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E G Y P T
[ previous section ]
Level 001: Enter the beachball
Level 002: Bounce
Level 003: Welcome to Kula World
Level 004: Continued Thought
Level 005: U
Level 006: Air Island˛
Level 007: Air Island˛ Revisited
Level 008: Half łed
Level 009: Cube Slashed
Level 010: ˛Island Cluster
Level 011
Level 012: Together, Yet Apart
Level 013: Time Taunt
Level 014: Barbed Wire
Level 015: Switching Sides
[ next section ]
Enter the beachball[001]
Written Walkthrough #002
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If you can't do this level, please sell this game to people who want it and get yourself a new one from the money. Thank you. But if you must know, you use the directional arrows to roll around. That's it. Go get the key... yeah, the sparkly gold thing, yes... exactly, roll... no, no, not jump, you idiot!... ugh...
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Bounce[002]
Written Walkthrough #003
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If you've read the booklet, you should know how to jump. If not, your time will merrily run out. Though you should have enough time to look for where you misplaced the damned thing, page through it, find it, and complete the level before it does.
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Welcome to Kula World[003]
Written Walkthrough #004
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Ah, here it starts to make you wonder. There are these odd floating items... they seem to have attached themselves to a vertical wall. Okay, what's this all about? I'm not calling this level "Welcome to Kula World" for nothing, dears, this is the true introduction to what you're going to have to confront yourself with - three dimensional thought. Granted, this level is rather pathetic, but it does the trick of introducing you. Lightly. Without the pulling of the hairs. Cherish this moment, for you will look back on it longingly at later points of the game, when you have turned into a mindless slave of The Kula and can no longer stop playing, and it only gets harder... harder... harder...
What you want a walkthrough for this one? Buy another game.
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Continued Thought[004]
Written Walkthrough #005
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Again, you have time en masse. Again, unless you are a total dolt, you should be able not to die. That means no random jumping off platforms, no running into spikes to see how 'immortal' you are, and no "Oh, oh, it's a banana, a banana *jump*"... okay?
I've called this Continued Thought because it displays not only the gravity-defying properties of this dimension like the last one did, it also shows how varied the different angles can be from where you can get to things - and just because you have the outline of a square in cubes does not mean that if you go the one way around it you'll reach the same point on the vertical axis like when you're coming from the other direction.
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U[005]
Written Walkthrough #006
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And suddenly you find yourself on a cube abandonned by his fellow cubes, with no land in sight. Turn, roll, and try not to run into any blatantly visible spikes on your way. Next. Oh, and try jumping from where you start out onto the inner U - and remember the move for later in the game. It seems a simple thing, but if you get used to not rolling where you can jump now, you can save a lot of time, especially in later levels. I know it helped me.
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Air Island˛[006]
Written Walkthrough #007
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See former level for my advising, thoughtful suggestion.
description: Okay, you're on the outline of a square. Beyond and below you is a more complex cube structure, but you still have a solid sense of what's up and what's down. Good.
hint: Just try not to die.
solution: (cough) Jump. Turn right. Follow the path around, and continue it to where the (inactive) Exit is. (If you've picked up the timer now, you've dome something wrong). Roll to the end, onto the end, then turn right, roll forward and collect the key. Follow the path, pick up the fruit. Follow the path. You should now see the active Exit to your right. Roll foward, onto the end, turn right, roll onto the exit.
For such a simple solution, that's a lot of text for me to type. So much for elaborating my claims why having this site makes me masochistic.
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Air Island˛ Revisited[007]
Written Walkthrough #008
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description: Very much like #006, just a bit more complicated looking.
solution: Jump and jump. Turn right, roll along the path. Avoid the timer and the spikes you encounter along the way. When you reach the point where the island you started from is infront of you, turn left. Follow the path till your island is shifted to behind you. Turn left. Follow the path. You should run into a semi transparent spinning X like you're used to seeing it from the exits. Roll to that.
level 7 void
description: Lots of single cubes, in a spinning void of stars! I love these levels.
hint: Jump from cube to cube. If you've not mastered jumping yet, change direction (as is possible) from time to time to avoid jumping past a cube (it happens, especially if you don't have a standard PSX controller).
solution: See above.
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Half łed[008]
Written Walkthrough #009
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description: Looks odd, but deserves no description. To that matter, neither did the previous levels. Bah.
solution: Follow the path. You will have partly backtracked on yourself when you hit a junction. Turn right to return to your starting point, roll over the end. Turn left. Follow the path (pick up the key), till you have the single cube with the exit square above you. Turn left. Roll forward twice (pick up the gem). Turn by 180°. Roll, bounce. End.
I'll be getting a bit more abstract from now on.
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Cube Slashed[009]
Written Walkthrough #010
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description: Square outline connected to another square outline by two pillars.
hint: To find and get the fruit, don't jump too hastily.
solution: Roll to what, seen from your starting point, is the right side of the structure. Turn to face the edge when you're one cube in distance away from it - jump over that cube. You will pick up a fruit and safely land on the bottom island. Now pick up what you find here and go to the exit.
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˛Island Cluster[010]
Written Walkthrough #011
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description: A cascade of layers; simple, though.
hint: If you don't forget to pick up the keys (in which case you will get stuck), you can't really go wrong.
solution: Jump off the edge onto the next lower platform (if you die, it was the wrong direction). Jump off the edge onto the next lower platform (yes, again). Then be careful - make sure you're not exactly by the edge when you jump to the next platform. Roll to the other side. Turn to the now lower platform (same you came from, other side). Jump onto it. Jump to the next lower platform. End.
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[011]
Written Walkthrough #027
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description: ...
hint: ...
solution: Turn left, follow the path till you pick up a gold coin. Jump. Roll to the end and onto the end. Turn right. Pick up both gold coins. Roll to the end and onto the end. Turn left. Roll forward twice. Turn by 180°. Jump. Follow the path till you hit the exit.
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Together, Yet Apart[012]
Written Walkthrough #028
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description: Three Cube-pillars. Seen from your starting point, any attempts to leap to the other two will result in endless falling...
hint: Shift your angle.
solution: Turn left. Roll to the end and onto the end. Turn right. Roll forward once. Turn left. Jump. Turn right. Roll forward to the end, onto the end. Turn right. Roll forward to the end and onto the end. Turn left, roll forward, turn left again and jump. Repeat the concept for the other side.
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Time Taunt[013]
Written Walkthrough #029
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description: An odd level with a timer right infront of your nose.
hint: Wait ~three seconds before you do anything.
solution: Wait ~three seconds. Then start the jumping spree to cross over to the key. You'll pick up two timers along the way that will cancel each other out - extra points here. Turn left. Jump. Turn 180°. Roll onto the end. Turn left. Roll forward by two. Turn right. Jump. Turn right, roll onto the end. Turn right, then roll foward, picking up the coin and fruit. Roll onto the end. Turn left. Roll forward by one. Turn left, jump. Turn right, roll to the end and onto the end. Turn left, then roll and follow the path till you pick up the blue gem. Move one beyond that point. Turn 180°. Jump. Turn left. Roll forward once, then jump, and you should have landed on the exit square. :)
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Barbed Wire[014]
Written Walkthrough #030
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description: Many single Cube structures, some with spikes.
hint: Don't think two dimensionally.
solution: The idea is to realise there is not only room for movement on top of the Cubes and at the bottom of the cubes, but on their sides aswell. There are no spikes on the sides of the entire level. With this knowledge, this level should be a breeze. To get the fruit, by the way, hop onto the Exit Cube on the side where there is no Exit Field, then roll so your beach ball is just below the fruit - then bounce, and you should pick it up.
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Switching Sides[015]
Written Walkthrough #031
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description: ...
hint: Switch sides regularily.
solution: Jump forward, then roll to the end, onto the end and over the end. Turn 180°. Jump. Roll forward and jump at the end. Roll to the end, onto the end, then turn left, roll forward, turn right, jump. Turn left, pick up the blue coins, turn 180°, roll to the end and onto the end. Turn left, then roll forward and pick up the key. Turn 180°. Roll to the end and onto the end. Turn left, jump, turn left, jump. Pick up everything, and the fruit last. Turn back to the structure you came from. Jump onto it. Turn right, jump over the lethargy pill. Turn left. Roll to the end, onto the end. Turn left. Roll forward. Turn right. Jump. Turn left. Roll to the end and onto the end. Turn left. Roll forward. Turn 180°. Jump. Jump. Jump. Roll forward to the end, onto the end and over the end. Turn 180°. Jump. Jump. Follow the path to the exit.
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