| \ ___ _ _ __ _| |__| | | \ _ _ __| |__
| |) / _ \ ' \/ _` | / _` | | |) | || / _| / /
|___/\___/_||_\__,_|_\__,_| |___/ \_,_\__|_\_\
/ _____/ ____ |__| ____ _
/ \ ___ / _ \| |/ \ /_/
\ \_\ ( <_> ) | | \
\______ /\____/|__|___| /
\/ \/
________ __
\_____ \ __ _______ ____ | | __ ___________ ______
/ / \ \| | \__ \ _/ ___\| |/ // __ \_ __ \/ ___/
/ \_/. \ | // __ \\ \___| <\ ___/| | \/\___ \
\_____\ \_/____/(____ /\___ >__|_ \\___ >__| /____ >
\__> \/ \/ \/ \/ \/
Version: Final - April 13, 2004
Creator: Ed Osciak III
Alias: Psycho0022
Platform: Dreamcast
Email:
[email protected]
Copyright 2004, Ed Osciak III
This walkthrough may not be changed, reproduced, or printed in any form
without the author's expressed permission. This FAQ is owned and made
by me. Feel free to print out and distribute this FAQ as long as
nothing is changed. However, if you wish to post this guide on your
website, please email me first!
=================
TABLE OF CONTENTS
=================
Section 1: The Kidnapping of Daisy Duck
Section 2: Cast of Characters: Donald Duck and Friends
Section 3: Cast of Characters: Enemies of Donald Duck
Section 4: Controlling Donald Duck
Section 5: Collectables
Section 6: The Mood Swings of Donald Duck
Section 7: The Walkthrough
World 1: Duckie Mountain
World 1.1: Forest Edge
World 1.2: Dangerous Cliff
World 1.3: The Track
World 1.4: The Gorge
Bonus World 1: Bear's Path
World 1.5: Boss Battle Bernadette The Bird
World 2: Duckberg
World 2.1: First Avenue
World 2.2: Urban High-Rises
World 2.3: Roof Tops
World 2.4: The Roofs
Bonus World 2: Main Street
World 2.5: Boss Battle Beagle Boys
World 3: Magica de Spells' Manor
World 3.1: Haunted Hall
World 3.2: Ghostly Path
World 3.3: Creepy Corridor
World 3.4: Earie Alley
Bonus World 3: Under'Hand'Ed
World 3.5: Boss Battle Magica De Spell
World 4: Merlock's Secret Temple
World 4.1: Temple's Entrance
World 4.2: Ancient Fate
World 4.3: Murky Way
World 4.4: Artifact Way
Bonus World 4: Head Alley
World 4.5: Boss Battle Merlock
Section 8: Acknowledgements
=======================================
SECTION 1: THE KIDNAPPING OF DAISY DUCK
=======================================
The famous reporter, Daisy, was reported missing yesterday, after
the transmission of the most daring report of her career was
inexplicably interrupted. To everyone's amazement, Daisy had succeeded
in getting into the secret temple of Merlock, the terrible magician.
Yesterday morning, millions of television viewers were watching her
live report on the local network. Unfortunately, just as Daisy was
about to show us the fearful Merlock in his temple for the first time,
catastrophe struck: Merlock discovered her. The picture broke up and
no one knows what has become of Daisy. The population is dismayed.
Rumor has it that the illustrious Donald Duck is hot on the trail to
rescue Daisy. We hope to have more details soon.
======================================================
SECTION 2: CAST OF CHARACTERS: DONALD DUCK AND FRIENDS
======================================================
+++++++++++
DONALD DUCK
+++++++++++
Donald is impatient and aggressive, it's true! And what a temper,
wow!! But, more importantly, Donald is also a devoted and sincere
friend. He won't let anything strop him from helping them. Daisy's in
trouble? Donald is already on his way! It's no secret: Donald loves
Daisy. The problem is that his cousin, Gladstone, fancies her, too!
But, Donald shouldn't worry too much: Daisy loves being with him...when
he doesn't lose his cool! He'd better keep an eye on himself!
Today: Donald will go to the ends of the earth to save Daisy! And
it's not just to impress her. He really loves her, and will rest, only
when he knows she's safe...
++++++++++
DAISY DUCK
++++++++++
Daisy is an understanding reporter, respected by everyone. She is
a perfectionist, and never stops working on something until it's
exactly the way she wants it. She's the same way with Donald. After
all these years, she still thinks she can change Donald's character!
Donald should watch out; Daisy can have violent fits of temper!!!
Today: Daisy has one thing in mind: Getting the news scoop of the
century by sneaking into the temple of Merlock, the terrible magician!
++++++++++++++
GYRO GEARLOOSE
++++++++++++++
Gyro likes to believe he "invented it all"! Unfortunately, his
inventions often look strange and unreliable. But, with a little help
from Donald, they should be able to get them to work. For Donald, Gyro
is a trusted guide an ally.
Today: Daisy's his friend, and she's in trouble! Thanks to his
invention, the Gyro-Gamma-Tubal-Teleport, Gyro guides Donald to the
ends of the earth to save Daisy.
+++++++++++++++++++++
HUEY, LOUIE, AND DUEY
+++++++++++++++++++++
The nephews are inseparable, and love to play practical jokes!
Their target is almost always Uncle Donald! They do it because they
really love to push Donald's buttons. They're not really mean and they
do love their uncle. The nephews are also very smart and creative.
They developed and installed some sort of device is Gyro's teleporter!!
No one knows what it does! It's a secret...
Today: Donald is about to go on a dangerous trip around the world.
The nephews think it's "cool"!! They'll help him be the most "cool"
yet!!!...
++++++++++++++++
GLADSTONE GANDER
++++++++++++++++
Gladstone is Donald Duck's cousin. Like Donald, Gladstone is
ready to try anything to win Daisy's heart. Needless to say, this
could cause some unnecessary competition between the two. Gladstone
and Donald don't like each other a whole lot!! Gladstone is also the
world's luckiest duck! But for his luck, he never seems to be able to
soften Daisy's heart...
Today: Like Donald, Gladstone is going on a dangerous trip around
the world to save Daisy. But, he should've listened to Gyro first...
=====================================================
SECTION 3: CAST OF CHARACTERS: ENEMIES OF DONALD DUCK
=====================================================
+++++++++++++++++++
BERNADETTE THE BIRD
+++++++++++++++++++
Bernadette is a strange bird. Mountain legend says that the
summit is inaccessible because a giant bird rules over it. You know
what? It's true!!!
Today: She guards the top of Duckie Mountain.
+++++++++++++++
THE BEAGLE BOYS
+++++++++++++++
The Beagle Boys are a bunch of thieves. They dream of owning all
the riches of the world. They're ugly, empty-headed and bumbling... But,
there are a lot of them, which makes them dangerous. Donald should
watch out. Recently, the Beagles managed to take over the tallest
building in the city! Maybe times have changed...
Today: They protect their hideout, located in the tallest building
in Duckburg!
+++++++++++++++
MAGICA DE SPELL
+++++++++++++++
Magica De Spell is a formidable witch. She lives in a sinister
flying mansion. Her magical powers are awesome, but her uncontrollable
hatred for Donald Duck often drives her to make stupid mistakes!
Unfortunately for her, her mistakes always ruin her most diabolical
plans!
Today: No one really knows what she does. It's a mystery...
+++++++
MERLOCK
+++++++
Merlock is an evil and unscrupulous breed. He dreams of taking
over the world. Thanks to the jewel he wears around his neck, his
magic powers are awesome and startling. He is very sly, and is always
transforming himself to surprise his prey. He lives in an imaginary
ancient temple that's almost impossible to find. According to him,
he's the one who caused Atlantis to sink.
Today: Merlock is building a strange machine. When it's finished,
he wants Daisy to tell the whole world how powerful he is...
==================================
SECTION 4: CONTROLLING DONALD DUCK
==================================
Use the Analog Thumb Pad to control Donald Duck's movements in the
game. This will cause him to run or walk in any direction.
Y BUTTON - Bring Up Inventory Screen
X BUTTON - Not Used
B BUTTON - Punch Attacks
A BUTTON - Jump
A BUTTON + A BUTTON - Double-Jump (High or Long Distance)
DIRECTIONAL PAD - Move or Run in Any Direction
LEFT TRIGGER - Not Used
RIGHT TRIGGER - Bring up Inventory Screen
START BUTTION - Pause the Game
=======================
SECTION 5: COLLECTABLES
=======================
Throughout the game, Donald will find many items to collect on his
quest to save Daisy. Some collectables grant extra lives while others
power-up Donald Duck. Here is a listing of each collectable that can
be found in the game and a small description of what they achieve for
you.
YELLOW STARS: Each yellow star that is collected equals 1 and collect
100 Stars to get an extra-life!!
BLUE STARS: One Blue Star equals 10 Yellow Stars.
RED STARS: One Red Star equals 20 Yellow Stars.
COURIER BOX GADGET: You can find them in the air or on the ground.
Destroy the box and you will find Stars. Try to get them all: They
will show you the way to go. In Time Attack Mode, they will grant you
valuable Extra Seconds.
CHECKPOINTS: This is an auto save mechanism which saves Donald's
position inside a level. If Donald passes out, he will reappear at the
location of the last checkpoint he passed.
TOY: In each level, you must find three of the nephews captured Toys.
Most of them are found in hidden sections. Finding all 12 of these in
each world will allow you to gain access to the Bonus Portal.
MERLOCK'S SPELL BOOK: Destroy the Magic Book before getting a toy.
It's the only way to break Merlock's spell on the toy!
EXTRA LIFE: Collect a free life by picking up the Donald Duck Icon.
MILKSHAKE: It's a power-up allowing Donald to get in a better mood. He
is very keen on it and he becomes super fast and strong for 10 seconds
and will be able to knock enemies out of the way.
WARP BOSS ICON: You must collect all 4 of these in each world to open
up the Boss Portal.
=========================================
SECTION 6: THE MOOD SWINGS OF DONALD DUCK
=========================================
HAPPY: This is Donald's normal status. You have to keep him Happy as
long as you can. HIT POINTS: 2.
HYPER DONALD: When Donald is Hyper-Donald (achieved when finding a
Milkshake), he becomes super fast and super strong for 10 seconds and
will be able to knock enemies out of his way. HIT POINTS restored to:
2.
ANGRY: Be careful, Donald is angry because he has been hit once. If he
is hit another time, he will pass out. HIT POINT: 1.
BERSERK: When Donald is hit, he becomes Berserk. He is invincible for
3 seconds, so enemies beware! HIT POINTS: 2 to 1.
==========================
SECTION 7: THE WALKTHROUGH
==========================
GYRO GEARLOOSE: "Okay Donald, Here's The Plan! You have to go to
the top of DUCKIE MOUNTAIN and put a reflector dish on the summit.
This will produce enough energy for me to teleport you to DUCKBURG."
++++++++++++++++++++++++
WORLD 1: DUCKIE MOUNTAIN
++++++++++++++++++++++++
With that being said, head through the first portal. Then talk to
Huey. He will tell you more about what the portal lights mean. HUEY:
"Oh hi Uncle Donald! What's up? You wanna know what these lights
mean? Well, when the Yellow Light Bulb lights up, it means that you
have found a piece of the Boss Warp Pad. When the Green Toy lights up,
it means you recovered all our toys from Merlock's evil spell on that
level. And when the Blue Clock lights up, it means that you beat
Gladstone's Record Time on that level. Oh yeah! One more thing!
Complete all four levels to fix the Boss Warp Pad. That's how you get
to meet the Big Boss!
()()()()()()()()()()()
WORLD 1.1: FOREST EDGE
()()()()()()()()()()()
This level is more of a tutorial level more than anything else.
It will help get your feet wet. Run straight ahead and step on the
Gadget Panel. Press A and Gyro will give you some advice for your
journey. He will tell you to visit all of his Compacto Screen-O-Matics
along the way for a different piece of information. Continue running
along the path and hop over the log and step on the Gadget Panel. He
will tell you about the collection of Stars that you will find along
the way. Continue along the path and hop over the log to collect 3
Yellow Stars. Then, jump over the next log and collect the next 3
Yellow Stars before Stepping on the Gadget Panel. Here, Gyro will
teach you about the technique of the Double Jump. Next, double jump up
to the next ledge and continue along the Forrest Path.
Collect the 3 Yellow Stars and the Red Star and step on the next
Gadget Panel. Gyro will then inform you of the Courier Box Gadgets
that you will encounter along the way. The one in front of you is
called the Hopper Unit. The ones that you encounter in the air are
called Flapper Units. Run up to the Hopper Unit and Punch it open.
The double jump across to the next cliff and collect the 3 Blue Stars
that came out of the Hopper Unit. Then follow the forest path as it
winds to the right. Jump onto the Flapper Unit and jump across the gap
top collect the 2 Yellow Stars and the 3 Blue Stars. Next, continue
along the forest path and double jump onto the next cliff. Pick up the
3 Yellow Stars as the path winds to the left and smash the Hopper Box
along the way. Collect the 3 Blue Stars and continue along the path as
it winds to the right. Also pick up the Red Star and step on the
Gadget Panel. Gyro will introduce you to his friend Checker.
Basically it keeps track of your Checkpoint progress. So if you die
before you finish a level, you will start at the last Checkpoint that
you've crossed.
CHECKPOINT 1
After crossing the checkpoint, collect the 3 Yellow Stars along
the way and step on the next Gadget Panel. Here, Gyro will tell you
all about attacking the enemy. Afterwards, cross the bridge and punch
out the moose along the way. After crossing the bridge, follow the
path as it bends to the left and hop over the log. Then, hop on the
skunk to squash it. Then, hop up the three forest steps and collect
the 3 Yellow Stars as you do this. Continue along the path through the
cavern and step on the Gadget Panel. Here, Gyro will tell you about
what the Milkshake enable you to do and all tell you about collecting
Free Lives. Drink the milkshake and Donald will enter hyper mode.
Also, collect the Extra Life Icon along the way. Continue running
along the forest path at top speed and knock out the skunk along the
way. When you reach the Hopper Unit, run right through it and follow
the path as it bends down towards the right. Collect the 3 Blue Stars
and run across the next Checkpoint.
CHECKPOINT 2
After crossing the checkpoint, step on the next Gadget Panel that
you see and Gyro will pop up again. This time, he will tell you about
Merlock's Spell Books. Hitting the book makes the spell temporarily
broken so that the toy can be rescued. Continue along the path cut
through the tree and collect the 3 Yellow Stars along the way. Jump
over the next log that you encounter and collect the next 3 Yellow
Stars that you see. Continue along the path and punch the Merlock
Spell Book. A timer will appear showing how many seconds you have left
to rescue the toy. Run along the forest path and rescue the 1st Teddy
Bear.
Afterwards, make your way to the plank bridge and jump on the
skunk to squash it. Then run across the bridge and when you get to it,
punch open the Hopper Box to show you the way. Collect the three Blue
Stars that pop out and double jump up to the next platform that you
see. Finally, run across the next Checkpoint.
CHECKPOINT 3
Straight ahead you will see another Merlock Spell Book. Punch it
and run to the ledge. Double Jump across and land on the moose so that
it is squashed. Then, double jump across the next gap that you see and
rescue the 2nd Teddy Bear. Next, hop up to the next platform and grab
the Milkshake that you see. Now that you are Hyper Donald, run
straight ahead and plow through the skunk as the path bends to the
right. Next, bust open the Hopper box to reveal the way to go. Run
across the wooden bridge and collect the 3 Blue Stars that popped out.
When you make it across, you will see a Red Star above you and a Teddy
Bear. First, grab the Warp Boss Icon on the left and Donald will do a
victory dance.
Then, punch the Merlin Spell Book that is straight ahead and back
track to the boxes below the Red Star. Use you double jump onto the
crates, to the right, and rescue the 3rd Teddy Bear of this level.
Another victory dance will follow. Grab the Red Star and jump back
down. Head through the tree house path and step on the Gadget Panel at
the end of the level. Gyro will congratulate you on completing your
first level. Finally, step on the end portal. This marks the end of
FOREST EDGE.
()()()()()()()()()()()()()
WORLD 1.2: DANGEROUS CLIFF
()()()()()()()()()()()()()
When you start off in this part of the forest you will notice that
this is a side scroller level. Run to the right and pick up the 3
Yellow Stars leading up to the Hopper Box. Punch open the Hopper box
and jump across the gap to the right and collect the 3 Blue Stars on
the way down. Bop the skunk with a punch and jump up onto the next log
to the right. Pick up the 3 Yellow Stars along the way and hop on the
Hopper Box. Then, jump onto the Helicopter Stump and let it take you
to the top. When you are nearing the top, double jump to the left and
collect the 3 Blue Stars. Next, jump onto and squash the park ranger
who is trying to catch a fly. Afterwards, jump up on the ledge to the
left and break open the Hopper Box. Then, Jump up onto the ledge to
the right and collect the 3 Blue Stars that are sitting hitting here.
Next, double jump over the thorn bush and snag the 3 Yellow Stars on
your descent.
Run to the left and crack open the Hopper Box to uncover more Blue
Stars and the next way you should go. Double jump onto the Helicopter
Bridge, moving back and forth, and then double jump to the right to
land on the other side of the broken bridge. When you reach the other
side, collect the 3 Yellow Stars and punch the skunk along the way.
Next, jump down to the right and use the 4 Yellow Stars as a guide on
where to land. When you land, run to the left and destroy the Merlock
Spell Book that is in this small area. Then, quickly run to the right
and jump up onto the next ledge to the right. Run up the hill to the
right and collect the 3Yellow Stars on route to the first Teddy Bear
Toy. Follow the path to the right while collecting Yellow Stars along
the way. Double jump and land onto the lumberjack to squash him.
Finally, jump up to the next cliff and follow the 3 Yellow Star path
towards the first Checkpoint.
CHECKPOINT 1
After checking in, double jump onto the tree branch to the left
and take the Red Star that sits here. Then, double jump onto the ledge
to the left thereby collecting the 3 Yellow Stars located here. Punch
out the Hopper Box that sits to the right and then hop across the gap
and collect the 3 Blue Stars that just appeared. Double jump over the
thorn bush to the right and be sure to kick open the Flapper Box when
doing so. Continue your progress to the right and double jump onto the
next ledge. Collect the 3 Blue Stars along the way and then jump down
towards the bridge to pick up the Milkshake. Now that you are
temporarily invincible to enemies and very strong, run underneath the
ledge to the left to knock out the Merlock Spell Book and run across
the bridge to the right. Knock out the lumberjack along the way and
run up the ramp to the right to collect the 3 Yellow Stars. Hop down
and make your way to the left to rescue the 2nd Teddy Bear Toy.
Punch out the lumberjack that is pacing to the right and continue
your progress to the right. Stand near the ledge and wait for the
Helicopter tree stump to make it way level with you and double jump
onto it while collecting the 3 Yellow Stars. As it makes it way to the
top, double jump to the right to avoid the thorn bush that is below
you. Then, run under the ledge to the right and collect the 2 Yellow
Stars and the Extra Life Icon that is yours for the taking. Then,
double jump up onto the ledge to the right and kick the park ranger
that is swatting at the butterfly. Hop over the rocks and run through
the stream to the right. Pick up the 5 Yellow Stars along the way and
cross through the next Checkpoint.
CHECKPOINT 2
Wait for the Helicopter Bridge to swing back your way and double
jump onto it. When it starts moving to the right, double jump to the
right to snag the Red Star in mid air and you will land safely onto the
next Helicopter Bridge to the right. As it starts moving to the right,
double jump towards the skunk that is patrolling the cliff to eliminate
the threat. Next, hop up onto the log to the right and double jump
onto the Helicopter Bridge that pacing back and forth. When it moves
to the right, double jump onto the next Helicopter Bridge platform.
Then, double jump to the right safely onto the next ledge.
Run across the waterfall path and jump onto the Helicopter Tree
Stump that rises to the right. Double Jump to the right and make sure
you use the 4 Yellow Stars as a guide to land safely a green patch of
land. Wait for the Helicopter Tree Stump to make its way down and jump
onto it. Double jump to the right as the Platform rises and be sure to
land on the lumberjack to squash him. Continue to the right and bust
open the Hopper Box to uncover 3 Blue Stars. Double Jump onto the
Helicopter Tree Stump top the right while collecting the 3 Blue Stars.
Finally, jump onto the next cliff to the right and cross the third
Checkpoint.
CHECKPOINT 3
Continue running to the right and gulp down the Milkshake along
the way. Now that you are Hyper Donald, rush up the sturdy tree branch
and collect the 4 Yellow Stars that you see along the way. Run off the
tree branch to the right and you will see the third Teddy Bear that
needs to be rescued. Run to the left and bash the Merlock Spell Book.
Then, run back to the right and double jump onto the ledge to the right
and rescue the 3rd and final Teddy Bear Toy. Then, hop back down and
run to the right to find a secret area of 4 Yellow Stars and an Extra
Life.
Next, make your way back to where you rescued the Teddy Bear
double jump up to the tree branch to the left and jump onto the branch
that is to the upper left. Collect the 4 Yellow Stars that you see
along the way. When you reach the top, double jump onto the park
ranger and squash him like a bug. Then, double jump up onto the next
ramp and hop onto the Helicopter Tree Stump. Take this Tree Stump all
the way to the top. When you reach the top, double jump to the left
where you will discover the Warp Boss Icon. Watch Donald do the
celebration dance. Then, double jump back onto the Tree Stump Platform
and double jump to the right to collect the 3 Yellow Stars and the
coveted Milkshake. Run to the right while crashing into the Hopper Box
in the process. Run towards the right and collect the 3 Blue Stars and
run over the 2 skunks that try to impede your progress. Finally, pick
up the 3 Yellow Stars to the right and step on the end portal. This is
the finish line of DANGEROUS CLIFF.
()()()()()()()()()()
WORLD 1.3: THE TRACK
()()()()()()()()()()
Donald Duck dives into another side scroller mission to kick this
level off. Start this level by running to the right and smashing the
Hopper Box open. Jump over the small gap and collect the 3 Blue Stars.
Double jump over the next gap and land on the Helicopter Tree Stump and
then double jump onto the skunk when you reach the top. Next, run
across the rickety bridge and smash open the Hopper Box. Collect the 3
Blue Stars by running to the right and double jump over the bear trap
to avoid being trapped. Perform a double jump onto the next Hopper Box
you see, squash the skunk, and collect the 3 Blue Stars by hopping onto
the moving bridge platform. Let it take you across the huge gap and
then double jump off to the right and collect the 3 Yellow Stars along
the way. Then, hop onto the rising and falling Helicopter Tree Stumps
and make your way across the huge gap. Finally, when you reach the
other side, pick up the Red Star, punch the Hopper Box, and run across
the checkpoint to the right.
CHECKPOINT 1
Your next move will be to jump across the small gap to the right
and collect the 3 Blue Stars that were uncovered from the box. Then,
jump double jump across the next small gap so that you land directly on
top of the park ranger. After he has been removed from your path, jump
onto the next Helicopter Tree Stump and jump onto the next cliff to the
right. Punch out the Hopper Box and then double jump across the next
gap to ensure picking up all 3 Blue Stars and the mighty Milkshake.
After becoming Hyper Donald, run through the two park rangers to the
right and make sure to sail over the thorn bush by using a double jump.
But instead of jumping up onto the next cliff, run underneath of it to
find a secret place which hide 2 Yellow Stars and an Extra Life. Now
backtrack and double jump up onto that next cliff. Be sure to jump
over the thorn bush and to collect the 2 Yellow Stars as well. Also,
get ready to double jump over 2 thorn bushes that are next to each
other. Finally, pick up the 2 Yellow Stars and cross the next
checkpoint.
CHECKPOINT 2
From the checkered line, double jump downward and make sure you
squash the skunk below you. Then, break open the next Hopper Box that
you see and make sure to use the 3 Blue Stars as a guide as to where to
jump next. Once you've landed, take out the skunk with a punch and
punch out the Merlock Spell Book. Then, quickly jump onto the
Helicopter Tree Stump to the right and when it reaches the bottom, jump
onto the nook to the left to pick up 3 Yellow Stars and rescue the 1st
captured Teddy Bear Toy. Hop back onto the Helicopter Tree Stump and
when it reaches the top, jump onto the small bridge to the right.
Then, wait for the Helicopter Bridge Platform to reach you and hop
aboard. When it reaches the next Helicopter Tree Stump jump on it and
it will rise to the top. Jump over to the next cliff to the right and
run across the checkpoint.
CHECKPOINT 3
You will see a log in front of you as well as a moose. Perform a
double jump over the log and make sure that you land on the moose to
eliminate the threat. Repeat this process again and trample on the
next moose. Jump down to the next level of the track and collect the 2
Yellow Stars. Then hop over the thorn bush and collect 2 more Yellow
Stars. Jump onto the park ranger and continue running to the right.
Collect 2 Yellow Stars, jump over the thorn bush, and wait for the
Helicopter Tree Stump to be all the way down before double jumping onto
it. The first level contains the 2nd Captured Teddy Bear, but you want
to ride it to the top level and jump off to the right. Collect the 3
Yellow Stars lading up to the Merlock Spell Book and knock it out.
Continue running to the right and drop down. When you land, run to the
left by collecting the 3 Stars and rescue the 2nd Teddy Bear Toy.
Then, hop back onto the Helicopter Tree Stump and take it back up
to the top level and jump back onto the cliff to the right. Run to the
right and double jump onto the log up and to the right. Collect the 3
Yellow Stars as you make your way to the top and trample the skunk at
the end of the log. Then jump down to the next part of the track and
collect the Red Star before crossing through the next checkpoint.
CHECKPOINT 4
After crossing through the checkpoint, hop onto the Helicopter
Tree Stump and make sure that it is at the top of its ascent before
double jumping to the next one to the right. After safely navigating
the two stumps, hop onto the park ranger and continue your progress to
the right. Jump down into the bottom part of the track to find and
pick up the Warp Boss Icon. A victory dance follow suite. Run to the
right and hop aboard the Helicopter Tree Stump as it is parallel with
the cliff. As it reaches the top, double jump onto the ledge to the
right. Collect the 4 Yellow Stars as you make your way up to the White
Tree Path. Double jump onto the moose to clear the way to the right.
Double jump up onto the next platform and take out the moose with
another double jump. After eliminating the moose, crack open the
Hopper Box and pass through the next checkpoint.
CHECKPOINT 5
The 2 Blue Stars show you the next way to go, so with that in
mind, jump onto the Helicopter Bridge Transport and jump onto the next
one as it nears closer. The reward at the end of crossing these two
transporting bridges is a Milkshake for Donald. Run across the white
tree to the right and you will see the 3rd Captured Teddy Bear as well
as a skunk to run through. When you reach the end of the white tree,
run to the left as Hyper Donald and Punch out the Merlock Spell Book.
Now quickly run back to the right and run across the white tree to the
left to save the 3rd and final Teddy Bear Toy on this level. Continue
your progress to the right and make sure to double jump over the bear
trap so that you will also land on the skunk on the other side of it.
Finally run down the path and collect the 2 Yellow Stars and the Red
Star and step on the end portal. This marks the end of THE TRACK.
()()()()()()()()()()
WORLD 1.4: THE GORGE
()()()()()()()()()()
This level starts you off at another part of the forest. Begin
this level by running forward and collecting the 2 Yellow Stars in
front of you. Next, smash open the Hopper Box and then jump across the
gaps straight ahead. Along the way, pick up the 2 Blue Stars and
continue jumping until you reach the skunk. Jump onto the skunk to
squash him and then continue running straight ahead and chug down the
Milkshake. Punch out the next Hopper Box that you see and continue
running straight ahead. Busting open the Hopper Box will reveal 3 Blue
Stars and the skunk for you to squash. Then, double jump over the tree
wall and continue running straight ahead. Punch out the Hopper Box
that you see and carefully jump over the bear trap. Collect the Red
Star and carefully jump over the next bear trap you see. Next, collect
the 3 Blue Stars and perform another double jump over the next tree
wall. Continue moving straight ahead and be sure to jump on the Ranger
who is trying to catch a butterfly. Finally, run through the
checkpoint that is straight ahead.
CHECKPOINT 1
After crossing the checkpoint, crack open the Hopper Box that is
in front of you. Double jump across the gap, collect the 3 Blue Stars,
and then immediately double jump across the next gap to perfectly land
on the head of the Ranger. Continue running forward and perform a
double jump on the head of the next Ranger you see. Punch it out the
Hopper Box that you see in front of you and jump across the moving
platform. While on the platform, collect the 3 Blue Stars as you make
your way across to the next platform. Then, double jump onto the green
stairs straight ahead and run past the 1st captured Teddy Bear. Then
jump up to the next green platform, and pick up the Red Star and
continue along the path until you reach the Merlock Spell Book. Punch
out the Merlock spell book, and double jump on the tree stumps to reach
and rescue the 1st Captured Teddy Bear. After Donald does his dance of
joy, double back and continue along the path to where you will see the
moving platform. Hop onto it and run across the chasm and double jump
onto the charging moose. Then, break open the Hopper Box and jump over
the chasm onto the moving platform and collect the 3 Blue stars that
appear. Next, double jump on the walkway to the right and continue go
straight while punching out the Hopper Box along the way. Finally,
collect the 3 Blue Stars and crossover the checkpoint.
CHECKPOINT 2
Carefully run forward and double jump onto the moose to eliminate
it. Then, collect the 6 Yellow Stars that you see along the way.
Continue running along the path and double jump over the bear trap
along the way. Then, double jump over the gap and gulp down the yummy
Milkshake. Now that Donald is all fired up, run straight through the
Ranger, punch open the Hopper Box that lies straight ahead, and plow
through the 2 skunks that happens to be in the way. Jump up into the
tree house, collect the 3 Blue Stars, and pick up the Boss Warp Icon
located to the left. Donald will do the butt dance. Afterwards,
continue along the path straight ahead. Next, punch out the Merlock
Spell Book and double jump across the gap to pick up to the Red Star.
You will have double jump across two more gaps to rescue the 2nd
Captured Teddy Bear. Afterwards, double jump onto the Ranger's head
and make your way across the next checkpoint.
CHECKPOINT 3
Your next move will be to jump over the tree stump and to ride the
next moving platform across large gap. When the moving platform gets
closer to the platform on the left, double jump onto it and punch out
the Hopper Box. Double jump onto the moving platform, to the right and
double jump onto the moving platform, walk collecting the 3 Blue Stars.
Ride the moving platform to the next walkway and then pick up the
almighty Milkshake! After becoming hyper Donald, run straight ahead
and plow through the two moose that are charging about. Collect the 3
Yellow Stars along the way and double jump over as the tree branches
that lie straight ahead. Next, Punch out the Merlock Spell Book and
double jump to the next platform where the Hopper Box is placed. Then,
whack the Hopper Box and double jump to the next platform to save the
3rd Captured Teddy Bear. After Donald celebrates, double jump onto the
next platform, crush the skunk, and double jump onto the next platform.
Finally, collect the 6 Yellow Stars and step on the end portal. This
marks the end of THE GORGE.
()()()()()()()()()()()()()
BONUS WORLD 1: BEAR'S PATH
()()()()()()()()()()()()()
Now that you have rescued all of the toys from all four sub
levels, walk up to and talk to your nephew, Huey. He will thank you
for rescuing all of his toys. He will leave the portal so that you can
jump right in. After Donald reemerges he will walk into the mine shaft
and will disturb a bear that has been hibernating. Get ready, because
it is time to start running for your life! In this level, you will be
running towards your screen. This means that you will be seeing
yourself from the front and not viewing the action from the back of
Donald. With that in mind, here we go!
Start running by running from the mineshaft entrance. Jump down
the path and follow the dirt path, while collecting 6 Yellow Stars
along the way. Jump over the log and use the Stars as a path on where
to run next. Collect another 3 Yellow Stars and double-jump over the
two stacked logs. Next, jump over the gap and land on the Hopper Unit
to release 3 Blue Stars. Follow them and pick up the Milkshake along
the way. It will give you a sugar rush. Hop over the next log in the
path and then run along the log bridge. Hopping on the hop box will
release another 3 Blue Stars to show you the way. Collect them all as
you sprint across the log bridge to the left. Afterward, continue
along the path and snag the 3 Yellow Stars that are located here.
Then, double-jump over the stacked logs and pick up the next 3 Yellow
Stars that you see. Finally, cross over the 1st checkpoint as the bear
is slowed down by a hive of angry bees.
CHECKPOINT 1
When you start moving forward again, jump onto the Hopper Box and
collect the 3 Blue Stars that show you the way. Pass through the gates
and continue your progress along the gray path while picking up Yellow
Stars along the way. Be sure to double-jump over the bear traps and
continue to collect those Yellow Stars. Next, double jump over the
next stack of logs and time your next double-jump so that you clear the
bear trap and collect the Red Star at the same time. Then, strike the
Hopper Box with your fist and release the 3 Blue Stars that pour out.
Collect and chug down the Milkshake along the way and collect the Blue
Stars as you obtain a speed boost. As you are jogging along, double-
jump over the porcupine and collect the next 3 Yellow Stars. Then hop
over the next bear trap and collect the next 6 Yellow Stars that you
see along the way. Next, hop over the small gap and bust open the
Hopper Box to unleash the 3 Blue Stars from within. Then, collect them
as you run across the wooden bridge to the left. When it breaks to the
right, double jump up onto the grass path to the right, grabbing the
Red Star along the way and then dodge the porcupine by double jumping
over it again. Keep moving by double jumping to the left where the
dirt path picks up as indicated by the 2 Yellow Stars along the way.
Next, double jump over the stack of logs and collect the 3 Yellow Stars
that are placed after it. Watch out for the thorn bush. Continue
along the path as it winds to the left. Double-jump over the stack of
logs and collect the next set of 4 Yellow Stars as you cross the next
checkpoint.
CHECKPOINT 2
The bear is stalled for the moment as he tries unsuccessfully to
raid another honey combed beehive. After you have caught your breath,
continue along the path by collecting the 3 Yellow Stars that you find
in the patch of white flowers and path through the next set of wooden
fences. Grab the Red Star and punch out the Hopper Box along the way.
Collect the 3 Blue Stars that emerge from the box and run across the
wooden plank. Then, run to the left of the thorn bush and then to the
right of the next thorn bush to avoid being pricked. Next, jump over
the log and collect the 3 Yellow Stars and the Milkshake at the end of
the gray path for another speed boost. Double jump over the next
porcupine that you meet and collect the Red Star that presents itself.
Run along to the right and double-jump over the next porcupine that is
stationed here. Follow the path to the left and collect the 2 Yellow
Stars that precede another thorn bush that must be jumped over.
Continue along the gray path and successfully jump over the bear trap
to obtain another Red Star. Afterwards, collect the next 2 Yellow
Stars and hop over the thorn bush that is located to the right. Then,
collect the next 3 Yellow Stars that you see and be sure to double jump
over the next gap to avoid falling in.
As you emerge from the cavern, collect the Donald Duck Icon to
receive an extra life! Next, run across the plank bridge. Along the
way, double jump over the porcupine, smash open the Hopper Box and
collect the 3 Blue Stars that gush out, double jump over the gap of the
broken bridge, and jump over the thorn bush as you reach solid ground
again. Collect the next 3 Yellow Stars that you see and double-jump
yet again over the next stack of logs. Collect the next 3 Yellow Stars
that you see as you cross the next checkpoint.
CHECKPOINT 3
The bear doesn't learn from past mistakes because he is again
enticed by another bee hive. Continue run along the dirt path and
crack open the Hopper Box that you see straight in front of you.
Follow the path and pick open the 3 Blue Stars that you see along the
path. As you pass the first tree on the left, double-jump and obtain
another extra life by picking up the Donald Duck Icon. As you pass the
second tree, double jump over yet another stack of logs and pick up the
Milkshake to raise your spirits! Collect the 3 Yellow Stars to the
right and double jump over to the path to the left and jump over the
porcupine along the way. Then double-jump up onto the path to the
right, collect the Red Star, and double-jump over the thorn bush and
the porcupine. Bust open the Hopper Box and run across the next bridge
that you see. Collect the 4 Blue Star and watch a cut-scene ensue that
is mildly entertaining. After you watch the bear do his best Wiley E.
Coyote impression, follow the path and talk to Gladstone.
Gladstone: "Hey Donald! What's up? You have finally caught up to
me! What do you say you and me have a little competition? If you can
beat all my time records in this area, then I'll give you something
worth running for. OK Donald? By the way...Good Luck!!!! You are going
to need it to break my records! That being said, exit through the
portal. This marks the end of BEAR'S PATH.
At this point, it is optional and it is up to you whether you want
revisit each level to beat the time trials. Complete all four stages
by beating the time posted before talking to Gladstone again. Below, I
have posted the times that you will need to beat for each level.
FORREST EDGE : 1minute and 50 seconds
DANGEROUS CLIFF: 2 minutes
THE TRACK : 2 minutes and 15 seconds
THE GORGE : 1 minute and 55 seconds
After you have beaten all four levels by beating all of
Gladstone's time record return to him and he will reluctantly give you
a package containing a new costume for Donald!
REWARD: Hawaiian Tourist Donald Duck
()()()()()()()()()()()()()()()()()()()()()
WORLD 1.5: BOSS BATTLE BERNADETTE THE BIRD
()()()()()()()()()()()()()()()()()()()()()
It is time to jump on through the boss warp located in the center
of the stage. As you emerge, Big Bernadette is happy to see that her
lunch has come along just in time and duck is on the menu. To defeat
Bernadette, run around the tree stump either way to avoid being hit by
eggs that drop out of the sky. When all three eggs have been hatched,
double-jump onto the chickens to squash them. Keep moving to avoid
Bernadette's second wave of attacks. When see pounds the ground with
her body, make sure that you are not under her when she lands. If she
lands to the left of you, move to the right. If she lands to the right
of you, move to the left. She will hit the ground four times. After
you have avoided her for the fourth time, she will be tired out. This
leaves her open to an attack of your own! Double-jump and land on her
head to score a successful strike! Then she will return to her tree
stump.
Repeat the same process that is described above by moving to avoid
the eggs that are dropped from the sky. The difference here is that
Bernadette will pound the ground with her body five times before she
tires herself out. Double-jump onto her head for strike two! The
process described above will repeat one more time. The difference here
is that Bernadette will pound the ground with her body six times before
you can deliver the final double-jump knockout pounce onto Bernadette.
Strike three Bernadette is out! Donald will then set up the reflector
dish on top of the mountain. This moment marks the conclusion of WORLD
1: DUCKIE MOUNTAIN.
+++++++++++++++++
WORLD 2: DUCKBURG
+++++++++++++++++
Upon re-entering the lab, be sure to save your game progress.
Then, talk to Gyro Gearloose. Gyro will thank you and will state that
he can now teleport you to Duckburg. Dive into the portal and you will
be presented with a new set of levels to conquer. Head on through the
first portal that you come across to the left entitled, First Avenue.
()()()()()()()()()()()()
WORLD 2.1: FIRST AVENUE
()()()()()()()()()()()()
Welcome to First Avenue. Head through the side streets by going
straight ahead and pick up the 2 Yellow Stars along the way. Hop over
the crates and Double-jump onto the worker holding the ladder. Jump
onto the belly of the napping worker and pick up the 3 Yellow Stars on
the awning. Then, jump down and pick up the Red Star and the Milkshake
below to become supercharged. Next, run along the sidewalk to the left
and closeline the Hopper Box along the way. Run and collect the 3 Blue
Stars and jump kick the ladder worker. Finally collect the 3 Yellow
Stars and cross over the first checkpoint.
CHECKPOINT 1
As you cross over the first checkpoint, dropkick the Hopper Box
and collect the 3 Blue Stars by jumping over the gate to the left.
Continue your progress to the left by hopping over the next gate
leading up the stairs. As you make your way to the top, double-jump
from the crate to land on the green balcony and then double-jumping
across to land on the blue balcony to the right. Break open the Hopper
Box and double-jump toward the Blue Stars on the left where the crates
lie. You will see a Merlock Spell Book to the right and the 1st Toy
Train of this level. Tag the Merlock Spell Book and rescue the 1st Toy
Train. After Donald jumps for joy, snag the Red Star for your
collection and hop into the hole in the floor. Ignore the jackhammer
worker and stand on the pavement platform to the left. Next, double-
jump across the gap onto the next pavement platform. Try not to get in
the way of the jackhammer working and grab the Red Star by double
jumping over the voltage meter. Then, jump over the next wall of
crates straight ahead and cross over the next checkpoint.
CHECKPOINT 2
Do not enter the water because it is electrified! Instead, walk
across the wood plank bridge and crack open the Hopper Box that is
sitting at the other end. Double jump over the next gap and collect
the 3 Blue Stars that you see. Then, hop over the voltage meter that
is sitting here and walk across the next wood plank bridge. Next,
double-jump over the ladder worker and then collect the Red Star that
you see by double jumping over the voltage meter onto the next segway.
Collect the Milkshake for a tasty sugar rush and hop over the crates
that lie straight ahead. Double jump over the next voltage meter to
enable the crossing over of the third checkpoint.
CHECKPOINT 3
As you continue along the treacherous path, double jump and knock
out the trash can that swings a broom by landing on it. Next, hop over
the gate and crack open the Hopper Box to reveal 3 Blue Stars. Then,
run up the steps top the left and double jump at the top of them to
collect the Red Star. Exit through the opening to the right and double
jump to the left ledge to collect the group of 3 Yellow Stars. Then,
jump over to the ledge to the right to collect the next group of 3
Yellow Stars. Continue the quest by running and double jumping over
the yellow gate that lies ahead and collect the 3 Yellow Stars by going
down the steps. Also make sure that you take out the jackhammer worker
by pouncing on him. Continue along the pathway and hop over the storm
drain and up onto the next path. Get a running start and jump out for
distance by double jumping onto the swinging broom trashcan and then
double jumping onto the next pavement. Timing is crucial. Next, hop
over the yellow gate and pounce on the Flapper Box. It will shell out
3 Blue Stars. But before collecting them, hop over the napping worker
and hit the Merlock Spell Book. Then, backtrack and jump onto the
belly of the napping worker to collect the 3 Blue Stars and the 2nd
Train Toy. Donald will do a jig.
Afterwards, hop down straight ahead towards the Hopper Box and
collect the 3 Blue Stars by bypassing the ladder worker. Next, run
along the sidewalk past the blue car on the right and double jump
across the stream onto the crates. Ignore the ladder worker by double-
jumping over him and punch out the Hopper Box that you see. Time you
jump so that you clear the gray pipe and squash the jackhammer worker
all in one motion. Afterwards, collect the 3 Blue Stars that lie
straight ahead and hop over the next yellow gate. Finally, follow the
pipes and jump across the gap to the left and collect the 3 Yellow
Stars before passing over the next checkpoint.
CHECKPOINT 4
From here, make your way across the wooden plank and hop onto the
Flapper Box to free the 3 Blue Stars. Then, jump over the voltage
meter and continue to run across the wooden plank while collecting the
3 Blue Stars. Eliminate the jackhammer worker by double-jumping onto
him. Then safely make your way to the next Hopper Box by running
across the pavement. Before collecting the Blue Stars, jump through
the bush to the right and run down the hidden path. Punch out the
Merlock Spell Book and quickly make your way back up. Collect the 3
Blue Stars and quickly hop up onto the ledge to the right to save the
3rd Train Toy of this level. Donald will shake his tail feathers.
Then, double jump onto the balcony to the left where you will discover
2 Red Stars and an Extra Life Icon. After collecting them, jump down
to the pavement below and then double jump onto the platform, across
the gap, to the left. Be careful, when jumping onto the next ledge
where the jackhammer worker is pounding. It is easier to time your
jump as the worker is starting his move to the right. Then quickly
jump to the next ledge and finally onto the belly of the napping
worker. Upon doing this, aim to the right so that you land onto the
ledge of the room housing the Boss Warp Icon. Afterwards, double jump
over to the ledge to the left and collect the 3 Yellow Stars in the
process. Then, double jump straight ahead onto the crate over the
electrified water. After collecting the 3 Yellow Stars, step onto the
end portal and warp on out of here. This is the finish line of FIRST
AVENUE.
()()()()()()()()()()()()()
WORLD 2.2 URBAN HIGH-RISES
()()()()()()()()()()()()()
The action will scroll from left to right as you start this part
of the level high up above Duckburg. Run to the left on the ledge and
collect the 3 Yellow Stars. Then jump down onto the springboard to the
right by using the next 3 Yellow Stars as a guide on where to lane.
Propel yourself over the voltage meter and smack open the Hopper Box.
Collect the 3 Blue Stars by jumping onto the scaffold to the right.
Don't stand on it too long or it's a long way down. Jump onto the
rooftop to the right and squash the ladder worker before proceeding to
the right. Wait until the smoke clears from the stack before jumping
over it. Then pounce onto the next ladder worker that you see and land
on the Hopper Box as well. Be careful of the smoke stack that emits
smoke. After it blows it smoke, double-jump over it and land on the
bouncy awning to collect the 3 Blue Stars and successfully land on the
scaffold to the right.
Then, immediately double-jump onto the next rooftop to the right.
You should land right on the Merlock Spell Book. Double-jump onto the
crates to collect the 3 Yellow Stars and drop down and rescue the 1st
Toy Train below you, hidden in the nook. Next, double jump to the
balcony to the right to retrieve the Red Star. Afterwards, fall down
to the left and collect the 3 Yellow Stars while taking the plunge.
This will leave you on an assembly line roller that rolls you to the
right. Let it take you to the right and you will collect 4 Yellow
Stars along the way. After getting off, double-jump to the next ledge
(collect the 3 Yellow Stars) to the right across the gap and time your
jumps over the two smoke stacks accordingly. (Note: After the smoke is
emitted, jump over it.) After punching over the Hopper Box, collect
the 3 Blue Stars as you cross over the first checkpoint.
CHECKPOINT 1
You will see a ladder worker to the right. Double-jump onto him
and squash him to clear the path to the right. Kick over the Hopper
Box and jump onto the crate to the right. Then, double jump onto the
bouncy awning to the left while snagging the 3 Blue Stars. Once you
hopping on the bouncy awning, bounce over the voltage meter to the left
and land on the next bouncy awning. Repeat the same process again to
the left. Then when you land on the third bouncy awning, bounce on
over to the left, collect the 3 Yellow Stars in mid air and land on the
springboard. Then bounce on the springboard again and land on the next
rooftop to the right. Here you will find a Milkshake and 2 Yellow
Stars. Now that Donald is powered up, Charge to the left and plow
through the two ladder workers and the Hopper Box. Collect the 3 Blue
Stars by jumping on the springboard and land on the chimney to the
right. Double-jump over the voltage meter and pick up the Red Star.
To the left of the Red Star is a Merlock Spell Book to punch. After
tagging it, run to the right Double jump over the ladder worker, land
on the grey looking platform, double jump across three scaffold
platform to the right and rescue the 2nd Toy Train right by the second
checkpoint. After striking a victory pose, walk across the checkpoint.
CHECKPOINT 2
From here, jump down to the next rooftop by collecting the next 3
Yellow Stars. Next run to the right and double-jump over the smoke
stack before it blows it soot. Land on the crate below and collect the
2 Yellow Stars on the way down. Wait for the smoke stack to the right
to blow and double jump over it. Land on the small gray platform and
time your jumps carefully across the next two smokestacks that blow
smoke upward. After you have cleared the second smokestack and have
land safely on the rooftop to the right, you will see another ladder
worker patrolling a plank to the right. Double jump and dropkick him
and follow the crates to the right. As you reach here, there will be
another ladder worker to pounce. Next, double jump onto the ledge of
the house to the right to gain a Red Star. After collecting the star,
drop down into the gap to the left and collect the 3 Yellow Stars on
the way down. Upon reaching the bottom, you will reach the third
checkpoint.
CHECKPOINT 3
Now it is top to hop on the assembly line roller to the right.
This time, wait for the smoke stacks to blow before hopping on. Then
make your move by dashing to the right collecting 3 Yellow Stars and
narrowly get sprayed by the second smoke stack from above. At the end
of the line, double jump over the voltage meter and land on the next
small roller. Dodge the smoke stack steam and continue onward. Then,
kick open the Hopper Box and jump on the springboard to collect one of
the Blue Stars. Instead of bouncing to the right though at the top of
your jump, double-jump to your left and land on the ledge to the left.
Run to the left and you will find yourself a Red Star and an Extra Life
Icon. Now head back to the springboard and jump up onto the steel
girder to the right. Collect the 5 Yellow Stars and pounce on the
ladder worker along the way. After the smokestack blows its smoke up
and the stack to the right blows to the left, jump down into the gap
and land on the Hopper Box.
Follow the trail of Blue and Yellow Stars to the right and note
where the 3rd Toy Train is above you. Jump onto the jackhammer workers
like they were steeping stone and tag the Merlock Spell Book to the
right. Now quickly run back to the left and double jump your way and
rescue the 3rd Toy Train. After Donald is done dancing around, make
your way back to where the Merlock Spell Book was. Double jump towards
the path of the 3 Yellow Stars and hop onto the ladder worker. After
the smoke from the smokestack is blown from the right, double-jump over
it to the right and walk along the steel girder Punch out the ladder
worker and double jump up top the left at the end of it. Pick up the
Red Star to the left and then double jump upwards to the right to
retrieve the Boss Warp Icon. After Donald Duck gets down with his bad
self, Head back to the steel girder and double jump across two
scaffolds while collecting the 5 Yellow Stars along the way. Once you
make it to the rooftop to the right, you will see the end portal where
you can end this level. This is the end of URBAN HIGH-RISES.
()()()()()()()()()()()
WORLD 2.3: ROOF TOPS
()()()()()()()()()()()
Welcome to the rooftops of Duckburg where the sun is setting.
Immediately look to the left and grab the Red Star. Then run to the
right and jump on the Flapper Box located to the right and land on the
crates to the right. Run up the ramp and collect the 3 Blue Stars and
double-jump over the voltage meter at the top. Next, run down the ramp
and jump onto the scaffold to the right, collecting the 3 Yellow Stars
along the way. Double-jump to the right and land on the rooftop to
collect the 3 Yellow Stars. Squash the painter worker and jump onto
the next scaffold to the right. Double jump to the next ramp to the
right, collect the 2 Yellow Stars, and double jump onto the jackhammer
worker to the right. Time your jump over the smock stack right after
it emits its smoke. Carefully walk down the ramp and progress to the
right after the smoke stack in the background blows its smoke. Walk on
the treadmill to the right and double-jump onto the springboard to the
right. Spring up on the springboard to the right and collect the 3
Yellow Stars and the Red Star at the top. Here on this rooftop, you
will see the 1st Train Toy. Don't forget to squash the ladder worker as
well. Land on the Flapper Box below and collect the 3 Blue Stars to
the left. They will lead you to the Merlock Spell Book. Punch out the
book and double jump onto the springboard to the left and then double
jump on the springboard to the right to land on the rooftop. Rescue
the 1st Train Toy and watch as Donald does a happy dance. Finally, jump
down to the right and cross over the first checkpoint.
CHECKPOINT 1
After crossing the 1st checkpoint, double-jump on the bouncy awning
to the right and then double jump onto the sleeping worker to the
right. Collect the 2 Yellow Stars and double-jump onto the bouncy
awning to the right and then onto the scaffold to the right. Next,
jump onto the steel girder to the right and chug done the Milkshake
that you see. After becoming supercharged, run to the right and
collect the 3 Blue Stars that emerge to the right. Run up the ramp and
blast the jackhammer worker. Run and double-jump over the voltage
meter to the right to clear it and collect the 2 Yellow Stars located
here. Double-jump onto the springboard to the right and use it to leap
up onto the ledge to the right. You might collect the Red Star in the
process. Upon landing, immediately double-jump over the smokestack to
the right just as it blows its steam. Then, double-jump onto the
balcony to the right and punch out the Hopper Box that is located here.
After the smokestack blows below you, double jump onto the ledge to the
right, while collecting 2 Blue Stars. Then double-jump onto the ledge
to the left and collect the other Blue Star. Then double-jump up to
the ledge to the right and squash the jackhammer worker that is
blocking the way to the checkpoint. Finally, run through the second
checkpoint.
CHECKPOINT 2
After crossing the checkpoint, double-jump over the smokestack
after it emits the smoke and land on the 4 Yellow Stars below. At the
bottom, you will land on a Hopper Box which will spew 3 Blue Stars to
the left. Collect them and collect the Milkshake to power up. Punch
out the Merlock Spell Book in the alcove to the left and then run like
crazy to the right. Double-jump on the treadmill to the right and then
double-jump again over the voltage meter up the ramp. Collect the 2
Yellow stars and rescue the 2nd Train Toy. Afterwards, double-jump over
the voltage meter and land on the treadmill. Next, immediately double-
jump up onto the gray steel pipes to the right. Next, pounce on the
ladder worker to the right and then double-jump over the voltage meter
to the right. Land before the smoke stack and then time your jump over
the smoke stack. Break open the Hopper Box and retrieve the 3 Blue
Stars by running down the ramp. Then, double-jump onto the balcony to
the right, collect the 2 Yellow Stars, and double-jump towards the
Hopper Box to the right which is located on a steel girder. Double
jump onto the jackhammer worker and run down the girder. When you
reach the end, double-jump onto the balcony to the right and get in
between the two smokestack blowers. You will also collect an Extra
Life Icon in the process. After passing by the second smokestack,
double-jump onto the ledge to the right and cross over the third
checkpoint.
CHECKPOINT 3
From here, jump up onto the crates to the right and bust open the
Hopper Box to spill its Blue Stars. Collect the 3 Blue Stars by
double-jumping to the right and then fall back down to the left to
pounce on the Merlock Spell Book below you. Jump back onto that ledge
that was toy the right and double-jump over the ladder worker. Fall
down to the left of the napping worker and run to the right to rescue
the 3rd Train Toy. Here comes a tricky jump. Double-jump onto the
belly of the napping worker to the right and then land on the Flapper
Box to the right and then Land on the 3 Blue Stars on a landing to the
right. After the 3 Blue Stars are collected, fall down on the landing
to the right and collect the 3 Yellow Stars. Then run off the ledge to
the right and you will safely land on the steel ramp to collect the
Boss Warp Icon. Next, jump back onto the ledge to the left and then
double-jump up onto the ledge to the right. Collect the 3 Yellow Stars
and then double-jump onto the bouncy awning to the right. Make sure to
land on the Flapper Box and then land on the ramp to the right to
collect the 3 Blue Stars. Knockout the jackhammer worker and then jump
onto the Flapper Box that is located in the gap. Land onto the
scaffold by timing the jump correctly and then double-jump onto the
napping worker to the right. Collect the 3 Blue Stars and double-jump
over the voltage meter to land safely onto the treadmill. Jump onto
the Flapper Box and clothesline the jackhammer worker to the right.
Collect the 3 Blue Stars by running up the ramp and then double-jump
across the gap onto the balcony. Run to the right and jump into the
end portal. The level of ROOFTOPS is now concluded.
()()()()()()()()()()
WORLD 2.4: THE ROOFS
()()()()()()()()()()
This level is another 3-D semi free roaming level once again.
Also, it is now nightfall. So with that in mind, here we go. Run
forward from the fences and run down the ramp straight ahead. Punch
out the Hopper Box and run straight ahead by collecting the 4 Blue
Stars. At the end of the ledge, wait for the smokestack to blow and
then double-jump across the roof tops. Pick up the shake and gain a
sugar rush. Now, run straight ahead on the ledge and bulldoze the
jackhammer worker. Double-jump across the next gap to land on the
ledge and then double-jump again across the gap to safely land on the
scaffold. Then, jump across again to the next ledge. Pick up the 4
Yellow Stars straight ahead and jump from ledge to ledge. Next,
double-jump over the voltage meter and then jump onto the duck so that
you do not get pecked. Run to the right around the fence and backtrack
to collect 2 Yellow Stars and 1 Red Star. Backtrack to where the duck
was previously at and at the end of the ledge, wait for the steel
girder to be facing towards you. When it does, jump onto it. When it
is parallel to the next ledge, run across and double jump onto it.
When you land safely, collect the 4 Yellow Stars (and the Red Star only
if you are feeling confident in your jumping ability) by jumping over
the voltage meter. Finally, cross over the first checkpoint of this
level.
CHECKPOINT 1
Run to the edge of the ledge and wait for the hanging steel girder
to become parallel with the other double-jump across both of them and
wait for the latter to be line up with the next ledge that is straight
ahead. When it lines up properly, safely double-jump across the gap
onto the ledge. Your next move will be to double jump over the voltage
meter straight ahead. If you time it right, you will also pounce on
the jackhammer worker after clearing the voltage meter. Who
jackhammers at night anyway? Follow along the ledge and steel girder
by double-jumping over the voltage meter. You will come across a
Merlock Spell Book. Tag the book and then double jump across the gap
onto the next ledge. Jump onto the scaffold, then jump onto the ledge,
then the scaffold, and then to the next ledge to rescue the 1st Toy
Train. After Donald jumps for joy, continue forward by double-jumping
over the voltage meter and then by double jumping over the smoke
emitted by the smoke stack. Continue along the ledge and break open
the Hopper Box that is located here. Upon breaking open the contents,
collect the 3 Blue Stars, double-jump over the smokestack, and collect
the Red Star. Then double-jump over the next smokestack, collect the 2
Yellow Stars, and when you reach the end of the ledge, jump onto the
scaffold. From the scaffold, jump onto the ledge and then onto the
crate but don't fall into the water because it is electrified. Run
down the ramp and double jump over the voltage meter and safely make it
to the ramp on the other side. Finally run up the ramp, collect the 3
Yellow Stars and cross over the next checkpoint.
CHECKPOINT 2
After crossing over the checkpoint run to the ledge and double-
jump onto the hanging steel girder when it become parallel, double-jump
onto the next scaffold and jump onto the next ledge where the Hopper
Box is located. Collect the 3 Blue Stars that emit from the Hopper Box
and be sure to double-jump over the jackhammer worker as he comes near
you. When you make it over him you will see a Merlock Spell Book.
Punch it and double-jump onto the scaffold, leap across to the next
ledge, and follow the path by collecting the 3 Yellow Stars in between
the water traps. Then, run and double-jump over the voltage meter onto
the scaffold, double jump onto the wooden bridge, double-jump over the
voltage meter and rescues the 2nd Train Toy. After Donald celebrates
his small victory, double-jump over the next voltage meter and grab the
Red Star while doing it. Then, walk over to the wooden plank to the
right and collect the 2 Yellow Stars. As the jackhammer worker
approaches, double-jump over him to clear him and finally make it
safely across the next checkpoint.
CHECKPOINT 3
Whew that was close! Take a deep breath for it gets trickier
here. When you get to the ledge, you will have to double-jump across
four swinging girders. Take your time getting across and make sure
they are lined up or close to lined up before making your move. When
you land on the last hanging girder, double jump up onto the platform
and grab the Extra Life Icon. Then, jump up onto the ledge and run
down the steps to collect 2 Red Stars. Continue along the corridor and
jump over the small hole in the floor to obtain the Boss Warp Icon.
After Donald shakes his tail feathers, jump down into the hole and you
will fall right into 4 Yellow Stars. While in the hallway, punch out
the Hopper Box and run up the stairs and collect the 3 Blue Stars at
the end of the balcony. When you reach the balcony, double jump onto
the next two scaffolds and safely make it across to the next ledge.
Collect the 3 Yellow Stars that are in front of you and double-jump
over the jackhammer worker. Then jump onto the plank to the right and
avoid the other jackhammer worker. Finally, run across the next
checkpoint.
CHECKPOINT 4
After cross the checkpoint, collect the 3 Yellow Stars as you do
this. Then double jump long distance over the gap so that you land on
the duck that is trying to peck at you. Then, jump onto the hanging
jackhammer worker as it line up parallel to you. Double-jump onto the
next hanging girder and then double-jump onto the steel platform. Your
next move will be to double-jump again to the next wooden plank. From
the wooden plank, double-jump over the voltage meter, double jump over
the steam stack, and then punch the Merlock Spell Book. Afterwards,
run past the smokestack, double jump over the gap to the wooden plank,
and double-jump over the duck in the nest. After pouncing over jumping
over the duck, double jump over the gap to the next plank and rescue
the 3rd Train Toy. After Donald is done dancing, follow along the plank
and double jump onto the duck in the nest. This will propel you to the
next ledge. Collect the 3 Yellow Stars and double jump over the gap
while collecting the Red Star. Finally, after landing safely on the
next ledge run to the end portal and jump right in. This marks the end
of the level called THE ROOFS.
()()()()()()()()()()()()()
BONUS WORLD 2: MAIN STREET
()()()()()()()()()()()()()
Now that you have rescued all of the toys from all four sub
levels, walk up to and talk to your nephew, Duey. He will thank you
for rescuing all of his toys. He will leave the portal so that you can
jump right in. After Donald reemerges he will roll out of the portal
and will be in front of a stack of huge crates. He will be
disoriented. When he finally regains his composure a big Mac Truck
will bust through the crates and it will be bearing down on you. Get
ready, because it is time to start running for your life! In this
level, you will be running towards your screen. This means that you
will be seeing yourself from the front and not viewing the action from
the back of Donald. With that in mind, here we go again!
With that truck bearing down on you, run across the small wooden
bridge to the left and collect the 3 Yellow Stars in front of you.
Jump over the crates and leap over the next crate while collect the
next Yellow Star. Bust open the Hopper Box and follow the 3 Blue Stars
across the girder beam to the right. Keep running and collect the next
2 Yellow Stars and leap over the next stack of crates. Follow the path
of Yellow Stars and cross the steel beam to the right while collecting
them. After making it across, race to the edge and jump across to the
concrete to the left. Continue moving and collect the 3 Yellow Stars
on route to an Extra Life Icon. Afterwards, double-jump onto the next
slab of concrete and punch out the Hopper Box along the way. Follow
the path of 3 Blue Stars that pop out and run across the beam and leap
over the crates at the end to collect them. Then double-jump onto the
platform to the right and then jump again to the next slab of concrete.
Stay to the left afterwards to avoid being stung by the steel grate and
collect the 4 Yellow Stars to the left. Finally, cross through the
first checkpoint by going through the big steel gates.
CHECKPOINT 1
The truck will get stuck momentarily and will try to ram the gates
down with brute force. Collect the 4 Yellow Stars and also grab the
Red Star in the fenced in area to the left. Start running down the
alleyway again and collect the 3 Yellow Stars that are up ahead. Leap
over the wall of crates and you'll notice that the truck has broken on
through. Double jump over the water to collect the Red Star and land
on the path of 3 Yellow Stars to the left and continue running.
Collect the next 4 Yellow Stars to the right to steer clear of the
steam grate to the left. Hope over the red safety gate and dash across
the steel beam while collecting the 3 Yellow Stars. At the end of the
beam is a Milkshake for you to chug. With super speed enabled, collect
the 3 Yellow Stars ahead of you and jump across the small water gap to
collect 2 more. Jump across another small gap again and collect the 3
Yellow Stars along the path while running. Steering clear of the steel
grate to the left, Collect the next 4 Yellow Stars that you see.
Finally, hop over the wall of crates and the next crate and pass
through the next big steel gate which is the next checkpoint.
CHECKPOINT 2
With the truck stuck at the gate again, collect the 4 Yellow Stars
and the Extra Life Icon that is fenced in to the left. Then, make your
way down the step to collect a trio of Yellow Stars. Collect the next
3 Yellow Stars on the path to the right and double-jump over the water
and the voltage meter at the edge so that you land on the ledge to the
left. Collect the 3 Yellow Stars and double-jump towards the ledge to
the right, while collecting another 3 Yellow Stars. Jump from ledge to
ledge and collect the next set of 3 Yellow Stars. Run across the steel
beam to the right and jump across to the beam to the left while
collecting the Extra Life Icon. Quickly run across the steel beam
while collecting the 3 Yellow Stars and double-jump across the gap to
land to the right of the steel grate. Run forward and grab the 3
Yellow Stars and throw down a frosty Milkshake to power Donald up.
Then, jump over the wall of crates and run across the steel beam to the
right. Collect the 3 Yellow Stars and break to the left when you cross
to collect another 3 Yellow Stars. Pas the steel grate to the left and
rush down the stairs. At the bottom, you will pass through another big
steel gate which is the checkpoint.
CHECKPOINT 3
As the truck gets held up again, collect the 4 Yellow Stars that
are located here and also don't forget to grab the Red Star that is
fenced in. Continue your progress on the path to the left and obtain
the 3 Yellow Stars that are located to the left. When you reach the
edge, jump to the next concrete path, collect the Yellow Star, jump to
the next concrete pond, and collect the Yellow Star. From here, jump
across to the next concrete pond, double jump to reach the Red Star and
land on the concrete pond to the left, collect the Yellow Star, and
land on the path to the left. Continue running like crazy and avoid
the steel grate by side stepping it. Race across the next steel beam
that you see to the right and pocket the 3 Yellow Stars along the way.
Then, run across the bridge in the middle from right to left and also
obtain the 4 Yellow Stars while doing so. Then, run across the bridge
from left to right and snag the 4 Yellow Stars along the way. Repeat
the process one more time from right to left and forget about trying to
reach the Red Star for it is not worth it. Finally, run under the
titanium tower and the truck will not be able to break on through with
its brute force. Follow the path and talk to Gladstone.
Gladstone: "Hey Donald! What's up? You have finally caught up to me!
What do you say you and me have a little competition? If you can beat
all my time records in this area, then I'll give you something worth
running for. OK Donald? By the way...Good Luck!!!! You are going to
need it to break my records! That being said, exit through the portal.
This marks the end of MAIN STREET.
At this point, it is optional and it is up to you whether you want
revisit each level to beat the time trials. Complete all four stages
by beating the time posted before talking to Gladstone again. Below, I
have posted the times that you will need to beat for each level.
FIRST AVENUE : 2 minutes
URBAN HIGH-RISES: 1 minute and 50 seconds
ROOF TOPS : 2 minutes
THE ROOFS : 2 minutes and 50 seconds
After you have beaten all four levels by beating all of
Gladstone's time record return to him and he will reluctantly give you
a package containing a new costume for Donald!
REWARD: Magician Donald Duck
()()()()()()()()()()()()()()()()()
WORLD 2.5: BOSS BATTLE BEAGLE BOYS
()()()()()()()()()()()()()()()()()
It is time to jump on through the boss warp located in the center
of the stage. As you emerge from the portal, a Beagle Boy will be
waiting for you in a wrecking ball unit. He is ready to mash you into
duck soup. The first pattern of the Beagle Boy's attack is simple, run
along the rooftop in a circle (from corner to corner) and stay out of
the shadow of the wrecking ball. The key here is to keep moving. Once
the ball has hit the roof three times, the wrecking ball unit will
malfunction. When the Beagle Boy starts to get out of the unit to
repair it, run up to him and double-jump so that you can give him a
swift kick in his butt. He will fall back into the wrecking ball unit.
He will get ticked off and will start throwing sticks of dynamite at
you. Run back and forth to dodge the red ones. They will explode.
When he lobs out a green one, run up to it and pick it up to throw it
back at him. This will damage the unit. Strike one!
Here comes the second wave of his attack. He will begin to re-
operate the wrecking ball unit. Try to dodge it the same way before by
staying out of it shadow. This time is a little different through. As
the wrecking ball hits the roof three times, the center, the back right
corner, and the back left corner will cave in. Once the ball has hit
the roof three times, the wrecking ball unit will stall again. When
the Beagle Boy starts to get out of the unit to repair it, run up to
him and double-jump so that you can give him a swift kick in his butt.
He will fall back into the wrecking ball unit. He will get ticked off
and will start throwing sticks of dynamite at you. Run back and forth
to dodge the red ones. They will explode. When he lobs out a green
one, run up to it and pick it up to throw it back at him. This will
damage the unit yet again. Strike two!
Time to anticipate the final wave of his attack. He will begin to
re-operate the wrecking ball unit. Try to dodge it the same way before
by staying out of it shadow. This time is a lot different through. As
the wrecking ball hits the roof three times, the front left corner and
the front right corner will cave in. So you will have to double-jump
from spot to spot to avoid the ball. Once the ball has hit the roof
three times, the wrecking ball unit will give out again. When the
Beagle Boy starts to get out of the unit to repair it, run up to him
and double-jump so that you can give him a swift kick in his butt.
Except this time he will lose his balance and yell "What?!! Beaten by
Donald Duck!!! AARRRRRGGGGGHH!!!!" He tries to hold on but he and the
unit are taking a ride all the way to the ground floor. Strike three,
Beagle Boy is down and out! Donald will then set up the reflector dish
on top of the rooftop. This moment marks the conclusion of WORLD 2:
DUCKBURG.
++++++++++++++++++++++++++++++++
WORLD 3: MAGICA DE SPELLS' MANOR
++++++++++++++++++++++++++++++++
Upon re-entering the lab, be sure to save your game progress.
Then go talk to Gyro Gearloose. Gyro will thank you and will state
that he can now teleport you to Magica De Spells' Manor. Dive into the
portal and you will be presented with a new set of levels to conquer.
Head on through the first portal that you come across to the left
entitled, Haunted Hall.
()()()()()()()()()()()
WORLD 3.1 HAUNTED HALL
()()()()()()()()()()()
This level starts you off in a hallway where lightning crashes
through the windows. It is also a 3D level. With that in mind, run
straight ahead and break open the Hopper Box. Then, collect the 3 Blue
Stars that cover the hallway and double-jump across the gap in the
floor. On the other side, you will have to content with a Frankenstein
guard who is blocking your progress. Two punches will take him out.
The first will knock him on flat on his butt. While he is dazed, punch
him again to dispose of him. Head through the doorway and knock open
the next Hopper Box you see. Run up the stairs to the right and
collect the 3 Blue Stars along the way. Run along the narrow hallway
and sneak attack the Frankenstein guard by double jumping and pouncing
on his back. Then, collect the Red Star behind the bookcase to the
right before the gap. Afterwards, double-jump across the gap and when
you land, one two punch the Frankenstein guard. Jump through the
window into the secret passageway and collect the 3 Yellow Stars.
Crack open the Hopper Box and follow them by jumping onto the skull
hand platform to collect them. It will give you a free ride to the
wooden platform on the left. Jump to the left to land on the Red and
Yellow Star respectively. Then, wait for the Skull Hand platform to
get into range before jumping onto it. Jump aboard and take it across
to the next window and jump on through. Perform a double-jump and land
on the Frankenstein guard below. Then collect the 4 Yellow Stars by
following the green checkered path. Finally, jump across the small gap
and land on where the path continue to the left and pass over the first
checkpoint.
CHECKPOINT 1
After you cross the first checkpoint, either run by or pounce on
the invisible man to the left. Afterwards, if you have the skill, jump
over and collect the Extra Life Icon and then at the height of your
jump, jump back towards the path. Collect the 2 Yellow Stars around
the corner and follow the green checkered path. When you get to the
edge, wait for the swing spike ball to pass to the right and leap
across the gap. Wait for the next spiked ball in front of you to swing
back away from you and collect the 2 Yellow Stars by ducking in the
space to the right. When it misses you, run and collect the next 2
Yellow Stars and duck into the space to the right just as the spike
ball narrowly misses you. Then, run along the path straight ahead.
Punch out the Hopper Box and follow the path of 3 Blue Stars to the
left. Then punch out the Merlock Spell Book and avoid the spike ball
by ducking into the space to the left. Then run to the next swinging
spike ball and duck into the space again to the left. Grab the
Milkshake to the right, and quickly run sown the steps to the left,
while collecting the 2 Yellow Stars en route to the 1st Toy Gun. After
Donald is done jumping for joy, backtrack and jump onto the box to the
right and collect the 2 Yellow Stars. Punch out the Frankenstein guard
straight ahead and double-jump over the next gap and collect the 3
Yellow Stars along the wooden path. Finally, as it wraps you to the
left, cross over the second checkpoint.
CHECKPOINT 2
Go to the edge and wait until the skull hand platform moves
towards you. Hop aboard and ride it to the ledge to the left. Collect
the Extra Life Icon and double-jump onto the platform to the right
holding the Red Star. After snagging it, punch out the invisible man
and continue your progress straight ahead. Double-jump onto the moving
skull hand platform and it will take you safely across the gap.
Double-jump into the next part of the hallway and collect the Red Star
in the groove to the right. Then, run up the stairs to the left and
collect the 3 Yellow Stars. Get a running start and double-jump onto
the moving skull hand platform in the middle. Upon landing on it,
double-jump again onto the next steel beam pathway. Collect the next 2
Yellow Stars and double-jump over the two flaming skulls that litter
the passageway. When you have leapt over the second flaming skull, the
path break to the left revealing the next checkpoint. Finally, run
across it.
CHECKPOINT 3
After crossing over the checkpoint, punch out the Merlock Spell
Book, double-jump over the flaming skull, and land on the Red Star to
collect it. Then, double-jump over the next flaming skull, run along
the wooden path, and double-jump over the next large gap. Punch out
the hopper Box that you see, double-jump onto the invisible man, and
rescue the 2nd Toy Gun in the space to the left of the stairs. After
jumping for joy, run up the stairs and collect the 3 Blue Stars along
the way. When you reach the top of the stairs, knock out the
Frankenstein guards with some punches and double jump across the two
skull hand platforms and wait on the second platform until the skull
hands start moving back to the left. You don't want to be Donald Duck
pate! Safely jump on the third skull hand platform and double-jump
onto the next part of the wooden pathway. Thus, collect the Red Star
en route to cross the next checkpoint.
CHECKPOINT 4
After collect the Milkshake and powering up, run along the plank
bridge to the right and break the Merlock Spell Book along the way.
Run under the spike ball before it drops, punch out the invisible man,
and run under the next spike ball before it hits the ground. Then,
punch out the Hopper Box, run and jump over the flaming pumpkin, and
leaping across the gap in the pathway. Collect the 3 Blue Stars that
were emitted from the box and rescues the 3rd Toy Gun of this level.
After Donald is done his celebration dance, you will see the end portal
at the end of the pathway but don't go through it yet. Instead,
Double-jump up onto the stairs to the left and run up the steps to
obtain the Boss Warp Icon. Then, make your way back down the steps and
head on over to the end portal. Leaping into the end portal marks the
end of HAUNTED HALL.
()()()()()()()()()()()
WORLD 3.2 GHOSTLY PATH
()()()()()()()()()()()
This stage moves from left to right. Knowing that, run to the
right and smash open the Hopper Box to the right. After spilling out
the 3 Blue Stars, collect them by running down the steps and then jump
over the gap to pick up the walkway. Jump onto the piano chair and
then onto the piano to collect the Yellow Star. Then, double jump up
onto the chandelier to the left and collect the 2 Yellow Stars while
doing so. Don't stand on it too long because it will not support your
weight. Immediately double-jump to the right to land on the second
floor balcony. Out muscle the Frankenstein guard by throwing a couple
of jabs and jump up onto the piano to the right. Then use the spider
web to the right as a trampoline and collect the 3 Yellow Stars on the
way down and land on the steel ledge on the way back up. Double-jump
onto the bat to clear the way to the right. Then, jump on the
chandelier to the right and then double-jump again to the next steel
incline. Collect the next 3 Yellow Stars and wait for the wheelchair
man to wheel away from you before you sneak him punch to the back of
the head. The sword he swings is deadly. After dealing with this
nuisance, hop up onto the chair and double-jump over the spike ball as
it pounds the ground, land on the Hopping Box, and use it as a
springboard over the flaming pumpkin. Leap up onto the next part of
the path, collect the 3 Blue Stars that were emitted from the Hopper
Box and duke it out with the Frankenstein guard.
Then, wait for the Frankenstein guard to pass below you to the
right and jump onto him, therefore squashing him. Make a leap of faith
by falling in the gap to the right and you will land on a spider web to
bounce you onto the next passage way. Here you will find a Merlock
Spell Book. Break the spell by smashing it, and hop on the couch to
the right. Leap over the flaming pumpkin and land on the spider web
trampoline. Land on the ledge and run under the bat, and continue
running to the right to rescue the 1st Toy Gun on this level. After
Donald leaps for joy, run back to the ledge to the left of the bat.
When it get halfway through its flight, pounce on it and collect the
Extra Life Icon sitting in the alcove. Then, Run to the right and jump
up onto the broken steps above where you've rescued the toy. Finally,
start to run down the step and double-jump over the flaming pumpkin to
cross over the first checkpoint.
CHECKPOINT 1
It doesn't get any easier from here. Jump onto the magic carpet
and use the Yellow Stars as a guide on where to jump. Ride the carpet
to the right. As the spike ball pounds the platform, double-jump
across to the right and land on the next magic carpet. Then take it
across the small gap and leap onto the path to the right. Punch away
at the Frankenstein guard and jump onto the web springboard to the
right. Then land on the Hopper Box and safely land on the platform to
the right. Collect the 3 Blue Stars by double-jumping onto the magic
carpet, as it rises to the top, double-jump and sail over the flaming
pumpkin to the right. The next jump to the right is tricky. Jump to
high and you will get whacked by the flaming pumpkin. Instead, when
the carpet passes below you to the right, just step onto it and jump up
onto the next walkway to the right. From the platform, jump onto the
magic carpet to the right and when it reaches the top, double-jump onto
the spider web to the right, and land safely onto the walkway to the
right. Finally, after breathing a little easier, run across the next
checkpoint.
CHECKPOINT 2
After crossing over the checkpoint, knock out the Merlock Spell
Book and double-jump across the gap to the steel ledge, then hop on the
Hopper Box and land on the platform above it to the right. Collect the
3 Blue Stars by double-jumping onto the magic carpets up and to the
left. After leaping off of the second carpet, rescue the 2nd Toy Gun of
this level. After Donald gives a thumbs up, jump back down, using the
two carpets and land on the platform to the right. Make your way down
the path and punch out the wheelchair sword wielder from the back along
the way. Then, pounce on the springboard spider web down and to the
right and land on the next up and to the right. From there, double-
jump towards and up to the left to collect the 5 Yellow Stars stashed
away up on this pipe ledge. Make your way back to the Hopper Box and
smash it open. Wait for the swinging spike ball to swing away from you
to the right and fall down to the bottom of the stairs. Collect the 1st
Blue Star and wait for the spike ball to swing to the left above your
head before running up the step to collect the other 2. When you reach
the top, wait for the spike ball to pound the ground before attempting
to double-jump over it. Punch out the Hopper Box that is sitting on
the shelf and leap onto the flying carpet so that you will collect the
3 Blue Stars as you move to the right. Then, double-jump onto the
bookshelf to the right and be prepared to drop kick the Frankenstein
guard patrolling here. Finally, leap onto the magic carpet and it will
take you across to the next checkpoint which is passed by jumping to
the right.
CHECKPOINT 4
After leaping across the checkpoint, wait until the swinging spike
ball swings back to the right before attempting to double-jump over it.
Land on the hopper Box and fall down into the gap to the right to
collect the 3 Blue Stars. As you land on the chandelier, take it down
and leap to the left to grab the Extra Life Icon. Looking to the right
and wait until the wheelchair man is in range. Time your double-jump
to the right so that you not only clear the gap but also land on this
nuisance at the same time. Continue your progress to the right along
the steel path and jump onto the spider web springboard. Use the webs
above you and scale the wall like Ryu from Ninja Gaiden. When you
reach the top, there will be a tasty Milkshake for you to chug on the
balcony to the right. After becoming super charged, bust open the
Hopper Box to the right and run down the stair while collecting the 3
Blue Stars. Halfway to the bottom, double-jump over the spike ball as
it pounds the ground and run up the steps to the right. Leap onto the
piano chair to the right and double-jump over the spike ball as it
pounds the ground, onto the next balcony to the right. At the end of
the busted balcony, fall down and collect the 3 Yellow Stars in the
alcove to the left. This part gets a little tricky here. Run along
the carpet to the right and wait for the Swinging spike ball to swing
back to the right. When it does, fall in the hole to the right and
collect the Red Star. Finally, after the ball swings above you to the
left, double-jump out of the bunker and cross over the next checkpoint.
CHECKPOINT 5
Upon crossing the checkpoint, run down the steps and punch out the
Hopper Box that is sitting here. Hop on the flying carpet and then
jump onto the spider web springboard to collect the 3 Blue Stars. Land
on the roof shingles straight up and to the right. Run to the right
and bust open another Hopper Box. Double-jump over the flaming pumpkin
so that you not only collect the 3 Blue Stars but also land on the
spider web springboard. You will land on a chimney but don't fall down
through it yet. Instead jump onto and run down the ramp to the right
to collect the Boss Warp Icon. After Donald shakes his tail feathers,
backtrack to the chimney and fall through it. When you reach the
bottom, run and pass through the checkpoint to the right.
CHECKPOINT 6
Hop aboard the magic carpet ride and when it take you to the
right, double-jump up on the Merlock Spell Book to crash it above you.
Run down and fall into the passageway. Run to the right and fall into
the small bunker so that you do not get slashed by the wheelchair
swordsman. As he passes overhead to the left, jump out of the bunker
ands fall into the next bunker to rescue the 3rd and final toy of the
level. After Donald finishes his victory celebration, jump to the
platform to the left and double-jump up onto the wooden platform to the
right. Fall down to the right and land on the purple carpeted path.
Punch out the Hopper Box and collect the 3 Stars by running down the
steps. Finally jump into the end portal at the bottom to end the level
of the GHOSTLY PATH.
()()()()()()()()()()()()()
WOLRD 3.3: CREEPY CORRIDOR
()()()()()()()()()()()()()
You begin this stage by being greeted by the pouring rain. This
level also moves from left to right. The water shouldn't bother you
too bad, you're a duck! Head to the right and collect the 4 Yellow
Stars along the way. When you get to the edge, double-jump over the
flaming pumpkin and land on the spider web trampoline and then land on
the Flapper Box which will bounce you onto the ramp to the right.
Collect the 2 Blue Stars and knock out the Hopper Box sitting at the
top. Run down the next ramp while collecting the 2 Yellow Stars and
when you reach the edge, double-jump over the flaming pumpkin to
collect the 2 Blue Stars. If you time your jump right, you should be
able to pounce and squash the Frankenstein guard below. Run up the
next ramp and leap onto the skeleton hand platform. Ride it across to
the right and punch out the Flapper Box along the way. Leap across to
the ramp to the right to pick up the next 2 Blue Stars. AT the top of
the ramp, leap out onto the next skull hand platform. Half way across,
double-jump up to grab the Extra Life Icon. Finally, double-jump
across the gap to land on the balcony and cross over the first
checkpoint.
CHECKPOINT 1
Upon crossing the checkpoint, run to the right and double-jump
over the wheelchair assassin. Run up the small ramp on the balcony to
the right and leap onto the skull hand platform. As it takes you
across to the right, double-jump over the flaming pumpkin while collect
the Red Star. Don't forget to land back on the hand! As you approach
the next balcony to the right, double-jump safely onto it. Pounce or
punch out the invisible man and run down the steps to the right. Jump
over the flaming pumpkin and time your jump so that you can pounce on
the wheelchair assassin. When you reach the edge, double-jump on top
of the magic platform. (Note: Only jump onto it when the sign has the
green arrow to the right and not the red skull and crossbones!)
Quickly leap on the stable wood platform to the right and break open
the Hopper Box. Double jump across the next to magical platforms to
collect the Blue Stars and fall down to the right of the Red Barn. Use
the spider web trampoline to the left and double-jump onto the red barn
to the right. Break the Merlock Spell book and fall back down to the
left. Then, run to the right and rescue the 1st Toy Gun. Make your way
back to where the Merlock Spell Book was and jump up onto the roof
shingle steps. As you are jumping up the series of shingles to the
right, be sure to kick out the invincible men along the way. Finally,
when you reach the last shingle as denoted by the balcony to the right,
leap across and cross over the next checkpoint.
CHECKPOINT 2
After crossing over this checkpoint, you will have to leap across
a series of skull hand platforms that rise and fall. Be sure not to be
caught on one that rises to the top or you will be impaled by spikes.
After maneuvering across the rising and falling platforms, leap across
the pathway to the right and wait for the swinging spike ball to come
towards you. After it swing back the other way, walk into the small
pit and collect the 2 Yellow Stars. When it swing back to the left
overhead, jump out and kick the invisible man in the butt. Then, wait
again for the next swinging ball to swing your way before dropping into
the next hole. Collect the 2 Yellow Stars and jump out on the other
side as the ball swings to the left over your head. Punch out the
Hopper Box and run down the ramp to collect the 2 Blue Stars that it
releases. Then, leap onto the skull hand platform and let it take you
across to a magical platform. Double-jump onto it when the sign is a
green arrow and land on it. Finally, double-jump to the right to pass
by the next checkpoint.
CHECKPOINT 3
After passing through the checkpoint, run up the path to the right
and along the way, engage in fist o cuffs with the Frankenstein guard.
With him out of the picture, run up the path to the right, collect the
2 Yellow Stars and then double-jump over the flaming pumpkin. When you
reach the edge to the right, fall down to the right and land on the
spider web trampoline. Grab the Milkshake to the right and slam it
down to send Donald into a brain freeze frenzy! Run to the right and
bulldoze the Frankenstein guard. Then, crash into the Merlock Spell
Book and scale the spider web trampolines above you. Collect the 2
Yellow Stars and land up and to the left ledge. Run to the left to
collect the Red Star and the Extra Life Icon. Now, head back down from
where you have just bounced up and break the Merlock Spell book yet
again. Repeat the same process but after landing on the second
trampoline, rise and leap onto the ledge to the right and rescue the 2nd
Toy Gun.
After Donald leaps for joy, run to the right and double-jump onto
the ledge where the invisible man is patrolling. Punch him in the body
and jump onto the magical platform to the right when the sign is a
green arrow. Fall off to the right and you will land on the spider web
trampoline. Then, bounce to the next one to retrieve the Red Star, the
to the next one up you, and then to the ledge on the right. When the
wheelchair assassin rolls by to the right below you, walk to the left
and you will find and Extra Life Icon in the alcove. Run to the right
and smack the wheelchair assassin in the back of the head. Then, run
to the right, where the wall is and double-jump up and to the left to
pick up a Red Star. Leap across the gap to the right and then fall and
squash the wheelchair assassin below you. Finally, now that the path
is clear, leap over the orange steel pipe to the right and run across
the next checkpoint.
CHECKPOINT 4
You will see the Merlock Spell Book as you cross over the
checkpoint. Bust it out and jump onto the big steps to the right.
When you reach the top, double-jump over the spike ball as it is
pounding the ground and land on the spider web trampoline behind it.
Then bounce over the second pounding spike ball and by landing on the
second spider web trampoline. You will collect 6 Yellow Stars in the
process. Then land, not across the balcony by down into the opening
where you will collect 3 more Yellow Stars and find safe ground. Run
to the right to rescue the 3rd Toy Gun. After Donald does the Donald
dance, hop on the spider web trampoline to the left and bounce up onto
the balcony that is still to the right. Run along the purple path to
the right and deck the invisible man along the way. When you reach the
edge, jump onto the Flapper Box to the right while collecting the 3
Yellow Stars on the way down. Collect the 2 Blue Stars by landing on
the next Flapper Box below and then collect the 2 Blue Stars by landing
on the spider web trampoline and bouncing and double-jumping to the
left first! Double-jump onto the small opening to retrieve the Boss
Warp Icon. Finally, run to the right, jump onto the spider web
trampoline and safely dismount onto the balcony to the right with the
end portal. Leaping into the end portal will conclude the level called
CREEPY CORRIDOR.
()()()()()()()()()()()
WORLD 3.4: EARIE ALLEY
()()()()()()()()()()()
From the looks of this place, you will begin this level back in
the mansion. Run straight ahead and pick up the 2 Yellow Stars. Then,
leap across the gap and take out the invisible man along the way.
Break open the Hopper Box and follow the trail of 3 Blue Stars as it
wraps you around to a carpet to the right. Drink up when you obtain
the Milkshake. After becoming speedier, run across the carpet, collect
the 3 Blue Stars, and leap over the small orange obstacle. Run in
between the holes and bulldoze through the invisible man. Then jump
onto the spider web trampoline and land on the balcony above you. Drop
kick the invisible man and begin your ascent up the steps while
collecting the 2 Yellow Stars. Hop over the missing steps on the way
up and leap over the green gas the is being spewed by the candle.
Punch open the Hopper Box, jump over the green smoke emitted from the
candle by landing on the right ledge, and run along it to collect the 3
Blue Stars. Then, double-jump over the wooden obstacle and the candle
blowing smoke and continue along the corridor. Next, leap over the
green smoke from the candle and bust open the Hopper Box in the
distance. Again, break open the Hopper Box and collect the Blue Stars
by running up the stairs. Finally, collect the Red Star at the top and
cross over the first checkpoint.
CHECKPOINT 1
After crossing over first checkpoint, run to the edge and leap
onto the spider web trampoline, then onto the Flapper Box, then onto
the spider web trampoline, and finally onto the next part of the path.
You will collect 2 Blue Stars along the way. Wait for the wheelchair
assassin to come towards you and simply double-jump over him. Leap up
to and over the fallen bookcases and collect the 3 Yellow Stars while
doing so. Punch open the Hopper Box and collect the Blue Star on the
ledge by jumping onto it and then jump down into the green checker path
to collect the other Blue Star. Punch out the Merlock Spell Book and
backtrack to the ledge. Jump onto the ledge and then jump towards the
next Hopper Box. Punch it out along the way, collect the 2 Blue Stars,
and rescue the 1st Toy Gun. After Donald celebrates, run along the edge
of the corridor to the right and watch out for the swinging spider.
Collect the 3 Yellow Stars as it swings to the right. Finally, run
through the doorway and run past the next checkpoint.
CHECKPOINT 2
From here, walk to the edge of the platform and leap onto the
skull hand platform when it comes to the edge. Ride it to the next
moving skull hand platform and leap onto it as well. Don't stay on it
too long so that you will not be impaled by the spikes on the right.
Finally, leap straight ahead to where the next Hopper Box is sitting.
Smash open the Hopper Box and walk across the narrow passageway to
collect the 3 Blue Stars. As the spider swings to the right follow the
passageway while collecting the 3 Yellow Stars. Leap across the gap
and do the same to the other to spiders by inches you way across. When
you make it across, bust open the next Hopper Box and as the way wrap
around to the left, cross over the next checkpoint.
CHECKPOINT 3
Leap onto the skull hand platform and ride it across the gorge to
collect the 3 Blue Stars. When you leap onto the edge, go in the
secret passageway to the right and wait for the wheelchair assassin to
move towards the screen before sneaking up on him and smacking him from
behind. He is guarding the 2nd Toy. Run back to the platform and
double-jump across the gap to break the Merlock Spell Book. Now head
back and rescue the 2nd Toy Gun now that the path is cleared! After
Donald celebrates, backtrack again to where the Merlock Spell Book was
just located. Here you will be able to pick up the Extra Life Icon.
Run up the steps and retrieve the 3 Yellow Stars along the checkered
green path. Double-jump over the wheelchair assassin along the way.
Leap over the orange obstacle and continue along the green checkered
path. Along the way, double-jump over the sword of the wheelchair
assassin. Finally, cross over the next checkpoint.
CHECKPOINT 4
Upon crossing over the checkpoint, immediately look to your left
and jump into the hidden passageway. It is here that you will find the
final Boss Warp Icon. After Donald is done celebrating, continue along
the checkered green path. Tread carefully, and run past the pounding
spike ball as soon as it touches the ground. Grab the Red Star and
continue past the next pounding spike ball in the same fashion. When
you reach the edge, double-jump past the last pounding spike ball and
land to the left of it. Next, leap onto the fallen bookcase and
collect the 3 Yellow Stars that are on top of it. Then, pounce on the
lizard holding the ball and chain and retrieve the Red Star. Double-
jump onto the ledge to the right and double-jump onto the wheelchair
assassin. Then, walk to the edge and double-jump across the gorge to
land on the next part of the path. Pounce on the lizard swinging the
ball and chain and run up and under the next pounding spike ball.
Finally, run over the next checkpoint, straight ahead.
CHECKPOINT 5
Upon crossing the checkpoint, leap onto the skull hand platform
and take it across the gorge. Leap onto the passage way to the right
and run up to and destroy the Merlock Spell Book. Then double-jump
around to the left and then squash the lizard man with a double-jump,
land on the ledge to the left, Run and pounce on the lizard man
straight ahead, and land on the ledge to the right where you will be
able to rescue the 3rd Toy Gun. Might take you a couple of tries to do
it but it can be done. After Donald is done dancing around, double-
jump into the next passage way straight ahead towards the Red Star.
Jump over the end portal to retrieve it. Finally, leap into the end
portal to conclude the level of EARIE ALLEY.
()()()()()()()()()()()()()()
BONUS WORLD 3: UNDER'HAND'ED
()()()()()()()()()()()()()()
Now that you have rescued all of the toys from all four sub
levels, walk up to and talk to your nephew, Louie. He will thank you
for rescuing all of his toys. He will leave the portal so that you can
jump right in. After Donald reemerges he will roll out of the portal
and will be back in the manor. With the hand with claws trying to grab
and squeeze you to death, it is time to start running!
Run down the steps and collect the 3 Yellow Stars and head through
the door. Double-jump over the gap and punch out the Hopper Box.
Continue running and double-jump over the flaming pumpkin to snag the 3
Blue Stars. The narrow path will bend a little to the right and then
left. Collect the 3 Yellow Stars and run along the edge to the right.
Then, double-jump over the couch and pounce on the Hopper Box. It will
emit 3 Blue Stars. Collect them by running and then double-jumping
over the huge gap in the floor. Stay to the left of the flaming
pumpkin, collect the 2 Yellow Stars and double-jump to the pathway to
the right to collect 2 Yellow Stars and a frosty Milkshake along the
way. When you reach the edge, double-jump over to the ledge to the
left while you are super charged. Collect the 4 Yellow Stars and run
along the right to collect the Red Star. Then, immediately double-jump
over the green gas to the right. Finally, run down the stairs and pass
through the first checkpoint gate.
CHECKPOINT 1
You can catch your breath for a second here, while the hand is
getting shocked by the electricity gate. Here we go. Run straight
ahead and knock out the Hopper Box. Follow the 3 Blue Stars where they
land and grab them by heading up the steps to the right. After
retrieving the third star, double-jump over the flaming pumpkin.
Collect the 2 Yellow Stars by heading down the stairs. Next, you will
reach a huge gap. No problem, double-jump on the spider web
trampoline, collect the Extra Life Icon with the first jump and tap
jump again to sail over the flaming pumpkin to reach the second spider
web trampoline. Then land safely on the next part of the path.
Collect the next 3 Yellow Stars by using them as a guide and you will
avoid the green smoke being blown from the right. Next, double-jump
into the hole in the floor and land on the spider web trampoline to
safely make it across. Run along the path to the right to grab the 2
Yellow Stars and then double-jump over the green wall of gas. Along
the way, punch out the Hopper Box and then double-jump over the flaming
pumpkin. Again, collect the 3 Blue Stars by double-jumping over the
gas being emitted from the vent.
Next, pick up 3 Yellow Stars by continuing to run and when you
reach the huge hole in the floor, double-jump over to the right to pick
up the path. Collect the Red Star and then double-jump across the gap
to land on the exposed floor to the left. Collect the 3 Yellow Stars
by hugging the way and the double-jump over the vent that is spewing
green gas straight upward. Then, punch out the Hopper Box, run halfway
down the stairs, and double-jump over to the stairs to the right to
avoid the flaming pumpkin wrath. Collect the 3 Blue Stars by running
up the stairs and at the top, there will be a tasty Milkshake for
Donald. Then, leap onto the spider web trampoline and not only will
you pick up an Extra Life Icon but you should be able to sail over the
small gap and the vent that is emitting green gas. Finally, run
through the next checkpoint gate.
CHECKPOINT 2
After the big hand is sitting there getting electrocuted again,
jump up onto the couch to the left to collect the 2 Yellow Stars.
Then, run along the carpeted floor, pick up the 3 Yellow Stars, and
double-jump across the gap of the bridge. Next, pick up the 3 Yellow
Stars again and double-jump across the gap to the next part of the
bridge. Once again, collect 3 more Yellow Stars and double-jump across
the gap to the next part of the bridge but make sure you sail over the
flaming pumpkin on the other side as well. Then, double-jump to the
left toward the gap and then land behind the vent of green gas to the
right. Next, knockout the Flapper Box, double-jump over the flaming
pumpkin, and collect the 4 Blue Stars behind it. Once again, double-
jump over the flaming pumpkin and continue to run along the narrow
passageway. When you get to the edge, double-jump over the huge gap
and then get ready to do it again. Finally, cross over the next
checkpoint gate.
CHECKPOINT 3
Once again the hand will be shocked and will be unable to move.
With that in your favor, run up the huge steps, through the hallway,
and then down the bib steps. Finally, when you come to a bridge you
will have to double0jump across and over the huge gap. When you pass
through the finally gate, the hand will be zapped and will shrink. A
cut-scene will ensue and the hand will scamper away into a hole in the
wall. Continue running down the hall and meet up with Gladstone.
Gladstone: "Hey Donald! What's up? You have finally caught up to me!
What do you say you and me have a little competition? If you can beat
all my time records in this area, then I'll give you something worth
running for. OK Donald? By the way...Good Luck!!!! You are going to
need it to break my records! That being said, exit through the portal.
This marks the end of UNDER'HAND'ED.
At this point, it is optional and it is up to you whether you want
revisit each level to beat the time trials. Complete all four stages
by beating the time posted before talking to Gladstone again. Below, I
have posted the times that you will need to beat for each level.
HAUNTED HALL : 2 minutes and 30 seconds
GHOSTLY PATH : 2 minutes and 20 seconds
CREEPY CORRIDOR: 2 minutes and 20 seconds
EARIE ALLEY : 1 minute and 55 seconds
After you have beaten all four levels by beating all of
Gladstone's time record return to him and he will reluctantly give you
a package containing a new costume for Donald!
REWARD: Bedtime Donald Duck
()()()()()()()()()()()()()()()()()()()
WORLD 3.5: BOSS BATTLE MAGICA DE SPELL
()()()()()()()()()()()()()()()()()()()
It is time to jump on through the boss warp located in the
center of the stage. As you emerge from the portal, a Magica De Spell
will be floating in front of you and will welcome you to your doom for
this will be your tomb. This is my favorite boss battle of the game.
This is the first part of the attack. You will start off on a wooden
floor. Magica will throw a pumpkin at you. Make sure that you do no
get hit by it. When it lands, keep punching away at it until it gets
knocked off of the floor into the pit. So punch, move in a little
closer, punch, move a little closer and so on. Here is the second
part. Magica will wave her wand and project bolts of electricity at
you. Simply dodge them by double-jumping to the left and then to the
right. You will have to avoid 3 bolts of electricity. The third part
of her attack is that four coffins will appear in the pit. Double-jump
onto the one that is closest to you. There are four of them. A wall
appears in front of Magica. Watch the coffins as they light up. The
last one that lights up is the one that you need to jump to. The other
three will have spikes that pop up from the coffin. In my game, it was
jump to the one that is north. A skull bomb will appear. Punch it to
knock it into the gate to damage it. The lights will blink around the
coffins again and you need to jump to the one where the last one that
lights up. In my game, it was the one to the west or left. Hop on to
it and when the skull bomb appears, punch it to knock it into the gate
to damage the gate yet again. The lights go round and round one more
time. Where the light lands last is where you jump to. In my game, it
was double-jump to the one to the east or to the right. When the skull
bomb appears, punch it into the gate to send it crashing through to
knock Magica off balance. One life bar down, two more to go!
Here we go again. Double-jump over to the coffin closest to the
next wooden platform and then onto the platform itself. Magica will
throw a pumpkin at you. Make sure that you do no get hit by it. To
reiterate, this is the first part of the attack. When it lands, keep
punching away at it until it gets knocked off of the floor into the
pit. The difference this time is that you will have to knock off two
pumpkins successively. In case you need it, here is the second part.
Magica will wave her wand and project bolts of electricity at you.
Simply dodge them by double-jumping to the left and then to the right.
Except this time, you will have to avoid 4 bolts of electricity. Now
comes the third part again. Five coffins will now appear in the pit.
Double-jump onto the one that is closest to you. A wall appears in
front of Magica. Watch the coffins as they light up. The last one
that lights up is the one that you need to jump to. The other four
will have spikes that pop up from the coffin. In my game it was, it
was double-jump to the one that is north/northeast or upper right. A
skull bomb will appear. Punch it to knock it into the gate to damage
it. The lights will blink around the coffins again and you need to
jump to the one where the last one that lights up. In my game, it was
the one to the west or left. Hop on to it and when the skull bomb
appears, punch it to knock it into the gate to damage the gate yet
again. The lights go round and round one more time. Where the light
lands last is where you jump to. In my game, it was double-jump to the
one to the east or to the right. When the skull bomb appears, punch it
into the gate to send it crashing through to knock Magica off balance
once again. Two life bars down, one more to go!
One more time. Double-jump over to the coffin closest to the next
wooden platform and then onto the platform itself. It seems this
platform is a little bit smaller. Magica will throw a pumpkin at you.
Make sure that you do no get hit by it. To reiterate, this is the
first part of the attack. When it lands, keep punching away at it until
it gets knocked off of the floor into the pit. The difference this
time is that you will have to knock off three pumpkins successively.
In case you need it, here is the second part. Magica will wave her
wand and project bolts of electricity at you. Simply dodge them by
double-jumping to the left and then to the right. Except this time,
you will have to avoid 5 bolts of electricity. Now comes the third
part again. Six coffins will now appear in the pit. Double-jump onto
the one that is closest to you. A wall appears in front of Magica.
Watch the coffins as they light up. The last one that lights up is the
one that you need to jump to. The other five will have spikes that pop
up from the coffin. In my game, it was double-jump to the one that is
north or upper middle. A skull bomb will appear. Punch it to knock it
into the gate to damage it. The lights will blink around the coffins
again and you need to jump to the one where the last one that lights
up. In my game, it was the one to the southwest or bottom left. Hop
onto it and when the skull bomb appears, punch it to knock it into the
gate to damage the gate yet again. The lights go round and round one
more time. Where the light lands last is where you jump to. In my
game, it was double-jump to the one to the southeast or bottom right.
When the skull bomb appears, punch it into the gate to send it crashing
through to knock Magica off her broomstick once and for all!
Donald will then set up the reflector dish in the middle of the
manor after Magica De Spell curses her bad luck and drop through the
hole in the floor. This moment marks the conclusion of WORLD 3: MAGICA
DE SPELLS' MANOR.
++++++++++++++++++++++++++++++++
WORLD 4: MERLOCK'S SECRET TEMPLE
++++++++++++++++++++++++++++++++
Upon re-entering the lab, be sure to save your game progress.
Then go talk to Gyro Gearloose. Gyro will thank you and will state
that he can now directly send you to Merlock's Secret Temple. Dive
into the portal and you will be presented with a new set of levels to
conquer. Head on through the first portal that you come across to the
left entitled, Temple's Entrance.
()()()()()()()()()()()()()()
WORLD 4.1: TEMPLE'S ENTRANCE
()()()()()()()()()()()()()()
This level is a 3D level and start at the entrance to Merlock's
Temple. With this little tidbit of information, let the adventure
begin. Run straight and punch out the jester along the way. Then,
double-jump over the yellow laser beam and destroy the Hopper Box.
Next run to the edge and double-jump onto the springboard hand and land
on the next part of the path. Collect the 3 Blue Stars and double-jump
over the obstacle as the duck patrols to the left. Upon landing, punch
out the next Hopper Box and run to the edge. Double-jump onto the
springboard hand to the left, collect the Blue Star, double-jump onto
the springboard hand to the right, collect the Blue Star and double-
jump over the lava and onto the set of stairs. Punch out the jester
while running to the edge. Then, quickly double-jump onto the moving
duck platform and collect the Red Star at it moves you around. Next,
double-jump onto the next ledge when it is closest to you and punch out
the Hopper Box. Then, double-jump over the yellow laser beam and land
on the springboard hand to collect the 3 Blue Stars. Next, bounce and
double-jump over the next yellow laser beam to land on the ledge to the
right. Finally, run over the first checkpoint and punch out the Hopper
Box along the way.
CHECKPOINT 1
Continue running straight ahead and double-jump over the spearman.
Collect the 3 Blue Stars by running across the plank bridge. Run
through the gate after all the lasers have completed their circuit and
immediately double-jump over the spinning spearman. Then quickly,
double-jump over and through the gate right as the laser complete their
circuit. Next, run across the small bridge straight ahead and avoid
touching the lava piranha. Double-jump through the next gate after the
lasers complete their circuit. Head up the stairs and punch out the
dragon before it can let a breath out. Then, break the Merlock Spell
Book to the right and double-jump to the next platform, avoid the
piranha and double-jump to the swiveling platform. Collect the Red
Star as it swivels you around to the next platform. Double-jump and
land on the lava piranha or the platform and then double-jump to the
next part of the path. Punch out the green dragon and then leap over
the obstacle to rescue the 1st Toy Plane. After Donald tips his hat,
double-jump towards the next springboard hand, bounce on it, safely
land on the steps while avoiding the lava piranha. Run up the steps
and watch out for the statue spewing fireball intermittently to the
left. After making it past the statue, collect the 3 Blue Stars and
double-jump across the lava onto the springboard hand and then bounce
safety onto the next set of steps after the lasers complete their
circuit. Finally, punch out the spinning spearman after it start
spinning and double jump onto the next platform to cross the over the
next checkpoint.
CHECKPOINT 2
As you cross through the checkpoint, the camera will pan above
you. Below, you will have to run past three statues that spew fire.
Wait for each of them to spit the fire before running past them. Then,
smash the Merlock Spell Book and rescue the 2nd Plane Toy by double-
jumping up onto the gate bridge and by touching the toy! After Donald
yells for joy, run off the gate bridge and continue along the path as
it winds to the left. Break open the Hopper Box and continue running
along the path to collect the 3 Blue Stars. Wait for the twin
fireballs to wiz above your head before leaping over the barricade.
Collect the 3 Yellow Stars huddled here and wait again for the twin
fireballs to wiz by. Leap again over the next barricade to collect the
Red Star. After the twin statues fire once more, leap over the
barricade and continue along the path to the left. Bust open the next
Hopper Box you see and collect the 3 Blue Stars along the way. Run to
the edge and perform a long distance double-jump onto the swiveling
platform. Avoid the statue's fireball from the right and double-jump
and kick out the dragon on the next platform. Then, double-jump onto
the next swiveling platform and jump into the nook to the right. In
this small passage way, you will find 3 Yellow Stars and an Extra Life
Icon. Next, jump back onto the swiveling platform and double-jump
through the gate after the circuit of lasers is completed. Finally,
double-jump onto the next to platforms above the lava after the
fireball from the statues have passed over to cross over the next
checkpoint.
CHECKPOINT 3
After passing over the checkpoint, stay in the middle and run
straight ahead, double-jumping over the fireballs in the middle and
avoiding the two on the outside. Pass through the gate after the laser
circuit is completed and you are halfway there. Forget the 2 Yellow
Stars along the way. Then double-jump over the trio of statues and
knockout the Merlock Spell Book. Collect the Milkshake and chug it
down to become super charged. Bulldoze through the dragon and then
jump over the gap in the bridge. Run through the next dragon that you
see, jump up over the big step, and rescue the 3rd Toy Plane first
before double-jumping up and grabbing the Boss Warp Icon. After Donald
does his victory celebrations, collect the 4 Yellow Stars as it leads
you around to the left to another Milkshake. After brain freeze sets
in, bulldoze through the red dragon, break open the Hopper Box, and
leap up to continue along the path. Finally, collect the 3 Blue Stars
before running past the next checkpoint.
CHECKPOINT 4
After crossing over the checkpoint, wait for the spearman to stop
spinning and deck him to clear the path. Leap onto the Flapper Box and
bounce over the lava to land on where the path picks up. Collect the 3
Blue Stars by continuing along the path and punch out the green dragon
along the way. When you reach the next yellow laser beam, double-jump
over it, after the lava piranha flies over it, and double-jump over the
next yellow laser beam. Bust open the Flapper Box and double-jump over
the next lava gap to collect the 3 Blue Stars which lead to the end
portal. Leaping into the portal is the finish line for TEMPLE'S
ENTRANCE.
()()()()()()()()()()()
WORLD 4.2 ANCIENT FATE
()()()()()()()()()()()
This stage moves from left to right. Right from the get go, run
to the right and pummel the walking dragon. Then run across the bridge
as it crumbles behind you. Then, double-jump across the gap after the
lava piranha leap upward to try and bite you. Then walk to the right
and watch out for the column pounder. After it hits the ground, run
underneath of it. Then, leap up to the next platform and then double-
jump up to the next platform to the right. Use the 3 Yellow Stars as
a guide for where to jump up to next and double-jump up onto the
platform to the left and then again double-jump up onto the platform to
the left. Run left to the end and hop on the elevated platform and
double-jump up onto the next path to the right. Collect the 3 Yellow
Star and drop kick the Hopper Box. After the statue shoots it
fireball, drop down and double-jump over it to collect the 3 Blue
Stars. Run to the edge of the path and leap on to the elevator
platforms. Use all three of them by leaping onto them to make it
across to the next Hopper Box. Punch out the Hopper Box and run across
the treadmill to collect the 3 Blue Stars. Then, wait for the statue
to the upper left to belch out a fireball before double-jumping up to
the right to kick out the green dragon pacing back and forth. Leap up
the step and leap onto the moving platform to collect the 3 Yellow
Stars. When the next platform to the right is close enough leap onto
it and ride it to the right. Finally, leap to the right and cross over
the first checkpoint.
CHECKPOINT 1
Run to the edge and drop down below to drink up the tasty
Milkshake. Now that you are supercharged, leap onto the green platform
below and collect the 3 Yellow Stars. Then leap across the lave to the
next green platform to collect 3 more. Double-jump across to where the
path picks up and land directly on the Merlock Spell Book. Hop onto
the treadmill and run across it to the right while picking up 3 Yellow
Stars. When you reach the edge, leap down and land on the green dragon
to squash it. Then, leap across the gap to rescue the 1st Plane Toy.
After Donald shows that he is proud of himself, leap across to the next
rock platform and bust open the Hopper Box. Double-jump again across
the lava to collect the 3 Blue Stars and to safely land on the green
platform. Then, double-jump onto the treadmill and collect the 3
Yellow Stars en route to running and double-jumping to the right onto a
frail bridge. Finally, run across the crumbling bridge and leap over
and past the next checkpoint.
CHECKPOINT 2
After crossing over this checkpoint, run to the right, leap up to
the left ledge, and then leap up onto the right ledge. Punch out the
Hopper Box and fall into the opening to the right after the statue
spits a fireball. Collect the 3 Blue Stars along the way and run to
the right. Run underneath the column pounder and wait for the next
pounder to pound the ground before doing the same. Do this one more
time and then continue your progress to the right. Hop up onto the
ledge to the right and wait for the lava piranha to leap out of the
lava. Then, double-jump onto the ledge to the right to collect the 3
Yellow Stars. Run across the crumbling bridge and double-jump onto the
next crumbling bridge to score 3 more Yellow Stars. Then, double-jump
over the lava to the right to land safely. Double-jump up onto the big
step and then leap across to the small platform. After you see a
fireball hit the wall below you, jump down and tag the Hopper Box. Run
to the right and after the fireball passes above your head, double-jump
onto the next ledge by collecting the 3 Blue Stars. Afterwards, fall
down to collect the Red Star and leap across the next checkpoint.
CHECKPOINT 3
From the checkpoint, double-jump across the gap and land on the
crumbling bring bridge while kicking out the Flapper Box. Then,
double-jump across to the next crumbling bridge to collect the 3e Blue
Stars and land on the next moving platform. Then, ride it across to
the right and leap onto the next platform to the right. Next, leap
onto the green platform and hop onto the next stone platform.
Immediately leap off of it to the next part of the path to avoid the
column pounder and you will automatically pick up a tasty Milkshake!
After obtaining the sugar rush, run t5o the right and blast the green
dragon in the mouth. Then double-jump up and to the right to crash
into the Merlock Spell Book. Drop down to the left and the run to the
right to clothesline the green dragon along the way. Then, double-jump
up to the left and grab the Red Star while avoiding the fireball from
the statue to the left. Next, double-jump across the gap to the right
and rescue the 2nd Plane Toy and watch as Donald lets out a "Yeah!"
Finally, double-jump onto the platform to the right and race across the
next checkpoint.
CHECKPOINT 4
Then, double-jump the gap to the right and land on the crumbling
bridge and collect the 3 Yellow Stars in mid-air. After landing,
double-jump to the right and land on the crumbling bridge below while
also picking up 3 more Yellow Stars. Next leap across the gap and land
on the stone ledge. This part is a little tricky. Leap onto the green
platform and it will start to take you across. Jump over the bar wire,
collect the Red Star in mid air, and jump again to land back on the
platform. You will have to do this two more time before finally making
it across the chasm. When you reach the next platform to the right.
Watch as the green elevator platform moves up and down. When it is all
the way down, double-jump onto it and ride it to the top. When it
reach the very top, double-jump over the spikes to the right and land
on the green elevator platform and take it down. When it reaches the
very bottom and the moving green platform to the right is close enough,
hop on it to the right. Be careful not to jump too high or you will be
cut by the spikes. Ride this platform across to the right and jump
onto the platform containing the 3rd Toy Plane.
Now we got to find the Merlock Spell Book. After the statue to
the right spits out a fireball, double-jump into the pit, run to the
right, and collect the 3 Yellow Stars along the way. Then, after the
column pounder pounds the floor, grab the Milkshake, become super fast,
and knockout out the Merlock Spell Book. Now, run back to the left,
underneath the column pounder after it pounds the ground and double
jump over any fireballs along the way. Then, leap over the statue and
rescue the 3rd Plane Toy. After Donald is done dancing for joy,
backtrack to the right by avoiding the fireballs, after the column
pounder pounds the floor run under it, and jump up to the right to
cross the line of the next checkpoint.
CHECKPOINT 5
Leap onto the green platform to the ride and ride it across to the
elevator green platform. Jump onto the elevator green platform and
take it to the top. Leap across the next green elevator platform
rising next to it to the right. Then, a green moving platform will
close in from the right. Hop onto it and ride it to the right and leap
onto the elevator platform as it stops for you momentarily. Ride it up
and double-jump up onto the platform to the left while collecting the 3
Yellow Stars. Ride it to the left and double-jump straight up to
collect the Extra Life Icon. Then, ride it back to the right and
double jump up onto the platform to the right and ride it to the right
before leaping on the gray rock platform to the right. Whew! You made
it. Finally cross over the next checkpoint.
CHECKPOINT 6
Run down the stony ramp and collect the Milkshake. After chugging
it down, run over the crumbling bridge to the right and grab the 3
Yellow Stars along the way. When you reach the edge, double-jump to
the right to follow along the path. Double-jump down into the gap and
you will land on a crimson platform. Then double-jump up and land on
the column platform. Don't dawdle here and double jump onto the statue
that is spitting fireball at you. Then, double-jump up and to the left
and you will be able to pick up a Red Star and an Extra Life Icon!
Afterwards, double-jump up to the right to obtain the Boss Warp Icon.
After Donald is done shaking his tail feathers, backtrack back to the
statue, run to the right, double-jump into the 3 Yellow Stars, and land
safely. Finally, leap in to the end portal to finish the level called
ANCIENT FATE.
()()()()()()()()()()
WORLD 4.3: MURKY WAY
()()()()()()()()()()
Welcome back to the temple, this level all moves right to left.
Shall we? Run to the right and punch out the Hopper Box. At the edge,
double-jump up and to the right to collect the 3 Blue Stars that were
emitted. Upon landing on the next part of the path, run to the right,
punch out the green dragon along the way, and double-jump over the gap
to the right after the statue spits out a fireball. Grab the Red Star
and then fall into the pit to the left while collecting the trail of
Yellow Stars on the way down. When you reach the bottom, run to the
right to cross over the first checkpoint.
CHECKPOINT 1
Run to the right and double-jump across the gap to land directly
on then tribal duck. Then, leap on the next tribal duck and leap
across the fan located to the right to collect the next trio of Yellow
Stars. As the bridge crumbles, run and double-jump to the right to
land on the next crumbling bridge. Quickly run across it and double-
jump across the gap to land directly on the tribal duck below. Then,
double-jump across the gap, land on the tribal duck, bounce over the
fan to collect the 3 Yellow Stars, and land on the next crumbling
bridge to the right. Finally, double-jump across the gap to cross over
the next checkpoint.
CHECKPOINT 2
After crossing over the checkpoint, run up the ramp and grab the
Milkshake to gain a burst of speed. Then, run through the Merlock
Spell Book, run up the ramp past the fireball spitting statue.
Continue leaping up the steps while avoiding the wrath of the fireball
spitting statues. (3 in all) When you reach the top, run to the right
and leap down to the next part of the path to rescue the 1st Plane Toy.
After jumping for joy, fall down to the right and then run to the left.
Kick open the Hopper Box and wait for the fireball from the statue to
hit the wall before collecting the 3 Blue Stars by walking off to the
left. After landing, run to the right, land on the path, and run to
the left. Punch open the Hopper Box and wait for the fireball from the
statue to hit the wall before dropping down to collect the 3 Blue Stars
to the left. Dropping down to the left will count as crossing over the
next checkpoint.
CHECKPOINT 3
From this point, run to the right and knock out the green dragon
patrolling here. Leap through the opening to the right and pounce on
the Merlock Spell Book and over the fireball that is projected from the
statue in the background. Run to the right and double-jump over the
spinning fan while collect the 3 Yellow Stars. Continue running to the
right and leap over the fireball that is spewed from the statue in the
background. Again, double jump over the spinning fan to the right
while snagging the 3 Yellow Stars. When you land on safe ground, you
will automatically rescue the 2nd Plane Toy. After Donald tip his hat
in approval, double-jump onto the treadmill that is moving forward.
Run down it and collect the 3 Yellow Stars by land on the next
treadmill that moves you to the left. Move to the left and fall of to
collect the 3 Yellow Stars. The next treadmill will move you to the
right. Finally, get off and land safely across the next checkpoint.
That last area was like a pachinko machine.
CHECKPOINT 4
Before running to the right after the checkpoint, run under the
treadmill to the left to sang the Extra Life Icon. Now, run to the
edge and double-jump onto the tribal duck, bounce onto the next tribal
duck to the right, bounce again onto the tribal duck to the right,
bounce on the next tribal duck to the right, again bounce on the next
tribal duck to the right, and finally land on the platform to the
right. This will give your double-jump skills a workout. After
landing successfully on the platform, double-jump up onto the column to
the right, and then double-jump onto the platform to the upper left to
collect the Red Star. After collecting the Red Star, wait until the
pillar moves all the way out to double-jump up onto. Collect the 3
Yellow Stars and double-jump up onto the next column. Repeat this
process three times until you are looking down a hallway straight
ahead.
The next part will remind you of something that is taken almost
right out of Ninja Gaiden. Double-jump onto the pillar when it slides
out up to the left, then double-jump up to the right, and then up to
the left, up to the right, up to the left, and then up to the left to
grab the Boss Warp Icon in the nook to the left. After Donald is done
strutting his stuff. Double-jump across the chasm to the right to grab
the Red Star and to make your way across the next checkpoint.
CHECKPOINT 5
After crossing over this checkpoint, smack the green dragon with a
punch and run to the right. Double-jump onto the pillar when it comes
out. Then immediately jump out to the left and jump to the right to
land on the next pillar before it retracts back into the way. Quickly
double jump back up to the right to reach the next part of the path.
Run to the right and knockout the Merlock Spell Book. Double-jump onto
the pillar up and to the right, then up and to the left, then up and to
the right, then up and to the left to rescue the 3rd Plane Toy. If you
miss time it the first time don't worry, just go back and hit Merlock
Spell Book and try it again until you get it. Afterwards, double jump
to the right to collect the Milkshake and bulldoze past the green
dragon. Then leap onto the green platform, collect the 3 Yellow Stars,
jump onto the next green platform, collect the 3 Yellow Stars and
double-jump onto the crumbling bridge. Run across it and double-jump
over the fan and land on the green platform. Collect the 3 Yellow
Stars, run to the edge and make a double-jump across the water and land
on the next part of the path. Finally, jump into the end portal. This
concludes the level MURKY PATH.
()()()()()()()()()()()
WORLD 4.4 ARTIFACT WAY
()()()()()()()()()()()
Back in another part of the temple again. Here we go, run down
the corridor and collect the 3 Yellow Stars along the way. When you
reach the edge, wait for the lava piranha to flop on back and double-
jump across to land on the hanging platform. Then double-jump again to
land through the gate. Punch out the Hopper Box that you see and
collect the 3 Blue Stars by running down the steps. Wait for the
pillar to come out to the left, leap on top it and then double-jump
over the lava to land safely on the next part of the path. Collect the
2 Yellow Stars by running down the steps and sneak up behind the crab
to punch it. Then, double-jump on the handy springboard and leap
across the lava, while taking the 2 Yellow Stars. Finally, after
landing safely across, walk across the first checkpoint.
CHECKPOINT 1
After crossing over the first checkpoint, double-jump onto the
ledge to the left and run across it to collect the 3 Yellow Stars.
Make your way to the edge and double-jump over the lava to land on the
swiveling platform. You may or may not grab the Extra Life Icon. If
you do, great. If not don't worry about it. After it brings you
around, run and leap over the swinging spearman. Then, double-jump
over the yellow laser beam and land on the steps while grabbing the 2
Yellow Stars. Then double-jump again over the next yellow laser beam
at the top of the stairs. Make your way to the edge and then double-
jump across to the next green platform. To stay to long because they
will start to sink. Double-jump again to the next green platform and
then long distance jump to the next part of the path which is a little
to the left. Immediately after landing, drop kick the cobra before it
can bite you. Next, run up to the Merlock Spell Book and tag it.
Double-jump across the next handy springboards while collect 2 Yellow
Stars along the way. After landing safely across, jump up the steps to
the left to collect the Yellow Star and to rescue the 1st Plane Toy in
the alcove. Finally, jump back down and ruin across the next
checkpoint.
CHECKPOINT 2
After crossing over the checkpoint, run across the plank bridge,
collect the 2 Yellow Stars and leap across the gap. Next, run across
the bridge and collect the 2 Yellow Stars and then knock out the Hopper
Box. After it spills its 2 Blue Stars, double-jump on the handy
springboard, collect the Blue Stars while doing so and bounce to the
platform to the left. Then, wait until the pillar extends out from the
left, leap onto it, and then double-jump towards the path that is
straight ahead. Run up the ramp and punch out the crab. Then, take a
breath and double-jump for distance to land on the swiveling platform
below. As it take you around, double-jump onto the platform containing
the 3 Yellow Stars. Collect them and double-jump on the handy
springboard and use it to bounce across to the next archway. Punch out
the Merlock Spell Book and the double-jump over the yellow laser beam.
Then run up the steps, collect the 2 Yellow Stars, and punch out the
cobra before it can poison you. Run along the steps up to the left and
rescue the 2nd Toy Plane. Finally, after Donald leaps for joy, double-
jump over the small gap, crash through the Yellow Stars, and cross over
the next checkpoint.
CHECKPOINT 3
After crossing the checkpoint, wait until the spearman stops
swinging and land on the hanging platform that he is on. Then, bop him
in the head, and repeat the process towards the next hanging platform.
Afterwards, double-jump across the platform where a tasty Milkshake is
sitting. After experiencing a pick me up, run straight ahead to
collect the 3 Yellow Stars. Then, bulldoze through the cobra and make
your way to the bridge. Run and double-jump across the gap and land
safely across. Next, double-jump onto the handy springboard and leap
across to the next part of the path. Then, double-jump over the yellow
laser beam, collect the 2 Yellow Stars, run under the laser beam to
forget about getting the Red Star, and double-jump over the next laser
beam on to the steps. Finally, run up the steps and cross over the
next checkpoint.
CHECKPOINT 4
Run up to the yellow laser beam and double-jump over it to land
directly on the swiveling platform. Wait until the next one lines up
beyond the yellow laser beam and safely land on the next swiveling
platform by double-jump over to it. Wait again till the swiveling
platform lines up to the sinking green platform and double-jump onto
it. Then, double-jump across to where the Red Star is located and grab
it. This will be a test of your long distance jumping skills.
Finally, jump onto the Flapper Box and bounce across to the next part
of the path, collect the 2 Blue Stars, and cross over the next
checkpoint.
CHECKPOINT 5
From here, double jump onto the first hanging platform and then
double-jump onto the next closest one to collect the Red Star and land
safely. Then, leap across to the next archway and blast the cobra with
a left hook. Then, walk to the edge and wait for the pillar to slide
out to the right. Double-jump onto it and then jump over to the next
platform. Collect the 2 Yellow Stars and double-jump onto the beam to
the left to collect the Red Star. Next, wait for the spearman to stop
spinning and double-jump over to him to dropkick him. Afterwards, run
up the steps and double-jump over the yellow laser beam. Collect the 3
Yellow stars along the way and bust open the Hopper Box. As it spills
the Blue Stars, wait for the spearman to stop spinning and double-jump
onto the hanging platform to whack him. Then, jump up onto the
balancing beam and run across to collect the 3 Blue Stars. Finally,
when you reach the end, you will reach the next checkpoint.
CHECKPOINT 6
From here, double-jump onto the crab that is on the stone platform
to the left. Then, jump onto the platform that contains the 4 Yellow
Stars and the Boss Warp Icon to the right in the small space below.
Collect them all and celebrate a little. Then, make your way to the
edge and double-jump to the next pillar and then to the ledge to the
right. Run down the corridor and tag the Merlock Spell Book. Then
backtrack and jump to the platform to the left and to the left. Land
and then double-jump over the yellow laser beam to land on the next
platform. Once there, rescue the 3rd Toy Plane. After Donald does the
butt, run to the edge, double-jump over the lava gap, collect the 2
Yellow Stars behind the pillars, and leap into the end portal. This
moment concludes ARTIFACT WAY.
()()()()()()()()()()()()
BONUS WORLD 4 HEAD ALLEY
()()()()()()()()()()()()
Now that you have rescued all of the toys from all four sub
levels, walk up to and talk to your nephew, Huey. He will thank you
for rescuing all of his toys. He will leave the portal so that you can
jump right in. After Donald reemerges he will roll out of the portal
and will be back in the temple, yet again. After shaking off his
disorientation the temple will start shaking, the pillars will drop and
the monkey head will start rocking back and forth. Get ready to start
running, Indiana Duck!
Start running down the path and collect the 3 Yellow Stars on
route to the stairs. Run down the stairs and double-jump over the
spikes to collect the Yellow Star. Continue running down the steps and
collect the trio of Yellow Stars at the bottom. Run along the path and
double-jump over the yellow laser beam to land and collect the 2 Yellow
Stars. Run along the path and double-jump over another yellow laser
beam. To collect 5 more Yellow Stars. Grab the Milkshake to go and
follow the path of 2 Yellow Stars to the right. Double-jump over the
Yellow Laser Beam and collect the 2 Yellow Stars on the other side.
Then, run and jump over the obstacle and collect the Extra Life icon
and the 2 Yellow Stars as you dash across the bridge. Finally, jump
run over the small gap and cross over the first checkpoint as the
bridge collapses to take down the monkey head.
CHECKPOINT 1
Take a deep breath and collect the 2 Yellow Stars to the left and
the Red Star as well. Then, run to the edge and double-jump across the
gap to land on the handy springboard. Then double-jump from the bounce
and land on the next path. Double-jump over the yellow laser beam and
collect the Milkshake. After you power up the monkey ball comes out of
nowhere. Run like hell by collect the Yellow Stars. When you reach
the edge, double-jump over the yellow laser beam and land in between
the two yellow laser beam beyond the gate. Then, jump over the edge
onto the handy springboard and double-jump over the yellow laser beam.
Run in between the shaking statues to collect the trio of Yellow Stars.
When you reach the next edge, double jump over to the rock ledge to the
right and forget about grabbing the Red Star. Jump over the obstacle
and run down the stone ramp. When you reach the yellow laser beam,
double-jump over it and run across the crumbling bridge to run past the
next checkpoint just as the monkey head drops out of sight.
CHECKPOINT 2
Now that you are safe for the time being, collect the 4 Yellow
Stars and run up the steps to grab the next 4 Yellow Stars that you
see. When you reach the edge of the rock path leap over onto the handy
springboard and bounce across to the next platform. The monkey head
won't let up so keep moving. Double-jump up onto the next platform and
leap over the spikes. Continue running and leap over the next gap.
Collect the next 6 Yellow Stars by running in between the shaky statues
and run up to the right along the stony path. When you reach the edge,
double-jump onto the next four sets of platforms while collect the 4
Yellow Stars as well. Finally land on the crumbling bridge and run
through to the next checkpoint to avoid the monkey head.
CHECKPOINT 3
Take a breather once again and then collect the quartet of Yellow
Stars. Afterwards, double-jump up onto the rocks to the right to
collect 3 more. Then, quickly run down the path and run underneath the
first yellow laser beam and double-jump over the latter to collect 3
more Yellow Stars. Jump onto the handy springboard to collect the
Extra Life Icon, and then bounce across onto the next one, and then to
the path. Double-jump to the left to collect the Red Star and then
around to the right because the statue is in the way. Run along the
narrow path and jump over the spikes to retrieve the Red Star. Then
leap through in between the yellow laser beams and collect the 3 Yellow
Stars by running to the left of the shaky statue. Quickly run across
the bridge and jump down to where Gladstone is standing. Oh about the
monkey head? It gets stuck and can no longer chase you!
Gladstone: "Hey Donald! What's up? You have finally
caught up to me! What do you say you and me have a little competition?
If you can beat all my time records in this area, then I'll give you
something worth running for. OK Donald? By the way...Good Luck!!!! You
are going to need it to break my records! That being said, exit
through the portal. This marks the end of HEAD ALLEY.
At this point, it is optional and it is up to you whether you want
revisit each level to beat the time trials. Complete all four stages
by beating the time posted before talking to Gladstone again. Below, I
have posted the times that you will need to beat for each level.
TEMPLE'S ENTRANCE: 2 minutes and 10 seconds
ANCIENT FATE : 3 minutes and 20 seconds
MURKY PATH : 2 minutes
ARTIFACT WAY : 3 minutes and 15 seconds
After you have beaten all four levels by beating all of
Gladstone's time record return to him and he will reluctantly give you
a package containing a new costume for Donald!
REWARD: Indiana Donald Duck
()()()()()()()()()()()()()()()
WORLD 4.5: BOSS BATTLE MERLOCK
()()()()()()()()()()()()()()()
The only thing left to do now is to head back and save your game
progress at Gyro's Lab. After saving your game progress, leap back
into the portal and the leap into the Final Boss Portal located in the
center of the stage! When you reemerge, you will be in the center of
Merlock's lair. Merlock will greet you and state that Daisy is hanging
around the lair somewhere...Merlock will state that you will never be
able to see her again. Merlock will than morph into the all powerful
dragon!
After seeing the sight with your own eyes I will lay out the first
wave of Merlock's attack. Quickly run to the edge and double-jump over
the gap to the next path. The fireball will nearly miss you. Then,
double-jump to the next path nearly avoiding the fireball spit from
Merlock's mouth. Continue running along the path to avoid being singed
for the third and fourth time. When you see the lever to the left,
punch it and continue moving. Double-jump again to avoid the fireball
again and run like crazy along the path. He will spit fireballs
another two time before you reach the edge. Double-jump across the
path and hit the second lever on the right. Then, immediately double-
jump over the gap to avoid being singed by the fireball. Run along the
path and avoid another two bursts of fireball from Merlock. When you
see the next lever on the left, punch it and the electricity ray will
be fully charged to wallop the Merlock Dragon. As the dragon is being
electrocuted, run along the path quickly and you'll notice a laser ray
machine has risen up from the ground! Get into it by double-jumping
over the gap and landing into it. Strap in and fire away and target
the amulet that is around the Merlock's neck. Keep firing until he is
knocked into a yellow color. One direct hit down, two more to go!
Quickly run to the edge and double-jump over the gap to the next
path and prepare for the second wave of Merlock's attack. The fire
wall of flame will nearly miss you. Anytime you see this wall of flame
hurling towards you, double-jump over it! Then, double-jump to the
next path nearly avoiding the fire wall of flame from Merlock's mouth.
Continue running along the path, dodge the fire springs and avoid being
singed for the third and fourth time. When you see the lever to the
left, punch it and continue moving. Double-jump again to avoid the
fire wall of flame again and run like crazy along the path by avoiding
the fire springs. He will spit fire walls of flame another two times
before you reach the edge. Double-jump across the path, strafing to
avoid the fire springs and hit the second lever on the right. Then,
immediately double-jump over the gap to avoid being singed by the fire
wall of flame. Run along the path and avoid another two bursts of fire
walls of flame from Merlock. When you see the next lever on the left,
punch it and the electricity ray will be fully charged to wallop the
Merlock Dragon once again. As the dragon is being electrocuted, run
along the path quickly and you'll notice a laser ray machine has risen
up from the ground! Get into it by double-jumping over the gap and
landing into it. Strap in and fire away and target the amulet that is
around the Merlock's neck. Keep firing until he is knocked into a red
angry color. Two direct hits down, one more to go!
Here comes the final wave of Merlock's attack. Double-jump over
the gap quickly to avoid Merlock rising fire sweeping attack. Double-
jump over the gap and then double-jump again to avoid the fire wall of
flame after landing safely on the next platform! Dodge the rising fire
sweeping attack by staying on the inside of the track. Double-jump
over the fire wall of flame and whack the first lever to the left along
the way. Run along the path and stay to the inside of the track to
avoid the rising fire sweeping attack. Run across the bridge and
double-jump over the fire wall of flame. Keep moving and stay inside
while double-jumping over the gap to reach the next path and avoid the
rising fire sweeping attack. Punch out the next lever to the right and
then double-jump over the gap. Be prepared to double jump again to
avoid the fire wall of flame. Then, stay to the inside of the path to
avoid the rising fire sweeping attack. And then hit the third lever on
the right by punching it out. Watch as the electricity ray will be
fully charged to wallop the Merlock Dragon once again. As the dragon
is being electrocuted, run along the path quickly and you'll notice a
laser ray machine has risen up from the ground! Get into it by double-
jumping over the gap and landing into it. Strap in and fire away and
target the amulet that is around the Merlock's neck. Keep firing at it
until the amulet is hit for the third and final time! The amulet will
then be destroyed and Merlock will return back to normal. He will then
curse you for ruining his plan and he will the disappear before your
eyes.
Congratulations! You have beaten the game. Sit back and relax and
enjoy the final two minute ending sequence. You've earned it! Don't
forget to save your game progress after the credits roll.
===========================
SECTION 8: ACKNOWLEDGEMENTS
===========================
First of all, I would like to thank gamefaqs.com for their
continued support of my work as well as the work of other gamers.
Second I would like to thank Disney for coming out with such a great
Donald Duck game. Donald Duck is one of my favorite Disney characters
and I feel that this game definitely did him justice for the Dreamcast.
With that said, see ya next guide...