woo-hoo!

If you fall, go to the closed bookcase at the bottom right. If you're
passed half way, then you just walk TOWARDS the screen, around the
bookcase in the way, and proceed to the closed bookcase. Tongue jump up.
From that first bookcase after the door, tongue to the next one left.
Regular jump across. Tongue up. Don't worry about that crown now. Fall
to the bookcase to your left. Regular jump again. And again, to the door.
DON'T GO THROUGH! See "Desert Castle", search for "viola" Read the
paragraph which that is at the end of. Repeat the proceedure, here on the
door to get upon the door. And again to the bookcase above. Regular jumps
are now the watchword right.

Room 3: Convergence. Go through the door, and there's where the other
path leads from. there's a crown on a barrel -- get it. Go back here,
and go up the stairs (licking up the shoes and otherwise removing them).
Two crowns midway. More shoes.

Room 4: Rotating room. Cool trick. Anyway, the problem is NOT falling
into the windows. Jumping when its their turn (watch the pattern before
entering the room itself) should push you just right out of their way.
The jump -out- of the room is accomplished off of the purple-white long
floor.

Room 5: Candle room. Run. You can make it right through the middle,
unscathed, even though it'll look like you won't.

Room 6: Mirrors. Go to the middle, where a bunch of "stuff" (technical
term) which flies will fly around you. Flammes will spawn. Lick them,
machine gun a window. Problem solved.
1 crown, 1 gold heart, 1 red heart.

Room 7: Candlebridge room. Two of these in here. Grab flamme, shoot the
closest candle. Grab another, shoot the next. Jump onto the platforms,
far as you can. Repeat. Easy, easy stuff. Oh, and the flammes from the
previous room? They don't light these candles, for some reason. Probably
defined as a different enemy in the data files... 1 crown.

Room 8: Spinning room. The flammes will match your height, so jumping
is a NO NO. Grab the crown, the heart if you can use it, and then lick and
shoot your way through (ala the Ant Land).

Room 9: Room 7 over again. Only difference is that the platforms
are in slightly different locales.

Room 10: Another Room 6/Mirror room. Two crowns, more mirrors. Different
objects spinning.

Room 11: SIMILAR to room 5. Different tack. You can destroy those
flamme generators -- and do so. They're proximity triggered, so run up,
have them spit out some flammes, run away. If you stop spitting, grab the
flammes and fire at the gens. Remember, JUMP to hit them. Nail em all,
its a crown. 3 crowns total, three red hearts.

Room 12: Careful walking. Tongue swing from the beginning of the wood
its on, you'll reach the crown.

Room 13: The boss. Two personalities.

First, when he has arms: he sticks both arms out, you lick each coloured
ball. They'll crack, indicating you've done that one. Get all eight, and
that is done for. Attacks? Snakelike arms, dodge. When both arms retract,
and then one comes out, STAND ON YOUR TONGUE.

Second, as a tank. He has two firing types, a spreadfire, and a fixed
chain fire. Spreadfire, just tonguestand or lick the few oncoming balls.
Fixed, you can sidestep or lick up. To beat him? Ooh, this is tough.
You lick up a LOT of shots (chainfire at you, just stick out your tongue
at him). Then, when he spreadfires, at the -beginning- of the spreadfire,
machine gun him. He'll shrink with each hit. Hit 'nuff, you win. If not,
he'll regrow, and you can try again.

Congradulations.

There's something after the credits, and then it returns to the start
menu, saving all your information. I took an hour and a half to beat this
(of gameplay time), and two hours, 34 minutes while writing this Codex
(pausnig *most* of the time when typing).

Stage 7: Accessable when you have 20+ crowns on EACH level. Entry
leads you to a platform with a number of little walkways off into the
distance. Bossfights, minus the level between you and they.




VI) Battle Mode Information

See the Controls for strategy on gameplay. There's no substitute for
experience and practice, though. And remember, no matter how good you
get, I'll still beat you and your family. =)




VII) Thanks and Acknowledgements

Procyon Lotor, who is the unwitting co-Author of this Codex. I
modelled the format and layout after his Bomberman 64 FAQ, which I also
use every time I play Bomberman 64. Ace job, man.

Nintendo of America, NoJ, Japan Supply System, and everyone
else who is responsible for the game itself!

Blockbuster! Woohoo! Without them, I wouldn't have rented this game,
and then there would be no Codex!

MeteroMoo (I think that's his "screen name"), for being the first
that I saw with the Stage 7 info


-Tal
Contributed by : Tal (TALAPHID@JUNO.COM)

 
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Engl. Komplettlösung für Chameleon Twist
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