Stinkoman 20X6 Walkthrough Level 10

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Level 10 - LASTIMOST!

The final challenge awaits in an evil laircastle cavebase
Stinkoman finally confronts the final level! (Took him long enough!)

Stage 10.1 (Transcript)

{Pan up the castle with Stinkoman's silhouette in front of it, then cut to a closeup of Stinkoman}

STINKOMAN: {subtitled} ZZZ...MMMM. STUMMY FULLA PRAWNS...ZZZ...

{Cut to a full view of the castle, with lightning flashes; then to the shadowy figure's lair}

SHADOWY FIGURE: {subtitled} UM. IS HE EVER GOING TO COME INSIDE?

{Pan over to 1-Up and Pan Pan. 1-Up has blond hair and a full beard.}

1-UP: {subtitled} I GREW A PRODIGIOUS BEARD!

{The beard shines, and a bunch of small pandas suddenly appear around Pan Pan.}

1-UP: {subtitled} AND PANPAN HAD A HUNDRED BABIES.

SHADOWY FIGURE: {subtitled} EWWW!

{Cut to Stinkoman, who is nodding off.}

STINKOMAN: {subtitled} ZZZ...

{A lightning bolt strikes and he suddenly jerks awake.}

STINKOMAN: {subtitled} HUH-WAH?!

STINKOMAN: {subtitled} OH NO! I FEEL ASLEEP!

STINKOMAN: {subtitled} I SHOULD PROBABLY START HEADING INTO THAT FORTRESS

STINKOMAN: {subtitled} FOR THE FINAL CHALLENGE!!

{Cut to behind him, in silhouette. He's not moving.}

STINKOMAN: {subtitled} COMIN' UP HERE...

{Cut to a full view of the castle.}

STINKOMAN: {subtitled} PRETTY SOON.

{Cut to the Shadowy Figure, who has completely lost his patience.}

SHADOWY FIGURE: {subtitled} ARGH-TWICE! JUST SEND HIM TO THE END BOSS AREADY!!

{He presses a red button marked "TRAP THE DOOR". Cut to 1-Up and Pan Pan, panicking.}

1-UP: {subtitled} OH NO! HE TRAPPED THE DOOR!

{Cut to Stinkoman. A trapdoor opens from underneath him and he falls through.}

Stage 10.1 Boss: Worst End Boss Ever (Guide)

It looks as if Strong Bad's prediction as to what the end boss looks like was correct. Fortunately, the Worst End Boss Ever is a joke boss- he only takes five hits to defeat, and most of his attacks aren’t aimed at Stinkoman.

Once you reduce this totally-not-end-boss to scrap, the Shadowy Figure will appear again and flee, and Stinkoman will chase after him.

Stage 10.1 Guide

  • You start off facing a line of eight Denholms marching their way directly to Stinkoman's spawn point. Fortunately, they only last one hit apiece, so blast 'em before starting forward.
  • Shoot across the small gap to take out the Denholm before jumping to the next platform, then repeat with the two Denholms on the following platform.
  • On the next raised platform is a Yekop. Jump and shoot it (or just stand and shoot it; you can hit the lowest Yekop skull without going up to its platform) until it's gone, then move onward.
  • Ahead is a crumbling platform and a Lorber. Wait until the Lorber turns its back, then jump up to the crumbling platform and the Lorber's platform. Three shots in the back will take him out.
  • Either shoot down the Growtan on the next platform or ignore it and jump over it. You have the choice to either go down a set of platforms to the right or up a ladder made of rib bones.
    • If you go down the platform stairs, you'll find a crumbling platform with a capsule and a timed platform. Taking the timed platform up will reveal an extra life below another crumbling platform, but the timed platform won't lift you high enough to reach it.
  • Go up the ladder and quickly shoot out the Yekop, ducking back down the ladder if it pinches you in.
    • Heading right will reveal that timed platform and extra life again, but trying to make the leap, you'll find you can't quite reach it. Back up the ladder with you!
  • Instead, shoot the two Denholms before jumping to the platform on the left, then another Denholm on the next leftward platform. From here, jump to get your blasts over the Growtan's skull, taking out the Lorber, being sure to move under the raised wave of cannon fire when it comes your way.
  • Jump up the stairs and make your way along the small line of platforms, aiming your jumps so as not to fall into the floor of Porchis and drills below.
  • Once past the sharp things, quickly duck under the stairs to avoid the fish-looking Rightade. Ignore the Rightade, then climb the stairs and shoot the Thurgood Each until it pops, allowing access to the ladder.
  • Climb the ladder, lounging on the rungs to shoot out the two Denholms and Lorber to the right. Climb back down the ladder to avoid the Lorber's bullets.
  • Once the three enemies have been defeated, go up the ladder and up the platforms to the right, dropping down to where the baddies had been lingering. Head right and (surprise!) two more Denholms and another Lorber are hanging out on the next platform. Shoot them, moving under the Lorber's shots when required.
  • Hop over to their platform and move right. Going up and over a wall nets you a capsule with the sight of an extra life above you.
  • Move right and don't stop firing. Your fist blasts will take out the Soup Dibs being fired by a nearby Plonth, and will also eliminate the Plonth, damaging it when the Soup Dibs aren't taking the shots.
  • Hop on the timed platform when it's at its lowest. It's possible to time your jump to ride all the way up to the platform on the right, but much easier to hop off to the left as a resting point.
    • Additionally, shooting out or leaping over the Growtans and moving left will net you that extra life. Be careful when reaching the end of the platform, as a Kolkaryu will ambush you. Just drop down, grabbing the extra life, and quickly head right and out of range of the Kolkaryu's bullets.
  • Once on the column on the right, move right to the next platform. Wait until the Rightade starts moving right, then drop off the left side of the platform and start blasting. The Thurgood Each will spit out more Rightades as each is destroyed, but a continuous stream of blasts will eliminate them all.
  • Break through the crumbling platform where the Thurgood Each was sitting. In New Mode, you'll land on the checkpoint flag.
    • At this point, you have the option to break through the crumbling platform in front of the checkpoint flag to get the extra life below it. This will drop you to the crumbling platform with the capsule and the set of platforms to the right of the very first ladder, making for a long walk back. But if the enemies are destroyed, all it costs is time.
  • Drop down to the right and jump to shoot out the flying Lorber (called a Mistletooth) to the right.
  • Quickly fall left to the next platform, then off the left edge of the platform. From here, shoot right to take out the Yekop.
  • The Growtans can be shot out, but since you're on crumbling platforms, it's much simpler to jump over them when they're lowered. Make your way right along the line of crumbling platforms, hopping over the Growtans, before making it to sturdier ground.
  • Here are five Denholms, all of which can be quickly taken out, and a Lorber on the top platform, which can be eliminated or ignored. Jump or shoot out the Growtan on the right.
    • Down the ladder is a capsule, if you need it.
  • As soon as the timed platform reaches its leftmost point, jump on. Fire a shot to the right to remove the Denholm, then jump to the right platform before your footing vanishes. Repeat with the next platform moving up, being sure to take out the Denholm on your landing area.
  • To your right are three timed platforms moving up and down, along with one moving left and right below all of them. You're likely hosed if you fall, so instead, jump on all three platforms as they are moving up, making sure to watch the timer so you don't tumble.

STUB'D! This section of the page is incomplete. You can help the Homestar Runner Wiki by expanding it.


Stage 10.2 Guide

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Level 10 Boss: Z Sabre (Transcript)

{A spotlight opens in a black screen. Stinkoman falls from it and makes a three-point landing.}

STINKOMAN: {subtitled} THREE POINT STANCE PANTS.

STINKOMAN: {subtitled} HELLO? I'M HERE TO GET MY RED BUTTON REVENGE!

STINKOMAN: {subtitled} AND RESCUE THOSE OTHER CHARACTERS I GUESS.

{Cut to 1-Up and Pan Pan}

1-UP: {subtitled} THAT'S LIKE US!!

{The still-silhouetted shadowy figure emerges.}

SHADOWY FIGURE: {subtitled} STINKOMAN...

{Cut to Stinkoman}

STINKOMAN: {subtitled} SHOW YOURSELF, MYSTERIOUS SILHOUETTE-O!

{Cut to the shadowy figure, as the the shadows recede. He resembles an anime version of Coach Z wearing a huge red cape and pauldrons.}

Z SABRE: {subtitled} I AM...

Z SABRE: {subtitled} Z SABRE!!

{He holds up a zig-zagged sword menacingly. Cut to Stinkoman.}

STINKOMAN: {subtitled} ARE YOU WEARING A PUPPET THEATRE? BECAUSE IT LOOKS

STINKOMAN: {subtitled} LIKE YOU ARE WEARING A PUPPET THEATRE.

{Cut to Z Sabre}

Z SABRE: {subtitled} I AM WEARING A MAJESTIC CAPE AND THE SHOULDER THINGIES

Z SABRE: {subtitled} ARE CALLED PAULDRONS YOU SIMPLETON!!

{He slashes three times, making a Z pattern. He hits Stinkoman, who collapses. Cut to 1-Up.}

1-UP: {subtitled} NOOOOO!!

{Cut to Z Sabre, who again raises his sword.}

Z SABRE: {subtitled} AND NOW TO TAKE MY RIGHT-FULLY PLACE AS "THE GUY!"

{Cut to 1-Up}

1-UP: {subtitled} STINOKMAN! MOUTH CATCH!!

{He picks up the "Power Crunch" and throws it. Triumphant music starts to play. Stinkoman catches the "Crunch" in his mouth and swallows it.}

STINKOMAN: {subtitled} CRUNCH!

{He is renewed and strikes a dramatic pose. My Benz start to float upwards. The "Making small rocks float up off the ground!" sound clip plays.}

STINKOMAN: {subtitled} MAKING SMALL ROCKS FLOAT UP OFF THE GROUND!

{He suddenly becomes muscular and jumps upward with a flash of bright light.}

Level 10 Boss: Z Sabre (Guide)

With the effects of the Power Crunch, Stinkoman is now super buff, allowing him to jump much higher. You are going to need it. Z Sabre has four attacks at his disposal that he uses at random.

  • The first is a horizontal charge that can be avoided by jumping over him as long as you are not too far toward the edge of the screen; otherwise, you will land on him and take damage.
  • The second will have him jump up and strike below him. To dodge this attack, simply run in the opposite direction, and his attack will fall short.
  • The third will have him launch a wave projectile across the arena. This is probably the simplest to avoid by simply jumping over the wave.
  • The fourth will have him hover above the arena and shoot three volleys of triple-shot projectiles before landing and taunting. To avoid it, start running in his direction when his cape shows up.

Z Sabre cannot be hit when he's not attacking, so the main focus of the fight should be dodging and returning counter-fire. He is vulnerable for a short period after each attack. After eight hits, Z Sabre will be down and a cutscene will play, but it's not congraturation time yet...

STUB'D! This section of the page is incomplete. You can help the Homestar Runner Wiki by expanding it.


Level 10 Boss: Mecha-Trogador (Transcript)

{Stinkoman and Z Sabre jump toward each other. Stinkoman charges an attack...}

STINKOMAN: {subtitled} DOT...DOT...DOT!!

{...and lets lose a huge shot. Z Sabre is hit and falls backwards in a heap. His sword plants itself in the ground near him. Cut to a closeup of Stinkoman.}

STINKOMAN: {subtitled} AND SO BEGENDS THE LAST MOST CHALLENGE.

{Cut to Z Sabre, as a laughing sound effect is heard.}

Z SABRE: {subtitled} HA. HA. HA. IF I CAN'T BE THE GUY, THEN NO ONE CAN!

{He shakes his fist. Cut to a sliding door that opens, as a giant red clawed foot slams down. Cut back to Z Sabre.}

Z SABRE: {subtitled} SAY HELLO TO MY PET INSIDE QUOTES!

{Trogdor-like music plays as we cut back to the red claw, now joined by a second, and pan up the "pet", revealing it to be a robotic version of Trogador. Cut back to a shocked Stinkoman.}

STINKOMAN: {subtitled} MECHA-TROGADOR?!?!

Level 10 Boss: Mecha-Trogador (Guide)

The boss arena contains two timer platforms: one vertical and one horizontal. Mecha-Trogador occupies nearly the entire right half of the screen.

Mecha-Trogador has four attacks at his disposal that activate at various times.

  • A talon will shoot off from one of Mecha-Trogador's feet. This can easily be avoided by jumping or standing on one of the timer platforms.
  • Mecha-Trogador's Beefy Arm will track Stinkoman vertically before charging across the screen. When you see his arm pointing at Stinkoman, prepare to perform a juking maneuver - especially if you're on the timer platforms.
  • The green bar on Mecha-Trogador's neck will begin lighting up, accompanied by a charging-up sound. When all the lights are on, Mecha-Trogador will use his Atomic Breath to cover the floor in flames temporarily. Depending on his right-to-left position, it is possible to dodge while on the floor, or to be hit even while on the low platform.
  • One of Mecha-Trogador's nostrils will "open" and fire a Browntant bullet aimed at Stinkoman's position. This attack's tell is difficult to see, so pay attention to Mecha-Trogador's snout and prepare to dodge when you see the bullet.

To defeat Mecha-Trogador, climb up to his eyes and deal 3 hits of damage to them. This will cause his eyes to shut and the Crystal Heart of Mecha-Trogador in his chest to expose itself periodically. Climb down and deal 3 hits of damage to it, and his eyes will open up once more. This is easiest from the floor. You'll have to do this process 3 times (18 hits in total) to finally slay Trogdor...'s impostor's impostor.

Stage 10.5 (Transcript)

{Mecha-Trogador explodes, bringing the whole castle down around him. Cut to 1-Up and Pan Pan.}

1-UP: {subtitled} STINKOMAN! THE CRYSTAL HEART OF MECHA-TROGADOR IS ABOUT TO ASPLODE!

{All sound immediately cuts out as the camera pans to a computer showing Vector Strong Bad's face.}

VECTOR STRONG BAD: {subtitled} HEY! QUIT BIGHTENING MY STYLE!

{Cut to Stinkoman as the sound effects return.}

STINKOMAN: {subtitled} I'LL FIND A WAY OUT! YOU TWO MEET ME IN THE NEXT CUTSCENE SAFE AND SOUND!

{Cut to 1-Up and Pan Pan.}

1-UP: {subtitled} GREAT PLAN!!

{The two head off.}

Stage 10.5 Guide

That must have been a load bearing dragon, the base is crumbling and 90 seconds away from exploding. Make your way to the Stinkowing to escape. The effects of the Power Crunch have worn off so your jumps are back to normal.

STUB'D! This section of the page is incomplete. You can help the Homestar Runner Wiki by expanding it.


Final Cutscene

{The Stinkowing flies away from the exploding castle before it completely collapses. Cut to the three heroes, looking out at it. 1-Up's hair and beard suddenly blow away in the wind. Cut to behind them, as Mecha-Trogador bursts out of the castle's wreckage.}

STINKOMAN AND 1-UP: {subtitled} WHAAH AND BLAAH!

{But Mecha-Trogador continues exploding, finally blowing up for good. Seven colored crystals are seen being thrown from him as the heroes look on.}

STINKOMAN: {subtitled} THE CRYSTAL SHARDS OF MECHA-TROGADOR SCATTERED AND SMOTHERED ACROSS PLANET K.

1-UP: {subtitled} WE SHOULD PROLLY MAKE SURE NO ONE TRIES TO REASSEMBLE THEM.

STINKOMAN: {subtitled} HEY SAYING-WORDS-GUY! THAT'S A GREAT IDEA FOR A SEQUEL OR MAYBE AN ANIMATED SERIES!

OFFSCREEN VOICE: {subtitled} YEAH!

{Pan over to show Marzi-Mei and Cheatball standing nearby.}

MARZI-MEI: {subtitled} MAYBE YOU CAN ACTUALLY INCLUDE US THIS TIME!

{Marzi-Mei's eye glows.}

MARZI-MEI: {subtitled} SHING!

{Cut to an amused Stinkoman}

STINKOMAN: {subtitled} MARZI-MEI AND CHEATBALL?!

STINKOMAN: {subtitled} I MAY BE WAY OFF BASE HERE BUT THIS LOOKS LIKE A BY-THE-NUMBERS CASE OF SOMEONE ASKING ME FOR A

{He doesn't finish the sentence. Cut to a black "THE END" screen, but it's interrupted by a cut to Z Sabre emerging from the castle's wreckage. His left eye is now scarred over and the bottom of his face is scarred, revealing a mouth. A laughing sound effect is played.}

Z SABRE: {subtitled} NOW I HAVE A MOUUUUTH!

{Cut back to "THE END", followed by the credits}

Credits

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