Archive for the ‘Gameplay Guides’ Category

See Jim Run, Run Jim Run

Friday, January 4th, 2008

This is the last stage of EWJ2 you are in a race with Psycrow and you have to beat him in order to save the princess. Basically you want to remember two things here at all costs don’t let Psycrow get in the lead and win as he keeps setting traps if he gets too far away from you and they are a killer and secondly you can slow Psycrow for a second with your blaster.

Now at the start run right straight up the stairs then grab the gun and jump on the platform. You will see about 8 rotating blades. Shoot all of the blades. After that jump on the ledge and avoid getting the bubble gun as it is useless and also it slows you down if you use it by accident. Jump down and keep going. Snot swing across the big hole. Jump on the next landing and blast the blades.

Forget about the homing missiles and jump down the stairs. Blow the blades away and blow away the doors, and go up the stairs. Snot Swing across and go down. Jump over the hole and keep going, jump over the stairs, then snot swing across the hole, you should land on a speed boost (J). It should propel you onto the stairs.

Snot Swing across, then blow away the doors. Grab the (J) so you don’t have to use the Snot Swing. Go up the stairs and jump down grab the (J) so you can avoid the bowling balls. Snot swing across and you should have gotten to the Princess. When you get their Psycrow will catch up, Jim will call a cab to run over Psycrow.

Now to the CREDITS!

Level Ate

Friday, January 4th, 2008

The main antagonist on this level is the re-occurring salt shaker (of course all worms hate salt). You can kill it but it will soon be back chasing you. Best to use the ‘Bacon’ shelter to hide and shoot him if he becomes annoying again Head right go under the steak and grab the homing missiles.

Keep heading right and pick up the ammo and you should see underneath a pile of salami an Earth flag, head whip to get it (you may need to hold down to do this.) Now keep heading right and get all the ammo.

When you come to the grill flip the switch off. Run right across and grab the 3 finger gun keep heading right and jump on the meatballs to avoid the forks You should see a continue under the steak so run over an activate it then. You should see Snott’s green ooze handing from the celing. Snot swing about 4 times and you should see a small space in between a few forks and a stack of Salami.

Snot Parachute into this space. This is a secret level called room number 37. There will be forks on the ceiling and on the floor try your best to time the fork pattern. There is power ups all over this place, if you make it to the end you will be at the end of this stage.

If you die you will be transported back into level ate where you entered the secret level you will also be unable to re-enter the secret area. Go right until you find a grill with eggs over it, shoot the eggs and jump on them so it will be safe to go across. After you have broken all the eggs and made it safe past that point you will see another switch to flip so you can safely cross the other grills. After you get off, you will see 2 ropes climb onto the lower one and head right.

You should be able to get onto the higher of the two ropes when you reach the next bacon platform. Just jump left onto it. Go all the way across the rope when you land you should be near a Worm Flag head whip to get it. Then keep going right and get the continue.

Now jump up and hit the eggs on the grill then on the next one hit the off switch. When you pass the grills snot swing across the ceiling. You should land on a strip of bacon. Go right to the grill and hit the switch on the grill. You should see a swirl appear around Jim. Head back and get the ammo.

Go across the two grills go right until you get a Jim flag. Use the head whip to get it. When you get to the light bulb jump into it and you will be transported onto a pizza there you will have to face Flaming Yawn.

One important thing on most if not all vesions is that the cheese base of the pizza is like quicksand DON’T STAND ON IT FOR TOO LONG! instead use the Pepperoni pieces as stepping stones.

He will be on a spinning plate which he uses like a weapon, he moves fast so you must try your best to avoid him doing his plate drop attack. Then eventually he will come down and spit fire soon as you see him come down fire away. Repeat this process until he dies.

ISO 9000

Friday, January 4th, 2008

Run Right avoiding the mouse in its wheel to the very right hand side of the level were the paper is stacked so high it stop’s Jim’s escape from this horror of red tape and administration… next jump left and you should grab onto the top of the air conditioning system… Follow this along to grab a chip butty Grrroooovy!

Next get that annoying little mouse and activate the pre-victorian air conditioning system by placing him in the space near the weird head… Now jump into the turning spikes of the dreaded machine… After a few Woah’s… Yelp’s… Doh’s… and smacks Jim comes out the other end.

Now head right onto a hidden platform were a TV is hidden… As usal this changes the colour and makes the game look all weird… Next head left… whipping the Filing cabinets so they collect paper and you can step on the draw and get away.

If you are good jump off the first platform and paracute down to the right to find a hidden space which will miss a section of the level out… If you dont do that you will have to get over more Filing cabinets and also switch off the boiler. If you snott swing you can reach loddsa goodies cool eh?

After passing the candles and getting the last continue swing across to the left with the snott swing again to reach more goodies… If you fall be ready to get away from irate Filing cabinets… Remember to keep grabbing the mice to activate the air conditioning and flicking switches to turn off the boilers.

At the end of the level is a sod of a cabinet… Paracute over him … run away and just as he gets close… whip up paper then jump onto the shelf he opens then the ledge QUICKLY.

Now it goes a bit insane – there is a door running away from you.. to exit the level… pick up the Cabinet with the foot sticking out of it and move it somewhere appropriate… not near an edge because he tends to jump down just before an edge and get away.

Now chase the sucker until he trips over the cabinet you set down… easy huh?!

Circus of Scars / Inflated Head

Friday, January 4th, 2008

At the start jump over the first pump and collect the many item’s on the below platform. Jump back up and inflate Jim’s head. Just above the first continue point and where Evil appears there’s a secret passage… Go slightly higher of Evil and a bit more right and then deflate… if your in the right place you should find loddsa cool stuff! Next inflate your head until you reach where Evil appears next… DO NOT GO THAT WAY… instead aim straight for some energy that should be above you.

There will also be four bulbs protecting the energy but it doesn’t matter smash the top bulbs with your head… thus loosing you some energy but giving you a faster and semi-safer shortcut… Now get past the last evil that appears out of the gargoles (before he starts flying and then dive bombing you.)

Remember in the instruction manual… somewhere in the tips it says “Evil has only got a provisnal flying licence…” Well this is true he goes up and comes down exactly at the point where he went up… so just remember where you saw him last and just be on the other side when he lands.

Now for the Sub-game hammer head… really this is about timing just make sure the bonus item has just come over the middle of the screen then jump on the target before it goes past.

Udderly Abducted

Friday, January 4th, 2008

At the beginning of the level you should notice a piece of the landscape that just covers Jim so you can just see him trough the gaps. Just above here is an extra life which can be gained with the use of the Snott swing. Also if you reach the platform go to the right hand side and jump then parachute and you’ll end up on another platform with more freebies on.

Also from the start run right and go down near one of the torture devices that are lying around to snare Jim. Run to the left hand side of this platform your on and jump at the wall until you find the hidden gap that leads to extra health. If you haven’t read Nick’s Tip in the manual you really should because one of the tips is useful, jumping with objects is much faster i.e. Cow’s.

Now take the Cow’s to the milking sheds to raise the gates. If you drop the Cow and it starts being abducted by the udder ship’s rescue it quick by whipping the ship. Next run just past the small grassy hill now Jim can run to his left, back up this platform then run right and jump to reach a larger platform above.

After this fall down to the next Platform turn left then jump through a secret hole in the wall and snott swing for extra stuff! Now find them Bovines and milk ‘em dry in the Shed!

P.S. Some Cows are actually bombs and need to be diffused by placing in the baths before time runs out… If your smart get the Udder Ship’s to give you a hand with moo-ving them, then whip them before they nick your cow!

The Flyin’ King

Friday, January 4th, 2008

Easy, well in theory!

Move the bomb from one end of the level to the other by the use of Jim’s Pocket Rocket unfortunately there are air and ground defence’s in the way so keep flipping the Pocket Rocket around or even back when you see a bad guy.

When you are nearing the end and you reach the Sea of Snott below and the Snott colored paintbrushes fly at you I would suggest just leaving the explosive balloon to the top left hand side and riding on. Basically shoot all the enemy’s until you find Major Mucus at the end then travel back to in using the boost rockets near the sides.

The reason for this is that it is inevitable you will end up blowing the balloon up too early because of the enemies thus you will have to find a replacement balloon anyway. It is far far easier to just leave that one there.

Also the catapults are impossible to destroy so it is also inevitable that the fat sumo guys will latch onto you. To get rid of them quickly quickly flip the ship into reverse and back again several times to shake ‘em loose.

To kill the flying saucers that fire snott. You must shoot them then you must ill the little Snott particles that follow you when they die. To get passed the last line of defence the paintbrush’s covered in Snott watch the pattern and maneuver round them as possible.

Also pick up the engines dropped by earlier kills for more manoeuvrability.

And why have you carried the balloon all that way, well to use on the Major at the end (The big green guy with the medals.)

Villi People

Friday, January 4th, 2008

This is a very bizarre level (well more-so than the rest.) The whole level is in darkness but the route is pretty much marked out. So this is more just tips rather than a guide to the level.

There are strange little blue creatures that look like Sheep, shoot these from a distance as they explode and hurt you.

Most of the time search around all of the walls of Villi (That is the strange pink walls of the level.) for power ups but don’t get too close or “Waaaaow!” Jim screams in pain.

Keep yourself perpetually suspended by gently tapping the jump button. Although the level often advises an easy route do the hard as it isn’t that hard and often powerups are a plenty + mealworms.

You will see the level often splits into Easy and Hard, I would try going the Hard way as it often proves to give you invaluable pickups. And I wouldn’t say its much harder, just the walls are narrower.

Other advice is you can often rest on pencils, and plain floors, collect as many mealworms as possible for the Gameshow… yep that’s right it has its own Gameshow!

…Now on to the Gameshow… Basically the best advice here is memeroise the questions/answers but if you have a SNES I wrote them down but some are the same but different answers just to confuse matters.

And p.s. if anyone has a list of all the correct answers for any console except for the SNES we would love to hear from you!

Finally you will complete the Gameshow and there is a pattern matching game. Again this is a bit random, you could try writing the pattern or memorizing it as it gets complicated. As it is you don’t really get penalized for losing, you just get some extra pickups for doing it all.

Puppy Love

Friday, January 4th, 2008

Psycrow the foul fiend has taken poor Peters pups, and is throwing them out of the window in this mini game based on and old game and watch game simply called “Fire.”

This mini game happens 3 times throughout the whole game to break up the action during levels. The basic idea is to use your very large marshmallow and skill to try to bounce as many pups to peter as possible. It is based on an old game and watch game called

It is OK to loose a few but down’t loose too many or Peter will kill Jim as he mutates and strips off around 20% energy for each 3 Pups lost. The best idea is to use the button that makes Jim dive with the mallow to reach all the pups in time. Ignore all the bonus items unless you are confident you can make it to them and the pups and what ever you do get the bomb that Psycrow throws to the other side.

Don’t let it drop because

A.) It takes longer to kill him as Peter uses this to throw back at damage Psycrow.

B.) It strips Jims energy even more than a Peter attack when it hits the ground and explodes.

Lorenzen’s Soil

Friday, January 4th, 2008

Use Jim’s Specially adapted plasma gun to shoot the soil out of the way… Thank god the energy for this gun never runs out! Don’t collect the first stop watch instead shoot and crawl up the first 3 solid metal platforms and you should see a Stop watch collect this and grab the continue. Shoot the soil and pesky critters that may hamper your way. The ants and flames can easily be stopped by shooting the soil above the hole or the soil above a flame.

If an ant escapes or a pupa is in your way just let em have it with the gun. At the next set of green platform steps go up to the Snott swing left for a tasty pick me up a chip butty! Now go up again to the 3rd platform jump left again and shoot the green statue/critter who fires energy balls. Now run right till your under a snott patch and fire the annoying pupa by jumping up firing and repeating until dead. Now snott swing left and hold the D-Pad down when Jim starts to haul himself on the platform.

When the energy ball passes let go of the D-Pad and jump over and kill the green thing. If you keep getting shot at use the Manta! Now run and Jump left to the next platform and then jump up. Head right and collect the extra life, Jump off the end and parachute to grab the flag and energy. Now head up and at the next Stop Watch start blasting soil until you reach what I would call a cave. Now shoot diagonal left followin the green metal wall. Shoot baddies and the timer.

Jump down to the bottom of the pit and then blast diagonally right until you find a bit of a green wall. Keep shooting until your on top on the wall now run right in the little cave and you should fall into some baddies and something you may need. now go back on top of the green wall and blast diagonally left from the left hand side.

Until you reach a tiny cave just big enough for Jim now shoot right and enter a bigger cave and activate a swirly thing now shoot left and jump out left then on the platform you land on (hopefully) jump right then left to the one just slightly above it. Now jump right and pelt it to the beginning of the level where you can pick up an extra life.

Hopefully on the way back up you will have left a timer to grab now when you reach the top again go left and Snott swing left. Go up and right and then shoot the soil on the side of the platform. Shoot the above soil also so you can get to this platform later. Now jump up kill all the baddies in this area and knock down the soil. Jump and snott swing right of the right hand side of the platform.

Grab the timer and paracute to the small platform underneath . Shoot away the remaining soil then jump right then quickly left so Jim goes into a secret platform. Grab all the stuff hidden here.

Now fall and run left to underneath the platform you should have left alone earlier. Shoot the pupa here run right and paracute right onto another small ledge/platform. Now basically go up through the level till you reach Pedro Pupa.

Try to miss Pedro’s mouth at all costs this can be done by jumping off and parachuting from a higer side bit. Shoot all the pupa’s he fires he is much quicker to kill if you can! Then shoot him as well!

Anything But Tangerines

Friday, January 4th, 2008

At the top of the first group of branches you will see 3 patches of Snotts distant relatives. jump onto the platform near the small cave opening and snott swing left on all three patches then parachute to get ta da! an extra life. Now run right and let’s party. You’ll notice a gap in the ground near the cave run in here and get the first flag.

Once through into the cave there is a big gap and a small gap where you can see Jim. When you get to the much smaller gap jump up and hunt for the 3 fingered fire. Run right and onto the first lot of Pigs shoot the annoying octopus with a blunderbuss. Press down when in the pig pen and haul the piggies outta there take one and place it on the slide not go to the edge of the water and activate the switch. TAKE THAT BOB!

Once on the other side of the water jump onto the next platform you see turn around jump and Snott swing up and left. Hopefully you should be hanging by your head now grab the guns. Now head off for the grannies or stop a while and flatten the Drone cats #4. Once on the grannies starlift remember there’s a set pattern and you need to remember it.

Once at the top hang off the wire jump off and parachute left if done correctly a secret room you will find. Carry on left and go on the granny bonus. As before the only thing here is practice. Now scale the waterfall pick up the flag go up to the top grab the Can O’ Worms and then jump onto the wire.

While on the wire go as far left as possible without falling off the wire till you see a sparkling light now go right. and jump through the very top right hand wall. grab the TV and the 100% energy. Now go back and parachute down avoiding the electric chair. Now go left through the water and tag another flag. now go back and Snott swing across. get two pigs to weigh the platform to open the plug. and shoot the maddening fish bowl.

Go down then left facing the wall now jump and Snott swing and after a few goes you’ll be in a secret passage. Now jump up and go back down the hole and run right. Jump up at the ledge before bob and activate another sparkling thing now run left collect the guns run back and visit Bob, All that running around makes you tired, have a Sushi snack.

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