Super Cat Tales 2/World 3

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World 3 mostly takes place in the mountains and frequently features surfaces of snow and ice. The player can get Kuro to join the team and fights Commander Kobolt at the end.

Synopsis[edit]

The team (Alex, McMeow and Shinji) are headed to the east mountains via train. They part ways with Laal, who tells them to head to Guldburg. During the train ride, Alex is contemplating Commander Gorudo's final words in regards to the moon crystal. He is feeling pressure because failing the mission would mean that the world would vanish permanently. McMeow assures him that the team will not let the Tin Army carry out their plans, claiming that he has "lost too many soldiers already". Before Alex can question him further, it is time for the team to jump off the train. On their way through the east mountains, the team encounters Kuro. They head back onto a moving train and come across Commander Kobolt and the dragon from Ramal Town at the pilot. Kobolt aims his laser at the dragon, but is stopped when McMeow runs him off the train. The dragon flies away.

The team enters Guldburg and heads to a bar to gather information about the moon crystal. McMeow tells Shinji and Kuro to guard the entrance while he and Alex head towards the back. McMeow asks one knight about a "special stone" and is told to leave. Alex declares to the entire bar that they are looking for the moon crystal and receives a threat from the same knight. A red caped knight called Kalio stops the knight and sends him to patrol outside.

As a snowstorm passes, Kalio proceeds to tell Alex and McMeow about a time when he and his guards battled Lord Iridium close to the ancient mine. Iridium had taken out most of Kalio's guards and was about to take Kalio's own life when Luna saved him by causing an earthquake with the moon crystal, abruptly dispersing the fight. As a result, Kalio had lost the key to the ancient mine. Alex then realizes that Luna may be the key to stopping the Tin Army. Kalio informs Alex that she must be in the ancient mines, but refuses to lend assistance. Instead, he instructs the team to go find and bring him the key, but not before claiming to recognize McMeow.

After the team finds the key, they immediately head towards the ancient mine. Alex tries to bring the key back to Kalio, but McMeow urges him to press on. The two of them are interrupted when Kalio approaches from behind. Kalio reveals that McMeow was involved in the battle against the Tin Army, along with two other cats, Olli and Pascal and when they were close to being defeated, McMeow had fled the scene rather than staying behind to help his fellow comrades. Alex asks McMeow to confirm this information, but McMeow forcefully takes the key from Alex and rushes into the mine. Kalio advises Alex to go home, since it is likely that Luna did not survive the earthquake. Alex ignores Kalio and heads into the mine.

Deep in the ancient mine, Alex comes across Commander Kobolt attempting to attack Luna with a laser beam. Before Kobolt can fire, McMeow intervenes and yells for Luna to run. As Luna escapes, he instead attacks McMeow and walks away, hurting McMeow in the process. When Alex rushes to his side, McMeow apologizes to him. Alex tries to approach Luna, but she immediately runs away. He instead fights Commander Kobolt and destroys his ship. Alex assures Luna that she is safe now, however, Commander Kobolt reveals himself to be still alive and activates a self destruct sequence. McMeow rushes to the scene and covers the self-destructing robot, yelling for Alex and Luna to head to the underwater temple. The dragon from Ramal Town arrives on scene, and Alex bids a tearful goodbye as he and the rest of the team climb onto the dragon and escape from the exploding mine.

3-1: Mountain Pass[edit]

This level features gently sloped inclines with many evergreen trees. The bottom area has many mountain goats while the top area has multiple Snooze enemies.


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Collectables[edit]

  • Bell 1 - On the visible branch of the second tree to the right of the start pad.
  • Bell 2 - In the second area, in the clod of dirt to the left of the rope. Requires a shovel to obtain.
  • Bell 3 - Under two grey blocks to the right of the finish pad. The player needs to get the nearby Snooze to jump and land directly on the grey blocks - thus breaking them - in order to get the bell. Alternatively, the player can use Brutus' ability to get this bell, although the player does not have access to Brutus until World 6.
  • Kitten - Lex is on a ledge above the rope in the second area. The player should use Alex to climb up the tree to the left of the dirt clod in order to jump to the right and reach the kitten.

Enemies[edit]

3-2: Frozen Lake[edit]

This level involves travelling over a lake with a bridge of ice covering some of its surface. The later part of this level features more mountain goats and Snooze enemies.

Kuro's hideout can be found just before the transition to the third area (to the left of the tree with the bell) by running into the three breakable blocks. When entered, Kuro will join the team in exchange for 500 coins.


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Collectables[edit]

  • Bell 1 - In the first pool of water to the right of the start pad, on the lowest part of the sloped incline.
  • Bell 2 - On the branch of a tree just before the third area (to the right of the single mushroom).
  • Bell 3 - In the second pool of water to the left of the checkered pad, the player should remove the ice by using either the eternal ember or getting the nearby Snooze to jump on a patch of ice. They can then dive into the deepest part of the water, where the bell is. This area features multiple currents and requires Shinji.

Enemies[edit]

3-3: Train Ride[edit]

This level takes place on a moving train. It is dominated by tin soldiers. The last part of the level involves using the tank.


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Collectables[edit]

  • Bell 1 - Found directly to the left of the start pad.
  • Bell 2 - In the second area, above the train, in between two groups of coins.
  • Bell 3 - The player should go directly to the left of the tank at the bottom of the train to enter a set of boxcars leading to a bell.

Enemies[edit]

Secret exit[edit]

If the player re-enters this level after playing through it for the first time, they can access the secret exit by entering through the wall directly below the checkered spot.

3-?: Underwater Cave[edit]

In this level, the player must descend in the water and collect bells among fire chains, jellyfish and anglerfish. This level is dark and has currents.


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Collectables[edit]

  • Bell 1 - In the first area, on the left center of the fire chain.
  • Bell 2 - In the second area, on the middle platform in between two sets of fire chains.
  • Bell 3 - In the third area, at the very bottom in the middle point of the floor.

Enemies[edit]

3-4: Bats Graveyard[edit]

This level has many ghosts and bats. There are also many skulls hanging from beams, some which shoot fireballs downwards. The middle of the level has a crypt where a vampire resides.


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Collectables[edit]

  • Bell 1 - The bell is under a clod of dirt to the right of the first skull beam encountered. Getting it requires the shovel.
  • Bell 2 - In the second area, using the mushrooms to boost up to the top of the trees, the player can climb above the building, where a bell rests between two rotating fire chains.
  • Bell 3 - In the second area, the bell is found inside the crypt in between two ghosts that throw pots. The player can only obtain this bell during the hour of midnight - that is, between 12 AM to 1 AM in their local time. Once inside the crypt, the player has to use the magic flute to wake up the vampire, who will leave behind a bell.

Enemies[edit]

3-🏠: Guldburg[edit]

This stage takes place in the village of Guldburg, where it snows constantly. The area is mostly inhabited by miners and guards.


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Collectables[edit]

  • Bell 1 - Found on top of a watchtower to the right of the start pad. The player must equip Olli's cloak and use the mushroom to jump on top of the tree to the left of it. Then, the player should glide left and climb on the roof of the building they land on. They should continue gliding left to reach the top.
  • Bell 2 - The player should enter the miner's tavern in the third area as Kuro. There, they can talk to Dyna Boy, who will give his bell.
  • Bell 3 - In the third area, above the training grounds. The bell is on an elevated platform to the right of the ropes.

Enemies[edit]

3-6: Frozen Morning[edit]

The player has to traverse over many patches of ice among snowmen and yetis.


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Collectables[edit]

  • Bell 1 - Defeat the large snowman in the first area.
  • Bell 2 - In the second area with the jumping snowmen, the player should continue upwards to the left instead of going through the door. The bell is found on a ledge to the left just outside this area.
  • Bell 3 - In the final area with the checkered pad, the bell is hidden inside the patch of sinking snow among two yetis.

Enemies[edit]

3-7: Snowball Fight[edit]

This level features snowball shooting cannons. The player has to obtain a key from this level in order to gain access to the ancient mine.


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Collectables[edit]

  • Bell 1 - On a platform above the ground among some travelers throwing snowballs.
  • Key 2 - Upon going through the door in the first area, the key is in the center of the second rotating platform from the bottom.
  • Bell 3 - Instead of going through the door in the first area, the player can use the eternal ember to melt the ice blocks directly below it to access an icy cave. The bell is found in the rightmost patch of sinkable snow within the cave.

Enemies[edit]

3-8: Ancient Mine[edit]

This level mostly takes place inside the mine and has tin soldiers. Pink cannons are introduced, which allow the player to break grey blocks and receive a straight horizontal or vertical boost. At the end, the player fights Commander Kobolt.


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Collectables[edit]

  • Bell 1 - Once inside the mine, the player should fall into the pit below the ropes. This leads to a bell within an alcove underwater. As this area has strong water currents, the player should use Shinji to obtain this bell.
  • Bell 2 - In the group of four cannons to the right of the blue spiked shell creatures, the player should use the top left cannon to boost their way left. They will break though a set of two grey blocks before they collect the bell.
  • Bell 3 - Using the shovel, the player should dig up the single clod of dirt found just before the boss battle.

Enemies[edit]