Part 16: But is it art?
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As promised, its time to go wandering around the ranch again! Everyone in our party has either a task, a minigame or an invitation to take of; Maxwell also has that cow-spotting minigame he can play, but we need the invitation Ham-Hams for this trip.
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The first order of business today involves finding the artist hamster. After each ingredient is gathered, the artist appears in a new location with a picture for us.
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Theres one for each ingredients arc, except the crystal ball (because we already got Red Punster & Hamtaro). Bucket o Sun is the first, reminding us of that bucket relay long ago. Looks like Oxnard worked up a good sweat
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Above the second slippery slope, we can find the Maxwell Puzzle picture to commemorate the long search for the four-leaf clover.
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Down by the couple we united earlier, theres the Stan vs. Chicky-Chickies picture of that time we nearly got our butts kicked in RPG-style combat. There are two more pictures to find, but lets take a little break from that to do other things.
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The sacred grounds of bunny hopping, sure. Whatever you say, bud.
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Actually, since the staircase is of infinite length until you beat this minigame, there might be something to those claims. If youve got good timing, you can clear 109 steps.
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Seems like an odd thing to be recognised for, but hey, free trophy!
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This .gif exists only because I want to mention that the jump sound effect here gets layered on top of itself into a cacophony of noise for about two seconds.
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Now that were way at the other end of Flower Ranch, theres a couple of things to take care of. Peppers invitation is one of them, and we can now go further left along the fence than before.
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The artist is here again to give us To The Rescue, showing just how determined the turtles were during our shell surfing.
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No, no. Both arms.
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Dont worry, Solara. We already took care of it.
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Now, we have the opportunity to offer Solara an invitation here. I went and found out what she says without the right Ham-Ham in our party:
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Which explains why we need this.
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Must be Stans lucky day, finding a girl thats actually kinda interested in him!
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Weve done all we can on the main path through Flower Ranch; all that remains is over in the side area where the stair-hopping games are, and where Elder Ham went to sleep. The artist has one more picture for us, but after we get it
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And with one more picture entitled Lets Dance, the artist hamster leaves Flower Ranch. Perhaps well see them again somewhere, but who knows?
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Anyway, lets wake Elder Ham up and hand him an invitation.
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This is why I went to Tiptop Fair at the end of the last update.
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Theres no longer that hamster sleeping here, so we can take a look at the next screen.
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The next screen is long. Very long. It also has four dirt piles that Howdy needs to clear away before the minigame can be played
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...and this old hamster who gives us a random three or four star sticker. In this case, one I had just gotten while cleaning up the course.
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Roll, Can, Roll is kind of an odd minigame. We have the balance mechanics of earlier minigames, sure. But after you dodge these three bugs, theres about ten seconds of empty course you have to try and speed over without falling.
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Still, its not like failed attempts would take very long.
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Now theres just one more path we can explore. Another sleeping hamster has disappeared, leaving this boulder blocking the path instead.
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So Boss gets to sculpt another statue using nothing but a hammer.
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This leads us to where some of the ranchs animals live; we could go north through that large opening, but Im going to wait a minute on that.
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The reason for bringing Penelope to the ranch is to play these two lucky games here, because completing the right one pulls out this blue chick. Well see what that does in a moment.
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We have this yellow chick to attend to first.
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The idea is simple (and probably very familiar to people who played certain Yoshi-related games), but the size of the goal area and the timing required to get a chick into it are questionable. This first one isnt too bad, with eighty seconds given to round up eight chicks.
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Heading right and into the hole
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...through the bunny-fluffing shed
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...and up through a window, we can leap down to the other side of the shed.
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And into my own personal hell. (If you dont pull the blue chick out of that hole, the third and final level of Chicken Roundup isnt available.)
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The second version cuts the timer to sixty seconds, and introduces faster chicks. Purple ones are just barely faster than Bijous walking speed (though you can make her run with B), and blue ones are even faster.
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I think round three speaks for itself. You may want to just use a walnut for this one, because goddamn. The reward is pretty poultry too.
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The rainbow for this area and one more five-star sticker are back here, but now its time to head around to the front of the shed again.
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Looks like they did a pretty job! Also, theres that sleeping hamster again. There doesnt seem to be any way of interacting with them.
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Only for completions sake, old ham.
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And because I manage to nail the rhythm on the first try this time.
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...Thanks? (As far as I know, this item does absolutely nothing.)
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Maybe you should ask someone else from the Salad Kingdom to help you, kid.
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Thanks, pal! If we talk to him again
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Thats a pretty obvious invitation to well, give Tomy-T an invitation.
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Back to the beginning of this new section now, and its time to take a quick peek inside this part of the shed.
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Its a little rundown, so its time to put Panda to task repairing the place. We need to fix two out of the three holes just to be able to get through.
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The place looks a bit better now, old ham. Someone's going to need a few new floorboards though.
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Sadly, the reward for patching up all three little holes is just another three or four star sticker.
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Theres just one last thing to do on this trip to the ranch, and thats up out the window by the old hamster.
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And thats it for Flower Ranch! There is one other reason for us to come here, but we need to visit Ticky-Ticky Park first.
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Ticky-Ticky Park is fairly full of things to do though, so well save that for next update. Instead, well pick out a party for Sparkle Coast. Since most of the minigames there are one time only, you actually only need Boss, Pashmina and Penelope to cover everything on return visits.
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The first thing we need to do at the beach is talk to this new guy two screens north of the entrance.
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Sure, why not. Who knows what goodies we might turn up?
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The place you choose is actually irrelevant, much like which string you choose in the lucky strings game at the festival. You can find seeds, carrots, stickers
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...and eventually, the areas flyer.
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Aside from the areas rainbow being where we found the board for our raft, theres only one more thing to do on the beach itself.
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He may not be the most useful friend to have in a crisis, but Broskis still a cool dude. I wonder what hell think of the Theater?
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We can indulge in a bit of ocean fishing outside the aquarium, which is the same as pond fishing except for which things you can catch.
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Oh, and the other gate to the rainbow train stations is out here where the turtles dropped everyone off.
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Over by the shop Im about to buy out, we can invite Salia to the Rainbow Theater despite her still sleepy-looking state. Apparently shes also Tuxs grandmother.
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Those rocks we saw on our first visit can now be dealt with, yielding another sticker for our collection. (Anyone else think that ribbon looks like bacon?)
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Since Hamtaro wasnt around for all that lightswitch stuff, we can actually use this to make the back rooms dark again. We could just go switch the lights back on over by the jellyfish tank, but we have another option too.
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On the way, we can climb down to another five-star sticker. There are more of these ladders further along, but they all yield a high amount of sunflower seeds and nothing else.
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The way past the second tank gets blocked off in the dark, which means we have to climb up here
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...and play a new minigame to reach another lightswitch. Quick Crossing requires patience despite its name, at least if youre after the candy. The tiles appear and disappear just like the glass walkway Tux hangs out nearby, but its not hard to remember where they are. Just dont make any risky moves.
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About a minute later, we can restore power and move on.
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Dont worry about it, Seamore! You helped us get the indigo ingredient, so its all good.
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Ah, an obstacle to the giving of invitations. Fortunately, we already know that one of our two artist friends is looking for a new project.
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The kid on the left side is nice and easy to save, since we can just form a ladder on down to them.
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The other kid is a couple of screen lengths downward though, so theres no way we can just chain ourselves down to them.
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Instead, we have to make a very worried-looking Pashmina bungee down to rescue the kid. Why Pashmina? Your guess is as good as mine.
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No worries, maam. Thanks for the sticker of a swingset?
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Anyway, lets slide down the pipe and ruin that sign at the bottom again.
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And as the artist walks off, the game does something very unusual. It doesnt teleport us to Tuxs screen; we have to walk there ourselves.
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And with that, weve handed out twenty invitations! Thats half of them done!
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The floor will no longer fade in and out of view in this room, so thats nice if you want to come through here again. Were done here though, so its time to head back to the Clubhouse and prepare for our trip to Ticky-Ticky Park. See you all then!