*****************************************************************************
*                                                 * p4g4n 3l3m3nts presents *
* \   /_________  ,_,/____   |   ,   |    ,  ,    *   General FAQ 0.6 for   *
*  ' ' _______    | |,----,  |   |   | ---|  |_.- * ----------------------- *
* \   |   |   |   |-||----|  |   |   | _.-|  |__. *  Rubbering Action Game  *
*  ' _|___|___|_  |_|'----'  |   |   |  ,-------, *     Umihara Kawase      *
*   , |   |   |   | |/-----  |   |   |  |-------| *  JAP release for SNES   *
*  /  |___|___|   | | '-,-'  |   |   |  |-------| * ----------------------- *
* /  /'     _/'  /  | _/ \, /'   '   |  |      _| * FAQ released: 06/14/08  *
*                                                 * [email protected] *
*****************************************************************************
Umihara Kawase and all characters featured within are Copyright TNN /
NHK SC, and/or XING.
___________________________________________
| Splendiferous Table of Contents  |Keywords|
|__________________________________|________|
|01.Hello To The FAQ                        |
|  \-Introduction                           |
|   \-Version History                       |
|    \-What IS Umihara Kawase?              |
|     \-Series History                      |
|02.Main Menu                        [MNMN] |
|  \-Title Menu                             |
|   \-Start                                 |
|    \-Replay                               |
|     \-Sound                               |
|03.Replay Menu                      [RPLY] |
| \-Return                                  |
|  \-Save Play                              |
|   \-Name Change                           |
|    \-File Erase                           |
|04.How to Play the Game              [HTP] |
|  \-Basic Gameplay                         |
|   \-Controls                              |
|    \-Using the Rubber Fishing Line        |
|     \-Techniques                   [TEQS] |
|05.Themes                           [THMS] |
|06.Enemies                          [ENMY] |
|07.Field Map                      [FLDMAP] |
|08.Walkthru                      [Field##] |
|09.Goodbye To The FAQ               [CIAO] |
|  \-Closing                                |
|   \-Thanks                                |
|___________________________________________|


*********************************************************************
_____________________________________
|01.Hello To The FAQ                  |
|____________________________________/
[Introduction]
  This FAQ is designed for use with the somewhat obscure Umihara Kawase, a
Japanese SNES game released in 1994. It has what could be considered a cult
following, were it not for the fact that most of its fans are very
disconnected with one another. At any rate, since encountering the game,
I've fallen in love with its gameplay, at the same time so very simple, but
utterly complex due to its detailed physics engine. But more than that,
I've fallen in love with the entire atmosphere of the game. So, out of my
dedication to this wonderful gem, I hereby present the first Umihara Kawase
FAQ! Comments, corrections, etc. may be sent to my e-mail address listed in
the header.

[Version History]
04/21/05 - Created the ASCII logo, Version History, created the Techniques
          section, containing the Cast Jump, Ground Hook, and Backsling.
          Also, added Fields 00-08, 14, and 15.
01/31/06 - Added the Rocket Jump to the techniques section, and added
          Fields 10 and 11.
02/01/06 - Added the Themes section, added the themes for all of the fields
          already covered, added the various Seahorses and the Anemones to
          the Enemies section, and covered Fields 12, 36, 52, and 55.
          Formatted all of the menus, and added keywords.
02/02/06 - First release.
04/03/06 - Fixed many typos, added the Hop Climb to the Techniques, added a
          TON of fields, and fixed an error with the Field Map that had it
          improperly showing which exits were in Fields 23, 24, and 42
          (and fixed the respective info in each field's individual
          section). Heading added to the Enemies section. Early version of
          Replay Menu added. Reformatted line sizes. Second release.
12/22/08 - Sorry for the two year absence. Let's just say work got in the
          way. Added the Series History section and rewrote a few field
          guides to be more understandable. Fixed typos throughout.
04/03/08 - Added Fields 18, 23, 24, and 25.
06/11/08 - Replaced the FAQ's ASCII logo with a minimally less grotesque one.
          Also added Umihara Kawase PSP's release date to the Series History.

[What IS Umihara Kawase?]
  Umihara Kawase is the name of the girl you play as in the game. For some
reason, she is stuck journeying through a far-fetched dream world, filled
with miscellaneous plants, school items, and most of all, sea creatures.
She travels through this terrain with a fishing rod with a rubber line,
striped pink and white. This elastic cord can be used to swing from place
to place, or catch fish, but its rubbery nature makes for lots of
entertaining stunts. Hence the game's subtitle, "Rubbering Action Game."
  The words "Umihara Kawase" are actually four words, represented by the
four Japanese characters, called kanji, that I've so poorly reproduced via
ASCII art in the logo for this FAQ.  These four words are umi (sea), hara
(belly), kawa (river), se (back). This is actually one of countless four
character proverbs in the Japanese language, called yojijukugo, this one
roughly meaning, "Sea fish are fat in the belly; river fish are fat in the
back." This proverb for fishermen was used to name the main character, and
the game.

[Series History]
12/23/94 - The original Umihara Kawase is published by NHK for the Super
          Famicom in Japan. Development was done by TNN.
09/22/97 - Umihara Kawase Shun (Umihara Kawase: Open Season) is released
          for the Playstation in Japan. This version is 2.5D, with all
          environs being 3D, but a 2D perspective forced, and all
          characters remain 2D. Developed by Jackpot, published by
          XING. Levels are designed more complex, and enemies appear less
          often, allowing the player to focus on the more complex
          wirework. The most notable changes are the addition of some
          cut scenes and Field Select option for time trials.
01/01/00 - Umihara Kawase Shun - second addition. Released as part of the
          Maruan series and has several changes.
12/XX/07 - Umihara Kawase PSP released!


*********************************************************************
_____________________________________
|02.Main Menu                  [MNMN] |
|____________________________________/
[Title Menu]
  Three options are on the title menu: Start, Replay, and Sound. You can
scroll between these three option with the up and down directions or the
SELECT button. You may choose any option by pressing Y, A, or START.

[Start]
  Choosing this option will begin a new game, starting from Field 00.

[Replay]
  Choosing this option will open the replay menu, consisting of five
options. These options will be displayed in Japanese hiragana unless you've
patched your game. This menu can also be brought up during gameplay by
pressing the SELECT button while the game is paused. You can find a full
explanation of this menu in section 3 of the FAQ just below.

[Sound]
  By default, this option displays "( STEREO )," but by choosing it, you
may change the option to "(MONAURAL)."


*********************************************************************
_____________________________________
|03.Replay Menu                [RPLY] |
|____________________________________/
  The Replay Menu is a huge facet of Umihara Kawase once you become
skilled at it. At any time that you achieve a fantastic speed run or
perform an incredible feat, you can save it in the Replay Menu for
posterity. These saved files can be accessed from the game's main menu.
  You can open the Replay menu at any time during play by pausing the game
with START, and then pressing SELECT. While in the Replay Menu, Y and A
select options, while B and X cancel options. The main headings below are
the options on the Replay Menu. Submenu options are included under their
respective headings.

[Modoru (Return)]
  Simply cancels you back out to the paused game, as pressing X or B
would.

[Sebu Suru (Save Play)]
  Select this option to save your gameplay. The Buffer menu will open,
listing a number (memory current save would consume). Afterwards is the
Modoru (Return) option, then then four save slots, followed by the amount
of memory each one is using. On a successful attempt, a File Name window
will open, asking you to name the file, followed by a green window stating,
(Saved). Otherwise, a red window might appear, stating that there is a
shortage of SRAM, and files must be erased to save more.

[Namae Kaeru (Name Change)]
  Select this option to just change the name of a saved file. The SRAM
Menu will open. The remaining memory is displayed, followed by the Modoru
(Return) option, then an option to change the information displayed between
FIELD and SIZE, then a list of the save files. Upon picking a file, the
File Name window will open, allowing you to rename the file. After a
change, a green window will open, stating the old and new file names, and
that you can push B to cancel. If Y or A is then pressed, a green window
stating (Changed).

[Fairu Kesu (File Erase)]
  Select this option to free up memory for other save files. The SRAM Menu
will open. The remaining memory is displayed, followed by the Modoru
(Return) option, then an option to change the information displayed between
FIELD and SIZE, then a list of the save files. Upon picking a file, a
warning window will appear, telling you to push START to erase the file, or
B to cancel. If START is pressed, a green window willappear, stating,
(Erased).


*********************************************************************
_____________________________________
|04.How to Play                 [HTP] |
|____________________________________/
[Basic Gameplay]
  The game is divided into stages called Fields. In each field, there is a
door somewhere that will take you to another field. Some fields have more
than one exit, each leading to a different stage. As such, they stop
proceeding in numerical order after a while. Also, several fields contain
bosses, which must sometimes be defeated to unlock the door to the next
field. Certain fields, considered End Stages, are harder than most, and the
game's closing credits will be displayed after you complete them, and the
game will then return to the title screen. A table showing which fields
lead to one another is shown in the appropriately named Field Map section
of this FAQ. Various sea creatures may be encountered in the fields. Some
can only stun Umihara, but others will kill her, leaving only her bookbag
behind. On the top-right menu, you can see your number of bookbags
remaining. These count as your lives. On the top-left, your score is
displayed, which increases as you catch sea creatures (covered in the
Using the Rubber Fishing Line section). The high score is displayed on the
bottom-right. Just below the number of lives, a timer is displayed, which
gives you 5 minutes to complete a field before costing you a life. It is
also useful for timing your runs through the fields; a hobby of fans of
the series.

[Controls]
*Move Umihara: Left or Right on the directional pad.
*Crouch: Down on the directional pad.
*Fishing Line: Y or A button.
*Reel in: Down while something is hooked.
*Reel out: Up while something is hooked.
*Jump: B or X button.
*Pullup: When you jump at the edge of a platform, Umihara will pull
        herself up.
*Pause game: Start button.
*Pan camera: L/R buttons, or the d-pad while gameplay is paused.
*Replay menu: Select button while the game is paused.

[Using the Rubber Fishing Line]
  The rubber fishing line, the instrument from which all of the game's
wonderful gameplay comes from, is used with the Y or A button. When you
hold either button down, Umihara will cast the fishing line out as far as
she can. The hook at the end can latch onto enemies, items, and even the
walls. This makes it not only your weapon, but a useful acrobatics tool.
When the line hooks onto something, you must continue to hold the button
down to remain attached. As soon as you release the button, the line will
unhook. Also, you can fire the line even when Umihara is stunned, so when
you get knocked off a cliff, don't give up yet!
*Reeling in Catches
  Whenever you hook an enemy, it will generally become dizzy, and remain
so as long as you have it hooked. Upon release, the enemies will slowly
recover. While dizzy, they are harmless to you. However, some enemies will
not become dizzy, or require extra effort, so watch out for them. All
enemies are addressed in the Enemies section. At any rate, whenever you've
hooked a dizzy sea creature, or an item, Umihara will put it in her bag
once it reaches her. You can reel it in by holding Down on the directional
pad, or simply run to it. However, be careful when reeling something in
from across a gap. Your catch will often fall into the gap, and the weight
of it on the line will pull Umihara down as well if you don't release it!
*Bungie Climbing
  The other use of Umihara's rubber fishing line is climbing, as well as a
variety of complex acrobatic maneuvers, described in the Techniques
section! When Kawase-san is hooked onto a wall or other surface, she can
hang from it, and even swing from it. You can cross large areas by simply
swinging, then releasing the line and swiftly hooking onto another surface!
However, to beat the game, you'll need to be able to do a lot more than
that!

[Techniques] [TEQS]
  There are a large number of complicated maneuvers that can be done using
the rubber fishing line, and mastering many of them will be essential to
clearing the fields! In this section, I'll list the special techniques I
know of, describe how to perform them, and list the names I'll be using for
them in the Walkthru section.
*Cast Jump
  This is the most basic of maneuvers. In order to get the maximum reach
from your line when casting it out, you should press and hold the button
for the line, and then immediately jump in the direction you've sent the
line in. Idealistically, your line will reach its longest length at the
same time that you reach the apex of your jump. You'll need this technique
to reach many high places.
*Ground Hook
  This is another simple technique, used to safely climb down to a ledge
below you. Stand at the edge of the ledge you are currently on, and hook
your line into the ground at your feet. Next, reel the line out so that you
have more reach with it. Now run off the side of the ledge, and you'll be
able to easily swing to the platform below.
*Backsling
  This maneuver requires a little bit of practice, but it is the most
important technique in the game, so you must make ABSOLUTELY SURE to learn
it. This is the basic technique for climbing up the sides of surfaces, or
getting on top of platforms you're currently hanging from. While hanging
from a surface, as long as you can swing from side to side, you can use the
Backsling. Of course, this means that if you are hanging against the side
of a wall, you can't use it, unless you can extend your line so that you
can hang below the wall. At any rate, if you can swing from side to side,
this is how to perform a Backsling.
  Swing side to side several times using the Left and Right direcions,
until you have a steady swinging rhythm. While at the apex of the swing in
either direction, press and hold Down, and the recoil will send you
swinging in the opposite direction at a high speed. This will make you go
higher, and you can release your line early to go flying in the opposite
direction, or continue to hold the line, and be carried a little ways up.
In the latter situation, you can then release the line and quickly hook
onto a higher point. If you're already near the top of whatever surface
you're climbing, you should be able to just grasp onto it. Once you get a
feel for the rubber fishing line, you should quickly try to practice this
technique. Of course, the longer your cord is extended, the more
significant the Backsling will be.
*Climb Hop
  This is basically a low-level backsling, that anyone can easily do, to
be used for climbing up vertical walls. While dangling from the side of a
surface, reel your line fully in. Next, hold up to quickly extend your
line, then after it extends about two Umihara's heights in length, hold
down to quickly reel it in. If done properly, then the recoil when the line
fully reels in will make Umihara bounce a little higher then where the hook
is. At this point, QUICKLY release, then cast upwards and towards the wall,
and you should catch a slightly higher spot on the wall. You can do this
repeatedly to scale the wall. getting the timing for when to start reeling
the line in can be tricky, though. However, you'll rarely see me mention
this technique, as there's almost always a superior technique for
advancing.
*Rocket Jump
  This is a technique that you won't use very often, but it is very useful
for clearing some jumps, and necccessary for some of the more out of the
way exits. It uses the fishing line's tension to launch you in one
direction at high speeds, thus allowing you to jump higher and further.
  To perform a Rocket Jump, hook onto the floor, and then walk in the
opposite of the direction you want to jump, pulling the cord tight. As with
the Backsling, the longer you have the line reeled out, the more
significant the Rocket Jump will be. When you are ready and the cord is
pulled tight, press the jump button and release the cord. You get get
snapped back to the point at which you'd hooked the ground. Press the
jump button again the instant you land on that point, and you will bounce
far, effectively slingshotting Umihara. You can adjust the distance she
goes by holding to the left or right.
  It is possible to do a Super Rocket Jump by layering the effect. To do
this, you instead pull the cord in the direction you WANT to jump. You then
jump, as with a normal Rocket Jump, but DON'T release the cord. You will be
slung past where you hooked the ground. But, as soon as you land, jump
again, THEN release the line, and you will be slung in the direction you
first pulled the line at incredible speeds!


*********************************************************************
_____________________________________
|05.Themes                     [THMS] |
|____________________________________/
  There are 6 themes in Umihara Kawase, and every field has a fixed theme.
Each theme includes a song, as well as a background image. All of the
background images are black and white, and displayed somewhat fuzzily and
faded, contributing to the dream-like atmosphere of the game. Each field's
specific theme is listed for it in the Walkthru section. Here, I will
specify the 6 themes. As they are a large part of the game's atmosphere,
forgive me for being slightly aesthetic in my depiction of each.

[Kawanabe (River) Theme]
  This is the most common theme in the game, depicting a scene of a river
in the background. The upbeat, cheery song filled with bass and woodwinds
is very uplifting, and seems to imminate a clean feeling of childhood joy,
as though bathing in a river.

[Umibe (Seashore) Theme]
  The second most common theme, set to a backdrop of a beach. This extra
lively track seems to follow the drum beat more, but the woodwind is still
the lead instrument. The song alternates between calm and very uplifting
segments, and fills the air with the feeling of adventure!

[Taki (Waterfall) Theme
  This very mellow, laid back track feels relaxing, but still a bit
playful. Two two lead synth instruments carry this track, and there's a
nice stringed bridge before the track loops. Seems suitable to its
waterfall background.

[Keiryu (mountain Stream) Theme]
  My favorite track of the game, with nonstop synth piano chords. The
opening of the song sounds a little epic and mature, then the game's usual
woodwind joins in, but the song seems to say, "persevere!" A little bit of
trumpet continues to cheer you on in the later part of the song. It's easy
to see why this song is mainly used for the last few stages, featuring the
autumnal look.

[Hatoba (Wharf) Theme]
  The only track lacking the woodwind, this track feels very melodic, and
as though you're just drifting along at sea... The bell-like synth pad is
the lead in this track, and the track even sounds a little like childhood
romance.

[Oouna (Mighty Deep)]
  This song quickly gets into the trumpets, which cheer you on, like this
track really wants you to go out to show the level who's boss! There's also
a loud synth instrument not featured in any other track, which feels extra
charismatic as well! As a whole, this song certainly makes one feel mighty!


*********************************************************************
_____________________________________
|06.Enemies                    [ENMY] |
|____________________________________/
  Enemies can exist in two varieties. Fixed and spawned. Fixed enemies are
always in a fixed location in a field, and will remain in that spot until
you capture them or throw them into the ocean. Spawned enemies are enemies
that can randomly appear at various locations in the level. Spawned enemies
will walk to one end of whatever ledge they're on, and then to the other
edge, and then disappear. In the Walkthru section, each Filed will list its
fixed enemies, and then spawned enemies in quotes. (This feature not fully
implemented into the FAQ yet).

[Guppy]
POINTS: 97
DAMAGE: Death
  The Guppy is the most basic enemy of the game. A rapidly respawning
fish that simply walks back and forth.

[Snail]
POINTS: 67
DAMAGE: Death
  The snail crawls along the sides of surfaces. Due to its small size,
they are somewhat easy to overlook. They can also get in the way of your
climbing efforts by crawling along the walls you're swinging by.

[Eel]
POINTS: 196
DAMAGE: Death
  One of the more annoying enemies, the tall Eel will pace back and forth.
However, upon seeing Kawase-san, it will spit an egg at her. The egg will
only stun her, but in many situations, its enough to knock you quite a ways
back.

[Fishing Pail]
POINTS: 322
DAMAGE: None
  The Fishing Pail is an object that periodically spawns either 3 Bait or
3 Flying Fish. The type of fish the pail spawns is set for each field. The
trick is to move close to it, then quickly pull it into your bag between
its fish spawning. It's a bit heavy, so it's easier to come to it than to
reel it in.

[Bait]
POINTS: 29
DAMAGE: Stun
  Bait comes from Fishing Pails in schools of 3. They simply run across
the ground at high speeds, straight off of ledges to their doom. Not a
problem at all as long as you time your approach to the Fishing Pail
properly.

[Flying Fish]
POINTS: 55
DAMAGE: Stun
  A very tough opponent, Flying Fish come from the Fishing Pail in schools
of 3. They shoot across the field, diving in and and out of the water. As
soon as you see them, you have to predict where they'll come up, so that
you can position yourself out of harm's way. As soon as you see them, you
need to get to the Fishing Pail as fast as you can to put a stop to them.

[Cage]
POINTS: 335
DAMAGE: None
  Cages are attached to ceilings in various fields, and may spawn any
number of sea creatures, though the creature they spawn is set for each
field. They spawn periodically, so you have to put them in your bag between
these spawnings. They're tightly attached to the ceiling, so you'll need to
hook them, then hang from them for a moment to pull them down. If a sea
creature begins to spawn from it, you won't receive damage if you can
finish pulling the cage down before it finishes, in which case, it won't be
spawned.

[Coelacanth]
POINTS: 112
DAMAGE: Death
  Not really any different from the Guppy, except perhaps insignificantly
larger. Rapidly respawns, and simply walks back and forth.

[Octopus]
POINTS: 232
DAMAGE: Dizzy?
  A very tough foe. The octopus isn't stunned when hooked like most
enemies. They will become immobile, but they can still use their primary
weapon, the ink cloud. The ink cloud moves in a straight line away from the
Octopus. If the ink cloud touches Umihara, whe will become dizzy, spinning
out of control for a moment, even unable to cast her line. Furthermore, the
suckers on the tentacles of the Octopi allow them to hold tightly to
surfaces, so you need to find creative ways to get a lot of tension on the
line after hooking an Octopus. Once you yank one free, it will be stunned
for a moment, at last, allowing you to put it in your bag.

[Mudskipper]
POINTS: 261
DAMAGE: Death
  Sort of like the advanced Eel. This monstrosity walks on its front legs,
with its rear end hanging in the air. The brown fish wanders back and forth
like most enemies, and has the Eel's ability to launch eggs. However, the
Mudskipper always launches three eggs in a row, making it a very annoying
foe.

[Anemone]
POINTS: 289
DAMAGE: Stun
  The Anemone is much like the Octopus, in that it isn't stunned when
hooked, and requires extreme tension to pull it free. However, it is
immobile, and its primary attack is much deadlier. The Anemone will throw a
small egg beside itself. Once this egg lands, two white creepers will move
from it in either direction, scooting along surfaces for a good while
before disappearing. The dangerous thing about these creepers is that if
they encounter Kawase'san's line hooked into a surface they are crawling
along, they will stop for a moment, then travel down the line to Umihara
herself!

[Frog]
POINTS: 88
DAMAGE: Stun
  Frogs are only encountered in the boss fight on Field 08. They hatch
from small eggs, and will make small hops at a random speed, in random
directions, though they tend a little more towards whatever direction
Kawase-san is. If they happen to hop into water, they will swim back and
forth in it, again, with a tendency towards Kawase-san's direction. They
will also make random attempts at hopping out of the water. It's best to
catch them before they can reach the water.

[Baby Seahorse]
POINTS: 7
DAMAGE: Stun
  Baby Seahorses are only encountered in the boss fight on Field 36. They
are spawned in groups of 3, and home in on Umihara's location. However,
after travelling about half the field's width, they will disappear.
Combined with the fact that they only stun her, they aren't much of a
threat.

[Trout]
POINTS: 104
DAMAGE: Death
  The Trout always attack in schools. They also participate in the most
vicious, but also exciting, boss fight of the game. They always follow the
pattern of their school, unless you hook them and pull them free of it, in
which case they'll simply swim straight for you. For more details, read the
strategy against them in Field 49.

*********************************************************************
_____________________________________
|07.Field Map                [FLDMAP] |
|____________________________________/
  Beginning from Field 00, you can move along this chart, only moving
right or down. Note that the highest Field ## is 57, but 9 numbers are not
used. Also, Field 28 is a Field which you may randomly be taken to when you
go through an exit. The longer you've been playing the game, the higher
your chances of being taken to Field 28. In essence, you can think of it as
the End Stage you get for taking too long.

F00-F01-F02-F03-F04-F05-F06-F07
        |                   |
       F10-------F11-------*08-F14-F15-F16-F17-F30--------------,
                  |                 |       |   |               |
*:Boss             |                *40     F20 F33-F37          |
08 25 36           |                 |       |       |           |
40 49 56           |                !35     F21-F22-F38-F41      |
                  |                             |       |       |
!:Ending           |-------------F18------------F23-F24-F42-F43-*49-----,
28 35 55 57        |                                 |   |              |
                  |                                *25-F26-F31-F46-F47 |
Missing Fields     |             !28                 |               |  |
09 13 19           |                                F29-F34-!35     F48 |
27 32 39           |                                                 |  |
44 53 54           '----------------------------F12-*36-F45-F50-F51-*56 |
                                                    |               |  |
                                                    |              !57 |
                                                    '-----------------F52-!55



*********************************************************************
_____________________________________
|08.Walkthru                 [WLKTRU] |
|____________________________________/
[DEMOS]
  During the first few fields, demonstrations of the gameplay will be shown
to you before the actually begin play. Here is the list of which fields are
prefaced by demos, and what the demos illustrate.
*F00 - Umihara uses the line to move straight across a hole.
*F01 - Umihara hooks an Eel, jumps over its egg, and reels it in.
*F02 - Umihara hooks the ceiling, reels in, and hops to the platform to right.
*F03 - Umihara jumps to a ledge and does a pullup.
*F04 - Umihara hooks the ceiling, and swings across the chasm to the right.
*F05&10 - Umihara uses a Ground Hook to move to a ledge below.

[Field00]
*THEME: Kawanabe (River) Theme
*ENEMIES: Guppy, (Snails)
*EXITS: 01
  You'll begin at the bottom-left of this small field. Walk to the
right until you reach the end of the platform, and cast your line
straight across to the wall opposite you, just across the small expanse
of water. After hooking the wall, reel your line in fully, then release
it to land on the adjacent platform. Climb onto the conveyor belt and
follow it to the ladder at the level's right side. Climb the ladder,
then walk to the left side of the platform it leaves you on. Use your
line to go across to the left side, just as you did below. A Guppy
will be further along the platform, but simply shoot your line into it
and reel it into your bag. Hop across to the left-most platform, where
there will be another ladder. Climb it to a platform with another
conveyor and a Guppy. From here, you may climb the first ladder, then
shoot your line to the right to reach the exit door, or simply climb the
second ladder, slightly further to the right. Go through the exit, to
Filed 02.
---------------------------------------------------------------------
[Field01]
*THEME: Kawanabe (River) Theme
*ENEMIES: Guppy, Fishing Pail, Eel
*EXITS: 02
  Again, you begin at the bottom left. Hook your line into the
conveyor to your right and remain hooked to it, riding it to the top of
the field. Once you can walk along the top of the conveyor, release your
line, and drop to the platform to the right, at the foot of the ladder,
being careful of any Guppies that might form. Wait for the Fishing Pail
on the platform to the left to finish releasing a trio of bait, and then
jump next to it and quickly reel it into your bag. Next, climb down the
next two ladders. Leap to the platform to your right and reel in the
Eel on it. Climb onto the rise on the right side of the platform, under
the tree, then hook your line onto the conveyor to the right, riding
it to the right side of the level. Next, hook your line onto the
conveyor above, and let it carry you to the ladder that leads higher.
From there, you can simply climb onto the conveyor to your right, and
then jump to the right, climbing onto the platform where the exit to
Field 02 awaits.
---------------------------------------------------------------------
[Field02]
*THEME: Kawanabe (River) Theme
*ENEMIES: Guppy, Snail, Cage
*EXITS: 03, 10
  From the bottom left, head to the right, then climb the ladder.
From here, you can take one of two paths. However, before deciding,
you should head to the right, dropping down twice, until landing on a
small island with an extra bag on it. Grab this item, then hook your
line to the bottom of the rightmost platform above you, using it to
reach the lower platform to its left. From here, you can jump back to
the center platform of the level. Now, from the platform with the rock
on it at the level's center, you can head right for the Field 03 door,
or left for the Field 10 door.
  Heading for the Field 03 door, you will stand at the top of the
ladder on the platform with the rock on it, cast upwards, then climb
to the platform on your right. From here, climb the ladder, then just
proceed to your left to reach the exit to Field 03.
  Heading for the Field 10 door, you must be on the platform to the
eft of the one with the rock on it, on the left edge. Jump, and cast
your line to the left in midjump, then reel yourself to the left side.
Climb upwards in your usual manner fo casting the line upwards. Be
wary of the cage that spawns Guppies. If yuo stand below it, cast
your line into it, then reel yourself towards it, you will throw the
cage into your bag. After doing so and eliminating any pesky snails,
send your lien upwards from the right side of the platform to climb to
the exit door to Field 10.
---------------------------------------------------------------------
[Field03]
*THEME: Umibe (Seashore) Theme
*ENEMIES: Coelacanth, Snail
*EXITS: 04
  From the bottom left, hop to the platform to your right, then climb
the ladder. Here you can take a shortcut to the bottom-right corner
of the level by leaping to the right, firing your hook up-right. As
you swing to the right, extend your line, then release it at the end
of the swing. Fire your line up-right once more, and it will catch the
edge of the bottom-right platform. You must then simply pull yourself
up to it and hook the trout on it. However, if this is too difficult,
you can take the long way.
  The long way consists of continuously climbing to the left until
reaching the ladder at the level's left-most wall. Climb this ladder
to the top-left platform, occupied by two Coelacanth and decorated with
pencils. Stand at the right edge of the platform and cast your line
across to reach the next platform. Head to the right and fall down
the next two ladders, capturing any fish along the way. Next, cast
your line to the right to reach the next ladder, which will take you
down to the bottom-right platform.
  Jump to the higher, checkered section of the bottom-right platform,
then climb to the ladder above it. Climbing up this ladder, be very
cautious of the three snails dwelling above. Focus on catching all of
them before continuing. Now, climb the last ladder, then jump to the
higher platform on the left that the exit is on. It's within jumping
reach., and will take you to Field 04.
---------------------------------------------------------------------
[Field04]
*THEME: Umibe (Seashore) Theme
*ENEMIES: Coelacanth, Snail
*EXITS: 05
  Cast up to climb to the platform slightly above the island you
begin on. then, walk to the right edge of the platform, and cast right
to climb to the next platform, occupied by Coelacanth. Be careful, as
fish spawn very quickly on this platform. You'll notice an extra bag
laying on the ledge below, where a giant mathematical compass is
standing. The bag is easily reachable, but a little difficult to come
back from, so you may want to consider leaving it. If such is the case,
then you can easily get across with an early cast. Stand at the right
edge of platform, and cast your lien up-right just before jumping in
that direction. This will leave you line fully extended at the jump's
apex, allowing it to catch the ceiling. You cna then easily swing
across. The bottom-right platform is now just below the ladder at your
feet.
  To reach the bag, stand at the platform's right edge, then attach
your hook to the floor below you. Now leap off the platform and
slightly extend your line, and you should be able to swing to the
extra bag. To get back, you must hook your line to the bottom-right
corner of the ledge above you, then perform a complex maneuver. Leap
off the platform, and fully extend the line. Next, swing to the left.
At the apex of your leftward swing, quickly reel your line in. As you
swing to the right, you will lift upwards quickly. Release your line,
and quickly cast another line up-right. You should catch the bottom
corner of the opposite ledge, allowing you to drop to the bottom-right
platform.
  Now, from the bottom-right platform, climb the rightmost ladder.
Stand at the left edge of the checker platform it leaves you on, and
cast upwards to climb to the next platform. Climb the ladder on that
platform. From the leftmost edge, cast your line upwards. Use it to
swing across to the platform to your left. Cast your line to the left
again, then drop of this platform, and you should be able to swing to
the top-left platform with relative ease. And that platform contains
the exit.
---------------------------------------------------------------------
[Field05]
*THEME: Kawanabe (River) Theme
*ENEMIES: Guppy, Fishing Pail, Eel
*EXITS: 06
 You start on the bottom right for a change. Head up the ladder to
your left. Here's where skill starts paying off. there's a very short
path throught his field, but it takes a little practice. Basically,
you'll be using the backsling repeatedly. First, jump to the left, and
cast your line to the carrot hanging from the bottom of the platform
to your left. From there, drop, and hook onto the wall to your left.
Now, you can see the exit on the opposite side of the wall you're
attached to. You'll repeatedly backsling to get there. Fully extend
your line, swing back and forth a little to build up momentum, then
swing right, then at the end of your rightward swing, hold down to
quickly reel in, then, at your highest, release the line and quickly
cast another to the up-left. Continue until you're far enough to the
right that a backsling can take you up the right side of the door.
From there, one or two more backslings, casting up-right between them,
should land you at the exit.
  You really should perfect the backsling as early as possible, but
if you're still not comfortable with it, you can take the long way.
Back at the level's beginning, on the platform at the top of the
ladder, stand at the right edge and cast upwards, then swing to the
platform to your right. Climb up the ladder there. On the ledge above,
there's a Fishing Pail to your left. Be careful, because it will throw
out some Bait as soon as you climb the ladder. Fortunately, this will
just knock you to the bottom of the ladder, but it can be annoying.
  After catching the Fishing Pail, hop to the L-shaped ledge to your
left, then use a ground hook to reach the platform below it. There's
an Eel on a platform above you to the left here, so wtach out for any
eggs he might send your way. Hook into the wall to your left, extend
your line a little, then swing to the left, landing on the platform at
the bottom of the ladder. Climb the ladder, catch the Eel, then go to
the left edge of the platform, beside the giant carrot. ^_^ Use a
series of ground hooks to move downward until you reach the exit.
---------------------------------------------------------------------
[Field06]
*THEME: Umibe (Seashore) Theme
*ENEMIES: Snail.
*EXITS: 07
  You start at the middle of the bottom of this stage. This level is
too easy. Hop one platform to the right, and do a cast jump straight
up. Now do a backsling from the right, bringing yourself up the left
side of the platform you've hooked. Keep backslinging to ride up the
left side of the platform, and you should be on it in no time. The
exit is on that platform. Easy is pie. The level should take you less
than 10 seconds if you've learned the backsling technique (which you
should have by now).
  But, just for fun, let's go through the scenic route of the level.
Head to the left, taking out any Snails along the way if it suits you.
At the leftmost side of the stage are rising platforms. Ride one to
the ledge above, and go up the ladder on that ledge. Here, you'll find
a snail and falling platforms. Stand just to the left of the falling
platforms and hook yourself to the ceiling. Shorten your line as much
as possible, then swing onto one of the falling platforms, then hop
from it to the checkered ledge on the right side of this platform.
From there, hook onto the wall to the right, and swing to the ledge
below, where another ladder awaits you.
  Climb the ladder, and you'll find falling platforms leading to your
first set of spikes in the game. Hop onto one of the falling platforms
while it's still high, then hook onto the opposite wall. You'll find
another set of falling platforms on the opposite side of this wall, so
swing onto one. Back sure to detach your line early in the swing, or
else you could accidently rebound onto the spikes. At any rate, these
falling platforms will take you by the exit door, so just hook onto
the ceiling somewhere near the door, and swing on over to it.
---------------------------------------------------------------------
[Field07]
*THEME: Umibe (Seashore) Theme
*ENEMIES: Octopus
*EXITS: 08
  This level contains the dreaded Octopus. Be very careful near them,
and minimize your time around them. If they or their ink clouds touch
you, then you're more than likely dead. Catching them is a difficult
task as well (see their descriptions in the Enemies section for some
details. Head to the right, and watch out for ink clouds as you near
the first ladder. Lure the Octopus to the rightmost edge of the platform
he's on, then, just after an ink cloud's passed over you, jump up
and hook onto the Octopus near the ladder. He can still shoot ink, so
extend your line and move away some, but don't drop into the small
hole to your left. Stay put, but fully extend your line. Then, run and
leap into the opening, and it should tug enough to yank the Octopus
towards you. Reel that bad boy in, then head up the ladder.
  You'll find rising platforms further to your right. However,
there's a mean ol' Octopus on the wall beside the rising platforms.
You could just ride up the platforms, hooked onto one above you so
that you could reel in or out to avoid his ink blast, but it's so much
more satisfying to catch the sucker. Just stand at the very end of the
platform before the rising platforms, and cast jump upwards to snag
the Octopus. If he isn't pulled off the wall immediatetly, then you'll
have to work for it. Fully extend your line, then swing onto one of the
rising platforms, but leave your line attached. Just before your height
is equal to the Octopus's, leap off the right side of the platform, and
yank that sucker off the wall. With him gone, thing's be much easier.
  Ride one of the rising platforms up, and at the top, hop onto the
checkered ledge to your right. From there, hook onto the ceiling
above, then reel in so that you can swing to the above ledge on the
left. You should see ink blasts coming from offscreen on the left, as
well as some falling platforms. Try to time it so that you hop onto
these platforms, just after one of these ink blasts. You have to move
quickly now. Immediately jump to the left and hook onto the checkered
block above that the platforms are falling from. Swing onto the ledge
beside the Octopus, then run to the left edge of it, jump left, and
climb onto the wall the Octopus is on the side of.
  From there, hop one more platform to the right. You'll see another
Octopus on the far left wall. Wait there until he rises to the same
height as you, with one large block between he and you. He can still
shoot ink blasts through it, though, so quickly drop off the left
side, hook onto the underbelly of that large block, and swing to the
exit, just under it. Finally, escape the dreaded octopi. But a greater
battle awaits...
  By the way, if you were wondering if there was a shortcut through
this level, than yes, there is. As soon as you climb the first ladder
in the level, cast jump to the upper left. From there, swing and/or
backsling to the left until you're at the leftmost side of the level.
The Octopus on the leftmost wall will crawl down to meet you. You'll
have to hook him, extend you line and swing around to yank him down,
then repeat the whole process, simply backslinging your way up to the
exit instead of fighting the Octopus.
---------------------------------------------------------------------
[Field08] BOSS!
*THEME: Kawanabe (River) Theme
*ENEMIES: Tadpole, Frogs.
*EXITS: 14
  Welcome to the first boss, the giant Tadpole. But, in some strange
age inversion, this tadpole gives birth to baby Frogs. You can't catch
the Tadpole, but you can catch the frogs, and I advise you to do so,
as they can be vaguely annoying. When the field opens, don't move. The
Tadpole will hop in your direction, eventually landing RIGHT in front
of you. As soon as she makes her next hop, run left to get past her.
Run to the leftmost side of the platform, and use a ground hook to
hang off the platform. After she finishes hopping to the right side of
the screen, Mrs. Tadpole will walk back to the left side, then begin
hopping to the right again.
  She repeats this pattern, ever faster, and each time she hops to
the right, she'll release more eggs that become Frogs. None the first
time, 1 the second, 2 the third, and so on, until releasing 5 frogs
the sixth time, after which she'll leave, and the exit on the right
side of the level will open. You just have to repeat the process of
hanging off the left side whenever she walks to the left, then reeling
back to the top to catch any Frogs so that they can't knock you down
while you're hanging off the side. Simple, really.
  However, there's an extra bag, and you've got time to spare in this
level, so why not get it? When you first hang off the left side of the
platform, you need simply move along the underside of the platform to
the right side of the stage. Since you'll have to wait for that stupid
Tadpole to finish its reproductive cycle, you can take your time and
play it safety first. This means that rather than backslinging across
the bottom, you can just reel yourself all the way in, then quickly
release the line and cast it up-right again to inch your way across
the field. Once you near the island with the extra bag on it, though,
you should backsling towards it, then cast your line to the right as
soon as your release your line. This should guarantee that even if you
don't land on the island, you hook onto a part of it from which you
can pull yourself onto it.
  Here's the tricky thing. You should be able to easily inch your way
back, then backsling back onto the main platform before the Tadpole's
even done, right? Well, the problem is the Frogs. Since you haven't
been catching them, it's likely that several are in the water by now,
ready to attack. For this reason, you may want to wait until after
you've taken care of the Tadpole and her kids before going after the
bag. But, if you're intent on getting the extra bag while the Tadpole
has her babies, then you'll just have to rely on luck getting back.
The only useful tactic is to fully extend your line and hold still
when a Frog comes near, so that you'll be below it, out of its reach.
However, if you head towards and back from the bag quickly, you can
often make it back before any Frogs have even taken to the water yet.
---------------------------------------------------------------------
[Field10]
*THEME: Kawanabe (River) Theme
*ENEMIES: Snail, Guppy, Eel.
*EXITS: 11
  You'll begin at the bottom left, with nothing but a long ladder to
climb. Of course, there is a shortcut, as always, but we'll cover that
after addressing the scenic route.
  After climbing the ladder, just hook onto the ceiling and climb up to
the ledge above, where another ladder awaits you. At the top, you'll
find celery stalks and an Eel. Catch it then head to the right edge of
of the platform. You should see platforms across from you, and a
Guppy pacing to the bottom right. The easiest strategy is to simply
ground hook where you stand, and swing around to the ledge directly
below you. From here, you can send your line straight across to the
Guppy and drag it off the ledge. Just be sure to let go, so that you
aren't yanked down by the weight as well!
  Now, you can jump to the right while casting your line up-right,
catching the bottom of the ledge with the tree on it, and using it to
swing to where the Guppy was. Head to the right side of the level,
where an eggplant rests (what's with all these vegetables?). You can
see a ladder on the ledge below, so ground hook to the ledge below, and
climb down. The exit is in sight now. Drop to the left while casting
up-left, catching the ceiling above the exit, and then simply swing to
it, and then exit to Field 11.
  Now, to save a lot of time, at the beginning of the level, hook onto
the bottom of the block to the right of the ladder. Stay reeled in
rather close to it as you swing to the right, and hook onto the block
further to the right. From there, stay reeled in extra close and release
your line, then quickly hook onto the bottom of it. Now extend your line
enough that you almost touch the water while swinging, then swing to the
right, then release and hook onto the next ledge over. You should be
hooked onto the opposite side of the wall beside the exit. Reel in, then
release and grab the bottom of the block. From there, simpyl backsling
yourself onto the right side of the wall, reel in, then release and cast
your line upwards, hooking onto the ceiling above the exit. From there,
simply swing onto the platform, and leave the level.
---------------------------------------------------------------------
[Field11]
*THEME: Kawanabe (River) Theme
*ENEMIES: Guppy, Eel
*EXITS: 08, 12, 18
  From your little island on the bottom right, simply head left,
hopping across platforms and catching anything along the way. All the
way to the left, you'll find a ladder. You'll climb it, of course.
You'll now see the Field 12 exit and some platforms on the way. My, what
an easy field! Nope, sorry. You'll notice that the little platforms that
are hovering in the air are colored either white or blue. Every moment
you spend on any of these platforms makes all the platforms of the same
color fall somewhat. They'll return to their normal height after a bit,
but it mkaes reaching that exit very tricky. There are a lot of tactics
for reaching it, and I've been told you can hop straight to it if you're
fast enough, but I've never managed to do it. But, I've got a technique
that works quite well with a little practice.
  Regardless of whether you want that exit or not, hop across the
platforms to the right side of the level. However, try to quickly hop on
and off the white platforms, and only run across on the blue ones. This
will minimize your time on the white ones, so that on the last platform
(which is white), you'll be high enough to jump and grasp the edge of
the higher of the two ledges across the platforms. A Guppy is waiting
there, so you'll have to dispatch it. From here, you can climb a ladder
straight up to Field 18, or ride the rightmost falling platform down to
the lower ledge, where the exit to Field 8 lies.
  If you want to go to Field 12, then it's time to use the Rocket Jump.
From the ledge where the Guppy was, at the foot of the ladder, hook
onto the ground, just behind the right-most side of the grey-bordered
block in front of you. Don't adjust your line length. Run as far to the
right as you can, then jump, release the line, and hold to the left. You
should be launched onto the rightmost white platform. Continue to hold
left and jump again the moment you land on the platform, and you'll
rocket jump to the next white platform, just beside the blue platform
with the exit on it. About halfway through thsi jump, you should start
holding to the right to slow yourself down. Jump again the moment you
land, tapping to the right just a little, and Umihara should land right
in front of the exit to Field 12. Start holding up as soon as you see
that she'll land there, because it only takes a moment for it to fall.
With a little practice, you should be easily reaching this exit.
---------------------------------------------------------------------
[Field12]
*THEME: Taki (Waterfall) Theme
*ENEMIES: Eel, Cage
*EXITS: 36
  Scary field. You begin in the middle of it, with spikes and rising
columns all around, and the exit almost reachable, taunting you. But, it
really isn't that hard to reach it if you've gotten any good with the
Backsling. Just stand on the first rising column, and as it prepared to
crush you against the ceiling, hop to the left and cast your line
up-right, hooking the left side of the wall. If you hook it high enough,
then you can Backsling to the exit. Just extend your line so that you
dangel aalmost at the base of the column, and you should know the rest
by now. If not, it's all in the Backslong description in the Tchniques
section.
  Now, if you want to go the long way for some odd reason, it's
blitheringly easy as well. Stand atop the first column, and then hop
over to the next one. Stay on the left side of it, and you won't get
crushed as it reaches its apex. As it moves downward, hop over to the
third column, this time standing on the right side to avoid being
crushed. When it rises to its apex, hook directly to the right, grabbing
the wall opposite you so that you can swing down onto the fourth and
final column once it begins moving down again. Quickly, before the
fourth column begins to rise again, Cast Jump up-right to grab the
ceiling, then swing across the spikes to arrive safely at the ladder on
the right side of the screen.
  Climb down the ladder, and begin making your way to the left. You'll
notice a platform ahead with a cage above it that spawns Eels. Wait for
one of these Eels to disappear, then immediately swing to the platform,
then hook the cage and drag it into your bag. Now, there are four more
columns ahead, alternately coming from the ceiling and floor. Simply
drop down as soon as one of the ceiling columns begin to rise, then
immediately jump to the next column as it's rising, then Cast Jump to
grasp the ceiling just after the floor column. Another ceiling column
should lay before you, so just repeat the process through another set of
them. Climb the ladder, then exit to Field 36.
---------------------------------------------------------------------
[Field14]
*THEME: Umibe (Seaside) Theme
*ENEMIES: Flying Fish, Trout
*EXIT: 15
  You'll begin at the left side of this level. Immediately hook onto
the wall to your right, then walk off of the platform you begin on,
and continue holding right to swing to the checkered platform below.
The next platform over has a raised, grey, left side, and a lower,
checkered right side. Jump onto this platform. By now, a school of
Flying Fish should be approaching. Either stan atop the grey portion
and attempt to jump them, or stand on the checkered portion with your
back to the raised portion, so that if they hit you, you will only be
forced against the wall. After the Flying Fish have passed by, leap to
the next platform to your right. From there, you should be able to
easily avoid the Flying Fish, as well as see the Fishing Pail they're
coming from. Either hook the pail, pull it off it's ledge and release
it, or hook the wall right behind it to reach it, then catch it.
  After taking care of the Fishing Pail, climb the ladder beside the
spot it was sitting at. At the top, you can see the exit opposite the
wall to your left. Hook onto the wall, then proceed to move lower and
further left on it by simply swinging to the left, then releasing and
casting up-left until you reach the ledge below at the foot of a
ladder. Climb the ladder, then hook onto the bottom of the higher
platform on your left. Swing to the ladder further left, climb it, hop
to the checkered platform to the right, run to the right edge of it,
then hook onto the wall beside the exit and reel yourself towards it.
---------------------------------------------------------------------
[Field15]
*THEME: Taki (Waterfall) Theme
*ENEMIES: Guppy, Eel
*EXITS: 16, 40
  You'll begin at the bottom left, as usual. Proceed right, admiring
the rising columns that threaten to crush you. The only real threat
from the pillars is from if an enemy forms just beside a column as
you're passing across it. In such a case, just jump off of the column,
above the enemy, and cast your hook down at it. Past the first column,
hop to the second, and then hook the ceiling between that column and
the third. Wait there for the third column to finish rising and
falling, then swing onto it and ride it up. Hop to the platform above
and to the left, being ready to snatch a Guppy from off the column
on the new platform if neccessary. Also, be wary of the Eel further
up, which may spit eggs at you.
  Stand on the column on this platform, and when it is fully extended
hook onto the ceiling. Now, wait for the higher column to your left to
descend, then swing onto it. Quickly catch the Eel, or, if you're in a
hurry to nto get crushed, just stun it, then catch it after you climb
off the pillar. Next, stand against the left wall, hook the ceiling to
climb up to the next level on your left. From their, cast your line
up-left, then reel it in to land on the tiny ledge further up on the
opposite wall. Once more, watch out for Eels above.
  Jump up, then cast your line to the right to hook the higher
portion of the platform to your right, then reel yourself onto it. If
you're not careful, you can easily sling yourself into the Guppy on
this ledge, so watch it. From here, you can proceed straight to the
right to reach the exit to Field 16.
  Sorry, as of now, for the life of me, I cannot figure out how to
reach the exit to Field 40.
---------------------------------------------------------------------
[Field16]
*THEME: Taki (Waterfall) Theme
*ENEMIES: Eel, (Snail).
*EXITS: 17
  This level begins at the top-right corner, on a ledge under some
scenic oak trees. You can see two Eels frolicking on the ledge below
you, and two columns rising and falling to your left. You should also
make sure to note the spikes on the floor just after the columns.
There's an Extra Bag past those columns and spikes, so you'll probably
want to go that way. If not, then just skip the next paragraph.
  It's pretty easy to get the Extra Bag. From the leftmost side of the
ledge you begin on, cast your line onto the bottom of the first column
when it rises fully into the ceiling. While the column is at that high
point, reel in fully. When the column fully descends, you should still
hang safely over the Eels. Now, when it next rises into the ceiling,
just swing onto the spot beside the spikes, where the other column
should be fully in the ground. As the column rises, you can safely hop
past the spikes, and there the Extra Bag is! Now stand at the rightmost
edge of the tiny platform the bag was on, hook up-right onto the ceiling,
and when the columns disappear again, reel in! At the apex of the swing,
release the line, and you should get slung right back to the beginning of
the field!
  Now, to deal with the Eels below. Wait until the point when they're
both walking to the left, and when they're both undre your platform, drop
down and hook the first one. You should be able to catch it before its friend
launches an egg at you. Then, simply catch him, too. Next, climb down the
ladder to arrive at a spike pit with one rising platform, and a further
falling platform. No effort needed. Hop onto a rising platform when its just
come out of the spikes, then hop down to a falling platform just before it
moves into the spikes, then hop to the safe platform the the left. Climb the
ladder on the platform, to come to your next dilemma.
  Falling platforms, then spikes just after them, and a ground column after
that. Two simple ways through. You could hop onto a falling platform, then hop
to the left again and cast your line upwards, hooking onto the left edge of
the ceiling, then swing from there onto the column. A quicker, slightly more
skillful method would be to just cast upleft, hooking onto the ceiling just
after a platform comes out of it, then reeling in and releasing at the apex to
sling yourself onto the column.
  Stand on the column, and at its apex, you'll see a ceiling column above
you. Hook onto it, then, when it rises into the ceiling, swing from there to
the ledge to your right, where the exit to Field 17 is waiting.
---------------------------------------------------------------------
[Field17]
*THEME: Taki (Waterfall) Theme
*ENEMIES: Guppy, Mudskipper, Cage
*EXITS: 20, 30
  You start on a rock formation on the bottom-right. To your left, across
some water is a small ledge with a ladder leading up to a higher ledge which
a Guppy is patrolling. Stand at the left edge, cast up-left to hook the ledge
the Guppy is on, then swing from there to the base of the ladder. Climb up
and catch the Guppy. Next hook onto the ceiling. You COULD backsling across
the ceiling towards the left, but I personally find it much easier to
Backsling towards the right, until it leads you to climb up the right side.
Next, climb up the ladder. A Mudskipper will be waiting to your left, on a
separate platform. quickly hook it to paralyze it, then leap onto its platform
to catch it.
  You should now be on the Mudskipper's platform, decorated by a wooden
fence. Now, you just need to pick which Field you want to go to. You can
easily reach Field 20 by standing at the left side of your platform, casting
left, and reeling in, leaving you beside the exit. To reach Field 30, you'll
need to hop to the ledge to the right, which the ladder previously carried you
up to. Note the spikes on it. Jump and cast to the right, hooking the wall
behind the exit. Walk to the left, pulling the line tight, then Super Jump
onto the ledge, and make your way to Field 30!
---------------------------------------------------------------------
[Field18] CONFIRM THIS THEME
*THEME: Umibe (Seashore) Theme
*ENEMIES: Guppy, Eel, Snail
*EXITS: 23
  You'll begin on a small island on the bottom-left, and notice that this
Field seems to be covered in conveyors. These conveyors come into play from
the very start, as an extra bookbag will fall from the block above you,
landing on the block to your right, whose conveyor will dump it into the
sea. This bag is actually very easy to acquire. As soon as the Field begins,
run to the right, and drop from the grassy top of your island to the top of
the rocky slope leading into the ocean. Now, wait for the moment at which the
bag begins to fall, and cast your line up-right, and you should hook it no
problem. Now, run to your left to fight the conveyor tugging the bag right.
Hop to the left to get more running space to pull the bag down. DO NOT REEL
THE BAG IN! If you try, it may sling the bag over your head, after which your
reeling will spin you around the bag, launching Umihara into the ocean.
Instead, run left, and the bag will drop into the sea. Keep running left to
avoid being pulled down by the bag. Watch your line bouncing up and down, and
every time it bounces up, jump left and reel in. Each jump will bring the bag
closer until it reaches the slope, after which you can release it and claim
your prize. Also, note that if you get far enough left before the bag falls,
it may clear the sea altogether.
  Now, begin traversing this Field by hooking the block above you. The
conveyor will carry you to the top of it, where Guppy paces in front of a
giant cabbage. Catch the Guppy, and then study the block to your right. An Eel
paces there, so hook onto it and pull it off the block, releasing the line so
that you aren't pulled down with it. Now, before moving to the block to your
right, be warned that its conveyor leads straight to a pair of spikes. When
you hook this block, quickly reel yourself to it. If you have too much slack
as the conveyor carries your hook to the top of the block, the tension of your
line against the corner may sling you onto the spikes when you reel in.
  From here on, ignore everything to your right. Above you, you can see some
grey/green panels in the background. These extend off of a block above you,
which is surrounded by another conveyor, and a snail sentry. Wait, and you'll
see the snail move along the top of the screen. As it passes over you, cast-
jump up and catch it. With this obstacle removed, you can safely hook onto the
block above you, reel in, and let its conveyor carry you to the top of it.
  Now, the final challenge. Hook the conveyor surrounding the block to your
left, and quickly reel yourself in all the way, letting yourself be carried
to the left side. Your line will begin to be squeezed through a narrow opening
that you can't pass through. If your hook is carried all the way through, YOUR
LINE WILL BREAK! So, as soon as Umihara reaches the top-left side of the
block, release your line and quickly cast up-left, hooking the conveyor above
the exit. Begin reeling in instantly, and as you hover over the exit, release
your line and drop down to it, carefully avoiding the spikes on either side.
---------------------------------------------------------------------
[Field20]
*THEME:
*ENEMIES:
*EXITS: 21
---------------------------------------------------------------------
[Field21]
*THEME:
*ENEMIES:
*EXITS: 22
---------------------------------------------------------------------
[Field22]
*THEME:
*ENEMIES:
*EXITS: 23, 38
---------------------------------------------------------------------
[Field23]
*THEME: Keiryu (Mountain Stream) Theme
*ENEMIES: Mudskipper, (Guppy), (Mudskipper)
*EXITS: 24
  The quickest reached Keiryu Field! You enter this autumnal area on a tiny
rock island on the bottom-left. NOte the glass blocks, which you can't hook
onto, and which you'll slide when running on. Now, this is an easy Field. Just
run to your right, and hop onto the green block. Be careful; though it doesn't
look it, you can fall into the sea between your island and the green block.
Next, run right and jump from block to block until reaching the bottom-right
corner of the Field. Climb the ladder waiting there, carrying you onto a toy
block. From here, you can hook the green block above you and hook-sling up the
side of it to reach the exit. However, the simple route is explained next.
  The simple route is to now hop to the green block to your left. You should
be able to hear the Mudskipper throwing mud. As soon as you hear it finish a
set, hop down to the glass to your left, and hop across the glass blocks. Upon
reaching the last glass block, run up the incline. Due to the incline, you
won't be able to climb up onto the block to your left without casting a line
into it, and reeling in as you jump towards it. Do this quickly, and capture
the Mudskipper occupying the block. Next, climb the ladder up to the Field's
top-left corner. Now run right, hop onto the glass block, keep running to build
momentum and jump to the next glass block, and continue running until reaching
the flat area at the top of it. From here, hook the green block to your right
(the same one mentioned at the end of the first paragraph), reel over to it,
and hop into the exit to Field 24.
---------------------------------------------------------------------
[Field24]
*THEME: Keiryu (Mountain Stream) Theme
*ENEMIES: Eel, (Guppy), (Eel)
*EXITS: 25, 42
  You'll begin this Field on a small green block, with glass floor to your
left and right. An Eel paces at your left. So, head left, take out the Eel,
and drop off the left side. This will land you on a small stone island. Now,
note the small blocks that appear and disappear from the structure you just
dropped from. Yep, you have to swing across these, making your next swing
before the block you're currently hooked too disappears. The easiest way is
to start by hooking one not too far out, so that when you jump and reel in
slightly, in a slight back-sling, you don't move too far ahead, thus not moving
ahead of the blocks. As you reach the end of your swing right, release and cast
up. Hold left to swing slightly left, then reel in to backsling to the right.
Release the line and cast up, and repeat until you reach the green block.
  From here, note the rising blue platforms to your right. Hook on, reel in,
and then drop onto the top of the next rising platform. As you near the block
the platforms are rising into, cast up-left, grabbing the left-bottom side of
the block above you, and reel in to it. This should allow you to drop onto the
green block to the left, from which another set of blue platforms is rising.
Ride one of these platforms up, and then hop onto the green block to the left
to head towards Field 25, or hop on the green block to the right for Field 42.
  For Field 25 to the left, walk to the far left edge of the block you just
hopped to, and cast-jump up, hooking the highest portion of the ceiling. Swing
to the left, and hook the left-most block os the ceiling (you can also hook
straight to this block with a well-timed cast-jump to the up-left). You must
now carefully time a swing to the glass block to your left. Drop at the apex
of the swing, so that you'll have no momentum to sen you sliding across the
block. Once there, CAREFULLY walk to the left, dropping onto the tiny flat
section at the top of the incline. Next, run left, and jump onto the glass
block to your left, where the exit waits.
  For Field 42 to the right, hook the yellow/red door block below you. Reel
your line out all the way, then drop off the left side of the block you're on.
You can then swing to where the door block is, and your tension will lift the
door block. Release your line and swiftly run under the block before it falls
again. Now, you must climb the green block above you. However, you can't hook
a high enough point to climb hop. So, after hooking the wall, you must drop
off the right side to mget enough tension to attempt a climb hop. After two
of these maneuvers, you should be able to perform regular climb hops to the
top. Now, climb on top of the current door block, and hook the top of it. Hop
onto the green ledge to your left, and pull the line tight as you run left.
Keep running left and the door block should begin bobing up and down. As it
beginsto bob up, release your line and jump over it (if you land on it, it
will immediately fall), drop down beside it, and run under it if you can.
If the door block is not high enough, cast your line to the left. The door
block should close on your line, becoming hooked. You can now reel in, and hop
repeatedly, pulling the block up. Oncw you have it high enough, release and run
under it, to the exit.
---------------------------------------------------------------------
[Field25] BOSS!
*THEME:
*ENEMIES:
*EXITS: 26, 29
---------------------------------------------------------------------
[Field26]
*THEME:
*ENEMIES:
*EXITS: 31
---------------------------------------------------------------------
[Field28] ENDING!
*THEME:
*ENEMIES:
*EXITS: --
---------------------------------------------------------------------
[Field29]
*THEME:
*ENEMIES:
*EXITS: 34
---------------------------------------------------------------------
[Field30]
*THEME: Umibe (Seaside) Theme
*ENEMIES: (Coelacanth)
*EXITS: 33, 49
  You start on some rocks on the lowerleft. A small island covered in
giant pencils is to your right. Note the one that says, "HI-UMI" on it. ^_^
Hop to that platform, then two more platforms to the right. Now, there will
be one last platform to your right, which rising platforms are spawning from.
Unfortunately, they have spikes on the top, so, when hopping to this platform,
be sure that you hop safely out of their path. Wait for the next one to rise
from the ground, then quickly run underneath it and hook onto the bottom of
it. Make sure that you reel in slightly so as to lift Umihara off the ground,
so that the next platform won't stab her.
  If you want to go to Field 49, which is a much more difficult route, than
hop onto the first ledge the rising platform brings you to. That's the
checkered one with a math compass stabbed into it. However, I'll address that
route later, as you may want to proceed along the path to the other exit for
now, as an Extra Bag can be found along the way.
  To head to Field 33, continue to hang onto the rising platform, and let it
carry you up to the ledge just above, which is adorned by a ladder. If the
platform rises into the ceiling, the hook will uncatch, so you need to let go
of the platform before that happens. Begin swinging back and forth early so
that you'll be prepared to swing over to the ledge. Note the falling platforms
to your left, which also have spikes on the top. At any rate, climb the
ladder, to find the Extra Bag nestled among the sharpened pencils.
  Now, you need to reach the ledge to your left, which the falling platforms
are in the way of. You'll need to hook onto the checkered block above, which
the falling platforms are spawning from. Do so JUST after a platform has come
out of the block. Wait for that platform to fall enough that you can swing
over it, and be careful not to swing into the spikes on it. The safest (and
fastest) method is to hook the block, then as soon as an opportunity presents
itself, simply hold down to reel in, then, the INSTANT Umihara is pulled free
of the ground, release the line, and she should fly across. Watch out for
Coelacanths.
  Now, head to the left side of the ledge you're on now. The exit to Field 33
is just below you, and another checkered block spawning falling platforms is
to your left. To go to Field 33, you just need to hook the bottom of one of
the new falling platforms as it first appears, then quickly reel yourself in
somewhat so that you can safely hang from it. Immediately begin swinging left
and right, and just swing right over to the exit as you pass by it. It's an
easy leap.
  If you still wnat to go to Field 49, you can just hook this new checkered
block, then swing to the left, dropping down near the left side of the level.
You can arrive at this same spot by just swinging one ledge to the left of the
checkered ledge at which I first suggested you swing to to reach Field 33.
From here, head all the way to the furthest left side of the field, where some
more rising platforms adorned by spikes are waiting. You'll need to ride these
up, and it'll be tricky.
  Just after one of the platforms rises from the floor, stand under it and
hook onto it. As it rises, begin to swing left to right. Just before it rises
into the ceiling, attempt to Backsling to the right, and cast up-right to grab
a high point on the wall to your right. Now quickly lengthen your line, then
reel it in, to bounce Umihara upwards with a Climb Hop. At the highest point
of it, you should be able to release then quickly cast your line upwards,
hooking the ceiling, from which you can easily swing to the exit to your left.
Have fun with the nostalgic boss fight!
---------------------------------------------------------------------
[Field31]
*THEME:
*ENEMIES:
*EXITS: 46
---------------------------------------------------------------------
[Field33]
*THEME: Keiryu (Mountain) Theme
*ENEMIES: Guppy, Eel
*EXITS: 37
  The first thing you need to be aware of about this level, is the glass
segments of the various ledges. Thse glass portions are slippery. Not only
will Umihara skid on them, but she will slide down inclines on them. Worst
of all, her fishing line can't catch on them. Regardless, you should be
able to make it through the field in no time. From the rocks on the bottom-
right that you begin on, hop to the platform to your left. Climb onto the
higher, glass portion. From here, you'll need to hook onto the blue block
to your up-left, and use it to swing o the next ledge over. Watch out for
the Guppy on it. From there, hop one more ledge to the left, where you'll
find a ladder at the level's left side. Climb it.
  A little scenery at the top, and an Eel o the right. Don't be fooled
by the green blocks above; they're abckground, and can't be hooked. Hop
to the platform to the right while the Eel is near the left side, then hop
over and put him in your bag. Be warned: ENEMIES SPAWN LIKE MAD ON THIS
PLATFORM. Luckily, there's no need to be on it long. Sprint to the right.
Umihara will pick up speed as the ledge slopes downward on its right side.
Be ready to hop to the next ledge, which also slopes down, and then to
Cast Jump from it, grabbing the small block to the up-left, from which
autumn leaves are growing. Backsling onto the top of the block, then climb
the ladder.
  At the top, there's another glass ledge to your left, with another Eel
on it. handle it the same way you handled the one below. Be warned that
the enemies also spawn like mad on this ledge. However, it's a bigger
problem here, as you have to run UP an incline this time. You can climb it
the fastest by running from the right side of the platform. At the top
of the incline, hop over to the next platform to the left, which slopes
downward, and QUICKLY hop from it to the exit, being careful not to slide
off of the small block the exit is on.
---------------------------------------------------------------------
[Field34]
*THEME:
*ENEMIES:
*EXITS: 35
---------------------------------------------------------------------
[Field35] ENDING!
*THEME:
*ENEMIES:
*EXITS: --
---------------------------------------------------------------------
[Field36] BOSS!
*THEME: Oouna (Mighty Deep) Theme
*ENEMIES: Giant Seahorse, Seahorse, Baby Seahorse
*EXITS: 45, 52
  Time for another boss fight! This time, you'll be up against an army
of sea horses! Relax, they really aren't so threatening. You'll start
this Field on a rock-covered platform to the bottom-left.  You'll notice
a number of Seahorses floating up and down. Don't worry, you can touch
them all you like. Whenever you hook one, it'll rise to the top of its
hovering track, and stay there. Everytime you release your hook from
one, though, it'll release an ink blast after a moment, then return to
harmlessly hovering up and down on its track. So, Cast Jump onto the
lowest Seahorse when it's at the bottom of its track. It'll rise, then
hold there.
  You should be able to see a block floating to the right, with the
exit to Field 52 on it. If that's the way you want to go, just swing to
it and hook onto it, and Backsling yourself up the side of it. You'll
need to watch out for the Giant Seahorse hovering above it. Make sure
that you don't extend your line anymore than you have to, so that you
don't rise too high when trying to Backsling onto the platform. But, if
you want to go to Field 45, then simply swing to the left instead, and
hook onto the Seahorse to this one's left when it's at the bottom of its
track.
  Once the leftmost Seahorse rises to the top of its track, just swing
to the left and land on the ledge. Wait for it to release its ink cloud,
then hook to the ceiling at the leftmost side of the stage, reel in, and
drop onto the tiny platform beside you. You can see the big-bellied
Giant Seahorse now. When you near it, it will release a gaint ink cloud
that seeks you out, then birth three Baby Seahorses, move slightly
towards you, then go back to idling until you near it again. You need to
coax it towards your direction to get it far enough from the door behind
its head.
  The first time is easy enough. Hop towards it, then immediately back
to the lowest pink platform, on the left side of the screen, and stand
all the way to the left. The ink cloud and baby Seahorses will all
disappear just before reaching you. You can try to catch them if you
like, but they're only worth a measly 7 points. Climb back up and repeat
the process a second time. The ink cloud still shouldn't be a problem,
but you'll have to catch the Baby Seahorses this time around, best done
by just jumping straight up and casting your line to the right as they
near you. But, if that's too much trouble for some reason, you could
just drop back to the beginning of the field after coaxing the Giant
Seahorse to the left a second time. After all, you'll be hooking back
onto the first Seahorse (the one just to the left of exit 52) at this
point anyways.
  From that Seahorse, swing to the block at the stage's center, hooking
onto the bottom of it. From there, swing to the Seahorse to its right,
and from that, to the slightly higher Seahorse even further to the
right. Reel all the way in so that you won't have to worry about the ink
cloud from the Seahorse you just came from. After the ink cloud passes,
swing to the ledge to your right. Wait for that last Seahorse's ink
cloud to pass as well, then hook onto the ceiling, and reel in to climb
onto the slightly higher platform.
  Here's the tricky part. You can see the exit, but if you try to run
to it, the Giant Seahorse will have an ink cloud on you before you can
reach it. So, you'll have to Rocket Jump to get there before it has a
chance. Hook onto the ground just a little bit away away from the left
edge of the platform you're on. Too far too the left, and you'll sling
yourself right off. Too far to the right, and you won't go high enough.
Lengthen your line only once after grabbing the floor, so that you when
you pull the line to the right, you fall onto the small, lower portion
of the platform. Release, and hold to the left, you should bounce to the
edge of the same platform, but keep holding left and jump again as soon
as you land there, and you should bounce up to near the door, sliding
almost straight to it. Go through quickly before the Giant Seahorse has
a chance to squirt its ink cloud at you!
---------------------------------------------------------------------
[Field37]
*THEME: Keiryu (Mountain) Theme
*ENEMIES: Mud Skipper, (Guppy)
*EXITS: 38
  The season is now summer, as you begin on some rocks on the bottom-
left, under a green branch. Run to the left, hopping onto the green
ledge. From there, cast Jump to the up-left, and fully extend your
line to swing to the lego ledge at the bottom-right. Climb the ladder
on it, where a Mud Skipper awaits. Falling platforms are to your left.
Head to the left until you find the rising platforms at the end.
  Hop onto a rising platform, and once it's high enough, hook onto
the ceiling JUST to the left of the first falling platform to the right.
Reel yourself in most of the way, and when the next platform falls from
the ceiling, quickly swing onto it, hook the ceiling just to the left of
the NEXT falling platform to the right, and repeat. Aftre that platform,
you should be able to just hook the ceiling once more to the right, then
swing over to the yellow construction block at the level's right side. A
quicker route is to just Cast Jump to grab the left side of the yellow
block, then proceed to Backsling yourself onto it.
  Climb up to the highest portion of the yellow block, then hook the
ceiling to swing over to the slightly higher green ledge to the right.
Watch out for eggs from a Mud Skipper offscreen to the left. Watch out
for him as you head to the left, and quickly catch him. Continue heading
to the left, and you'll encounter a mossy log, and a pair of automatic
doors. The trick is that they open only when Umihara nears the right
door. So, how to get past the left door? Really, it's effortless. Any
minor speeding up of your passage will do. You can just stand in the right
entrance, hook the ceiling at the left end, then reel in, then as Umihara
bounces off the floor, release and run to the left. Then, just drop to the
exit to Field 38.
---------------------------------------------------------------------
[Field38]
*THEME: Kawanabe (River) Theme
*ENEMIES: Eel, (Guppy)
*EXITS: 41
  You'll start on a grassy island on the bottom-right. Though the obvious
route through this field contains a giant carrot and a stalactite cucumber,
we're going to take a shortcut. This obvious time saver consists of simply
walking to the left until reaching the lowest tier of the island you begin
on, then hooking onto the bottom of the tall checkered structure. Swing
along to the left, until you can swing to the tiny blue ledge to the left,
just under the water's surface. You need to next move to the higher ledge
to the left. You COULD wait for a rising platform to come out of the block
you're standing on, but it might take a bit, so you can also Cast Jump
upwards to grab the ceiling, then simply swing to the left. Watch out for
Eel eggs throughout this process.
  Once you finally get to the ledge, which also carries a giant carrot, be
warned that enemies quickly spawn on it. You can fight the sealife off while
waiting for a platform to rise out of it, but it's easier and safer to latch
onto the right edge of the ledge above, then reel the line in. This leaves
Umihara safely suspended above the enemies while you wait. just be sure that
you leave enough slack on the line that you can swing to the platform when
it finally appears.
  Whenever you are able to rise the platform to the next ledge up, you're
guaranteed at least one Eel awaiting you. But, often, a random Eel will
spawn to assist it. Regardless, take them out, then claim their ledge as your
own. This time, while you wait for the rising platform to appear, you MUST
fight off the sealife. If you don't keep catching them as soon as they appear,
you can have four creatures patrolling the ledge at once, which is an
extremely dangerous situation, so try to keep it clean until your ride
arrives.
  When the platform finally appears, ride to the top of the level, and hop
over to the ledge to your right. From there, just continue to proceed to the
right until you reach the exit.
---------------------------------------------------------------------
[Field40] BOSS!
*THEME:
*ENEMIES:
*EXITS: 35
---------------------------------------------------------------------
[Field41]
*THEME: Taki (Waterfall) Theme
*ENEMIES: (Guppy), (Eel)
*EXITS: 42
  Another brown level filled with columns. From your starting point at the
bottom-right, proceed left. Hop over to the first block to the left, where
the first column is. When it recedes into the ground, run past it, to the
left edge of the block. Try to hook the left-most edge of the ceiling
directly above you. From there, backsling to the left, release, and try to
grab the higher section of ceiling, just to the right of the next column.
When that next column fully rises, drop down at its right side. The next time
it recedes, run to its left side. If you end up not being far enough to the
side, so that you rise up with the column, just run off its left side while
casting to the right. You'll grab the side of the column, then can quickly
reel in to pull yourself to safety. From here, again attempt to hook the
leftmost edge of the ceiling, then swing to the block to the left, being
careful not to get squished by the column in mid-swing.
  Climb to the highest tier of the block, bringing yourself to the left edge
of the field. You need to move to the higher ledge to the right now. You
can do this by hooking onto the ceiling column above, then swinging from it,
or Cast Jumping up-right to grab the ledge, then Backslinging onto it. Either
way, you'll end up on the left end of it. To your right, you'll find a row of
spikes, with a ceiling column over them. Stand JUST to the right of the
spikes, hook onto the ceiling just to the right of the column, then reel in so
that you have as much slack as possible while still being safe from the
spikes. You can easily just swing past the spikes when the column recedes.
  Continue to head to the right, climbing to the higher section. Watch out
for spawning Eels, as they're eggs can knock Umihara back into the spikes.
Climb the ladder at the right side of the level, to reach the top. Hop to the
ledge to the left, standing just to the right of the floor column. When it
recedes, cast your line up-left to grab the ceiling. When the floor column
next rises, the tension it puts on the line will lift Umihara off the ground.
Reel your line in once this happens, and when the column receds again, you
should be left dangling from the ceiling, over the spikes between that floor
column and the ceiling column to the right.
  When the ceiling column to the right descends fully, drop next to it. When
it moves back into the ceiling, head to the left side of the block you're on.
When the next floor column to the right begins to rise, hop beside it. When it
decends, quickly run to the right, and hop across the final spike pit. The
exit is just to your left, on a lower tier, waiting to take you to Field 42!
---------------------------------------------------------------------
[Field42]
*THEME: Keiryu (Mountain) Theme
*ENEMIES: Eel
*EXITS: 26, 43
  Like most Keiryu fields, there's glass here. There is a VERY easy way
through this Field, which takes you to Field 26. There's also a nearly
impossible route to Field 43. To get to Field 26, just head from your bottom-
right position to the bottom-left side of the level. A ladder is there, with
an Eel at the top. Climb it, catch the Eel, then hook onto the block above
you, just over the leaves. Backsling yourself onto the top of the block, and
there's the exit to Field 26. Now, the hard part.
  Field 43 is just about impossible to get to. i think the creators wanted it
to be one of those things that are only rumored to exist. Anyways, here's what
you have to do to get there. Just after climbing the ladder mentioned in the
prwevious paragraph, run across the level to the rightmost side, just above
the start of the level, and you'll find another ladder there. You can also
just Backsling yourself there from the beginning of the level. Once there,
climb the ladder.
  From this green ledge under some leaves, if you jump, the screen will pan
up, allowing you to see what lies above. A huge section of glass, with three
tiny holes, each with an Extra Bag on the other side. You can't get those
bags. The holes aren't large enough for Umihara. Only large enough for her
line. Yes, you must do the impossible. You can stand under the first hole, and
Cast Jump up to grab the bag. Now, hanigng from this bag, you must move to the
next.
  There's NO easy way to do this.  There's no DIFFICULT way to do this. It
relies on luck, and an ungodly level of skill. If only there was some way you
could save your game in mid swing, and repeatedly make the attempt... hmmm...
At any rate, what you'll want to do is Backsling to the left, angling it
perfectly so that Umi approaches the hole just under the next bag. Then, with
expert aim, you must cast her line straight up into the tiny whole for the
briefm moment it is possible, to grab the next bag. If you somehow manage it,
do the same to reach the next bag over. Now, the most difficult part.
  You can see the blue side of the structure you're hanging from. You have to
swing Kawase-san close enough that she can hook her line onto that. The
technique required isn't describle. Similar to a Backsling, but it requires
just the right amount of reeling in and out at different points in the swing
to jerk the line so that umi swings up in a sharp arc. You must then cast
up-right to grab the blue wall.
  Whenever you succeed, you can Backsling up the wall, but try to not move so
high up it that you don't have the room to swing anymore. Once you're about an
Umihara's height from the top, use your next Backsling to go as high as you
can, then cats your line up, grabbing the block overhead, at the top of the
level. Watch out for the Eel to your right as you swing from there onto the
glass platform to the right. Catch the Eel, hate the fact that you can't get
the Extra Bags below you, then head through the exit to Field 43.
---------------------------------------------------------------------
[Field43]
*THEME: Kawanabe (River) Theme
*ENEMIES: Guppy, Fishing Pail(Bait)
*EXITS: 49
  Congratulations! You've reached one of the most insane levels in the game!
Most likely, your first time in the level will be a, "What the?" Followed by
instantly dying. Several times in a row. The level is upside down, and begins
with Umihara hovering over water. Now, here's how to not instantly drown. As
soon as the Field loads, "FIELD 43" will be displayed. the text will disappear
and reappear 3 times, as usual. Howver, the last time the text is displayed,
it will only be there for a moment before the level begins. So, be ready to
immediately cast your line upwards then, hooking the ceiling.
  Once you've successfully caught the ceiling after losing several lives,
Backsling your way up the right side of the ledge. Just so you know, there's
another very interesting dilemma to this field. Fishing Pails full of Bait
can randomly spawn in this field. Ugh. Fortunately, they will vanish after
spawning only one school of Bait. You can't use the ladder to climb up, as it,
too, is upside down. So, from the right edge of the ledge you're currently on,
hook onto the side of the blue ledge above, then Backsling onto it.
  From here, again, stand at the right edge, and hook onto the rightmost
edge of the ceiling above. Backsling to grab a higher position on the same
wall, then Backsling to the block to the right, which a ladder is piercing.
On this platform, stand with Umihara facing the left, and the back of her
shoe lining up with the line through the block. From that spot, you should
be able to cast up-left to grab the highest edge of the structure to the left.
Reel in to it, then release the line and quickly cast upwards to grab the
ceiling, then swing to the top of the structure.
  A regular Fishing Pail is below you to the left. Wait for a safe chance,
then head towards it and catch it. From the spot where it was, Cast Jump to
hook the bottom of the block to your up-left (where the Victorian fencing is).
Then, Backsling your way to the exit, where a horrible boss fight awaits
you, and further mind games are played.
---------------------------------------------------------------------
[Field45]
*THEME:
*ENEMIES:
*EXITS: 50
---------------------------------------------------------------------
[Field46]
*THEME:
*ENEMIES:
*EXITS: 47
---------------------------------------------------------------------
[Field47]
*THEME:
*ENEMIES:
*EXITS: 48
---------------------------------------------------------------------
[Field48]
*THEME:
*ENEMIES:
*EXITS: 56
---------------------------------------------------------------------
[Field49] BOSS!
*THEME: Kawanabe (River) Theme
*ENEMIES: Trout
*EXITS: 52
  The game decides that it's going to try to mess with you, and throws you
into what looks like Field01! GRAAH!  But what's this? The conveyor belt is
going in the opposite direction this time! Actually, most of the conveyors
are going in reverse. Which just means that I'm FORCED to play throuhg it
the way I normally play through Field01. ;) So, hook onto the conveyore, and
let it carry you to the bottom of the platform. Backsling along the bottom of
the level until reaching the right side of the white ledge decorated by a
tree and white Victorian fence. Backsling up the side of it. Now, since the
conveyor to the right is going in reverse, you'll HAVE to use the speedy
route. Hop to the ledge to your right, and climb up the ladder. Now, from
the blue ledge that you're now on, hook onto the ceiling to the right, and
proceed to swing across. Drop onto the platform to the right of the one
decorated by the tree as soon as you can.
  Notice that the conveyor above you is going the right way. You might be
happy to see this, but, things aren't as familiar as they seem. Around this
time, the boss should appear. If not, then moments after you begin trying to
climb up. A school of Trout will begin swimming at you from the exit. The
Trout will move in a fixed pattern, unless you hook one, then throw it free,
in which case that Trout will swim towards Umihara without any pattern. Most
importantly, after finishing off a school of Trout, a new school will spawn
right next to Umihara, so its important to keep moving.
  Now, there's a basic pattern you'll be following during this entire fight.
To keep Umihara moving as much as possible, you'll pick off Trout whenever
you can, and when the school gets close, follow a set route to place more
distance between you and them. This route is simply a circle starting at the
ledge you should be on now (the one with the tiny conveyor on the bottom-right
of the field). From there you'll hop to the left until reaching the ladder,
climb up once, then swing back to this ledge. Just continue moving in that
route, picking off Trout whenever you feel it's safe.
  The first school of 6 Trout move in a line towards you, and should pose
next no threat. The second school is much more dangerous, and requires much
better reflexes, as it moves as a spinning triangle of 7 Trout. The triangle
school will try to form on top of Umihara as soon as you finish off the first
school, so be sure to keep moving. It'll be easiest if you finish off the
first school while you're back at the bottom-right ledge, since you'll then be
able to pick many of the Trout off as you head to the left. Try to pick off
those at the furthest ends of the triangle first, as that will make the area
covered by the school's spinning motion significantly shorter.
  The third school consists of 8 Trout in a spinning 'X' pattern. Use the
same method you used against the triangle school. The exit to Field 52 will be
unlocked as soon as you finish off this school.
---------------------------------------------------------------------
[Field50]
*THEME:
*ENEMIES:
*EXITS: 51
---------------------------------------------------------------------
[Field51]
*THEME:
*ENEMIES:
*EXITS: 56
---------------------------------------------------------------------
[Field52]
*THEME: Oouna (Mighty Deep) Theme
*ENEMIES: Octopus, Coelacanth
*EXITS: 55
  Waves roll by, and ink clouds come from the left, taunting you. Just
hook onto the wall to your left, swing to the left further, and grab
onto the tiny pink platform. You can tell from its size and shape that
it's a falling platform, so your weight will pull it down, allowing you
to climb onto it via backslinging. From there, jump straight up and cast
your line up-left, grabbing the side of the platform the Octopus is on.
Reel yourself in, then wait for the falling platform to rise up to you.
As soon as it does, drop onto it, then instantly Cast Jump straight up,
grabbing the ceiling above. Reel in as much as you can without being in
the path of the ink clouds, then wait for the falling platform to catch
up to you again. Just after an inkcloud passes, drop onto the platform,
then jump and climb up onto the octopus's ledge. You can also just pull
yourself up with the fishing line if you want.
  From the right edge of the platform, cast your line to the right,
hooking the octopus. Extend your line any if you can, then run onto the
falling platform, and HOLD DOWN. If you don't, you'll sling back to the
octopus. If you do it right, the octopus should get pulled down to you,
and into your bag. Head left and catch the Coelacanth. Now stand at the
left-most side of the screen, and cast up-right, grabbing the ledge
above, and backsling onto it. This can be complicated by constantly
respawning Coelacanths where the original was. Now head right.
  You should see two pink falling platforms above a pit, and some
spikes and an extra bag on the other side. Let's get it, shall we? Just
drop into the pit, and stand under the right-most falling platform. Hook
onto it, and hold down to pull it downwards. Once you're on the floor
again, continue to hold onto it, and walk to the left. it will get
pulled down to the top of Kawase-san's head, so that you can climb on to
it. Then just hook onto the celing and wait for the falling platform to
rise high enough to be level with the platform the bag is on. Drop onto
it, hop over the spikes, quickly catch the extra bag, then hop back to
the platform, and swing back to the left side of the pit.
  To climb further up, just stand at the left side of the pit and cast
up-right, hooking onto the left-most falling platform. Run to the left,
pulling it down to your level, while prepared for interruptions from
Coelacanths. Once it's at your height, reel yourself to it, then hop on.
You can Cast Jump straight up, grabbing the ceiling. Try to swing onto
the left ledge when you get a chance between the Coelacanths and ink
clouds populating it. Once you get there, just hop over ink clouds and
hurry to the exit on the left. Take out any Coelcanths, and jump over
any ink clouds and the octopus, and quickly hop across the last falling
platform to reach the exit to Field 55.
---------------------------------------------------------------------
[Field55] ENDING!
*THEME: Oouna (Mighty Deep) Theme
*ENEMIES: Anemone
*EXITS: --
  This is the most challenging final stage I've played thus far.
  In this final stage, you'll find yourself stranded on a platform on
the bottom right, staring out at a tumultuous sea. No worries. Cast Jump
onto the ceiling, then Backsling your way along it until you've climbed
on top of it. This easy task, however, is made into a living hell by the
Anemone. It releases little creepers that will not only move along walls,
but down your fishing line! So, you need to climb up this incredibly
quickly, before it releases any. If it DOES release some as you're
climbing, the only good counter is to release your cord as soon as they
reach it (they'll stop for a moment when they do), then quickly grab
back on. Once you've climbed onto the ledge, wait for it to throw more
creepers, then hook the Anemone, extend your line, and run off the side.
You should sling back to the right side automatically, and the Anemone
will be yanked free. Just remember to release your line as it flies off
the ledge, or else you'll go with it! Next, climb back up to where the
Anemone was.
  You'll see another ledge above you, largely identical. Wait for the
Snail on this ledge to reach a point at which you can catch it, then do
so and climb up to that ledge. Now hook the yellow block to your left.
From here, you could try just dropping to the left from this, and
hooking onto the tall wall, then Backslinging to the other side and up
it to reach the exit. But, the other Anemone will make it difficult, so
to be safer, you'll want to throw the Anemone into the ocean first.
  Standing at the edge of the platform, jump straight up and hook the
yellow block floating to the left. Now, just run off the edge, and
midway through swinging, release the line and begin holding to the right
so that you'll land right beside the Anemone. Quickly, before it can
release any creepers, hook the Anemone, extend your line a little, and
leap off the right side! As soon as you've seen that it's flown off,
QUICKLY release your line and latch onto the wall to your left. If the
Anemone happens to stop halfway off the ledge, (this is pretty common),
just reel yourself in to catch it in your bag, or swing to the right a
little to finish pulling it off. At any rate, you can now Backsling
your way over to the exit, free of worries, other than perhaps a random
Snail or two. But by now, those should be no problem for you.
  Backsling up the side of the wall nearest the exit as high as you
can, then transfer over to the actual ledge the door is on, and Backsling
up onto it. CONGRATULATIONS! You've beaten Umihara Kawase!
---------------------------------------------------------------------
[Field56] BOSS!
*THEME:
*ENEMIES:
*EXITS: 57
---------------------------------------------------------------------
[Field57] ENDING!
*THEME:
*ENEMIES:
*EXITS: --


*********************************************************************
_____________________________________
|09.Goodbye To The FAQ         [CIAO] |
|____________________________________/
[Closing]
  And so, that concludes the PaGaN3l3m3nts FAQ for Umihara Kawase.
Of course, at this point, the FAQ is still under construction, but I
give my sincere promise that it will be completed! Send any questions,
comments, or whatever to my e-mail address, [email protected].
Also, my website is still under construction, but in the near future,
I'll be posting an essay on Umihara Kawase on the site, which can be
found at http://www.geocities.com/pagan3l3m3nts/index.htm (shameless
advertising). At any rate, I hope that this FAQ will help make your
Umihara Kawase experience more enjoyable. You can repay me by simply
making sure to tell all of your friends about this wonderful game.

[Thanks]
  Thanks go out to the following...
GameFAQS: For being the hosts of this FAQ.
TNN/NHK SC and XING: For making this game!
www.umihara.org: An Umihara Kawase site that I found after first falling
                in love with the game. It contained time rankings, a
                message board, and even art galleries. Unfortunately,
                It vanished in February of 2006...
Tychom: This guy at umihara.org was who taught me about the Rocket Jump!

_____________________________________________________________________
 _______  __  __  ______   ______  __   __  ____
/__  __/|/ / / /|/ ____/| / ____/|/  | / /|/ __ \
|_/ /__// /_/ /// /____/ / /____// , |/ /// /  \ ; 'til Umihara
 / //  / __  /// ____/| / ____/|/ /| | /// /   ; |  Kawase Shun
/ //  / /_/ /// /____/ / /____// //|  /// /__-`,/|
/_//  /_///_///_____/| /_____/|/_// |_///_____-`,/
|_/   |_/ |_/ |_____/  |_____/ |_/  |_/ |_____-`