Stinkoman 20X6 Walkthrough Level 5

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(Stage 5.1 (Guide))
(Stage 5.1 (Guide))
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*Because of his lack of arms, 1-Up takes twice as long climbing ladders as he has to do it with his teeth. You can kick left or right while climbing with the appropriate directional key and the fire key.  You can speed up his ascent of ladders by having him jump from the bottom of them and then start pressing the up arrow key to climb the rest of the way.
*Because of his lack of arms, 1-Up takes twice as long climbing ladders as he has to do it with his teeth. You can kick left or right while climbing with the appropriate directional key and the fire key.  You can speed up his ascent of ladders by having him jump from the bottom of them and then start pressing the up arrow key to climb the rest of the way.
*If 1-Up is left idle for a few seconds, he falls asleep and blows a snot bubble instead of yawning.
*If 1-Up is left idle for a few seconds, he falls asleep and blows a snot bubble instead of yawning.
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*Meteors have preset trigger areas, so remember where they are just in case you have to redo a level. They only happen once per life, though. The interesting thing is that they trigger before you enter their range of attack. Meaning if you progress slowly, they will strike just short of where you are.
+
*Bendini Sisters have preset trigger areas, so remember where they are just in case you have to redo a level. They only happen once per life, though. The interesting thing is that they trigger before you enter their range of attack. Meaning if you progress slowly, they will strike just short of where you are.
-
**If you backtrack through the level, meteors WILL REAPPEAR. The only time this actually matters is during the capsule loop near the end of 5.2, where you will be attacked by two meteors when you return to the ladder after the three difficult pit jumps.
+
**If you backtrack through the level, Bendini Sisters WILL REAPPEAR. The only time this actually matters is during the capsule loop near the end of 5.2, where you will be attacked by two of them when you return to the ladder after the three difficult pit jumps.
*Astromunds can be kicked in the back, but why bother?
*Astromunds can be kicked in the back, but why bother?
*1-Up, being better at jumping can reach Kolkaryu, but like Stinkoman, can't destroy them.
*1-Up, being better at jumping can reach Kolkaryu, but like Stinkoman, can't destroy them.
 +
Now moving on:
Now moving on:
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*First, plow your way across a field of Bendini sisters. After that, make sure you kick the Chorch under the platform, but be sure he's in range. 1-up's attack only works close up where he can reach.
+
*First, plow your way across a field of Bendini Sisters. After that, make sure you kick the Chorch under the platform, but be sure he's in range. 1-up's attack only works close up where he can reach.
*Climb up the ladder and you'll meet a Browntant. Dodge his attack and get close enough to kick him.  
*Climb up the ladder and you'll meet a Browntant. Dodge his attack and get close enough to kick him.  
*Get on the moving platform. Be careful. An Astromund is coming. Since you can't attack it, just jump over it. Then be aware of the Kolkaryu coming up. Stay under it until it disappears.
*Get on the moving platform. Be careful. An Astromund is coming. Since you can't attack it, just jump over it. Then be aware of the Kolkaryu coming up. Stay under it until it disappears.

Revision as of 19:16, 30 September 2005

Contents

Level 5- OH, THE MOON!

"1-Up proves he's just not a kid. But can he be The Guy?"
1-Up continues his search for Pan-Pan on the moon. As can be expected, there are numerous dangers he must brave before 1-up can fight his first challenge.

Stage 5.1 (Transcript)

Can 1-Up be the guy too?

{Cut to view of the city.}

NARRATOR: {subtitled} STINKOMAN HEADQUARTERS... {the headquarters sparkle just a bit as the familiar (CHING!) noise is made.}

{Cut to inside of Stinkoman headquarters. Stinkoman is playing a video game. 1-Up walks in from the right.}

1-UP: {subtitled} I NEED YOUR HELP RESCUING PAN PAN! I'M JUST A KID! MAYBE WHEN I'M OLDER...

STINKOMAN: {subtitled} NO WAY. I HELPED YOU OUT ON LEVEL 4. YOU'RE ON YOUR OWN ON THIS ONE.

{the camera zooms in to a shot of 1-Up's face}

1-UP: {subtitled} GULP! {he shows surprise}

{1-Up exits the building like Stinkoman did in level 3. He then walks ahead, and the scenery suddenly changes to the moon's surface, the two different areas divided by just a line. 1-Up does not seem perturbed by this sudden change.}

1-UP: {subtitled} NOW I'M ON THE MOOOOOOON! {makes a happy face}

{The same level start scene is shown with 1-Up instead of Stinkoman, and the words, "TRY LEVEL 5.1" at the bottom.}

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

START PLAY!

Stage 5.1 (Guide)

Some things you should know about 1-Up are:

  • He jumps and runs just like Stinkoman, but with more wild abandon. He runs somewhat slower than Stinkoman. However, he jumps much higher.
  • He can't shoot. He can, however, kick, and spin kick in midair if you hold down the fire key. He can do a Tatsumaki Senpuu Kyaku on the ground if you hold the fire key and left/right directional key down. Hurricane kicking is vital sometimes.
  • Because of his lack of arms, 1-Up takes twice as long climbing ladders as he has to do it with his teeth. You can kick left or right while climbing with the appropriate directional key and the fire key. You can speed up his ascent of ladders by having him jump from the bottom of them and then start pressing the up arrow key to climb the rest of the way.
  • If 1-Up is left idle for a few seconds, he falls asleep and blows a snot bubble instead of yawning.
  • Bendini Sisters have preset trigger areas, so remember where they are just in case you have to redo a level. They only happen once per life, though. The interesting thing is that they trigger before you enter their range of attack. Meaning if you progress slowly, they will strike just short of where you are.
    • If you backtrack through the level, Bendini Sisters WILL REAPPEAR. The only time this actually matters is during the capsule loop near the end of 5.2, where you will be attacked by two of them when you return to the ladder after the three difficult pit jumps.
  • Astromunds can be kicked in the back, but why bother?
  • 1-Up, being better at jumping can reach Kolkaryu, but like Stinkoman, can't destroy them.

Now moving on:

  • First, plow your way across a field of Bendini Sisters. After that, make sure you kick the Chorch under the platform, but be sure he's in range. 1-up's attack only works close up where he can reach.
  • Climb up the ladder and you'll meet a Browntant. Dodge his attack and get close enough to kick him.
  • Get on the moving platform. Be careful. An Astromund is coming. Since you can't attack it, just jump over it. Then be aware of the Kolkaryu coming up. Stay under it until it disappears.
  • Grab the power crunch and get on the conveyor belt that looks like it came right off Stlunko. Watch out for the Old Sages. Another Astromund is coming. Look for the gap in the Old Sages and jump over it using this gap. Start spinkicking in place and let the conveyer belt guide you through the Chorch cluster.
  • Before you hit the Old Sages on the wall, go down the ladder. Watch for the Jaro below.
  • A Piedmont is over the ladder you need to get down. In general, flashing red lasers are bad. Wait for it to stop, then climb down.
  • Watch out for the trapdoor. Just like in level 1.2, jump down when it's up, then jump onto solid ground immediatly.
  • Another Bendini sister is coming. Dodge and move on.
  • Uh Oh, a Downtant. Jump over his attack and kick him. Beware! He shoots out 5 shots in 5 different directions.
  • Grab the well deserved capsule on the other side. Climb the ladder up. Don't go to the right just yet, it'll be explained.
  • Right: there is a Browntant shooting. Don't bother. Just dodge while jumping on the trapdoors on the right times. Grab the capsule and turn back.
  • Climb up the ladder and you'll meet some Chorches. Just kick 'em.
  • Jump over the two Astromunds and be aware of the Downtants. Stay out of their range. (They aren't as simple as normal Kolkaryus. You need to be a little off to the side to survive).
  • While you are running under the Downtants, an Astromund will run to you. Jump over him.
  • Jump on the platform. Another Bendini sister will come. Stay to the left.
  • Two Browntants side by side, really close together will fire. Jump at the right time(when one is flashing) and go down the ladder.
  • Grab the capsule resting on the ladder. Jump onto the conveyor belt and keep running. It faces left to a pit.
  • There is a Piedmont. Jump off the first conveyor when he is off and proceed.
  • Keep passing the conveyors. Be carful of a Downtant above you. Stay out of the way. Watch out for the Jaro under the Downtant.
  • Jump to the next conveyor and jump the Astromund. Watch for the Bendini sister near the ladder, climb down and meet 3 Chorches. Kick 'em up, Dan!
  • Watch for two more Bendini sisters as you get to the flag.
  • 1-up will turn to gold as you finish the level!

Stage 5.2 (Transcript)

{The same level start scene is shown with the words, "TRY LEVEL 5.2" at the bottom.}

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

START PLAY!

Stage 5.2 (Guide)

  • Climb up the ladders, avoiding the Downtant's fire.
  • If you want to get out of there easier, the right ladders are safe but for the left ones you should wait next to them until the shot is gone, then jump reach.
  • (Another way is to stand there on the right side, the bullets pass through you. After each shot, you can jump and hold up and the attack button and the Downtant will be damaged. Do that once more and it will die. If you have a good timing you can jump AT THE RIGHT TIME to kill it before it shoots again, but it is risky due to its temporary invulnuribility.)
  • If you get hurt on the way up the ladders you can jump off at the left for a capsule. Since you have to go back up the ladders, after getting the capsule, it makes sense to attack the Downtants so as to avoid risking injury after restoring your health.
  • As soon as you reach the top of the ladders, walk off of the platform to the right. As long as you keep pushing right until you reach the ground, you will avoid all of the spikes.
  • After running right, jump on to the first moving platform, wait for the Downtant to attack, jump to the next moving platform, and quickly jump to the stopped one.
    • If you go up, (which is easier and less risky), jump again and climb the ladder on the right, and jump to the moving platform between the Uptant's fire.
    • Jump up to the conveyor belts and start traveling to the left. Beware of the three Astromunds that come at you! Just jump over them and get to the next platform.
    • You can get across the moving platforms more quickly if you jump across them. The backwards traction doesn't have any effect while you aren't touching them, including while you are jumping over them.
    • On that platform, there will be a Chorch waiting for you. Kick it and jump down the ladder.
      • It's much easier to jump off the right side of the platform, you can easily clear the Piedmonts and Kolkaryu.
      • If you feel like taking on the traps, hit jump while on the ladder to drop straight down.
  • Move to the Piedmont, but move back quickly to avoid the Kolkaryu.
  • Go between the Piedmonts and jump to avoid the Kolkaryu (there may be other ways to avoid him.)
  • Take the capsule; you can't come back and get it later.
  • If you go on the top platform:
  • Avoid the Bendini Sister and the Kolkaryu when crossing the next platform.
  • On the moving platform, jump over the spike and avoid the Piedmont's attack.
  • Jump off.
  • If you take the lower middle platform:
  • Dodge the Bendini Sister.
  • Back up when the Astromund attacks.
  • Dodge the Kolkaryu (not his attacks.) and don't stay a little to it's left (that's where it leaves).
  • Jump over the Old Sage and take the capsule hidden behind it.
  • If you take the bottom platform:
  • Dodge the Bendini Sister, Piedmont, and Kolkaryu's attacks.
  • There's a powerup on the end of the second platform hidden behind the small platform. Get it on the way down.
  • An easy way to pass the 4-platform section is to start on the top one, and then instead of jumping over the spike, just walk in front of the preceding conveyor belt to drop to the lower level - no spike!
  • Or you can jump up to the second level platforms, run right, and then jump up to the third level once you're to the right of the Browntant, but with plenty of time to clear the Astromund. You can also safely destroy the Browntant from behind, if you like.
  • Dodge the Downtant's attack and the Bendini Sister.
  • Dodge the Downtant's attack and the Bendini Sister, again.
  • Jump down and over the pit, where a Downtant waits to shoot you. The next few parts are almost impossible.
  • Walk over in the middle of the platform so you won't get hurt by the Downtants firing away. A Bendini Sister will attack, dodge that.
  • If you go on the moving platform, get a nice big headache medicine. You probably need it. Don't go on the other side, unless you are up for a huge time waster, you can't reach the ladder.
  • Climb the ladder, but be aware of the Downtant. This is hard. A best bet is to jump and climb. Then, in the middle of the ladder are two more downtants. Grrrm!
  • Kill the bottom downtant. the in between the Piedmonts is another power crunch. Grab it, but be very careful.
  • Don't go down. this is where the big time waster is. Go up.
  • Be careful as you jump the first two platforms. There are old sages on the end. The third doesn't, so remember to breathe, and use the force.
  • Keep going down the stairs, but there will be two Downtants on one platform. Get away!
  • Jump the Astromund. If you need a power crunch, go up and around the flag. Then Nebulon arrives.

Level 5 Boss: Nebulon (Transcript)

{1-Up walks along the moon and sees Nebulon's eyeball}

1-UP: {subtitled} HI EYEBALL. CAN YOU TELL ME WHERE THE END BOSS IS?

{Nebulon rises up over 1-Up. Cut back to 1-Up}

1-UP: {subtitled} OK, COOL. JUST LET ME KNOW WHEN HE GETS HERE.

At the beginning of fight...

1-UP: I wanna be the guy too!

After you defeat Nebulon...

{Nebulon is exploding, and 1-Up is in his victory pose}

1-UP: {subtitled} GET OUT OF HERE, NEBULON. NO ONE LIKES YOUR STYLE.

1-UP: {subtitled} I FOUGHT MY VERY OWN CHALLENGE AND WON!!

{A shadowy figure walks in front of 1-Up}

1-UP: {subtitled} OH NO! THE SAME SILHOUETTE THAT KIDNAPPED PAN PAN!!

{The shadowy figure grabs 1-Up and carries him off}

Level 5 Boss: Nebulon (Guide)

  • If you die while fighting Nebulon, you can briefly hold right when respawning and land on the upper-left platform to begin the boss fight.
  • Man, that's one big green sucker. Nebulon constantly walks back and forth, which will really get irritating sometimes. Occasionally, he will open his mouth and let off a bunch of ouchy orange balls.
  • There are 4 moving platforms, the better to hit him with.
  • Anyway, as you may have guessed by the cutscene, his weak spot is his eyes. Each eye takes four hits, and you will win after they are both out of commission.
  • After every kick landed on an eye, he uses his mouth to spray a powerful jet of air, forcing you back to the extreme left in case you were thinking of landing another shot right after he stops flashing. You can slowly run against the current, but if you get pushed to the leftmost position onscreen, you can't escape that position until he stops. You can however hit the top eyeball from the highest platform and keep running against the current and hit Nebulons lowest eye.
  • I suggest taking on the top eyeball first, as it may get too hard to reach it after beating the lower eye because every time he sprays balls at you, the total amount of balls fired per attack is the number you have hit Nebulon for plus the first ball. You can hit the lower eye without jumping from a platform, but you need to get on a platform to get the upper eye (in which time you will be assaulted by orange balls). Nebulon also starts to dance back and forth faster after every shot.
  • Taking the bottom platform to the upper-left platform when Nebulon is on the right side of the screen appears to be the safest. You can jump-kick the top eye from that platform.
  • Because you have to be close enough to hit his eyeball physically, be careful of bumping into Nebulon, which is not good for your health. Also, for the most part, you want to be attacking when he isn't shooting you. Keep some room between you and Nebulon during his attacks to dodge his shots.
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