Stinkoman 20X6 Walkthrough

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Stinkoman 20X6

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 and bosses.

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!
Stinkoman goes gold!

{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 against Tampo the robot. Unfortunately for him, the way back is filled with dangerous traps, baddies and bottomless pits! Then he discovers that Tampo isn't finished yet.

Stage 1.1 (Transcript)

Are you inquiring about a challenge??

{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 level start scene is shown (Stinkoman in an action pose with a blue and black background) 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 1.1 (Guide)

  • Move forward, ignoring the remains of Tampo the robot. Simply shoot the two gray bouncing robots named "Jaros" that you'll meet.
  • Jump and shoot the flying blue robot who is called "Chorch". Then jump up on the high ground and keep moving.
A Chorch and a Greggo
  • There's another kind of robot nearby that will hide when it senses you. It's called a "Greggo." 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 spikes called "Old Sages" down below. If you happen to slip and fall onto them, I hope you've already written your will, because you're dead.
  • 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 few 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 and should only be tried by experts (but bypasses all the enemies), but the higher path is longer and good for beginners.
    • Lower path: Get on the rightmost edge of the area you are on and you will see a trapdoor. 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 shooting robot named "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 time is right, jump over the Jaro. You might want to shoot it. You also may want to take out that Browntant on the other side of the wall. Once you reach the end of the stairs, jump down while staying close to the wall. (You can also take out the Chorch at this point.) You will land where the two paths reconnect.
  • Follow the path of the ground you are on without jumping up. The Chorch, if it is still there, won't be able to harm 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 the Jaro on the other side. Finish him off now so he won't bother you later.
Drills gone mad!
  • Jump up to the next platform and shoot the Chorch. Follow the path to the platform directly above. Run past a drill on the ceiling whenever it is retracted. Stop between drills 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.
  • When the moving platform is between the two upper platforms, jump off to the left. If you are low on health, hop onto the box. You will need to fall through the trapdoors to reach the pill. There are two ways to do this without taking damage from the moving spike below:
    • Sometimes you can time it right so that you can land on the lower trapdoor with enough time to spare so you can jump back up to the top one and then jump away to safety.
    • When this is not possible, time your jump so the drill is gone. Drop and quickly run right.
  • Get back to the upper platforms and jump to the left platform. Then drop down the path between the two walls, moving left and right to get off the tiny platforms that will be blocking your path. As long as you took care of that Jaro earlier, you should have no problem.
  • When the horizontally moving platform gets really close, hop on. The path now splits into two. The lower path is really risky and should only be tried if you want a challenge. The higher path is much easier and safer.
    • Lower path: Hop onto the square platform. Then jump onto the little platforms one by one, being very careful not to fall off. When you reach the last one, wait for the moving platform to be down low and hop on.
      • Higher path: Jump onto the ladder when the timing is right and climb up to the top. Be careful, a invincible flying robot named "Kolkaryu" will come to meet you up there. It will shoot some shots downward. When it comes, quickly run to the tree and you'll be safe.
      • Walk to the edge of the platform and time your jump so you land on the dipping platforn just as it comes back up. If you fail, try to catch yourself by landing on one of the tiny platforms below. If you succeed, jump onto the moving platform and you'll be where the paths reconnect.
  • When the platform you're on is high enough, jump onto the stationary platform. Then wait until the next platform is low enough and make the rather big jump. You should try to be halfway off the stationary platform before you jump.
  • Jump onto the closest dipping platform when it's up and then quickly jump onto the ground. Stay clear of the drill!
  • Jump over each drill whenever they are in the ground until you've cleared them all. Now the path splits up again. The lower path is easier, but both aren't too hard.
A Browntant and a Jaro
    • Higher path: Staying up on the platform with all the drills, jump when it's safe and shoot the Browtant until it dies.
    • Hop onto the dipping platform right after it comes back up and then jump to the platform which had the Browntant on it. If you fail doing this part, you will land on the lower path. Then jump onto the next dipping platform with good timing and quickly walk towards the end and jump onto the platform with the hanging ladder to be at the connection point.
      • Lower path: Drop off the platform you're on and shoot the Jaro through the box. Hop over both boxes jump over the cliff and grab the ladder. Don't mess up or you'll die. Climb up the ladder to be where the paths reconnect.
  • Jump off the platform and grab onto the hanging ladder of the next platform. Climb up when it's same and shoot the Browntant. Either jump over or duck under (using the ladder) to dodge its attacks.
  • Jump off right side of the platform and onto the tiny platform below. Then try to reach the next one to your right. From there, jump to the big bunch of ground. Remember, Stinkoman won't fall from the tiny platforms until his feet are completely off.
  • You will reach a big hill. Shoot all the Jaros and Chorches. Then kill the Browntant by jumping when its safe and shooting.
  • There's a power crunch in the second to bottom row with a spiky cucumber called a "Pooru-Pooru" right over it. Grab the pill without going under the Pooru-Pooru to not get hurt. It is best to approach the power cruch from the right side. You'll have to inch close to safely get it.
    • SECRET ITEM! Go to the top of the hill and jump. You will find a hidden platform behind the tree. Jump again and you will find a hidden power crunch behind the tree. This is the only item to be hidden like this is the game. Too bad it's value is somewhat dubious because of the power crunch nearby.
  • When you're ready, run up to the flag and end the stage.

Stage 1.2 (Transcript)

{The same level start scene is shown with the words, "TRY LEVEL 1.2" at the bottom.}

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

START PLAY!

Stage 1.2 (Guide)

  • Blast the Jaro and make your way to the ladder, which has 3 Pooru-Poorus under it. Jump onto the ladden and don't let go. Wait until the Greggo has passed and the drill to have gone up, then immediately clear the ladder and if necessary, get close and punch the Greggo to kill it.
Don't Fall!
  • Climb up to the top platform and watch out for the semi-hidden Pooru-Pooru. Jump over it and be careful. A Browntant is ahead and will shoot at you. Jump over its shots and kill it. Then stand on the right edge of the platform.
  • Wait for the trapdoor to come back up and immediately run off the edge, land on the trapdoor, and jump on to the platform to the right, the one with the wall on it. Then shoot the upper Chorch through the wall.
  • This next move is kind of tricky, so be careful. Wait for the moving platform under you to get closer. When it's directly under you, fall to the left and snap back to the right to land on it. Then immediately shoot that other Chorch. Hop onto the lower vertically moving platform when the time is right.
  • There's a power crunch ahead, but it's extremely hard to get to it and back. Don't get it unless you really need to and if you are confident with your skills.
    • If you choose to get the power crunch, you can get there two ways. The basic way is to wait on the vertically moving platform and jump onto the trapdoor as soon as it comes back up. Quickly walk to the edge and jump to the platform that holds the energy tank. The other way is to climb up to the stairs above and drop through onto the platform.
    • This next part is difficult, but you need to return. Look carefully at the trapdoor and the nearby vertically moving platform. You'll need to jump from one to the other when they are allaigned. Even then, you'll have to get the most out of your jumps by jumping at the very edge of each platform.
    • When the trapdoor drops when the vertically moving platform is around halfway down and lowering, that's usually a sign that you should attempt the manuever as soon as the trapdoor raises. This is possible, and good luck.
  • Whether you go for the power crunch or not, the next step is to jump onto the next vertically moving platform when they align. You should have killed the Chorch here earlier, but even if you didn't he shouldn't be much of a problem. When it's time, jump onto the solid platform above.
  • Go down the stairway, and either wait on the second-to-bottom step to shoot the Jaro when it hops, or jump over it and shoot it. As stated earlier, you can choose to drop directly down from the bottom step to land where the power crunch is. If you choose not to, go up the other stairs.
Ahhh! Kolkaryu!
  • As you climb up, ignore the path of tiny platforms below. They'll be explained later. Once you reach the top, stay off the elevated part of land with the Browntant and immediately move to the center of the platform. A Kolkaryu will have appeared, but as long as you stay there directly underneath it, you will be fine.
  • After the Kolkaryu leaves, jump up and deal with the Browntant the way you usually do. Then go to the right edge of the platform. You will see three trapdoors.
  • Watch the trapdoors and use your judgement as when to run or jump across. If you want, you can shoot the Greggo when it gets close before you go. If you don't, just punch it when you get there.
  • If you mess up and fall through these trapdoors, don't panic. You aren't going to die.
    • If you fall, there's a platform directly below. There's a Jaro on it, so try to avoid it. Once you land, quickly kill it. Then jump and shoot the Greggo.
    • Jump onto the platform that the Greggo was on. Then jump onto the tiny platforms from there, one after the other. From the second one, jump back onto the staircase. You're now back where you belong. Be careful though, these jumps can be rather tough.
    • Get back up to where the Browntant was. Cross the three trapdoors without messing up this time and kill the Greggo.
  • Walk over to the ladder and climb down to the bottom. Do not let go without making sure it's safe! Underneath the ladder you will see a trapdoor. When the trapdoor flips up, hit the jump button to drop down onto it and hop to the tiny platform to your right.
  • From there, jump onto the ground when the Chorch is out of the way, then shoot it.
  • Hop onto the first floating platform. The jump to the second platform is rather easy, jump on and then kill the Browntant.
Floating platforms
  • Now you have to jump up onto the next two floating platforms. These ones are rather tricky to get onto, so run always completely off the platform you are on and then jump. Once up there, jump onto the little platform.
  • There's another Kalkaryu near that tree. Just jump onto the platform, run to get on the ladder and go up as fast as you can and it won't bother you.
  • Hop across the moving platforms. It's rather easy, and if you've made it here it shouldn't be much of a problem. Time your jumps and take it a platform at a time. On the other side you will find a much-needed power crunch. Try not to get hurt now, because you won't get more health until after the boss. (Or if you die, but you don't want to do that.)
  • Below you are a bunch of blocks forming a staircase. There are obstacles on the stares. In respective order, there are a half-hidden Pooru-Pooru, two drills one after the other, another Pooru-Pooru, and a Jaro. You can stay on the edges of the steps to avoid becoming a futuristic slice of swiss cheese. Wait on the second Pooru-Pooru step to blast the Jaro when it jumps into range.
  • Jump onto the last remaining box and then prepare to jump onto some ground. You can't actually see the ground, so aim for the tree when jumping off the last platform. Watch out for the Browntant a few steps away from the tree.
  • After killing the Browntant, run ahead like crazy and prepare to meet the first boss in the game!

Level 1 Boss: Tampo (Transcript)

{Cut back to the start of level 1.1, where Tampo's remains are lying. Suddenly the brain that was sticking out on top wiggles and floats up. It flashes black and grows huge. Its brain stem disappears and the medulla turns a bright red during the change. Then it floats away to the right.}

{Cut back to Stinkoman. He is standing in a green field. Suddenly Tampo floats by and heads to the upper right corner of the screen.}

STINKOMAN: Are you asking for a challenge?

After you defeat Tampo...

{Tampo's medulla disappears and he shrinks back to normal. Then he disappears with a pop. Stinkoman laughs for a while and then teleports away.}

Level 1 Boss: Tampo (Guide)

  • It looks like Tampo wasn't satisfied by the first beatdown. His brain has come back for revenge on Stinkoman. It's just too bad his weak spot is HUGE. It's the giant bright red medulla.
  • Tampo will hover around in the top-right corner in the screen for a little bit. Then he'll drop down lower and fire four glowing balls at you. Three of them go in a group that will sink into the ground nearby and the other one will fly away right above Stinkoman's head. Then he'll go back up to his starting location and shoot four more balls downward in a similar fashion. Then he'll go to the left side of the screen and repeat the attack. He takes 8 hits to kill and speeds up as he takes more damage.
Level 1 Complete!
  • You can only hurt him when he comes down low to attack. Jump and shoot. When he's blinking red he's invincible making you normally only able to hit him once per lowering, but if you time your attacks good enough and if Tampo's going slow because he's not hurt too much, you can hit him twice in a single round.
  • To defend from his attacks, run to the middle of the screen after attacking him to fit in the gap in his first spray of glowing balls, then towards him to completely avoid the second spray. It will be difficult at first, but you will get the hang of it soon enough. Then he will switch sides and repeat himself, and so must you. Remember that he gets faster after every hit, so stay on your toes.

Level 2 - PICK A BONE!

"Stinkoman goes after the chicken what choked him"
Stinkoman is back home and eating food. 1-Up tries to tell him that Pan Pan has been kidnapped, but Stinkoman chokes on a bone and then all he cares about is going through his chicken-infested kitchen to find the chicken who choked him.

Stage 2.1 (Transcript)

{A city is shown as the camera scrolls left. Eventually Stinkoman's house appears and the camera stops moving.}

{Cut to inside Stinkoman's house. Stinkoman jumps up in a fighting pose. The background is blue with flashing black lines for effect. The animation repeats itself three times.}

{A sideways view of Stinkoman with a blue background streaked with white lines for effect. Stinkoman is dashing forward in an action pose.}
STINKOMAN: {subtitled} WAAAGHH!!
{Stinkoman's right fist hits a refridgerator door handle.}

{The refridgerator is open. It is mostly empty except for some soup and jars. Stinkoman is silhouetted in the foreground, facing the fridge.}

A Bone Challenge?!

{Camera switches view to Stinkoman in front of a plain blue background. Only his head is visible.}
STINKOMAN: {subtitled} OH BOY! CHICKEN SOUP WITH AN DUMPLING!!

{Cut to Stinkoman quickly slurping up chicken soup at the table.}
STINKOMAN: {subtitled} CHOMP! CHOMP!
{1-Up comes up and stands to the side. Stinkoman continues eating.}
1-UP: {subtitled} PAN PAN'S BEEN KIDNAPPED!

{Stinkoman's head is shown again. His mouth opens and a bone shoots out.}
STINKOMAN: {subtitled} WAAAGHH!!

{The bone flies away spinning against the white-streaked blue background.}

{Stinkoman is standing with his mouth open. 1-Up is standing to the side.}
STINKOMAN: {subtitled} A CHICKEN BONE!
{Stinkoman closes his mouth.}
1-UP: {subtitled} BUT PAN PAN'S BEEN- {Stinkoman enters the pose he was in during scene #2 of this movie and stays there.}
STINKOMAN: {subtitled} I WILL FIND THE CHICKEN WHO'S BONE THIS IS AND ASK HIM IF HE IS ASKING FOR A CHALLENGE!!

{The same level start scene is shown with the words, "TRY LEVEL 2.1" at the bottom.}

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

START PLAY!

Stage 2.1 (Guide)

  • Wow, huge kitchen. Blast the yellow chicken heads known as "Terrell". See the hot electric burners? They're called "Rose Blake" and do not hurt unless they are white-hot and flashing. That gives you the time between cool-down and heat-up to valiantly dash across. Or hop. It's a good idea to stop between them.
Fear the Lundsford!
  • Next, you will notice some gas-burners. Called "Lundsford", they are obviously only dangerous when the blue flame is on, but you can stand in between or on the edge, and as long as the flame does not touch you, you are good to go. Hop off the Lundsfords and onto the ladder.
  • Next, go up when it's safe and blast the chicken in jogging shoes, called "Grundy". Run across to meet 3 Terrells and introduce them to your fist. Watch out for the Browntants on the other side, which you can dodge or altogether destroy.
  • There is a power crunch where you crushed those Terrells, on the bottom left. Unless you are heavily damaged from Stage 1, destroy everything in the general vicinity before taking it.
  • Go back to the bottom of the really tall ladder. The path now splits in two. The open path is the regular path which almost everyone should take. If you want a difficult challenge, take the lower bath. They both have power crunches.
    • Higher path: Climb up the ladder, dodging and killing the Browtants, if you haven't already.
    • At the top of the ladder, the bloated chicken known as a "Stobat" threatens your soup and life with an unlimited bone barrage. Wait for the calcium of doom to pass and quickly pull up onto the platform and get to the left tip. Make sure you are out of range of its attacks, and then give it "what for" with your shots. Now is the time to get that power crunch down there if you were saving it.
    • Blast the Chorch and get on the first moving platform. Watch out for a Kalkaryu strike on the center moving platform. The safest course of action is to wait it out on the first platform, which would by then shift back and out of harm's way. You can also wait in the center moving platform, that one that's going up and down. Take out the second Chorch and move on. These jumps can be a little tricky, so remember to jump after at least half of you is over the cliff.
    • The right moving platform is an ooch to the right of where its limits were supposed to be. If you fall during this part, try to land on the platform hold the lower path's power crunch.
    • Once you get past the moving platforms, you will see a trapdoor with a Stobat and Terrell on the other side, and a Kolkaryu will trigger right before the trapdoor. Employ standard UFO evasion and then blast the Terrel. Then stay on the left side of the trap door and shoot the Stobat for another power crunch.
    • Fall through the trapdoor and don't move to land on a platform. This is where both paths reconnect.
This was a bad idea...
      • Lower path: This path is for daredevils only. You've been warned. Anyway, to take this path, go right from the really tall ladder and kill the lowest Browntant. Then keep moving and you will see a bunch of Pooru-Poorus. It is hard, but possible to jump into the small space betwen the Pooru-Poorus. If you get hurt, try to use that little time of invincibility to run through as many Pooru-Poorus as possible, which is usually just one.
      • Keep on jumping from gap to gap and you'll eventually meet a power crunch on an elevated platform. You're probably in dire need of one now, so jump up and get it. Then continue rightwards in the same manner you used earlier. Try to lose as little health as possible.
      • Thankfully the ending is somewhat nearby and soon you'll be able to jump onto safe ground. Then jump onto the two floating platforms nearby one after the other and you'll be where the two paths meet.
  • Anyhoo, jump onto the refridgerators and blast the Chorch there and feast your eyes on that poison bottle called "Tortan". As you can probably guess, the green drops are not candy. Dodge it.
  • The next sequence involves lots of pain if you don't have faith in your jumping ablities. The key is landing on the EDGE of the Lundsford so the flame doesn't melt your robot booties. Jump when the flame is extinguished and move to the proper spot before to Lundsford turns on. Don't fall down, that Pooru-Pooru is one prickly cucumber!
  • Land on the left tip of the third Lundsford and exercise some revenge on the Stobat to earn another generous helping of power crunch. Hop over and down to the crunch and use the ladders to get to the top platform, reminding yourself to destroy those Chorches through the walls to avoid having to deal with them later.
  • As you climb up, you'll have to pass by a few sporks. Sporks are just glorified drills, but they hurt all the time, so just jump over as it retracts, or else risk creating a new belly-button.
  • Watch out for the twin Browntant assault. Focus your firepower on the left one first, then pull up and destroy the other one. Time your jumps so that both of them can't harm you.
  • Climb down the ladders to the bottom level. If you didn't kill them earlier, dodge and then shoot the Chorches as you go. Once you reach the bottom, you'll see a small forest growing in your house!
  • Hidden behind the first tree is a trapdoor. Use it to get on top of the refrigerator. A Kolkaryu will come, but you can easily avoid it by quickly going directly underneath.
  • After the thing leaves, run into the side of the Lundsford and jump directly up to land on the left edge. Wait until the fire goes down and run!
Ahh, the dreaded Browntant-Stobat combo.
  • You'll be met with a Browntant-Stobat combo. Immediately dodge the Browntant's fire and jump onto the left edge of the small platform, out of the range of the Stobat. Burninate the Stobat, which leaves a power crunch, and take care of the Browntant. Get on the floating platform to your right.
  • You've done this before: Jump onto the vertically moving platforms when the time is right and kill the Chorch. Then get on the ladder, using the trapdoor if you want, dodging any Browntant fire. You can destroy the Browntants, but it isn't recommended, considering the 50% survival rate with that trapdoor if you get hit.
  • Drills are old hat by now. Walk underneath them when they're retracted.
  • Stop running after you pass the second drill to remove the Stobat.
  • The two drills that are close to each other won't be much of a problem, just pause in between them. Walk to the edge and you'll see an arrow made up of tiny platforms.
  • Obey the arrow's advice. Oh, no! A bunch of Old Sages are sitting where you're going to land! You're doomed! But wait, what's that? A flag! You're saved! Stinkoman will teleport away right above the Old Sages.

Stage 2.2 (Transcript)

{The same level start scene is shown with the words, "TRY LEVEL 2.2" at the bottom.}

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

START PLAY!

Stage 2.2 (Guide)

  • Take out the Terrell through the stove. You know how to handle a Lundsford.
  • Jump up and over the second Lundsford and onto the fridge, then up onto the platform to your left. If you fall off the fridge and land on the ground to the right, use the floating platform to get back up.
Nice Shoes!
  • Wait for the Grundy to pass, then hop onto the trapdoor and hop to the next platform while blowing up the Grundy.
  • Jump onto the right edge of the Lundsford and wait for the flame and floating platform to drop, then quickly run across the stove and jump onto the platform.
  • Jump to the next floating platform and blast the Chorch when it comes into range.
  • Get to the other side of the platform, remember that the Rose Blakes can't hurt you as long as they aren't white-hot and flashing.
  • When the first one is safe, jump onto it and run to the safe spot. The Old Sages will stop you from jumping over the next one, so just get that timing down and run across. Whatever you do, do not touch the Old Sages.
  • Wait until the last Rose Blake is safe and the trapdoor is about to swing up, then run on the Rose Blake, hop to the trapdoor, and then hop to the next platform in one quick run.
  • Blast the Terrell and then jump the gap. If the Terrell is out of range, shoot it once you get onto the platform. Make sure that you jump far because the gap is larger than usual.
  • Shoot the Chorch and jump onto the moving platform when they come into range.
  • Jump onto the ladder when the moving platform gets close. Once grabbing on, wait for the Grundy to pass, then climb up and blast it.
  • Holy silverware! It's a whole row of angry sporks! Carefully jump to the left ladder, and climb all the way up. It is suggested you jump when the sporks are hidden, but it's possible to make it when they're out. If you fall and land on the sporks, you can jump straight up while invincible and grab onto the ladders.
  • Use the trapdoor and the tiny platform to get behind the fridge, allowing you to easily take out a Stobat so it won't be a problem later. Note the existence of two Browntants above.
  • There's an power crunch below. Jump onto the tiny platform and then jump and hug the left side of the screen. You will land on a platform with the energy boost on it. Grab it, walk off the edge of the platform and fall straight down.
Ladder Hopping
  • Now get back onto the left ladder. Climb up until your head touches the platform. Hopefully, you have good reflexes. Hold down the right directional key, hit the jump button and when you touch the right-side ladder, hit the up key to grab on to the ladder. Keep trying until you make it. If you made it, climb onto the platform.
  • Because you are out of range of the Stobat, now would be a good time to kill it. Jump and shoot.
  • Climb up to the next platform. If you killed the Stobat earlier, you'll have no problem. If it's still there, climb up when the coast is clear and get out of range. Then kill it.
  • When you're ready, jump onto the moving platform, and remember those Browntants you saw earlier. Don't worry, you are out of its range as long as you stay on the moving platform. Jump and shoot it when the time is right, then jump to the platform it was on once it dies.
  • Right ahead is the second Browntant. Jump over its attacks. You don't have to kill it, but it's hiding a power crunch.
  • Jump onto the ladder, wait for the Grundys to pass, then pull up and shoot them.
Safe from danger.
  • Notice the overhanging structures. You can make out a bunch of Tortans. Keep this in mind as you cross to the other side.
  • Now you reach a staircase of Lundsfords. Looks more like the stairway to hell. This part is difficult, but there's a power crunch at the top, so don't worry about losing a little health. Stay on the edges, and wait for the Lundsford to turn off. Then run forward and jump to the next edge.
  • When you reach the fourth Lundsford, a Kalkaryu will ambush you. You can hide directly underneath it to be safe. Hang halfway over the left side of the floating platforms until the robot leaves.
  • You should see three trapdoors. Each one leads to a different path. The first one leads back to an earlier part of the level. The third one leads to a power crunch and then takes you back to the trapdoors. You want to fall through the middle trapdoor.
    • Kick yourself if accidentally fall down the first trapdoor. This left passage drops you in front of a Browntant. Kill it and then you'll discover that you're hanging out over the earlier part of the level.
    • Jump and go right and try to land on the floating platform below. You are now back in the part of the level between the sporks and the Rose Blakes. Bummer. Climb back up the way you did before to the trapdoors. At least the bad guys are gone.
      • Falling down the third trapdoor isn't as bad as the falling down the first one. It does, however, land you in a pile of Pooru-Poorus, next to a Browntant. Don't hug the right wall as you fall, you don't want to touch one of the Old Sages in the roof.
      • Once you land, don't worry about the Old Sages above. You can't jump high enough to touch them. Jump over the Browntant's shots and blast him, just like you usually world. Destroying it nets you a power crunch for your troubles, but it's not really worth it.
      • Once the Browntant is dead, climb up the ladder to a really difficult climb of floating platforms and trapdoors. This is really hard, so you'll need to run as far off the platform as possible to make it, and don't forget to time your jumps so you don't fall through the trapdoors. Then you'll have to jump onto a few tiny platforms. Eventually you should make it back to the three trapdoors. Fall down the middle one this time.
  • Assuming that you went with the middle path, you will fall really, really far, so far that your character may start yawning if you don't touch anything. Eventually you will land between a Stobat on the left and a Terrell on the right. Blast the Terrell on the right so that you can get out of the bones' range and destroy the Stobat.
This should be fun...
  • They make no attempt to hide the daunting task that is avoiding all seven bottles of Tortan...in a row. Wait for the drops to hit the ground and run through, screaming like a lunatic. Well, I guess screaming is optional.
  • You should meet a Terrell as you are running, blast it.
  • If you stop going forward just out of the way of the last Tortan, you will see a Stobat AND stay out of its range. Stay underneath the last Tortan as you kill it, but don't get hit by the poison itself. Take the Stobat out to receive the last power crunch of the stage.
  • Continue running forward. Hey, a big open space. This would be a great area to have a challenge in. This seems REALLY suspicious. Could it be? Yes, it is!

Level 2 Boss: Brody (Transcript)

{The screen is letterboxed and a silhouette of Stinkoman slides to the right in a dramatic fashion. Two collosal chicken legs drop from the top of the screen, causing the screen to shake. The camera pans up slightly so that the bottom of the chicken's torso is visble. The chicken's huge head suddenly drops from the top of the screen and screams ferociously.}

{The screen cuts to a shot of Stinkoman looking up with the shadow of Brody looming over him.}

STINKOMAN: {subtitled in very tiny letters and a small talking mouth} ARE YOU ASKING FOR A CHALLENGE?

{As the round begins, Stinkoman repeats the same message he used against Tampo}
STINKOMAN: Are you asking for a challenge?

After you defeat Brody...

{The sound of an explosion occurs, followed by four falling colossal chicken bones. Stinkoman does his victory laugh and teleports out.}

Level 2 Boss: Brody (Guide)

That's one huge chicken!
  • Brody is the chicken that choked Stinkoman somehow. That's one heck of a chicken. Resembling Grundy in a slight way, he consists of two legs and a head, which both can stretch and retract. He also can apparently fly, because his feet hover over you for a while. You can never see his full body. As tradition requires, Brody's weak point is his head.
  • Brody starts off with one foot hovering along the top of the screen. Sooner or later, it stops moving for a second, then swiftly drops, crushing anything under it. As a general rule, being crushed is not a good thing. After a while, Brody pokes his head from the ceiling for a split second and then lunges downwards, snapping its beak. This move is randomly placed, fast, and therefore very dangerous. After the first lunge, Brody now uses two feet instead of one regardless of whether or not you got the first shot. The next lunge is coming up when only one of Brody's feet are deployed and none are coming back out. Brody takes five hits before going down.
  • To avoid Brody's feet attacks, it doesn't matter what you're doing as long as you move out of the way whenever a foot freezes above your head. As a general rule, you can rather easily avoid being hit if you stay still in the middle and dodge when you have to. Prepare for when the head is about to drop, keep your eyes open and be quick. Dodge the head as it comes down, and if you succeed, shoot him right in the head to hurt him. Don't bother attacking his feet, though. Do good, and you should make Brody a splode.
  • However, if you like cheating, hug the right side of the screen. For some reason, Brody's feet rarely crush this area. This does not work on the left side. When it's time, jump out of your hiding spot and attack Brody's head. Be careful, if you're really unlucky, you can still get crushed, so stay on your toes. But your main problem will be that Brody can still peck you while you're hugging the right side.

Level 3 - DUMB WALL!

"Stinkoman overcompensates and has to collect random crap"
Stinkoman leaves his house only to find that a wall is blocking his way to future challenges. To get over the wall, he decides to fly into outer space and back, only to discover that the wall isn't actually a wall at all.

Stage 3.1 (Transcript)

{Cut to the outside of Stinkoman's house. There's a city in the background and a wall a few feet away. The door to opens for Stinkoman and closes when he leaves. Stinkoman walks out of his house and attempts to backflip-jump over the wall, but the wall is a little bit too high. After three more failed attempts, Stinkoman shakes and soars into the sky.}

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

DESTROY RAIN TO GET
20 NUGGETS!

Stage 3.1 (Guide)

  • This level is more like a mini-game than anything else. Instead of side-scrolling, in this stage Stinkoman is flying up, up and away. You are stuck in a fixed section of the screen, but you can use the left and right arrow keys to move sideways. The S button punches, but no flying fist will appear.
A change of scenery.
  • As you fly, angry raindrops named "Mr. Ubbers" will fall from the 'bove. You have to punch them, which will cause them to pop, making golden nuggets shoot out. The nuggets will fly up and then fall down, and you'll have to collect them as they fall. You have to get 20 golden nuggets.
  • That would be simple, if it weren't for the evil rain clouds with propellers called "Clowders." They float up from underneath. You can't hurt them; you have to avoid them. Touch them and you'll take damage.
  • So the basic idea is that you'll have to kill a Mr. Ubber and stay in the same place long enough to collect the golden nugget that'll come down. Sometimes a Clowder will interfere, and when this happens the best strategy is to leave, forget about the nugget and try again. It's a little harder than it sounds, but the level won't end until either you die or collect 20 golden nuggets. Don't worry about winning with a small amount of health, your health is fully refueled when you win.

Stage 3.2 (Transcript)

{A silhouette of Stinkoman flies up against a blue background streaked with white for effect.}

{Close up to Stinkoman's head. He is still flying up.}
STINKOMAN: {subtitled} I WONDER IF I'VE JUMPED OVER THAT WALL YET.

{View from Stinkoman's eyes. He is looking down and sees his feet above a rapidly-shrinking Planet K.}

{Cut back to the close up of Stinkoman's head. He is still flying up.}
STINKOMAN: {subtitled} ALMOST THERE...

{Cut back to view of Stinkoman's silhouette flying up against the blue sky. Suddenly he stops moving and lines appear arround him, signifying surprise.}

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

GET TENBREAD BUT
NOT OTHER THINGS!

Stage 3.2 (Guide)

P is for Purple!
  • Like the last stage, this stage is also mini-game like. This time Stinkoman is falling down and lots of different items are coming up. The controls are the same as stage 3.1's, but you won't be needing to punch. Gravity makes things much, much faster, doesn't it?
  • You want to collect ten pieces of bread without collecting anything else. Collecting anything else (there are also apples, bars of soap, ears and P's) will make you lose a point, but you can't get anything less than 0 points.
  • You cannot get hurt during this round. It will last as long as it takes you to get ten points. A good strategy is to stay away from everything bad and to only try to collect bread when it's in the open. This can prove difficult, as bread constitutes only one fifth of the items that come up.
  • If you are at 0 points and there's a whole crowd of bad objects ahead with a bread under it, you might as well get it.
  • This level can be tricky to master, so practice, practice, practice. Expect to have Stinkoman fall for a long, long time before he hits the ground.

Level 3 Boss: Stlunko (Transcript)

{Stinkoman falls down on the other side of the wall. Suddenly the ground shakes and Stlunko the giant robot pops out of the ground and Stinkoman finds himself on a conveyor belt. There are two giant gray hands at the sides.}

{The camera zooms into Stinkoman's eye and he squints.}

{Switch to original view. Two Pooru-Poorus have mysteriously appeared on both sides of the conveyer belt. As the fight begins, Stinkoman says his classic line out loud.}
STINKOMAN: Are you asking for a challenge?

Stinkoman with his "new powerup"

After you defeat Stlunko...

{Whatever was left of the antenna explodes.}

{Cut to a cinematic sequence with Stinkoman's head silhouetted in the foreground. In the background, explosions are appearing all over Stlunko as he sinks into the ground and disappears.}
STINKOMAN: {subtitled} I DID IT. I KNEW I COULD!!

{Stinkoman is standing in a field. One of Stlunko's hands is lying around nearby.}
STINKOMAN: {subtitled} AHA!!
STINKOMAN: {subtitled} CHECK THIS OUT...

{Cut to a scene with ingame-like graphics. Stinkoman walks up to giant gray hand and attaches it to his left fist. Then he walks away to the right to where he had come from.}
STINKOMAN: {subtitled} IT COULD BE MY NEW POWERUP!!

{Stinkoman is standing in an action pose against a black background. The giant gray fist is replacing his left fist. Subtitles are overhead.}

MORE LEVELS TO COME!

Level 3 Boss: Stlunko (Guide)

  • Stlunko is a stealthy robot who was hiding in the ground. At first, only his antenna was showing, but when Stinkoman landed, he arose to attack. He boasts a huge conveyer belt and two hands that he can move around freely. His only weakness is his antenna.
Puncha! Puncha!
  • Stinkoman is stuck on Stlunko's conveyer belt. The conveyer belt will hinder Stinkoman from running one direction and help him run the other way. It will occasionally switch directions. There are two Pooru-Poorus on the sides for Stinkoman to meet if he falls off. But Stlunko's main attack is the combined forces of his two heavy hands which he smashes into the ground. They fly around, and when they want to smash, they freeze, flash and smash straight down, crushing any little red robot-people below. Occasionally both hands will move to the edges of the screen and smash together in a duo attack.
  • Stlunko's only weakness is his antenna, which at first is made out of four rectangular sections. You can't punch it, you have to hit it with your flying fist. Everytime it is hurt four times, a section will disappear. Apparently Stlunko's antenna is his energy source, because if he loses it, he dies.
  • To defend his attacks, watch the hands. The conveyer belt is too slow to make you care about falling off too much. You still don't want to fall off, though. Anyway, back to the hands. You must always be watching the hands. Don't worry about them flying around until they stop moving and start to flash. That's a sign to get out of the way! Don't try running away against the conveyer belt; you will probably take too long to get into the clear. Instead, run with the conveyer belt to stay safe. If you have to get to the side opposite of the direction of the conveyor belt, you can jump forward to avoid being pushed back.
  • You can only attack his antenna. Don't bother shooting anything else. Whenever you aren't dodging fists, jump and take a shot at it. You can't hurt it while it's blinking red, though. A great opportunity is when both fists go off to the sides to perform their duo attack. Every four shots, the antenna will shrink, making it harder to hit. Sixteen shots will do him in.
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