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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!

 

Archives for: 2007

10/07/07

Radish Woods (Serpent Road)
Permalink 04:12:52 am, by admin Email , 864 words, 451 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, 465 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!

24/06/07

Potato Ruins (Mile Palace)
Permalink 11:16:10 am, by admin Email , 616 words, 130 views   English (SG)
Categories: Gurumin: A Monstrous Adventure
Gurumin 106 This map is lower in difficulty than most so it will not take long to complete. Also, it is the exact replica of Meter Corridor backwards so you are going to find most parts of the map strikingly familiar. You face this strange skull post (see left) at the start of the map and you need to show him your powers to proceed... Just do a tornado drill attack or any other to convince him... duh!
 Next up, you are in a little room with a hole in front and a long ladder to climb, which ever way you take, you will come up to place with 2 statues at each side. Smash them for cash and continue on. The passage takes a right and another right and you will be faced with a little water feature (just like before. This time there are 4 fishes in the water. Wear your goggles and navigate yourself to the other bank. The close door in front will open revealing 4 cute block monsters.Gurumin 107
Gurumin 108 Destroy them and continue down the long corridor. There are 8 jars here before the long stairway down. Beware of a gap in the stairs, it drops down to a trap (with 2 spiked balls!) When you reached the bottom, you will reach a familiar Squarish place. At each corner, there is a torch. If you light up one, phantoms on wheels (Total: 4 in all)will appear! You have to be quick to dislodge them or you'll be squashed! Light up all 4 torches and the gate to the next room will open.
Next room has lots of spikes on the room, but there are no phantoms around to bother you, navigate yourself to the ladder and climb up, head to the end of the very narrow beam to get the junk in the thrash can. Walk  back down the beam and you will see a floating platform. When you step onto the platform, another will appear. You will have to cross platforms fast before the previous one disappears. Keep doing this until you reach the other side with a lever. That will open the gate to the next map.  Gurumin 109
Gurumin 110 BEWARE TOUGH PHANTOM AHEAD
You will be led down a corridor. If you look closely, there's a weak wall on your right. Once you smash through this wall, a phantom will appear (Even if you miss the wall, the phantom will smash through it and face you). This phantom is by no means easy... It shoots phasors and spins towards you very quickly. It also floats above you which makes it difficult for you to smash its guard and defence. Once you manage to smash its defence and hurt him with special moves, your best bet is to continuously do so while its stunned... 
There's a chest in the next room with a chocolate in it. Apart from that, there are 4 easy spiders, clear the map and head up the long long flight of stairs... you will come up to 3 jars first before meeting up some chinese gongfu phantoms! haha! They are not tough and you can use your forward slash attack to kill them way before they make their way to you... The next room has 9 jars in the middle, just reward for your troubles... head to the next opening and when you come upon the exit...   Gurumin 111 
 Gurumin 112You'll be stopped by some thug phantoms! The ring leader wants to get fresh with you and he is even holding on to a laser gun! They certainly chose the wrong girl to mess with... Destroy their egos and vanquish them, head out to claim your prize! Its a Table! Head back to town, this table belongs to Pierre! Congrats! You've finished this map!
Gurumin 113 Gurumin 114 

22/06/07

Spinach Caverns (Bracken Hollow)
Permalink 14:14:00 pm, by admin Email , 932 words, 397 views   English (SG)
Categories: Gurumin: A Monstrous Adventure
Gurumin 87  The dungeons are starting to get difficult and its a good idea to be prepared and well equiped. As soon as you arrive, you will notice a sign with a skull in it. Danger... You will definitely need a good gas mask to survive this place. Upgrade to level 2 so that you are immune to poisonous gases. With your gas mask, destroy all the vases at the entrance and the 2 spore plants at each side.  
Look to your right and left walls from here and you will notice weak walls at each side. Beyond each wall is a spore plant and a lever, you need to pull on both before the gate at the front opens. Next up are steps leading to another gate. But there are some ball spikes monsters here frozen up. You will have to defroze them and destroy them. The gate will open once you clear the 3 monster balls.  Gurumin 88

The next part of the map is very interesting. On your right when you enter, you will see a sign and what looks like an elevator. Parin will find a coin slot and it will ask you to deposit an amount ($10, $20 and so on). Each time you slot in coins, a new phantom will appear and each will be tougher then the previous. Its like an arcade game...

Gurumin 89 Gurumin 90 
 Gurumin 91 Gurumin 92
 Gurumin 93 Gurumin 94
Gurumin 95 I'll leave you to figure out how to kill each one, but what I can say is that it is very tough to win if you have low drill energy. Especially, the last 2 phantoms, they have very long life (like a boss) and are still dangerous without their initial gear! After the 7th phantom, you will be asked to put in $2000... There will be no more phantoms though, just a nice little gift box! Inside you will find a pair of Joke Glasses!
I'm not sure what this is used for yet... Parin mentions Chucky.... perhaps a clue? After this, you will realise that you cannot operate the machine anymore, even if you redo this dungeon, you will not get another chance with the phantoms. Anyway, clear the room of the pillars, stumps and vases. Its time to move on...Gurumin 96 

Pages: 1 2

21/06/07

Spinach Caverns (Bracken Hollow) - before entering...
Permalink 13:06:39 pm, by admin Email , 293 words, 111 views   English (SG)
Categories: Gurumin: A Monstrous Adventure
 Gurumin 82Gurumin 83 Once you enter, you will see a cut scene with a mysterious girl at the start. She casts a spell and a gigantic rock falls before you! 

Hmm, who is this girl? Puku appears and mumbles something... or nothing... he does not reveal what he knows, but tells Parin that a certain mole is capable of destroying this rock...

 Gurumin 84Off you go to find Doug the Mole. The cave is just a little below Spinach Caverns, you can't miss it. Once there, Doug agrees to help, but on 1 condition. You will have to beat him... Its not a fight though, rather, its a contest to see who can destroy the most rocks! Ahh! No problemo for you and Parin! Just destroy more rocks then him, once you get 30+, or about 40 rocks, time will run out and Doug will go help you out.  
 No good, the rock's no ordinary rock... Its a really really hard rock.. duh! Alright, what's next. Doug talks about his brother Digby and if both of them can combine their skills, it should do it! Talk to Puku and Doug and you will kow that Digby is heading for Monster Village. You will find him at Monster Village and he will agree to help you... but geez, he got lost and you will then have to head to both the Fountain Clearing and then to Asparagus Lake to find him and lead him to the right location! What a chore!Gurumin 85 
 Gurumin 86That does it! You finally managed to get both of them together at Bracken Hollow. Its time for them both to work their magic! Poof, its done in a matter of milli-seconds... right, "Brothers can do anything if they work together"... cool slogan. :) Great, time to move on! 
After Radish Woods (Forest Ballroom) - time to beef up!
Permalink 04:49:24 am, by admin Email , 202 words, 140 views   English (SG)
Categories: Gurumin: A Monstrous Adventure
Before heading back to town, walk to the other end of the map, beyond Monster Village and look for Asparagus Lake. You will see Bob taking a breather, no fight this time, just a friendly chat. Wear your goggles (make sure its level 2 at least) and explore this place. Sit on the duck at the jetty and it will take you to an edge of the lake.... but you can't do much there, hmmm a joy ride? Another, swim towards the landing to your right and you will see a weak wall. Blast it to find... lightning part! Use this like your fire part. Great weapon to have!Gurumin 80 
 Gurumin 81Head back to town to have a look around. You will find Rocky hiding in Disk's shop... He does not want to move at the moment. Check out Cylinder and you will see 2 new skills! Beta Parts and Wind Parts are for an extended version of the Forward Slash Drill Skill and Downward Lash skill respectively. You will find that Fan's cakes are disappearing again as well. hmmm... Once out of town, you can also take some time to visit Mole Dojo, though you can't do anything there for now... well not for long...
About me
Permalink 02:13:34 am, by admin Email , 299 words, 434 views   English (SG)
Categories: Announcements [A]

Welcome to PSP Walkthrough! My name is Alvin Yeo from Singapore. This site was created by me for like-minded PSP enthusiasts. You probably noticed by now that this site has a blog format. Its a blog for a simple reason, i'm a one man show (well at the moment anyway).

What's this site all about?
I play a lot of PSP games... well, when I have the time anyway and I've always wanted to contribute back to the community by writing walkthroughs. It's true that lots of people do them but its usually in text format. Where there's nothing with that, I guess the ones with pictures and more visuals are better, would you rather watch a football/basketball match or hear it? Its a lot of work though, there is no in-build screenshot application, so all of my pictures are taken using a digital camera. Yup, that means I literally have to use one hand on my psp navigating the controls and the other hand steadily taking the pics. Not very techie, but hey... give me a better suggestion! I will then have to edit the pictures before uploading them.

I really do appreciate comments, constructive criticism, feedback, whatever! :) Seriously, share your ideas with me if ya want to. Eventually, I hope that there will be people to share their walkthroughs or to help post their game guides/cheats here. If there is a particular game that you would like to see, feel free to request as well, if I can, I'll try to play it and put in the walkthrough. Of course, it should be a nice, fun game so that everyone can benefit!

So, if you want to be an authur, or you have other suggestions, please feel me to email me at alvin@pspwalkthrough.com.

20/06/07

Radish Woods (Forest Ballroom) - Boss Mosby the Butterfly
Permalink 17:23:40 pm, by admin Email , 576 words, 106 views   English (SG)
Categories: Gurumin: A Monstrous Adventure
So you need another challenge? Head right up to meet the 2nd Boss - Mosby the Butterfly! Right up at the initial screen, you'll once again see the Prince. As expected, he has kept another of your friend here and you'll have to defeat the puny butterfly (well, you saw him during the last cutscene of the Prince). No time to lose as you charge right at him immediately. The Prince taunts you to defeat the Lord of the Forest...Gurumin 71 
Gurumin 72 The scene ends and you can smash all the firestands before going in, if you have a helmet, wear it! Once in, You realise that they have captured Rocko, Poco's dancing friend! Mosby stands in your way. As usual, he talks in a language that you totally do not understand. Parin then asks Rocko to translate... which results in some slapstick comedy. Mosby decides to do the translation himself and before you know it, angrily transform himself into a GIGANTIC BUTTERFLY!
 Gurumin 73

The fight against Mosby is by no means fair. For a start, he can fly and you can't. That means 2 things: All the skills that you have learnt so far are pretty much ground types and cannot really be used against him (all except jumping targetted attacks). Second, you will somehow have to get to Mosby to hurt him.

You will notice slaps of round blocks appearing from the ground. At first glance they seem to be there to help you get to Mosby. The truth is that they are really difficult to manuveour around and not worth your time. Mosby has a variety of devastating attacks which includes charging at you, shooting large phasors, making fireball meteors appear from the air. Also, from time to time, 3 phantom bats will appear and create something like a stairway to Mosby! They are there actually to help you!Gurumin 74 
Gurumin 75 Alright, how to defeat Mosby? My strategy is to use TARGETTED JUMPING ATTACKS (Jump and when target changes colour, press X). Avoid all attacks from Mosby as mush as possible but still try to get close enough to him to execute this. Once the bats appear, use the lowest one as your targetted attack first point. Jump, bat target changed to red, attack bat;From first bat, jump to second, colour change again, attack bat; do this until you reach Mosby himself. Usually you will can only have maximum 2 shots at Mosby here, he will attempt to escape and fly off to the opposite side of the clearing. Give chase! This is when he is flying lower than normal.
You can now jump and reach him. Repeated hit him using targetted attacks here. With practice, you should be able to hit him at least 5 times here!Mosby's attacks will intensify as his health decreases. But using the same strategy is fine. Keep your drill energy up as that is crucial in dealing him heavy damage. And of course, eat that cookie or chocolate if you have to. Eventually, he will fall... You will receive a Life Gem!Gurumin 76
Gurumin 77  Gurumin 78 
Gurumin 79 You will get to see the 2 remaining henchmen of Prince conversing and Cream tells the story of how the Phantoms' kingdom was destroyed and a clue of how they came to this world. Rocko tells you that the Phantoms want to rebuild their old kingdom again and then thanks you for saving him. As usual, there is some light hearted comedy here with Parin... cute! That's it, Congratulations for defeating the second boss! 

17/06/07

Radish Woods (Eerie Way)
Permalink 12:46:43 pm, by admin Email , 1486 words, 402 views   English (SG)
Categories: Gurumin: A Monstrous Adventure
Gurumin 57 At the beginning of this part of the forest, you will once again feel the pressence of Motoro the Cat, seems that he has been following you around a lot. He runs off leaving you at the entrance with 4 pillars. You will notice 2 fire-stands in front, the one on the left is not lighted and a gate prevents you from going further. Hmm... Remember the fire part you found? Equip that and use your drill on the left fire-stand. Voila! The gate opens like this is the key to the dungeon!
The path opens up to a T-junction. Smash the jars here you will notice that the entrance to the left and right paths is lined with swinging traps (kinda feels like Prince of Persia here...) Go to the one on the left first. They are easily avoided by pressing Square button.  Next up is a square-like clearing with a chest on the left and a mould on the right. Watch out for the trees as there are 2 Tree Monsters in this area! Try shooting them from afar. The chest contains a yummy Chocolate! The gate in front cannot be open for now so once you are done hacking every tree and stump, head back. Gurumin 58
 Gurumin 59Back to the T-junction and across to the other path. This time, there are 2 pendulum traps which can be avoided just as easily! The path takes a left turn and splits left and right. Its more narrow here. Take the left path first and rounding the bend, you will notice a weak wall on your left, Drill it for some extra cash. Continue round the bend and you will see a gate on the left with a jar here. The path now takes a right and you will see a mushroom head phantom up ahead. He will attempt to run away but you can actually kill him before he disappears into the weak wall by his side! 
Give chase and smash the wall that he disappeared into. You know it will most certainly be some kind of trap... First thing you will notice is that inside, there is a sleeping phantom guard! What a lamer, I could get close enough to knock him out (see pic) without him knowing! Still, he can be tough, so I recommend that you hit him hard and fast, make sure you knock out all his equipment (shield, headdress and sword). Once done, smash all the other bits here and pull the level towards the upper part of this map. This will open the gate that you just saw (with a jar beside it) Gurumin 60

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14/06/07

Potato Ruins (Centimeter Hall) - Boss Bob
Permalink 12:04:06 pm, by admin Email , 533 words, 75 views   English (SG)
Categories: Gurumin: A Monstrous Adventure
Gurumin 51 The 3rd dungeon at Potato Ruins is where you meet your first real challenge. You run into the Prince of the Phantoms at the start. You can't get to him but he mocks you and tells you that he has captured one of your friends... You are certainly no pushover, bring it on!
 After the initial cut scene, you appear at the entrance of the Hall. There are 2 presents at each side, one contains chocolate and the other a cookie. Take what you can, smash the statues for added coins and walk on in. You will find Pierre, your french friend trapped within and you make your dash across some fragile walkway. Pierre tried to warn you but obviously in French which you have no idea about. You barely just make it but then... out comes BIG BOB. Gurumin 52

Bob is the First boss, this is one of Prince's hunchmen which you saw in the earlier video clip. He can be devastating with his armour drill. You can't hit him normally until you remove his armour with a charged drill attack.From time to time, he will run towards his armour and recover it back, so dash up to him with charged drill as soon as that happens. 

 Gurumin 53

He does have a few signature moves which you need to take note.

  1. Sweating Profusely and kicking his legs on the spot which will be followed by a circumference shot attack (avoid them).
  2. Swinging his arms violently and charging towards you.
  3. Kicking dance on the spot and emiting blocks of pink lasers.
  4. Jumping into the air, then rocks will fall onto you, once you hear the sound, jump to avoid the impact of the rocks.

The fastest way I find is to hit him repeatedly as soon as his armour is off. If you have full 3 bars of drill energy, your attacks will deal him high damage. Once you are down to 2 bars, it will get challenging. Use Tornado Drill skill often as well and remember that repeated attacks does bring back your drill energy. If you do not have the helmet on like I do, then the damage can be really high, watch your life-bar and eat your cookies or chocolates if you have to. Do not fall off the cliff, as you will lose the battle and start all over (with half your life if you are in Normal mode). No point doing the forward slash attack as its cumbersome and really difficult to aim. He has a lot of health points but is not impossible to destroy without healing.

Once you manage to vanquish him, you will receive a life gem. After some exchange of niceties with your friend Pierre. he will hurry back to the village. The Prince reveals himself again with the talking butterfly Mosby... but no one really knows what he is talking about.... duh! Hurry back to town, Pierre is in Grandpa's house... he couldn't find a place to sit. You give him his couch back and 2 more places will appear. Talk to him again and the potted plant goes back to its rightful owner as well! Great, more places to visit... its time to move on! Well Done!Gurumin 54 
Gurumin 55  Gurumin 56
Radish Woods (Fountain Clearing)
Permalink 10:18:28 am, by admin Email , 149 words, 84 views   English (SG)
Categories: Gurumin: A Monstrous Adventure
Gurumin 49  Its time to explore the new clearings. Head out and towards your left side of the screen beyond the Radish Woods and you will come to a Fountain Clearing. Not surprisingly, you will find Pino here again.... yes, you guessed it, Lost. She mentions something about a Statue... After she leaves, drill the statue that she is talking about and voila.. you find a fire part!
 This is an element that you can add onto your drill. It will add the fire attribute to your attacks. Phantoms that is weak to fire will get additional damage. This can be seen when you see the words "weak point" flashing out of a phantom when you hit them. At times, the fire part is also used to light up stuff for gates to open... I'll mention that when we get there. ;P Its time to leave the fountain clearing...Gurumin 50 

13/06/07

After Meter Corridor (Back to Town)
Permalink 15:48:37 pm, by admin Email , 151 words, 137 views   English (SG)
Categories: Gurumin: A Monstrous Adventure
Once back into town, you'll want to visit Fan who has obviously seen some ghosts... Poco will be there again stealing cakes and its about time to talk to him. Talk to him twice and you'll give him back his Boombox. Dark Mists will clear (in a cut scene) revealing 2 new locations. Neat. The more you help them build back their homes, the more locations you can visit! Gurumin 47 
Gurumin 48 Now talk to Grandpa and he will notice that you have a few medals (if this does not happen, you might have to replay 1 or 2 quests). He will then tell you that he has hidden a special medal in town! Anyway, head up to his house and start exploring his fireplace... Bingo. You found the Platinum Medal! If you want to see what you got in your mystery bag, go see Pamela. Upgrade your stuff if you need to with Disk as well...

11/06/07

Potato Ruins (Meter Corridor)
Permalink 14:08:57 pm, by admin Email , 879 words, 100 views   English (SG)
Categories: Gurumin: A Monstrous Adventure


 Right up from the Nanometer Shrine is a new dungeon named the Meter Corridor. A cutscene in front will show Parin meeting Puku and Puku tells the tale of a Dragon from long ago by the name of Takaron that nearly destroyed the world. The human that helped to destroy it used the same drill that you used! Talk about hand-me-downs... hmm. Anyway, there is no time to ponder, head right in! Gurumin 38
 Gurumin 39 Once through, the first room contains some hollow crates and jars. Blast them for some coins. Proceed forward and you will  come to a room with 4 cute blocks dancing round a chest. They will only attack when you hit them. The chest contains a cookie, you can only hold 3 at a time so there's a chance that you cannot carry any more... duh! Smash all the vases jars and look to the right of the room for a weak wall with 2 jars beside it. Smash through that to come to a hallway. Spiders (3 of them) will appear as you approach the stairs.
There's a mould here to level up your drill and a couple of vases and a hollowed out triangular structure. You should also see a level beyond a fence. Walk round the fence to reach the level and pull it. The gate on the opposite will open and 3 phantoms will come in. They will not notice you first so you have time to walk round and spring a surprise on them. When you are done with the room, walk through the new opening to the other room. A phantom with a red mushroom-like cap is in front. When you approach, it quickly flees down the corridor! Gurumin 40
Gurumin 41 Give chase with caution, after the second time he takes off, he will lead you to a trap with 4 phantom cubes falling from above. At this point, there is also a weak wall containing some coins. When he finally stops near a mould, walking near will attract another 2 more mushroom-heads and another phantom wearing a shield. Kill them off and you'll see some steps on the right when you came into the room. There is a level up there that will bring you a levitating platform. Don't go on it first, instead, smash the pillars in the room. The one on the left side of the room contains a treasure chest! In it, there's a Mystery Bag!
Now turn around, notice the ladder here? Climb up and you'll see a little narrow strip of walkway. At first glance, you will not see anything special. Here's the secret, jump up and then look to the right (using R) and you will see a chest located on the right side from where you are... Now its time to test your "Targeted Attacks" skill. If you are successful, you should get to the other side where you'll find... Power Oil!Gurumin 42 
Gurumin 43  When you are done, its time to use the blue platform to reach the other side, heal your life here (smash the 2 jars) and proceed forward. The gate closes behind you and you are in a room with 4 hollowed structures (this is more like an modern-art gallery!) On your left are 2 pesky spiders and if you look to your right... 2 phantoms seem to have a heated discussion. Surprise them with a powered attack and once done, you will see that near them is a pile of crates. Smash the bottom-most crate.
This will enable you to reach the top of the structure, slowly go up the stairs (you will need to jump the first bit). Once up, 2 bats will carry 2 phantoms to block your progress... Its a narrow pathway so its a good idea to quickly charge your drill and attack them before they reach you. Destroy the bats as they circle round. Next up you will see a nice room with a neat water feature... Its a good time to wear your goggles. Gurumin 44

 Jump to the opposite side carefully, if you miss you will sustain 2 hp damage... its a good idea to have upgraded your googles to level 2 where you'll be immune to water (duh!). There are stuff to smash and a neat little mould here. At some point, 2 fishes will appear within the water. If you are near, they will jump out and shoot at you.

Gurumin 45 To clear this dungeon with a S grade, you'll have to kill these 2. How? Well, for me, I waited for them to jump out, then I use targeted attacks (jump, target change colour, attack!) to hit them... Its tough if you have to take water damage... so its entirely up to you. If you move on, you will see a thrash can from the 2nd platform, that's where you wanna be at. Collect those junk and move up front. A little to the right, you'll meet Serial Killer Phantom...
 Do not be deceived by his smiling face. He charges at you with his chopper and that can be very devastating. Quickly knock off his weapon and side step his spinning arms move. Use your tornado Drill Skill repeatedly and you should be fine. And that's it, head up front to claim your prize in the next room... what do you know... Its Poco's Boombox! Now its time to head back to town... Gurumin 46
Potato Ruins (Nanometer Shrine) Revisited
Permalink 12:45:37 pm, by admin Email , 177 words, 93 views   English (SG)
Categories: Gurumin: A Monstrous Adventure

With a little more gold, its a good idea to head back to town and talk to Cylinder. This time learn the Tornado Drill attack. Its worth every bit of its 1000 price tag as its easy to master. Getting back to the map, you'll realise that after every successful quest, you actually get a score card of how you fare. If you manage to kill all its phantoms as well as find all the jars and chests without dying once, you'll get an A+ or even a S score.

You get medals finishing with a good score, there are gold, silver and bronze medals, and you can exchange them with Grandpa, Hyperbolic for some great items! Navigating back to Potato Ruins, you'll realise that there is no grading score there... duh, you'll have to complete the quest again! I'll go through the rest of the map... The map and sequence is exactly the same, except for 2 new Phantoms you see in the screenshot. Of course, you'll also get a different reward at the end... A Potted Plant! Gurumin 37

10/06/07

Radish Woods (Cheery Forest Path)
Permalink 03:12:39 am, by admin Email , 887 words, 196 views   English (SG)
Categories: Gurumin: A Monstrous Adventure
There are a few options at the main map, but let's visit Radish Woods (Cheery Forest Path) first. As you arrive, you'll be surprised to see Pino there, and she's quite lost... With the Phantoms lurking around, she really should not be venturing out in the woods. She hurries off and you'll see a dugout below some trees before you... Proceed forward.  Gurumin 28

The clearing in front shows a crate little to your right and a step in the middle. 2 jars line a little gate right ahead. Remember how to push a crate? Do that onto the step and smash the tree on your left for a little more cash. The gate opens...

 Gurumin 29The path ahead makes a little right and when it clears, you will see 4 smiling creatures aside the pathway. They mumble some language unknown to you and will not attack unless u hit them first. Kill them if ya must, not forgeting the jars, rock and firestand as well. Follow the path up ahead as it bends left to another clearing...
At first glance, this is a pretty nice place, with a little mould on your life to level up your drill, rock and pillar with a few jars to smash... but upon closer inspection, you will notice a few (well 4 to be exact) hidden blue phantoms with leaves camouflage on their heads. Approach them and they will spring into action! Blast them with your charged up drill and collect some junks! When you are done, continue the path.  Gurumin 30
Gurumin 31 A gate closes behind you and you see trees on your left and right before a river. There is a bridge in the middle with a boulder on it, a step in front of this bridge but no crates in sight... hmm. Go towards the left and you will see a pretty waterfall with a weak wall behind it, smash it for some cash. Approach the bridge from the same riverside and smash the boulder. When you cross the river, you'll see a glowing red platform, stepping on this will magically produce a crate!

Beware though of 2 phantom trees once you cross the river. They will spring to life when you near them. They will crash onto the ground and throw you off your feet. Their bombs are dangerous as well. One good way to engage them is to shoot them from a distance. I'm guessing your drill energy should be full with 3 bars, this allow you to shoot from your drill. Kill these 2 trees before smashing the other trees and jars around you. There is also a weak wall on the right hand side containing some more coins. Another thing you have to take note is not to fall into the river. Without good googles (level 2), you will receive between 2 and 4 damage if you fall in. You can always jump out though. Ok, to open the gate in front of you, push the crate across the bridge and onto the step.

Pages: 1 2

09/06/07

Monster Village destoryed.
Permalink 23:34:03 pm, by admin Email , 319 words, 129 views   English (SG)
Categories: Gurumin: A Monstrous Adventure

Monster Village is a lot different by the time the cut scene is over. Before where there are pretty houses, today its all rubble. No one is around and its time for you to find your lost friends. Head into town and see what clues you can find...
Grandpa can tell that you are a little down, and Cylinder mentioned that Fan is hysterical lately, he notices that you got a new drill and tries to sell you some drill parts. At this stage, its worth considering either the Alpha Part or the Storm Part. They add further repertoire to your array of attacks. Forward Slash Attack (using Alpha part) takes some practicing though to get the direction perfect. 

Gurumin 25  Talk to Fan and she will tell you that cakes has been disappearing from her store... hmm... She has also raised prices! Duh! You'll find Poco outside Fan's shop, Talk to him. Poco has been hiding ever since the Phantom attacked Monster Village. Poco will return after talking to you. Talk to Disk and he will tell you more about upgrading items, to do so you need to collect more 'junks' not 'Pockles'!Go upstairs at Grandpa's house and you will find Pino next to a plant. Talk to Pino and assure her that the village is now safe, she'll hurry back to the village.
Gurumin 26 Gurumin 27 

Walk pass both shops to the far right and you'll find Puku hiding behind the thrash can. After the conversation, Puku will return to Monster Village and your work here is done... you should also return to Monster Village soon.
A cutscene back at Monster Village will see Puku explain what the Dark Mists are. Basically, they are the result of sadness and worry amongest monsters. Dark Mists will clear if your monster friends become happier. The phantoms are powerful and these monsters need your help to restore their hope. You are the chosen one...

08/06/07

Potato Ruins (Nanometer Shrine)
Permalink 23:24:59 pm, by admin Email , 1056 words, 937 views   English (SG)
Categories: Gurumin: A Monstrous Adventure
This is where you start your adventure and first quest. Once in the Ruins, you'll first see the big friendly cat who assures you that he's not a phantom before running off. Look around to find jars. These can be smashed for money. How much you get seems to be completely random. Once you are ready, proceed to the sign. It teaches you to store energy in your drill by pressing and holding X. Use it on the 2 bolders in front. Voila, you are through!  Gurumin 07
Gurumin 08  Gurumin 09 The gate will close behind you. Don't fret, you can always leave the dungeon by pressing START -> SYSTEM -> LEAVE AREA. Now for your first encounter! Spiders! Kill 1 and 2 more will appear, kill those and 4 more will hang from the corners of the room.
 Look closely at the walls around you, you will notice that on the left and right from the entrance, there are 2 walls that has more crumpled lines. Destroy these walls by charging up your drill. On the right "weak wall", you'll see a chest in the middle surrounded by 4 blocks rotating round it. These blocks will not attack you until you hit them. Destroy them, open the chest to get your first "Cookie"! Clear the room and cross over to the opposite side to destroy the other weak wall. It will reveal a room of traps! Cannons on both ends and Electric traps line the room. Gurumin 10 
 Gurumin 11 Gurumin 12 You can weave through them by pressing the "square" button or simply destroy the cannons and side pillars. Pull the level (pressing X) and it will open the gate in the previous room.

Pages: 1 2 3

06/06/07

Gurumin Walkthrough - At the beginning
Permalink 21:24:55 pm, by admin Email , 574 words, 199 views   English (SG)
Categories: PSP Games Walkthroughs, Gurumin: A Monstrous Adventure

The first thing you will probably realise is that you do not have a choice of characters in this RPG game. Like it or not, you are a cute adorable little girl. Your default name is Parin and this is the name I'll refer to for the rest of this walkthrough. Parin is 1 tough cookie and if you control her well, she does have some really cool moves and skills. As you go along in the game, it teaches you to use the various buttons to execute these moves. Earlier on, you learn how to use the X button for interaction and examining stuff, the O button for jumping and so on. If you forget these moves, you can always press start and select System and scroll down to Control Manual or Special Moves to recall them.

You start off in a little town to visit and stay with your grandpa. Don't worry, the town's pretty boring and, you will not be staying for too long! You get to explore the house, start clicking X when you see the exclamation mark (!) to interact. Move on outside the house to talk with grandpa again and the other characters. You will meet Cylinder who tries to get a date with you.  You will get your first item from Disk. Disk owns a gadget shop (second shop after coming down the stairs). Talk to him and you'll soon get a pair of Goggles as a welcome gift!

 Gurumin 01
Gurumin 02  When you are done, make sure you talk to Pamela, the lady that walks around town. She'll tell you that Puchi (the dog wandering in town) is cranky lately. A series of events will now take place once you go near grandpa's house... Puchi will start barking at a little girl and Parin will jump to her rescue! It turns out that Puchi is actually a 'monster' and these monsters cannot be seen by adults. That explains the wierd activities going on in town! You will then meet Puku, Puchi's brother who resembles more like a walking plant.
They will ask you to join them in Monster Village, and its actually conveniently located at the top of the stairs from Grandpa, through a little hole in a wall and down a back alley... gees, talkabout extraterretrial creatures in your backyard... Anyway, you'll then get to meet other cool friends, like Poco! Poco is blue dancing phenomenoen. And if you line Parin up beside him, she will join him in a dance as well. After the cut-scene, proceed to the middle where you see something stuck in the ground. That is your weapon, a fully modified drill for little kids with awesome powers! Ha ha! Gurumin 03
 Gurumin 04 Gurumin 05After much fun with your new found friends, you are alerted one day by Puchi that Puku has gone missing. Puchi suspects that the Phantoms has taken him! 
The phantoms are evil monsters that try to wreck havoc in the monster world. Of course, there is no other more fit for the job than you... Parin promptly volunteers to find Puku... And that is the start of your adventure!

You can wonder back to town or you can move on towards the exit on the other end of Monster Villiage. You can now press X to attack with your drill. Hold onto X longer to charge up and perform a stronger attack. Once you are ready, leave the village and navigate to Potato Ruins (Shrine Nanometer)...
 Gurumin 06
Gurumin - A Monstrous Adventure
Permalink 20:24:23 pm, by admin Email , 145 words, 139 views   English (SG)
Categories: Announcements [A], PSP Games Walkthroughs

This is my first attempt for a walkthrough. I'm going to do this as I play the game so that I can remember what I played. I guess the blog format suits this style as I can just add details as I go along. I'm normally into First Person Shooting (FPS) type games or racing car games but Gurumin was so cute when I first tried it that I got hooked instantly. Why Gurumin as a first walkthrough? Honestly I do not know, I've completely many games and always wanted to write about them or share my experiences but I guess I never got round it. I'm doing away with the traditional text based (notepad style) walkthroughs, personally its really because there is no visual experience with them. I've never really blog as well, gee so its many firsts here for me. :) Anyway, here goes...