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Duffle

Newgrounds Rumble Walkthrough

Posted by Duffle Jul. 31, 2009 @ 5:37 AM EDT

Medal Game Walkthroughs: Table of Contents
--------------------------------------

Newgrounds Rumble, winner of the Newgrounds Tank Award for Best Game of 2007, is a flash that pits popular Newgrounds icons against each other in a unique fighting game. Recently, medals have been added, so I decided to create a walkthrough for anyone who needs extra help obtaining them.

As a general tip, while going for the game's medals, it is wise to avoid spending any of the "Grounds Gold" you've earned until you've gotten the "Wall Street Brawler" medal.

There are 13 medals, amounting to a total of 320 points. Many medals can be earned in Versus Mode, which allows you to set up specific situations to earn certain medals. You can set up computer players, change teams, and choose the stage. You can even set the Madness henchmen as opponents if you select Hank and click between his eyes.

Medals:

Hoarder Patrol (5 points):
To earn this medal, you simply have to grab 3 powerups in any match before the opponent gets one. This can be done in any mode, and is one of the game's easiest medals to obtain. You'll most likely get it while going for the rest of the medals.

People Pancakes (5 points):
This medal is earned by getting at least two opponents killed by the trash compactor in the Junkyard Stage (the medal calls it "Scrapyard", but the game calls it "Junkyard"). This is easily done in the second stage of Pico's story. Simply stand under the compactor and the enemies (and your ally) will follow you. Jump out from under it when you see it light up, and it should smash both opponents. However, the medal is actually easier if you allow yourself to get crushed because it ensures that your opponents won't move out of the way. This is another easy medal, and can be done in a variety of characters' stories.

C-C-Combo Breaker (10 points):
For this, you need to parry 3 times in one jump. A "parry" is executed by holding the block button ("A") right before a hit connects. This can be done easily in any match that pits you against 3 opponents, such as Challenge 11. Jump and repeatedly mash the "A" key. Repeated attempts will eventually result in earning the medal.

Wile E. Ways (10 points):
Have the opponent fall off the stage 3 times in one match. This is most easily done in the "Portal" stage. You computer opponent will eventually fall off if you force it to chase you around the stage. Many stories have 1-on-1 battles in the Portal, one of which is the first stage of the Pico story.

Video Walkthrough by mothballs:

.

C-C-Combo Maker (25 points):
Do a total of 80 damage in one jump combo. Preferred characters for this medal are Pico, Samurai Asshole, and P-Bot (personally, I've only done it with P-Bot). These characters have heavy combos (used with the "D" key) that deal repeated damage in air. This might be easier with a powerup that increases attack, but it can be done without one.

Dimplomatically Challenged (25 points):
Clear all 12 challenges. Bear in mind that you can change the difficulty in the options menu.

-Challenge 1:
You play as Tankman against a giant Piconjo, with Alien Hominid and Pico on your team in the Portal stage. This is a fairly easy match, considering it is 3-vs-1. You really shouldn't have any trouble beating it if you know how to play the game.

-Challenge 2:
You play as Nene against 3 Madness henchmen in the Japanese Garden stage. This challenge is also pretty easy, because the henchmen are weak and very easy to knock out.

-Challenge 3:
You play as Alien Hominid against P-Bot in the Meat Locker. Also, your health is constantly being depleted. Use mostly quick attacks to keep P-Bot from attacking. It is also a good idea to stay on the ground between P-Bot and the wire spool so that you can grab any powerups before he can. This match can be made much easier if you are lucky enough to grab some health powerups.

-Challenge 4:
You play as Nene with Pico on your team against Alloy and Alien Hominid. Each character has unlimited access to projectiles. For this match, it is actually better to use quick attacks rather than Nene's knives because they kill your opponents faster and prevent them from shooting. Alloy's gun is much more threatening than Alien Hominid's, so it might be easier to attack Alloy first.

-Challenge 5:
You play as P-Bot against Alloy in the Junkyard. There are also damage-dealing explosions throughout the stage. The easiest thing to do here is to lure Alloy under the compactor for a quick victory. Even without doing this, it is still an easy 1-on-1 battle.

-Challenge 6:
You play as Convict against Samurai Asshole and Alloy in the Portal. This match can be tricky, as it relies mostly on lucky changes with Convict. Try to anticipate powerup appearances to get to them before your opponents. Other than that, try and wait util your opponents are separated and attack the closest one before they can gang-up on you. This match requires a little work, but isn't too difficult.

-Challenge 7:
You play as a tiny Convict against Pico and Alien Hominid in Anywhere, Usa. This match seemed slightly easier than the last, as it is harder to be hit by your opponents. Use the same basic strategy as you did in the last match and you should be fine.

-Challenge 8:
You play as Alloy against Samurai Asshole and his duplicate who can't be attacked. The stage is Piconjo Manor, which you can run through in a clockwise circle. By running around the stage like this, you can attempt to separate the attackable Samurai Asshole from his ghost. Again, attack your opponent when he is alone to prevent being ganged up on.

-Challenge 9:
In this challenge, you must survive as Samurai Asshole for 2 minutes in "Wartorn" (Tankmen Stage) against a powered-up P-Bot, Salad Fingers, and Nene. These characters are somewhat slow and are fairly easy to avoid with the right movements. Just run around the stage for two minutes without worrying about fighting back and you should be fine.

-Challenge 10:
You play as Salad Fingers in Nene's Store against Tankman and Nene. What makes this match difficult is th fact that you can only see in the lower right of the screen, so you need to be very familiar with the stage's layout. Something that slightly helps is the fact that you can see the smoke from a jump, as you'll need to jump if you want to get the powerups at the top. Salad Fingers' "projectile" can really help for area damage if you're able to get it. Try and attack one opponent at a time; after one is down the match will be a lot easier.

-Challenge 11:
This challenges is a free-for-all match where you fight as Hank against Salad Fingers, Alien Hominid, and Tankman in the Padded Cell. Just allow the three to fight each other and get hits in whenever you can. This match is pretty easy, as your opponents will spend a lot of time attacking each other.

-Challenge 12:
In the final challenge, you play as Piconjo and team up with Convict against Alien Hominid and Pico in the Padded Cell. This is a standard 2-vs-2 match and shouldn't be too difficult. For ganging up on characters with Convict, use Piconjo's quick attacks, as his heavy attacks leave you open to one of your two opponents.

Meat Shield (25 points):
Get an opponent to kill someone on his or her team with a projectile. This can be done in any team match. Just wait for a character to get the projectile powerup and stay behind that opponent's teammate. The opponent will shoot at you and hit the other opponent. Make sure you wait until the other opponent has low life so that it can be killed easily. An easy match for this is Challenge #2. The Madness henchmen have low health and can easily kill each other if one of them has a gun.

Survival Horror (25 points):
You must play Survival mode (after buying it for 1000 gold) on OMFG difficulty and beat the first 5 opponents. You play in the Portal and fight Alloy, Pico, P-Bot, Nene, and Samurai Asshole. I got this playing as Pico, because he has a large amount of health and a good aerial combo. Try to get in hits and anticipate powerup appearances to give yourself an edge. If you get low on health, run around the stage until a health powerup appears. For a slight advantage, you might want to buy the Regeneration powerup so that it can appear. If the opponent happens to grab the Orbital powerup (if you've bought it), just avoid them until it disappears. Also, be wary of mines. For some reason, a mine placed on the middle platform by your opponent can hit you if you're directly under it. The medal will take some practice, but it is nowhere near impossible.

Wall Street Brawler (25 points):
Earn at least 5000 gold and enter a match to earn this medal. This means that you should not spend any gold until you get this medal. Keep in mind that the lower difficulties earn you less gold, so this might be difficult if you're playing on easy. I noticed that completing all challenges and all stories (besides Convict and Piconjo who must be purchased) on normal mode should earn you a little more than 5000 gold.

The Eventually Ending Story (50 points):
Clear all 12 characters' stories. For the most part, this is easier than challenge mode. The major exception is the last match of Convict's story. You might want to play this on easy mode, but it is still possible in normal mode. Beating this particular match relies mostly on luck, so hope for good transformations and make sure to grab the powerups.

Trangressive Compulsive (100 points):
To get this, complete all challenges, complete all stories, and buy everything. Make sure you also do the tutorial at some point, because it counts towards completion. You should get the medal when you enter a match with 100% completion (you can check your percentage on the data screen in the options menu).

SECRET 1 (5 points):
Very easy to obtain. Just get the medal above and you should be able to find it.

SECRET 2 (10 points):
It involves playing as a character that you can't select by normal means. No, it has nothing to do with Convict, and it must be done in Versus mode.

Side note: You can check the version of this game on the Data Screen. The current version is 1.55, which is necessary for obtaining all of the medals due to some bug fixes.

Updated: 08/05/09 11:13 PM 31 comments | Log in to comment! | Share this!
Duffle

Runes of Shalak Medal Walkthrough

Posted by Duffle Jun. 25, 2009 @ 8:09 PM EDT

Medal Game Walkthroughs: Table of Contents
--------------------------------------

RUNES OF SHALAK is an old-style pixel platforming game that requires the player to jump on platforms, dodge hazards, and collect coins to open a portal to the next level. It has five medals, four of which are tied to specific levels in the game. The other requires you to hit each type of object that can kill you.

Tips:
- Jump up from below platforms! There are several parts where this skill is necessary. You simply stand under a platform and press up to jump.
- Press enter to skip level openings! If you die, which you will, you want to try again as quick as possible. You can press ENTER at the beginning of a level to skip opening animation.
- Time your movements! Timing is a crucial part of this game, especially in the later levels. Learn the enemy movements and time your jumps accordingly.
- Have a strategy! This is what the main part of this guide is for. Each level has a method for completion, and I have listed the easiest way to complete each level below:

This game has 25 levels. You get medals on levels 1/1, 1/10, 2/10, and 3/5. If you are trying for the Clusmy Adventurer medal only, start at 2/1.

Levels 1/1 to 1/5:
Password: -

1/1: (You earn a MEDAL upon completion)
There is no way to die in this stage. It is present to get the player familiar with the controls. Get all of the coins, and jump into the portal that appears.

1/2:
Same as before, but this level introduces the concept of jumping upward through blocks, which will be useful in later levels.

1/3:
This level introduces spikes. It is easy to jump over them, get the coins, and get to the portal.

1/4:
You can't die here, either.

1/5:
This level has spikes on the ceiling. Simply jump from the block on the lower floor to get up to the next.

Levels 1/6 to 1/10:
Password: JS765

1/6:
The floor is nearly full of spikes, so you need to make sure not to fall. Pretty simple.

1/7:
Here you need to jump from pillar to pillar without hitting spikes. Again, precise jumping will make this level easy.

1/8:
This level is simple enough. You need to drop to the bottom and jump back up by jumping through the platforms. Make sure to save the coin in the bottom-right for last, because that is where the portal appears.

1/9:
Just drop down and jump back up for each area. These jumps are easy enough that the only place you might die would be the middle, which has spikes on each side (that is where the portal appears).

1/10: (You earn a MEDAL upon completion)
This is the first "run!" stage. I find it easy to hold the UP key the entire time while controlling your movement going right. If you do this, you will get to the girl fast enough.

Levels 2/1 to 2/4:
Password: H58K9

2/1:
The only tricky part of this level is the jump to the enemy's platform. Start the level by going right, and jump to the platform when the enemy is closest to you.

2/2:
Start with the left side, and jump down to the lowest coin. Then, jump up the platforms and jump onto the ledge when the enemy is right on the edge closest to you. Go over to the right and do the same thing. The portal will appear at the bottom near the middle of the stage.

2/3:
This stage emphasizes the jumping method for enemy platforms. Always jump right when the enemy is closest to you so that you land when it is on the other side. For this stage, be careful not to hit the enemies above you. Once you get to the top, you should have no problem.

2/4: (With help from Sentio)
The enemy in the middle of the stage only exists in this level, so if you are going for Clusmy Adventurer, you need to hit it. The trick here is to just run off to the left or right, without jumping. You'll land on the lower of the triangle of platforms. Then TIME your jump up to the third one to avoid hitting the bug in the middle. Drop down (without hitting the enemy on the lower platform) and climb back up. Repeat this for the other side and make your way to the portal at the top of the stage.

Levels 2/5 to 2/10:
Password: EIHJ7

This starts the "hard" levels, which require a bit more explanation than the previous ones.

2/5:
This level introduces the lasers (or lightning bolts). To get past the first four lasers, jump to the next block right as the laser hits the top. This way, you will jump over it onto the next block. Right before the fifth laser, drop down to the block directly below you. Jump to the next block as the laser is about to hit it, then immediately jump to the next block. I find it easier to make consecutive jumps like this by holding the UP key rather than pressing it twice separately. To get back to the portal, watch for gaps in the enemies at the bottom. Drop down and jump to the safe block you were on before. Using enemy gaps and safe blocks, make your way back to the right of the first laser. Jump as it hits the bottom block and jump into the portal.

2/6:
The hardest part of this level is the area with the two lasers. For the first laser, you should be able to easily avoid it on your way down. For the second, jump up from under the block on the right, then jump to the next block when the laser passes you and is going toward the top. For the next two jumps, jump as the laser passes you going toward the bottom. Drop down the same way as you did before. For this next part, you need to find specific points where there is an opening. Find the opening and time your jump before the opening. Do this for each jump until you get to the top. This may take a couple tries, and a bit of luck. Then, drop down and proceed to the next level.

2/7:
This level is easy, as long as you remember that you can jump up through blocks. There are six coins, which make up two triangles that are handled exactly the same. For each one, drop down to the safe one, jump up, then jump onto the top safe block. From there, you can drop down to get the third, jump over the laser, and jump to the next triangle. It helps if you start with the one on the right.

2/8:
This level has an obvious strategy, but requires VERY precise jumps. First, drop down to the block above the block with the coin (you can get the coin now, or get it on your way back up). From there, drop to either the left or the right pillar. To jump to the next one, you must be on the edge or you'll fall in the spikes. Jump right as the enemy passes over you in the same direction you're going, then jump to the wall when you see an opening. Jump to the top and get on the edge without falling (if you fall, hang toward whichever wall you are near). Jump over to the coin, and jump toward the middle, making sure not to hit the upper laser. Repeat this for the other side, get the bottom coin if you haven't already, and exit through the portal.

2/9:
This one requires a bit of patience. To your right, there is a diagonal wall of spikes and enemies. Ignoring the bottom row, get every coin to the left of that, excluding the two on the far left. Now, go to the upper left coin, drop down to the next one, and drop to the bottom row. Go right and get all of the coins along the bottom row, timing your jumps to avoid the laser. Then get the coins in the upper right section. Drop back down, go to the portal, and exit. (You can save the middle section of coins for last if you want, since you're going through there anyway, but I like getting it first)

2/10: (You earn a MEDAL upon completion)
Another "run!' level. This one isn't difficult if you keep moving. It shouldn't take more than a couple tries.

Levels 3/1 to 3/5:
Password: FKGL8

3/1:
You start in the air on this level, so you need to move as you fall. Hang left, then go get the coin in the bottom left corner. Jump up to the lower block of the group of two parallel blocks. From there, jump up to the block with spike on the bottom. Drop down to the block you first landed on, then go for the coin in the upper right part of the level (the jump to the long block can be difficult; hold UP to make your jump a bit higher, but make sure you release it when you land so you don't hit the ceiling). Drop down, get the final coin, then jump into the portal.

3/2:
Despite looking complicated, this level is actually quite easy, and there is no preffered order for getting these coins. I recommend getting one of the side ones first, dropping down to get the three on the bottom, then getting the other side one. To get the bottom coins, simply look for gaps in enemy movement. NOTE: You can jump back up on the bottom block of either of the two middle crosses; this makes it MUCH easier to get back to the top. To get the side blocks, jump to one of the side crosses, then drop to the bottom block of that cross. Jump up and to the desired side to grab the coin without landing on the dangerous block. Make sure to jump as the laser hits to block so that you don't get hit. The portal is easy to get to once you get all the coins.

3/3:
This level introduces bats, and is the only level with the jumping fireballs. Start by jumping left when there is an opening, and immediately jump to the farthest left block. Drop down, get the coin, then jump back up (this jump can be difficult, but I found it easier if you try to jump up through the bottom of the block). Jump to the right as the fireball touches down AND the bat is circling toward you, then jump to the top middle block. I find it easier to drop down to the starting block from here, but you can still make the jump from the block you're on. Get the next two coins as you did before, but instead of jumping back up, just walk into the portal.

3/4:
The first part of this level is very easy. Jump up through the block to the first coin, then just jump over bats until you get to the right. The bats won't hit you if you stand still, so take your time. From the end of the long block, drop down to the lower level, avoiding the laser. Make your way left, jumping over the laser when needed, and get under the first coin. Jump up, then drop left to the next one. Do the same thing to get the last coin. When the portal opens, either drop into it (if you can), or drop to the bottom and jump to it.

3/5: (The last level, granting you the final MEDAL)
This level is easy in comparison to the last few. It is a "run!" level. Hold UP when the level starts to jump to the top. From there, jump to the right and try to land on the block (you might need to move right a bit first). Run to the edge of the block you just landed on, then hold UP as you jump across the last few blocks. You might need to be on the edge for the last block, but after that you'll complete the game!

Clumsy Adventurer:
There are 8 types of hazards to be hit by:

1. Spikes - appear frequently; you might need to get hit by ceiling spikes and wall spikes in addition to the floor spikes.
2. Water - appears exclusively on the "run" levels (1/10, 2/10, and 3/5)
3. Bug #1 - most common enemy; can be found (with Bug #2) on all levels with enemies covering the floor. Your final chance to hit one is on 3/2.
4. Bug #2 - (same as above)
5. Big Bug - ONLY appears on level 2/4.
6. Laser - appears frequently; easy to hit.
7. Fireball - ONLY appears on level 3/3.
8. Bat - appears on level 3/3. By hitting it and the Fireball, you should get the medal, assuming you hit all other types of hazards. It also appears on 3/4.

Side Note: I've heard that some of the medals may be bugged. None of the medals were bugged when the game first came out, and I got them all without a problem. If a medal isn't working, PM the author.

Updated: 06/27/09 3:10 PM 8 comments | Log in to comment! | Share this!