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Dizzy 1: `Talkthrough`

Started by DCT on 1 October 2014 • 85,735 views

195 posts
#82608
Have got the garlic we can return to the mine and kill all the bat we find there, bats are exclusively found in this set of caves and a reprise in Zaks' castle. One we've done away with the bats we travel down the haunted chimney and past the hole where someone dropped/left the purse of gold and come to a strange scene like an underground construction site and there's mushroom to hop on and a stalactite which apparently is not an enemy and cannot be destroyed here. Then there's a big gap and a pool of water and it seems we can't go any further...
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#82620
I don't know if I mentioned this, but I only discovered about a month ago that the hard hat killed stalactites. I thought it only killed apples. I always simply avoided the stalactites.
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#82621
^I was the opposite. I thought it only worked on stalactites until I accidentally hit an apple on about my third or fourth play through.
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#82622
:surprise: Egotrip - I bought Dizzy when it came out, and I only discovered TODAY that the hard hat killed stalactites! I am with you, I thought it only did the apples. That would have made my games a bit easier! :cry:
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#82623
And as I may or may not have mentioned one of the reasons I was inspired to create this thread was noticing the number of people who hadn't spotted that, I wondered if people hadn't spotted that it was possible there were other details they hadn't spotted.

At the moment this thread is in limbo until someone explains how to get past this point I'm (semi-)pretending I don't know how to get past as it's a very strange puzzle and may or may not be more automatic than it seemed I was never quite clear. All I know for sure is that it involves Dizzy getting, well, Dizzy (hint, hint).
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#82624
You just jump up into the gap above and the platform falls down to make a bridge. I never quite got the thinking behind this "puzzle" since it doesn't seem to be much of a puzzle. Perhaps this might be one of the places that they removed something to make room. Although I guess it is similar to the later maze area where you hit a certain spot and things move. In game I always thought it made sence if you think of it as Dizzy trying to grab onto the ledge and it breaks.
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#82625
And that's it. It is a strange puzzle although you explanation does have some credit, although given the location it's hard to imagine it being that flimsy. Maybe there's meant to be some sort of switch that they weren't able to keep but they've kept the game as if Dizzy still hits it.
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#82626
Actually so called for the section of the screen above which contains a bat, an extra life... and is impossible to access. The area above appears so "secret" it appears that no-one has ever managed to find a way of getting into it. Hence this talkthrough. At the moment however all we can do is pick up the "Can Of 3 In 1 Oil" lying in front of us.
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#82627
If you use the cheat (nootrac4571) to get in there you can take out the bat and get the life but if you walk out the right side you fall down a bunch of blank screens and end up in the screen with the hatch that leads to the garlic. So if there is any other way in there it isn't intended.
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#82628
Surely you should be able to get in there, it contains both a bat and an extra life and there's a scroll calling it "The Secret Caves". Goodness (and presumably the Oliver Twins at the time) knows how much memory having that there wastes if you can't get in there.

Has anyone tried playing around in the area more? Jumping, trying to life objects you can't see, walking in every space, that sort of thing. As you pointed out earlier it's identical in material to the maze area we'll get to presently which must also eat memory. Not only that it's right next door to it. I can't help thinking that may be part of the clue. Though I do have other ideas for later, if we get there.
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#82629
I think it is more to make the world appear larger than you can access, and it adds to the sense of mystery too.
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#82633
With certain elements that makes some sort of sense. However, given that in the video the Oliver Twins just posted to Youtube they said they were always looking for ways to make best use of the game memory, what they could cut to put something else in, that doesn't seem likely here given how memory extensive it is.
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#82639
Bringing "A Can Of 3 In 1 Oil", for lubricating, cleaning and preventing corrosion, we can now open the drawbridge by lubricating the winch and proceed into the castle. Good job it isn't already rusted beyond help prevention may be better then cure but can't replace it when it's needed. I wonder if the Oliver Twins are aware of this line in product placement.
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#82645
So we enter this rather eerie castle which shows it's self to be home to both the only indoor spider and the only above ground bat in the game they are best dispatched if you can. Then Dizzy can proceed to the next scene.

So we're back on course now after the sill misidentification of the last screen. Sorry that we've now got two scene 33s.
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#82651
The next room we come to is pretty bare although we do get to pick up an extra egg on the way in. But it does contain one particularly attractive item: "A Horseshoe Magnet" So what's one to do with a horseshoe magnet, well attract or repel metal obviously. So we now have come across the most mysterious object in the game with has never finally been confirmed as having a final necessary function. We'll pick it up now and discuss it and play with it later.
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#82652
I always thought the magnet did stuff. I could have sworn down that if you dropped it somewhere it moved. Then I remembered the similar, but nowhere near as good game called City Slicker. That has a magnet that does stuff. Never managed to find a complete walkthrough of that game anywhere though, unsurprisingly as it is really quite difficult and as when you lose, parliament gets blown up, and the objective is to prevent it. There's absolutely no incentive to win the game.
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#82653
Again, empty information. This was another of the sort of things that made me decide to write this talkthrough. I am aware of one thing the magnet does vaguely but that is far from necessary, I intend to discuss those details at that point in the game, and there's a curious point I hope to come to later where I had one very specific idea although it seems a bit strained. On the one hand there seems a clear clue on the screen on the other the connection is not immediately obvious.

You sound like some sort of minor anarchist, I'd have thought stopping Parliament getting blown up would be, oh, wait, Tories just won, yeah there's absolutely no incentive to win the game.

No, obviously the concept is that preventing senseless death is always morally better than allowing pointless deaths.

Who made City Slickers?
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#82654
Theres no such thing as a pointless death when a tory is killed. Tories were in power when this game was made too. Besides, the explosions happen at midnight, and the actual explosions are rather pathetic, more like firecrackers than bombs.

Hewson created the game.
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#82655
Wow, strong sentiment there. You should be careful what you say in the open company of others, you never know who might be listening.

I imagined that City Slickers would be an American game with an American parliament, really. Probably because when I hear the phrase 'City Slickers' I think of a Hollywood movie.
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#82656
Its actually City Slicker (singular), but yeah there is a movie called City Slickers so I can see why.

As for my views, I don't care who's listening, this is a democracy and I am entitled to free speech. I'm not instigating anything. I've never killed a person in my life, and am not responsible for any deaths. How many politicians can say the same?

I'm not an anarchist, I just hate corrupt politics and the twisted system used to enslave us all.

But forget that, let's get back to Khatmandu and end Zak's corrupt reign. We need a real life Dizzy.
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