He was appointed as Deputy Prime Minister and Minister of Finance in Indira Gandhi's cabinet, until 1969. During his long career in politics, he held many important posts in government such as Chief Minister of Bombay State, Home Minister, Finance Minister and 2nd Deputy Prime Minister of India.įollowing the death of Prime Minister Lal Bahadur Shastri, Desai was a strong contender for the position of Prime Minister, only to be defeated by Indira Gandhi in 1966. Then exit to arrive at the Land of Fire and Brimstone.Morarji Ranchhodji Desai (29 February 1896 – 10 April 1995) was an Indian independence activist and politician who served as the 4th Prime Minister of India between 1977 to 1979 leading the government formed by the Janata Party. Jump on the rising weight, and you'll find one of the final weapons at the top level, which is the Dead Time Watch. Just continually shoot the Jacks at him and eventually his big hat will blow up, and the Clock towards the back of the arena will come to life. If you are unable to beat him, he will disappear again and two more Automatons will appear, and you will have to take them out once again. Once they are destroyed, the Hatter will return and you will be able to continue your attacks. You can switch to the Jackbomb to deal with them, or stay with the Jacks as they use up less weapon energy. He likes to toss bombs at you, which are easily sidestepped.Īnother one of his attacks is to disappear while two Automatons appear and wreck havoc on you. By using them you can quickly decimate the tall psycho, but not before he pulls a couple tricks out of his hat. The Hatter is one of the first battles where the Jacks show their true power. These cubes act like switches, so you need to step on each one, and then a portal will appear that will take you to the boss fight against the Mad Hatter. There are four cups with sugar cubes in them. When you go through the portal, you arrive on a giant table laid out for a tea party. With that door open, you can now pass through the final part of the level, which leads to a small portal. Pull the nearby switch, and that giant key that you passed will unlock the locked door, which you now need to return to and pass through. Return across the clocks, turn left, and jump across the remaining clocks to reach a small ledge.įollow the hallways (make note of the giant key near a locked door that you pass, you will need to return here later) and eventually you will come to the lab where you encounter the unfortunate March Hare and Dormouse. Use the mirror to tell which ones are safe to step on and then cross the water and pull the switch.
Those that you can see in the mirror are safe to jump on, while the others will sink into the water the instant you step on them. If you look in the mirror on the wall, you will see that only some of the clocks are actually being reflected back. You will find rows of clocks floating in water, but do not jump on them yet. If you go left at the end of the hall, you can enter a door that leads to a small puzzle. Both switches that you need to pull are located here, and once they are activated a platform will rise from the water, giving you access to a hall.
Go through the door, and then go under the large clock to enter a new room. In the first area of the level, you need to first find two switches to continue farther in.
Behiind the Looking Glass is probably one of the most bizarre areas in the entire game, with stairs that are made out cards, floating clocks that are used as step stones, and a very twisted lab where the poor March Hare and Dormouse are found badly disfigured. This world (and the one after it) are both rather short compared to the previous few, and are among the final few areas of the game that you will have to clear.