@ ansur, I do!!
I'm starting a walkthrough of Blop Adventure. I will update it regularly. Feel free to read it, if you are courageous enough!
This will help you to know what this game would be like if he was ever released.
WalkthroughTurtle Temple 11) When the intro scene ends, you start your adventure on a hill overlooking a lake. A sign indicates that a town named Blue Harbour is located to the west, but you will soon find out that your path is blocked by two talking turtles. Both won't let you pass unless you have an authorization of their master Grunga.
2) The only place where you can go seems to be that weird turtle-shaped temple. Before getting in, search the trash can set north of the hilltop, and you will pick up a Wooden Rod. Have one of your Blops equip it to increase his offense by 2, then enter the Temple.
3) This is the first dungeon of the game, so it is not a real challenge. You will encounter a lot of Touchy Turtles, which are the weakest enemies in the game. Spinyshell Turtles can damage all your Blops with his "Spine Scatter" attack, but they don't have much HP either. Try to fight many turtles to level-up.
4) In the first room, there is a golden turtle statue; keep that in mind, it will be useful soon. When you get in the second room, explore the side rooms. In the left room, there is a chest containing a Croissant and a basin filled with water. Get the Croissant (it recovers 7 HP) and drink the water to regain some HP when you need it. In the right room, you will meet a... lost Koopa standing on a green pipe. Even he doesn't know how he got there, but if you take time to talk to him, he will give you a Mushroom (it recovers 12 HP).
5) Cross the second room and climb up the stairs leading to the first floor. In these two rooms, you will meet two new enemies. Flying Flaming Torches are hidden among regular torches on the walls, so they are hard to see. Master Torches are the toughest enemies in the Turtle Temple, but because of their great size, you can easily spot them. Try to avoid them at low levels, but if you want to fight them, they give lots of Exp. points. Both these enemies use fire attacks, so set Azul on the Attack Row, as he is resistant to fire.
6) On the first floor, there is a large hall. On the ground, you will notice five switcheson which you can step. Look at the symbol etched on the wall, then step onto the switches in the right order. If you did it right, you will hear a strange sound. Go back to the first room of the temple. Surprise! The golden statue has dropped a golden key. Go back to the first floor, and use the key to open the door leading to Grunga's room.
7) Heal your Blops as much as you can before entering this last room. As soon as you get in, a tall yellow turtle, protected by a stone shell, will rush toward you and engage the fight after a very short dialog. Grunga can be pretty tough to defeat if you are at low levels. It would be a good idea to set Midori or Arancio on the Attack Row, Azul on the Defense Row, and Khala on the Close Combat Row. Hit the boss as hard as you can with basic attacks involving the Wooden Rod. Grunga can use many Neutral or Ground attacks, the most powerful being Earthquake or Rock Rain, which will deal heavy damage to several Blops. His Stone Shield can be effective to increase his Defense, too.
8) Once you have defeated him, Grunga will apologize, and will explains he reasons for his anger: for a few months, a mysterious wizard named Aether is gaining power, and his minions are creating trouble all around these lands. Grunga will then give you a Fishing Pole.
9) You can now exit the Temple and head toward Blue Harbour. If you are hurt, you can come back to the Temple at any time, and Grunga will heal you for free!
Blue Harbour1) Blue Harbour is a quiet town located on the shores of the Water World lake. Feel free to wander around in the town, talking to any passer-by or going shopping! There are not any enemies there, so just relax a bit.
2) Search the trash cans in order to get some recovery items, and have a look at the shops. At the Blue Café, you can buy drinks; Lemonade is a very good healing item, but don't buy any alcoholic drink! In the Drugstore, buy the Wooden Rod n°2 (Offense+3) because you will need it. The Pharmacy Shop sells Dressings, Aspirin and Master Nicolede's Concoctions. In the south of the harbour, there is a Fish Shop selling expensive but useful recovery items.
3) In the first house you see when you enter the town, there is a sleeping dog. Its owner will reward you if you manage to wake the dog up; keep this in mind. If you try to leave the town using the southern road, you will find out that your path is blocked (again!) by a brigand who won't let you pass unless you give him a few thousands Aeths (the local currency)!! It's obvious you can't go there now. When you have finished with your shopping, go toward the quays.
4) Talk to Captain Shan: you will need his boat and his diving suits if you want to dive into the lake. Though the captain is not a bad guy, he is somehow a crook, and unfortunately he is the only reliable sailor in the whole town. He will lend you his boat and his diving suits under three conditions: first, you have to pay 50 Aeths (pay it right now, it's not really a big amount of money); secondly, you have to get him back a missing part of the boat's motor; thirdly, he asks you to go and fish for him a few fishes of the lake, so that he can sell them later on. Phew...
5) Pay the 50 Aeths to fulfill the first condition. As for the motor part, go and see Steve Windler. As the sign in front of his boat-house indicates, he is a boat repairer. The trouble is that he is totally unskilled, and if you talk to him, you will easily understand it. He wants you to get the "How to repair boats" manual, so as he can find the missing part of the motor. Why do the Blops always have to do the others' job?
6) The manual S. Windler is looking for can be found in the library of Blue Harbour. The librarian will tell you that the book is located on the other side of the library, so you will have to cross the whole room.
7) Inside the library, you will be attacked by Starving Books. They hide among regular books, and pop out suddenly to confront you. Their bite can deal some good damage, but if you're lucky, they will yawn instead. Equip the Wooden Rod 2, and bash them away. If you already have Burning Breath, use it to get rid of them easily.
8) When you reach the farther shelves, you will be able to spot a red book different from the others. This must be the manual you're looking for! Check it, and you will engage a fight against a mini-boss: Six Volumes Encyclopedia. The six volumes will attack one after the other, so they can deal much damage. If you have a few healing items in your stock, the fight won't be very hard. Hit the Encyclopedia as hard as you can, and watch out for its Sheet Shield, which will increase his Defense.
9) When the Encyclopedia has been defeated, pick up the "How to repair boats" manual, and bring it back to Steve Windler, who will finally give you the missing part of the motor. Give it to Captain Shan, and... you have fulfilled the second condition! So now, ready to go fishing?
Muddy Banks1) The Fishing Pole given to the Blops by Grunga will at last b useful. Before going fishing, it would be a good idea to get two other items that will speed up a lot the fishing process. To get the first item, talk to the red-haired woman on the main square of Blue Harbour; she will beseech you to take a giant worm that has been following her for hours. If you accept, you will get for free the Giant Worm, which is great bait. To get the second item, talk to the old man sitting in a tiny boat moored to the quay. Answer "yes" to his questions, and he will eventually give you the Fisherman's Amulet.
2) When you feel ready, head toward the Muddy Banks surrounding the lake. There are a few enemies on the muddy beach, namely Mud Slugs, Shy Oysters and Well Armored Shells. Mud Slugs are strong, except against water attacks. Shy Oysters and Well Armored Shells will rarely attack, they prefer to defend. Their Defense is pretty high, but defeating a few shells is a good way to level up. If you a get a Pearl from a Shy Oyster (1/12 chance), keep it in your stock, you will need it later.
3) Whenever you want, get as close as possible to the water, and use the Fishing Pole. The Fisherman's Amulet will glow red when you're close to a place with many fishes, so having it with you will be of a great help. If, in addition, you use the Giant Worm, you will catch a fish almost instantly.
4) The only fishes you can catch are Hop-Hop Salmons, that will fight you. They can use Splatter, so keep Khala on Defense Row. Try to defeat the Salmon as fast as possible, because if he starts hopping frantically, your basic attacks will fail most of the time. When you have defeted three Hop-Hop Salmons, go back to Blue Harbour, and give the fishes to Captain Shan. He will at last let you climb onto his boat.
5) On the north of the Muddy Banks, you will see a waterfall that gushes out from the "mouth" of the Turtle Temple, and that falls into the lake. Walk behind the waterfall, and check: you will find the Water Pistol, Azul's first weapon. Use it to defeat Mud Slugs easily and thus level up a bit. You can reloads for the Water Pistol in every drugstore.
6) Before accepting the trip on the lake, be sure you buy some recovery items in Blue Harbour. Buy some Blotting Paper in the Drugstore, and some Lemonade and Energetic Drinks in Blue Café. When you feel ready, accept the captain's proposal. Next destination: Water World!
Water World1) Equipped with the diving suits of Captain Shan, the Blops can dive into the Water World lake, and explore its depths. The first thing you will notice when you land onto the bottom of the lake is that the area is actually a wide maze of seaweed and rocks. Finding your way won't be easy.
2) Don't panic if you don't find any path. If you look carefully, you will be able to notice that a few pieces of seaweed are different from the others. Check them, and you will have to fight a Bored Piece of Seaweed. They cannot attack, but they can call for help, and engaging a fight against several enemies can be dangerous. Try to destroy the BPoS first.
3) In the lake, Khala's fire power will be totally useless, so definitely set him on the Defense Row until you go out the lake. Midori and Arancio can be strong, so set them on Attack Row. Try to use Seed Shot against the opponents, it's pretty efficient.
4) Enemies in the lake are numerous. In addition to Shy Oysters, Well Armored Shells and Hop-Hop Salmons, which you already know, you will meet Watertles and Weaktopuses. A Watertle can damage you a lot with Bubble Blast, so feel free to unleash element attacks against him. A Weaktopus, as his name implies, is not a major problem, but he can use an Ink Shot to blind your Blops for a long while. Use Blotting Paper to cure this status ailment.
5) Try to check the chests scattered around the area, they contain good healing items. In one of the chests, you will find a Bone. Remember that sleeping dog in Blue Harbour. When you give him this bone later, he will wake up and its owner will then give you a valuable item: the Wooden Rod 3 (Offense+4).
6) In the center of the lake, there is a huge pit going into the very depths of the lake. You can go there for now, but you will have to come back much later in the game.
7) When you get closer to the boss, you will eventually have to face Sadistic Smilin' Sharks. They are really strong, so use Seed Shot and Stone Toss to defeat them easily. They may release a Lemonade (1/4); hopefully. When you finally manage to reach the boss, heal your Blops using recovery items.
8) The boss of this level is Cuadro-Cuadro, a tall pink octopus. It has a slight hang-up about having five tentacles instead of eight, and he is thus bitter and evil. His strong water attacks, namely Bubble Blast, Splatter and Weakening Wave, will destroy Khala in one or two blows if you don't set him on Defense Row. Be very careful if the boss resorts to Tentacle Twister, it is a really powerful move. If you have already learnt Force Field, use one to protect Midori and attack with Seed Shot and the Wooden Rod 2. Eventually Cuadro-Cuadro will be defeated.
9) Before he dies, Cuadro-Cuadro will tell the Blops about what really happened. The evil wizard, Aether, who masters the power of the Air and of the Wind, had triggered off the hurricane which swept the Blops away. Why does Aether want to capture the Blops? Because each one of them represents and masters the power of an element. If Aether manage to capture them, he will be able to master the whole power of the elements, and would thus become unstoppable. The true goal of your quest is to find Aether, adn to defeat him. Then Cuadro-Cuadro faints, and allow you to get in the old ship wreck behind him.
10) In the wreck, there is a large chest guarded by three enemies (two Shy Oysters and a Well Armored Shell). Bash them away and open the chest to find a Treasure Map.
11) As soon as you get out the wreck, a messenger from the Expresso Services will dive underwater and deliver to the Blops a message from Captain Shan, asking them if they would like to go back to he harbour. Answer "yes".
12) Go back to the Turtle Temple and talk to Grunga so that he heals you. Talk again to the Koopa to get a Fire Flower, which can shoot three tiny fireballs. If you haven't done it yet, bring the Bone to the sleepig dog in Blue Harbour. Head south and give the Treasure Map to the brigand who was blocking your way. He will leave and opens the path to the next town: Häm.
Häm1) Häm, Stram and Grahm are the three towns that make up the "Urban Triangle", but you will soon find out that Häm is the only peaceful town for now. If you talk to people in the streets, and above all to the policemen, you will learn that Stram has been invaded by a spooky group of ghosts, and all the townsfolks are locked tight inside their house, afraid of going out. The road to Grahm is blocked so as the ghost invasion doesn't reach it as well. It seems that the Blops are up to no good.
2) There are a few places you should visit in Häm, namely the "Gold Knife Restaurant", where you can enjoy a reviving meal, the Gymnasium, where you can gain exp. points by taking a gym class, the Hospital, where you can be healed when needed, and the Drugstore. Don't go to he Drugstore right now, though, there is good trick to do.
3) In a street, you will meet a crying child. Talk to him, and he will tell you that two teenagers stole his soccer ball. Go to the City Park, and you will meet another kid, warning you about aggressive teenagers hanging out in the neighbourhood. In the first path, you will encounter these two youngsters. Talk to them, and they will confront you.
4) These guys are actually Punk Teenagers, and they are common enemies in Häm. Their Rock'n'Roll attack can damage or stun all your Blops, so be careful. It is a good idea to fight a few Punk Teenagers to level up, and moreover they may release a Leather Coat (Defense+3). Once you have defeated the two Punks in the park, you will get the soccer ball.
5) Bring the ball back to the child whom it belonged to. This kid was actually the son of the Drugstore's owner. Grateful to the Blops for having helped his son, the shopkeeper will give you a reduction for every purchase in his store. Taking advantage of this, buy the Buzzer and healing items.
6) Since Stram is a tough area, it would be nice to level up a bit, fighting Punk Teenagers. You will also meet Yo Kids; they are not really strong, but they tend to attack in groups, and they can steal money from you. You can also go back to the Water World and use your newly bought Buzzer to destroy everyone.
7) If you want to have the ultimate weapon against the ghosts in Stram, go to the Cathedral and talk to the priest. Answer "yes" to his question and he will give you Blessed Water. Use it with your Water Gun, and Azul will become the nightmare of the ghosts. When you think you are ready, head east and get out the town. Follow the path, and you will soon reach Stram. You should now have: Wooden Rod 3, Leather Coat(s), Buzzer, Blessed Water Gun
Stram 11) Since it has been invaded by the ghosts, Stram is a dark, gloomy town, wrapped in an endless foggy night. It's a creepy place, but since you have to save it, you ought not to be scared. Don't thik about buying anything there, all the houses are closed and locked tight. The General Store looks very interesting, you will have to go there later on.
2) Tons of enemies are haunting the streets of Stram. The most common enemies are Spooky Slimes. They tend to attack in groups, and they can frighten your Blops with their Spooky Smile attack. There is even a Spooky Slime hidden in a trash can, so if you check that trash can, you will have to fight the enem inside.
3) The other enemies are Stretching Ghosts and Golfer Skeletons, which are mostly found in the eastern partof the town. This place is a good area to level up, though it's somehow risky. Stretching Ghosts, thanks to their elastic bodies, can reach your Blops from fay away when on the map; during battles, their Shudder Beam is pretty annoying (Precision is divided by 2). Golfer Skeletons are the toughest enemies in the town, and they deal much damage. If you are lucky, you may get a Bone Club from them (Offense+8), but it's rare.
4) In the north east of the town, there is a graveyard. Unfortunately, the door is locked and you don't have a key. Enter the creepy haunted house in the north west of the city and thread your way to the first floor in order to find the key. It is guarded by a Golfer Skeleton, so watch out!
5) In the house, you will meet Blood-Sucker Bats. These enemies are hard to avoid on the map, and they have a very dangerous ability, which consists in draining HP from your Blops by sucking their blood. Bats don't like fire attacks, though, and they hate blessed water, too.
6) Once you have got the key, open the door of the graveyard and get inside. There are many enemies, there, but if you want to escape them, walk into the warp graves. One of these graves will lead you to the Grey Mausoleum. Heal your Blops fully, and get in the Mausoleum.
7) After a dialog, Sigh the Ghost will engage the fight. He can deal a lot of damage, but his favourite strategy is to create status ailments with Spooky Smile or Shudder Beam. If you have the Blessed Water gun, use it and Sigh will be defeated easily. If you don't have it, use the normal Water Gun anyways, and put up Force Fields. When Sigh has been defeated, he will fly away, taking with him all the ghosts of the town.
Stram 21) Stram will return to normal as soon as you get out the Mausoleum. All the ghosts have fled the town, and a sunny sky has replaced the creepy night. Since your journey through the haunted town has probably hurt you, you will be happy to know that a man in a house near the General Store will ofer you to rest for free. Go there first to fully heal the Blops.
2) Though the ghosts have left, there are a few Punk Teenagers and Yo Kids in the streets, but they shouldn't be a real threat anymore. There are not many things to do in Stram, since the drinks you can purchase in the Frescho Bar are not essential. Have a look in the Post Office building and check the compartment on the far left to get an Old Cheese (poisons an opponent when thrown during a battle).
3) If you like funny stuff, head toward the north-east of the town, and cross the lawn. A young boy will pop up from nowhere and engage a Pokémon-like battle against the Blops, until he realizes that the Blops are not a new legendary specie of Pokémons. He will apologize and walk away.
4) The General Store is still closed, but hopefully you can now go to Grahm. You can reach this town using the southern roads in either Häm or Stram, so go there as soon as you can.