Assignment 53 Youtube Video

Welcome to Assignment 53 - The Animated Guide. This site is dedicated to providing you with animated GIFs that show you how to get past the difficult areas of Assignment 53. Have an area you would like to see? Send me a neomail.
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Updates: 10/28/17 As a result of Photobucket's changes, GIFs no longer work. Due to school, I currently don't have time to transfer them to Imgur, but I will once I have a break. Sorry!
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Note: If the GIFs are running slowly, or are acting weird, try refreshing the page and they should work normally.

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Avatar

Assignment 53 gives out this avatar when you send a score of 20,000+ points.

Please don't steal my GIFs, they should not be seen anywhere but here.

Tips

Here are some tips to help you when playing Assignment 53.

1. Familiarize yourself with the levels - If this is your first time playing, become familiar with the levels first. This way you know where to go and what you have to do when you do try to go for the avatar and/or trophy. Some levels in this game are straightforward, while others you have to figure out which way to go or how to get past a certain part.
My GIFs will help you with the difficult parts.

2. Practice - Practice is the only way you can get good at this game, unless you are naturally good at these types of games. Even though I show you how to get past difficult parts, it doesn't mean that you will be able to do it exactly the same way your first few times through.

Furthermore, this game does have a timer - albeit in the form of the amount of air left - and you get a bonus for how fast you complete a level. The quicker you are, the more air bonus you will receive at the end of an act. This is why it is necessary to be familiar with the levels, so that you can get past them fairly quickly and get a good air bonus. Going too slow could prevent you from getting the avatar, 20,000+ points needed.

3. Use the enemies' attacks to your advantage - What I mean by this, is that they like to attack you as soon as you come into their range. This applies to the ones that shoot things at you, not the ones that move on the ground. A good example is in Kreludor where I jump up on purpose into the laser's range to make it fire, this way when I jump to destroy the volcano or jump onto the moving platform (which is in its range) it won't fire at me, because it already has.

4. Use your time wisely - Sometimes getting every single nerkmid hurts you more than it helps. For example, there is a secret area in Octozodi that has a couple of nerkmids, however the time spent going to it may cost you more air bonus than what you gain in nerkmids.

5. Always go to the final secret area - Even if it means that you will have to lose a life. When you lose a life, half of your air bonus is gone. For example, say you lost a life and then successfully completed an act. At the end, you received 350 air bonus points. If you had not lost a life, you would have gotten 700 points for air bonus instead. The reason I recommend it only for this is because the pay off is much higher.

The final secret area is in Kreludor, where you need the super jump to reach it. It awards the most points out of any secret area. If you leave a pair of super boots behind and pass the checkpoint, then if you happen to lose your super boots you can lose a life and have another try at it.

6. Certain power ups may not be worth getting all of the time - The one power up I am referring to is the speed booster. It's difficult to get a good control of it if you are new to the game. Specifically, at Wuba Secundus - Act I. It's very easy to fall down in that area with this power up.

7. Having Trouble? Take breaks - This game is based on practice, not luck, with enough practice you can get the avatar and/or trophy.

Wuba Prime

Click on the act for a GIF or a selection of GIFs.

ACT I
None at the moment. Want to request one in this act? Send me a neomail.

ACT II

Wuba Prime - Act II


Beginning

This part is just about dodging the red flower's attack. The way I did it was by jumping around the attack, in order to avoid it, which is shown above. You could also go to the right end of the moving platform and duck, but then you might miss out on some nerkmids.

Click Here to go back.

Wuba Secundus

Click on the act for a GIF or a selection of GIFs.

ACT I

ACT II

Wuba Secundus - Act I

Click on the part to go to the GIF.

Beginning: Obtaining the Shield

Just Before the 1st Checkpoint

Click Here to go back.

Wuba Secundus - Act I


Beginning: Obtaining the Shield

Click Here to go back.

Wuba Secundus - Act I


Just Before the 1st Checkpoint

For this area, you could also get through it by getting the shield that's located at the beginning of the level.

However, if you don't have it, use the above GIF as a guide. When you are at the top, the platform where the red monster was, wait for the orange monster in the center (the one that shoots 3 orange flames) to fire his attack, and then jump as I did in the GIF. If the moving platform isn't close enough, then wait until the orange monster has fired and the moving platform is close to you.

I recommend this because if you don't wait then it might fire while you are jumping towards it. Make sure to keep an eye on the anemone in the top left, I jumped up to check and see if it had fired before I jumped to destroy the 1st anemone on the right.

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Wuba Secundus - Act II


Just Before the 1st Checkpoint

For this part, I recommend waiting for the anemones to fire before jumping onto the moving platform. This way you aren't knocked off.

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Octozodi

Click on the act for a GIF or a selection of GIFs.

ACT I

ACT II
None at the moment. Want to request one in this act? Send me a neomail.

Octozodi - Act I


Beginning

This area is all about timing, I went through it quite quickly in the GIF. Instead of immediately jumping from platform to platform as shown, you can play it safe and wait until the next upper 2 blue slug creatures have fired, then you can jump up to the next platform, jump on the slug, and then repeat the process till you have reached the top.

Click Here to go back.

Link Back



Assignment 53

Assignment 53 Information

Five scientists, each of them vital to the Alien Aisha Invasion Force lead by Supreme Commander Arlhox VII, have become stranded on distant planets throughout the galaxy. As an ambitious (and expendable) new recruit, the important mission of braving these dangerous planets and rescuing the scientists has fallen to you. So, recruit... Are you up to the task?


You can bet we are!

How to Play

In Assignment 53 you take control of either Eddix or Moxi, Alien Aisha recruits that, coloration aside, are identical. The game can be played in its entirety with the arrow keys, left and right moving your character, up jumping, and down crouching. Alternately, you can use the W, A, S, and D keys to play. To pause the game, however, you must use your mouse to press the button in the bottom-right corner of the screen.

On each planet you visit, your goal is to rescue a scientist from the wreckage of their crashed ship. Planets are split into two acts: the first ending when you reach a signal beacon, and the second ending when you reach the scientist. Along the way you can collect Nerkmids, gross food, and Alien Aisha technology that have fallen from the crashing ships. You will also have to be on the lookout for strange alien lifeforms, as most prove to be hostile and will damage you on contact. Most of these creatures can be defeated by jumping on top of them.


"Strange" may be an understatement...

In the lower-left corner of the screen is a display showing your air supply gauge, your health (represended by three green lights), your lives, and the number of Nerkmids you've collected. This area will also show any power-ups you're currently holding. If you run out of air or health, or fall into a pit, you will lose a life and restart from the last checkpoint you reached. While losing all of your lives represents the failure of your assignment, if you manage to collect enough Nerkmids you will be able to gain extra lives.

You can also gain an extra life by using your arrow keys to input the code Up, Up, Down, Down, Left, Right, Left, Right in the game's main menu.

Helpful Items

Nerkmids are worth 10 points each, but this will only be added to your score when you complete an act. Collecting enough Nerkmids will grant you an extra life.
Force Fields render you invulnerable for 15 seconds, allowing you to destroy aliens with a touch. This includes ones that are normally impossible to defeat.
Gravity Boots greatly increase your jump height, and grant the ability to perform a wall jump by jumping, coming into contact with a wall, and jumping again. You will lose them if you take damage.
Speed Wings increase your speed, allowing you to quickly dash across the planet's surface for 10 seconds. You will lose them if you take damage.
 
 
Gross Foods can be collected to restore one unit of health, and if eaten with full health are worth 100 points. If you're curious as to what each food item is, click on it to view its Item Database entry.
These beacons serve as checkpoints when activated, allowing you to start at them rather than at the beginning of a level when you lose a life.
These beacons appear at the end of a planet's first act, serving as a checkpoint for the next act.

Scoring

There are four ways to increase your score in Assignment 53: collecting Nerkmids, destroying enemies, eating Gross Food, and completing levels quickly. Nerkmids are worth 10 points each, but are only added to your score on completing a level, so don't expect to get points from them if you get a mid-level Game Over. Every enemy destroyed is worth 30 points, and as most only require being jumped on, this is a quick way to earn points.

While eating a piece of Gross Food will restore your health by one unit, if eaten with full health they grant an instant 100 points. Finally, you will receive bonus points depending on how quickly you finish a level, as indicated by your air gauge in the lower-left corner of the screen. While you can get a considerable Air Remaining Bonus in the early levels, later in the game it's more worthwhile to collect Nerkmids and destroy enemies for points, as there are many more of them at this point. If you lose a life, you will also lose all of the points you've earned since the last checkpoint.

Wuba Prime

The forest-covered first planet in the Wuba system, Wuba Prime is where your assignment begins. Act 1 poses little threat to you, and serves as a tutorial on the basic mechanics of the game. If you jump at the wall to the right of the checkpoint, you will find a secret area leading to a piece of gross food.

  
click to enlarge

Act 2 features moving platforms and several seed-spitting plants. In order to pass the first moving platform without being knocked off, crouch at the front of it until the plants have spit their seeds.

Octozodi

The second scientist can be found on Octozodi, a rather swampy planet inhabited by slimey, primitive lifeforms. From the start Octozodi is much harder than Wuba Prime was, with a barrage of slug-like creatures that launch projectiles at you. If you watch for openings and crouch where it's safe, you should be able to get through this area without too much trouble.

At the start of Act 2 is a moving platform that will take you to an area filled with Nerkmids, power-ups, and aliens. If you avoid the moving platform, or go to the left when you reach the bottom of the area after using it, you will come across a small ledge with a creature on it. If you jump on the creature for a height boost and press against the left wall, you will find a secret area with twelve Nerkmids.

  
click to enlarge

Wuba Secundus

Next up is the mountainous Wuba Secundus, the aptly-named second planet in the Wuba system. This is much harder than the previous levels, with tight, alien-filled corridors that require precision and a good sense of timing. If you drop straight down into the first pit after collecting the Gravity Boots, you'll find a Force Field that will make this area considerably easier; you will, however, need to wall-jump to get out.

Act 2 begins with a Speed Wing area in which you can dash through collecting Nerkmids, but unless you've mastered the Speed Wing you will likely take damage trying to do this. It's considerably easier to proceed through this area slowly, taking out aliens as you go. After this is a segment in which you must follow a moving platform as it passes between rocks, forcing you to jump over them. While there are projectile-launching enemies here, if you stay on top of the rocks you should be able to avoid them.

If you jump at the wall to the left from the top of the blue moving platforms after the checkpoint, you'll find a secret area containing Nerkmids, a Force Field, and a Speed Wing. Using these power-ups, you can charge through the final portion of the level to quickly earn points.

  
click to enlarge

Gorignak V

Our fourth scientist seems to have crash landed on the rocky planet of Gorignak V. The first act is markedly easier than Wuba Secundus was, with open areas, easily defeated enemies, and plentiful power-ups. At one point you will see a vertically-moving platform that you can't quite reach; if you collect the Gravity Boots, which are just a short platforming section away, you can ride it to find Nerkmids and a Speed Wing. You can also reach this area if you wall-jump just past where the Gravity Boots are found. When you reach the red checkpoint beacon, you can wall-jump against the wall to the left for an easy gross food.

Act 2 is another very easy area, with several moving platforms that take you to caches of Nerkmids and gross food. If you're going for a high score (or the avatar), this is a good place to quickly collect points.

Kreludor

Well, this is a familiar sight! The fifth and final scientist is on Kreludor, Neopia's moon. The first act is relatively easy, with wide open areas and plenty of Nerkmids, gross food, and power-ups. Use this opportunity to stock up on points, as well as lives... You'll be needing them.

At the start of the second act is a large pit filled with tough-to-kill enemies; to avoid them, stick to the upper route. Here you will find a small bonus area accesible with Gravity Boots, several of which are sitting on nearby platforms. After the checkpoint the level becomes a bit harder, with a tight corridor and robotic turrets that can only be destroyed by putting yourself in another turret's line of fire.

If you want to heal up before taking on this section, you can bounce to the left after landing on the second turret in the tunnel, which leads to a secret area full of Nerkmids and gross food.

  
click to enlarge

For an extra challenge, one more secret area can be found by jumping at the wall to the left of the first moving platform after the tunnel. The challenge aspect comes from the fact that to actually get to where the items are, you must have a pair of Gravity Boots in order to perform a wall-jump. This means going through the tunnel area with Gravity Boots on, and not taking a single hit. If you lose the boots, you will have to lose a life and start over from the checkpoint, as you're unable to leave through the tunnel's entrance. It may sound a daunting task, but as the forty Nerkmids and eight gross food items hidden here add up to 1,200 points, it may well be worth it.

  
click to enlarge

Kreludor - Final Act

At long last, you've found the final scientist. Unfortunately, it seems that his ship was shot down, and is being guarded by a large security robot. The robot's pattern of attack is fairly simple: it will jump three times, stop to launch one of two different types of projectiles, pause for a moment, then start jumping again. The first projectile it shoots is a series of nine green laser bursts (three up, three to the left, and three to the right) which travel in straight lines, and will harmlessly pass above your head if you're standing at ground level.

The second type of projectile is a searingly hot lump of molten metal, which will arch and fall in a way that should be familiar to you by now. It releases fifteen of these in three series of five, which can be hard to avoid. Unfortunately, there's no way to tell which attack the robot will use, so don't get too close to it until its attack is done. If you stand in the corners of the area, the robot will be unable to jump on you, but it will still be able to reach you with its arcing shots.

To fight back, wait until the robot is cooling down after an attack, then jump on the green dome on its top to cause damage. You can bounce on the dome three times before the robot starts moving again, after which touching any part of it will hurt you. If you can hit the dome ten times, the robot will become damaged beyond repair and explode. Congratulations, you've rescued the five Alien Aisha scientists, and completed Assignment 53!



C'mon, let's eat some delicious Gross Food and celebrate!

This game guide was written by: Chesu

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A53 - LIKE A BOSS

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