tangyi 发表于 2005-10-22 19:28:33

[转帖]保存一个资料,全英文,不喜请勿进+请勿灌水

2016-8-13 01:06 编辑 <br /><br /><P>
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<P align=center><B>Maxim Ghosts to Glory</B><B> Walkthrough</B></P>
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Maximo is a 3-Dimensional platformer with heavy focus on close combat and no
small amount of environmental exploration. It is a remake of a "classic" game,
that being Ghouls n' Ghosts for the arcade and 8-bit Nintendo. The game keeps
the difficulty of the old title and adds new challenges to conform to the
increase in dimsension.
Keep in mind that Maximo is not for everyone. It is a dedicated game designed
for dedicated gamers (or dedicated cheaters -- I know where I stand), so if
you're looking for something to occupy you for just an evening, go break the
house at Vegas. Conversely, if you want a challenge, you should buy this game.
Maximo has a high difficulty level, and no -- you can't change that no matter
how hard you try, Timmy.
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The game progresses like this:
(1) Introductory Stage
(2) Smash the Exit Crystal (after slaughtering enemies)
(3) Go into Hub Level
(4) All other stages (includes Introductory Stage)
(5) Beat-down Hub Level boss
(6) Repeat four times, then rinse.
================
Health Meter
================
Maximo uses a health system unique to its forebear and to its series.
Character starts off with two (2) bars of health. Each bar contains four (4)
hits-to-kill (or 'hit points', you nerd). Technically, Maximo can only take
four (4) HTKs of damage, the extra armor just allows him to carry more HTKs.
Losing all the HTKs causes the character to lose a life. Lose all the man's
lives, and you are forced to pay for the ability to continue with "Death
Coins" or as I like to call 'em, credits.
Losing health is easy, but getting it back is hard. That's because if a health
bar empties out (and has no HTKs in it) you lose the bar until you find armor
(which adds a full lifebar). This means if Maximo is hit continuously, he will
have less HTK to absorb when he "recovers" his current lifebar. This
translates into extremely careful gameplay, or you will find yourself not
being able to complete tasks required because you bled all the way over here
without using a hemeostat. It's like I said to Regina before she started
fighting rejects from Jurassic Park: DO NOT GET HIT. Understand?
Normally, you are limited to the maximum of three (3) lifebars. Getting armor
while you're at the three bar maximum grants you 20 seconds of invincibility --
as well as refill your current lifebar to its maximum -- so you should always
keep yourself in tip-top condition. If you find yourself swinging back and
forth between boxers and armour, it means you're rushing things or going about
it the wrong way (there's probably a better solution but you're not using it).
That's not the way to go if you want to see the ending. Keep in mind that
there are four, very good looking sorceresses to save. Just remember that and
play on.
==============
Save Pools
==============
You can only save your game at a Hub Stage, provided you find the save pool
and have 100 gold coins . It costs money to save progress -- so if you don't
go nuts and buy everything you see, you'll always have money to spare.
Additionally, scarf up all the gold coins (money) you can as you play stages.
You'll need them. Trust me.
You also use save pools to travel back to other hub levels you've completed
(for 100 coins). Use the travel option to "reset" the prize wheels and hidden
chests in hub levels to stock up. The money you find in the hub levels will
defray the costs of travel and purchases.
================
Check Points
================
You will come across spots to temporarily save your progress while you're in a
stage, called checkpoints. To activate them, you will need to down strike the
checkpoint to activate it. If you die in the stage and have another life to
spare, you restart here rather than from the beginning. What's saved at a
checkpoint?
         Checked
         -------
   Enemies killed
   Locked Chests opened
   Locked Doors opened
   Iron / Gold Keys taken
   Statue Switches destroyed
   Abilities lying in the open, taken
   Hidden Chests with Armor, Magic Blades, or Abilities opened
      Not Checked
      -----------
   Spirit Stones / Snowmen destroyed (checked for Mastery, however)
   Torches / Goo Globes destroyed (checked for Mastery, however)
      Always Checked
      --------------
   Coins, Bags, Gems taken
   Normal Chests opened (Mimics replace them)
   Hidden Chests with Money or Potions opened (Mimics replace them)
   Power-ups taken (Armor, 1-up, Magic Swords, Potions, Prize Wheels)
   Charges left in a Magic Sword
==============
Lock Spots
==============
These ability spots save abilities you want to keep should you lose a life.
Abilities not in Lock Spots are lost and must be reacquired, which may be
impossible with some. You start with three Lock Spots, but Lock Spots are
increased by one for each boss you cack until you have a total of seven Lock
Spots to secure Maximo's social security.
===========
Arsenal
===========
Maximo uses his sword to lay the smack-down on monsters. The sword can power-
up to magic swords that have different elements affecting different enemies,
and can have other unique abilities as well. Unlike the shield, the sword is
not made from cardboard and is unbreakable. It would've been funny though, to
see if Maximo can do bad kung-fu without a weapon, like Dante. After you see
Maximo die 86'986'435 times, this sentence will not be funny.
Maximo's shield protects him from blows, but has a limited durability. His
shield is more useful with certain power-ups than as a constant, reliable
defense. As enemies increase in later levels, keeping a shield gets harder and
harder. That's why it'll be important to go to the ADVANCED section for good
tactics to avoid being put in danger in the first place. There are three (3)
shields available for play: Iron (starts off with this every time you die),
Silver (buy one), and Gold (buy one).
Gold and Silver shields are kept after you die, but if they are destroyed,
they are replaced by an Iron ('crappy') Shield with your next life. This means
you need to buy another one. There are a limited number of Silver and Gold
shields you can buy since non-Hub level Prize Wheels do not restock. Silver
and Gold Shields are never seen in Hub Levels. Tough luck. If you buy a better
shield, keep it in good shape unless you are fond of wasting stuff.
===========
MONEY ITEMS
===========
Gold Coin-Each coin increases your expendable income by one. Let the good
times roll. There are a lot of them and they tend to be left over the air, as
a trail for you to follow to more important items.
Coin Bag-Bag of the stuff, worth five coins. Unlike the single coins, bags
are affected by gravity and always drop to the ground.
Gem-shiny objects attract lots of attention, and gems are no different.
Like single coins, they can be found in the air or on the ground. Worth ten
coins, gems are rarer and harder to find in certain instances.
Spirits-you only get them from breaking spirit stones (see TERRAIN ITEMS).
These blue glowing balls with wings are an alternate form of currency. Collect
50 and you get a continue credit with the next spirit stone you shatter. This
item is never dropped by enemies.
Death Coin-because "credit" sounds too blase. But that's what they are:
credits which allow you to continue your game once you run out of Maximo's.
Every time you game over, Death makes a killing by upping the price for
continuing. Not having enough credits to cover the cost to go on livin', and
it's, "Game over, Kingston".
Iron Key-not really money, but might as well be. Just like in Gauntlet,
you'll need keys to access valuables. Unlike Gauntlet, you cannot buy keys.
There is precisely one (1) key for each lock (be it treasure box or gate) in
any one stage, and you can carry up to nine (9) of them.
Gold Key-Give us the gate key. I have no gate key. Fezzik, tear his arms
off. You mean this gate key. Gold (gate) Keys are used to unlock gold gates
and/or doors. They are rarer than iron keys and you can only carry one at any
given time.
=============
TERRAIN ITEMS
=============
Prize Wheel-a very crappy store with one item to sell at a price that is
non-negotiable. Take it or leave it, it's up to you. Watch what you buy,
because once you take it, it's gone forever.
Spirit Stone-takes a variety of forms, but its purpose remains the same:
it holds five (5) spirits inside. The top half holds two (2) spirits, the
bottom half three (3). A down strike is needed to completely destroy an entire
spirit stone. Top half damages your shield if you throw against it. The bottom
half cannot be destroyed by a shield toss and does not damage your shield even
though you hear the clang.
Snowman-behaves exactly like a spirit stone (see above) but is found in
the Frozen Wastes.
Torch-a fragile terrain item that may or may not hold money. Damages your
shield if you throw against it.
Goo Globe-behaves like a torch (see above) and is found only in the
Dreamlands -- I mean, Spirit Realm.
Statue Switch-small gray stone statue that will be unlike spirit stones
and other indestructable objects since Maximo will actively look at it when
its in range. It activates something crucial to completing the stage.
============
HEALTH ITEMS
============
Green Potion-restores two (2) hits-to-kill (HTKs) to Maximo's current
lifebar. Can be found already placed in a stage or in a treasure box. This
item is never dropped by enemies.
Red Potion-restores all hits-to-kill (HTKs) to a barely empty lifebar. Can
be found already placed in a stage or in a treasure box or even bought at
prize wheels for 50 coins. This item is never dropped by enemies.
Armor-armor adds one (1) full lifebar to your total, so you carry an
additional four HTKs. At auction, this item is expected to cost you 100 coins.
This item is never dropped by enemies.
1-up-In Italian, it would be "up-ones". Little hearts that add one (1)
life to your stock. You can buy this at prize wheels for 150 coins.
============
MAGIC SWORDS
============
Magic Swords have twenty (20) charges in them. Each time you successfully
strike an enemy, a charge is used. Each fireball you conjure will use two
charges (whether successful or not). Each doomstrike you perform will use four
charges (whether successful or not). Magic Swords are occasionally dropped by
enemies.
Firebrand
-
Orange torch pick-up, element of fire. Grants +100% damage to undead enemies
(which considering what you're facing, is a good thing) and +200% damage to
enemies of elemental ice. However, demons have a natural defence against this
weapon and it suffers a penalty of -50% damage against Hammer and Goat Demons.
-
Magic Bolt: single shot in a straight line.
-
Doomstrike: fire bubble in a very small area.
Lightbringer
-
Yellow torch pick-up, element of light. Grants +200% damage to undead and
demons, but lacks punch against plants, ravens, and anything else with a pulse.
-
Magic Bolt: single shot straight ahead that's supposed to home in on enemies.
-
Doomstrike: multiple fireballs shoot out and attempt to home in on nearby
enemies.
Icebrand
-
Blue torch pick-up, element of ice. The first strike will freeze an enemy
(uses one charge). Frozen enemies cannot move or attack or hurt you for five
seconds. If they thaw, they can attack normally, but if attacked while frozen,
they shatter and die. Only an overhead strike can shatter frozen enemies
(requires another charge). The Icebrand will be the sword that runs out of
charges the fastest, so use it on enemies that require a special sequence of
attacks to bring down. Bone Pirates come immediately to mind. The only caveat
are enemies that are resistant to ice enjoy the -50% damage penalty that the
Icebrand has against them.
-
Magic Bolt: shabon spray; okay, so I like Sailor Mercury more than the rest,
what's wrong with that? The mist acts like a shotgun and freezes all enemies
it touches. At close range, enemies may freeze and shatter if you're lucky.
Frozen Zombies always shatter with this move.
-
Doomstrike: the blizzard will damage enemies in the local area like the
Firebrand's doomstrike, but it has a bigger radius.
Armageddon
-
Purple torch pick-up, element of, ". . . these dark souls . . . are mine."
Grants a +200% damage bonus and works on all elements. Most powerful weapon
available and kills things in one, maybe two hits. This weapon is almost
always found right before lots of enemies, ensuring that you'll have little or
no charges left by the time you finish the level. Treat as a Bishamon Sword
that doesn't last. Using it against bosses is a pleasure enjoyed only by the
few who escaped a level with this baby, or lucky enough to have it randomly
dropped by an enemy in a hub stage.
-
Magic Bolt: a wave of destruction moves out to medium distance and dissipates.
Anything it touches is vaporized. The wave is affected by gravity and behaves
erratically on the edges of land.
-
Doomstrike: meteor shower that lasts fairly long, and moves where you move.
There is at least one meteorite for every enemy around you, and they will home
in as well.
============
WEAPON ITEMS
============
Sword Charge-banded sword icon. Refills five (5) magic charges to your
current magic sword. Monsters randomly drop this. You can also buy it from
prize wheels for 150 coins.
Shield Charge-banded shield icon. Refills five (5) shield durability to
your current shield. Does not replace your shield if you lost it and is not
dropped by monsters as often as you'd like.
Replacement Shield-complete shield pick-up. Gives back a shield if you
have none, or repairs ten (10) shield durability points to your current
shield. This item is rare and will not be found everywhere. It is never
dropped by enemies.
=================
ABILITIES: SKILLS
=================
Abilities are items that add moves to Maximo and allow him a greater range of
movement than he has initially. There are 17 abilities separated into four
categories; green abilities are the most basic and do not incur any costs.
Abilities are occasionally found in the open, inside treasure chests, but the
most common way to get one is from a monster.
Second Strike-allows a follow-up attack to the quick strike. Useful
against Bone Shields, but is weak and is not effective against most later
enemies. Motion is square-square.
Mighty Blow-allows a piercing attack with overhead strike. Strong move
that can break an enemy who turtles; bad news is that the stab is narrow and
can easily miss, leaving you vulnerable. Not good for multiple enemies. Motion
is triangle while moving.
Furious Spin Attack-spin attack is lengthened in duration. Useful only
against weak enemies, and can miss enemies that block or move. Motion is left
analog stick counterclockwise-square.
=================
ABILITIES: SHIELD
=================
Blue shield abilities allow Maximo something better to do with his shield than
block. One of the shield abilities should always be locked since it is so
crucial ot the game, but you'll find that there are two more shield tricks
that will prove invaluable as well.
Throw Shield-allows the circle button to be used to toss the shield like a
boomerang. Extremely useful when it comes to distracting an enemy who may
knock you off in a jump, or for the even cooler collection of money. Short
range and the shield is damaged whenever it strikes an enemy or destroys an
object, like torches. Motion is circle.
Mighty Throw-increases the throwing range of the shield toss. Necessary to
reach those far away coins and requires the Throw Shield ability.
Hovering Shield-the guys must've ran out of ideas. This ability keeps the
shield out until you recall it (like a Predator), depriving you of a shield
until it is recalled. This is the most useless ability I've found, next to the
Sorceress' Kiss. Actually, this ability ranks below the kiss, since the babes'
affection actually does something. Motion is to hold circle button down to
keep the shield out, release button to recall disc -- I mean shield.
Shield of Midas-this is it. The money grabbing sucker everyone's talking
about. It'll be the next big thing in 3D fantasy platformers I guarantee.
Combine it with shield toss and increased throw for totally excellent results.
Sadly, this ability is exclusive from the other two special shields (see
below). This ability is a shield with "evil red energy" surrounding it, so
grab it if you want it and it'll replace your current shield (but not
durability).
Shield of Storms-another excellent shield ability that goes a long way to
making that shield last. Everytime you press R2 and raise your shield, it
emits a puff of air that blows back an enemy so you can attack or flee (your
choice). It does no damage unless thrown, but it can push away naughty enemies
who tend to get rough with your shield. Exclusive from the other special
shields. This looks like a shield with lots of white smoke around it; grab it
if you want it, it'll replace your current shield (but not durability).
Shield of Thunder-it's lightning. Lightning damages enemies, not thunder.
Sheesh. Anyway, this is for people who enjoy attacking with their shield and
have more money than they know what to do with (for buying new shields of
course). The lightning attacks high and low, so you can use it to break spirit
stones that you don't care to leap to, at the cost of shield durability. Using
this shield for defence will allow you to deal damage to any enemy who strikes
your shield, so it is better than your normal shield -- you are protected from
damage and deal damage at the same cost of durability. Looks like a shield
with lightning around it; grab it if you want it, it'll replace your current
shield (but not durability).
================
ABILITIES: SWORD
================
Red sword abilities enhance your sword attacks and are quite useful. Two red
abilities require you to have botha magic sword and enough charges to use the
ability. By far the most useful will be the abilities that don't incur any
costs.
Magic Bolt-so that's what it's called. I always called it a fireball.
Allows you to shoot fireballs from your sword at the cost of two (2) charges.
Requires magic sword and at least two (2) charges. Motion is triangle-triangle.
Doomstrike-makes the down strike more interesting. Requires magic sword
and at least four (4) charges. Motion is cross-cross-triangle-triangle.
Long Sword-makes your sword longer by +50%. Works whether your sword is
normal or extra-crispy, and is one of few abilities that do not incur extra
costs. This one's a keeper, and coupled with Mighty Blow, these two abilities
is nifty combination.
Gold Seeker-sends out a green radar pulse everytime you down strike that
bounces off treasure chests. Also unearths hidden chests for you. Useful the
first tiem, then you realise that I'm telling you where everything is, so
screw this. Motion is cross-cross-triangle-triangle.
Wider Shockwave-doubles shockwave radius of Maximo's down strike, allowing
him to stun monsters farther away. Useful by itself, even more useful with
gold seeker or what's next.
Ring of Pain-I might as well call it the Ring of Death. A definite keeper
ability since it will allow the stun shockwave to do damage to enemies.
Although not effective against some monsters, the ring will be useful against
all the little suckers that you want to kill before they swarm you like those
seagulls in, "The Birds" and kill you before you can get to that sea-bell.
========================
ABILITIES: MISCELLANEOUS
========================
The last two abilities are extremely powerful and suitably rare. Although both
are good to keep, both abilities are theoretically exclusive, since they do
not work well with each other. You have to decide the way you fight to find
the one right for you.
Mask of Sorrow-black and white mask. Having this thing in your inventory
will let you become a Revenant. Instead of merely becoming invincible in gold
armor, Maximo will become a revenant and be able to kill any monster by a
simple touch, turning tough enemies like Crocodiles, Bone Elites, and Bone
Pirates into something like a human hand lopped off into a blender. Should you
go into a boss fight in Revenant form, you'll realize you wasted your efforts
since the damage done is minimal (about one pixel's worth). Use it to clear
the end of the stage fights on later levels.
Increased Armor-hammer and anvil item. Allows Maximo to carry one extra
lifebar (up to four) instead of the usual. If you die, you still start with
two lifebars, but you will get the benefit of four HTKs should you find enough
armor. Nice for players who have problems in boss fights or to get past areas
that you keep taking extra hits because you're lousy. It takes longer to
reach "spiritual invincibility" since the added lifebar gets in the way. You
have to decide what you want Maximo to keep.
Kiss-color depends on Sorceress. They have no in-game use but they do
unlock something (see SECRETS). It's up to you to keep them locked in a spot
(so you don't lose them when you die). I think they are a waste of valuable
Lock Spot space.
==================
Double-Jumping
==================
The double-jump was something inventing in the days of yore, for 2D platform
jumping. Ghosts n' Goblins was one of few games to take advantage of it.
Basically a second jump after the first, where the player is tested on how
well he/she/it can manipulate the game's parameters and adjust the jump.
Double-jumping has not changed much in Maximo, and in fact, has been improved
upon for the game. Normal double-jumps, where you press cross-cross as fast as
you can, are usually for manuevering or to deliver a down strike. To make it
through the game alive, you will be required to perform two
additional "styles" of double jump which merely take advantage of the double
jump theme.
The first style is called the double back jump. It basically consists of the
character jumping in one direction, then using the second jump to land back in
the same spot. You should practise this manuever, because you will use it to
get things you normally cannot get, or to avoid an attack an return to the
same spot. It is required that you perform it at least once in the game, and
if you're human, you'll be doing it a lot more than that.
The second style is called the double long jump. This version of double jump
has the character perform the second jump not at the height of the first jump
(which is what normally happens for the greatest increase in height) but
rather at the lowest point possible inorder to gain the most distance. This
manuever trades height for distance, and is used to reach those "impossible"
ledges. A minor variation on this move involves falling, executing the first
jump, then the second jump, each at the last possible moment in order to
maximise distance.
Do not try this at home. As any doctor can attest, it doesn't work in real
life.
===================
Terrain Tactics
===================
Use the terrain to your advantage to avoid enemies and to attack them one at a
time. Enemies cannot climb, but they can drop. This means you should seek the
high ground and trigger death from above. Retreat and repeat until they die.
Even better, enemies are limited and remain dead if you restart at a
checkpoint (only if you killed them and then activate the checkpoint). It is
possible to avoid a lot of enemies and make it to the exit crystal with a lot
of health to take on the exit crystal melee. This will also help preserve your
shield's durability until you actually need to use it.
Also, fight enemies one at a time to make sure you are not surrounded. Since
Maximo can only swing his sword only at one, maybe two enemies, he cannot hope
to fight against an army of undead and win. That's only if you're cheating.
Know your enemy as welll; for example, mimics can be avoided by memorisation,
or by inspecting a chest and then retreating immediately as the chest begins
its animation. If it's a mimic, you will be far enough away to avoid its
attack and return the favor.
==============
Hub Levels
==============
Prize Wheels do not restock items, but prize wheels in hub levels do. Keep
this in mind when you prepare for a boss fight or are simply collecting stuff
in a hub level before you tackle the next stage. If you are clever, you find
the best stuff in the hidden chests and start almost every level well armored
and equipped with a fully charged firebrand.
</P>
[此贴子已经被作者于2005-10-25 10:56:55编辑过]

tangyi 发表于 2005-10-22 19:30:00

2016-8-13 01:06 编辑 <br /><br />==============
Lock Spots
==============
You start off with three Lock Spots but you will earn more as you paste bosses
against the wall and rough 'em up a bit. Abilities are stage specific, so if
you find one you like, keep it locked. Pick and choose carefully since some
abilities do not appear as often as you like. While some are easily retrieved
from stages, you may want to keep some abilities because they are really
helpful. These are the ones I have personally; this starting gear should be
enough to help you get the other abilities that you lost when you died:
- Throw Shield
- Mighty Throw
- Shield of Midas
- Long Sword
- Mighty Blow
- Ring of Pain
- Mask of Sorrow
==========
Key Me
==========
Have three to five iron keys stocked up. This saves you time in backtracking
to a locked chest on later levels; they allow you to avoid dangerous and
costly detours to find the iron key for a gate or locked chest you need. If
you are going for mastery, you can still have some keys "for emergencies". So
long as you don't have the maximum of nine (9) keys in stock, you can pick up
iron keys along the way but you have the option to open the locked chest first.
==============
   ENEMIES
==============
Monsters spawn out in their own unique way, usually popping out from the
ground but occasionally come at you by being sent in via a casket or a plant.
Although you can destroy these monster delivery vehicles easily in the first
few stages, you'll find out that the monster caskets become more dangerous as
you go on.
Bone Soldier (undead)
Fire- +100% dmg
Light - +200% dmg
Ice   - freeze
Dark- +200% dmg
----------------------
Skeleton that runs up and punches you. Majority of the monster type you'll
encounter. Maximo can only be hit once, but if you guard both attacks, the
shield is damaged twice. Best thing to do is to avoid it if you can, or
overhead strike it and kill it with one hit. The harder ones (you'll know
which ones) will teleport, much like Spinal from Killer Instinct, under the
ground and come up behind Maximo. Bone soldiers are vulnerable when they
reappear from the ground, or if they are still immobile in their monster
caskets. On later levels, they tend to swarm so provoke them only a few at a
time. Any magic sword works well and don't hold back, or you will wind up
taking a lot of damage.
Bone Axe (undead)
Fire- +100% dmg
Light - +200% dmg
Ice   - freeze
Dark- +200% dmg
----------------------
Skeleton that doesn't move but wields an axe. You'll notice it quickly since
it'll begin to throw its axe out much like Maximo does his shield. This
monster is easy on large open levels but they are placed in spots where it can
knock you off into lethal terrain (killing you) or where it can hit you at
least once before you get to it to kill it. The best thing is to approach from
one side, have the monster throw its axe at you, jump over and quick or
overhead strike the monster before the axe can return to hit you. The axe
disappears if you successfully kill the monster.
Bone Shield (undead)
Fire- +100% dmg
Light - +200% dmg
Ice   - freeze
Dark- +200% dmg
----------------------
Skeleton armed with a sword and shield. Other monster you'll meet constantly.
Like the Bone Soldier, it comes in three colors and flavors. The hardest ones
can "skele-port" but Bone Shields also guard against Maximo's quick strikes
and overhead strikes quite effectively. If you have Maximo guard, the Bone
Shield attacks. This repeats until your shield durability goes to zero. Spin
strikes work only against the weakest of Bone Shields, but prove ineffective
at stopping the tougher ones. The best thing to do is to knock one down with
an overhead strike and then finish it off with a down strike.
Bone Elite (undead)
Fire- +100% dmg
Light - +200% dmg
Ice   - freeze
Dark- +200% dmg
----------------------
Skeleton with a full suit of armor and a poleaxe. Patrols in a small area but
pursues if it sees you. Quick strikes and down strikes are ineffective against
this monster. Even overhead strikes are of limited effectiveness, requiring
two overheads to finish the job. The first overhead knocks off the helmet. The
second should kill. Down strikes will do the task of the first overhead
strike, but not the second. Even magic bolts cannot kill this guy (unless it
is an Armageddon wave). The only magic swords to cleave this sucker without a
problem is the Armageddon or the Firebrand. With a normal sword, Mighty Blow
works, or you can hop over the monster and attack it from behind while it is
swinging its poleaxe.
Bone Bomber (undead)
Fire- +100% dmg
Light - +200% dmg
Ice   - freeze
Dark- +200% dmg
----------------------
Skeleton that throws bombs. Behaves like the Bone Axe, but almost mandates
that Maximo get wounded if it dies. The only way to beat this monster without
suffering any wounds is to execute a crouching quick strike so that it stops
throwing bombs. After you stop the Bone Bomber, retreat to a safe distance and
wait for it to die, then clean up. Do not try to destroy the bombs it tosses
and be attentive to the "smoke" timer on the bomb and be ready to get out of
the way when the timer reaches one. Also remember that like the Bone Axe, this
monster can only throw out one of its shots at a time. So it has its bomb a
tickin' and it leaves itself open for some killin'.
Bone Pirate (n/a)
Fire- special
Light - special
Ice   - freeze
Dark- special
----------------------
This monster is exceptional on the annoyance meter. This is because it is a
fast, mobile, and common monster that cannot be defeated anyway except by a
down strike. Plus it has the ability to do about ten damage to a shield with
one of its attacks. It basically is a skeleton that looks like a pirate and
even sounds like one, albeit a dorky one. It is nearly invincible to take on
from the front. The only way beat one is to knock one down, preferably from
behind so that the sword it has sticking through its body points to the
ground. Once it is prone, Maximo can down strike it and that's that. Down
striking a Bone Pirate when it is face up is a no-no, because although you'll
kill the little ess-oh-bee, the sword in its body will strike Maximo for one
damage. Jumping over it as it charges will cause it to be confused. Overhead
strike it from the back, then down strike and finish it off. Use the Icebrand
to freeze this monster and shatter it in little pieces so even the King's men
can't put it back together.
Zombie (undead)
Fire- +100% dmg
Light - +200% dmg
Ice   - freeze
Dark- +200% dmg
----------------------
Walking corpse that lunges at you. Attacks with two punches like the Bone
Soldier but is tougher in that it will not fall with one quick strike. Use the
overhead strike or Mighty Blow to down this sucker with one hit. Tougher
zombies will lose their legs when struck and come at Maximo again by crawling
on the ground. You'll then need to deliver crouching quick strikes to finish
the job. Be ready to deliver two overhead strikes to zombies as you progress
into the game. Conversely, down strikes work on all forms of zombies. One
zombie variant found only in swamps has carnivorous fish on its body and it
will fling them on you if you watch try to kill Maximo. Moral of story: shoot
first, question later. The KGB does it, and so should you.
Raven (living)
Fire- one hit death
Light - one hit death
Ice   - one hit death
Dark- one hit death
----------------------
Quoth the raven, "Gimme your money punk!!" Ravens do no damage, only steal
money instead. In a way, they're another kind of ghost. They swoop down quite
fast and they make no noise, the primary concern. Be alert for their squawks
that alert you to their otherwise silent presence.
Ghost (apparition)
Fire- one hit death
Light - one hit death
Ice   - one hit death
Dark- one hit death
----------------------
White gaseous monster that appears only if Maximo carries one (1) or more
spirits. It deals no damage, only stealing your spirits. Either quick strike
it as it nears, or you can spin strike for more satisfying results. Either way
will do, since it dies with one hit. Since this monster makes no sound until
it is almost upon Maximo, you will need to remember where this monster
appears, and keep a lookout for its tell-tale appearance: a whitish cloud of
smoke signals its presence when you have spirits to be taken.
Poltregeist (apparition)
Fire- one hit death
Light - one hit death
Ice   - one hit death
Dark- one hit death
----------------------
Green gaseous monster that appears similar to the Ghost but shows up all the
time. Instead of stealing spirits, it will take possession of Maximo for five
seconds. Prevent this by killing it before it touches Maximo or remaining
invincible (having the Mask of Sorrow active is best). The tell-tale sign is
the green smoke it erupts from (like a ghost). Once a poltregeist touches
Maximo, it never reappears again (until you replay the stage) and makes
attaining mastery a little more difficult if you miss striking it.
Stone / Crystal Statue (n/a)
Fire- one hit death
Light - one hit death
Ice   - one hit death
Dark- one hit death
----------------------
Stationary "monster" that rises from the ground and is fairly crappy, although
it will damage you as it's erupting. It doesn't cost any charges to destroy
this enemy, plus you can use it as a barricade against mobile monsters.
Destroy these enemies after you deal with more lethal threats.
Mimic (special)
Fire- normal
Light - normal
Ice   - freeze
Dark- +200% dmg
----------------------
Looks like any regular chest, but will attack you when you try to open it.
Best defense against it is to remember what chests you opened and to avoid
inspecting them when you restart at a checkpoint.
Rogue Wizard (special)
Fire- one hit death
Light - one hit death
Ice   - one hit death
Dark- one hit death
----------------------
Weak monster, but most likely it will age Maximo either into a baby or an old
man before you know it. These two forms of Maximo cannot attack. Behaves like
the Bone Axe or Bone Bomber, the Rogue Wizard also has the element of surprise
since it looks like any other regular treasure chest. It usually lies in wait
with other enemies and attacks when you are distracted. Because it always
appears in the same area, a Rogue Wizard can be dealth with by memorisation or
by becoming invincible and getting near it until you can spill its brains on
the pavement. Killing this monster without getting struck by its magic bolts
will net you a 1-up. Being transformed once will net you a gem. If the monster
hits you enough times with its magic bolts, you will only gain a coin for your
efforts. If you down strike monsters too often, you will risk summoning a
rogue wizard to the next normal chest you get close to.
Monster Plant (living)
Fire- +100% dmg
Light - normal
Ice   - freeze
Dark- +200% dmg
----------------------
Plants behave like they do in Resident Evil, spitting spores that explode or
do other nasty effects, like make mini-me's of the plant that try to get on
Maximo's leg. Best defence is good offence. Overhead strike or spin strike
them until you decapitate the plant. Fight them one on one for best results.
If you get close be prepared to be hit if you are slow to strike because the
monster plant will use its vines to beach-slap you. Moral of tale: on the
plains of hesistation are those who waited, and waiting died. If you are going
to shoot, shoot. Don't dwaddle.
Crocodile (undead)
Fire- +100% dmg
Light - normal
Ice   - normal
Dark- +200% dmg
----------------------
Crocodiles are tough monsters and have the property of surprise as well. They
only appear in swamp, and then only in water. The only tell-tale presence of a
croc are the bubbles that float from the water, as if Maximo had too much
chili and went for a swim. When the croc attacks, it does savage damage before
it disappears and tries again. Down strikes and quick strikes do not work well
but overhead strikes do. In fact, overhead strikes are the way to go in most
cases. Hit croc on the snout three times with an overhead, it will go belly up
and probably belch out an item.
Ice Plant (ice)
Fire- +200% dmg
Light - normal
Ice   - resistant
Dark- +200% dmg
----------------------
Stationary enemy that makes ice cubes around itself. Touch the ice cubes and
Maximo freezes solid for five (5) seconds, making him vulnerable to attack.
Down strikes work against this monster and you should appraoch with caution
since other enemies nearby tend to take advantage of your helplessness.
Frozen Zombie (ice)
Fire- +200% dmg
Light - normal
Ice   - resistant
Dark- +200% dmg
----------------------
Looks like a zombie sailor with a pointed stick encased in ice. Now I'm going
to tell you 'ow to defend yourself against an assailant armed with a pointed
stick. Right -- first off, normal quick strikes do not damage the monster
since the ice acts like armor. Overhead strikes will work since that attack
will hit the monster's head. Down strikes theoretically work, but don't so
don't try. Note that the Firebrand will work normally against this enemy, as
will the Armageddon. The Icebrand works at well, but it will behave like a
normal sword against a Frozen Zombie. The weapon's Shabon Spray will instantly
destroy a Frozen Zombie (it's already frozen) so keep that in mind.
Yeti (ice)
Fire- +200% dmg
Light - normal
Ice   - resistant
Dark- +200% dmg
----------------------
Large, ugly, superbly annoying. Quite like a pokemon, but angrier and you
derive extreme satisfaction from killing one and displaying its carcass at the
British Museum of Natural History while smoking cigars and dumping ash on its
taxidermed hide. Yes, you will hate this monster because I told you so. It has
a large amount of HTKs, so when you can, use a Firebrand or Armageddon
(doubtful) and kill it in one stroke. Steel swords require more than one
overhead strike and fighting it with the Icebrand is pretty much attacking a
tank with a toothpick. Be sure to avoid the linear avalanche it launches
Maximo's way since it is unblockable. When you need to fight multiple yeti,
you are in for a world of pain.
Hammer Demon (demon)
Fire- resistant
Light - +200% dmg
Ice   - freeze
Dark- +200% dmg
----------------------
By the time you reach the Spirit Realm / Nether Realm / Noob Saibot, you
should be ready for anything. This little fiends walk softly and carry a bog
hammer that behaves like a Ring of Pain. Crouching quick strike to hit these
monsters and if you see them stagger, be ready to double jump to avoid the
shockwave attack. Overhead strikes do not work since the hammer acts as a
shield; the only time you can attack them from above is when they throw their
hammer back right before they attack.
Goat Demon (demon)
Fire- resistant
Light - +200% dmg
Ice   - freeze
Dark- +200% dmg
----------------------
Humanoid goat monster. Stomps its hooves and charges at Maximo. If you want,
you can block and strike back when the monster hits your shield. Or you can
double jump straight up, down strike to stun the monster, then go in for the
kill with an overhead strike. Up close, it can still attack you by doing
shortened versions of its ram attack.
Wraith (apparition)
Fire- resistant
Light - normal
Ice   - normal
Dark- +200% dmg
----------------------
The Spirit Realm's "ghost" is much more malign. It doesn't want spirits; it
doesn't want control of Maximo; it just wants to pick him up, take him out in
the middle of nowhere and shoot him. But since firearms haven't been invented,
Wraiths just drop Maximo over the closest bottomless pit. All about the same,
insta-death. Wraiths do no damage -- if Maximo is held by one, hit the square
button repeatedly to free up Maximo, not minutes.
Prisoner (living)
Fire- normal
Light - normal
Ice   - normal
Dark- +200% dmg
----------------------
The prisoner is insane and bays like a dog, eats like a dog, and humps your
leg like a dog. It does no damage but will restrain Maximo while other
monsters attack him. Unlike the Wraith's grip, you must hit cross button to
escape this hold. Any attack works well against this monster.
Black Knight (unknown)
Fire- special
Light - special
Ice   - special
Dark- special
----------------------
The Black Knight is a unique enemy requiring a special attack sequence to
destroy. Two down strikes will detach the head from the armor. When this is
done, hit the floating helmet with any attack and the head will re-attach
itself to the body. Repeat and it will die. Magic swords have no bonus or
penalty on this enemy, and it requires a charge to hit the helmet. If you have
the Ring of Pain and Wider Shockwave, the phantom blades of the ring will have
the same effect (do three down strikes instead of two) and you'll be able to
kill the Black Knight without expending valuable magic sword charges.
[此贴子已经被作者于2005-10-22 19:36:52编辑过]

tangyi 发表于 2005-10-22 19:31:00

2016-8-13 01:06 编辑 <br /><br /><P>================
   WALK-THRU
================
If you're a smart enough gamer, go fetch the money yourself and fight enemies
one on one. I'll tell you where the nasty spots are, and I'll throw in the
keys for free. I'd like to tell you how to do things exactly but too much
detail will confuse you. It's not my style. Mebbe it's Puke Skywalker's style.
I know he teaches his student(s) before he sleeps with them, but it's not how
I do it. I'm more of a "paint bunny rabbits on the electric outlet and let her
learn it the hard way" kinda guy.
But Maggie's not afraid of rabbits.
She will be.</P>
<P>===============
   Bone Yard
===============
Terrain:
-------
Mostly benign unless you stray off the pavement and go on the purple patches
of "soiled earth". This purple stuff looks like the leftovers of a crematorium
bankruptcy and should be avoided since skeletal hands will grab at Maximo,
trying to "cup" him, just like the Joe-enemy from Final Fight 3.
Being "cupped" will cost Maximo HTK. Avoid being "cupped" by rapidly jumping
over this terrain, where (obviously) treasures and keys will soon be on. The
only other thing to look out for is hot lava. That kills you instantly.
There are also stone coffins with heavy lids on them. Derived from Egypt,
passed on in tradition through the Dark Ages, etc. Nevermind the history, down
strike to break the lid. All other attack crack it, but amazingly, it will not
break. This ceramic crap is better than I thought.
Enemies:
-------
Bone Soldier
Bone Axe
Bone Shield
Bone Elite
Zombie
Mimic
Rogue Wizard
Ghost
Raven
Stone Statue
Monster Plant
Bone Towers are more a trap than an enemy, since it is indestructable. But
because it can hurt you, it's listed here. It spits out damaging skulls in 3-
round bursts. They are predictable in where they appear and fire, so you
should have no problem avoiding them after expending a few Maximo's.
-------------
Grave Danger
-------------
Start off by getting the iron key on the hilltop to the right of your start.
The locked chest is up to you. Hehehehe. You can get hidden chest 1 before you
proceeding to the first checkpoint. You should also explore how you move in
this environment asince there are no enemies until you pass through the gold
gate just over that hill.
1st Checkpoint
There's a gold key in the chest to the left of the gold gate. Hidden chest 2
is here too. Be sure to collect at least one spirit from a spirit stone before
heading out. However, if you don't want to meet any ghosts, then don't -- but
you also won't be increasing that Death Credit counter, so you gotta weight
your options.
Past the gold gate, engage the Bone Soldiers and trigger (and kill) the ghost
before you make a left at the second tree into the secret alley for some money.
2nd Checkpoint
To reach the secret caged area, follow the paved ramp into a cave and down
strike the coffin. The statue switch will allow exit. I advise that you
activate the checkpoint after you visit this area. At the open grave, head
left into hidden alley ranch #2 for monster with an iron key. The key is for a
hidden chest. You need to use the tombstone at the open grave to reach this
secret. Or you can screw it and keep the key for later use.
Be sure to visit the hidden "bat cave" at the next fissure (look to the lower
right of screen to find it). If you can't find two more hidden chests, watch
out for the Bone Towers and go on to the checkpoint.
3rd Checkpoint
There'll be a prize wheel with full health, but buy it only if you're
desperate since it will not be restocked with an item once you buy it. Be
careful of the Bone Axe and use the Mighty Blow (if you got it) to kill the
monster in one stroke. Head past the broken bridge and if you are bold -- and
daring -- island hop to the gem and back. Use the residual boulders to stay
off the bad ground and down strike enemies as they come.
Exit Crystal
The exit crystal is in the cave to the left. Fight the monsters one at a time
or you will be swarmed. Head back to the residual boulders if you need to do a
strategic withdrawal. Here's a hint: loiter after you make the exit crystal
vulnerable. You can find lots of stuff after exits since programmers have
nothing to do but torture gamers. There'll be a monster with a key just
outside the exit crystal's cave entrance -- it'll be for the locked chest past
the cave entrance. A ghost will attack you on the way there, so hang back to
deal with it before proceeding.
Now you can exit.
-------------------------------------------
Tomb Tower Hub Level (Lenore's Love Shack)
-------------------------------------------
From the cave where you have the portal to the Grave Danger stage, head right.
You will encounter in counter-clockwise order:
- a hidden chest spot
- Coffin Canyon stage
- a hidden chest spot
- the save pool (probably save too)
- Dead Heat stage
- a hidden chest spot inside a statue switch cave
- the wooden bridge
- a hidden chest
- Bad to the Bone stage
- the "hidden" prize wheel in the river (armor)
- and back to Grave Danger
Avoid the enemies by running; they give up after chasing you so far. The
regular Bone Soldiers, whether they die with one hit or not, you should get
rid of since they are relatively easy to kill. Use caution against Bone
Shields, and if you want, you should avoid Bone Elites when you can.
To access the "hidden" prize wheel, face the suspicious skull formation while
standing in the river. Head towards the wooden brige (suspended over lava)
that leads to a ramp and into cave. The statue switch is in there. And unlike
normal stage prize wheels, this one restocks itself everytime you come back to
the hub, so if you need armor be sure to have at least $100 ready. If you're
smart, you'll also find the free Firebrand in the hub level and have it on
hand before you start Maximo on the next level. In fact, you should have it
ready and refilled whenever you kill all the enemies and need a free magic
sword. See SECRETS for all the hidden chest locations.
Another thing to consider: replay the Grave Danger stage, collect two or three
iron keys, and don't use them. This way, you'll have extra keys to use when
you really need them later, or if you chicken out trying to get one, you wussy.
----------
Dead Heat
----------
When you start, turn left, go around the building you're in and rob the
monster of its key. Use same key to open the locked cemetary behind Maximo's
starting building. There's a hidden chest in that area. Watch out for the
raven as well. When you're done grave robbing, head to the church floating in
the lava.
Jump past the swinging gate when it's swinging away from Maximo. Away. Try
jumping when it swings towads you for fun. After you die or make it --
whatever, fight the monsters on "safe ground" and you should earn two iron
keys and find a third one over "bad earth". Loot and pillage the locals, then
head for the first checkpoint.
1st Checkpoint
The 1-up is enticing, make sure you are as close as possible to the rising /
falling coffin platform before you jump for it. There is a key just past the
mausoluem once you reach safe ground (past the lava). It'll be for the
concealed, but not hidden, locked chest behind the mausoleum's stain glass.
Lesson learned: smash everything.
2nd Checkpoint
Follow the coin trail to the gold key. Hop the lava, kill monsters and open
the gold gate.
3rd Checkpoint
Pass the gold gate there will be a ghost attack, as well as a hidden chest
spot (trust me, you missed a lot by now, so check SECRETS for all of them).
There will be a Bone Shield with a key near left stone coffin. It'll be for
the hidden chest mentioned above. There are two placed ironkeys inside the
mausoleums, so open the building left of the gold gate first, then the right,
then the building that you see from the third checkpoint. The last building
mentioned has the gold gate key.
Past the gate, you will have another ghost attack, tag teamed by a raven. You
will also encounter two Bone Axes attacking in tandem, so down strike one,
then the other to put them prone. Then kill them one at a time with down
strikes before they get back up.
Exit Crystal
There's a 1-up behind the exit crystal. See? Did I not tell you to loiter?
What ever I says, goes. Understand?
--------------
Coffin Canyon
--------------
Watch the ravens when you begin. They'll be some earth shaking and some lava
hopping. Be sure not to miss out on the "bat cave" experience after the quake.
It'll be in the newly formed cliff. Inside, you'll face a Bone Solider (easy),
a Bone Elite (medium), and three ghosts (not fun). The reward? Lots of money.
Head up to the first checkpoint.
1st Checkpoint
As you follow the pavement to the stone archway, a Bone Tower will
be "guarding" its entrance. From there, turn right 90 degrees and head forward
to the "bad earth". A monster will attack you on the "bad earth" and will drop
a key when slain. Use it to open the locked chest on top of the stone archway.
2nd Checkpoint
There's a hidden chest near the tree. I'm only mentioning this because it
holds a potion and because it's your first time. Land near the tree to uncover
the chest. Watch for the ghost as you discover the chest. Watch for any
surprises in the ground. Now you know how's like in California.
There will be a Shield of Midas lying on open ground later. Come back to this
stage if you want a Shield of Midas (if you picked up another shield by
mistake) since it's free and the stage is easy. There is a Bone Elite with a
key near this shield power-up. The key is for the locked cemetary. If you have
not picked-up the Throw Shield ability, you can still use this shield's money
grubbing power by holding R2. Just make sure you have this ability locked for
the first few stages.
3rd Checkpoint
Past the broken bridge, there will be a monster holding a key to the locked
gate. Watch for a raven after the broken bridge, and again after the gate. To
provoke the raven past the gate, you will need to go on higher ground and jump
to get its attention. A Bone Elite in front of the mausoleum with the
indestructable cage holds a key for the locked chest behind stain glass in
other building. The indestructable cage mausoleum has a statue switch that
leads to the exit.
Exit Crystal
Fighting on the narrow gaps is tricky. You can eliminate monsters by down
striking them off the cliff side. This does not count for mastery, but will
serve the purpose of getting the hell out.
----------------
Bad to the Bone
----------------
Here's another good tip: when you start any stage, turn around. You may be
surprised at what you find. In this case, there are enemies, but they are also
guarding some armor. If you are at three lifebars, save it for later. If not,
grab it and you can take some extra hits. proceed down the path until the
earth shakes. There's a hidden chest somewhere before you make the leap;
specifically, I won't tell you unless you want me to (SECRETS). Head for the
first checkpoint.
1st Checkpoint
As you cross the lava, you should notice the three spirit stones on "safe
land". Land ho, eh matey? Guess what? Get your butt ready for a ghost attack.
Whack the zombie then attack the ghost. Head up the ledges sticking out of the
cliffside and explore the area around the stone coffin. Did I say to go down?
Did I say go down? No. I did not. Explore the area and pick up money, spirits,
mebbe other stuff. See the 1-up? Do a varied form of "double back jump" so you
land on the other side of the fence. Then go back and NOW go down the stone
coffin (use down strike to break lid).
Fight off the Bone Soldier welcoming committee and look around. Kept that
Midas Shield like I told you? No? Then you're not only a moron, you'll be a
poor moron. That gem in the skull cave's eye is fetchable only with a Midas
Shield thrown from standing on the tall rock at the mouth of the cave. Go
check yourself.
2nd Checkpoint
The monster on the wooden bridge has a key. That key is for the locked chest
concealed past the secret "demolish-able" wall near the checkpoint. Follow the
river until you reach the waterfall.Turn right 90 degrees and head over to
the small clearing near the big christmas tree.
BAM!! Rogue wizard.
Got hit? Hide inside the open grave until the spell wears off. The old fart
runs off after several seconds. If not, Maximo hasn't been attacked enough by
his spells. If you need to combat the guy, approach from an oblique angle and
jump to avoid the magic bolts. One hit is all it takes to send the old folk
home. If you need healing, go inside the waterfall and "spot" (jump and land
on) the area between the coins for a potion.
Exit Crystal
Head up past the Bone Tower and towards the exit crystal. There's a 1-up near
the Bone Tower, if you can find it. HAHAHAHAHAHA (SECRETS).
--------------
Boneyard Boss
--------------
Prepare by getting a flame sword and armoring up for the fight. Be sure all of
Maximo's lifebars are filled and that you have one or two iron keys for the
next level. You'll be using them after the boss fight, not during. I dated a
Goth Girl once. She had an ex-beau that looked like the boss you'll be
fighting. Save if you wanna, then hop on the platform and attack; I want you
to attack right now.
Lock these abilities
====================
- Throw Shield
- Shield of Midas
- Mighty Blow
Boss Attacks
============
Dirt toss-Stay far enough away and the boss will toss dirt balls with its
shovel. You can block these, but why? You can run one direction and they will
usually miss. Best thing to is stay near to preclude this attack.
Shovel swipe (unblockable) -This attack is when you get too close, or if you
have Maximo attack without the boss distracted by having it gloat. Stay away
to prevent this attack.
Shovel pound (with shockwave, unblockable) -This is the window you look for.
The shockwave goes out, you avoid, boss gloats, you kill. This attack is
launched at "medium" distance, so loiter there.
Strike Window
=============
Wait for shockwave shovel pound. Jump over the shockwave and towards the boss.
Down strike the boss' foot, making it hop. Do it again to make it sit down.
Overhead strike / Mighty Blow the head and retreat back to "medium" distance.
Repeat until it gets buried in its own grave.
</P>
[此贴子已经被作者于2005-10-22 19:37:57编辑过]

tangyi 发表于 2005-10-22 19:31:00

2016-8-13 01:06 编辑 <br /><br />======================================================
Great Dank (just call it the bloody Swamp already)
======================================================
Terrain:
-------
The Swamp is water logged with boggy green water and dirt ground. This is an
extremely difficult place to find potions due to the colors and bags of money
are hidden in quite well. Just trudge around and explore when it's safe and
you should do fine. Remember to take things slowly and attack monsters one at
a time. The lava is replaced by a nasty brown water that behaves the same way,
it kills Maximo instantly. The "bad earth" is present in the first few stages
of this world as well.
A new type of terrain, the tar pit, is only found in one stage (Dem Bones) and
is not immediately lethal when you sink in; you die if you stop moving, so
keep moving and stop only to strike at enemies (Mighty Blow preferred). Escape
the tar by finding a suitable ramp that leads back up to dry land. There is
ALWAYS a ramp. There are no exceptions. The micro-tarpits are surrounded by
the "ramp". Just walk up and out.
Enemies:
-------
Bone Soldier
Bone Axe
Bone Shield
Bone Elite
Zombie
Mimic
Rogue Wizard
Ghost
Raven
Poltregeist
Crocodile
Monster Plant
Vines are listed here, since they can hurt you. They only block the path and
can be cut down by several quick strikes (do not overhead strike as Maximo
steps forward). They grow back fast, so make the jump when it's immediately
clear.
-------------
Watery Grave
-------------
Wanna open the locked chest? Use a stocked key or if you want, use the fungi
platforms on the sides of the tree to reach the hut above the water. There's a
key in the hut. Cut past the first set of vines and detour right into a
secluded area with a spirit stone. Come back and pass the second set of vines
to the checkpoint.
1st Checkpoint
There's armor on the left tree when you get Maximo out to the open area. Use
the fungi platforms to reach it. The gold key is inside the monster by the
gold gate. Go through it.
2nd Checkpoint
You should see a key on the wall above the checkpoint. Use the tone coffin's
corner to jump on the broken wall and up to the key and a 1-up. Past the
fountain, you will see a locked building with armor inside. I will call this
mausoleum Building-A. At this point, you can get the second iron key the easy
way, or the hard way.
Hard way: head left of Building-A and hop the islands over the lethal water to
the key (last building). The Bone Axe is difficult from this direction since
you need to hop on another platform as it attacks with an axe throw while you
head back and strike it. You then have to go back the same way.
Easy way: from the front of Building-A, head right and you should see some
fungi platforms that allows you to reach the roof of Building-A. From the roof
of Building-A, you should head to the roof of the buildings next to the lethal
water. Hope the roofs until you get the Mask of Sorrow (Lock this ability) and
drop down to the gated off area and pick-up the iron key. Kill the Bone Axe on
the way back ot safe ground. The surface area of the log makes it easier to
dodge the axe.
If you have three lifebars, head for Building-A, open up the door, turn into a
revenant and run into the green water. Two Crocodiles will attack, one in each
large expanse of swamp. Being an undead killer can be fun as you run your
skeletal, burning-with-arcane-energy fist through their squishy brains. You
can even take out some of the exit crystal's army before you revert to normal
Maximo.
Exit Crystal
There's a monster with a key that allows you to access the last locked
building. Use it if you want. Loiter if you are able. Do it especially if you
have two or more lifebars left. There are three tricky treasures in this stage
that will befuddle your widdle mind until someone points them out.
Numero-Uno is a bag of coins behid the door jamb of the last mausoleum
(building nearest exit crystal). Notice the camera doesn't turn? Notice you
also can't look (R1)? That's right baby, check the jambs behind every door or
you'll be SORRY.
Numero Two-O is near the last prize wheel where you fought Crocodile number
one. See the tree's roots trying to hide something in the corner of the
stage's wall? Potion. Get. Now.
Numero-Three-O requires a "double long jump" from the roof of Building-A to
the mausolems in the green water. There's a 1-up on top of the building that
had tricky treasure number one.
Now you can exit and head for . . .
--------------------------------------------------------
Magic Tree Hub (Comet's -- I mean, Maries' Magic Tower)
--------------------------------------------------------
Head right and in counter-clockwise fashion from the Watery Grave stage, you
will encounter:
- hidden chest spot in green log
- save pool
- hidden chest spot
- Dem Bones stage
- Prize Wheel (armor) &amp; hidden chest spot
- hidden chest spot
- Quick and the Dead stage
- Voodoo Village
There's a lot of money lying around, and you should use the Midas Shield to
fetch them without putting Maximo in danger. Watch for crocodiles in the water
as you complete more and more stages in the Swamp. The prize wheel offers
armor for $100.
---------------
Voodoo Village
---------------
Turn around when you start; there's a key in tree hollow for the chest in hut.
Going forward, you will encounter two crocodile attacks. Head for the first
checkpoint after you kill as much as you can (explore later).
1st Checkpoint
There is a key placed underneath first locked hut. The first locked hut has a
gem inside. The locked hut has a lightbringer inside; the key to that is in
the third open hut. The second area of the village is over lethal water. There
are two keys in this section as well. The first key is on the fungi platform,
the second is on a cantered wood plank plaform near the conveyor belt wheel.
There is a locked chest behind a locked door in the hut. Precious item? It's
armor.
2nd Checkpoint
Go through the vines since Maximo can't fly. When you come to the area where
you can go high or low, go low for treasure, high for the exit crystal. Low
road has money and a treasure chest. Head back when you're done foolin'. High
road has enemies. Past the Bone Axe, you see armor. If you want it, jump to
it, and you'll get a free magic Bolt ability on the way back. Past the Bone
Shield, observe that you can drop on two fungi platforms on either side of the
main path for money. The 1-up is an easy grab.
Exit Crystal
The temple battle is fairly tough due to the battlefield being surrounded by
lethal water. Overhead strike enemies and finish them off with a down strike.
Explore after the battle, as some items are on the temple's lowest steps.
-------------------
Quick and the Dead
-------------------
Turn around when you start and "spot" between the two torches for a hidden
chest. I was just nice for that one. Going forward, you'll contend with a
raven among the monster rabble. Stay on the ground for now and focus on
killing monsters rather than exploring for now. A croc attacks in tandem with
a raven, so trigger one, then the other, or you'll wind up wounded and poor.
A Zombie with a key marks one milestone; just past it is a tree stump with a
key on its top. A ghost will attack as you head down the corridor. As you keep
going, the path turns right 90 degrees, then left 90 degrees. Ghosts attack
after each 90 degree turn.
When you reach the checkpoint AND killed all the monsters, feel free to
activate the checkpoint AFTER you go back and collect everything (it's all
safe now that everyone's dead).
Back where you made the first 90 degree left turn, there is a building with
tree roots coming out of it. There is a 1-up on the building's roof. Use the
tree's roots to reach the roof. From the key placed on the tree trunk, you can
get two more keys by jumping on the roofs of the mausoleums and then the
narrow wall edge. This will allow you to open the locked doors you passed
while you were fighting for your life and screaming like a woman. If you had
extra keys, you could've opened them earlier, and the keys you now hold
should've replaced them (better idea).
1st Checkpoint
There'll be a croc attack immediately after the checkpoint. The gold key is in
the Bone Shield by the gold gate. Past the gate, a poltregeist will attack.
Som earmor is suspended in mid-air on the right. Hopefully, you have armor to
muscle past the next section, or you'll have to proceed and kill everything
the old fashioned way: one-at-a-time.
There are no less than three crocs in the water ahead of you, plus you need to
be aware of the Rogue Wizard in the second chest on the left. Approach
everyone slowly and with deadly precision or you will not have the resources
to go on. A ghost attacks at the end of this marsh slaughter.
2nd Checkpoint
Hop the logs / shells when you see them come at you in groups of two or three.
Stuck on a single? Head back to safer ground. You'll wind up in a cave with a
checkpoint.
3rd Checkpoint
Use the monster generator as a way to give you skills if you died. Money also
helps. Do some log hopping again and you'll face monsters on the safe spots to
the exit crystal. To avoid the Bone Elite guarding the bridge, jump towards a
torch and attack it from behind or with Mighty Blow. To fight the Bone Axe,
hop past the monster on the logs (avoiding the axe) and then to safe ground as
the axe comes back. Attack it while it's waiting for its axe to return.
Exit Crystal
There is a 1-up near the exit crystal. Risk it if you bold; but are you daring?
----------
Dem Bones
----------
This stage is the only stage with tar as a primary terrain. Do not stop moving
or you will die. Use you Midas Shield if you want to get money. Hopefully, you
were smart enough to Lock Mighty Throw to increase your shield toss range. The
1-up is only accessible by jumping on top of the sinking animal skull from dry
land. Miss? Wade to the ramp and try again. Fight your way to the checkpoint.
1st Checkpoint
By now you should have five very useful abilities (Throw Shield, Mighty Throw,
Shield of Midas, Mighty Blow, and Mask of Sorrow) but only four Lock Spots.
Chances are you're missing one of them. If you play conservatively, you should
have kept The three shield abilities (money talks, beee-ess walks) and Mighty
Blow. The Mask of Sorrow works great -- if you have the armor and lifebars
available. You can pick up a Mask of Sorrow here too.
Detour over the tar from the checkpoint to the cave beyond the island for a 1-
up and money. The statue switch near the giant skeleton platform is your
ticket to the next area. As you pass the grey petrified tree, the next island
will force you to be aware. A rogue wizard is on the left. Deal with it and
head to the checkpoint.
2nd Checkpoint
The key is placed in cave past the vines; the chest is outside near a monster
plant. Head into the tar to pick up the lightbringer and a 1-up. Detour past
the crocodile skull (with armor in its mouth) and a ghost should attack you.
You can do one spin strike before you need to remain moving. Go up the ramp
and go across the crocodile skull back to a checkpoint.
3rd Checkpoint
Head back to the crocodile skull and take the gem in its eye. Remember Bianca
from the Rescuers? I didn't think so. A ghost attacks at the first island
created by the rockfall. Two monster plants attack towards the exit crystal.
Rush them and spin strike, then step to the side before you are hit by the
Bone Axe. Repeat until everything is dead.
Exit crystal
There's a gem on the ledge at the mouth of the cave. The fight is in narrow
quarters, so retreat outside or you'll be smashed.
------------------
Witch Doctor Boss
------------------
This boss has the appeal of week old sinus drainage and the same moral qualm
of an acid junkie dealer selling heroin laced with rat poison to small kids in
your neighborhood. But that's just me. Have a firebrand and armor if you can.
The boss is lethal if you do not kill it quickly. And bring some extra keys
for later. Three or four will do.
Lock these abilities
====================
- Mighty Blow
- Throw Shield
- Mighty Throw
- Shield of Midas
and carry unlocked Mask of Sorrow, Long Sword, and Magic Bolt if possible.
Boss attacks
============
Shrink n' Stomp-Rangeless attack. The little snit-stain will shrink Maximo
and try to crush him by stepping on him. Your only defense is to run; after
seven steps the magic wears off.
Clone Attack-the boss will clone itself and run around doing a Chinese
Fire Drill. Does not matter which one you hit since the last one standing is
always the real one. If you fail to wound the boss at all, the next attack is
triggered.
Needle Through Your Brain (automatic, unblockable, preventable)-Fail to
wound the boss when it's running its clone subroutine, and Maximo will sustain
nasty damage that cannot be blocked and cannot be avoided. It is prevented if
you wound the boss. If this attack hits, the boss will keep repeating Clone
Attack and the Needle Strike until Maximo lies dead in a puddle of his own pee.
Voodoo "Children" / Magic Bolt attack-the voodoo children are summoned and
boss fires magic bolts at Maximo. Attack triggered when boss is wounded. Jump
to avoid the bolts and stay away from the dolls. You can destroy them, but it
is easier to run. Spin strike if they get close. The "kiddies" remain when
Maximo is shrunk, but are automatically destroyed when he grows to normal size
again. Stay alive!
Strike Window
=============
When the boss is split into clones after Maximo "grows" back to normal size,
spin strike the clones until one "clone" is left. That one is always the real
boss. Overhead strike it with a firebrand and watch that life go . . .
Repeat one more time and you'll be off to paint the Frozen Wastes with Heinz
57. Having trouble with the clones? Use a magic bolt to fry the little guy.
Just remember though, to use the charges on the clones and overhead strike the
last one, and not waste charges, life, and time blasting the voodoo "children".

tangyi 发表于 2005-10-22 19:32:00

2016-8-13 01:06 编辑 <br /><br />=======================================
Frozen Wastes (Snow field / Tundra)
=======================================
Terrain:
-------
Mostly white, like Michael Jackson. The new surfaces are ice and frigid water.
Ice is slippery and Maximo cannot manuever properly on it. Double jumping may
help you regain footing. The lethal water is now blue and still makes you lose
a life. Wouldn't it be funny if it let you gain life instead? Secret walls are
more common in this world than any other, and they tend to blend in with the
surrounding snow and ice. Other than that, this place is no problem.
Spirit Stones are now Snowmen for the duration of this world, and I will refer
to them as such.
The only other new thing to learn are the darker colored ice platforms
floating in the water. Supposed to be "dark ice" laden with minerals; same
stuff that sank the Titanic. You know the drill. Oh wait you don't. Jump on,
jump off fast. These suckers sink into lethal water.
Enemies:
-------
Bone Soldier
Bone Bomber
Bone Shield
Bone Elite
Bone Bomber
Zombie
Mimic
Rogue Wizard
Frozen Zombie
Bone Pirate
Ice Plant
Yeti
Crystal Statue
With all the other death traps around, the only hazards to look out for are
ice and dark ice that can make Maximo's life counter deplete to nothing.
------------------
Shiver Me Timbers
------------------
Turn around at the start and fetch stuff with the shield. I hope you're paying
attention to the Midas Shield ability. The frozen zombie can only be killed by
overhead strikes; a firebrand can cut through the armor like it was nothing.
Continue into the cave and you will see a locked chest. The key is past the
checkpoint.
1st Checkpoint
The icebergs loop counter-clockwise. When there are three icebergs, you better
make sure you are on the one that will not sink. Stay at the checkpoint and
observe them for a minute. Your destination is the ship in the distance, but
first, a detour to the island on the checkpoint's right. The monsters there
hold a key for the locked chest in the cave. If you had extra keys, then was
the time to use them.
On the ship, you'll face your first Bone Pirate. If you have the Mask of
Sorrow and full lifebars, there's armor amidships to let you tear them apart.
A 1-up is on the bow spar. From the ship, you travel through a small snow
canyon into another area; a monster in the boat to key-monster in boat's bow
to your right. The locked chest is hidden on the island where the snowman is.
Here's another tricky treasure: when you jump off the boat bow and onto land
again, turn around and Midas the gem in the dragon etching on the ship's prow.
2nd Checkpoint
Left to the cave or right to the ship in the mountain? The left cave holds a
locked chest and the key is on the island to the right of that cave (inside a
monster). A rogue wizard is in the chest to the left of the ship coming out of
the mountains. Deal with this and head for the exit crystal. If you were
careful, you can use the Mask of Sorrow in conjunction with the armor floating
on the sinking ice cube to walk up to the rogue wizard liketerminator. Only
this time it won't be, "Come with me if you want to live," but rather, "I am
Max'xeemo. I v'ill kill you now, ja?"
Exit Crystal
Loiter; there's money inside a hidden chest neear the two chests at the exit
crystal.
--------------------------------------
Dark House Hub Level (Aurora's Aerie)
--------------------------------------
From Shiver Me Timbers stage, go left (clockwise):
- Dead in the Water stage and prize wheel (i-up)
- hidden chest spot on the outlook
- hidden chest spot
- Go with the Floe stage
- hidden chest spot
- the save pool and hidden chest spot
- Viking Longboat
- Cannonball Run stage
Use the raised moat to traverse the stage and avoid enemies. The ice and water
can be a killer. Once you reach this hub level, you can get free armor and
start stocking up on lives with the prize wheel. See SECRETS to fully take
advantage of this hub.
---------------
Cannonball Run
---------------
Turn around at the start and notice the chest. The key is in a monster if you
detour to the ship's prow and land on the snow ledge above the start. Inside
the cave is your first encounter with the yeti. Watch for the linear avalanche
it sends your way and attack it with overhead strikes. Goodies are hidden in
the bone ribs along the left side of the cave, be sure to inspect them.
There's a key in the second secret wall on the rightside of the cave. The
chest is across from the key room.
1st checkpoint
Do some hopping in the next section and WALK the thin ice bridge. There's a
hidden chest here on one of the islands over the chasm before the bridge if
you want to have some "fun."
2nd Checkpoint
Left of the checkpoint is a monster with a key. To the right of the checkpoint
is a yeti and a rogue wizard. Use the crystal statues to block the bolts and
send the freak back home to momma. The key is for the hidden chest in this
cave.
When you tire of searching, go on outside and shield toss the Bone Bomber to
death. The 1-up in the alcove is fair trade for one point of shield
durability. The cannonball run is no where as neat as the Burt Lancaster
movie, but it's surprisingly easy to hop and Midas all the coins.
Exit crystal
The monster mash is in narrow quarters, so down strike in crowds and escape to
a more open area to do battle. The key for the locked chest is with a monster
near the exit crystal. The locked chest is yeti guarded. Walk in then out to
lure out the peons, kill the peons, then charge the large stupid sucker with
Mighty Blow. Is the 1-up worth it? You answer that question yourself.
-----------------
Go with the Floe
-----------------
Look up when you start; there's stuff on top of that stone arch. Head around
to left to reach the armor. At the stone tower formation, do you want to go up
or down?
Down: ice hop across lethal water for the key. Some of the ice cubes bob up
and down at timed intervals. Watch and learn the pattern.
Up: leads to the checkpoint and the next area.
1st Checkpoint
Careful fighting on the top. You can run past a lot of monsters if you want
to. When you get to the top of the falls, island hop against the current and
hit the checkpoint.
2nd Checkpoint
Clear out the cave of monsters. You heard me, kill, kill, kill. Unless you
want to by pass this area and head for the exit crystal, you want to clear out
this area. The locked chest is not heavily guarded, but to get the key, you
will have to go to the roof of the cave from the outside and drop back in,
probably getting surprised when you come back in. To get to the roof, you'll
need to step outside the cave to see another island hopping area and head left
and up. Slide on the ice into the hold in the cave for the key. Done? Head for
the next checkpoint.
3rd Checkpoint
Past the checkpoint is the land of broken ice. If you don't want the prize
wheel and don't want to investigate for hidden chests, head left up the snow
cliff's stairs. When you reach the top of the frozen river, it'll all be ice,
so slip slide your way onto the ship and head for the exit crystal.
Exit Crystal
There's a key on the bow spar protected by a Bone Pirate. For the locked chest
amidships.
------------------
Dead in the Water
------------------
Turn around when you start, there's a prize wheel with a hidden chest spot and
money to boot. The iron key placed over the lethal water can only be reached
by a fall, then "double jump" to escape icy death. The locked chest is a Midas
Shield. There's a 1-up in the cave guarded by a Bone Bomber. You should know
how to trick them into throwing out a bomb then going in to cack them by now,
or you wouldn't have survived this far. The ship has armor if you are badly
beaten up, robbed, and need clothes. Take the Icebrand for dealing with Bone
Pirates.
1st Checkpoint
Avoid the cannon and head up the snowy valley. Bust the yeti's nuts and head
into the cave slowly. There's a secret wall on the cave's left (as you
progress forward) holding a monster guarding armor.
2nd Checkpoint
See the spinning ship? Jump only onto the stern; it's wider, safer, and has a
higher launch-off point than the bow spar. The two Bone Pirates must be dealt
with to get peace of mind. One has a key. From counter-clockwise fashion, the
locales are:
- Cave with checkpoint
- Cave with Icebrand
- Snowman
- Locked door with armor
- Prize wheel, a monster with a key, gold gate and the exit crystal
- Mimic or rogue wizard (did you down strike all the Bone Pirates?)
- Locked door with gold key
- Cave with iron key
Exit Crystal
Before you open the gold gate, jump near the corner of the gate and wall for a
locked chest. You will need its contents for the exit crystal fight. Also some
tricky treasure: the locked door holding the locked chest (armor) has dirty
treasure of its own. Check behind the door jambs where the camera don't go to.
--------------------
Pirate Captain Boss
--------------------
Prepare with a firebrand (see SECRETS if you get tired of not having a free
one each time) and even better, free armor (SECRETS). Pump up your lifebars as
much as possible and restore your shield's durability by buying a Silver
Shield (limited number of 'em in Prize Wheels so watch it). If you want, go to
SECRETS and find out how to make travel worth it between the hubs. although I
recommend you do this after you access the Spirit Realm Hub Level (more
money). Save when you're in good shape.
Lock these abilities
====================
- Throw Shield
- Shield of Midas
- Mighty Throw
- Mighty Blow
- Long Sword
and try to keep a Mask of Sorrow around. Magic Bolts are ineffective against
this boss, even if it's an Armageddon wave.
Boss attacks
============
Pistol Shots-unless you're close, you'll have to block, because they home-
in. You just don't see it until it's too late. The fire shot does damage, the
ice shot freezes Maximo for five seconds while the boss walks in close to turn
you into tuna.
Anchor Swing (unblockable) -get too close and the boss will use the anchor
swing. Stay far away and it'll shoot you. Why don't you lay down and just die?
Because the babe is worth it. Run left or right while close and you will not
only avoid the move, but can attack the boss with a jumping quick strike to
guide it where you want. Works in tandem with the Strike Window section.
Spin Attack-there's an energy build-up right before the boss does this, so
stay awy, or block. It'll send Maximo flying, but with his face on the ground.
Strike Window
=============
This boss is dependent on the terrain, which makes it annoying. There're three
(3) grates on the floor. Stay at "medium" range to preclude pistol attacks,
but far enough to avoid the anchor swing or spin attack when needed. Try to
avoid rather than block. I thank you. Maximo's shield thanks you. The money
thanks you. When the boss does a spin attack, it will dizzy if it missed
Maximo. Quick strike it towards a grate and get it stuck.
The weak spot is the peg leg. ONLY CROUCHING QUICK STRIKES WILL DAMAGE THIS
BOSS.
If you want a faster method of "guiding" the boss to a grate, use jumping
quick strikes to force the boss into a grate. This boss, like the Witch Doctor
Boss is one fighter that will force you end things quickly.

tangyi 发表于 2005-10-22 19:32:00

2016-8-13 01:06 编辑 <br /><br />==========================================================
Spirit Realm / Underworld / Nether Realm / Noob Saibot
==========================================================
Terrain:
-------
Only two terrains exist for this world -- lethal and safe. The rock (sometimes
with green water) is safe, everything else is lethal. Care to find out? Jump
off. Lava also makes a return to this level.
Bearclaw platforms are one of three new plaforms in this world. Hop on, duck,
snap, hop off. Touch the claws and Maximo gets hit and possibly knocked off
the platform.
Brain platforms are benign and acts like non-Newtonian trampolines. Each
bounce will be higher than the next until a terminal limit is reached. Maximo
won't die from heights unless you can't see where he's going and flies off the
platform and misses the rock ground. Whammo, spend a death coin. Just like
Circus-Circus.
Blade platforms spin on a horizontal plane. If you miss, you don't need to
worry about being hurt by it, because you'll just fall into the lethal
nothingness that surrounds the place. Rule of thumb: don't miss.
Lastly, the torches have been replaced by Goo Globes. Smash the glass spheres
for money. The goo looks like fun.
Enemies:
-------
Bone Soldier
Bone Axe
Bone Shield
Bone Elite
Bone Bomber
Zombie
Mimic
Rogue Wizard
Ghost
Hammer Demon
Goat Demon
Wraith
The flaming closet the monsters come out can wound now, so walk forward
cautiously unless you know where they pop-up. Experience and dying will learn
you where, boy.
Other stuff include the swing mace, like something from Mortal Kombat
Mythologies. The swing mace will damage Maximo if you're dumb enough to let
him walk in like that. The scratch marks on the ground provide a clue where
not to be when the swing mace returns.
The other hazard is the vertical blades similar to the blade platform. If they
don't damage Maximo, they'll bar him from completing a jump successfully and
he'll wind up in limbo-bo-bo-bo-bo-bo-bo-bo . . .
Finally, the fireball trap is a nuisance, guarding areas and pathways. The
fireball trap is immobile, so time the fire bursts and pass by without a
scratch. Better yet, stay far away from them as possible so you can attack
mobile monsters without fear of being hit by a fireball.
----------------
Infernal Devices
----------------
Turn around start. Watch the wraith and get the key from behind the wall for
the locked chest. You'll come to the checkpoint soon.
1st Checkpoint
You can bypass the monsters below and head for the bearclaw platform. If you
can do it, why not? Grab the obviously placed purple flame torch thing by
detouring on high ground. Once you have the Armageddon sword, you'll swear
it's better than sex.
From the bearclaw platform, follow the rocky road (watch for the fireball
trap) to the checkpoint. The Armageddon should clear this path of enemies you
encounter.
2nd Checkpoint
Is the man showing brain? Head past the brain platforms for a key and locked
armor. The brain platform leads up to the way forward. At the cave exit, a
wraith attacks. There will also be a rogue wizard on the chest to your right.
You will have to get rid of it somehow to access the checkpoint. If you are
hit, use the gear's spoke as cover until the monster disappears. Armageddon's
magic bolt will do wonders.
3rd Checkpoint
Detour to the cliff behind the checkpoint for a bit. There's a key placed
below the checkpoint. The low path leads to another Armageddon in a locked
door. The upper path has two keys, one for the Shield Replacement, the other
for the Armor. The defensive items are on the upper path. I suggest coming
back to get the Armageddon last, so you have a big fat magic sword for the
next stage.
Going forward again, stop at the rock island with a smoking stack rock pile.
Go to the smoking stack rock pile and look over the edge. There's a Zombie and
armor down there. If you have full lifebars and a Mask of Sorrow, you need to
get that armor, bounce on the brain platform (quickly) and start touching
people at the exit crystal. Use the remainder of the Armageddon (or better yet
regular sword so you can head back and get a full Armageddon later). Clean up
and loiter.
Exit Crystal
Facing the exit crystal, you can look around the wrecked place and spot a
window. There's a key past the window (behind the high wall) for the locked
chest below it.
-------------------------------------------------------------------------------
------
Iron Tower Hub Level (Sephonie's Soiree, if-you-know-what-I-mean-and-I-think-
you-do)
-------------------------------------------------------------------------------
------
From the Infernal Devices stage, head right and in counter-clockwise direction
you will encounter:
- The save pool and hidden chest spot
- Dual moving rocks and access to a hidden chest spot
- hidden chest spot
- Crushed Spirits stage
- Unkindest Cut brain platform
- hidden chest spot
- Down the Gullet brain platform and prize wheel
There's only money in this level, but if collect all the money you see (hidden
chests included), it'll only cost you three bucks to travel to another hub
level. This doesn't incude monster money, so if you got the guts (and a Midas
Shield) you leave for free! See SECRETS for a better exploitation of hub
travel. Prize wheel has 1-up for sale.
--------------
Unkindest Cut
--------------
There's a hidden chest behind the start and a key is in a monster in a cave
below the starting platform (get used to it). The armor inside the cave belwo
should help out too. Just take things slowly. There'll be a ghost attack when
you decide to head onward. Want some dirty treasure? There's a green potion
behind the tree on your left when you start this stage.
At the set of four gears, the key is on the upper forward gear, but you need
to go past the lower gears and detour around to get it (watch the Bone Axes).
The locked chest is to the right of the lower forward gear, and there'll be a
wraith guarding it. Take the upper ramp after you decide to leave the four
gears (as opposed to the Four Corners).
1st Checkpoint
If you didn't get the key from the monster, do it now, then come back and head
forward. On your merrie way, you'll find the smallest island being occupied by
a swing mace. Most stupid players will attempt to land there and go to the
next piece of safe land. You will get hit as sure as someday you will die. Do
a double long jump (execute first jump after falling from platform) to safe
ground instead and bypass sucker trap island. You'll land with no injury.
Fight the monster if you want (at least clear the ones out by the checkpoint),
and activate it if you want.
2nd Checkpoint
Advance on the rocky path being careful with the drop off. Go to the island
with the Prize Wheel and then the isalnd with the brain platform and
checkpoint. Land near the checkpoint (try not to activate it) then head to the
right to whack the ghost before you checkpoint yourself.
3rd Checkpoint
Brain jump up to the cliff and take the key near the bearclaw platforms. Then
take the Armageddon. Use only Mighty Blow or spinning strikes to conserve
charges. Take the armor from the hidden chest. The spot is to the right of the
cave entrance along the ledge of the cliff, end of the trail past the spirit
stone. The armor will help.
You'll need to jump over the first set of saws. Duck the second set of saws.
Jump the third set of saws. Here's the kicker, don't get hit, and if you have
the Mask of Sorrow and full lifebars, get the hidden chest at the end of the
third set of saws ('spot' the spot at the end of the third set of saws where
Maximo cannot be hit by the baldes when they are closest to him). Revenant
mode will make quick work of the monsters. If you don't have the capability to
do this, then that's what the Armageddon is for. Whack away. One monster holds
a key for the gate.
Exit Crystal
Loiter at the exit crystal if you dare. There's a hidden chest nearby.
----------------
Down the Gullet
----------------
Make your way down to the Monster Cave's Mouth, which should be closed. There
are two ways to go through this stage: the quick way, and the greedy way.
There will be a bonus area we'll call Bonus Cave Island (it is also
called 'Hidden Pirate Island', aka: Hong Kong).
Greedy way: Head towards the bearclaw platform, triggering a wraith. Go past
the checkpoint and statue switch and do not stop until you get to the already
open cave. Bonus Cave Island has about 20% of the stage, so you will have to
visit this area if you want to master the stage. There'll be a wraith on the
roof of the Bonus Cave Island, so watch out. On your way back out (this island
cave is a dead end) you should hit the first checkpoint to save your progress.
1st Checkpoint
Quick way: Around the first checkpoint, you hit the statue switch and activate
a moving platform (watch movie). Go there next to hit another statue switch. A
monster with a key will be around there too. The chest is for the hidden chest
when you go back to the now open Monster Cave Mouth. "Spot" the area near the
left jaw chain, or head directly for the next checkpoint inside Monster Cave's
Mouth.
2nd Checkpoint
Go from the mouth, through the large interior to be "expelled" from the
Monster Cave's rear. The jumps are possible, and you only need to down strike
to stun the monsters as you land. You should watch for the lava pools on the
islands as they tend to give a big surprise if Maximo touches them. The metal
elevator with the vertical column of money is reachable with a falling "double
long jump". When you wind up at the Monster Cave's butt, strike the checkpoint.
3rd Checkpoint
Island hop and you'll see the Armageddon. There's a fireball trap guarding the
Armageddon. If you feel lucky, get the Armageddon. The only safe spot on the
island is the small, small protrusion on the side of the island. Whether or
not you get it, the way forward is in the open mouth cave (looks similar to
Bonus Cave Island) and if you follow the lower causeway (with the Prize Wheel)
to the end, you will get a much needed Shield Replacement. The way on though,
is up the floating stone steps to the roof of the Last Cave.
Exit Crystal
On the roof, the right leads to a key for a chest later. The left is the way
to the exit crystal. When you get to the end of the left path, you should STOP
when you see a coin along the path. You'll be fighting and be distracted, but
there is a big gap between the roof of the Last Cave and the island the coin
is on. From there, you can just island hop the rest of the way to the exit
crystal.
----------------
Crushed Spirits
----------------
Turn around the start for goodies. The key is in the monster rock hut, the
chest on your left as you fell off the steps from the start. The lightbringer
should be handy for the monsters coming your way. USe the brain platform to
scarf up the gem and head for the next area. The cave will empty out to a
rising and falling gear. Ride it to the checkpoint.
1st Checkpoint
Use the gear to ride up to the spinning blade platform for money. When you get
to the green lighted area with low walls, a wraith will attack if you attack
the spirit stone on the left. There's a key to the left of the dual gears, and
if you get it, another wraith will attack you. The locked chest's location is
quite obvious. When you've had enough, ride the rising gear up to the next
area.
2nd Checkpoint
There'll be a wraith waiting for you on the next jump past the checkpoint.
There's a locked door on the cliff, but the key is on the rising gear. Notice
that the gear's spokes always wind up in the same spot every time it rises and
falls. If you pick the correct spoke to stand on, the key will come to you
without requiring you to jump. Going on, you'll notice there's a locked chest
near a fireball trap. There is another key past the exit crystal, requiring
you to come back down to unlock it. If you have extras though, you can skip
this detour and open it right now.
If you still have a Shield of Midas and the ability to throw, snag the gem
floating above the bone tusks while on the brain platform. To beat the Bone
Bomber, brain platform yourself and bounce until you are high enough. The
bombs can be avoided by double jumping at the moment you see the bomb tick
to "1". Kill the Bone Bomber, then the rest of its buddies. Loiter.
Exit Crystal
Behind the crystal are more enemies, a spirit stone, and a key. Don't leave
here without it.
--------------------------
Demon "Spirit Trash" Boss
--------------------------
Have magic sword (any ole' one will do) and have all your armor and lifebars
filled up. Save and buy some 1-ups from the Dark House Hub Level. Save. The
next fight is not hard but will kill you instantly if you delay termination.
Lock these abilities
====================
- Throw Shield
- Mighty Throw
- Shield of Midas
- Mighty Blow (or Long Sword)
- Ring of Pain
- Wider Shockwave
and have a Mask of Sorrow or Long Sword (or Mighty Blow) if possible. There're
not necessary though.
Boss attacks
============
Acid Spit-the boss will spit green shots at Maximo at any range, and it
will stop to laugh if it hits. If you keep him running in one direction, he
will never be hit.
Tail Whip-get too close and Maximo may trigger this attack. The boss rears
up for a moment before it does this (almost always in the middle of an acid
spit attack) so you will no something is wrong if the sound effect pattern is
skewed. Jump to avoid.
Flame Breath-large fan area effect that does damage. Being hit by it means
you may miss the strike window.
Butt Stomp (unblockable)-after wounding the boss, be ready to double jump
over the shockwaves of its counter-attack.
Floor Destruction (preventable, special fatal)-the boss will lower the
floor closer and closer to the lava as time passes. Prevent this by killing
the boss.
Strike Window
=============
See the outer and inner gray circles on the floor? Run in one direction on the
smaller gray circle and don't stop. When the boss performs the Flame Breath
attack, execute a jumping quick strike at the boss' butt. Repeat until dead.
Down strikes and overhead strikes do no damage, and in most cases, cannot
reach the boss' weak spot.

tangyi 发表于 2005-10-22 19:33:00

2016-8-13 01:06 编辑 <br /><br />==============
The Castle
==============
Terrain:
-------
Mostly safe terrain with lethal nothingness all around. Stay on the road if
you want to live. Who built this place? And who authorized the building
permit? It's sure as heck not safe in an earthquake. New terrain include acid
(green lava) and "bad ground" similar to the Graveyard, but in metal strips of
yellow. Lava makes a comeback in one level.
The only new terrain item is the wooden coffin. Looks like they have enemies
inside, but they act like non-trapped treasure chests, holding items and keys.
Secret walls are well concealed with the dark gray stone, so ram your sword
through anything that may pay off.
Gold gates are replaced by gearboxes. They all do the same thing. They lead to
the next area.
Enemies:
-------
Bone Soldier
Bone Axe
Bone Shield
Bone Elite
Bone Bomber
Zombie
Mimic
Rogue Wizard
Monster Plant
Ghost
Poltregeist
Raven
Prisoner
Black Knight
New "enemies" include the Drill Spike and the Axe Trap.
The drill spike is a metallic top monster that is indestructable and travels
in a predictable path. Avoid touching one, even if you are invincible (knocks
Maximo back but does no damage due to invincibility).
The axe trap is a suit of armor that is immobile. It swings its axe down in
front of it and is easily avoided unless you are inattentive or just don't
givva crap.
----------
The Siege
----------
Put the Long Sword in your new Lock Spot. You start the stage and wonder if
you should buy a gold shield. It's pricy for sure but if it gets damaged, be
sure you keep it until you can repair it with a Shield Replacement or Shield
Charge item, or you'll have to buy a new one. The gold key is in the tower
guarded by the Bone Elite.
1st Checkpoint
Left or forward?
Left: there's a gold key, poltregeist and a Bone Bomber, as well as a hidden
chest near th gold key (check SECRETS).
Forward: a rogue wizard in the chest and the gearbox to the next area. Use the
hill top to down strike the monsters that come out.
Black Knight. Do two down strikes to shatter the armor. Then jump and quick
strike the head. Repeat. If you have the Ring of Pain and Wider Shockwave, you
can do three down strikes for the same effect (kill monster) AND spare your
magic sword a two charges by using the Ring's phantom blades to attack.
2nd Checkpoint
Forward or right?
Forward: the tower has a key at the top and a poltregeist. The locked chest is
nothing special, but you might want it anyway.
Right: the siege tower has a hidden chest around the edge (see SECRETS) and a
1-up. You'll need to fall from the top to reach the 1-up.
Dirty, rotten treasure: check behind the wooden block in the second level of
the siege tower for something neat. When you've done, make the big jump to the
other side by doing a "double long jump" from the siege tower's very top. The
gold key and gearbox are on the other side.
Past the gate, beware there are two ravens. The gold key is with the Bone
Elite near the palisade. Activate the catapult and hit the checkpoint.
3rd Checkpoint
Behind the checkpoint, near the smashed wooden wall, is a hidden chest. I'll
tell you this one, because it's important. Face the wood wall and "spot" the
right corner. The chest has an Armageddon. If you have a magic sword, don't
get this weapon. If you want to get it do so. However, I prefer to get the
Armageddon after I can make a bee-line for the exit crystal and have a fully
loaded Armageddon for the next stage. It's up to you. In any case, get the
chest AFTER you trigger the checkpoint, so you'll always have it there if you
die.
There is a rogue wizard past the two pavises (shields) on the ground. Wait for
the three bolts and strike when you are able. The Black Knight and Bone Bomber
tag-team can be dealt with by the Ring of Pain and Wider Shockwave. If you
don't you'll have to time the bombs to make your strike against the Black
Knight and that's not fun.
The last gold key is suspended over the precipice. Double back jump to fetch
it and make for the gearbox to the left of the gate key. Use the drawbridge to
retreat to for the exit crystal fight.
Exit Crystal
The key is in a mimic in the first door on the left. The chest in to the right
of the exit crystal, go around on the path outside the castle.
------------------------------------------
The Keep Hub Level (Sophia's hubba hubba)
------------------------------------------
Whereas previous hubs allowed you the luxury of avoiding enemies, this hub
requires you to seek out and destroy enemies for iron keys to unlocked doors
in the hub stage. Talk about sick stuff. The best thing to do is have about
five or six keys with you all ready for this emergency. The enemies change in
this hub stage as you finish the last two stages of the Castle and you will
get new enemies who will have iron keys.
First floor from the Siege stage, left, clockwise:
- save pool
- hidden chest spot
- stairs to second floor
Second floor from the stage Great Escape, left:
- the armory
Second floor from the stage Great Escape, forward:
- Dungeon of Despair stage and hidden chest spot
- stairs to third floor
Third floor, forward:
- stairs to fourth floor
Fourth floor:
-Black Knight and the boss
Whenever you can, visit the armory (after finishing the Great Escape) so you
can power up with free armor, red potion and a firebrand. To reach the armory,
perform a "double long jump" from the battlements. From the armory's entrance,
count the chests 1, 2, 3, 4, and 5 from left to right:
(1) - armor
(2) - fake
(3) - red potion
(4) - firebrand
(5) - fake
There is no prize wheel in this hub, just a locked chest that keeps re-
stocking itself at the top of floor four before the last locked gate.
-------------
Great Escape
-------------
If you have no keys, you will need to turn around at the start and find the
key in the monster filled room, then battle the black knight. Past the locked
gate, you will encounter a drill spike. Avoid it and go into the room with the
checkpoint.
1st Checkpoint
"Spot" the area between the checkpoint and the wall. Then fight the black
knight. The door left of the black knight is a drill spike corridor that leads
to another black knight with a key, as well as a room with a key placed behind
one of the columns. Head back out and towards the second checkpoint.
2nd Checkpoint
Up or forward?
Up: clean up the goodies and detour to the battlements for a shield
replacement, then hop the battlements to the end for a key and drop down for
an Armageddon.
Forward: there's a monster with a key near the bas-relief on right wall; it
will attack much earlier than you can see the bas-relief. Whether you go up or
down, you can reach the locked gate regardless.
In the hedgemaze, the fastest way out (at each turn) will be:
(1) - left
(2) - right
(3) - right
(4) - left
(5) - right
(6) - right
(7) - straight
(8) - left
(9) - right
(10) - right
(11) - left
(12) - straight
(13) - left
(14) - left
(15) - right
(16) - straight
Loiter if you dare.
Exit Crystal
There's a rogue wizard with Bone Shields guarding the exit crystal. Attack
them one by one, then rush the wizard with everything you've got.
-------------------
Dungeon of Despair
-------------------
Turn around at the start and fetch the key placed past the secret wall. Smash
everything. If only San Quentin was this crappy, I'd have chosen another venue
of work. Fight the Bone Elite outside for another key to access the armor.
There's a third key placed in the left coffin hollow (left of the gold gate,
near the axe trap) and a fourth key with a monster guarding the gold gate. The
gold key is behind the locked gate and in the locked chest. Whoa, heavy . . .
man . . .
Past the gold gate, do yo go forward, left or right?
Right: monster with key and armor.
Center: hidden chest (Armageddon) is spot on in front of the two vats. It's a
small area and you'll find it. The key is in a coffin, and the potion on the
vats is free.
Left: this path has the gold key past the axe traps.
Past the gold gate, you'll see a pool of acid. Still have that Midas Shield?
Grab the gem floating above the pool of gree goop and watch for the drill
spike.
Careful, as the next part can get you killed. Maybe I should have said that
more, eh? From the acid pool room's entrance, the door to the right has the
key for the gold key locked in the left room. The left room has a rogue wizard
just past the entrance. Normally, this wouldn't be a problem, but the drill
spike has a way of making people nervous. Use what you know to dodge the bolts
and whack the guy. You'll be fighting blind for a bit too, so be prepared.
Tricky treasure: green potion on the alchemist's table.
1st Checkpoint
There will be a key in a treasure box to the left of the gold gate. Open the
locked gate on the right and proceed into the secret tunnel past the two axe
traps to the gold key. Past the gold gate, you will face an acid river, and
you will need to coffin hop the platforms to the other side. Stop. Watch. And
learn the pattern.
On the other side, there'll be a monster with a key. Go through the locked
gate to the checkpoint.
2nd Checkpoint
Another black knight / Bone Bomber tag-team. You'd better have the Ring of
Pain and Wider Shockwave handy. Next thing to ponder: left, right, or forward?
Left or right: these two doors lead to the same place and a prize wheel.
Forward: the wooden door next to the gold gate has the gold key and a
slaughterfest of Boen Shields. Keep on going with that Ring of Pain. Past the
gold gate is another wider acid river. Coffin hop to the other side.
The other side has a drill spike and Bone Elite team guarding the gold key.
The first door on your left has a key. The first door on your right has armor.
The second door on the left is a hidden chest. And the second door on the
right has the gold key in locked chest. The second key is with the monster
closest to the gold gate.
Exit Crystal
Whack the black knight, and deal with the monsters as they come, one at a time.
Time to heal.
Aaaw . . . man . . .
--------------
Achille Boss
--------------
Prepare with the firebrand and armor. If you want you even get an Armageddon
and sic it on the boss. Just go to the Siege stage and between the third
checkpoint and the exit crystal, clear everyone away before you fetch the
Armageddon from the hidden chest. That'll learn 'em some respect.
Lock these abilities
====================
- Throw Shield
- Mighty Throw
- Shield of Midas
- Ring of Pain
- Wider Shockwave
- Mighty Blow
- Long Sword
and have increased armor so you have the four (4) extra HTKs to use. You may
also want Magic Bolt, but that's not a big deal. DO HAVE the Armageddon sword
at twenty (20) charges. If you're clever, you'll have around six to seven keys
ready to open the locked gate between the Dungeon of Despair stage portal and
the boss portal. The black knight can be dispatched without using a single
charge if the Ring of Pain and Wider Shockwave are in your inventory. All
other enemies up to the boss' portal can be avoided by sticking to the
battlements (good!) or by down striking with the Ring of Pain / Wider
Shockwave to kill them (risky, you may use a sword charge). If you can, have a
Silver or Gold Shield "for fun", but it is not necessary unless you intend to
block a lot.
Boss attacks
============
Magic Bolts- the boss fires magic bolts that do damage. Jump to the side
('side jump') to avoid.
Purple Wave-a wave that travels on the ground in a straight line. Side
jump to avoid.
Purple Lightning Field (knock away)-triggered when Maximo is too close to
the boss. Happens when you have him loiter near the boss after wounding the
boss. Causes no damage, but knocks Maximo to the ground.
Summon Avatar Head (indestructable)-the big, giant head is indestructable,
like William Shatner's acting career. Avoid the head and stay awy from the
little purple crown crap it drops. They act like land mines. Unlike the Voodoo
children, the landmines remain when the boss shifts attacks, so be wary.
Force Field (special counter needed)-the boss creates a weird looking
forcefield with an Ability Symbol wallpapered on it. Use the appropriate
ability to destroy the forcefield and wound the boss. If you do not possess
that ability, you can wait for the boss to change the ability, but as you do,
the big giant head keeps attacking.
Become Avatar (indestructable, special counter needed)-wound the boss
until it is at 50% life and the boss will trigger an automatic subroutine and
become invincible. Attacking the boss is not a good idea considering it will
do more damage to you than you can to it (which will be zero). Strike the four
(4) radar dishes that regenerate the boss' life to stop this attack phase.
Triple strike-this boss attack is used only after it has exhausted its
invincibility streak. It can be blocked, but have Maximo run to the jump to
avoid it instead so he can have something for the next fight.
Strike Window
=============
This boss will prove annoying once you discover that it is extremely easy to
dispatch once you do not have to deal with its "god mode" attack. Avoid all
attacks, hitting the boss with the ability wallpapered in the forcefield, then
wounding it. Retreat to a safe distance immediately before it turns into the
energy giant (which may sometimes occur immediately if you use the Armageddon
sword in an overhead strike). Maximo's magic bolt can be useful if you need to
stay away, just don't miss, because the costs in sword charges will be
staggering.
This repeats: magic bolts, giant head, ability bubble, God.
After second time the boss turns into the energy giant, the boss will go
through the magic bolt, giant head, ability routine, but the god mode will
fizzle and the boss will resort to the Triple Strike attack. Side jump to
avoid the attack and wait for the boss to hesitate during the thrid strike so
Maximo can stop and do a Mighty Blow or overhead strike on the boss. If you
want to do the overhead strike, remember that the analog stick must be in
neutral position to avoid doing the Mighty Blow.
------------
Sophia Boss
------------
Be good. Very good at avoiding all of the first boss' attacks. There are two
ways to face this challenge: the way of the turtle, or the way of the snake.
Boss attacks
============
Claw Strike-boss swipes at you with a claw, from the side(s). It's hard to
see in darkness, and this attack is one of three strike windows, so you'll
usually wind up getting hit if you mis-time your own attack.
Bite-boss bites. Another strike window, so it's a toss up between it and
Maximo.
Charge Lunge (unblockable) -boss steps back and charges. This is a potential
strike window, but the speed of this attack precludes any counter of your own.
Side jump to avoid.
Strike Window - Turtle
=======================
Run back behind until you cannot move any farther. Face one of the windows to
either side of the room so you can see the boss' silhouette. If the window
appears empty, face the other window. Do this repeatedly and follow the boss'
movement as it wonders why Maximo is such a dweeb and is avoiding direct
combat. You will see brief glimpses of the boss when the lightning flashes.
Raise shields if you want, but you'd rather be ready to execute a jumping
quick strike to the boss' head when it tries to attack with the claw or bite.
If the boss steps back, it wil do a charge that will knock Maximo over.
The boss will retreat when wounded and this process repeats until the boss or
Maximo is decorating the room with their bloody viscera.
Strike Window - Snake
=====================
You are bold to go this far, but are you daring?
The way of the snake requires you to have good reflexes and an understanding
of the way the boss moves. Basically, you have Maximo hop into the room. The
key is to keep doing single and double hops as you guide Maximo like a little
piece of meat around the room in a lazy figure eight pattern, using the four
columns in the room to avoid the boss as you make like Puke Skywalker
and "stay on target."
Using the two windows on the side to spot where the boss is, you can get a
sense of where the boss is. The boss does not "teleport" -- the dark room
makes it look like it does. So getting a bead on the boss, you can intercept
the boss by predicting where it can go next. Because you're single jumping all
the time, you are almost always ready to do a jumping quick strike to wound
the boss.
The boss always retreats once wounded and Maximo can kill it without much
trouble. The only danger comes when the boss charges; because of your constant
hopping, it will always hit. If you can double jump to avoid the attack, the
better for you. Luck factors in somewhat with this tactic, but you must
provide the skill to predict where the boss is for this to work. Use the
force, player. And if you die, just reset and reload.

tangyi 发表于 2005-10-22 19:33:00

2016-8-13 01:06 编辑 <br /><br />===========
SECRETS
===========
"Gal"-lery Mode
===============
If you were smart, you would've taken the save or full armor from the
Sorceresses. But if you want a challenge, take the Sorceress' kiss. This item
does nothing by itself, but once you collect all four AND SAVE YOUR GAME, you
can access the Gallery housing 45 of the slowest loading pictures ever in
gaming history. And yo probably guessed it after you "swap out the kisses for
something more useful", lose the kisses and save over your previous game means
you lose the gallery.
This obviously means you have access only to the three (3) original Lock Spots
you started with as the kisses occupy four valuable spaces. This will require
Maximo to go about more carefully when choosing the stuff you want him to
keep. Avoid enemy fights and finish it by not risking your life. You only need
to finish The Siege stage to save properly, and you can leave the "gallery
game" unfinished as you start another file to REALLY do the work. Only worry
about the first four boss fights and any tricky spots in the stages as you
fight to reach the save pool in the Castle.
Lock these abilities
====================
- Ring of Pain
- Wider Shockwave
- Shield of Storms
   Or
- Long Sword
- Mighty Blow
- Any ability
This should give you a good "healthy" start if you die and need to acquire non-
locked abilities again. The Shield of Storms will allow you to push enemies
off into pits, or knock Bone Pirates onto the ground without expending any
sword charges or putting you in danger of being wounded. Keep the Long Sword
and Mighty Blow if you prefer attacking (not recommended) and swap to the Ring
of Pain and Wider Shockwave as you go into difficult territory. Use the Spirit
Realm and Forzen Waste hubs to buy your armor and lives and you'll be okay for
The Siege stage.
Exploiting the Hubs
===================
Besides the prize wheels that re-stock when you restart, you should take
advantage of the four (4) hidden chests in each hub stage -- except for the
Spirit Realm which has five (5) and the Castle which has a sucky two (2).
Using the Shield of Midas, Mighty Throw, and Throw Shield combination, you
should be able to snag all the "open" treasure that is placed in the hub stage.
I advise that you use the Spirit Realm hub (Iron Tower) and Frozen Waste hub
(Dark House) for your commute. Here're the totals for all the placed treasure
in each hub (includes hidden chests, but does not include monster earned
money).
Graveyard      51 coins
Swamp          66 coins
Snow Field   97 coins
Underworld   83 coins
Because the totals are NOT 100 coins, the game ensures that you always lose
money when you travel to another hub stage, no matter how small. Using the
Underworld and the Snow Field hub levels (Dark House and Iron Tower) since
they have the most money to be had, you can buy two (2) 1-ups each way you
travel (Dark House has one 1-up, the Iron Tower has another), free red and
green potions, free armor (a $100.00 value), and because we vaule your
patronage, we'll give you a hidden chest guide for free (see below).
Assuming you get every available treasure, the costs calculated should be:
Snow Field   97 coins
Underworld   83 coins+
--------------------------
Open total    180 coins
Monster money   ? coins+
--------------------------
Total at least 180
Travel Costs-200 coins (roundtrip)
------------------------------------
Total costs    -20 coins per roundtrip
So it'll cost you 20 coins to claim free armor and the opportunity to buy two
1-ups (at 150 coins each). So if you have 9999 coins, you can buy about sixty
(60) lives and have the money to cover travel costs (at an average of 10 coins
each way, you'll be spending 300 coins for one 1-up one way, then the other 1-
up at the other hub). With the potions and armor in the hidden chests, you'll
have more than enough dough and men to spare to take out an entire country.
Hidden Chest Guide
==================
Hidden chests hold hidden goodies. Hidden chests are found bylandingon or
near the spot where they are. In the tradition of "chest spotting", I will use
the word "spot" to cover the procedure of jumping and landing multiple times
in a small area to find a hidden chest. This for of "chest-spotting" is not
the kind done by drunk college frat boys, but requires finesse and no
quantities of alcohol and tom-foolery. "Spot" incorrectly and nearby monsters
that you hoped to defeat with the contents of a hidden chest will cram their
bony finger into Maximo's backside and have him make funny faces as they
squeeze his prostate.
Last note: hidden chests are never on moving platforms and are never hidden on
land that was triggered by a statue switch.
Grave Danger
------------
Hidden chest 1 - "Spot" near the tree to the left of Maximo's initial starting
position. Money.
1st Checkpoint
Hidden chest 2 - Lone tree in the middle of the road near the gold gate. Spot
is near the tree, between the tree and gate. Money.
2nd Checkpoint
Hidden chest 3 - From the open grave past the checkpoint, face the left lava
pool. You should see a tree in the distance across the road. The tree should
be on the left side of the screen. Spot between that tree and the edge of the
lava pool. Money.
Hidden chest 4 - on top of the hill next to the open grave. Use the tombstone
to reach that chest. The key is in a monster in the small alley below the
hidden chest. Firebrand.
Hidden chest 5 - Past the lava gap with the secret "bat cave" is a tree on
your left. Nearby, the Bone Tower's skull shots reach their maximum range and
explode. Spot between that tree and the edge of the lava pool. Armor.
Hidden chest 6 - Just before the third checkpoint is a prize wheel. At the
prize wheel, cross the road. Spot the area past the second of the two coins. 1-
up.
3rdCheckpoint
Hidden chest 7 - Past the broken bridge is an area of "bad earth" with
boulders acting as islands over the stuff. Face the tree so three islands line
up on the left side of the screen and one island on the right side of the
screen. Maximo and the tree will form an imaginary straight line. Spot the
side of the rock on the right side of the screen. Money.
Tomb Tower Hub (Lenore's Love Shack)
------------------------------------
Hub level hidden chests are given in no particular order.
Hidden chest 1 - From Grave Danger stage portal, you come out of a cave and
will see a tree immediately on the right. Spot between tree and the ledge.
Money.
Hidden chest 2 - From Bad to the Bone stage portal, head to the wooden bridge.
Stop just short of crossing the bridge and spot the tree to the left of the
bridge. Red potion.
Hidden chest 3 - In the "secret" area where you encountered the statue switch
to access the prize wheel, there's a visible chest on the left and two trees
on the right. Face the two trees. Spot the area near the right tree. Money.
Hidden chest 4 - From Coffin Canyon stage portal, face Maximo so the boss
tower is on his left and the rock wall on the right. Walk forward so you see
the raised land the save pool is on. Stop when you can see two trees. One on
the left side of the screen, one in the middle, and a large rock boulder on
the right side of the screen. Spot around the middle tree. Firebrand.
Bad to the Bone
---------------
Hidden chest 1 - Follow the falgstone path when you start and before you drop
down into the broken area, there is a tree to the right near "bad ground."
Spot the area near the tree and the "bad ground". Money.
1st Checkpoint
Hidden chest 2 - From the checkpoint, face Maximo so the prize wheel in on
Maximo's left. SPot the right tombstone. Armor.
2nd Checkpoint
Hidden chest 3 - Stand in the river and look at the wooden bridge. See the
christmas tree on the left. Spot between that tree and the prize wheel. Shield
of Midas.
Hidden chest 4 - Behind the waterfall in the circle of coins. Red potion.
Hidden chest 5 - On the floating island with the Bone Tower, spot to the left
of the Bone Tower. 1-up.
Hidden chest 6 - At the clearing with the rogue wizard, there is a christmas
tree. Standing in the open grave, spot the area between the tree and rock wall
on the left. Money.
Hidden chest 7 - At the top of the waterfall and you can see the exit crystal,
spot the ledge near the water. Money.
Dead Heat
---------
Hidden chest 1 - Locked cemetary behind initial starting position. Past the
gate, turn right, spot to the left of the tree. Armor.
Hiden chest 2 - From the floating church, leap onto the ledge to the left of
the swinging gate. Spot there. Money.
Hidden chest 3 - Before you jump to the checkpoint, there is a locked cemetary
on your left. Do not go in, and notice the tree and spirit stone just outside
that place. Spot between the tree and spirit stone. Red potion.
1st Checkpoint
Hidden chest 4 - Near the second checkpoint, there is a Bone Tower. Spot
between it and the checkpoint. Armor.
2nd Checkpoint
3rd Checkpoint
Hidden chest 5 - Near the third checkpoint, there is a building. Beware of the
ghost and spot near the wall of that building. The key is in a monster near
the stone coffin. Armor.
Hidden chest 6 - Past the gold gate. Notice the thin tree in the distance.
Spot a little past the tree. Money.
Coffin Canyon
-------------
Hidden chest 1 - When the road breaks, stop. Spot the area between the left
tree and the tombstone. Green potion.
1st Checkpoint
Hidden chest 2 - Past the checkpoint, spot between the tree and the Bone Tower
on the left. Firebrand.
2nd Checkpoint
Hidden chest 3 - Get rid of the ghost. Spot near the first tree past the
checkpoint. Green potion.
3rd Checkpoint
Hidden chest 4 - As you cross the crumbling stone path to the cemetary, head
to the right of the gateway. Spot the small ledge there. Armor.
Hidden chest 5 - Past the first locked gate in the cemetary, there is a tree
on the right. Spot near that tree. Money.
Hidden chest 6 - After activating the statue switch, you will proceed to the
exit crystal on small cliff ledges. Stop at the one with a plant on it. It
will be one more jump to the exit crystal's ledge, but spot near the plant for
the chest. Money.
Watery Grave
------------
Hidden chest 1 - Follow the wood plank path to the right towards the prize
wheel. Around the middle of the path start spotting. Money.
1st Checkpoint
Hidden chest 2 - Near the vines behind the first checkpoint. Money.
Hidden chest 3 - From the gold gate, turn to see the tree with the orange
fungi platforms. See the fern on the right side of the screen. Spot near that
fern for the key for hidden chest 4. Chest will be in water.
Hidden chest 4 - From the gold gate, face the tree with the orange fungi
platforms. Go to the tree with the orange fungi platforms, then turn left 90
degrees. Spot the dead end; the chest will be in the water. Lightbringer.
2nd Checkpoint
Hidden chest 5 - Face the mausoleum with the locked armor (Building-A). The
spot is to the left near the tree roots. Money.
Exit Crystal
Hidden chest 6 - From the exit crystal, face the water. Spot the corner of the
building and the rock wall on the left. Chest will be in water. Red potion.
Magic Tree Hub (Marie's Magic Tower)
------------------------------------
Hub spots are presented in no particular order.
Hidden chest 1 - From Watery Grave stage portal, turn right 270 degrees and go
into the big green log. Spot at the end. Money.
Hidden chest 2 - From the save pool, face the boss tower. There will be a
broken fence on the right side of the screen; fall off there and onto a small
green ledge. Spot that ledge. Firebrand.
Hidden chest 3 - From the prize wheel, walk to the boss tower and spot between
the tree's roots. Chest will be on land. Money.
Hidden chest 4 - At the Quick and the Dead stage portal, face the boss tower
and turn left 90 degrees. Fall off the concavity in the cliffside. Spot where
you land. Red potion.
Voodoo Village
--------------
Hidden chest 1 - Turn around start. Face the locked chest in the hut. Spot to
the left of the hut. Money.
Hidden chest 2 - Going forward again. Near the first floating log and fern.
There'll be a croc attack. Armor.
Hidden chest 3 - Towards where the water meets dry land, you can see some
vines in the distance. Notice the floating log. Spot between the log and land.
Money.
1st Checkpoint
2nd Checkpoint
Hidden chest 4 - Past first and second set of vines but before third. Spot
near where the monster came from the ground. Money.
Quick and the Dead
Hidden chest 1 - Turn around start. Spot between the torches. Money.
Hidden chest 2 - Before you turn 90 degrees left to fight on, the spot in the
corner where the tree roots come out and the stone wall on the right. Armor.
Hidden chest 3 - You turn left 90 degrees, spot the end of the dark gray wall.
Green potion.
Hidden chest 4 - Past the tree stupm key, you turn right 90 degrees. Pass the
locked armor but before you turn left 90 degrees. Spot the right corner of
that turn for a locked chest. Any ole' key will do. Icebrand.
Hidden chest 5 - Right before you can activate the checkpoint, there is a
small island on the right. Spot the edge there. Red potion.
1st Checkpoint
Hidden chest 6 - Past the gold gate there is armor suspended in air to the
right. Spot the area beneath that ammor and watch the croc. Lightbringer.
2nd Checkpoint
3rd Checkpoint
Hidden chest 7 - Inside the cave where the third checkpoint is, go past the
monster generator and stop. You will see the cave exit as well as a rock to
the left and a torch to the right. Spot near the rock. This rock is the last
one you see as you leave the cave. Armor.
Dem Bones
---------
Hidden chest 1 - Near the petrified (gray) tree you see when you begin. Money.
Hidden chest 2 - Face the prize wheel and turn right 90 degrees. Place the
vines in the center of Maximo's vision. Spot is between the petrified tree on
the left and the tar pit. Armor.
1st Checkpoint
Hidden chest 3 - Spot the tree on the island past the one you triggered with
the statue switch. It'll be before the rogue wizard. Lightbringer.
2nd Checkpoint
3rd Checkpoint
Hidden chest 4 - Pass the checkpoint and stop on the island before the
crocodile skull. Turn right 90 degrees and spot the island with the spirit
stone. Midas Shield.
Hidden chset 5 - on the island past the crocodile skull, spot the ramp to and
from the tar. Money.
Hidden chest 6 - After landing on dry land, you battle two monster plants and
a Bone Axe. The spot is the deadend formed by the staircase. Money.
Shiver Me Timbers
-----------------
Hidden chest 1 - Turn around start. Spot the three snow mounds. Armor.
Hidden chest 2 - Before you enter the cave, there is a ship stern embedded in
the cliffside. Spot beneath the burning spar to the right of the ship stern.
Money.
Hidden chest 3 - At the mouth of the cae, see the two stalagmites near the
entrance. Stand between them and place the torch "over" the left stalagmite.
Spot the area just forward of where Maximo stands. Money.
1st Checkpoint
Hidden chest 4 - At the checkpoint, stand between the jagged rocks. Spot
there. Firebrand.
Hidden chest 5 - Past the snow canyon, you see the island with the snowman.
Spot that island. The key is in the monster in the ship's prow. Don't forget
the gem in the dragon carving on the prow. Shield of Midas.
2nd Checkpoint
Hidden chest 6 - To the right of the rogue wizard is a burning skull in the
cliffside. You will see four yeti tracks as well. Walk towards the burning
skull and you'll come to a small boulder you can stand on. Do so. Face the
jagged rock nearby. Spot is near the jagged rock. Green potion.
Hidden chest 7 - Loiter at the exit crystal. Spot past the two visible chests.
Money.
Dark House Hub (Aurora's Aerie)
-------------------------------
No particular order. Remember that.
Hidden chest 1 - From the save pool, go to the raised land behind. Spot near
the small snow patch near the wall. Money.
Hidden chest 2 - Leave the save pool room and turn right. Spot the end of the
ledge you are on, where the torch is. Red potion.
Hidden chest 3 - From Go with the Floe stage portal drop one level and
overlook the lethal blue water. Look at the blue water. Spot the chest in that
vicinity. Money.
Hidden chest 4 - Go to the overlook where you can see the pirate ship that
leads to Dead in the Water stage portal. Spot the chest on the promontory.
Armor.
Cannonball Run
--------------
Hidden chest 1 - Past the first right secret wall in the cave. Spot right
before the prize wheel. Armor.
1st Checkpoint
Hidden chest 2 - On the island before you land on the island with the thin ice
bridge, spot the center. Armor.
2nd Checkpoint
Hidden chest 3 - Go into the secret wall to the left of the checkpoint for the
key; the right secret wall has a rogue wizard and hidden chest 3. Spot near
the torch where the snow meets the rock. Firebrand and armor.
Hidden chest 4 - After the cannonball run, spot near the ledge by the secret
wall and close by the water. Green potion.
Hidden chest 5 - Across from the exit crystal, head into the tunnel with the
gem and torch. Spot under the gem. Green potion.
Go with the Floe
----------------
Hidden chest 1 - At the stone tower formation, from the locked chest head back
where you started from, and spot near the tall thin rock. Money.
1st Checkpoint
Hidden chest 2 - From checkpoint, you go on a cliffside. Spot the area wher
you can land. Money.
Hidden chest 3 - Spot the ledge with the open red potion. Money.
2nd Checkpoint
3rd Checkpoint
Hidden chest 4 - After the third checkpoint, you arrive in the "land of broken
ice". Go to the prize wheel and face the checkpoint. Turn 180 degree around
and walk adhering to the wall then the hole. Spot the deadend. Money.
Hidden chest 5 - Fromthe prize wheel, face the ship and walk underneath it. On
the lowest snow-ice steps leading up the cliff, spot the lowest step. Money.
Dead in the Water
------------------
Hidden chest 1 - Turn around start and spot the start of the coin trail at the
end of the path. Money.
Hidden chest 2 - Spot the prize wheel behind the start. Firebrand.
1st Checkpoint
Hidden chest 3 - After checkpoint, walk to dried branches on the path and line
up with the cannon. Walk forward until you are about to fall off. Spot there.
Green potion.
Hidden chest 4 - At the second checkpoint, turn around 180 degrees. After
hopping two crevasses, spot the right ice column. Armor.
2nd Checkpoint
Hidden chest 5 - At the gold gate, spot the corner of the gate and rock wall.
Firebrand.
Hidden chest 6 - From the gold gate go to the lowest "step" on the cliff and
follow the ice around to the key. Spot where the ice meets the rock. Money.
Infernal Devices
----------------
Hidden chest 1 - Pass the first swinging mace ('swing mace') and stand between
the ground scratches and the jagged rock. Spot there. Green potion.
1st Checkpoint
Hidden chest 2 - Past the checkpoint, go on the metal catwalk to the spinning
gear. The key and hidden chest spot is on that island. Money.
Hidden chest 3 - From the prize wheel, go the the monster mouth; turn 45
degrees left and spot between the two tusks. Money.
2nd Checkpoint
Hidden chest 4 - Are you showing brain? Bypass the brain platforms and head to
the key on the cliffledge. Spot near the key. Money.
3rd Checkpoint
Hidden chest 5 - On the "upper path" outside the Shield Replacement power-up.
Spot past the small boulder on the trail. Red potion.
Hidden chest 6 - Past the third checkpoint, a wraith will attack on a swing
mace platform. The next jump is a brain platform. Spot near the swing mace
ground scratches. Money.
Hidden chest 7 - From the exit crystal, face the direction where the third
checkpoint is. Turn left 90 degrees and walk out to the edge of the land. The
prize wheel is on your left, and the chest spot is on the right. Money.
Iron Tower Hub (Sephonie's Soiree)
----------------------------------
In no particular order . . .
Hidden chest 1 - At Down the Gullet stage portal, face boss tower. Turn 180
degrees and jump to the two floating islands, with jagged rocks. Higher
island's centre spot. Money.
Hidden chest 2 - From Crushed Spirits, face boss tower. Turn right 45 degrees.
Go forward until you are have green water on Maximo's left and a rock wall on
his right. Walk forward between the two terrain until the rock goes off the
screen and spot. Money.
Hidden chest 3 - From Crushed Spirits, face boss tower. Turn left 90 degrees
and walk over the portal's cornerstone. Spot-hop in a straight line for the
chest. Money.
Hidden chest 4 - From save pool, walk forward to the boss tower. When you are
out of the water, spot the corner of land. Money.
Hidden chest 5 - At the dual rising / falling rocks, jump to the island with
the smoking stack rock tower. Spot there. Money.
Unkindest Cut
-------------
Hidden chest 1 - By the right tree where you drop onto the lower path to the
armor and key. Money.
Hidden chest 2 - Turn around start; chest needs key. Stand with three jagged
rocks on maximo's left. Spot the right-most jagged rock of the left group.
Icebrand.
Hidden chest 3 - Spot island past lower second gear. Has two jagged rocks and
a spirit stone. Armor.
1st Checkpoint
Hidden chest 4 - Turn 180 degrees while on second checkpoint. Spot the jagged
rock to the right of the stone archway. Money.
2nd Checkpoint
3rd Checkpoint
Hidden chest 5 - Brain bounce up to the cave entrance. Hidden chest is past
the bearclaw platforms along the rocky trail. Spot past the spirit stone.
Armor.
Hidden chest 6 - At the end of the third set of saws, spot the closest area
where you can't be hit by the saws. Armor.
Hidden chest 7 - Loiter at the exit crystal and spot to the left of the jagged
rock. Money.
Down the Gullet
---------------
1st Checkpoint
Hidden chest 1 - Spot island where the first statue switch is. Red potion.
Hidden chest 2 - Coming from the second statue switch, stop at the island
before the swinging mace. Spot near the pillar. Shield of Midas.
Hidden chest 3 - Requires a key from the monster near the second statue switch
(opens the mouth). At the mouth opening, spot the left jaw chain. Armor.
2nd Checkpoint
Hidden chest 4 - Enter the mouth of "Monster Cave Island" and go through the
body. As you come out the other end, stop between the first two firetraps and
spot. Money.
3rd Checkpoint
Hidden chest 5 - Past the checkpoint, you jump on a lava island, then two
normal islands. Spot the second normal island. Red potion.
Hidden chest 6 - On top of the Last Cave Island, where you jump off from the
floating stone steps, spot the landing area. Armor.
Hidden chest 7 - As you make your way to the exit crystal, you will hop from
stone island to alcoves in the main land mass. Spot the first alcove you come
across. Has a Bone Axe guarding it. Money.
Crushed Spirits
---------------
1st Checkpoint
Hidden chest 1 - Under the nose of the first fireball trap you come by. Armor.
Hidden chest 2 - In the green lighted low-wall area after, spot near the low-
wall by the right spirit stone. Red potion.
Hidden chest 3 - From the second checkpoint, turn 180 degrees around and spot
along the edge of the ground scrathes of the closest swing mace. Money.
2nd Checkpoint
Hidden chest 4 - From the second checkpoint, spot the area hit by the first
fireball trap you encounter. Firebrand.
Hidden chest 5 - Pass the checkpoint and ride the rising / falling gear. Go
past the first set of vertical blades and spot the island after, near the
jagged rock on the right. Money.
Hidden chest 6 - At the island of the exit crystal, spot the stalagmites that
are to the right of the cave entrance (and away from the trail going around to
the key). Money.
The Siege
---------
Hidden chest 1 - Turn around start. Spot near the wooden wheel. Money.
1st Checkpoint
Hidden chest 2 - From the gold key, spot the area next to the right stone
column. Armor.
2nd Checkpoint
Hidden chest 3 - Go around the siege tower and head for the side with no
wheels. Spot between the axles. Firebrand.
Hidden chest 4 - Spot bewteen the catapult and the discarded battering ram.
Red potion.
Hidden chest 5 - TRurn 180 degree around at the third checkpoint. Spot right
corner of wall and rock wall. Armageddon.
3rd Checkpoint
Hidden chest 6 - Key in monster in first left room, past gate. Chest is on
trail to the gate's right along the edge of the castle precipice. Spot at the
end of the path. Armor and 1-up.
The Keep (Sophia's hubba hubba)
-------------------------------
Hidden chest 1 - First floor. From The Siege stage portal, head right to the
stairs (or locked door if you haven't finished Great Escape). Turn left 90
degrees and spot near the first purple banner on the right. Red potion.
Hidden chest 2 - From Dungeon of Despair stage portal, go beneath the portal
and spot the area near the hay that is furthest from the prison bed. Green
potion.
Armory - From the Great Escape stage portal, go onto battlements and turn
left. "Double long jump" to the armory to be equipped.
The Great Escape
----------------
Hidden chest 1 - Turn around start. From the prize wheel face the center of
the room, then turn 90 degrees to the right. Walk to the shield and axe set
and spot there. Lightbringer.
Hidden chest 2 - Past the first black knight and before the second and third
lava pools. On top of the stairs near the axe trap, spot near the blue window.
Armor.
1st Checkpoint
Hidden chest 3 - Between the checkpoint and the wall. Armor.
Hidden chest 4 - At the third Black Knight where there are two wooden doors on
either side of it, the right wooden door is a small room. Spot there for the
locked chest. Armor and Icebrand. The key is in the left room with the fourth
black knight detour.
2nd Checkpoint
Hidden chest 5 - Past the garden checkpoint, there is a monstrous stone relief
on the right wall. Face Maximo so the relief is behind him. Walk forward past
the hedge and then turn left 90 degrees. Spot past the killer plant. Money.
Hidden chest 6 - Go up rather than forward. On the battlements where you get a
Sheild Replacment, jump onto the "J-shaped" hedge. From the "J-shaped" hedge,
reach the suspicious square hedge and spot there. Armor.
Hidden chest 7 - From the entrance to the hedgemaze exit, face the exit
crystal and walk forward. Stop when two of the four trees go off screen. Turn
90 degrees left. Spot between the two tree and the wall. 1-up.
Dungeon of Despair
------------------
Hidden chest 1 - After the first gold gate, go down the ramp to wine cellar.
Spot between the two barrel vats. Armageddon. Key to room is in monster in
room above.
1st Checkpoint
Hidden chest 2 - Past the checkpoint, head into first locked door on the
right. Go past the two axe traps and into secret tunnel. Count. Second stream
of light is spot. Firebrand.
2nd Checkpoint
Hidden chest 3 - Past the checkpoint, but before the gold gate. Go into the
right door (on ground level, not up the stairs) and pass two axe traps. Before
you pass the double axe traps, spot the area in the corner. 1-up.
Hidden chest 4 - Past the wider acid river with four rows of coffins to jump,
wind up in room with two (2) drill spikes and two (2) Bone Elites. Second door
on left is spot. Money.
Mastery
=======
Mastery is a special stage you get to play (no saving) after you accomplish
100% of all other stages.
(Question)-What stages count towards mastery?
(Answer)-All stages count towards mastery, except for Hub stages (Tomb
Tower, Magic Tree, Dark House, Iron Tower, The Keep). Bosses are the easiest
stages to get mastery on, since you do or you don't.
(Question)-What elements are counted towards mastery?
(Answer)-All placed items and monsters in a stage count towards mastery.
All enemies count (except the ones generated by monster generators), all
placed money, potions, armor, 1-ups, abilities, magic swords, keys, torches,
snowmen, spirit stones, goo globes, and all chests (hidden or not) are counted
for mastery.
(Question)-Do I have to do it all in one sweep?
(Answer)-No. As long as you finish the stage AND SAVE YOUR GAME, whatever
you did is saved as "done". Now do what you haven't done.
(Question)-I knocked a monster off the cliff, does that count?
(Answer)-No. You have to see it spew something so it can count as "killed
by Maximo" not "killed by act of God". Monster Insurance doesn't cover acts of
God, just acts of Maximo.
(Question)-What about the stuff that monsters drop? Does that count for
mastery?
(Answer)-No. And neither does the stuff inside any treasure chest or
spirit stone. Just items already "placed" in a level.
(Question)-I can't seem to find this percentage, can you help me?
(Answer)-If I had a nickel for everytime someone asked me that, I could
buy my own country and rule like a despot and play "Flight of the Valkeries"
with every ORCA sortie. It's 2:15 A.M., and I've had enough of Maxxxxxxximo
and I can't seem to keep those NOD chem-missiles out of my base. So, in a
word, no. Here are some tips:
#1 - Look behind every door jamb and object. You'd be surprised at what can be
hidden.
#2 - If you're at 98% or 99% and you can't find that last percent, do
something you haven't done before. Go somewhere you've never been to. Chances
are you missed a tricky treasure or a monster.
#3 - Enemies can be placed anywhere. Have spirit, have patience, and be
observant of where they can show up. One or two monsters can show up off the
beaten path.
#4 - Check the hidden chest guide. That done, look for "placed" treasure you
may have missed. Got all those coins before? Then start looking for monsters
in places you've never been.
Master Level Hidden Chests
--------------------------
Hidden chest 1 - From the starting cave, spot the first tree to the cave's
left. It'll be on "bad ground". Armageddon.
Hidden chest 2 - The grave mound near the only spirit stone in the stage.
Money.
Hidden chest 3 - In the area with three Bone Towers before the broken bridge,
go to the broke nrdige and face it. Turn 180 degrees and spot near the tall
gray boulder near the left Bone Tower. Money.
Hidden chest 4 - Past the broken bridge, but before passing through the broken
wall to the cemetary. Turn left 90 degrees at the foot of the bridge. Spot
the "bad earth" near the bushes. Firebrand.
1st Checkpoint
2nd Checkpoint
Hidden chest 5 - Spot between the prize wheel (silver shield) and closest
tree. It'll be near a leafy fern. Armor and red potion.
Hidden chest 6 - Line up the prize wheel (silver shield) and the lone tree in
the grassy island in the middle of the paved road. Walk forward towards the
fence in the background and spot near the grassy area before the fence in the
background. Armor.
Hidden chest 7 - Line up the thin tree and the tall boulder that you can jump
on to reach the start of Grave Danger. Spot is the right most edge of the
paved road. Armor.
Hidden chest 8 - The prize wheel to the left of the save crystal, where the
coins were near the first iron key in Grave Danger. Spot the area between the
prize wheel and the rock wall of the stage. Armageddon.
=================================================================
                     Nude Pics of Your Hot
                     Sister / Aunt / Mom
                     In Nekkid Bondage Are
                     Required for All Replies
                     To Gaming Questions
                     Any Exceptions?
                     None.
=================================================================

fang0000 发表于 2005-10-22 19:34:00

2016-8-13 01:06 编辑 <br /><br /><P>准备杀宽带还是光纤?</P><P>太长了</P>

tangyi 发表于 2005-10-22 19:39:00

2016-8-13 01:06 编辑 <br /><br /><P>无语了,偶自己转个自己要的东西你也要灌水……</P>
<P>Maxim Ghosts to Glory Ability FAQ
Version 1.11 5/20/04
Written by Thunderbird
***********************************************************************
                            Copyright Notice
***********************************************************************
This FAQ is copyright (c) 2002 by Sean Taylor
This FAQ is merely intended to assist you, the reader, with the
abilities for Maxim Ghosts to Glory for the Playstation 2 Computer
Entertainment System. You may not post it elsewhere without first
asking for permission. You may not modify this FAQ and then post it as
your original work. You may not use this FAQ for money making purposes
(this includes running ads on the same page as this FAQ). If this FAQ
is posted on your site (with permission), it may not be placed in an
area that requires a special membership (paid or otherwise) to access.
If you would like to ask permission to post this FAQ on your site,
allow you to do so, provided that the above conditions are met.
***********************************************************************
                            Copyright Notice
***********************************************************************
Table of Contents
1. Introduction
2. Version Information
3. The Ability System
4. Basic Abilities
5. Enchantment Abilities
5.1. Sword Attack Abilities
5.2. Shield Abilities
5.3. Magical Sword Abilities
5.4. Armor Abilities
6. Special Abilities
7. Conclusion
1. Introduction
If you are wondering how the heck the abilities work in Maxim Ghosts
to Glory, you've come to the right place. In this FAQ I will try to
explain all of Maximo's abilities and how the ability system works.
2. Version Information
1.0 Written 11/21/03
Initial version of the guide.
1.1 Written 11/25/03
Added some notes on some abilities, and organized them into their
categories. Small changes made throughout.
1.11 Written 5/20/04
Changed the email in the Copyright Info.
3. The Ability System
Maximo starts the game with just his Basic Abilites. Some enemies may
drop ability enchantments, which grant Maximo more power. Some
enchantment powerups are also free-floating in some levels. At the
start of the game, Maximo has 3 lock spots in his ability bar. If he
dies, any ability outside of these lockspots will be lost, and must be
recollected (some can't be). However, each time Maximo frees a
Sorceress, he will gain another lockspot with which he can lock another
ability.
4. Basic Abilities
These are what Maximo starts the game with, and don't require any
enchantments to use. Most of these are also detailed in the manual for
the game.
Basic sword strike
Press the square button to have Maximo swing his sword at enemies. Most
enemies will be defeated this way.
Overhead strike
Press the triangle button to have Maximo do an overhead strike. If he
is moving forward, he will stop to execute the strike. This strike does
double the damage of a normal sword swipe, except against bosses.
Double jump
Maximo can jump twice by pressing the X button twice. His second jump
can be executed at any time. This can be used to reach higher areas, or
to cross large pits.
Maximum Armor
Maximo can have a maximum of 3 armor units, normally. If he picks up a
4th, his 3rd armor bar is refilled, and he becomes invincible for 20
seconds. After this time has expired, he will revert to his normal
state.
Note: The Increased Armor ability changes the maximum to 4.
5. Enchantment Abilities
The Enchantment Abilities are split into 4 groups by the game, each
having its own color. Also, each group has a standard drop icon which
is surrounded by the symbol of the ability type, exceptions will be
noted where they occur.
If you cannot use a particular ability, its icon will be shown with a
shade of grey on it. Doomstrike and Magic Bolt won't grey out until the
current sword enchantment is completely used up (even if there's not
enough power to use the ability) and Mask of Sorrow will not grey at
all. If the usability status of an ability changes, Maximo's ability
bar will pop up and the ability(ies) affected will flash.
5.1. Sword Attack Abilities (Green)
These abilities have no requirement to use. The standard drop icon is a
sword.
Second Strike
Symbol: Two arrows curving around each side
Press the square button twice in rapid succession to make 2 strikes in
a row. If the first strike hits, the second one cannot be blocked. If
the first strike is blocked, the attack will fail.
Mighty Blow
Symbol: Explosion
Press the triangle button while moving to have Maximo thrust his sword
forward. This replaces the overhead strike while moving, and does the
same amount of damage as the overhead strike.
Furious Spin Attack
Symbol: Two arrows going in the same direction around the circle
Performing the normal spin attack will cause Maximo to spin around
twice, striking all nearby enemies.
5.2. Shield-Based Abilities (Blue)
All of these abilities require a shield. Some have additional
requirements. The standard drop icon is a shield.
Throw Shield
Symbol: U-turn symbol
Press the circle button to toss your shield out. Any shield abilities
will activate immediately. If the shield causes damage to an enemy
while thrown, one point of strength will be taken off of the shield.
Mighty Throw
Symbol: Arrows going forward
Requires: Throw Shield ability
The range of Maximo's thrown shield increases.
Hovering Shield
Symbol: Fan-like symbol on each side
Requires: Throw Shield ability
If the circle button is held down when a shield is thrown, it will
hover in place once it reaches maximum distance. Release the circle
button to recall the shield.
Shield of Midas
Symbol: Whirl
A normal shield block (R2) will attract any treasures that are nearby.
Throwing the shield will increase the range at which treasures can be
collected. The shield will collect only monetary treasures and Spirits
(Death Coins cannot be collected with the shield). Maximo must collect
ability spheres, extra lives, armor powerups, and health items
directly. If you have another shield type powerup (Shield of Thunder,
Shield of Storms), this will replace it.
Notes: Found in Level 4, Level 10 and Level 18. Randomly dropped in the
Spirit Realm.
Shield of Thunder
Symbol: Lightning Bolt
Powerup Symbol: Shield surrounded by a static field
If an enemy attacks while Maximo is blocking, a thunder strike will hit
them, causing damage. This has the power of a normal sword swipe. If
thrown, a lighting bolt will appear both above and below the shield,
causing damage to anyone hit by it (the shield will not take damage in
this case), but it will disappear once the shield has reached its
maximum distance (using Hovering Shield with this ability is useless).
This will replace any shield type powerup you may have.
Shield of Storms
Symbol: Wind
Powerup Symbol: Shield surrounded by a whirlwind
Requires: Shield
If an enemy attacks while Maximo is blocking, they will suffer blizzard
damage. Throwing the shield will create a storm below it, causing
damage to anything it hits. This replaces Shield of Midas and Shield of
Thunder, if you have either of them.
5.3. Magical Sword Abilities (Red)
Most of these abilities do not require anything. The standard drop icon
is a sword.
Long Sword
Symbol: Sword with an arrow on top
Maximo's sword increases slightly in length, allowing him to strike
enemies farther away.
Notes: Commonly dropped in Castle Maximo.
Ring of Pain
Symbol: Web
A downward strike now causes damage to anyone hit by the shockwave.
Notes: Acquiring Wider Shockwave will expand the radius of damage.
Wider Shockwave
Symbol: Bullseye
The shockwave radius of a downward strike increases. Useful when
combined with Ring of Pain.
Gold Seeker
Symbol: Explosion, different from that of Mighty Blow
A green ring will expand outward from Maximo after performing a
downward strike. If it hits any buried treasure, it will be unearthed.
Good for getting Mastery on levels, but this is a pretty rare ability.
Notes: Obtaining Wider Shockwave will expand the range of the seeker
considerably. Rarely dropped in the Frozen Wastes.
Magic Bolt
Symbol: Fireball
Powerup Symbol: Bolts circling around a sword
Requires: Sword enhancement with at least 2 units of energy
Press the triangle button twice to unleash a bolt that will usually hit
an enemy if they are close enough and Maximo is facing them. Two sword
units will be used in this attack, and it cannot be used with only one
unit remaining.
Notes: A relatively common drop in most stages.
Doomstrike
Symbol: Demon
Powerup Icon: Demon symbol with several lights revolving around it
(this can be confused for a sword enchantment)
Requires: Sword enhancement with at least 4 units of energy
Use the downstrike combination, but press the triangle button twice
instead of once. Maximo will unleash a deadly attack (the actual attack
varies depending on the type of sword enhancement he has). This will
consume 4 sword units, and cannot be used if less than 4 remain.
Notes: Dropped fairly often by enemies. Occasionally found just sitting
around as well.
5.4. Armor Abilities (Yellow)
No standard drop icon (there's only two of these).
Increased Armor
Symbol: Anvil with a hammer
Maximo's armor capacity increases from 3 to 4. There is no change of
appearance if he has 4 armor units. He must gain 5 units of armor to
have the maximum armor ability go into effect. When this ability is
picked up, Maximo will gain an armor level, even if he already had the
ability.
Notes: Commonly dropped in the Great Dank and Spirit Realm.
Mask of Sorrow
Icon: Yellow icon with an odd-looking mask
Requires: Maximum Armor
If Maximo gains maximum armor while carrying this ability, not only
will he be completely invincible, he will destroy every enemy he comes
in contact with. As usual, the 20 second time limit applies, and this
powerup has no effect against a boss (if you can even reach a boss with
this on).
Notes: Occasionally dropped by enemies in the Spirit Realm. Also found
in Level 10 as a stationary powerup. If Increased Armor is equipped,
armor unit requirement is raised to 5.
6. Special Abilities
Sorceresses' Kisses
Each of the 4 Sorceresses has one of these. To acquire them, select
their kiss when choosing a gift after you beat the boss guarding them
for the first time. Alone, they are useless, but if you have all 4 of
them, the Gallery is unlocked on the main screen (you do not need to
finish the game to obtain the Gallery). You need only keep them on one
of your 3 saves to access the Gallery. They take up one space in your
ability bar, and will most likely be occupying a lock spot (if you are
going for the Gallery unlock, you should keep these locked. If any are
lost and the game is saved, the Gallery gravestone will disappear if no
other save has all 4 kisses).
Note: Each Kiss is a different color, and does not correspond to any
specific group.
Foot Cheese
This odd ability can be found in Level 1 (Grave Danger). It might be
awhile before you can get it, as it costs 500 koins. The Wheel of
Prizes containing this ability is near the start of the level. Once
acquired, Maximo will be able to walk over undead ground area (where
undead would be reaching up to grab him) without a loss of speed.
However, this ability will not appear on the ability bar, and if Maximo
dies, this ability is gone for good. Maximo's feet will emit a greenish
smoke while he has this.
Extra Note: It is possible, though very rare, to get this ability from
a Mystery Wheel (for 150 koins).
Sword Enhancements
There are 4 different types of enhancements, each with a varying
effect. All magic bolts are the same (Armageddon is slightly different
from the others), but the Doomstrike effects vary. Each enhancement has
puts 20 units of energy into the sword circle. Use them up and the
enhancement will expire. A Magic Bolt costs 2 units, and a Doomstrike
costs 4. Find sword charge icons to replenish 5 units of energy. If you
find another sword enhancement while one is in effect, the new one will
replace the old and refill the meter (if it's the same type, the meter
will just be completely filled).
Flame Tongue
This is probably the first one you'll pick up. Maximo's sword is
charged with the power of fire. Most enemies will only take double the
damage compared to an ordinary sword strike. However, enemies specific
to the Ship Graveyard have a tendency to take 4 times as much damage.
Doomstrike results in a whirlwind of fire.
Frostbiter
Commonly found in the Ship Graveyard, this has the tendency to freeze
your opponents with a single swipe. An overhead strike or mighty blow
will shatter the ice and cause your opponent to fall. This is the only
enhancement that permits you to attack bombardier skeletons without
ducking first and take no damage as a result of the strike (normal
strikes will cause 3 units of damage to Maximo, due to hitting the bomb
pack that the skeleton carries). Enemies of the cold are immune to the
freezing effects. A Magic Bolt fires a blast of ice, which will freeze
any enemies it comes into contact with. A Doomstrike will create a hail
of ice bolts, which do not freeze the enemy. Useful if you're
surrounded.
Pure Blade
Maximo's sword is charged with holy power and does heavy damage to
undead things (which is what most creatures are). Not much else to this
weapon. Doomstrike summons a hail of light, which will do heavy damage
to enemies that are in its radius.
Armageddon
Now this is an excellent enhancement. Dealing quadruple damage to
almost all enemies (I believe bosses are the only exception) is
definitely nothing to sneeze at. The problem happens to be that this
powerup is rarely found. A Magic Bolt fires an area-wide shockwave,
which will disintegrate most enemies, and the Doomstrike, creates a
hail of darkness, which lasts for some time, and follows Maximo around
as he moves. It also has a much bigger radius.
7. Conclusion
If you'd like to email me about this FAQ, or any others that I have,
please include FAQ in the subject. Failure to follow this simple
directive may result in an ignored email. Emails requesting to host
this FAQ are excepted (though I'd still prefer if you included FAQ in
the subject, just to make it easy for me :)).
The following sites are permitted to host this FAQ currently:
If your site is not on this list and you'd like to host this FAQ,
please email me for permission. I will usually grant it, although it
may take awhile sometimes.
</P>
<FONT face=Verdana><b>Gallery mode
</b>Collect the Sorceress kiss at the end of each level. Seat each of the four kisses to a power-up position. Once the game is completed, the art gallery will be unlocked.
<B><FONT color=#000000>Mastery level </FONT></B>
Achieve a 100% mastery ranking to unlock the Mastery level. To master a level, you must kill every enemy and find every hidden chest.</FONT>
[此贴子已经被作者于2005-10-25 10:27:07编辑过]

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