Thumbnail

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!

 

Spinach Caverns (Forgotten Den)

28/06/07

Spinach Caverns (Forgotten Den)
Permalink 02:23:53 am, by admin Email , 1776 words, 171 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 

Comments, Pingbacks:

No Comments/Pingbacks for this post yet...

Leave a comment:

Your email address will not be displayed on this site.
Your URL will be displayed.

Allowed XHTML tags: <p, ul, ol, li, dl, dt, dd, address, blockquote, ins, del, span, bdo, br, em, strong, dfn, code, samp, kdb, var, cite, abbr, acronym, q, sub, sup, tt, i, b, big, small>
(Line breaks become <br />)
(Set cookies for name, email and url)
(Allow users to contact you through a message form (your email will NOT be displayed.))