Copyright: February 2003 Kristian W. Hausch (a.k.a) greendrakkon
Version 1.4
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Table Of Contents:
1. Greetings and Important Note
2. The Basics: Controls, Tips, Power-ups & The Rogues Gallery
3. World 1: Greema Jungle
Rotten Eggs
4. World 2: Got Gas?
Caverns & Chasms
Greema Falls
Hot Foot
5. Boss: Doctor Hobbitrale
6. World 3: Meet The 700's
Soldier Trail
Jungle Flight
The Avairy
7. Boss: Experiment 621
8. World 4: Energy Lines
Ring Around The Lasers
Welcome Aboard!
Error: 626
Stitch In Space
9. Boss: Captain Gantu
10. Extras Section: The Secret Films
More soon!
11. SectionSuckUp: Thanks
12. Version History & Legal Junk.
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Section 1.
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Hello,
Welcome to My FAQ on Stitch: Experiment 626 for Sony Playstation 2!
I hope anyone who looks at this and requires help can get it within.
I concentrated mainly on the hidden reels & the bosses, because that's
what seems to give everyone the most trouble.
GreenDrakkon
***IMPORTANT***
Please remember to count checkpoints, I agree that it's hard and occasionally
I'll give as detailed account of an area as possible, but so many levels have
simalar areas that it can not always be done, Also when I refer to a direction
(Example: to the left and behind checkpoint four thousand, you should look at
the arrows on the checkpoint pad as "forward"
Digital D-Pad: Stitch walks slowly, usefull for narow walkways or cliff edges
Left Analog Stick: Stitch runs or walks depending on the pressure applied
Right Analog Stick: Controls the In-Game camera, also Stitch Orients himself in
the camera is facing if R3 (the stick) is pressed down
X Button: Makes stitch jump, hit X agian while in the air to do a double jump
(Tip: you don't need to hit the second tap Immediately after)
Square Button: Fires Stitch's blaster or blasters as the case may be
(Tip: shrapnel from exploding objects hurts enemies as well as
it hurts Stitch)
Triangle Button: Fires the big gun or the freeze ray if you have either one
( Tip: the big gun's missiles are auto homing after you lock
on - Fire & Forget)
Circle Button: Pick up stuff or used to throw whatever you are holding
L1 Button: Used to create slo-mo while on the ground, if you use it while in
the air you enter "ball slam" or bounce mode (tip: you can stay this
way for quite a little bit!) and can fire blasters whilr in the air
L2 Button: Aligns the camera to the direction Stitch is facing if you tap it
if you hold it will double as an alternate strafe button
R1 Button: Activates the Jet Pack & Grapple gun if you have either
R2 Button: Lock on to enemies that are difficult to hit (buzzers or frogbots)
Strafe ~ Stitch is locked facing the same way as long as you hold
this button, usefull for firing on an enemy while side-stepping to
avoid return fire
Start Button: Pause & unpause the game, bring up the menu
Select Button: For changing what info is displayed on-screen during play
Jumbaspeak Icon: Red circle with blue pulses inside: gives words of wisdom from
Juh-beh the evil genius
DNA Helix: well... sort of a blue swirly ribbon thing.. You really need more
help with this game than I can provide if you've never seen one!
Super DNA: Like the blue DNA but... uh... red & worth five blue.
Alien Toe: Looks like a green & blue chicken leg and gives back 1/3rd of
stitch's health bar.
Extra Blaster: A little golden ray gun, adds one gun to stitch's arsenal, get
four of these for maximum mayhem!
Slo-Mo Icon: Looks like a little transparent black & blue stopwatch and adds
about 1/4 to Stitch's slo-motion ability.
Squid Bot: Looks nothing like a squid, blue with beady eyes and a silly smirk,
has little "fingers?" underneath, um.. think blue popcorn shrimp
they love to play tag & give away reels to anyone who beats them
If you are having trouble with ANY of them use slo-mo, It works
wonders!
Film Reels: these are from the far-away planet of Ea-arth and are made by the
Diz-neh company, the seem to be the obsesion of many primitive
hu-mons, they look like a reel-to-reel tape, used to unlock mini
movies.
Freeze Gun: uses an advanced principle of accelerated liquid hydrogen to create
a freezing effect that lasts temporarily (use the frozen time to
take out the enemy permanently
Big Gun: Fires large slow missiles that do alot of damage, they become homing
missiles if you lock-on before firing (Tip: don't fire these in narrow
tunnels because the will hit the tunnel walls and waste the shot due
to the corkscrew flight pattern)
Super Stitch Icon: Looks like a golden lightning bolt, Stitch turns gold and is
Invulnerable to enemy attacks for the duration, additionally
all attacks do more damage to enemies
Grapple Gun: Looks like an orange gun.. with a claw on it, A nifty gadget used
for swinging from beams, branches, & other assorted protrusions
Use the R1 Button to activate it.
Jet Pack: Used to fly in some stages, hit R1 to activate it, X to turn it off
Buzzers: Basically a giant wasp, a few blaster shots or one big gun shot will
take care of these menaces
Buzzer Nest: A large maroon beehive that houses unlimited buzzers, the best
way to destroy them is shrapnel damage from nearby objects
Mutant
Greema: These enemies appear to be normal greemas sometimes the mutate right
before your eyes! rather intellegent they are INVULNERABLE to blaster
fire, bounce them or use a big gun, can be thrown too.
GF
Soldier: Lizards in space combat outfits... weak & stupid can be killed easily
by anything.. also fun to throw off ledges
GF Heavy
Trooper: More lizards, only strong & stupid this time.. INVULNERABLE to blaster
fire! easily killed by the big guns or bounced to death, can be thrown
Frog Bot: Floating gun sentry robots, much smarter than either soldier, about
10-12 shots with the blasters or one big gun shot
Wall Gun: Genius level intellegence bordering on precognition, cannot be killed
by ANYTHING, I have one piece of advice: Flee
1. Reel: Behind you on a ledge from the start position (partway up the cliff)
the ledge can be accessed by using the jump pod in the crater to the left of
the starting point
2. Reel: in the cave leading from the first area, there is a room off to
the left, the reel in in there on a lily pad
3. Squid: After the second checkpoint (the checkpoint in the cave after the
hill with all the rolling boulders) near the next cave mouth, the jumbaspeak
icon mentions it Dif: Easy
4. Squid: at the third checkpoint, off to the right by the cave, Dif: fair
5. Squid: also at the third checkpoint, directly above the checkpoint pad
on a tree branch Dif: fair
6. Reel: inside the big tiki head statue near the acid river (the acid river is
located before the exit teleporter)
7. Squid: near the exit teleporter, by a tree next to the acid river Dif: Fair
1. Squid: down the stairs and to the left from starting position, (on the outer
side of the door frame) Dif: norm
2. Squid: beyond the first checkpoint, to the left of the door after entering
the conveyer belt area Dif: norm
3. Reel: ride the sixth conveyer belt (the conveyer that the previous squid
stopped at) all the way around, the reel is on the bottom. (you won't fall
off this one)
4. Squid: after the third checkpoint, below the first conveyer belt Dif: norm
5. Reel: after the fifth checkpoint, floating in the air above the middle
conveyer Dif: fair
6. Sqiud: near the sixth checkpoint, near the giant pipe to the right of the
checkpoint Dif: fair
7. Reel: also near the sixth checkpoint, in the giant pipe to the right this
time.
1. Reel: near the first checkpoint, other side of the room from the checkpoint
pad and to the right there is an "L" pipe that sticks out of the plasma pool
and enters the wall, the reel is on the lip of that pipe where it comes out
of the pool.
2. Squid: after the first checkpoint, across the room on the first ledge up
to the right, you may want to use slo-mo, Dif: norm
3. Squid: near the second checkpoint, to the right where the plasma pipe
bends down, at the very back. Dif: Norm
4. Reel: near the third checkpoint, in front of and off to the left of the
checkpoint pad, down in the corner where the plasma pipe enters the wall
5. Squid: in front of and to the right of the third checkpoint Dif: easy
6. Reel: below the fifth checkpoint (the checkpoint at the top of the shaft you
must climb with all the steam pipes) middle door on the left in the elevator
shaft.
7. Squid: also below the fifth checkpoint, bottom door on the right, Dif: hard
1. Reel: After the fourth checkpoint (the first checkpoint you come to after
the great Wunc ride) beyond the buzzer hive, there is a pool of acid with a
curtian of vines hanging over it, the reel is up there in a tiki head statue
2. Squid: On the cliff above and to the right of checkpoint seven, you can't
miss it on your way to retreive the number 3 reel, Dif: hard (use slo-mo)
I actually suggest you wait until after you get the next reel & double back
3. Reel: Directly above the seventh checkpoint, inside a tiki statue on the cliffs
edge, you have to go all the way around to get it. (just go up the slope near
checkpoint eight)
4. Squid: at the base of the platform that checkpoint nine is on, to the right
of the checkpoint pad way down deep, Dif: norm
5. Squid: after checkpoint nine, on the second platform out, there is a bouncey
mushroom, the squid is high above this mushroom. Dif: norm
6. after checkpoint eleven, (the checkpoint with greemas doing they're rendition of
Riverdance) at the end of the vine crawlway there is a platform, the reel is
down in the deep darkness at the base of this platform, the end nearest the
vine crawlway.
7. Squid: on the second platform after the checkpoint twelve, (note) this
squid is easier if you go ahead and activate the fourteenth checkpoint and
after you tag the squid the third time, let yourself fall, when you respawn
at fourteen, just jump backwards off the ledge and grab the squid for his
last tag.) Dif: hard
1. Squid: On the top of the second arch after start, up on top on the right
side near the cliff Dif: easy
2. Reel: at the top of the cliff proir to checkpoint two, It's up there behind
some boxes above the cave entrance use branches to get up there.
3. Reel: destroy the buzzer nest on top of the hill near checkpoint three, it's
in a cave behind the nest.
4. Squid: near checkpoint four, there is an alternate path, around the cliff
face to a cave in the back, the squid is in there at the end of the cave, if
you fail to catch it you must restart the level, so the Dif: hard
5. Squid: under the falls after checkpoint six, (the wide falls, not the narrow
ones) near the two big trees in the acid lake Dif: hard
6. Reel: is on the very top branch of the second tree in the acid lake just
before checkpoint seven, note: this reel is difficult to see.
7. Squid: on the cliff near the exit marker, above the entrance where the
greemas dance just walk into the shadows to the extreme left of the cave,
there is a slope leading to the cliff top. Dif: norm
1. Squid: On the third swing beam from start, above the flames. Dif: hard
2. Squid: to the right of the cracked beam near where the wall has fallen in,
there is a ledge to the left, this pipe is also the very next beam to where
the first squid drops his reel. Dif: norm
3. Reel: After the first checkpoint, above the first beam, the right supporting
ledge for the first beam.
4. Squid: after the big cave in, in the room filled with rubble (sorry no fred)
as you are facing the door out, a squid named barney is waiting on the right
side of the room, use slo-mo Dif: extreme
5. Reel: After checkpoint three (the checkpoint nearest the big cave in) there
is a drop off with two pipes spewing lava, there is a platform between them
at the back of this platform there is a giant metal door, the reel is to
the left of the door in a computer
6. Reel: Go through the afore mentioned door, the reel is in the back of this
room inside a generator
7. Squid: after checkpoint five (the checkpoint nearest the colapsing bridge)
the right ledge supporting the first beam after the checkpoint Dif: easy
BOSS 1: Doctor Hobbitrale (AKA evil professor bunnyface)
Well, first off stay away from the blue sonic rings that radiate out from him
everytime he stomps, wait till they are almost on you and then jump.
Now... See those bombs that fall from the sky ocasionally? poickone up using
the circle button, run to the bounce pad in the center of the floor (remember
to keep jumping over the rings, you can jump while holding a bomb, just cannot
DOUBLE jump) once you are at the apex of your flight, throw the bomb at the
evil wodents' wobot Do this three times and his power armor falls to the ground
he then detaches his head and begins flying around the room in it.
Now!! run into the room he was guarding and climb his control tower, at the top
there is a jumbaspeak icon and a nice flashy fun panel that shoots missiles!!
run up to it and press Triangle to launch a remote controled missile.
Controls:
Pull back on left analog stick banks missile up
push forward banks missile down
right is right and left is left respectively
Fly these nifty gadgets (that appear nowhere else unfortunatly) into
professor bunny faces flying machiene three times and he goes down in flames
(Bugs Bunny Thanks you for your removing this blot from the reputations of
rabbits everywhere.)
Enemies: Frogbots, GF Soldiers, Fullgrown 700's, 700 Series Hatchlings
1. Squid: at the other end of the street from start, just before the corner
it is in an alcove across the street from the dual steam gysers Dif: norm
2. Squid: After the second checkpoint, you'll be beyond the barracade, through
the doors and up the street, you can see it plain as day, waiting for a bus
or something between two buildings Tip: use slo-mo Dif: easy with slo-mo...
Impossible without it.
3. Squid: above the third checkpoint's checkpad, on the traffic light assembly
Dif: Extreme
4. Reel: Floating in the air to the right of the statue of the grand counsel
woman, it can be gotten by double jumping from the nearest lightpost.
5. Reel: down the street at the corner from checkpoint four (near where the
giant 700 was fighting the Frogbots) there is an orange building with
three towers protruding from it, the reel is up above the entryway in a
box.
6. Squid: around the corner from checkpoint four there is a building with
a blue flashing arrow, across the street from this building to the left
of yet another orange building. use slo-mo Dif: norm
7. Reel: At the end of the street from checkpoint four there is a lightpost,
the reel is at the top
Enemies: Buzzers, Mutant Greemas, 700 series hatchlings, GF Soldiers
1. Squid: After the first checkpoint there is an area with lots of swinging
required the squid is about halfway through this area (at the right turn) it
is down low on a branch to the left. Dif: norm
2. Reel: after checkpoint two, the reel is on the first beam after the
jumbaspeak icon (near the tall tree you must climb) the reel is beside a
wooden arrow sign
3. Squid: on the branch directly behind the fourth checkpoint (top of the tree)
It is on the highest branch of the tall tree. Dif: norm
4. Squid: on the third beam beyond the fourth checkpoint (the first beam that
you have to fall to get too) it's on this beam to the right, up against
the cliff face. Dif: hard
.............................................................................
Okay, Okay... timeout, there are TWO checkpoint fives, believe it or not they
piled two checkpoints right on top of each other, checkpoint (5 high) is the
one that leads into the top of the cave area, checkpoint (5 low) is the one
leading into the bottom of the cave area. this is pretty hard for the poor sap
who is writing this guide to find a way to rationalize.
.............................................................................
5. Reel: this is near checkpoint (5 low) at the end of the tunnel leading into
the large area of the cave on the left as you exit the tunnel, inside those
boxes in the shadows.
6. Squid: after checkpoint seven (the only one thank heaven) there is a large
grotto with a military ship, trees, and a zillion GF Soldiers, the squid is
on the other side of the grotto from the ship, behind the hill with the two pink
trees on it. Use Slo-mo Dif: easy
7. Reel: After checkpoint 7 there is a large milatary ship that a jumbaspeak
refers to, there is a shiny, absolutly delicious reel beneath the gangplank
leading aboard.
1. Squid: Just beyond the first checkpoint, between the snarl of stumps that
lay across the acid river. (below the second refill ring) Dif: fair
2. Reel: Jump over to the ledge across the river from checkpoint three, look
down into the river under the next overhang, see the squid? directly above
it behind the overhang is another Dizneh reel!
3. Squid: this squid is referred to in part 2, under the overhang if you
can't remember Dif: norm
4. Reel: Inside the hollow tree, to the left, next to checkpoint 4
5. Squid: to the right of checkpoint 5, it's just floating there, be sure to
have some jet pack juice. Dif: fair
6. Reel: After checkpoint six, as you fly through, you'll see a stump with
two dancing greemas on it, the reel is down near the surface of the acid
to the left.
7. Squid: in front of and to the left of checkpoint eight (the last one)
Dif: easy
Enemies: GF Soldiers, Buzzers, 700 series hatchlings, Fullgrown 700's
1. Squid: near start, in the room directly behind the starting position, on
top of some sort of computer, (maybe air control) on top of the crystal
ball thingie in the center, use slo-mo Dif: hard
2. Squid: Above the door leading out of the starting area (the door above the
aquarium) you'll need the jetpack + slo-mo recommended Dif: norm
3. Squid: under the ledge that holds checkpoint one, just above the water
Dif: norm
4. Reel: Five spinning wheels from checkpoint two (in the section with a door
on the right side of the tunnel) just through wheel five, up high near the
lights in the ceiling.
5. Squid: in the room after checkpoint four, (the second checkpoint after you
actually enter the center area of this circular level) the squid can be
tagged easiest by leaping from the ledge Dif: norm
6. Reel: inside the other half of the room that has checkpoint five in it, the
reel is in a computer.
7. Reel: In the same room as the exit teleporter, behind some boxes, in a
Shadowed doorway.
There are 3 orange ledges spaced evenly around the mutating machine that have
lightning next to them, in order to unleash the lightning and defeat 621, you
must jump up on those orange ledges and climb the spiral pipes above them...
when you get to the top of each pipe, turn around and wait for the opening
into the mutator to be facing you. just fire into the door and the pipe you are
on will fall. do all three of these and the mutator is now shorting out, the
lightning is now arcing down far enough to hit 621 with: just stand in front
of the discharge and watch 621 until he starts to roll in your direction, jump
out of the way and he gets fried, do this 6 times and he's a crunchy little
beastie!
Enemies: GF Soldiers, Frogbots, Fullgrown 700's, series 700 hatchlings
1. Reel: Backtrack from start, the reel is located in the third alcove back
along the edge.
2. Squid: Near checkpoint two (at the top of the shaft) the squid is on the
narrow walkway, situated behind the creature in the stasis tank, to the
right of the checkpoint Dif: easy
.............................................................................
Okay... another time out!
In the next area after checkpoint two, where the lines do this:
Now... you've all laughed at my pathetic attempt at Ascii Art but the point I
wanted to make was that there are (3) three chances to get reels in here.
............................................................................
3. Squid: Standing on the entry platform, this squid is above you and to the
right, use the right branch to snag it, Dif: hard.
4. Squid: Standing on the entry platform again, this squid is above you and
to the left, use the left branch to tag this one Dif: Extreme
5. Reel: This reel is down near the lower fork on the other side (where it
goes down into the darkness) Assuming of course that you are standing on
the entry platform...
6. Squid: Standing on checkpoint three's checkpad, look down and to the right
this squid is down there, Dif: norm
7. Reel: After checkpoint four, in the room with the opening into the pit
(and two large, glowing green lines going from floor to ceiling) the
reel is at the top of the room, in between the green lines, climb them to
get to the reel.
1. Squid: After the giant deadly lasers... you'll know 'em when ya see 'em.
near checkpoint one (the checkpoint you activate when you dive through the
hole in the floor at start like a... smart coward) the squid is
behind checkpoint one beyond the support column Dif: easy
2. Squid: After fifth checkpoint there is a tunnel with revolving lasers,
the squid is in here of to the right as you enter Dif: hard
3. Reel: Also in the first revolving laser room, it's under the first platform
nearest checkpoint five, floating between the spikes on the bottom.
4. Reel: above the sixth checkpoint (in the room after the first revolving
laser tunnel) up high near the ceiling.
5. Squid: After the sixth checkpoint, in the next room with revolving lasers
(the tunnel with an X made of lasers spinning in the center) the squid is
on the lower ledge near the entrance, on the left side Dif: extreme
6. Reel: Also in the second revolving laser room, up high near the entrance,
easy to spot from any one of this room's platforms.
7. Squid: this squid is very close to the exit teleporter... actually, if you
fail to notice this squid you probably need the braile version of this
guide. Dif: fair
Enemies: GF Soldiers, Frogbots, GF Heavy Troopers,
1. Squid: Okay, this squid is very near the starting position, if you look in
the upper, right edge of your screen at start, you can see it Dif: hard
2. Reel: Near the first checkpoint, to the left of the checkpoint there is an
alcove, another fluffy, secretive dizneh reel awaits within a box!
.............................................................................
Okay, another time out for a lame talking to from me, the looser who writes
this thing, at checkpoint two (the first checkpoint in the vertical shaft with
all the freaking police ship traffic) if you look down into the shaft on the
other side there is a little dark tunnel, that's the way you want to go first.
.............................................................................
3. Reel: Assuming of course that you followed my instructions you will find
yourself at checkpoint three upon exiting the little tunnel, if not you
probably think checkpoint three is on a ledge back in the shaft, anyway...
across the room from checkpoint three there is a wide ledge with two
small ledges slightly above it and to either side, the reel is on the right
upper ledge behind some boxes, after your done here go back to the shaft.
4. Squid: Near checkpoint six, or five if you choose to ignore my time out
message, after the checkpiont at the entrance to the room with a large
glass screen dividing the cylindrical room in half) the squid is below the
entrance ledge on a smaller ledge to the right Dif: hard
5. Squid: this one's a little hard to discribe the location of... okay..
It's on the other side of the glass in the cylindrical room, however, you
can't get it until you get to the final large room (the room with four
elevators and three doors) standing on checkpad eight, the door that leads
to the room you want is to the left, now standing on the ledge after
entering the room again, you want to hop down and to the right to the
next ledge down (by the glass) turn around and you'll see that stupid squid
smirking at you while standing by some computers (I think the reason this
jerk is smirking is that he's the creator of the "stitch in space" level...
but that's just my theory) Dif: hard
6. Reel: This reel is in the big room with the elevators and checkpoint eight
the reel is actually on the middle platform to the right of the checkpad
in a box.
7. Squid: this squid is nice and patient, and is located in the big elevator
room, what you want to do is get on the very highest bounce pad because
this squid is directly above it, you'l need to use the spinnig bounce
pads that are floating around in the room, wait till it gets near the
high pad than jump! really this squid is easy if you are any good at all
at bouncing. Dif: norm
1. Squid: On the high pipe, between the two orange bubbly plasma pipes closest
to the start point Dif: norm
2. Reel: this reel is to the left of the exit door from the first area, get it
as you leave the orange plasma pipe room.
3. Squid: on top of the giant "jar" near checkpoint three (if you look stright
up at the top of the jar from checkpoint three, you can see him) Dif: hard
4. Reel: In the big room area, after checkpoint seven, in the center of the
cluster of cables you climb to get to the high level of the room, the reel
is in hole, below the floor.
5. Squid: at the top of the cables mentioned in #4 there are two other small
groups of cables, the squid is on the top of the clump farthest from the
group you just climbed (the clump you want is free floating) Dif: extreme
6. Squid: beyond checkpoint nine (the second checkpoint on the upper level of
the large room) In the back room, behind a generator Dif: easy
7. Reel: this reel is an extremely difficult reel to get, it is on the very
highest swing beam in the big room, it is one of the glowing green beams
Tip: notice that the nearest beam is tilted, so is the one you want to
swing to, use the tilt to make the gap a little narrower... still be ready
to die many, many times!
Enemies: Frogbots, Malicious High Voltage Employees
1. Squid: At the starting point, turn around and this squid is behind you (up
high in the middle of the window Dif: hard Use slo-mo
.............................................................................
Checkpoint two is a veritable filmfest, there are three reels aquirable from
here. (checkpoint two is the one with all the purple ooze or gas under it)
Also, the fork at checkpoint two can be confusing, It doesn't matter which way
you go. Both ways lead to the asteroid field. (you will have to run through
this level twice to get the DNA from the rings in the branch you didn't take
the first time)
.............................................................................
2. Squid: at the first elbow of the left path at checkpoint two Dif: hard
3. Reel: near the second elbow on the left path beyond checkpoint two it's
just floating in the middle of the tunnel, if you can't find it you may
have accidently hit it while chasing #2 squid
4. Reel: at the intersection, where the left & right paths reconverge up high
near the ceiling (can be hard to see at high speed)
5. Reel: just beyond checkpoint three there are some blue glowing rings around
the tunnel, this reel is just after the second blue ring (on the left side)
6. Squid: Above checkpoint five (the checkpoint at the airlock entering the
asteroid field) this squid is on the outside of the airlock, above the
door, you'll probably use all your jetpack fuel getting to him... after
you tag him just turn off the pack and fall back into the door tag him
the last time (he only needs tagged twice) Dif: easy
7. Demon: the demonsquid is just after ring nine, he then moves to after ring
fourteen (very hard right) then onward to just before ring seventeen (high)
to after ring nineteen (just before twenty) tag him this last time and his
reel is yours! (note: attempt to keep the giggling to a minimum after you
accomplish this) Dif: Very Extremly Extreme to the MAX!
See the monster? Run from the monster...
Run into the middle of the arena and grab the grapple gun, now look up. see
those pipe thingies with lightning between them? Now you know why we wanted
that grapple gun! In order to get up to those pipes jump on the big purple
bounce circles. swing up to the second tier of "lightning rods" there are
three doorways up here, each with a different color, Blue, Orange, & Purple
swing into each of these doorways and destroy the widget within.
Now Jumba enters the station through the doors you just opened to help you!
Keep away from Gantu until jumba freezes him, then grab a bomb from around
the edge of the room and throw it at the big bully! after three bombs he
faw down go boom... Now you know why Gantu hates Stitch so much in the movie!
My Parents Robert & Betty for the obvious reasons, I miss you Dad!
I want to thank CJAYC for the great site he's built, there is no other that
compares! I'm a GameFAQs junkie!
I want to thank Jeff Marks for encouraging me to buy this game, and for the
nice things he's said and the insights he has given into this game!
I want to thank my nieces, Jessica & Jennifer for talking me into buying the
DVD of Lilo & Stitch that has given me hours of fun!
The hundreds... maybe thousands of teeny digital Stitches that died to make
this FAQ (particularly the LARGE group that died in the asteroid field)
Father Jack from the BBC Series Father Ted for giving me something to shout
when I fall to my death.
Last but certainly not least I want to thank Disney for the movie, the games
and the memories of sunday night Disney show on PBS.
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Section 12.
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Version History
Version 1.0: posted to GameFAQs on Feb-5-2003
Version 1.3: posted on Feb-8-2003 fixed a couple of directional errors, and a
few spelling, also added the basic controls, tips & rogues gallery
power-ups, also added permision for two more sites to host.
Version 1.4: Added Version history, TOC, & reduced the SectionSuckUp size.
Version 1.5: In Progress
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Legal Junk
All I ask is if you want to use this FAQ... KEEP IT AS IS! DO NOT CHANGE
ANYTHING WITHOUT MY PROIR PERMISSION. If you decide to profit from it I expect
notification and a copy of the media you use. as well as the credit for doing
the work, I can be found on the board for this game at gamefaqs.com (prefered)
or I may be E-mailed at: green drakkon @ my star ship . com
(remove the spaces) and type clearly... in english.
All trademarks are property of their respective owners, and shall be removed
if the owners decide to request it... I hope Disney doesn't! LOL
This guide can legally be viewed at:
www.gamefaqs.com
www.ign.com
www.game-revolution.com/chatter
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