Lucky Luke: On the Daltons' Trail/any %

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General advice

  • This guide does only contain the current knowledge. If you have an idea for a shortcut try whether it is possible.
  • The PC version is recommended because the game can be controlled a lot better and that version is faster (loading times, elevators in Level 5).

Route

  • Hold "RUN" during every level except for Level 1 Boss, 2, 7, 10 and 11.
  • When you have to go somewhere in platform levels jump whenever it is possible. If it is not possible run until you can jump again.
  • Never collect 4 B's in a level to skip the bonus levels.
  • Many of the levels require you to go right most of the time. Therefore this guide does not include the instructions to go right, instead you just have to go to the right when not stated otherwise.

In order to keep the guide compact it will use these terms:

  • "Short jump" = tap JUMP without holding C


Level 1: Abilene

Shoot the pipe at the top of the building, then run towards the boxes to avoid collecting Dollars. Jump as soon as the explosion starts.
Next shoot the rope and do two more jumps as soon as the boxes are destroyed.

You should land in front of a pushable crate. Push it until it covers the gap between the first and second barrel in the background.

Cover the hihglighted area with the crate

Then jump onto the right edge of the crate and instantly jump of it onto the wall of boxes.
When you reach the jail, wait in front of the boxes until the enemy in the background throws dynamite and destroys them.
Now there are two possible ways to continue. In any case you have to activate the checkpoint in front of the jail.

  1. Jump as soon as the boxes are destroyed, avoid the bullet from the enemy and jump over his crate. This requires you to avoid one of the later hits which is quite difficult. This method saves only a very small amount of time.
  2. Run a moment under the explosion to avoid getting hit by it. Jump once, run again and jump onto the left edge of the enemys crate. Jump instantly again, if done soon enough you can avoid collecting any of the Dollars in the air. Now run shortly again.

Jump over the pushable crate, destroy the "B"-box and bounce back to the left side of the crate. Push it forwards and jump onto its right edge as soon as the camera angle change is complete. Then jump onto the roof, if done fast enough you can avoid getting hit the enemy.
When you reach the ground behind the saloon shoot the rope above the horse. Instantly jump after shooting.
Hold UP as soon as you are in front of the ladder. When you are on top of the roof wait a moment before jumping in order to activate the checkpoint.
After landing on the crates behind the roof fall down onto the single lower crate. Jump from it to the pushable crate and jump again. Then shoot the rope above the dynamite throwing guy.
Jump as soon as the boxes are destroyed, with your second jump land on the "B"-box and bounce off it right in front of the next ladder. Jump up that ladder, then you have two possible ways which should be equally fast:

  1. Go right and activate the checkpoint. Then go left and collect the key.
  2. Go left and collect the key. Then go right and activate the checkpoint.

Next you have to go back to the jail, this requires you to go back the same way you came from.
Go back to the ladder and jump down it. Watch out to not collect the Sheriff Star. To do so you can wait a moment before turning left in air.
Push the crate just a little bit and jump onto its left edge and onto the crates to the left.
Stop jumping after passing the saloon, run a moment and jump as soon as possible onto the crate with an enemy in it.
Stop jumping again when landing near the checkpoint, run in front of the door and hold UP to enter it. Continue holding UP and RIGHT, turn around right after collecting the dynamite and leave the room. Run to the left and try to get hit by the explosion.

You will then respawn at the checkpoint near the end of the level. Go left and jump shortly before turning towards the ladder. Then place the dynamite and jump as soon as the boxes are destroyed.

Level 1 Boss: Abilene Boss

Boss Mechanics

This boss dodges the logs until you punched back a specific amount of logs in a row at him.
If you are hit, the counter of logs in a row will be reset to 0. If you miss a log or miss the boss, the counter will not be reset.
This boss takes three hits:

  1. One log
  2. Two logs in a row
  3. Three logs in a row

Strategy

Hold LEFT during the intro sequence. Release LEFT when you made 3 steps to the left. You should now stand left to the small box on the bottom.

1st hit: Press RIGHT and SHOOT, then hold SHOOT. Wait for the log and punch it back to the boss.

2nd and 3rd hit:

You can walk during the sequence of the boss being hit by a log.

Hold LEFT during said sequence. Go to the left border of the arena and hold LEFT and SHOOT until the boss throws the next log.
Then make a step to the right, punch the log back to the boss and go back to the left border. Repeat that until the boss is defeated.

If done right the boss will stay on the same spot during the 2nd and 3rd phase.

Level 2: Train 1

Fences with stars above them and single stars are in front of the wagons which are wodden and have a silver roof.
In order to not collect 4 B's you have to avoid shooting near at least one of the "B"-boxes. The first B is unavoidable though.

At the beginning avoid the Dollars and obstacles.
Near the train go to the right border of the screen to trigger the perspective change as early as possible. Shooting at the train when you are about in front of Rintincan seems to trigger the change slightly earlier.
Hold UP until you stop moving towards the train. This way you can hit all the enemies as soon as possible and avoid collecting any Dollars when jumping.
Right after the second checkpoint there is an enemy who throws barrels. You have to shoot him in order to proceed, the level will stop scrolling until this enemy is defeated.
Near the end there is another barrel throwing enemy which stops the scrolling. Shoot him as well.
Shooting near the end of the train seems to trigger the level ending slightly earlier.

Level 3: Train 2

Sub Boss Mechanics

This boss takes 6 hits. Every 2 hits destroy one of the barrels.
The middle barrel shoots in a fixed interval. The guy in the upper barrel can do four actions:

  1. Hide in the barrel
  2. Show up
  3. Show up while holding a bomb
  4. Throw a bomb


To damage the boss you have to crouch and shoot back the bombs that he has thrown. The explosion must be near the boss to hurt him.
The landing position of the thrown bombs seems to be based on your last position when shooting a bomb back. At the beginning it seems to be based on your landing position on the wagon. If you are unlucky the bombs will land so close to the left edge that you can't shoot them back.
The boss will often throw two bombs immediately after each other when only one barrel is left.
Running forwards and backwards alternately seems to manipulate the actions which the upper barrel does. He will more likely throw a bomb when you do that.

Main Boss Mechanics

This boss takes 3 hits.
He works like the first boss, but there is only one barrel with a bomb throwing guy. He can do an additional move: Rolling with the barrel towards you. He will continue rolling until you are behind him, then he will roll back to his initial position.
Additionally there is a second barrel which throws bottles after you hit the boss twice.

This boss will throw bombs back to you when you shoot a bomb towards him. Therefore you have to wait until shortly before the bombs start blinking before shooting them.

Route

Run for a moment before jumping over the gap. Then jump onto the "B"-box and bounce of it onto the higher pile of boxes.
Kill the enemy, then jump onto the red roof as early as possible. If you landed early enough you can jump until the end of the second next wagon without having to run.
Jump from the right edge of the silver roof to the higher boxes on the right. From there jump behind the crate and kill the enemy.
Near the end of the next red roof there are two possible ways to proceed:

  1. Run until you are behind the small object with a yellow triangle on the top. Then do as big jumps as possible to the right. If your starting posiion was correct you can land on the very left edge of the barrel enemy and from there jump onto the next pile of boxes. However it can very easily happen that you fall of that edge and fall into the gap between the wagons.
  2. Continue jumping and run if necessary.

When on top of the highest box just run of the boxes right edges to bounce of the "B"-box. Do short jumps onto the next two boxes and continue normally.

Jump from the right edge of the second red roof to manipulate the position of the first bomb from the subboss.
Defeat the subboss, after that there will be a "Dollar rain". Use this to adjust your amount of Dollars.
You can stay on the right edge to avoid collecting any of the Dollars.
When a line of three dollars falls down, only 3 other Dollars will follow. Collect these 3 single Dollars to trigger the Dollar rain end earlier. You can proceed after a moment when there is no Dollar on the screen anymore.
On the remaining route there will only be 8 Dollars of which you probably skip one or two. Therefore you should have at least 52 Dollars after the Dollar rain, it's better to collect one or two more Dollars as a backup.

Do short jumps onto the barrels and continue normally.
Bounce off the next "B"-box onto the crate with an enemy in it.
Jump over the "B"-box behind the next red roof. Then kill the enemy and jump from the boxes onto the crate.
When you are on the box next to the barrel enemy just do a big jump to the right and you will land on the "B"-box. Hold RIGHT and RUN to bounce of it to the next red roof.
You can skip the dynamite throwing enemy on the roof, he will not block your way when not killed.

Finally defeat the main boss to finish the level.

Level 4: Pueblos

In this level you have to collect 10 orbs in a fixed order to proceed to the next level. The compass will show you in which direction the next orb is. Rintincan will go to the positions of the orbs, when you collected an orb and Rintincan reaches its place he will create a checkpoint at that position.

Orb Route
1 Go to the ladder to your right and jump it up. Then go left and collect the orb.
2 Go back down the ladder. Run to the left onto the trampoline and hold LEFT. Just before landing let go of LEFT for a short moment. Then continue holding LEFT. Go up both ladders and go right. Then run on the next trampoline and hold RIGHT to collect the 2nd orb. Land on the two wooden plankets above the hole.
3 Jump to the next stone platform and land just before the ladder. Run towards it in order to use it to get to the other side of the hole. Run of the right edge of the platform while holding RIGHT and bounce of the trampoline to the next platform. Then go down the ladder, use the springboard to get over the hole and go down the next ladder. Use the door right to the bottom of the ladder. Then while the screen fades back in jump to the right and jump up the next ladder. After that go left. Go down the ladder on the very left side of the level, then go right and collect the 3rd orb.
4 Turn around and go back up the ladder. Go to the right and use the first ladder which you come by. Continue by going right, then you have two options:
  1. Run of the ledge of the platform, adjust your landing position to land on the trampoline. Just before bouncing off it let go of RUN, then when in air continue holding RUN again. This is the slightly faster method.
  2. Just continue jumping to the right and run a bit on the slope in order to reach the next platform with your next jump.

Use the ladder and jump onto the trampoline beneath. Now bounce of it and collect the orb. Then fall into the gap between the two platforms. If you were quick enough you will respawn at the second orb checkpoint.

5 Press and hold LEFT near the end of the death sequence. If done soon enough you will respawn and facing the left side. Run to the left and jump as soon as you are behind the small window. Go down both ladders, you should be easily able to jump over the ghost who is running up the ladders. Now go to the trampoline and run onto it. Hold RIGHT and let go of it for a moment before landing on the next trampoline. Then continue holding RIGHT. Use the door next to the ladder, when coming out of the other door jump and run towards the vertical trampoline. You will bounce of it and destroy the wall on the right. While running jump as soon as you are able reach the orb with your jump and collect it.
6 Go back left and use the door. Then go up the ladder and go right. Jump from the edge to the orb in order to reach it. Then fall into the pit. If you collected the orbs to this point fast enough you will again respawn at the 2nd orb checkpoint.
7 After respawning run onto the trampoline and turn left in air. Land on the small roof and collect the orb.
8 Go right, run of the ledge and use the trampoline. land on the two plankets and continue by going right. Run of the platform under the clouds and turn left while falling. Collect the orb from the small room under the platform.
9 Use the trampoline on the right and go back the way you just came from. Jump from the two plankets onto the trampoline and hold LEFT. This way you should land on the small roof. From there continue jumping, you will have to turn towards the ladder in air already. With this setup you will avoid the ghost again while jumping down the second ladder. Go to the right and use the door where the ghost comes from. On the other side go left and go up the first ladder. Then go to the right and collect the orb.
10 Go left, you don't have to dodge the enemies if you have full health. Collect the Sheriff Star, go down the next ladder and use the door left to its bottom end. On the other side go right, use the springboard and go up the next ladder you encounter. Then go to the right and trigger the sorcerer. He will transport you to the trampoline between the two stakes at the beginning. Hold RUN to bounce off high enough to collect the final orb.

After that go up the ladder to the left and use the door. From the other side use the same path like before in order to reach the sorcerer again. This time he will open the entrance to the next level.

Level 5: Mine Tunnels

In order to make this level a bit less confusing this guide splits the route into three parts.
Every switch in this level must be pulled in order to activate the moving platforms in a specific area.

First key

Go to the right and collect the dynamite. Place it in front of the boxes. Jump just before it explodes to evade the explosion.
Try not to hit the bat by running under it before jumping again. If you jump too late you will fall into the pit at the next part. You need the right timing for the jump to be able to jump nonstop towards the pit and finally jump directly to the first 3 plankets platform. Then you should continue with low jumps and start holding RUN in air.
After passing the hole go to about under the second Dollar and shoot to the right. When you see and/or hear the strut bursting go all the way back left. You can again easily skip the 2 plankets platform by jumping from the left edge of the last 3 plankets platform. Go to the left until you reach the elevator and use it.

When exiting the elevator go left, avoid the bat by running under it and activate the switch by pressing UP.
After that go back right and jump over the wodden spiky pole and into the bat. You should only loose one health point from that.
Avoid the bat in front of the elevator by running under it, then you can either continue running or do another jump, however this is risky because you might hit the spiky swinging pole.
Jump onto the first platform above the pit and continue with low jumps followed by holding RUN in air.
After passing this hole just hold RIGHT and continue jumping even on the moving platforms. If done right you should reach the second last platform on that height and miss the platform that is going up and down.
Now while falling down you have to land on the platform beneath that is moving from the left to the right. Once landed you can immediately jump to the tunnel on the right. It is safer to wait a moment before jumping though.
Blow away the boxes with dynamite and collect the key behind them.

Second key

Next go back left and jump onto the platform you just came from. Jump onto the moving platforms to the left in order to get back up.
When you are on the platform next to the one that brought you up again, wait there until just before it reaches the left border of its route. Then jump to the platform on the right. Wait on the left edge of that platform. If done right you will be able to jump from that platform to the one that is going up and down.
Continue going up, then when you are on the platform right to the Dollar circle with a Sheriff Star in its middle wait on its left edge. Jump as early as possible to the platform on the left, run to its left edge and jump again in order to reach the next tunnel.
Then go right, jump onto the platforms above the pit and shoot the strut. You can now collect the dynamite since you have to wait for the next elevator anyways.
Then go back right and run towards the barrier in front of the elevator. Jump towards the elevator shortly after the barrier is starting to open.

When exiting the elevator go left and use the door which will open and consume the key.
Use both of the following doors on the left and continue by going left.
Now you have two options:

  1. Activate the switch and avoid the object that falls down from the ceiling. Then place the dynamite in front of the boxes.
  2. Avoid the object which falls down from the ceiling and place the dynamite in front of the boxes. Then go back right and activate the switch. There is a chance that you will get hit by the explosion with this method.

You can avoid the object by running towards it and running away when you triggered it.
Avoid the explosion by jumping and go to the left.

Jump onto the moving platform to the left once it's near enough. Then jump to the next one as soon as possible.
If you are lucky the platform that is going up and down will be low enough to jump on it. If it isn't you will have to wait, the cycles of the platforms above should be different too in that case. Stay on this platform until you can reach the next platform.
When the next up/down platform is just going down you can reach it from your current platform even from quite far away. Just jump from the right edge of the platform towards the up/down platform when it nearly reached the bottom end of its route. If your timing was correct you will land on the platform.
Use that platform to go further up and jump onto the next platform as soon as possible. You will most likely have to wait there for one cycle. After that you should be able to jump onto the next platform when it is close to the bottom end of its route. This is the case shortly before your current platform starts going left.
Now from this platform jump to the left platform as soon as possible and go into the tunnel to collect the key.

Third key and Exit door

Next activate the switch to the left. There are two ways to do this:

  1. Trigger the object which falls from the ceiling. Then go back to avoid getting hit by it and then use the switch.
  2. Jump in front of the switch and quickly use it. Then run away from the switch. There is a high chance that you will get hit by the object so you should only do this when you still have the extra hit avaiable.

Leave the tunnel after that and jump onto the first platform. Wait until the next left/right platform is close enough to reach it and jump to it.
From that platform jump to the next one. Here you have two choices:

  1. Jump to the tunnel immediately. You should only do so when you are not too far away from the tunnel.
  2. Wait for the platform to reach the left border of its route and jump when you are close enough to the tunnel.


Now you should continue with low jumps followed by holding RUN in air to get over the 3 plankets platforms above the hole.
Avoid the first bat after that part by running under it. Jump once and avoid the second bat by running under it too. Finally jump to the door and use it.
Collect the final key and activate the switch.
Go to the right until you reach the three planket platforms. Jump onto them like before and jump onto the first moving platform after that.
In this area you have to wait until you are close enough to the next platform before jumping. You can probably not skip any cycle here.
In the next tunnel just run under the walls which try to smash you. Then go to the right and use the elevator.

After exiting it go to the right again, go over the pit the same way like before.
From the end of the tunnel jump onto the first moving platform. Then immediately jump to the next platform in order to reach it. Jump instantly again after landing on that platform to reach the up/down platform.
Now continue going from platform to platform until you are on the next up/down platform. Jump to the next platform on the right as soon as possible.
Now you have several options:

  1. Immediately jump to the next platform and from there immediately jump again into the tunnel.
  2. Wait until you are close enough to the platform and jump on it then. Then wait until you are close enough to the tunnel and jump to it.

Finally go in front of the last door in order to finish this level.

Level 5 Boss: Buttercut

Boss Mechanics

This boss takes 5 hits.
There are two assembly lines in the level, you can reach the other one by using one of the holes on each border of the lines.
The boss can randomly control in which direction the assembly line goes.
Additionally there are two machine parts per assembly line which will try to crush you as soon as you are under them. They can also crush ink packages.
Activating the switch of the small device above the assembly line stops the whole plant and spawns ink packages.
You can hurt the boss by jumping onto ink packages that are in front of him and thus shooting ink at him.
When you hit the boss once he will go to the other assembly line, he will either go down/up left or right. However when you manage to hit the boss while he starts going down/up he will come back to the assembly line you are currently on.

Strategy

Go to the right as soon as you get control. Run on the assembly line until the direction in which it runs changes, then jump. You can now do two things:

  1. Run a short moment and then shoot upwards diagonally to activate the small device.
  2. Jump until you touch the device.

Now there will be two ink packages which are sent onto the line. Turn left and wait until the first one is at least in front of the middle of the boss. Then do a low jump and land on the package. You will bounce of the package. Land on the second package to hit the boss twice.
Go to the left and wait until the device stops beeping. Then jump onto the next ink package with a low jump. While in air after bouncing of it go to the right and deactivate the plant again. Land on the assembly line and jump again onto the next package. If done correctly you will hit the boss twice in a row again.
Wait for him to go to a fixed position and then jump onto an ink package as soon as it is in front of him.

Level 6: Indian Desert

At the beginning go right.

When you reach the pits you have two options:

  1. Run to the left edge of the bones, then jump over them and hold RIGHT. If you are lucky you can touch the snakes

hitbox and will jump from the snake directly to the bones on the other side.

  1. Run a bit between your second and third jump. Then jump onto the bones left from the first pit. Let go of RUN,

hold it again after bouncing off and land on the snake. Then do the same for the snake to land on the next bones.

After bouncing off them too you can just continue going right until you trigger the hallucination animation.


Shoot a few bullets as soon as possible to kill the cactus. Then continue going right. Jump over the sleeping snake

as soon as you passed the platform above you. Then jump from the left edge of the pit into the tornado. Land between

the two platforms on the right and run a bit. After that jump onto the next bones. Here do again let go of RUN

before landing and start holding RUN after bouncing off. Repeat the process for the snake in the middle and continue

going right.

Shoot the cactus as soon as you triggered it and continue going right after he is killed. Jump into the Indian who

is hiding behind a stone to loose one health point. After that jump onto the snake. Wait a bit before touching the

bones in order to get a long enough jump to pass the gap. From the big platform above the pits on the ground jump to

the bones. Here you have again two choices:

  1. Bounce off and land on the small platform part in front of the next bones. Wait until the bird goes upwards and

jump onto him.

  1. Bounce off and land on the next bones. There let go of RUN and bounce off that 7 times before going to the right

and landing on the bird.

Bounce off the bird to the right, collect the red totem part and touch the Indian. Then jump to the right. In order

to consistently land on the platform you can adjust the jump width by letting go of RIGHT for a moment. Then jump

over the hole onto the next platform. Jump to the small platform and run to its right edge. From there do a big jump

towards the snake. If done correctly you will bounce off the snake and avoid jumping again. Continue going to the

right after that.

On top of the hill you have three choices:

  1. Get hit by the next Indian by touching him. Then go right, trigger the sorcerer and go back left. Kill the cactus

and collect the blue totem part.

  1. Kill the next Indian and go right. Trigger the sorcerer and go back left. Get hit by the cactus, kill him and

collect the blue totem part.

  1. Kill the next Indian and go right. Trigger the sorcerer and go back left. Kill the cactus and collect the blue

totem part. After collecting the third totem part jump into the pit or get hit by two arrows.


After that go right and use the cloud which flies to the right. Here you have two choices again:

  1. When you are in front of the cactus next to the small hill in the background jump to the right. If done correctly you will land on bones. Bounce off them like described before, repeat the same thing for the upcoming snake.
  2. Wait on the cloud until it starts going downwards. Then you will see the ground and can decide when to jump.


After that go left and collect the white totem part. Finally turn back left and get hit by an arrow or jump into the pit next to the bones. This way you will die and respawn at the beginning of the level.


From here go left. Run over the snake and jump towards the bones in the middle. You should hit the hitbox of the bones and bounce off them, continue going right.

Kill the cactus and jump into the tornado. Avoid the bursting Dollar on the platform you will land on. Then jump to the platform with the Indian and get hit by him. Kill the next cactus and trigger the sorcerer. Then go to the left and get hit by arrows until you have 0 health left.

Go back right and use the cloud which goes straight upwards. Jump after collecting 4 Dollars to reach the tornado without getting lifted up too much. Then fly to the second tornado on the right and from there collect the green totem part. Land on the same Indian like before in order to die.


You will now respawn and see a sequence of the Daltons getting free. The level is now done.


Level 7: Saloon

1st enemy

There's a movement pattern which often works to defeat the first enemy quick.
Start holding right when the camera is fixed. Then do the following hits while holding LEFT all the time:

2 x Normal Punch
2 x Low Punch
1 x Low Punch (the enemy should hit you now)
2 x Normal punch
4 x Low Punch

Make sure to wait a bit between the 4 low punchs, otherwise the enemy will punch back or block.


2nd enemy

Starting with a normal punch often hits.

Low and Normal Punches often work on this enemy. A high punch does not work often.


3rd enemy

Try any of the punches on this enemy.

Level 8: Waterfalls

Go right and jump onto the right side of the springboard. This way you can land on the second springboard with that jump. Then use the cave on the next platform. Collect the dynamite on the left, then go back right. Run down the right edge of the stone platform or jump towards the edge to get down a bit faster.

Jump over the broken bridge and place the dynamite near the stone. Evade the explosion by jumping and continue going left.

Jump onto the small wodden platform in front of the elevator in order to manipulate the stones which fall down from above. if done right the stone will fall down before you can reach it and you don't have to stop to avoid getting hit by it.

Continue running right and shoot the enemy as soon as he throws his pickaxe. Then jump onto the springboard and bounce off onto the box on the next platform. Go inside the giant wheel and run left. Do so until you hear the noise from it one time which will happen as soon as the bottom part of the wheel is even again.

Leave the wheel after that and use the door on the right. Jump onto the branch on the left, run to its left edge and bounce off it onto the box on the left platform. Jump to the left edge of the stone platform without triggering the checkpoint. Then jump over the checkpoint in order to not trigger it.

Run behind the grass in the foreground, then shoot and jump in order to shoot the crate down. It is important that the bullet is on screen when touching the crate in order for the trick to work. You have to shoot the crate in about its middle to shoot it down. Push it to the left afterwards, jump onto it and from it jump to the springboard. Let go of RUN above that springboard and hold it in air again. This way you will earlier reach the next springboard. You can then skip the wooden platform by holding RUN and LEFT while bouncing off the springboard.

Use the door on the left. Shoot the enemy as soon as you are close to him, then jump onto the springboard next to him. Bounce off to the next stone platform. Run of the left edge of that platform and land on the springboard.

Bounce off it and land on the "B"-box with that jump. Collect the gold lump and go back up by using the springboards on the left.

Go right from the second springboard and jump over the broken bridge. Use the door after that. Go right and use the cave on the next platform. Then jump onto the branch and go right. Get hit by the bomb throwing enemy once.

Continue going right and you will see a wodden platform which goes from the left to the right. This platform is on a local timer and you can save about 15 seconds when you reach the early cycle of this one. With the tricks mentioned above you will be able to do so.

You have to stay on that platform until you are under the right end of the rope. Then jump to the right, the platform above will slow down your jump. After that jump into the hole where you can see Dollars. You will land on a "B"-box. Collect the gold and go right. Run of the edge of the platform and jump over the checkpoint. Then run of the right edge of the upwards going platform instead of jumping on the springboard.

This way you will reach the third "B"-box. Collect the gold and jump onto the branch on the right. Use it to get on the wodden platform, then jump onto the stone platform. Use the door there. After exiting the other side go right and jump onto the springboard. Then jump onto the branches and use them to proceed. Go right until there are no more platforms, then wait for the left/right platform. Jump onto it as soon as possible and wait on its right edge. Jump onto the next platform as soon as possible.

When you are close enough to the stone platform jump onto it, then use the branch to get onto the wooden platform.

Go up that platform, then you have two options:

  1. Wait near the springboard for the stone to pass. Then jump from the platform to the higher platform. This requires a good position in order to be possible.
  2. Jump onto the springboard and onto the higher platform.

Continue by going up left. Then just jump onto the higher platform. Jump through the stone in order to not get squashed. Then you have again the choices like before, either jump from the platform or use the springboard. Jump through the next stone and go inside the wheel. You have to hear the noise 5 times in order to make the elevator going completely to the right side.

Then go left and jump over the checkpoint. Kill the enemy and continue going left. Use the elevator, then jump onto the springboard as soon as possible. After that use the door.Run away from the bear, use the branch in order to be able to jump without ever having to run after that.

Jump from the wodden platform next to the "B" onto the stone platform on the left. Jump from that platforms left edge to the next stone platform on the left. Continue going left and wait near the wodden left/right platform for the bear. Jump onto it when the stone is falling down, then bounce off it to the wodden platform above. Destroy the "B"-box and collect the final gold lumb. Then go back to the right to get hit by the shooting enemy.

Hold LEFT during the death sequence, this way you will start moving left to talk to Dig Digger as early as possible.

After he gives you the key go right like you did at the beginning. Instead of using the cave entrance use the wodden platforms on the right this time. Jump over the destroyed bridge and run in front of the door which will now open as you got the key. After this the next level will be loaded.

Level 9: Wagons

Avoid obstacles on the rails by jumping over them. Avoid obstacles above the rails by ducking.

When one side of the rail is broken lean to the opposite site. You can only drive for a short moment on two wheels. When both sides of the rails are broken jump over the gap.

Collect every speed boost on your route.


When you reach the final part where the camera turns sideways jump over the first obstacle on the rails. Then wait

until you are below the last Dollar and then start jumping. This way you will jump into the obstacle on the rails

which will therefore not slow you down. Additionally you can continue jumping and destroy the upcoming obstacles

without being slowed down as well.

On your way back after reaching the checkpoint there are two missing rail parts which are not signposted. Both come after big left curves.


Switches:

Way before reaching the checkpoint:

1st switch: Activate, the other way is a detour. 2nd switch: Don't activate, that way is slightly faster. 3rd switch: Doesn't matter, both ways are equally fast. 4th switch: Activate, the other way is a detour.


Way after reaching the checkpoint:

1st switch: Activate in order to get another speed boost. 2nd switch: Doesn't matter, both ways are equally fast. 3rd switch: Activate, the other way is a detour. 4th switch: Don't activate, that way is slightly faster.

Level 10: Lumberjacks

Trial 1

Mash the buttons and press another button to remove a part of the tree.

Repeat this 8 times. If you are fast enough you can avoid watching the enemy remove a 5th part of this tree.


Trial 2

Similar to Trial 1, mash the same buttons and press the key to perform one hammer blow.

Repeat this 11 times. If you are fast enough the enemy will not perform his blow but will hit the red object on the ground.


Trial 3

Hold LEFT at the beginning until you are close to the enemy. Then punch him normally twice. After that perform three low punchs. Pause between those punches = One step forward animation.

After that he will block a lot of your punches. You can speed up the fight by punching him just before he hits you. The uppercut is the best punch for this job. However when he is close to loosing he will block everything for like 15 seconds. Even if you hit him he just punches again and is not effected by your hit at all.


Level 11: Dalton City

Most of the enemies spawn in a fixed pattern. At some parts it is RNG which enemy will spawn.
When the spawns are RNG based place the crosshair in the middle of the three possible spawns after each kill.
The faster you kill the enemies on screen, the earlier the next enemies will spawn.

Area 1

  1. Guy in the lower window
  2. Guy in the upper windows: middle, left, right, middle, left, right
  3. Left: Joe Dalton, Barrel (left), dynamite throwing guy (left), enemy (right), dynamite guy (left)
  4. Scrolling Right: Enemy in the lower window, Barrel throwing guy
  5. Right: Enemy in house, Enemy in house and barrel (right) at the same time, Barrel (left),
  6. Guy in upper windows: RNG (left window, middle window, right window); 6 spawns
  7. Guy in lower window
  8. Left: Joe Dalton and Barrel (left) at the same time, dynamite guy, enemy (right), dynamite guy
  9. Scrolling Right: Enemy in the lower window
  10. Right: Barrel (right), Enemy in house, Barrel (Right), Barrel (Left) and Enemy in house at the same time

Area 2

  1. Roof: Dynamite guy (middle)
  2. Zooming out: Dynamite guy (middle, roof)
  3. Full View (Left): Dynamite guy (middle, roof), enemy (left, roof), Barrel (left, bottom), enemy (left, roof), barrel (left, bottom)
  4. Left (houses): dynamite guy (lower window),
  5. left (hotel only): guy in trailer
  6. Left (red house): RNG (enemy lower window, barrel bottom left, dynamite guy upper left); 8 spawns
  7. Scrolling Left: Barrel (Right, can be destroyed)
  8. Left Bottom: Barrel (left, foreground),
  9. Full View (Left): Joe Dalton (Bottom Left) and dynamite guy (roof, middle) at the same time

Area 3

  1. Barn: Dynamite guy (roof) and enemy (bottom left) at the same time
  2. Left: Barrel Throwing guy and barrel at the same time, guy in trailer
  3. Trailer and Cabin: enemy behind cabin and dynamite guy on its roof at the same time
  4. Left: Barrel throwing guy on top of the house
  5. Bottom Middle: Joe Dalton (right Bottom), Joe Dalton (left bottom)
  6. Trailer and cabin: RNG (enemy middle bottom, guy in trailer, dynamite guy (roof)); 7 spawns



Level 11 Boss: The Barn

This boss takes 5 hits. He can only be hurt by white sacks falling onto his head.
Shoot the hay bales to make them swing to the background. The white sacks above the boss will fall down when beeing hit by a hay bale.
When one of the white sacks falls down, new sacks will spawn and the sacks move to the right until the gap is gone.
Each time you hit him he will hide and respawn between the left and middle platform in the background.
The boss will throw bombs on the three platforms. The wodden platforms will retract after a moment when a bomb is lying in front of them. The bombs will be either thrown from the left to the right or from the right to the left platform. He will throw 1 to 3 bombs.
To avoid getting damage by the bombs you can either do a big jump just before it explodes or you can jump to another platform just before the one you are standing on retracts.


Hit the boss:

In front of platforms: Just go to the removable platform in front of him and shoot a hay bale to hit him. Between platforms: The white bags must be moving to the right. Then you can hit the very right edge of a bale to make it swing between the platforms.



Deaths Strategy

You can use checkpoints and deaths in order to skip large "going back to a place where you've already been" parts.
You must get 4 hits or fall into a hole to loose a life.
This strategy only lists the levels in which you can save time by using checkpoints.

Level 1: Abilene

Last triggered checkpoint: Rintincan at end of the level

Note: You will collect a health point when pushing the crate towards the barrel throwing guy. Therefore you have to get hit 5 times in this level.

  1. Exploding boxes at the beginning
  2. Explosion in front of jail (risky)/ Guy who throws barrels from the roof
  3. Enemy in the box on the right side of the roof with the checkpoint (Can be avoided by killing him or by landing on the left edge of the box without touching him)
  4. Exploding boxes in front of dynamite throwing guy.
  5. Explosion left to jail entrance/ Enemy in crate right to jail entrance/ Using a dynamite charge

Level 4: Pueblos

Last triggered checkpoint: 2nd orb (2x)

1st death: Fall into the hole under the 4th orb after collecting it.
2nd death: Jump from the left side to the 6th orb and fall into the hole under it.

Level 6: Indian Desert

Last triggered checkpoint: None

Death 1 (Right Side):

  1. Indian after the first cactus
  2. Indian after the red totem part
  3. Indian on the mountain before the blue totem part/ Cactus who defends the blue totem part/ Arrows near the white totem part
  4. Arrows near the white totem part/ Jump into the hole left to the white totem part

Death 2 (Left Side):

Money Strategy

In order to visit the shop only a minimum amount of times you have to collect a specific amount of Dollars in each level.
The money strategy also includes buying enough lifes for the death strategies.

The numbers of Dollars refer to the total amount of Dollars you should have at the end of a level (including the remaining Dollars which you had at the beginning of the level).

Level 1: < 30$
Level 2: < 30$ (collect 0$ in this level)
Level 3: >= 60$ (close to 60); buy two lifes
Level 4: < 30$
Level 5: >= 100$ (close to 100); buy the level password
Level 6: < 30$
Level 7: < 30$
Level 8: as few as possible; buy one life and exit the shop manually if necessary
Level 9: >= 100$ and < 130$; buy the level password
Level 10: < 30$
Level 11: < 30$

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