TY the Tasmanian Tiger
Picture Frames Guide

Contents

1)  Intro
2)  Legal Mumbo-Jumbo
3)  Picture Frames
       3a) Two Up
       3b) Walk in the Park
       3c) Ship Rex
       3d) Outback Safari
       3e) Bridge on the River TY
       3f) Snow Worries
       3g) Lyre Lyre, Pants on Fire
       3h) Beyond the Black Stump
       3i) Rex Marks the Spot
       3j) Rainbow Cliffs
4)  Conclusion



1) INTRO
  =====

Please don't automatically skip this section, there's some
important information here that'll come in very handy.


Anyway - hi there! I'm Darth Marsden, and welcome to my guide for
(hopefully) all three versions of TY the Tasmanian Tiger. If, like
me, you suffer from a form of OCD which makes you unable to stop
playing a game until you've finished it 100% with every single
collectable thingamajig game developers absolutely positively have
to hide in the most frustrating places imaginable, then you've
come to the right place.

Anyway. While there are several guide to the original TY, none of
them tend to focus on the Picture Frames, which, IMHO, is the most
frustrating and horrific series of fetch-quests since... well,
since the sequel, really.

The main reason for this is that the picture frames are contained
in boxes. And said boxes are TRANSPARANT. So without a specific
rang equipped, you can barely see them EVEN IF YOU'RE LOOKING
RIGHT AT THEM. And you don't even get the rang until halfway
through the game! It's as if the developers actually went out of
their way to make life so much more difficult for the average
player looking to grab all the collectables.

To make matters even worse, you don't know how many pictures are
in each level - all you get is a great big overall count. Which is
no help at all when you're trying to see if you missed any in the
first level or not.

Hopefully, this guide (and the no doubt inevitable follow-ups
that will follow for the sequels) will allow a few gamers to
obtain these thankless macguffins that, in the end, really aren't
worth all the effort. Thanks, Krome Studios. Now rack off.

Info time - I played through the NTSC version of the Gamecube
game, and rapidly grew very tired of it. I suffered for this, so
I hope you're grateful. I am your tireless, undernourised and
dishevelled lacky, tirelessly working through countless lackluster
titles just so that you can finish your own gaming experiences
that much quicker. And I am running out of ways to make you feel
guilty, so I'll end this paragraph right about... now.

I'd like to take this brief moment to acknowledge the guides I did
use to complete the rest of the game, which helped me to make this
particular guide in and of itself. I flicked between Mento's and
WishingTikal's guides, and jolly helpful they were too. So a big
shout out and my thanks go to both of them.


2) LEGAL MUMBO-JUMBO
  ===== =====-=====

I replayed the game (some might say foolishly) and wrote this
guide side by side, starting on Saturday, August the 28th. I
submitted what I intend to be the fully finished version of the
guide to GameFAQs, THE ONLY PLACE I WANT TO SEE THIS GUIDE, on
--DATE--

I worked bloody hard on this, so don't nick it and pass it off
as your own. Finally, I'm only submitting this to GameFAQs,
despite receiving several requests from other sites, so don't
upload it to your website if you are not GameFAQs.

In short... This file is copyright 2010 Chris 'Darth' Marsden.
All trademarks and copyrights contained in this document are
owned by their respective trademark and copyright holders.

..and that's it. That wasn't so hard, was it?



3) PICTURE FRAMES
  ======= ======

Before I begin, let me state upfront that you will need to
collect every single Golden Cog in each level. The reason for
this is simple - Golden Cogs unlock bonus rangs, and the third
bonus rang is one that ACTUALLY LETS YOU SEE THE HIDDEN CRATES.
Even better, when you're near one, it lets out a little tune,
so you know that there's one nearby. In short, it's not
essential, but it really does help out immensely.

I won't tell you where all the golden cogs are in a level -
other guides do that pretty well. But you need 45 cogs to unlock
the Infrarang, which is the one you need. If you grab every cog
in each level, you'll have that magic number around halfway
through the fifth level. As soon as you reach that magic number,
hit the Start button, select 'Exit Level' and visit Julius' lab
to pick up your newly-minted Infrarang.

I'll point it out during the guide, so don't worry too much
about it. Also note that I'll be going through the levels in a
very specific order - while it's entirely possible to do them in
a different way, I recommend doing the fourth and fifth levels
in the order I've done, as it minimizes the amount of time
until you can get the Infrarang.

Finally, the layout of each level is pretty simple, so I won't
go into too much detail. You get the level name, the number of
pictures in that level, then the location of each. There ya go.

Anyway. Enough rambling. Let's go!



3a) TWO UP  (7)
   --- --

01 - If you stand on the snake painted on the platform where you
       start the level on and follow the direction the snake is
       looking, you should see the crate JUST above the sun.
02 - This is by the very first waterfall you encounter in the
       level. Run right under the waterfall, then face away from
       it and look all the way up to see it.
03 - Right after Maurie tells you about Julius' Opal-eating
       machine (it's just before you need to bite your way up
       the spy cameras), jump up to the grass verge on the right
       and look up to see this crate.
04 - Just after Julius tells you about the Golden Cogs, the path
       goes up and turns to the right. Round this corner, there's
       a couple of trees. The crate's right in between the two in
       the middle of the path that's surrounded by crates.
05 - Opposite the cog that's on a platform in the middle of a
       small section of water, the path doubles back into a sort
       of U-turn. Follow it down, and in the corner as the path
       then turns to the right, way up in the air, is the crate.
06 - Once you get the second boomerang, you'll need to backtrack
       all the way back to where you got crate #5. From there,
       you'll need to climb up the pillars that are next to the
       entrance to the cave. From there, you'll need to hop
       across a bunch of platforms to reach a golden cog. From
       that platform, head straight across to the land with two
       small rocks on it. Stand on those rocks and look straight
       up to see another crate.
07 - From #6, head down to the path on your left. Ahead of you is
       a green power-up. Ignore it and head past it to see
       another sign that Maurie lands on. Look above this to see
       the final crate of the level a little further back.



3b) WALK IN THE PARK (6)
   ==== == === ====

01 - Once again, this one's right next to where you start. If you
       stand on the snake's head and look to its right, the
       crate is just up and to the right of the normal crate.
02 - After the first waterslide, there's a cave behind Ranger Ken.
       Head down it and make your way to the main cavern, which
       you need to take a right in the tunnel to find. The crate
       is in here, directly opposite the room's entrance.
03 - From #3, head out of the room and head to the right. The
       crate is actually down the tunnel, about halfway along
       after it turns to the left. It's right above one of the
       rocks that you really should be jumping on.
04 - Right behind Ranger Ken is the central water passway (check
       the map to see what I mean). Head down it, and make your
       way to the first log. Just beyond that is a wooden
       platform. Stand on that, and face towards the log you just
       made your way past, then look up to see the next crate.
05 - After the frustrating Turkey chase, there's a Dunny. Stand
       right behind it, face away from it and look up and a little
       to the right to spot the next crate.
06 - Once you've helped Shazza, head down the path behind her with
       the inexplicable spikes. When you get to the bridge, jump
       off the right side and head underneath the waterfall. The
       crate is on the far right side, really high above you.



3c) SHIP REX (9)
   ==== ===

01 - Right behind you when you start the level is a beach house.
       Head onto the deck and walk down the left side. A crate is
       at the end of the path on the floor.
02 - Like #1, but instead you head down the right side instead,
       though this box is slightly above the ground.
03 - By the pool located at the start of the level is a small hut.
       The crate's directly above this.
04 - Once you've opened the underwater gate, you'll see a trail of
       opals in front of you. Follow this trail until you get to
       the first island after the mine field. Instead of following
       the opals down the path with the eels, instead make your
       way to the island you can see to the right with the normal
       crates. The picture crate is on the shore of this small
       island, behind the normal crates. This island is a little
       hard to find, so if you're still stuck, then it's the
       island right in front of the underwater tunnel.
05 - Make your way through the underwater tunnel. Once you reach
       the surface, you'll need to avoid the quicksand area and
       head around it, staying in the ankle-deep water and heading
       along the rock wall (which has the proper quicksand area
       on the other side). Keep going along to find a small area
       with a Bilby. Make your way up and free it, then look back
       the way you came. The crate should be visible. You may
       actually see this one as you come down the path - I did.
06 - From #5, look to the right of the platforms which had the
       Bilby to see where the edge of the path meets the rock
       wall. The crate is right at that point, and is surprisingly
       visible against the rock, considering that it's see-through.
07 - This one's near the underwater wreck. From there, you'll need
       to swim to the lone island on the opposite side of the area
       from where you entered. The crate's hovering right in the
       middle of the trees.
08 - Also in the area with the sunken ship, as you start climbing
       up the mountain, you'll have to go past a large sandy area
       before climbing the actual mountain. At the edge of this
       sandy area, on the grassy section overlooking the rest of
       the level, there's a crate floating above you. (The path
       leading to the Bilby is just to the right of this)
09 - Once you climb up the mountain and find Elle, you'll see a
       bunch of platforms you can climb up. Ignore those and
       instead walk around the back of the mountain to find a
       small path. The crate is above this path.



3d) OUTBACK SAFARI (0)

There's no picture frames in this level, which is a blessing,
given how you get around the level. I just include it before the
other levels so you can get all the golden cogs.



3e) BRIDGE OVER THE RIVER TY (20)
   ====== ==== === ===== ==

Ignore any picture crates at first and instead focus on finding
the first five golden cogs. If you've been dilligently picking
them up on every level, the extra five here will give you the
magic number of 45, which is the total required for the Infrarang.

Once you get the five, pause the game and select 'Exit Level'.
You'll return to Rainbow Cliffs. Head to Julius' lab (it's where
you got the Flamerang) and use the machine by the door. You'll
get the Zoomerang. Use it again to get the Multirang, and a third
time will give you the Infrarang. From now on, you'll hear a
little tone whenerver you're near a hidden crate and have the
Infrarang equipped. You'll hear that tone now, since there's a
crate hidden in Julius' lab, but ignore it and return to the
level. We'll get the crates in Rainbow Cliffs later.

Now that we've got the Infrarang, getting these crates, and the
ones in the other levels, much, MUCH easier.

01 - Just to the left of the tree right in front of where you
       start the level.
02 - After you jump up the first cplatforms, the crate is right
       in front of you, next to the enemy. Hard to miss, really.
03 - This is next to the huge tree which has a cog-holding pillar
       nearby. It's in the corner next to the rock wall.
04 - From #3, you'll have to climb up a path. At the log, turn
       left to see a small grassy area. The crate's right at the
       far end of that bit of grass.
05 - After a bit, you'll need to walk along a watery path that
       ends with a waterfall. The crate's at the bottom of said
       waterfall, on the ground right in front of you.
06 - Before jumping across the broken bridge, turn to your left
       and head past the two pillars. On the corner of the cliff
       is the crate. Careful you don't fall off.
07 - This one is hovering over the puddle of water that's right
       in front of the Opal machine.
08 - To the right of Dennis and the dunny is a wooden platform in
       the water. The crate's right above this.
09 - In the large open area of water are a group of islands. Rex
       is on one of these islands, as is the crate. It's on the
       ground behind Rex, close to the rock wall.
10 - There's a great big series of wooden platforms that go above
       the large water area. Next to the ramp that leads up to
       it is a giant tree. The crate is next to this tree, just
       to the right of the tiki torch.
11 - If you pause the game and look at the map, you'll notice a
       strip of land on the very left side of the map. Head over
       there and find the end of the grass section. The crate is
       right above the small section of sand at the end of this
       bit of land.
12 - Make your way up the ramp that leads to the large wooden
       platforms over the level and take the right path. As you
       come to the large hole in the bridge, the crate is in
       the air just before this.
13 - After Julius warns you about Neddy, take a sharp right and
       follow the path down to the first tiki light you come
       to. The crate's just to the right of that, floating
       roughly above the middle of the path.
14 - From #13, jump over the side of the wooden path to the
       sandy section beind the tiki light. The crate is floating
       above the ground just to the right of here.
15-18 - There are actually four crates inside Neddy's domain.
       Wait until you beat him and earn the Thunder Egg, then
       have a look for them. They're in a sort of square pattern
       around the arena, so make sure you get them all.
19 - Make your way up the ramp that leads to the large wooden
       platforms over the level, and take the left path this
       time. The crate is floating above the platform, just
       before you get to the second tiki light.
20 - From #19, keep following the path until you enter the cave
       and head to Dennis' house. The crate is right above the
       lillypads that lead to his front door.


3f) SNOW WORRIES (24)
   ==== =======

(A quick aside - the level title lies. Oh god, does it lie.)

01 - This one is behind Sheila's house, next to the tree closest
       to the pillar with the gold cog on it.
02 - From the starting platform, face away from Sheila's house.
       Now look to your left. You'll see a yellow arrow. Head
       beyond that and you'll see a path on your left with three
       of those irritating snowballers. Once you've dealt with
       them, look to the left of the tree here to see the chest.
03 - Facing away from Sheila's house, you'll see a small grass
       patch in the distance. Head over to it. The tree on the
       left of this patch has a crate hidden it it.
04 - From Sheila's house, head to the ice sheet (Julius will
       blab on about it) and head right. Follow it to a snow
       pile and look to your left. The tree furthest from you
       here has a crate hidden behind it.
05 - Head behind the snow pile mentioned in #4 to see a bunch of
       pillars. If you head behind these and look to the left,
       you should see the crate between two trees.
06 - Head back to the ice sheet (the one on the right, remember?)
       and go down it a bit further. When you can, get off it
       onto the left side. Look right over the ice sheet and
       you should see another crate.
07 - This one's right by #6. It's above the show-bank that you
       got onto when you came off the ice sheet.
08 - Follow the ice sheet down again and you'll come to a
       section with loads of opals on it. From here, look
       around to see a path on the snow that has loads of ice
       on. You can break the ice with the Flamerang, but once
       you break through the first set of ice, there's a crate
       just in front of you.
09 - From the path with ice in it, you can basically do a U-turn
       to the right to find another area with pillars. There's
       another crate in the far right corner of this area.
10 - In another corner of the area with the pillars is a path
       blocked off with ice cubes. Shatter them with the
       Flamerang and look behind the pillar with the Bilby on
       it to find another crate, this one on the ground.
11 - From the path blocked by ice cubes, head in the direct
       opposite direction to find another path. This leads to a
       bare patch of ground. The crate's right above this.
12 - From #11, head to the ice sheet and stay to the left side.
       As soon as you can, get off onto the snow next to the
       ice sheet. Just past the yellow arrow is a small area of
       the snow with no trees, which is where the crate is.
       (If you're not sure where this is, it's on the opposite
       side of the ice sheet to a golden cog)
13 - Head down the ice sheet and you're reach what I'll refer to
       as the 'shore'. There's a small section of snow between
       the two different ice sections, and right above that
       small section of snow is a crate.
14 - From #13, head to the right and you'll find a large open
       area of snow. The crate is pretty high up, but it's
       right in the middle of this clearing.
15 - From #14, keep heading right until you reach the wall. The
       next crate is right in front of this.
16 - From Sheila's house (yes, right back at the start), head to
       the ice sheet and make your way left. Ignore the branch
       that leads to the right and stay on the left and after
       a bit you'll come to a snow bank on the left with some
       enemies. Right at the back of this bit is a crate.
17 - From #16, head down the ice sheet a bit further and you'll
       come to some more enemies on the snow to the left. Deal
       with them, then keep heading down the snow bank until
       the path becomes really narrow. The crate is just above
       this bit.
18 - From #17, keep going down the narrow path of snow until it
       ends. The crate is right at the end of the path.
19 - From #18, head down until you reach the 'shore', then head
       to the right. After defeating the enemies, you'll come
       to a really small clear area in the middle of the trees
       - the crate is in the middle of those.
20 - Time to cross over! Head to the other side of the frozen
       river and head all the way to the left side. The crate
       is just to the right of the middle tree.
21 - Also on the 'far beach', this one's over the large patch
       of non-frozen ground.
22 - On the 'far beach', there's a path leading to the cliffs.
       There's also a yellow arrow pointing the way. Stand and
       look straight at this arrow and you should see some
       trees behind it. The crate's pretty high up, but it's
       also right in front of those trees.
23 - Following the path leading to the cliffs, you'll go past a
       pillar with a gold cog on it. Past this, there's a
       yellow arrow telling you to go left. Ignore it and go
       right instead. There'll be a tree that blocks most of
       the path - the crate's right in front of that.
24 - Thankfully, this is the only one up the side of the cliffs.
       You'll need to head to the area where the ice platforms
       are, which is near the cave with the musical icicles.
       When you're there, look for the unfrozen section of the
       ground. The crate is right above that.



3g) LYRE LYRE, PANTS ON FIRE (5)
   ==== ====- ===== == ====

01 - From the starting point, stand on the head of the snake
       painted on the stone and look straight down the path
       ahead of you. The crate's right above the path here.
02 - After the blue button, you'll come to a broken bridge.
       Head down to the pillar in the river below, then look
       straight up. The crate's directly above you.
03 - Next to the hollow tree with mushrooms you bounce on to
       reach a golden cog are three normal crates. Right above
       those is a picture crate.
04 - After you cross the log over the water that leads to a
       slide, you'll come across a dunny. The crate is right
       in front of it.
05 - Right at the bottom of the first water slide, look
       straight above you to find the last crate of the level.



3h) BEYOND THE BLACK STUMP (29)
   ====== === ===== =====

(Oh god, not another snow level!)

01 - Right beside where you start is a burned out building.
       Head down the left side of this building and use the
       Frostyrang to 'destroy' the fires and reveal the
       location of a chest on the ground.
02 - Follow the path from the beginning of the level to come to
       a crossroads with a tock in the middle of the path. On
       the right side of this rock in the air is the crate.
03 - From the rock mentioned in #2, head down the right path
       until you come to another rock in the middle of the
       path (not the pillar with a plant on it - the rock is
       past this). On the left of this rock is another crate.
04 - From #3, keep going down the path until you come to another
       crossroads with a pillar in the middle that has a plant
       on top of it. From here, turn right and you'll come to a
       log you can move by hitting it. The crate is past this
       log, right in the middle of the u-turn the path makes.
       It's pretty high up, so be careful not to miss it.
05 - Return to the giant pillar with a plant on it and take the
       path to the right (if coming from the log). This leads
       to a path covered in burning logs. Once you've gotten
       rid of them all, look to the side of the path that's
       covered in snow. The crate's in front of the non-frozen
       patch of ground on that bank.
06 - Return again to the giant pillar with the plane and take
       the last path (right if coming from the path with the
       fires). You'll come to a lake. Head to the right of the
       island in the middle to come to a series of pillars that
       surround one with a plant on it. Ignore these and head
       right (again) to see the road split into two. If you
       look at the ground here you'll see that there are two
       relatively square burn marks - look directly above the
       one on the right to find another crate.
07 - Head for the island in the lake and look around to see two
       paths right next to each other. Head down the one on the
       right and you'll see a bunch of fires to your right. Go
       nuts with your Frostyrang, then look above the right
       side of this small section (the one opposite the missing
       child) to see the crate.
08 - From #7, head out of this little nook and turn right. When
       you walk past the tree on your left, stop. Look just
       past that tree on your left to see another tree - the
       crate is right above the path ahead of you, but it's as
       far back as that tree you're looking at. Still with me?
09 - Head for the are where you're supposed to start climbing
       up the cliffs. Only don't - instead, look straight past
       the dunny to see a couple of trees. Head past them and
       stand in the corner, then look up to see another crate
       next to a log fairly high up.
10 - From #9, follow the rock wall along to the left to find a
       narrow path. Down this path is another crate in the sky.
11 - Start climbing up the rock platforms and logs, and you'll
       come to a log with a bit sticking up (it's the second
       log). At the platform at the end of this log, look over
       to the platform that you should jump to next and you
       should see the crate above it.
12 - From the post where Maurie tells you about Boonie, head
       down the right path and at the ice sheet head right
       again. You'll see a power-up ahead of you - the crate is
       just to the left of this.
13 - From the post where Maurie tells you about Boonie, head
       down the left path. Right in front of you once you cross
       the ice sheet is another crate.
14 - From #13, head along the path and across the ice sheet in
       front of you. You'll see a bunch of trees on the other
       side - look behind the one of the far left to see a
       couple of other trees right next to each other. Check
       the leaves of these trees for a crate.
15 - From #14, head down the path to the ice sheet. Don't cross
       it - instead, check the snow here for a small, isolated
       rock. Look above this rock to see another crate. This is
       just before you actually start chasing Boonie.
16 - Stand in front of the dunny near Ranger Ken and look to the
       right. You should see a small rock on the ground. In the
       air behind this rock is another crate.
17 - Stand in front of the dunny and look straight. You should
       see where the snow meets the ice. At the far end of
       this, next to the rock wall, is another crate.
18 - From #17, look to the right to see a couple of normal
       crates. Beyong these is a path that leads back to the
       normal snow. Look behind the trees there to find another
       crate tucked away.
19 - This one's in the same place as #18, just further back.
20 - Climb up the platforms behind Ranger Ken and you'll see a
       green platform. Climb up that to find a green house.
       Look round the back of this to find another crate.
21 - When you start gliding down the other side of the mountain,
       this is on the platform with the second flower you come
       across. It's the long thin one with a slope on it. The
       crate itself is pretty high up above that slope.
22 - Once you've made it to the bottom of mountain, head to the
       left of it to find a golden cog under a snow drift. If
       you look at the rock face behind it to the left, you
       should just about be able to spot the crate. It's fairly
       high up and to the right of the other gold cog.
23-24 - These are noth hidden amonst the trees where Ranger Ken
       lets you 'cannonball' snowballs at the Frills. One's
       right above one of the ramped sections, and the other is
       tucked away in the leaves of one of the trees.
25 - Time to head back down the cable-car side of the mountain.
       On the highest level, there's two crates. The first one
       is on the left side of the level, nestled in some trees.
26 - Also on the highest level of the mountain (cable-car side),
       this one is in the far-right corner, right above you.
27 - On the second highest bit of the mountain (cable-car side).
       This one is also in the far-right corner, just lower.
28 - On the third highest bit of the mountain (cable-car side).
       This one is on the far left side, as the trees as the
       slope gets steeper. You'll know what I mean.
29 - On the lowest bit of the mountain (cable-car side). This
       one is right in the middle, right up in the sky.


As an aside, you should now have exactly 100 picture frames! Woo!



3i) REX MARKS THE SPOT (18)
   === ===== === ====

(A huge, open water area? Why do the gods hate me so?)

Right. Pay attention, this could easily get confusing.

01 - From the platform where you start, you should see a series
       of large pillars in the distance in front of you. Head
       over to these pillars. The crate is near the cliff wall
       in between the second and third one, and the picture
       will drop down to the ground below once you break open
       the crate.
02 - From the platform where you start, look behind you to see a
       large-ish island. Swim over to it, and once you reach
       the beach, head along it to the left until the buoy near
       the fence in the distance fades into view. Just past
       this point, the beach will start turning to the right.
       Look above the beach at this point to see a crate.
03 - From the platform where you start, look behind you to see a
       large-ish island. Swim over to it, and once you reach
       the beach, head along it to the right until you see a
       long strip of sand connecting this island to another.
       Head across this strip and when you reach the island on
       the other side, head down the left side. Just before the
       food basket you come to, up in the air, is a crate.
04 - From #3, continue to head around the island. Just past the
       dunny next to the pillars, in the air, is a crate.
05 - From #4, continue to head around the island. After you head
       around the turn, look in the water that's on the left
       and you'll see some pillars. If you imagine a line
       coming from the closest two pillars, and then make that
       line come all the way to the beach you're on, then the
       crate is right above that line on the beach.
06 - From the dunny mentioned in #3, head to the island behind
       the pillars opposite it. Once you reach the beach, look
       up and to your left to see the crate.
07 - From #6, follow the island round the left, past said crate.
       Just before the path to the left, look at the water. One
       part is further into the sand than the rest. Look above
       the beach to the right of this section to see the crate.
08 - From #7, follow the island round to the right, around the
       curve. After a while, you'll come to a line of opals.
       Just after the fifth one, look above the sand to the
       right to see another crate.
09 - Pause the game and check the map to see to small islands on
       the very right-hand side. Head over to the bottom one of
       these. If you check the left side of the large sandy
       area of the island, you should find another crate. It's
       the side of the sandy area that's closest to the island
       with the anchor on it.
10 - Pause the game and check the map to see to small islands on
       the very right-hand side. Head over to the top one of
       these (it has a stone anchor on it). On the opposite
       side of the island to the one with the huts on it is a
       beach. Check the left corner of this beach for a crate.
11 - Head to the island with the volcano on it (there's a trail
       of opals leading to it from Anchor Island). Follow the
       beach around until you find the entrance to a cave.
       Stand facing this tunnel and look to your right. You'll
       see a few bunches of trees. Look over the beach to the
       right of the second bunch to see another crate.
12 - Go into the cave on Volcano Island and follow it to a large
       open area. Once there, start up the path leading to the
       exit. You'll start on a ramp that makes a sharp turn to
       the left. Don't follow it up. Instead, look down at the
       path below that has enemies on it. Ahead of you, above a
       pair of enemies, is a crate.
13 - Pause the game and check your map. Right at the top of the
       map is a relatively circular island. Head over to it and
       head to (on the map) the left side of the island. Over
       the beach in this section is a crate, right the way up.
14 - Pause the game and check your map. Right at the top of the
       map is a relatively circular island. Head over to it and
       head to (on the map) the bottom left side of the island.
       In the middle of this section is a large rock. To the
       left of this rock, also a fair way up, is another crate.
15 - Pause the game and check your map. Right at the top of the
       map is a relatively circular island. Head over to it and
       head to (on the map) the right side of the island. In
       the middle of this section is a large rock. To the left
       of this rock, also a fair way up, is yet another crate.
16 - Pause the game and check the map. In roughly the middle of
       it is a long, thin island. Head to the top left of this
       island to find a dunny. Right up in the air in front of
       this dunny is a crate.
17 - Pause the game and check the map. In roughly the middle of
       it is a long, thin island. Head to the middle of this
       island on the left-hand side. You'll see a couple of
       pillars. Stand on the smallest of these pillars and
       look up and to the right of the next pillar to see a
       crate above the beach.
18 - Pause the game and check the map. In roughly the middle of
       it is a long, thin island. Head to the middle of this
       island on the right-hand side. To the right of this is
       an area where frills are dumping toxic... 'stuff'. If
       you look at the beach here, you'll see a section of
       grass that goes right up to the water. Facing the
       water, turn and look right above the sand to the right
       to see the final crate of the level.



3j) RAINBOW CLIFFS (9)
   ======= ======

I've left these 'til last as there's one crate that needs the
Zappyrang to reach and I didn't want you guys to panic,
wondering where you'd missed one. 'cause you haven't. You're
welcome, guys.

01 - In the rafters of Julius' Lab.
02 - In the trees down the path to the extra life.
03 - In Pippy Beach Cave (hub for the second set of levels)
04 - In the trees in the path leading to Bli Bli Station.
05 - In Bli Bli Station, between the two houses.
06 - In the sky, way abive Talisman Tower.
07 - In the entrance to Lake Burril (where the fires were)
08 - In the trees to the right of the giant waterfall.
09 - In the trees behind the portal to Cass' Pass.



3k) BONUS WORLD (123)
   ===== =====

First of all - I'm led to understand that the different
console versions of the game have different bonus levels.
Unfortunately I only have the Gamecube version, so I'm in no
position to check for myself. Besides, you think I want to
play through the game a FOURTH time? No thanks. So I'm only
going to talk about the Gamecube bonus world.

I believe that the PS2 version is almost identical, only
the loading screen is different (TY's father rather then his
mother on the NGC) and the level's set in day rather as
opposed to night. The XBox version has two levels I think,
so good luck with that.

Anyway. Most of the pictures are out in plain view, so don't
really need explaining. There are a few, however, there are
a few tricky things about this level that do need explaining.

First, despite the sheer number of pictures out in the open,
there are still loads of invisible crates, which is horrific.
The sound of all those craates will haunt me to the grave.

Second, the switches. Oh, the switches. There's four, and
you'll need to activate all four of them to access all the
platforms. There's one behind the beach hut that needs
burning, there's one on the bottom of a platform floating WAY
up in the air that needs the Zoomyrang to reach, there's a
blue one that needs the Flamerang to break the ice block
covering it and there's one that launches you off a water
geyser that also needs the Zoomerang to reach. And THEN
there's a generator in the top-left of the map that needs the
Zappyrang to activate. *Sigh*

Anyway. Here's the list of crates.

01 - There's one right above you when you first start.
02 - This one's in a tree on the path down from where you
       start the level.
03 - There's another right UNDER where you start - you'll
       need to follow the path down to get to it.
04 - There's a pair of platforms in water near a beach hut.
       Above and behind the tallest platform is a crate.
05-07 - There's three boxes under the rocky arches in the
       top-left of the map. One's in the water, mind.
08 - This one's near the water shooter that you need the
       Zoomerang to activate. It's in between the old car
       and the dead tree trunk.
09-13 - Once you've activated everything, there's a
       platform near the beach hut you burned down that
       has five crates on it. Careful you don't fall off.
14-18 - These are on the platform you reach by either
       biting through all the spy cameras, landing on ice
       platforms and being boring, OR by jumping on top of
       the switch near the starting position and just
       jumping straight to the platform. Your choice.
19 - This one's above the water to the right of the wooden
       ramp that leads to the exit.
20 - This one's in the tree leaves just before the exit.

With that, and the other 103 pictures just laying around out
out in the open, you are now officially done! Woo!



4) CONCLUSION
  ==========

Whew! Finished. Finally. That was a task and a half. There's
just a few bits and pieces left, and then I'm done. Yay!


Credits
-------

I couldn't have created the guide without the help of some
fine guides from GameFAQ and various people's playthroughs.

- Mento made one.
- WishingTikal made another.
- ScottishDuck17 did a Let's Play that, criminally, isn't on
       the actual Let's Play website. YouTube it.
- 2dragonlady1 also did a video play through that really
       helped me find one of the kids in Snow Worries.

..and anyone else I have forgotten to mention. Your efforts
are much appreciated, and I didn't forget you on purpose.
Honest. :)


Revision History
-------- -------


0.616 - First version. I've gone through the entire game,
       and I've got every picture. Hopefully that should
       be it, bearing ny prticulerly vicous erorz.
       (Sarcasm, ladies and gentlemen. Here all week.)



Contact Information
------- -----------

If you find any mistakes with this guide, you want to help me
improve it or you just plain want to send me praise, then the
e-mail address to do so to is:

darth marsden @ gmail . com

(Remember to remove the spaces from that)

The GMail spam filter works pretty well, so make sure you put
something I'll notice in the Subject Bar. Something like
'TY Tiger Guide' or something. I do check the Spam
section, so chances are I'll spot it.



End of Line!