FROGGER: HELMET CHAOS FAQ, Ver. 1.15
Copyright 2005 by Robert Brandenburg
(
[email protected])
Table of Contents:
1. Introduction
2. Version History
3. Controls
4. Items
5. Walkthrough
a. Level 1: Firefly Swamp 1
b. Level 2: Firefly Swamp 2
c. Butterfly Game
d. Level 3: Farmlands 1
e. Kitten Game
f. Level 4: Farmlands 2
g. Toll Collector
h. Level 5: The Beach
i. Level 6: The Orchard 1
j. Level 7: The Orchard 2
k. Boss: Hammerbot
l. Level 8: Inside the Tree 1
m. Inflated Lumpy Minigame
n. Level 9: Inside the Tree 2
o. Boss: Lion Monster
p. Level 10: The Jungle 1
q. Level 11: The Gingerbread House
r. Boss: Chef Crouton
s. Level 12: The Jungle 2
t. Level 13: Ritual Grounds
u. Level 14: Inside the Fish
v. Boss: Parasitic Moth
w. Boss: Chief Bonzo
x. Level 15: Helmet Factory 1a
y. Level 16: Helmet Factory 1b
z. Level 17: Helmet Factory 2
aa. Boss: Tentacle Monster
ab. Level 18: Crocodite Mines 1
ac. Level 19: Crocodite Mines 2
ad. Boss: Crocodite Statue
ae. Level 20: Sky Fortress
af. Level 21: Dr. Wani's Fortress
ag. Boss: Ronin
ah. Level 21: Dr. Wani's Airship
ai. Boss: Dr. Wani
aj. Boss: Dr. Wani's Mechanical Hang Glider
6. Appendix
a. Flies
b. Legal Things
c. Credits
1. Introduction
Frogger: Helmet Chaos may seem like a "kid's game" at first, but it's
extremely
challenging. The puzzles can be very difficult, and many parts require
fast and
dexterous reflexes. I probably only managed to beat the game because of
my
"piano fingers".
I will skip any plot "spoilers", so if you want to see those (although
they are
what makes this look like a "kid's game", so you might not) you'll have
to play
through the game yourself.
2. Version History
Ver. 1.00: Covers basic paths through quests one and two, as well as
inside the
tree.
Ver. 1.04: Corrected numerous spelling, grammar, and punctuation
errors.
Ver. 1.05: Corrected table of contents to make it correspond to the
actual
guide.
Ver. 1.1: Added information for finding some of the flies. The "fly"
section
now appears to be roughly 2/3 complete.
Ver. 1.15: Added some user-sent information, including a hidden area in
the
first level, the criteria for reaching Lumpy's "Inside the Tree"
levels, and
more information about the toll booth. (All but one of the users
specified what
names they wanted credit to go to, so this user was listed as
"anonymous".)
Ver. 1.16: Fixed a couple parts that were confusing/grammatically
incorrect. (Credit goes to Marie for figuring out that you need to
ground pound the switches that appear early in Farmlands 2.)
3. Controls
(Note: Frogger: Helmet Chaos works in a grid system. One "square" is
the
smallest distance you can move. You can jump up onto a square one
square higher
than Frogger or lower.)
Control Pad: One-square jump in the direction you press.
L and R: Turn counterclockwise or clockwise. When you do a long jump,
it will
be the direction you are facing.
Start: Pause, allowing you to continue or quit.
X: High Jump. Pressing X again at the apex of your jump will cause to
do a
ground pound, which is useful for pressing switches or uncovering
hidden
treasures. Hint: Try it on white flowers.
Pressing Y at the apex of a high jump will allow Frogger to stick his
tongue
out in midair. This can let you grab onto high-up things. Try this on
suspicious objects when you're stuck.
(Note: You cannot move with the control pad while in midair)
(Note: The A button and select button are not used)
B: Long Jump. This takes Frogger two spaces in the direction he's
facing. Use
it to jump over gaps and water/lava/etc, but not over items, traps, or
enemies!
Y: Tongue. Despite what you might think, this is virtually never used
to
directly attack. Instead, you can reach items with it and grab onto
things. If
you press and hold this while facing some objects, Frogger will stand
up and
grab them instead of latching on to them with his tongue. While holding
down Y
and grabbing onto something (with or without Frogger's tongue), you can
push or
pull it with the control stick.
4. Items
Fresh Apple: This is red. Restores one health. Grab one whenever you're
missing
any health!
Rotten Apple: This is purple and infested with worms. Don't eat it!
Force Hop Fruit: This is orange. If Frogger eats it, he will jump
uncontrollably in the direction he's facing. You cannot stop jumping
after he's
eaten the fruit, so be very careful which direction you approach it
from, or
better yet, avoid it altogether. If you grab one, do ground pounds
while you
wait for it to wear off, or jump back and forth or in circles so you
won't jump
into something dangerous. Force Jump Fruits are often in very
inconvenient
locations.
Fly: Adds one health to maximum. Collect four and you will have a full
frog-shape on your health meter. You start the game with one such frog-
shape,
and you can get a maximum of three more by eating 12 flies.
Checkpoint: Touch one of these and if you fall into a pit, water, lava,
etc.
you will return to it instead of starting the level over. If you lose
all of
your health, though, you'll have to start the whole level over, which
is very
annoying!
Coins and Coin Bags: Collect these and use them at the caravan to buy
items,
specifically, new minigames. Couldn't they sell you anything practical,
like
flies?
Hint: Floating question marks that give you messages.
Code: Get these to receive codes for use in the Gamecube Frogger game.
5. Walkthrough
a. Level 1-Firefly Swamp 1
This is basically a tutorial level. However, for the sake of
thoroughness, I
will guide you through it. You start near a hint, so hop onto it and
read it,
scrolling through it with A. Oh, it's not anything useful. Keep heading
northeast until you see another hint (it shouldn't take long) and hop
onto
that. It will tell you that the spinning yellow circles ahead are
coins, and
that you should grab them. This is a good idea. Next, cross the
extremely short
bridge to the east, and hop onto the next hint. This will tell you
something to
don't know: if you grab eight coins in rapid succession (much easier
than it
sounds), you will get a 10-coin bonus! You will want to do this as much
as
possible, starting with the coins in the nearby pit.
To the south of the hint is a log. Go around this to find a sign. Hop
around to
the front of it and press A to learn how to do a ground pound (X+X).
Use this
on the nearby white flowers to earn a fly!
Hop into the pit where you found the eight coins, then head southeast
to
another hint. It will tell you that you can reach the nearby bag of
coins with
your tongue (Y). Step onto the "square" of land jutting out from the
area you
are standing on, make sure you are facing the bag of coins, and press Y
to grab
it.
The next hint, right near the one you just found, tells you that your
high jump
will let you reach high-up coins. Grab the nearby lines of coins this
way, and
then activate the nearby checkpoint. Don't worry about the nearby hint;
it just
tells you what the checkpoint does.
Activate the nearby hint to tell you how to get across the gap. Stand
one
square north of the hint, face east with L/R, and press B. This kind of
control
will be vital later on, and you will have to do such a maneuver under
much more
dangerous circumstances than these. Anyway, grab all of the coins in
the next
area as quickly as you can to get 2 bonuses, and then carefully walk
over to
the bag of coins to the west (you might fall into the water if you're
not
careful).
Now head up the northeast path. To the right, under a tree, is a hidden
area
that you can access via a gap in the wall. (NOTE: Credit for the
discovery of
this area goes to Ashwin Hirschi. Thank you!)
In the area, a sign challenges you to get as many bonuses as possible
from the
many coins around you. Receiving every possible bonus is extremely
difficult,
but the best strategy seems to be to begin with the outer ring, either
clockwise or counterclockwise, (the room is in sort of a concentric
circular
shape) jump into the inner ring when you get back to the entrance on
the west
side of the room, collect its coins, and then pull yourself by the
eastern
hook. (Face it and use Frogger's tongue with Y) The last few coins are
in this
small central area, as well as a coin bag; this doesn't add the bonus,
but is
useful nonetheless. When you are finished, exit the secret area the way
you
came.
Grab all the coins in the large area to the northwest, using your
tongue on the
ones that are hovering above water. I suggest you also follow the
hint's
instructions so that you can get the hang of grabbing onto a hook with
your
tongue (make sure you are facing the right direction before you press
Y).
When you are done in the area, hit the checkpoint, then head north to
another
hint. Face the hook, jump with X, and press and hold Y right at the
apex of
your jump. Frogger will start to swing on the hook. Make sure to let go
when
Frogger's shadow is above ground, not water! When you're on the west
side of
the river, go west to the line of coins. Grab them all as quickly as
you can
for a bonus. Then, head back to the west bank of the river, and head
north.
There will be a spot of dirt to mark where you should stand. Repeat the
move
you used to reach this side of the river earlier. Now, grab the nearby
coins
(as usual), then head northwest up the steppes. You will see a strange
glowing
thing. This is the end of the level, and on the harder levels, the
sight of it
is cause for celebration. Step into it and watch Frogger breakdance!
b. Level 2-Firefly Swamp 2
Activate the hint to your north. Use your tongue (see Controls) to move
the
logs out of your way. Since you're leaving the tutorial levels, I won't
tell
you the specifics on these particular logs, but I will later on, on the
harder
puzzles. Just remember that you can push and pull the logs, and that
there must
be at least one empty space between you and a log for you to pull it.
On the other side of the logs, you will find another hint. This block
is a
little different from those logs. Stand one square south of it, face it
(don't
hop on top of it, but remember that you can do so for later blocks),
press and
hold Y, then push it into the unphotogenic water up ahead. Stand on it
and do a
long jump (B), then head northeast. The hint there will bring the wear
marks on
the ground to your attention. Note that enemies often follow these. For
now,
push the log along them, and it will fall into yet more brown, stagnant
water.
Stand on the log as you did before and pull yourself to the hook with
your
tongue. Grab the apple if you need it, then ground pound on the nearby
white
flowers to teleport into a maze. Stand one square north of the
northeastern
log, grab it with your tongue, and push it two squares south. Next,
stand three
squares east of the same log, grab it with your tongue, and pull it two
squares
east. It may seem like you've trapped yourself, but remember, you can
jump onto
and over this log! Stand one square west of it, grab it with your
tongue, and
push it two squares east, into the water (no, I won't call it hurtful
names
this time.). Don't try to jump over to the switch or you'll fall into
the
water. Instead, stand one square north of the other log and push it one
square
south. Make sure you only push it one square! Next, stand three squares
east of
it and pull it two squares east. Stand one square west of it and push
it two
more squares east. Stand two squares north of it and pull it one square
north.
Stand three squares east of it and pull it two squares east. Stand one
square
west of it and push it two squares east, so that it's on top of the
other log.
Now push it into the water, stand on it, and jump over to the switch.
Another
switch will come into view. Do a ground pound on each switch, and a fly
will
appear. Jump across the gap to reach the fly (make sure to use L and R
to
adjust your direction first), then return to the platform with the
switches and
stand on the checkered box. You will teleport back to the white
flowers. Yes,
this whole puzzle was optional, but at least you got a fly! Anyway,
head south
from the hint to reach the next log puzzle. This time, the logs are too
tall to
jump over, and your object is to get them out of your way. This is
simple
enough that you can almost definitely figure it out yourself, and there
is no
risk of any logs (or you) falling into water. Remember the wear marks!
Now hop
east until you see another hint. It will warn you that you can't jump
over
certain things, just in time for an enemy (a crocodile) up ahead (funny
how
that works out). Don't bother using your tongue on the enemy; all non-
boss
enemies are invincible, unless you are playing as Lumpy. Instead, stand
in the
middle of the rectangle formed by the enemy's "patrol path", wait for
it to get
out of your way, then hop out of the other side of the rectangle. Never
stand
on this kind of path for too long; even if you can't see any enemies
onscreen,
they will walk over every square of their patrol path eventually.
Hop east across the bridge to reach a new area. After getting the coins
(You
should be fairly proficient at this by now, and receive the bonus),
walk
southeast to a log puzzle. Push the northwest log one square west and
pull the
southeastern log two squares north. This will clear your way. You will
encounter a sign that reads "only the clever may pass". Well, a lot of
puzzles
in this game are like that, but it's also true that those with an FAQ
may pass.
Pull the easternmost log (on the ground) one square east, then push it
two
squares north. Push the remaining ground log two squares east and three
north
(You will have to push it two squares north, take a step towards it,
then push
it the rest of the way) so that it falls into the water one square
north of the
previous log you pushed. Now all of the logs are in the water, but you
still
can't get anywhere! Actually, you need to push the log that was in the
water
when you got here. Push it two squares north (You can do this because
it has
handles on the top instead of on the sides), then stand on the second
log you
moved and long jump onto the lilypad. Face east, then long jump onto
the third
log you moved. Now face north and long jump onto the left of a pair of
lilypads. Next, you will practice a very important skill: controlling
your
jumps. You will have to do this at a very high speed and under pressure
later
on. Notice that if you do a long jump east, you will land in the water
and
drown. However, if you do a regular jump (control pad) east, you will
land on
the next lillypad safely. You need to become as skilled as possible at
doing
this kind of thing. Now you must grab a high-up hook as you did in
level 1
(scroll back if you forgot how). When you are on the east bank, QUICKLY
jump
one square east because you will have landed on a very short enemy
patrol
route. The enemy appears to be a skunk with a brain control helmet (I
didn't
mention brain control helmets before because they are part of the
plot).
Anyway, after jumping one square east you will be in the middle of the
square
formed by the skunk's patrol route, and therefore safe.
The sign to the south hints at a new object; in this case, lilies,
though the
same object will take other forms later on. Head north to see it. Stand
on the
gray square, face west, and use your tongue to pull the lily toward you
(you
don't have to hold down Y). This platform will now stay in its current
position
unless you restart the level, but it's supposed to stay in its current
position. Jump onto it, then to the coins to your north. After
collecting
these, pull the next lily towards you, hop onto it, and pull the lily
north of
you. Hop over to the next area, collect the coins, and get past the
crocodile
to reach a checkpoint. Grab the coins (you should have a lot by now),
and PULL
(not push) the log out of your way. A sign warns you of danger, the
danger
being more water for you to fall in. Jump across the middle column of
platforms, (the sign you see says "beware of slippery slopes") and
collect the
coins, being careful not to step on the slope. Jump around on the
lilypads,
collecting the coins they hold, then jump onto the northern elevated
area
(again, don't step on the slopes) and ground pound on the white
flowers. You
will end up in another hidden area. Wait for the skunk to walk up the
west side
of his patrol path, then hop up the east side, pull the log in the
water one
square east, and hop from it to find a rabbit. Talk to him with A and
he will
give you a fly, and tell you that there are three other rabbits.
Strangely, he
called the fly a "heart container"; maybe this is a reference to "the
Legend of
Zelda: A Link to the Past", where Link became a rabbit.
Anyway, return the way you came. Pull the lilypad towards you. Jump
across to
some logs and push them across the wear lines and into the water. Stand
on the
northernmost of these, pull the lilypad towards you and jump to it,
then do the
same to the lilypad to your west. Repeat this maneuver to reach a new
area to
your north, and jump down to the apple if you need it. Then, get the
checkpoint
and collect all the coins around, including those at the bottom the
slope. The
sign warns you of the dangers of jumping on moving lilypads. Do not
ignore this
important public service announcement; poorly timed jumps will land you
in the
water instead of on a moving lilypad. Jump to the apple, and then
carefully
short jump onto the moving lilypad. Grab all the coins with your
tongue,
hopping across the lilypads as you go, then ride the westernmost moving
lilypad
over to the west bank. Hop up to the area with the mind-controlled
raccoon, and
collect the coins. Stand ON the southwest corner of the raccoon's
patrol line,
then hop west onto the slope to slide just south of the water hazard.
Now you
have a choice: Head west to the farmlands or north to the beach. (Note:
This is
a VERY important crossroads. Which path you take now will determine
whether or
not you go to certain levels, play certain minigames, fight certain
bosses, and
the game's ending. It is my opinion that the beach path is easier
because you
skip a long, difficult level and add a short, fairly easy level near
the game's
end. Also, the final boss isn't too hard (as long as you use this FAQ;
it took
me a long time to figure out the secret to beating him) if you take the
beach
path. You will get to play the game again if you beat it, so you may
choose to
take one path on your first play through the game, and another path the
next.
That is how I made this FAQ, since there's no other way to return to
levels
you've already been to. In any case, from this point on, all levels on
the
farmlands path will be considered a part of quest one, and will be
labeled with
one asterisk (*), and all levels on the beach path will be considered a
part of
quest two and will labeled with two asterisks (**). Any levels common
to both
paths will not be labeled with any asterisks.)
c. Butterfly Game*
If you try to go to the farmlands, a hippo and strange fat devil-thing
will
stop you and challenge you to a butterfly-catching contest. It's not
too hard;
just remember than walking onto the butterflies as you do with items
does
nothing; you have to catch them. I'm not sure what happens if you lose.
Submissions are welcome!
d. Level 3: Farmlands 1*
When you head north, you will be blocked by a line of patrolling
mind-controlled pigs. After you're clear of them, gather up the coins,
then hop
across the line of platforms leading north. You will be met by more
enemies.
Gather the coins to the west, and then go north, into a small valley
where you
will have to sneak by crocodiles with pitchforks. Get all the coins in
this new
area and hop north across the next line of platforms and avoid the next
line of
pigs. There are two exits to the area that the pigs patrol, and each
holds a
coin. Choose which one you're aiming for before you hop! Now sneak past
the
crocodiles into a new area. You will walk past a field of crops as you
head
north. After getting by another crocodile, you will meet a cat whose
house is
being bombarded by crocodiles with dynamite. If you ignore her and go
east, you
will find the exit anyway and be able to go directly to Farmlands 2.
e. Kitten Game*
You must play a minigames to bounce the kittens into a pool. Just move
left and
right with the control stick and try to juggle all the kittens that are
still
in the air. Avoid heavy objects! Also, if you miss three kittens, you
lose. I
suggest you immediately turn of your game and start over if this
happens. You
will start right at the Kitten Game again, and if you turn off your
game after
the game is over, you won't be able to return!
f. Level 4: Farmlands 2*
If you lose, you will be teleported to a new area, and if you win,
you'll be
teleported to a different, much more difficult area. (anyone who wants
to submit
a walkthrough for it is welcome) In the former new area, pull the three
boxes and
ground pound the two switches, (X button, the X again in the air) then
head east. (Credit goes to Marie for notifying me that you need to
ground pound the switches.) Avoid the raccoon (stay on the inside of
the first turn in his path) and hit the next switch. You will see some
boxes
that will sink when you step on them. Quickly jump over to the safe
ground that
the coin bag is on and wait for the boxes to regenerate. Hop over to
the
easternmost box, hop north, and then jump across the small islands to
the west
bank. As you follow the bank northwest, avoid the enemies. Now pull the
box and
jump across it and more sinking boxes. You will reach a puzzle. Before
you
undertake it, grab the apple to the south and the apple to the
northeast of the
apple (you will have to push a box that is in the water). Jump onto the
box you
used to reach the apple, pull the box north of you one square south,
jump onto
it, and pull the box you were just on one square north. This next part
is
complicated. You will have to stand on different platforms and push and
pull
the boxes in different directions. Experiment until you get the hang of
it,
then line up the boxes, one being one square east of the other, next to
the
easternmost dirt platform. Stand on the left one to push the east one
square
east, jump onto it, and jump east to the green platform. Pull the box
that is
to your north, hop onto it, pull the box to the north of it, hop across
that,
and go west onto solid ground. Jump across the gap (east to west), then
north
across the water. Get the coins, apple, and checkpoint in the area,
avoiding
enemies as you go. In the northwest part of the area, pull the
easternmost of
the two moveable boxes one square south. Jump onto the green area to
your east
and hop north to the apples, then backtrack and jump north from the
southeast
brown block (not box), then west, and continue until you see a moving
box. Hop
onto it, then onto the left of the two green blocks you go between.
This next
part requires some finesse, since you can't move diagonally. Hop across
to the
next moving box (get the coins) and jump onto the brown block just
northeast of
the other one then box is adjacent to (well, sometimes adjacent to,
since it's
moving) Now you can just hop south to get into range of the pullable
boxes.
Pull and hop across them all, then go north (follow the crocodile, and
then hop
left, out of his way, before he turns around).
In the next area, pull yourself to the hook, watching out for the bee,
and hop
onto the series of platforms, moving and nonmoving. Grab the coins with
your
tongue as you go. At one point, you will have to pull yourself to a
hook, and
at another, you will have to high jump to get coins. After you hit the
checkpoint, jump across the moving boxes and get the apple and coins as
you go.
When you see another checkpoint, take the north path to find a moving
box. Ride
it to a series of sinking boxes. Plan your route before you start
jumping! Get
the coins and checkpoint, and then retrace your steps to where you took
the
north path. This time, take the east path to an area patrolled by a
crocodile.
Get the apple in the north part of this area, then jump onto the box
there and
pull yourself, via a hook, to the north bank. Get the checkpoint and
the coins
in the area, avoiding enemies, then go north (grab the apple with your
tongue)
and west across a stone path. Watch out for the flowers! They are not
as
innocent as they look. Get the coins by them if you want (the flowers
are
pretty dangerous, so you might want to skip the coins), then head west,
avoiding enemies. Get the apple and coins. After hopping across three
sinking
boxes, wait for the southwestern one to regenerate, and then hop onto
it;
quickly grab the coin bag to the north with your tongue, then hop back
west to
safety. You can then pull yourself across pig patrol lines with a hook
and head
east from there to an apple, which is safest to grab with your tongue.
Return
to the pig patrol lines by the hook and head west. You will then see
the exit,
but DO NOT TOUCH IT! There is a fly hidden west, through a path hidden
by
trees. The fly is held by a giant rabbit who is hiding from the
crocodiles
(even though he's about four times their size). After getting the fly,
you can
step into the exit.
g. Toll Collector**
You will meet a toll collector if you try to go to the beach. Answer
"yes" to
all of his questions to get a fly; however, you will probably be unable
to
afford the costs on your first play through the game. Answer "no" to
his first
question and he will charge less. Don't pay him and you will go to the
beach.
Pay him twice and you get to play a level with his blind, brain-
controlled pet
weasel. If you win this game, you will play a short but difficult beach
level,
and then skip straight to Lumpy's "Inside the Tree" level. (Thanks to
Pidino
for information on paying him three times and for the result of the
weasel
game; so far, I have tested the weasel game but not the fly.) I don't
know what
happens if you only pay him once; maybe you skip the beach.
h. Level 5: The Beach**
Hop onto the platform in front of you, avoiding the dragonfly, grab the
coins,
and hop over to the platform that leads onto a large land area. To get
to the
larger area, jump over the slope. Get the coins, then backtrack to the
small
platform and jump to the lower-left corner of the square area with many
slopes.
Jump onto it to get the coins, and then head north to the puzzle (avoid
the
weird enemy). To solve the puzzle, pull the box one square south and
push it
two squares west, and jump across to reach the coins. Now you can cross
the
collapsing platforms to the east. Push the box in the northwest part of
this
area one square north and jump across it. Watch out for fish! Ride the
floating
box east, grab the coins, and then backtrack to the southern part of
the area
with the blocks, sinking and otherwise. Avoid the fish as you circle
around and
jump to a platform with coins and a hint that warns you about rotten
fruit.
Head up the steppes, get the coins and the checkpoint, head over to the
nearby
pool the dragonfly is circling, and jump south from it to reach another
area
patrolled by a dragonfly. Avoid it and long jump north across the
nearby slope,
avoiding the crab. Continue to head north, then east (grab the apple)
avoiding
enemies. After you get past the pigs, get the coin bags and hop up the
steppes
east of the fence to get to the other side. Jump east of the northeast
part of
the bridge, get the coins, return to the bridge, then travel northeast,
avoiding rotten fruit and enemies. Get the apple and coins, and then go
north
into the next area.
Travel up the west side of the elevated area that follows, avoiding the
pigs,
and navigate through the maze. After you get the apples, jump up over
the north
slope. Get the coins and bags of coins you can now reach, and then jump
over
the next north slope. You will soon see the exit, but don't enter! Just
a
little southeast of here you will see a giant rabbit. He will give you
a fly!
Now you can leave.
i. Level 6: The Orchard 1
Mmm, stealthy thieves! I've played through this level a few times, but
I didn't
meet any stealthy thieves... oh, well.
You start by heading north, past the patrolling crocodiles in wooden
robots.
Pound the switch you see there. This will cause a collapsible platform
to
appear. Hop across it, sneak past the enemies, and avoid the force hop
fruit
that the hint introduces. Collect the coins and get past the enemies
and the
spike traps to the east. Now hit the checkpoint and the red apple, but
not the
orange force hop fruit. Hop around on the platforms north of here and
grab the
apple with your tongue, and then make your way to the platform with the
pink
flowers on it. Hop west from here onto the next platform and pull
yourself to
the platform to your north by the hook there. Continue to pull
yourself, one
hook at a time, until you reach the area with coins and a checkpoint.
After
getting these, sneak past the enemies as you move northeast to an area
with A
LOT of coins. Grab them all to receive SIX bonuses. That's 108 coins
total! Now
return to the area full of porcupines and sneak past them to reach a
moveable
platform, collecting coins as you go. Push the platform 1 square north
and 2
squares west and jump across it to the line of coins. Pull yourself by
the hook
that comes into view, avoiding the bee. Now jump west across the square
full of
water just south of the hook and continue.
Soon you will come to a checkpoint. After hitting it, pull the moveable
block 2
squares west and jump across it. Push and pull the northern of the next
set of
moveable blocks until it is in the square of water that its wear marks
lead
into. Push and pull the other block into the square of water just east
of that
one. Now pull the last moveable platform one square west, jump onto it
and move
east to coins, an apple, and a checkpoint.
Avoid the spikes, rotten fruit and enemies to reach coins and a
moveable block.
Push it two squares west, then two more squares north. Jump north from
it to
reach the next area. Move east getting coins and apples, and then west,
down a
cliff. Pull yourself by the hook to the west. Keep pulling yourself by
hooks
until you reach the exit.
j. Level 7: The Orchard 2
Move north, then east, getting the apple, coins, and coin bag. Jump
onto the
ledge to the west of the high-up hook in the area, and pull yourself to
this
hook in order to reach coins and an apple. Now, Head northeast onto the
brownish-purple platform and get the coins, then the coin bags as you
move
north. Jump south to the apple in the northern area, but avoid the
rotten
fruit. Get the coins as well. Next, head west. Get the coins and
checkpoint,
and then quickly align yourself with the line of coins on the slope and
slide
down it to get a bonus. Avoid the bees and grab the apple if you need
it. Get
the coins in the area, including those on the northeast platforms in
the water.
Now get on to one of the moving platforms in the southwest area (It
doesn't
matter which one; they're all following the same path) and face east.
Pull the
northernmost of the pullable blocks that you can reach like this, but
don't
even think you can pull it and then immediately jump to it. It's
absolutely
impossible to reach the block in time and you are guaranteed to land in
the
water and have to start over if you do this. Instead, pull it on your
first
trip on the moving platform and jump onto it on the second trip (the
platform
moves in a sort of circle). On this platform, pull and jump to the
platform to
your north, then the one east of here, and so on until you reach the
eastern
ledge (Watch out for bees). Hop up the ledge, collecting coins, and
jump on the
platform at the top. Don't worry; it doesn't collapse. Instead, it
carries you
to the next area.
Grab the coin bags just to your south. Hop east to a square with
Frogger's face
on it and you'll be teleported to another area. Here, travel east, then
north,
avoiding enemies and spike traps and grabbing coins. Along the way, you
will
come to a split in your path. North leads to coins and a dead end, and
east,
across spike traps, leads to an area where you must hop down, onto a
checkpoint, then south, onto a ledge. Get past the hedgehogs, further
south,
and then past the spike traps, east, through coins. Jump onto the
moving
platform when the spikes are down and ride it north. Pull yourself by
the two
hooks and jump to the next ledge. Head north along the cliff side,
hopping over
a couple gaps and avoiding a hedgehog. After some coins and more
hedgehogs, as
well as spike traps, you will find the exit.
k. Boss: Hammerbot
This guy is tough for the first boss. Couldn't they make him a
tutorial?
Anyway, you need to avoid the Hammerbot for a certain amount of time,
as
Frogger says. Also, he will sometimes whack his hammer on the ground,
knocking
down squirrels. If one lands directly on him, he will be stunned for a
second,
but since you always win at the same place, whereas the boss gets hit
with
squirrels inconsistently, I have decided that being stunned this way
does not
hurt him. You should therefore focus on avoiding all attacks.
First is the hammer and squirrel attack I mentioned earlier. The hammer
is
fairly short-range, and the squirrels only move horizontally, so this
isn't too
hard to avoid. The boss will also shoot oil at you. Try to avoid it,
but if you
get hit, rapidly try to jump away from the boss over and over. You will
not
move at first, but if you are fast, you can free yourself from the oil
before
the boss reaches you with his hammer. Although you cannot move off the
right
edge of the screen, if you move off the left side of the screen, you
will die.
The boss will also shoot electricity at you, but you can avoid it the
same way
as the oil, although you will take instant damage if you are hit by it.
It will
be a while before the boss runs out of gas, but if you avoid his
attacks right,
you will survive until then.
(Note: After beating the Hammerbot, you will gain access to the caravan
where
you can buy new minigames and input codes. Exit through the south of
this area
to leave and exit through the north to get to a code input area)
l. Level 8: Inside the Tree 1*
If you won the butterfly game and saved the mother cat's kittens, or
under any
circumstances if you lost the butterfly game, you will get to play as
Lumpy.
This is also available if you complete the Weasel Minigame. (This
information
was sent by a user of this FAQ who has not yet specified anonymity or
lack
thereof, so I will not list this person's name.)
Hop into the tree and he'll gain the ability to inflate with A. After
clearing
out the room, jump down the hole in the middle. Inflate and knock down
the
skeleton gorillas. After falling down the gap, inflate to knock down
more
skeleton gorillas, but avoid the spiky enemies. The exit is in the
north-northeast area.
In the next room, roll up and down the slopes, but don't fall into the
water!
This area is very difficult, so you may want to deflate whenever you're
not
rolling up a slope or rolling to gain momentum to do so. At the end,
get the
apple and continue into the next room. Jump across the platforms that
rise and
roll around the room, and knock down more gorilla skeletons and being
careful
not to fall in the water. Rolling around increases your risk of falling
in
water, so deflate when you're not in contact with a skeleton gorilla.
(Note:
Your first goal is to circle around the middle area, then climb onto
the
southern ledge (It's just to the east of two purple plants.), then head
east
across the rising and falling platforms and hit the checkered square.
If you
have trouble rolling down slopes, just long jump down them. Instead of
sliding
into water like you would if you rolled down them or short jumped down
them,
you will skid to a stop just at the bottom! You could also roll down
slopes
while inflated and deflate the instant you hit the bottom. This
alternative
strategy will require good timing, but on the positive side, you won't
be
deflated for as long and therefore will be at less risk of getting hurt
by
skeleton gorillas.
In the next areas, roll around hitting skeleton gorillas until you
reach some
spiked enemies. It's safest to deflate and walk past them. Jump over to
the
northwest of the area patrolled by the bats and pull the platform.
Circle
around the next group of platforms. (You'll need to understand the
concept of
"circling around" in order to get through this and many other areas.
The idea
to jump across one platform, and then walk around to a different, but
not
opposite, side of the gap you just jumped across, and jump across it
again.
You'll end up in a place you couldn't have gotten to with just one
jump. It may
look like an obvious maneuver to you, but I doubt it will seem like it
to 100%
of the people to play this game, especially in more complex situations)
Next,
head east a little to an area patrolled by bats and pull the
northernmost pull
platform, then the one south of it. Now get onto the moving platform.
Follow
the moving and pull platforms, timing your moves to avoid the bats and
the
spiked enemy. Get the two money bags on your way. When you get to the
southwest
corner of the room, you will see two checkered squares. Don't fret
about which
one to take; I tested both and they lead to exactly the same place.
In this place, inflate and knock down the skeleton gorillas. You will
find
eight high-up coins (Deflate at exactly the right time while rolling up
to them
to get the bonus) and a high-up money bag. After getting these, roll
over to
the northwest corner of the room to find the exit.
m. Inflated Lumpy Minigame*
In this quasi-minigame, you must guide Lumpy with the stylus. You
cannot
deflate him. This level is fairly straightforward, so instead of giving
a
step-by-step walkthrough, I will give you a few general tips:
-To take it slow and cautious, keep your stylus ON Lumpy and move it
very, very
slowly so that Lumpy moves with the cursor instead of following it.
-Just ignore all enemies as you squash them. The exception is the
spiked
beetle. You may have to move quickly to avoid these.
-Avoid the blue objects. These are bumpers. They shouldn't be too hard
to move
around if you're slow and careful. Remember, you're not in the grid,
and that
means you can do things you couldn't do before!
-Keep an eye on your health. Hitting a spiked beetle will take away one
health
as usual, so you have to be extra cautious if you're running out of
health.
-Look before you leap. Survey each area before you enter it.
-Follow these tips and you'll reach the end with no trouble!
n. Level 9: Inside the Tree 2*
Before rolling down the slope in the south, get all the coins and the
apple.
You will have to hop up some ledges to reach the northernmost coins.
When you
are done, you can roll down the slope.
In the next room, stay deflated and slowly follow the spiked beetle
until it
reach the third square of its patrol route, then quickly long jump
south from
the second square of its patrol route to get to the other side of the
beetle (I
will later to refer to this maneuver as "jumping in front of an
enemy"). Do the
same to the blue horned beetle, but you can simply knock down the
skeleton
gorillas and squash the light blue grubs. If you fall, you'll have to
climb
back up through a room full of traps and enemies. You will soon have to
jump in
front of two more horned beetles. After this, you can move on to the
next room.
In the next room, get on the moving platform and make your way over to
the
moveable platform in the north-northwest area. Push it up against the
wall. Now
head to the mid-east area and pull the nearest moveable platform into
the gap
blocking your way (you may not see it at first), and then push the next
block
south, out of your way and get the apple if you need it. Push the last
block
you pushed further south until it falls in the water. Get the coins in
the next
place you reach and get two bonuses. Push the block here west and
continue,
avoiding the spiked beetles and grabbing the money bag. Now push the
block as
far north as you can to reach the area you were in earlier. Push the
east block
one square north and the other block one square west. Push the block
north of
here north, out of your way, and follow the trail of coins to a money
bag. Push
the block south. Now get by the spiked beetle and push the block west
of here
two squares north. There are two blocks north of here. Push the south
one
square east and the north one square north. Hop across the east
platform out of
the two that follow to reach a line of spike traps. Move across it,
timing your
jumps carefully to avoid the spikes. If you pushed the moveable
platform up
against the wall earlier, you can just jump across it. If not, you'll
have to
backtrack quite a ways to push it. Anyway, once you're on the other
side of it,
push the north block two squares east and hit the checkpoint. Now pull
and jump
across the block and sneak past and squish the enemies. When you find
two
blocks, push the south one east and the north one north and jump down
to reach
the next area.
Roll up the slope to your east and get the apple. Also, get the apple
you the
south. Now the only remaining way to go is north. Hop across the
platforms
there and squish and avoid the enemies. You will come to two exits. I
took the
south one, so I'm not sure where the north one leads.
o. Boss: Lion Monster*
Inflate yourself and knock over the Lion Monster. Avoid his sharp claw
attack,
though. After he's down, hit him again (while inflated) multiple times
to cause
damage. After a couple hits, the lion monster will stomp and knock down
all the
grey platforms. He will try to jump onto your platform, so always stay
on the
platform diagonally opposite him. His next move is to jump down out of
view and
then pop up wherever you are to attack. Lumpy is pretty slow, so face
the
direction you need to in order to jump away BEFORE he pops up. After a
while,
all the platforms will reappear, and you can continue to attack the
monster as
before. However, he will soon knock down the platforms again, and you
will have
to avoid him again until they come back. Continue this pattern,
attacking the
lion monster whenever the grey platforms reappear, and you should win
in a
total of 4 cycles. Just look at Lumpy dance!
p. Level 10: The Jungle 1*
On the platforms north of where you start are some coins, and there are
16
north of these. Follow the line of coins to the west, then north,
collecting a
bonus. Hop across the platform there and continue to collect coins as
you go.
Eventually, you will come to a moveable platform; pull it, then the
platform
east of it one square west, and jump across them to reach more
platforms.
Detour to the coins when you reach them, then pull and jump to the
pullable
platform. To the north is a checkpoint. East of this is a maze full of
coins
and enemies. When you collect all the coins in the first section on the
maze,
exit through the northeast. At the split, north leads to an apple and a
dead
end, and south leads forward. Eventually you will come to a checkpoint.
Pull
and hop across the three nearby platforms and go north into the next
area.
Travel west, hopping across gaps, avoiding enemies and collecting
coins. After
passing two rotten apples, head south along the bird's patrol route for
a
normal apple. On the platforms east of here, grab another apple with
your
tongue, then head further east (You will have to circle around a couple
times.). You will find yet another apple. Get the coins and checkpoint,
then
hop north across the collapsing platforms. You will come to a log-
jumping area
reminiscent of the old arcade Frogger game. After this are some coins
and
ANOTHER apple. Actually, when I played this level, I needed all those
apples,
so I guess it makes sense to put them so close together. Anyway, past
the
raccoon's island to the north is another checkpoint. Watch out; the
raccoon
will reverse direction even though his patrol route looks circular!
Circle
around on the collapsing platforms further north and jump across more
logs. In
the next area, patrolled by enemies, you will find another checkpoint.
West of
this area, past more enemies, are some coins in what appears to be a
dead end.
However, if you travel south on the nearby raccoon's patrol route, you
will be
able to continue. You can travel north on the snake's patrol route
further west
to reach some coins and an apple. West, past some spike traps and
enemies, is
the entrance to another area.
Here you must travel south, past fire-shooting traps and spike traps.
On each
row of spike traps one empty square, where you will be safe from spikes
and
fire (Get the apples on your way south). After these traps, you will
find a
four-way path. First, take the far-left split. It will lead to coins
and a dead
end. Next, take the far-right path and talk to the rabbit, who will
give you a
fly. Finally, take the second path from the left (the third path from
the left
only leads to rotten fruit). Get the coins and checkpoint, then travel
east and
swing across a hook. Travel along the cliff wall as it curves east,
south, then
west, and get the checkpoint. Now head north across the collapsing
platforms
and make your way through the islands full of enemies. Look along the
southwest
part of one of the larger islands for a well-hidden gap that you can
jump
across to reach the next island. Hit the three switches to make a fly
appear.
Then, backtrack all the way to the hook you swung across, then to the
large
area with thorns. Head west from the checkpoint in the far northwest of
this
area. Swing across the hook above the platforms here. You will find the
entrance to the next area in the far southwest.
Get the nearby apple, and then continue west. Head north a long ways,
avoiding
enemies and getting the coins you see until you reach another
checkpoint. Hop
across the platforms in the water. Push the two southeastern moveable
platforms
one square east each, pull the platform north of the northwest corner
of the
square-shaped "island" you're on one square south, pull the platform
east of it
one square south and jump onto it, then pull the platform north of that
one
square south. Pull the platform west of that one square south, as well
(If you
lose track of which platforms I'm talking about, just do what looks
logical if
you want to walk across the walkway to the north. Pull the southwest of
the
four platforms you just pulled another square south, and jump west from
it.
Head north, then east to another moveable platform. Just pull it one
square
south, then backtrack to the beginning of the path you just set up,
near a gap
that you had to circle around (the beginning of the path will be to
your east).
Follow it to the last moveable platform you moved, and then pull it one
square
west, jump onto it, then north, and continue north past enemies and
thorns to
the exit.
q. Level 11: The Gingerbread House*
You begin at a strange angle, but you won't have to do anything
difficult this
way. Just hop into the nearby gingerbread house.
Collect the coins as you hop north past the ants. At the north end of
the room
is a door to the next room. There you must find a way to open the door
to the
left. Explore the room to find an elevated area with four spheres on it
(Maybe
they're gumdrops?). You must grab these with your tongue, one at a
time, carry
them east past the trains, and place them one the four holes you find
there.
This will take a while, but it is fairly simple. Just remember that you
must
grab each gumdrop while standing on a different tower (There are four
smaller
towers around the main one that holds the gumdrops). After all four
gumdrops
are in place, head through the west door.
Collect the coins and apple and avoid the enemies as you head towards
the door
to the west. The next two rooms are short and simple, with only a few
enemies
and pits to get in your way. In the room after them, collect the coins
and exit
through the east door (You can go through the north door if you want
some
coins, though the enemies will pose a large threat so I don't recommend
it. If
you enter, you'll be trapped until you collect all the coins.) Head
through the
maze, collecting coins on the way, until you reach the exit.
r. Boss: Chef Crouton*
That pig is kind of scary in a way. I mean, he wants to cook Frogger
even
though they're BOTH anthropomorphic animals! What's wrong with this
picture?
Oh right, strategies for fighting him. Beating Chef Crouton is pretty
much the
same as beating the Hammerbot, except that Chef Crouton loses health
slowly
instead of dying at a specific location. Just avoid the Chef's attacks
and
before long he will be out of dough, and therefore (?) out of health.
</pre><pre id="faqspan-2">
One of Chef Crouton's main attacks is to spit globs of dough at you. He
always
fires them in a straight line, so if he attacks from a location other
than the
middle, stand at the corresponding opposite location on your side of
the room.
For instance, if he stands north, stand south. If he stands south,
stand north.
His spit globs are more difficult to avoid when he aims from the
middle, but
standing on the treadmill may be effective. Obviously, though, don't
stay too
long.
When Crouton loses a health point and opens his mouth, QUICLY get onto
the
moving platforms in the middle so you can reach the other side of the
room,
because he's about to teleport to the side of the room opposite HIM.
With good
timing, you'll be able to switch sides with him without taking damage.
Sometimes, Chef Crouton will fire a different kind of dough at you,
which takes
the form of strangely appetizing-looking long chains of globs. Just
keep moving
to avoid these, since they target the location you are at just before
they're
fired.
Don't be alarmed when the Chef spits two globs of dough at once; just
stand on
the side opposite him, as before. Fortunately, he will never spit two
globs
from the middle. Keep up these methods of avoiding Chef Crouton's
attacks until
he's beaten.
s. Level 12: The Jungle 2*
At the start, you can go left or right. Left leads to coins and a dead
end, and
right, of course, doesn't lead to a dead end. After you take the right
path,
you will have to avoid fire traps. Your path will curve south to some
blocks.
Push the northwest block one square east, the southwest block one
square south,
the southeast block two squares east, and the northwest block one
square north,
and then continue. Get the apple if you need it and pull yourself by
the hook
to the southeast. Then, hit the checkpoint.
Get the coins as you travel east, and then avoid the fire as you move
west
along the next path. Now you must go north past more fire traps and
into the
next area.
As you collect the nearby coins, you will notice that there are two
checkpoints, one to the northwest, and one to the southeast. By the
southeast
one is a platform holding an object you can pick up and spit out with
Y. Place
it in the southeast square of the 9-square area, then grab it again
from the
square two squares east of it. This next part is tricky, but
essentially, you
must start by placing the object one square north of the hook, then
working
your way around and on the area to the south of the moveable platform,
and pull
it one square south. You should be able to reach the object from it
with your
tongue; you can then continue to the next puzzle. You will have to
place the
object on the northwest corner of the bird's patrol route, and then
pull it to
you from the square that is two squares to the east. I suggest you
leave the
object on the eastern side of the bird's patrol route while you work on
the
next puzzle.
Push the eastern block south into the water, pull the southwestern
block one
square east and push the northwestern block one square south. Carry the
object
across the blocks. Place it on the northeastern square you can and pull
yourself by the hook to the east. Push and pull the block into the
square just
north of the hook and grab the object, and then place it on the button
to the
north so you can hit the next checkpoint. Grab the coins as you head
north, and
then pull yourself by the western hook at the area with the two large
square
pools. Collect the coins as you move north and grab the apples you find
there.
You cannot move on because a giant fallen tree blocks your path.
Backtrack to
the place where there were two checkpoints (You activated one) and this
time,
hit the north one. Grab the coins and moneybag, and pull yourself
across the
hook. Now push the east block north and the west block west, and pull
yourself
across the hook, quickly get onto the elevated platform when the bird
is out of
the way, and go east, swinging across the high-up hook. Collect the
coins
quickly to receive two bonuses, and continue to the next area.
Pull the platform in the water two squares east and push it one square
north,
then jump across it. Make your way through the fenced area (Fire comes
through
the gaps in the fences) and get the coins, apple, and moneybag. Get the
checkpoint to the west and push the platform one square west. Jump
across it
and head west, collecting coins. You will see a fly; to get it, you
must go
north, west, then south, get past the area patrolled by a bird, and
long jump
south down the nearby slope. Pull yourself by the hook and backtrack to
the
moveable block you pushed. Pull it one square east, push it one square
north,
and jump across it. Push the next block you encounter one square north
(You can
also jump across two platforms over to the apple and coins). Jump onto
the
fenced area containing coins and then jump onto the moving platform.
When you
come to two pullable platforms, pull them and jump across them to more
moving
platforms and a checkpoint. You must pull more platforms and swing
across a
hook as you continue east. Get the coins, then jump into the large
ditch and up
onto the other side (You may notice that you are now on the other side
of the
large tree that blocked your path earlier). Get the apple and head
north. Past
some patrolling skunks is the exit.
t. Level 13: Ritual Grounds**
Move out of the small fenced maze you start in. Get the coins and the
apple in
the area, as well as the checkpoint to the east. Continue to hop east
across
the logs in the water. Avoid the enemies and get the apple and then
long jump
south from the gap in the fence. Hop onto the wooden island from the
floating
logs to reach the next area.
Hop onto the next set of logs (Move north by hopping quickly on the
west line
of logs). Jump onto the fenced-in area you can reach, and get in front
of the
hippo/crocodile thing. Pull yourself by the hook, collect the coins,
and ride
the floating logs south to a dragonfly's patrol route. Get the apple,
coins,
moneybags, and checkpoint in the area. To the east is yet another set
of
floating logs (There is a fly to the north). Get the coins on the
platform to
the east, and then quickly hop across the next log that by to another
platform.
Repeat the maneuver to the north, moving from east to west this time,
collect
more coins, loop around the fenced area to get further north, and jump
across
another log to a fenced area containing four coins. Jump onto the last
set of
logs, moving north along the west line, and jump onto the northernmost
area you
can reach. Get the apple and hop across the collapsing platforms to the
southeast. Jump onto the wooden platform and go east to the next area.
Wait for one of the longer logs to come towards you, and then jump onto
it,
quickly head to its north tip, and get onto the fenced island to the
east.
Repeat the maneuver on the next set of logs. Collect the long line of
coins and
the apple, and jump onto yet another set of logs. You will be able to
jump onto
a large landmass after riding a log a long way south. Collect the coins
and
apple as you make your way through the fence maze, and then hop across
the
collapsing platforms north of it. Stay on the easternmost one, even
when it
collapses. A fish will come along and eat you, meaning that you finish
the
level. Go figure.
u. Level 14: Inside the Fish**
Long jump south over the slope, and avoid the worm as you continue
south. Get
the money bag and pull yourself by the hook. Push the moveable platform
one
square west and when the fly is out of the way, jump across it (Watch
out; the
fly doesn't move in a circle!). Jump across the platforms and swing
across the
high-up hooks to a checkpoint.
Jump down onto the low platforms and get the moneybag, and then pull
yourself
by the hook to the north. If you go west and across the collapsing
platforms,
you can go through a series of puzzles to get a fly, but I won't cover
the
strategies for it in here (Maybe in the "flies" section). To continue,
head
north instead. You will see a rabbit; getting to him will also only be
covered
in the fly section. Head west on the moving platforms, and watch out
for the
fish! (The trick to avoiding them is to stay on the platform they jump
to, not
from.) West of the moving platforms is a checkpoint.
Hop across the platforms to the west, pulling the pullable ones as you
go. When
you come to a moveable platform, pull it one square east, and pull the
pullable
platform to the north. Jump onto it, pull the moveable platform to the
west one
square east, and jump onto it. Pull the platform to the south, and jump
onto
it, then onto the ledge to the west. Avoid the worms and grab the coins
as you
move southwest. Enter the next area.
Move west, avoiding the enemies, and pull the moveable platform two
squares
east and two squares south. Push it one square west and jump across it.
Continue west across more platforms, collecting the coins and avoiding
the
fish. When you come to another moveable platform, pull it two squares
east,
push it two squares south, and push it one square west. Jump across it
and pull
it one square west. Push it one square north, pull it one square west,
jump
north from it, and then continue west to another moveable platform.
Pull it one
square east and one square south, push it one square west, and jump
across it.
Jump over to the next area, grab the coins, and move north, avoiding
the
enemies and force hop fruit and getting the apple. Activate the
checkpoint you
come to.
Hop east from the square just southwest of the apple, get the apple,
and pull
yourself by the hook to the east. Avoid the weird enemies and hop onto
one of
the moving platforms when it looks like the flies won't hit you.
Further east,
pull yourself by a hook and continue. Move north, collect the coins,
and get
onto a moving platform. Get the coins to the west, but don't get onto
the line
of collapsing platforms to the southwest yet! First, push the moveable
platform
two squares west. Only then can you hop across the line of collapsing
platforms, and the platform you moved when you come to it. Move across
the
three collapsing platforms north of it and quickly pull yourself by the
hook.
Jump across the next three collapsing platforms and swing across the
high-up
hook, get off the collapsing platforms you land on, and get the coins
as you
continue west to the door to the next area.
Get the coins and push the block two squares west. Push the block south
of it
two squares west as well, and the block north of where you now stand
one square
north. Push the block to your west one square west, and the block north
of THAT
as far west as it will go. Now your way south is clear. Push the
moveable block
one square south, jump onto it, and get onto the west bank (With the
enemies on
it). Pull the block two squares south. Push it one square east and one
square
south. Push it two squares east, and then make your way to its south,
jump onto
it, and jump east to the exit.
v. Boss: Parasitic Moth**
You start with the boss's cocoon in front of you. Jump up and hit it
with your
tongue to release the boss.
The boss will fly over to one side of the room and throw a tornado at
you, and
then fly diagonally to a different side of the room. Stand near one of
the
strange objects sticking out of the ground near the boss (On the side
that will
be opposite the boss). If the boss flies in front of the thing you are
standing
in front of, quickly jump up and use your tongue attack. If your
position and
timing are right, the boss will be hit when the thing smacks into it,
and you
will have to QUICKLY run away as the boss chases you for a while,
trying to
sprinkle poisonous magic powder on you. Hit the boss in this manner
every
chance you get, and avoid the boss for as long as you can when he tries
to
sprinkle the powder on you. Hopefully, he will give up and return to
his normal
pattern of attack before he hits you.
The whirlwind attack is pretty easy to avoid, even when the boss starts
firing
two whirlwinds at once and/or making them move in a zigzag pattern. The
boss
will also sprinkle magic powder in a thick line through the middle of
the
stage, but this is also pretty easy to avoid if you anticipate it. The
only
attack that is difficult to avoid is the one the boss uses when you hit
it.
If you instantly get hurt when you hit the boss, you are probably
standing on
the wrong side of the strange thing. Try staying on the side opposite
the boss.
Sometimes, the boss will simply circle the room without attacking. This
is
great opportunity to hit it, since its movements are predictable. Even
if it
just keeps firing tornadoes at you and then moving to another side, the
odds
are in your favor that you will pick the right thing after just a
couple tries.
As long as you avoid the pursuit attack well, you can easily deplete
all of the
boss's health before he depletes yours.
w. Boss: Chief Bonzo**
If you fall, Chief Bonzo's health will regenerate, which is a problem
since all
of the Boss's attacks involve making you fall. The platforms around him
constantly collapse and regenerate, so keep moving. If almost all of
the
platforms look like they're shaking, move to a corner quickly.
To actually damage Chief Bonzo (Or are you damaging Henry? Actually, it
LOOKS
like you're damaging the cloud Chief Bonzo sits on), all you have to do
is hit
him with your tongue. You don't even have to jump up; just hit him
while you're
on the ground. Try to damage him every chance you get (He's only
vulnerable
when he's moving or summoning ghosts) and you'll win in no time.
x. Level 15: Helmet Factory 1a*
This is the first level in the game key to the plot; it is where you
will
finally stop production of the mind control helmets!
(Note: This level is far more complex then any you have been in before.
Therefore, instead of telling you about the long side paths that lead
to coins,
apples, and flies, I will tell you only how to reach the exit.)
Enter the south door from the start. Get the coins as you head south,
past the
crocodiles. There are eight coins in a southern alcove (I know I said I
would
lead you straight to the exit, but these coins are just a few steps off
the
main path!) Next, head east, to a split in the path, and take the south
path.
You must sneak past two crocodiles, one moving in a circle, the other
wearing a
gas mask. To get past the second one, hide in the alcoves while he runs
by to
get to the other side of him. Go south into the next room.
Get the coins as you sneak by the skunks. At the last skunk, hop down
the
platforms on the west side. Get the coins and move counterclockwise
around the
small room, grabbing the coins in the middle with your tongue as you
go. After
some more platforms, some of which collapse, you will reach the next
door.
Get the coins as you move through the room via the moving platform.
Take the
east exit. In the next room, get the coins as you move through the
maze,
avoiding enemies. Push the moveable platform two squares north, then
loop
around and jump across it from its west side. Avoid the spike traps and
enemies
as you move north, and then take the east exit, although the north exit
will
take you to 13 coins very quickly, so you might want to choose it
first.
In the room to the east, move to the northeast corner and push one of
the drums
into the goo to the south. Jump west from on top of it and push the
drum
directly west of it west into the goo. Push the drum that is now just
south of
that drum south as far as it will go, then east into the goo, and push
the drum
that is now just east of it east, into the goo as well. Jump across it
to the
next door.
Go north to the area with the moving platforms, and move east across
them,
standing on the collapsing platforms when you need to. You will be in a
long
hallway. Head to the far north of it, and move east past the patrolling
enemies
to the door to the next room.
Ride the moving platform and hop north from it to the door. Move
counterclockwise through the room to another door and you will end up
in
another drum puzzle. This will seem very difficult until you realize
that the
northernmost drum is absolutely useless. Push it east into the corner
so it
won't get it the way. Push the western of the other two drums west
until it
falls into the goo, and push the other drum into the square of goo just
southwest of it [the drum you just pushed]. Now you can reach another
drum;
push it south into the goo. You will reach a south-southwestern quasi-
room
containing two drums. The west one is blocking your way into the room
so push
it south, and push the eastern drum north, and the drum north of it
north, as
well. You will gain access to another drum which you must push east.
Push the
southeastern drum east into the goo, and the remaining drum two squares
south,
also into the goo. There is a nearby block, on land. Pull it one square
west,
and jump across it to reach the door to the next room.
You will have to move across several islands patrolled by enemies. Each
has a
gap in the middle that you can jump across to avoid the enemies. In the
northeast of the room area some coins, and on the north side is the
next door.
Get the coins as you move past the treadmills and enemies, then, to get
past
the cockroach, stand by the eastern of the two collapsible platforms,
wait
until it [the cockroach] is coming towards you, jump onto the platform
just as
the cockroach is about to hit you, jump west to the next platform, and
hop back
onto the patrol route. You will now be on the other side of the
cockroach, so
you can continue. After getting past a ghost enemy, you can go
southeast to get
some coins. Yes, I know you can see the exit! If you had any trouble
with this
level, the sight of the exit should be a huge relief. You must move
clockwise
from the coin area to reach it, hopping across a collapsible platform
and
avoiding another cockroach. After getting some more coins, jump into
the exit!
y. Level 16: Helmet Factory 1b**
(Note: This level replaces Helmet Factory 1a if you are on quest two.)
In the room where you start, you must put a block on each of the four
switches.
Start with the northeast block. Pull it two squares west, but instead
of
pushing onto the switch from there, pull it one more square west so it
won't
get in your way. Push the block south of it one square north, and then
work
your way around and push it two squares west. Now pull it one square
north,
onto the northwest switch. Pull the southwestern block 5 squares east,
and then
make your way to its north and pull it one square north, onto the
southeastern
switch. Backtrack around so you are to the south of the southwestern
block, and
pull it one square south onto the southwestern switch. Now only one
block
should remain that is not on a switch; it is the northernmost one. Push
it one
square east and one square south, onto the northeast switch. If all the
blocks
are on all the switches, the door to the west will open, allowing you
to enter
the next area.
Push the block in the next room three squares west and pull it two
squares
south. Get the coins, and then pull and push the block until it is one
square
south of the westernmost of the elevated squares to the northwest. Jump
up onto
this square, and then onto the moveable block just to the east and grab
the
apple. Now, push this moveable block one square west so it falls down
to ground
level. Push it two squares north into the spike pit, and then push the
other
moveable block on top of it. Get onto the two stacked blocks and
continue; grab
the coins and exit through the north door.
The door in the southeast part of this room leads to a fly and coins,
but the
path is long and difficult. To the north of that door are some enemies.
Avoid
them, and head north to get some coins. After you get these, go through
the
east-northeast door.
Avoid the enemies as you move east. Pull the moveable platform one
square
north, push it one square west, and then push it two more squares
north. Push
it one square east and two squares north. Pull it one square west and
jump onto
it, then north to the coins. Go east to the treadmill and the next
door.
Collect the coins and push two or three drums, but no more, into the
fenced
area in the spiked gap, then stand on the northernmost one and pull
yourself to
the hook to the north. Avoid the snakes and get the coins, and then
exit
through the north door.
Get the coins in this room, and exit through the north door. In the
next room,
go west, stand on the spike traps when they're down, and long jump over
the
slopes. Avoid the ghosts and enter the second door you see. Get as many
coins
as you want; most of them are in the outer part of the room. When
you're done,
enter the inner part through its west side and hop north across one of
the
collapsing platforms. Watch out for the ghost! Just south of the
ghost's patrol
route are some coins and the exit.
z. Level 17: Helmet Factory 2
Get the coins east of your starting location, and head through the door
to the
north of them. Pull yourself by the hooks on the north side of the
room, and
then pull yourself by the hook in the mid-east area of the room. Grab
the metal
object and spit it out it one square east of the square from which you
can jump
to the island with the button on it (look at this description one part
at a
time; you'll get it). Pull the object to you from the island with the
button on
it, and set it on the button from the square north of it. Jump over to
the
apple and pull yourself by the nearby hook and return to the "hub" room
through
the door to the south. Move southeast over to the next door.
Grab the metal object and jump onto the moving platform, and then set
the
object on the square of land that you pass, and jump onto the area
northeast of
it to get all the coins. Grab the metal object from the square three
squares
north of it and jump onto the moving platform. Set the object onto the
button
from the square one square north of it, then return to the hub room the
same
way you came.
In the hub room, move southwest, getting the coins when you see them.
Notice
the green force-field? That will dissipate when three buttons it the
outlying
rooms have metal objects pushing them down. Since you've already set
metal
objects on two buttons, only one remains; it is in the room northwest
of the
force-field.
In this room, enter the door in the northwest corner for some coins.
Back in
the room with the button, place the object on the north moveable
platform and
jump around to the south side of it to grab it. Leave it somewhere out
of the
way (one of the two far-south squares of land), and pull the northern
moveable
block two squares south. Move the southern moveable block one square
west, out
of the way, and pull the northern moveable block one square south. If
you did
it right, one should now be one square west of the other. (If the metal
object
gets in your way, just move it). Put the metal object on the east of
the two
moveable blocks and jump onto the island with the switch on it. If you
try to
grab the metal object from here, your tongue will latch onto the west
moveable
platform, so pull it one square west and then grab the metal object and
place
it on the switch. If all the metal objects are on switches, a message
will pop
up telling you that a door has opened. Return to the hub and enter the
door
that was previously blocked.
Stand in one of the alcoves to get to the other side of the crocodile
wearing a
gas mask, and continue north to reach the exit.
aa. Boss: Tentacle Monster
This is the monster that Chief Bonzo created. Beating it is tough and
complicated, so I will start by explaining how to avoid its attacks.
Obviously, it attacks with its tentacles, more so when you are on the
inner
ring. Sometimes the tentacles are even invisible. You will not get hit
by this
attack if you keep moving, though. The monster will also attack by
throwing
globs of goo into the air, but you can avoid being hit by one if you
watch
their shadows. Finally is the attack that is the key to beating the
boss. It
will fling slugs onto the outer ring. These slugs will move
counterclockwise
around the ring. Jump onto the inner ring if they are too hard to
avoid.
To damage the boss, there must be slugs circling the outer ring, and
the drapes
on the northwest and northeast parts of the room must be open. To open
them,
face them, jump up and use your tongue move in midair, as if you were
swinging
across a high-up pole. Make sure both drapes are open at all times, so
that you
can damage the boss (They will slowly close throughout the battle).
While you
are waiting (I will tell you what you're waiting for in a second), stay
in the
large alcove on the north side of the room where you will be safe from
almost
all the tentacle monster's attacks. Most importantly, though, be
careful not to
fall into the goo!
Now I will tell you how you actually damage the monster. As the slugs
pass
through the sunlight that the drapes let in, they will begin to burn.
As soon
as one turns into a bean-like object you can grab with your tongue,
move it to
somewhere you can reach with your tongue from the inner ring if it
isn't
already, jump to the inner ring, grab the object, and spit it into the
tentacle
monster's eye. If you are fast and dexterous, you can do this a couple
times
without getting hurt.
Again, the key to winning this battle is to constantly keep the drapes
open so
the slugs will burn and turn into the bean-like objects. You should
also never
stop moving, so you're less likely to be hit by a tentacle attack. Keep
up this
strategy and you will quickly deplete all of the tentacle monster's
health,
thus stopping the production of brain control helmets! (Although I'm
not sure
how)
ab. Level 18: Crocodite Mines 1*
You didn't think you had beaten the game, did you?
Sneak past the crocodiles, then pull the southern moveable block two
squares
west and jump onto the bat's patrol route. On the southeastern square
of this
route, pull the northern moveable block one square south and jump onto
it, and
then head east. You will have to cross some collapsing platforms that
turn
south, and pull yourself by a hook, circle around, and pull yourself by
another
hook, moving east this time. Avoid the moths and bats as you move
across their
islands until you reach a checkpoint. There is a hook northeast of
here,
guarded by more moths and bats. Pull yourself by it, avoid the
crocodiles, then
go east and pull yourself by another hook. You must then hop into a
lower area,
and up onto a higher area with a spike on it. Continue, grabbing the
apple,
until you find a collapsing platform. There is a high-up hook above it.
Jump
onto it, then quickly jump up and grab the hook to the east. From
there, jump
onto a moving platform. Stand on the collapsing platform you find
there, facing
east, and jump up and grab the hook, swinging east to reach a
checkpoint. Hop
across some platforms, starting with a collapsing one to the south, and
pull
yourself by the two hooks you come to. There is also another hook to
the
northeast. East of that are some spike traps and a crocodile. As you
continue
east, you will find spike traps on floating platforms. Time your jumps
carefully to get by them without being hurt (There is a split-second
when it's
safe to stand on any spike trap). You must long-jump down a slope. Jump
across
the gap from east to west when the crocodile is on the southern part of
his
patrol route, and then continue west, pulling yourself by hooks and
jumping
across collapsible platforms. Go south, pull the platform and grab the
coins if
you want, and go east, getting a checkpoint and coins and avoiding
spike traps.
Avoid the bats as you hop across their floating islands, and head north
across
some platforms, including some you must pull (Be careful- the camera
angle is
deceptive). Avoid the crocodile and swing across the high-up hook, just
to the
east, and get the checkpoint. Just east, across the steppes, is the
exit,
although there are some apples and other items you can get to the
south.
ac. Level 19: Crocodite Mines 2
Jump down the long slope just to the east of where you start. Move east
past a
bat and along a long series of collapsing platforms with coins on them.
If you
are fast, you can get all the coins without falling. You will end up on
a
platform with an apple and spike traps on it. Get the apple, wait for
the
platforms to regenerate, and then go south to the next island with a
bat on it.
Continue south past more bat islands to a crossroads where you can go
west or
east. Go east on the moving platform. You must ride another moving
platform,
north this time (You may need to get onto it from its east side).
Continue
north to a checkpoint, but don't go straight north from it! There is a
slope
there. Instead go one square west from the checkpoint, then north.
There are
two pullable platforms. Pull and jump across the east one. Go
northeast, get
the apple, and head south across collapsing platforms. Use careful
timing to
jump onto the moving platform, and then continue south across more
collapsing
platforms (Get the apple on your way). You will end up at a checkpoint.
East, past a moth, are two coins and a moveable block puzzle. Pull the
only
block you can reach one square south, and jump onto it. Pull the block
north of
it one square south, get onto it, pull the platform east of it one
square west,
jump onto it, and get onto the platform one square south of it. Push
the third
platform one square north, jump onto it, and pull the platform to the
north one
square south so you can jump across it. Move northeast across some
platforms to
another checkpoint. In the northeast of this area is a place where you
can jump
south and continue. At the split in the path, take the west path and
travel
across the moving platforms (There is a shortcut at one point). You
will end up
at a checkpoint with many pullable platforms to the east. Pull the
northernmost
one and jump onto it, and then pull and jump across the platform to the
east of
that. To the north is an area with a rabbit; go over to the rabbit to
get a fly
if you want, then backtrack to the area to the east of the two
platforms you
pulled and go east, then south, and jump across the platforms, getting
the
checkpoint as you go. Avoid enemies as you move counterclockwise around
a
circle of platforms, circling around a gap on its southeast corner.
Circle
around the next such gap and go north. You must circle around one more
gap, and
jump across some collapsing platforms. Get past the moth then pull
yourself by
the hook you see to reach the exit.
ad. Boss: Crocodite Statue
Notice the apples in the northwest and northeast corners? Only get
these when
your health isn't full, or they'll go to waste.
The boss will throw three different objects at you: spiked balls,
boulders, and
bubbles. At first, you must simply avoid all of these except bubbles,
which are
the rarest. When you see a bubble, align yourself so it lands on you.
(All the
objects bounce, not roll, so you can avoid them easily, whether
intentionally
or not.) The bubble will surround Frogger. Continue to avoid the spiked
balls;
they can pop the bubble.
Notice how there are two gaps in the boss that alternately charge with
electricity. You must bounce the boulders, and not the spiked balls,
onto whichever
one is charged, so line yourself up with a boulder that is on the same
row as a
hole, and wait for a boulder to come towards you. Stand so it hits you
(The
timing is tricky) to get it to bounce onto the gap that is charged with
electricity. Often, you will aim for a gap, and bounce a boulder at it,
and the
boulder will hit the gap just a split second after the electricity
moves to the
next gap. Just keep it up, though; you'll get the timing with practice.
After bouncing two boulders, the bubble will pop, and you will have to
wait for
the boss to fire a new one.
After hitting the boss twice, he will slide open like a door, and more
gaps
will be revealed. There will now be a total of 6 gaps. The boss will be
more
difficult to hurt, and you will have to change your timing.
After hitting the boss three more times, (a total of five times) he
will slide
even further open, and there will be a total of eight gaps. This is his
last
transformation, and though he is difficult to hurt now, you must only
hit him
three more times to win.
ae. Level 20: Sky Fortress**
Get the 12 coins in the area where you start and exit through the door
to the
west. In the next room, swing across the high-up hook and make your way
across
the enemy-infested islands. Get the apple and push it one square west,
and then
loop around and jump across it to the checkpoint. Get onto the
collapsing
platform and swing from the high-up hook, and then move along the rest
of the
collapsing platforms and pull yourself to the hook to the north and get
the
apple. Get onto one of the moving platforms and pull yourself by the
hook to
the west. As you move north, push each moveable platform two squares
east. Pull
yourself by the hook to the north as you go. Eventually, you must push
a total
of four blocks two squares east. Backtrack to the moving platforms and
hop onto
one. Ride it to the east ledge, which mirrors the west one you were
just on.
Push each of the four moveable platforms two squares west, and then
backtrack
and get onto one of the moving platforms. Jump onto the southernmost of
the
moveable platforms you pushed and move north across the other seven,
then onto
the other moving platform to the north. Get the apple that you come to
and
swing across the high-up hook. Get onto the next moving platform and
pull
yourself by all the hooks in the area, moving west to the door to the
next area.
Jump across the collapsing platforms and get onto a moving platform.
Ride it
past some platforms with coins on them, grabbing them with your tongue,
as well
as an apple. Get onto a collapsing platform on your west side and jump
onto the
checkpoint. Jump onto the four-square platform and it will start
moving. Avoid
the fire that comes at you and enter the door to the next area.
Jump onto a moving platform and make your way across the rest in the
area,
grabbing the apple and moneybag as you go, and then pull yourself by
the hook.
Jump across the platforms that follow, looping around so you can reach
and
swing across a high-up hook. Continue west, then north, to a checkpoint
(You
will have to pull a pullable platform). Avoid the fire as you continue
north,
pulling yourself by a hook (Use the collapsing platforms to your
advantage).
When you get to the fire traps, hop west across the collapsing and
non-collapsing platforms. Jump across more platforms to the west,
avoiding
fire. You must circle around a gap in the collapsing platforms, moving
south to
two apples, and then move west to a checkpoint. Pull the moveable
platform two
squares east and push it one square north, and then jump across it. Get
the 16
coins the north, and then pull the next moveable platform one square
south and
push it one square west, and then jump across it. Ride a moving
platform,
grabbing the coins with your tongue as you go, and get onto the
platform to the
southwest. Push the moveable platform two squares north and pull it one
square
east, and then jump across it. Enter the door to the next area.
Avoid the fire as you move west, south, then east, collecting coins and
pulling
yourself by hooks as you go. Get onto the next moving platform that
comes by.
Get onto the platform to the south of the moving platforms' path and
hit the
checkpoint. Jump onto the area east of it, patrolled by four bats. Jump
east
from this area and pull the pullable platform you see. Follow the
crocodile
along his patrol route. Hop onto the next patrol route as soon as you
can, then
jump back when the crocodile is out of the way, because another
crocodile is on
his way. Jump back and follow that crocodile when he turns around, and
immediately jump in front of him and continue. Keep cutting corners to
stay
ahead of the crocodile. Move south, up against the wall, to an area
patrolled
by moths. Get the coins, jump up, grab, and swing across the high-up
hook to
the east. Avoid the fire and spike traps as you navigate the next area.
You
will come to a moveable block. Pull the eastern pullable block, and
then pull
the moveable block one square south. Push it two squares west, circle
around
and hop onto it. Pull the block to the north and jump onto it. Get the
apple
and enter the next door.
Get the coins as you avoid the crocodiles. Jump onto the platform to
the
southeast and pull and jump across the platform to the north. Pull the
moveable
platform one square east and jump across it. Pull it one square west
and push
it two squares north. Jump onto the collapsing platform to the
northeast, then
north. Pull the moveable platform two squares north, and then jump west
from it
and over to a hook which you must pull yourself by. Jump across the
platforms
that follow, pulling yourself by a hook and quickly pulling and jump
across a
pullable platform. You will reach a checkpoint. Pull yourself by the
northernmost hook and continue. Pull the only moveable platform within
reach
one square south and jump onto it. Pull the northeastern platform one
square
south and jump onto it. Pull the southeastern block one square north
and get
onto it. Jump onto the southwestern platform and then onto the
northwestern
platform. Jump west onto the next platform and push the moveable
platform two
squares east. Return to the other four platforms and push the
northeastern
platform one square north and jump across it to the platform with the
coins.
Move north along the eastern strip of land and push the platform to the
north
two squares west. Hop across the platform to its south, then it.
Continue north
(The fire traps are very hard to avoid, so hopefully you have a lot of
health)
and pull one the pullable platforms and jump across it, and then enter
the door
to the next room.
Pull the moveable platform one square west, then two squares south.
Push it one
square east and pull it one square south. Now push it two squares east.
Get
onto it and pull and jump across the platform to the north. Pull the
next
moveable platform two squares south and push it one square east, and
then jump
onto it. Pull the eastern platform one square west and jump onto it.
Pull the
western platform one square east and push the eastern platform one
square east,
and then jump onto it (Get the coins to the south). Pull it one square
north
and jump onto it again. Pull the northern platform one square south and
jump
onto it. Pull the platform to the south one square north, and then push
the
north platform one square north. Jump across it to the checkpoint. Pull
and
jump onto the platform to the north. Get on the moving platform to the
north.
Avoid the fire traps as it carries you north. You must ride two more
such
moving platforms. Hopefully, you will reach the exit alive.
af. Level 21: Dr. Wani's Fortress
(If you run into Ronin before you go to the fortress, just skip this
section
for now. I'm not sure why this sometimes happens; maybe my memory
tricked me
and it always happens.)
This is last level common to both quests, and the last level of quest
two.
Therefore, it's pretty tough, and branches off in many different
winding paths
at several points, so just ignore the wrong paths and follow this FAQ
to the
exit.
You must start by going west and riding some moving platforms (Get the
coins if
you want). The second set of moving platforms is guarded by fire traps,
so stay
on the moving platforms for as short a time as possible, and jump onto
the
first one immediately when there is a break in the fire. Next you must
avoid
some bats, jumping across gaps in their patrol routes. The fourth and
last bat
is especially difficult to get by. To the west of it you must avoid
more fire
traps as you move across collapsing platforms. This part isn't actually
too
difficult. North, past the fire traps, a bat, and a rotten fruit, is
the door
to the next area.
This is the main crossroads in the level. Pull the WEST platform one
square
east and jump onto it, then south. The path from here is
straightforward and
simple until you reach a moveable platform. Push it two squares north,
pull it
two squares west, push it one square north, push it two squares west,
and pull
it one square south. Push it one square west, jump onto it, and pull
the
platform north of it one square south to jump on it. Now, pull the
southern
platform one square north, get onto it, and push the northern platform
one
square north. Jump onto it and continue. Hop across the collapsing
platforms,
avoiding the bat. Get the coins with your tongue, and enter the western
door
into the next area.
There is line in the gap to the north of the east of the two platforms
you
encounter. You must push the two platforms onto it. Pull the platform,
jump
onto it, and push the next two platforms onto the next line in the gap.
Go
north from the strip of land on the east side of the room, then avoid
the
spikes and fire as you go west (Before getting onto the strip of land,
wait for
two fireballs to hit the wall at once). There are two apples past this
area
that you will probably need to get before you enter the door to the
next area.
Pull the platform in the next room two squares west, push it one square
south,
pull one square west, push it one square south, and jump across it.
Pull it one
square south, jump onto the platform west of it, and pull it one square
west.
Pull the platform to the south one square north, and jump onto it, then
east.
Pull it one square east, pull the north platform one square south, and
push
each platform one square west. There is a fly to the east; before you
continue,
push the platform between you and it into position (It's simple enough
that I
don't need to explain it), and jump over and grab it, as well as the
nearby
coins. Now return to the two other blocks you moved and jump onto them,
then
south. There are two rows of spike traps; you must jump across the
southern one
to continue. Jump across the platforms over to the southeastern corner
of the
room, then north, pulling the platform as you go, get the coins, and
enter the
next door.
There are some coins to the west, but to continue, you must pull the
platform
from the northeast area where you start. Pull and jump across the other
platform as well, and push each of the two moveable platforms there two
squares
south, and loop around and jump across them. You must pull another
platform and
avoid some bats to reach the door in the northwest corner.
Ugh. This part is tricky. Start by jumping across the collapsing
platforms and
pulling and jumping to the pullable platform. Get onto one of the
moving
platforms (The timing is the tricky part; watch the bats and the
platforms
first to decide when it's best to jump) and pull the northeast of the
pullable
platforms. Get onto the middle platform (The first one you pulled) if
you get
the chance, and then ride a moving platform to the northeast platform
again,
and jump onto it. Jump across the collapsing platforms to reach an area
full of
fire and spike traps. Avoid the fire traps one at a time, unless they
are RIGHT
next to each other. Always wait until right after a trap fires to move
forwards. When you get past all the traps, you must push some blocks.
The path
is clearly laid out for you, so I'll just tell you the order that you
should
push them along it: east, north, south. This isn't the only possible
combination, but it's one that works. Remember, you only need to push
three of
the blocks into the gap to reach the other side. Continue, carefully
avoiding
the bats and you will have to choose between two doors. I suggest you
take the
south one first, since it leads you safely and quickly to a fly (Stay
out of
the southwest area with the purple bats), and then take the north one.
On the
other side of the north door, hop down the stairs, hop onto the center
stairs
to avoid the crocodile, and make your way to the door in the northwest
corner.
Move south, avoiding the bats, and go down the stairs. To avoid the
crocodile,
stand one square north of the west of the two collapsible platforms,
wait until
he is about to hit you, get onto the west of the two collapsing
platforms, jump
onto the east one, then hop one square north, back onto the crocodile's
patrol
route. If you did this right, you will now be on the other side of the
crocodile, so continue east, and then go up the stairs there. Avoid the
bats
and go to the door in the northeast corner.
Hop onto the long platform guarded by fire traps. Avoid the fire as you
make
your way south. You must move west, avoiding more fire traps and spike
traps
(use the collapsing platforms to your advantage). Finally, you must
avoid the
fire traps to your north. Wait for the southern one to fire, quickly
jump in
front of it and across the gap, and then get out of the way of the last
fire
trap before the exit.
ag. Boss: Ronin
This is that loud-mouthed guy that works for Dr. Wani.
You may notice that Ronin doesn't have a health meter. Instead, you
must judge
how close you are to beating him by the state of the machines in the
room.
These will slowly take damage as Ronin's attacks bump into them. You
win when
they all turn black.
Since there is no way you can directly destroy the machines, all you
have to do
is avoid Ronin's attacks. These are sound-based, so turn up the sound
on your
Nintendo DS if it isn't audible already.
Always stay in the corner opposite Ronin, and move as he does. Be
prepared to
long jump out of the corner at all times. You also have to avoid
falling rocks,
but this is pretty easy.
If you hear chimes when Ronin attacks, stay in the corner. If you hear
an eerie
whistling sound, his attack is going to reach the corner, so long jump
out of
it (If he is only launching one sound wave at you, jump in the opposite
direction that it approaches from). If you hear a weird electric guitar
noise,
it means Ronin's attack will not even come close to hitting you.
Just keep up this strategy to avoid Ronin's attacks, and all the
machines will
eventually turn black, though it will probably take a LONG time. In
fact, this
boss takes longer to beat than any other in the game.
ah. Level 22: Dr. Wani's Airship*
I wonder why whether you go through the farmlands or the beach
determines the
method Dr. Wani uses to escape from you so much later in the game...
Hop into the hole to left of your starting location and you will see
that the
airship has four floors, including the one you started on. When you
land on the
first floor, avoid the fire traps to the east as you ground pound on
the three
switches they protect. Doing so will open the eastern door. As you
continue
east, avoiding fire traps, you will pass two holes, one to the north,
and one
to the south. After the fire traps are two metal objects, which you
must place
on these holes. When you do so, the next door will open. Further east
are some
crocodiles on treadmills. Pound the two switches in the area to stop
the
treadmills and open the third door. On the other side of it is the
ladder that
leads to the second floor.
On the second floor, hop onto one of the moving platforms to the west.
There
are some platforms with spaces between them where you will be safe from
the
crocodiles. Cross these to reach more moving platforms, which you must
ride to
a line of collapsing platforms. Get the coins after you reach the ledge
to the
west, and avoid the crocodiles as you continue west. You will come to
an area
containing several crocodiles and a switch. Pound the switch and enter
the next
area, avoiding the force hop fruit. Here you must pound another switch.
Get the
apple to the west, and then go south past some crocodiles to find
another area
containing a switch. Pound it, and then exit the area through the
northeast to
find some coins. East of these is the last switch. Look at the timer
(On the
upper of the Nintendo DS's dual screens), and then pound the switch.
This opens
the door to the east, and a message appears telling you that you have
five
minutes before the ship self-destructs. Because you looked at the
timer, you
can now calculate how much time you have left whenever you want, (Pause
when you
do this!!) though this may become distracting at times. For now, avoid
the
patrolling crocodiles to the east, hopping across the collapsing
platforms as
you go. Get the moneybag and hop north, then east, then south from it.
Continue
avoiding crocodiles as you make your way east. You will come to a room
with two
rows of platforms at the beginning: collapsing, and non-collapsing.
First, jump
across the collapsing platforms; they lead to apples (Don't worry about
time;
you have plenty). Backtrack and jump across the non-collapsing
platforms. Jump
south from the southern tip of the crocodile's patrol route so you
don't have
to grab the force hop fruit. You must avoid one more crocodile; then,
you will
come to the ladder that takes you to the third floor.
</pre><pre id="faqspan-3">
On the third floor, go northwest until you see a hook; pull yourself to
it.
Jump to where the patrolling crocodiles are, and make your way south
(Get the
apple). Hit the switch you find, and pull yourself by the nearby hook.
Just
north of it is the door you opened; inside are three moneybags and a
switch.
Hitting the switch opens the door to the east. In this room are a fly
and two
apples (Again, you have plenty of time, so you can easily still make
it.
Besides, these items are vital!). Pull yourself by the northwest hook
again,
but this time, go east from the crocodiles' patrol routes. You must
move along
conveyor belts, avoiding fire. You will then encounter several
crocodiles (Grab
the money bags to the north and the apple to the south as you move
west).
Hopefully, you still have a fair amount of health when you reach the
ladder to
the fourth floor.
On the fourth and final floor, go west, then north, avoiding
cannonballs and a
crocodile (grab the moneybag). East of the crocodile are some
platforms; hop
across these to reach an area full of cannon fire. Stay in the spaces
in
between the cannonballs' paths to avoid them as you move east. South of
the
cannons is a long series of collapsing platforms that will test your
dexterity
to the limit. After this, you must avoid more enemies. This is very
difficult,
so hopefully you have a lot of health. Continue east past several
cannons, then
south to an area containing 16 coins and the exit.
ai. Boss: Dr. Wani*
This guy took me a really long time to beat, but once I figured out
what to do,
he was kind of easy... maybe even easier than Ronin?
See those switches on either side of the room? Stand on one (It's not
necessary
to ground pound) to get the rope next to it moving. You must stand in
front of
this rope, and when it starts moving and the knot in it rises above the
ring,
jump up and use your tongue attack. If you time it right, the rope will
break.
When a rope starts moving (Which is necessary for you to break it) the
room
will shake and you will be unable to move more a second.
Dr. Wani's attacks include a sword attack (Avoid this by looking at the
shadows
of the swords), bomb-dropping birds (First avoid them using the shadows
as a
guide, then get away from the bombs (You can hop through them if you
need
to)), a tail whip attack which flips over a column of tiles (This is
harder to
get away from if you are near Dr. Wani, so stay away from him except to
get to
the two ropes on either side of him), and a normal tail strike attack
(Unavoidable; again, don't get too close).
Just keep avoiding Dr. Wani's attacks as you step on the switches and
break the
ropes. Remember, the knot has to be JUST ABOVE the ring, not inside it,
for you
to hit it! Just get the timing right and you'll break all six ropes in
no time!
Congratulations on beating quest one!
That's a... weird ending.
aj. Boss: Dr. Wani's Mechanical Hang Glider**
In this unique boss fight, you must jump across the clouds that trail
behind
Dr. Wani's hang glider and knock down the five winders on the glider
with your
tongue. There are almost no specific strategies to beating this boss;
just
remember that you're virtually never "stuck". You may have to move
backwards to
move forwards, though. Each winder takes very few hits to knock down,
so this
boss is pretty easy. Congratulations on beating quest two!
This ending isn't as weird as the other one. It's still a cliffhanger,
though.
6. Appendix
a. Flies
Here is a list of the flies that can be found throughout the game,
adding to
Frogger's maximum health. Difficulties are rated on an easiest-hardest
scale of
1-3 asterisks (*). When I finish, there should be 12 flies.
Number: 1
Quest: Both
Level: 1: Firefly Swamp 1
Location: Near the beginning, to the south of the pit with 8 coins in
it.
Ground pound on the white flowers to make it appear.
Difficulty: *
Number: 2
Quest: Both
Level: 2: Firefly Swamp 2
Location: Near a red apple, pull yourself by a hook and ground pound on
the
white flowers to be teleported into a maze. Further instructions are in
the
walkthrough for that level.
Difficulty: *
Number: 3
Quest: Both
Level: Firefly Swamp 2
Location: After the sign that says "Beware of slippery slopes", you
will come
to some white flowers. Ground pound on them to teleport into an area
with a
rabbit who gives you a fly.
Difficulty: *
Number: 4
Quest: 1
Level: Farmlands 2
Location: Near the exit, to the west, a giant rabbit is hidden in the
trees. He
will give you a fly!
Difficulty: *
Number: 5
Quest: 2
Level: The Beach
Location: Southeast of the exit is a giant rabbit who gives you the
fly.
Difficulty: *
Number: 6
Quest: 1
Level: The Jungle 1
Location: Partway through the level, after some fire and spike traps,
there is
a four-way split. The far-right path leads to the rabbit.
Difficulty: **
Number: 7
Quest: 1
Level: The Jungle 1
Location: Soon after the rabbit is a large group of islands. In the
southwest
area is a gap you jump across to reach three switches; ground pound on
them to
make a fly appear.
Difficulty: **
Number: 8
Quest: 1
Level: The Jungle 2
Location: Along the path past the northernmost of two checkpoints, near
the
next checkpoint after that, is a fly. You must travel across some
platforms to
reach it.
Difficulty: **
b. Legal Things
This guide is copyright (c) 2005 Robert Brandenburg, the author.
This FAQ was written only for use at
http://www.gamefaqs.com/. Contact
me if
you want to post my FAQ on another site. My email is
[email protected] and can be found at the top of the
FAQ as
well.
Tell me about any errors and send any submissions! I will test any new
levels
you discover, of course, before publishing walkthroughs you send me for
them,
and most importantly, I will give you credit!
c. Credits
Thanks to gamefaqs for letting me publish this and everything- this is
my first
FAQ!
Thanks to someone currently anonymous for informing me exactly how to
get to
Lumpy's "Inside the Tree" level! This was the first piece of
information sent
by a user of my FAQ!
Thanks to Ashwin Hirschi for information on the secret area in the
first level, along with some very important legal info!
Thanks to Pidino for giving me a great deal of information about the
toll
collector!
Thanks to Marie for explaining to me that you need to ground pound the
switches in Farmlands 2 in order to activate them! (I think I've
received a few emails about this level, but to be honest, I'm not even
sure where my Frogger cartridge is these days, so user-sent info
constitutes my main additions to the FAQ at this point.)
Thanks to the instruction manual for reminding me of things I forgot
about...
like checkpoints.
Thanks to Konami for making Frogger! GREAT game, Konami!
Last but not least, thanks to my piano fingers. You guys are the
greatest! And the creepiest...