Thanks Wonderland King. I'm pretty sure I must have got those levels though because I'm always to-ing and fro-ing through Star Town, and talking to everyone there.
But I'm never going to be able to accomplish that. I can't buy the last golden key because it costs 30 coins and I only have 28.
These 2 coins are in Suspicious Silence and Open the Blast Doors, which I can't do because I'm not fast enough. So I'll never be able to finish the game.
If you don't mind my asking, are you having trouble beating the levels themselves?
From what I recall, neither of those coins require particularly fast movement (beyond any you might need for the levels themselves) to get to them.
The one in Suspicious Silence, you just have to backtrack for from the Transporter section, and the one in Blast Doors... When heading to the top area, time your step into the Suction Tube carefully, so you can keep Pop (by flying into one of the Moo-Bots as it's between the tube and the Floing charger). From there, just use the Moo-Bots as a shield from the Zap-Bots, you'll be able to pop the transporter over.
Liz Mayhew wrote:These 2 coins are in Suspicious Silence and Open the Blast Doors, which I can't do because I'm not fast enough. So I'll never be able to finish the game.
Oh well ...
If I recall correctly, neither of those coins actually require speed.
Open the Blast Doors: Use Brr to create a bridge into the room with the coin. You can hide behind MooBots to evade the ZapBots' lines of fire. Also remember that MooBots stop moving upon touching you.
Suspicious Silence: Simply backtrack on the horizontal-moving transporter. Here's my solution, if it helps you at all (and note that there are several ways to go about solving this level with the coin in hand).
Aaaaand as for "Open the Blast Doors", the ending (with all the timer buttons) looks like you have to be fast as heck, but you don't. You really don't. There's an easier way.
Also, MyNameIsKooky, surely you mean "use a remaining POP to activate the transporter", no? At least that should make things much easier.
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.
MyNameIsKooky wrote:Open the Blast Doors: Use Brr to create a bridge into the room with the coin. You can hide behind MooBots to evade the ZapBots' lines of fire. Also remember that MooBots stop moving upon touching you.
I'm pretty sure there's also a way to Blink past the ZapBots and then blink into the room, making the MooBots unnecessary. I can't really remember if any special tricks or anything are needed to have Blink instead of Brr, though.
i should change my signature to be rude to people who hate pictures of valves
Thanks YY5 for the explanation about the 2 extra stars. Picking them up had completely slipped my mind!
Muzo and Nobody - thanks also for your input.
Thanks also Qloof and Kooky, especially for the video solution.
Suspicious Silence is way too fast for me because you need to use floing bubbles to trap some fire or spell. I've tried several different methods, and the bubbles are burst before I'm half way across the top bridge. I've tried this level at least 80 times and I just can't get quick enough.
Open the Blast Doors is another matter. I can't solve the level yet, but will try some more.
Here's an idea that popped up in my head just now, this should make everyone be able to solve "Suspicious Silence" with disarming ease, no matter how slow. Note that I haven't replayed the final game yet, so this solution may contain mistakes because I'm forced to rely on memory and videos to see the level layout. Inspired by a "different" solution of "Rescue Mission B".
1. Use the brr-wraith and the bottom fire wraith to guide the bottom scritter to the left button without using flash. Go get the left key.
2. Take two gems, flash the remaining gem to block the scritter's path on the right.
3. Use ONE Flo and the brr-wraith to freeze-later the iceflower behind the green gate.
4. Cross the top bridge and move on. The scritter won't go through the gem, but you can go through the scritter.
5. The rest should be obvious. 1 Pow and 1 Flo are still there as leftovers.
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.
Muzozavr wrote:Here's an idea that popped up in my head just now, this should make everyone be able to solve "Suspicious Silence" with disarming ease, no matter how slow. Note that I haven't replayed the final game yet, so this solution may contain mistakes because I'm forced to rely on memory and videos to see the level layout. Inspired by a "different" solution of "Rescue Mission B".
1. Use the brr-wraith and the bottom fire wraith to guide the bottom scritter to the left button without using flash. Go get the left key.
2. Take two gems, flash the remaining gem to block the scritter's path on the right.
3. Use ONE Flo and the brr-wraith to freeze-later the iceflower behind the green gate.
4. Cross the top bridge and move on. The scritter won't go through the gem, but you can go through the scritter.
5. The rest should be obvious. 1 Pow and 1 Flo are still there as leftovers.
I wish I found that during testing -- I could have tried to make MS remove the extra Pow and Flo, making this a super-tough awesome level (think "Star Crossing" difficulty) for hardcore puzzle maniacs.
If I'm correct, it should be soooooooo simple to execute, too. No need for speed.
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.
I tried it, and yes, it is much more simple to do. Well done, Muzozavr! You can end the level without ever using a Floing and a Pow.
Oh, and here's another trick I found a while ago that'll make the action easier:
Stand far away enough from the ice wraith so it's inactive. Then put the Floing bubble (the Floing bubble you were originally going to put below the wraith) ON where the wraith is. Then get closer to the wraith and activate it. It will keep shooting spells at you, so get it to shoot one south, at the ice flower. Using this method, you don't have to watch out for the other spells it shoots; the Floing will guard you from them.
Muzozavr wrote:Inspired by a "different" solution of "Rescue Mission B".
Muzozavr wrote:Also, MyNameIsKooky, surely you mean "use a remaining POP to activate the transporter", no? At least that should make things much easier.