One, Two, Kaboom!

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One, Two, Kaboom!
OneTwoKaboomMap.png
WorldThe Water Palace
Playable StinkersStinky
Rainbow Coins14
Bonus Coins22
Time4:00
TextureCastle
BackgroundWater
Music TrackTrack 3


One, Two, Kaboom! is the eighth and final level of The Water Palace. It is notable of having a very large map, possibly to emulate an interactive background water (as empty tiles in an actual water background are not water itself). It also introduces another new type of enemy, Kaboom!, which pose a bigger threat in tight areas like the ones in this level.

The level is mostly linear and teaches players how to deal with Kaboom!s. There is also an alternate path halfway through the level, containing many bonus coins. Even more bonus coins lie beyond a teleporter, in a secret area on the southeast corner of the level.

Walkthrough

While the level is large, the time is less than average (four minutes) to finish it. However, many of the sections in the level are straight-forward and various signs will help lead the way through it. Make sure you are not within an adjacent tile of the Kaboom!s. They will explode and you will be forced to start the level over. Also take note that Kaboom!s' walking paths revolve around following walls and other obstructions.

The First Gate

Collect the four rainbow coins while staying as far back as possible from the two Kaboom!s. Proceed north along the bridge after the collection.

In this next area, wait until the Kaboom! is walking past either the button or the gate before starting to push the box, otherwise it may catch you when pushing it in its proximity. Go around and push the same box to block off access for the Kaboom! so that it is only walking around the southern half of the area. Push the second box onto the pink round button to open its gate, collect the bonus coin on the east end, and head further north.

You will need the help of this Kaboom! later on to get the bonus coins in the southeast corner of the level.

Boxing in Kaboom!s

Kaboom!s will explode if they cannot move anymore or are boxed in (they will only destroy anything next to it, such as the boxes it is closed in with). Push the box forward to imprison the next Kaboom! to clear the way of either the left passage or the one moving straight forward.

The left passage has plenty of bonus coins and goes around the northern blockade, but requires timing. In order to get the bonus coins, wait until the Kaboom! heads towards you before turning back. It should now briefly walk into the left passage before making another turn back forward. Quickly box the Kaboom! in while it is making the step towards the blocked off left passage to open it up. There are ten bonus coins in this route.

Regardless of which path you take, there are five more rainbow coins on the other end. In the next room (before the bridge heading towards the scouges), box the next Kaboom! in to open the next passage.

Remaining Bonus Coins: Free the Kaboom! which you have blocked off near the pink button. The Kaboom! will start heading towards the passage you just recently opened (before the Scouges). Run over to said passage before the Kaboom! does to box it into the blocked room with the teleporter when it comes in. Keep in mind that the Kaboom! is set to turn left along the walls and water pits, relative to its direction. Upon entering the teleporter room, enter it to appear in the bonus coin corner with more boxes and another Kaboom!. Avoid the Kaboom! while crossing the bridge for six more bonus coins.

Tip: The Kaboom! in the bonus coin corner can be safely blown up. Trap it with a box when it reaches the northern end of the bridge. The Kaboom! will also register the bridge as an unwalkable tile.

Fight Fire With Fire

Cross the last bridge and wait at the end before the first duo of Scouges, but do not walk past them yet. You must make sure another Scouge in the next room shoot the Kaboom! so that it destroys one of the lines of boxes near it, and reveal the last three rainbow coins. This section may require a bit of prediction and timing.

Once you are ready to start, cross the first Scouge passage and push the box down to the water. Immediately hold down the yellow button to make the other Scouges fire near the box lines. Wait a while until a Kaboom! enters one of the alcoves and gets hit by fire. If you take too long here, the Kaboom! will walk into the first Scouge area and become blown up by fire, making you stuck.

Once free, collect the remaining coins and go to the open exit.

Trivia

One, Two, Kaboom! appears in the Wonderland demo version. However, the second half of the level is replaced with the full map of Locked Up.