Turn off the alarm clock!
Level | |
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Turn off the alarm clock! | |
Level code | 1-1 |
Game | Wario Land II |
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Turn off the alarm clock! is the first story of One Noisy Morning in the game Wario Land II. Wario is woken up by the ringing of an alarm clock, which he must find and destroy to complete the level. The ringing continues throughout the level, incorporated into the music.
Pirate Gooms are the main enemy featured. The level has many caches of coins inside walls that must be broken through to access them.
Layout[edit]
Wario begins the level sleeping in his bedroom, where he can be woken up by pressing any button. If he is not woken up, the level's secret exit is triggered, leading to Invade Wario Castle. If he is woken up, the level proper begins. In the bedroom, there is a coin cache inside the right wall, and a small secret room below the pots on the left, which contains a Pirate Goom and a second coin cache.
Outside the bedroom is a hallway with a large pile of pots. There is a Chūta near the door, which can start attacking Wario as soon as he enters, and two Pirate Gooms. There is also a wall of Enemy Blocks, which are optional to destroy, as Wario can crawl through a gap below them. Coin caches can be found in the walls at both ends, as well as in the ceiling. A hole accessed by destroying a set of pots leads to the hidden areas below the hallway, where there is a door leading to a optional room, and a pair of rooms with coins and another Chūta.
The optional door below the hallway leads to an area with two D-Bats. One can turn Wario into Flat Wario, and the other can reverse the condition. There is no use for being flattened here. Past the D-Bats, a door marked with an arrow made of coins leads to a set of five 10 Gold Coins.
The main door at the end of the pot hallway leads to a room with a stove, which Wario must move to reach a high platform and access the rest of the room. In the middle of the room, the story's treasure door is found, blocked by a cabinet that releases a Pirate Goom when destroyed. The door to the next room is on the right, with a Pirate Goom nearby. Coin caches are found behind the ceiling at the very left of the room, and the wall on the right. The one on the left is inhabited by a Pirate Goom.
In the next room, a pair of doors close together are found. There is also a Chūta, a Pirate Goom, and coin caches behind the left and right walls. Of the pair of doors, the left one leads to a room with some coins behind Enemy Blocks, and a Pirate Goom to destroy them. The right door, below a depiction of Wario's face, leads to the final area.
The final area, unlike the rest of the level, is inhabited by Punches. There is a short passage Wario can crawl through, with the alarm clock found on the other side. Part of the floor can be broken to access a room below, with a coin cache and a door to another set of five 10 Gold Coins. The room below also an especially difficult-to-find coin cache: to reach it, the floor on the very left must be broken. Because there is a Semisolid Platform shortly above the floor, breaking it requires a very low jump before Ground Pounding. When the alarm clock is defeated, the level is complete.
Enemies[edit]
Image | Name | Count |
---|---|---|
Chūta | 3 | |
D-Bat | 2 | |
Pirate Goom | 9 | |
Punch | 4 | |
Alarm clock | 1 |
Featured conditions[edit]
Treasure[edit]
The hidden treasure of this stage is located in the third-entered area of the castle. Once the player has broken the cupboard with the Pirate Goom inside, he can enter the chimney-like entrance behind it. The player will pass this area inevitably and does not need to take alternative paths to find it. This is probably to introduce the treasure-system of the game.
The treasure of this level bears some resemblance to the Viking helmet power-up as it appeared in Virtual Boy Wario Land.
Secret exit[edit]
The player can find a secret exit in this level which leads him to an alternative version of chapter 2. In order to do so, the player must do absolutely nothing, so that Wario does not wake up at the beginning. After a few seconds has passed, the player will automatically win the level. The Black Sugar Gang returns and discovers Wario is still asleep, so they throw him out of the castle and claim it for themselves. Wario, now awake, has to take it back from them. When playing on a New Game file, this process takes roughly half a minute as opposed to just a few seconds, and the music of the stage plays during this time. This has led to the misconception that it is impossible for this secret exit to be reached on a New Game.
Names in other languages[edit]
Language | Name | Meaning | Notes |
---|---|---|---|
Japanese | 第1話 目ざましどけいを 止めろ![?] Dai 1-wa: Mezamashidokei o tomero! |
Story 1: Stop the Alarm Clock! |
Wario Land II | |
---|---|
Main characters | Wario • Captain Syrup |
Supporters | Gull • Hen • Owl • Turtle |
Bosses | Awabō • Big Kamukamu • Bobo • Cave master • Dunk • Ghost • Giant bee • Giant snake • Giant spear man • Mecha Kuri |
Chapters | Chapter 1 • Chapter 2 • Chapter 2* • Chapter 2** • Chapter 3 • Chapter 3* • Chapter 4 • Final Chapter • Final Chapter* • Final Chapter** • The Really Final Chapter |
Conditions | Ball • Bouncy Wario • Bubble Wario • Crazy Wario • Fat Wario • Flat Wario • Frozen Wario • Hot Wario • Puffy Wario • Tiny Wario • Zombie Wario |
Enemies | Bee • Bird • Chūta • Cook • D-Bat • D.D. • Drill • Flame • Gaugau • Ghost • Grunt • Gugi • Inamazu • Kamukamu • Pecan • Penguin • Pirate Goom • Pogo Guy • Punch • Rooster • Tobī • Togemen • Tsuriuo • Utsutsubo • Weight • White puff • Wizard • Yukimaru • Zombie |
Objects | 10 Gold Coin • 100 Coin • Alarm clock • Big Block • Bonfire Block • Brick • Coin • Doughnut block • Enemy Block • Ice block • Kotsuheri • Lance • Spike • Stove • Switch |