Klonoa (Wii)
FAQ/Walkthrough
by dungeonconquerorB
-Table of Contents-
1. Copyright Notice
2. Version History
3. Intro
4. Game Basics
4.a. Move List
4.b. Reading the World Map
4.c. Reading the Game Screen
4.d. About the Pause Screen
5. Menus and Options
6. Story and Characters
7. Items
8. Enemies
9. 100% Completion Walkthrough
9.a. Main Game
9.b. Extra Vision
9.c. Reverse Mode
10. Unlockable Bonuses
11. Acknowledgments
12. Contact Info and Closing
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Before I go any further here, I’d like to say 2 things. First, since this
game is praised for having one of the deepest and most twisted stories in the
history of action-platformers, I am proud to present this FAQ to you 100%
spoiler-free! Second, I’ll explain the Find command. A lot of people who
read a lot of FAQs already know this, and my previous FAQs have been pretty
small, so I haven’t done this before, but you might need it here. On a PC, go
to the top of the document, and push Control+F. Type the section heading
exactly as it is in the Table of Contents, and click Find Next. That should
highlight the line in the Table of Contents. Click Find Next again, and you
should be zipped straight to the appropriate section of the FAQ.
=============================================================================
1. Copyright Notice
This document is copyright (c) 2013 Buck Seward (dungeonconquerorB). The
websites that can post this FAQ without my written permission are
GameFAQs.com, Neoseeker.com and Supercheats.com. Cheatsguru.com is NOT
allowed to have any of my FAQs. If you want to post it on another site,
contact me and ask me nicely. I will look at your website and E-mail you with
my decision. In the event that you do post it, you may NOT alter it in any
way. You CAN: print the FAQ for your own use, or tell your friends about it.
You CAN’T: give anybody a copy of it, or sell anybody a copy of it. The same
thing goes for giving or selling any part of it. If you want to take some of
the information contained in this FAQ and use it in one of your own, just be
sure to credit me for the information. All trademarks and copyrights from
Klonoa are owned by their respective copyright owners.
2. Version History
Version 1.00 4/3/2013: I’ve been working on it off and on for 2-and-a-half
years now, but the FAQ is finally complete. I know some of you have been
waiting on it for a long time, but better late than never, right? :) No
version of a walkthrough is really ever final, but the only thing I can think
of that I might add to the FAQ in the future would be a deeper search function
in the Table of Contents, and I’ll only do that if I get enough E-mails about
it. Since I’ve never done that before, I’m not quite sure how I’d do it.
3. Intro
Welcome to Klonoa, a classic game renowned for its story and unique gameplay!
This game is the type of game called a 2-and-a-half-D platformer. The
gameplay is classic 2-D platformer, but the graphics and the worlds to be
explored are in 3-D. This type of game is a great way to keep retro style
alive in this modern era of 3-D games. If you are just playing this game to
try and beat it, it’s actually not really hard. But if you are trying to get
100% completion (all Dream Crystals, prisoners, and Reverse Mode Medallions),
you can get to where you need help really quickly. As always, that’s what I’m
here for! If the old saying is true in the video game world that “knowledge
is power”, then my friend, I present to you my power.
4. Game Basics
4.a. Move List
Since the game’s controls are completely customizable, I will only list the
moves you can do. You decide which button does what.
Run: You can use the directional pad or analog stick to move Klonoa left and
right. You can also push up or down to turn Klonoa toward the background or
foreground respectively, and you can push up to enter doors.
Jump and Hover: Klonoa has a very modest jump. You can’t hold the button to
jump higher; Klonoa will jump the same height if you just tap the button. You
can hold the button to hover and get a little extra hang time or distance
after the peak of your jump, or you can wait and push the button again while
you are falling, but you only get one hover per jump. The only exception to
this is if you get hit, you can hover one more time. You can also move left
and right freely while in the air.
Midair Jump: If you are holding an enemy (see below), you can push the jump
button again in midair to jump again off the enemy. The things you can do
with this get inventive late in the game.
Wind Bullet and Enemy Throw: Push the attack button to fire a Wind Bullet
with Klonoa’s ring. You can use this to grab enemies, flip switches, and pop
bubbles. Be wary when firing a Wind Bullet in the air, because if you do it
during a hover, the hover will be cut short and lost. When you are holding an
enemy, which you can do for as long as you want unless it gets destroyed by
something, you can push the attack button again to throw the enemy. You can
use this to attack other enemies, flip switches, pop bubbles, and break open
Ngapoko’s Eggs. Be careful, because some enemies have defenses against Wind
Bullets and/or thrown enemies. More on this in the Enemies section and in the
Walkthrough.
Whirlwind: This is activated differently depending on your chosen controller.
It will make all onscreen enemies move slower for a short time. You can’t use
it again until it wears off. You can play the whole game without using this,
but it can help a little in places.
4.b. Reading the World Map
The stage you have currently selected will appear in the upper-left corner.
If the circle for the stage is red and white, you haven’t cleared it yet. If
it’s blue and white, you’ve cleared it. In the upper-right corner, you will
see an icon of Klonoa’s cap. The number beside it is your current lives.
Just below that is a green Dream Crystal icon. The number beside that is the
number of Dream Crystals you have collected in the currently selected stage.
Below that is the symbol for the type of prisoners the stage contains. It is
the same symbol that appears on the pause screen and when you release a
prisoner during a stage. When you finish a stage, the prisoners you rescued
will appear under the stage’s circle. With this and the symbol on the right,
you can easily see if you missed a prisoner in the stage. Also when you
finish a stage, if you collected between 130 and 149 Dream Crystals, the
little gray Dream Crystal icon under the stage’s circle will turn green. If
you collected all 150 Dream Crystals, the icon will turn blue.
4.c. Reading the Game Screen
In the upper-left corner is Klonoa’s energy meter, made up of 5 hearts. If
you take damage, no matter what you take damage from, you will lose half of a
heart. If the meter completely runs out, you die. You can refill the meter
by collecting hearts. In the upper-right corner is your current number of
Dream Crystals. This is not necessarily the number you have collected in the
stage. When you collect 100, the number resets to zero and you get an extra
life. This number carries over between stages. When you collect or lose a
life, your number of lives will appear under the Dream Crystal counter with an
icon of Klonoa’s cap. When you release a prisoner, the prisoner symbol will
appear in the middle of the right side of the screen and a section will get
filled in.
4.d. About the Pause Screen
When you pause the game, you have a few options. Choosing Cancel will unpause
the game. Choosing Retry will take you back to the beginning of the stage,
and you will have the number of lives you had when you first entered the
stage. Choosing World Map will take you back to the World Map, and you will
have the number of lives you had before you entered the stage. On the left
side of the screen, if you are using the Wii Remote, you will be able to turn
its motion sensor on or off. Just remember not to turn it off if you are
using the Wii Remote alone, because that’s the only way you can use the
Whirlwind! On the right side of the screen, you will be able to see your
current lives, the number of prisoners rescued in the stage, and the current
stage.
5. Menus and Options
First off, if you’ve ever played a game before, you know this, but the
standard menu controls for all video games are as follows. Up, down, left and
right to move between options, A to select an option, and B to cancel. With
the Wii Remote alone, substitute 2 for A, and 1 for B.
Pressing the indicated button at the title screen brings up the main menu.
The main menu has three options: New Game, Load Game, and Options.
Choosing New Game will bring up the name entry screen. Fill in your file name
with letters and symbols, select Delete to erase a character, and press B to
go back to the Main Menu. When you select Finish, you will see the game’s
opening sequence and be presented with the first stage.
Choosing Load Game, you can select your file, and then whether or not you are
sure. Then press A twice more to go to the World Map where you last saved.
Choosing Options will take you to the Options screen. On the Options screen,
you can change seven options or select Return to Title Screen. The seven
options are: Sound Settings, Language Settings, Autosave, Graphic Filter,
Button Settings, Default, and Manage Save Data. For the first four options,
just use left and right to change them.
With Sound Settings, you can change the game’s sound output method to match
your TV’s speaker setup. The options are: Mono, Stereo, and Surround.
With Language Settings, you can choose whether the character voices will speak
English or the language of Phantomile. The language of Phantomile is not a
real language, it just creates a deeper feeling that the story takes place in
a different world. The subtitles will be in English either way, but the
opening sequence does not have subtitles. I recommend playing with English
the first time, but after that, do what you want.
The Autosave option only works if you have previously saved a game before.
With it off, you will be asked if you want to save each time you finish a
stage, including ones you’ve beaten. With it on, you will not be asked at
all, but the game will automatically save every time you finish a stage. I
recommend leaving this option off, because sometimes, especially if you are
trying to go for 100%, there may be times when you don’t want to save after
you finish a stage, so that you can go back to the way your file was before
you played that stage.
The Graphic Filter only works if your Wii is connected to your TV through
component video cables. If turned on, it will increase the sharpness of the
picture.
For Button Settings, use left and right to select the kind of controller you
want to play the game with, and press A to go to the customization screen.
You can play the game with the Wii Remote alone, Wii Remote and Nunchuk,
Classic Controller, or Gamecube Controller. I’ve heard people say that the
Wii Remote alone is the simplest and that the Classic Controller feels the
best, but I kind of liked playing the game with the Wii Remote and Nunchuk.
Whatever feels good to you.
Choosing Default will return all the settings to the way they were when you
bought the game.
Choosing Manage Save Data will take you to a file selection screen. When you
choose a file, it will ask you if you want to delete it. Unfortunately, this
game does not have a copy file feature. I don’t know why, because those have
been around since the 16-bit days. A really dumb move for the programmers.
6. Story and Characters
These first two sections are taken from the game’s instruction booklet.
Story
Somewhere out there is another world, the world of Phantomile. There is
a legend in Phantomile about the mysterious Moon Kingdom, a place where the
dream energy from people everywhere is said to be collected and used to shape
the world of Phantomile. It’s the reason why people can’t remember what they
dreamed about when they wake up in the morning.
One day, Klonoa - a boy who lives in Breezegale, the Wind Village – woke
up from a pleasant dream that had suddenly turned into a nightmare. And for
some strange reason, he could remember that dream perfectly clearly, no matter
how much time passed.
Soon after, in a strange coincidence, an airship crashed into the top of
nearby Bell Hill, just like in Klonoa’s dream. If events were to continue
following his dream, the airship would soon be followed by an evil shadow.
“Something crashed into Bell Hill! Let’s go and take a look!”
Klonoa swallowed his momentary fear and let his curiosity take over.
Together with Hewpoe – a ring spirit and Klonoa’s best friend since childhood
– he set off for the crash site.
The Legend of Phantomile
Once upon a time, a long time ago, Phantomile was home to four gods: the
Wind God, the Tree God, the Water God, and the Moon God. The Moon God
gathered dream energy from all the people in the world and used it to shape
the world of Phantomile. The other gods used whatever power of nature they
possessed – wind power, plant power or water power – and shared them freely
with the others, so peace reigned throughout the land.
But one day, the King of Darkness, jealous of the Moon God’s power to
create anything and everything, started a war to overthrow the gods. The four
gods joined forces and fought against the King of Darkness. At first, the
Kink of Darkness overwhelmingly had the greater power, but gradually he was
forced back with the help of the celestial fish. The battle continued for 100
days, but at last the gods succeeded in imprisoning the King of Darkness.
Afterwards, in order to ensure that something like this would never
happen again, the Moon God decided to go into hiding. Unless the gods of
wind, trees and water all joined together to summon him, the Moon God would
never appear again. And so the power of dreaming was hidden forever, on the
other side of dreams that disappear upon waking...
Characters
Klonoa
------
The optimistic and adventurous hero. He is of the race of Wind Village, a
kind of black cat with long ears that they can flap around to hover in the air
for a second. He is always seen wearing a red shirt, red shorts, and a blue
baseball cap. He carries a gold ring with a green jewel, which is inhabited
by his ring spirit friend, Hewpoe.
Hewpoe
------
Klonoa’s best friend. He lives inside Klonoa’s ring but comes out on occasion
to talk. He seems to be more talkative than Klonoa, but Klonoa sees more of
the action.
Grandpa
-------
The Elder of Breezegale and Klonoa’s grandfather. He is the wisest person in
Breezegale.
Balue
-----
Breezegale’s leading stonemason and another of the Village’s leaders. When he
is not on other jobs, he spends his time constructing a tower that he hopes
will reach the Moon Kingdom so that he can meet the Songstress Lephise.
Lephise
-------
The current Songstress of Phantomile, having had her duties passed down to her
by her ancestors, generation by generation, ever since the King of Darkness
was defeated and the Moon Kingdom disappeared. As Songstress, her duty is to
sing the Song of Rebirth, which renews the vitality of the world and
everything in it.
The Chieftess of Forlock
------------------------
The ruler of Forlock Forest. She is said to be the wisest person in all of
Phantomile. She is also the oldest person in Phantomile.
Seadoph
-------
The King of Jugpot. While not as old or knowledgeable as the Chieftess, he
still has great power and authority.
Pamela
------
Seadoph’s wife, and Queen of Jugpot.
Karal
-----
Princess of Jugpot, daughter of Seadoph and Pamela. While she is very young,
she is still able to help our heroes on their journey, and she seems more
energetic and positive than her parents.
Solare and Soleil
-----------------
The lower-ranked priests of Coronia, the Temple of the Sun. Solare is very
serious and does most of the talking, while Soleil is more quiet, more blunt,
and less serious.
Moire
-----
The High Priest of Coronia, and keeper of the Temple’s altar. He is more
knowledgeable about the Moon Kingdom than anyone else in Phantomile.
Moon Queen
----------
The ruler of the Moon Kingdom. She helps our heroes near the end of the game.
(I can’t tell you anything else right now, no spoilers, remember?)
Ghadius
-------
The King of Darkness. After being imprisoned for ages, he has returned to
exact revenge upon the world.
Joker
-----
Ghadius’ top servant. He is completely evil like his master, but is rather
weak and often fails in his jobs.
7. Items
Dream Crystals
--------------
These are green and blue gems. Green ones are worth 1, and blue ones are
worth 5. When you accumulate 100 of these, you get an extra life. Certain
amounts of these are also required in order to unlock things when you beat the
game. You can find a total of 150 of these in each stage except the Final
Vision. In the original Playstation version of Klonoa, there were certain
stages where you could get more, but the bugs have been fixed in this version
to where you can only get 150. Most of them are in plain sight, but you can
also find them in Ngapoko’s Eggs and from defeated giant enemies.
Hearts
------
These are an outline of a heart with a red diamond in the middle. Normal Pink
Hearts will refill one heart on your energy meter. The rare hearts with an
extra gold border, called Gold Hearts, will completely refill your energy
meter.
Keys
----
Golden keys with red diamonds. These can be pretty much anywhere, but
whenever you see a locked door, there is a key not too far away. When you
pick one up, Klonoa will automatically carry it on his back until you walk up
to the locked door, and then the key will flash and the door will open.
Life Coins
----------
Large coins with a stylized image of Klonoa’s head on them. Silver ones will
give you one life, and Gold ones will give you three lives. Gold Life Coins
are hardly ever found outside of Reverse Mode.
Memory Clock
------------
An alarm clock inside a bubble. These act as checkpoints. Activate them by
popping the bubble with a Wind Bullet or a thrown enemy. Once activated, you
will restart from that point in the stage with all your progress if you lose a
life.
Ngapoko’s Egg
-------------
An egg that is green on the bottom, and white with yellow spots on the top.
These can contain Dream Crystals, hearts, keys, Life Coins, or prisoners. The
only way to open them is to hit them with a thrown enemy. Sometimes the Eggs
are invisible until you touch them. In that case, you can sometimes know
where they are because you can see their shadow, but that is sometimes very
hard to do.
Mirror Fairy
------------
A white fairy carrying a blue diamond, inside a bubble. The story goes that
the Mirror Fairies use their magic to duplicate things. When you release the
Fairy by popping the bubble with a Wind Bullet or a thrown enemy, all Dream
Crystals will turn gold for a certain amount of time. That amount of time is
different for each Mirror Fairy. All Dream Crystals you collect while they
are gold will be worth double their normal value. Getting every possible
Dream Crystal with the Mirror Fairy active is necessary in order to get all
150 Crystals in each stage.
Prisoners
---------
In each stage, 6 citizens of the region are held captive by nightmares.
Releasing them is necessary to unlock the Extra Vision at the end of the game.
The ones you rescue will appear on the World Map under the stage where they
were, and they will play music. Every time you rescue 6 of them, the song
that plays on the world map when you start the game or finish a stage will get
longer and more full. The prisoners can be found either in bubbles displaying
the stage’s prisoner symbol, or in Ngapoko’s Eggs. When you release the
prisoners by popping the bubbles or breaking open the Eggs, the prisoner
symbol will appear on the right side of the screen and a section will get
filled in, so you can see your progress in rescuing the prisoners in that
stage. The symbol will appear anytime on the World Map or the pause screen,
so you can check your progress anytime you want.
8. Enemies
Moo
---
The most basic and common enemy in the game. They come in red and blue, and
there is no difference between the two colors. They walk or jump around in a
set area. Grab at will.
Flying Moo
----------
A Moo that is green, has wings, and flies. Grab at will.
Spiker
------
A black and silver enemy made of metal with two balls that rotate around it.
These guys are completely invincible to both Wind Bullets and thrown enemies.
Teton
-----
A green enemy shaped like a pyramid with a propeller on top. They float in
the air. When you grab them, they will carry you upwards. You can control
the flight left and right. They will only go a certain distance before they
disappear. You can’t do a midair jump with them. Grab at will.
Zippoe
------
A purple and white mouse-like enemy. They behave just like Moos, but they are
very fast. Grab at will.
Boin
----
A pink blob. Put a G on the end of their name and that’s what they do. They
jump up and down super-high, but they advance toward you very slowly. Grab at
will.
Giant Moo
---------
A Moo, only huge. Once again, they come in red and blue, and there is no
difference. What sets Giant Moos apart is that you cannot grab them because
they are too big. Hitting them with a Wind Bullet will stun them and make
them sit still for a time, but you must throw another enemy at them to defeat
them. When they are defeated, they will produce seven Dream Crystals, but if
they reappear, you will only get the Dream Crystals once. While they are
stunned, you can stand on top of them and jump off of them.
Shield Moo
----------
A yellow Moo that carries a shield. Because of the shield, they are protected
from all attacks on the front. You can grab them from behind.
Mew-Mew
-------
I’m not sure what this thing is. They are orange and white, with red eyes,
pink cheeks, long ears, and a long tail. They look like Pols Voice, that
enemy in the original Zelda that jumped around and you had to shoot it with
arrows. They attack by shooting spiked balls forward and backward, two at a
time. Grab at will.
Spear Moo
---------
A black Moo that carries a shield with a spike on it. Same defensive
qualities as Shield Moo. Grab them from behind.
Summy
-----
A little green enemy that wears a purple and white hat. They jump around and
toss spiked balls at you. Grab at will.
Shellie
-------
These enemies consist of a black head surrounded by a round, red shell. They
stay in their shells and quickly roll across a platform, stopping after a
certain distance to jump in the air, open up, and look around. After a second
or two, they close up again, drop back down, and go back to rolling across the
platform. When they reach the end of a platform, they roll the other way.
You have to grab them while they are in the air and open.
Monkey Moo
----------
These enemies have a face like a Moo, but they are primarily white, and they
have round ears and a long tail. They like to swing from tree branches or
small ledges and try to hit you and make you fall. Grab at will, but be
careful.
Giant Shield Moo
----------------
A really big Shield Moo. This means that you can’t pick them up, AND you have
to attack them from behind. Remember, though, that stunning them with a wind
bullet will make them lose their shield, and defeating them will get you seven
Dream Crystals the first time. You can still stand on top of them while they
are stunned.
Moo Ball
--------
Various regular size enemies sometimes ride these. They are green, with
yellow and red around the top. If the ball hits you, it won’t hurt, but it
will knock you back. You can stand on top of them as long as there is not an
enemy there. You can’t hurt them.
Mace Ball
---------
A big black ball with red spikes all around it. They roll at you one after
the other in certain areas. You can’t hurt them. Jump over them and get past
their source to avoid them.
Dabby
-----
A bug with spikes on its back. They come in two color varieties: 1. Pink
with red stripes and yellow feet, and 2. Yellow with brown stripes and purple
feet. The pink ones sit in one spot, but the yellow ones use their wings to
move around. Both kinds attack by throwing spiked balls at you, two at a
time. Grab at will.
Fifi
----
These are little wispy enemies with long tails. They come in green and pink.
Both have red, luminous things at the end of their tails. They jump up out of
pits to interfere with your jumps. Grab at will out of self-defense so that
you can make your jumps safely.
Armored Moo
-----------
A Moo that looks like it’s wearing a silver helmet with a big painted smile.
These are invincible to Wind Bullets, but if you throw an enemy at them, their
armor will fall off, and they will turn into a regular Moo. Late in the game,
some Moos will have gold armor instead of silver. This means they have double
armor. When you use a thrown enemy to knock the gold armor off, it will
reveal the silver armor underneath.
Giant Armored Moo
-----------------
See above, except that the Moo is giant, so after you knock the armor off, you
will have to throw another enemy at them to defeat them. This will again
yield seven Dream Crystals. Once again, you can stun them with a Wind Bullet
and stand on top of them. These also come with gold armor in the late-game.
See above.
Hoppin’ Moo
-----------
This is a Shield Moo that rides a little blue machine with a spring on the
bottom. Obviously, they bounce up and down as they approach. They alternate
every two jumps between short jumps and high jumps. Because of the shield,
you have to grab them from behind.
Boomie
------
A red pig. It is also a bomb. The tail is the fuse. After they walk around
a while, they beep and flash a white light. A couple seconds later, they
explode. They also explode when you throw them into another enemy. The
explosion can be used as a thrown enemy attack to anything within range. If
the explosion touches another Boomie, it will explode too. This can lead to
some serious chain explosions. Grab at will, but be quick and don’t get blown
up!
Teepa
-----
Now this is a weird looking enemy. It looks like a green butterfly with a
huge head, red eyes and yellow ears. These guys pretty much act like Flying
Moos. Grab at will.
Spinner
-------
Remember the Shellies? These guys look kind of like that, but the shell is
green, the head inside is pink, and there are spikes on the top half of the
shell. They stay on the ground and spin the top half of their shell around to
attack you. They generally stay in a small area and don’t move around much.
Here’s the thing. Because of their spinning shells, they are completely
invincible from the sides. The only way to defeat them is to do a midair jump
above them and send the enemy down into them from above.
Giant Spinner
-------------
Just what it says. Because of the normal qualities of Spinners, they do not
gain anything at all except size by becoming giant. However, like all giant
enemies, they will give you seven Dream Crystals when you defeat them.
Glibz
-----
These are little black things that live in lavender sea shells. They attack
by putting out their arms that are shaped like gun barrels and shooting two
spiked balls at you. After they attack, they pop out of their shells for a
second, and then they go back in and attack again. You have to grab them when
they pop out of their shells.
Plowm
-----
These are little blue ghosts. They appear in certain places and home in on
you. Grab at will.
Burnie
------
These things are irritating. They are little blue guys who sit on orange
balls and have fireballs spinning around them. When they make a certain
noise, the fireballs will start to spread out. When the fireballs spread out
to a certain point, they will stay for a second or two and then come back in
towards the Burnie. In order to grab this enemy, you have to wait for the
fireballs to spread out, jump inside the ring and grab them. What makes them
really irritating is that when you jump inside the fire ring, the Burnie will
try to hide behind its ball. And if you weren’t reading this FAQ, you
wouldn’t know that what you have to grab is the ball, and not the Burnie!
Zagard
------
These only appear during the battle with the game’s fourth boss. They are
little yellow hard-shelled things with four legs and two large crab-like
claws. They attack by charging up and running across the bridge. The problem
with these things is that they are invincible to all of your attacks. You can
get rid of them by pushing them backwards with Wind Bullets until they fall
off the bridge, or they will be destroyed by the pillars the boss sometimes
creates.
Algore
------
These enemies wear some kind of dark blue or purple suits with a horn on the
front to make them look like armored knights. As you approach, they begin to
swing a ball and chain to attack. The best thing to do is to go in and grab
them quickly before they have a chance to really get their swing going. You
will have to be really fast to grab them after they’re in full swing. Even
though the enemies look like they’re armored, they’re really not. Grab at
will.
Eclipse
-------
In Vision 5-2, regular enemies in daylight become Eclipses in darkness. They
turn purple and they have yellow starbursts around their eyes. They are
completely invincible. You have to wait for daylight and attack them in their
regular form.
Giant Eclipse
-------------
Giant Moos become Giant Eclipses in darkness. See above.
Sky Eclipse
-----------
These are square-ish blobs with a leg at each corner, two wings, eyes like
Eclipses, and a light at the end of an antenna on their heads. They come in
two colors: green with a yellow light, and pinkish purple with a red light.
Like the regular Eclipses, both kinds appear in darkness and are completely
invincible. The pinkish purple ones act like guards and just appear and
slowly home in on you in certain places. They will disappear in daylight.
The green ones are made from regular flying enemies in daylight, and will turn
back into their regular forms when daylight returns.
Smork
-----
A little blue and white enemy with red and black eyes. They look kind of like
little birds, but they are very compact and streamlined for flying speed.
They attack by flying at you from the background in certain places and trying
to run into you. Grab at will if you can time it right.
Slazza
------
Your guess is as good as mine as to what these things are. They are little
enemies with two horns and a wild color scheme. They have parts in yellow,
purple, red, green, and lavender. They look like some crazy circus animal.
They attack by throwing their horns at you like a boomerang. Jump over their
horns and grab at will.
Death Moo
---------
These only appear in the game’s last two boss battles. They are supposed to
be born directly from nightmares. It’s interesting then that they have no
defenses whatsoever. They are distinguished from other Moos because they are
purple, and they have no face. In place of their face is what looks like a
cracked eggshell. Grab at will, and let the boss have it!
Armored Death Moo
-----------------
These look like other Armored Moos except that they are black, and they have
red eyes. They appear in the battle with the final boss and run at you very
quickly. They can also make short jumps across gaps. Like other Armored
Moos, they are invincible to Wind Bullets, but if you throw another enemy at
them, their armor will fall off, and they will become regular Death Moos.
They only have one layer of armor.
9. 100% Completion Walkthrough
Okay, here’s how this works. For the Main Game and Extra Vision sections, I
will start off each stage with the Vision number, title, and location. Every
time the walkthrough reaches a Memory Clock, I will tally the Dream Crystals
and prisoners in the stage up to that point. If you are trying to collect
everything in that run through the stage and you don’t have the right amounts,
avoid touching the Memory Clock, die and go back to get what you missed. When
the walkthrough reaches a Mirror Fairy, I will usually make a special
paragraph entitled “FOR THOSE WHO WANT 150 DREAM CRYSTALS”, in which I will
tell you how to get every Dream Crystal out of the Mirror Fairy, and then I
will go back to the walkthrough where I left off. Sometimes, however, I will
just tell you how to do the Mirror Fairy part without making a special
paragraph if you need to do it that way for other reasons. Here we go, then!
9.a. Main Game
*******************************
* Vision 1-1 *
* The Gathering Wind *
*Breezegale – The Wind Village*
*******************************
After watching the opening cinema sequences, this stage will start
automatically. You should see a wooden sign to your right. Walk over in
front of it, and turn to face it. The sign will explain the basics of
jumping, hovering, and grabbing and throwing enemies, just in case you didn’t
read the other sections of my FAQ first. Continuing on to the right, walk
through the Dream Crystals and pick up the Moo. You will see a blue Dream
Crystal up on a high platform. Use the Moo to double jump and get it. Keep
going to the right, through some more Moos and Dream Crystals, and stop when
you get to the next sign. Read it like you did the other one, and it will
explain about turning toward the background and foreground. After reading it,
grab another Moo and jump and throw it at the Ngapoko’s Egg in the background
behind the sign you just read. That will give you another blue Dream Crystal.
Go on to the right, and you will see a Teton beside a column of Dream
Crystals. Walk under the Dream Crystals, turn around, and jump and grab the
Teton when it gets low enough. It will carry you up through the Dream
Crystals before it disappears. Moving on to the right, you will run right
into a Zippoe. Grab it and throw it at the nearby prisoner bubble to release
the prisoner. Go on to the right and around until you get to another sign.
Read it, and it will explain midair jumps. Grab the Moo to the right, jump
around and get all the Dream Crystals, and then double jump up the wall to the
right. Once you’re up there, there will be a Pink Heart to your left. To the
right, you will get to a Memory Clock. (Dream Crystals: 36 Prisoners: 1)
Jump up to the platforms on the left, and grab the Moo. Carry it to the left,
and throw it at the next one. Continuing on, you will get to another Zippoe
in front of a Fan Grass machine. These machines create cyclones that will
carry you upwards. Grab the Zippoe and wait for the cyclone to die down. Now
jump on the Fan Grass, and ride the cyclone to the top. When you reach the
top, do a midair jump to get the rest of the Dream Crystals. Grab the Zippoe
again, ride the Fan Grass again, and this time throw the Zippoe at the
prisoner bubble on the left. Now, run to the edge of your platform and jump
and hover to the left until you are over the Dream Crystals, and fall through
them. Continue left and follow the enemies down the slide, not too closely.
Clear out the enemies in front of the building, and then grab the Moo again.
You’ll have to double jump and use a Wind Bullet to release the third
prisoner. Now enter the building. Walk to the left for a cinema sequence.
After watching it, continue left to the door and exit the Tower. Just outside
is a Memory Clock. (Dream Crystals: 71 Prisoners: 3)
Grab the Flying Moo and use it to double jump and get the nearby Dream
Crystals. Grab another enemy and use it to double jump up to the fourth
prisoner bubble. Grab a third enemy now and use it to double jump up through
the other line of Dream Crystals and up to the high ledge on the left. Go
left along the ledge, and when you get to the end, you’ll meet your first
Spiker. You’ll learn to hate these guys. After it gets to the bottom of its
path, run under it, and as it’s getting to the top and there’s enough room,
jump up to the next platform. Places like this are where it can be good to
use your Whirlwind. Go to the right, collecting Dream Crystals and avoiding
Spikers, until you reach the end and step onto the gondola. Break the fifth
prisoner bubble on the right as you’re going up, and when you get to the top,
get the Gold Heart and step off to the left. Watching out for the Spikers, go
left and get the Dream Crystals on the windmill. You will have to jump for
the blue one in the middle, directly behind the windmill wheel. Activate the
Memory Clock at the end of the platform before you jump off. (Dream Crystals:
102 Prisoners: 5)
Jump off and get the Silver Life Coin, and fall through the Dream Crystals.
Now, head to the left, and go all the way back to where you exited Balue’s
Tower. Now take the bottom route to the left, and you will reach a Mirror
Fairy.
F0R THOSE WHO WANT 150 DREAM CRYSTALS: Grab the Moo and throw it away to the
right, being careful NOT to pop the bubble. Now walk up against the rock
platform on the left. Here’s the important part. In one jump, jump straight
up, turn right, shoot the Mirror Fairy, turn left and land on the rock
platform. Don’t stop moving left now until you have all the Dream Crystals.
That includes passing by the last prisoner. If you got them all, you should
have all 150 for the stage.
If you didn’t use the above paragraph, keep going left until you get as far
left as you can go. Either way now, go back to the prisoner bubble you passed
and release the prisoner. That should be all of them. Now just keep
following the path, defeating the enemies, and when you get to a cave entrance
in the hill, go in to end the stage.
**********************************
* Vision 1-2 *
*The Songstress and the Dark King*
* Gunston Mine *
**********************************
Walk to the right, and you will notice a blue Dream Crystal on top of some
wood. Just beyond that is a Moo. Use the Moo to double jump and get the
Dream Crystal. Just to the right of that, fall down through the Dream
Crystals in the gap and land on the lower platforms. Watching out for the
Spikers, jump across the platforms to the left until you get to the Mirror
Fairy.
FOR THOSE WHO WANT 150 DREAM CRYSTALS: Pick up the Moo and throw it at the
Zippoe that appears to the left. Now break the bubble and release the Fairy.
Grab the Moo again, double jump up the right column of Dream Crystals, and
hover to the left to get as many as you can. Then grab the Moo a third time
and double jump again to get the ones you missed. You have plenty of time for
this one.
If you’re not going for all 150, just get as many as you want and then go
left. You will come to a wind gust. These are all over the Mine. You can
ride them to get to higher platforms and to cross gaps without falling. Ride
this one to the platform above you and go right. Break the bubble to release
the prisoner. Back to where you started now, go back to the gap that you fell
through before and jump across to the right. Defeat or avoid the Shield Moo,
and get the Dream Crystals to the right. Ride the wind gust and get the Dream
Crystals on the next platform. Ride another wind gust, and get off on the
left to get the Dream Crystals there. Now ride the gust and get off on the
right. Continuing on, you will see a Ngapoko’s Egg and a Shield Moo. Another
Shield Moo will be coming in from the left shortly. Grab one of them and let
the other one leave. When you are free to do so, throw the Shield Moo at the
Egg to free the second prisoner. Going on to the right, jump over the gap
getting the Pink Heart, and go until you get to 3 Boins. Get rid of 2 of
them, but grab and carry the other one to the right. There will be another
Pink Heart just before the door that you will have to double jump to. Now go
through the door on the right. You will come to a Memory Clock. (Dream
Crystals: 42 Prisoners: 2)
To the right is a mine cart. These are some of the hardest parts of the game
to collect all the Dream Crystals in. Jump in the cart for starters. You
cannot move while the cart is moving except to jump, but it helps with
collecting the Dream Crystals if you face forward, or toward the background.
Ride the cart normal until you see some Dream Crystals that will be above you.
Jump and hover to get the first 2, but come down the instant you get the
second one. The instant you land back in the cart, jump and hover again to
get 2 more, but again come down the instant you get the second one to get the
rest of the ones on the track. You will then be dumped off at the end, with a
Memory Clock to your left. If you don’t have the proper amounts here, the
only way back is to die or do the stage over. It’s like that anytime you ride
a mine cart. (Dream Crystals: 63 Prisoners: 2)
Go out the door. Ride the Fan Grass to the left and get the Dream Crystals on
the platform to the right. From there, you can ride the Fan Grass again or
just jump and hover to the platform on the left. Proceeding left, the path
will split. If you want to get everything, take the lower path first. Let
the Moo on the lower platform walk left a little to give you room to land, and
then jump down, grab it and throw it at the Ngapoko’s Egg for a Pink Heart.
To get by the Spiker, wait for it to go up, and then drop under it and jump
out to the left. It can be good to use your Whirlwind here. Ride the Fan
Grass, get off to the right, and release the prisoner. Jump and hover across
to the left now, and use the Whirlwind again to avoid the Spiker like you did
before. Go left until you see a door below you. Go down and enter it. Just
inside is a very well-placed Memory Clock. (Dream Crystals: 79 Prisoners: 3)
Grab the Shield Moo that appears, throw it at the Giant Moo to the right and
get the Dream Crystals it drops. Walk to the right, but stop before you jump
to the higher level. Another Shield Moo will be appearing behind you. Grab
it and then jump onto the higher level, but just barely so that you don’t
touch the Dream Crystals yet. When the Flying Moo on the right goes up out of
the way, throw the Shield Moo and it will activate the Mirror Fairy. With
that done, get the first 6 Dream Crystals and then grab the Flying Moo.
Double jump up the tall column of Dream Crystals and pop the prisoner bubble
at the top. This is another one where you have plenty of time, but you have
to do it this way or else you will get those first 6 Dream Crystals too soon.
Now go back to the left and out the door. Climb up the platforms and go right
at the top. At the end of the platform, jump and get the Dream Crystals as
you fall, and you will end up right where the upper path would have started
back at the split. Go left now until you come to a Shield Moo. Grab it and
jump to the last platform on the left. Get the 4 Dream Crystals and you
should make a hidden Ngapoko’s Egg appear in the center of where they were.
Use the Shield Moo to break open the Egg and get the 3 Dream Crystals, and
then go in the door. Another Memory Clock here. (Dream Crystals: 132
Prisoners: 4)
Go right and get the Dream Crystals on your way down through the wind gusts.
Then you will come to a Mew-Mew. Watch out for the spiked balls these guys
throw. To the right of that, you will see a platform with a Silver Life Coin
surrounded by Dream Crystals. You can’t get there yet, but you will in just a
minute. Keep going right, but be careful to jump over the deceptively small
gap just ahead. There is no wind gust here, and the gap is just big enough
for you to fall through and die. Go down to the bottom where the sign is and
read it. We will use that info in a minute, but take the bottom route to the
right for now. When you see a Ngapoko’s Egg, go right and a Moo will appear.
Use it to defeat the Mew-Mew first, and then get it again when it reappears
and break open the Egg to release a prisoner. Go right, past another Mew-Mew,
and you can jump onto the platform you saw before with the Life Coin and Dream
Crystals. That should be all 150. Step off the platform to the right to get
back on the main walkway. Go right, jump over the gap again, and this time
take the top route. Jump over the Shield Moo and the other enemies will
leave. Grab the Shield Moo, jump and throw it at the target on the tall rock
to the right. Cross the new bridge to reach another Memory Clock. (Dream
Crystals: 150 Prisoners: 5)
Go right and use one of the Zippoes to double jump up to the last prisoner
bubble. Go right some more, and use one of the Boins to get the Pink Hearts
above. Continue right and through the door for a cinema sequence.
*******************
*Boss: Rongo Lango*
*******************
Okay, he has 3 attacks. 1: If he walks forward a bit, he’ll jump forward a
good distance. If you are in the right spot, you can just stand still to
avoid this. Otherwise, run under him while he’s in the air. 2: If he rears
upwards, he will send out a horizontal shock wave from himself. Jump over it.
3: If he reaches his tail back, he’ll jut it forward and cause a wave in the
rocks of the platform, which will travel all the way around the platform.
Jump over it.
What you have to do here is grab one of the Moos that appear and wait for
Rongo Lango to jump over you. When he lands, hit him in the tail with the
enemy. If he doesn’t use his second and third attacks too much, you can stay
almost in one spot for this whole battle. 4 hits and he’s done.
******************************
* Vision 2-1 *
*Deep in the Withering Forest*
* Forlock – The Tree Village *
******************************
Go to the right, but try to avoid a head-on collision with the Spear Moo.
Jump to the next platform, get the Dream Crystals, and stop at the edge to
watch the Shellie under you. When it opens up, grab it and use it to double
jump from the raised section up to the 2 blue Dream Crystals. Continuing on
now, you will come to a place with a Summy in the background throwing spiked
balls across your path between some platforms. You can’t defeat it, so avoid
the spiked balls as you jump to the right, but don’t forget the Dream
Crystals. There is another Spear Moo on the next platform. Grab it and use
it to open the Ngapoko’s Egg to the right for 3 Dream Crystals. Now jump up
to the small platform on the left to make a Teton appear. Grab it and float
up to the platform above and to the right of you to get the Dream Crystal
there. Jump over to the platform on the left to get the other one and grab
another Teton that will take you up to the Pink Heart. Now go on to the
right. Get the blue Dream Crystal under the overhang, but don’t fall down the
hole next to it. As mysterious as it may look, there is nothing there, except
of course your doom if you fall in. Before going too far, grab the Monkey Moo
when it swings left. Also defeat the Summy to the right. From the small rise
to the right, jump to the platform the Summy was on. Now jump up the other
platforms. Another Teton will carry you up to the top platform, where you can
release the first prisoner. Continue on to the right now for a Memory Clock.
(Dream Crystals: 35 Prisoners: 1)
On to the right, grab the Moo and throw it at the Summy in the background to
remove the aggravation. Now you have your first set of leaf platforms. Wait
for the first one to float to the bottom and jump on it as it starts rising so
it won’t be moving laterally. When you get to the top, jump to the right
through the Dream Crystals and land on the second leaf. Now jump off to the
right and get the Dream Crystals there. Take the bottom level to the right.
Defeat the Spear Moo, and then take the regular Moo that appears and open the
Ngapoko’s Egg to the right to release the second prisoner. Grab the Moo
again, take it back left and use it to double jump up to the top level. Jump
and hover over the Mirror Fairy to the right and land on the platform to the
right of it.
FOR THOSE WHO WANT 150 DREAM CRYSTALS: Activate the Fairy, get the 5 Dream
Crystals under you. Then grab the Moo to the right and use it to defeat the
Giant Moo on the left. Get all the Crystals dropped by the Giant Moo, and you
should end up with 64. You have a little bit of time to spare with this one,
but not a lot.
Make your way through the door to the right. Inside, jump up to the right and
then left onto the top platform with the 3 Dream Crystals. The camera will
switch here. If you want to go back where you were, step off to the left. We
are going right, however. Defeat the Monkey Moo and the Shellie, and go out
the door. Stand at the right edge of the yellow floor, and jump and grab the
Teton when it comes close. As you rise up, ease left over the middle branch </pre><pre id="faqspan-2">
and throw the Teton at the Ngapoko’s Egg, landing on the branch. The Egg will
release the third prisoner. Now jump up and activate the Memory Clock.
(Dream Crystals: 67 Prisoners: 3)
Jump to the branch on the right and get the Silver Life Coin. Now fall down
to the right and land in front of the door you went in before. Go inside
again. When you jump up to the first raised section in the middle, notice at
the very top of the screen, at the left end of the Monkey Moo’s swing, is a
Dream Crystal. In order to get the ones up there, first get the 4 to the
right. A Shellie will appear behind you. Avoid it until it opens and grab
it. Now jump back to the raised section on the left and stand under the
Crystal. Just as the Monkey Moo above you reaches the _right_ end of its
swing and turns around to swing the other way, double jump. This will put you
right beside the Monkey Moo. Quickly grab it and jump again to get all 3
Dream Crystals. Now grab the Shellie again and use it to double jump up the
wall to the right. Continue right until you reach a locked door. Walk all
the way up to it, and then walk back left to trigger a cinema sequence. Now
grab the key, open the door and go through it. Grab the Moo to the right, and
double jump up to the branch beside the Memory Clock, getting the 2 Dream
Crystals beside it. (Dream Crystals: 83 Prisoners: 3)
You should now see a Spear Moo below you. Jump down and grab it. Carry it to
the right and use it to double jump up to the Pink Heart, getting the other 2
Dream Crystals. Now drop down and go through the door. Proceed right until
you come to a low point in between 2 small tree huts where you see 2 Ngapoko’s
Eggs. A Shellie that patrols this area will soon be coming back up to you.
Grab it and carry it back to this low point, and throw it at one of the Eggs.
Another Shellie will appear to your left. Use it to open the other Egg. The
Egg that is stationary holds a Gold Heart. The Egg that moves holds a
prisoner. Now go to the right until you get to a wall. Face the background
and grab the Teton, and float up through the Dream Crystals. Then grab it
again and go over the wall. Grab the Mew-Mew and open the Ngapoko’s Egg for a
key. Once again, wait until the leaf platform starts to rise before you jump
on it. At the top, jump over to the door, open it and go out it. Another
Memory Clock here. (Dream Crystals: 96 Prisoners: 4)
Grab the Monkey Moo as it swings by and dispose of it. You will then be
attacked by 2 Spear Moos. If you defeat them, only one will reappear.
Hovering over this platform is the game’s first easily missed hidden Ngapoko’s
Egg. Stand in front of the rightmost lamp and jump to reveal it. It contains
3 Dream Crystals. Grab another Spear Moo and jump on the first leaf platform
to the right of the platform. I assume you know the drill with these things
now. Face to the left and throw the Spear Moo at the Ngapoko’s Egg when the
leaf reaches the bottom to free the fifth prisoner. Now cross the leaves,
getting the Dream Crystals, and land on the platform to the right, watching
out for the Moo. Cross 2 more leaves with 2 more Crystals to reach another
big platform. You’re so close now that you can see the end of the stage from
here. To the right, you will come to another area where Summys throw spiked
balls from the background, but there are 2 of them here, so there are always
balls coming your way. Move to the right quickly, but don’t fall and don’t
forget the 2 Dream Crystals. Next, you will come to yet another Memory Clock.
(Dream Crystals: 105 Prisoners: 5)
Watch out now as you cross this mushroom, those Summys are still throwing at
you. Be sure to drop down and free the last prisoner. Get back on the
mushroom and jump to the next platform to the right. You will come to place
where you will have to get under a Spiker for a blue Dream Crystal and then
get out quickly. You may want to use your Whirlwind here. Jump to the
platform directly after this Spiker and notice the other Spiker going back and
forth over the next platform. You might want to use your Whirlwind again
here. As the Spiker comes toward you, jump and hover to get the Pink Heart,
fall down through the Dream Crystals, and then jump to the next platform on
the right. Proceeding, you will come to a Mirror Fairy. There’s not much
special for this one. Jump to the platform it’s on, activate it, and then
jump up to the platform on the left and start getting Crystals. The last ones
you should get while the Fairy is active are the ones above the Summy. Double
jump with the Summy to get them. The only thing here is not to fall in the
gap in the platform, but that’s pretty simple. Proceed left, grab another
Summy and double jump to get the remaining Dream Crystals over the next gap.
Just go left now until you encounter a stage-ending cinema sequence.
***************************
* Vision 2-2 *
*Over the Rising Waterfall*
* The Kingdom of Jugpot *
***************************
Defeat the enemy on top of the ball and go right to find a geyser. When it’s
inactive, jump on top of it. Ride it up and go right. Defeat the enemy on
the ball and get the Dream Crystals. Now go left past the geyser and
continue. You will come to a couple of Dabbys. If you stand on the first
level down from the one on the left, up against the left platform, you are
safe from their attacks. Grab the one on the left, watch out for the spiked
balls coming from the one on the right, and throw the first one at the second
one to defeat them both. Get on the top platform and go right to find your
first water slide. Ride it and you will end up in a cinema sequence. After
the sequence, go right until you find a Shield Moo and a Memory Clock. Put
them together, if you know what I mean. (Dream Crystals: 11 Prisoners: 0)
Go to the platform above you. Grab the Moo on top of the ball and jump on the
ball yourself. When the ball reaches the right end of its path, under the
line of Dream Crystals, do as high a double jump as you can and try to get
into the high alcove on the right where the prisoner is. If you miss, the
Shield Moo below you will reappear, so you can try again until you make it.
Now go left to the next platform, and look in front of you. There is a Fifi
in the next gap, a Dabby on the other side shooting at you, and a Moo on a
lower level in between. When the Moo isn’t shooting at you, grab the Fifi, go
to the next small platform, and do a double jump over the Moo so that the Fifi
will destroy the Moo under you. Fall down and land where the Moo was, then go
down and left and release the prisoner. On your way back up, you can jump up
and grab the Dabby from the platform where the Moo was originally. Continue
up the platforms and across to a door, and go inside to a Memory Clock.
(Dream Crystals: 20 Prisoners: 2)
Go left, fall down and defeat the Dabby, and continue down, making sure to get
all the Dream Crystals. At the bottom, go right to get 5 more Dream Crystals,
then go back left. Grab the Moo on the ball, but make sure to carry it. Ride
the ball and jump on the higher platform to the left. Now stop and observe
the Spiker in front of you. If you step out from under the rocks above you
when the Spiker is coming toward you, the Spiker will destroy the enemy you’re
carrying. Instead, wait until the Spiker starts to go left, and then quickly
step out and double jump up to the top where the blue Dream Crystals are. Get
them, along with the Silver Life Coin and the prisoner. Now you can continue
left. Pass underneath the stalactite and climb up some ledges past some Moos
on balls, and you will reach another Memory Clock. (Dream Crystals: 36
Prisoners: 3)
Before you go out the door, notice the alcove below you with the next
prisoner. We’ll get that shortly. Outside, grab the Fifi to your left and
double jump above the Moo to your right to clear the path. Carefully go down
to the other door. The platforms are small here. Inside the lower door,
release the prisoner you saw a minute ago. Go back out and carefully go back
up the platforms. Continue right and you will come to another geyser. Jump
over it and grab the Moo, and take it with you up the geyser and to the right.
You have to make a long double jump to the next platform. The Moo will
reappear if you miss. When you make it, there is a Memory Clock nearby.
(Dream Crystals: 54 Prisoners: 4)
Go right and up another geyser to the next platform, and then stop. We have a
Mirror Fairy here. There’s one way to do this. Stand at the edge of the
platform and wait for the Flying Moo to come near you. Quickly, jump out to
the right, grab it, and get back on your platform. You have to grab right
after you jump, because the enemy is just above your standing grab height, but
you also have to jump out for it because it’s too far away to get it from the
platform. Now that you’re holding it, jump out to the right until you’re over
the Mirror Fairy, and then double jump to the blue Dream Crystal to your
right. There are only 3 more Dream Crystals to the right that you’re supposed
to get with the Fairy, and you have a very large amount of time compared to
most Mirror Fairies due to all the Mace Balls around, but the only way to get
the first blue Crystal with the Fairy is what I just wrote. Continuing right,
there are a couple of Fifis in gaps between platforms, with a Moo on one of
the platforms. Once you jump to the first red platform here, you’ll be out of
the Mace Balls. Go right and up another geyser. Next you have a couple of
Moos on balls with a Pink Heart over the first one. On the platform after
that, grab the Shield Moo and carry it to the right. Double jump up to the
top platform and go left, through the door. Memory Clock here, in the
foreground. (Dream Crystals: 73 Prisoners: 4)
Grab the Shield Moo and carry it left. Get the Dream Crystals, and you should
expose a hidden Ngapoko’s Egg. Jump back to the top platform and throw the
enemy at the Egg to get a Gold Heart. Now keep going and the path will split.
Go left first. Ride the Moo Ball left, watching out for the Flying Moo, and
release the fifth prisoner. Ride the Ball back, watch out for the enemy
again, and take the path to the right. Ride up the geyser, and you will come
to some water spouts. There are some Dream Crystals kind of veiled behind the
water. Use the Flying Moo here to double jump and get them. There is a blue
Crystal behind the first water spout, and 3 green ones behind the second one.
Now go left and out the door. Another Memory Clock. How many of those are
there in this stage, anyway? (Dream Crystals: 84 Prisoners: 5)
Here, I need to tell you how to control these water slides. While you are on
the slide, you can push in the direction you’re going to speed up, or push in
the opposite direction to slow down. You can also jump to get items in the
air. When you’re in the air, if you’re not pressing a direction, you will
move at the regular slide speed. If you push forward in the air, you will
move at the speed you would if you were pushing the direction you were going
on the slide. But if you push the direction opposite the way you’re going
while in the air, you will totally stop moving horizontally. The complex part
comes when you hover. Most of the time, it is just like above. But if you
pull back to slow down and start hovering, and then try to go forward, you
will move only at your normal hovering speed away from the slides. That means
you might want to keep that to a minimum so you don’t lose control from being
confused. With that out of the way, get the Dream Crystals and start sliding.
It’ll be hard for me to tell you everything here because of the speed
involved, so just make _very_ liberal use of the slow down feature and try to
get everything you see. At the bottom of the slide is a Memory Clock. (Dream
Crystals: 116 Prisoners: 5)
Okay, we’re coming up on the last prisoner now, and it’s the toughest one to
get so far. Start by grabbing the Shield Moo on your platform. Wait for the
Giant Shield Moo on the next platform to come to your end and turn around, and
then throw your enemy at it and collect the Dream Crystals. Now go back to
the first platform. When the Giant Shield Moo comes back and comes to your
side again, wait for it to give you room to stand on the platform, and then
jump up and stun it with a Wind Bullet. Now grab the Shield Moo on the first
platform again, jump up to the second platform and on top of the Giant Shield
Moo, and then double jump up and left onto the high ledge. Whew! Going left,
you will find the last prisoner, a Gold Heart, and another Shield Moo. Use
the Shield Moo to double jump back out when you’ve got everything. All the way
back to where the water slide ended now, defeat the Giant Shield Moo again and
finally continue left. Defeat the Shield Moo on the other side of the Giant
one and keep going. Soon, another Shield Moo will pop up right in front of
you while you’re in the small space. Push it back with Wind Bullets until you
can jump over it, and then grab it and double jump up to the next platform.
Ride another geyser up to the stage’s last Memory Clock. Yay! (Dream
Crystals: 132 Prisoners: 6)
Another water slide here. Everything is pretty much like the last one until
you see the end of the slide and 2 Flying Moos in front of you. Let me start
by saying that when you first get here, this is very tough and you probably
don’t have a very high number of lives unless you played the first stage a
lot. If that’s the case, just settle for getting the 6 prisoners this time
and come back to the stage after you’ve beaten it to try to get these last
Dream Crystals, so that you can escape to the World Map if you need to without
losing anything. If you’re going to attempt it, as you approach the Flying
Moos, you need to make an extremely quick triple (yes, I said triple) jump to
reach the top of a line of Dream Crystals high over the end of the slide. If
you can, try to do it without slowing down, because if you get into a lot of
fancy acrobatics like that, it’s easy to not make it to the highest Crystal.
And above all, MAKE SURE you push right when you get over the Crystals and as
you fall through them, because you are still under the influence of the slide,
and it’s easy to forget and not get them all.
Anyway, now you have to climb up some steps, avoiding Spikers. There is a
Silver Life Coin here, and when you get to the top, you should have all 150
Dream Crystals if you were able to do that extremely hard part a second ago.
Go out the door for a cinema sequence. Walk left, not quite to the edge, turn
toward the background and flip the switch. After another cinema sequence,
you’ll be at the boss.
************************************
*Boss: Evil Seadoph and Evil Pamela*
************************************
Unlike the first boss, you might take a little damage here, but it’s still
pretty easy. The battle takes place on a partial ring with Mace Balls coming
in from the back on alternating sides. When the Mace Balls reach the middle,
they will exit off the bottom of the screen. Seadoph, despite appearing first
in the title, doesn’t do much in the battle, and you can’t damage him
directly. The one you have to concentrate on is Pamela. She has 2 attacks.
1: If she screeches, she will jump at you. Stay out of the way. She may take
up more room than you think. 2: If she doesn’t screech, she will send up a
bunch of bubbles that will come down in various places around you. They will
pop when they touch down. Stay out of the way again.
What Seadoph will do is to ride one of the Mace Balls. When the one he’s
riding reaches the middle, he will jump off and float in the air. When he
does, grab him. The next time Pamela jumps at you, get out of the way and
then hit Pamela with Seadoph. After that, Seadoph will ride Pamela for the
next attack. This actually helps you know what’s coming. If it’s the jump
attack, he’ll say, “Get them!” If it’s the bubble attack, he’ll say, “You’re
finished!” After one attack, Seadoph will go back to riding another Mace
Ball. Just like the first boss, 4 hits and the battle is won.
****************************
* Vision 3-1 *
* The Reawakening Forest *
*Forlock – The Tree Village*
****************************
Go right to some springs. Jump off of them and hover between them to get the
Dream Crystals. Continue right to another spring, use it and go right a
little bit further. When you are in front of a fence, before you get to the
Dream Crystals there, jump around to reveal a hidden Ngapoko’s Egg. Now go
right and get the blue Crystal just past the inactive gondola platform. On
your way back from here, 2 regular Moos and an Armored Moo will jump over the
fence and attack you. Defeat them, but use one of them to open the Egg you
just revealed for 3 Dream Crystals. Now go back left and a Moo will appear
next to the wooden box you passed. Throw the Moo at the box to break it for a
blue Dream Crystal. After the Moo reappears, throw it at the other box on the
left to open a new path. Follow it for some Crystals, a Pink Heart, and a
cinema sequence. Now that the gondolas are working, go back to the right, but
watch out for the Dabby that has replaced the Moo from earlier. You will also
run into a Hoppin’ Moo before you reach the gondola. Ride the gondola up to a
Memory Clock. (Dream Crystals: 34 Prisoners: 0)
Grab the Flying Moo and carry it with you as you ride the next gondola toward
the tree in the background. Use it to defeat one of the Armored Moos as you
jump off the gondola. Go to the far side of the tree and use the regular Moo
to double jump to the upper level, and start on the left. Get the Pink Heart,
and a Moo will appear behind you. Grab it, jump over to the other side, and
break open the Ngapoko’s Egg for a key. Now go back down to the bottom level
and grab the regular Moo again. Use it to break the armor on the other
Armored Moo, and then carry the unarmored Moo back across the gondola to the
main path. Go left, break the armor off the Armored Moo, and use it to double
jump up to the high platform. Up here you will find a Hoppin’ Moo and the
first prisoner. Now go back down, open the door under the platform, and go
through to find a Memory Clock. (Dream Crystals: 40 Prisoners: 1)
Ride the gondola and go right, going under the Spiker. Grab the Dabby and
double jump over the wooden box to get down to some Dream Crystals and the
second prisoner. Watch out for the small platform as you continue right, and
defeat the Dabby before the next gondola. Before touching the Memory Clock,
go left and down into the hole. Defeat the Dabby and free the third prisoner.
Now go back and activate the Memory Clock. (Dream Crystals: 47 Prisoners: 3)
Go right, under the first Hoppin’ Moo, and grab the second one. Carry it to
the right and defeat the Armored Moos, but throw the last one at the box in
the background. Get the Dream Crystals and the Gold Heart, and go all the way
back left. Go down into the hole where you freed the prisoner, get the Moo,
jump back up and break open the box for a key. Go left, open the door, and go
through for a Memory Clock. (Dream Crystals: 49 Prisoners: 3)
Ride the gondola and go left. In the lower area with the 2 Shellies, they
both reappear when you defeat them. Avoid one, grab the other one and throw
it at the flower in the foreground to reveal a Ngapoko’s Egg. Grab another
Shellie, jump and throw it at the Egg to free the fourth prisoner. Now grab
another Shellie, go to the left wall and double jump to get out. Jump on the
first spring to the left and wait for the Flying Moo to appear. Grab it and
double jump to the next spring, and then spring to the next platform. There
is a little gate kind of thing where the bridge starts. Back up from the gate
just past where you see an angle in the wood you’re walking on, and you should
be able to jump and hover and land on top of the gate. Get the Dream Crystals
and the Pink Heart up here, and grab the Flying Moo. Now go down and left and
throw the enemy at the Giant Armored Moo. Go back to the top of the gate,
grab the Flying Moo again, and throw it at the Giant Moo again to get the 7
Dream Crystals. Guess what’s next. Yeah, a Memory Clock. (Dream Crystals:
59 Prisoners: 4)
Go left, past the Armored Moos, until you get to 3 springs. Get the Dream
Crystals above the springs, and then from the top one, face the background,
spring up, and grab into the hole in the tree to get the Moo. Use it to break
the armor off the nearest Armored Moo, and then use that to double jump over
the wooden box to the right. Get the Dream Crystals down there and a Moo will
appear. Throw it at the flower in the foreground, and when it reappears,
throw it at the Egg inside the flower for a Silver Life Coin. Grab the Moo
again, go back up, and break the armor off the other enemy to the right. Now
use it to double jump from the platform the enemy was walking on to the high
platform to the left. Go left and a Moo will appear. Use it to double jump
over the Spiker to the next platform. In the next section, there are 3
enemies: a regular Moo, an Armored Moo, and a Dabby. Of the 3, only the
regular Moo will reappear. When the other enemies are gone, there are 3
things you need to do here. First, break open the wooden box for a Pink
Heart. Second, go just to the left of the middle of the second log and jump
and throw an enemy at the flower in the background. Throw another enemy at
the Egg inside the flower to free the fifth prisoner. Lastly, get the key to
the left, grab the enemy again, double jump back to the platform to the right
and head back. You want to go back to where there were 3 springs under a tree
where you had to grab the Moo inside the hole. Now that you have the key,
just go left to the door, open it, and go through. You will land in a mine
cart sequence. There is a Memory Clock at the beginning. (Dream Crystals: 74
Prisoners: 5)
The important thing in this mine cart sequence is not to move left and right.
Everything you need is in the middle. Plus, you start out facing forward, and
that’s exactly the way you want to be. So all you should do here is jump and
shoot Wind Bullets. The stage’s Mirror Fairy is in here, but it’s not hard to
get everything. Basically just jump over the Spikers when you get to them
without hovering and you should get everything. The only times you should
hover is when you’re going through the 2 rings of Spikers. Jump out of the
cart at the end for a Memory Clock. (Dream Crystals: 125 Prisoners: 5)
Last area of the stage now. Go right and grab the Hoppin’ Moo near the
inactive gondola. Go back to the wooden box you passed and double jump to
reveal a spring. The hitch is that you have to grab the Hoppin’ Moo again,
spring up and then midair jump to the super-high platform on the left. Moving
on, a gondola will take you to a platform in front of a hut where a Giant
Armored Moo guards a switch. Grab the Dabby on the platform and break the
armor off the Giant Moo. Now here’s the tricky part. If you don’t care about
the 7 Dream Crystals the Giant Moo has, then just kill it and then hit the
switch. But if you want those Crystals, you’ve got to find a way to hit the
switch without hitting the enemy. Here’s how. Grab the Dabby again, and just
when the Giant Moo passes either left or right of the switch, throw the Dabby
at the switch. If you do it just right, you should activate the switch before
the Giant Moo comes back. Now grab the Dabby again, and drop down to the
little platform to the right. Wait for the Hoppin’ Moo below to get out of
your way, and then step down and go right to the gondola. At the top of the
ride, go left into the hut, kill the Giant Moo and get the Dream Crystals!
Yay! Now go back to the right to the next platform, and notice the flower in
the background. Grab the Flying Moo to the right, jump and throw it at the
flower to reveal an Egg, and repeat to free the last prisoner. Now use the
Flying Moo to double jump up to the wooden box on the right. Take the next
Flying Moo and double jump to break the box and get the blue Dream Crystal.
That should be 150. Now just go right to get to a cinema sequence and the end
of the stage.
**************************
* Vision 3-2 *
* A Wrench in the Works *
*The Clockwork Tree House*
**************************
Before I get into the stage walkthrough here, I want to warn you on a couple
of things. This stage, for the most part, is not all that hard compared to
some that will come later. It is, however, very long. Much longer than the 5
stages that came before it, or the next 2 that will come after it. And while
most of the stage, like I said, is pretty easy, there is a small part of this
stage that will drain several of your lives the first time you get here, so I
hope you have plenty. If you don’t, you might want to do the first stage over
a few times.
Okay, go right and grab the Boomie, and throw it at the X painted on the tree
in the background. This will activate the switch and power the gondola to the
right. Ride the gondola to the next stop and go in the door to the right. Go
right, around the curve, then jump up through the hole in the floor above and
go through the door on the right. Get the Pink Heart here, and go in the next
room. Go right, across a couple platforms, to a key. Go back left to the
room with the hole in the floor, fall through, and go back to where you got
off the gondola. Ride the gondola all the way around to get all the Dream
Crystals, and then get off on the path with more Crystals to the left. Use
one of the Boomies to double jump to the blue Crystal, and then open the door
to the left and go through. As you might expect, there is a Memory Clock
here. (Dream Crystals: 17 Prisoners: 0)
Go left, and after the Dabby shoots at you, jump across the gap and defeat it.
In case you wonder, there’s nothing off the platform to the left. I checked.
Jump to the first cut-off tree branch above you. When the Moo jumps to the
next branch, grab it and double jump to the Pink Heart. Now climb the tree
branches and jump to the platform on the left. Walk to the left edge of the
platform and stop. See all those small tree branches in front of you? Yeah,
you have to cross those. Without falling. And there’s a prisoner bubble in
the middle. This is the section that I said would drain your lives. If
you’re feeling brave, go out to the second branch and watch the Monkey Moo
above you. As it swings down to the right, jump straight up and grab it. Now
go to the next branch, _carefully_ turn around, jump and throw the enemy at
the prisoner bubble. _Carefully_ turn around again, and go on to the last
branch. Grab the Flying Moo here to give yourself more of a window to jump
with, and then make the last jump to solid ground and a Memory Clock. (Dream
Crystals: 34 Prisoners: 1)
Go left, grab the Dabby when it appears behind you, and then spring up and go
left, past the Pink Heart, to the Mirror Fairy.
FOR THOSE WHO WANT 150 DREAM CRYSTALS: Face the background and throw the
Dabby at the bubble. Step off to the left, hover to the right underneath the
platform, hit the switch and fall down through the Dream Crystals there. Now
quickly go to the right, fall down through the new hole in the floor, and get
the Dream Crystals in the cubby hole to the right. If you got them all, you
should have 58.
If you didn’t follow the paragraph above, hit the switch below you, and then
fall through the new hole in the floor to the right. Either way, now go left
to another Memory Clock. (Dream Crystals: 58 Prisoners: 1)
Spring up to the left, but stop and look behind you. There is a blue Crystal
at the upper-right corner of the screen. Go left, wait for the first Boomie
to explode so you have plenty of time, and grab the next one that appears.
Now go back right and double jump to the blue Crystal. After getting the
Crystal, you should reveal a hidden Ngapoko’s Egg just under where it was. Go
back left, grab another Boomie, walk back to the edge, jump and throw the
Boomie at the Egg for a Silver Life Coin. Now go left, grab yet another
Boomie and carry it through the door with you. Break the Egg in here to free
the second prisoner, then go to the next room for a cinema sequence. When
it’s over, wait for the Boomies to appear, grab one and double jump to get the
Dream Crystals above you. Moving left, grab the Shellie in the lower section
and throw it at the Egg in the foreground for a blue Dream Crystal. Now grab
another Shellie and carry it to the left. There will be a Boomie there, but
it won’t stay long before exploding. When it’s gone, throw the enemy you’re
carrying at the prisoner bubble in the foreground to free #3. Go left, and
step all the way against the left wall of the lower section to reveal a hidden
Ngapoko’s Egg. Grab the Teepa above you and break open the Egg for 3 Dream
Crystals. Go left and through the door for a Memory Clock. (Dream Crystals:
88 Prisoners: 3)
Grab the Boomie here, fall through the hole to the left and throw the Boomie
at the Egg to the right for a Pink Heart. Now jump back up through the hole
and go left. The Boomies here will just walk off the platform, so grab one
and jump to the next platform to the left, step down to the lower section, and
throw the Boomie to the left. There is a switch there that opens the door
that you can see in the background, but the timer on it is so short that you
cannot reach the door if you activate the switch yourself. So after you throw
the Boomie over there, go back to the right, down through the hole, and left
to the door. You should reach it just as it opens and be able to go through.
After the cinema sequence, if you didn’t do it in Vision 2-2 (which I
suggested you not do the first time), you’re going to have to learn a new
technique here: multiple midair jumps. Jump and grab the first Flying Moo,
get about halfway between where it was and the line of Dream Crystals, and
face right. About the time the other Flying Moo reaches the bottom of its
little hovering area, quickly double jump straight up, grab the other enemy,
and jump and hover to the right to the platform. If you made it, you will
have the satisfaction of having made your first triple jump, along with a
cinema sequence. Afterwards, get the key and walk to the left edge of the
platform. Jump and hover to the left, free the fourth prisoner and try to
fall through all the Dream Crystals. If you miss any, use the Flying Moos to
get back up to the rest. Having gotten everything in this room, go back out
the door. Go right, up and left through the hole in the floor, across the gap
to the right and back outside. Go right, and in case you missed it earlier,
the locked door is on the right side of the nearest low section. It’s a
really small door. :) Before doing anything else in the next room, go past
the switches and activate the Memory Clock. (Dream Crystals: 100 Prisoners:
4)
These switches have to be hit in a certain order, or else they deactivate
again. Hit the left switch first, then the right switch, and the middle
switch last. Cinema sequence time. Yeah! We finally got the clock working!
Now you have to go all the way back to where you got the first key in the
stage. :( Since that’s a really long way, I’ll take you through the steps.
First, go back out of the control room, and go all the way right and through
the door. Left into the next room. Now right and go in the first door you
come to. Skip the gondola and go through the door on the right. Go around
the curve in here slowly so you can see where you’re going, jump over the gap
and go through the door on the right. Go on into the next room. Now go right
and across to the last platform where the key was. The platform will carry
you through some Dream Crystals and a prisoner bubble, to a conveyor belt.
When you land on the conveyor belt, turn to the foreground and activate the
Memory Clock. (Dream Crystals: 109 Prisoners: 5)
Cross all the conveyor belts and wheels and try not to stop except to collect
the Dream Crystals. There are Spikers on the wheels that will try to harass
you. When you make it to the next platform that doesn’t move, go left and
through the door. Go left and free the last prisoner, and when the gondola
comes down, jump on it. At the top, go outside to a Memory Clock and a Mirror
Fairy. Memory Clock first. (Dream Crystals: 121 Prisoners: 6)
There is pretty much nothing to this Mirror Fairy except pure skill. First
wait until some Mace Balls are coming down so you can get a little bit of a
rhythm. Activate the Fairy and go up the slope to the right, jumping to get
the Crystals and to avoid the Mace Balls, and pray. If you do it fast enough,
you should have 133 Crystals. Get the Silver Life Coin, and just past it is a
small safe area from the Mace Balls. When you’re ready, go right, get the
Gold Heart and the Crystals, and when you make it to the next door, you should
have 150. Go inside and step on the gondola in the middle to (almost) end the
stage.
*****************
*Boss: Gelg Bolm*
*****************
This guy’s a little tougher than the other bosses so far. Each hit after the
first one creates a different phase of the battle. First off, the platform
you fight him on has 4 springs, 2 on either side of the middle, and 1 on each
edge of the platform. So you can follow my directions, imagine the platform
cut in half between the 2 middle springs and divided into sides. I will refer
to the 2 middle springs as spring #1 on a given side, and the outer springs as
spring #2 on that side. Okay, now how to fight him.
Phase 1: Throughout the whole battle, Moos will be coming in from the
background and landing in the middle of the platform. Try to stay around this
middle area as much as you can during the battle. Gelg Bolm will be moving
from one side to the other and stopping at each end. When he goes by you, you
have to use the springs to avoid him. The idea is to be carrying a Moo
whenever possible, and when Gelg Bolm is about to go by, spring up and double
jump when he goes under you, and try to hit him in the soft part in the middle
of the hard shell. I like to do this from spring #1 on the opposite side of
the platform from Gelg Bolm, because it gives you a good amount of time to
execute, and it’s bad to use the outer springs because you won’t have a place
to land when Gelg Bolm stops there. After 2 hits, go on to Phase 2.
Phase 2: Gelg Bolm will start Phase 2 by spitting out a seed that will grow
into a spiked ball. He will push this at you and you will have to use the
springs to avoid it. Now he will have a new attack pattern. He will jump up
off the screen and hover over your position, and after a certain amount of
time, he will crash down to the platform, stay there a second or two, and then
jump up again. What you have to do is be carrying a Moo and stay between
springs #1 and #2 on one side, but closer to spring #1. Don’t get right next
to it, because Gelg Bolm may cover it up when he comes down, and you won’t be
able to hit him. Walk back and forth over a small area so that you can see
Gelg Bolm’s movements, and when he stops, quickly go to the other side of
spring #1 on your side. When he comes down, if he is close enough to but not
on top of spring #1, spring up over him, double jump and hit him. If you hit
him successfully, go on to Phase 3.
Phase 3: Gelg Bolm will go back to his attack pattern from Phase 1, but he
will turn red and start moving faster. You will have to adjust to this with
the timing of using the springs. When you hit him again, go to Phase 4.
Phase 4: Gelg Bolm will start off this Phase by spitting out another seed and
pushing it at you, but this one will grow so big that you will have to grab an
enemy, spring up and double jump over it to avoid it. Then he will continue
to use his Phase 1 attack pattern. After 1 more hit, he’s dead and you’re
done.
*******************************
* Vision 4-1 *
* The Desperate Journey Home *
*The Ruins of the Wind Kingdom*
*******************************
Another pre-stage commentary here. This stage and the one after it are both
short and pretty easy when compared to the one you just finished, and full of
extra lives. Enjoy these stages while they’re here, but don’t be lazy,
because you’ll need all those lives in the rest of the game, and you’ll be
wishing the rest of the stages were this easy and short. Okay, here we go
then.
All the Flying Moos you see at the beginning of this stage will fly away
quickly. Only the regular Moos will stay. Grab the first one in front of
you, take it to the right, and defeat the next one. As you get to the steps,
grab the Moo there, take it to the right and use it to defeat the Spinner.
Continue and defeat a couple more Moos, and then use the Flying Moo to double
jump up the wall to the left. Another one will appear above you. Use that
one to defeat the next Spinner and get the blue Dream Crystal above you. Go
left, use the next Moo to defeat another Spinner, and then go in the door, and
STOP. You see those Dream Crystals right in front of you? DO NOT collect
those until you activate the Mirror Fairy in here if you want 150. Hopefully
you stopped before you got the first one. Now just jump straight up, and
activate the Memory Clock. (Dream Crystals: 10 Prisoners: 0)
FOR THOSE WHO WANT 150 DREAM CRYSTALS: Okay, now if you mess up in here, you
can start back there and try again. This stage has 2 of the more difficult
Mirror Fairies if you’re trying to get 150 on every stage. Here, you’re going
to have to make a zig-zag pattern, going over and under the Crystals until you
get to the other side of the room. Once there, grab the Flying Moo. Now,
double jump to the Pink Heart, hover to give yourself a little more time, and
activate the Fairy just before you fall. Grab the Flying Moo again just as it
appears, get the first Crystal on the ground to the left, and then double jump
to the next 2 in the air. Now go back and grab the Flying Moo again, do the
same maneuver for the next 3 Crystals, and get the last one on the ground to
the left as you fall. If you were fast enough, and didn’t collect any
Crystals too soon, you should end up with 40.
If you don’t care about 150 Dream Crystals, just get everything in here and
then go back out the door. Defeat the Spinner again, and carry a Moo with you
to the left. When you get to the wall, double jump to the next platform on
the right, but watch out for the Flying Moo above you. Now use that enemy to
get to the next platform. Grab the Moo and defeat the Spinner. When you get
to the edge of the platform, grab the Flying Moo and then stop and look at the
carving on the wall in the background. It has a crescent moon in the middle
of a triangle, with the symbols for the Kingdoms of Wind, Water and the Forest
at the 3 points. This picture has to do with the prophecies detailed up in
section 6. Now, when the other Flying Moo across from you flies downward,
double jump all the way over it to the next platform. Grab the Flying Moo to
your right and double jump over the prisoner bubble to free #1 for the stage.
Grab it again and double jump to the high platform on the right, but don’t go
in the door yet. Jump and grab the Flying Moo to the left, and jump again to
reach a small platform with a couple Dream Crystals and another door. Go in
this one. Now this is a little tricky. Try not to move left or right too
much, because you can fall and die here. Grab the Flying Moo on the left. As
the other one is going upwards, double jump, grab the second one, jump again,
turn left and break the prisoner bubble. If you got enough height, you should
have also gotten a Pink Heart and a blue Crystal. With everything in hand, go
back out the door. Grab the Flying Moo, and double jump to the right to the
other door from a minute ago. Go in for a Memory Clock. (Dream Crystals: 60
Prisoners: 2)
Go right and you will see a Giant Spinner. Since you don’t have an enemy to
defeat it with yet, turn around and grab the Moo that is now behind you. Now
defeat the Giant Spinner and get its Crystals, and then go right, getting the
other Crystals, and go out the door. Even though we just had one, it’s time
for another Memory Clock. (Dream Crystals: 75 Prisoners: 2)
Grab the Glibz to the left and double jump up to the rock outcropping above
you. Now, quickly jump to the other outcropping and release the prisoner.
These rock platforms will fall with you if you stay on them for more than an
instant, so if you missed anything up there, don’t worry, you’ll get another
chance in a minute. Go left and defeat the Moo, and continue left along the
bottom. Jump over the first Glibz that you see, and grab the second one. Use
it to open the Ngapoko’s Egg in the background, but you’ll have to time it so
the windmill wheel doesn’t stop your shot. Your prize is an ultra-rare Gold
Life Coin! Now go back to the right and go up the steps you passed earlier,
while defeating the enemies. If you missed anything on the rock outcroppings
a while back, grab the Glibz on the top step and double jump to the right, to
the top of the wall. You can jump down from here to get anything you missed.
Once you have everything, from the top of the steps, go left. By the way, I
have no idea what the other wall carving at the top of the steps means.
Defeat the other Glibz and Moo here, and walk to the edge of the platform.
Grab the Flying Moo, jump to the left until you are over the prisoner bubble,
and then double jump and hover to the platform on the left. Go in the door
for a Memory Clock. There will be 2 Plowms attacking you, though, so you
might want to defeat them first. (Dream Crystals: 77 Prisoners: 4)
Go right now to find a Burnie. Grab it carefully and use it to break open the
Ngapoko’s Egg in the background for a Silver Life Coin. Go on to the right to
a gap. Carefully jump over the Spiker when the Moo on the other side goes
away from your landing spot, and then defeat the Moo. There is a small wooden
platform under the next Spiker, so jump to it when the Spiker moves up and
then quickly jump to the next platform. That’s another place you might want
to use the Whirlwind. Go right until you find a Moo, and grab it. Avoid the
spiked balls from the Summy in the background, and when it jumps to the bottom
level, try to hit it with the Moo. Whether you hit it or not, continue on to
the right. After you pass some Plowms, you will come to a platform on some
ropes with 2 Dream Crystals and a Gold Heart above it. Right after you land
on this kind of platform on ropes, they will flip over, and you will fall off.
The platforms will then go back to normal after a few seconds, but most of
these platforms later on will be suspended over nothing, so you can only spend
enough time on these platforms to jump again, and then be on your way. So,
get the stuff over the platform and continue on. Grab the Burnie and use it
to activate the upcoming Memory Clock. (Dream Crystals: 85 Prisoners: 4)
Grab the Flying Moo above you, jump out to the rope platform and then double
jump to the next platform. This next part would appear to be pretty easy if
it weren’t for the Summy attacking you from the background. Carefully, grab
the Moo, double jump, grab the Flying Moo, jump again and get the Crystals,
all while avoiding the spiked balls thrown at you. Now, grab the regular Moo
again, jump to the next rope platform, and then double jump to the next safe
platform high on the right. Proceed until you notice a Flying Moo. Jump to
the next platform, with the big tree trunk on it, grab the Flying Moo, and
double jump to a high platform on the left with 2 Crystals and a Silver Life
Coin on it. Now go back to the right and continue. Get the Pink Heart and
jump to the next platform when the Spiker moves down. The camera will shift
as you move to the right here, so you won’t have to worry about your
direction. Defeat the Burnie you come to and continue to the Mirror Fairy.
FOR THOSE WHO WANT 150 DREAM CRYSTALS: This is another tricky one that you
have to do like you did the very first Mirror Fairy in the first stage of the
game. Carefully walk between the Fairy and the first Crystal, and turn left.
Jump, activate the Fairy, and start moving gung-ho to the right. As soon as
you grab the last Crystal on your level, jump toward the platform on the left
and don’t worry about the Spiker. It’ll be out of your way as long as you’re
fast enough. You may or may not need to hover just a little. Quickly get the
last few Crystals on this platform, going left in kind of a zig-zag jumping
pattern. You’ll only have about half a second to spare on this one. If you
got everything, you should have 136 Crystals, and then you should come to a
Memory Clock. (Dream Crystals: 136 Prisoners: 4)
Next you will come to some platforms suspended on 4 ropes that swing back and
forth. These are safe to stand on, but the jumps are tough because of the
swinging. When you make it to the third platform, there will be a prisoner
bubble on your right. As the platform swings up to the bubble, quickly jump,
break the bubble and land back on the platform. Now go on to the next solid
platform when you swing back to the left. Keep going left all the way to the
end of the long platform, ignoring the boarded-up doorway you see in the
background. There is absolutely no way you can get back there to it. Another
swinging platform will be coming to you, so get on it. You will see the last
prisoner bubble above you. Stay on your platform, and as it swings to the
left, grab the Flying Moo you come to. You shouldn’t have to jump. Now when
the platform gets to the end of its swing back on the right, jump just a
little and throw the enemy at the bubble. You may need to move to get back on
your platform. When you swing back to the left, Grab the Flying Moo again now
and wait for another swing. This time on the left side, double jump to the
high platform to the left. Remember to aim for the black platform above you
and not the tree trunk around it, because if you accidentally aim for the tree
trunk, you might move left too far and hit your head on the bottom of the
platform and miss. If you make it to the platform, go left and get the rest
of the Dream Crystals. You should have 150 now. Fall off your platform to
the right, then move left under the Flying Moo to reach one last platform, and
go left and out the door to end the stage.
****************************
* Vision 4-2 *
* When the Wind Dies Down *
*The Leviathan’s Ice Cavern*
****************************
This stage starts off with a series of 5 slides as you go down a hill. Refer
back to the walkthrough for Vision 2-2 if you don’t remember the slide
mechanics. The second and third slides will have Spikers that you will have
to adjust your speed to avoid. At the bottom of the hill, go in the door for
a Memory Clock. (Dream Crystals: 21 Prisoners: 0)
Now the slides in the next couple of rooms actually have a little difficulty
to them. Start off normal, but jump at the break in the row of Crystals and
free the prisoner. Then, when you get to a Flying Moo, you can use it to
double jump to a Silver Life Coin. Then you’ll be outside. Ride the water
spout until it deposits you in the river. Jump over a couple of Spikers to
get a couple of Crystals, and then use the Flying Moo above you to double jump
to a Gold Heart. Then you have 2 more Spikers with a blue Crystal between
them. Lastly, jump through the curved line of Crystals and free the prisoner.
Try not to anticipate it and jump too early, or you may not get all the
Crystals. In the next room, the slide will deposit you on a platform, next to
a Memory Clock. (Dream Crystals: 51 Prisoners: 2)
Walk to the right, and you will notice an ice block in your way. Turn around
and grab the Burnie that just appeared behind you, and use it to destroy the
ice block. Grab one of the Moos on the next platform, ride the wind up, and
use the Moo to defeat the Spinner on the next platform. To the right a little
more, use the 2 Plowms that appear to destroy the ice blocks in the floor, and
fall through the hole. In the room below, use the Moo to free the prisoner,
and use it again when it reappears to break the ice block on the left. Ride
the wind back up and continue. Past another Spinner, you will reach another
wind gust. The next platform has a couple Spinners and a couple Plowms. You
know what to do here. After the Spinners are gone, grab another Plowm and
throw it at the ice block to the left of the wind gust you rode to get here.
Go in there and flip the switch to get rid of the pink crystal formation that
was blocking the exit. Go through where it was to reach another Memory Clock.
(Dream Crystals: 60 Prisoners: 3)
Go right and up some platforms and then onto the big dinosaur skeleton. Grab
the Burnie and double jump to the high platform in front of you. Ignore the
door to the right. You’ll be coming out of it shortly. On the high platform,
you must make a triple jump with some Flying Moos and hover to the right to </pre><pre id="faqspan-3">
reach a wind gust that will take you to a _really_ high platform and another
door. In here, ride wind gusts to the left and free the prisoner. Off of the
last wind gust, fall through the line of Crystals with the Silver Life Coin,
and then go right and through the door. This is the door you ignored before.
Go right, under the first Crystal you see, and jump onto the lower platform.
Jump and hover to the left to get the Crystal you passed, and then jump and
hover back to the right to get the other one. From here, grab the Flying Moo,
but instead of going up to the Memory Clock yet, fall down below you. Now,
use the Flying Moo to break the ice block in the floor and go down the hole.
Grab the Moo to the left and break open the Ngapoko’s Egg for a Gold Heart. A
Burnie will appear to the right, so grab it and walk to the left edge of the
platform. Throw the Burnie at the ice block to the left when the Spiker moves
out of the way. It’s easier to do when the Spiker is on the way up. Go
inside there now to find a Mirror Fairy. While the Fairy is active, you must
get some Crystals while jumping over a Spiker that is going back and forth
across the next platform. There’s no set way to do it, but you’ve got plenty
of time for this one. I really don’t see how you could mess it up. You
should end up with 112 Dream Crystals. Now go all the way back to the right,
grab the Burnie again, and double jump up out of the hole you used to get down
here. Go left back to the low platform above the skeleton, and to the next
platform on the right. This time, use the Flying Moo to double jump to the
next platform with the Memory Clock. (Dream Crystals: 112 Prisoners: 4)
Ride the wind gust, fall to the left to get the 2 Crystals and the Silver Life
Coin, and ride the wind gust again, up to the next one. Do the same trick
again to get 3 more Crystals, and then ride a third wind gust up to the next
platform on the left. Unfortunately, the wind gust will not carry you up to
the other items above you. From the platform, use the Flying Moo that appears
to double jump up the wall on the left. Watch out for some more Plowms and
Spinners here. Defeat the Spinners, and then grab another Plowm and walk to
the right edge of the platform. Double jump to the right, grab the Flying Moo
and jump again to reach the platform with the door. You may end up getting
the items there during the jump, but if you don’t, you can get them in a
minute. Go inside the door now. Ride the wind gust on the left, hover to the
right, grab the Flying Moo and jump with it to reach the high platforms on the
right, above the door. Get the Dream Crystals and free the prisoner. Now go
back out the door. Grab the Flying Moo on the left, and if you missed the
items there last time, fall down to get them and ride the wind back up.
Anyway, get back up to the platform on the left with the Plowms and Spinners.
Defeat the Spinners again, and then walk to the left edge of the platform.
You must make a series of jumps across some platforms made of dinosaur claws
to reach a wind gust. These claw platforms will break under you after a
second, but you will have a little more time with them than you did with the
rock outcroppings in the last stage. I don’t know what happens if you fall
here, because I don’t think I’ve ever fallen here. Ride the wind gust up to a
Memory Clock. (Dream Crystals: 133 Prisoners: 5)
Some more claw platforms here. Only this time, you’ll have to do a trick in
the middle. On your way down to the second platform, grab the Flying Moo.
After you land on the second platform, jump left over the prisoner bubble, and
midair jump and hover to the top of the line of Dream Crystals to the left.
Fall through the Crystals to the third platform, and then jump left to the
safety of the wind gust. If you did it right, the enemy you jumped with
should have popped the bubble and released the last prisoner. Ride the wind
gust up to another one, and get the 3 Crystals to the right of the second one.
Then at the top of the second gust, grab the Flying Moo on the right and use
it to break the ice block on the platform to the left. Where the ice block
was will be the 150th Crystal. Go out the door and to the right for a cinema
sequence.
****************
*Boss: Baladium*
****************
You fight this boss on a bridge that swings forward and backward from a side
view. Baladium is in the background at the forward end of the swing, and the
enemies that you have to hit him with are at the backward end of the swing.
First, let’s talk about Baladium’s attacks, of which there are 3.
1: He will create a bunch of pillars that will make a maze for you to
navigate. If you run into a pillar, you will take damage, and any enemies you
are carrying will be destroyed. On the upside, one of the pillars will be
pinkish in color. If you can manage to hit the pink pillar with an enemy, it
will leave behind a Pink Heart, but don’t try for it if you’ll take damage in
order to get it. After the next backward swing of the bridge, all the pillars
will disappear and Baladium will attack again. 2: He will create a row of
missiles in front of him that will come toward you as you swing toward
Baladium. There will always be at least one hole somewhere in the row. Stand
in a hole to avoid the attack. 3: He will create a row of bombs in front of
him that will explode as you swing past them. As with the missile attack,
stand in a hole between them to avoid damage. The bombs are slightly harder
to avoid than the missiles, though. Also, periodically during the battle,
Zagards will appear on the bridge. These are invincible to your attacks, but
they will be destroyed by Baladium’s attacks, and you can also push them off
the bridge with repeated Wind Bullets.
Now, Baladium’s weak spots are the 8 multi-colored parts on his sides. You
can usually hit 2 of these at once, but you may not always, so I can’t tell
you exactly how many hits it will take to kill Baladium. My only advice to
you here is to hit the parts that you have to jump to hit first, because as
Baladium takes damage, his attacks will get harder to avoid. If possible, you
don’t want to have to worry about jumping and aiming in the air to hit
Baladium after you avoid his attacks late in the battle.
*********************************
* Vision 5-1 *
* The Four Jewels *
*Coronia – The Temple of the Sun*
*********************************
This stage is going to be hard for me to write a walkthrough for, because it
works a lot differently than any other stage in the game. From the room that
serves as the “hub” for this stage, there is a door on each side, leading to 2
distinct halves of the stage. There are 2 Jewels to get on each side, and you
have to go through part of each side twice in order to get them all. I will
pick an order to do the stage in as I write the walkthrough, but since you
don’t have to do it the same way, I will have to count the Dream Crystals and
Prisoners differently for this stage. Instead of tallying them all up at
every Memory Clock, I will split the stage up into 6 sections based on the
paths, and tell you how many of everything there was in that section at the
end of that section’s walkthrough. So just add up the numbers for the
sections you’ve done, and you’ll get the totals, however you decide to do the
stage. Two notes: 1. The number I give for the Dream Crystals in the
sections with Mirror Fairies will assume you got as many Crystals as possible
with the Fairy active. If you don’t, you probably aren’t paying attention to
those numbers anyway. 2. The second time I visit each side of the stage in my
own order, I will refer you back to the walkthrough for the first part until
the path splits, so that I don’t have to put those 2 sections up twice.
Anyway, get your conquering spirit up, and let’s tackle this thing!
After the opening cinema sequence, go right and into the pipe for another
cinema sequence. These pipes serve as some of the doors in this stage and the
next one. After that sequence is over, go either left or right and follow the
path until the second time you drop down to a lower level. (Both paths lead
here.) If you stop here, you will notice some signs on the bottom level next
to you, with colored circles on them. These signs exist throughout the stage,
and mark the way to the Jewel of the matching color. In my chosen order, our
first target is the Yellow Jewel, so follow the sign and go right, through the
pipe.
Green and Yellow Jewel path, opening section
--------------------------------------------
Go right and step on the floating platform. You’ll be shuttled over to
another platform. Go right and through the door. Go left and get the 4 Dream
Crystals. At the end of the platform, activate the Memory Clock in the
background. Now you can either ride the floating platform on the left down to
the next platform, or just jump all the way down there yourself if you want to
save time. Grab the Moo down here and carry it left, to the spring.
When you spring up, instead of going left, face the background and throw the
Moo at the switch on the far side of the room. We’ll need that to get the
Green Jewel later, and that is the only way to flip that switch. Now head
left and get the Dream Crystals, but beware. There is an Algore in the
background just off and above your platform that will attack you. The best
thing to do is to try to go in and jump and grab it, because it can be harder
to defeat if you’re carrying an enemy. It is very dangerous though, because
there are also 2 Moos around you that will be constantly reappearing after
they are defeated. Try to minimize your loss of health as you move through
here. After the Algore is defeated, throw one of the Moos at the Ngapoko’s
Egg moving in the background for a blue Dream Crystal. After that, when you
reach the tall fire plume to the left, the path splits. (Totals for this
section: Dream Crystals: 12 Prisoners: 0)
Yellow Jewel path
-----------------
Grab the closest Moo and double jump to the left over the fire plume when it
goes down. Go left, defeating 2 Algores, and you will come to a Memory Clock.
Step to the edge of the platform after that, and the view will switch to show
the passage below you. Get the Dream Crystals on the way down, and then step
to the very edge of the platform for a minute. You should be able to see 12
Dream Crystals to the right, around the Mirror Fairy. To get the maximum for
the stage, you have to get ALL of these with the Fairy active. If you don’t
want to attempt it, just make your way to the right, watching out for the fire
plumes, until you reach the platform after the second fire plume, and skip the
next paragraph. But don’t forget about the Silver Life Coin up on top. If
you’re brave and have mad skills, read on.
FOR THOSE WHO WANT 150 DREAM CRYSTALS: Some of the Mirror Fairies later on
may be a bit more difficult per se, but this has got to be the single craziest
Mirror Fairy in the game. You have to activate the Fairy before you collect
the Crystals between you and it, the only platforms you have are rotating
cylinders, and you have to jump and hover madly between them with nothing else
below you. This is why I chose to do the Yellow Jewel path first. Now, the
thing that makes this the hardest is that you cannot activate the Fairy the
way you did way back in Vision 1-2 by throwing an enemy at it, because the
only enemy between you and the Fairy is too high for you to reach. So what
you have to do is go up until right before you touch the first Crystals, and
pop the bubble with a Wind Bullet at the edge of your range. Then, get the
first 2 Crystals as you jump to the next platform. Grab the Flying Moo on the
right, and then double jump and hover up and left, getting the Crystals on the
right and the top, along with the Silver Life Coin. Fall down through the
Crystals on the left side, grabbing the other Flying Moo on the way down, and
land on the left platform. Double jump from there to get what should be the
last 2 Crystals in the middle. Thankfully, you have a little extra time for
this one, but not much. After you’re done, double jump over the fire plume on
the right when it goes down to get to the next platform.
Walk to the right edge of this platform, and a Spear Moo will appear behind
you. Grab it, then when the first fire plume on the right goes down and off,
jump down onto its spout and throw the enemy at the Ngapoko’s Egg to the
right. Then quickly jump back to the platform before the fire comes back.
The enemy you threw will go through the other fire plume and free the
prisoner. Grab the Spear Moo again. Now, wait for a time when the second
fire plume in front of you goes down either at the same time as or right after
the first one. When that happens, jump out to the 2 Dream Crystals, and when
you get them, midair jump over the fire to the Pink Heart on the next
platform. Grab the Flying Moo above you and double jump up the wall to the
right. Voila, the Yellow Jewel! With it safely in hand, check the section
totals below to see if you have everything. If you don’t, and you want
everything, now is the time to die and do the Mirror Fairy over. If you have
everything, activate the Memory Clock to the right, cross over the next fire
plume and go through the pipe. With the Yellow Jewel in place, go after
another one! In my chosen order, we’ll go ahead and finish the right side of
the stage by getting the Green Jewel next. (Totals for this section: Dream
Crystals: 41 Prisoners: 1)
Green Jewel path
----------------
See the Green and Yellow Jewel path, opening section walkthrough above to get
you back to the path split if you’re doing the Green Jewel before the Yellow
one. This time, when you get to the first fire plume, instead of going over
it, just double jump up to the platform on the right. Head right, and go past
the fire plume into the alcove where you will see a blue Dream Crystal.
There should now be a Flying Moo in the background beside you. Grab it, then
when the fire plume goes down, jump back to the platform on the left, but stay
on the edge. The next time the fire plume goes down, double jump to the next
platform on the right. Activate the Memory Clock and keep going. When you
get to the next fire plume with 2 springs, watch it for a while. This fire
plume only stays down for about a second. You have to use the spring right
when it starts going down to make it across unharmed. Give it a try when you
think you’ve got the timing down. On the other side, you will come to a door.
If you flipped the switch earlier like I said, this door should be open. If
it’s not, it’s time to go all the way back to where you first entered this big
room and follow the opening section walkthrough again. If the door’s open, go
on through. Activate the Memory Clock and get the Crystal you see underneath
you. Now step back down to the left one time to be on the middle platform.
When the Flying Moo goes by, you’ll be in a good position to grab it. Once
you have it, step down to the bottom platform and double jump over the Spiker
to the left when it goes down. Flip the switch on the other side to open the
other door in this area. Grab the Flying Moo again and double jump back to
the other side. Go in the bottom door you just opened. Flip the switch to
your right to open yet another door, and then go back outside. Grab the
Flying Moo again, double jump back to the top door and go inside. To the
right, drop down in the hole and get the Pink Heart. Now continue right and
go in the last door. Activate the Memory Clock and get the items and prisoner
below you on your way down. When you get to the very bottom, quickly jump
back up to where the Silver Life Coin was. You’re going to have to get
through that brigade of Armored Moos to continue, and they go all the way to
the end of the platform. If you stand at the very edge of the above platform
where you are, you should be just close enough to grab the nearest Fifi. Do
so, and when the brigade starts walking away from your end of the platform,
start working your way through them, grabbing and throwing as quickly as
possible. The hardest part of this is at the beginning, because sometimes the
overhanging platform will destroy the enemy you throw instead of letting it
through. If this happens, jump back up to that platform if necessary to avoid
getting hurt. Once you destroy enough of the enemies, though, you will be
able to walk into the tunnel before you throw to fix this problem. Once all
the enemies are gone, go past where they were to find the Green Jewel. As
before, check the section totals below to make sure you have everything. If
you’re ready, activate the Memory Clock and go through the pipe to place the
Green Jewel. Next up, we’ll start the left side of the stage by getting the
Red Jewel! (Totals for this section: Dream Crystals: 29 Prisoners: 1)
Blue and Red Jewel path, opening section
----------------------------------------
Jump on the floating platform to be carried over to the next section of the
path. Go left and stop when you get to the edge of the platform. Grab the
Flying Moo, jump out until you are over the prisoner bubble, and then midair
jump and hover left to free the prisoner and make it to the other side. When
you reach the other side, believe it or not, the path splits. Wow! That was
a short section! (Totals for this section: Dream Crystals: 6 Prisoners: 1)
Red Jewel path
--------------
Defeat the Flying Moo and go in the red door to the left. Activate the Memory
Clock and go left. Don’t forget the Dream Crystals above you. The Moo that
appears will run away from you. Don’t get in a hurry to catch it or you’ll
run into the fire plume. When the plume goes down, continue on to the end of
the platform and grab the Moo along the way. Carry the Moo with you and jump
on the moving platform. On your way through here, you will have to jump over
some obstacles, and there will be some X targets on some machines in the
background. Throw the Moo you’re carrying at the first target. At the end of
the track, jump onto the rotating cylinder. Grab the Fifi to the left, jump
and throw it at the other target. If both targets in this area are down, you
may continue left. At the end of the next platform, grab the Fifi and double
jump to the next platform, and then turn around and grab the same Fifi again.
Now you must try to land on the spring to the left. This can be hard because
the camera will be switching around as you do. While you’re on the spring,
turn toward the background and throw your enemy at the prisoner bubble. Then
use the spring to reach the next platform. No need to grab the Fifi here,
just a jump and hover will get you across. Next, you will have to jump across
some platforms made from the targets you hit before.
The one in the middle with the blue Dream Crystal can be hard to hit. Once
you are safely across, grab the Red Jewel, and whatever you do, don’t go off
the platform to the left! The only thing that waits for you there is death.
Your path leads up and right towards a Memory Clock. After you activate it,
leave the Mirror Fairy alone for a minute, and climb up the platforms to the
left. Be sure not to collect any of the Crystals in here. Once you make it
to the top platform and the Flying Moo appears, stop.
FOR THOSE WHO WANT 150 DREAM CRYSTALS: Of all the stages in this game, this
one took me the largest number of tries to figure out how to collect 150
Crystals, and it was because of this Mirror Fairy. I thought surely you
weren’t supposed to collect the Crystals in the vertical line above the top
platform with the Fairy active, but you are. Start by grabbing the Flying Moo
and taking it back to the platform that is against the left wall, directly
across from the Mirror Fairy. When the Spiker reaches the left end of its
path, throw the enemy at the Fairy and start jumping up the platforms.
Stop on the platform just under the top one and face left. As soon as the
Flying Moo starts to reappear, jump and grab it, turn around and land on the
top platform on your way down. Double jump to get the Crystals over the top
platform, and then fall down between the top platform and the one next to it.
Hover to the right as soon as you pass the top platform to get the Crystals
under the overhang, and then fall down through the rest of them. The time for
this Mirror Fairy is very tight, so much that it can be hard to tell whether
or not you got all the Crystals with it active. From the Crystal count you
had when you activated the last Memory Clock, you should have increased your
total by 30 if you got them all. Return to the top platform to continue.
Whether or not you followed that last paragraph, head right until you get the
Pink Heart, and stop. There will be a parade of enemies repeatedly going by
you. When you see the only one that is a regular Moo, grab it. Now, watch
for a time when the fire plume goes down about the same time as the parade
reaches the space where the Moo you grabbed was. When that happens, go to the
platform next to the fire plume and double jump over it. Check your section
totals. If you are satisfied, activate the Memory Clock and go through the
pipe. One Jewel left to go! (Totals for this section: Dream Crystals: 40
Prisoners: 1)
Blue Jewel path
---------------
See the Blue and Red Jewel path, opening section walkthrough above to get you
back to the path split if you are doing the Blue Jewel before the Red one.
When you reach the red door, instead of going through it, continue on the path
down and right. Activate the Memory Clock and jump on the floating platform.
On the next part of the path, watch out for the Algore and defeat it. Another
one waits on the platform below you, along with some Dream Crystals. You will
come to a gap with some lava. A simple jump and hover will get you across.
Get the 4 Dream Crystals on the right and then go down onto the floating
platform. On the next platform that it takes you to, go to the very middle of
it and jump. There is a hidden Ngapoko’s Egg here. The Egg moves up and
down, so you might not reveal it the first time. If you don’t, just jump
again and you should. Now step to the left edge of this platform. When you
have a place to land where the Armored Moo is running, jump over there,
avoiding the floating platform for now, and continue on to where a regular Moo
is hanging out on a higher ledge. This regular Moo will reappear after it is
gone. Grab it and the blue Crystal beside it, and then throw the Moo at the
second Armored Moo that you see jumping in the background. After you break
the armor off, do so again to kill it. Now use the Moo to break the armor off
the enemy on the platform next to you, then grab it and use it to break open
the other Ngapoko’s Egg you see in the background. Another prisoner is
rescued. Now grab the regular Moo _again_, jump back to the platform with the
moving Egg and break it open for a blue Dream Crystal. That’s the last
Crystal in this area, so if you’ve followed my walkthrough exactly, you should
have 150 now. Now you can finally jump on the floating platform you avoided
before and be carried to the platforms in the background. Carefully jump and
hover across the lava pit to the platform on the other side, but try not to go
too far. If you come in contact with the fire plume, it will probably knock
you into the lava and kill you. When it goes down, jump over it. Defeat the
nearby Glibz, and then jump up the platforms to the Blue Jewel. Go in the
nearby door and quickly defeat the Algore, and then cross over the fire plume
when it goes down. Here, the parade of enemies from the end of the Red Jewel
path will be moving across your platform. You don’t need to do anything with
them, but you do need to watch out for them as you try to find an opening to
cross their path. Grab the Algore on the other side and use it to break open
the Ngapoko’s Egg you see in the background to release what should be the last
prisoner if you’ve followed my walkthrough exactly. If you miss, the Algore
won’t reappear, so you’ll have to get a regular Moo from the parade to the
left and try again. After you free the prisoner, get the Pink Heart and check
your section totals. If you have everything, activate the Memory Clock and go
through the pipe. (Totals for this section: Dream Crystals: 22 Prisoners:
2)
With all 4 Jewels in place and the door behind them finally open, go through
it. Walk over to the switch in the background, jump and flip it to end the
stage with a cinema sequence.
****************************
* Vision 5-2 *
*Between Light and Darkness*
* The Heights of Coronia *
****************************
The good news is that this stage is a lot easier to write the walkthrough for
than the last one, because it’s a whole lot more linear. The bad news is that
this stage will still seem long and bothersome due to the eclipse gimmick.
Whenever you are outdoors in this stage, you will be almost constantly
switching between light and darkness. Some things in this stage can be done
in both situations, but in many places, you will spend a lot of time waiting
around for the light or the dark. Oh, and if you didn’t read the preliminary
sections of the FAQ, all the enemies in this stage will change forms and
become invincible in the dark, so you’ll always have to wait for daylight to
defeat them. And if you’re carrying an enemy when the darkness comes, yep,
you guessed it, it disappears.
Start by going to the right and outside. Go right, drop down and defeat the
Algore. You will come to 2 holographic blue balls under columns of Dream
Crystals. What could these be for? Wait for the dark, and you’ll find out.
When it gets dark, the blue balls will slowly turn into platforms that you can
use to get the Crystals. You have to wait until they are fully formed to step
on them though. Now to the right there is a Glibz on the other side of the
gap, but there is nothing else there, so you don’t have to defeat him. Just
drop down when the fire plume turns off, defeat the Algore, and then drop down
past another fire plume. Here, in the daylight, you have to grab the Moos and
use them to hit the things in the background. The Ngapoko’s Egg on the left
has a blue Crystal, the one on the right has a Gold Heart, and the switch lets
you exit this area to the right. When you go as far as you can, you will see
what looks like the spout for a fire plume on your left, but it’s actually
just a platform, so jump on it and from there to the next area to the right.
Here you must wait for darkness to jump up the platforms and get the Crystals
and the prisoner bubble. Now use the spring to get to the high platform on
the right. Drop down in the next area, defeat the Algore, and hit the switch
to create a platform above you. Spring back up, and you can either use the
platforms to go right if it’s dark, or spring up to the Flying Moo and jump to
the platform with it if it’s daylight. Once you get there, go back inside to
find a Memory Clock. (Dream Crystals: 15 Prisoners: 1)
Wait until the Flying Moo and the Spiker are both on the right, spring up and
midair jump to the platform on the left, being sure to get the Crystals.
Defeat the Algore to the left, then fall down and hover under the overhang to
get the Pink Heart underneath you. Now fall down and move over to land on the
floating platform. If you miss, you can use the springs on the left to get
back up. The floating platform will take you to the door in the background.
On the other side, you will find some Crystals, a Silver Life Coin and another
prisoner. Back inside, take the platform back to the foreground, step off and
go right to the other door. Outside, step off your platform to the left, go
right and drop down. First thing here is to use the enemy on the right to
knock the armor off the one on the left and defeat it.
Then break open the Ngapoko’s Egg for a Pink Heart. Now you have to double
jump to the platform on the right. Climb the steps, and stop. It is best to
wait for darkness here. Cross the temporary platforms to the left, getting
the Crystals, and stop when you get to the solid platform. Wait for daylight
so the pink guard enemies won’t bother you. When the fire plume turns off,
jump down onto its spout and then to the platform on the left. Get the
Crystals and the prisoner bubble, and then return. If you fall down, you can
get back up the way you came just like earlier. When you get back to the top
of the steps, go inside. Go left and hit the switch, and then step on the
elevator. At the top, go right and back outside for another Memory Clock.
(Dream Crystals: 49 Prisoners: 3)
Go left and you will find yourself surrounded. Use the enemy on the right to
defeat the one on the left, and then get to the platform above you. When it
gets dark, jump to the first platform and then to the one on the right with
the Mirror Fairy.
FOR THOSE WHO WANT 150 DREAM CRYSTALS: Wait for it to get dark and for the
enemy on the left to start coming toward you. Get the Crystals as you jump up
the platforms, dodging the enemies. When you get to the top, go right and
fall through some more Crystals. If you got them all, you should have 87.
If you chose not to do the Fairy, just go until you fall down through that
line of Crystals I mentioned, and you will land on a floating platform. The
platform will take you past a couple of fire plumes that you may have to jump
and hover over, and there are also a couple of Crystals and a Silver Life Coin
along the way. From the next platform, you must wait for the fire plume to
turn off, jump onto its spout and then get to the next platform on the right.
From here, jump all the way over the floating platform to the next area.
Welcome to probably my least favorite part of the stage. Get the Crystals,
including the one on the right, but leave the Gold Heart until you’re finished
here. When it gets dark, jump left from the lower temporary platform and
hover to get close enough to pop the prisoner bubble. Now the hard part, if
you want all the Crystals. You see the Armored Moos in the background?
You’ve got to use the Smorks in this area to break the armor off. The best
way to grab one is to stand still and face it, and try to grab it when it’s in
range, but before it hits you. Good luck with that. The key is to only hit
each Armored Moo once, so that you break off the armor but leave them alive.
When you are successful, go get the Gold Heart and then ride the floating
platform you jumped over earlier to the platform where the formerly Armored
Moos are. When it gets daylight, grab the regular one, hit the Giant one, get
the Crystals and go in the door. Memory Clock time again!
(Dream Crystals: 102 Prisoners: 4)
This time you have to wait for the Flying Moo and the Spikers to be on the
left, spring up, and midair jump through the Crystals to the platform on the
left. Go left and grab the Moo, go back right to where you were, double jump
up through the Crystals and land on the platform on the right. Grab the Glibz
in the lower section to the right and get back on the platform you were just
on. You will see a Flying Moo on the right. You must make a triple jump here
to the top of the wall on the right. When you get there, wait for the Flying
Moo to reappear so you can take it with you. Go all the way to the right, and
double jump up to the platform with the switch. Flip it, and make sure you
get all the Crystals as you fall down the shaft that just opened. You will
end up in an area with 2 Pink Hearts, a prisoner bubble, and another switch to
open the exit. Get back up to the platform with the regular Moo, and use it
to jump up through the same opening again, but this time to the left. Defeat
the Glibz here, then go past the fire plume to the door. Go through to find
Crystals, a Silver Life Coin and the last prisoner.
Back inside, go left and flip the switch, then drop down, defeat the Moo and
take the floating platform to the door in the background. Back outside we go.
Jump over the floating platform to the right, and get the Crystals here.
Now you must do a similar thing with the Smorks to what you did earlier, but
the other enemies are not involved this time. If you want, you can break open
the Ngapoko’s Egg to the right for a Gold Heart, but you mainly want to hit
the switch in the background to open up the path. Now ride the floating
platform to that platform in the background. Go all the way to the right, and
then flip the switch again to create a platform that you can use to get up to
the right. Wait for darkness, climb up the platforms and go inside. Go left,
hit the switch, and ride the elevator up. There is a Memory Clock on the
left, but before you activate it, get all the Crystals here, including the
ones on the other side of the Clock. (Dream Crystals: 144 Prisoners: 6)
Go right and outside. Spring up to the top level and flip the switch. You’ve
got to flip all the switches around here to get to the Moo behind those bars.
Start by going to the left, but wait for daylight so the pink guards won’t
bother you. This next thing is hard. When the fire plume turns off, get onto
its spout. Now jump, flip the switch, and land on the small platform between
the fire plumes. When the other one goes down, cross over it and get to the
next platform. Be careful here because the platform has a hole in it. Get to
the left, and you will see some Armored Moos beneath you.
Rest easy, the Giant one doesn’t have any Crystals, so you don’t have to
defeat these. This is the only Giant Moo in the game like this, because there
would be too many Crystals in this stage if it had any. At any rate, you do
have to get down there to the bottom to flip the switch, and then get back up
and continue. Compared to the stuff you’ve done, this is easy. Spring across
the lava and flip the switch on the way. Keep going left across the platforms
to get back where you started. The bars on top will now be open. Wait for
daylight, grab the Moo and take it through the door below.
Get to the raised platform that the Memory Clock was on, and double jump to
the left to get to the Gold Heart and the last Memory Clock. (Dream Crystals:
148 Prisoners: 6)
Go outside here and you will be on a floating platform that will take you up
through the last 2 Crystals. Then it will take you past some fire plumes that
you will have to jump and hover over like before. Get the Silver Life Coin on
your way, and go in the door on the other side. Go left, flip the switch, and
ride the elevator up for a cinema sequence.
*************
*Boss: Joker*
*************
I’m sure you’ve been waiting a long time for this battle, as I had. This
fight can actually be the second-hardest boss battle in the game, after the
final one. “But Joker’s a wimp!”, I can hear you say. I know. He’s still a
wimp in the daylight. But when it gets dark, not only is he invincible, but
he becomes a raging beast that can kill you in a heartbeat if you don’t stay
on your toes.
This battle will be fought on a platform ring similar to the Rongo Lango
battle, except that the ring has 2 breaks in it opposite each other. First,
notice the color of the blocks that make up the platform: yellow. That will
be important later. Joker will now appear in the center of the ring, and his
hands and feet will be separated from his body. What he will do is simply
walk to and from the sides of the arena in different directions while his
hands circle around him. Sometimes he will walk slowly, and sometimes he will
walk quickly. His hands double as his means of attack and defense. They will
hurt you if he gets close enough to you, and they will also deflect any
enemies that you throw at him if you don’t do it right. The enemies for you
to throw will appear inside of some kind of cages. The cages will then
disappear so you can grab the enemies. I find that the way to get the best
angle to throw at Joker from is to try to stay as close to opposite him on the
ring as you can. Just watch the holes in the platform and make sure you don’t
fall in. The rest is all timing. After 3 hits, or after a certain amount of
time passes, all the enemies will return to their cages, Joker will walk to
the center of the ring, and then the darkness will come.
When the darkness comes, Joker will transform into some weird, turtle-like
thing, and the enemies on the platform will turn into Eclipses, so obviously
watch out for them. Joker now has 2 attacks. 1: He will stick out 2 of his
arms and turn around in circles, sweeping his arms across the platform. Just
jump over his arms to avoid this. Sometimes he can do a short version of this
attack where he takes 1 arm and swings it about halfway around the ring. 2:
He will take 1 arm and start smacking it down on the platform, coming towards
you a certain distance each time. This attack is more dangerous than the
other one. The best way to avoid this, if you have room to do this, is to run
away from the arm until it smacks the platform pretty close behind you, and
then quickly turn around and run the other direction, going under the arm as
it passes. Once Joker passes over you, you’re safe until the next attack.
The problem with that method comes when you are near a hole in the platform
and he comes at you from the other direction. If that happens, try to jump
over the hole before you do what I said. Both of these attacks are harder to
avoid than I make them sound, for 2 reasons. First, Joker moves pretty fast
in this turtle-form. Second, things are always complicated by the other
enemies roaming around, because you have to try to avoid them at the same time
as you are avoiding Joker’s attacks.
While it is dark, as I said, Joker is invincible, and it will stay dark until
YOU turn it back to daylight. Here’s how to do that. When Joker first
transforms, most of the blocks that make up the platform will change color.
But as you walk over them, each time you step on a different block, it will
change color again, cycling through the colors in a certain sequence until it
returns to its original color, which you may remember was yellow. I told you
that would be important. :) After a block becomes yellow again, it will stay
that way, and when you turn all the blocks on both halves of the platform back
to yellow, the daylight will return. Since Joker is so dangerous in the dark,
it would be to your benefit to try to get the daylight back as soon as
possible, but when Joker is attacking you, you need to focus more on him than
the platform, because if you don’t, as I said before, he can kill you before
you know it. Here is the color sequence that the blocks go through. Keep in
mind that they can start anywhere in the sequence: Purple, Blue, Green,
Yellow.
When daylight returns, it will work just like it did before, except this time,
the darkness will come back only after a certain amount of time has passed,
and not after getting a certain number of hits on Joker. This means that if
you can hit Joker 3 more times fast enough, you can win the battle without the
darkness coming back. However, the first time you fight Joker, that probably
won’t happen, and you’ll probably have to go through the darkness again. In
any event, after you hit Joker a total of 6 times, you’ll win. By the way, on
occasion, I have had a Pink Heart appear during the darkness phase of the
battle. Due to the battle’s hectic nature, I cannot confirm why this happens.
If you happen to know, e-mail me and let me know.
**************************
* Vision 6-1 *
* The Kingdom of Legend *
*Cress – The Moon Kingdom*
**************************
Start by going through the door on the right. Proceed right until you get to
some platforms going up. There are no enemies here. Jump side to side up the
platforms and go through the door at the top. You are now in the central
chamber of the bottom levels of Cress. You will be returning to this room a
lot. The first place we need to go from here is up and over the wall to the
left and through another door there. There is a Memory Clock here, but I
won’t make a tally, because you don’t have anything. You will see lightning
arcing across the floor ahead. This won’t kill you, but it hurts. When a Moo
comes down in front of you, quickly grab it and jump to the ball it was on.
Now you can toss the Moo. When you get close enough to the platforms on the
other side, jump to them so that the ball won’t take you down the hole with
it. Up the platforms and to the right, and we come to a slightly harder
section. This time, the Moo Balls are coming toward you on the lightning
floor, and every second ball has a Moo on it. There are also a number of
Flying Moos spaced periodically throughout. You’ll be doing a lot of midair
jumping here, but the idea is to land on the balls that are unoccupied, so
that you don’t get hurt. While you’re in the middle of this area, see if you
can also pop the prisoner bubble. On safe ground once again, go to the right
until you see some Dream Crystals and a Gold Heart, and stop. What you want
to do is jump down through them right after a Moo Ball falls, before another
one falls on your head. If you get hit on the way down, it is possible to
double jump back up through the Crystals, but it’s hard. Notice that the Moos
riding the balls here are the Armored variety. That will make things
interesting just in one second. Follow the Moo Ball in front of you closely.
When you get to the end of the platform, grab the Flying Moo, turn around,
jump and throw it to break the armor off the Moo behind you. Now in one move,
jump toward the ball, grab the Moo and land on the ball. Turn right, jump and
throw the Moo to free the prisoner. Now repeat all those maneuvers again,
except when you’re on top of the next ball, double jump up through the hole in
the ceiling. It doesn’t matter which side you land on. Activate the Memory
Clock here. (Dream Crystals: 8 Prisoners:
2)
To the right of you here, you will see a red crystal and a red statue.
Matching colors of these things are all connected in this stage. You cannot
destroy the statues directly, but you can break the matching crystal with a
Wind Bullet, and when the crystal is broken, all the statues of that color
dissolve. Do that now to the red ones, and go through the door behind the
statue. You are now back in the central chamber. This time, jump halfway up
the wall and then get up on the platform on the right. Go through the door on
the right. I call this place the Grand Balcony. Every other path in this
stage you have not been on yet, you will get to from here. First, go to the
right to find the gate formerly blocked by a red statue, and enter. Drop down
and go all the way to the right through these cramped quarters to another
door, and go through. I guess I’ll go ahead and make another checkpoint at
the Memory Clock here. Dream Crystals: 8 Prisoners: 2)
Grab the Summy in front of you and midair jump just off the edge to kill the
one below. Now drop to the bottom, defeating the other Summy or not. Get the
2 Pink Hearts on the left, then go right, up some platforms and through some
enemies. When you get to the top platform, you will begin to be surrounded by
Plowms. Go as fast as you can from there through the door on the far right.
Jump on the left side of the floating platform in here and face left. As you
ride up, grab the Moo on your left, and when you get to the top, defeat the 2
Summys up there. Now with the enemies gone, you can safely get the items in
the compartments you passed. There are Dream Crystals in the 2 on the left, a
Pink Heart in the lower-right one, and a prisoner bubble in the upper-right
one. Now get back up to the top and jump on the floating platform to the
right. As you ride across the room, you will have to deal with some Plowms,
but be sure to get all the Dream Crystals. You also have to switch platforms
in the middle. When you get to the next solid platform, ride the next
floating platform to the back of the room. Now you will have another ride
much like the one you just had, except you won’t have to switch platforms in
the middle, and there is a Silver Life Coin for you to get. On the other
side, defeat the Summy, climb up the steps and activate the Memory Clock.
(Dream Crystals: 32 Prisoners: 3)
Break the blue crystal and go through the now open path. Watch out for
attacks from the Summy that will be on the steps below you. Defeat it when
you can, and continue out the door to the left. We’re back in the central
chamber again. Climb up the wall, jump over the gap to the left and go out
the door to the Grand Balcony. This time, go left to get to the gate that was
blocked by the blue statue. Inside, you will notice a Dream Crystal along
with 2 yellow statues above you. You will be going up there later. That is
the path to the end of the stage. If you want, you can get the Crystals up
there now, but my tallies from here on won’t include them until you take that
path. So if you get them now, add 2 to the number of Dream Crystals in the
rest of the tallies between here and when we return. Okay, now take the path
down and to the right through some more cramped quarters to a door, and a
Memory Clock on the other side. (Dream Crystals: 34 Prisoners: 3)
The stage gets hard from here on out, so bear with me. Grab the Boomie on the
step above you, and midair jump with it off the right edge to destroy all the
Boomies on the bottom floor. Further on down there, 2 Boomies will appear
near the right side of the platform. These 2 will reappear when they’re gone.
What you have to do is use one of them to get rid of the Boomie on the other
platform to the right. It will not reappear. The problem with this is the
Spiker patrolling the gap in between. You have to throw at a time when the
Spiker is out of the way. Once it’s clear, jump to the other platform. Now
wait for the Boomie on the platform below you to walk to the right, get down
there and defeat it. You can use the last Boomie in here on the right to get
the Gold Heart if you need it, and then go out the door. In here, drop down
and stay by the wall for a bit. In front of you, there is a Spiker patrolling
the area above a Boomie, just high enough for you to walk under it. But if
you grab the Boomie and the Spiker hits it while you’re carrying it, it will
explode and hurt you. What you should do is wait until the Boomie explodes on
its own, and quickly walk to the other side of the platform. Now, when the
Boomie is on the right and the Spiker is on the left, you can grab the Boomie
safely. Now this next thing is going to take timing. The Boomie on the next
platform is too far away to destroy directly and be assured of safety. What
you have to do is hold onto your Boomie until after it beeps, actually closer
to when it explodes, and throw it so that it explodes just above the other
one, taking them both out. This will take a few tries, but get over there
when it’s clear, and stop again. Above the next platform, you will see half
of a prisoner bubble and 2 Spikers. There are 2 more Spikers just like that
on the other side. You cannot pop the bubble by hitting a Spiker under it.
The explosions are not enough; it has to be done directly. I don’t know a way
to do this without getting hurt. But since you just got a Gold Heart in the
last room, you should be able to take this hit. Go to the platform when the
Boomie is on the right side, and grab it. Stand under the bubble, wait for
the Spikers to move toward the sides, jump so that the Boomie is right on the
bubble, and throw it. Now move to the right side of the platform, because the
Boomie will reappear in the middle. You now have to use it to destroy the one
on the next platform, but you can’t jump and throw it, because it will hit the
Spikers above you. You have to throw it so that it hits the Spiker on the
right when it gets to the top of its path, right next to the platform. When
it’s clear, get over there and then to the big platform on the right, but
don’t go through the door just yet. In the next room, there will be a parade
of Boomies coming down some steps toward you. What you have to do is very
quickly grab the first one and hit the one right behind it to destroy them
all, hopefully before they get too close to you. Once that’s done, go up the
steps to find another Boomie by itself near the top. Grab it, jump up to the
step above the green statue, and throw it to cause a chain reaction that will
destroy the green crystal, and FINALLY let you get to the Memory Clock.
(Dream Crystals: 39 Prisoners: 4)
Go out the door to the right, and get the Pink Heart and all the Crystals that
you can reach by jumping. Now go back through the door, quickly grab another
Boomie before they walk into you, and return. Go under the last 2 Crystals,
double jump to get them and get back to the left before the Boomie explodes
and hurts you. Continuing on now, a bunch of Flying Moos will come and
surround a prisoner bubble. You can’t get through them directly because they
come back too fast, so you have to do it with the Boomie on the right. Then
quickly free the prisoner before the Flying Moos come back again. Now use the </pre><pre id="faqspan-4">
Boomie again to break open the Ngapoko’s Egg on the right for a Silver Life
Coin. Continue through the door on the right, and go through the rest of this
path again. When you get back to the central chamber, go out to the Grand
Balcony. The path that was blocked by the green statue is right between the
other 2, so it’s the same distance no matter which way you go. Get the 3 Pink
Hearts in there, and go through the door on the bottom. I will now tell you
about these yellow platforms you see in front of you. About one-and-a-half
seconds after you land on them, they turn into wire frames for about a second.
Of course, while they are only frames, you can’t stand on them. There are
also some small blue platforms further on in the room which will do something
similar. The difference is that the times with the blue ones are shorter, so
you have to jump between them faster, but they come back faster to compensate.
Now we are ready to activate the Memory Clock and prepare for the Mirror
Fairy. (Dream Crystals: 53 Prisoners: 5)
FOR THOSE WHO WANT 150 DREAM CRYSTALS: Jump up the yellow platforms to the
Fairy, activate it, get the Crystal above it and then start going left. Go
under the first blue platform, and jump onto it from the left side. Get the 3
Crystals above you and land on the top platform on the left. Get the ones
above you here, and the instant you touch the top one, start moving to the
right and hover for all you’re worth to get to the top of the line of Crystals
on the right. If you get them all in time, you will end up with 101.
Whether or not you did all that, go out the door to the left, as there are no
enemies in here. Jump and hover to the yellow platform and then get to the
solid platform after it. You don’t really need the Flying Moo here for
anything, but you have to grab it and take it with you to the next platform,
or it will mess up your jump. Make sure you get all the Crystals as you’re
falling down through here. Throw the enemy when you get to the first yellow
platform, and get down to the second one. Now you will have to jump and hover
to the next solid platform, and you will have to grab the Flying Moo that
patrols the edge on the way there, or it will knock you away and make you
fall. You don’t want to have to do the Mirror Fairy over again, so don’t
fall. From here, jump up the blue platforms until you reach the next solid
platform. Under this platform you will see the last prisoner. What you have
to do is get on the last blue platform you were on, fall onto the one under
it, jump up the ones to the right, free the prisoner and then get back, all in
far less time than it takes to say it. Now walk to the right edge of the
solid platform. As the Flying Moo is coming down, jump out and grab it, land
on the bottom-right blue platform, throw the enemy to break the yellow
crystal, jump to the upper-left blue platform and then to the platform with
the door before you fall. On the other side of the door is a very nice Memory
Clock. (Dream Crystals: 122 Prisoners: 6)
One more hard room in here and then the rest of the stage will be a formality.
As you go to the left, a bunch of Plowms will ambush you. To get them all
without getting hurt, you need to grab the third one from the right first,
jump up to touch it to the second one from the right, then grab the one on the
far right and start defeating the ones on the left. When you grab the next to
last one, though, turn around and throw it toward the door so that you can
grab the last one and take it to the left with you. When you get to the edge,
take a look below. There is a Boomie on the platform below you, and a Flying
Moo going up and down just to the left of it. You want to try to destroy the
Boomie while the Flying Moo is down and out of the way so that it stays alive.
If you can do that, the Flying Moo will reappear after you defeat it later,
but if the explosion from the Boomie destroys the Flying Moo, it won’t come
back. Anyway, jump off the edge, midair jump to destroy the Boomie, and fall
down there. If you were able to keep the Flying Moo alive, grab it, wait
until the Boomie around the Mirror Fairy walks onto your side, and throw to
defeat it without activating the Fairy so you can do this next part as calmly
as possible. Grab the Flying Moo again, throw it to activate the Fairy, and
jump down through the Crystals as soon as you throw to get a head start. If
you were not able to keep the Flying Moo alive before, activating the Fairy is
harder, but it can still be done. You have to jump and hover over the
Crystals to the small lower platform below where the Fairy is. If you can get
there without collecting any Crystals, the Boomie should self-destruct. Now
just jump up, activate the Fairy directly and fall to the right through the
Crystals. Either way, when you get to the bottom, quickly grab and throw the
Boomie. Jump and hover just until you reach the second Crystal, and then stop
the hover so you can move faster. Continue left up the platforms until you
reach the wall, and from there up the rest of the platforms to the door as
fast as you can. If you got all the Crystals with the Mirror Fairy active,
you will end up with 148. There is also a Pink Heart on the last blue
platform. Now on the other side of the door, you will once again be in the
central chamber. Climb up the wall, jump back over the gap to the door, and
go out to the Grand Balcony again. Go left to get back to the gate with the
blue and yellow statues, and go in. Now you can jump up the steps to get the
last 2 Dream Crystals and another Pink Heart. The Pink Heart is useless
however, because there are no more enemies in the stage. Go through the door
at the top of the steps to the stage’s last Memory Clock. (Dream Crystals:
150 Prisoners: 6)
Go up against one of the rails and jump so that you can get on top of the
thing above the doorway. Now you must jump up a series of 8 blue platforms to
get to the last door far above you. Inside, you will be in a spiral
stairwell. Before you go up, notice the cracked egg on the pedestal in the
center of the stairwell. You heard Ghadius before talking about the “Egg of
Destruction”. It now sits before you. You can’t do anything about it now,
but remember it for later. The first time I came through here, I didn’t even
notice it. Anyway, go up the steps. The last few steps will be on separate
platforms, but there’s no way you can fall off. Get to the top, break the
white crystal to open the elevator, and ride it up to the upper levels of
Cress and the end of the stage.
***********************
* Vision 6-2 *
* The Time of Rebirth *
*The Gallery of Prisms*
***********************
After the extra-long cinema sequence, go left and out the door. Go up the
steps to the left. This place is the Gallery of Prisms. It is the focal
point of the entire Moon Kingdom. All of Phantomile’s dream energy comes into
the green outer crystals, which then direct the energy into the central blue
crystal. It is the blue crystal that then takes the energy and converts it,
creating all things in the world of Phantomile. All that isn’t really much of
a spoiler, because you’re going to hear about it in the game soon enough
anyway. I just thought you might want to know now while you were here.
Anyway, right now there are 3 large holes in the platform going around here.
Be sure to jump over these, and get all the Dream Crystals. When you reach
the end, get up on the floating platform. It will carry you up to a door, so
go in. Above you, you will see a huge red and gold door. This leads to the
top of the central tower of Cress, and the end of the stage. To get there,
you need to get to and explore the 3 outer towers, solving a switch puzzle at
the end of each one which opens a path to the next area. So this stage is
basically divided into thirds. To get ready for the first one, go up the
steps and past the red door, get the Crystals and activate the Memory Clock.
(Dream Crystals: 9 Prisoners: 0)
Go through the red door. As you may be wondering, yes, all the platforms in
this room are that small, and if you fall anywhere between here and the next
door, you die. And you have to do 2 more of these rooms, because each third
of the stage will start with one. Jump across these platforms as quick as you
can, because there will be a never-ending parade of Moos following you. If
you linger on the first platform, they will fall on your head and knock you
off. Keep jumping until you get to the fifth platform, just to the left of
where the Crystals are. Wait for the Moo coming toward you to begin to jump
off the platform in front of you, then jump and grab it on your way there.
Double jump through the Crystals above you, free the prisoner at the peak of
your jump, and quickly hover over to the other Crystals. At the end, if the
Moo is anywhere but on the edge of the door platform, go ahead and jump over
there and head out the door. If the Moo is at the edge of the platform, it
will jump toward you, in which case you should defeat it before you make the
jump. In the next room, grab the Shield Moo on the right and double jump from
the higher section to the middle platform, watching out for the Spikers. What
you have to do here is jump over the Spikers as they pass you until you can
grab the Flying Moo. Then when the Spikers are on the left, double jump to
the high platform on the right and go out the door. Jump over the gap and
activate the Memory Clock. (Dream Crystals: 18 Prisoners: 1)
Drop down and defeat the 2 Hoppin’ Moos, but use the second one to break the
Ngapoko’s Egg on the right for a Gold Heart. This next part can be done
without the Whirlwind, but it’s perhaps the best place for it in the game.
Stand on the left edge of the platform you were just on, and use the Whirlwind
as the Spiker is coming to the left. Now follow it until you drop down the
hole, get the Crystals and free the prisoner. Now stand underneath the hole
and use the Whirlwind again when the Spiker is going to the right. As soon as
it passes you, jump up and get back out the way you came before it catches
you. Now continue to the right to meet your first Slazza. Before you jump up
to its platform, wait for it to throw its boomerang. As soon as it’s safe,
jump up and grab it right after it catches its boomerang. This is the safest
way to grab the Slazzas, because if you grab them while the boomerang is out,
you will have to jump over it on its way back. With the Slazza in hand, get
the Crystals here, and then double jump to the floating platform. The next
Slazza should throw its boomerang while you’re coming toward it, so you should
be right beside it when it catches the boomerang again. Jump and grab it, and
jump again with it to make sure you make it to the next platform. Now we’ve
got to find a way to break that big pink crystal to get out of here. There
will be a Giant Shield Moo coming toward you. Wait for it to turn around so
you can stun it and get over it to the right. Grab the regular Moo on the
right, use it to defeat the Giant one and get its Crystals. Now go back and
defeat the regular Moo again to get into the enclosed area on the right. Once
inside, grab the Moo again and double jump into the area above. The switch in
the background, like most that are outdoors in this stage, is too far in there
for you to reach it with a Wind Bullet. You have to throw the Flying Moo at
it. When you successfully flip the switch, the pink crystal will break, so
head over there. Make sure you get the Crystals as you fall, then go right to
a Memory Clock. (Dream Crystals: 40 Prisoners: 2)
Go through the door on the right to arrive at the first of the 3 switch
puzzles. First thing is to walk to the middle, jump over the Spear Moo as it
passes you and grab it. With it in hand, jump through the hole to the left.
Stand to the right of the left switch, throw the Spear Moo at the right
switch, turn around and flip the left switch. Then jump and grab the Flying
Moo, double jump up toward the top switch and flip it. If you flip all 3
switches before any of them time out, the path to the second third of the
stage will open, along with the door on the left side of the room you’re in.
Go through it and ride the slide to end up on a floating platform that will
take you back to the Gallery of Prisms. The floating platform will fill up
the first hole in the platform around the edge. Go left and get back to the
room with all the doors. Go right past the red column that is now out of your
way to find 3 Pink Hearts and a Memory Clock. (Dream Crystals: 40 Prisoners:
2)
Go through the green door. This time, to keep the Moos from falling on your
head, you need to jump from the first small platform to the second without
even stopping at all. Keep going as far as you can, then turn around and jump
to catch the first Moo coming at you, and quickly double jump to the next
platform before the others knock you off. On the way there, there is a Silver
Life Coin. Now you have to use the Flying Moos to jump all the way up through
the line of Crystals, and then fall back to the left, free the prisoner and
land on the platform you were just on. Yes, that’s hard, but what do you
expect from the last main stage in the game? When you get everything, jump
and grab the bottom Flying Moo again, and this time fall down a little and
midair jump to the door platform on the right. In the next room, defeat the
Giant Moo to get its Crystals. Then after it reappears, stun it, grab a
regular Moo, jump on top of the Giant one and double jump up to the floating
platform. Grab the Flying Moo when you get to the left side.
Now, when the left Spiker is going left and the right Spiker is going down,
double jump to the platform on the right. Sometimes the right Spiker might
come back up to hit you, but it’ll just push you onto the platform. Go out
the door to another Memory Clock. (Dream Crystals: 63 Prisoners: 3)
Start your 2 jumps to the next solid platform when the Spiker is on its way up
and it will be out of your way. Now wait for the Slazza to throw its
boomerang. As the boomerang is returning, jump onto the yellow platform and
get the Crystals, and then jump up to the Slazza and grab it. You should have
just made a hidden Ngapoko’s Egg appear on the right side of the yellow
platform. Once the platform reforms, double jump over the Egg to break it and
get a Silver Life Coin, then get back up and grab the Slazza again. Stand on
the first blue platform to the right, and just as soon as it drops you into
the blue Dream Crystal, midair jump back up through it so you can grab the
Slazza again. This time carry it to the second blue platform, and midair jump
back up through it right after it drops you again to break the top Ngapoko’s
Egg and reveal a Pink Heart. Grab the Slazza one more time and similarly
break the other Egg, and go ahead and fall down to collect the 3 Crystals that
come out. You will now see a prisoner bubble in an area below.
Fall straight down on the left side to be safe from the enemies that appear
down there. After you free the prisoner, wait for the floating platform to go
to the right, and make a triple jump to get back out to where you were. You
might also have to watch out for the Slazza’s boomerang on the way back up.
Wait on the left side for several seconds to make sure the Slazza resets its
pattern. Get on the floating platform when it reaches the left end of its
path, jump over the Slazza’s boomerang twice, then grab it and get onto its
platform. Fall down through the Crystals, then quickly go to the windows on
the left and grab the Flying Moos inside so that you can break the armor off
the Giant Moo on the right before it runs into you. Then quickly stun it so
you can defeat it and get its Crystals. Now we have to break another big pink
crystal. Go right to the next area and jump on the floating platform when it
comes down. This next part can be either very fun, or very irritating,
depending on how many tries it takes you. When your platform gets to the top
of its path and starts back down, jump onto the blue platform on the right and
then onto the other floating platform. There is a Pink Heart here if you need
it. Now the trick is to jump onto the other blue platform, jump and hover
above it to give it time to reform, grab an enemy through the window and then
jump back onto the floating platform on the right. Once you do that, when the
floating platform reaches the top, you have to jump and then fall halfway back
down before you throw the enemy at the switch, or you will miss and have to
start over. With the switch flipped, the second pink crystal will break. Go
over there, fall down through some Crystals again, and go right to a Memory
Clock. (Dream Crystals: 89 Prisoners: 4)
Go through the door to arrive at the second switch puzzle room. Stun the
Giant Moo when it’s in the middle of the platform so you can get to the other
side of it, grab the Shield Moo and defeat the Giant one to get its Crystals.
Now stun the Giant Moo in the middle of the platform again, and quickly grab
the Shield Moo, get up on top of the Giant Moo and then jump onto the moving
platform. The 2 switches in the foreground are too far away for you to reach
directly. That’s why you needed to take the Shield Moo up here. Wait until
you are in front of the right switch, throw the Shield Moo at it, grab the
Flying Moo, throw it at the middle switch when the platform moves in front of
it, and then quickly jump to the left and activate the left switch yourself.
Activating all 3 switches together will open up the path to the last third of
the stage, and the door on the left side of the room you’re in. Go out and
ride another slide to another floating platform that will take you back to the
Gallery of Prisms, filling up the second hole in the area. Get back to the
room with the series of doors again and go past the risen green column to find
2 Crystals, a Gold Heart and a Memory Clock. (Dream Crystals: 98 Prisoners:
4)
Go through the blue door. What a place for a Mirror Fairy! The first small
platform by the Fairy is safe to jump on this time. Now you pretty much have
to do this quickly anyway because of the enemies that will be following you,
so I won’t make a special paragraph here. Activate the Fairy and jump 2
platforms to the right, then grab the Flying Moo on your way to the next one.
On your next jump, midair jump up through the Crystals, free the prisoner, and
hover to the platform to the right of you, the last one you can reach by
yourself. Then quickly jump out, grab the Flying Moo and jump again to the
next platform with one Crystal on it. If you managed to collect that last
Crystal along with all the others with the Fairy active, you will have 122.
Your time on this Fairy is tight. And by tight, I mean TIGHT. Now face left,
and after a few Armored Moos go by, some regular ones will show up. Grab one
and get ready for a long series of midair jumps, 4 to be exact. At least
they’re all straight up. Because of the way the enemies move, you probably
won’t automatically be right in front of each enemy when you’re ready to grab
it, so it can help to hover a bit, either to wait for the enemy to come to you
or to stop your fall when you get to it. If you don’t get all the Crystals, I
recommend falling straight down and trying again. This stage would be a real
pain to do over, even more so than the last one. When you collect all the
Crystals, hover over to the door platform and go out. Drop down to the next
platform. The Flying Moo in the background will not come all the way up to
you. You will have to get it when the Spinner on the platform below gives you
enough of a chance. When you get it, go back to the right, jump and defeat
the Spinner. Now grab the Flying Moo again and defeat the other Spinner below
you. Go right and out the door to the Memory Clock. Activate it quickly,
because you will need to grab and use the Hoppin’ Moo that’s coming at you.
(Dream Crystals: 133 Prisoners: 5)
Once you grab the enemy here, you have to double jump from the raised platform
and get under the other Hoppin’ Moo to get behind it and defeat it.
Fall down through the Crystals and grab the Slazza on the left. One more of
those pink crystals again. Carry the Slazza to the right, and when you get to
the platform where the Giant Spinner is, double jump to the floating platform.
Get the Pink Heart on the right behind the Hoppin’ Moo, and then grab it, ride
the floating platform over to the Giant Spinner, defeat it and get the
Crystals. The Giant Spinner was blocking a switch. Go right, free the last
prisoner in the game if you’ve gotten them all so far, grab the Spear Moo and
use it to flip the switch. Bingo! No more pink crystals! Get back over
there, fall down through 2 more Crystals and go right to a Memory Clock, but
you’re not at the door yet. By the way, watch out for the Spear Moo by the
Clock. (Dream Crystals: 146 Prisoners: 6)
Definitely get the Gold Heart on the right, then grab the Spear Moo. Take it
back to the left a bit, and double jump to the floating platform as far away
from the Slazza as possible. As you approach the Slazza, jump over it’s
boomerang, grab it, and jump over its boomerang again without falling. Now
you can do a different trick. Ride the same platform back to the left, and
when the Slazza throws its boomerang, double jump to the next platform, grab
the Slazza and jump over the boomerang. That’s the best way to do it here if
you can. Sometimes it doesn’t work that way, so just try to avoid the
boomerangs as best you can as you work your way up through here. That’s why
there was a Gold Heart at the bottom. You have a total of 4 Slazzas to grab
before you can make it to the top of the wall on the right. If you fail to
make any of the jumps, the Slazzas will not reappear until you fall all the
way back down to the bottom, so you’ll have to start all over. Actually, if
you managed to get to this area with full energy, I guess it would be better
not to get the Gold Heart at first in case you need it after you fall.
Anyway, once you make it to the top, go right and fall down through the last 4
Dream Crystals and 3 Pink Hearts to a Memory Clock and the door. (Dream
Crystals: 150 Prisoners: 6)
Now to get to the end of the stage then! Through the door you will find the
last switch puzzle, and boy, is it a doozy! It’s every bit as hard as I’m
about to make it sound. Stand just to the right of the Flying Moos. Wait for
them to start flying upwards, make a triple jump into the high alcove on the
right and flip the switch there. Now before the enemies come back, fall down,
edge over in front of the middle switch and flip it as you fall. That’s the
hardest part. If you miss that, start over. If that works, go stand under
the hole into the other alcove on the left, and just as soon as the enemies
reappear, make another triple jump into the left alcove and flip the last
switch. If you manage to make all 3 switches active at the same time, not
only have you done the toughest thing in the game so far, but all the paths in
this stage will now be open. Go out the door to the left to ride another
slide and another floating platform back to the Gallery of Prisms. Get back
to the room above you, and go all the way to the right and finally through the
big red and gold door. Step on the floating platform on the right and ride
up. Go to the right up the ramp, getting 2 Pink Hearts and a Silver Life
Coin. There is no Memory Clock here, but if you die fighting the boss, you
start back at the beginning of the battle automatically, so you don’t need
one. Go in the door at the end to be sent to the highest room in the Moon
Kingdom, where someone is waiting for you...
***************
*Boss: Ghadius*
***************
Now you face Ghadius. You may be thinking here, “This guy’s been hiding and
making his minions fight me until now, so maybe he’s a wimp like Joker, too.”
Remember, though, he is still the King of Darkness, and as such, he has every
capability of killing you. But with me helping you, you will be able to know
what he’s going to do before he does it, and that will give you a better
chance of survival.
When the battle starts, Ghadius will magically transport both of you to outer
space. You will be inside a vertical platform ring, and Ghadius will be in
the background behind it. Throughout the battle, the ring will be rotating,
and it will change direction periodically. You will have to adjust your
movements accordingly. The good news is, as long as you are inside the ring,
you can’t fall off. But what you have to watch out for in this battle are
magic yellow spheres. These are teleporters, and if you touch one, you will
be moved to the outside of the ring, running on top of it. This is where
Ghadius wants you, because you can’t hit him from there, and you must run and
jump against the rotation of the ring to avoid falling off and dying. Ghadius
will also try to attack you there to mess you up and make you fall. He will
do this by sending shock waves across the top of the ring. As long as you are
in the air, these won’t hurt you. What you need to do here is to make it to
the teleporter in front of you, which will take you back inside the ring. If
you can avoid touching the teleporters in the first place, you won’t have much
to worry about in this battle.
Now for Ghadius’ attacks, of which he has 3. You can tell what attack he’s
getting ready to do by what he says right before he starts. So this would be
a bad time to have your TV muted. 1: If he says, “You have no chance!”, he
will make things rain down on you from above. During this attack, there will
be teleporters at certain positions on the ring, and you will have to avoid
them. Some of the things that rain down on you will be weird red things that
you can’t do anything with, but there will also be some Death Moos. Stay out
of the way of the red things, but grab the Death Moos and throw them at
Ghadius. He’s vulnerable anywhere on his huge body, and he doesn’t move
during the battle, so go for it with all you’ve got. 2: If he says, “Let’s
see how you fight this!”, he will create 3 round, red hard-shelled things that
move in a straight line and bounce off the sides of the ring, changing
direction randomly. The shells in this attack are invincible, and it will
hurt if you touch them. Each of the shell things also has 2 Death Moos that
trail behind it. Grab them when you can and fire away! But be careful when
you take the second Death Moo from behind a shell, because the shell will turn
into a teleporter. 3: If he says, “Time for something different!”, he will
create a triangle of 3 of the hard-shelled things from before, except they
will be green. The shells will have electricity forming the triangle between
them, and there will be 3 Death Moos inside the triangle. The electricity
will hurt you along with everything else. Ghadius will spin the triangle
around and make it bounce off the ring in different places. What you have to
do is hit one of the shells with a Wind Bullet. When you do that, the
electricity will turn off and the Death Moos will jump out, but the shell you
hit will turn into a teleporter, so watch out. After the Death Moos jump out,
they will stay for a second where they land, and then they will jump a good
distance somewhere else. After 3 landings, they will jump all the way out of
the ring. At this point, Ghadius may or may not turn the electricity back on,
put 3 more Death Moos in the triangle and continue the attack. If he does,
you will have to hit a different shell than the one you hit before to turn it
off. Or just avoid the whole thing until Ghadius changes attacks.
Usually Ghadius will do the attacks in this order, repeating an attack until
you get his health down to a certain point, and he will usually be dead by the
end of the third attack. But if you don’t kill him by the end of the third
attack, he will choose his next attack randomly. It takes a whopping 10 hits
to put this bad boy to bed, so play defensively.
******************************
* Final Vision *
*The Dream at Nightmare’s End*
* The Skies Above Cress *
******************************
****************
*Boss: Nahatomb*
****************
This whole stage is nothing but this boss, but that’s enough. This battle has
3 phases, and Nahatomb has a different energy meter for each one, so you
basically have to beat him 3 times. The good news is, if you lose a life
during phase 2 or 3, you start back at the beginning of that phase.
Phase 1: This part of the battle takes place on another platform ring very
similar to the game’s first boss, but this time the platform waves up and down
as you walk around it. Nahatomb will be in the center, and between you and
him, spread out around the ring, will be the 5 Moon Cannons. Nahatomb will do
3 things. 1: He will bend over and spawn 4 enemies from his back, 1 Death Moo
and 3 Armored Death Moos. The Armored ones will run around the platform at
top speed, while the regular one will jump around very slowly. Jump and hover
over the Armored ones to avoid them, but use the regular ones to attack
Nahatomb! Nahatomb will not repeat this attack until all the enemies are
gone. 2: He will raise his hand and smack the platform, causing a shock wave
to go around the platform in both directions from the spot he hit. If you
jump right as soon as you see him raise his hand, you can avoid this. It will
look like the red waves pass through you, but you won’t take damage as long as
you are in the air. This attack will damage any enemies on the platform as
well, taking the armor off of the Armored ones and destroying the regular
ones. When the Armored ones lose their armor, they will begin to just jump
around slowly like the regular one before. 3: He will open his mouth, stick
out his tongue, and try to catch you with it. This is Nahatomb’s hardest
attack to avoid. He will swipe at you side to side 4 times before he takes
his tongue back, making a sound each time. But you have to be jumping before
he makes that sound, or you won’t make it. This is very hard to time, because
he doesn’t do it very quickly, and if you jump too early, you could end up
coming down right before he swipes at you, and then he’s got you. If you’re
carrying an enemy, ditch it when he opens his mouth, because it’s almost
impossible to time this attack right 4 times in a row without being able to
hover. You can rest a little easier knowing this attack still does only half
a heart of damage (Wow!), but on the other hand, this is a very long battle,
and Phase 1 is the easiest. Anyway, whenever there is at least one regular
Death Moo around, and Nahatomb isn’t attacking you, grab the Death Moo and
throw it into one of the Moon Cannons. Since the cannons float up and down,
you may have to jump before you throw. When you successfully load a Cannon,
it will make a cocking sound and point toward Nahatomb. After that, look and
make sure that the Cannon you are about to throw at is pointing up each time,
so that you don’t throw an enemy into a Cannon that’s already loaded. When
you successfully load all 5 Cannons, there will be a slight delay before they
fire, and Nahatomb can still attack you during that time, so be careful. When
the Cannons fire, Nahatomb’s energy will be completely depleted. He will then
create an explosion that will blow away the Cannons, and he will suck you into
his mouth. This is not as traumatizing an experience as it sounds. :) On to
Phase 2!
Phase 2: This phase takes place inside Nahatomb on a 2-D, flat platform. The
platform will be tilting left and right, making moving difficult. You will
see a floating image of Nahatomb’s head above you. It will attack you by
shooting 2 lightning columns from it’s eyes down onto the platform. It can
only keep this up for a short time, and after a pause, it will do it again, so
the attack is almost constantly going on and off. Only the bottoms of the
columns will hurt you, so you can jump back and forth over them when you need
to. Also at the beginning of the phase, a Death Moo will appear at the center
of the platform. These cannot move against the tilt of the platform, so they
will sometimes fall off the platform. When they do, another one will appear
in their place. What you need to do is grab the Death Moo and take it to one
end of the platform, and use it to hit one of 4 red crystals in the
background, 2 on each side. When you do, it will disappear and Nahatomb will
take damage. When all 4 crystals are gone, another one will appear and start
moving around after a few seconds. It is not vulnerable until it starts
moving. This part is a little harder, but you have to hit that moving crystal
2 more times before you can move on to Phase 3.
Phase 3: Now you are back on the platform ring outside, but it is split into
8 sections. Nahatomb now has 4 attacks. 1: He will bend over and spawn
enemies again like before, but this time he will only spawn one Armored Death
Moo each time. The regular Death Moos appear periodically by themselves.
Since the platform is split, the enemies will act differently. The regular
Death Moos will just walk back and forth across one platform section. The
Armored ones will run and jump over the gaps. Also, the enemies will fall if
the platform section they are on is destroyed, or if the Armored ones have
nowhere to jump to, but we’ll get to that in a second. 2: He will create
rainbow-colored shock waves around him and send them at you, one after the
other. The closer you are to the end of the battle, the more waves he will
use in succession. As with all shock wave attacks, you can avoid them if you
are in the air. This attack can be tough to time though, so hover whenever
possible. But this time, don’t just dump the enemy you’re carrying if he does
this, because you don’t have as many enemies to work with as before.
3: This has to be the most devastating attack in the game. If it’s not, it’s
right up there with the ones from Joker’s turtle form. Nahatomb will bend
over, face whatever platform section you are on, and that section will light
up. After about a second, that platform section will crumble, taking you with
it if you don’t jump to another section in time. Then, if you make it to
another section, Nahatomb will keep following you, crumbling sections as you
go. As with the last attack, he will do this more times in a row the closer
you are to the end. As soon as you see the platform start to light up, your
first priority above all else has to be getting off that platform section, no
matter what else is going on. After he finishes this attack, all the crumbled
platform sections will reappear so you can resume the battle. 4: If he looks
up and roars, and the camera moves down a bit, he will launch big fireballs at
you. These take surprisingly long to reach you, so just keep running and
jumping across the platform in one direction and you should avoid them all.
If you get caught in between them, you could take a lot of damage. Now that
we’ve got all that down, here’s what you have to do to end this crazy battle.
The Cannons are now circling underneath the platform. If you are carrying an
enemy, as a Cannon is about to pass by, you must double jump over one of the
gaps so that the enemy goes into the Cannon as it passes. You will probably
miss at least a few times. When a Cannon is successfully loaded, it will fly
up and away, so you won’t have to worry about finding an unloaded Cannon.
After you load all 5 Cannons, there will be a slight delay as before when
Nahatomb can still attack you. This can be important, because one time he
started the platform crumbling attack right as I loaded the last Cannon, and
it crumbled and killed me before the Cannons fired, and I had to start Phase 3
over, so watch it! If you survive until the Cannons fire, congratulations,
you just beat the game! All you have left are a couple cinema sequences.
One word of advice as you watch the game’s ending. I have to be vague here so
as to not give you any spoilers, but I feel I should warn you of this. If you
want a traditional, everything a-ok type video game ending, when the scene
switches to Klonoa and Hewpoe sitting in a field, mute your TV and turn away
for about 5 minutes. If you want to see the real full ending to the Klonoa
story, though, just keep watching, but bring a Kleenex if you’re that kind of
person.
So now what? Well, now that you’ve seen the ending, you’ve unlocked some
stuff. Turn to section 10 to see what, and have some more fun with this game!
9.b. Extra Vision
****************************
* Extra Vision *
*Klonoa’s Great Gale Gambit*
* Balue’s Tower *
****************************
Well, welcome to the hardest stage in the game. The only things this game has
to offer that are any harder are the Reverse Mode portal rooms. This stage
will be unlocked when you beat the game and rescue all 72 prisoners. The game
keeps a record of your best completion time for this stage, but unless you are
insane, please pay no attention to the running clock at the top of the screen.
Getting in a hurry in this stage is the quickest way I know of to lose 20
lives before you know it, and that won’t help your time any. One word of
advice before we begin: there is a trick when doing a long series of midair
jumps that can really help you out in places in this stage. It involves
hovering in front of an enemy before you grab it, to keep you from falling too
far or too fast. To see the details, read the tips for Vision 1-1 in Reverse
Mode below. Don’t get too used to doing that yet, though, because there are
several places in this stage where you can’t do that, for reasons I will say
when we get there. But other than that, feel free. Ready? Good. Let’s go!
Go in the door in front of you to enter the Tower, or as I like to call it,
the mad house. After the game’s single most useless Memory Clock, you have 9
Silver Life Coins! If you’re not at 99 already, get them all. You’re going
to need them. Why? Because in the indoor sections of the Tower, most of the
floors are made of lava, so if you miss any of your jumps in those sections,
you will always die. Jump and grab the first Flying Moo and then land back on
the ground. Wait until the other Flying Moo starts flying up, and then make a
triple jump up toward the platform above you. If one of the enemies on it is
standing on the edge, you’ll have to grab it and jump with it also to make it
to the platform. The enemies on this platform constantly reappear, but you
need some room, so keep defeating them until you have an opening to double
jump to the platform that the Spikers are circling around. Once there, jump
in place to avoid the Spikers until the Flying Moo comes close enough to grab.
Use it to double jump to the next platform. Walk to the right edge, and wait
for the moment when the Flying Moo is on its way up, and level with the
platform. At that moment, jump out, grab it, and then quickly jump and hover
to the next platform. Repeat that move once more to make it to a platform
with a door. Exit to a Memory Clock. You still don’t have any Crystals yet,
so it’s just a checkpoint. Go right and use a series of 6 Flying Moos,
alternating sides after the second and fourth, to get to the top of the right
wall and another door. Inside, activate the Memory Clock, and since you are
about to start collecting Crystals, this is where I’ll make my first tally for
the stage. (Dream Crystals: 0)
This is the first room where it can help to do that trick I mentioned. Get
the 9 Life Coins and start grabbing and jumping, making sure you get the
Crystals above the first 2 enemies when you jump with them. When you get to
the fourth enemy in the line, grab it and jump, but don’t go anywhere. Turn
around and hover at the height the enemies are at. When the third enemy
reappears, it will be a Teton. Grab it and ride it up through the Crystals
above it. When it disappears, fall slightly to the right, hover in front of
the fourth enemy, also now a Teton, grab it and ride it up the other tall line
of Crystals. When that one disappears, fall slightly to the right again,
hover in front of the next enemy, and continue jumping and getting the
Crystals above the next 2 enemies. The next platform is easy to reach, but
very small, so hover and land with care. Use the next 4 enemies to get to a
much bigger platform. On the next set of enemies, hover and grab the first
Flying Moo, jump up with it and grab the first Teton. Ride it up as far as it
goes, fall just a little, and hover in front of the top Flying Moo. Grab it
and jump left to another Teton, and ride it up to the next platform. Go left
to a Memory Clock. (Dream Crystals: 22)
As you get to the Memory Clock, a Moo will appear behind you. Grab it and use
it to start the next series of jumps. There are 7 vertical lines of Crystals
over this pool of lava, with an enemy at the top of each one except the first
one. The way to do this and get all the Crystals is, jump down through the
first line while carrying the Moo from before, and jump again the very instant
you touch the top of the last Crystal in the line. The amount of time between
too early and too late here is so small I don’t know how to measure it. Then
grab the next enemy at the peak of your jump, move over to fall through the
Crystals under it, and repeat the process. All this is best done quickly and
without hovering until the end when you need to make it to the next platform,
because the enemies are so close together that they could reappear and hit you
while you hover. If you get hit here, you’re doomed to fall in the lava. The
platform at the end is just as high as the enemies were, so you still have to
jump at the perfect instant and hover to get there. Once you’re safely there,
make sure to jump and activate the Memory Clock before you activate the Mirror
Fairy. (Dream Crystals: 43)
FOR THOSE WHO WANT 150 DREAM CRYSTALS: Remember when I said that the Mirror
Fairy on the Yellow Jewel Path in Vision 5-1 was the craziest Mirror Fairy in
the game, but not the hardest? This one’s the hardest. If you walk to the
very edge of the platform, you should be able to see 4 vertical lines of
Crystals, the far left one at the very edge of the screen. You may also be
able to see the corner of the next platform after that. You have to collect
every one of these Crystals with the Fairy active if you want 150. The time
you have is not especially tight if you do everything right. But if you mess
up, although it’s easy to still survive, it’s also really easy to go over the
time and not get enough Crystals. Let me take a deep breath before I tell you
the best way to do this. Okay. Activate the Fairy, and _immediately_ jump
and get the first enemy. Very quickly, midair jump with the first 2 enemies
as you get the Crystals. As soon as you jump with the second enemy, in one
motion, grab the top enemy, move to the left through where it was, and fall
through the second line of Crystals. Turn to the right as you are falling,
and when you collect the large Crystal at the bottom, jump and re-grab the
bottom enemy on the right, and then move left to collect the other large
Crystal. From there, jump up through the left line of enemies just like you
did the line on the right, moving left through the location of the top enemy
after you grab it, and falling through the last line of Crystals. After you
collect the last Crystal, jump one more time and move left to the blessed
safety of the next platform. As I said, if you do it this way, you should
have plenty of time, but it doesn’t always totally work right. A couple
times, I’ve been able to do it on a slightly imperfect run, but it was
hair-splittingly close those times. If you got all the Crystals, your total
should have increased to 95. If you did manage to do it, consider yourself
awesome and go out the door.
If you have a lot of trouble with that last section and are not very high on
lives, and you decide to skip the Mirror Fairy and continue the stage just to
unlock the Music Player, or if you just don’t care about the Crystals at all,
just make your way to the next platform however you can and go out the door.
But if you still have lots of lives and you ever want to get 150 Crystals on
this stage, it would probably be better for you to keep trying the Mirror
Fairy until you get it, just so you don’t have to do this whole stage again
later. Either way, when you make it outside again, you’ll have another Memory
Clock. (Dream Crystals: 95)
Out here, there will be one vertical line of enemies on the right. Jump up
with the Flying Moos until you can grab the first Teton. When you do, ride it
to the left and it will deposit you on top of the wall by the next door.
Inside, there is a Memory Clock and 10, count ‘em, 10 Silver Life Coins! No
more Crystals since the last tally, so we’ll just keep going. There are some
enemies leading down and right from the platform. Follow them. After the
third one, the next one will be at the same level, so you should probably
hover. Then follow the rest of the line of enemies up until you grab the
highest one. As soon as you grab it, jump to the left. DO NOT hover in front
of the Teton over there, unless you want to do all that over. Just grab it as
you fall, and keep moving left to go under the next line of enemies. The
Teton might carry you as high as the second enemy in the line, but you would
have to react extremely quickly to grab it, so plan on falling back and
hovering in front of the first enemy before you climb up. Climb up through
the Crystals next to the enemies, and when you grab the last enemy before the
Teton, jump to the left and fall through the other Crystals. After the last
Crystal, move right, hover in front of the bottom enemy again and start
climbing back up. Grab the Teton at the top of the line and float up through
the Crystals there. The Teton will be dropping you very shortly after you
collect the last one, so start moving to the right as soon as you collect it,
and hover to make it to the platform. Go out the door to a Memory Clock.
(Dream Crystals: 123)
Another vertical line of enemies on the right, this time all Tetons. Each one
will carry you as high as 2 Tetons above it, but to go up like that, you’d
have to hover like the instant it drops you, so it’s easier to fall back one
each time and hover before you grab the next one. Remember, we’re going for
easy in this walkthrough, not fast, because we’re trying to collect 150 Dream
Crystals and get through the stage alive. If you want to try to do a speed
run of this stage, don’t do it on your first time through the stage, don’t
worry about the Crystals, and have fun, my crazy friend. :) Anyway, you have
to grab the top Teton in order to make it to the door platform, which is on
the right. Go back inside the mad house one last time. There are 9 more Life
Coins and another Memory Clock here, but nothing new to tally. Jump out and
grab the first Flying Moo and then land back on the platform. Now scope out
the situation. A stack of 4 Spinners has fallen into the hole you need to go
through, and there is a column of Dream Crystals above the Spinners, and 3
Flying Moos on the right. Here’s what we do. Jump out, midair jump over the
lava before you get to the Spinners, and hover in front of the bottom Flying
Moo. Grab and jump with each of the Flying Moos, making sure to hover and get
as much height as you can with the last one to make sure you get all 3
Crystals. Then, fall back down to the middle Flying Moo. Hover and grab it,
fall down below the level of the bottom Flying Moo, jump back up to grab the
bottom one, fall back down and jump one more time with it to destroy the last
Spinner. You have to do it this way because at the level of the highest
Flying Moo or higher, the game won’t register you killing the Spinners, so you
have to kill all 4 of them with the bottom 2 Flying Moos. Anyway, once safely
down the hole, get the Crystals in the alcove to the left and then go right
until you get to the next edge. Now this is a very tricky trick, especially
since you didn’t just have a checkpoint right there. To get the Crystals
_and_ make it to the next platform, you have to jump, grab the Teton on your
way down without hovering, maneuver carefully and precisely around the first
Spiker, and then make a beeline for the next platform, watching out for the
other 2 Spikers. You should just make it. Now you finally get another Memory
Clock. And even though that’s not the last Clock in the stage, if you’ve
collected everything, you should have all 150 Crystals. So from here on it’s
just getting through the rest of the mad house. (Dream Crystals: 150)
From here, you have a fairly simple path of Flying Moos to follow, but as you
start to get higher, you will have to watch out for the ceilings so you don’t
bump your head and fall. Remember that you don’t always have to jump as soon
as you grab an enemy. The first ceiling is right above the third enemy, and
it goes until just before the column of enemies on the right, so go right up
next to them before you start your climb. After that, you will have to start </pre><pre id="faqspan-5">
going left. When you get to where 2 enemies are on the same level, that’s
where the next ceiling is. Now, after a longer jump, you will have to hover
with the last 3 enemies in order to get enough height to grab the Teton. If
you successfully grab it, move to the right quickly to make it to the next
platform, as there is another low ceiling here. Continue right, but stop when
you are directly underneath the next Memory Clock. It’s very hard to see, but
the ceiling ends right there, so jump up on top of it and activate the Clock.
Since you already have everything, I won’t make any more tallies.
We’ll just press on to the end. Going left, jump up on the lip of the lava
container. Grab and jump with the first 2 enemies, jumping over the Spiker
with the second one. You’ll have to hover to make it, so quickly turn around,
grab the third enemy, jump to the left and head for the Moo Ball. From there,
grab and jump with the next enemy, move to the left and hover above the
Spiker, and quickly grab and jump one more time to make it to the next
platform. Now this one is the last Memory Clock in the stage, and in the
whole game. The final bit now. Grab the next enemy, and as the Moo Ball is
coming toward you, double jump up and land on it. When the Moo Ball reaches
the right side of the lava, jump and hover in front of the next enemy, grab it
and get to the next Moo Ball. One more hard jump left. You can’t hover with
the last enemy, because the timing will make your landing harder if you do.
And the enemy is also flying lower than the one before, so you have to fall
down just a hair after the peak of your jump before you grab it. When you
make it to the next Moo Ball, all you have to do is jump off it to the right
to make it to the last platform. It’s hard to see, but it’s not far at all
from the Moo Ball. If you made it to that platform, congratulations, you just
beat the hardest stage in the game! Go out the door to the right to enjoy the
end-of-stage cinema sequence.
One thing about the cinema sequence. If you didn’t collect all 150 Dream
Crystals, the sequence will end by itself and send you back to the World Map.
But if you collected them all, at the spot where the sequence would normally
end, it will become nighttime and go into a beautiful fireworks display that
will go on forever until you press the pause button.
9.c. Reverse Mode
Reverse Mode lets you go through the 12 main stages and the Final Vision, but
with all the right and left directions flipped. This can be fun and
challenging, but you don’t get anything just for beating the stages again this
way. However, with Reverse Mode on, somewhere in each of the 12 main stages
will be a white, swirling portal. If you go through this, you will appear on
a platform in the lower-left corner of a room with lava underneath you. By
some means, different for every room, your goal is to make it to a platform in
the upper-right corner of the room with a golden Reverse Mode Medallion and a
return portal. If you collect the Medallion and go on to beat the stage and
save your progress, the Medallion will appear on the World Map next to the
Dream Crystal icon for that stage. These Reverse Mode portal rooms are the
hardest challenges in this game, and some of the hardest in any action game.
You are given 12 lives and a Memory Clock at the start of each room, but they
are still hard. If you try one but find you can’t do it and want to give up,
you can go to the pause menu and choose World Map to get out of the stage and
have the number of lives that you had before you went in. But nobody can
claim ultimate bragging rights for this game without all 12 Medallions.
Lastly, since nothing in the stages except for the directions is changed at
all, the only info I will give you here is portal locations, and tips and
walkthroughs for the rooms with the Medallions. And I strongly recommend that
you not try to get 150 Dream Crystals in any of the stages while in Reverse
Mode, and that you try to do all of that before even coming here, as it is far
easier.
************
*Vision 1-1*
************
Portal Location: In the area where you go inside the construction of Balue’s
Tower and talk to him, you should see the portal above you when you enter.
You have to bring an enemy from outside and double jump to the portal.
Tips: At this point in the game, as you get into Reverse Mode, there is a
special technique that you have to learn, or you won’t survive. The trick is,
when you have to do a long series of midair jumps, especially going upwards,
hover right in front of the enemy before you grab it. See, hovering stops
your fall. Because of the split second between grabbing and jumping, if you
grab the enemy while you are falling, the inches that you continue to fall at
that rate can prevent you from grabbing the next enemy. And if you grab right
at the end of the hover when you get that little bit of upward momentum, it
can give you a boost that is not to be underestimated. Unless stated
otherwise, always use this technique in every Reverse Mode portal room.
Walkthrough: Jump down in front of the first Flying Moo, hover in front of
it, grab it and jump with it. Repeat this 5 more times going to the right,
and then you have to start going up. The first upward enemy will be on your
right, and then you will have to go to the left for 3 enemies, and then back
to the right for the last 4 before the Medallion platform. As long as you
know the technique, this is probably the easiest Reverse Mode portal room.
************
*Vision 1-2*
************
Portal Location: After the mine cart ride, where the path splits into upper
and lower paths, take the upper path on the broken bridge and you should see
the portal under you. Fall down and hover to the left to enter it.
Tips: This time, you have to make 7 more midair jumps with Flying Moos again,
but they are all in the foreground or background, so you will have to turn the
respective direction in order to grab them.
Walkthrough: All the Flying Moos are in a straight vertical line with each
other. Using the hovering technique, Flying Moos number 1 and 2 are in the
background, 3 is in the foreground, 4 is in the background, 5 and 6 are in the
foreground, and 7 is in the background. Then just hover to the right to the
Medallion. Since this is one of the all-vertical rooms, if you miss an enemy,
you can try to fall to the left and make it back to the starting platform, at
which time the enemies will reappear and you can try again without dying.
************
*Vision 2-1*
************
Portal Location: Almost at the end of the stage, you will see the portal
tucked under a mushroom cap, next to a Mirror Fairy. Just jump in.
Tips: Now this is where they get hard. This would be just another series of
midair jumps with Flying Moos, except for one thing. There are two vertical
lines of Spikers sweeping back and forth across the room. There is just
enough space between the Spikers for you to jump through them, but the two
lines stagger their positions. That means that when they meet in the middle
of the room, all the Spikers line up without a shred of space between them, so
once you leave the starting platform, they WILL hit you many times before you
make it to the Medallion. The key? Remember that you can hover again after
being hit, even if you just keep holding the jump button.
Walkthrough: This is actually one that I’m not sure I can write a detailed
walkthrough for, because I’m really not sure how I got the Medallion the first
time. There are 5 Flying Moos between you and the Medallion, but you don’t
necessarily have to use them all, and you may need some more than once. When I
got the Medallion, I actually had to skip one of the first ones in order to
get a good run going. I think the best I can do would be to draw you an ascii
of the 5 Flying Moos. Here goes:
*
*
* *
*
************
*Vision 2-2*
************
Portal Location: Just a little ways into the stage, the first time you go
underground, proceed to the bottom level and go left to find the portal.
Again, just jump in.
Tips: See below.
Walkthrough: “Where are all the enemies?”, I hear you say as you enter this
room. Well, the first 2 are all the way on the opposite wall. There is only
one way to reach them. Get a running start and jump at the very edge of the
starting platform. DO NOT hover at the peak of your jump. If you do, even if
you make it to the first enemy, you will not get enough height to grab the
second. Instead, wait and hover just before you drop below the height of the
first enemy, and grab at the very end of your hover. Jump up and grab the
second enemy, and then jump to the left. As you do, notice the enemies above
you. There is an extremely small space between the Flying Moos and the
Spikers on the right that you will have to fit in as you go up. As you are
grabbing and jumping with this third Flying Moo, you have to put yourself in
position to fit into that space. Jump straight up through that space for the
next 3 enemies. Now, with Flying Moo number 6 in hand, at the same instant,
jump and move to the right, but stop and hover in between Flying Moo number 7
and the Spiker to its left. “Easier said than done”, you say. I know. It’s
Reverse Mode. Get tough and make one more jump to the Medallion.
************
*Vision 3-1*
************
Portal Location: Late in the stage, after the second locked door, in the area
with 3 springs where you have to reach through a hole in a tree to grab an
enemy. Grab the enemy, use the top spring to spring high to the right and
then midair jump and hover into the portal.
Tips: Starting with this one, you have to learn another trick involving
multiple switches. The trick is, if you activate one switch at a time or one
switch long after another one, the subsequent switches will all run out when
the first one runs out. But for some reason, when you activate the switches
close together, in quick succession, the times for the switches will be added
together to give you more time. Don’t ask me why it works that way, but it
does.
Walkthrough: Most of these rooms either involve complex maneuvers or quick
maneuvers, or both. This is one of the ones where you must act fast. Hit the
switch, and then jump so you will be right in front of the first Flying Moo
right after it appears. Do quick grab and jump maneuvers without hovering for
the first 3 enemies going to the right, and then hover for the fourth one just
to get close enough to grab it. Quickly jump up and get the Flying Moo above
you, and then jump, turn left and do 3 more quick grab and jump maneuvers to
the left. Be sure to hover to get onto the midair platform, watching out for
the regular Moo. If you did it exactly like that, you should make it with
about half a second to spare. Grab the regular Moo, and it’s time to use the
multiple switch trick. Jump a little ways left off of your platform and do a
midair jump back onto your platform, dropping the Moo onto the first switch.
As soon as you get back on the platform, jump and hit the second switch above
you. This will activate the switches pretty much at the same time. As soon
as you activate the second switch, go to one side of the platform away from
the middle. This will insure that the Moo will not hit you and knock you off
when it reappears. As soon as it does, grab it and double jump up to the
first Flying Moo above you. Do more quick grab and jump maneuvers for 3
enemies going straight up, then turn right and do 2 more. Now the last 3
Flying Moos move up and down. You should be able to do quick grab and jump
maneuvers for the first 2, but then you will have to hover for the last one so
it will come down to you. If you can activate the switches right, and grab
and jump with the last enemy before it disappears, the Medallion platform is
right there.
************
*Vision 3-2*
************
Portal Location: After you climb all the way to the top of the tree and flip
the three switches to start the gears turning, go to the first gear and
conveyor belt room. Activate the Memory Clock next to the first conveyor
belt, and then cross the gear to the second conveyor belt. You should see the
portal. Fall onto the upcoming gear and let the gear turn you into the
portal. Just watch out for the Spiker on the gear.
Tips: This is the last one of these that I did, mainly because the movements
you have to make and the timing you have to have are so precise. What I mean
by that is, I did the last jump of this perfectly 3 times, but only got the
Medallion once. Ahem. Actually, I found out after I wrote this that the
reason this was so hard was because this room is also devious. You’ll see in
a minute. :)
Walkthrough: Jump down and hover in front of the first Teton. As you are
rising, move to the right until you are on the other side of the second Teton.
All of the Tetons in here disappear very quickly after you grab them, so act
fast. As you fall down next to the right side of the second Teton, hover
beside it, turn left and grab it. Move to the right, but watch the Teton
above you. Stop just to the left of it, because if the Teton you’re carrying
hits it, you will destroy them both, and then you’re totally screwed. When
your second Teton disappears, immediately fall to the right and hover to get
just within grab range of the Flying Moo. Grab it and immediately jump and
hover to grab the third Teton. As you are rising, turn (don’t move) left.
When you start falling, hover to the left under the Spikers, grab the fourth
Teton at the last instant and move left. If you are too high or too far away
when you grab this Teton, it will be destroyed by the Spiker and you’ll fall
and die. Move to the left in front of the fifth Teton, hover and grab it.
Move to the right in front of the Flying Moo, hover, grab it, and quickly jump
to the right. Here’s the worst part. I’ll draw and explain an ascii before I
tell you what to do here.
1 2
**
The two * are the two Spikers, 1 is the Flying Moo you just jumped with, and 2
is a hidden Flying Moo that won’t appear until you move past where it is.
Does anybody besides me think that the people who designed this room had some
very disturbing laughter after they made this? Here’s what you have to do.
After you jump with enemy 1, move to a position just to the left of 2, above
the right *. Don’t hover until you get there, but then hover, turn left and
grab 1 again. Quickly jump and move to a position to the right of 2. Again,
hover at that height, turn left, and the enemy should appear. Grab it and
jump for all you’re worth toward the Medallion. This portal room has got to
be the most maddening thing in this game, and one of the most maddening things
I have ever seen.
************
*Vision 4-1*
************
Portal Location: Early in the level again, inside the second door you come
to. (The first door that’s not a dead end.) You should see the portal
immediately upon entering. Use the Moo that appears just inside to double
jump into the portal.
Tips: See below.
Walkthrough: This is a little on the tough side, but it’s short. (There are
only 6 enemies you have to grab.) For the first 4 enemies in this room (the
Flying Moos), do complete hovers before you grab them, the height is
important. Jump and hover to the right to get the first enemy, and then move
to the right a little and turn toward the foreground to grab the second. The
third one, to the left, is a straight grab. Move left a little and turn
toward the background to grab the fourth one. Now jump and hover to the
right, over the lava container, and grab the Teton as you fall. Now it gets
really interesting. The other Teton you have to grab has 2 Spikers flying
around it counterclockwise. As you are going up with the first Teton, look
for a hole between the Spikers that you can slip through, so that you end up
falling right next to the other Teton. Hover in front of the second Teton
just long enough to stop your fall and then grab it. (If you do a complete
hover, it can throw off the timing of avoiding the Spikers on the way up.) As
you are going up, move left after the first Spiker passes over you in order to
avoid the second one. When you’re clear of both of them, move to the right
and hover after the Teton disappears to make it to the Medallion.
************
*Vision 4-2*
************
Portal Location: Two in a row early in the stages! After the opening descent
down the cliff and the water slides in the next 2 areas, you end up in the Ice
Cavern proper. Proceeding to the left and up a wind gust, you will see the
portal to your right. Go left until the Plowms appear. Use one to defeat the
first Spinner, then grab another one and use it to double jump into the
portal.
Tips: Except for the room in Vision 3-2, the hardest rooms are from here on
out. The key to this room is to not grab the Flying Moos at the bottom of the
lines of Spikers too high, or the Spikers will destroy them and you’ll fall.
Other than that, though, try to get as much height as possible.
Walkthrough: Whether to hover or not for the first enemy is your choice. You
don’t necessarily have to, but if you don’t, you could hit the lava before you
have a chance to jump again. Keep moving to the right and jump as soon as you
are clear of the first line of Spikers to make it up to the next 2 enemies.
Doing a complete hover for each one, you may be able to make it all the way
over the second line of Spikers without taking a hit. If you get caught, try
not to hover again until you get near the Flying Moo at the bottom of the
third line. You have to hover a little bit for this one, because you’ll be
falling too fast to live otherwise. After you get clear of the third line of
Spikers, get as much height as you can from the next 2 enemies on the right by
doing complete hovers, and jump as soon as you can with the last one even
though you don’t see anything to jump to yet. One more Flying Moo will appear
on your left just in time. Be careful not to hover too soon, as it may
actually appear a little below you. If you squeeze out every last bit of
height you can get, you’ll make it to the Medallion platform.
************
*Vision 5-1*
************
Portal Location: Right after you get the Red Jewel, climb up the platforms
and you’ll see the portal on the right. From the top platform, use the Flying
Moo to double jump into the portal.
Tips: See below.
Walkthrough: This room is a huge, wide open expanse filled with absolutely
nothing. At least until you step forward and cause the Plowms to start
appearing. The goal of this is just to take a leap of faith, jump out there,
and try to use the Plowms that appear throughout the room to make it to the
Medallion platform in the upper-right. I can give you virtually zero help for
this. Sorry. In order to do this successfully, you will need a lot of 3
things: quick thinking, hovers, and luck. Have fun!
************
*Vision 5-2*
************
Portal Location: Believe it or not, this one is thankfully right at the
beginning of this stage. It’s actually behind you when you start. You might
see it in the opening cinema sequence. Once you get control, just turn around
and go jump in. Easiest one to get to ever.
Tips: See below.
Walkthrough: This room is made up of a series of 6 Fifis with Spikers in
between them. This is another hard walkthrough to write, but there are a few
tricks. First thing is to jump out and grab the first Fifi, and then land
back on the starting platform with it in hand. We’re going to be skipping the
second Fifi in the line, because it doesn’t jump high enough to grab. Step to
the very edge of the platform and watch the very right edge of the screen.
You should be able to just barely see the tail of the third Fifi as it circles
at the peak of its jump before it goes down. About the time it goes back into
the lava is when you need to jump off your platform and use the enemy you’re
carrying to get into a position to hover and grab it. After that, you need to
grab and jump with the next couple of Fifis without hovering at all in order
to do it fast enough. Now the problem is the last two Fifis that jump up at
the same time. You have to be kind of creative here. You can either try to
jump and hover back and forth between them until you get enough height on the
last one to make it to the Medallion, or you can try getting hit by a Spiker
or two so that you can hover some more, or whatever combination you can come
up with.
************
*Vision 6-1*
************
Portal Location: After you shoot the red crystal and dissolve the red
statues, the path through the stage will take you out to the Grand Balcony and
through the red statue gate there. On this path, you will come to a room of
moving platforms with Plowms everywhere. When the first 2 moving platforms
come together, you should see the portal on the other side of the room. Keep
riding the moving platforms, and you will get to a Silver Life Coin. The
portal is right under the Life Coin. Jump up to get the Coin, hover to let
the platform go by, and fall down into the portal.
Tips: See below.
Walkthrough: Other than the room in Vision 3-2, this is probably my least
favorite of the Reverse Mode portal rooms. It is a vertical room, made up of
only 8 Flying Moos. There’s just one very irritating problem: they all fly in
a horizontal circle, at different speeds, in different directions. And some
of their positions are shifted to where they are out of reach for part of
their circles. I’m afraid there just really isn’t any way I can write a sure-
fire walkthrough for this. The reason is because if you miss, you can fall
back onto the starting platform and try again, but when the enemies reappear,
the timing of their flight patterns will be off, and what you have to do to
get to the top will be totally different. Pretty much all you can do is to
start grabbing and jumping, and go on instinct as to when and when not to
hover, and what direction to grab in. If necessary, you can reset the
enemies’ positions by going back through the portal and then re-entering it,
but doing this creates 2 problems. 1: It can break your focus on the task at
hand just enough to keep you “out of the zone” and prevent you from getting
that one moment of brilliance and luck that you need to make it to the
Medallion. 2: Exiting and re-entering every time can get monotonous really
fast. Good luck!
************
*Vision 6-2*
************
Portal Location: Halfway through the stage, as you finish the second of three
stints outside, you will see the portal above the door at the bottom. Go
through the door, stun the Giant Moo inside, jump over it, grab the Shield Moo
on the other side, take the Shield Moo back outside to the portal, and double
jump into it.
Tips: This last one actually isn’t one of the hardest ones. It’s more of a
“let’s see if you’ve mastered all of your different skills by using them all
in one challenge” kind of thing. And it involves the multiple switch trick
from before. If you’ve been doing Reverse Mode in order, you won’t have used
that in a while.
Walkthrough: Activate the first switch, then make 5 extremely quick grab and
jump maneuvers straight up, and hover at the top to get on the platform with
the second switch. If you do any other hovers in this first part, the time
you have for the room may run out. As soon as you land on the platform, jump
and activate the second switch, and then jump and fall to the right, down
between the Spikers that appear. After you pass the first pair of Spikers,
move to the right a little to pass through another pair, and then back to the
left a little to pass through a third pair and land on the next platform.
When you land on this platform, step off to the right and grab the Teton, no
hover required. While you are rising with the first Teton, move to the right
until you are just in front of the second one. When the first Teton
disappears, hover in front of the second one just for a split second to stop
your fall, and then grab it and head for the next platform. You might have to
hover to get to it. Now is the hard part. Quickly activate the third switch,
and then turn toward the background and go up quickly through 3 enemies. The
third one moves left and right a little, so you may need to adjust your
position. When you jump with that third enemy, go to the left. You see that
tiny, miniature spring in the middle of that lava container? Yeah, you have
to land on it. If the enemy you just grabbed was right of center in it’s
line, you’ll have to hover in order to make it to the spring. As soon as you
land on the spring, use it to get a boost to 2 more enemies, which are also in
the background. Then you have one last enemy to jump with before you make it
to the Medallion platform. This last enemy flies in a horizontal circle, so
you never know exactly where it’s going to be. But if you’ve done everything
up to this point quickly enough, you should have enough time to hover and grab
in the right direction for it. This portal room is very much the epitome of
the kind of “fun” Reverse Mode has been all the way through.
If you’ve managed to collect all 12 Medallions, then props to you, my friend.
Props to you.
10. Unlockable Bonuses
The first three of these are all unlocked just by beating the Final Vision and
seeing the ending.
Time Attack
-----------
In case you’re wondering, no, this does not keep your best records for the
stages, but only the bosses. So it’s a good, old fashioned boss rush! Just
what I was wishing for about halfway through the game!
Movie Viewer
------------
Here, you can see all of the game’s cinema sequences without having to play
through the stages.
Character Viewer
----------------
Here, you can see movable models of all of the character and enemy sprites in
the game. Unfortunately, the models can only be rotated horizontally or
zoomed in and out, and cannot be rotated vertically or slid around the screen.
This was another real thought lapse for the programmers.
Extra Vision
------------
A stage that takes place in a completed Balue’s Tower. This is unlocked by
beating the Final Vision and rescuing all 72 prisoners. The Extra Vision is
harder than anything in the main game, but not as hard as the Reverse Mode
portal rooms. Complete this to unlock the Music Player.
Costumes
--------
This area is technically unlocked when you beat the Final Vision, but to
actually get any other outfits to change into, you have to have enough Dream
Crystals. You need a total of 600 Dream Crystals for the Zipper Shirt outfit,
900 for the Summer Wear outfit, and 1200 for the Red Collar outfit. Oddly
enough, the default outfit is actually my favorite, but you might be
different.
Music Player
------------
Everyone loves a good, old fashioned sound test, right? This is unlocked by
beating the Extra Vision. The controls for it are listed on the screen. It
doesn’t include sound effects (hence why it’s not called a sound test) and I’m
not sure if there may be any music that isn’t in here, but it is very nice,
indeed.
Reverse Mode
------------
See the beginning of the Reverse Mode Walkthrough section to find out what
this is. To unlock this, I believe you have to beat the Final Vision and have
a total of 1200 Dream Crystals. E-mail me if I’m wrong.
11. Acknowledgments
Thanks as always to GameFAQs for hosting the FAQ, and to SBAllen for doing a
good job of continuing what CJayC started 17 years ago.
Thank you, the reader, for reading. It tells me it was worth it for me to
make this FAQ.
12. Contact Info and Closing
My E-mail address is
[email protected]. In the Subject line, be sure
to put the word FAQ and the name of the game you are talking about, or you are
subject to erasure. I welcome most all comments about my FAQs. If you like
my work, please tell me, because it means I’ve done my job and helped someone
out there. I can also take _constructive_ criticism. If you know how I can
improve a FAQ, or if you know some information that I don’t or an easier way
of doing something, or even if I need to be corrected, please tell me. It
means you actually care! :) I do not accept messages simply saying that you
don’t like my work, and it only takes one message with any kind of profanity
for me to block you. Writing this FAQ was a lot of hard work, but it was also
a lot of fun. This is the kind of FAQ that I had wanted to write for a very
long time. See, the FAQs I wrote up until now were not about the kind of
things where I was in my element, and mostly I made them because I needed help
with the games myself, so that people could contribute without having to make
a whole FAQ, because I had done that. Straight-up action-platformer games
like this are the genre of game that I’ve been playing longer than any other,
so the only way I could be more in my element here is if I had played this
game 100 times, the way I have some, instead of just once before I made the
FAQ. I hope you like it. Until next time, my friends, “Don’t just beat it,
conquer it!” – dungeonconquerorB.