Stinkoman 20X6 Walkthrough

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*** Higher path: Climb the ladder, being careful to avoid the Browntant's shots. If you wish, you can kill the Browntant by shooting it three times. Just remember to climb down to dodge its shots between firing. You can't hurt it while it's blinking red.
*** Higher path: Climb the ladder, being careful to avoid the Browntant's shots. If you wish, you can kill the Browntant by shooting it three times. Just remember to climb down to dodge its shots between firing. You can't hurt it while it's blinking red.
*** Climb up higher and shoot the Chorch. Then jump off the ladder and onto the platform with the tree on it.
*** Climb up higher and shoot the Chorch. Then jump off the ladder and onto the platform with the tree on it.
-
*** When the Greggo is walking away from you, jump up from your platform and shoot it in the back.
+
*** Jump up from your platform and shoot the Greggo. Don't worry about the direction it's facing, you won't jump high enough for it to see you.
 +
*** Walk to the stair-like platforms. When the moving spike is down, jump over it and land on the edge of that platform, avoiding the spike.
 +
*** When the timing is right, jump over the Jaru. You might want to shoot it. Once you reach the end of the stairs, jump down while staying close to the wall. You will land where the two paths reconnect.
 +
* Follow the path of the ground you are in without jumping up. The Chorch won't be able to hard you down there. Go the end of the path into the bushes. There's a wall there, so you can't continue, but you can shoot to Jaru on the other side. Finish him off now so he won't bother you later.
 +
* Jump up to the next platform and shoot the Chorch. Follow the path to the platform directly above. Run past a moving spike on the ceiling whenever it is retracted. Stop between spikes and then repeat the process until you pass all three.
 +
* Jump onto the box. After the Browntant shoots, jump and shoot at it. Repeat this process until the enemy dies. Then jump up to where the Browntant used to be.
 +
* Hop onto the tiny platform. Then jump to the one on the left. When you hop to the one to the right, be careful. If you fall, you will land on the Pooru-Poorus and get hurt a bit. When the moving platform is at its lowest, hop on. Ignore the solitary tiny platform to the right.

Revision as of 01:27, 25 March 2005

This is a walkthrough for the game Stinkoman 20X6. It contains the transcripts for the movies in the game and tells how to beat the levels.

Spoiler Warning: Plot and level details follow.

Contents

Introduction Movie

This movie is an introduction to the game. To view it, wait on the first menu screen for a while. (The one that reads, "PLAY GAME!")

Transcript

{An alien landscape is shown. The ground is dark but is glowing blue. A cloudy dark sky up above contains stars and a purple planet. In the space between the ground and the sky, subtitles appear.}

ON PLANET K, STINKOMAN IS ALWAYS
LOOKING FOR A FIGHTING OR A CHALLENGE.
IN 20X6, HE CAN USUALLY FIND ONE!

{A silhouette of Stinkoman appears from the left side of the screen and walks along the planet. Once he reaches the center, he starts walking in place and fades out from the shadows. Subtitles appear underneath him.}

THERE HE IS!

{The scene cuts to blackness and Stinkoman appears from a side. The screen flashes and Stinkoman turns golden and shines. The word "STINKOMAN" appears next to him. Then he disappears and the same thing happens to 1-Up and then Pan Pan. Then they all fly into the same screen one at a time and each one occupies a third of the area.}

Level 1 - GO HOME!

"Stinkoman heads home after beating a gem-studded brainbot" Stinkoman is headed home after winning a challenge. Unfortunately for him, the way back is filled with dangerous traps, baddies and bottomless pits!

Stage 1 (Transcript)

{Stinkoman is standing in a green area. Tampo the robot is silhouetted in the foreground.}
STINKOMAN: {subtitled} ARE YOU INQUIRING ABOUT A CHALLENGE??

{The camera switches so that Tampo the robot is standing against a blue sky and Stinkoman is silhouetted in the foreground.}
STINKOMAN: {subtitled} YOU ARE TALL, BUT...

{Stinkoman flies across the screen in an action pose.}
STINKOMAN: {subtitled} THAT WON'T STOP ME FROM...

{Stinkoman punches Tampo the robot crazily. Black lines are flashing around for effect.}
STINKOMAN: {subtitled} PUNCHA-PUNCHA-PUNCHA!!

{Camera switches to the view used in scene #2. Stinkoman lands in the foreground. Several explosions appear on Tampo the robot's body as he sinks out of sight.}
STINKOMAN: {subtitled} AND OTHER VICTORY FOR STINKOMAN!!

{Stinkoman is standing against the sky with only his head visible.}
STINKOMAN: {subtitled} KILLING THAT ROBOT MAKES ME WANT TO GO HOME!!
{Stinkoman's head appears to glide away to the left.}

{The basic level start scene plays with the words "TRY LEVEL 1.1" at the bottom}

{As the game begins, the following words are projected across the screen for a few seconds.}

START PLAY!
A - JUMP, S - FIRE,
ARROW KEYS - MOVE

Stage 1 (Guide)

  • Move forward, ignoring the remains of Tampo the robot. Simply shoot the two Jaros that you'll meet.
  • Jump and shoot the Chorch. Then jump up on the high ground and keep moving.
  • Wait for the Greggo to start walking away from you, then jump and shoot him. Climb up to the highest level of this small hill and go to the edge, taking call not to fall onto the Old Sages down below. (They will instantly kill Stinkoman.)
  • Jump onto the nearest floating platform when it is at its lowest. Wait until it is higher up, then shoot the Chorch.
  • Walk onto the next platforms when your platform is higher. If you fall, you will die instantly. When you are on the third platform, jump and shoot the nearby Chorch.
  • Jump over the small gap when the next platform is low. Then go from platform to platform in a similar manner. When you reach the end, jump off the the lower ground and shoot the two Jaros there.
  • The path now splits in two. The lower path is riskier, but the higher path is longer.
    • Lower path: Get on the rightmost edge of the area you are on and you will see a tipping platform. Carefully time your jump so that you land on the platform just as it comes back up.
    • Quickly run across and jump at the very edge of the platform onto the tiny platform.
    • Jump from the tiny platform to the ground that lies ahead.
      • Higher path: Climb the ladder, being careful to avoid the Browntant's shots. If you wish, you can kill the Browntant by shooting it three times. Just remember to climb down to dodge its shots between firing. You can't hurt it while it's blinking red.
      • Climb up higher and shoot the Chorch. Then jump off the ladder and onto the platform with the tree on it.
      • Jump up from your platform and shoot the Greggo. Don't worry about the direction it's facing, you won't jump high enough for it to see you.
      • Walk to the stair-like platforms. When the moving spike is down, jump over it and land on the edge of that platform, avoiding the spike.
      • When the timing is right, jump over the Jaru. You might want to shoot it. Once you reach the end of the stairs, jump down while staying close to the wall. You will land where the two paths reconnect.
  • Follow the path of the ground you are in without jumping up. The Chorch won't be able to hard you down there. Go the end of the path into the bushes. There's a wall there, so you can't continue, but you can shoot to Jaru on the other side. Finish him off now so he won't bother you later.
  • Jump up to the next platform and shoot the Chorch. Follow the path to the platform directly above. Run past a moving spike on the ceiling whenever it is retracted. Stop between spikes and then repeat the process until you pass all three.
  • Jump onto the box. After the Browntant shoots, jump and shoot at it. Repeat this process until the enemy dies. Then jump up to where the Browntant used to be.
  • Hop onto the tiny platform. Then jump to the one on the left. When you hop to the one to the right, be careful. If you fall, you will land on the Pooru-Poorus and get hurt a bit. When the moving platform is at its lowest, hop on. Ignore the solitary tiny platform to the right.
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