Always fun to wake up Sunday morning to one of your brain-busters! Good thing it was a quiet Saturday night. I'm not sure about the 'sheer luck' aspect of this level but some very quick moves are definitely needed in places and timing is everything!
Thanks bud!
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Brain buster indeed, Took about an hour straight just to get past the barrel, Then...Well had to rethink my strategy once I hit a certain something and stuff left me high and dry Cool effect BTW, Finally got it all sorted and shook my head in amazement for you have a keen mind my friend to think this gem up.
I'll give you two thumbs way up and a double wow wee!
I would say this is a Brentnor level or close to it.
My wife asked me why I was brooding, and I didn't want to tell her I was thinking about a Wonderland level. But then lightning struck, I saw the red herrings for what they were, and got back to the computer to pick up a gold star. Wonderfully satsifying! What I like about your levels (when I'm able to solve them) is that they're so compact and yet so rich. The barrel puzzle would have been enough to build a whole level around for someone else, but it was only the beginning here. Dunno how you keep coming up with new ones, but thanks!
Okay, I give up. Need a little nudge in the right direction. Seems my investigation skills need some sharpening up. I got through the first part, through the blue gate, and I think I need the little helper to work for me, but I keep blowing him up. Am I totally going in the wrong direction here???
wonderfull wrote:I think I need the little helper to work for me, but I keep blowing him up.
One 'little helper' is actually a mischief maker. He's programmed as a suicide bomber.
The mysterious sign inside the yellow gate will direct you to the real helper.
Last edited by Mark on Mon Sep 18, 2006 6:52 pm, edited 4 times in total.
Did it!!! What a mental workout! I tried everywhere to build that silly bridge, and of course was trying to use the wrong equipment! All is well, and I can quiet my nerves now. Thanks Mark.
<---- That's me for a long time
Today I got a little help from Lillie how to get the cannon out of the green TP room. Puzzled out the rest on my own. Only a few hours needed
Brilliant work, Mark. Thanks for a fun challenge
First have Stinky roll the yellow sphere right and quickly exit up.
A new yellow sphere will roll out of the barrel above. After the spikes descend and the cannon fires, enter the green TP to collect the bonus coin and exit up again. As soon as the spikes descend again, push the new yellow sphere up into the ice curve.
After you do this, walk downwards following the yellow sphere into the Green TP. The sphere will stop where the bonus coin previously was allowing you to enter the room on the right side. Wait for the spikes to descend again, and then push the cannon one square up into the right TP. Quickly walk left and up across the bridge to push the cannon upwards through the left TP and stop before you reach the barrel. Wait for the cannon to fire, then push the cannon into the ice curve so it is in line with the barrel. After it destroys the barrel, push the cannon down, right and down stopping the rolling sphere on the left side of the cannon. Slide right and collect the coin. Push the cannon right and up into the ditch. Collect the left coin and push the sphere right into the water and exit up. Collect Time Clock and push the box right two squares and then push it left into the ice curve. Be sure to quickly step up and collect the coin before the box slides back.
Now push the box down onto the yellow button.
Return to the first room to lure the Chomper out and have him follow you up to the top. Step on the light-blue button luring the chomper onto the green button. Now push the box right and up into the ice curve to turn it around. Slide up the ice curve to push the box down all the way against the closed white gate.
Timing is very important for this last part.
Wait for the spikes to descend and say "Sheer Luck Holmes", then press the white timer button, push the box through the green TP into the ditch. Enter the bottom side of the right TP to collect the four coins.
Now exit through the left TP and wait on the box bridge beneath the spikes. With all the Rainbow coins collected the exit gate will open and allow Sir Peegue to finally enter the island. As soon as the spikes go up have Peegue step on the white button, switch to Stinky and have him enter the left TP to exit the room. Collect the last bonus coin and have our gruesome twosome exit as you venture back to reality.
Last edited by Mark on Sat Sep 23, 2006 2:44 pm, edited 6 times in total.
Sorry that I wasn't here for so long. I still didn't do it.
Yes, I did try to use the sphere to get the cannon out of the green TP room but the cannon got spiked, so I assumed THAT was a red herring and searched elsewhere.
Rest in peace, Kym. I hardly knew ya. Rest in peace, Marinus. A bright star, you were ahead of me on my own tracks of thought. I miss you.
Wow! I made a little progress on my own but then got stuck. Made it through after reading you spoiler! Thanks for posting the help for completing this neat level, Mark.