Stinkoman 20X6 Walkthrough
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* When the horizontally moving platform gets really close, hop on. The path now splits into two. The lower path is really risky and should only be tried if you want a challenge. The higher path is much easier and safer. | * When the horizontally moving platform gets really close, hop on. The path now splits into two. The lower path is really risky and should only be tried if you want a challenge. The higher path is much easier and safer. | ||
** Hop onto the square platform. Then jump onto the little platforms one by one, being very careful not to fall off. When you reach the last one, wait for the moving platform to be down low and hop on. | ** Hop onto the square platform. Then jump onto the little platforms one by one, being very careful not to fall off. When you reach the last one, wait for the moving platform to be down low and hop on. | ||
- | *** Higher path: Jump onto the ladder when the timing is right and climb up to the top. Be careful, a Kolkaryu will come to meet you up there. When it comes, | + | *** Higher path: Jump onto the ladder when the timing is right and climb up to the top. Be careful, a Kolkaryu will come to meet you up there. When it comes, run to the tree and you'll be safe. |
*** Walk to the edge of the platform and time your jump so you land on the dipping platforn just as it comes back up. If you fail, try to catch yourself by landing on one of the tiny platforms below. If you succeed, jump onto the moving platform and you'll be where the paths reconnect. | *** Walk to the edge of the platform and time your jump so you land on the dipping platforn just as it comes back up. If you fail, try to catch yourself by landing on one of the tiny platforms below. If you succeed, jump onto the moving platform and you'll be where the paths reconnect. | ||
* When the platform you're on is high enough, jump onto the stationary platform. Then wait until the next platform is low enough and make the rather big jump. You should try to be halfway off the stationary platform before you jump. | * When the platform you're on is high enough, jump onto the stationary platform. Then wait until the next platform is low enough and make the rather big jump. You should try to be halfway off the stationary platform before you jump. | ||
* Jump onto the closest dipping platform when it's up and then quickly jump onto the ground. Stay clear of the moving spike! | * Jump onto the closest dipping platform when it's up and then quickly jump onto the ground. Stay clear of the moving spike! | ||
* Jump over the following spikes whenever they are in the ground until you've cleared them all. Now the path splits up again. The lower path is easier, but both aren't too hard. | * Jump over the following spikes whenever they are in the ground until you've cleared them all. Now the path splits up again. The lower path is easier, but both aren't too hard. | ||
+ | ** Higher path: Staying up on the platform with all the moving spikes, jump when it's safe and shoot the Browtant until it dies. | ||
+ | ** Hop onto the dipping platform right after it comes back up and then jump to the platform which had the Browntant on it. If you fail doing this part, you will land on the lower path. Then jump onto the next dipping platform with good timing and quickly walk towards the end and jump onto the platform with the hanging ladder to be at the connection point. | ||
+ | *** Drop off the platform you're on and shoot the Jaru through the box. Hop over both boxes jump over the cliff and grab the ladder. Don't mess up or you'll die. Climb up the ladder to be where the paths reconnect. | ||
+ | * Jump off the platform and grab onto the hanging ladder of the next platform. Climb up when it's same and shoot the Browntant. Either jump over or duck under (using the ladder) to dodge its attacks. | ||
+ | * Jump off right side of the platform and onto the tiny platform below. Then try to reach the next one to your right. From there, jump to the big bunch of ground. Remember, Stinkoman won't fall from the tiny platforms until his feet are completely off. | ||
+ | * You will reach a big hill. Shoot all the Jarus and Chorches. Then kill the Browntant by jumping when its safe and shooting. | ||
+ | * There's a pill in the second to bottom row with a Pooru-Pooru right over it. Grab the pill without going under the Pooru-Pooru to not get hurt. |
Revision as of 02:51, 25 March 2005
This is a walkthrough for the game Stinkoman 20X6. It contains the transcripts for the movies in the game and tells how to beat the levels.
- Spoiler Warning: Plot and level details follow.
Contents |
Introduction Movie
This movie is an introduction to the game. To view it, wait on the first menu screen for a while. (The one that reads, "PLAY GAME!")
Transcript
{An alien landscape is shown. The ground is dark but is glowing blue. A cloudy dark sky up above contains stars and a purple planet. In the space between the ground and the sky, subtitles appear.}
ON PLANET K, STINKOMAN IS ALWAYS LOOKING FOR A FIGHTING OR A CHALLENGE. IN 20X6, HE CAN USUALLY FIND ONE!
{A silhouette of Stinkoman appears from the left side of the screen and walks along the planet. Once he reaches the center, he starts walking in place and fades out from the shadows. Subtitles appear underneath him.}
THERE HE IS!
{The scene cuts to blackness and Stinkoman appears from a side. The screen flashes and Stinkoman turns golden and shines. The word "STINKOMAN" appears next to him. Then he disappears and the same thing happens to 1-Up and then Pan Pan. Then they all fly into the same screen one at a time and each one occupies a third of the area.}
Level 1 - GO HOME!
"Stinkoman heads home after beating a gem-studded brainbot" Stinkoman is headed home after winning a challenge. Unfortunately for him, the way back is filled with dangerous traps, baddies and bottomless pits!
Stage 1 (Transcript)
{Stinkoman is standing in a green area. Tampo the robot is silhouetted in the foreground.}
STINKOMAN: {subtitled} ARE YOU INQUIRING ABOUT A CHALLENGE??
{The camera switches so that Tampo the robot is standing against a blue sky and Stinkoman is silhouetted in the foreground.}
STINKOMAN: {subtitled} YOU ARE TALL, BUT...
{Stinkoman flies across the screen in an action pose.}
STINKOMAN: {subtitled} THAT WON'T STOP ME FROM...
{Stinkoman punches Tampo the robot crazily. Black lines are flashing around for effect.}
STINKOMAN: {subtitled} PUNCHA-PUNCHA-PUNCHA!!
{Camera switches to the view used in scene #2. Stinkoman lands in the foreground. Several explosions appear on Tampo the robot's body as he sinks out of sight.}
STINKOMAN: {subtitled} AND OTHER VICTORY FOR STINKOMAN!!
{Stinkoman is standing against the sky with only his head visible.}
STINKOMAN: {subtitled} KILLING THAT ROBOT MAKES ME WANT TO GO HOME!!
{Stinkoman's head appears to glide away to the left.}
{The basic level start scene plays with the words "TRY LEVEL 1.1" at the bottom}
{As the game begins, the following words are projected across the screen for a few seconds.}
START PLAY! A - JUMP, S - FIRE, ARROW KEYS - MOVE
Stage 1 (Guide)
- Move forward, ignoring the remains of Tampo the robot. Simply shoot the two Jaros that you'll meet.
- Jump and shoot the Chorch. Then jump up on the high ground and keep moving.
- Wait for the Greggo to start walking away from you, then jump and shoot him. Climb up to the highest level of this small hill and go to the edge, taking call not to fall onto the Old Sages down below. (They will instantly kill Stinkoman.)
- Jump onto the nearest floating platform when it is at its lowest. Wait until it is higher up, then shoot the Chorch.
- Walk onto the next platforms when your platform is higher. If you fall, you will die instantly. When you are on the third platform, jump and shoot the nearby Chorch.
- Jump over the small gap when the next platform is low. Then go from platform to platform in a similar manner. When you reach the end, jump off the the lower ground and shoot the two Jaros there.
- The path now splits in two. The lower path is riskier and should only be tried by experts, but the higher path is longer and good for beginners.
- Lower path: Get on the rightmost edge of the area you are on and you will see a tipping platform. Carefully time your jump so that you land on the platform just as it comes back up.
- Quickly run across and jump at the very edge of the platform onto the tiny platform.
- Jump from the tiny platform to the ground that lies ahead.
- Higher path: Climb the ladder, being careful to avoid the Browntant's shots. If you wish, you can kill the Browntant by shooting it three times. Just remember to climb down to dodge its shots between firing. You can't hurt it while it's blinking red.
- Climb up higher and shoot the Chorch. Then jump off the ladder and onto the platform with the tree on it.
- Jump up from your platform and shoot the Greggo. Don't worry about the direction it's facing, you won't jump high enough for it to see you.
- Walk to the stair-like platforms. When the moving spike is down, jump over it and land on the edge of that platform, avoiding the spike.
- When the timing is right, jump over the Jaru. You might want to shoot it. Once you reach the end of the stairs, jump down while staying close to the wall. You will land where the two paths reconnect.
- Follow the path of the ground you are on without jumping up. The Chorch won't be able to harm you down there. Go the end of the path into the bushes. There's a wall there, so you can't continue, but you can shoot to Jaru on the other side. Finish him off now so he won't bother you later.
- Jump up to the next platform and shoot the Chorch. Follow the path to the platform directly above. Run past a moving spike on the ceiling whenever it is retracted. Stop between spikes and then repeat the process until you pass all three.
- Jump onto the box. After the Browntant shoots, jump and shoot at it. Repeat this process until the enemy dies. Then jump up to where the Browntant used to be.
- Hop onto the tiny platform. Then jump to the one on the left. When you hop to the one to the right, be careful. If you fall, you will land on the Pooru-Poorus and get hurt a bit. When the moving platform is at its lowest, hop on. Ignore the solitary tiny platform to the right.
- When the moving platform is between the two upper platforms, jump off to the left. If you are low on health, hop onto the box. You will need to fall through the dipping platforms to reach the pill. There are two ways to do this without taking damage from the moving spike below:
- Sometimes you can time it right so that you can land on the second dipping platform with enough time to spare so you can jump back up to the first and then jump away to safety.
- When this is not possible, time your jump so the moving spike is gone. Drop and quickly run right.
- Get back to the upper platforms and jump to the left platform. Then drop down the path between the two walls, moving left and right to get off the tiny platforms that will be blocking your path. As long as you took care of that Jaru earlier, you should have no problem.
- When the horizontally moving platform gets really close, hop on. The path now splits into two. The lower path is really risky and should only be tried if you want a challenge. The higher path is much easier and safer.
- Hop onto the square platform. Then jump onto the little platforms one by one, being very careful not to fall off. When you reach the last one, wait for the moving platform to be down low and hop on.
- Higher path: Jump onto the ladder when the timing is right and climb up to the top. Be careful, a Kolkaryu will come to meet you up there. When it comes, run to the tree and you'll be safe.
- Walk to the edge of the platform and time your jump so you land on the dipping platforn just as it comes back up. If you fail, try to catch yourself by landing on one of the tiny platforms below. If you succeed, jump onto the moving platform and you'll be where the paths reconnect.
- Hop onto the square platform. Then jump onto the little platforms one by one, being very careful not to fall off. When you reach the last one, wait for the moving platform to be down low and hop on.
- When the platform you're on is high enough, jump onto the stationary platform. Then wait until the next platform is low enough and make the rather big jump. You should try to be halfway off the stationary platform before you jump.
- Jump onto the closest dipping platform when it's up and then quickly jump onto the ground. Stay clear of the moving spike!
- Jump over the following spikes whenever they are in the ground until you've cleared them all. Now the path splits up again. The lower path is easier, but both aren't too hard.
- Higher path: Staying up on the platform with all the moving spikes, jump when it's safe and shoot the Browtant until it dies.
- Hop onto the dipping platform right after it comes back up and then jump to the platform which had the Browntant on it. If you fail doing this part, you will land on the lower path. Then jump onto the next dipping platform with good timing and quickly walk towards the end and jump onto the platform with the hanging ladder to be at the connection point.
- Drop off the platform you're on and shoot the Jaru through the box. Hop over both boxes jump over the cliff and grab the ladder. Don't mess up or you'll die. Climb up the ladder to be where the paths reconnect.
- Jump off the platform and grab onto the hanging ladder of the next platform. Climb up when it's same and shoot the Browntant. Either jump over or duck under (using the ladder) to dodge its attacks.
- Jump off right side of the platform and onto the tiny platform below. Then try to reach the next one to your right. From there, jump to the big bunch of ground. Remember, Stinkoman won't fall from the tiny platforms until his feet are completely off.
- You will reach a big hill. Shoot all the Jarus and Chorches. Then kill the Browntant by jumping when its safe and shooting.
- There's a pill in the second to bottom row with a Pooru-Pooru right over it. Grab the pill without going under the Pooru-Pooru to not get hurt.