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,,,,,,,,..,,:???,$$II$777:,.,=7+=====8$$778OZZO8DDDN,::::::::::::::::::::::::::

           This ascii art of Flip was made using GlassGiant.com.




===============================================================================
FAQ/GUIDE INFORMATION           [FINFO]
===============================================================================

         This guide was written using the US version of the game.

       *----------------------------------------------------------*
       |            Title:        Flip's Twisted World FAQ/Guide  |
       |          Version:        0.61                            |
       |               By:        Michael Fontanini (Megafont)    |
       |         My Email:        [email protected]              |
       |      FAQ Created:        November 4th, 2010              |
       |  FAQ Last Update:        January 6th, 2011               |
       |                                                          |
       |   Copyright (c) 2010-2011 Michael Fontanini (Megafont)   |
       *----------------------------------------------------------*

I have researched the game on the internet and done my best to make this guide
as accurate as possible. If you find any mistakes, or have information to add,
please send me an email and I'll update this FAQ/Guide accordingly while giving
you credit for the information.

To jump to a specific section in this guide, search for the code listed beside
each section in the Table of Contents. For example, to jump to the Introduction
section, you would search for "[INTRO]" or "INTRO". The shortcut key for
search is Ctrl+F in Google Chrome and Internet Explorer.


Copyright / Usage Information
-------------------------------

As you can see above, this FAQ is Copyrighted but you may use it as follows.

This guide can be saved or printed for personal, private use only.  It cannot
be sold for profit, and it may not be displayed on any website other than
the following without advance written permission:

GameFaqs.com
Neoseeker.com
SuperCheats.com
Gamershell.com


You may link to this guide if you like, or quote anything here as long as you
give me credit for my work.

All trademarks and copyrights contained in this document are owned
by their respective trademark and copyright holders.

-------------------------------------------------------------------------------



===============================================================================
VERSION HISTORY                 [VHIST]
===============================================================================

Version 0.6
-------------
Finished the walkthrough for World 3 - The Canopy, and started the walkthrough
for World 4 - The Glacier.

Added a game-breaking glitch contributed by jko2007.

Made a few sections a little nicer to look at.


Version 0.5
-------------
Started the following sections:

* Platinum Coins
* Journal Pags
* Master Fulcrum's Journal
* Special Thanks


Version 0.4
-------------
Finished the walkthrough for World 2 - The Keep, and started the walkthrough
section for World 3 - The Canopy.


Version 0.3
-------------
Finished the World 1 section and started the World 2 section.
Added the Town and Enemies sections.
Added prices to the Items and Costumes sections.


Version 0.2
-------------
Started on the World 1 section.  Also added these sections:

* Items
* Pivot and Powers
* Costumes


Version 0.1
-------------
Added an Introduction section as well as Prologue and Ending text from the
game.  Also added a couple of Glitches to the glitches list.

-------------------------------------------------------------------------------



===============================================================================
TABLE OF CONTENTS               [CONTS]
===============================================================================

FAQ/Guide Information           [FINFO]
Version History                 [VHIST]

Table of Contents               [CONTS]
_____________________________________________

Introduction                    [INTRO]
 ---------------------------------------
   Controls                    [CTRLS]
 ---------------------------------------
   Items                       [ITEMS]
   Pivot and Powers            [PIVOT]
   Costumes                    [CSTMS]
 ---------------------------------------
_____________________________________________

Prologue                        [PROLG]

The Adventure Begins            [BEGIN]
 ---------------------------------------
   World 1: The Void           [WRLD1]
       Room #1        [W1R01]
       Room #2        [W1R02]
       Room #3        [W1R03]
       Room #4        [W1R04]
       Room #5        [W1R05]
       Room #6        [W1R06]

       Boss #1 -
        The Slug King [BOSS1]
 ---------------------------------------
   The Town                    [TOWNW]
 ---------------------------------------
   World 2: The Keep           [WRLD2]
       Room #1        [W2R01]
       Room #2        [W2R02]
       Room #3        [W2R03]
         Cont. Point    [W2R03_CP]
       Room #4        [W2R04]
       Room #5        [W2R05]
       Room #6        [W2R06]
       Room #7        [W2R07]
       Room #8        [W2R08]
       Room #9        [W2R09]
       Room #10       [W2R10]
       Room #11       [W2R11]
         Cont. Point 1  [W2R11_CP1]
         Cont. Point 2  [W2R11_CP2]
       Room #12       [W2R12]
       Room #13       [W2R13]
       Room #14       [W2R14]
       Room #15       [W2R15]

       Boss #2 - Duke
        the Dragoon   [BOSS2]
 ---------------------------------------
   World 3: The Canopy         [WRLD3]
       Room #1        [W3R01]
       Room #2        [W3R02]
         Cont. Point    [W3R02_CP]
       Room #3        [W3R03]
         Cont. Point    [W3R03_CP]
       Room #4        [W3R04]
       Room #5        [W3R05]
       Room #6        [W3R06]
       Room #7        [W3R07]
       Room #8        [W3R08]
       Room #9        [W3R09]
         Cont. Point    [W3R09_CP]
       Room #10       [W3R10]
       Room #11       [W3R11]
       Room #12       [W3R12]
       Room #13       [W3R13]
       Room #14       [W3R14]
         Cont. Point    [W3R14_CP1]
         Cont. Point    [W3R14_CP2]
         Cont. Point    [W3R14_CP3]
         Cont. Point    [W3R14_CP4]
       Room #15       [W3R15]
       Room #16       [W3R16]
       Room #17       [W3R17]
       Room #18       [W3R18]

       Boss #3 - The
        Monkey Bros.  [BOSS3]
 ---------------------------------------
   World 4: The Glacier        [WRLD4]

 ---------------------------------------


   The Final Showdown          [SHWDN]
 ---------------------------------------

Ending                          [ENDNG]
_____________________________________________

Enemies                         [ENEMY]
Platinum Coins                  [PCOIN]
Journal Pages                   [JPAGE]

Master Fulcrum's Journal        [MFJRN]
_____________________________________________

Glitches                        [GLTCH]
_____________________________________________

Special Thanks                  [THNKS]

-------------------------------------------------------------------------------



===============================================================================
INTRODUCTION                    [INTRO]
===============================================================================

Flip's Twisted World is one of those less popular games. It is surely not the
best platformer in the world. It may lack some polish but it's still an
enjoyable game to play. So I have decided to write this guide so the game will
at least have one guide. It deserves at least one!


Flip's Twisted World is a unique and interesting platformer for Nintendo Wii.
In the game, you are a young boy named Flip Flannigan. He is the apprentice of
a wizard named Master Fulcrum. One day, Flip messes with a forbidden spellbook
and gets sucked into the universe inside it. He must then pass the trials
within in order to return to his own world.

The game's main gimmick is the ability to rotate the world 90 degrees in any
direction at will. This allows you to walk on walls and ceilings. Flip also
gains a handful of other powers along the way, but I'll cover those in
later sections.

There are 6 different worlds to traverse in Flip's Twisted World. Each world is
a huge place made up of many smaller levels or areas (known as rooms). Some
rooms are spacious outdoor areas, while others are more cramped indoor areas.
Throughout each of the 6 worlds, there are 25 pages of Master Fulcrum's journal
for you to find, but they are usually well hidden. There are also countless
gold coins scattered everywhere, which you can use to by items at the shops.
There are also special platinum coins, of which there are only 65 to find
in the whole game. They are used along with some gold coins to buy new costumes
for Flip. Most of the costume's give Flip an extra little ability of sorts.
For example, the Knight costume, when worn, has a chance of deflecting an
enemy attack. You start the game with 2 costumes: Flip's default blue costume,
and a red version of that costume. These two costumes do not provide any new
abilities.


You will notice in this guide that whenever we encounter an
NPC (non-playable character), I show their name and what they will say. One
reason for this is to help you identify locations, because we can use the NPCs
as landmarks since they have different names. This also allows you to see
everything an NPC will say without having to talk to them a bunch of times if
you don't feel like it.

-------------------------------------------------------------------------------



===============================================================================
CONTROLS                        [CTRLS]
===============================================================================

When playing Flip's Twisted World, you use both the Wii Remote and the Nunchuk.


Moving Around
---------------
Moving around is simply done using the joystick on the Nunchuk.


Jumping
---------
Press the A button to jump.

NOTE: If you fall too far, you will be hurt. However, if you land in water,
you will not be hurt no matter how long the fall.


Attacking
-----------
To attack an enemy, simply walk up to it and shake your Wii Remote to attack.
At first, Flip's only weapon is the Spell Book. As he gains more powers, he
will attack with whatever power is currently selected when you shake the Wii
Remote.

Attack two times in quick succession to do a double strike.

Attack three times in quick succession to do a triple strike.

Jump and press A again while in mid-air to do a Book Slam attack.


Changing Powers
-----------------
To change the selected power, hold down the C button on your Nunjuck. While
holding the C button, use the joystick to select the power you wish to switch
to.

To use your newly selected power, simply shake the Wii Remote.


Pausing
---------
Press the 1 button to pause the game and display the pause screen.
This screen displays how many gold coins you currently have, how many of the
Platinum coins you've found, and how many keys you have. This screen also
displays the items Flip currently has in his inventory in a row extending
from his hand. No items will be visible here if Flip's inventory is empty.
There are also a few buttons on this screen that allow you to:

#1: Restart the current room from the beginning by clicking
on the Retry Room icon.

#2: Listen to the parts of Master Fulcrum's Journal you've collected so
far, by clicking on the Journal icon. Note that the Journal button will not
do anything until you have found at least one page of the journal.

#3: View the costumes you possess, and change the one you are wearing by
clicking on the Costumes icon. This icon displays the Costumes screen.
The up/down arrows on the right will scroll the list when you have more
costumes than can fit on screen. Click on a costume in the list to preview
it on Flip. Click on the Back button in the upper left corner of the screen to
keep that costume, and then close the pause screen and Flip will be wearing
the selected costume.

#4: Adjust the music and sound effects volumes by clicking on the Options icon.


Interacting With Certain Objects
----------------------------------
Flip can interact with certain objects in the game world. When you approach an
interactive object, you will see a Z Button icon appear to let you know that
you can interact with that object by pressing the Z button on your Nunchuk.
This also happens when you walk up to an NPC (non-playable character) that
Flip can talk to.


Flipping (Rotating) the World
-------------------------------
Once you gain this power in Room #2 of The Void, you can use it simply by
holding down the B button. Tilt or twist your Wii Remote in the direction you
wish to rotate the room. Note that while holding down the B button, you can
use the joystick for precise control over the direction of the rotation.


Pushing/Pulling Objects
-------------------------
To pull an object, simply walk up to it and hold down Z. Then continue holding
Z and walk backward and Flip will pull the object. Note that the camera needs
to be behind Flip's back for this to work. It won't work if the camera is
looking at Flip from the side for example.

To push an object, simply walk into the side of it that you want to push it
from and continue walking. Flip will push the object.


Using Items
-------------
Flip can carry six items with him at a time. To use the current item, simply
press the 2 button on the Wii Remote.

-------------------------------------------------------------------------------



===============================================================================
ITEMS                           [ITEMS]
===============================================================================

These are the items you can buy in shops during your adventure. You may also
find items in treasure chests you will sometimes find in the game's levels.
The list below also shows how much each item costs in the shop. Flip can carry
up to six items around with him at a time.



Potion              10 Gold Coins
-----------------------------------
This item looks like a bulbous flask full of red potion.
Using a potion will fully restore Flip's health.


Invincibility       20 Gold Coins
-----------------------------------
This item looks like a squiggly test tube full of orange liquid.
It is an elixer that will make Flip invulnerable for a short time.


Shield              30 Gold Coins
-----------------------------------
This item looks like, well, a shield! When you use a shield, it will provide
Flip with magical protection against one damaging hit. Once an enemy has
hit you, the magical shield will vanish.


Phoenix Feather     50 Gold Coins
-----------------------------------
This item looks like a feather. Should you lose all of your health, this feather
will return you to the last checkpoint you activated.



Health Cube
-------------
This item looks like a cyan colored cube thing. They cannot be bought at the
shops, but are found in some game levels. They normally heal one unit of
health, but if Flip is wearing the Medic costume, there is a chance they might
fully restore Flip's health rather than just one unit of it.


-------------------------------------------------------------------------------



===============================================================================
PIVOT AND POWERS                [PIVOT]
===============================================================================


WARNING:
==========
This section contains spoilers pertaining to what magic powers Flip gains
during his adventure.



#--------------#
|  Spell Book  |
#--------------#

Flip's basic weapon in the game is Master Fulcrum's spell book. Flip uses
the book as a melee weapon.


#----------------------------#
|  Pivot (the Cube Pendant)  |
#----------------------------#

Pivot is the cube pendant Flip was carrying in his pocket when he set out on
his adventure. Once activated, the Cube reawakens. It is designed to help
young wizards in their training.

The cube has 6 faces, and each face has its own personality. Here is a list
of the 6 faces and which powers they allow Flip to use once he has obtained
them:


Pivot  (Rotate Power)
----------------------
The first face is Pivot. According to the manual, he is
"level-headed, optimistic and helpful. His element is gravity."

He gives Flip the ability to rotate the world 90 degrees at will once Flip
as obtained this power. Flip gets this power as soon as he reawakens the cube.


Brutus  (Flail Power)
-----------------------
The second face is Brutus. According to the manual, he is
"a couragous, brash lug. Brutus's element is force."

He allows Flip to use the Flail power once Flip has obtained it.
The Flail does more damage than the Spell Book, but takes longer to swing
around so Flip cannot attack with it as quickly as he can with the Spell Book.


Rayne  (Water Cannon Power)
-----------------------------
The third face is Rayne. According to the manual, she is
"a nurturing, motherly figure. Rayne's element is water."

She allows Flip to use the Water Cannon power once he has obtained it.
The Water Cannon power allows Flip to hit enemies and other things from a
distance.  It is also used to water some plants in the jungle world.


Artique  (Ice Spray Power)
----------------------------
The fourth face is Artique. According to the manual, she is
"a cold and haughty diva. Artique's element is ice."

She allows Flip to use the Ice Spray power once he has obtained it.
The Ice Spray power allows Flip to freeze enemies and other things.
A frozen enemy can be shattered using the Flail power.
In the ice world, a frozen enemy can be pushed into freezing cold water
to create a floating platform that Flip can use to get across the frigid water,
since it is far too cold for Flip to swim in that world.


Hothead  (Match Power)
------------------------
The fifth face is HotHead. According to the manual, he is
"a hot-headed aggressor. Hothead's element is fire."

He allows Flip to use the Match power once he has obtained it.
The Match power allows Flip to set enemies and other things on fire, as well as
light lanterns and torches.


Zapp  (Zapper Power)
----------------------
The sixth and final face is Zapp. According to the manual, he is
"A cocky, jocular showoff. Zapp's element is electricity."

He allows Flip to use the Zapper power once he has obtained it.
The Zapper Power, like the Water Cannon Power, is a long range attack.
It allows Flip to zap enemies from a distance, pull coins and things towards
him, and zap giant plugs to activate electrical devices.

-------------------------------------------------------------------------------



===============================================================================
COSTUMES                        [CSTMS]
===============================================================================

These are all of the different costumes Flip can wear in the game. Only the
first 2 are available at the start of the game. The rest must be purchased
from the shop using Platinum Coins and Gold Coins. The list below is in
order from cheapest to most expensive costumes



Traditional (Blue Flip)
---------------------------------------------------------
This is Flip's default blue costume, which he made himself.
You already have this costume from the start of the game.


Red Flip
---------------------------------------------------------
This costume is a red version of Flip's default blue costume.
You already have this costume from the start of the game.




Fishboy                      2 Platinum Coins and 25 Gold Coins
-----------------------------------------------------------------
This costume allows Flip to swim faster.


Savage                       3 Platinum Coins and 25 Gold Coins
-----------------------------------------------------------------


Camouflage                   5 Platinum Coins and 50 Gold Coins
-----------------------------------------------------------------
This costume makes Flip invisible to enemies as long as he is standing still.
The Camouflage costume does not effect bosses.


Knight                       5 Platinum Coins and 50 Gold Coins
-----------------------------------------------------------------
When Flip puts on the Knight costume, it will sometimes protect him from
damage. Anytime Flip sustains a damaging blow while wearing this costume,
there is a chance that the blow will be deflected and not hurt Flip.


Mr. Moneybags                5 Platinum Coins and 50 Gold Coins
-----------------------------------------------------------------


Vampire                      5 Platinum Coins and 50 Gold Coins
-----------------------------------------------------------------


Treasure Hunter              5 Platinum Coins and 150 Gold Coins
------------------------------------------------------------------


Medic                        10 Platinum Coins and 150 Gold Coins
-------------------------------------------------------------------
When Flip wears the Medic costume, there is a chance that any Health Cube
he collects will fully heal him.


Speedster                    10 Platinum Coins and 300 Gold Coins
-------------------------------------------------------------------
This costume allows Flip to move very fast.
It does not increase swim speed though.


The Destroyer                15 Platinum Coins and 999 Gold Coins
-------------------------------------------------------------------



-------------------------------------------------------------------------------



===============================================================================
PROLOGUE                        [PROLG]
===============================================================================

You can skip the Prologue if you wish, by pressing the A button on the Wii
Remote. The game's prologue is narrated by Master Fulcrum:


"I spent my entire life looking for the answers.
Countless hours were wasted, emersed in tomes, always coming up short.

I'd begun to realize that what I sought could not be found in books.
But I never expected to find it on my doorstep.

I was hesitant to bring a child into my life, but he had nowhere else to go.
As he grew, I tried to keep him away from potions and spells, but wizardry
always had a way of finding him.

It had been a long time since I'd seen someone so obsessed with magic.
Flip was so eager to prove he was ready to be trained,
he fashioned his own outfit, ruining my favorite hat in the process.

He wanted so very much to learn, but I could not bring myself to teach him.
I was doing all that I could to keep him safe. I tried my best to ensure that
Flip would not make the same mistakes I had.

But what I didn't realize, is that you can try to lead someone down a certain
path, but fate often has a way of intervening."

-------------------------------------------------------------------------------



===============================================================================
THE ADVENTURE BEGINS            [BEGIN]
===============================================================================

After the Prologue plays, the game starts you in Flip's home. The upper floor
is a small observatory. On the way upstairs, you'll see some bookshelves that
you can interact with. The first 2 shelves will say "Planar Jumping Vol. 1..."
when you interact with them. The 3rd shelf will say
"Thaumaturgical Anti-Elemental Theory...".

Continuing up to the observatory, you will see a metal chair and a telescope.
If you use the chair, you will get a view of a large sun painted on the ceiling
for a few seconds. Then Flip will get up out of the chair.

Heading back downstairs again, ignore the door with signs on it for a moment.
You will notice two tables with papers and books strewn about on them that you
can interact with. The first one will say
"Lightning Spells & Other Weather Magics...", while the second one says
"Arcane Fluctuations...".  There is a third table past the door with the signs
on it, but there's nothing to interact with there.

When you are done looking around the house, go to the door that has a couple
of signs on it which read "KEEP OUT!!" and "THIS MEANS 'YOU' FLIP". You'll
notice that you can interact with this door, so open it and walk inside. You
will find yourself in a new room with lots and lots of books on the shelves,
and in stacks on the floor. In the center of the room upon a circular table,
sits the World Book. It is a forbidden magic book that Master Fulcrum does not
want Flip to mess with. The World Book is the only interactive object in this
room, so when you're ready, go use it.

Flip opens the magical book and finds himself sucked into the universe inside
it. Welcome to World 1: The Void.

-------------------------------------------------------------------------------



===============================================================================
WORLD 1: THE VOID               [WRLD1]
===============================================================================


Platinum Coins: 0
Journal Pages: 0

         Shop: No


For each room, I will first show:

* how many platinum coins are hidden in that room
* how many Journal Pages are hidden in that room, and
* whether or not that room has a Shop in it

I will also display these stats for each world as a whole (at the start of
the section for each world). After showing these stats for each room, I will
then guide you through the room.


World 1 is called The Void, and it is effectively the game's tutorial world.
It is inhabited by a race of friendly snails known as Voidlings, and their
rivals - the hostile Slugs.



#======================#
|  Room #1    [W1R01]  |
#======================#

Platinum Coins: 0
Journal Pages: 0

         Shop: No


At the start of The Void, you enter some dialog right away. A Voidling named
Jambles is talking to you. He says:

"Hey! Come and talk to me!
Walk over until you are next to me and press Z."


So walk over to him and talk to him. NPCs (non-playable characters), like
Jambles will sometimes have more than one thing to say if you talk to them
more than once. As you can see below, Jambles has 2 different things that he
will say, so I have listed them both below. This is how I will always show
dialog whenever we encounter an NPC that Flip can talk to.


///////////////////////////////////////////////////////////////////////////////

NPC: Jambles                            Race: Voidling
-------------------------------------------------------------------------------
"Welcome to the Void world, stranger!
You look like you're new here so let me give ya a few helpful tips!
See those spinning shinies over there? Those are coins!
That meter in the bottom right shows you how many coins you have.
Collect as many as you can, you never know when they might come in handy.
Go and talk to my friend over there, he'll teach you about jumping.
You'll find that we Voidling snails can be very helpful and informative.
Be sure to talk to all of us by pressing Z!"
-------------------------------------------------------------------------------
"See you later! Remember to use Z to talk to my friends."

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


Continuing along the path, you will soon encounter another Voidling named
Wiggles.


///////////////////////////////////////////////////////////////////////////////

NPC: Wiggles                            Race: Voidling
-------------------------------------------------------------------------------
"Hey there, this shell is pretty heavy so I can't jump.
But If I could, I imagine I'd do it by pressing A!
Tap A while in midair to perform a double jump, which gives you a boost.
I have no idea how I know this.
You will need to put these things into practice to get across the next area.
If you need me to repeat this, just come back and talk to me again."

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


As you procede down the next straight section of the path, you will encounter
three ledges that you will need to jump up. For the last and highest ledge, you
will need to double jump (press A in midair after a jump to double jump). Atop
the third ledge, the path turns again and you will soon encounter a Voidling
named Gustro.


///////////////////////////////////////////////////////////////////////////////

NPC: Gustro                             Race: Voidling
-------------------------------------------------------------------------------
"Hey, this drop looks pretty far!
Don't be afraid though, it's not far enough to hurt you.
Say, did you know that you can control your view with (dpad)? Neat, huh.
You can zoom in and out with + and -.  I'm pretty clever, aren't I?"

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


Simply walk off the end of the path to land on the next section of path below,
where you will encounter another Voidling by the name of Squash.


///////////////////////////////////////////////////////////////////////////////

NPC: Squash                             Race: Voidling
-------------------------------------------------------------------------------
"Watch out! At the bottom of the drop ahead of me is a set of spikes.
Landing on spikes hurts, so be careful when moving about the world.
But it's okay, you need to keep going. The spikes are not enough to end you,
so jump!
My friend down there can teach you how to recover that lost health."

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


Well, walk off the edge to fall down and land on the next section of path
below. Flip will land on the spikes in a short cutscene, and then you will
enter a conversation with Spots the Voidling.


///////////////////////////////////////////////////////////////////////////////

NPC: Spots                              Race: Voidling
-------------------------------------------------------------------------------
"Hee-hee! That hurt, didnt it? That's okay, come talk to me.
I'll teach you all you need to know about health!"
-------------------------------------------------------------------------------
"Notice that change in the bottom left corner? That's your Health Meter!
You got hurt and have lost one health. You don't want to lose all of it,
otherwise it's game over and you'll start back from your last save point.
That's much worse than falling off the world! But don't fret, you can recover!
See the glowing thing over there? That's a health powerup!
Health powerups recover one bar of health when touched.
Go get it, and then talk to me again."
-------------------------------------------------------------------------------
"Touch that Health Powerup and then come talk to me!"

(He will say this after you've talked to him once, but before you've grabbed
the health powerup)
-------------------------------------------------------------------------------
"Hey, you took my Health Powerup! That's okay, I wanted you to have it.
Notice how after you fell there was a change in the bottom left corner?
That's because it's your Health Meter. You got hurt and lost one health.
But see how you recovered? That's the magic of the Health Powerup!
Each Powerup recovers one bar. You don't want to lose all your health
otherwise it's game over and you'll start back at the last room you entered!"

(He will say this the moment you touch the health powerup)
-------------------------------------------------------------------------------
"Feeling better? That's the magic of the Health Powerup at work!
Later on you'll learn about Items. They can really help in a pinch.
Well that's all I have to say about health.
Safe travels, and stay healthy!"

(If you talk to him again after grabbing the health powerup, he will always
say this)

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


We need to get across the gap to the door on the otherside, but currently we
cannot. So, take the path to the left. After hopping up onto the path to the
left, you will encounter the last Voidling in this room, Pod.


///////////////////////////////////////////////////////////////////////////////

NPC: Pod                                Race: Voidling
-------------------------------------------------------------------------------
"I don't have arms, but if I did I would go find the lever to lower this bridge
and switch it with Z."

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


Continue to the lever just beyond Pod.  Jump over the gap, then stand by the
lever and press Z to switch it.  You will see a short cutscene of the bridge
you just activated. Head back over to Spots the Voidling and walk across the
bridge.

Walk into the door to complete the first room. The game will automatically save
and load the next room. So if you die by running out of health, you would
restart in room 2 now since that's the last room you've entered. If you turn
the game off and come back to it later, you would also start in room 2 now
when you resume playing your save file.

Note that any time you fall off the level, you will respawn at the last
check point you activated. If you die by running out of health, you will have
to start the current room over from the beginning.



#======================#
|  Room #2    [W1R02]  |
#======================#

Platinum Coins: 0
Journal Pages: 0

         Shop: No


At the start of room 2, a Voidling by the name of Shazam will talk to you.
You'll quickly notice that room 2 is an indoor area.


///////////////////////////////////////////////////////////////////////////////

NPC: Shazam                             Race: Snail
-------------------------------------------------------------------------------
"Hey, that shiny thing in your pocket? That's called a Cube!
It's powered by that glowing power tile in the middle of the room.
Go ahead and step on the power tile!"

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


Step on the glowing power tile in the center of the room to activate your
cube. If nothing happens, reposition yourself on the center of the glowing
power tile and it should work. It's a bit finnicky sometimes.

You will see a cutscene showing your cube coming to life as it reawakens.


///////////////////////////////////////////////////////////////////////////////

NPC: Zapp                               Race: Cube
-------------------------------------------------------------------------------
"Whoah! What's happening?"

NPC: Hothead                            Race: Cube
-------------------------------------------------------------------------------
"Ahhhhhh! YAHHHHHHHH!!!""

NPC: Rayne                              Race: Cube
-------------------------------------------------------------------------------
"I'm scared!"

NPC: Brutus                             Race: Cube
-------------------------------------------------------------------------------
"Man up, guys."

NPC: Artique                            Race: Cube
-------------------------------------------------------------------------------
"*rolls eyes*"

NPC: Pivot                              Race: Cube
-------------------------------------------------------------------------------
"Guys, we're awake again! Who knows how long it's been?"

NPC: Rayne                              Race: Cube
-------------------------------------------------------------------------------
"Oh, what a wonderful surprise!"

NPC: Artique                            Race: Cube
-------------------------------------------------------------------------------
"We'll have to go on another adventure to help some boring student?
Yea, great surprise."

NPC: Hothead                            Race: Cube
-------------------------------------------------------------------------------
"Yes, YES!! Let's go kick some butt!"
"KICK SOME BUTT!"

NPC: Pivot                              Race: Cube
-------------------------------------------------------------------------------
"Everyone, SHUSH!"

NPC: Hothead                            Race: Cube
-------------------------------------------------------------------------------
"Yea guys, SHUT UP!"
"...Geez."

NPC: Pivot                              Race: Cube
-------------------------------------------------------------------------------
"I'm sorry, you're probably very confused.
I am the cube pendant you were carrying in your pocket. My name is Pivot, and
those are my friends.
It's my job to keep them under control. Together, we form a "Cube".
The Cube is a magical training device. Think of us as your water-wings for
magic.
Cubes are designed for young wizards-in-training.
I was probably passed down to you from your Master.
By stepping on that glowing Power Symbol, you've reawakened us and allowed me
to absorb your
first ability, the Rotation Cube Power!
You don't have the experience to use real magic on your own, but with us by
your side you'll have the
ability to rotate the world, as well as use every power we absorb from now
on.
We're made to not remember our previous experiences. If we could, it would make
things much too easy for you. But we know what we need to help you in your
lessons.
For a start, I believe we are in something called The World Book.
It's a magical book that contains a small universe, created to be a training
ground for wizards.
Whoever can pass the trials in this book is deemed worthy of being given the
powerful spells within.
There are multiple worlds in The Book. I think we're in the first one,
The Void.
But I'm sorry, I've gone on far too long. What's your name, young apprentice?
Flip? That's an interesting name. Pleased to make your acquaintance!
What's that? You want to leave the book?
There should be a gate that goes back to your world in The Town.
Let's get through this World and once we get back to town I think you'll be
able to go home.

NPC: Shazam                             Race: Snail
-------------------------------------------------------------------------------
"Doubt it. The doors to the other Worlds and the gate between our worlds have
been sealed."

NPC: Pivot                              Race: Cube
-------------------------------------------------------------------------------
"Really?
Flip, something weird has happened here in the World Book.
We should go exploring and figure out what's going on.
First, try talking to this Snail."

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


Sick of dialog yet? Well, don't worry, this is the tutorial world afterall.
The amount of dialog will decrease.  Anyway, walk over and talk to Shazam the
Voidling, as that's about all you can do at the moment.


///////////////////////////////////////////////////////////////////////////////

NPC: Shazam                             Race: Voidling
-------------------------------------------------------------------------------
"Time to try out that new power. Touch that button on the ceiling and I will
open the gates.
You'll need to twist the world to get to it.
To rotate, hold B and tilt or twist the Wii Remote in the direction you wish
to rotate.
Go ahead, try it out!"

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


Use your new rotate power and flip the room so you are walking on the wall.
Note, that while holding down on the B button, you can use the joystick on
the nunchuk to set the flip direction if you don't like using tilt. Using the
tilt can be finnicky at times and you may not want to take that extra risk
in many levels, as flipping in the wrong direction can cause you to fall off
the world. Using the joystick gives you much more precise control over the
rotation direction.

Rotate the room once more so you are now walking on the ceiling. Step on the
button in the center of the room, and grab the gold coins. You should
collect gold coins when you see them, as they allow you to buy items in the
shops.

Stepping on the button will open the gates. If you step on it again, they will
close again. So step on it again in that case to open them again.

Now, flip the room 2 more times so that you are once again back on the floor.
You can talk to Shazam if you wish.


///////////////////////////////////////////////////////////////////////////////

NPC: Shazam                             Race: Voidling
-------------------------------------------------------------------------------
"Great!
Go collect that key to open the door and continue on your journey."

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


You can now go to the opposite side of the room and grab the key that was
previously locked up behind one of the gates. Once you have the key, walk over
to the locked door (it has a large keyhole on it). The door will open when you
touch it. Walk into it to finish this room.



#======================#
|  Room #3    [W1R03]  |
#======================#

Platinum Coins: 0
Journal Pages: 0

         Shop: No


Room #3 is another indoor area. As soon as you touch the button, you will see
that the gate only stays open while the button is pressed. Pivot will then make
a comment.


///////////////////////////////////////////////////////////////////////////////

NPC: Pivot                              Race: Cube
-------------------------------------------------------------------------------
"Flip, why don't you push something on top of the button to hold it down?
That stone block should do!"

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


There is also a Voidling in the room, named Shelly.


///////////////////////////////////////////////////////////////////////////////

NPC: Shelly                             Race: Voidling
-------------------------------------------------------------------------------
"Hey, the only way to hold that gate open is to keep that button pressed."

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


Now, it's time to push/pull the stone block onto the button. When you walk up
to the stone block, Pivot appears again.


///////////////////////////////////////////////////////////////////////////////

NPC: Pivot                              Race: Cube
-------------------------------------------------------------------------------
"Pull the block out by standing in front of it and holding Z while moving
(the joystick).
To push it, walk up against the block from the direction you'd like it to
move."

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


Note that pulling tends to work best if you line the camera up directly
behind Flip once you'd moved him against one side of the block. Hold Z and move
backward to pull the block with you. To push the block, simply run into it from
one side and keep walking and Flip will push the block.

Once you've moved the block onto the button, the gate will open and stay open
as long as you don't move the block off the button. Note that there are 4 gold
coins on the ceiling if you wish to get them quick by rotating the room.

Walking through the open gate, you see there is another room on the other side
that looks similar to the first.  Against two of the walls, you will see
two rows of 4 gold coins appiece, making a total of 16 gold coins. In one
corner, is a Voidling named Squirms.


///////////////////////////////////////////////////////////////////////////////

NPC: Squirms                            Race: Voidling
-------------------------------------------------------------------------------
"You must hold this button down to raise the gate.
Unfortunately, the only thing to weigh it down with is on the ceiling."

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


Now rotate the room so that you are on the ceilng. Walk up to the stone block
and Pivot appears.


///////////////////////////////////////////////////////////////////////////////

NPC: Pivot                              Race: Cube
-------------------------------------------------------------------------------
"Flip, if you rotate close to moveable objects, you can take them with you.
Why don't you try it?"

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


Stand near the stone block, and rotate the room so that you fall on the nearest
wall. You will notice that the stone block fell with you. This is because you
were standing near it when you rotated the room.

Staying near the stone block, rotate the room again so that you are now back on
the floor again and so is the stone block. Move the stone block onto the button
and the gate will open and stay open as long as you don't move the block off
of the button.

Walk into the now opened gate to move on to the next room.



#======================#
|  Room #4    [W1R04]  |
#======================#

Platinum Coins: 0
Journal Pages: 0

         Shop: No


Room #4 is a large outdoor area like room #1. Right away a Voidling named
Rockback will talk to you.


///////////////////////////////////////////////////////////////////////////////

NPC: Rockback                           Race: Voidling
-------------------------------------------------------------------------------
"Hey! You better come talk to me before you go any further!"</pre><pre id="faqspan-2">
-------------------------------------------------------------------------------
"Hey, you're in an open world now, so be careful with that rotation voodoo.
If you fall into the void you'll come back, but at the last checkpoint."

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


Jump to the platform behind Rockback that has 3 gold coins on it. Jump from
platform to platform across the gaps. On the other side you will encounter
a strange guy sleeping on the sand. His name is Axel and you'll learn more
about him as you collect the pages of Master Fulcrum's journal and progress
through your adventure inside the World Book.

After the cutscene, a Voidling named Crank yells at Axel. After yelling at Axel,
Crank has more to say if you talk to him.


///////////////////////////////////////////////////////////////////////////////

NPC: Crank                              Race: Voidling
-------------------------------------------------------------------------------
"Get out of here you big-eyebrowed goon!"

(he says this at the end of the cutscene when he's yelling at Axel)
-------------------------------------------------------------------------------
"Well, the bridge is out, thanks to that guy.
Looks like you've gotta figure out how to get across.

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


Moving past Crank, you'll come to a gap in the path. Do not try to jump across,
as the gap is too long.

NOTE: It is in fact possible to jump across this gap using a double jump.
The gap is long enough that it is a tricky jump though. Timing is important.

Before crossing the gap, walk up to the round thing on the ground near the gap.
This is a checkpoint, and it activates when you get close to it.
Now if you were to fall off of the level, you would restart at this checkpoint
instead of at the start of the current room (until you move on to the next room
that is).  Note that if you die by running out of health, you will have to
restart the current room from the beginning.  Upon activating this checkpoint,
Pivot pops up again.


///////////////////////////////////////////////////////////////////////////////

NPC: Pivot                              Race: Cube
-------------------------------------------------------------------------------
"Hey Flip, this is a checkpoint!
Getting close to it will activate it.
If we fall off of the world, we'll respawn right here!"

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


Now it's time to cross the gap. The easy way to cross it, is of course to
rotate the room so you fall onto the wall to the left. Now that you are on the
wall, walk past the gap. Then rotate the world again so that you fall back onto
the ground.

Now that you are on the other side of the gap, you will see 2 more gold coins
to grab, and then a Voidling named MacOoze sitting near a locked door. When you
get within earshot of him, he will call to you. MacOoze is here to teach you
the basics of combat.


///////////////////////////////////////////////////////////////////////////////

NPC: MacOoze                            Race: Voidling
-------------------------------------------------------------------------------
"Oy! Get over 'ere!"

(He says this when you move within earshot of him)
-------------------------------------------------------------------------------
"Hey boyo! I'm the toughest Snail around!
Don't believe me? Hit me with your best shot!
Shake the Wii Remote to attack me with that heavy-lookin' book of yer's!"

(He says this when you go up to him. Now attack him with your book like he
told you to)
-------------------------------------------------------------------------------
"YEOWTCH!
You're strong, but I'm still standin'! Good job, laddy!
Alright, I think you can get me better than that, lad! Time for the
Attack Combo!
Shake the Wii Remote 3 times to hit me with the triple hit combo! Try it, it
packs a punch!"

(He says this after you attack him with your spell book by shaking the wii
remote. Now hit him with the triple hit combo like he told you to)
-------------------------------------------------------------------------------
"YOW-WOW-OUCH! That hurt THREE times as much! Combos are great against groups
of enemies.
That Attack Combo you used is a triple strike.
Sometimes it's better to use the faster double strike instead.
Alrighty, lad, how about something new?
Time for the Book Slam, a powerful aerial strike!
Press A to jump, and then press Z in mid-air to deliver a powerful strike! Go
ahead, try it!

(He says this after you hit him with the triple strike combo. Now hit him with
the Book Slam like he told you to)
-------------------------------------------------------------------------------
"ACCHHH!
That hurt! Ow...
Alright laddy, I've taken a beating, but I've taught ya everything I know.
Further ahead are the Slugs, a mean and terrible foe. Their explosions pack a
punch, so watch out!
Best of luck to ya, m'boy!"

(He says this after you hit him with the Book Slam)

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


Now that your combat training is complete, MacOoze has unlocked the nearby
locked door for you. Enter it to move on to the next room.



#======================#
|  Room #5    [W1R05]  |
#======================#

Platinum Coins: 0
Journal Pages: 0

         Shop: No


As soon as Room #5 starts, you'll notice it's another outdoor area, and a
Voidling named Jab is talking to you. This room is also the first one to have
some enemies in it for you to fight.


///////////////////////////////////////////////////////////////////////////////

NPC: Jab                                Race: Voidling
-------------------------------------------------------------------------------
"We Snails are at war with the Slugs.
Slugs and Snails used to be one, but one day things changed.
The Slugs threw off their shells in an act of defiance to our ways.
The became violent and today their leader, the so-called Slug King, wants to
take over the Void.
It has something to do with the Chapter Stone he possesses, we think.
Be careful, Slugs can sneak up and surprise you."

NPC: Pivot                              Race: Cube
-------------------------------------------------------------------------------
Flip, Chapter Stone...I know those words.
AH! I remember now!
The Chapter Stones are the key to your trials here. They are magical objects of
great power.
They power the World Book and aid those deemed worthy. A Chapter Stone exists
in each world.
Flip, they're probably what sealed off the Book, and are your keys to returning
home.
You need to get those stones!"

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


After the conversation, if you move the camera about with the + directional pad
to get a look at your surroundings, you will notice another Voidling at the top
of the stairs near the door to the previous room. His name is Jib.


///////////////////////////////////////////////////////////////////////////////

NPC: Jib                                Race: Voidling
-------------------------------------------------------------------------------
"Beware! Slug territory ahead!
Slugs are hostile. You'll have to fight if you are to continue and move
forward.

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


Looking around, you will see some platforms near the top of the wall. The
uppermost platform has 5 gold coins on it. If you go up there to get them, be
careful when you flip onto the wall, as there is a slug there. Hit him once
to finish him off. At the top of the wall, flip onto the first of the platforms
and then hop across to the gold coins. Then return to the platform nearest the
wall, and flip back onto the wall. Move near the bottom of the wall, and then
flip back onto the ground.

Now head down the stairs near the door, but be careful. 3 slugs are hiding
behind the stairs. Take them out quickly. With the slugs gone, it is safe to
visit the Voidling just ahead. His name is Speckles.


///////////////////////////////////////////////////////////////////////////////

NPC: Speckles                           Race: Voidling
-------------------------------------------------------------------------------
"Here, you'll want this if you are going forward.
It's an Item! Items can be used for various purposes.
This one is a Health Potion.
Using it will restore lost health. You can use the item by pressing 2.
There are many other different types of items as well, so keep an eye out!
So if you're low on health, press 2 and your health will be restored!
Good luck!
-------------------------------------------------------------------------------
"Remember, press 2 to use items!"

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


A bit further down the path, you'll encounter another Voidling named Helix.


///////////////////////////////////////////////////////////////////////////////

NPC: Helix                              Race: Voidling
-------------------------------------------------------------------------------
"Good luck!"
-------------------------------------------------------------------------------
"Remember, press 2 to use items!"

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


Moving forward, you will encounter a few slugs. Wipe them out. Just beyond the
tattered flag, you'll see some floating platforms. Jump on the first one to
activate the checkpoint that rests there.

You'll notice the vertical wall nearby has a bunch of gold coins on it. To get
them, jump to the next small platform (it is red). From here, flip onto the
purple wall to your left. Now flip one more time to the green wall that has the
gold coins on it. Grab up all the coins, and now make your way back to the
checkpoint you just activated.

Hop across to the next platform, where you'll see some slugs and a small
pond. To the right is a group of 6 gold coins. To the left is a strange
thing with a purple diamond floating above it. Move near it and some dialog
begins.


///////////////////////////////////////////////////////////////////////////////

NPC: Rayne                              Race: Cube
-------------------------------------------------------------------------------
"Flip, be careful! I recognize that! It's a Monster Spawner!
They create monsters continuously until destroyed. Make sure to take these
out!"

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


Rayne is correct, as you may have noticed that the Monster Spawner was indeed
creating monsters continuously. Hit it a handful of times with your Spell Book
to destroy it. If you hop in the water, Pivot appears.


///////////////////////////////////////////////////////////////////////////////

NPC: Pivot                              Race: Cube
-------------------------------------------------------------------------------
"Water is safe, but you can't rotate while swimming."

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


You should notice the left wall has some gold coins on the narrow edge of the
wall. Stand on the edge of the pond, and carefully position yourself against
the narrow edge of the wall. Now flip onto it.

Carefully walk onto the tiled ground that's touching the wall. Move over to
the tiled wall, and flip onto it. The next tiled wall has a lever on it, so
flip onto that wall and press the lever. A short cutscene shows a block rise
out of the water in the pond you were at a moment ago.

Now make your way back to the pond and jump into the water. Swim over to the
block you raised out of the water and jump onto it. From here, flip onto the
tiled wall, and be careful of the slugs there.

After taking out the slugs, jump the small gap and enter the door to move on
to the next room.



#======================#
|  Room #6    [W1R06]  |
#======================#

Platinum Coins: 0
Journal Pages: 0

         Shop: No


The first part of the path in this room is guarded by a few slugs, so take them
out. Move forward through the doorway and deal with another slug or two. When
you come to the gap in the path, flip onto the wall. Walk on the wall (watch
out for the slug here) to the other side of the gap, and then flip back onto
the ground.

Continue to the corner in the path, where you'll find a checkpoint. Now head
up the stairs. There is a slug at the top. A second slug is farther down the
path. The wall on the left has 2 gold coins and 2 health cubes on it. Flip
onto the wall and grab them if you wish, then flip back onto the ground. Take
out that second slug I just mentioned and watch the two moving platforms.
When the vertical one comes near you, flip onto it.  Then when the two moving
platforms come close to each other, flip onto the second moving platform.
Ride it down, and jump onto the next part of the path below. These moving
platforms can be a bit tricky, especially if it's your first time playing this
level.

Here you'll see another staircase. Head up the stairs and you'll find another
checkpoint at the top. You'll also find a sign here. If you walk up to it and
press Z, it reads

"Ahead: Slug King's Throne Chamber
Tremble at the might of the Slug King:
The Mightiest, Sluggiest King of them all!"

Just ahead, you'll see an octagonal platform with a button in the center and
a stone block nearby. Push the stone block onto the button to make a metal
grate above the Slug King's door disappear. This grate conceals the lever that
opens the door.

Hop onto the moving platform and ride it across. Hop off and take out the pair
of slugs and then destroy the monster spawner. Now flip onto the wall and walk
up to the ledge where the lever sits above the door. Flip onto the ledge and
push the lever. The door will now open. Simply walk off the ledge and land on
the floor as it's not a big enough drop to hurt you.

Enter the door to move on to the next room, and you're first boss fight.



@===========================================@
|  Boss #1 - The Slug King         [BOSS1]  |
@===========================================@

As you enter the Slug King's Throne Chamber, the door slams shut behind you.
With Flip trapped, there's only one thing left to do, show that Slug King
who's boss! Look up on the wall high above the door. You will notice that there
are two health cubes up there on the wall. Remember that in case you find
yourself needing to heal during the fight.

Just walk off the edge and fall to the ground below as its not a big enough
fall to hurt you. DO NOT jump off this edge as the extra height gained from the
jump is enough to make the fall hurt you.  The Slug King awaits you in the
middle of the area. He will periodically belch out slugs that will try to
hinder you.

Looking behind you, you will see a giant salt shaker on the ceiling of the
alcove here. This is important.  Firstly, head over to the Slug King.
Don't touch him though. You should notice his tail is kind of flashing. Whack
it with your Spell Book. Now the Slug King will start persuing you. Run back
into the alcove to the back wall (go to one corner or the other to avoid being
hit by the Slug King) and the Slug King will slam into the wall, causing the
giant salt shaker to sprinkle salt on him.

The Slug King returns to the middle of the area. You will need to repeat the
above steps and get him salted two more times to defeat him.


Upon salting the Slug King for the third time, you will see a cutscene showing
him getting salted. He then shrinks away to nothing, leaving behind the first
Chapter Stone.  Congratulations! You've recovered the first of the Chapter
Stones! This world may have been short, but the other worlds are much larger.

You will now find yourself in The Town. The Town is the game's hub world.
There is a shop in The Town where you can buy items and costumes. The shop
appears in some of the worlds too. For more information on The Town, go to
The Town section of this FAQ.

-------------------------------------------------------------------------------



===============================================================================
THE TOWN                        [TOWNW]
===============================================================================

Platinum Coins: 2
Journal Pages: 1

         Shop: Yes


The Town is the game's hub world. From here, you can access all of the worlds
in the World Book (once you've unlocked them). You will always return here
upon completing a world (which unlocks the next world), and you can of course
go back to and replay previously completed worlds from The Town.


The Shop
----------

Look around this middle area and you should see a wooden table with 5 objects
on it. This is the shop, and as you approach, a snake pops his head out of the
basket behind the table. The snake's name is Hiss, and he is a travelling
merchant, so Flip is bound to see him elsewhere during his travels in the
World Book.

Here is a list of the first 4 items on the table, and their costs.

Potion           10 Gold Coins
Invincibility    20 Gold Coins
Shield           30 Gold Coins
Phoenix Feather  50 Gold Coins

The fifth item on the table looks like Flip's hat. Selecting this allows you
to browse the list of costumes you can purchase. With the mask on the table
selected, you can click on the up and down arrows on-screen to browse the
list of costumes available to purchase if you have the necessary funds.


The Six Worlds
----------------

Now, you'll notice that around the central area where the shop is, there are 6
areas, each with a door to one of the worlds. If you face the shop, the first
area to your right is the door that leads back to World 1 - The Void. To the
right of this area is the entrance to World 3 - The Canopy. The next area to
the right is the entrance to World 6 - The Works. To the right of that, the
next area is the entrance to World 4 - The Glacier. The area to the right of
that is the entrance to World 2 - The Keep. And after that, lastly is the
entrance to World 5 - The Depths. Right beside that is the shop again, as
we've now gone full circle clockwise.

In the middle of this central area, you will see a star with six small circular
holes (one at each of the star's points). You will notice also that the Chapter
Stone you collected from the Slug King is inserted into the brown one. This in
turn unlocks the entrance to World 2 - The Keep. As you recover more Chapter
Stones, they too will end up here to unlock the doors to more worlds.


Two Platinum Coins and a Journal Page
---------------------------------------


~*~ PLATINUM COIN #1 ~*~    [PC01]

Now, there are 2 platinum coins to find in this area. When you head over to
the castle area (the entrance to World 2 - The Keep), you can see a platinum
coin sitting ontop of the castle. To get it, jump onto the blue-roofed
building. From here you can double jump up to the platinum coin to claim it.
You can also jump onto the middle of the castle, and then jump once more up
to the platinum coin.


~*~ PLATINUM COIN #2 ~*~    [PC02]

The second platinum coin here happens to be in this same area of The Town.
Look across the water on one side of the castle, and you'll see a small shed
over there. The platinum coin sits on the roof of that shed. Swim across the
water, and jump up onto the shed to claim the platinum coin.


~*~ JOURNAL PAGE #1 ~*~    [JP01]

There is also one Journal Page to find in this area. It is over in the area
of the entrance to World 3 - Jungle. You'll have to wait until you have the
Water Cannon Power before you can reach this journal page. When you have the
Water Cannon Power, there is a giant bug near the entrance of World 3.
Shoot it with the Water Cannon to water it, and some leaves will appear on
the vine. Jump on a leaf and it bounces you back up into the air. Use these
leaves to make your way over to the floating platform where the Journal Page
rests.




NPCs (Non-Playable Characters)
--------------------------------

There are some characters in The Town that Flip can talk to. This section shows
what each of them say. First, the characters in the central area, and then the
characters in each of the 6 surrounding areas.



Central Area NPCs
-------------------


///////////////////////////////////////////////////////////////////////////////

NPC: Bif                                Race: Voidling
-------------------------------------------------------------------------------
"Hey traveler, how goes it?
I heard Trug and Wily Wilson don't get along."

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


///////////////////////////////////////////////////////////////////////////////

NPC: Wily Wilson                        Race: Vaultling
-------------------------------------------------------------------------------
"Arrr, where I am from be pretty rough.
The Depths be a dangerous place. Definitely not for the weak, boyo.
-------------------------------------------------------------------------------
"We Vaultlings love a good root beer or three once in a while. Yar-har!
..Yar, me teeth hurt."
-------------------------------------------------------------------------------
"Yar, it be too bright above ground. I come from the Depths, which be mostly
underground."
-------------------------------------------------------------------------------
"If the big fella over there keeps starin' at me with his ugly eye, he'll be
seein' the point of me sword!
Wily Wilson isn't scared of some big blue brute!"
-------------------------------------------------------------------------------
"Arrr...yes?"
-------------------------------------------------------------------------------
"Ye be after me treasure?"
-------------------------------------------------------------------------------
"Arr, ye will never get it, ever!"

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


///////////////////////////////////////////////////////////////////////////////

NPC: Trug                               Race: Glacian
-------------------------------------------------------------------------------
"Hey, you! New face, short man!"
-------------------------------------------------------------------------------
"That green guy suspicious character, I keep eye on him."
-------------------------------------------------------------------------------
"One day bad man come, break ice in Glacier. Me and friends free from ice now,
no longer frozen.
He think we help him, but we no stupid. He bad man, do bad things."

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\



Area 1 NPCs
-------------

This is the area that has the door to World 1 - The Void.


///////////////////////////////////////////////////////////////////////////////

NPC: Squiggly                           Race: Voidling
-------------------------------------------------------------------------------
"Welcome to the Town! This is a central point for the different Worlds here!
A long time ago, a stranger came through here and started attacking everyone.
The Chapter Stones got scared and sealed off the doors to our worlds and the
gate back to yours.
Looks like you managed to open up the Void door! Getting the 1st Chapter Stone
must've done it.
It looks like you've opened the Keep Door, too.
To open up more doors, get more Chapter Stones. There are 6 altogether."
-------------------------------------------------------------------------------
"Talk to the townsfolk as much as possible! They always have lots to say!"

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\



Area 2 NPCs
-------------

This is the area that has the door to World 2 - The Keep. There is a castle
here and its door is the entrance to this world.


///////////////////////////////////////////////////////////////////////////////

NPC: Maus                               Race: Fortonian
-------------------------------------------------------------------------------
"My brother is accused of a crime he hath not committed and was thrown in a
dreadful dungeon!
He is a rough character, but would nary commit an act of villainy!"
-------------------------------------------------------------------------------
"That green guy suspicious character, I keep eye on him."
-------------------------------------------------------------------------------
"One day bad man come, break ice in Glacier. Me and friends free from ice now,
no longer frozen.
He think we help him, but we no stupid. He bad man, do bad things."

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\



Area 3 NPCs
-------------

This is the area that has the door to World 3 - The Canopy.


///////////////////////////////////////////////////////////////////////////////

NPC: Shaman Ra'Nelu                     Race: Verd
-------------------------------------------------------------------------------
"You must venture forth and prove your mettle to the great and powerful
Chapter Stones!
You must go to the next world but before you do, try and prepare a bit. Your
quest will be difficult.
See that shop over there?
Go talk to Hiss and he'll show you his helpful items.
Hiss is a traveling merchant who has many useful wares that he will exchange
for coins.
He's fast, so you'll most likely run into him throughout your journey.
Good luck to you, Flip!"
-------------------------------------------------------------------------------
"One of the previous adventurers who came to this world caused us much trouble
and pain.
Please remember, your quest here should be a quest for knowledge and
experience, not power."
-------------------------------------------------------------------------------
"I see you, Flip.

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\



Area 4 NPCs
-------------

This is the area that has the door to World 4.

There are no NPCs in this area.



Area 5 NPCs
-------------

This is the area that has the door to World 5 - The Depths.

There are no NPCs in this area.



Area 6 NPCs
-------------

This is the area that has the door to World 6 - The Works.


///////////////////////////////////////////////////////////////////////////////

NPC: Prof. Feathersworth                Race: Skyrian
-------------------------------------------------------------------------------
"As a researcher, I am knowledgeable about many things. Ask, and I shall impart
my wisdom."
-------------------------------------------------------------------------------
"The history of this entire world does indeed exist, in a tome called the
World Book.
Its author and origin are unknown, but we do know that it contains truly
powerful magical knowledge.
This magic is unlocked only by those who can complete all of the trials here.
While this was the purpose of this world's creation, life here has taken on a
meaning of its own.
We live our lives here and see ourselves as more than just part of some trial.
We spend little time thinking about wizards except when they visit us and cause
a stir."
-------------------------------------------------------------------------------
"The Chapter Stones are objects of great power.
They constitute the very fabric of our world.
Having a consiousness, they are responsible for our protection and watching
over the magic trials.
If they were to get into the wrong hands, it would be perilous for everyone in
our world and yours.
For this reason they sealed themselves off in each world and closed off the
exit back to yours."
-------------------------------------------------------------------------------
"If you can obtain each of the Chapter Stones, you'd effectively be completing
the trials.
With new magical abilities you could defeat the outsider and return to your
world."
-------------------------------------------------------------------------------
"The Town is the centre of our world, where all the worlds in the Book meet.
It is the centre of trade and exchange and also a meeting place for the peoples
of each world."

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

-------------------------------------------------------------------------------



===============================================================================
WORLD 2: THE KEEP               [WRLD2]
===============================================================================

Platinum Coins: 15
Journal Pages: 5

         Shop: Yes


World 2 is called The Keep. It is a fantasy/castle-themed world inhabited by
the Fortonians, most of whom are downtrodden peasants and guards.



#======================#
|  Room #1    [W2R01]  |
#======================#

Platinum Coins: 3
Journal Pages: 0

         Shop: No


As you begin this room, you will encounter a Fortonian by the name of Murt in
the middle of a circular area as soon as you walk forward.


///////////////////////////////////////////////////////////////////////////////

NPC: Murt                               Race: Fortonian
-------------------------------------------------------------------------------
"Greetings, gentle giant.
Welcome to the Keep!"

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


Just beyond Murt is a tree to the left. Beside the tree sits a treasure chest
that is surrounded by 5 gold coins. You will also see some strange yellow
enemies that walk on three legs and have three eyes. These are called HODs.
Take care of them and then walk up to the chest and press Z to open it and
claim its contents.

Moving forward, you will very quickly come to a circular platform with a stone
bench in the middle. Upon the stone bench sits a Fortonian named Shoewood.


///////////////////////////////////////////////////////////////////////////////

NPC: Shoewood                           Race: Fortonian
-------------------------------------------------------------------------------
"'Tis a fine day."

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


Walk over and flip onto the vertical portion of path that meets the circular
platform you are currently on. This path has fences on either side, and you
will come to a sign at the foot of a spiral ramp. 5 gold coins litter the ramp.
The sign reads:

"Beware the Hopsqueak.
To defeat this beast, thou must land true with a strike from the air whilst
the beast is dazed."

Head up the spiral ramp, and at the top you will encounter this fearsome beast!
At first it looks a bit like a blue kangaroo with boxing gloves, but a closer
look reveals that it has rabbit ears and a duckbill. To defeat him, hit him
with a triple strike combo to stun him, and then finish him off with a
Book Slam (Press A while in midair during a jump). You will see plenty more
Hopsqueaks, as they are a common enemy.

Continue forward, and at the end of the path, flip yourself onto the next
portion of the level, where you will land on a checkpoint. There are 3 HODs
here and there is also another hopsqueak ahead. Kill the HODs.


~*~ PLATINUM COIN #3 ~*~    [PC03]

If you look through the small grove of trees near the checkpoint, you will see
some platforms behind them. They lead out to a floating platform, where a
platinum coin rests. Head over and grab that platinum coin. Upon reaching the
platinum coin, you should also notice that there is a guy here named Riddeon.


///////////////////////////////////////////////////////////////////////////////

NPC: Riddeon                            Race: Fortonian
-------------------------------------------------------------------------------
"Going out of yon way is a good way to find Platinum Coins which can buy
things that regular coins cannot. Now how dost I getteth off this island?"

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


Hop back across the platforms to the rest of the level. In the grass near the
grove of trees, there are some gold coins arranged in a circle with a health
cube the middle of them. Follow the road forward, and you will come to that
second hopsqueak I mentioned before. Take him out.

Flip yourself onto the next part of the level. It's a path with several small
sets of stairs and concrete walls on either side. Flip yourself onto the
concrete wall on the left side of the path. From here, look around and you'll
see some bits of road floating in space with wooden fences on them. Jump out
onto the first one. You will see another hopsqueak waiting for you just ahead.
Make the last couple jumps and take out the hopsqueak.


~*~ PLATINUM COIN #4 ~*~    [PC04]

You may have noticed some trees on the left side of the castle with some coins
sitting on them. Hop up these trees and onto the top of the tower to find a
platinum coin hiding on top of it. You can't see it from the ground because
the short walls on the top of the tower hide it.

Now head back down to the path you came from. Head up a few steps to the
checkpoint, and a Fortonian named Wallace.

///////////////////////////////////////////////////////////////////////////////

NPC: Wallace                            Race: Fortonian
-------------------------------------------------------------------------------
"Hello there, young traveler!
To get into yonder castle, one must lower the drawbridge.
Now, if only I could remember where the winch was..."

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


After talking to him, a short cutscene shows a doorway atop the castle
somewhere. The winch in question awaits in that room. But first, look up above
the drawbridge. A tower rises up from the castle, and up near the top of it
is another platinum coin.


~*~ PLATINUM COIN #5 ~*~    [PC05]

First, to get across the river, stand by the edge and flip the world so you
fall onto the front wall of the castle. You could also hop across first and
then flip if you wish. Follow the gold coins up the front wall of the castle.
When you reach the top edge of the wall, turn right and walk along it and you
will find a hidden treasure chest. Flip onto the ground by the chest, and open
it to claim your prize. Then flip back onto the wall and walk a short ways
further to reach that tower we saw the platinum coin on. Simply run up the
tower with a few hops along the way, to claim the platinum coin.

Next, stand on one of the walls that extends up above the front wall of the
castle and flip yourself onto the top of the castle. Now that we are on top of
the castle, we can go find that winch. Standing here near the tower is Gudwyn,
a Fortonian.


///////////////////////////////////////////////////////////////////////////////

NPC: Gudwyn                             Race: Fortonian
-------------------------------------------------------------------------------
"'Tis a great day for a dip.
Diveth into yon moat water below.
Thou wilt not get hurt falling into water, no matter how far the fall."

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


Head over to the other side of the castle, and on the back you will find an
open doorway. Walk in, and on the left side of the room sits the winch.
Activate it to lower the drawbridge. A short cutscene shows the drawbridge
lowering.

Now head back down to the drawbridge. The quickest method would be to use
Gudwyn's suggestion and jump off the castle into the moat water below. Enter
the castle to move on to the next room.



#======================#
|  Room #2    [W2R02]  |
#======================#

Platinum Coins: 1
Journal Pages: 1

         Shop: No


*~* JOURNAL PAGE #2 *~*    [JP02]

As you start off this room, you'll see a HOD nearby so take him out. Now, walk
over to the end of the right wall and you'll notice you can walk around the end
of the wall. Do so and flip yourself onto the outside of the wall. Now, run
across the wall and grab the journal page.


~*~ PLATINUM COIN #6 ~*~    [PC06]

Return to the area you started in and walk to the end of the road. Take out
the Hopsqueak here if you haven't already. Looking ahead, you will see a
floating piece of road with a wooden rail, followed by another small floating
platform. Just beyond that is a small floating grassy area with one tree and
a platinum coin. Hop over there and grab the platinum coin, and then hop back
across.

Facing the end of the road and looking around, you'll notice the left wall
has another piece just after it, followed by a vertical section of the level
that is rounded and has wooden fences. Flip yourself onto the wall and hop
your way over there. Waiting for you inside the fenced area is another
Hopsqueak, so destroy him.

There's only one way to go from here, so flip yourself onto the vertical grassy
area with a gold coin on one side of this fenced area. Continue forward,
jumping a couple gaps and you'll meet another Hopsqueak. Take him out and jump
the next gap to reach the checkpoint. You should notice you can walk behind
the wall in front of you. Go behind it and flip yourself onto the back of the
wall. Walk forward and you'll come to a sign next to a catapult that sits on
a small hill. The sign reads:

"Catapult Operation Instructions
To launch thyself, hop on!"

Just beyond the catapult is a draggin' fly. Kill him if you wish. The catapult
launches you over to the nearby pool. After landing in the water,
swim to the far end of the pool where you will find a winch sitting on the
ground. Hop out of the water and activate the winch. This opens a locked gate.
Now head back toward the catapult. On this side of the pool are a couple white
floating platforms. Hop across them to get back over to where the catapult is.
Go back past the catapult and flip yourself onto the fenced ledge.

From here, walk around to the front side of the wall, and flip yourself onto
it. Move forward, grabbing the 3 gold coins and watch out for the HOD here by
the gate we just opened with that winch. Walk through the gate and you will see
some floating platforms ahead. Run out to the end of the grass and double jump
to reach the first platform. Grab the 3 gold coins and jump the next couple
gaps to reach another 3 gold coins.

There is now a large grassy area to your right, so jump to it. Take out the
HODs here and destroy that monster spawner. There are a few gold coins here to
grab, and another winch. This opens the bottom of the pool where the first
winch was. The water falls through the hole in this platform (we're standing
on the bottom of that pool) and fills another pool.

Backtrack to the gate and head through it to the checkpoint. Flip yourself onto
the ground with the checkpoint.  Or to get back there quicker, you could fall
off the world on purpose so you spawn back at the checkpoint. Now once again
walk behind the wall and flip yourself onto the back side of it. Hop on the
catapult to be launched back over to the now empty pool. Drop through the hole
in the center of the pool bottom to fall into another pool where the water all
went. Hop out of this pool to reach another checkpoint.

Jump to the next platform, and then flip yourself onto the platform after that
one. Jump to the next platform which is actually a wall. Flip yourself onto the
road to your left. Head up the steps and around the corner are two Fortonians
standing near the door.


///////////////////////////////////////////////////////////////////////////////

NPC: Ohrhen                             Race: Fortonian
-------------------------------------------------------------------------------
"Ol' Rhyming Wendt is the wisest in all the land.
Keep talking to him if thou wisheth to fill thy head with knowledge."

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


///////////////////////////////////////////////////////////////////////////////

NPC: Ol' Rhyming Wendt                  Race: Fortonian
-------------------------------------------------------------------------------
"Deep within the Keep spiders big as wagons lurk.
To defeat them, only a weapon of true might wouldst work!"
-------------------------------------------------------------------------------
"Plights of the troubled are best heeded.
They sometimes bear rewards but are not always needed."
-------------------------------------------------------------------------------
"The Suits of Armor are subject to haunting.
Let your guard down and the damage shall be daunting!"

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


Walk into the door to enter the next room.



#======================#
|  Room #3    [W2R03]  |
#======================#

Platinum Coins: 3
Journal Pages: 1

         Shop: No


Run forward and hop onto the pointed roof the the tower in front of you.
Continue to the base of the tower and flip onto the ground. Watch out for the
two hods that are here. There are two Fortonian's here to talk to. One of them
is standing near a locked door, as is a sign which reads:

"Entrance to Keep's Abode of Sanctuary.
This hallowed shrine was builteth long ago to honor and revere a fallen
Fortonian Knight.
Long ago Sir Shortnekke, a mighty champion, saved our people from a truly
terrifying dragon."


///////////////////////////////////////////////////////////////////////////////

NPC: Philburt                           Race: Fortonian
-------------------------------------------------------------------------------
"Thine destination appeareth to be blocked. If thou art trapped anyway, canst
thou find mine shovel?"

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


///////////////////////////////////////////////////////////////////////////////

NPC: Kardus                             Race: Fortonian
-------------------------------------------------------------------------------
"Mine job is to keep all the suits of armor in this Courtyard ordered and in
place.
Unfortunately, I can no longer reach them. Their proper place is on the
shield-shaped buttons."

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


The two NPC's both give you tasks to do. Here is a quick rundown of Kardus'
task.


KARDUS' TASK
--------------

Kardus simply wants you to move all of the suits of armor in this room onto
their shield-shaped buttons. This task is optional, but you'll earn a reward
of 50 gold coins if you complete it. If you don't wish to do Kardus' task,
then skip to the next section: "PHILBURT'S TASK" (just scroll down a little
as its just below this section).

The first suit of armor is right beside Kardus, so push it onto its button.

Hop on the catapult to be launched onto the top of the blue roofed building
ahead. You can see that the second suit of armor is behind this building on
a platform. Jump down to the road and activate the checkpoint. Go around the
back of this building and hop across the platforms. When you get up to where
the suit of armor is, push it off its platform so that it falls onto the
platform that has its button. Move it onto the button.

Head back over to the road now. To your right, you'll see a small patch of
wall with the next suit of armor sitting near it. Walk up to stand beside
the suit of armor and flip onto the wall so that it falls onto the wall with
you. Pull it onto its button. Now, facing the ground, go just beyond the
blue stairs on the left so that when you flip back to the ground, you will
land on the brown tiled area beside the stairs. This ensures that you are far
enough away that the suit of armor won't fall with you (we want it to stay on
that button after all).

After crossing both wooden bridges, you'll notice a building to the right with
a hopsqueak guarding the door. Take him out and head inside. Once inside, flip
onto the wall to your right and hop across the gaps. You can safely ignore the
weaver ahead. Simply flip onto the floor and move the suit of armor onto its
button. Then go back the way you came to get out of this building.

Head over to Steve and the pile of boulders by the ramp. Activate the
checkpoint nearby and head up the ramp. At the top turn left to find the next
suit of armor. Move it onto its button.

Upon returning the last suit of armor to its shield-shaped button, you will
get a message from Kardus.


///////////////////////////////////////////////////////////////////////////////

NPC: Kardus                             Race: Fortonian
-------------------------------------------------------------------------------
"A thousand thank-you's, young lad! Come see me for your reward!"

(He says this when you complete his task, now return to him to get your
reward!)
-------------------------------------------------------------------------------
"Thank ye lad! 'Tis not much, but I insist thou take it."

(He says this when you go see him for your reward.)
-------------------------------------------------------------------------------
"Don't spend it all in one place, lad."
-------------------------------------------------------------------------------


\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\



PHILBURT'S TASK
-----------------


~*~ PLATINUM COIN #7 ~*~    [PC07]

Near Kardus is a capapult. Hop onto it to be launched onto the top of the
blue-roofed building ahead. Here on the blue roof sits a platinum coin, so grab
it.

Hop off the roof and activate the checkpoint on the road below. Cross the two
small bridges. At the end of the second bridge, turn to your left. You will see
a floating island with one tree on it and a gold coin. Go nab that coin if you
want to and return to the bridge. You will encounter some draggin' flies ahead
so be careful.

Walk straight from the bridges, over to where all the chess boards and stone
seats are. At one end of the row of chess boards is a Fortonian named Felis.


///////////////////////////////////////////////////////////////////////////////

NPC: Felis                              Race: Fortonian
-------------------------------------------------------------------------------
"Chess is a mighty fine game, but I prefer checkers."

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


You will notice another locked door near Felis. When you get near the locked
door, a Fortonian named Gudwyn will talk to you from the window above the door.
Yes, he is most likely the same Gudwyn we met at the end of Room #1.


///////////////////////////////////////////////////////////////////////////////

NPC: Gudwyn                             Race: Fortonian
-------------------------------------------------------------------------------
"Ol' Philburt looketh for his shovel again, dost he? The shovel is behind the
door below me.
Unfortunately, the button to open the door is in yon cage below."

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


To the left of the locked door is the cage Gudwyn mentioned. Inside it is a
weaver that is locked inside. Walk over and stand near the grating so that the
weaver will move toward you. Move to the left and lure the weaver all the way
to the other side of the cage to make it press the button there. This opens
that locked door. We've found the shovel Philburt was looking for! Go grab the
shovel. A shovel icon appears on the upper-right corner of the screen to show
that you have it now. It is not a usable item.

Following the road toward the end of the cage where the button is, you'll see
there is a fountain to your left. Across the road from the fountain, there is
a checkpoint by the wall. Activate it. Next to it is a pile of debris and a
Fortonian.


///////////////////////////////////////////////////////////////////////////////

NPC: Steve                              Race: Fortonian
-------------------------------------------------------------------------------
"Fair daye to thee, thou, thee stranger ...ye-thou...
Man I don't know how these other guys do it, I can't get the hang of it.
Hey, you'll want to travel through the Gardens if you are looking to go deeper
into the Keep.
You'll need to find a way to smash these rocks."

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


~*~ PLATINUM COIN #8 ~*~    [PC08]

Next to Steve is a slab of part of the castle that is leaning on the wall,
creating a ramp. Use it to get up there. To your left you will see a section of
broken wall with a blue banner hanging on it. Flip onto this broken wall and
you'll notice more bits of wall above this wall that form platforms. Hop across
them. On the last platform, you will see a treasure chest on the wall. Flip
onto the wall and open the chest to claim your prize.  Flip back onto the
previous surface you were on. Notice that you can carefully walk behind the
wall. Do so and flip onto the back side of it. Here you will see two gold coins
and a platinum coin, so grab them.


~*~ PLATINUM COIN #9 ~*~    [PC09]

Return to the ramp beside Steve but don't go down it. Follow the path to the
right of the ramp. Continue around the 90 degree corner and up the steps. There
appears to be a suit of armor ahead, but this one is different. It is not part</pre><pre id="faqspan-3">
of Kardus' task because it is actually a Haunted Armor. When you get near it,
it will come to life and come after you. Run past it and jump onto the blue
roof just beyond. Upon this blue roof sits another platinum coin for the
taking.


*~* JOURNAL PAGE #3 *~*    [JP03]

Jump down onto the grass and head back to the checkpoint near Steve. To the
left of the checkpoint, you will notice 2 alcoves in the wall that are closed
off with metal grating. The leftmost alcove has a suit of armor in it. This
one is not part of Kardus' task however. Stand in front of the metal grate and
flip onto it to make the suit of armor fall onto the shield-shaped button on
the back wall of the alcove. This opens the neighboring alcove, where the
journal page sits, so go grab that journal page now!

Head back to the first checkpoint, by the blue-roofed building you landed on
when you used the catapult. Looking at the end of the road, you will see three
platforms, each steadily higher. Hop up them to get back up to Philbert and
talk to him.


///////////////////////////////////////////////////////////////////////////////

NPC: Philburt                           Race: Fortonian
-------------------------------------------------------------------------------
"Now that I have mine shovel, I can return to work.
While thou art here, thou ought visit the Abode of Sanctuary. I shall unlock it
for thee.
Alas, I must return to work. Good luck to you, traveler."
-------------------------------------------------------------------------------
"I must return to work. Good luck to you, traveler."

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


The locked door beside Philburt is now open. Go inside to enter the Abode of
Sanctuary. It is a new room, so jump to section [W2R04] and then come back here
when you've finished that room and a few other ones (at which point you will
return to this room via a hidden passage). I've created a heading here to allow
you to quickly return to this spot at that time:



================================
 CONTINUE POINT    [W2R03_CP]
================================

Use your Flail to break the cracked wall ahead. Hop up the two grassy platforms
and onto the roof, and you'll see that you have indeed returned to Room #3.
Hop down off the roof and take out the HODs.


~*~ PLATINUM COIN #11 ~*~    [PC11]

Head down to Steve and who is standing near the ramp and a pile of boulders, as
well as the second checkpoint. Activate the checkpoint if you wish. Now head up
the ramp. At the top turn right and you'll see a cracked area on the wall.
Use your Flail to bust through it and find another platinum coin!

Now head back down the ramp. Use your Flail to destroy the pile of boulders
beside the ramp. This reveals a hidden passage. Enter it to move on to
Room #9: [W2R09]


#======================#
|  Room #4    [W2R04]  |
#======================#

Platinum Coins: 1
Journal Pages: 0

         Shop: No


This room is the Abode of Sanctuary. Just in front of you is Friar Kend.


///////////////////////////////////////////////////////////////////////////////

NPC: Friar Kend                         Race: Fortonian
-------------------------------------------------------------------------------
"There was once a great weapon kept at the altar, but over time it has decayed.
In its place it left behind a glowing magical symbol."
-------------------------------------------------------------------------------
"Praise the bravery of the legendary hero, Sir Shortnekke!"

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


Follow the red carpet, grabbing coins as you go. There are some enemies ahead
so be careful. If you keep going straight, you'll come to the alter, and
Friar Stoutley.


///////////////////////////////////////////////////////////////////////////////

NPC: Friar Stoutley                     Race: Fortonian
-------------------------------------------------------------------------------
"Since the monsters started appearing, the magical symbol hath all but
vanished."

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


As you probably guessed from what Friar Stoutley said, we need to kill all of
the enemies in this room.


~*~ PLATINUM COIN #10 ~*~    [PC10]

Looking back towards the exit of this room, you will notice a bridge on the
second level of this place, and that there is a platinum coin on the front
side of that bridge. To get it, stand beside one of the pillars and flip onto
it. Some of the pillars have candles in the way. The best one to use is just
in front of the bridge. Then you can just walk up the pillar to the top and
flip onto the side of the bridge.

You could flip back the way you came so you could walk down the pillar again if
you wanted. Instead, walk off the railing to fall onto the wall of the second
floor. Now flip yourself off of the wall and onto the floor. There are more
enemies here on the second floor that we need to eliminate. You will also
encounter 6 suits of armor up here on the second floor, but none of them are
the haunted ones that come to life and attack so you can safely ignore them.

Get as close to the altar as you can while still on the second floor
(no flipping). You'll notice there is a small ledge on both sides going up
to a big ledge above the altar. This ledge is illuminated in yellow light, and
you can walk up the ledge to reach it. You just have to jump the railing that
is in your way at the start, since there's not enough space between it and the
wall for you to walk between them. This is not required though, as you can
simply flip onto the wall, and then onto the ceiling.

Take out the enemies walking around on the ceiling and grab the gold coins if
you wish. Upon destroying the last of the enemies, Friar Stoutley will talk to
you.


///////////////////////////////////////////////////////////////////////////////

NPC: Friar Stoutley                     Race: Fortonian
-------------------------------------------------------------------------------
"Oh my! Thine bravery hath restored power to the symbol!"

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


Return to the ground floor and stand upon the glowing symbol upon the
alter (this is just like when you activated Pivot, the cube pendant). When you
do, you will see a cutscene where Axel appears and tosses a bomb at Flip's
feet. It appears to be a dud, but then it finally blows up. Flip falls into a
lower chamber and Pivot appears.



#======================#
|  Room #5    [W2R05]  |
#======================#

Platinum Coins: 0
Journal Pages: 0

         Shop: No


As soon as you start this room, Pivot appears.

///////////////////////////////////////////////////////////////////////////////

NPC: Pivot                              Race: Cube
-------------------------------------------------------------------------------
"Phew! The web caught our fall.

NPC: Brutus                             Race: Cube
-------------------------------------------------------------------------------
"Dude, I think I just absorbed the Flail Power. Great, now I get to be smashed
against stuff."

NPC: Zapp                               Race: Cube
-------------------------------------------------------------------------------
"Always said you had a hard head, Brute."

NPC: Brutus                             Race: Cube
-------------------------------------------------------------------------------
"Yea, whatever. Alright kid, so it looks like I'm the Flail.
I pack more punch than your book. I swing around like your triple hit, but I'm
a little slower.
Not only can I show tough monsters who's boss, I can also break through certain
objects!
See those bugs over there? Those are Weavers. Those knuckleheads won't stand a
chance!
Let's give it a shot! First, select the Flail Power. Then shake the Wii Remote
to attack!
Hold C, and use (joystick) to select the Flail icon. When you're ready, let go
of C.
This is your Power Menu. Press C to bring it up at any time.
Pivot is the brains of the operation, so you'll always be able to rotate, no
matter what's equipped."

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


Use your new Flail Power to destroy the three weavers in front of you. Upon
doing so, Brutus pops up again.


///////////////////////////////////////////////////////////////////////////////

NPC: Brutus                             Race: Cube
-------------------------------------------------------------------------------
"Alright, nice job kid!
I was worried that you weren't tough enough for this adventure.
You might just have it in ya, though. With my help, of course."

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


Up on the wall, you will notice some coins. Flip onto the wall and follow the
gold coins. They will lead you around to the opposite side of the web. On this
ledge, you will find a hidden treasure chest guarded by a few enemies. Take
them out and open the chest.

Now carefully return to the side of the web you started on. Looking at the
small, unusable door in the wall, you will notice there is a cracked section
of wall to the right of the door. Hit the cracked wall with your Flail to
reveal a hidden passage. Enter it to move on to the next room.



#======================#
|  Room #6    [W2R06]  |
#======================#

Platinum Coins: 0
Journal Pages: 0

         Shop: No


Having entered the hidden passage in Room #5, you now find yourself in a
prison cell with Cid.


///////////////////////////////////////////////////////////////////////////////

NPC: Cid                                Race: Fortonian
-------------------------------------------------------------------------------
"I've seen so many try to break out of this place.
I've never seen anyone break in before!"

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


An arrow is painted on the right wall. Flip onto that wall and follow it.
You will notice there is a cracked area in the ceiling. Flip yourself onto the
front of the cell, and use your Flail to break through the cracked area. Walk
out carefully as there are some slugs here.

Now flip yourself off of the metal grating you are on so that you are now on
top of the cells you just broke out of. This area is like a U-turn. Go around
it, taking care of enemies you encounter. On the otherside, you will see one
of the grates in the floor is open.

If you drop down there, in this cell you will find Grinn.


///////////////////////////////////////////////////////////////////////////////

NPC: Grinn                              Race: Fortonian
-------------------------------------------------------------------------------
"You might not be able to tell, but I'm not happy here.
I hid a secret treasure in the Gardens before I was thrown in here.
I don't think I'll ever be getting out, so you might as well look for it."

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


You may notice a shining, golden key if you look through the window into the
neighboring cell, but we can't reach it from here. Flip onto that wall and
stand on the window so you can see the key below you. You can see the hole
you entered the cell from as well. Carefully jump onto the small piece of metal
grating just outside the hole. Then Flip yourself onto either wall, and flip
once more to get yourself back on the ground.

You will notice a cracked area in the floor just beyond the hole you just came
back out of. We can't do anything with it yet, so ignore it and continue down
the stairs just ahead. Take out the two hopsqueaks, and at the end of the path,
flip yourself onto the wall. Just above the top of the wall you just flipped
onto, you'll see a short section of purple wall. There are a bunch of gold
coins on it if you wish you grab them quick.

Now, back on the non-purple part of the wall, you'll notice you can walk around
the stone floor you were on before you flipped onto this wall. So walk around
behind the stone floor (now a stone wall) and flip onto the back side of it.
You'll meet a hopsqueak just around the corner, so take him out and head down
the stairs. Walk into the small doorway to find yourself in the cell with that
shining, golden key. Grab it.

You should notice a cracked area on the floor of this cell. Flip onto the side
of this cell that looks into the neighboring cell. From this wall, you can use
your Flail to break through this cracked area. Slowly walk out of the newly
opened hole in the wall and you'll land on the small piece of metal grate of
that cell you jumped down into a moment ago to talk to Grinn. Flip onto either
wall, and then flip one more time to get yourself back on the ground.

Walk back around this U-turn area and drop into the cell you started from
(Cid's cell). Now that you have the key, you can open the front of Cid's
cell.


///////////////////////////////////////////////////////////////////////////////

NPC: Cid                                Race: Fortonian
-------------------------------------------------------------------------------
"Hey, now we can escape!
..
Acually, you go ahead. It seems scary out there."

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


Walk out into the corridor. In the last cell on the right, you'll encounter a
Fortonian we have not talked to yet.


///////////////////////////////////////////////////////////////////////////////

NPC: Nash                               Race: Fortonian
-------------------------------------------------------------------------------
"Lemme outta here! I didn't do nothin'!"

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


At the end of the corridor is an opening in the metal grate. Walk into it to
move on to Room #7, as there is nothing left to do here.



#======================#
|  Room #7    [W2R07]  |
#======================#

Platinum Coins: 0
Journal Pages: 1

         Shop: No


Here we find ourselves in a large room with a big square hole covered with
metal grating in the middle of the floor. There are some coins high on the
walls, and a Fortonian trapped in a cell across the room to the left of
the corridor entrance.


///////////////////////////////////////////////////////////////////////////////

NPC: Nix                                Race: Fortonian
-------------------------------------------------------------------------------
"I heard some of the prisoners started digging a tunnle out of this place."

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


There are two cells on the ceiling, and a Fortonian in one of them. Two Health
Cubes sit outside his cell as well.


///////////////////////////////////////////////////////////////////////////////

NPC: Ratz                               Race: Fortonian
-------------------------------------------------------------------------------
"Hey, if you can figure out a way to help me outta my cell, I'll reward you
handsomely."

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


You may have noticed there is a cracked area on the ceiling of this room, but
we can't do anything with it yet so just ignore it. Return to the floor of the
room, and head up the steps and into the corridor. This is a very twisty
corridor. Around the first corner, you'll need to flip onto the right wall to
continue. Head around the corner and you'll come to a T-intersection in the
corridor. Take the path to the left first. The passage turns upward, so flip
onto the narrow wall at the end of the corridor.

You can see a weaver just ahead, and a treasure chest in the small room behind
him. Flip onto the floor with the weaver, but far enough away so he can't
attack you. Use your Flail to destroy the weaver. Continue into the small room
where it looks like the chest is sitting on the spider webs, but it is in fact
under them. There seems to be a graphical glitch here. Anyway, there is a hole
in the web at the back of the room, so walk up to it and drop down it. Open the
chest for potion. Now double jump back up through the hole to get back up on
the web. Head back down the corridor and around the corner to the
T-intersection. Flip off the wall and onto the floor, and turn right at this
T-intersection, but be careful as there is a weaver here!

Behind the weaver, the passage turns up so flip onto the narrow wall at the
end of it. Go around the corner to the right and take out another weaver.
Beyond there, the passage turns left and then goes down so facing where the
passage turns down, flip onto the right wall and grab the gold coin. Continue
through this S-bend in the passage. Then theres a short straight part that
has 2 cells in it. In one of the cells is a Fortonian named Chole.


///////////////////////////////////////////////////////////////////////////////

NPC: Chole                              Race: Fortonian
-------------------------------------------------------------------------------
"What are YOU lookin' at, weird-hat?

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


Flip onto the front of Chole's cell and the passage turns right just ahead. Then
it turns down again, so flip onto the wall to your left. Go around the right
turn, and then flip onto the floor so you will be able to walk through the
arched doorway ahead. Here, we have a spiral staircase. At the top of the first
three sets of stairs is Raggs, who is locked in a cell.


///////////////////////////////////////////////////////////////////////////////

NPC: Raggs                              Race: Fortonian
-------------------------------------------------------------------------------
"Seems like I've been here forever.

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


Continuing up the stairs, you'll encounter a HOD, so destroy him. As you ascend
the stairs, you'll pass more cells. Three more cells up is another locked up
Fortonian, named Vixtor.


///////////////////////////////////////////////////////////////////////////////

NPC: Vixtor                             Race: Fortonian
-------------------------------------------------------------------------------
"I'm in here for stealing an apple."

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


Just beyond Vixtor's cell is another arched doorway at the top of the stairs.
Be careful because a Hopsqueak lurks just beyond the doorway. After killing the
hopsqueak, you'll see a set of straight stairs ahead. But before you ascend
the stairs, there is a winch hidden on the top of this passage just above the
arched doorway you just came through. Flip twice to get onto the ceiling and
activate that winch. This hidden winch opens the cell Ratz is trapped in. If
you remember back to the start of this section of the walkthrough, we talked to
him and he promised a handsome reward if we freed him. We'll see him again in
just a minute.

Now flip back onto the floor and ascend this final set of stairs into the room
at the top. You will see another winch in here, so activate it. This opens the
square hole in the floor of the starting area. Don't worry, we need not
backtrack all the way back there, for there is a shortcut! There is a cracked
area in the ceiling of this room, so flip onto the wall and use your Flail to
break through it.

The hidden passage turns up, so flip onto the narrow wall at the end of it.
It turns up again, so once again flip onto the narrow wall in front of you.
The passage seems to be a dead end, except that there is a cracked area on
the wall at the end of the passage. Flip yourself twice to get onto the floor
in front of the cracked area. The wood supports here will look right-side-up
now. Use your Flail to break through the cracked wall section.


*~* JOURNAL PAGE #4 *~*    [JP04]

Slowly walk out of the hole and you will fall onto the metal grating that is
the front of the winch room you were just in. The hole you just came out of is
in the ceiling of this room. Flip yourself onto the ceiling now and visit Ratz
in his now opened cell.


///////////////////////////////////////////////////////////////////////////////

NPC: Ratz                               Race: Fortonian
-------------------------------------------------------------------------------
"Brilliant, mate, brilliant. Take this, its been my reading material while I
was holed up here."
-------------------------------------------------------------------------------
"Smell ya later!"

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


The journal page appears behind Ratz after he has finished talking.  Grab it,
and now flip onto the wall. Run over to the floor and flip onto it. Drop down
into the square hole in the center of the room that you opened with the
second winch to enter the next room.



#======================#
|  Room #8    [W2R08]  |
#======================#

Platinum Coins: 0
Journal Pages: 1

         Shop: No


You've landed in a room with a few enemies (a bloater, a HOD, and a pyrodillo)
and Fortonians. Take out the three enemies. Two of the enemies here are new
ones we haven't seen yet. One looks like an armadillo and will roll after you.
These are called pyrodillos because they go ablaze while they are rolling after
you. The other is a spiky fish that bounces on the ground. It is called a
bloater.  Upon killing all three enemies, the gate opens allowing you to talk
to two Fortonians behind it.


///////////////////////////////////////////////////////////////////////////////

NPC: Ajaxx                              Race: Fortonian
-------------------------------------------------------------------------------
"We're bustin' out of here!"
-------------------------------------------------------------------------------
"Bustin' makes me feel good."

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


///////////////////////////////////////////////////////////////////////////////

NPC: Sandy                              Race: Fortonian
-------------------------------------------------------------------------------
"Why didn't anyone think of this before? It's so stupid, it's positively
brilliant!"

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


Behind Ajaxx and Sandy is an opening in the wall, so head into it. This must be
the tunnle out of here that Nix (in Room #7) said he'd heard that some of the
prisoners were digging. You'll encounter a hopsqueak, so kill it. Behind him,
the tunnle turns down so flip onto the left wall. Walking down to the next
corner in the tunnle, kill the HOD and then we meet the Fortonian, Milus.


///////////////////////////////////////////////////////////////////////////////

NPC: Milus                              Race: Fortonian
-------------------------------------------------------------------------------
"Dig, dig, dig!"

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


The passage turns left here, so head around the corner to meet a
hopsqueak. Take these enemies out, and behind the hopsqueak the passage turns
down again so Flip onto the right wall. Stepping around the corner, you'll see
a small bridge with a weaver and a draggin' fly on it. Kill the draggin' fly
and then use your Flail to take out the weaver. At the end of the bridge, turn
right as the left route is a dead end for now. Just ahead, we run into another
Fortonian, named Wilt.


///////////////////////////////////////////////////////////////////////////////

NPC: Wilt                               Race: Fortonian
-------------------------------------------------------------------------------
"Tylo works us so hard.
I feel like a Vaultling miner..."

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


*~* JOURNAL PAGE #5 *~*    [JP05]

Turn left and head down the new passage. Kill the two HODs that block your path
and around the corner you'll meet another hopsqueak guarding a winch. Kill him,
and then activate the winch. This opens the left path from the bridge. You can
see a journal page behind the metal grate in front of you, but we can't get it
from here. So head back to the bridge and take the left path this time. The
left path is another passage. Kill the enemies blocking your path and you'll
come to a small room with a monster spawner and a Fortonian in it. Destroy the
monster spawner.


///////////////////////////////////////////////////////////////////////////////

NPC: Tylo                               Race: Fortonian
-------------------------------------------------------------------------------
"Great, a dead end!
We could dig a much quicker route if it wasn't for that water."

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


There is a cracked area in the wall near Tylo, so take out your Flail and bust
through it! You've found the journal page you saw through the metal grate a
moment ago!

So what now? Tylo's message is a hint. So return to the bridge and on one side
of it you will see a pile of boulders down in the water by a ledge. Get on the
ledge and use your Flail to destroy the pile of boulders, draining away the
water. With the water gone, there's still a hole in the wall, but you can't go
into it. Using the small ledge near the hole in the wall, hop back up to the
bridge and jump down on the other side of it, as that side is of course now
dry too.

This side also has a small ledge to allow you to hop back up if you want to.
You'll notice the metal grating under the bridge on this side has an opening
in it. Walk into it and you'll notice one end of the space under the bridge
here has an arched doorway. Walk into it to move on to the next room.  This
door takes you back to Room #3, though it doesn't look like it at first. So
jump to the Continue Point heading in the section for Room #3: [W2R03_CP]



#======================#
|  Room #9    [W2R09]  |
#======================#

Platinum Coins: 2
Journal Pages: 0

         Shop: Yes


Take out the nearby hopsqueak and talk to Talwyn.


///////////////////////////////////////////////////////////////////////////////

NPC: Talwyn                             Race: Fortonian
-------------------------------------------------------------------------------
"Curses! The King's deep within the Keep, and I'm supposed to tend to his
every need!
Alas, I won't be able to get to him myself. I will be in so much trouble!"

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


The far wall in this area has two green banners hanging on it with a blue
banner hanging between them. Flip onto this wall and hop across the two small
gaps. From this small platform, walk out onto the boards carefully, and flip
back onto the ground.

Walk off this platform to fall onto the grassy area a couple feet below. Watch
out for the HODs and bloater that are patrolling here. In the corner of this
area, are three trees and the middle tree is on a small island. If you look
closely, you'll see there is a sign next to this tree, which reads:

"Note: There is no hidden treasure stash in the shade where the three trees
meet.
This is not a reminder of any hidden treasure.
So don't check under those trees.

- Grinn"

This sign is refering to a group of three trees elsewhere in this room. Ahead
are some floating pieces of road. Hop across them and kill the HOD that waits
on the other side. There is a wall to your right with a blue banner hanging on
it. Flip onto this wall, and double jump across the gap. Then flip back onto
the ground. Take out the HOD and activate the checkpoint here.


~*~ PLATINUM COIN #12 ~*~    [PC12]

Notice you can go behind the wall you just walked on. Go behind it and flip
onto the back side of it. Double jump back across the gap to reach a platinum
coin hidden there. Then return to the checkpoint you just activated.


~*~ SHOP ~*~

You will notice there is a lone tree here and a table sitting just in front of
it. It's a shop! This is your first encounter with Hiss, the traveling
merchant outside of the Town. Head over and buy some items or costumes if you
wish.

Now take out that nearby hopsqueak and flip onto the vertical piece of road
behind him. Follow the road around the U-turn, and here is another hopsqueak,
so destroy it. There is a moving platform ahead, so hop onto it and let it lift
you up to the next area, which is perpendicular to this platform. So when the
platform moves all the way up, flip to fall onto the next area. Watch out for
the weaver and the hopsqueak in this area.

Hop across the small gap and take out a couple more enemies. Then open the
chest to see what's inside. The next area is again perpendicular to this one,
so hop onto that wall, and then flip onto the ground of the next area. Watch
out for the weaver that waits there.

Take out the weaver and the HOD and activate the checkpoint on the road. Just
ahead of it is a hopsqueak, so kill him too. Just to the right of this tower,
you'll see three trees and a mysterious glowing spot on the ground. Remember
that sign we passed a few moments ago? This is the spot it was refering to.
Walk up to the mysterious glowing spot by these three trees and press Z to
investigate it. You will find this message:

"Well, looks like you found my treasure. Great job there, Sherlock.
Just don't spend it all in one place.

- Grinn"

So how much money was hidden here? Well, Grinn's treasure was 50 gold coins.
Walk up to the tower and you'll notice that there's a sign by the door. It
reads:

"Ahead: King's Throne Room
Further Ahead: The Great Halls"

Now head into the tower and flip onto the back wall. Walk up the tower and
through the opening in the upper floor. At the top end of the tower, there is
a platform that looks like a piece of wall with a green banner on it. Hop onto
it and walk out onto the boards carefully. Then flip onto the next platform.


~*~ PLATINUM COIN #13 ~*~    [PC13]

Jump onto the floating piece of tower and head across it. Jump to the next
piece of floating tower and cross it too to reach the next area. A weaver
waits here, so kill it. A monster spawner sits on a nearby platform. So take
that out and notice the platinum coin resting on another nearby platform.
Hop over there and grab it!

We just have one thing left to do here, a simple little puzzle. We can't
progress to the Throne Room yet, because the gate ahead is closed! A sign
stands by the door. Kill any remaining enemies in the area as you head to
this sign. It reads:

"To progress to the Throne Room one must prove their worth by solving our
clever button puzzle.
When entering the Throne Room, please showeth the utmost of respect to the
King.
Be courteous, be polite, be subservient, and you will do fine.

- King's Vassals"

Walk up to the suit of armor to the right of the gated door ahead. Stand beside
the suit of armor and flip onto the wall so that it will fall onto the wall
with you. Now pull the suit of armor away from the wall a bit and push it over
onto the button (don't worry, it won't fall between the boards as you push it
over them).

With that button held down, the gate will stay open. Head back toward the door
and flip back onto the ground. Walk into the now opened gate to advance to the
next room.



#======================#
|  Room #10   [W2R10]  |
#======================#

Platinum Coins: 0
Journal Pages: 0

         Shop: No


This room is the Throne Room of the Fortonian King. As you start this room, the
King seems to be upset!


///////////////////////////////////////////////////////////////////////////////

NPC: King                               Race: Fortonian
-------------------------------------------------------------------------------
"My throne, my throne, my glorious throne!
Ever since the great change, I have been separated from my throne! Verily, I
must be returned!"

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


Walk toward him and activate the check point, and the King speaks again.


///////////////////////////////////////////////////////////////////////////////

NPC: King                               Race: Fortonian
-------------------------------------------------------------------------------
"You, peasant, I am the King of the Keep!
Help me return to my throne, at once!"

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


Looking staight past the checkpoint and the rail where the King was standing,
you can see the Throne over there, but there is no direct way to reach it. It
is guarded by many enemies, and there are also two monster spawners over there.

So now you need to find away to get over there. Also notice that the King will
follow you wherever you go. Be careful not to run far ahead of him though, or
he will stop following you and wait for you to come back and get him. So keep
him close by so you know he's still following you. Also note that anytime you
need to flip to a new surface, make sure the King is near you to bring him with
you onto the new surface.

Turn around to face the wall and the passage you just came out of. Flip onto
the wall and walk up to the top of the wall on the right side. Fall onto the
gray stone platform a few feet below. At the end of it, you can see there is
a wall below you with three gold coins on it. Drop onto it and the flip onto
the floor.

Here you'll see some gold coins in a curved line going around behind the wall.
Follow them around the U-turn and you'll find a checkpoint here. You'll see
gold coins to the right and a wooden bridge that is not raised. Continue
straight and hop onto the circular platforms. Note that the King will not
follow you here as he can not jump, but that is fine. We'll return to him in a
moment. From the second circular platform, flip onto the brick wall. Then move
over and flip onto the tile floor, where you'll meet Wozzley.


///////////////////////////////////////////////////////////////////////////////

NPC: Wozzley                            Race: Fortonian
-------------------------------------------------------------------------------
"I know the button for the bridge is around here somewhere..."

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


Watch out for the weaver in the area. Behind one of these suits of armor is a
button to raise the bridge. It's behind the 4th suit of armor from this end of
the wall, so push that suit of armor into the alcove behind it and onto the
button.

There is another weaver near the last two alcoves, and there are two haunted
suits of armor there that will come to life and attack. Luckily, we don't need
to go over there so ignore them. Instead, go back the way you came to return to
the bridge and the King who is still waiting there near the circular platforms.

Lead the King across the bridge. Take out the weaver that waits in the next
area. Go to the right and you'll see another wooden bridge that needs to be
raised for us to move on. How handy. The King will comment on this as well.


///////////////////////////////////////////////////////////////////////////////

NPC: King                               Race: Fortonian
-------------------------------------------------------------------------------
"Another lowered bridge? Well, what are you waiting for? Hop to it!"

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


So what do we do now? Well, you'll see a rotating, brown-tiled platform nearby.
This is a somewhat tricky set of jumps here. Jump out onto that rotating,
brown-tiled platform. From here, wait for the right time and jump onto the
brown cube nearby. A moving rectangular platform sits nearby. Study its
movement for a moment before jumping onto it. At the end of its movement,
it will be near a square platform that is suspended by a chain. Jump onto it,
and then quickly hop up to the next platform, as this one is unstable.

In this small area you will notice two things: a catapult on one side, and a
Fortonian named Sir Tontelius on the other.


///////////////////////////////////////////////////////////////////////////////

NPC: Sir Tontelius                      Race: Fortonian
-------------------------------------------------------------------------------
"Sorry, this is the King's royal floating platform.
It does not move for anyone but the King!"

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


It seems we need the King with us to ride this floating platform from what Sir
Tontelius had to say. So turn around and go hop on that catapult to launch to
the building nearby. You'll notice another catapult on this side, but ignore it
for the moment. Collect the gold coins and head down the stairs to your right.
There is a shield-shaped button at the bottom. Step on it to raise that second
wooden bridge we encountered.

Walk across the bridge to where we were a moment ago. If the King seems to be
missing, then walk back across the first bridge and he's probably standing at
the checkpoint. Lead the King back across both wooden bridges and up the
stairs.

This next bit can be a bit glitchy, so it may take you a few tries. What we
need to do is catapult the King over to the area where Sir Tontelius is. Slowly
walk up close to the catapult but not quite onto it. A cutscene should start
showing the King walk onto the catapult and get shot over the gap. I've seen a
glitch here where it shows this cutscene, but then instead of the King having
crossed the gap like the cutscene showed, he's still back on the other side and
somehow Flip is now on the side where Sir Fontelius is.

Anyway, once you have gotten the King over there, hop on the catapult yourself
to join him over there. Lead the King across the boards to Sir Tontelius and
the royal floating platform. Walk onto the royal floating platform so the King
will follow you. The platform should start moving now, if not move around a
little or move off it and back on. It will take you across a large gap to a
vertical section of the level, so when you get there, flip onto it.

Wait a moment for the royal floating platform to move out of your way. You can
now move ahead down this wall you're on to get to the Throne. Nearing the
bottom of the wall, you can see there are many monsters here and two monster
spawners. So flip onto the floor and kill any monsters in your immediate
vicinity and then destroy the nearby monster spawner. Since there are many
monsters here, keep an eye on your health and use a Potion if you need to.
Make your way over to destroy the second monster spawner, killing any enemies
that are in your way.

Lead the King to his Throne and a short cutscene shows him jog over and hop
into the Throne. For helping him out, he has given you a key. This is handy, as
there is a locked door a little ways to the right of the Throne. Unlock it and
walk into it to move on to Room #11.



#======================#
|  Room #11   [W2R11]  |
#======================#

Platinum Coins: 1
Journal Pages: 0

         Shop: No


Now beyond the Throne Room, we seem to have reached the next area, called
The Great Halls, if you remember the second sign in Room #9. Take out the
HODs scattered about the room. Watch out though, as there are a couple of
haunted suits of armor that will come to life and attack if you get near them.


~*~ PLATINUM COIN #14 ~*~    [PC14]

On one side of the room, you'll notice there are two suits of armor on the
ceiling, with buttons near each of them. Flip onto that ceiling and move both
suits of armor onto their buttons. This opens the metal grating between the
two buttons, giving you access to this platinum coin.

Looking around, you'll notice that there is a Fortonian on a nearby area of
ceiling, with two caged areas.


///////////////////////////////////////////////////////////////////////////////

NPC: Jack                               Race: Fortonian
-------------------------------------------------------------------------------
"Greetings! For some reason the winches controlling the door to the Eastern
Tower
and the platform to get there are behind those locked cages.
You will need a key to get behind each.
Who built this place anyways?"

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


Well, we don't happen to have a pair of keys with us, so we can't do anything
else here for now. Get back down onto the floor. There are two doorways to
take. Facing the window, first head into the doorway on the left side of the
room. A green banner and some shields hang on the wall near this doorway. This
goes to a new room, so jump to the section for Room #12: [W2R12]
I've once again created a heading here to allow you to quickly return to this
spot, just as I did in Room #3 when we had to leave it and come back a bit
later (I will do this anywhere one of these continue points is warranted):



===================================
 CONTINUE POINT 1    [W2R11_CP1]
===================================

Having returned from Room #12, you should now have one key. We need to go and
find the second key however. There is another doorway on the opposite side of
this room, so go and enter it. A red banner and some shields hang on the wall
near this doorway. This will take you to Room #13, so jump to the
section for Room #13: [W2R13]



===================================
 CONTINUE POINT 2    [W2R11_CP2]
===================================

So we're back in Room #11 with both keys now. Get onto the ceiling and go to
the two caged areas near Jack. Walk up to one to unlock it. Once it opens, you
can activate the winch inside. Then do the same for the other cage. After
activating both winches, a short cutscene shows a door elsewhere in the level
opening.

Walk up to the edge of the ground behind Jack and you'll see the small
platform is now moving. Hop onto the small stationary platform and wait for
the moving platform to get close. Hop onto the moving platform and ride it
down.


~*~ PLATINUM COIN #15 ~*~    [PC15]

Hop off on the platform at the bottom, but DO NOT enter the door yet! There is
a platinum coin in this area! Take out the two enemies . Behind them is another
floating platform. Hop up onto it, and from there hop up to the next platform.
Here is the platinum coin, but it is guarded by a weaver. Kill that weaver and
nab the platinum coin!

Ok, now head back to the door. If you want the gold coins on top of this tower,
hop up onto the small L-shaped platform to the right of the door. From there
you can hop onto the top of the tower to nab those coins.

You're work here is done, so enter that door now to move on to
Room #14, and skip to the walkthrough section for Room #14: [W2R14]



#======================#
|  Room #12   [W2R12]  |
#======================#

Platinum Coins: 0
Journal Pages: 0

         Shop: No


As soon as you enter this room, you see a short cutscene of the far wall, and
then Pivot comments about something there being odd...


///////////////////////////////////////////////////////////////////////////////

NPC: Pivot                              Race: Cube
-------------------------------------------------------------------------------
"Flip, something seems odd about that one shield..."

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


Yes, there is a little puzzle in here it seems. Be careful as one of the suits
of armor is haunted and will come to life and give chase if you get too close.
Anyway, the puzzle is not in this area. Head upstairs and you'll see the same
shield arrangement on the balcony on the other side of the room. You don't need
to head over there unless you wish you nab those gold coins. Note that you can
stand on top of those chandeliers and use them as platforms.

Anyway, there is a corridor at the top of the stairs you just came up. Go down
it until you come to a spike pit. Flip onto the wall to bipass the pit. Flip
back to the floor and there are two suits of armor ahead here. Be careful, as
one of them is haunted.

The passage turns right here so go around the corner and it seems to be a dead
end. It actually turns up though. Flip onto the left wall to continue. You can
now see that there is a room ahead that is on its side. Flip yourself onto the
floor of this portion of the passage, and walk forward. A few steps go down
into the room. Stop at the bottom of the steps, and you will see 4
shield-shaped buttons on the floor. Pivot appears when you near them.


///////////////////////////////////////////////////////////////////////////////

NPC: Pivot                              Race: Cube
-------------------------------------------------------------------------------
"Flip, the buttons...
Is it just me or do they remind me of something we've seen already?"

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


Ok, now recall Pivot's hint about one of the shields in the previous area being
different? Yes, one of them did not have a pair of swords behind it. It may be
a bit obscure, but those shields were showing us the solution to this puzzle.
The shield with no swords behind it was telling us which of these 4 buttons we
do not need to press.

You will find three suits of armor in this room. Looking at the buttons from
the stairs, you want to put a suit of armor on each of the buttons, except for
the second one from the right. This opens a gate on the side of the room,
giving you access to the alcove behind it. A key is there, so grab it.

We're done here, so backtrack through the passage and back down the stairs. Go
back through the door you entered from. This will return you to Room #11, so
jump to the "Continue Point 1" heading in the section for
Room #11: [W2R11_CP1]



#======================#
|  Room #13   [W2R13]  |
#======================#


Platinum Coins: 0
Journal Pages: 0

         Shop: No


This room is another outdoor area. Step onto that catapult to be launched into
the water across the gap. When you land in the water, the King yells over to
you.


///////////////////////////////////////////////////////////////////////////////

NPC: King                               Race: Fortonian
-------------------------------------------------------------------------------
"You, over there! Slay all the monsters and I shall reward thee with a key!"

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


Hop out of the water and near four wooden crates stands Whyatt.


///////////////////////////////////////////////////////////////////////////////

NPC: Whyatt                             Race: Fortonian
-------------------------------------------------------------------------------
"I'm the finest warrior in the land. The king hath ordered me to slay these
monsters, but I'm lazy.
Couldst thou go and do it thineself? Thou wouldst be serving King and country!"

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


The King should throw Whyatt in prison for not following an order! Anyway, all
sillyness aside, head up the stairs. A checkpoint sits at the top in front of
an arched doorway. There are a bunch of monsters beyond the doorway, so go and
take them all out carefully. Keep an eye on your health and use a Potion if you
need to. Kill all the enemies in this area.. Also notice there's another
checkpoint in here near the tower the King is in.

What's this? Nothing happened! That's because there are 3 more enemies hiding
about. Turn to face the arched doorway you came in through. Look at the wall to
your left now and you should see a weaver sitting on the wall down by the chess
tables. Go and kill him and then return to the ground. Now once more stand
facing the arched doorway, but look to the right this time. You'll see a
platform on its side with a tree on it, and on top of this group of platforms
is a hopsqueak.

Jump onto the sideways tree, and then flip yourself onto the platform the tree
is attached to. Hop onto the small platform and then to the platform where the
hopsqueak is. Kill him and the King calls to you again!


///////////////////////////////////////////////////////////////////////////////

NPC: King                               Race: Fortonian
-------------------------------------------------------------------------------
"Thou thinkst thou hath slain every last fiend?
Thou hast missed one!"

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


Indeed, we have missed one monster. A piece of wall now starts moving back and
forth. Head over to the checkpoint in front of the tower the King is in.
A catapult sits nearby, but DO NOT hop onto it! Instead, push a wooden crate
onto it to send it flying at the hopsqueak. You need to time your shot so that
the crate will fly through the hole in the moving piece of wall and hit the
hopsqueak. Don't worry if you miss, the crate will respawn here after a few
seconds. So you have as many shots as you want. Upon nearing the catapult,
Brutus appears.


///////////////////////////////////////////////////////////////////////////////

NPC: Brutus                             Race: Fortonian</pre><pre id="faqspan-4">
-------------------------------------------------------------------------------
"Flip, I think we might be able to smash that guy with one of these crates!"

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


When you hit the hopsqueak with a crate, thus killing him, the King calls to
you once more.


///////////////////////////////////////////////////////////////////////////////

NPC: King                               Race: Fortonian
-------------------------------------------------------------------------------
"Good show!"

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


If you look at the base of the tower the King is in, you'll see there is a
shiney, golden key sitting outside the door now. Walk up the steps and grab it!
Head back over to Whyatt and the water. You'll notice some floating platforms
on the right side of the gap. Use them to get back across, and enter the
doorway to return to Room #11. So jump to the "Continue Point 2" heading in the
section for Room #11: [W2R11_CP2]



#======================#
|  Room #14   [W2R14]  |
#======================#


Platinum Coins: 2
Journal Pages: 1

         Shop: No


This room is quite large. Follow the path forward and jump on the horizontal
tower section. A hopsqueak is nearby, so kill him and flip onto the vertical
tower section. Near the other end of this tower section is a walkway connected
to it. Flip onto it and look around a bit.


*~* JOURNAL PAGE #6 *~*    [JP06]

There is a top portion of a tower floating upside down above and
to the right of this walkway. A journal page rests there. Double jump the gap
in the walkway and flip onto this tower. The top of the tower sticks out, so
flip onto this ledge. Hop onto the short nearby section of floating walkway,
and from there hop to that journal page and grab it! Now go back down the tower
to the walkway below and double jump back across the gap in it.

There is a vertical tower near the side of this walkway. Flip onto it and
follow the gold coins down. You will come to another walkway, so flip onto it
and take out the two HODs here. There is also a checkpoint here, so activate
it. To the right of the tower, is a small recess in the edge of this platform.
Below it is a gold coin, but if you walk off the edge you will die! Standing
by this recess, flip yourself onto the side of the tower. From here you can hop
onto the small platform that gold coin is on.

Ahead is yet another tower section, so double jump over to it. Flip onto the
platform near the bottom of it. Walk to the end of it and flip onto the
vertical section next to it. Double jump to cross the next gap. Next, go to the
end of this platform and flip onto the white, tiled wall. Watch out for the
pyrodillo here and take him out. Hop across the next couple platforms and flip
onto the tiled wall in front of you.


~*~ PLATINUM COIN #16 ~*~    [PC16]

Flip onto the wall to your right, and then double jump to the small platform at
the end of the long board. This is a tricky jump so it may take a few tries.
Double jump into the open tower section to your right. Near the other end of
this tower is a hopsqueak that is guarding a platinum coin. Kill him and take
the platinum coin!

Turn around and flip onto the white, tiled wall in the middle of this tower.
Then jump onto the thin walkway extending from the vertical tower nearby and
walk inside that tower. Inside it there is a hole in the floor, so flip on the
wall by the hole and walk down through the hole. You'll find another doorway on
the underside of this floor. Flip onto it and walk outside.

At the end of this piece of walkway, flip so you fall onto the stone walkway
nearby that is on its side. The tower to the right with the pointed roof that
has two gold coins on the side of it doesn't have anything else. So if you want
those gold coins, go grab them and return to this walkway.

You now come to another tower at the end of this walk way. Instead of flipping
onto it, fall off the walkway onto the wider top part of the tower just below
you. Now flip onto the side of the tower that has all the gold coins on it.
From this side of the tower, you can jump to the next platform which has a
a gold coin, and a checkpoint.

Facing away from the tower you just came from, flip onto the right wall and
walk off the far edge to fall onto the next area a few feet below. Ignore the
vertical tower in front of you as there is nothing there. Follow the path
around the corner to seemingly a dead end. Jump onto the small platform and
flip onto the left short wall and then hop to the next small platform.

Look down to find another small platform below you. Fall onto it. From there
fall off the edge to another small platform. Go down a couple more platforms
and you'll come to a white, tiled wall. Flip onto it. Jump onto the nearby
tower top where another checkpoint awaits you.

Hop onto that long, rotating platform ahead and carefully cross it. At the
other end hop off and grab the gold coin here. Double jump on top of the small
wall on the side of this platform carefully. From here you can hop onto a
second long, rotating paltform. It seems to be a dead end! Near the end you
need to stop across from the tower to the left with gold coins on it, and flip
onto that tower. Timing matters here since the platform you are on is rotating.

On this tower, walk up to the walk way. Double jump around it to get onto the
portion of the tower above the walkway. Now flip onto the walkway and hop onto
the small platform at the end of it. Walk off the edge to fall to the stony
platform below that has a small tower in the middle. Walk down a small ramp
from here to an intersection with a checkpoint in the middle. Watch out for the
HOD here.


~*~ PLATINUM COIN #17 ~*~    [PC17]

To the left is only a small platform with a gold coin. To the right is another
tower. Looking straight ahead you can see the final platinum coin in this
world. Take the path to the right and flip onto the tower. Kill the hopsqueak
ahead and flip onto the ground. Follow the path away from here and kill the
pyrodillo near the end. Hop down to the next platform and flip onto the
next section of walkway. Hop on the building to your right. The platinum coin
is on the far end of this side of the building, so go get it and then return
to the walkway.

Follow the walkway forward and hop down to the next platform. Fall down onto
the final part of this room. There is a monster spawner here that we need to
get rid of. Kill the enemies in your way and destroy the monster spawner. With
the monster spawner and all the monsters in the area killed, you can double
jump onto the roof of the building for a nice view, but there is nothing hidden
there.

Enter the door to move on to Room #15.



#======================#
|  Room #15   [W2R15]  |
#======================#


Platinum Coins: 0
Journal Pages: 0

         Shop: Shop


As you enter this small area, Pivot appears again.


///////////////////////////////////////////////////////////////////////////////

NPC: Pivot                              Race: Cube
-------------------------------------------------------------------------------
"Something big is coming up. I'd be lying if I didn't say I was a little
scared!"

NPC: Brutus                             Race: Cube
-------------------------------------------------------------------------------
"Nah, don't worry. Flip, we can do this!"

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


As you move forward into the small tiled courtyard type area, you'll see that
Hiss the traveling merchant is here. Better buy some Potions and stuff if you
need to. Next up is the boss of The Keep, so you might as well go in prepared!
In the corner behind the shop are three Fortonians, apparently chatting.


///////////////////////////////////////////////////////////////////////////////

NPC: Grod                               Race: Fortonian
-------------------------------------------------------------------------------
"Ol' Wendt is truly talented. I greatly enjoy his work although his newest
rhyme doth worry me."
-------------------------------------------------------------------------------
"Is that large beast that now dwells behind the door another dragon? Is our
world again in danger?"

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


///////////////////////////////////////////////////////////////////////////////

NPC: Ol' Rhyming Wendt                  Race: Fortonian
-------------------------------------------------------------------------------
"Hello again, large child. Dost thou wish to hear a poem about a time since
past?"
-------------------------------------------------------------------------------
"Years ago, a hero did roam
His neck was short, the Keep was home
One day, a dragon came to terrorize his world
The hero rose up, his mighty flail he twirled
His flail sailed, and the hero didst prevail.
Great wealth the King did impart
Celebrated was the hero's name
Alas, to the hero it was all in vain
As he already lost the maiden of his heart
And the dragon he did blame.

'Tis based on a true legend. Sad, is it not?"

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


///////////////////////////////////////////////////////////////////////////////

NPC: Steve                              Race: Fortonian
-------------------------------------------------------------------------------
"I don't get this guy!
Everyone says he's such a wise sage, but why does he rhyme everything he
says?!"
-------------------------------------------------------------------------------
"I heard that to defeat a dragon, first thing you have to do is lure it into a
trap!"

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


From the back of this courtyard type area is a path leading out. Hop up to the
next platform. As you approach the large door, it opens to allow you to
pass. Ready for the boss?



@===========================================@
|  Boss #2 - Duke the Dragoon      [BOSS2]  |
@===========================================@

As you enter this area, Duke the Dragoon slowly rises up behind Flip. Flip
notices and the Dragoon flies around as the battle gets started. You are on a
long walkway with a tower at either end. Run into one of the towers. Step just
outside for a few seconds to lure Duke here.

He will charge at you and crash into the front of the tower. His head
protruding into the tower through the doorway. Whack him once with in the head
with your Flail to hurt him. His helmet gets knocked open as stars whir around
his stunned head. Displeased, Duke shatters the wall as he breaks free. The
walkway is broken up a bit now, so carefully head over to the other tower and
do this again. Watch out because Duke will sometimes swoop at you while you're
running between towers.

Both towers have shattered walls now so we can't use them anymore. Carefully
flip onto the front of the tower you are at and walk up it to an up-side-down
walkway above. Flip onto the upside down walkway, and here we have more
spots to hide in. Walk into the tower and again whack Duke when he crashes into
it and gets stuck. After being whacked in the head like this about 4 times,
Duke the Dragoon is defeated.

Congratulations! You've recovered the second Chapter Stone! Four more to go!
You'll now find yourself back in the Town once more. For more information on
the Town, jump to The Town section: [TOWNW]

-------------------------------------------------------------------------------



===============================================================================
WORLD 3: THE CANOPY             [WRLD3]
===============================================================================

Platinum Coins: 12
Journal Pages: 0

         Shop: Yes


World 3 is called The Canopy. It is a lush, jungle environment inhabited by the
Verds, a race of large, green, humanoid butterflies with large wings and big
yellow eyes.

The small candles you will encounter in the temples of this world can be
extinguished by your Water Cannon power, but they don't do anything.



#======================#
|  Room #1    [W3R01]  |
#======================#

Platinum Coins: 1
Journal Pages: 0

         Shop: No


Hop across the gap and you will encounter a Verd named Kura.


///////////////////////////////////////////////////////////////////////////////

NPC: Kura                               Race: Verd
-------------------------------------------------------------------------------
"Hello young wanderer, welcome to the Canopy world!
I heard from the wind that you've come through the Void and Keep worlds.
That's great progress, but here is where it starts to get harder."
-------------------------------------------------------------------------------
"May the spirits protect you."

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


Following the path forward, there is an near the outside of the corner in the
past. This new enemy is called a Mage Trap. It will chase and attack if you get
to close to it. There are a few more ahead as you go around the corner and
continue along the path. Round another corner and you'll come to a dead end
where the path loops around a tree. To one side are many vertical platforms,
but we need to get on the other side of them.

Turn around to look past the tree at the way you came from. To the left you
should see a second fence that meets the edge of the first vertical platform.
There is grass in front of most of that fence, so head over to it and hop onto
the grass on the other side. This land is lower than the land the fence is on,
creating a small wall here. Flip onto this wall and we can hop across those
platforms now.

The first platform has a checkpoint on it. Continue hopping up these platforms.
On the highest one is a fallen tree. Jump on it and run across. Just behond the
fallen tree is Makumaku, another Verd.


///////////////////////////////////////////////////////////////////////////////

NPC: Makumaku                           Race: Verd
-------------------------------------------------------------------------------
"Young one, there are three monkey brothers that live in this world.
They are especially mischievous, and you must watch out for them!
They are small but quite good at causing trouble."

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


At the end of this platform just beyond Makumaku, flip onto the grassy wall to
the right. Hop onto the stump, and jump onto the large log. Walk across it and
at the end of it is a stair stepped wall (the edge of the platform you just
flipped off of). Hop up the steps to get up there.

On this grassy platform is another checkpoint. Also notice that there is a
Health Cube behind the nearby benches, and nearby stands a Verd by the name of
Ilsatul.


///////////////////////////////////////////////////////////////////////////////

NPC: Ilsatul                            Race: Verd
-------------------------------------------------------------------------------
"Chapter Stone? That's an honorable quest. You'll want to cross the bridge
ahead.
Across the bridge is a back entrance to the ruins of the ancient capital city
of the Verds' ancestors.
Our legends say the Chapter Stone is hidden within."
-------------------------------------------------------------------------------
"May the winds guide you well."

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


~*~ PLATINUM COIN #18 ~*~    [PC18]

DO NOT go to the bridge yet. There is a platinum coin in this area to get
first. Near the bridge is a huge tree trunk. Walk up to the side of that trunk
that faces away from the bridge, while being careful to stay away from the
bridge itself. This is because the level will end after a cutscene that starts
when you step on the bridge. Anyway, as you walk up the trunk, you'll come to
a platform attached near the top. Hop over the platform and onto the part of
the trunk above it. This should net you the platinum coin that is sitting on
it. If not, flip onto the platform and move to get it, and then flip back on
the side of the trunk. Return to the ground.

Now step onto the bridge to see the cutscene and advance to Room #2.



#======================#
|  Room #2    [W3R02]  |
#======================#

Platinum Coins: 0
Journal Pages: 1

         Shop: No


This area isn't too dangerous. There's only a few enemies here, so take them
all out. If you stand facing the waterfall, you'll see there are two Verds on
the ledge over to the right of the waterfall standing by a giant bud. Note
that there is a Health Cube on one of higher ledges beside Kai.


///////////////////////////////////////////////////////////////////////////////

NPC: Kai                                Race: Verd
-------------------------------------------------------------------------------
"This flower needs a good watering."

NPC: Rayne                              Race: Cube
-------------------------------------------------------------------------------
"Aww, poor thing, it needs love!
Flip, let's find something to help nourish it."

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


///////////////////////////////////////////////////////////////////////////////

NPC: Hanhau                             Race: Verd
-------------------------------------------------------------------------------
"The Ruins of Ancient Verdoria? From here it's a long journey.
You'll have to travel through the Canopy wilderness first.
The ancient city gates lie far beyond here. You'll need to pass through the
Temple Ruins first."
-------------------------------------------------------------------------------
"You took quite the splash!
Thank the spirits you just happened to fall above the lake."

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


Turning around, if you look toward the lake and waterfall, you'll see there are
two more Verds standing over there on the other side.


///////////////////////////////////////////////////////////////////////////////

NPC: Shaka                              Race: Verd
-------------------------------------------------------------------------------
"Our tribe's legends say there is a cave behind that waterfall."
-------------------------------------------------------------------------------
"Hidden deep within the cave is an acient symbol of great power, created by
the water spirits."

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


///////////////////////////////////////////////////////////////////////////////

NPC: Yessi                              Race: Verd
-------------------------------------------------------------------------------
"I usually come here to think and gain wisdom from the trees."
-------------------------------------------------------------------------------
"They say to tell you that the Monkeys absolutely hate water.
..strange thing for the trees to say."

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


If you look behind Yessi, there is a small bridge crossing the stream that
flows away from the pond. Head over the the bridge. Just in front of it is a
depression in the ground. Pivot will appear and comment on it.


///////////////////////////////////////////////////////////////////////////////

NPC: Pivot                              Race: Cube
-------------------------------------------------------------------------------
"Hmm, looks like we need to put something on this to keep it down."

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


Walk across the bridge and to the left you'll see a Verd statue standing
here. Pivot will appear and comment on this too.


///////////////////////////////////////////////////////////////////////////////

NPC: Pivot                              Race: Cube
-------------------------------------------------------------------------------
"Hey, Flip! This looks like it can be moved!"

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


This Verd statue can be pushed around. Move it up to the end of the bridge, and
then push it across the bridge. Place it on the button in the depression in the
ground on the other side of the bridge. What's this? Nothing happened!  Head
back over to Yessi, and there is a second button on the ground near him. Step
on it, and now that both buttons are pressed, something will indeed happen. The
waterfall opens up to reveal the cave Shaka mentioned in their tribe's legends.
Shaka will say something different now if you speak to him again.


///////////////////////////////////////////////////////////////////////////////

NPC: Shaka                              Race: Verd
-------------------------------------------------------------------------------
"Wow! I had no idea the cave was real!
Perhaps I, too, would be worthy of the journey."

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


Head over to that cave and enter it now. This will take you to Room #3, so
jump to the section for Room #3: [W3R03]



================================
 CONTINUE POINT    [W3R02_CP]
================================


~*~ JOURNAL PAGE #8 ~*~    [JP08]

Now that you've been into that cave told of in Verd legend and gained a new
power, head around the side of it to where the two Verds Kai and Hanhau are
standing. If you turn left while facing these two, you will see platforms
rising up, and a giant bud on the highest platform. Hop up there and water
the giant bud. Use the newly sprouted leaves on this vine to bounce up to the
small platform and grab that journal page! Now head back down to where Kai
and Hanhau are and water the giant bud beside them.

Bounce up the newly sprouted leaves to reach a new platform. From here use
the next set of leaves to reach another higher platform. Here you'll find
another giant bud to water, so water it. Bounce up its leaves to reach
the highest platform, which has a door to Room #5. Enter the door to advance
to that room and skip to the walkthrough section for Room #5: [W3R05]



#======================#
|  Room #3    [W3R03]  |
#======================#

Platinum Coins: 0
Journal Pages: 1

         Shop: No



Ahead there are many small round platforms, but don't hop onto them yet. To
your right are some higher ledges. Hop up them to the third ledge (it has a
torch and a rock on it). If you look over the back edge of this platform,
you'll discover a small ledge just below with a hidden treasure chest on it.
Hop down and claim your treasure.


~*~ JOURNAL PAGE #7 ~*~    [JP07]

Looking around, you should see a journal page on the wall nearby. Flip onto the
wall and snatch that journal page. Now return to the starting area.

When you hop out onto the many small circular platforms, watch out for the new
enemy that is on the center platform. Its a caterpillar-type thing that pops
out of its hole in the ground to fire projectiles at you when you get near
enough.

On the other side of all the small round platforms is a sealed door, and a hod.
Kill the hod. Looking around you should see one of the small round platforms
has a gong on it. Hop out across the platforms until you are on the one with
the gong, and then whack the gong with your Spell Book. This opens the sealed
door. Walk into the now open door to move on to Room #4, so jump to the
section for Room #4: [W3R04]



================================
 CONTINUE POINT    [W3R03_CP]
================================

Simply head across the room and enter the door on the other side to return to
Room #2. Note that if you hop up the platforms near the door on the other side
of the room, you can open the hidden treasure chest behind them again for a
potion since this room has been reset.

After entering the door, jump to the "Continue Point" heading in the
walkthrough section for Room #2: [W3R02_CP]



#======================#
|  Room #4    [W3R04]  |
#======================#

Platinum Coins: 2
Journal Pages: 0

         Shop: No


~*~ PLATINUM COIN #19 ~*~    [PC19]

In this room, you start out in the mouth of a cave with waterfalls cascading
over either side of the entrance. A mage trap waits near the entrance, so kill
it. Walk to the entrance and look behind the waterfall to your right. There is
a ledge behind it. Carefully make your way to the end of it and look around the
corner of the wall. There is a slightly higher ledge with a platinum coin on it.
You can reach it now, by double jumping, or come back for it in a few minutes
once you've obtained another new power. You can put off this platinum coin and
the next one until after you get your next new power if you wish (it's in this
room so its not an inconvenience).


~*~ PLATINUM COIN #20 ~*~    [PC20]

Looking around, you'll see another ledge behind this one. Hop onto it and
you're now on top of this area. If you look around up here, you'll quickly
spot a checkpoint, as well as another platinum coin nearby on a small rock
platform. Hop up and grab it. Now, return to the cave entrance by simply
walking off the edge between the two waterfalls. You'll land just outside
the cave you started in. Outside the entrance is a gray platform you can
jump on, but don't stick around because the gray platform will fall after a
second. So quickly jump to the next area.

Here you will find the first checkpoint, as well as a few enemies in the area
(pyrodillos and a mage trap). On either side of this area are platforms leading
down to the body of water belowm but there's no need to head down there.
Instead, hop across the platforms above the water that lead over to the next
area. Watchout though, because these are all falling platforms like that first
one.

Once you've hopped across all four of those gray, falling platforms, you will
see a hopsqueak ahead.  Take him out and flip onto the wall behind him. Here,
you'll find a second checkpoint. Beyond the checkpoint is a platform with a
large tree. Double jump to reach this platform and flip onto the tree's trunk
(the gold coin on the top of the tree shows you which side to flip onto). Walk
up the trunk to the top of the tree. From the tree top, double jump to the next
platform.

Flip onto the ground and watch out for all the enemies. On the far side of this
area, there are two small floating platforms. The upper one has a monster
spawner on it, so run past the monsters and destroy that monster spawner. Then
carefully kill all the enemies.

Look at the water in this area and theres a floating body of water a bit
farther out, with a small water platform of water in between. Swim out into the
water, and carefully hop onto the small water platform. From there hop to the
next platform, where there are two Verds and a glowing spot.


///////////////////////////////////////////////////////////////////////////////

NPC: Kanu                               Race: Verd
-------------------------------------------------------------------------------
"The glowing symbol is said to be the essence of a powerful water spirit that
dwells here."
-------------------------------------------------------------------------------
"I guess the water spirit likes you and that Cube-thing of yours. Why you?
Why not me?

(he says this if you talk to him again after you've gotten your new power from
the glowing spot nearby)
-------------------------------------------------------------------------------
"Yea, later."

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


///////////////////////////////////////////////////////////////////////////////

NPC: Werbali                            Race: Verd
-------------------------------------------------------------------------------
"There's an old Verd prophecy that an outlander would pass through our world
to come to this cave
The water spirit would lend its power to the traveler to aid in a battle that
would determine
the fate of the entire world! But that is just an old wives' tale..."
-------------------------------------------------------------------------------
"Wow! That's amazing!
Could this mean you are the prophesized savior? You're just a young
caterpillar!"

(he says this if you talk to him again after you've gotten your new power from
the glowing spot nearby)

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


Step on the center of the glowing area to gain a new power!


///////////////////////////////////////////////////////////////////////////////

NPC: Rayne                              Race: Cube
-------------------------------------------------------------------------------
"Ooooh! I've been given the Water Cannon! Cannon... hmm. That's a little
violent sounding.
With my power you'll not only be able to hit things from a distance, you'll
also be able to water plants.
And I do like watering little bitty plants!"

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


Now hop back across the small water platform to the previous area. There is a
platform we didn't visit yet. A vertical area with a checkpoint meets it.
Jump onto this platform, and flip onto the vertical area to activate the
checkpoint.


///////////////////////////////////////////////////////////////////////////////

NPC: Rayne                              Race: Cube
-------------------------------------------------------------------------------
"Flip, water that plant by shaking the Wii Remote with my power selected.
Because of the range of the Cannon, you can even hit it from here."

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


Near this checkpoint sits a giant bud. Shoot it with your new Water Cannon
power to water it.


///////////////////////////////////////////////////////////////////////////////

NPC: Rayne                              Race: Cube
-------------------------------------------------------------------------------
"Grow, child of the earth and sun! Grow!"

NPC: Artique                            Race: Cube
-------------------------------------------------------------------------------
"Must you? Ugh. I can't believe we're attached."

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


Now that you've watered the giant bud, leaves have sprouted from the vine
attached to it. If you jump on these leaves, they bounce you back up into the
air. Use these leaves to bounce your way over to the small platform at the
other end of this vine. Then bounce across the next gap also using the leaves
on this vine. Hop up the platforms and you'll find yourself back at the second
checkpoint. There is another giant bud nearby, but you only need to use it if
you chose not to get platinum coins #19 and #20 at the start of the walkthrough
of this room.

From the second checkpoint here, jump out onto the gray platform (remember this
platform falls after a second) and then quickly jump to the mouth of the cave
you started in. Enter the door to go back to Room #3. So jump to the
"Continue Point" heading in the section for Room #3: [W3R03_CP]



#======================#
|  Room #5    [W3R05]  |
#======================#

Platinum Coins: 1
Journal Pages: 0

         Shop: No


~*~ PLATINUM COIN #21 ~*~    [PC21]

At the start, look to your right to see a large tree that leans towards the
door you just came from. Walk around to the other side of the tree (so you're
on the side opposite the direction the tree is leaning), and flip onto the
trunk. Walk onto the tree top carefully to get this platinum coin. You may fall
off the world trying to get it, but that's ok since you'll spawn right back
by the door again and it remembers that you got that coin so you don't have to
try again.

Hop across the giant lily pads floating in the water. On the other side is a
large temple and a tall statue with water pouring out into a channel that runs
down the middle. On the right side of this channel, at the base of the temple,
is a treasure chest, so go open it. Watch out for the enemies in the area.
Head up the steps to the temple entrance, where a Verd named Zocxal and some
torches stand. Hothead appears now.


///////////////////////////////////////////////////////////////////////////////

NPC: Hothead                            Race: Cube
-------------------------------------------------------------------------------
"We need fire to light these torches! FIRE! FIRE! FIRE!
FIRE!!!!!"

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


///////////////////////////////////////////////////////////////////////////////

NPC: Zocxal                             Race: Verd
-------------------------------------------------------------------------------
"These ruins are left from the old cities of our ancestors.
If you wish to continue, you'll have to find a way in.
The ruins are still full of traps, made by our forebears to keep out intruders.
You'll have to be careful!"

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


So how do we get into this temple? If you look at the front wall, the middle
part protrudes outward. If you go on either side where the front of the temple
protrudes, you'll find a narrow vertical wall with an angled portion at the
bottom, right beside the base of the top set of stairs. Flip onto this narrow
wall and you can get up top. Go around the corner at the top and flip onto
the top of the wall. There are a couple gold coins and a Health Cube here.

There are some platforms leading from the middle of the top of this wall. The
first big platform has a hopsqueak on it. Kill him and flip onto the vertical
area to your left. Go to the end of this platform, avoiding the enemy here, and
flip onto the vertical area to your left again. Do that on the next two
platforms and you'll come to a checkpoint.

Hop onto the small square, grassy platform ahead. Just beyond are three blocks
with spikes that periodically pop up out of the top of the block. Timing is
obviously important as you hop across these platforms, so carefully get
yourself to the other side. The first platform after these looks like a small
section of a huge log that's been hollowed out. Stand on the hole in the
center when the vertical log comes up into it so you can ride it down. Hop
off the small vertical log and onto the square tiled platform. Then hop onto
the next small vertical log and ride it up. When it gets to the top, walk off
onto the final platform.

Notice that there is a hole in the ceiling. Ignore the hole in the center of
this platform, we'll come back to that in a second. Flip yourself onto the back
wall and jump through that hole. Once through the hole, Flip yourself back onto
the ground here. There is a button nearby, but we need something to put on it
to keep it down. Luckily, there is a floating platform in here with a Verd
statue on it. Hop up there and push the Verd statue off that platform. Then
move it onto the button. With the statue on the button, you'll see that the
small statue at the temple entrance is spewing fire now. Drop down through the
hole in the floor.

Now for the hole in the floor that I told you to ignore at first. There is
a small wood platform in it that is suspended by a vine. Drop down the hole
onto this platform, and it will lower you safely back to the ground. Hop across
the lily pads and head back up to the temple entrance. You'll notice that as
you move around, the small statue spewing fire will rotate to face you as you
move. Move around the area to make the statue light all four torches here.

The giant statue at the base of the temple with water pouring out moves forward
to reveal a secret passage. Go down there and enter it to get the key for the
temple entrance. Then come back up here and unlock the entrance. Head into the
temple to move on to the next room.



#======================#
|  Room #6    [W3R06]  |
#======================#

Platinum Coins: 0
Journal Pages: 0

         Shop: No


Take out the pyrodillo and the mage trap in your immediate area first. With
them out of the way, there are 5 gold coins on the ceiling you can go nab.
Then return to the floor. The small candles on the walls on either side of this
area can be put out with your Water Cannon power, but nothing happens. Look
through the metal grating and you'll see some gongs on the other end of this
area. There are also two hods over there. Shoot them through the metal grate
with your Water Cannon.  Then shoot both of the gongs with your Water Cannon.

The door in the side wall opens revealing a path to the other side of the
metal grate. Two mage traps are guarding this passage, so shoot them from a
distance with your Water Cannon to kill them. There is a spike pit in this
passage, so flip onto the wall to get past it. Then flip back onto the floor.
Exiting the passage, you will come out on the opposite side of the metal
grating that blocked your path. There are five more gold coins on the ceiling
here for the taking.

Walk up the steps between the two gongs and into the door to advance to the
next room.



#======================#
|  Room #7    [W3R07]  |
#======================#

Platinum Coins: 1
Journal Pages: 0

         Shop: No


There are alot of enemies in this room, so carefully eliminate them all. With
them out of the way, you'll notice a bunch of gold coins scattered about in
here. Grab them if you wish and flip onto a wall and then onto the ceiling,
where a couple more enemies wait. Destroy them.


~*~ PLATINUM COIN #22 ~*~    [PC22]

While still on the ceiling, move into the center of it and double jump to nab
this platinum coin out of the air.

Now return to the floor and go through the doorway in the side of the room. As
you approach the doorway, you can see the corridor beyond with a line of gold
coins along its floor. Every so often there is an alcove one the side of the
corridor. A mage trap hides in each alcove, so carefully take them out and
move forward.

After taking out the third mage trap in this corridor, look directly above you
to see a hole in the ceiling. Flip onto the wall and enter the hole in the
ceiling to find yourself in a small chamber with a key. Grab the key and return
to the floor of the corridor. There is another mage trap ahead, and then the
corridor turns to the right. It quickly becomes a dead end with one more mage
trap at the end. So head back down the corridor the way you came to leave it.

Back in the room you started in, look around to see the four small alcoves in
the walls that are covered with metal grates. Each of these alcoves has a gong
inside it. Go to each grate and use your Water Cannon to shoot through and and
hit the gong behind it. Do this for all four of the gongs. You will probably
notice that each time you hit one of the gongs, the room fills with more water.

With all four gongs hit, the water level has reached the level of the large
metal grate on the end of the room. That grate has also opened, so proceed
into that new corridor. Watch out for the two enemies here, and you'll see a
locked door at the end of the corridor up a few steps. Use the key we got a
moment ago to unlock it. Then enter it to head on to the next room.



#======================#
|  Room #8    [W3R08]  |
#======================#

Platinum Coins: 1
Journal Pages: 0

         Shop: Yes


At the start of this room, a Verd by the name of Teku stands nearby, as does a
hopsqueak a bit further away.


///////////////////////////////////////////////////////////////////////////////

NPC: Teku                               Race: Verd
-------------------------------------------------------------------------------
"Those monkeys are always causing trouble for us Verds!  Yesturday, one
tripped me!
I tried to teach him a lesson or two, but for a little kid he was super tough!"
-------------------------------------------------------------------------------
"There must be some way to teach the monkeys a lesson. Hmm..."

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


Carefully take out the nearby hopsqueak. You should notice some gold coins on
the wall at the end of this corridor, so flip onto that wall. This allows you
to walk through a hole in the ceiling into a new corridor. Turn left to face
the end of this section of corridor and flip onto the wall to your right. This
allows you to simply walk past the venus mage trap just ahead. It won't notice
you since you are on the ceiling from its perspective.

Now flip yourself onto the red wall at the end of this corridor. This allows
you to enter a new, larger area. Flip yourself forward once more so that you
will be on the floor of this area. Watch out for the pair of gorilla HODs that
are waiting for you on the floor, and kill them. If the venus mage trap from
the previous corridor somehow comes in and attacks you, kill it too. I've seen
this happen a couple times. There may also be a bloater on the right wall, but
he seems to glitch sometimes and appear on the outside of the outer wall
instead and oriented incorrectly. Activate the checkpoint.

Now carefully hop into one of the two middle windows and carefully step onto
the small ledge outside them. Then flip yourself onto the outside of the wall.
Grab the gold coins and kill the nearby hopsqueak. Then walk off the top of the
wall, so that you fall onto the wall of the second level of this building.
Flip yourself onto the ground here (the roof of the first floor).


~*~ SHOP ~*~

Take out the gorilla HOD and the draggin' fly. You may have already killed this
dragon fly if it happened to fall of the roof and land on the ledge outside
the windows you came out of below. There is a checkpoint here on the roof as
well, and at one end of the roof, you will find a shop. There is a health cube
just in front of the shop at the corner in the path as well.


~*~ PLATINUM COIN #23 ~*~    [PC23]

Flip yourself onto the wall behind the shop. Carefully walk off the edge to
your left to fall on another wall. From here, flip yourself onto the adjacent
wall. Walk around the protruding portion of the wall and flip onto the top of
it. From here, you can double jump onto the roof of the second floor of this
building, where a platinum coin awaits. Or you can do this the easy way, which
is to just double jump onto the roof of the shop, and then double jump from
there, onto the roof of the second floor of the building.

Simply jump back down to the roof of the first floor of the building where the
shop and the check point are. It's time to go into that open window in the
wall here. Watch out as there is a goo worm in here, as well as two venus mage
traps around the corner and possibly a bloater. Take care of the enemies

There are two doors that the venus mage traps were guarding. The door on the
side wall doesn't go anywhere, so enter the door at the end of the room to move
on to the next room.



#======================#
|  Room #9    [W3R09]  |
#======================#

Platinum Coins: 1
Journal Pages: 0

         Shop: No


This room is an outdoor area with a lot of water and some lilypads. Kill the
draggin' fly in front of you, or it may try to fly over the water and kill
itself for you. Hop across the lilypads and grab the gold coins and health cube
if you wish. On the other side, you will encounter a hopsqueak and a goo worm
nearby.

~*~ PLATINUM COIN #24 ~*~    [PC24]

Just ahead is a structure and another hopsqueak nearby. Kill the hopsqueak
quick and examine the nearby structure. Hop in the water and swim around behind
the structure. There is a platinum coin hiding behind the structure. You can
grab it simply by jumping out of the water when you are under it.

Now head back to the front and look at the lilypads nearby. Hop straight across
them to the opposite side. There's a health cube along the way. Here you will
encounter a locked door, a check point, and a Verd.


///////////////////////////////////////////////////////////////////////////////

NPC: Zizin                              Race: Verd
-------------------------------------------------------------------------------
"I heard those mischievous Monkey Boys are always up to no good."
-------------------------------------------------------------------------------
"Good afternoon, young caterpillar. Are you doing well?
They say the 3rd Chapter Stone is hidden deep within the ancient ruins which
lie just beyond."

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


Since this door is currently locked, we can't get into these ruins Zizin
speaks of yet. We'll be back in a few minutes though. Head back onto the
lilpads and take the path you haven't explored yet. There is a giant bud on the
island at the end, so water it using your Water Cannon power. A short cutscene
shows leafs sprouting on the vines on the front of the structure we found a
moment ago. Head over there and use the leaves to bounce up onto the ledges on
the structure.

Note that it is possible to reach these ledges without watering the giant bud.
To do so, simply double jump onto the small tree at the front of the structure,
and from there you can jump onto the first ledge.

There are some gold coins on the back wall of this structure and a few more in
the grass on the very top of it. There is also a Verd and a door up here.


///////////////////////////////////////////////////////////////////////////////

NPC: Yomi                               Race: Verd
-------------------------------------------------------------------------------
"The Monkeys stole my necklace! It's as good as gone!"

NPC: Hothead                            Race: Cube
-------------------------------------------------------------------------------
"Monkeys? SMASH THE MONKEYS!! DESTROY THEM ALL!
..what's a monkey?"

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


Now simply enter the door to move on to another small room. This will take you
to Room #10, so jump to the section for Room #10: [W3R10]


================================
 CONTINUE POINT    [W3R09_CP]
================================

Head back over to that locked door near the Verd named Zizin. Now that we have
the key, we can open it and explore the ruins Zizin talked about. Entering this
door will take you to Room #11, so jump to the section for Room #11: [W3R11]



#======================#
|  Room #10   [W3R10]  |
#======================#

Platinum Coins: 0
Journal Pages: 0

         Shop: No


Room #10 starts you in an indoor area. Hop across the platforms hovering above
the spike pit quickly. If you stay on them, they will fall after a couple
seconds, but there really isn't visual cue here, like in some other platformers
where a platform shakes before it falls away.

Around this corner is one more spike pit with one floating platform. Hop across
and run through the door. There is a glitch at this door that happens if you
carefully step up to the door without going through it. The cutscene in the
next room plays and the door slams shut to lock Flip in, but Flip is still on
the other side of the door so it ends up locking him out instead. He is
effectively unable to move forward now with the door shut. If you get into this
situation, simply pause the game and click on the Retry Room button. No biggy
since we're right by the start of the room still anyway!

The cutscene showed doors on either side of this room opening to reveal alcoves
inside of which sit venus mage traps. Some gorrila HODs and a pyrodillo also
appear. Kill all enemies in this room and the doors will open. The small room
ahead contains a monster spawner, some regular HODs, and a key. Clear out the
room and take the key.

Backtrack through the previous corridor, and hop over the spike pits to return
to Room #9.



#======================#
|  Room #11   [W3R11]  |
#======================#

Platinum Coins: 0
Journal Pages: 1

         Shop: No


This room is a very large outdoor area. Hop over the gap and you'll encounter
Jaavu the Verd.


///////////////////////////////////////////////////////////////////////////////

NPC: Jaavu                              Race: Verd
-------------------------------------------------------------------------------
"These used to be the front gates to an ancient capital city."
-------------------------------------------------------------------------------
"I've been standing here for what seems like forever, just telling people that.
I must be bored.
..Maybe I should go get a hobby or something."
-------------------------------------------------------------------------------
"The water says Eka's in a bad mood. I might stay away from him if I were you."

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


Watch out for gorrila HOD's and venus mage traps in this area. Directly to your
left is another Verd by the name of Thonuay.


///////////////////////////////////////////////////////////////////////////////

NPC: Thonuay                            Race: Verd
-------------------------------------------------------------------------------</pre><pre id="faqspan-5">
"There are many dangers inside the old city. If you are planning on going
through, be careful!"
-------------------------------------------------------------------------------
"I saw those Monkey Brothers the other day. They definitely need a bath."

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


Thonuay's area has gold coins around it for the taking. A short ways down the
path is a check point guarded by a venus mage trap. Activate it. Just beyond it
are stairs. Walking up them, you will see a temple that is mostly underwater.
Turn to your right and not far from the path you will notice a humongous tree
trunk with gold coins on the side. Head over to it, flip onto it, and follow
those gold coins to the top!

You'll notice mushroom platforms along the way. Near the top, flip onto the
second mushroom platform from the top. Then hop up onto the top of this huge
tree trunk. From here, flip onto that vertical moving platform. Ride it over
to the floating island, and flip off it onto the floating island.

To the right is a huge tree stump with a treasure chest on top. Hop up there
for the prize. On the other side of this floating island is a gong and a large
pole sticking out of the edge of the island. Hit that gong to open the door
of the flooded temple below. Don't head back down yet though.

You'll notice in the middle of this island a small stone wall with gold coins
on one side. Flip onto this little wall to reach the underside of the floating
island. Flip onto the bottom of the island and you'll find another gong. Hit
it to open another door on the flooded temple.


~*~ JOURNAL PAGE #9 ~*~    [JP09]

On the other side of the bottom of this island is a group of poles. Atop the
highest pole sits a journal page. You have to hop up the poles to reach it, but
its a little tricky as the poles are small so its easy to fall off. Getting
this journal page may take a little patience. Or you can do this the easy way
and avoid the posts completely. To do this, flip yourself onto the largest
pole (on which the journal page sits) and walk to the top of it. Walk off the
end so Flip falls through the journal page and grabs it. You'll fall off the
world and die, but at least you have this journal page now!

Now return to the top side of this island. It's time to head down to that
temple. You can go back the way you came, or you can take the quick way down.
Remember that if you land in water, you won't take damage no matter how far the
fall. So run and jump off of this floating island to land in the water around
the flooded temple. Just be careful not to land on a lilypad, as the fall is
high enough that you'll die if you do.

Head over to the now opened temple and walk inside. Step on the button to raise
the temple up out of the water. The second door we opened on this temple is
now above water, and so we can enter it. Go back outside and around to the back
of the temple. On the back of the temple you'll find another set of stairs
leading to the second door we opened while we were on the floating island.
Walk into the door to move on to the next room.



#======================#
|  Room #12   [W3R12]  |
#======================#

Platinum Coins: 1
Journal Pages: 0

         Shop: No


This room is a small one. In front of you are some stairs and a Verd named
Ahau. Around the stairs are some gold coins and a health cube.


///////////////////////////////////////////////////////////////////////////////

NPC: Ahau                               Race: Verd
-------------------------------------------------------------------------------
"I need to get across to that door, I have the key to open it.
I've hurt my wing, so I won't be able to fly for awhile. I would walk across
but it's unsafe.
Once you find the correct path across, I can unlock the door for both of us."

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


If you go down the stairs, you'll simply end up in the room under the yellow
blocks ahead. This room contains a monster spawner, as well as gorrila HODs,
pyrodillo, and goo worms.  You may want to go down and clear this room out to
make life easier when you fall down while solving this puzzle. Note that you
can reveal the correct path by swinging your Spell Book. Correct blocks next
to you will be revealed when you do this.

Finding the correct path across isn't too hard, but here's a diagram of the
solution for you. The bottom of the diagram is where you start from, so its
just like looking ahead at the yellow blocks in front of you in-game.
Xs represent the correct path, while periods represent blocks that will fall
when you step on them.

.X....
XX....
X.....
XXXX..
...XXX
.....X
XXX..X
X.XX.X
XX..X.X
X...XXX
XXX....
.X....


~*~ PLATINUM COIN #25 ~*~    [PC25]

Once you have revealed all the blocks in the correct path across, Ahau will be
waiting for you by the door on the other side, as will a platinum coin.


///////////////////////////////////////////////////////////////////////////////

NPC: Ahau                               Race: Verd
-------------------------------------------------------------------------------
"May the spirits protect you."

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


Walk into the door to move on to the next room.



#======================#
|  Room #13   [W3R13]  |
#======================#

Platinum Coins: 1
Journal Pages: 1

         Shop: No


~*~ PLATINUM COIN #26 ~*~    [PC26]

At the start of this room, a short cutscene plays. It shows Flip and Pivot, and
Flip sneezes causing a huge boulder to start rolling. After the cutscene, RUN!
As long as you keep running it's not too hard to stay in front of the boulder.
After a bit you'll round a corner and come to a rectangular pool of water. Just
ahead of this, on the right side of the path, sits a platinum coin.

Keep running and go around each of the flamethrowers along the way. Just after
these Flip drops down to a lower bit of path and the boulder flies by overhead.
Whew, that was close!

NOTE:
If you missed the platinum coin while running from the boulder, you can
get back up to the previous path section. It's slightly tricky to do, but not
too bad. Double jump onto the top of the stone wall on either side of the path.
From here, you can double jump up onto the previous section of path and go get
the platinum coin.

Jump over the gap ahead. On the other side, kill the pyrodillo and activate the
check point. Continue forward through the gap in the short wall and kill the
venus mage trap that is waiting around the corner. Just ahead, you will
encounter a couple of regular HODs as well.

There is a large hole in the floor here as well. The close side of it has a
short wall you can flip onto to go through the hole. So flip onto it and take
out the HODs. You will see a door across a short gap. DO NOT go to the door
yet.


~*~ JOURNAL PAGE #10 ~*~    [JP10]

First, turn around and look around the hole you just came through. There is a
a treasure just near it, and journal page up above it on the bottom of what
was the floor of the previous area. Since that floor is now a wall, flip onto
it and grab the journal page. Now flip back onto the ground and jump over the
gap to that door. Enter it to move on to the next room.



#======================#
|  Room #14   [W3R14]  |
#======================#

Platinum Coins: 1
Journal Pages: 0

         Shop: No


~*~ PLATINUM COIN #27 ~*~    [PC27]

This room is another indoor area, and if you look at the ceiling above and
behind your starting point, you will notice a platinum coin directly above the
door you just came in from. Flip onto the wall with the door in it, grab the
platinum coin, and return to the floor.

Hop across the small platforms floating over the spike pit, but be quick as
they will fall if you stand on them for a second. Alternatively, you could flip
onto the ceiling, pass the spike pit, and then flip back to the floor. Just
be careful of the pyrodillo on the ceiling. On the other side of the spike pit
waits Shava.


///////////////////////////////////////////////////////////////////////////////

NPC: Shava                              Race: Verd
-------------------------------------------------------------------------------
"This is the ancient Prophecy Wheel. Our ancestors knew how to use it to tell
the future.
No one today really knows how to use it. But it can still be activated by
finding all four Magic Pegs.
The Magic Pegs are stored in the East and West Ruins."

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


After talking to Shava, head through the corridor into the next room, which
contains the Wheel of Prophecy. There are also a bunch of monsters in here,
including HODs, draggin' flies, and venus mage traps. Take them all out. Now
you can safely have a closer look at the Wheel of Prophecy. Turn around to
face the stairs to the corridor you came from and you'll see a door in the wall
between the two sets of stairs with a sign on it which reads:

"Keep out"

We can't go through it yet. There are some gold coins in alcoves on the walls,
and a few more on the ceiling. You can flip and go get them if you want. You
may also notice the large red alcove in one wall with a door in the back. This
door is a return door that you will come out of after visiting the East and
West Ruins.

On the opposite side of the room from the red alcove with the door in the back,
there are two passageways at floor level. Head into the passageway nearest the
Wheel of Prophecy and there are four doors in here. Enter the first one you
come to (on the wall to your right). This will take you to Room #15, so jump
to the section for Room #15: [W3R15]


================================
 CONTINUE POINT    [W3R14_CP1]
================================

You'll find yourself up in the red alcove. Walk out of it to fall down to the
floor and take out all the enemies again. Head over to the door that took you
to Room #15 and walk past it to the next door (on the back wall). Enter it
to go to Room #16. So jump to the Room #16 section: [W3R16]


================================
 CONTINUE POINT    [W3R14_CP2]
================================

Walk out of the red alcove to fall down to the floor and clear out all the
enemies again. Now go back over to the door that took you to Room #16 and go
into the last door on the back wall. This will take you to Room #17 so jump to
the Room #17 section: [W3R17]


================================
 CONTINUE POINT    [W3R14_CP3]
================================

Once again, walk out of the red alcove to fall down to the floor. Clear out the
enemies and head over to the door that took you to Room #17. There's only one
door in here we haven't gone in yet, the lone door on the left wall (the wall
opposite the wall that has the doors to Room #16 and Room #17)! This will take
you to Room #18, so jump to the Room #18 section of this guide: [W3R18]


================================
 CONTINUE POINT    [W3R14_CP4]
================================

Ok, now that we've gone through all four of those doors in this room, you
should get a short cutscene showing the door with the "Keep out" sign on it
shaking and then opening. If this cutscene doesn't play, then just go run
through Room #15 or Room #16 again. This happened to me and a quick run through
Room #16 again fixed it.

Enter the newly opened door to take on the boss of this world!



#======================#
|  Room #15   [W3R15]  |
#======================#

Platinum Coins: 1
Journal Pages: 0

         Shop: No


Take out the nearby venus mage trap. You'll notice some small floating
platforms spanning a large gap. You must hop across them quickly as these
platforms will fall when you stand on them for a second. After hopping across
the first three floating platforms, you will be one a larger area with two
paths leading away. One path has giant buds and vines.


~*~ PLATINUM COIN #28 ~*~    [PC28]

Before taking either path, step on the small table and then step off behind
the short wall. Flip onto the back side of the short wall, and then flip onto
the underside of this platform, where a platinum coin is hidden. Grab it and
return to the top side of the platform.

Now jump over to the platform with the giant bud on it, and water that bud with
your Water Cannon power. Bounce across the newly sprouted leaves to reach the
next platform. From here, you will see one more very small platform ahead with
a gong on it. Rather than try to double jump over there, simply shoot the gong
from here using your Water Cannon. We need to hit all the gongs in this room.
Now backtrack to the platform with the giant bud, and then back to the platform
with the small table.

From here, quickly hop onto the small floating platform with a gold coin on it
and hop to the other side (this is another falling platform so be quick). Walk
through the doorway and kill the venus mage trap. A gong is visible through the
right window, so stand on the small table in front of the window and shoot the
gong with your Water Cannon. Avoid the left window as there is a goo worm on
the other side that will try to shoot at you.

Heading over to the stairs, you may notice you collect a couple of apparently
invisible gold coins as you approach the stairs. These are actually gold coins
that are hidden on the underside of the floor, but since its so thin it seems
you can grab them from this side. At the top of the stairs turn left to see
an rather interesting corridor.

Flip onto the right wall. As you head forward, you'll need to flip onto the
right wall again. One of the windows here has a small table in front of it.
Outside this window is another gong, so stand on the table and shoot your Water
Cannon through the window to hit it.

Walk around the corner and flip onto the right wall once more. Then flip to
the right one more time. Take out the nearby pyrodillo. Then jump to the
platform with a giant bud and water it with your Water Cannon. Use the newly
sprouted leaves to bounce up to the higher platform and destroy that monster
spawner to make life easier.

Return to where the pyrodillo was and you'll notice a moving platform nearby
with a gong on it. Walk to the edge where it sticks out closest to the moving
platform and fire your Water Cannon at the gong. This can be a bit tricky as
timing is important, so it may take a few tries to hit it.

Turn around and ascend the nearby stairs and take out the pyrodillo at the top.
The short wall to the right just has a goo worm behind it so ignore that. Ahead
and to your left there is a floating platform with another gong. Walk over as
close as you can get to it, and shoot the gong with your Water Cannon.

Continue forward, grabbing a few gold coins along a bit of wall. Then flip onto
this piece of wall. Hop over the edge of what was previously the floor, and
flip onto the underside of it. There is another floating platform with a gong
on it nearby. Shoot this last gong with your Water Cannon to open the door.

Now turn to your left and you will see a wall there with more floor behind it.
This is optional. There is a treasure chest over there guarded by a hopsqueak.
Double jump around the egde of the wall to get on the floor on the other side.
Kill the hopsqueak and take your treasure.

Now return to the top side of the floor and go to that door you just opened.
The door is just ahead of where you flipped onto the underside of the level
to get the last gong. Enter the door to return to Room #14, so jump back to the
continue point in the Room #14 section: [W3R14_CP1]



#======================#
|  Room #16   [W3R16]  |
#======================#

Platinum Coins: 0
Journal Pages: 0

         Shop: No

You'll find yourself in a long corridor at the start of this room. In the
nearby alcove in the left wall, you'll find a Verd named Reeko.


///////////////////////////////////////////////////////////////////////////////

NPC: Reeko                              Race: Verd
-------------------------------------------------------------------------------
"If you can find a way to restore light to the dining chamber down the hall,
the spirits will reward you."

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


Advance a bit farther down the hallway, and take out the venus mage trap hiding
in the alcove in the right wall. Continue a bit further and there's a spot
where there is a hole in the floor and boulders keep shooting out of it. Flip
onto the wall and pass it before another boulder shoots by. You can also just
double jump across if you don't feel like flipping. If you get hit by the
boulders in this room, you will start back at the beginning of this hallway.

Flip back onto the floor and grab the gold coin. Don't walk out into the next
hallway as there are boulders rolling down it. Carefully peek around the corner
and you'll see some alcoves nearby. Just after a boulder passes, run over into
one of the nearby alcoves and stop inside it. These two alcoves both contain a
single gold coin.

Wait for another boulder to pass and run to the next pair of alcoves and duck
inside one. Be careful as one of these two alcoves has a venus mage trap hiding
in it. The other contains a gold coin. While in the alcove, flip onto the wall
and then onto the ceiling. The next alcove is in the ceiling, so just after a
boulder passes, run down the ceiling, grabbing three gold coins on the way, and
fall into the alcove. Note that you don't have to flip at all here. There is
enough time between boulders that you can instead just run along the floor,
skipping the ceiling alcove altogether and go to the floor alcove after the
ceiling alcove instead.

While in this alcove, again flip onto the wall. The next alcove is in the
floor. Just after a boulder passes, flip yourself off the wall and onto the
floor and run to the next alcove. A gold coin awaits you inside. Now wait for
a boulder to pass, and then jump out out the alcove and run up to another pair
of alcoves in the walls and duck inside one of them.

One of these alcoves contains a door, but of course it isn't open! This is
actually the door to the dining hall Reeko mentioned. There are two ways to get
into the dining hall. If you carefully look ahead down the corridor, there are
some gold coins on the wall a ways ahead. There is another alcove in the
ceiling where those gold coins are. But that alcove is a corridor so you can't
flip onto the ceiling and run til you fall in it. You'll fall too far and die.
That passage is the long way. If you wish you go that way, flip onto the wall
and run to the alcove and jump into it. If you want to go the short way, skip
the next short section.


TO THE DINING HALL - THE LONG WAY
-------------------------------------------------------------------------------

There is a hopsqueak in there so kill it. Flip to get the gold coins and kill
the gorilla HOD waiting around the corner. At the end of the corridor, there
is a gold coin on the wall and a passage in the ceiling. Flip onto the wall to
get the gold coin and enter that passage. Follow the passage, grabbing the gold
coins and killing the gorrila HODs and pyrodillos. Round a corner and at the
end of the passage you fill find yourself looking out of the ceiling of the
dining hall. Flip so you fall onto the floor of the dining room. You'll
probably land on the large dining table.


TO THE DINING HALL - THE SHORT WAY
-------------------------------------------------------------------------------

The shorter way is to flip onto the wall and run towards that alcove, but if
you are observant, you'll notice there is a golden button on the wall you are
running on. Step on it and then return to the alcove you came from. If you flip
back onto the floor (let a boulder pass) and look at the door, you'll see that
it is open now. Simply walk through the now open door to enter the dining hall.


THE DINING HALL
-------------------------------------------------------------------------------

Kill the venus mage trap and gorrilla hod. You can get the gold coins too if
you wish. If you go for the ones on the ceiling, be careful as there seems to
be a spot where you will fall through it for some reason and land on the
outside of the corridor you came in from (if you took the long way). If this
happens, just jump off and die. You may notice the columns in this dining hall
have 4 small unlit torches on them. Reeko said the spirits would reward us if
we return light to this dining hall, so it would be logical to light these
torches. Unfortunately it seems we can't right now, so we'll have to continue
down the corridor. I've tried luring the pyrodillos out of the passage in the
dining room ceiling, but to no aveil.

Go back out into the long boulder corridor. Head down the hallway to the
left until you get back to the passage in the ceiling (this passage was the
long route to get into the dining hall). Just beyond it sits another pair of
alcoves. Let a boulder pass, then flip onto the floor and run into one of these
two alcoves. Just beyond them sits one last alcove with a large doorway in it.
Enter the large doorway to return to Room #14. So jump back to the second
continue point in the Room #14 section: [W3R14_CP2]



#======================#
|  Room #17   [W3R17]  |
#======================#

Platinum Coins: 1
Journal Pages: 0

         Shop: No


As soon as you walk to corridor ahead, Rayne appears and some tense music
starts playing!


///////////////////////////////////////////////////////////////////////////////

NPC: Rayne                              Race: Cube
-------------------------------------------------------------------------------
"Ahhh! What's happening?! I'm scared!"

NPC: Zapp                               Race: Cube
-------------------------------------------------------------------------------
"Move it bro, MOVE IT!"

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


As soon as the dialog finishes, a spiked wall starts plowing down the corridor
from the right. So go left and run for it! Hop over the first spike pit, then
double jump over the 2nd spike pit. Then jump over the 3rd spike pit and flip
onto the right wall. Walk across the skinny path through the spikes on this
wall. Flip back onto the ground and walk on another narrow path through more
spikes. At the other side is a check point.


~*~ PLATINUM COIN #29 ~*~    [PC29]

Beyond here we have some new obstacles to avoid. Metal blades swing back and
forth across the passage. Hop past the first two with appropriate timing.
Flip onto the left wall now and walk into the wider portion of the passage to
get a platinum coin!

Double jump onto the next section of the wall you are on. Flip back onto the
ground and keep running. Hop over the skinny spike pit, and double jump over
the second longer spike pit.

Now for this last part, simply run as fast as you can toward the doorway ahead.
Don't stop because the things on either side of the path shoot arrows at you.
Just keep running toward the door and jumping the gaps as you come to them.
When you reah the end, Zapp appears.


///////////////////////////////////////////////////////////////////////////////

NPC: Zapp                               Race: Cube
-------------------------------------------------------------------------------
"That was close! Good job Flip, let's do that again sometime!"

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


Note that once you leave this room, you can't come back it seems. The door to
Room #17 won't work anymore. So DO NOT leave this room if you didn't get the
platinum coin in here yet. Otherwise you will need to play through this entire
world again to get it. Enter the doorway to return once more to Room #14. So
jump back to the 3rd continue point in the Room #14 section: [W3R14_CP3]



#======================#
|  Room #18   [W3R18]  |
#======================#

Platinum Coins: 0
Journal Pages: 0

         Shop: No


You'll find yourself in a relatively small room now. A bunch of enemies are
also here, so clear them all out! Once they are all dead, doors on the sides
of the room open, revealing alcoves with a few more enemies in them! Kill
these enemies too!  Once you've killed them all, two more alcoves open up.
One of them has a door in it.

This door will take you back to Room #14. Note that once you leave this room,
you can't come back it seems. The door to Room #18 won't work anymore.
When you're ready, enter the door to return to Room #14. So jump to the 4th
continue point in the Room #14 section: [W3R14_CP4]



@===========================================@
|  Boss #3 - The Monkey Bros.      [BOSS3]  |
@===========================================@

The Monkey Bros. are a group of young trouble making monkeys. According to the
Developer Diary (found at: http://www.nintendoworldreport.com/devjournal/24037)
these guys are also known as "The Trimates".

You'll want to switch to your Water Cannon for this fight. Stun one of the
monkeys by hitting it with your Water Cannon. Then quickly switch to the Spell
Book and hit the stunned monkey with a Book Slam attack (press A in midair
after jumping). You may have to do this a couple times. The monkeys will
seemingly disappear, but if you look up you will see a mirror image of the
battle arena above you and the monkeys are there!

During this phase, several traps will activate and deactivate intermittantly.
The stony ground tiles will have spikes pop up out of them from time to time.
The grassy green tiles sometimes fall away, but they have water under them.
So if you are standing on one when it falls away, you just land in the water,
so double jump up out of the hole and back onto the battlefield. There is a
second type of grassy green tile that has a stone square in the middle. These
grassy tiles never fall away. There are also four cylinders that pop up from
time to time in the battle field. They send out jets of flame and rotate at
the same time. And lastly, we have blue ground tiles. These flip open like
doors periodically. Be careful as there is nothing under them, so falling
through an open one means death. Note that you can tell which way a blue tile
will open because one side of it has green stuff along the entire edge. This
side of the tile is the hinge it rotates on when it opens.

So what do you do? I was stuck at this part for awhile before I figured out
what they want you to do. It's actually pretty simple though. The monkeys are
jumping on buttons on the other battlefield, which trigger the traps that
keep activating around you. When the blue tiles open, quickly flip onto one
and then quickly flip again so you fall onto the other battlefield. The
easiest way to do this is to wait on a tile beside one of the blue tiles.
Make sure you are on the side it opens towards so you will be able to flip
onto it when it opens.

Now that you are with the Monkey Bros. again, attack them the same way you did
before. When they disappear, look up and you'll see that they've once again
fled to the opposite battlefield. Once again, flip onto one of the blue tiles
when it is open, and then quickly flip again to fall onto the other
battlefield.

Repeat this process a few more times until you have defeated the infamous
Monkey Bros. It takes 2 Book Slam attacks to take out each monkey. When you
hit a monkey for the second time, he explodes. Congratulations! You have
aquired the third Chapter Stone and unlocked World 4 - The Glacier! As you
return to The Town, remember that you can now obtain the Journal Page hidden
in The Town since you have the Water Cannon power.

-------------------------------------------------------------------------------



===============================================================================
WORLD 4: THE GLACIER            [WRLD3]
===============================================================================

Platinum Coins:
Journal Pages:

         Shop:


This section will be coming soon!

-------------------------------------------------------------------------------



===============================================================================
THE FINAL SHOWDOWN              [SHWDN]
===============================================================================

When you've collected all six Chapter Stones, they will all be placed in the
area where the star is in the center of The Town, and you will see the
star begin to glow. Stepping into that light will take you to
the final bosses.

NOTE:
=======
Once you step into that light, there is NO GOING BACK. Even if you beat
the final bosses, the next time you open your save file, the game will start
you in the final boss fight again, instead of back in The Town. So if you
wish you go back and find any platinum coins and journal pages you may have
missed, you must do this before you go after the final bosses

The only way to beat the final bosses without losing the ability to visit all
of the worlds, is to back up your save file before going after the final
bosses. You will need to have an SD memory card to do this. So after you
complete World 6 - The Works and return to The Town, exit the game to get back
to the Wii Menu Screen.

First, click on the Wii button on the lower left corner of the Wii Menu screen.
Then click on "Data Management" and then "Save Data". Now click on the square
Wii button. This screen shows you all of the game save files that are currently
stored on your Wii. You can copy a save file to an SD memory card by clicking
on that file and then clicking the Copy button on the window that comes up.
It will ask if you are sure. Click yes and it will take a few seconds to copy
the save file onto your SD memory card.

Now you can go back to the Wii Menu screen and start up the game. After you've
beaten the final bosses you can simply delete the Flip's Twisted World save
file from your Wii using the steps above, but hit the Delete button instead
of Copy. Then click on the SD Card tab on that screen and find the backup of
your Flip's Twisted World save file on your SD card. Click on it, and then
click the Copy button on the window that comes up. It will take a few seconds
and copy the file from the SD card into your Wii. Now if you go back into the
game and load your save, you will start in The Town again.


-------------------------------------------------------------------------------


===============================================================================
ENDING                          [ENDNG]
===============================================================================

Like the game's prologue, the ending is narrated by Master Fulcrum:


"Upon seeing Flip and the open world book, I had thought my greatest fears
had come to pass. I was furious, upset that he had knowingly defied me,
and put himself at great risk.

My anger subsided when I noticed the chapter stones, placed in order on the
table. I was relieved, knowing then, just what he had accomplished.

Flip's bravery and courage had restored the World Book, and put to rest the
ghosts of my past. He had accomplished what I could not, and in doing so, had
become a true wizard.

Flip and Axel were both brash, eager to wield the power of wizards. It was
Flip's percerverence and strong heart which kept him from following the same
path my friend had, so many years ago.

I was foolish to hold Flip back, a fearful old man barely letting the boy live.
Through his defiance, he had restored my faith in taking chances.

It was becoming apparent that many new and exciting opportunities awaited us,
and thanks to Flip, I had finally found my answer."

-------------------------------------------------------------------------------



===============================================================================
ENEMIES                         [ENEMY]
===============================================================================


#-----------#
|  Bloater  |
#-----------#

These enemies are terrestrial pufferfish that hop about the ground. They pose a
minimal threat to Flip as long as he is careful.

Bloater Variants
-------------------------------------------------------------------------------
None

Additional Notes
-------------------------------------------------------------------------------
Bloaters appear in many of the game worlds, but they have no variants.



#----------------#
|  Draggin' Fly  |
#----------------#

These green insectoid enemies are slightly more dangerous than HODs. They look
a bit like fat green dragon flies with silly undersized wings. When using
your spell book to attack, you need to hit the Draggin' Fly once, then retreat,
and then attack a second time to finish him off. This is because after your
first attack, the Draggin' Fly will counter-attack (usually before you can hit
him with a second attack).

Draggin' Fly Variants
-------------------------------------------------------------------------------
None

Additional Notes
-------------------------------------------------------------------------------
When you hit a draggin' fly with your Spell Book, he will lose his wings and no
longer be able to fly. The second hit with the Spell Book will finish him off.

Draggin' Flies appear in many of the game worlds, but they have no variants.



#------------#
|  Goo Worm  |
#------------#

Goo Worms are small worm-like enemies that pop up from their holes in the
ground when Flip gets within range and start firing projectiles at him. You can
make the goo worm retreat back into its hole for a short time by hitting it
with a long range attack like the Water Cannon power. It will also duck back
into its hole when Flip gets too close.

Goo Worm Variants
-------------------------------------------------------------------------------
Ice Worm (The Glacier)
Fire Worm (The Depths)

Additional Notes
-------------------------------------------------------------------------------
The projectiles fired by these worms can stun hopsqueaks, and possibly other
enemies as well.



#-----------------#
|  Haunted Armor  |
#-----------------#

These are special suits of armor, in that they will come to life and attack
if Flip gets too close to them. They look just like the regular, lifeless suits
of armor Flip can push around though.

Haunted Armor Variants
-------------------------------------------------------------------------------
None

Additional Notes
-------------------------------------------------------------------------------
These haunted suits of armor are found only in World 2 - The Keep.



#-------#
|  HOD  |
#-------#

A HOD is a strange furry, yellowish creature that has three eyes and walks
around on three legs. They generally aren't very dangerous. Just run up and
hit him a couple times with your Spell Book to take him out, or kill him from
a distance with the Water Cannon or Zapper powers.

HOD Variants
-------------------------------------------------------------------------------
Gorilla HOD (The Canopy)
Abominable HOD (The Glacier)



#-------------#
|  Hopsqueak  |
#-------------#

These guys look at first like a blue kangaroo with boxing gloves, but a closer
look reveals that they have rabbit ears and a duck beak. Hopsqueaks attack
by kicking with their feet or punching. These guys can hit you from a little
ways away, so don't get too close until you run up to him for the attack.

To defeat them, run up and hit them with a triple hit combo to stun them
(multiple hits with some powers can also stun them, such as multiple hits with
the Water Cannon or Zapper powers for example) and then finish him off with a
Book Slam.

Hopsqueak Variants
-------------------------------------------------------------------------------
Arctic Hopsqueak (The Glacier)
Fisticuffs Hopsqueak (The Works)



#-------------#
|  Pyrodillo  |
#-------------#

These guys look like armadillos and they will curl into a ball and roll to
persue you. While they are curled into a ball, they are covered in flame.
Two well timed hits with the book can take down a pyrodillo.

Pyrodillo Variants
-------------------------------------------------------------------------------
Armored Pyrodillo (The Keep)
Fuzzy Pyrodillo (The Glacier)
Oily Pyrodillo (The Works)



#----------#
|  Weaver  |
#----------#

These enemies look like giant black spiders. They are a more highly dangerous
foe than Hods or Draggin' Flies because they are more powerful. They are also
harder to damage. A few hits with the Flail Power can do them in though. The
first hit with the Flail flips the weaver onto its back, and a second hit will
then finish the monster off.

Weaver Variants
-------------------------------------------------------------------------------
None

Additional Notes
-------------------------------------------------------------------------------
Weaver's can be stunned using the Water Cannon power.

These enemies are also called Spidas.



#-------------------#
|  Venus Mage Trap  |
#-------------------#

Seen in World 3 - The Canopy, these enemies are predatory plants that can
move around. They will chase you when you get near them and try to hit you.
It takes four hits with your Spell Book to bring them down.

Venus Mage Trap Variants
-------------------------------------------------------------------------------
None



-------------------------------------------------------------------------------



===============================================================================
PLATINUM COINS                  [PCOIN]
===============================================================================

This section lists all of the platinum coins and their locations, and allows
you to quickly jump to any platinum coin's location in the walkthrough.


----------------------------------------------------------
Platinum
Coin #               Location              Section Code
----------------------------------------------------------
1                    The Town              [PC01]
2                    The Town              [PC02]

3                    World 2 - Room #1     [PC03]
4                    World 2 - Room #1     [PC04]
5                    World 2 - Room #1     [PC05]
6                    World 2 - Room #2     [PC06]
7                    World 2 - Room #3     [PC07]
8                    World 2 - Room #3     [PC08]
9                    World 2 - Room #3     [PC09]
10                   World 2 - Room #4     [PC10]
11                   World 2 - Room #3     [PC11]
12                   World 2 - Room #8     [PC12]
13                   World 2 - Room #8     [PC13]
14                   World 2 - Room #10    [PC14]
15                   World 2 - Room #10    [PC15]
16                   World 2 - Room #13    [PC16]
17                   World 2 - Room #14    [PC17]

18                   World 3 - Room #1     [PC18]
19                   World 3 - Room #4     [PC19]
20                   World 3 - Room #4     [PC20]
21                   World 3 - Room #5     [PC21]
22                   World 3 - Room #7     [PC22]
23                   World 3 - Room #8     [PC23]
24                   World 3 - Room #9     [PC24]
25                   World 3 - Room #12    [PC25]
26                   World 3 - Room #13    [PC26]
27                   World 3 - Room #14    [PC27]
28                   World 3 - Room #15    [PC28]
29                   World 3 - Room #17    [PC29]
----------------------------------------------------------


-------------------------------------------------------------------------------



===============================================================================
JOURNAL PAGES                   [JPAGE]
===============================================================================

This section lists all of the journal pages and their locations, and allows
you to quickly jump to any journal page's location in the walkthrough.
For the full text of the journal, see the next section.

Note that each time you collect a journal page, it simply unlocks the next
page of Master Fulcrum's journal. So if you have found 6 journal pages so
far, then you will be able to read the first 6 pages of Master Fulcrum's
journal.


----------------------------------------------------------
Journal
Page #               Location              Section Code
----------------------------------------------------------
1                    The Town              [JP01]

2                    World 2 - Room #2     [JP02]
3                    World 2 - Room #3     [JP03]
4                    World 2 - Room #6     [JP04]
5                    World 2 - Room #7     [JP05]
6                    World 2 - Room #13    [JP06]

7                    World 3 - Room #3     [JP07]
8                    World 3 - Room #2     [JP08]
9                    World 3 - Room #11    [JP09]
10                   World 3 - Room #13    [JP10]
----------------------------------------------------------


-------------------------------------------------------------------------------



===============================================================================
MASTER FULCRUM'S JOURNAL        [MFJRN]
===============================================================================

This section lists the full text of Master Fulcrum's Journal, page by page.



#-----------#
|  Page 1   |
#-----------#

"Axel and I were the best of friends and both apprentices to a great wizard."


#-----------#
|  Page 2   |
#-----------#

"We were very different, he and I. I was content learning and understanding
magic, but for Axel knowledge wasn't enough. He wanted nothing more than to be
the greatest, most powerful wizard in the world, and yet our friendship stayed
strong."


#-----------#
|  Page 3   |
#-----------#

"Axel became prideful and impatient. He no longer wanted to waste his time as
an apprentice and wanted immediate power."


#-----------#
|  Page 4   |
#-----------#

"Our Master tried to impart the importance of patience and growth, but he
refused to listen."


#-----------#
|  Page 5   |
#-----------#

"As an act of defiance, Axel threw away his cube, stating that being an
apprentice was beneath him."


-------------------------------------------------------------------------------



===============================================================================
GLITCHES                        [GLTCH]
===============================================================================

#----------------------------------#
|  GAME BREAKING GLITCH - World 2  |
#----------------------------------#

"The game-breaking glitch happens in world 2 the castle area, in the tunnels
area where you break the rocks to lower the water to reveal the exit back to
the outside area. After you lower the water and exit the room, DO NOT go
back, as the water will be back and you will be STUCK in the corridor in the
cage permanently. You can't get to either of the openings because the water
is there. And since the game auto-saves each room you enter, you can't go
anywhere."

This glitch was contributed by jko2007.


#-----------------------#
|  Spell Book Glitch 1  |
#-----------------------#

When you attack with the Spell Book, there is a sparkly effect.
Sometimes, this effect lingers at the spot where you performed your attack.


#-----------------------#
|  Spell Book Glitch 2  |
#-----------------------#

Sometimes when you do the Book Slam attack, the book stays out after the
attack has finished. So Flip walks around with the book still in front of
him as it was just before the impact of the Book Slam attack.


#-------------------#
|  Movement Glitch  |
#-------------------#

Sometimes I've seen a glitch where Flip moves much faster than normal.
When you stop moving the joystick, he slides as though the world is suddenly
extremely slippery! This glitch seems to correct itself pretty easily.
If it causes you to fall off the world and die, that's ok because that fixes
this glitch too.


#------------------#
|  Falling Glitch  |
#------------------#

Sometimes when trying to jump onto irregular surfaces, such as treetops near
walls, you will get caught where the side of the treetop meets the wall. You'd
think you could just jump or move to get out, but instead you can't because
Flip stays stuck in his falling animation. After a couple seconds, you die as
though you fell off the world.


#----------------------#
|  Power Wheel Glitch  |
#----------------------#

Sometimes when the Power Wheel shows that you have one of your powers equipped,
if you have Flip attack he will attack using the Spell Book even though the
Power Wheel shows something else is equipped.


#--------------------#
|  Slug King Glitch  |
#--------------------#

Upon beating the Slug King, I have noticed that as the camera spins around
Flip and the 1st Chapter Stone, that sometimes a dialog window pops up just
as the screen is fading to black to transition into The Town. I used my web cam
to capture this and find out what the dialog says. It appears to be a hint that
should appear when you first enter the room, but maybe they decided not to have
it display or something. Anyway, here's the text from that dialog window:


///////////////////////////////////////////////////////////////////////////////

NPC: Brutus                             Race: Cube
-------------------------------------------------------------------------------
"Looks like we're gonna have to fight our way out of this! Twist the world on
to the wall to get down."

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


#-------------------#
|  The Town Glitch  |
#-------------------#

I had played through the first world again to confirm that you can go back to
previous worlds. For some reason there is no way to quickly return to the hub
world, so I had to play through the rest of The Void. It's just the short
tutorial world anyway, so no biggy.

Anyway, later I sat down and started the game up to get started on World 4. But
I quickly discovered a problem. For some reason, all of the doors in The Town
were closed, except the one to the Tutorial world (World 1 - The Void).

Thankfully, this is not a game breaking glitch it seems. Since The Void was the
only world I could get into, I played through it again. After beating the Slug
King and returning to The Town again, the glitch was gone. So I am now able to
enter World 4 or any of the other worlds I have already opened.


#------------------------------------#
|  The Keep - Guide the King Glitch  |
#------------------------------------#

Sometimes when you move close to the catapult to send the King across the gap
(particularly if you step on the catapult yourself), you will see the short
cutscene of the King flying across to the otherside. But then after it, the
King is still by the catapult somehow and Flip has crossed the gap instead!


#------------------------------------#
|  World 3 - Room #10 - Door Glitch  |
#------------------------------------#

If you carefully step up to the first door in this room without going through
it, the cutscene in the next room plays and the door slams shut to lock Flip
in, but Flip is still on the other side of the door so it actually ends up
locking him out instead. He is effectively unable to move forward now with the
door shut. If you get into this situation, simply pause the game and click on
the Retry Room button. No biggy since this door is very close to the start of
the room anyway!


#-------------------------------------------#
|  World 3 - Room #16 - Dining Hall Glitch  |
#-------------------------------------------#

When you get into the dining hall, there are a couple of enemies to take care
of and some gold coins up on the ceiling. If you flip onto the ceiling, it
seems that there is a spot where you will fall through it and land on the
outside of the corridor you came into the dining hall from. You'll probably
have to jump off and kill yourself to get back inside the level.


#------------------------------------------#
|  World 3 - Room 17 - Spikey Wall Glitch  |
#------------------------------------------#

In this room you are chased down a corridor by a spike-covered wall. I was
distracted for a minute so Flip was just standing beside the corridor wall.
The spike-covered wall ran into him and pushed at him for a few seconds.
Then Flip got pushed through the corridor wall so he was actually stuck
outside the level. So I jumped off and killed myself.


#-----------------------------------------#
|  World 3 - Room #14 - Boss Door Glitch  |
#-----------------------------------------#

There are four doors in this room leading to other rooms (they are Rooms 15,
16, 17, and 18). Once you've played through all 4 of these rooms, you should
get a short cutscene upon returning to Room #14 showing the boss in this room
opening.

I had it happen where the door stayed closed. So I played through Room #16
again real quick, and after that when I returned to Room #14 I got the short
cutscene of the boss door opening like I should have gotten before. So now I
am able to go fight the boss.


#---------------------------#
|  The Monkey Bros. Glitch  |
#---------------------------#

Sometimes one of the monkeys will temporarily get stuck somewhere, but keep
doing his walking animation. So it looks like he's walking but he's not
moving!


#-------------------------------------------#
|  The Monkey Bros. - Flamethrowers Glitch  |
#-------------------------------------------#

While I was writing the Monkey Bros. section of this guide, I saw this</pre><pre id="faqspan-6">
glitch happen. The flames from the flamethrowers were invisible!


#--------------------#
|  Dark Axel Glitch  |
#--------------------#

While battling Dark Axel, it seems that sometimes he may get caught on the
opposite side of the stage as Flip when he appears on the ground to attack
Flip. This glitch is easily remedied of though. Simply jump off the stage
to make the fight switch back to him flying around and flipping the stage
again.


#-----------------#
|  Ending Glitch  |
#-----------------#

If you beat the final boss, and then go back and beat him again without
resetting the game, the ending will play with no sound until the credits
start to roll.  This glitch also just seems to happen randomly sometimes.

-------------------------------------------------------------------------------



===============================================================================
SPECIAL THANKS                  [THNKS]
===============================================================================


#----------------------------#
|  Frozen North Productions  |
#----------------------------#

Thanks for making Flip's Twisted World and for giving me an enemies list to
help me in making this FAQ that much better!


#------------------------#
|  GameFAQs.com,         |
|  Neoseeker.com,        |
|  SuperCheats.com, and  |
|  Gamershell.com        |
#------------------------#

Thanks for hosting this guide!


#---------------------------#
|  NintendoWorldReport.com  |
#---------------------------#

I got the names of the bosses from the Developer Diary which is posted here:
http://www.nintendoworldreport.com/devjournal/24037


#----------------------------------------#
|  Everyone Who Contributed to this FAQ  |
#----------------------------------------#

Thanks to everyone who has contributed to this FAQ!