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Welcome to Alvin's PSP Walkthrough! Lots of us love PSP games but I always struggle to find complete walkthroughs with images and visuals. This blog tries to fill this void. Hopefully it can also serve as a review site and if you love what you see in the walkthrough and game, you might want to purchase the game! All comments and suggestions are welcome!

 

10/07/07

Radish Woods (Serpent Road)
Permalink 04:12:52 am, by admin Email , 864 words, 450 views   English (SG)
Categories: Announcements [A], Gurumin: A Monstrous Adventure
You see another one of those skulls at the beginning of this dungeon, signifying some kind of puzzle. The talking "Sentry" provides the clue: "If you wish to pass, light all of the torches." You are required to light up all 8 torches. There's 1 problem, 1 slight touch and the torch stands breaks and you'll have to restart the level! First, equip your fire parts, keep a distance and use your Pretty Missle (or Forward Slash) attack aimmed at the fire stands. Practice makes perfect and you'll soon light them all.Gurumin 160
Gurumin 161 Step in and on your left, you will witness 3 phantoms watching and cheering another climbing up a tree. Ambush them with tornado spin attacks. Watch out, 3 of them are wearing 'ICE' caps which emits Ice Shots which are slow but have quite a big target range. Dodge round them and remove their caps as soon as you can. They gain strength in numbers so the faster you reduce them the better. Proceed on the path and you'll reach the edge of a lake. There's a mould here if you need to recharge your drill.
Wear your googles. Before you jump in, smash the 3 jars at the side as there is no way up after jumping down. There are a couple of fishes in the lake, including the 3 one that you have encountered before. Use targetted attacks by jumping out of the water. The platform opposite has a gate and 4 jars (2 on either side). Ignore this for a moment and swim on to the next platform. Destroy the tree here for cash and 2 pieces of junk. There's a weak wall behind this tree too. Ascend the steps here and pull the lever. Red floating balls will appear.  Gurumin 162 
Gurumin 163 Use them for targetted attacks to "float" across the lake to another part with a platform. At this point, you will probably realise that this map is similar to another part of the Radish Woods forest. Destroy the pillars here and 3 jars and pull the lever in the middle. It opens the gate that you saw previously. Use the red balls to get back and 3 plant phantoms will appear here now. Use your pretty missle skill (with fire) to quickly destory them. Smash the jars and proceed on.
Beyond the gate are 2 firestands and a path that leads to another 3 phantom plants. The path beyond opens up to a T-junction, its time to select a path. Henceforth I'll name this T-junction
T-pathA for easy reference. Take the right path, destroy the fire-stand and jar here and follow the path to the left to find a weak wall. This opens up to a platform. There are trees in the middle and a well, this should be familiar to you.
Gurumin 164
 Gurumin 165For every tree that you destroy, 1 camouflaged Phantom will drop onto the floor. It will immediately roll to you. Either quickly side step or charge your drill sufficiently before so that you can block the phantom. Head into the well. This time, there are 9 jars right in the middle. Wear your goggles and perform some downward lunges to clear the jars. Follow the same familiar path back up to the clearing. Smash the jar and pull the lever here. 
Head towards the opposite platform. Again, there's another T-junction here (but this is actually just a circular path). Turn to your right (which is the actual path). You should see a firestand.Continue on the path until you see a weak wall on your right. Destroy it and you see for pink pumpkins surrounding a chest. It contains a Power Oil! They will attack when you go near. There's also a thrash can in the bottom right corner. Continue round the path and you will see a sign telling you that this is a dead end. Gurumin 166 
Gurumin 167 Walk ahead and smash the jar and firestands. Now turn back (T-junction) and this time, turn to your right (where there is no pathway). There's a weak wall on the right containing some coins. Head all the way back to T-pathA and take the other path this time. A fallen tree trunk blocks your way to this part. Walk ahead to see a firestand and a piggy bank in between a tree and a rock on your left. Continue on and soon you will see 2 brute phantoms appearing.   
Not the toughest but certainly damaging if you give them the initiative. Stripped them of their gear before drilling them through. Move up ahead to see some man-eating flowers. There are a couple of firestands and a mould here to regain lost drill energy. Continue forward onto the path and the next screen. There are 4 phantoms trying to camouflage themselves. Problem is they are sleeping and their green leaves atop their heads are quite visible. You know the drill...  :)    Gurumin 168
That's the last part. Move on ahead to claim your prize. You've got a Bookshelf! This is Poco's bookshelf. Get it back to Poco and another part of the map is revealed. Now... how did a little girl like Parin manage to bring back an entire bookshelf!!? :) Ok, time to move on to the mission proper, you've got to try to save Pino!Gurumin 169 

09/07/07

Sponsering the village (After Boss Roger)
Permalink 14:18:25 pm, by admin Email , 448 words, 464 views   English (SG)
Categories: Gurumin: A Monstrous Adventure
Gurumin 154 You've been tasked to find Pecky and convince him to sponser the Village re-construction. Pecky is a rich kid and pretty spoiled as well, so convincing him will be anything but easy... but here's the plan: Take a walk beyond the Spinach Caverns and you'll soon see a big house. The house contains exquisite statues, furniture and elaborate decorations but heh, you're here for a mission! Talk to the puppet looking guy in the middle and you'll soon learn that you have to make him laugh. 
Alright, its time to put on your different hats and masks. The right one that will make him laugh is your "gas mask". I always thought the Vampire Kit is funnier... Just when you think that's all to it, Pecky tells you that he is bored and needs to do something else, play a game in fact. Duh! Parin has to play along... The floor is transformed into a game area and this time, he wants you hit the moles as they come out and disappear into the ground. This is like those games you play at the arcades where you have to hammer the heads as they pop out.Gurumin 155 
Gurumin 156 Alright, you have 1 minute and the target is 50 hits! Who else but Doug and his brother, Digby are the targets! 50 seems a lot initially as those moles can run pretty quick. But you do not have to hit them just once, you can hit them multiple times even as they dig into the ground. Just stay in 1 area (do not chase them) and wait for 1 or 2 of them to come around you and start smashing away. Once you get your 50, Pecky will give in and agree to go to Monster Village right away.  
Head back to the village and Puku and his friends will thank you for bringing Pecky back. Pecky himself has plans to bring the moles to rebuild the village.  Gurumin 157 Gurumin 158

Now head into town and you'll realise some more strange things happening. Pamela accuses you of stealing cakes and increasing the price of supplies in town. You talk to Chucky and he calls you a liar. Disk claims to have seen you again and Fan claims that you sneak into her shop to steal cakes! Looks like someone has been impersonating you around Town! hmmm.... Parin will need to get to the bottom of this!

Gurumin 159 More surprises awaits you in town as Doug and Digby arrives at the village claiming to have seen you with Pino in the mountains. Pino is with an imposter! Puku suspects a shape-shifting monster and you'll have to help find the culprit. Looks like its time for you to find some action again! 

08/07/07

Spinach Caverns (Ancient Lagoon) - Boss Roger
Permalink 11:17:32 am, by admin Email , 605 words, 288 views   English (SG)
Categories: Gurumin: A Monstrous Adventure
Gurumin 145 You've mastered 2 of the Prince's servants and breezed through the Spinach Caverns. The Prince shows himself again at the Ancient Lagoon and mocked you once again. The last missing friend Chucky is in captive here and only you, Parin can save him! But you've got to get past Roger the Gay Fish first! :)
After the cut scene with the Prince, proceed forward until you see the next cut scene. When Parin tries to save Chucky, Roger bursts out of the waters to confront Parin. He is certainly much bigger than before. After a Land and Air encounter, its no surprise that the next battle zobe is going in the waters. You do not need your goggles just yet (though it might be advisable) as you can stand on the platform in the middle.    Gurumin 146 
Gurumin 147 

The cut scene ends with you standing in the middle. If you have a vampire hat, wear it so that you can regain loss blood. Roger appears as in the picture above and this is his most vulnerable position. Run towards him until you see the attacking bubble. Once you see it, keep on performing targetted attacks (jump + X, see red circle, jump X continuously)! This way, you stay in mid air and avoid any attacks that he throw at you! As soon as he splashes out of the water, control your stick to return to the middle platform. Roger will crash back into the waters and swim around the platform. From time to time, he will perform his spinning attack by jumping out of the water and spinning (towards you) over the platform, avoid by either going to 1 side of the platform or making a dash.

Gurumin 148 Gurumin 149 When he gets stationery, he performs 1 of 2 types of phasor attacks. Either he shoots in 5 directions towards you or 5 separate times, each in your direction. Either way, learn to side step these attacks.
Here, Attack is the best form of defence and all you really need are those targetted attacks. These will go on until Roger's life is midway. Now he will proclaim, "No more Mr. Nice Fish!" and destroy the middle platform. Change to your goggles! He will now spin instead of swim the same path around the platform (which is no longer there), do not go too close to him. With your goggles, you can linger in the waters until he comes to a halt, and more importantly, you can avoid his attacks as well! New attacks include Sun Burn, where he concentrates onto a spot in the water (see right picture) and one where he emits a force-field electromagnetic wave-like attack (semi-circle). Swim away to avoid the first, and stay under to avoid the second. Gurumin 150
Gurumin 151 Gurumin 152 Eventually, you'll get your catch. I actually rate him easier than the previous 2. Get your life gem and watch the next cut scene. 
You'll realise that Chucky is slightly deaf as he misunderstands everything that you say. Puku turns up to thank you for saving all the monsters and ask you to return to the village... When you return, the villagers are preparing for a meeting and Puku reveals that while the rebuilding of the village is going just fine, they need more cash and a rich sponser. Parin mentions Pecky. Pecky lives in a house near to the Ancient Lagoon at Spinach Caverns. You are to go there and convince him to sponser the village... Meanwhile, explore the town and you'll find something fishy going on. First, Chucky is in a crooked position at the middle of the stairs, and everyone seems to say that they have just seen you... hmm... hold that thought. :)Gurumin 153 

28/06/07

Spinach Caverns (Forgotten Den)
Permalink 02:23:53 am, by admin Email , 1776 words, 172 views   English (SG)
Categories: Gurumin: A Monstrous Adventure
Gurumin 126 At the beginning of the dungeon, you will see a cutscene with once again Motoro lurking behind you. You manage to scare the living daylights out of him! When he runs off, you'll be left in a cold dungeon with 2 torches and a closed gate. One of the torch is lighted with electrical sparks. You will need to have the lightning part to light the other one and open the gate! If you have not already obtained this, make your way to Asparagus Lake and find it in a weak wall at the opposite end of the lake. 
This dungeon has medium difficulty and I'll recommend that you should have the googles and the gas mask at least upgraded and preferably a helmet as well (if you can find it). Once through the main gate, you will see a cut scene showing a "Donkey Kong" type obstacle with flying phantom bats releasing rocks to hurt you. Proceed left and then cross the narrow stretch, blasting the flat rock in the process. Scale the slopes, taking care to jump over any rolling rocks. If you can, jump and use targetted attacks on those bats. If you fall off the cliff, you will restart but lose just a little life.  Gurumin 127
Gurumin 128There's a weak wall just up the first ladder which is mainly coins, and lots of jars at the top level. Once you have finished this, proceed through the opening to see a room with a mould of soil and a red platform step. You have a choice of going forward or to your right. For now, step on the red step. You should by now know that this step brings about crates! 2 stacks of 2 crates appear. You are to push 1 stack to the extreme right till it falls below, and the other you pull it backwards and then to your left in the direction of the chest until it stacks just above another 2 crates. Destroy 1 crate so that you create a step to reach the chest.  
Jump towards and open the chest to get your mystery bag!  As soon as you do that, 3 bouncing spiked ball-like creatures appear behind you. They are immune to lightning so its a good idea to use fire instead. Use targetted attacks and be careful if you drop into the crevice. There are no additional traps, but the camera views are restricted and you might not be aware if you are already too near the creatures! Backtrack to the other stack of crates.Gurumin 129 
 Gurumin 130Use them to jump upwards to the platform where you see an exit point and 2 jars 1 step below. As you approach the jars, 2 "joker" phantoms (cos they look like they are wearing hats with bells at its ends) will appear at the doorway. These can pack quite a punch. They shoot fireballs which do hurt a bit and move by Teleporting from 1 place to the other, usually close to you or behind you, kinda like wizards too. Anticipate their fireballs and get close enough to perform tornado drill attacks and you'll be fine. Head through the exit when done.  
Beware the next part of the dungeon has slightly tougher difficulty. The gate closes behind you and you are in a small confine space. As soon as you step onto the platform in front of you, 3 phantoms will jump down from above. The 2 in pointed caps have a noozle in front that shoots small ping pong ball sized lasers. Its a small space, so its best to strike first before they get their footing. If you get overwhelmed, you can step off the platform and head to your right, the phantoms will disappear from view. You can compose yourself before coming back!Gurumin 131
Gurumin 132 Once you overcome them, you will notice a weak wall block stacked right at the bottom of some crates. DO NOT DRILL THROUGH THEM FIRST. This is the entry point to the next part and if the crates collapse with you stuck on this side, you CANNOT ACCESS FURTHER. There are 2 weak wall blocks though, another on the other side. For now, get off the steps to where u came from (gate), and head to your right. follow the bend without jumping on the higher step and you will eventually meet 2 joker phantoms. You have seen them before previously.
 Of course, with the smaller space here, its harder to fight them, it might take some getting use to. Attack once you dodge their fireballs for best effect. There is a chest round the bend. There is a chocolate in the chest. Behind the chest is a weak wall which you can drill a few times right through to the other side! Gurumin 133Gurumin 134 
Gurumin 135 Make sure you have about 40hp (health points) at least because the next part is going to be slightly more challenging. You will notice a mould for your drill energy. As soon as you step on it, a rather bulky phantom wielding a sword (aka Robin Hood!) will whistle and set off a trap. You'll be locked in, and the army of blue phantoms above will drop down 2 at a time to do battle with you! Mainly, you have to keep remembering to charge your drill to knock off parts from the decending Phantoms. Most are managable except Robin Phantom himself which can deal 15hp damage with 1 swing of his sword. Motto to adopt always: Strike first!
When you are done, the gate opens once more and its time to backtrack to the weak walls that you saw earlier. These are the 2 stacked at the bottom of a long line of crates. Select the one nearer the Joker Phantoms first. You have to charge your drill to the full so that you go through the wall and form the bottom of the crates! Walk through and let the crates fall behind you! Once through, make sure you wear your gas mask and destroy the spore plant. Smash the thrash can for some junk and you will notice a ladder. Climb it up and rotate the view before you move on.Gurumin 136 
 Gurumin 137 There's a spike ball rotating around 3 jars. Time your hits correctly to avoid the jar. The next part requires you to turn around and face the crates behind you. The crates should be stacked just nicely to form a step (this is when you choose to destroy the weak wall closer to the Joker Phantoms, else the crates will be too high!) Jump up and heal your life here. Smash the rocks here too. Head back down onto the other side cos its time to smash the other weak wall. Again, REMEMBER to charge your DRILL to the FULL to spin through the weak wall! If you get stuck on the same side, you are screwed! I DO NOT know any other way up and you'll have to RESTART the map again! (Press Start, then select Leave Area).
If you manage to go through the wall, climb the ladder again, beware the ball and climb up the crates. Rotate view to see the other stack of crates. Climb this one and you'll be faced with traps.... Spore plants + spiked floors! Just make sure you have your gas mask on and navigate your way slowly. Remember that you can heal your life if you get hurt, but DO NOT fall off the crates! Once you have finished with the spore plants and jars, walk towards the door and it will open automatically. Its time to change to your goggles...   Gurumin 138
Gurumin 139 You will come to a little man-made lake with the exit gate across the waters. 2 bats will notice you and make their way towards you. They are easy meat, just use targeted attacks. The big FAT fish in the water is another matter though... If you get phasored by that thingie, it will set you back about 20-30hp with your goggles on. Use downward lunge attacks on the fish or swim above the fish and jump out of the water to perform targetted attacks. The trick is to keep it low in the water and not allowing it to surface!
When you are done, pull the levers on 2 mini platforms and the main gate will open.A You will have to switch back to your gas mask here. A sign at the start provides the obvious indication of what's ahead. The next room contains 4 spore plants. Take your time to destroy them and then head down the slope to find 4 more! There are lots of holes in the ground here, I have not figured out what they do though...Gurumin 140 
 Gurumin 141Notice the weak wall here. Blast through it and you will see a slope leading upwards. At the top of this slope is another weak wall. BE PREPARED to RUN as soon as you smash this one. You will release a rock that rolls all the way down smashing everything in its path! It will come to a halt at the bottom of a high wall and create a step for you onto the next scene. However, it will also release a few unwanted phantom spike balls... 
Once you destroy those balls, jump onto the ROCK and upwards to see 2 joker phantoms frozen in ICE. You will have to switch to your fire part here. Charge up your drill and drill through the ICE. Once released, pounce on them quickly so as not to allow them time to react. Cross the bridge like structures, smashing the jars on either side in the process, and head down the stairs. You will come to a mould a candle stick on the right and some flying bats. Dun miss the piggy bank too! Kill the pesky bats and smash all the jars in front. Gurumin 142 
Gurumin 143 The bend ahead to the right leads to a lightning trap, destroy 1 stand and disable the trap. Smash the 4 jars in front too. Head back to the unlighted candle stick and switch to your Shock Part. You know the drill... light it up! The gate opens and you also release 2 phantoms in neat vehicles (you've seen these before...) Make sure you charge up your drill as they approach. Even without their cars, their pointed hats can also shoot at you. So continuously charge and avoid their firepower. Remove their hats and you'll be closer to victory here! Head towards the exit. 
 That's it!, you've got a LOW TABLE!Head back to town into Disk's shop. Rocko is still here! Talk to him and a cut scene will bring both of you into Monstar village. 3 NEW parts of the map are revealed! Rocko tells you that he is more comfortable too! That's it for now. Congrats!Gurumin 144 

27/06/07

Potato Ruins (Kilometer Path )
Permalink 09:07:25 am, by admin Email , 1226 words, 466 views   English (SG)
Categories: Gurumin: A Monstrous Adventure

First up you come to that wierd looking Skull-face signpost again, not 1 but 7 of them. Apparantly, it is somekind of puzzle that you will need to solve to get through. The one in front asks for the password while the rest provides the clues. Apparantly the password might change during the game so you will need to learn and study the clues. You can write the clues down just like the following...

The password is L. The next part is to my front. The password is L. The first part is to my front and side. 
The password is S. The next part is to my front.The password is T. The next part is to the forward left
The password is I. The next part is 2 spaces over.Thinking up passwords is tricky


1) The only one that mentions first part is the top right one corner skull. It says that the first part is to his front and side, which points to the letter 'S'
2) From 'S', the skull says that the next part is to my front... pointing to 'T'
3) From 'T', the skull says that the next part ot to hte forward left... pointing to 'I'
4) From 'I', the skull says that the next part is 2 spaces over, 2 spaces to his left is the letter 'L'
5) From 'L', the skull says that the next part is to his front, and that is also 'L'
6) So you have 'L', piece them together and you get 'S' 'T' 'I' 'L' 'L' - password: STILL.

Follow the sequence and you can solve the puzzle with any password. However, if you wanna be lazy, or am feeling rich, you can keep speaking to the skull in front until he gives you a clue for $1000. Prompt him further and he will actually reveal the password!

Gurumin 115 Right at the entrance, you will see 2 jars, continue on and 2 more jars line the step below. The hallway opens up to quite huge and you can see all the way across the vast room. In fact, Kilometer Path is again the exact replica of Nanometer Shrine backwards! Look to your left and you will see a very long hallway and a phantom at the end of it. If you step down, the phantom sets off a trap (see pic on the left)! 5 balls of spikes will come up and down the hallway... If you wait awhile, the balls will come and go at different speeds after a while and you can navigate your way easier then.  
Pass those balls and approach the phantom, he will make a dash through a little hole in the wall. Its a weak wall so smash through it! From the edge here, you will see the phantom waiting below, on your left, you see a lever. Drop down and the phantom once again runs further below. With him is 2 other phantoms carefully hidden just below the step. Get down there and kill all 3 of them! Now head towards that lever you saw and pull it. It will open the gate on the opposite side of the room. Gurumin 116
Gurumin 117 Head back pass those spike balls. Once safely atop the platform, look right to see a chest. You can't quite jump to it yet. But try anyway and you will fall down below where you will find a statue hiding a lever and a weak wall (see left). Smash the wall for coins and the statue so that you can pull the lever. A blue platform will appear before the lever. Ascend the platform towards the chest and grab your goodie! Its a cookie! Head towards the exit, clear those pesky red spiders along the way...
In the next room, do not jump down first. Take a while to notice that the platform below is a scene taken out directly from a James Bond movie! haha! Laser traps! You can't use "square" dash across these, so if possible, take your time to navigate through. Even if you get zapped here a few times, the ladder ahead brings you to a healing portal! Gurumin 118
Gurumin 119 From the healing portal, turn to your left, beware when you enter the next room, there are 3 cannons from the corners blasting across the room. Charge your drill before going in, head left immediately and destroy the cannon at that corner. Follow the perimeter of the room clockwise and destroy the other 2 cannons. You may want to recharge your health before pulling the lever in the middle of the room.
Pulling the lever not only opens up the gate in this room, it also attracts the attention of 3 kung-fu phantoms! Attack them with charged up drill and then perform 1 or 2 tornado drill attacks and they will all perish. Beyond the gate is a weak wall which will need to be drilled into to get access into the next room. Gurumin 120 
Gurumin 121 The next room may look familiar to you, short gates lined your path at both sides and huge rocks are at the other side of these gates and ahead of you is the exit. When you approach the exit, 2 lovebirds phantoms come into the room and notice you. Again, these are not that difficult and a few combination attacking moves will do it. There's a mould for your drill energy in the center of the room. Proceed to the next part of the map after smashing the 2 jars at the exit.  
You will be faced with a phantom firing at you immediately in the next room. When you approach from the side, the phantom will be alerted and 2 others will join in on either side of the room. The phantom with the cannon will try to point his weapon towards you so it is a good idea to dispose of him first. The other 2 can deal substantial damage so make sure you knock out their weapons. There are 2 weak walls either side of the room.   Gurumin 122
Gurumin 123 One of them leads you to a room with 2 electrical traps (it was 1 in Nanometer Shrine). Destroy the stands at one end to end the trap. The lever at the end opens the gate in the previous room. Exit this room and head for the opposite weak wall. Beyond this wall, there is a chest right in the middle of the room and nothing else. There's a chocolate in the chest! 4 spiders will appear as soon as you open the chest. Of course, at this stage, they shouldn't pose much threat to you...
The next part resembles the first part of Nanometer Shrine, which means the end is near... Steps line the sides here and at first glance, there is nothing special, jump to the top and you will notice levers on either side! Pull on both levers and presto! A secret chest appears in the middle of the room! Even if you wear Cat Ears, the chest count will only appear at this time! Tere's a mystery bag in the chest! Head towards the exit and 4 green cube monsters will fall from the sky... smash them up!Gurumin 124 
Gurumin 125 Head out to the beautiful scenary of ruins and claim your prize for completing the map! Its a phonograph! It belongs to Poco! Head back to town to open up more places. If you haven't done so, you should use up some life gems too, each give you 10 more life points! That's it for now. Congratulations!

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