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Insert level newspaper here

Insert description of Homer's other level here.

Rigor Motors[edit]

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Long Black Probes[edit]

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Pocket Protector[edit]

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There's Something About Monty[edit]

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Alien 'Auto'topsy Part I[edit]

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Alien 'Auto'topsy Part II[edit]

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Alien 'Auto'topsy Part III[edit]

As the final mission of the game, you'll have to face off against the most frustrating mission. Much like the last two Alien 'Auto'topsy missions, you'll have to drive a barrel of toxic waste into the flying saucer in the school's playground. This time you'll be driving with grandpa in the WWII vehicle. It's fast, it flies far, and it's not very good at stopping quickly.

First, you'll have about 1:35 to drive from the school back to the power plant, although you'll have to worry about something else instead of time at this point. Just as you drive in front of the school, a black sedan will appear. You now have to race it to the power plant's gate. Make sure you hit the shortcut behind the Krusty Burger (the jump over the firetrucks), the cemetery, and the barn. You shouldn't have much trouble staying ahead of it, as your vehicle is very fast.

When driving the WWII Vehicle, the best method of keeping up your speed is to avoid using B button. The car already drifts naturally, so simply depress A button early before corners to minimize the loss of speed and acceleration. Also note that the toxic waste barrel is very sensitive (as you may have noticed already). The WWII Vehicle doesn't make this any easier to deal with, because if you give it air time, you'll have to make sure your trajectory places you safely away from a wall.

After you reach the power plant, you'll receive another minute to gather a barrel of waste. Take this time to repair and let your Hit & Run meter deplete as much as you can. Grab a barrel, and head back to the school as fast as you can.

Make sure you hit the jump over the fiery garbage pile, near the tomacco field, and repair if necessary. As you reach the cemetery, charge up the hill, then let go of the acceleration a few seconds before so that you're much slower than you would like to be. When you fly off the jump, you should just make the gap so that you don't fall in, but don't fly too far and accidentally hit the gate or tree nearby. If you happen to detonate the toxic waste, you'll have a minute to drive all the way back to the power plant and pick up another. If you can make it back, it's better than restarting the mission.

Just as you come out of the graveyard and turn right, you'll head straight towards a jump. When you get in viewing range, a black sedan will appear in the center of the jump. The trick here is that when you get away from the sedan, you'll have 30 seconds to reach the school. Instead of taking the jump (which can be dangerous if you accidentally collide with the sedan), follow the road around the curve to the right, keeping in close distance to the sedan (it usually has trouble getting out of that little hallway in the house). Let it follow you to about the gas station and donut shop, then taking off as fast as you can.

Use the last 30 seconds to get to the school, and just as you get to the jump slow down. If you are moving much at all, you'll fly across the playground and hit the baseball batting cage, detonating the toxic waste. This is the worst part about this mission, because it's so easy to mess up. If you can make it into the playground safely, you'll get some extra time to drive into the beam, like usual.

Congrats, you've won.

Flaming Tires (Bonus)[edit]

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