The map to the right shows the location of each warp zone, and what they connect. Every warp zone with the single exception of the one labeled "P" connect the front and back layers. The warp zones are listed in the order that they are encountered when following along with the walkthrough.
Likewise, the locations of the Goonies are labeled in blue, once again in the order that they are found according to this walkthrough. Throughout the game, Mikey will have to duck inside of doors to explore the chambers they contain. When investigating chambers, Mikey must use all of the tools at his disposal to find useful items and new pathways. Chambers may need to be revisited once you obtain a new item and ability. Keys will open prison cells and safes.
A helmet can protect Mikey from falling icicles and stalagmites. Glasses reveal secret areas. Two different types of shoes: one allows Mike to move faster, the other allows him to jump really high.
There is a raincoat to protect Mikey from waterfalls and geysers. Scuba gear to give Mikey access to underwater areas. A bulletproof vest will decrease the damage taken from projectiles, such as those fired by the Fratellis. The radio, necessary for receiving special messages. Transceiver boxes which are instrumental in locating the imprisoned Goonies. Enemies Other than the normal throwaway enemies in the game like ghostly armor, or dragons, killer eskimo kids, snakes, spiders and strange tigers , the Fratellis are the main bad guys and girl.
Jake Fratelli - Large guy in blue suit. Attacks Mikey with a gun. Francis Fratelli - Skinny version of Jake. Arrows being his weapon of choice. Mama Fratelli - Old lady from the movie. Throws bombs that bounce along after Mikey. Jumps at Mikey.
Because of his small size he is the only one of the Fratellis that can be beaten. Characters Some of the helpful people that can be encountered in the game. What better way to get back in to it than running an old, moderately obscure NES game? Why Goonies II? Well, I used to have it way back when, but I think I loaned it out and never got it back. I Managed to stumble across the TAS of this, then decided to start practicing up for my own run.
After watching the TAS I immediately went to work improving the route. I found a few points that could easily be changed, and one major change. The faster I move, the better. I need the Glasses on the other side of the bridge and it doesn't make sense to backtrack for them. Otherwise this Goonie would have been saved for much later. The major change I found was to skip the Jumping Shoes altogether. It takes roughly one minute to go get them plus a Key Holder on the way.
The problem with doing this is that I can't take the normal route through the Purple Caves. Instead, I backtrack through the Volcano. It's actually about seconds slower to use this route, but that still puts me seconds ahead. Later on not having the Jumping Shoes also prevents me from taking a couple of shortcuts, but I don't see it costing me more than 10 seconds total. There were a couple of tricks I couldn't perform that well The first in the Red Caves when heading toward the Bridge for the first time.
It's possible to jump to the moving platform and off and make it to the other side without waiting for it to come back. Pass through the doors to move from the front layer to the back layer. Your trip to the back layer takes you to an unexplored region of the Fratelli house. The Fratelli gang will be out in force in this section, with more Fratellis appearing on the screen sometimes than you thought possible. Door D can be a little tricky to reach unless you are wearing the Speed Shoes.
You should have them so definitely put them on before attempting to cross the gap with the low overhang. When you first arrive here, you will notice a door to the left. If you take the door, you will enter a pitch black room. After lighting the candle, you will notice that the room is empty. Nothing you try will reveal anything. However, if you return to the starting room and try putting on your glasses, this will reveal a hole in the floor.
Use your Ladder to access the room below the hole and you will find the final Fire Box, free for the taking. This will max out your Molotov Cocktail capacity at Then climb back up and return to the hideout. Another single chamber door will allow you to traverse between the front layer and the back layer. Although the room starts out pitch black, you can light it up with a Candle.
The door that you just passed through is apparently hidden from sight until you use a Hammer.
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