SpongeBob SquarePants: Revenge of the Flying Dutchman (GC)
Walkthrough/Complete Guide
Author: SuperOtakuAlex
Version: 0.6
Console: Nintendo Gamecube
Created: 12/31/13
Last Update: 4/14/14
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Table of Contents
[1] Introduction
[1.1] Game Overview/Intro
[1.2] Version History
[2] SpongeBob SquarePants: ROTFD Brief Information
[2.1] Plot
[2.2] Gameplay
[2.3] Menu Screens
[2.4] Pause Menu
[2.5] Hub Worlds
[2.6] Enemies
[2.7] Treasure Hunting and Puzzles
[3] Characters
[3.1] SpongeBob SquarePants
[3.2] Patrick Star
[3.3] Mr. Krabs
[3.4] Squidward
[3.5] Plankton
[3.6] Sandy Cheeks
[3.7] Larry the Lobster
[3.8] Gary
[3.9] The Flying Dutchman
[3.10] Rusty Scupper
[4] Items/Collectibles
[4.1] The Dutchman’s Doubloons
[4.2] Sand Dollars
[4.3] Jellyfish
[4.4] Costumes
[4.5] Health
[4.6] Letter Tiles
[4.7] Fish Hooks
[4.8] The Dutchman’s Treasures
[5] Level 1- Bikini Bottom
[5.1] Bikini Bottom
[6] Level 2- Downtown
[6.1] Downtown
[7] Level 3- Tree Dome
[7.1] Tree Dome
[8] Level 4- Jellyfish Fields
[8.1] Jellyfish Fields
[9] Level 5- Chum World
[9.1] Chum World
[10] Level 6- Goo Lagoon
[10.1] Goo Lagoon
[11] Level 7- Dutchman’s Graveyard
[11.1] Dutchman’s Graveyard
[12] Final Boss
[12.1] Final Boss
[13] Helpful Tips!
[13.1] Helpful Tips!
[14] Final Word
[14.1] Final Word
[A] Email/Contact Information
[B] FAQs
[C] Credits
[D] Copyright
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[1] Introduction
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[1.1] Game Overview/Intro
Hello and welcome to my walkthrough of the GC version of SpongeBob
SquarePants: Revenge of the Flying Dutchman, made by Vicarious
Visions, BigSky Interactive Inc., and THQ, and based off of the hit
television series. This walkthrough will cover all of the basics of
the game and then some. Good luck and enjoy the walkthrough!
SpongeBob SquarePants: ROTFD is an adventure game that revolves
around SpongeBob and his friends, who get caught up in a scrape with
the ghostly Flying Dutchman. As a result of disturbing his rest,
SpongeBob finds the Dutchman is collecting his friends to add to his
ghostly crew for all eternity. SpongeBob must find a way to rescue
his friends and put the Dutchman back to rest.
There are three versions of the game, the PlayStation 2 version, the
Game Boy Advance version, and the Gamecube version. This applies to
the Gamecube version mainly and could be applied to the PlayStation 2
version, but does not follow the Game Boy Advance version of the
game.
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[1.2] Version History
Version 0.1 [12/31/13]
The guide was started on this date. Information was added to the
Introduction, Brief Information, and Characters sections.
Version 0.2 [1/1/14]
The Bikini Bottom area was started and completed on this date.
Version 0.3 [1/25/14]
The Downtown area was started and mostly completed on this date. The
Tree Dome area was started and entirely completed. The Jellyfish
Fields area was started. Information was added to the Helpful Tips
section.
Version 0.4 [1/26/14]
The Jellyfish Fields area was completed. The Chum World area was
started and mostly completed on this date.
Version 0.5 [4/13/14]
The Goo Lagoon area was started and completed on this date.
Version 0.6 [4/14/13]
The Chum World area was completed on this date. The Dutchman’s
Graveyard was started and completed on this date. The guide was
completed on this date.
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[2] SpongeBob SquarePants: ROTFD Brief Information
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[2.1] Plot
SpongeBob is prepared for another glorious day of work at the Krusty
Krab, until he crosses paths with a treasure chest containing a
mysterious muddy bottle. Upon rubbing the bottle, SpongeBob unleashes
the nefarious Flying Dutchman, who is angered upon having his rest
disturbed. As legend follows, the Dutchman must take the one who
disturbed him and force him to be a part of his crew. However, he
decides to take Gary, who is initially the one who dug up the bottle.
SpongeBob soon finds the Dutchman will not cease and continues to
come back for his friends one by one. He must rescue his friends and
put the Flying Dutchman back to rest.
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[2.2] Gameplay
The basic controls are as follows;
Control stick/Control pad – moves SpongeBob left, right, up and down,
scroll (menu options)
C-stick – rotates camera direction
“A” button – Jump, Power Jump (pressed when in crouch position,
cannot be done when an object is held), Glide (lasts for a few
seconds, when held while in the air), Confirm (menu options)
“X” button – Belly Slam (when in the air), Decline (menu options)
“B” button – Attack
“R” button – Crouch, Roll (pressed while running)
“Z” button – Shows current game status
“L” button – Sneak
“Y” button – Look mode, Go back (menu options)
Start button – Pauses game, options menu, To Do List
SpongeBob’s health is represented by the number of pants he has. Each
time SpongeBob takes a hit, he loses one pair of pants. With only
five pairs, SpongeBob’s last pair is pretty much just his underwear.
When his last pair of pants is gone, SpongeBob is defeated and must
start over from a nearby spot. Luckily there are no set amount of
lives!
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[2.3] Menu Screens
Upon starting the game, you are brought to the main menu screen,
which is set in the Krusty Krab’s kitchen. The flowers on the floor
bring you to four different game options.
=Red Flower=
*New Game* - starts a new game file.
=Yellow Flower=
*Load Game* - loads one of three previous game files.
=Purple Flower=
*Options*
Sound Volume: 0-10 – allows the game’s voices and SFX volume to
be changed.
Music Volume: 0-10 – allows the games’ music volume to be
changed.
Sound: Stereo/Mono – allows the game’s sound to be heard in
stereo or mono.
Rumble: On/Off – allows the controller’s vibrations to be turned
on or off.
=Green Flower=
*Extras*
Hints and Tips – a short video offering some hints and tips on
the game. They are fairly basic tips and don’t really offer much to
the gameplay.
Still Gallery – a slideshow of SpongeBob concept art, character
designs, and more from before the show’s creation.
Credits – rolls the credits for the brilliant creators of
SpongeBob and this game.
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[2.4] Pause Menu
*To Do List* - shows the tasks that have been or are to be completed.
Most of the storyline tasks do not appear until the foremost tasks
are completed. Tasks in checkboxes are those that move the story
along, whereas the letter tiles are specific tasks or challenges to
gain said letter tile.
*Options*
Save Game – saves the game at your current position of progress.
Load Game – loads another game file to play.
Exit Game – exits the current game file.
Game Settings – works just as the Options menu does on the main
menu.
*As a side note, make sure you save often! The game has no auto save
feature and it is necessary for you to manually save your game. Try
to do so after every task or letter tile to ensure that you don’t
lose your progress in the event that something abruptly stops your
game!
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[2.5] Hub Worlds
*Bikini Bottom*
The quaint city where SpongeBob and his friends reside. In Bikini
Bottom is Resident Row (where SpongeBob, Patrick, and Squidward’s
houses are located), the Krusty Krab, and the Chum Bucket, as well as
Sandy’s Tree Dome. Bikini Bottom is the main hub world that connects
to all of the others.
*Downtown*
The downtown area of Bikini Bottom accessed via bus stop next to the
Chum Bucket. Downtown has a channel of streets and other interests.
Located here is a construction site as well as the High Rise
Apartment building.
*Tree Dome*
Sandy’s Tree Dome where she resides while living in Bikini Bottom. It
is accessed from a pathway behind the Resident Row housing. Inside is
Sandy’s tree.
*Jellyfish Fields*
A large area that is the habitat for many of the undersea jellyfish.
It is accessed from a bus stop on Resident Row. With its size, there
are three areas, Jellyfish Fields, Jellyfish Cliffs, and Jellyfish
Clams.
*Chum World*
An amusement park opened by Plankton who hopes to be able to use its
appealing entertainment factors in order to steal Mr. Krabs’ business
from the Krusty Krab. There is a Big Top, a Ride Area, and the mini-
golf game Chum Putt. It is accessed from a bus stop outside the Chum
Bucket.
*Goo Lagoon*
The local beach that is notorious for its oceans filled with goo. The
area has a Boat Pier as well as a Lighthouse. It is accessed from a
bus stop off of Resident Row.
*Dutchman’s Graveyard/Ship*
The home of the Flying Dutchman and his ghostly crew. The area is
riddled with ghosts and skeletons. It is accessed from a cannon later
on.
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[2.6] Enemies
*Bikini Bottom*
The only notable dangers in the area are jellyfish, permitted they
sting SpongeBob.
*Downtown*
[1] Thugs: These tough guys roam the streets of Downtown and
will try to take a bite out of SpongeBob if he comes too close. Two
to three simple attacks should defeat them. Hits: 2-3
[2] Construction Lobsters: These lobsters work in the
Construction Site and do not like their work being disturbed. They
snap if they are approached too closely. Hits: 2
[3] Wild Snails: Though slow-moving, these snails are not sweet
and docile like the domesticated Gary. They will bite if approached.
They cannot be defeated but a swift hit will cause them to retreat
into their shells. Hits: N/A
*Tree Dome*
Typically the Tree Dome harbors no dangers, but a nest filled with
wasps and bees would be the only dangers that arise eventually in the
game.
*Jellyfish Fields*
The only notable dangers in the area are being stung by jellyfish,
and various wild snails roaming the area.
*Chum World*
[1] Chum World Clowns: Clowns that work under Plankton at Chum
World. They are very unpleasant angler fish that likely hate their
jobs. Two simple attacks can defeat them. Hits: 2
*Goo Lagoon*
[1] Musclemen: These guys think that just because they have
muscles that they can boss everyone around. Well, that isn’t going to
stop SpongeBob. Two simple attacks will defeat them. Hits: 1-2
[2] Lifeguards: Larger versions of the Musclemen. They seem to
have a problem with SpongeBob just for being a weakling. These
muscular foes take three simple attacks to defeat. Hits: 3
*Dutchman’s Graveyard/Ship*
[1] Ghost Pirates: Ghostly pirates working as the Dutchman’s
crew. They seem scary, but actually are not much of a threat. Two
simple attacks can take them out. Hits: 2
[2] Skeletons: Skeletons roam the Dutchman’s Graveyard and will
not hesitate to take a swipe at SpongeBob. Unfortunately, attacks
will only cause them to fall apart, until they reassemble once again.
Hits: N/A
[3] The Flying Dutchman: The game’s antagonist and the final
boss. The Dutchman’s boss has a particular strategy that will be
addressed later.
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[2.7] Treasure Hunting and Puzzles
A large majority of this game involves treasure hunting, but before
that can be done, SpongeBob must complete an eight-piece puzzle in
order to locate the treasure. After all letter tiles for an area are
completed, SpongeBob is placed in a puzzle zone. The eight pieces
must be placed in order and spell out SpongeBob, in a 3x3 grid within
the time limit. Once completed, the puzzle’s pictures reveals the
location of the treasure.
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[3] Characters
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[3.1] SpongeBob SquarePants
SpongeBob SquarePants is the main character of the game (and the
show). He’s a funny, generous guy that loves to have fun with his
friends and thoroughly enjoys his job. His chipper nature often
annoys others, but he’s happy to be himself and have an optimistic
outlook on life, regardless of any insults thrown at him. He works as
a fry-cook at the Krusty Krab.
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[3.2] Patrick Star
Patrick is SpongeBob’s best friend and neighbor. While not the
brightest star under the sea, Patrick is a loyal friend and is always
there for SpongeBob when he needs honest advice. He does have his
sheer strokes of genius and isn’t shy to put his ideas out there,
even if they can be rather idiotic.
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[3.3] Mr. Krabs
Mr. Krabs is the greedy, penny-pinching boss of SpongeBob and
Squidward, and is the owner of the fast-food establishment known as
the Krusty Krab. He’ll do anything to get a quick buck (even if it
means scamming people or overpricing menu items!) and often will find
cheap, unsafe ways to do things. Mr. Krabs never passes up anything
that’s free!
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[3.4] Squidward
Squidward is SpongeBob’s sarcastic and pessimistic neighbor and
coworker. He has a good reason for his negative nature, after all,
he’s SpongeBob’s neighbor. Squidward has a passion for the arts and
is involved in nearly all forms of it. He dreams of becoming a famous
clarinet-player and getting far away from the likes of SpongeBob.
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[3.5] Plankton
Plankton is a miniscule creature of evil. Or so he says. Plankton has
an obsession with the formula for the Krusty Krab’s Krabby Patties,
but has been unsuccessful in his attempts to get it. He wishes to
sell Krabby Patties at his restaurant, the Chum Bucket, and steal all
of his rival’s business.
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[3.6] Sandy Cheeks
Sandy Cheeks is a squirrel from Texas that lives in an air dome in
Bikini Bottom. She’s so fascinated with sea-life that she chose to
live down there (of course, not without her astronaut suit and air
helmet). Sandy is a good friend of SpongeBob and the others and
provides them with more logical answers to their everyday problems.
She practices karate and science.
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[3.7] Larry the Lobster
Larry is a lobster that is usually found lifting weights at the local
beach, Goo Lagoon. He’s very muscular and tends to show off his
strength to others, including ladies. While he’s a friend to
SpongeBob, he’d rather be viewed as an acquaintance, as being seen
with SpongeBob could doom his reputation.
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[3.8] Gary
Gary is SpongeBob’s pet snail. He is understood by other characters
despite only speaking in “meows”. Gary’s probably one of the smarter
characters in the series, often assisting SpongeBob when he’s down.
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[3.9] The Flying Dutchman
The Flying Dutchman is a ghostly pirate that haunts the Seven Seas.
He was encased in a muddy bottle where he was put to rest, until
disturbed by SpongeBob. He has a habit of not playing fair and does
not hesitate to sentence anyone to his crew for eternities.
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[3.10] Rusty Scupper
Rusty Scupper is a fish that owns a Snail Racing Ranch in Jellyfish
Fields. He finds SpongeBob’s antics to be troublesome, but he isn’t
above bargaining with him in exchange for something.
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[4] Items/Collectibles
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[4.1] The Dutchman’s Doubloons
As part of SpongeBob’s punishment, he must gather up all of the
Flying Dutchman’s Doubloons, gold coins that have been scattered
throughout Bikini Bottom and local areas. There are usually set
amounts required to collect letter tiles.
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[4.2] Sand Dollars
These are currency that SpongeBob can pick up in the game and use to
purchase certain things that are important to the storyline.
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[4.3] Jellyfish
Jellyfish swim around the various areas in and around Bikini Bottom
and come in various colors and sizes.
[1] Pink Jellyfish: Docile. Pink jellyfish tend to stay along
their own paths. They only sting if SpongeBob is in the middle of
their path.
[2] Yellow Jellyfish: Slightly aggressive. Yellow jellyfish stay
along their own paths, but will come after SpongeBob if he comes too
close. They sting if SpongeBob is within very close range.
[3] Blue Jellyfish: Shy. Blue jellyfish keep to their own paths
and swim away from SpongeBob if he comes too close. They only sting
if SpongeBob runs into them.
[4] Green Jellyfish: Very shy. Green jellyfish stay in one
place, but will swim upward out of reach if approached briskly.
SpongeBob must sneak up to them in order to catch them.
[5] Red Jellyfish: Very aggressive. Red jellyfish swim in their
paths, but will give chase to SpongeBob if he comes within range of
them. They sting if SpongeBob is within intermediate range of them.
[6] Giant Jellyfish: These jellyfish cannot be caught, but they
can be ridden on if SpongeBob jumps onto their tops. Their stingers
can still harm SpongeBob however.
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[4.4] Costumes
Throughout the game, SpongeBob will come across various costumes with
unique abilities that will be useful to his journey. Said costumes
must be unlocked, but when unlocked, they can be accessed via
Costume-Changing Tents. These colorful tents are located all over the
game and allow SpongeBob to change quickly.
*Jellyfishing Gear*
A costume SpongeBob can use to catch jellyfish and hang from fish
hooks, complete with a handy jellyfish net. SpongeBob can attack
using the jellyfish net. Unlocked after belly slamming a button
outside of the Krusty Krab.
*SpongeBob SquarePants*
SpongeBob’s regular dress. SpongeBob does a chop attack by default.
This costume is default when the game begins.
*Mermaid Man*
A costume SpongeBob can wear in order to gain the abilities of his
favorite superhero Mermaid Man. He is able to launch water balls as
an attack. Unlocked after bringing Patrick food in Downtown.
*Reef Blower*
A costume SpongeBob can use when things need to be blown using the
reef blower. SpongeBob cannot attack (save for the Belly Slam) in
this costume. Unlocked after winning the 100 Jellyfish Competition in
Jellyfish Fields.
Some costumes SpongeBob wears in the game are situational and cannot
be changed into via Costume-Changing Tent.
*Karate Gear*
A costume SpongeBob can wear during karate matches. SpongeBob has
some more unique attacks in addition to his basic chopping attack.
Can only be worn during karate matches.
*Treasure Hunting Gear*
A costume SpongeBob wears to search for treasure. Included is a
divining rod, which is handy for detecting treasure. Depending on the
direction of the rod (accessed with the “B” button), the frequency
effect will change. When directed at the treasure, the controller
will vibrate.
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[4.5] Health
It’s a big bad world out there, and sometimes a sponge is bound to
get hurt! SpongeBob’s health is represented by 5 pairs of pants, but
the last pair is pretty much SpongeBob in his underwear. That means a
new set of pants should be found pretty quickly! SpongeBob’s pants
are located in every area and allow for a quick pick-me-up.
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[4.6] Letter Tiles
For each area/hub world, there are 9 letter tiles which spell out
S-P-O-N-G-E-B-O-B. As such, the only way to obtain these letter tiles
are by completing specific tasks that can be viewed from the To Do
List. When all pieces are collected, SpongeBob is able to complete
the area’s treasure puzzle. Letter tiles do not have to be obtained
in any kind of order.
Some tasks are unable to be completed until a certain point in the
game, whereas the rest can easily be completed for an area. As such,
certain tasks will only appear on the To Do List when pre-requisite
tasks are met and completed.
Tasks that are not readily available in an area; are marked by (~).
Tasks that require pre-requisite from other tasks; are marked by (*).
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[4.7] Fish Hooks
Sometimes, SpongeBob can’t access certain areas without getting a
little help. Sure, fish hooks are dangerous, but in this situation,
they prove very useful. SpongeBob can only use fish hooks if he is
wearing his Jellyfishing gear. He can hook his net onto hooks by
jumping up and swinging his net at them.
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[4.8] The Dutchman’s Treasures
According to legend, the Dutchman is weak to seven special treasures
hidden in each area. These treasures are items that were dear to him
when he was alive. When all seven treasures are gathered, the holder
will be immune to the Dutchman’s control and his attacks. Below are
the treasures for each area;
*Bikini Bottom* – Old Sock
*Downtown* - Wig
*Tree Dome* - Dentures
*Jellyfish Fields* - Glasses
*Chum World* - Back Scratcher
*Goo Lagoon* - Corset
*Dutchman’s Graveyard* - Photo of Mama Dutchman
Each time SpongeBob obtains a treasure for an area, one of his
friends is hypnotized by the Dutchman and taken away to be part of
his ghostly crew. SpongeBob starts back at his house each time a
treasure is obtained to continue the adventure.
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[5] Level 1- Bikini Bottom
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[5.1] Bikini Bottom
Intro:
The game opens with SpongeBob waking up from a bad dream in which Mr.
Krabs had to close the Krusty Krab. However, he's excited for another
great day at work. But first, he must walk Gary.
Doubloon Total: 134
Jellyfish Total: 14
Sand Dollar Total: 0
To Do List:
[S] Jump up to vista point
[P] Get onto the Krusty Krab sign
[O] Search through Krusty Krab storage
*[N] Play hooky on the fish hooks
[G] Get rid of the thug in the Krusty Krab
[E] Power jump near the Chum Bucket
[B] Fix Patrick's antenna
[O] Gather 50 doubloons in Bikini Bottom
[B] Catch 8 jellyfish in Bikini Bottom
-Find the Dutchman's treasure
-Leave for work
-Slam the button near the Krusty Krab
-Race Squidward to the Krusty Krab
-Cheer up Mr. Krabs
~-Meet Mr. Krabs in Downtown
~-Find Patrick in Downtown
~-Catch the jellyfish that has the bus ticket
-Visit Squidward at his house
-Borrow Squidward's book
*-Bring 200 sand dollars to Squidward
~*-Take the “acorn” to Sandy
~*-Follow Patrick in Bikini Bottom
~*-Get Chum World pass from Jellyfish Fields
~-Meet Larry at the bus stop
~*-Take the bus to Chum World
~*-Bring 50 jellyfish to Larry
~-Leave the house without getting squashed
*Before SpongeBob can leave his house, he's going to need a pair of
pants. Walk over to the floating pants by Gary's bed to put them on.
Exit through the door at the right to get to the living room. Gary is
waiting by the door. SpongeBob winds up talking to him in which Gary
tells SpongeBob (through meows I might add) that he's afraid
something bad is going to happen. However, the conversation is kept
vague. SpongeBob offers to cheer Gary up by getting his fetching
stick for a few rounds. Walk into the kitchen which is the door to
the left of SpongeBob's chair. Pick up the stick on the floor in the
kitchen and SpongeBob will initiate a game of fetch.
Gary returns with a chest he dug up outside. SpongeBob's curiosity
and naivety get the better of him and he winds up opening the chest,
sending gold doubloons flying everywhere. SpongeBob finds a muddy
bottle that he decides to clean off by rubbing it. As such, SpongeBob
awakens the Flying Dutchman from his slumber, angering the pirate
ghost. As ghost pirate protocol goes, SpongeBob must now be a part of
his crew for eternity. SpongeBob winds up blaming Gary for finding
the treasure, and the Dutchman decides Gary would make a better
addition to his crew. With his decision made, the Dutchman will
return to obtain Gary. In that time, SpongeBob must find a way to
stop the Dutchman and rescue Gary before the Dutchman returns. Now,
the game really begins. This area, pretty much a tutorial, allows you
to get used to the game controls and utilize some of the skills
necessary for harder areas.*
[S] Jump up to vista point
Outside of SpongeBob's house is a mountain directly across the road.
On it are a few ledges. Utilize SpongeBob's Glide to jump the ledges.
The farthest ledge has the "S" letter tile.
[P] Get onto the Krusty Krab sign
Outside of the Krusty Krab by the parking lot is a sleeping clam
resting on a geyser. These clams can be used to launch SpongeBob to
high places when they are jumped on. Use the clam to reach the Krusty
Krab sign and the "P" letter tile.
[O] Search through Krusty Krab storage
Enter the Krusty Krab. At the very back at the restaurant is a shelf
area that holds the Krusty Krab's storage. The first "O" tile is on
top of a crate.
[N] Play hooky on the fish hooks
Enter the tent and change costumes. You can now catch jellyfish and
hang from hooks. The first fish hooks are along the mountain to the
right. Use the hooks to reach the top ledge of the mountain and the
"N" tile.
[G] Get rid of the thug in the Krusty Krab
Enter the Krusty Krab. A thug is inside, likely scaring away
business. Enemies like this are easier to take on from a distance.
Use either a chop attack or SpongeBob's net to hit the thug three
times. Afterward, you'll obtain the "G" tile.
[E] Power jump near the Chum Bucket
To the right of the Chum Bucket is a small ledge. Use the Power Jump
to reach it and nab the "E" tile.
[B] Fix Patrick's antenna
Return to Residents Row and Patrick will be wandering around outside
of his house. Talk to him and he'll tell you that his TV antenna
doesn't work because something is stuck on top of the antenna and he
can't reach it. Using SpongeBob's Power Jump, jump onto the top of
Patrick's house and belly slam the barrel that is on top of the
antenna. Despite getting his TV fixed, Patrick decides that he'd
rather go Downtown to the Construction Site. With that he leaves, not
listening to SpongeBob detailing his problem. Left behind by Patrick
is the first "B" tile.
[O] Gather 50 doubloons in Bikini Bottom
This is pretty easy and self-explanatory. The second "O" tile is
automatically obtained.
[B] Catch 8 jellyfish in Bikini Bottom.
Once again, pretty easy to find and self-explanatory. The second "B"
tile is automatically obtained.
[Find the Dutchman's treasure]
After obtaining all the letter tiles, you must complete the first
puzzle. It is easiest to start with the framework of the image and
then move the middle tiles. Once all the pieces are adjusted, the
image with the treasure is revealed. Using the Treasure Hunting
costume, search for the treasure. Or if you want it the easy way,
it's located near the building at the back left corner by Patrick's
house. The treasure is revealed to be a disgusting old sock.
*While Gary is asleep, the Dutchman appears to collect Gary. Using
hypnosis, the Dutchman takes Gary and disappears.*
[Leave for work]
Exit SpongeBob's house from the front door to complete this task.
Head down the road to either the left or the right to reach the
Krusty Krab. Enter the Krusty Krab.
[Slam the button near the Krusty Krab]
To the right of the Krusty Krab is a large button. Using Belly Slam,
slam on the button and a Costume-Changing Tent will emerge. Now,
SpongeBob can access costumes and change into his Fishing Gear.
[Race Squidward to the Krusty Krab]
Exit SpongeBob's house and approach Squidward, who is standing
outside of his house. After a short-lived chat, Squidward tells
SpongeBob that Mr. Krab has some important news and they need to get
to the Krusty Krab urgently. Squidward's wording encourages SpongeBob
to challenge him to a race to the Krusty Krab. Squidward complies to
get SpongeBob off of his back.
This is easy, as Squidward does not really try. He will walk to the
Krusty Krab at his own pace, which you can easily beat. Get to the
Krusty Krab first and enter. Mr. Krabs notifies the two employees
that business is slow lately and that he is going to shut down the
Krusty Krab until it picks up again.
[Cheer up Mr. Krabs]
Mr. Krabs is really depressed that business is so slow. Go and cheer
him up in the kitchen. Mr. Krabs explains that people don't want to
leave their homes in order to get food. SpongeBob wishes the Krusty
Krab could move into their homes. Mr. Krabs takes this as a brilliant
idea and asks that SpongeBob meet him Downtown to execute this plan.
He leaves behind a bus ticket to Downtown for SpongeBob.
[Meet Mr. Krabs in Downtown]
Self-explanatory.
[Find Patrick in Downtown]
Patrick is located in the Construction Site over by the drilling
area. He can only be accessed after the area has been opened after
delivering food in the Business District.
[Catch the jellyfish that has the bus ticket]
After completing the Tree Dome area, exit SpongeBob's house and
change into the Fishing gear. Near the buildings by Patrick's house,
a pink jellyfish is swimming around, carrying a bus ticket. Catch it
and you'll have obtained the bus ticket to Jellyfish Fields.
[Visit Squidward at his house]
Return to Residents Row and go to Squidward's house. He appears to be
having a yard sale in order to make some extra money with the Krusty
Krab closed. The book Squidward is reading seems to strike some
interest as it is called "How to Defeat Evil Spirits". SpongeBob asks
to borrow the book, but Squidward is not finished with it yet. Might
as well check out his yard sale. At the far left is an "acorn" making
a strange buzzing sound. Squidward mentions it is a hive, but
SpongeBob seems to disregard this notion as he wants to give it to
Sandy as a gift. Squidward says SpongeBob can buy it for 200 sand
dollars. You'll have to gather that money at a later time.
[Borrow Squidward's book]
After the exchange with Squidward, he'll have decided to take a nap,
which means the book he was reading is available now! If you move too
quickly, he'll wake up and you won't be able to get the book. Sneak
past Squidward to get the book. SpongeBob skips to Chapter 8 of the
book, which tells him that the Dutchman's seven treasures are his
weakness and the holder of said items will be immune to the Dutchman
and his powers. After the reading, a rumbling occurs. Sandy breaks
the rocks blocking the path behind SpongeBob's house. Go to the path
where Sandy is standing. SpongeBob explains his dilemma in few words,
in which Sandy suggests a karate match would cheer him up. When
you're ready head down the path to the arena. For the karate match,
all that's needed to be done is to see who can smash more junk in 60
seconds. The key is to always go straight for the junk Sandy goes for
and attack her to keep her from smashing things. After you win, you
will have access to the Tree Dome.
[Bring 200 sand dollars to Squidward]
With the tips earned from food deliveries, you wind up with the right
amount to purchase the "acorn" from Squidward. Go to his yard sale
and buy the "acorn" to give to Sandy.
[Take the "acorn" to Sandy]
Pick up the "acorn" and go to the Tree Dome, preferably after
plugging the leaks in the dome. Give the "acorn" to Sandy and she'll
go put it up in her tree. Unfortunately, she quickly finds that said
"acorn" is actually a hive filled with angry bees and wasps.
[Follow Patrick in Bikini Bottom]
Patrick could not be working as a delivery boy for Mr. Krabs. Follow
Patrick at a safe distance around Bikini Bottom. Be careful, because
if you come too close, Patrick will notice you and you'll have to get
far away again. Eventually, Patrick will run to the Chum Bucket where
a robot Mr. Krabs scolds Patrick for his incompetence. The robot
explodes to reveal Plankton, who decides to stick with his previous
plan of putting the Krusty Krab out of business. The opening of Chum
World. Plankton then runs off to Jellyfish Fields.
[Get Chum World pass from Jellyfish Fields]
See the “Defeat the Clown for the Chum World pass” task in the
Jellyfish Fields section.
[Meet Larry at the bus stop]
Head down the road towards Patrick's house. Larry the Lobster is by
the bus stop by the Costume Changing Tent. SpongeBob asks Larry where
this bus stop is for, in which Larry replies that it's Goo Lagoon's.
He mentions he’s waiting for his friend to arrive to take his extra
bus ticket. SpongeBob begs to borrow the ticket, but Larry won't
budge. Unless he's given 50 jellyfish to make his favorite snack.
[Ride the bus to Chum World]
Self-explanatory.
[Bring 50 jellyfish to Larry]
If you managed to catch all of Chum World's jellyfish, return to
Larry and SpongeBob will talk about all the things he can make with
the jellyfish. Larry caves in and gives SpongeBob the ticket,
intercepting the jellyfish.
*Once you have the Reef Blower, make sure you blow the fan
controlling the scare crow behind Squidward’s house for the last 6
doubloons of the area!
[Leave the house without getting squashed]
The Dutchman is dropping his ship cargo down onto SpongeBob! Avoid
the falling objects and get outside of SpongeBob's house quick!
Game Totals:
Doubloons: 134
Jellyfish: 14
Sand Dollars: 0
---------------------------------------------------------------------
[6] Level 2- Downtown
---------------------------------------------------------------------
[6.1] Downtown
Doubloon Total: 321
Jellyfish Total: 29
Sand Dollar Total: 210
To Do List:
[S] Up, up and alleyway
~[P] Shoot the bolts to cross the chasm
~[O] Pile on the pressure plate
~[N] To the top of the High Rise
~[G] Check the High Rise plumbing
[E] Complete all the food deliveries
*[B] Help Sandy clean up the trash
[O] Catch 10 jellyfish in Downtown
[B] Gather 75 doubloons in Downtown
-Find the Dutchman's treasure
*-Deliver food to 17 Seashell Street
*-Meet Mr. Krabs at the Construction Site
*-Deliver food to the construction foreman
*-Deliver food to the other foreman
*-Meet Mr. Krabs at the High Rise apartments
*-Deliver food to apartment 9
*-Deliver food to apartment 4
*-Deliver food to apartment 1
*-Meet Mr. Krabs back in the Business District
*-Deliver food to 88 Albatross Avenue
*-Deliver food to 24 Seashell Street
*-Deliver food to 10 Stormy Way
*-Deliver food to 11 Seashell Street
*-Get your final tip from Mr. Krabs
*-Deliver food to Patrick
Downtown Bikini Bottom is a larger place compared to the residential
area of Bikini Bottom. The two subareas include the High Rise
Apartment complex and the Construction Site. The main area of
Downtown, the Business District, consists of three streets that all
connect to one another. You start on Albatross Avenue. The street to
the right is Seashell Street, and the street up ahead is Stormy Way.
As for venturing through this area, I highly recommend wearing the
Fishing Gear or Mermaid Man costume (when unlocked), as some of the
threats here may require the range attacks of said costumes.
[S] Up, up and alleyway
Head down Seashell Street. Around the corner from the movie theater,
an alleyway is up ahead. Power Jump to the balcony to get the "S"
tile.
[P] Shoot the bolts to cross the chasm
Once you've received the Mermaid Man costume, change into it via
Costume-Changing Tent. Go through the area with the drills to reach
the tin platform with the foreman on it. Using SpongeBob's water
balls, throw them at the hot rivets. Sometimes, you'll have to change
your distance or angle to be accurate. Beams fall with each rivet
knocked down. Jump up the falling beams and hit the remaining rivets
using the Power Jump. A tin platform is up above with a Lobster
Construction Worker. Just past him is the "P" tile.
[O] Pile on the pressure plate
In the center of the Construction Site is a large pressure plate
surrounded by four platforms. Pick up rocks one by one and throw them
onto the pressure plate. Repeat this three more times to raise the
platforms to varying heights. Jump up to the highest platform, being
careful of the swinging wrecking ball. Grab the first "O" tile.
[N] To the top of the High Rise
From the platform used to reach apartment 9, jump from the platform
at the height of its rightmost teeter. On this platform is a swinging
pendulum. Jump onto it and nab the fish hook to ride upward. Jump to
the metal platform and use the steam vents to spring upward. At the
top is apartment 10. Continue to the right and jump onto the cog.
From there, Power Jump to the left onto the arched platform. A wild
snail is in the center with the "N" tile floating above him.
[G] Check the High Rise plumbing
Start from apartment 4. Hook the fish hook to raise the canoe
platform. Jump up on it and ride up to the pipe above. Walk carefully
along the pipe to avoid falling. On the other side is a steam vent
and a pipe blowing steam. At the other end of this steaming pipe is
the "G" tile.
[E] Complete all food deliveries
*See all food deliveries. The "E" tile is awarded upon completion of
deliveries.
[B] Help Sandy clean up the trash
After you have obtained the Reef Blower costume from Jellyfish
Fields, go to Downtown and head down Seashell Street. After the
corner with the fruit stand, Sandy is standing near a dumpster by the
Chum World billboard. Approach her and she says she's joined
Operation Clean Sweep, where trash that falls into the ocean is
cleaned up. She offers SpongeBob an opportunity to lend a hand, which
he helps. There are 6 trash balls which can be rolled into the sewers
using the Reef Blower. There's one near Sandy on Seashell Street, one
at the intersection near the bus stop, one at the intersection of
Albatross Avenue and Stormy Way, one at at the entrance to the High
Rise Apartments on Seashell Street, one at the corner by the
jailhouse on Albatross Avenue, and one by Building 87 on Albatross
Avenue. Once all the trash balls have been removed, return to Sandy
and you'll be given the first "B" tile.
[O] Catch 10 jellyfish in Downtown
Once again, this task is self-explanatory. You earn the second "O"
tile.
[B] Gather 75 doubloons in Downtown
Another self-explanatory task. You earn the second "B" tile.
[Find the Dutchman’s treasure]
After completing the puzzle, you're brought to the Construction Site.
The treasure is located down the right path leading to the High Rise
Apartments. It's located in the corner nearest to the bridge. The
treasure is a disgusting wig.
*After finding the treasure, Sandy is approached by the Dutchman.
Despite trying to fend the Dutchman, Sandy is no match for the
Dutchman's hypnotizing. She is taken to join his ghostly crew.
[Deliver food to 17 Seashell Street]
After talking with him, Mr. Krabs has dubbed SpongeBob the Krusty
Krab's delivery boy. SpongeBob must pick up the food bag and deliver
it to the correct address within the time limit. If SpongeBob is
attacked, he will drop the food and he will have to pick up a new bag
from Mr. Krabs' food cart. SpongeBob's first food delivery goes to 17
Seashell Street. Head down Seashell Street until you reach the
Costume-Changing Tent near the alley. Building 17 is across from the
tent. SpongeBob gets a 5 sand dollar tip! Return to Mr. Krabs for the
next delivery.
[Meet Mr. Krabs at the Construction Site]
Mr. Krabs says the next delivery is a little trickier. There are
hungry workers at the local Construction sure, waiting to get their
food. Meet up with Mr. Krabs at the Construction Site, through the
open gate nearby.
[Deliver food to the construction foreman]
Talk to Mr. Krabs and he'll give SpongeBob the next deliver. Two
construction foremen put in orders for food. However, other workers
might try to take the food. Pick up the food and head down the path
at the right. The first foreman is on a platform across the bridge.
[Deliver food to Patrick]
Return to pick up another bag of food. Return to Patrick by the
Costume-Changing Tent. Bring Patrick food and he'll willingly give
you the Mermaid Man costume.
[Deliver food to the other foreman]
Return to the food cart and pick up another bag of food. This is a
bit trickier. Over by Patrick is a pathway which has a lot of drills.
As long as you keep jumping to the brick platforms, you can avoid the
drills. The second foremen is on the tin platform.
[Meet Mr. Krabs at the High Rise apartments]
Return to Mr. Krabs food cart and he'll explain that the next
deliveries won't be easy at all. Three different parties at the High
Rise apartments ordered food. The fastest way to the High Rise is to
head down the rightmost path and throw the gate at the far right.
Talk to Mr. Krabs at the High Rise apartments.
[Deliver food to apartment 9]
For this, I recommend switching to the Fishing Gear. Pick up the bag
of food. To the right is a giant jellyfish which works as an
elevator. Ride the jellyfish up to apartment 8 and jump off. To the
left is a teetering platform. Jump on it and go up to apartment 9 at
the height of its leftmost teeter.
[Deliver food to apartment 4]
Pick up another bag of food from the food cart. Go to the left across
the catwalk. A giant jellyfish elevator should be near the opposite
exit. Ride the jellyfish up to apartment 3. The ramp to the left
leads to apartment 4, but beware of the wild snail and the flower pot
it rolls down the ramp.
[Deliver food to apartment 1]
Pick up the last bag of food from the food cart. Ride the jellyfish
at the building on the left. At first it will go past your
destination, but on its descent, it will stop by apartment 1.
Afterward, return to Mr. Krabs.
[Meet Mr. Krabs back in the Business District]
Exit the High Rise apartment complex through the exit at the left to
return to the Business District. From this exit, head back up to
Albatross Avenue to Mr. Krabs' original spot. Talk to him and he'll
give SpongeBob four more orders. He also mentions that he saw someone
else who looked like a delivery boy, and to be careful. For these
next four orders, you have roughly 240 seconds to reach the four
destinations.
[Deliver food to 88 Albatross Avenue]
Pick up the bag of food and head down Albatross Avenue, which is the
street you're currently on. Building 88 isn't too far and is the
building over from the alleyway. Return for more food.
[Deliver food to 24 Seashell Street]
After picking up more food, go down Seashell Street until you pass
both the movie theater and the fruit stand. Building 24 is right
across from the sidewalk with the dumpster.
[Deliver food to 10 Stormy Way]
Pick up more food from Mr. Krabs. Go down Stormy Way and Building 10
is close with an arch over the door.
[Deliver food to 11 Seashell Street]
Pick up the last food order and turn down Seashell Street. Head for
the movie theater. As you approach Building 11, you'll see a
familiar-looking delivery boy at your destination. Patrick seems to
think he's also a delivery boy for Mr. Krabs and scoffs at
SpongeBob's notion that he isn't.
[Get your final tip from Mr. Krabs]
Return to Mr. Krabs and the food cart. SpongeBob receives his large
tip from Mr. Krabs and asks if he hired another delivery boy. Mr.
Krabs says he didn't hire another delivery boy, but suggests
following said suspicious person to find out what was really going
on.
*On your way back to Bikini Bottom, the Dutchman will come and take
away Mr. Krabs to join his crew.
Game Totals:
Doubloons: 449
Jellyfish: 42
Sand Dollars: 210
---------------------------------------------------------------------
[7] Level 3- Tree Dome
---------------------------------------------------------------------
[7.1] Tree Dome
Doubloon Total: 142
Jellyfish Total: 0
Sand Dollar Total: 0
To Do List:
[S] Plug all the leaks
[P] Window jumping
[O] Take a birdbath
[N] Running on the wheel
~*[G] Defeat Sandy in a karate match
~*[E] Bring down the hive
~[B] Across the highest branches
~[O] Gather 100 doubloons in Tree Dome
~*[B] Catch 10 bees and wasps
-Find the Dutchman's treasure
[S] Plug all the leaks
Upon entering the Tree Dome, SpongeBob finds that he isn't drying out
and doesn't need his water helmet at all. Talk to Sandy and she'll
explain that she got fired up from their last karate match and busted
holes in the Tree Dome. She needs help plugging the leaks. Around the
dome are ten holes that can be plugged by the large acorns lying
around. The acorns are a lot lighter than most objects picked up thus
far and launch much farther. Some holes are higher than others and
may require SpongeBob to have to stand further away for a better
trajectory. After plugging all the holes, talk to Sandy. You will be
given the "S" tile.
[P] Window jumping
Starting from the entrance, head to the right of the Tree and hop
onto the large root. From there, three windows will open and close in
patterns. Jump across the windows when they open to reach the tall
tree root. At the tip of it is the "P" tile.
[O] Take a birdbath
From the vantage point of where the "P" tile was, a birdbath is
located on the ground. Jump into its jet and it will launch SpongeBob
up to the first "O" tile.
[N] Running on the wheel
From the vantage point of the "P" tile, there are three leaves
stemming from the tree. Jump across these leaves to reach a root with
a Costume-Changing Tent. Next to it is Sandy's exercise wheel. Jump
onto it when you're ready. For 60 seconds, you must stay on the
wheel. You don't necessarily have to run, as jumping works better if
you can keep up with the pace. The wheel will turn in one direction
for some time and then reverse for some time. This will occur two
more times before the wheel stops. You'll have obtained the "N" tile.
[G] Defeat Sandy in a karate match
After knocking the hive down and catching all the bees and wasps,
head up to the highest branches of the tree and enter Sandy's room.
SpongeBob engages Sandy in another karate match, which apparently
she's practiced since the last match. Just like the last match, bust
up as many objects as you can and stay ahead of Sandy. It's easiest
to go and destroy the objects she tries to break first, deterring her
progress. After defeating her, you will obtain the "G" tile.
[E] Bring down the hive
SpongeBob's "acorn" gift turned out to be a hive of angry wasps and
bees. The hive is now up in Sandy's tree. Enter the tree. The hive is
located up at the highest set of branches and can be knocked down
with a belly slam. Return to the ground and obtain the "E" tile
floating near the hive.
[B] Across the highest branches
On the second set of branches in Sandy's tree is the first "B" tile
floating in the air. Jump to obtain it.
[O] Gather 100 doubloons in Tree Dome
Self-explanatory.
[B] Catch 10 bees and wasps
Along with the hive are nasty bees and wasps swarming the Tree Dome.
Change into the Fishing gear and use the jellyfishing net to catch
the stinging enemies. There are 6 bees in the branches, one on the
first set, two on the second, one on the third, and two on the
fourth. The bees will not go out of their way to attack SpongeBob. On
the ground are 4 wasps. Wasps are more aggressive and will charge
SpongeBob until he is out of range, which isn't too far. One is by
the picnic table, another is by the clothing line, another is by the
birdbath, and the last is by the exercise wheel. After catching them
all, talk to Sandy up in the branches. She will compliment SpongeBob
on his work and head up to her room for a rest, leaving the second
"B" tile.
[Find the Dutchman's Treasure]
Use the treasure hunting costume to find the treasure. The treasure
is located on the second tree root, the one nearest the birdbath. The
treasure inside is a pair of disgusting dentures.
*After completing the Tree Dome, the Dutchman comes to take Squidward
to be a part of his ghostly crew. Squidward tries to argue his point
of the Dutchman only being allowed to take those who disturb his
rest, but finds himself hypnotized by a clarinet and taken anyway.
Game Totals:
Doubloons: 591
Jellyfish: 43
Sand Dollars: 10
---------------------------------------------------------------------
[8] Level 4- Jellyfish Fields
---------------------------------------------------------------------
[8.1] Jellyfish Fields
Doubloon Total: 267
Jellyfish Total: 84
Sand Dollar Total: 0
To Do List:
~[S] Win the Jellyfishing Competition
*[P] Herd the snails into the corral
[O] Foot race with Patrick
[N] On the prow of the ship
[G] Pearl switching puzzle
[E] Clam jumping
[B] Ride the Great White Jellyfish
[O] Into the hills
[B] Collect 225 doubloons in Jellyfish Fields
-Find the Dutchman's treasure
-Meet Rusty Scupper at the Bait Shop
-Defeat the Clown for the Chum World pass
-Bring 100 jellyfish (Game Total) to Rusty
Take the bus stop outside of SpongeBob's house to get to Jellyfish
Fields. Although Downtown is large, Jellyfish Fields is double its
size, thus making it and its subareas harder to navigate. Jellyfish
Fields has 2 subareas, Jellyfish Clams and Jellyfish Cliffs. I will
try my best to be as descriptive as possible in this area. It is also
imperative that you have caught most of, if not all of the jellyfish
in the first two areas.
[S] Win the Jellyfishing Competition
After bringing the 100 jellyfish to Rusty Scupper, SpongeBob will
have won the competition and earned the "S" tile.
[P] Herd the snails into the corral
Jump into the corral and SpongeBob will claim his Reef Blower.
However, Rusty's racing snails are frightened out of the corral.
Rusty will give you a few tips on using the Reef Blower. Using the
Reef Blower, SpongeBob must herd the snails back into the corral.
Press the "B" button to use the Reef Blower as you herd all 9 snails
(2 yellow, 1 orange, 1 black, 1 red, 1 maroon, 1 blue, 1 purple, and
1 green) back into the corral. Once all the snails are herded, Rusty
will praise you and leave behind the "P" tile.
[O] Foot race with Patrick
Head to Jellyfish Cliffs. Patrick is at the end of the very end of
the long pathway. Go over to him and he'll complain of a stomachache.
He thinks the source is a "square thingy" he ate. Use a belly slam or
regular attack and Patrick will spit out the first "O" tile, which
flies over to the cave at the opposite end of the area. Patrick seems
to think it's another yummy square thingy. This prompts a race.
Patrick moves rather quickly, so try to keep up with him and beat him
to the letter tile. Power Jump to keep ahead and grab the tile. If
Patrick gets to it first, he will eat it once again and return to his
spot to complain of a belly ache and the process must be repeated.
Once you win, you'll have obtained the first "O" tile.
[N] On the prow of the ship
In the second area of Jellyfish Cliffs, make use of the Giant
Jellyfish at the top of the waterfall. As the last Jellyfish nears
the cliff with the sunken pirate ship, Power Jump to reach the cliff.
Power Jump to get to the top of the right side of the ship. The prow
is on the left side of the ship. Power Jump to the left half and
carefully walk across the prow, the point, of the ship. The "N" tile
is at the end.
[G] Pearl switching puzzle
Head to Jellyfish Clams. In the first area, climb to the top of the
first mountain by scaling the ledges and pick up the pearl that's by
the picnic cloth. Use the clam at the bottom of the leftmost mountain
and scale the ledges to reach the top. Place the pearl in the geyser
to open the chest. Inside is a second a pearl. Pick up a pearl and
hop on the top of one of the Giant Jellyfish. Hop to the next Giant
Jellyfish to reach the ledges of the tallest mountain. At the top are
two geysers. Place the first pearl in one geyser and repeat the
process with the second pearl. With both geysers plugged, the chest
opens, revealing the "G" tile.
[E] Clam jumping
Proceed to the clam area of Jellyfish Clams. Starting at the clam at
the far end of the area, jump across the clams to get to the giant
clam on the tallest cliff nearest the entrance. Above this clam is
the "E" tile.
[B] Ride the Great White Jellyfish
This task requires some patience. In the second area of Jellyfish
Clams, hop on top of the Great White Jellyfish in the corner to the
right of the entrance. You must stay on the Great White Jellyfish the
entirety of the ride, but it will try to keep you off by going
underneath platforms. You'll have to jump off onto the platform and
quickly get back onto the Great White Jellyfish. Rotating the camera
can be very useful for this task! If you fall off, you have 10
seconds to get back onto it. If you don't make it back onto its back
in time, it will return to its nest and the process will have to be
repeated. It will make its rounds around this whole area before it
returns to its nest. Once you manage the ride, you'll be able to get
the first "B" tile.
[O] Into the hills
Head to Jellyfish Fields at the top of the waterfall. Go down the
straight path leading to the field of strange plants. While on the
smallest plant, Power Jump onto the ledge across from the fish by the
small waterfall. Jump across the ledges, being careful of the gaps.
The second "O" tile is floating at the end of the ledge between the
hills.
[B] Collect 225 doubloons in Jellyfish Fields
Self-explanatory.
[Find the Dutchman's treasure]
After completing the puzzle, you are brought to Jellyfish Cliffs.
Proceed to the second area of Jellyfish Cliffs and use the same
process used to reach the prow of the ship. Once at the prow, Power
Jump to the large pathway at the edge of the cliff across from the
ship. At the very end of the path is the treasure. The treasure is a
pair of old, cracked glasses.
*After collecting the treasure, the Dutchman comes to take Patrick to
be part of his ghostly crew. Patrick is so excited to not be alone
that he doesn't even need to be hypnotized. The Dutchman takes
Patrick.
[Meet Rusty Scupper at the Bait Shop]
At the entrance of Jellyfish Fields scale up the cliff either by
using the clam on the incline at the left or scaling the platforms up
the waterfall. Once at the top, head down the right path until you
reach the corner. Up along this path leads to the Bait Shop. Talk to
Rusty Scupper. He explains that the Jellyfishing Competition is
sponsored by his Bait Shop and that whoever gathers 100 jellyfish
wins the competition and a prize from Rusty's corral (except for his
old racing snails). The prize is a Reef Blower 2500, aka the Reef
Blower costume! Rest assured, the 100 jellyfish to be gathered are
the game total, not the area total. If you've caught jellyfish up to
this point, you should be a little more than halfway.
[Defeat the Clown for the Chum World Pass]
At the top of the waterfall of Jellyfish Cliffs is a mountain. Jump
the ledges up the mountain to get to the top, where an angler fish
clown, aka a Chum World Clown, is standing around. Approach him and
SpongeBob will recognize him as a Chum World Clown. The Clown doesn't
want Plankton to know he's there, so SpongeBob suggests he give the
Chum World bus ticket pass to him in exchange for keeping his
location hidden. The Clown however, says he will give SpongeBob the
bus ticket if he defeats him. The Clown will charge, but all it takes
is one hit for him to give up. The Clown leaves you the bus ticket,
grumbling about finding a new line of work. This task also fulfills
the "Get Chum World pass from Jellyfish Fields" task for Bikini
Bottom.
[Bring 100 jellyfish (Game Total) to Rusty]
Start making your rounds around the first area, as it wraps around
from the entrance to Rusty's Bait Shop and all the way back. It's a
big area to explore, but this area is condensed as Jellyfish Fields.
There's the entrance area, which leads up to the waterfall. At the
top of the waterfall are two paths which both wrap around to the
other. Towards the right is a path leading to a couple of other
meadow areas. Rusty's Bait Shop is along the path at the right of the
waterfall. The left path leads to a field of strange plants, which
leads back around to Rusty's Bait Shop. In Jellyfish Fields alone,
there are 49 jellyfish (if all jellyfish prior were collected, the
game total is at about 70). Head to the field of strange plants.
These begin to shake, and bloom as they make a whining sound before
settling down. The plants can only be jumped on in a settled state,
as their bloom is harmful. These plants of varying heights lead up to
a cliff area, which leads to Jellyfish Clams.
In Jellyfish Clams, you will see a large open area with Giant
Jellyfish. These Giant Jellyfish can carry SpongeBob when he hops on
their back. Simply power jump onto one when it's in its nest, or
while it is swimming about as a platform. Watch out for the nests, as
the sparks are an insta-death for SpongeBob. An indicator of a
jellyfish nest is a ring of flowers! In this area are 11 more
jellyfish (making the possible game total 81). The next part of
Jellyfish Clams is at the far end through a large cave opening. This
area has a multitude of giant clams, living up to its name, as well
as the Great White Jellyfish. There are 16 more jellyfish in this
area (bringing the game total up to 97).
To get to Jellyfish Cliffs, return to Jellyfish Fields and enter the
meadow at the right of the top of the waterfall. The entrance to
Jellyfish Cliffs is accessed by scaling the ledges up to the cliff
itself. Plankton is roaming around. SpongeBob mentions wanting to see
Chum World. Plankton says a bus ticket is needed for the Chum World
bus stop, but he's given special instructions to all of his Chum
World clowns to not give SpongeBob a ticket. He does mention
something about one of the clowns being in Jellyfish Fields. Proceed
to Jellyfish Cliffs.
Just as its name suggests, Jellyfish Cliffs has a lot of cliffs and
platforms in this area. There are more than enough jellyfish in this
area to bring the game total to 100. Once you have that 100, return
to Rusty's Bait Shop. Jellyfish Cliffs also has one other area to
explore, located down a path below the floating pathway where Patrick
is located. This area has a larger waterfall to scale through use of
the Giant Jellyfish and the Power Jump onto ledges. At the top of the
waterfall is a large mountain and a sunken ship in the far back.
Game Totals;
Doubloons: 864
Jellyfish: 127 (27, after Jellyfishing Competition)
Sand Dollars: 10
---------------------------------------------------------------------
[9] Level 5- Chum World
---------------------------------------------------------------------
[9.1] Chum World
Doubloon Total: 314
Jellyfish Total: 40
Sand Dollar Total: 0
To Do List:
[S] Win the Porthole Plunge game
[P] Win the Inflato game
[O] On top of The Spinner
[N] On top of the Ferris wheel
~[G] Catch Plankton if you can
[E] Win the Chum Putt game
[B] To the tippy top of the Big Top
[O] Catch 25 jellyfish in Chum World
[B] Gather 225 doubloons in Chum World
-Find the Dutchman's treasure
The bus stop right across from the Chum Bucket takes you to Chum
World. Take it to get to Chum World. This area is smaller than prior
areas as far as exploration, but it's made up for with carnival game
tasks.
[S] Win the Porthole Plunge game
From the entrance to Chum World, go left at the spinning Plankton
statue and head onto the beach waterfront. At the left is a Chum
World Clown operating the Porthole Plunge game. Talk to him and he'll
give you instructions. The key is to pick up the three beach balls
and throw them at the three portholes. The moving anchor moves in
front of the portholes, so you'll need to time your throws. Once all
three portholes are plugged, talk to the Clown and he'll give you the
"S" tile.
[P] Win the Inflato game
At the right of the spinning Plankton statue is a boardwalk leading
to a roller coaster. Follow the path around the roller coaster and go
up the ramp to another Clown. In order to win the Inflato game, the
Inflato balloon must be popped. To do so, SpongeBob has to belly slam
on the 4 buttons to keep inflating the balloon. However, the longer
it takes, the more the balloon will deflate. Once you win, you
receive the "P" tile from the game.
[O] On top of The Spinner
At the right of the roller coaster is a boardwalk path leading to the
Carnival Games area. In this area is the Ferris wheel and The
Spinner, but the path behind The Spinner wraps around to another area
that has a boat ride and the back entrance to Chum Putt. The Spinner
is a tower of spinning platforms. The bottom and top sets spin
counterclockwise, while the middle set spins clockwise. Simply Power
Jump at the appropriate times to scale to the top of The Spinner. The
first "O" tile is on the platform at the very top.
[N] On top of the Ferris wheel
From either the top of the Spinner or from below the Ferris wheel,
Power Jump into one of the Ferris wheel cars. Once the Ferris wheel
car is at the top, the "N" tile is floating there.
[G] Catch Plankton if you can
In order to find Plankton in Chum World, you have to have finished,
as in find the Dutchman’s Treasure, in ALL of the 5 other areas
(Bikini Bottom, Downtown, Jellyfish Fields, Sandy's Treedome, and Goo
Lagoon). Before, by the Midway Carnival Games, you may have noticed
the Plankton statue in the sand with the message “I’ll be back later
– Plankton”. This is where he is located for this task. After finding
the 5 required treasures, go back to Chum World. Meet Plankton where
the Plankton statue at Midway Carnival Games. He is holding the "G"
tile. Talk to him and he will run off with the letter tile. Just jump
on him or touch him to grab the tile. He will run off around the
Midway Games, but he shouldn't get too far before you nab the "G"
tile.
[E] Win the Chum Putt game
The entrance to Chum Putt is located to the left of the spinning
Plankton statue. Enter Chum Putt and talk to the Clown. The goal of
Chum Putt is to roll the golf ball up the incline of the course and
to hit all the buttons with it along the way. There are 9 buttons on
the course's entirety. Change to the Reef Blower costume. This task
is one of the more challenging, as there are multiple objects to
deter your progress along the course, such as jellyfish and clowns.
Head up along the incline, hitting the first goal at the start of the
course and the second along the incline. The ball will roll down to
the start unless it is blown or is on flat ground. Hit the third
button at the top of the incline, but do not blow the ball too hard
or it will fall into the waterfall of green goo and float back down
to the start. Blow on the pinwheel nearby to lower the drawbridge to
the next part. Blow the ball along the drawbridge and through the
Plankton statue, watching out for its teeth that emerge and retreat.
The fourth button is after the Plankton statue.
In front of a building ahead are pillars that risk pushing the ball
into the goo waterfall. You can get it across with speed and
precision, but otherwise, you can push the ball along the back of the
building, weaving it past the tires. Return to the path and hit the
fifth button after the building. Power Jump to the wood platform with
the pinwheel on it. Blow on it to enable it to rotate over and create
a bridge. Blow the ball along into the next area. Time yourself as
the pillars push up out of the ground ahead. Push the ball through
and hit the sixth button. Roll the ball up the incline ahead and hit
the seventh button at the top of the incline. The eighth and ninth
buttons are up the ramp at the top, leading to the exit. Upon
winning, you receive the "E" tile.
[B] To the tippy top of the Big Top
The Big Top entrance is in front of the spinning Plankton statue.
Approach the Clown and he'll not let you in as he has orders from
Plankton to not let SpongeBob into the Big Top. However, he makes a
deal. If SpongeBob can extinguish five targets lit by the Clown, he
will let SpongeBob in. Change to the Mermaid Man costume. Use water
balls to extinguish the targets! The first target is to the right of
the spinning Plankton statue, the second target is inside the mouth
of the spinning Plankton statue. The last 3 targets move, making them
harder to hit. Go to the ferry area and the third target is doing
figure eights. Stand at a distance to hit it. To hit the fourth and
fifth targets which cross each other and make arches over the ferry,
stand on the barrel and hit both targets as they approach. Return to
the Clown and make your way into the Big Top. Change to the Fishing
gear.
Head to the opposite end of the Big Top and jump into the cannon. Aim
it at the pillar above to ensure you land on the platform. Hang on
the fish hook as it travels the zip line. Jump onto the narrow
platform and take the next fish hook to the higher level. With
precision timing, jump from the two swings at the height of their
swing to reach the next platform. From there, take the next fish hook
zip line and ride the next fish hook up to the highest level. Cross
either bridge with the Clowns walking around. Carefully ride the
swing and jump onto the narrow platform. Jump up the narrow platforms
to the wide platform with the cannon. Jump into the cannon and aim a
little above where the "B" letter tile is on the platform.
[O] Catch 25 jellyfish in Chum World
Self-explanatory.
[B] Collect 225 doubloons in Chum World
Self-explanatory.
[Find the Dutchman's treasure]
After completing the puzzle, the Dutchman's treasure is located near
the Chum Putt exit, on the ledge at the left by the pillars pushing
upward. The treasure is a disgusting backscratcher.
*After obtaining the treasure, SpongeBob is returned to his home. But
he isn't within safety, for the Dutchman has begun to drop cargo from
his ship onto the poor Sponge!
Game Totals;
Doubloons: 1178
Jellyfish: 67
Sand Dollars: 10
---------------------------------------------------------------------
[10] Level 6- Goo Lagoon
---------------------------------------------------------------------
[10.1] Goo Lagoon
Doubloon Total: 307
Jellyfish Total: 37
Sand Dollar Total: 38
To Do List:
[S] Umbrella jumping
[P] Top of the juice stand
[O] Light up the lighthouse
[N] Lighthouse shows the way
*~[G] On the pier
~[E] Defeat Larry in a karate match
[B] To the crow's nest
[O] Catch 30 jellyfish in Goo Lagoon
[B] Gather 250 doubloons in Goo Lagoon
-Thank Larry for the bus ticket
*~-Talk with Larry at the lighthouse
*~-Talk with Larry at the shipwreck
*~-Meet and greet the ship
-Find the Dutchman's treasure
The bus stop near the Costume Changing Tent on Resident Row,
SpongeBob's street, leads to Too Lagoon. Once you have obtained the
ticket from Larry the Lobster, you can access the area. Goo Lagoon
has the Beach, the Pier, and the Lighthouse District. The Beach
itself wraps entirely around in a circle, while the Pier and
Lighthouse District are subareas accessed from the Beach. From the
start, the Pier area is closed off until SpongeBob A) fixes the
broken lighthouse AND B) places an order for a magic bottle for 300
sand dollars.
[S] Umbrella jumping
Head to the left along Goo Lagoon's beach. For this, you CAN wear the
Reef Blower costume, but it isn't required. Near each umbrella is a
fan that can be blown with the reef blower, which thus allows the
umbrella to spin and oscillate. At its lowest cycle, SpongeBob can
jump onto the umbrella with a Power Jump. Otherwise, other objects in
your vicinity can make this possible without the use of the reef
blower. Likewise, continue to the left, heading down onto the bridge.
At the right is the dock leading to the pier. An umbrella is in front
of the large rock formation and can be reached using one of the tires
packed in the dirt. From there, jump onto the ledge of the rock
formation. Another umbrella is on the other side, with the "S" tile
floating above it.
[P] Top of the juice stand
From the Pier entrance, continue to the other side of the beach. Walk
to the center of the sand, and one of the mean Musclemen will jump
down from his lifeguard stand. SpongeBob asks if he can sit on his
lifeguard stand, but the Muscleman declines rather rudely. Defeat
him, and another larger Lifeguard will appear from a taller lifeguard
stand. Repeat this three more times, and the five remaining lifeguard
stands will provide platforms to reach the juice stand at the far end
of the beach. Jump across the two rocks formations to reach the
lowest lifeguard stand. Jump along the lifeguard stands and jump onto
the roof of the juice stand, where the "P" tile floats above.
[O] Light up the lighthouse
To access the Lighthouse District, head down the pathway on the far
end of where you entered Goo Lagoon. The base of the lighthouse must
be activated by the hook connected to the power switch. Change into
the Jellyfishing Gear and take the winding path up to the
lighthouse's base. Activate the switch. The lighthouse is back on!
But the first "O" tile is at the very top and the entrance to the
lighthouse is boarded up. We'll have to reach the top in the
unconventional way. Near the boarded entrance is a rock formation you
can Power Jump onto. From there, is a ledge with a window on the
lighthouse. Beware of these windows, as a fish will open them at a
rapid speed and cause harm to SpongeBob. Just time your movements
past these. As long as you are not directly in front of the window,
you won't take harm. Take the winding ledges upward, being careful
not to fall back to the ground. It can be tedious to have to keep
climbing back up. Along the top are thin plank pathways that span
across the tall rock formations. Cross carefully until you reach a
walkway on the lighthouse. The elevator leads to the Upper Floor, so
take it. From this point on, a fall means death, so be extra careful.
Take the winding pathway up to the elevator for the Upper Upper
Floor. From here, take the winding path, scale the ledges, and jump
on the sleeping clam to propel onto the top of the lighthouse. The
first "O" tile is floating in the center. Once you've collected this
tile, the boarded up entrance at the bottom is now opened.
[N] Lighthouse shows the way
It's a good idea to complete this task after the first "O" tile task.
From the top of the lighthouse, Power Jump onto the closest Giant
Jellyfish. For whatever reason, the Giant Jellyfish like to
congregate in a circle around the lighthouse beacon. Power Jump
across the Giant Jellyfish and the lighted rock formations. The "N"
tile is floating on the very last rock formation. A lone Giant
Jellyfish waits and will give you a ride back down to the door to the
Upper Floor.
[G] On the pier
After fixing the lighthouse beacon AND obtaining 300 sand dollars,
talk with Rusty Scupper over by the pier entrance. He mentions
previously that the Dutchman's release has prompted people to buy
magic bottles to capture him. The cost for an order is 300 sand
dollars. Additionally, the captain of the boat needs the lighthouse
beacon to be operational despite the clear weather. He has bad eyes
and the lighthouse guides him. After placing the order, Rusty will
let you onto the Pier. Make your way to end of the pier where the "G"
tile awaits. However, it won't be that easy. The Dutchman appears to
take over the ship, destroying the pier as he drives through it. Once
you escape back to the entrance, Rusty Scupper says he has no reason
to stick around with the demolished pier, but that he would rummage
through it for valuables if he were younger. That means, we should
return for the "G" tile.
Return to the pier. Although destroyed, the pier is still accessible.
With careful navigation through the wreckage, you can make it back to
the end. Power Jump and gliding will be useful to cross the rotating
or spinning platforms. There are multiple ways to get through and
plenty of loopholes, but it depends on what is easiest for the
player. The obstacles marked with the Dutchman's doubloons indicate
the basic path. Near the end, the "G" tile is on a lone plank out in
the open. You can return back using the same path you took.
[E] Defeat Larry in a karate match
After annoying Larry three times about his belt, at the juice stand,
the lighthouse, and the shipwreck, he will prompt you to battle him
in the tough man arena if you want the belt so badly. When you're
ready, take the anchor up to the arena. Talk with Larry over by the
cabin entrance. The battle with Larry works exactly like the prior
two battles with Sandy. Smash more things than Larry in 60 seconds to
win. Keep ahead of Larry or attack him to hinder his progress for an
easy win. After defeating Larry, he will give you the "E" tile and a
Championship title.
[B] To the crow's nest
With access to the shipwreck, you can reach the first "B" tile. Make
sure you know your pirate lingo, there's a quiz later! I kid. The
crow's nest is the round platform on the ship's mast where the
navigator observes and gives direction. The mast is just the wooden
pole with the sails attached to it. Power Jump up the platforms and
along the various masts to reach the crow's nest at the very top. The
first "B" tile is on the tip of the pole. The crow's nest rises and
falls, and at the height of its rise, Power Jump to obtain the tile.
[O] Catch 30 jellyfish in Goo Lagoon
Self-explanatory.
[B] Gather 250 doubloons in Goo Lagoon
Self-explanatory.
[Thank Larry for the bus ticket]
You never got a chance to really thank Larry for the bus ticket!
Fortunately, he's right here at Goo Lagoon! At the far end of the
beach is the local juice stand. He is at the counter. Approach him
and SpongeBob will thank him for the bus ticket. Larry engages in
conversation, but then says he doesn't want his friends to see them
talking to each other. SpongeBob complies, but asks where Larry got
the belt with the oddly familiar letter tile. Larry mentions he won
it in a karate championship, but he won't give up the belt. SpongeBob
instead suggests he sing, to which Larry quickly retreats, hoping to
find solace at the lighthouse.
[Talk with Larry at the lighthouse]
As you take the path for the "N" tile task, Larry is located on the
second rock formation. Talk to him and Larry refuses to give up the
belt with the tile. SpongeBob chooses to add another verse to his
delightful song. This prompts Larry to leave, fleeing to the old
shipwreck.
[Talk with Larry at the shipwreck]
After pestering Larry at the lighthouse, meet with him at the
shipwreck, exactly where you entered Goo Lagoon. Talk with him and he
quickly rejects any talking, singing, or giving up his belt.
SpongeBob prepares his song again. Thoroughly frustrated, Larry tells
SpongeBob he has to win the belt the same way he did: in the tough
man arena. When you're ready, take the lowered anchor up to the
shipwreck for the karate match with Larry.
[Meet and greet the ship]
After placing a magic bottle order, Rusty Scupper will tell you to
meet with the ship at the end of the dock. The dock has a lot of
plank walkways, but it really is a straight shot to meet with the
ship. Upon reaching the end, SpongeBob sees the ship approaching, but
not slowing down. The Flying Dutchman appears to take control of the
ship. He starts to drive the ship into the pier. Quickly run back to
entrance to avoid being run down.
[Find the Dutchman's treasure]
After completing the puzzle, the Dutchman's treasure is located on
Goo Lagoon's Beach. Head over near the Pier entrance and the treasure
is located on the sand near the umbrella by the small waterfall. The
treasure is a nasty corset.
*Upon returning and exiting SpongeBob's house, the Dutchman finds his
powers are now weakened towards SpongeBob. However, there are still 2
treasures left to obtain.
Game Totals;
Doubloons: 1485
Jellyfish: 53
Sand Dollars: 80
---------------------------------------------------------------------
[11] Level 7- The Dutchman’s Graveyard
---------------------------------------------------------------------
[11.1] The Dutchman’s Graveyard
Doubloon Total: 176
Jellyfish Total: 17
Sand Dollar Total: 0
To Do List:
[S] Bring back the booty
[P] In the smokestack
[O] Bring back more booty
[N] You guessed it, more booty
[G] Atop the Dutchman's head
[E] Booty, booty, booty
[B] On the deck of the last ship
[O] Catch 10 jellyfish in the graveyard
[B] Gather 75 doubloons in the graveyard
-Find the Dutchman's treasure
Once outside after escaping the fallen debris, a cannon will be on
the ground, having survived the wreckage. This will take you to the
Dutchman's Graveyard. However, make sure you've done everything you
need to in any of the 6 other areas, because you will not be able to
leave the Dutchman's Graveyard. Jump into it, aim and fire, and you
will be launched to the Dutchman's Graveyard. The Graveyard is one
large area split into sections. For the majority of this area, I
recommend using the Jellyfishing Gear or the Mermaid Man costume, as
there are some enemies and obstacles present that will be more
difficult to tackle in Squarepants. Be careful of ghosts, skeletons,
and other harms that will come your way!
[S] Bring back the booty
In the first section, walk up the path and cross the bridge at the
far right to reach a small boat with a cannon and a pirate on it. He
accuses you of stealing his booty, which SpongeBob discloses and says
he's looking for his friends. The pirate mentions the Dutchman's new
crew and that they get to be on the ship while his old crew is stuck
in the Graveyard. On top of that, he is without pay. SpongeBob
desperately needs to get past the large ship across the way to reach
the next section of the Graveyard. The pirate says he will let you
use his cannon to cross if you bring him a sack of booty. There is a
winding path that leads to a shipwreck with a stash of booty. But
first, I recommend clearing the path of any jellyfish and ghosts.
This will make SpongeBob's return to the pirate easier. SpongeBob
will drop the booty if he gets hurt. Skeletons cannot be defeated,
but they only stand still and watch you if you come too close. They
can cause damage nonetheless. Take the far left path and head down
the winding path until you reach a pirate ship. Inside is a sack of
booty. Pick it up and return the booty to the pirate at the ship. You
will obtain the "S" tile. The cannon is now ready for use! Jump in
and aim yourself at the deck of the shipwreck where you found the
booty. Aim high and fire.
[P] In the smokestack
On the deck of the shipwreck in the first section, Power Jump and go
into the smokestack to obtain the "P" tile.
[O] Bring back more booty
Travel through the ship's cabin to reach the second section of the
graveyard. Talk to the pirate at the front of the ship and he will
request some booty. Repeat the task as you did for the first pirate.
This route is longer, but with fewer enemies. However, a shack
pushing rolling barrels down the path act as a tougher obstacle.
Along the path are rounded sections that you can go to for cover as
you proceed. Return the booty to the pirate and he will leave you
with the first "O" tile. Jump into the cannon and launch onto the
deck of the shipwreck where you found the booty.
[N] You guessed it, more booty
Pass through the ship's cabin to reach the third section of the
graveyard. Talk to the pirate and he'll request, of course, some
booty. This path is the long and tedious. There are ghosts,
skeletons, and the rotating Flying Dutchman rock in the middle of the
area spews a harmful green mist. However, there are rounded "safe
spots" that you can stand in to avoid the green mist as it passes.
Pick up the sack of booty in the shipwreck and return it to the
pirate. If you have to repeat this a few times, don't feel bad; it's
tedious and a bit difficult. After giving the booty to the pirate, he
will leave the "N" tile.
[G] Atop the Dutchman's head
Jump into the cannon and aim yourself just a little above the
rotating Dutchman head. Try to aim at his head, but be careful, as
you can miss and fall into the lava. Aiming too high, you might sail
over his head. Launch when you see one of the notches on the
Dutchman's hat. It may take a few tries, but when you manage to get
atop his head, Power Jump to collect the floating "G" tile.
[E] Booty, booty, booty
From the cannon, launch yourself at the shipwreck you took the booty
from. Pass through the cabin into the fourth and final section of the
graveyard. This is the longest and most difficult path. Talk to the
pirate and he will give you your booty-fetching task but not without
some SpongeBob-sass. This path features skeletons, moving crate
platforms, and swinging anchors to knock you off your path. Cross
when safe of course. Otherwise, you can shortcut, but at your own
discretion. Give the pirate the booty and he'll leave the "E" tile.
[B] On the deck of the last ship
Fire yourself from the cannon when the anchor holes line up during
their swing. The first "B" tile is floating on the deck of the ship.
[O] Catch 10 jellyfish in the graveyard
Self-explanatory.
[B] Gather 75 doubloons in the graveyard
Self-explanatory.
[Find the Dutchman's treasure]
After finishing the puzzle, the treasure is revealed to be located on
the deck of the last ship. The treasure is a picture of Mama
Dutchman.
Game Totals;
Doubloons: 1661
Jellyfish: 70
Sand Dollars: 80
---------------------------------------------------------------------
[12] Final Boss
---------------------------------------------------------------------
[12.1] Final Boss
Before we can face the Dutchman, SpongeBob must rescue his friends
from the ship. Launch from the cannon onto the ship and rescue
SpongeBob's friends. Once rescued, the friend goes to a lifeboat.
Gary is on the bow, the very front end of the ship. Squidward is on
the deck. Patrick is on the lower crow's nest. Scale the ledges on
the mast. Sandy is on one of the upper crow's nest. Mr. Krabs is in
the other upper crow's nest. After all the friends have been rescued,
the battle ensues! As it turns out, we no longer have that great of
an advantage over the Dutchman. Squidward's book on spirits wasn't
entirely accurate, and was, in fact, a little out of date. The seven
treasures of the Dutchman do not make you completely immune but
MOSTLY immune to his powers. Some effort will have to be made to
defeat him.
The Strategy:
The Dutchman can be a very simple boss if you know the strategy to
defeat him. The Dutchman has an array of attacks. Initially, he will
follow SpongeBob and shoots green mist at you. As long as you keep
moving, you can avoid this attack. Next, he will appear in one of the
ship's corners. He will drop a few bombs from the sky. This is your
chance to attack. Pick up a bomb and throw it at the Dutchman.
However, a ghost is always released to try and make you drop the
bomb. The ghost is easily avoidable however. Finally, the Dutchman's
green portal will follow underneath SpongeBob. It will seem unnerving
to have it right under you, but as long as you keep moving, you won't
be harmed. He will eventually summon the undefeatable skeletons to
additionally hinder your progress. A bomb will need to be thrown at
the Dutchman three times to defeat him. This cycle repeats until the
Dutchman is hit three times. On the final hit, SpongeBob reseals the
Dutchman into his magic bottle and SpongeBob and his friends take the
lifeboat back home to resume their comfortable lives. The game's
credits then roll.
---------------------------------------------------------------------
[13] Helpful Tips!
---------------------------------------------------------------------
[13.1] Helpful Tips!
Below, I have enclosed a few tips that might make the gameplay easier
on the player!
General tips:
- Power Jump is your friend! Use it whenever you can, as it is key to
reaching places you couldn’t with a normal jump, and it is prime when
seeking out loopholes or shortcuts.
- In situations where you will need to attack enemies or obstacles,
the best costumes to wear are the Jellyfishing Gear and the Mermaid
Man costume. Both outfits have unique abilities and offer the range
attacks that the regular Squarepants outfit does not. Regular
SpongeBob requires you to be within close range of an opponent, and
that isn’t always wise if you want to reserve health!
- It is really wise to collect all doubloons, sand dollars, and
jellyfish in a single area before proceeding to the next. Some areas
require the use of a designated amount of jellyfish or sand dollars
to proceed, and it can alleviate later hassle if you tackle all items
from the start.
- For the treasure puzzles, start by identifying where the frame of
the puzzle is and begin working from there!
- It’s a good idea to get to know the areas well. It can make
treasure hunting go a lot faster. Although, the divining rod works
just as well.
- If you are having a hard time finding doubloons, remember that some
things are breakable and contain doubloons! Barrels, sand castles,
and other things can often go unnoticed, so check thoroughly! Also,
be sure you use the Reef Blower costume, as it can also be essential
to finding doubloons.
- In karate matches, the key is to smash more objects than your
opponent. The best things to do to stay ahead are to look for objects
that spawn in clusters. These clusters rack up easy points fast.
Additionally, go for the objects that the opponent is heading for and
beat them to it. Attacking your opponent as you smash objects will
slow their progress and allow you to get an easy lead!
---------------------------------------------------------------------
[14] Final Word
---------------------------------------------------------------------
[14.1] Final Word
It took me awhile, due to other priorities in life, but I finally
finished this walkthrough and fine-tuned it as best as I could for
optimum clarity! As one of my favorite SpongeBob titles, I have to
say this game is one that doesn’t fail to entertain for a few hours
and it certainly offers a fair amount of replay value. This game is
definitely one that keeps true to its SpongeBob roots and really
captures the essence of the show! I hope you enjoyed the walkthrough,
and the game, as much as I have! Until next time!
~SuperOtakuAlex
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[A] Email/Contact Information
Below is my e-mail, which you can contact me at if you have any
questions or something to add to the guide. *However, read through
the ENTIRE guide before you send me an e-mail. If I’ve already
answered something in the guide, your e-mail will be ignored.*
[email protected]
When you e-mail me, don’t be rude, inconsiderate, or use profanity.
Also, have a subject for your e-mail so I know what it’s about. Don’t
send me spam, something unrelated to the guide, technical
difficulties regarding the game and/or console, or something already
answered in the guide.
I speak English primarily, so I won’t be able to understand an e-mail
written in Spanish, Italian, French (I only know the basics of the
language), German, or any other language. The e-mail should be
straight-forward and to the point. I don’t want an e-mail that is
off-topic. I also don’t want the e-mail to be written in horrible
English. Nobody is going to understand someone that types like this,
“so how you paly gaem. Am stuk. Hallp meh.” You don’t have to be
formal with the e-mail, but simple, casual writing will do.
If you send me an e-mail with any information to add to the guide,
you will be credited in the Credits section in the guide.
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[B] FAQs
“Will I be able to use this guide in any shape, way, or form?”
The purpose of this guide is just that. A guide. The guide should be
used only for personal uses. It should not be used to make profit or
be redistributed in any way, as doing so conflicts with Copyright
law. Additionally, if you would like this guide published onto your
site, I would like to be notified beforehand via email. If my guide
is being misused on your site, I will request it be removed. I would
rather not get into a Copyright dispute over such an issue.
Sites Verified to Host My Guides;
~GameFAQs [www.gamefaqs.com]
Neoseeker [www.neoseeker.com]
Super Cheats [www.supercheats.com]
~ denotes my main site.
“Hey, I noticed something about the game that wasn’t listed in this
guide! May I submit the missing information?”
If you notice anything I failed to mention in the guide, it would be
much appreciated to have that information submitted! Send me the
information via email, and I will be glad to review it and add it to
the guide, permitting it was indeed missing!
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-[C] Credits
This section is where credits towards this guide and any other
information will go. Your name used on the site will be used to
credit you on your information.
Thanks goes to;
Vicarious Visions, Big Sky Interactive, Nick Games and THQ, for the
development of SpongeBob SquarePants: ROTFD.
Stephen Hillenburg and Nickelodeon, for creating and developing the
show and character SpongeBob SquarePants.
Me, for making this guide.
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[D] Copyright
SpongeBob SquarePants: ROTFD is Copyright 2002 Vicarious Visions, Big
Sky Interactive, and THQ. All Rights Reserved.
SpongeBob SquarePants and all related characters/environments/etc.
are Copyright 1999 Stephen Hillenburg and Nickelodeon. All Rights
Reserved.
The Nintendo Gamecube is Copyright 2001 Nintendo. All Rights
Reserved.
Additional credit to those involved in the game that were not
mentioned above.
This document is the property of SuperOtakuAlex and should not be
copied, used for financial gain, or stolen under any circumstance.
You may use this guide for personal purposes, but for nothing else.
This guide should not be found on any other sites than the ones I
have verified for.