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Klonoa 2: Dream Champ Tournament
Sun Stone Locations FAQ
Version 1.00

Table of Contents
I: First and Foremost (FFT)
A: Introduction (INT)
B: Version history (VHY)
C: How to read this FAQ (HTR)
D: Technical junk (TNJ)
II: Sun Stone locations (SSL)
A: Western Jungle (WNJ)
B: Northern Express (NNE)
C: Eastern Desert (END)
D: Southern Resort (SNR)
E: Garlen's Castle (GSC)
III: Final boss tips (FBT)
IV: Last words (LSW)

---

I: First and Foremost [%FFT]

--

I-A: Introduction [%INT]

Ever have a time where you just can't find that last Sun Stone?  That's why I
wrote this FAQ.  I'll tell you where the Sun Stones are and how to reach them.

Why do you want to collect them?  Well, if you get all nine in an area, you
unlock something a little extra.  But it won't be of any worth to you unless
you've already beaten the game... take my word for it.  I, however, believe in
overachievement, so I'm collecting the things as I go.

And why is the message board so abandoned?  Don't tell me everyone who plays
this game has already moved on to newer things?  What do I have to do to get
some good game discussion in?  Go back in time?

One more thing... Garlen looks like Dr. Eggman.  Really.

--

I-B: Version history [%VHY]

Version 1.00 (May 22, 2006): First version of FAQ.

--

I-C: How to read this FAQ [%HTR]

Have you noticed the three-letter codes by each chapter?  Type one of those
codes into your FIND window preceded by a percent (%) symbol to skip directly
to the beginning of a chapter.

Also, I may use some unusual terminology in my writing.  Most of it follows
what the stuff is called in-game, but here's what the rest of it means:

First screen / second screen / etc. (ex: "At the beginning of the second
screen...")
The "rooms" that you're going through, in the order I'm assuming you're going
through them.  The layout of the screens isn't always linear, so bear with me.

Nagapoko (ex: "Right above the Nagapoko...")
The yellow robot with the cute crank that gives you advice and relays messages
from your friends and foes.

Weak wall (ex: "Behind the weak wall...")
The brown walls that can be blown up with Boomers.

One more thing.  Remember that every Vision X-4 is a 3-D hover-boarding stage,
every Vision X-7 is a time trial, and every Vision X-9 is a boss stage where
you have to race against (or escape from) your opponent.

--

I-D: Technical junk [%TNJ]

I did not get permission from any of the involved parties to write this FAQ.
Of course, you should expect that by now.

My e-mail address is below, but I've encoded it to guard against spam.  Just
put the blocks in the order the numbers indicate.
[ii][.n][hw][@e][hi][li][et][ar][nk][th]
 3   9   1   4   2   7  10   5   8   6
If you want to e-mail me about this FAQ, please put something about Klonoa or
Sun Stones in the subject line so I'll know what you're talking about.

Okay, I think that's it.

---

II: Sun Stone locations [%SSL]

--

II-A: Western Jungle [%WNJ]

Is it some sort of law that the first level of each game has to be some kind of
natural environment like this?

-

Vision 1-1
Soon after you enter the second screen, you'll see it right above the Nagapoko
who explains what Sun Stones are.  Can't miss it.

Vision 1-2
You can see it at the end of the second screen, but to reach it you'll have to
cut through the third screen.  At the beginning of the third screen, pick up
the box and chuck it against the stairs to the left, then grab the flying Moo
and use it to smash the crate and reach the lower left exit.

Vision 1-3
On the third screen, a Nagapoko is trapped by two crates.  Smash the upper
crate to reveal the Sun Stone.

Vision 1-4
After passing three surfing Moos, grab the green Moo and use it to double-jump
over the trees to the left.  The Sun Stone is behind them.

Vision 1-5
On the third screen, the upper right corner bears the Sun Stone.  To get it,
smash the crate by throwing a Moo from a vantage point to the left.  Then,
stand below it, grab the Moo again from there, and the stone is just a hop,
skip, and double-jump away.

Vision 1-6
On the last screen, you'll spot the Stone above you.  Just grab a Moo from the
right and use it to double-jump onto the left ledge.

Vision 1-7
On the second screen, right before the first vine, grab the Moo and double-jump
up to the ledge.  Then grab the same Moo again and use a double-jump to drop
it on the crate.  The Sun Stone is inside.

Vision 1-8
It's in plain sight on the third screen (second, if you don't count the one to
the left of the starting point).  To reach it, you'll have to take the box
below, throw it to the right, fetch it, bring it up via the whirlwinds, throw
it left through the flippers, throw it back to the right, pick it up, and use
it to double-jump up to it.

Vision 1-9
On the third screen, there's a stack of four crates.  It's in the top one.
Hurry and break the crate before the boss catches up, or we'll be having
Klonoa pancakes for breakfast tomorrow!

--

II-B: Northern Express

BUMP-BUMP, BUMP-BUMP!  Get used to that.  You'll hear a lot of it here.  This
stage is my personal favorite.

-

Vision 2-1
Pick up the box at the beginning of the third screen, take it back to the
second screen, and use it to block the wind.  Take the lower exit back to the
third screen, and there it is.

Vision 2-2
Grab the first Erbil in the game (it's the electric creature to the left of the
Nagapoko who explains them to you) and use it to double-jump through the
crates on the right.  Fall back down and slip into the alcove to the left.
Viola!

Vision 2-3
Grab a bouncing Moo from the third screen, bring it back to the second screen,
and use it to break the crates and gain access to the lower exit.  It's right
through there.

Vision 2-4
Near the end, you'll see a springboard.  Hit it and hang a right; the Stone is
on the right end of the track.

Vision 2-5
You can see it at the end of the third screen, but to get it, you'll have to
break the crates by throwing a Moo, then cut through the fourth screen to
reach it.

Vision 2-6
It's on the second screen.  To get it, get around to the right of the pot, push
it left (remember to grab the Moo to get rid of the vine, because you can't
push a pot with a vine in it), plant another Moo in it, climb up, and it's
yours.  Whew!

Vision 2-7
On the second screen, after climbing the Goomies up, there's a crate covering
up a hole in the ground.  Break the crate and grab the Sun Stone, but have an
enemy held so you can double-jump back up to safety!

Vision 2-8
It's in plain sight at the end of the third screen, but you'll have to bring a
Moo from the fourth screen to double-jump high enough to reach it.

Vision 2-9
When you encounter the Bingobingo at the end of the third screen, bash all its
segments first.  One of them (I can't say which, it's random) has the Stone.

--

II-C: Eastern Desert

This is a very dry world.  The next one's a very wet world.  It's amazing how
adaptive to their environments video game characters are.

-

Vision 3-1
This one's tricky.  On the last screen, use the Bomb Box and the Box to make a
small staircase to get the Boomie onto the ledge in front of the weak wall.
One explosion later, you can grab it.

Vision 3-2
On the third screen, reach the switch which controls the block sizes, hit it
twice, find your way back to the left side of the screen, use the Box to hold
the floor switch down, use the Boomer to blow up the weak wall, and there you
go.

Vision 3-3
On the third screen, reach the Likuri by holding down the switch with a Boomer,
use the Likuri to absorb said Boomer, throw the Likuri through the flipper
gates to hit the enemy there and slip through before it comes back, and use it
to destroy the blue crystal and get through to the Sun Stone.

Vision 3-4
Hit the second springboard after the first pit and stay right.  You should tag
it.

Vision 3-5
On the third screen (I'm seeing a pattern here), use the Boomer to hold the
switch down, get up to the ledge left of the Likuri, stand on the left step,
throw it right, climb up to the top level and stand as fast as you can before
the Likuri comes back, and hit the yellow crystal with it.  Whew!

Vision 3-6
This one's on the fifth and final screen.  It's hidden in the weak wall.  To
get a Boomer there, you have to set the left blue arrow pointing down and the
right one pointing left.  From there, it's all a matter of getting a Boomie
trapped on the arrows while you get in position on the upper left platform to
grab it.

Vision 3-7
On the second screen, don't miss the key as you cross the bridge of vanishing
platforms.  When you reach the two red arrows, trap a Moo in them by double-
jumping to the next platform up, then grab the Moo and use it to double-jump
again and get through the key door.  There's your Sun Stone.

Vision 3-8
On the fourth screen, it's in the blue crystal formation on the lower level.
Set the blue arrow pointing up, and block the air flow, and the rest is
elementary.

Vision 3-9
On the second screen, there's a cannon trapped in a small enclosure with a
treasure chest to the left and a weak wall to the right.  It's in the weak
wall.  To get it, throw a Boomer at the red and blue arrows to the right (set
the blue one to point up).  BTW, how do you suppose a FISHERMAN fares so well
in the DESERT?  Well, wasn't his choice anyway.

--

II-D: Southern Resort [%SNR]

Allow me to say that Klonoa looks ridiculous when he wears that swimming suit.
Really.  He looks like he's trick-or-treating as a submarine.

-

Vision 4-1
This one's on the third and final screen, and compared to what you've gone
through before, it's surprisingly easy.  Just double-jump to the disappearing
platform using the Box so that it falls and blocks the water current, then
climb up the right, round the bend, and approach the Sun Stone in the
approximate center of the area.

Vision 4-2
You can see it right when you enter the fourth screen, but to reach it, you'll
have to break the crate, use the box as a step to carry a Moo through the
third screen, and double-jump.  Man, cutting through earlier screens is
becoming a nuisance.

Vision 4-3
It's behind the red crystal on the second screen.  Grab the Likuri, double-jump
over the pirate Moo to grab it as you reach the next level up, throw it right
through the waterfall on the right to grab the Moo there as you hover to the
left platform, do the same on the waterfall on the left while you jump back
through the narrow opening, and now you've got a red Likuri.  You know what to
do from there.

Vision 4-4
Jump the very last ramp of the stage, and hold right.  Hover, and the Sun Stone
is just a little to the right of center.

Vision 4-5
On the third screen (what is it with Sun Stones and third screens?) you can see
it in the upper right.  What you have to do is reach the upper level with the
help of the Boomer in the lower right (put it by the switch), cut through the
shutter the Moo opens, hold the button down yourself so the Moo walks through
the shutter, circle around counterclockwise, grabbing the green Moo on your
way, ride the water current back up, throw the green Moo at the square switch,
and use the pirate Moo to double-jump to your hard-earned Sun Stone.

Vision 4-6
You don't see this one until the end of fourth screen, but to reach it, you'll
have to make a detour to the fifth screen and throw a Moo at the switch there.

Vision 4-7
On the second screen, after the area where you double-jump repeatedly under a
ceiling of spikes, there are two crates in the ground.  Double-jump above them
and the Sun Stone will be within your reach.

Vision 4-8
Another third-screener.  It's behind the blue crystal; grab the Likuri, hit the
pirate Moo with it, quickly climb up to the upper ledge before the Likuri
comes back, throw it at the green Moo, and now that it's blue, use it to break
the blue crystal.

Vision 4-9
At the very top of the second screen, there's a chest; you need to double-jump
to reach it.  The only way to break it open is to get one of the seahorse's
shots to hit it, so go for the Sun Stone before going for the Special Key!

--

II-E: Garlen's Castle [%GSC]

Remember how I said that the first area of this game complies with the cliche?
So does the last level, a mechanical wonder.  Is that some sort of law, too?

-

Vision 5-1
On the third screen, there are two boxes in a pit at the bottom.  Pick up one,
stand on the other, and jump and throw.  If you aim right, it'll go clear to
the lower left, so you can use it to double-jump to the Sun Stone.  (Here's a
hint for collecting the Moon Stone in the area: Balancing act.)

Vision 5-2
For once, it's on the first screen.  Check the bottom right corner.  Bring a
box in from the right and leave it on the air current, carry a Moo when you
come down, and double-jump to reach it.

Vision 5-3
It's at the top of the second screen.  To reach it, you need the key from the
third screen.  To reach THAT, you need to cut through the fourth screen to
push the flowerpot to the left so you can plant the Boomer in it and climb up.
And to reach that path, you have to put a box on the platform on the fourth
screen to make the Moo turn around and fall onto the left ledge so you can
pick it up and carry it through the exit.  Whew!

Vision 5-4
When you jump the third gap (and the only gap you use a ramp for), hold left.
You'll run right into it.

Vision 5-5
It's in the middle of the fourth screen.  The trick is to double-jump from the
left ledge from directly under the water switch.

Vision 5-6
At the end of the second screen, right above the exit to the third screen.
You'll have to go to the third screen and tango across the air currents so you
can grab a Moo and bring it back to the second screen to double-jump to it.

Vision 5-7
On the second screen, there's a crate on the right below where you have to grab
two flying Moos and double-jump with them in turn.  Guess what's inside the
crate.

Vision 5-8
Ooh... I can't use "first screen, second screen" with this one, so I'll refer
to the exit positions from the first screen.  On the lower-left screen, break
the red crystal on the right by using the Likuri to capture all three of the
enemies in turn.

Vision 5-9
When you get to the part on the first screen where there are two weak walls,
ignore the one on the right and blow up the one on the left, which will reveal
a button.  Double-jump straight up using a Boomer so that it falls on the
button, and be quick!  If you're fast enough, the Boomer will hold down the
button so you can go through the shutter and grab the final Sun Stone of the
game!  Party!

---

III: Final boss tips [%FBT]

Yes, I know this is a Sun Stone FAQ, but just for filler, I've decided to
devote part of it to tips on defeating the final boss, the Garlenator.  (Yeah,
I know it sounds terribly cheesy, but bear with me.)

The Garlenator's weak spot, not surprisingly, is its head.  When it shoots
missiles, it leaves Moos in their wake.  Pick them up and throw them at the
beast's head.  It may block your attacks with a force field, but keep trying.
The force field will get weaker and weaker with each hit, until...

You'll have to avoid various attacks from the Garlenator.  Aside from the
aforementioned missiles, it uses two different gear attacks.  For the first
one, run under the gear, then jump over it.  For the second one, just keep
your distance, and the small gear won't hit you.

When the Garlenator goes up off the screen, look for the yellow ! thing that
shows where it'll land.  Try to position yourself in front of it; right when
it lands is your best chance to peg it with a Moo.

The last third of the battle is different.  You have six or seven Zoomies to
hang from, and there's no floor.  To harm the Garlenator, you'll have to grab
the Erbil and double-jump into its face.  Three hits will send Garlen packing
and his empire crumbling!

Oh, one more thing.  Destroying the missiles by throwing Moos at them will make
health pickups appear.

---

IV: Last words [%LSW]

That's it.  That's the end of my FAQ.  I would like to thank...
Namco, for making this game...
GameFAQs.com, for hosting this FAQ...
Apple Computer, for making the iBook G4 that I typed this FAQ on...
And you, for reading.  I hope the info I provided will serve you well.