What better way to spend your free time than working with questionable and dangerous heavy machinery in freezing temperatures for little pay? If that doesn't sound appealing, you've clearly never played Nitrome's popular physics puzzle demolition series. After stops in Tokyo and New York, the boys are moving to chillier climates in Rubble Trouble Moscow.
Your goal on this job remains the same; to use all the tools at your disposal to destroy enough material onscreen to reach your target amount of money for the damage. Click on the item names on the bottom of the screen, then click anywhere onscreen to use them, giving careful thought to what you're using and where. After all, even the flashiest, most gloriously unsafe piece of equipment isn't going to get the job done if you don't put a little thought into your destruction. Some items have limited use, while others are best suited to clearing small, precise areas to pave the way for bigger tools. Just try not to let all that power cloud your judgement; some stages require a bit of finesse to keep from causing collateral damage to surrounding civilian structures.
And... there is something oddly familiar about that overly enthusiastic demolitions expert... wait a minute!
That explains so much.
Rubble Trouble has always been one of those games that surprises you with the amount of thought you have to put into successfully completing stages, and it's not any different here in Moscow. After some simple tutorial-esque first few levels, things get considerably trickier, requiring a lot of experimentation (and possibly explosions) before you get that "Ah-ha!" moment. Some of the new toys definitely take some getting used to, and maybe even some crossed fingers or a sacrifice or three to the physics gods. The game is exceptionally good looking, with its detailed environments and quirky characters, and if you've got what it takes to make it all the way to the last batch of levels, you'll be treated to an even bigger surprise that puts a clever new twist on the series. Which, as a whole, has always done a fantastic job of keeping the gameplay fans love while continually bringing new surprises to the table. So don your fuzziest winter socks and your very best takes-twenty-minutes-to-put-on snowsuit... we're goin' to Russia!
Thanks to Chris and Noah for sending this one in!
Walkthrough Guide
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Rubble Trouble Moscow Demolition Guide
First 10 Jobs
Level 01: Back in Business
Blow up the two buildings on the left and right. The balls will take out the middle.
Level 02: Tanks for That
Use the chopper to move the two steel girders out of the way, then unleash the tank's fury. You've got infinite ammo, so go nuts.
Level 03: Magneboy
Use the magnet to pick up the balls and drop them on the structure. Yes, you CAN attract the balls through the glass and concrete.
Level 04: Wherefore Art Thou Larry?
This is easier than it looks. Use the drills to get rid of the concrete holding the steel blocks, then toss a molotov to burn the wood. Make sure to aim the molotov at the ground in front of the structure, NOT the structure itself; whatever the molotov hits will be blown up, and not burned.
Level 05: Tanks and Magnets
Step one: blow up the BOTTOM of the leftmost building. Step two: use the magnet to relocate the tall explosive tower that was on top of that building so it bridges the other two buildings, metal side up. Don't worry, you can use the magnet as much as you want until you deselect it. Step three: unload the tank's last round at the buildings.
Level 06: Fantastic Contraption
The first nitro goes to the LEFT anchor point of the two crossed beams supporting the metal object above the dance studio. The second nitro goes to the explosives in the upper right holding the "hammer" to the ceiling. Watch the magic.
Level 07: Waste of Nitro
The multi-nitros create four explosions at once, so use them to keep the structure even as you demolish it. First multi-nitro: the three pillars in the second row from the bottom, plus the middle pillar in the first row. Second: the remaining pillars in the bottom row. Third: the big thing in the third row.
Level 08: Don't Blow It
Step one: use the multi-nitro to bring the supply boxes to the ground and dump the XX barrels between the wooden buildings simultaneously. Step two: use the girders to keep the metal beams that were holding the barrels from moving. Attach the unused ends of the beams to the metal supports up above EACH OTHER. The beams should cross. Step three: drop the barriers around the barrels. Step four: call in an airstrike. Step five: profit!
Level 09: Easy to Bear
Use the magnet to set up the beams so they form roofs over the shops. They should sit snugly against the middle structure. Once they're in place, set the bears flying with the nitros (middle first, then sides).
Level 10: Village Spillage
First, burn down the building on the far left ONLY. Use the electromagnet to move the barrels of toxic waste to the far right building (it has a concrete base, so you can burn it down without risk). You can then safely burn down the two middle buildings, and lastly the one on the right.
Posted by: SonicLover | February 4, 2012 8:14 AM
Rubble Trouble Moscow Demolition Guide
Middle 10 Jobs
Level 11: Balancing Act
This is tricky. You want to drop Larry off without dropping the toxic waste, but you also can't drop Larry from too high. Use the nitro to lower the platform bit by bit, and generally keep it leaning to the left (Larry doesn't slip off easily). Once he's off, blow everything else up.
Level 12: Egg Breaker
Use the magnet to get the toolboxes to the ground, then pick up the beam they were on, turn it so the longest side is down, and prop it diagonally between the left building and the metal triangle beside the egg museum. Girder the top of the beam to the left edge to hold it in place, then apply the nitro. The beam will shield the museum from the debris.
Level 13: A Bridge Too Far
This one requires some good reflexes. Start burning the bridge from the left. As soon as you get each pair of girders, use them to fasten the next toxic waste platform to the support above before the fire reaches it.
Level 14: Teeter Totter
Drill out the right side of the left building and the left side of the right building, then drill out both their supports with the last drill and watch them topple. Then airstrike them!
Level 15: Playing with Fire
Set one of the three "planks" on the right on the leftmost wood structure, then detonate the barrels with the nitro. You have to pick up the plank WHILE IT'S BURNING and transfer the fire to the rightmost structure. Deal with the other planks as you see fit.
Level 16: Revenge of Pachinko
Anchor the little beams the balls are resting on to somewhere stable with two girders, and use the third to anchor the balls TO EACH OTHER. Then set them loose with the multi-nitro.
Level 17: Wooden You Know It?
Chuck molotovs against the far walls to set the wood on fire. The one on the left is tricky because of the explosive boxes; the trick is to blow them up with a well-aimed molotov WHILE the wood they're resting on is burning. That way there'll be no debris from the explosion.
Level 18: Many Tools, Few Brains
Step one: use the first multi-nitro to destroy the three buildings with toolboxes. The one on the left will require two nitro packs; don't worry, the debris won't hit the museum. Step two: use the second multi-nitro to blow up the building containing the big metal beam on the right. Use all four packs. Step three: use one magnet to move said beam so it creates a roof over the egg museum. Step four: airstrike. Step five: use the other magnet to move the beam out of the way. Step six: use the last multi-nitro to destroy the two pillars beside the museum, and perhaps clean up any debris that remains.
Level 19: Man On Fire
I'm honestly not sure how this puzzle is SUPPOSED to be solved; I think it was just chance that my strategy worked. What I did was set three multi-nitro packs in a diagonal line from the man's left armpit to right hip, and use the fourth to blow a hole in the right side of Larry's enclosure. Then I used a molotov to blow things up from the left, tipping the upper half of the structure over and making Larry fall out. Once he was safe, I could go crazy with the molotovs.
Level 20: Orderly Lines
It's a game of tetris! I don't think I need to assist you here. I can say, however, that clearing one line too many won't hurt the rocket.
Posted by: SonicLover | February 4, 2012 9:09 AM
Rubble Trouble Moscow Demolition Guide
Last 10 Jobs
Level 21: Spaced Out
You have to get used to the new physics for these last ten levels. There's no gravity, making seemingly impossible demolitions very possible. This level is a case in point. Blow up the bottoms of the two tall structures and they'll float up into the slots above, then trigger the strip of explosives at the top.
Level 22: Rock It, Man
Girder down any metal blocks you think would hit the satellite, then use the rocket man to bump the star ball into the explosives. Tip: in the group of three metal blocks in the bottom center, only the center one will hit the satellite if you don't girder it. Attach it to something near the bottom.
Level 23: Thruster Ball in the Side Pocket
Your goal is to land one star ball in each of the six "pockets". It's tempting to open with a traditional pool break, but a better way to get the balls in usable positions is to send the top middle ball in the triangle downwards. If a ball with a thruster hits a wall, it'll turn so it's thrusting directly towards the wall. You can't remove thrusters.
Level 24: Cross My Heart
Step one: use two drills to tear the cross-shaped structure into four equal pieces. Take care to preserve the four diagonal sides of the octagonal hole. Step two: attach the thrusters to those diagonal sides to push the four pieces of the cross into the corners. Step three: use the last two drills horizontally to detonate everything.
Level 25: Chain Reaction
Girder the bottom-most star ball to the spot of metal three blocks left and one block down from the leftmost cluster of explosives in the bottom row, then girder the other three so the setup is rotationally symmetrical. Then detonate anything with the nitro.
Level 26: Laika Boss
Use the rocket man to push the straw-shaped structure into the little nook so it shields the space capsule-- don't reorient it-- then push a ball into the explosives.
Level 27: Launch Break
You're supplied with eight thrusters, but you really only need two. Attach one to the left rocket's bottom, as far left as you can; it'll hit the middle-right wrecking ball. The level is symmetrical, so you should be able to guess how to use the second thruster.
Level 28: Revolving Dwarf
This one I can't really give any advice on. Send missiles through the rotating maze, one into each quadrant, to blow up the explosives in the center. All it requires is a steady hand and a calm attitude.
Level 29: Having a Ball
Steer the ball through the maze carefully using the thrusters. You can't remove thrusters, so add them to the other side to cancel. Remember, you can add thrusters to the mobile beams, too, and mind the torque.
Level 30: Looney Lander
Another game! This one MAY elicit feelings of nostalgia in some people. I can only give tips: try to keep your momentum low, and keep in mind you can't thrust sideways without also thrusting upwards. Be careful!
Posted by: SonicLover | February 4, 2012 10:03 AM