Lucle (Game Boy) Walkthrough By neskamikaze Table of Contents: Controls Game Summary World 1 Stage 1-1: "Momentum" Stage 1-2: "Inertia" Stage 1-3: "Barrier" Stage 1-4: "Forest" Stage 1-5: "Islands" World 2 Stage 2-1: "Charlie" Stage 2-2: "Catastra" Stage 2-3: "Slippen" Stage 2-4: "Bridges" Stage 2-5: "Hole" World 3 Stage 3-1: "Labyrinth" Stage 3-2: "Mans" Stage 3-3: "Circle" Stage 3-4: "Pyramid" Stage 3-5: "Xi" World 4 Stage 4-1: "About" Stage 4-2: "Delta" Stage 4-3: "Steps" Stage 4-4: "Cascade" Stage 4-4: "Suzuka" World 5 Stage 5-1: "Excio" Stage 5-2: "Break" Stage 5-3: "Asterisk" Stage 5-4: "Slalom" Stage 5-5: "Pockets" World 6 Stage 6-1: "Tightrope" Stage 6-2: "Iceberg" Stage 6-3: "Typhoon" Stage 6-4: "Adventure" Stage 6-5: "Jump" The End Controls: In menus: D-Pad - Move cursor Start - Choose an option on the title screen A - Choose an option on the file select/stage select screen B - Nothing Select - Nothing In game: D-Pad Up - Increase rotation speed D-Pad Down - Decrease rotation speed D-Pad Left/Right - Nothing A - Plant rotating foot B - Reverse direction of rotation Start - Pause/bring up Give Up option, select option during pause Select - Nothing Game Summary: Your character in the game is this little rotating robot. Maybe it's name is Lucle? I don't have the instruction book to know this, I can't think of another reason for the title. I like to think of it as a walker because it has two feet attached by a bar. At all times you have one pivot foot, which is planted on the ground, and one rotating foot that is spinning around the pivot foot either clockwise or counter-clockwise. You move around by taking steps with these feet. When you are rotating you push A to plant your rotating foot and that switches the feet. What was the rotating foot is now the pivot foot and vice versa. You let the rotating foot get in front of you to plant it and you basically take steps forward. Pushing up and down on the d-pad will adjust your speed. The starting speed on every level is really low so you will start every stage boosting it up. I like keeping the speed anywhere between 4 press of the d-pad under max on a tougher stage up to 1 push under max on an easier stage. Full max is very hard to control but even one under is much more manageable. You can also push B to reverse the direction of your rotation. When you are normally walking from place to place this isn't that helpful but it does have its uses, primarily to dodge hazards or to set yourself up prior to ice. The objective in Lucle is simply to reach the goal area in each stage. Both feet have to be in for it to count so you must be planted in with one and swinging in with the other. There are no lives, there is no health. The only true enemy is time. Think of it like Marble Madness for a more well-known game. If you run out of time you game over and revert back to your last world. The amount of time you finish a stage with carries over to the next one, so it can be very helpful to build up a lot of time in the early stages for when it gets harder. There's 6 worlds of 5 stages each, and a save at the end of each world, so that gives you an idea of how the game progresses. You have two options from the title screen: Start and Trial. Trial allows you to replay any stage you have previously played in order to try and set your best time. This can also be helpful if you game over on a world as you can go back in and practice a stage before trying to beat the world in one shot. To start with you have access to all of world 1 but after that you have to reach the stage in order to play it. Go to Start to begin the game. You'll see you have 4 save slots that once used will show the level you saved at and the time accumulated at the time of the save. I'll note why the number of save slots is so useful once you get to the end of world 1. For now, choose Start at the top of the menu in order to begin the game! Stage 1-1: "Momentum" Par: 30 Clocks: 2 30s, 1 60s Powerups: Compass Hazards: None This level is pretty wide open with no hazards so it's a good time to get used to the timing and mechanics of moving around. The compass is right next to the start and you will hit it without taking any steps. The compass points you in the direction of the goal area, although with this guide you won't really need it to much, but grab them if you mostly want to point yourself in the right direction. You can either go to the left or right of the little wall island in the center. To the right is more open and there are 2 30 second clocks. To the left is an alcove with a 60 second clock, so this is an easy opportunity to bolster your carryover time. Head up to the goal in the top left when you have grabbed everything you want. Stage 1-2: "Inertia" Par: 30 Clocks: 4 30s, 1 60s Powerups: Compass Hazards: Ice Inertia introduces ice floor. How the ice works in this game is as soon as you place a foot on the ice, you will glide across the ice at the angle, not the direction, and speed of where you place your foot. For example, you are rotating clockwise and you place on your foot directly when it hits 9 o' clock (exactly to your left). Since the angle of this foot is straight up, you will go straight up. You can also think of it as moving in the direction of 90 degrees after your placement. If you run into a wall while gliding your bounce angle is based off of your initial direction, not the angle of where the foot is that hit it, even if it is the rotating foot. You can keep walking while on ice and it you will set a new angle and trajectory until you hit land, where you stop as soon as you hit ledge with your stationary foot or set your rotating foot on normal ground. If you change your speed while on ice, it will not change your gliding speed until you set your next foot. Anyway, you can use this level to get a feel for how the ice works. The compass in this level is directly in front of you so you will hit it immediately. The level is shaped like a six-pointed star, with alcoves of solid ground at each point and ice in the center. The two alcoves to the left and the two to the right each contain a 30 second clock and a dead end. The goal is to the north, but if you walk around the edges you can go past the goal to collect a 60 second clock. Stage 1-3: "Barrier" Par: 40 Clocks: 2 30s Powerups: Compass Hazards: Superspeed, ice blocks, bombs Barrier brings in a few new concepts. The first you run into is the superspeed. As described above, it forcefully puts you into top speed for 15 seconds. On an entry level like this it isn't too bad but on later levels with more hazards it can be dangerous. The second new object is the ice block. The blocks will prevent you from moving forward until you break them. They take 3 touches to destroy and will reverse your direction when hit. You can either hit them on one side and let the reverse hit them on the other, or as soon as you hit it once you can push B to switch rotation back and break it 3 times on the same side which can be faster if done correctly. The third hazard are bombs. Bombs can be deadly because they blow up your walker and send you back to the start. There are no lives in this game so you can hit as many bombs as you want. However, you do not get your time back when sent back so any time you spent getting to the bomb the first time is burnt off. The good thing is when hit the bomb is permanently gone (unless you game over and reach the level a seperate time) so on the second go through it is not there and the path it blocks will be free. With those in mind, you start the level with hitting the compass. I'd recommend avoiding the superspeed and going either straight up or straight ride along the wall, breaking any ice blocks in your path. Following either of these paths will lead to a small alcove guarded by an ice block containing a 30 second clock. Going towards the goal in the top-right corner there will be two bombs in front of it. However, if you follow along the wall (either the top or right wall depending on the path you took), you will go around the bombs and not have to worry about them. Stage 1-4: "Forest" Par: 45 Clocks: 1 30s, 1 60s Powerups: Compass, x3 wrench Hazards: 10 ton weight There's one new hazard in this stage and that is the 10 ton weight. It's the opposite of the superspeed: it slows you to minimum speed for 15 seconds. This powerup isn't going to get you hurt but it basically throws those 15 seconds away. Avoid if possible. This stage also introduces elevators and elevation, although only take this route if you have a lot of time built up as it is a long and difficult detour (the reward is very good if you make it though). The hexagons that are white with a dark circle are elevators, which will raise and lower every few seconds. You plant a foot while it is on your elevation and ride it up or down to a different one. If you are on a high elevation and place your foot over a lower elevation, either a gap or over the elevator when it isn't all the way up, you will fall and be stunned for 7-8 seconds while you recover and then are placed back to where you started. So you cannot just drop to elevations at will: you must use an elevator to go down. So on with the level. There is a direct path that snakes around the small walls in the middle with larger gaps in the end to make it easier to pass by. However, there are various smaller gaps that you can take for shortcuts. You squeeze your way through any gap that is at least 1 1/2 hexagons wide: _ _ /x\_/ \_ \x/ \_/x\ / \_/ \x/ \_/ \_/ A gap of that size is big enough for your walker to squeeze through, but it will take some clever positioning to fit. You may need to slow down to position it correctly. You have to place your feet as close to the edge as possible and wrap around the ends in order to fit. You'll see on of these sized gaps shortly after the start between where there is one solid and two solid hexagons. You can slip that gap but you will likely find it faster just to go around. If you go around you'll see you can also fit through a gap like that in order to get a 60 second clock, or you could just go around to the top and get in with a 2 wide gap. If you don't squeeze up through the clock and keep going up towards the exit, you'll find the compass at the end of the first snake as well as the elevator. I would not take this path if you do not have over 200 seconds saved up, maybe even 250. If you choose to take it, ride the elevator up and go down the raised path. You'll run into some gaps between hexagons. Place yourself as close to the edge as possible in order to cross the gap. You may need to take a few steps on land to re-position yourself in the right spot to cross. At the fork, do not cross the single wide hexagons to the right. Not only is it near impossible but it doesn't lead to anything either. Take the path down and cross all the gaps in your way. This path can take over 100 seconds just on the way there, especially if you fall a few times. Slow yourself down to cross the gaps. If you manage to make it all the way to the end, there is a wrench which triples your remaining time! This is why I recommended having so much time to take the path: if you get there with only 50 seconds or so left it's not worth the time spent getting back. If you get here with 200+ remaining on the clock it will give you a really solid base time reservoir for the rest of the game. Take the path back and go down the elevator. Continue either following the simple wide route or taking the small gaps (I recommend the wide route, you'll end spending less time going fast through the wide route than slowly through the gaps). In the top left there is a 30 second clock you can get if you want. In the middle of the final stretch is a 10 ton weight, so hug the top wall to avoid it and reach the goal. Stage 1-5: "Islands" Par: 20 Clocks: 2 30s Powerups: Compass Hazards: Bombs Islands is your first forced encounter with elevation. At the start you can either go left or right around the wall. Left is a little faster and also makes it easier to avoid a bomb, but the path is small and you have to be careful not to fall off. If you go right, hug around the wall to not hit the bomb on the right side and pick up the compass. As you go up you will see an optional gapped path to the left. If you take it you can pick up a 30 second clock. However, if you take the the exit back on to the mainland at the top of this path, it will be very difficult to avoid a bomb directly in your way. If you want to get this clock you should go back the way you came. On the right side of the main path there is an additional gapped path to your right. This path also contains a 30 second clock, and its exit to the mainland avoids the bomb. So if you wish to choose or the other optional path, choose this one on the right. If you don't take either (which you don't need to and it will be easier), make sure you stay along the right edge to avoid the bomb on the left. Keep going up to the top right and you will see the goal. That's the end of world 1! Take this opportunity to save by selecting one of the 4 file slots. This is good time to note of the major hurdles to completing this game: when you save your file, your remaining time is saved with it. So if you barely manage to beat world 1 with 10 seconds remaining, you are going to start world 2 with that little time everytime you load your save. Keep this in mind going forward. If you do poorly on a world and don't have much time remaining, consider saving in a different file slot. That way if you can't beat the next world with the time you have left, you can redo the previous world to do better and make the future easier on yourself. You get a cute little cutscene about some aliens discovering the walker and being shocked that it moves and then it's on to world 2. Stage 2-1: "Charlie" Par: 50 Clocks: 2 60s Powerups: x3 wrench Hazards: None If you don't wish to get any of the optional time-ups, this stage is very simple. It doesn't even have a compass. The stage is one giant oval and you just climb around the edge counter-clockwise. Ignore the elevators and go past them to the goal. If you wish to get the time-ups, ride either of the elevators up. At the top of the oval is a 60 second clock and in the top right you will see a new feature: the bridge. This is signified by a hexagon with a triange in the middle. The triangle will point towards the direction that the bridge will form. To activate the bridge you have to place a foot on the triangle. If you land on the edge of the hexagon but aren't touching the triangle the bridge will not come out. Hit the bridge triangle and take it north. Go to the left to reach a pair of elevators. If you go straight down from this point you will hit a 30 second clock, but head back up and to the right because there is nothing past the clock. All the way to the right and head down to see a 1 1/2 hexagon gap pressed against the wall. You are going have to inch your way through to make it through this. Slow down your speed and place your feet as close to the edge of the wall each time to slowly get closer and closer out of the gap. If you make it through you are rewarded with a 3x wrench! If you have gotten all the clocks and both of the wrenches to this point you might discover that the time limit actually goes out to 4 digits. Keeping your timer at the point will make most of the game pretty smooth sailing, which will come in handy because the final world is tough. Backtrack the way you came to reach the goal. Stage 2-2: "Catastra" Par: 55 Clocks: 1 30s, 1 60s Powerups: Compass, x2 wrench Hazards: Ice blocks, bombs Head up right to find a fork in the road. The optional time-up route is to the right, the goal route is up. To get straight to the goal, break the ice block in your way and head straight up. You'll first see one bomb straight above you, so avoid it to the right. But when you go right you will see another bomb on the low right. To avoid them both, go between 2 and 3 hexagons right of the first bomb and straight up between the two of them. Hug the top wall and go east, breaking the ice block and reaching the goal. To get the time-ups, go right at the fork and collect the compass. Go up the elevator and go down right to the second elevator and grab a 30 second clock. Get back down and go northwest along the 1 hexagon path to reach a bridge. Take it across and go down along the path to reach a 60 second clock. Go back where you came and go north this time. Cross the gap near the elevator by getting on the very corner of the right most hexagon. To cross the gap next to the wall you'll need to be as close the edge as possible so reposition yourself as needed. After the gap head down to reach a 2x wrench. Backtrack to the elevator near the bombs and hug the top wall to finish out the stage. If you only want the wrench and don't want to bother with the clocks, take the normal route and when you cross between the bombs take the elevator to the gaps. This is probably the best option if you've been getting all the time-ups to this point because clocks won't make nearly as big of dent if you have a ton of time saved up. Stage 2-3: "Slippen" Par: 50 Clocks: 1 30s Powerups: Compass, grips Hazards: Superspeed, ice, bombs There's a path that makes this level very trivial, and it includes getting the clock. Go right to the elevator, getting the compass in the process. Activate the bridge and cross it north. Pick up the 30 second clock and ride the elevator down. Go right around the top of the wall and go left straight to the goal. You completely avoid all of the ice and the bombs. If you wish to explore the rest of the level, head up from the start. Stay a little to the right in order to avoid the superspeed. Superspeed with ice and bombs can be very dangerous. If you go straight up on the ice you will run into a bomb so go up in the middle of the level, from right behind the platform with bridge. If you try to go up the ice from the complete right side of the stage there is bomb guarding it as well. If you go up from here and to the left, there is a 3 hexagon opening which you can get it and head up north to the goal. The far left near the goal has another bomb, the far right is the easier open path with the elevator but it is slower. If you'd like to get the grips in their first appearance you can, but it is out of the way and unnecessary. It is on the left side between the two bombs. Go up through the middle of the stage and then go all the way to left on the top edge near the ice. Grips negate the effect of ice, so they can be very useful on later stages but not really necessary here. Stage 2-4: "Bridges" Par: 50 Clocks: 2 30s Powerups: Compass Hazards: Superspeed If you'd been avoiding elevators and bridges up to this point, this is the first level where you are forced to experience them. Head up through the hallway to where you see the elevator. If you want you can go left around the top of the elevator island and go all the way right to get a 30 second clock. Grab this, head back to the elevator and ride it up. This middle island contains 8 bridges in 4 vertical pairs of 2. The first pair and the third pair are completely useless: they lead to dead end islands with no items. The 2nd top bridge leads to the compass if you are having trouble finding the exit. The 2nd bottom bridge leads to an island with a 30 second clock. The 4th bottom bridge leads to an island with a superspeed, so avoid this island. Superspeed makes it difficult to navigate the bridges. The correct bridge is the 4th top bridge. This one leads to an elevator which is at the goal in the northeast corner of the stage. Stage 2-5: "Hole" Par: 80 Clocks: 3 30s Powerups: Compass Hazards: Bombs From the start head right to grab a 30 second clock. Go back and head up to catch an elevator. Overshoot it by a bit to get the compass if you want it, then take the elevator down. You'll see bombs to your right, but go down first to get a second 30 second clock. Return back to the elevator area and hug the top wall to dodge the first two bombs, but a little bit past the second bomb you will see a third one on the top row. Use quick steps to go through in between the two bombs. The quick steps will make sure you don't vary direction too far to either side. Go to the very top right corner and take the elevator down, then straight left to reach a second elevator down. You can either thread the gap between the line and the wall or go right to grab a 3rd 30 second clock and then go down to a much wider gap. There's a final elevator down underneath the line and in this pit contains the goal. That ends world 2! As mentioned before, if you had a tough time with world 2 and don't have much time left consider saving in a different file slot than file 1. That way you don't lose your world 1 time remaining in case world 3 is too hard with the time you have left. You get another little cutscene with the walker spinning around and making the alien dizzy. Good plot. Stage 3-1: "Labyrinth" Par: 90 Clocks: 1 30s . Powerups: Compass Hazards: 10 ton weight, bombs The stage is called labyrinth but it's a pretty linear stage across the bridges. Start by heading to the top right to ride the elevator up. Grab the compass and take the bridge down, crossing the island and taking the next bridge. You have two choices here: left path goes to where you can get the clock while the right path ignores it. Honestly the left path is better regardless of whether you want the clock or not so take the bridge to the left. If you want the 30 second clock, take the elevator up and grab it. Otherwise, go to the right around the island and take the bridge to the middle. When you are going this island you will see a 10 ton weight in the middle of the path. To avoid it, slow yourself down a bit so you can make this pass a little easier. Take a clockwise step to the lower edge around the weight and immediately hit B to switch direction. Doing two clockwise steps should dodge the weight. Cross the bridge and take the elevator up. Take care to go between the two bombs and hit the goal. Stage 3-2: "Mans" Par: 75 Clocks: 1 30s Powerups: Compass Hazards: 10 ton weight, bombs If you want the compass, go down around the hexagon to grab it. Otherwise, wrap around the outside of it and go up to the elevator. Walk northeast to a bridge and cross it. There is a 10 ton weight here that's very difficult to pass so you might need to bite the bullet and grab it. But if you want to try and dodge it, make sure you are rotating counter-clockwise and land as close to the weight as you can without hitting it on the outside edge. When you land, immediately press B to do a second counter-clockwise turn, and do a 3rd to get completely around it. Press A and B almost at the same time to make sure you have zero clockwise movement or else you will hit the weight. Hug the ice wall around to get to an elevator. Make one movement on to the ice you glide up left, and when you near the edge to a second that's up right. If you fall off of the ledge while on ice it's okay, you'll just be stopped in place to where you can make a safe movement to land. Go under the first hexagon to dodge the bomb and keep going right at the bottom to grab a 30 second clock. Go back and up between the hexagons (you'll need to wiggle to get through) and then hug the left edge above the bomb to reach the goal while dodging the second bomb. Stage 3-3: "Circle" Par: 50 Clocks: 2 30s Powerups: Grips Hazards: Superspeed, ice Take the elevator to the east if you'd like to grab some time. At the top of the elevator, head west to grab a 30 second clock and then back and north to get a second one. After getting these head back down to the east edge of the map. Go north and squeeze around the two hexagons. When you reach the hexagon to the west, go underneath to dodge the superspeed. Try to go straight left on the ice (by planting your foot when you hit 12 o' clock going counter- clockwise) to glide straight into the grips. Once you hit them follow the path to the goal. Easy stage. Stage 3-4: "Pyramid" Par: 90 Clocks: 2 30s Powerups: Compass, grips Hazards: Ice, bombs A bit to your right at the start gets you the compass and then head west to the elevator. At the top go east for a second elevator and take it up. If you ride this right edge all the way around you can grab a 30 second clock but you hardly gain any net time from doing this. Go west for a third elevator and take it. You can ride this left edge all the way around for a second 30 second clock. Again it's not really worth it, but it does provide an extra safe way to dodge the upcoming bombs because you take this path all the way around. If not, hug the top edge to the right in order to dodge the two bombs. Go past the elevator to pick up the grips and then double back to the elevator. Go left across the ice to another elevator, and then right to the final elevator and the goal. Lots of elevators. Stage 3-5: "Xi" Par: 100 Clocks: 1 30s, 1 60s Powerups: Compass, grips Hazards: Ice, ice blocks, bombs Highest par to this point but it's not too bad. Head right to grab the compass and then wrap around the little path to grab a 30 second clock. Come back and then go up to the top wall by where the bridge triangle is. Hug the wall to the right up to the elevator. The top left path looks like it has something and there are some ice blocks but it's a dead end with no items. Take the elevator up and go west across the bridge. Go up and cross the gap (the first gap in the game you are required to cross if you haven't been getting anything optional). Hug the top wall and break the ice blocks to dodge the bomb. When you reach the ice, glide down right to try and hit the grips. If you miss, glide back up to hit them. If you don't want them, you can just glide to the right and hit the land to go the goal, but if you take the grips to the lower thin path you can collect an easy 60 second clock. The goal is at the northeast corner up 2 elevators. Halfway done! It gets harder from here so take the opportunity to save. You get another cutscene with some different aliens hitting your walker with sticks. What a punk. Stage 4-1: "About" Par: 100 Clocks: 1 30s Powerups: Compass Hazards: 10 ton weight, bombs Start by going left to the elevator and go up to grab the compass. Head back down to the bridge and take it down. Hug the right wall to dodge the bomb and 10 ton weight. Ride this elevator up as well as the one to its right. When you reach the top of the second elevator, stay as close to the left edge as possible to dodge the bomb. Cross the bridge and take the two elevators up. There is a wall of three bombs to the right which you can dodge by going down, but if you go around them there is a 30 second clock. Take the bridge down and then take the final elevator up to the goal. Stage 4-2: "Delta" Par: 70 Clocks: 1 30s Powerups: Compass, grips Hazards: Ice Take the two elevators up and grab the compass. This stage is mostly ice and you only get the grips at the end so you need to be careful with your angles. Ideally you want your first glide on the ice to go up up-right, then down-right once you pass the point. If you happen to grab the 30 second clock that's nice but it's not a huge deal if you miss it. Not really worth going back for it if you glide past it. At the bottom-right corner of this ice are the grips and you can just go left into the goal. If you happen to fall off that's fine, just use the opportunity to get a good angle on your new glide. This stage gives you a ton of par for how short it is. Stage 4-3: "Steps" Par: 80 Clocks: 1 30s Powerups: Compass Hazards: Superspeed, ice, bombs Another level full of elevators... take the first one north of you and you can either get the compass to your right or skip it to the elevator on your left. Hug the top wall to dodge the bombs and go up the third elevator. Grab the 30 second clock to the left and then back to the 4th elevator up. On this path there is a super in your path and you will have to do the same directional strategy with 3 straight clockwise steps to dodge it on the outside. Glide on the ice up to the 5th elevator and then right to the 6th. Either glide across this ice or go under it, then hug the top wall going over the bombs to reach the goal. Stage 4-4: Cascade Par: 85 Clocks: 2 60s Powerups: Compass Hazards: Ice Blocks This stage starts with a fork and two possible paths. The compass on the left tries to entice you into taking that path but it is the wrong one. You'll take multiple elevators just to get to a dead end with a single 30 second clock, which takes more time to get to than you receive. You can get the compass if you want, but take the right elevator and the next elevator to the left down. There's going to be a lot of ice blocks in your path, and this is where it will really come in handy to use B to reverse direction as soon as you hit the block. Having to sit through 3 full swings on 6 ice blocks really adds up. When you get through all of the ice blocks on the path, take the elevator down. There is another elevator down which leads to the goal, but you can pass it to the right to get to a 60 second clock: The intended strategy is to take that second elevator down, pass up the goal, and go all the way over to a different elevator up to get to that area. However, if you go to the right without going down to the bottom level, you can cross this gap by being on the very end of the hexagon. Ride this elevator up and grab the 60 second clock, then go back and take the elevator down to the right to hit the goal. Stage 4-5: "Suzuka" Par: 70 Clocks: 1 30s, 1 120s Powerups: Compass Hazards: Superspeed, ice This map is a very straight path for the most part. The compass will be near the start and then you hit a short patch of ice. Use the wall bounce to your advantage if you can't get the angle you need. In the small hallway hug the walls so you don't clang around on the edges without moving. You may want to slow down a bit to consistently get the timing. Take the elevator and hit the bridge. Make sure two do a double clockwise turn at the end of the bridge to dodge the superspeed. There are two optional clock detours you can get: Go left after the bridge down the narrow path and follow it to a 30 second clock. This one is barely worth it for the time it takes to get to. The other clock is much better. Go back up and pass over the elevator. At the top of this area is another bridge to the east. At the very northeast corner of the map is 120 second clock. Grab this and cross back over the bridge. Take the elevator down and hit the goal. Two more worlds to go! Use the save here, maybe saving over something else if you struggled. Cutscene for this world shows the aliens standing on your walker and breaking it because they are too fat. No care to your walker. Stage 5-1: "Excio" Par: 80 Clocks: 3 30s, 1 60s Powerups: Compass Hazards: Bombs There's a lot of optional clocks you can get at the start of that level so I'll describe that route first (one of them at least. This level is very open ended). Start out going right and grab the compass. Take the elevator above you and the go down along the edge of the map. At the bottom center of the map there will be a 60 second clock. After getting it, keep going along this edge until you need to cross a gap. Ignore the first elevator and go down at the first opportunity. Grab the 30 second clock on the little island, and then go to the right and collect the other one. Take the elevator above you. If you don't want to bother with the items, start going left and take this elevator. Go to the right after getting off and take the second elevator and you will be back in the same place. Go up, but ignore the first elevator you see. Keep going to the right and take that elevator, hugging the top wall to avoid the bomb. Take this next elevator and go left. The goal is at the first opportunity to go down, but you can pass it up and keep going left to grab the last 30 second clock. Stage 5-2: "Break" Par: 60 Clocks: 2 30s Powerups: Compass, grips Hazards: Ice, ice blocks, bombs This stage is very short and simple if you ignore the fluff. Start out going either to the left or right, both ways are equal. When you take the first elevator up, you can cross over on this level to get the compass but it's not necessary here so you can just take the second elevator up. On this level with ice, get on the hexagon furthest away from the wall and go straight up. In the very center of the ice are some grips and 3 bombs, but if you just go up from the edge you pass over the ice with no risk. Break the ice block guarding the 30 second clock and head towards the top center for the goal, or go around the goal to the other side to get the other 30 second clock first. Stage 5-3: "Asterisk" Par: 70 Clocks: 4 30s Powerups: Compass Hazards: 10 ton weight, bombs Start by left and collecting the compass, then go up into the middle of the stage. You'll be in the center of a star of six paths (including the one you came from). The left path, the top right path, and the bottom right path all are alcoves that contain a 30 second clock. The straight right path is a dead end with nothing in it. Top left is the path that progresses the stage, although you can pass up the elevator to reach the 4th 30 second clock. Take the elevator and follow the path down to reach a bridge. The linear path will go along two C-shaped islands with a bomb on each. Stay on the inside curve of the C to dodge them. When you take the bridge to the southwest stay on the right edge to dodge the 10 ton weight. Go down to the elevator and take it up to the goal. Stage 5-4: "Slalom" Par: 80 Clocks: 1 30s Powerups: Compass, x2 wrench Hazards: 10 ton weight, ice This level has lots of ice and no grips. This first patch of ice you want angle your glide southeast, and then when you pass the line in the middle go northeast. If you mis-shoot the angle feel free to replant as needed and you the wall bounce to your advantage. Grab the compass and head down the two elevators. Hug the top edge to avoid the 10 ton weight. In this next ice hallway you are going to want to go straight west from a clockwise spin. You can make it almost all the way if you go straight west, however your rotating foot is going to try and hit the top wall and bounce you away. To avoid this, another strategy you can do instead of replanting and changing angles is just swap your rotation during your glide to make your rotating foot dodge the walls. This lets you go straight across. Near the end of this ice replant to go northwest and then take the two elevators down. You could go to the far eastside of the map after one of those elevators to go grab a 30 second clock, but it's so far away it's not worth it. Also on this next patch there is a wrench almost directly on your path! This is a narrow strip of ice so you will likely fall a couple times, it's not a big deal. Slow down if you want to make it easier. What you want to ideally do is go straight down and as soon as you cross the bend, go straight east. If you do this you will land in the hole right next to the wrench. Jumping the gap mid glide is next to impossible so falling here will put you right on the edge to make the gap. Pick up the wrench and put yourself right on the edge. Rotate clockwise and grab the ice so you are gliding northeast and this will take you very close to the exit land. Grab the land when you get near it and take the exit. Stage 5-5: "Pockets" Par: 50 . Clocks: 1 120s Powerups: Compass, x2 wrench Hazards: Superspeed, ice, bombs The entirity of this level is ice, with pits and hexagons and bombs filling the space. The safest way to play this stage is probably to take a couple of purposeful falls. Keep your speed relatively low to make sure you stay in control. From 2 hexagons over from the end of the pit on the left, go straight up. When you pass the pit and hit the compass, go northeast. You'll either hit the next pit or go barely above it. Whenever you are horizontally past this pit, go straight up. Continuing northeast will go directly into a bomb right before the land. When you go up from this point you might hit a pit or you may go right next to the land. Put your foot on land and walk into the goal on your right. ...or you can go get the wrench. The safest way to get to the wrench is to get to the goal land first. On the left side, go as straight left as possible over the pit (you won't be able to go perfectly straight but get as close as you can. Angled up is better than down, down puts you closer to a bomb). When you pass the bomb go a little northwest and the wrench will be in this top left corner. Return to the goal land straight right. (Side note: if you've been playing well and getting every wrench/clock up to this point, you'll max out the timer here. 9999 seconds. So you can take over 3 hours on a level and be fine.) Alternatively, if you are really low on time coming in, start by going to the right side of the stage. Near the entrance to the ice on the right side is a 120 clock. If you can manage to go straight up on the very last hexagon of ice you can take that route to the goal, but there is a wall very close to it and a bomb if you try to go northwest. If you want to be safe, retreat after getting the clock and re-enter by the start of the level. One more world! Hope you have a lot of time built up because 6 is definitely the hardest world. You get a cutscene of the walker tapping its foot next to the aliens and they seem to have come to peace with it. Stage 6-1: "Tightrope" Par: 120 Clocks: 4 30s Powerups: None Hazards: Ice, bombs A long level filled with bridges. This level is interesting because you start directly in the middle of some ice. Go straight up through the first two patches of ice and the northeast on the third. The elevator up is the very top right corner of the map. Take the first two bridges that you see. At this island you can optionally take the elevator up and grab a 30 second clock or keep moving on to the next island by going to the top right. This island also has an optional clock up an elevator, but this one is in-between two bombs so be careful. Grab it or don't, then head right to the next bridge. The next three bridges are linear with nothing in-between. At the southwest island there is a 30 second clock in the bottom corner you can grab, then head right to the bridge. Follow the path on this southeast island and take the elevator up. Cross the gap to the goal, or go around the goal first to pick up the last 30 second clock. Stage 6-2: "Iceberg" Par: 80 Clocks: 2 30s Powerups: Grips Hazards: Ice, bombs Another level full of ice, but this level is easy if you know the path. From the start there is a 30 second clock if you go straight right all the way to the other side of the map, but it isn't really worth it because your start position is so good. From where you are, make sure you are turning counter-clockwise and go straight up. There are two bombs on the strip of land to your left and you pass right by them. Grab land after the second bomb and follow the land all the way around the edge. Take the two elevators down and grab the grips. Go along this strip of ice with the grips and go up to the goal. Pass around the edge of the goal if you want to grab the 30 second clock. Stage 6-3: "Typhoon" Par: 100 Clocks: 3 30s Powerups: Compass, grips Hazards: Ice Prepare for the gauntlet because the last 3 levels are definitely the 3 hardest in the game (although this one is aided by a nice shortcut). Starting walking east to the elevator and take it up. Either go up to get a 30 second clock or left to progress across the small platforms and take the elevator up to the next floor. Heres there is a long ice bridge. Rotate clockwise and had straight east and then turn as straight up as you can at the bend. On the turn up make sure you stay closer to the left side than the right to avoid grabbing a superspeed. Now you can either go northwest, out of the ice, and on a long winding path all the way around with a thin bridge and more ice, or you take a big shortcut (which I'd recommend). Around where this 30 second clock is, there a couple hexagons which are within gap range of the other side. Glide yourself into the pit to where you fall off at the very end where the gap is so that when you recover you can easily make the gap. Go left across the ice and take the elevator up. You'll see some grips but this is the end of the ice in this stage so you don't really need it. Go up to the right to take the bridge and then elevator up to the goal. You can go around the goal to pick up an extra 30 second clock. Stage 6-4: "Adventure" Par: 120 Clocks: 3 30s Powerups: Compass Hazards: Ice, ice blocks This is a fairly linear stage, just a very long and involved one. Start going west and break the ice block guarding the compass. Circle around this path until you reach the ice. Go as straight down as possible to reach a small piece of land. Wrap around the raised platform on the land to teach the elevator. You can cross over to the left first to pick up the 30 second clock. Go up the elevator and cross the bridge. Ride up the next two elevators and cross the bridge. You'll be on one of 4 little islands with bridge triangles. You want the northern island with the 3 hexagons in a triangle. The other two lead to dead ends. Take this elevator up, and the go straight on the ice to reach a second elevator. Cross this thin pathway to reach another bridge. Keep going on this path and you will reach an optional bridge. Take it if you want to pick up a 30 second clock, otherwise go up to the northwest corner to ride the elevator up to the goal. Go around the goal first to grab the third 30 second clock. Stage 6-5: "Jump" Par: 100 Clocks: 3 30s Powerups: Compass Hazards: 10 ton weight, ice, ice blocks This is it, the final stage! Start by breaking the elevator down. Grab the compass on the left and head right. As the name suggests, there are a lot of gaps in this stage. There's 7 full rows of platforms you have to snake around, but there's a couple of shortcuts you can take to make it shorter. At the end of the first row you can ride an elevator up and grab a 30 second clock. After that, go around the left side of the wall to get to the next gap. You'll start seeing a ton of these 3 hexagon sets so you'll have to learn to adjust yourself in this small space to get to the edges. In the transition between row 2 and 3 you can take a shortcut across. There's two hexagons sticking out to the left. From the very end of the lower one of these two you can cross the gap and then take the bridge up. This skips two rows. If you choose not to take the shortcut. at the end of the third row you will find another 30 second clock directly in your path, The end of the fourth row will have the access point from the shortcut mentioned earlier, so if you came from the long way don't take this bridge. Go around the left side of the 10 ton weight to dodge it. You may need to do 2 or 3 clockwise turns in a row to dodge it. Cross this row 5 and at the end you will see a 30 second clock across a gap. From the very edge of the right hexagon you can make this crossing, if not you will need to traverse two more full rows. At the very end, ride the elevator up and go straight north on any ice to hit the goal! The End And that's it! You have beaten Lucle! You are treated to the final scene where a.) your walker has grown about 10 times in size and now dwarfs the aliens and b.) discover it is a spaceship that can fly. It flies out into outer space and becomes a constellation. Then you're back to the title screen, no credits or anything. If you got all of the time-ups the game isn't too hard and you might have a ton of left over time. If you want a real challenge, play through it again without picking up any time-ups. It's doable, but much more difficult. Big thanks to user TaoTao on vgmaps.com for uploading screengrabs of every map in the game, it definitely helped me write this guide. Check those out if you need additional help. You can reach me at @neshatestwitr on Twitter if you have any questions. Thanks for reading!