Spongebob ds game hints




















There will be a spinner here. Hammer him. Drop from the ledge to find a hammerer. Shoot him and jump on the trampoline. On the next cliff, you will see a hammerer in the distance. Get ready to shoot him, as he will come to you.

You will notice another help tiki. Attack it, and it will tell you about hovering tikis. One will come to you. Continue right to find another help tiki, with red things nearby. These red things are regular tikis.

There are three of them. Spin attack them, for the most convenience. You can move while spinning, and if you keep pushing the X button, you can spin longer. Fall onto the next platform.

Jump into the pool. It the pink thing with purple water in it. Blow on the Touch screen to go up. You still use the D-pad to move, though you will move slowly. Use a spin attack to free yourself.

On this ledge, you will find, yet another help tiki, but more importantly, a gold happy coin! Your happy meter should be at around 75 when you get it. Fall from the ledge to the next help tiki. In front of it is another gold coin.

This will turn you into Musclebob, provided you got every coin. Conveniently, there are stone tikis littered through here. Only Musclebob can break stone tikis. If you destroy them, they give you a gold coin. After those, you will find a super hammerer. This one is much bigger than a standard hammerer. Standard Spongebob must hit this thing three times with ranged attacks before it goes down, but not Musclebob!

After you shoot it, a silver coin will come out of it. You beat Act 1! You will enter a save area. You will now enter Act 2. There are two parts to this Act. This one is the first. Jump over those spikes. You should still be Musclebob, unless that super hammerer got you. You will be confronted by a shooter and a spinner. Spin attack the shooter, and hammer the spinner.

If you did that, and proceed right, rocks will raise from the ground! You must defeat the robot in the back spawning other robots. You beat him by having him run out of ammo, or robots to shoot at you. You must defeat three robots to beat this one. I recently found this out. When he dies, the rocks will collapse, letting you go onward. Next, get two more happy points by getting those tikis.

There is also underwear if you lost Musclebob during that fight, or never had him at all. The second help tiki of this Act is coming up. It explains water tikis and fountains. If you jump into a fountain, you become Waterbob. You can squirt a torrent of water three times. You can use it to inflate water tikis, stun robots, make bridges, and defuse exploding tikis. Water tikis are those skinny things, that are kind of brownish. In their deflated form, they are very fragile, and break if you jump on them, but they regenerate after a short time.

If you bash them, they give you a yellow coin. Take advantage of this. They still regenerate. First, find a fountain. Jump over the water tiki. The fountain should be there. Why go through being Waterbob if you can double-jump that ledge? So jump into the fountain, inflate the water tiki, and get up. Next, get on that hover tiki, on the ledge and blast that water icon!

A rainbow will appear. Press the A button quickly. A spinner is on the other side. Hammer him! If you fell, get across the rainbow bridge, and fall down. After the checkpoint, there is a help tiki, a fountain, and an exploding tiki. The exploding tiki is the dark green thing. Get back if it does! There will be another exploding tiki. You can set this one off too. Get in the fountain anyway. After becoming Waterbob, proceed right to find a water icon. You need to blast it.

Another rainbow will appear. After that, you can release water. Take the trampoline to find a super hammerer. Find the next help tiki. This is a hammer button. Hammer it, and the rock next to it will collapse. Phase 2: Continue moving right, to find another blue-grey pedestal. This is a crank. Use a spin attack to turn it.

Keep pressing the button for the fastest activation. If you want two golds, get in the pool, if you have less than 25 left on your happy meter, free Musclebob.

You can double-jump for one of them. Anyways, turn the crank and jump to the top. Go down the ledges. Hold down, and go right.

Proceed right. First, get the shooter. Spin attack him. Proceeding to the right, there will be a button in the distace. This is a range button.

Shoot at it. A bridge will lower. What kind of technology is in those rocks? Keeping the pace, You will come to an open, grassy area. Sound suspicious? It should. More rocks will extrude from the ground.

Yep, another spawner battle. This one has four robots to throw at you. You know the drill. Moving right along If you touch it, Patrick appears from nowhere, and turns you into a giant hammer. You are now playing as Patrick. See that colorful thing in the distance? You want to smack that thing. Press the Y button to press the green button. This will remove the brain coral, allowing you to finish the Act. Once you beat the heck out of that button, you are playing as Spongy again.

Go toward that red There will be another save point. Zone 1, Act 3: Mini-game time! To play, use the D-Pad to move Spongebob. Twirl the stylus around him to swing your net in a circular motion. Blue jellyfish are worth If a jellyfish comes in contact with you, you get stung and lose 5 points.

There is a bar at the bottom of the Touch Screen that tells you how dizzy Spongebob is. Bad things happen otherwise. Another thing to watch out for is Patrick. He always moves in a straight line. It will appear in red. You have one minute to bag points. Doing that unlocks Zone 2. You also get your first happy item: The Jellyfish Net!

You beat the easiest level in the game! Now for Zone 2! At the start, move right and rack up four quick coins by destroying the tikis. You should see a rather dumb hammerer. There will also be a shooter. Continuing right, there will be a super spinner. Beat him, and proceed. You will almost hit a wall. It is possible to traverse that muck. Keep jumping. Once you make it out, there will be a spinner. Beat him, keep going right, and jump onto the ledge.

There will be a fountain, and vines. The vines have a water icon. I think you know where this is going. Squirt the vines. Once atop the vines, hammer the button. Get the coin if you want. Once across, Guess who will be waiting for you? A super spinner! Beat him, and shoot the button to make the bridge fall. Take the tramp, to the first checkpoint. Now, make your way right.

Oh, no. When you beat him, the rocks crumble. Continue right into more muck. Once you beat him, there is a touch icon. Touch it, and Plankton will make a temporary bridge with his laser thing. That button is completely optional.

Continue right for a spinner. By now, your happy meter should be around There will be a lake and a raft. The raft is moving in a circle. Hop on and stay on the far edge. Across the river, you should see a character pickup!

Sandy seems to move quite quickly. Hightail it over to the pool, and blow your way up. Find the colorful crank, and start spinning. Keep pressing the button so you make it.

Jump up to the next one, and get the shooter. Go down on the D-pad to hammer a button. That will make the tall grass disappear. Backtrack to the bridge. Free fall from the bridge to the platform below. Continue right until you reach a touch icon. Touch it, and Plankton will make a bridge. Jump onto and off of it. Aim for that ledge. Go down the stairs.

Gold coin, for the win. A little ways right, you should get enough to become Musclebob. This is good. Continue right to finish the Act. Save point! On to Act 2! Zone 2, Act 2: Phase 1: Start the Act like any other. Go right until you see a fountain. Become Waterbob. There are vines that need watering. Once you do that, get rid of the excess water, and hop in the pool.

Blow your way across the gap. You will need to hammer a button. Wither and die, tall grass! No one likes you! Continue right. A checkpoint! After the checkpoint, there is a spinner that needs stopping. Grab the underwear if you feel necessary, and get ready to log roll! I hate the log rolls. Get on the right side of the log and start running left.

If you head toward the top, stop running for a half second. If you make it across, there is underwear and a hammerer. I advise shooting the hammerer first. Next, find your way to a gum patch. First, the super hammerer. You can actually shoot him from the air.

Next, get in the fountain. Spray the water tiki. Stay Waterbob. Get on the ledge and spray the vines. You can release the water now. Shoot the button, cross the bridge, and grab the character pickup in the distance. But how? Tap it with the stylus, and Plankton will do a tractor beam thing.

You should now be playing as Sandy. Drop from the ledge, and start turning the crank. That rumbling means another spawner battle! It was bad enough that the log was there!

There will be a fountain and vines right next to each other. I think you know what to do. After watering the vines, release the water that you have, and climb up. Phase 2: Yay! After you hit it, you should see a fountain and four tikis. Snuggle up in between the gap between the tikis, and spin attack! Now, you can jump in the fountain, and become Waterbob. Hop on that boat moving up and down.

When you can, get on the treetops. There will be a set of vines. Water them. Why are we promoting vines, yet killing tall grass? Oh, the humanity! Anyways, in the distance, you should see a super spinner. Get ready for him. Cross the vines, and get him! Get him! Kill, KILL!

Shoot the button, and the bridge will drop. Go left, jump the minuscule gap, and hop in the pool. Once on the next platform, destroy the two robots. Hammer the button, and the aforementioned tall grass will be dead. Continue, and there will be a touch icon in a river. You know what that means! Plankton, time to go to work.

Still on that part of the bridge, you have to touch another icon. Quickly get from that platform to the other. On this next platform, there will be a hammerer, and a shooter. Destroy them both, and locate the gum patch. Hammer the button, and the waterfall will dry up. Once across that area that the waterfall was raging Spawner battle time! Oh, look. Another checkpoint. Oh, no! Oh heck no!

Please, no! Another log. If you cross, there will be a raft ride and a fountain. Jump on the raft, and get close to the edge as possible. Wait until you start to near the area most into the background.

Waterbob takes a while to jump, so be prepared. If you make it, water the vines. Release the water afterward. Hammer the button. Almost done! Head back to where the raft is swirling. After making it to where the tall grass was blocking you off, enter this area. Final stretch! Watch out for the exploding tikis and super hammerers. Save your game and onto Act 3! But, before we can get it, there has to be an Act 3, right? Out of nowhere, a huge robot comes out!

It will start charging toward you. Get out of the way! Once that fails, it will charge at you again and start spinning. It has taken a point of damage and is angry now. You ticked him off. Keep doing this. All bosses in this game die when they take five points of damage.

You beat Zone 2! They put an enemy right in front of you in the start! He takes two hits. Next, get the spinner in the distance. Have your hammer ready when he does.

Next, go to the illuminated area to find a gum patch. Now, drag the stylus right and spin attack. You may see a shooter in the distance. Either one works. If you choose to get him. Spin attack when he shoots, and stand still. You should be doing a spin attack, though. You can deflect his bullets into himself. Do this twice. If you want the coin, tap it with your stylus. Get the coin, and your meter will be at about 40, maybe? Anyways, hammer the button, and a rock will collapse.

Go back down, and jump the line of puffers. There will be an open bridge and a touch icon. See where this is going? Touch the icon, and the bridge will fall. Give it a few seconds, it will.

If you did, then jump over the puffers and climb the ladder. Avoid the next puffer, and fall down the next two ledges. Get the next two enemies, who are both spinners. Fall down the next ledges, and there will be another spawner battle! Or will there? The camera will focus on one side of the field, where rocks are uprooting themselves. Then it will focus on the other side, where an open bridge lays with a touch icon. You can use this to gain Musclebob, if you really want to.

Your meter will be at around I suggest you pass. Once the bridge is down, the spawner dies. After the nearby checkpoint, you will come across a fountain, and a water icon. When you jump, you should barely make the gap. Spray the water icon, and a staircase made of sponge will pop up. Who saw that coming a mile away? Atop the ledge is a super spinner.

Avoid the spikes, and fall sown the next ledge to find a super hammerer. You should be able to beat him from that top ledge. Climb the hill, and get the hammerer. Go into that alley to pick up a character pickup. As Squid, hop into that fountain. Blow your way to the top of that building, and shoot at the colorful thing.

If you hit it, a rock blocking your way will collapse, letting you continue. Avoid the spikes, and make your way across the oil to find yourself in a pitch-dark area. Tap the touch icons to reveal the spikes that are hidden. Hop onto the hover tiki that is staring you down. Make sure you never blink. When at the top, hop on the conveyor belt.

Jump over the first two purple lasers, but blast the last set. This will disable them, letting you go past. Release the water and shoot the button. This will make the nearby rock crumble. Jump down, and proceed right. Shoot the hammerer, and jump onto an oily ledge. More rumbling, you know the drill. Jump the spikes, and shoot the button. A bridge will fall, leading you to your next checkpoint. Right off the bat, you will find a touch icon and a crank. Turning the crank raises the platform needed to get across, the touch icon will light up a dark area, revealing spikes.

There will be another hover tiki with another touch icon. This one does the same thing: illuminating spikes. Jump onto the next conveyor belt. Run onto the next one, which will speed you up, but there are puffers. Run onto the next oily area A spawner battle, of course. Moving right,when you beat him of course, you will come across Zone 3, Act 2: Phase 1: Moving right along, you will see a conveyor belt, some purple lasers, and a trampoline. Jump on the tramp to reach the rooftop of a building.

Take the conveyor belts down, avoiding any lasers. Keep going right to Hop in the fountain that IS mandatory and blow to the top of the building. Hop the gaps, and get the character pickup. Ooh, Squid checkpoint. Anyway, hop onto the boat, and shoot the button. You should be close to achieving Musclebob, if not already there.

If you go onto the wood thing, you can advance by going onto the next rooftop, and take the conveyors down. Go right to whatever phase it is, 2, I think. Phase 2. Phase 2: Moving along, there will be a burrower. I hate the burrowers. They always make me lose Musclebob.

Anyways, there will be a crank to turn. Do it. After crossing the newly made bridge, there will be a spawner battle. A suit is equivalent to two pairs of underwear. Anyways, go down the conveyors, avoiding lasers. Follow the path to the next checkpoint. Near this checkpoint is a springboard.

Use it to get another suit. Hop onto the small, red-orange- brownish platform in front of you. This seems an unlikely place for a spawner battle, but there is one here. Follow the path to the next gap. Ignore him. Poor springboard. All he wants is to be jumped on. Anyways, hop on and off the boat going up and down as quick as you can.

Zone 3, Act 3: Yay! Minigame time! We watch a cutscene of Squidward getting pelted with tomatoes. He tells you to get out there and clean up the mess. This is one of those timing games. I believe each splat is worth 10 points. Each time you miss, you lose 10 points.

You need to score points to move on. Here are the beats. There are 4 counts in every pattern, with a maximum of 8 beats. If you score or more, you win your third happy item, the Mop. Onto zone 4! This is the second of six boss battles. It starts with you and Patrick out in the streets. This is when Spongebob goes on about how fun their fake fight was. Spongebob feels a rumbling behind him, turns around and screams. Nice hinging, Plankton. Anyway, you need to find a crank and turn it.

Now, hightail it to the other side of the field, where a hammer button awaits you. He will charge toward you twice. On the second time, in mid-charge, he will get tired, leaving him vulnerable. Hammer his front arc, then his back arc. Phase 2: Congratulations! Angry enough to mess with you a little. He will fire spikes from his mouth. Enough to make three straight lines. You have to avoid those. Those coupled with him Go back to the crank and turn it.

This will move the crane into place again, and drop the package again. Head over to the button again. Keep in mind he will still attack you. Hit the button to fling the package at his head.

Wait for him to get dizzy, attack his front arc, then his back arc again. Phase 3: I like how these robots just get angrier and angrier. Turn the crank, hammer the button.

The thing I find funny is that once the package hits his head, his mace just disappears! Where does it go? In the middle of his third charge, he will get tired. You know what to do. Now, we've got a full hexagon of spikes to avoid. You know the drill at this point. Turn the crank, then hammer the button. When he gets tired, Hammer his front arc, then his back arc. What is he going to do this time? How about hammer some holes in the ground by the crank? He already screwed up the area around the button with the oil.

Carefully make your way around the holes to the crank, to get the crane in position one last time. To the button! Hammer it one last time. Avoiding him can be tough now. Maybe he was setting up to kill you right now. When he gets tired, hammer him in the front arc, then the back arc. You beat him. The robot will hang his head in shame and slowly fly away. You will receive your fourth happy item, the Hot Dog! Finally, a level that starts somewhat peaceful. Collect the coins at your leisure.

When you come to a hill facing downward, you will find hammerers on it. Find a gum patch, unless you want to go off the ledge for an extra 5 or so happy points.

Off the ledge, you will find the worst creation yet. An ultra spinner! I think the difference between his super and ultra form is that he has a little more reach. Anyways, if you beat him, a hammerer may fall from the sky. Aim for that cliff. Once you got it, spin to let go. This is a seesaw. If you stand too close to the edge, you will fall into the pit.

You will. Jump onto the next cliff and over the spikes. Be warned, there is an ultra hammerer down there. He definitely has better reach on his weapon. Turns out, you have to go down there. Get a hold on the wires. After the nearby checkpoint, you will come across a hammerer and an ultra hammerer. Curse his big, yellow mallet. Anyways, jump on the tramp.

It will lead you to a big, open area. Uh, oh. Sounds like a spawner battle to me. What do you know? I was right. Hop to the next ledge to face your next enemies: a hammerer and a super shooter.

He looks like a standard shooter, only with an orange hatch. Make your way across the wires, and hammer a button. I recently found out that, after hammering the button, you can double jump and spin attack to jump directly to the platform you need to get to.

Cross the seesaw, and ignore the fountain and water tiki. Go through the muck and avoid the spikes at the other side. Pick up the gold, and you should be Musclebob! All in good time for a checkpoint. Touch icons! Hammer it. Fall down the second pit.

Tap the character pickup with your stylus. After getting the pickup, head back the way you came. Take the tramp back to the wall of money, press A, and drag your stylus back and forth over that line. I think they had a little too much caffeine. Hop in the pool and follow the coins. It has two more ultra hammerers. Shoot the button to kill the tall grass and find your next checkpoint.

You might want to touch those touch icons. Pounders are weak to ranged attacks. Head back, get on the wires, and follow the path. Continue left to find a ledge, a ladder, and another checkpoint. More blue substance! Rush across here, because there are falling stalactites! Find a gum patch, follow the arrow, and destroy the waiting ultra spinner. This should give you sufficient coins to become Musclebob. Take the tramp on the right, avoid the spikes. Onto Act 2!

After you save. Hammer the ultra spinner and continue to get the character pickup. Continue right as quick as possible. Avoid the pounder and the new super burrower. Once you clear the wall of money, go back and hammer the super burrower. That was a quick checkpoint! Jump down the ladder.

Prepare yourself for a spawner battle! Hop in that mysterious box. Hop in to be taken to the one it links to. This will make a bridge fall.

Go left and hop the ledge, cross the bridge, take care of the super burrower and ultra spinner that await you, and shoot the button. This will make another bridge fall. At the beginning of the game, SpongeBob and Patrick are blowing bubbles. They blow one that is too large, and they get trapped inside it, taking them to a cave.

In the cave, they discover parts of the Atlantean Amulet. After finding all ten pieces, the cave begins to collapse, and they must escape. After leaving the cave, the two go to have to save Bikini Bottom from an army of Ghost Jellyfish and show the Amulet to Squidward at the museum. He realizes that by finding the Amulet, they can go to Atlantis. They want to take Mr. Krabs, who agrees but makes SpongeBob and Patrick find his golden spatula first.

After finding it, they try to get Sandy to come with them, who agrees under the condition that SpongeBob and Patrick defeat her in a karate match. After defeating Sandy, they head into the bus and fly to Atlantis, but run out of song fuel.

The bus then crashes. They discover that they are in the lost continent of Mu. The leader of Mu tells them that they can find sheet music for Squidward to play there, but they need to find the red and blue jewels to be able to access it in the ruins of Mu. They find both jewels and fight a boss for the sheet music, but they discover it is too dirty. They head into the volcano to find a sacred fire flower that can make the music readable. Upon finding it, Squidward's clarinet has been stolen by a giant jellyfish , but they manage to recover it.

Squidward plays the sheet music, providing the song fuel needed to reach Atlantis. After reaching Atlantis, Lord Royal Highness lets them explore it. They travel through the treasure room, a science lab, a music room, and an industrial factory before they finally reach the world's oldest living bubble. Unfortunately, SpongeBob and Patrick pop it, and the Atlanteans turn on them, forcing the two to have to escape quickly. After fighting through the Atlantean guards, they reach the courtyard of Atlantis, where Plankton pops out.

They destroy Plankton's tank and return home to Bikini Bottom. It was also called "too short" and "too easy" for older gamers. A review of the Wii version called the game "second-rate," "sloppy," "tedious" and "really boring. This game makes many references to the show. Encyclopedia SpongeBobia Explore.

Main show. Associated production music Original music List of songs. Television Books Films Video games. I don't need it! Savage Patrick More Kamp Koral Episodes. SpongeBob Character Gallery Appearances. Character Gallery Appearances. Patchy's Beach Bash!

SpongeBob Fan Favorites. Behind the Pantis Square Roots. Notes Policy Guidelines Update. Requests for assistant Requests for adminship Requests for bureaucrat Requests for discussion moderator Requests for deletion Requests for merge Requests for separation Requests for restoration User rights review Block reviews. Explore Wikis Community Central.



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