Editing Blast-o-Matic
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When the Kongs enter [[Gloomy Galleon]] for the first time, a cutscene shows K. Rool telling a Kritter, the Blast-o-Matic's new chief technician, that he trusts the Blast-o-Matic to almost be ready for activation. The Kritter says the machine is unfinished, and in response, K. Rool sends out [[Klaptrap]] guards to ensure that the Kritters do not escape until they finish repairing the machine. | When the Kongs enter [[Gloomy Galleon]] for the first time, a cutscene shows K. Rool telling a Kritter, the Blast-o-Matic's new chief technician, that he trusts the Blast-o-Matic to almost be ready for activation. The Kritter says the machine is unfinished, and in response, K. Rool sends out [[Klaptrap]] guards to ensure that the Kritters do not escape until they finish repairing the machine. | ||
Later, when the Kongs first enter [[Creepy Castle]], a cutscene shows a Kasplat trying to escape from Crocodile Isle, hoping that K. Rool does not find out about the Kongs recovering the blueprints to the Blast-o-Matic, which | Later, when the Kongs first enter [[Creepy Castle]], a cutscene shows a Kasplat trying to escape from Crocodile Isle, hoping that K. Rool does not find out about the Kongs recovering the blueprints to the Blast-o-Matic, which he describes as a "stupid machine". | ||
Upon first entering the final world, [[Hideout Helm]], the Kongs set off the Isle's alarm system, forcing K. Rool to activate the weapon, even though the chief technician begs for a few more hours to fully test it before firing, fearing that the Blast-o-Matic may explode and destroy them all. The Kongs' main goal is to deactivate the Blast-o-Matic within the time limit, which varies depending on how many blueprints that the Kongs have recovered for Snide (one minute for each blueprint, up to a total of 50 minutes). To deactivate the machine, each Kong must complete two [[Bonus Barrel]] challenges just outside their corresponding power source. | Upon first entering the final world, [[Hideout Helm]], the Kongs set off the Isle's alarm system, forcing K. Rool to activate the weapon, even though the chief technician begs for a few more hours to fully test it before firing, fearing that the Blast-o-Matic may explode and destroy them all. The Kongs' main goal is to deactivate the Blast-o-Matic within the time limit, which varies depending on how many blueprints that the Kongs have recovered for Snide (one minute for each blueprint, up to a total of 50 minutes). To deactivate the machine, each Kong must complete two [[Bonus Barrel]] challenges just outside their corresponding power source. |