Frogger: Helmet Chaos - Strategy Guide (Page 02)
Below are the cheat codes, hints and help for Frogger: Helmet Chaos - Strategy Guide (Page 02).
q. Level 11: The Gingerbread House* You begin at a strange angle, but you won’t have to do anything difficult this way. Just hop into the nearby gingerbread house. Collect the coins as you hop north past the ants. At the north end of the room is a door to the next room. There you must find a way to open the door to the left. Explore the room to find an elevated area with four spheres on it (Maybe they’re gumdrops?). You must grab these with your tongue, one at a time, carry them east past the trains, and place them one the four holes you find there. This will take a while, but it is fairly simple. Just remember that you must grab each gumdrop while standing on a different tower (There are four smaller towers around the main one that holds the gumdrops). After all four gumdrops are in place, head through the west door. Collect the coins and apple and avoid the enemies as you head towards the door to the west. The next two rooms are short and simple, with only a few enemies and pits to get in your way. In the room after them, collect the coins and exit through the east door (You can go through the north door if you want some coins, though the enemies will pose a large threat so I don’t recommend it. If you enter, you’ll be trapped until you collect all the coins.) and head through the maze, collecting coins on the way, until you reach the exit. r. Boss: Chef Crouton* That pig is kind of scary in a way. I mean, he wants to cook Frogger even though they’re BOTH anthropomorphic animals! What’s wrong with that picture? Oh right, strategies for fighting him. Beating Chef Crouton is pretty much the same as beating the Hammerbot, except that Chef Crouton loses health slowly instead of dying at a specific location. Just avoid the Chef’s attacks and before long he will be out of dough, and therefore (?) out of health. One of Chef Crouton’s main attacks is to spit globs of dough at you. He always fires them in a straight line, so if he attacks from a location other than the middle, stand at the corresponding opposite location on your side of the room. For instance, if he stands north, stand south. If he stands south, stand north. His spit globs are more difficult to avoid when he aims from the middle, but standing on the treadmill may be effective. Obviously, though, don’t stay too long. When Crouton loses a health point and opens his mouth, QUICLY get onto the moving platforms in the middle so you can reach the other side of the room, because he’s about to teleport to the side of the room opposite HIM. With good timing, you’ll be able to switch sides with him without taking damage. Sometimes, Chef Crouton will fire a different kind of dough at you, which takes the form of strangely appetizing-looking long chains of globs. Just keep moving to avoid these, since they target the location you are at just before they’re fired. Don’t be alarmed when the Chef spits two globs of dough at once; just stand on the side opposite him, as before. Fortunately, he will never spit two globs from the middle. Keep up these methods of avoiding Chef Crouton’s attacks until he’s beaten. s. Level 12: The Jungle 2* At the start, you can go left or right. Left leads to coins and a dead end, and right, of course, doesn’t lead to a dead end. After you take the right path, you will have to avoid fire traps. Your path will curve south to some blocks. Push the northwest block one square east, the southwest block one square south, the southeast block two squares east, and the northwest block one square north, and then continue. Get the apple if you need it and pull yourself by the hook to the southeast. Then, hit the checkpoint. Get the coins as you travel east, and then avoid the fire as you move west along the next path. Now you must go north past more fire traps and into the next area. As you collect the nearby coins, you will notice that there are two checkpoints, one to the northwest, and one to the southeast. By the southeast one is a platform holding an object you can pick up and spit out with Y. Place it in the southeast square of the 9-square area, then grab it again from the square two squares east of it. This next part is tricky, but essentially, you must start by placing the object one square north of the hook, then working your way around and on the area to the south of the moveable platform, and pull it one square south. You should be able to reach the object from it with your tongue; you can then continue to the next puzzle. You will have to place the object on the northwest corner of the bird’s patrol route, and then pull it to you from the square that is two squares to the east. I suggest you leave the object on the eastern side of the bird’s patrol route while you work on the next puzzle. Push the eastern block south into the water, pull the southwestern block one square east and push the northwestern block one square south. Carry the object across the blocks. Place it on the northeastern square you can and pull yourself by the hook to the east. Push and pull the block into the square just north of the hook and grab the object, and then place it on the button to the north so you can hit the next checkpoint. Grab the coins as you head north, and then pull yourself by the western hook at the area with the two large square pools. Collect the coins as you move north and grab the apples you find there. You cannot move on because a giant fallen tree blocks your path. Backtrack to the place where there were two checkpoints (You activated one) and this time, hit the north one. Grab the coins and moneybag, and pull yourself across the hook. Now push the east block north and the west block west, and pull yourself across the hook, quickly get onto the elevated platform when the bird is out of the way, and go east, swinging across the high-up hook. Collect the coins quickly to receive two bonuses, and continue to the next area. Pull the platform in the water two squares east and push it one square north, then jump across it. Make your way through the fenced area (Fire comes through the gaps in the fences) and get the coins, apple, and moneybag. Get the checkpoint to the west and push the platform one square west. Jump across it and head west, collecting coins. You will see a fly; to get it, you must go north, west, then south, get past the area patrolled by a bird, and long jump south down the nearby slope. Pull yourself by the hook and backtrack to the moveable block you pushed. Pull it one square east, push it one square north, and jump across it. Push the next block you encounter one square north (You can also jump across two platforms over to the apple and coins). Jump onto the fenced area containing coins and then jump onto the moving platform. When you come to two pullable platforms, pull them and jump across them to more moving platforms and a checkpoint. You must pull more platforms and swing across a hook as you continue east. Get the coins, then jump into the large ditch and up onto the other side (You may notice that you are now on the other side of the large tree that blocked your path earlier). Get the apple and head north. Past some patrolling skunks is the exit. t. Level 13: Ritual Grounds** Move out of the small fenced maze you start in. Get the coins and the apple in the area, as well as the checkpoint to the east. Continue to hop east across the logs in the water. Avoid the enemies and get the apple and then long jump south from the gap in the fence. Hop onto the wooden island from the floating logs to reach the next area. Hop onto the next set of logs (Move north by hopping quickly on the west line of logs). Jump onto the fenced-in area you can reach, and get in front of the hippo/crocodile thing. Pull yourself by the hook, collect the coins, and ride the floating logs south to a dragonfly’s patrol route. Get the apple, coins, moneybags, and checkpoint in the area. To the east is yet another set of floating logs (There is a fly to the north). Get the coins on the platform to the east, and then quickly hop across the next log that by to another platform. Repeat the maneuver to the north, moving from east to west this time, collect more coins, loop around the fenced area to get further north, and jump across another log to a fenced area containing four coins. Jump onto the last set of logs, moving north along the west line, and jump onto the northernmost area you can reach. Get the apple and hop across the collapsing platforms to the southeast. Jump onto the wooden platform and go east to the next area. Wait for one of the longer logs to come towards you, and then jump onto it, quickly head to its north tip, and get onto the fenced island to the east. Repeat the maneuver on the next set of logs. Collect the long line of coins and the apple, and jump onto yet another set of logs. You will be able to jump onto a large landmass after riding a log a long way south. Collect the coins and apple as you make your way through the fence maze, and then hop across the collapsing platforms north of it. Stay on the easternmost one, even when it collapses. A fish will come along and eat you, meaning that you finish the level. Go figure. u. Level 14: Inside the Fish** Long jump south over the slope, and avoid the worm as you continue south. Get the money bag and pull yourself by the hook. Push the moveable platform one square west and when the fly is out of the way, jump across it (Watch out; the fly doesn’t move in a circle!). Jump across the platforms and swing across the high-up hooks to a checkpoint. Jump down onto the low platforms and get the moneybag, and then pull yourself by the hook to the north. If you go west and across the collapsing platforms, you can go through a series of puzzles to get a fly, but I won’t cover the strategies for it in here (Maybe in the “flies” section). To continue, head north instead. You will see a rabbit; getting to him will also only be covered in the fly section. Head west on the moving platforms, and watch out for the fish! (The trick to avoiding them is to stay on the platform they jump to, not from.) West of the moving platforms is a checkpoint. Hop across the platforms to the west, pulling the pullable ones as you go. When you come to a moveable platform, pull it one square east, and pull the pullable platform to the north. Jump onto it, pull the moveable platform to the west one square east, and jump onto it. Pull the platform to the south, and jump onto it, then onto the ledge to the west. Avoid the worms and grab the coins as you move southwest. Enter the next area. Move west, avoiding the enemies, and pull the moveable platform two squares east and two squares south. Push it one square west and jump across it. Continue west across more platforms, collecting the coins and avoiding the fish. When you come to another moveable platform, pull it two squares east, push it two squares south, and push it one square west. Jump across it and pull it one square west. Push it one square north, pull it one square west, jump north from it, and then continue west to another moveable platform. Pull it one square east and one square south, push it one square west, and jump across it. Jump over to the next area, grab the coins, and move north, avoiding the enemies and force hop fruit and getting the apple. Activate the checkpoint you come to. Hop east from the square just southwest of the apple, get the apple, and pull yourself by the hook to the east. Avoid the weird enemies and hop onto one of the moving platforms when it looks like the flies won’t hit you. Further east, pull yourself by a hook and continue. Move north, collect the coins, and get onto a moving platform. Get the coins to the west, but don’t get onto the line of collapsing platforms to the southwest yet! First, push the moveable platform two squares west. Only then can you hop across the line of collapsing platforms, and the platform you moved when you come to it. Move across the three collapsing platforms north of it and quickly pull yourself by the hook. Jump across the next three collapsing platforms and swing across the high-up hook, get off the collapsing platforms you land on, and get the coins as you continue west to the door to the next area. Get the coins and push the block two squares west. Push the block south of it two squares west as well, and the block north of where you now stand one square north. Push the block to your west one square west, and the block north of THAT as far west as it will go. Now your way south is clear. Push the moveable block one square south, jump onto it, and get onto the west bank (With the enemies on it). Pull the block two squares south. Push it one square east and one square south. Push it two squares east, and then make your way to its south, jump onto it, and jump east to the exit. v. Boss: Parasitic Moth** You start with the boss’s cocoon in front of you. Jump up and hit it with your tongue to release the boss. The boss will fly over to one side of the room and throw a tornado at you, and then fly diagonally to a different side of the room. Stand near one of the strange objects sticking out of the ground near the boss (On the side that will be opposite the boss). If the boss flies in front of the thing you are standing in front of, quickly jump up and use your tongue attack. If your position and timing are right, the boss will be hit when the thing smacks into it, and you will have to QUICKLY run away as the boss chases you for a while, trying to sprinkle poisonous magic powder on you. Hit the boss in this manner every chance you get, and avoid the boss for as long as you can when he tries to sprinkle the powder on you. Hopefully, he will give up and return to his normal pattern of attack before he hits you. The whirlwind attack is pretty easy to avoid, even when the boss starts firing two whirlwinds at once and/or making them move in a zigzag pattern. The boss will also sprinkle magic powder in a thick line through the middle of the stage, but this is also pretty easy to avoid if you anticipate it. The only attack that is difficult to avoid is the one the boss uses when you hit it. If you instantly get hurt when you hit the boss, you are probably standing on the wrong side of the strange thing. Try staying on the side opposite the boss. Sometimes, the boss will simply circle the room without attacking. This is great opportunity to hit it, since its movements are predictable. Even if it just keeps firing tornadoes at you and then moving to another side, the odds are in your favor that you will pick the right thing after just a couple tries. As long as you avoid the pursuit attack well, you can easily deplete all the boss’s health before he depletes yours. w. Boss: Chief Bonzo** If you fall, Chief Bonzo’s health will regenerate, which is a problem since all of the Boss’s attacks involve making you fall. The platforms around him constantly collapse and regenerate, so keep moving. If almost all of the platforms look like they’re shaking, move to a corner quickly. To actually damage Chief Bonzo (Or are you damaging Henry? Actually, it LOOKS like you’re damaging the cloud Chief Bonzo sits on), all you have to do is hit him with your tongue. You don’t even have to jump up; just hit him while you’re on the ground. Try to damage him every chance you get (He’s only vulnerable when he’s moving or summoning ghosts) and you’ll win in no time. x. Level 15: Helmet Factory 1a* This is the first level in the game key to the plot; it is where you will finally stop production of the mind control helmets! (Note: This level is far more complex then any you have been in before. Therefore, instead of telling you about the long side paths that lead to coins, apples, and flies, I will tell you only how to reach the exit.) Enter the south door from the start. Get the coins as you head south, past the crocodiles. There are eight coins in a southern alcove (I know I said I would lead you straight to the exit, but these coins are just a few steps off the main path!) Next, head east, to a split in the path, and take the south path. You must sneak past two crocodiles, one moving in a circle, the other wearing a gas mask. To get past the second one, hide in the alcoves while he runs by to get to the other side of him. Go south into the next room. Get the coins as you sneak by the skunks. At the last skunk, hop down the platforms on the west side. Get the coins and move counterclockwise around the small room, grabbing the coins in the middle with your tongue as you go. After some more platforms, some of which collapse, you will reach the next door. Get the coins as you move through the room via the moving platform. Take the east exit. In the next room, get the coins as you move through the maze, avoiding enemies. Push the moveable platform two squares north, then loop around and jump across it from its west side. Avoid the spike traps and enemies as you move north, and then take the east exit, although the north exit will take you to 13 coins very quickly, so you might want to choose it first. In the room to the east, move to the northeast corner and push one of the drums into the goo to the south. Jump west from on top of it and push the drum directly west of it west into the goo. Push the drum that is now just south of that drum south as far as it will go, then east into the goo, and push the drum that is now just east of it east, into the goo as well. Jump across it to the next door. Go north to the area with the moving platforms, and move east across them, standing on the collapsing platforms when you need to. You will be in a long hallway. Head to the far north of it, and move east past the patrolling enemies to the door to the next room. Ride the moving platform and hop north from it to the door. Move counterclockwise through the room to another door and you will end up in another drum puzzle. This will seem very difficult until you realize that the northernmost drum is absolutely useless. Push it east into the corner so it won’t get it the way. Push the western of the other two drums west until it falls into the goo, and push the other drum into the square of goo just southwest of it [the drum you just pushed]. Now you can reach another drum; push it south into the goo. You will reach a south-southwestern quasi-room containing two drums. The west one is blocking your way into the room so push it south, and push the eastern drum north, and the drum north of it north, as well. You will gain access to another drum which you must push east. Push the southeastern drum east into the goo, and the remaining drum two squares south, also into the goo. There is a nearby block, on land. Pull it one square west, and jump across it to reach the door to the next room. You will have to move across several islands patrolled by enemies. Each has a gap in the middle that you can jump across to avoid the enemies. In the northeast of the room area some coins, and on the north side is the next door. Get the coins as you move past the treadmills and enemies, then, to get past the cockroach, stand by the eastern of the two collapsible platforms, wait until it [the cockroach] is coming towards you, jump onto the platform just as the cockroach is about to hit you, jump west to the next platform, and hop back onto the patrol route. You will now be on the other side of the cockroach, so you can continue. After getting past a ghost enemy, you can go southeast to get some coins. Yes, I know you can see the exit! If you had any trouble with this level, the sight of the exit should be a huge relief. You must move clockwise from the coin area to reach it, hopping across a collapsible platform and avoiding another cockroach. After getting some more coins, jump into the exit! y. Level 16: Helmet Factory 1b** (Note: This level replaces Helmet Factory 1a if you are on quest two.) In the room where you start, you must put a block on each of the four switches. Start with the northeast block. Pull it two squares west, but instead of pushing onto the switch from there, pull it one more square west so it won’t get in your way. Push the block south of it one square north, and then work your way around and push it two squares west. Now pull it one square north, onto the northwest switch. Pull the southwestern block 5 squares east, and then make your way to its north and pull it one square north, onto the southeastern switch. Backtrack around so you are to the south of the southwestern block, and pull it one square south onto the southwestern switch. Now only one block should remain that is not on a switch; it is the northernmost one. Push it one square east and one square south, onto the northeast switch. If all the blocks are on all the switches, the door to the west will open, allowing you to enter the next area. Push the block in the next room three squares west and pull it two squares south. Get the coins, and then pull and push the block until it is one square south of the westernmost of the elevated squares to the northwest. Jump up onto this square, and then onto the moveable block just to the east and grab the apple. Now, push this moveable block one square west so it falls down to ground level. Push it two squares north into the spike pit, and then push the other moveable block on top of it. Get onto the two stacked blocks and continue; grab the coins and exit through the north door. The door in the southeast part of this room leads to a fly and coins, but the path is long and difficult. To the north of that door are some enemies. Avoid them, and head north to get some coins. After you get these, go through the east-northeast door. Avoid the enemies as you move east. Pull the moveable platform one square north, push it one square west, and then push it two more squares north. Push it one square east and two squares north. Pull it one square west and jump onto it, then north to the coins. Go east to the treadmill and the next door. Collect the coins and push two or three drums, but no more, into the fenced area in the spiked gap, then stand on the northernmost one and pull yourself to the hook to the north. Avoid the snakes and get the coins, and then exit through the north door. Get the coins in this room, and exit through the north door. In the next room, go west, stand on the spike traps when they’re down, and long jump over the slopes. Avoid the ghosts and enter the second door you see. Get as many coins as you want; most of them are in the outer part of the room. When you’re done, enter the inner part through its west side and hop north across one of the collapsing platforms. Watch out for the ghost! Just south of the ghost’s patrol route are some coins and the exit. z. Level 17: Helmet Factory 2 Get the coins east of your starting location, and head through the door to the north of them. Pull yourself by the hooks on the north side of the room, and then pull yourself by the hook in the mid-east area of the room. Grab the metal object and spit it out it one square east of the square from which you can jump to the island with the button on it (look at this description on part at a time; you’ll get it). Pull the object to you from the island with the button on it, and set it on the button from the square north of it. Jump over to the apple and pull yourself by the nearby hook and return to the “hub” room through the door to the south. Move southeast over to the next door. Grab the metal object and jump onto the moving platform, and then set the object on the square of land that you pass, and jump onto the area northeast of it to get all the coins. Grab the metal object from the square three squares north of it and jump onto the moving platform. Set the object onto the button from the square one square north of it, then return to the hub room the same way you came. In the hub room, move southwest, getting the coins when you see them. Notice the green force-field? That will dissipate when three buttons it the outlying rooms have metal objects pushing them down. Since you’ve already set metal objects on two buttons, only one remains; it is in the room northwest of the force-field. In this room, enter the door in the northwest corner for some coins. Back in the room with the button, place the object on the north moveable platform and jump around to the south side of it to grab it. Leave it somewhere out of the way (one of the two far-south squares of land), and pull the northern moveable block two squares south. Move the southern moveable block one square west, out of the way, and pull the northern moveable block one square south. If you did it right, one should now be one square west of the other. (If the metal object gets in your way, just move it). Put the metal object on the east of the two moveable blocks and jump onto the island with the switch on it. If you try to grab the metal object from here, your tongue will latch onto the west moveable platform, so pull it one square west and then grab the metal object and place it on the switch. If all the metal objects are on switches, a message will pop up telling you that a door has opened. Return to the hub and enter the door that was previously blocked. Stand in one of the alcoves to get to the other side of the crocodile wearing a gas mask, and continue north to reach the exit. aa. Boss: Tentacle Monster This is the monster that Chief Bonzo created. Beating it is tough and complicated, so I will start by explaining how to avoid its attacks. Obviously, it attacks with its tentacles, more so when you are on the inner ring. Sometimes the tentacles are even invisible. You will not get hit by this attack if you keep moving, though. The monster will also attack by throwing globs of goo into the air, but you can avoid being hit by one if you watch their shadows. Finally is the attack that is the key to beating the boss. It will fling slugs onto the outer ring. These slugs will move counterclockwise around the ring. Jump onto the inner ring if they are too hard to avoid. To damage the boss, there must be slugs circling the outer ring, and the drapes on the northwest and northeast parts of the room must be open. To open them, face them, jump up and use your tongue move in midair, as if you were swinging across a high-up pole. Make sure both drapes are open at all times, so that you can damage the boss (They will slowly close throughout the battle). While you are waiting (I will tell you what you’re waiting for in a second), stay in the large alcove on the north side of the room where you will be safe from almost all the tentacle monster’s attacks. Most importantly, though, be careful not to fall into the goo! Now I will tell you how you actually damage the monster. As the slugs pass through the sunlight that the drapes let in, they will begin to burn. As soon as one turns into a bean-like object you can grab with your tongue, move it to somewhere you can reach with your tongue from the inner ring if it isn’t already, jump to the inner ring, grab the object, and spit it into the tentacle monster’s eye. If you are fast and dexterous, you can do this a couple times without getting hurt. Again, the key to winning this battle is to constantly keep the drapes open so the slugs will burn and turn into the bean-like objects. You should also never stop moving, so you’re less likely to be hit by a tentacle attack. Keep up this strategy and you will quickly deplete all of the tentacle monster’s health, thus stopping the production of brain control helmets! (Although I’m not sure how) ab. Level 18: Crocodite Mines 1* You didn’t think you had beaten the game, did you? Sneak past the crocodiles, then pull the southern moveable block two squares west and jump onto the bat’s patrol route. On the southeastern square of this route, pull the northern moveable block one square south and jump onto it, and then head east. You will have to cross some collapsing platforms that turn south, and pull yourself by a hook, circle around, and pull yourself by another hook, moving east this time. Avoid the moths and bats as you move across their islands until you reach a checkpoint. There is a hook northeast of here, guarded by more moths and bats. Pull yourself by it, avoid the crocodiles, then go east and pull yourself by another hook. You must then hop into a lower area, and up onto a higher area with a spike on it. Continue, grabbing the apple, until you find a collapsing platform. There is a high-up hook above it. Jump onto it, then quickly jump up and grab the hook to the east. From there, jump onto a moving platform. Stand on the collapsing platform you find there, facing east, and jump up and grab the hook, swinging east to reach a checkpoint. Hop across some platforms, starting with a collapsing one to the south, and pull yourself by the two hooks you come to. There is also another hook to the northeast. East of that are some spike traps and a crocodile. As you continue east, you will find spike traps on floating platforms. Time your jumps carefully to get by them without being hurt (There is a split-second when it’s safe to stand on any spike trap). You must long-jump down a slope. Jump across the gap from east to west when the crocodile is on the southern part of his patrol route, and then continue west, pulling yourself by hooks and jumping across collapsible platforms. Go south, pull the platform and grab the coins if you want, and go east, getting a checkpoint and coins and avoiding spike traps. Avoid the bats as you hop across their floating islands, and head north across some platforms, including some you must pull (Be careful- the camera angle is deceptive). Avoid the crocodile and swing across the high-up hook, just to the east, and get the checkpoint. Just east, across the steppes, is the exit, although there are some apples and other items you can get to the south. ac. Level 19: Crocodite Mines 2 Jump down the long slope just to the east of where you start. Move east past a bat and along a long series of collapsing platforms with coins on them. If you are fast, you can get all the coins without falling. You will end up on a platform with an apple and spike traps on it. Get the apple, wait for the platforms to regenerate, and then go south to the next island with a bat on it. Continue south past more bat islands to a crossroads where you can go west or east. Go east on the moving platform. You must ride another moving platform, north this time (You may need to get onto it from its east side). Continue north to a checkpoint, but don’t go straight north from it! There is a slope there. Instead go one square west from the checkpoint, then north. There are two pullable platforms. Pull and jump across the east one. Go northeast, get the apple, and head south across collapsing platforms. Use careful timing to jump onto the moving platform, and then continue south across more collapsing platforms (Get the apple on your way). You will end up at a checkpoint. East, past a moth, are two coins and a moveable block puzzle. Pull the only block you can reach one square south, and jump onto it. Pull the block north of it one square south, get onto it, pull the platform east of it one square west, jump onto it, and get onto the platform one square south of it. Push the third platform one square north, jump onto it, and pull the platform to the north one square south so you can jump across it. Move northeast across some platforms to another checkpoint. In the northeast of this area is a place where you can jump south and continue. At the split in the path, take the west path and travel across the moving platforms (There is a shortcut at one point). You will end up at a checkpoint with many pullable platforms to the east. Pull the northernmost one and jump onto it, and then pull and jump across the platform to the east of that. To the north is an area with a rabbit; go over to the rabbit to get a fly if you want, then backtrack to the area to the east of the two platforms you pulled and go east, then south, and jump across the platforms, getting the checkpoint as you go. Avoid enemies as you move counterclockwise around a circle of platforms, circling around a gap on its southeast corner. Circle around the next such gap and go north. You must circle around one more gap, and jump across some collapsing platforms. Get past the moth then pull yourself by the hook you see to reach the exit. ad. Boss: Crocodite Statue Notice the apples in the northwest and northeast corners? Only get these when your health isn’t full, or they’ll go to waste. The boss will throw three different objects at you: spiked balls, boulders, and bubbles. At first, you must simply avoid all of these except bubbles, which are the rarest. When you see a bubble, align yourself so it lands on you (All the objects bounce, not roll, so you can avoid them easily, whether intentionally or not). The bubble will surround Frogger. Continue to avoid the spiked balls; they can pop the bubble. Notice how there are two gaps in the boss that alternately charge with electricity. You must bounce the boulders, not the spiked balls, onto whichever one is charged so line yourself up with a boulder that is on the same row as a hole, and wait for a boulder to come towards you. Stand so it hits you (The timing is tricky) to get it to bounce onto the gap that is charged with electricity. Often, you will aim for a gap, and bounce a boulder at it, and the boulder will hit the gap just a split second after the electricity moves to the next gap. Just keep it up though; you’ll get the timing with practice. After bouncing two boulders, the bubble will pop, and you will have to wait for the boss to fire a new one. After hitting the boss twice, he will slide open like a door, and more gaps will be revealed. There will now be a total of 6 gaps. The boss will be more difficult to hurt, and you will have to change your timing. After hitting the boss three more times (A total of five times), he will slide even further open, and there will be a total of eight gaps. This is his last transformation, and though he is difficult to hurt now, you must only hit him three more times to win. ae. Level 20: Sky Fortress** Get the 12 coins in the area where you start and exit through the door to the west. In the next room, swing across the high-up hook and make your way across the enemy-infested islands. Get the apple and push it one square west, and then loop around and jump across it to the checkpoint. Get onto the collapsing platform and swing from the high-up hook, and then move along the rest of the collapsing platforms and pull yourself to the hook to the north and get the apple. Get onto one of the moving platforms and pull yourself by the hook to the west. As you move north, push each moveable platform two squares east. Pull yourself by the hook to the north as you go. Eventually, you must push a total of four blocks two squares east. Backtrack to the moving platforms and hop onto one. Ride it to the east ledge, which mirrors the west one you were just on. Push each of the four moveable platforms two squares west, and then backtrack and get onto one of the moving platforms. Jump onto the southernmost of the moveable platforms you pushed and move north across the other seven, then onto the other moving platform to the north. Get the apple that you come to and swing across the high-up hook. Get onto the next moving platform and pull yourself by all the hooks in the area, moving west to the door to the next area. Jump across the collapsing platforms and get onto a moving platform. Ride it past some platforms with coins on them, grabbing them with your tongue, as well as an apple. Get onto a collapsing platform on your west side and jump onto the checkpoint. Jump onto the four-square platform and it will start moving. Avoid the fire that comes at you and enter the door to the next area. Jump onto a moving platform and make your way across the rest in the area, grabbing the apple and moneybag as you go, and then pull yourself by the hook. Jump across the platforms that follow, looping around so you can reach and swing across a high-up hook. Continue west, then north, to a checkpoint (You will have to pull a pullable platform). Avoid the fire as you continue north, pulling yourself by a hook (Use the collapsing platforms to your advantage). When you get to the fire traps, hop west across the collapsing and non-collapsing platforms. Jump across more platforms to the west, avoiding fire. You must circle around a gap in the collapsing platforms, moving south to two apples, and then move west to a checkpoint. Pull the moveable platform two squares east and push it one square north, and then jump across it. Get the 16 coins the north, and then pull the next moveable platform one square south and push it one square west, and then jump across it. Ride a moving platform, grabbing the coins with your tongue as you go, and get onto the platform to the southwest. Push the moveable platform two squares north and pull it one square east, and then jump across it. Enter the door to the next area. Avoid the fire as you move west, south, then east, collecting coins and pulling yourself by hooks as you go. Get onto the next moving platform that comes by. Get onto the platform to the south of the moving platforms’ path and hit the checkpoint. Jump onto the area east of it, patrolled by four bats. Jump east from this area and pull the pullable platform you see. Follow the crocodile along his patrol route. Hop onto the next patrol route as soon as you can, then jump back when the crocodile is out of the way, because another crocodile is on his way. Jump back and follow that crocodile when he turns around, and immediately jump in front of him and continue. Keep cutting corners to stay ahead of the crocodile. Move south, up against the wall, to an area patrolled by moths. Get the coins, jump up, grab, and swing across the high-up hook to the east. Avoid the fire and spike traps as you navigate the next area. You will come to a moveable block. Pull the eastern pullable block, and then pull the moveable block one square south. Push it two squares west, circle around and hop onto it. Pull the block to the north and jump onto it. Get the apple and enter the next door. Get the coins as you avoid the crocodiles. Jump onto the platform to the southeast and pull and jump across the platform to the north. Pull the moveable platform one square east and jump across it. Pull it one square west and push it two squares north. Jump onto the collapsing platform to the northeast, then north. Pull the moveable platform two squares north, and then jump west from it and over to a hook which you must pull yourself by. Jump across the platforms that follow, pulling yourself by a hook and quickly pulling and jump across a pullable platform. You will reach a checkpoint. Pull yourself by the northernmost hook and continue. Pull the only moveable platform within reach one square south and jump onto it. Pull the northeastern platform one square south and jump onto it. Pull the southeastern block one square north and get onto it. Jump onto the southwestern platform and then onto the northwestern platform. Jump west onto the next platform and push the moveable platform two squares east. Return to the other four platforms and push the northeastern platform one square north and jump across it to the platform with the coins. Move north along the eastern strip of land and push the platform to the north two squares west. Hop across the platform to its south, then it. Continue north (The fire traps are very hard to avoid, so hopefully you have a lot of health) and pull one the pullable platforms and jump across it, and then enter the door to the next room. Pull the moveable platform one square west, then two squares south. Push it one square east and pull it one square south. Now push it two squares east. Get onto it and pull and jump across the platform to the north. Pull the next moveable platform two squares south and push it one square east, and then jump onto it. Pull the eastern platform one square west and jump onto it. Pull the western platform one square east and push the eastern platform one square east, and then jump onto it (Get the coins to the south). Pull it one square north and jump onto it again. Pull the northern platform one square south and jump onto it. Pull the platform to the south one square north, and then push the north platform one square north. Jump across it to the checkpoint. Pull and jump onto the platform to the north. Get on the moving platform to the north. Avoid the fire traps as it carries you north. You must ride two more such moving platforms. Hopefully, you will reach the exit alive. af. Level 21: Dr. Wani’s Fortress (If you run into Ronin before you go to the fortress, just skip this section for now. I’m not sure why this sometimes happens; maybe my memory tricked me and it always happens.) This is last level common to both quests, and the last level of quest two. Therefore, it’s pretty tough, and branches off in many different winding paths at several points, so just ignore the wrong paths and follow this FAQ to the exit. You must start by going west and riding some moving platforms (Get the coins if you want). The second set of moving platforms is guarded by fire traps, so stay on the moving platforms for as short a time as possible, and jump onto the first one immediately when there is a break in the fire. Next you must avoid some bats, jumping across gaps in their patrol routes. The fourth and last bat is especially difficult to get by. To the west of it you must avoid more fire traps as you move across collapsing platforms. This part isn’t actually too difficult. North, past the fire traps, a bat, and a rotten fruit, is the door to the next area. This is the main crossroads in the level. Pull the WEST platform one square east and jump onto it, then south. The path from here is straightforward and simple until you reach a moveable platform. Push it two squares north, pull it two squares west, push it one square north, push it two squares west, and pull it one square south. Push it one square west, jump onto it, and pull the platform north of it one square south to jump on it. Now, pull the southern platform one square north, get onto it, and push the northern platform one square north. Jump onto it and continue. Hop across the collapsing platforms, avoiding the bat. Get the coins with your tongue, and enter the western door into the next area. There is line in the gap to the north of the east of the two platforms you encounter. You must push the two platforms onto it. Pull the platform, jump onto it, and push the next two platforms onto the next line in the gap. Go north from the strip of land on the east side of the room, then avoid the spikes and fire as you go west (Before getting onto the strip of land, wait for two fireballs to hit the wall at once). There are two apples past this area that you will probably need to get before you enter the door to the next area. Pull the platform in the next room two squares west, push it one square south, pull one square west, push it one square south, and jump across it. Pull it one square south, jump onto the platform west of it, and pull it one square west. Pull the platform to the south one square north, and jump onto it, then east. Pull it one square east, pull the north platform one square south, and push each platform one square west. There is a fly to the east; before you continue, push the platform between you and it into position (It’s simple enough that I don’t need to explain it), and jump over and grab it, as well as the nearby coins. Now return to the two other blocks you moved and jump onto them, then south. There are two rows of spike traps; you must jump across the southern one to continue. Jump across the platforms over to the southeastern corner of the room, then north, pulling the platform as you go, get the coins, and enter the next door. There are some coins to the west, but to continue, you must pull the platform from the northeast area where you start. Pull and jump across the other platform as well, and push each of the two moveable platforms there two squares south, and loop around and jump across them. You must pull another platform and avoid some bats to reach the door in the northwest corner. Ugh. This part is tricky. Start by jumping across the collapsing platforms and pulling and jumping to the pullable platform. Get onto one of the moving platforms (The timing is the tricky part; watch the bats and the platforms first to decide when it’s best to jump) and pull the northeast of the pullable platforms. Get onto the middle platform (The first one you pulled) if you get the chance, and then ride a moving platform to the northeast platform again, and jump onto it. Jump across the collapsing platforms to reach an area full of fire and spike traps. Avoid the fire traps one at a time, unless they are RIGHT next to each other. Always wait until right after a trap fires to move forwards. When you get past all the traps, you must push some blocks. The path is clearly laid out for you, so I’ll just tell you the order that you should push them along it: east, north, south. This isn’t the only possible combination, but it’s one that works. Remember, you only need to push three of the blocks into the gap to reach the other side. Continue, carefully avoiding the bats and you will have to choose between two doors. I suggest you take the south one first, since it leads you safely and quickly to a fly (Stay out of the southwest area with the purple bats), and then take the north one. On the other side of the north door, hop down the stairs, hop onto the center stairs to avoid the crocodile, and make your way to the door in the northwest corner. Move south, avoiding the bats, and go down the stairs. To avoid the crocodile, stand one square north of the west of the two collapsible platforms, wait until he is about to hit you, get onto the west of the two collapsing platforms, jump onto the east one, then hop one square north, back onto the crocodile’s patrol route. If you did this right, you will now be on the other side of the crocodile, so continue east, and then go up the stairs there. Avoid the bats and go to the door in the northeast corner. Hop onto the long platform guarded by fire traps. Avoid the fire as you make your way south. You must move west, avoiding more fire traps and spike traps (use the collapsing platforms to your advantage). Finally, you must avoid the fire traps to your north. Wait for the southern one to fire, quickly jump in front of it and across the gap, and then get out of the way of the last fire trap before the exit. ag. Boss: Ronin
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