oooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo ___ __ / _ \___ ___ ___ ___ / /____ __ __ ___ ___ / // / -_) _ \(_- \_/ <' _\ \/ __/ _ `/ _/ / / __/ Version 5.0 | .-. | /___/\__/\_,_/_//_/ /____/ By: Corbie Dillard /___/ \___\ oooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo You are more than welcome to use this faq for your own use or post it on your web site. I only ask two things: * Please email me to let me know you are going to be using the faq and I'll save your email address in the faq mailing list so that I can email you the most current version as I update it. I will NOT use your email for any other purpose or be sending you any email for any other reasons. * Please don't edit or make any changes to the faq as it is written. You can always give me credit on your site, but it's not required. : ) This Densetsu no Stafi 2 FAQ is (c) 2008 Corbie Dillard You can always find the most current version of this faq on the following sites: WWW.SALTWATERSTAFI.COM WWW.GAMEFAQS.COM Other sites who currently have permission to use this FAQ are: WWW.NEOSEEKER.COM FAQS.IGN.COM WWW.SUPERCHEATS.COM Email: corbie@classicnet.net Welcome to the Densetsu no Stafi 2 FAQ/Walkthrough. If you've come looking for information on Stafi 2, you've come to the right place. And if you're lost, don't feel too badly. We know that the Stafi games are not necessarily that difficult, but the fact that the games are completely in Japanese does make completing some of the tasks confusing at times and that's what this guide is all about. I'm not going to translate the entire game, but rather give you the hints you need to complete each and every level in the game. I'll even throw in some storylines in places where they're relevant. If you can't find the answer to the question you're looking for in the FAQ, feel free to email me and I'll try to help you out as best I can. As you read through the faq, always keep in mind that there are spoilers in terms of both story line and game play. I tried to be very thorough in my walkthrough of each level as to make it easier for you to find the part you are stuck in or having trouble with without revealing too much information beyond that. I hope everyone enjoys the faq for this outstanding little title. I also gave names to many of the enemies, worlds, and bosses as they are in Japanese. These are not official but rather descriptive ways of referring to these things so as to be easy for gamers to understand and notice. If you find any information in this faq that you feel is inaccurate, please feel free to contact me and I'll make the corrections. I'll even give you credit for it in the faq. I tried to be as thorough and accurate as possible when I wrote the faq but mistakes sometimes happen anyway. And don't forget to check out www.saltwaterstafi.com for information on all of the Densetsu no Stafi games including FAQS, reviews of each game, and a history lesson on the Stafi titles. There's loads of good information there for those of you who aren't very familiar with this outstanding series of platformers. Now on to the FAQ. +-------------------------+ | - TABLE OF CONTENTS - | +-------------------------+ | 1. Introduction | | 2. Control & Moves | | 3. Vehicles | | 4. Walkthrough | | 5. Extra Levels | | 6. Mini Games | | 7. Ending | | 8. Special Thanks | +-------------------------+ ------------------------------------------------------------------------------ -----------------------------< 1. INTRODUCTION >------------------------------ ------------------------------------------------------------------------------ You'll see these games listed several ways. First off, the games are called both "Densetsu no Stafi" as well as "Legend of Stafi." You'll also see the main character's name spelled a variety of ways including: Stafi, Stafy, Starfy, Starfi, and even Starry. They're all basically the same thing, so try not to get confused. In the Stafi games you take on the role of the adorable starfish Stafi and you're main goal throughout the game will be to locate the Treasure Chest at the end of each and every level. It's generally a good idea to watch the little animations and cinemas that take place, especially those with Kyorosuke the clam, throughout the game in order to get an idea of what it is you're looking for in each level. That way, even if you can't understand what the characters are telling you in Japanese, you'll still get a good idea of what you're supposed to do. The Stafi games are platformers for the most part, but there are puzzle-type elements strung throughout each level as well that will require you to don that thinking cap every now and again. Once you've finished the game, you'll get the opportunity to go back and play additional levels that are added to each world once you complete the main game. In these levels you can find additional Treasure Chests as well as be rewarded with a Red marker on the main World Map. You'll also need to go back and play the levels where you first got to use the vehicles and get them upgraded. This will add special features to them that will open up even more Bonus Levels that require these vehicles. Check out the "Extra Levels" section below for more information about this. You'll need to have 44/45 Treasure Chests from the Bonus Levels in the game before taking on the Boss Fight on Level 11-6 a second time to get the true ending to the game. You can see the Bonus Treasure Chest count in the upper right corner of the screen while you're on the World Map. You should have 4/4 Treasure Chests on Worlds 1-10 and 4/5 on World 11. You'll receive the 5th Treasure Chest when you beat the Rematch Boss Fight on Level 11-6. This will then give you a total of 45/45 Bonus Treasure Chests. We'll discuss that more later on. For now, let's take a look at the many moves of little Stafi. ------------------------------------------------------------------------------ -----------------------------< 2. CONTROL & MOVES >--------------------------- ------------------------------------------------------------------------------ Stafi has a wide variety of moves at his disposal, but not all of these moves are available when you first begin the game. Some moves are unlocked later on as they become needed in order to complete levels. Here's a list of all of Stafi's moves found throughout the game and what level they become available in. FLOATING (Level 1-1) You can press any direction on the d-pad to make Stafi float in that direction. The only downside is that he doesn't move very fast. SWIMMING (Level 1-1) By holding down the "A" button while pressing in any direction on the d-pad you can make Stafi swim fast in that direction. You will also be using this move to push moveable blocks as well. WATER JUMP (Level 1-1) By pressing UP on the d-pad while holding down the "A" button you can make Stafi come jumping up out of the water. WALKING (Level 1-1) By pressing LEFT or RIGHT on the d-pad while on land, you can make Stafi walk to the left and right. CROUCHING (Level 1-1) By pressing DOWN on the d-pad you can make Stafi crouch down. JUMPING (Level 1-1) While on land, you can press the "A" button to make Stafi jump. RUNNING (Level 1-1) Press and hold the "B" button while on land to make Stafi run. CROUCHING SLIDE (Level 1-1) To make Stafi perform a crouching slide, hold the "B" button down and while Stafi is running, quickly press DOWN on the d-pad. ENTERING A DOOR (Level 1-1) To make Stafi enter an open door, simply stand in front of the door and press UP on the d-pad. TALKING (Level 1-1) To talk to a sea creature, simple stand in front of them and press UP on the control pad. SAVING (Level 1-1) Simply make contact with the Mermaid's sea shell to have her save your game. You'll always start the game from where you last saved. SPINNING (Level 1-2) While you're in the water or on dry land, press the "B" button to make Stafi spin. This move can be used to activate switches, defeat enemies, and bust open breakable blocks. STAR GLIDE (Level 3-4) While in the air, press and hold the "A" button to make Stafi hover in the air and glide. DOUBLE JUMP (Level 5-2) You can now press the "A" button to jump and at the top of your jump you can press the "A" button again to perform another jump in mid-air. This will be useful for reaching things that are high above your head. SPIN THRUST (Level 6-3) You can now press the "B" button underwater while holding a direction on the d-pad and this will cause you to spin and shoot in the direction your holding on the d-pad. This is one of the most useful moves in the game. SPIN POUND (Level 8-2) You can now double jump into the air and press the "B" button while holding down on the control pad to make Stafi come firing down in a powerful thrust motion. This move is very handy for bouncing on the back of the BouncyBeetles. ------------------------------------------------------------------------------ -------------------------------< 3. VEHICLES >-------------------------------- ------------------------------------------------------------------------------ You'll occasionally come to new levels where you'll be given access to a Vehicle. You'll see the Vehicle on the World Map close to where the level is located. During the regular game you'll come to a point in the level where you'll be trained as to how to use and control the Vehicle. From then on you'll have access to this Vehicle for future levels that require its use. After you've beaten the game you'll need to go back to each of these levels where you first got these Vehicles in order to get an UPGRADE for the vehicle that you'll need in future bonus levels. These bonus levels that require these upgrades WILL NOT OPEN until you've played these levels and gone through the training again. Then you'll notice on the World Map that these "New" levels are now available to you. HOT-AIR BALLOON (Level 2-3) You move the balloon around using the d-pad, and you can make the balloon climb a little at a time by pressing the "A" button. If you're injured while on board the hot-air balloon it will return you to the bottom of the room and force you to board the hot-air balloon again. Upgrade: When you upgrade the balloon it will now be equipped with rocket jets that will allow you to press the "B" button to fire off the afterburner jets. Whichever direction you press on the d-pad will determine which side the afterburner is on. When the "B" button is pressed it will shoot you off in that direction. You can only use the afterburner in short bursts so watch out. * Don't forget to go back and replay this level after you've beaten the game and go through the Vehicle training again and this will upgrade the vehicle and open up more Bonus levels that require this Vehicle. SHARK SNAKE (Level 4-2) You get to hop on the back of the SharkSnake and ride through the pools of magma. You can speed up or slow down the SharkSnake by pressing forward or backward on the d-pad, and you can also jump enemies when necessary. Upgrade: When you upgrade the SharkSnake it will grow a set of wings which allows it to fly up into the air for a short time. This will come in quite handy for the Bonus Levels that require you to ride this cool snake. Press the "A" button to make the SharkSnake jump and then press the "A" button again in mid-air to make the SharkSnake fly up. * Don't forget to go back and replay this level after you've beaten the game and go through the Vehicle training again and this will upgrade the vehicle and open up more Bonus levels that require this Vehicle. GREEN DRAGON (Level 8-1) You can have the GreenDragon take Stafi in his claws and you control his flight. You can even press the "B" button to make the dragon stick Stafi out in front of him and have Stafi kick any enemies that he touches. Upgrade: The GreenDragon will now be able to Spin Stafi like a propeller by pressing the "A" button and can also Spit Fire by pressing the "B" button. *Don't forget to go back and replay this level after you've beaten the game and go through the Vehicle training again and this will upgrade the vehicle and open up more Bonus levels that require this Vehicle. KOALA SUIT (Level 9-3) You can climb into this unusual suit and using the "B" button you can make a very ugly face that will scare a set of AngelFish Wings up for you to float on. The only downside to this suit is that it's extremely heavy and makes for very slow moving when there's platforming involved. The Scary Face move can also be used to make the SpikeBalls retract their Spikes thus making them safe for you to jump on. Upgrade: Once you upgrade the KoalaSuit, it will become a red Crocodile Elvis. This croc is one funky dude with an even scarier face than the Koala. Yikes! * Don't forget to go back and replay this level after you've beaten the game and go through the Vehicle training again and this will upgrade the vehicle and open up more Bonus levels that require this Vehicle. ------------------------------------------------------------------------------ ------------------------------< 4. WALKTHROUGH >------------------------------ ------------------------------------------------------------------------------ If you only pay attention to one thing I say in this FAQ, remember to always pay attention to Kyorosuke the clam. He'll always give you good advice, and even if you can't understand a word he's saying unless you speak Japanese, you can always watch what's going on around him as that's usually a good indication of what he's trying to tell you to do next. As the story picks up, it's a quiet day at the Sea Sky Palace that finds Stafi the starfish prince and his best friend Kyorosuke the clam playing together in the throne room. The evil Ogura, trapped inside the magic bottle since Stafi defeated him in the first game, unleashes his evil children into the sky to create thunderstorms and earthquakes that shake the palace to its foundation. This creates just enough shaking to tip the magic bottle off of its pedestal and shatter into a thousand pieces releasing Ogura from captivity. Ogura wastes no time in storming into the throne room and snatching the Queen right off of her throne. Ogura quickly exits the palace with the Queen in tow while Stafi and Kyorosuke can only look on in helpless disbelief. Of course they both have a good cry about it and carry on so much that they don't realize it when they fall off of the palace balcony and tumble to the sea below. The two awaken a short time later on the beach where Stafi picks up crying right where he left off. Kyorosuke quickly steps in and tells Stafi to pull himself together as they have to find and rescue the Queen in order to restore peace and harmony to the Sea Sky Palace once again. And so Stafi's next adventure begins. (H) (8)-------(11) | | WORLD MAP | | (1)-------(2)-------(4)-------(7)-------(10) | | | | | | | | (K) (3)-------(5)-------(6)-------(9) (1) World 1 "Sea Gull Bay" (8) World 8 "Sea Scape Palace" (2) World 2 "Lilly Pad Lagoon" (9) World 9 "Loch Ness Lagoon" (3) World 3 "Turtle Tropics" (10) World 10 "Waterfall Wall" (4) World 4 "Arctic Antics" (11) World 11 "Sea Shadow Palace" (5) World 5 "Fountain Forest" (H) HadeHirai's Photo Shop (6) World 6 "Tree Trunk Cave" (K) Kyosoruke's Shop (7) World 7 "Gum Drop Mountain" *************************** WORLD 1 (SEA GULL BAY) *************************** (LEVEL 1-1) As the action picks up in the first level, Stafi is going to get a short tutorial level for you to become accustomed to a few of his moves that you're going to be needing. Don't forget to press up when you're in front of the signs to take a look. As usual, the text is in Japanese, but the signs normally give you a demonstration of the moves along with pictures of the buttons you need to press to execute them. You'll find that this level is very linear and very easy to navigate. To get past the fast-moving blocks, simply use Stafi's run move. Don't forget to save off at the Mermaid Save. The old crab you'll come upon will inform you that there are many other chests hidden around the sea for you to locate. So grab the first chest and it's on to the next level. (LEVEL 1-2) Here's your first experience with the sea creatures that expand when you make contact with them. This also knocks Stafi back a ways, so be careful when you're navigating around them near danger. You won't be able to destroy them at first, but continue going around them until you reach Kyosoruke the clam and his friend the tiny crab. They're going to teach you a new move that's about to come in quite handy in completing this level. They'll explain to you that in order to defeat these expanding sea creatures, not to mention the breakable bricks also found in the level, you're going to have to perform your "Spin" move. Simply press the "B" button while you're in the water to perform this move. Spin into these sea creatures and blocks to destroy them. As a test, they give you a challenge. You must defeat 40 of these sea creatures in order for the crab to open the locked door you need to go through to proceed through the level. Time to backtrack and take out some blowfish. There's even a hidden Mermaid Save behind some blocks that you can break. You'll see the number above Stafi's head decrease every time you take out one of these sea creatures. Once you've gone back and taken out all of the creatures, head back to the locked door and then proceed up to yet another doorway. Head on in and take out the remaining sea creatures. You can even save again if you want to. Once you've defeated 40 creatures, you'll then be transported back to the tiny crab who'll now unlock the door for you. Enter the door and get ready to ride the moving block on the right to reach the second Treasure Chest. (LEVEL 1-3) You're going to get your first taste of moving enemies in this level with the fish. Deal with them the same way you would any other enemy. Just spin into them to take them out. Swim up to the ledge above you to speak to Kyosoruke the clam and he'll inform you that doors at 9 - 12 - 3 - 6 are the ones you need to visit and complete. Putting two and two together, it's apparent that the way the 8 doors are laid out, that this is referring to the numbers on a clock. So head to the rooms in that order starting with the room at 9'o clock. 9 o'clock Room -> This room just has five enemies and also has a Mermaid Save to save your game at. Always save when you have a chance. 12 o'clock Room -> Three crabs to defeat and a Mermaid Shell to save at. 3 o'clock Room -> Bust the blocks in the four corners, defeat the fish, and save your game at the Mermaid shell. Easy enough. 6 o'clock Room -> One fish and one crab to take out. Head back out the door and the locked door being guarded by Kyosoruke the clam will be opened for you. Enter that door. Use Stafi's RUN and CROUCHING SLIDE to reach the far right side of the room where you'll find one funky-looking fish. This is actually HadeHirari, the love interest of Kyosoruke the clam. Speak to HadeHirari and then enter the door behind her. See that. It's your next treasure chest. Now you just have to get over to it. Dive down into the water and up the platforms to reach your third chest. You're making progress now. (LEVEL 1-4) When you begin the level the first thing you need to do is speak to Kyosoruke the clam. You might notice that he's visibly upset. The Sea Drill boss comes flying in overhead and warns you to turn back while you're still in one piece. As he flies away, Kyosoruke takes off after him. You'll notice that there are 4 doors in this room. Three of the doors have various colored symbols next to them and one door sports all three colored symbols around it keeping anyone from entering it without unlocking the symbols. Speak to Kyosoruke the clam and he'll give you a hint at what you need to do, as if you haven't already figured it out. He'll explain that the Sea Drill has locked himself inside the door and that the only way you can reach him now is to find all three colored symbol keys in order to unlock this door. Locate the RED CIRCLE KEY in the upper right corner of the room. Once you have the key, head down to the door that is locked by the RED CIRCLE and use the key to open the door. Head in the door and save at the Mermaid Save. You don't have to defeat enemies in the room but sometimes it makes it easier to navigate around. On the bottom row of the far right ledges there will be a BLUE TRIANGLE KEY. Grab it and exit through the door in front of the key. Head up the platforms to the top of the room and open the BLUE TRIANGLE door. Head inside. As usual, save off at the Mermaid Save and then hop across the moving platforms to the other side of the room. Cross the next set of moving platforms and continue upward. Slide under the last wall and grab the GREEN DIAMOND KEY. Now enter the door in front of you. Head down to the locked door and release the last colored symbol lock. Drop down and save your game at the Mermaid Save and then enter the BOSS DOOR that is now open. It's time to take on your first boss. Swim to the right of the room where you'll come into contact with the SEA DRILL BOSS. (((SEA DRILLER BOSS))) There's really not a lot to taking this softie out. You'll have to spin into his head in order to do damage to him. It's going to take 5 hits to dispatch of him. And needless to say, he's not about to sit and just take your abuse so get ready to move. After you hit him the first time, he'll begin to swim from side to side on the sea bed. Wait until his head pops back up and go in for your second hit. After you've scored your second hit, he'll rise up to the surface and begin spinning back and forth. You're going to have to head up after him and perform your WATER JUMP and then a SPIN into his head to register your third hit on him. He'll remain at the surface of the water, but this time he'll occasionally jump up so time your attack carefully. Once again, just perform the WATER JUMP and SPIN to score another hit. Now he's going to get angry and begin spinning all over the place. If you don't get a hit quickly enough, he'll launch himself into the air and come down fast towards you. Once you score this last hit the Sea Drill is toast and you'll be rewarded with yet another treasure chest for your efforts. (((SEA DRILLER BOSS REMATCH))) This is a very easy boss fight, even in the rematch. The Sea Driller can dive down a little faster, but other than that, the strategy for taking him down remains the same as it was the first time around. Just attack his head after he dives down and you should take him out in no time. You'll receive a Red Jewel level marker for all your hard work on Level 1-4. ************************** WORLD 2 (LILLY PAD LAGOON) ************************ (LEVEL 2-1) You're going to get to do some platforming on this level. When you first enter the level you'll see a doorway below you. You'll have to go around in order to reach it. You'll find HadeHirari and Kyosoruke the clam in the lower left corner on the room and she'll tell you about the vicious tornados that have attacked her home and stolen her three treasures. Kyosoruke assures her that he'll find them and return them to her. Which really means, you'll have to find and return them to her. A Flower Vase, Coral Table, and Clamshell Chair are the items that were stolen and now it's time to find them. Head for the door to the right and go on inside. There are three doors in this room, but two of them are locked for the moment. That basically just leaves you the one door that you can enter. Just below the door you come in on, there's some push blocks and a Mermaid Save. Save off and head back up. Drop down at the next water spot and head down to the only open door. Watch out for the spikes along the way. When you come into the first room, you'll immediately notice that there are 3 different flower vases. Do you remember which one HadeHirari showed you? If not I can tell you that it's the white Flower Vase with pink flowers in it that's located in the upper-left corner of the room. Grab it and head back to HadeHirari. Once she accepts the correct vase, head back through the door and now the door in the upper-right side of the room will be open. Head in. There's a Mermaid Save just below where you enter the room but there's also a new danger. Whirpools. While these won't actually hurt Stafi, they will make him dizzy for a short period of time and this leaves him vulnerable to enemy attacks. Just be careful. Much like the last room, there are three tables in this room. The table you're after is the Pink Coral Table in the middle of the room. Grab it and head back to HadeHirari. Once again, head back to the door to the right. Now the final door will be open in the bottom-right corner of the room. Break the green blocks with your spin and head inside the last door. Watch out for the SpinyFish as you can only attack them when their spines are not sticking out. This time you'll see three more pieces of furniture. Break the green blocks and grab the Blue and White Clamshell Chair and take it back to HadeHirari. She'll be quite happy to have all of her things back and then heads back into her house for an afternoon nap. Your clam buddy isn't too happy and takes off in great haste into a new door that's opened up to your left. Head into the door and there you'll see your next Treasure Chest. One more level completed. (LEVEL 2-2) The first thing in this level is to head down and speak to Kyosoruke the clam. He'll tell you that there must be a way to flood the room with water in order to each the door that's currently out of reach. Although you'll see the door over to the right side of the room, you can't reach it just yet, so continue on through the door behind the stone blocks for now. Take out the enemy running around on the ground and then climb up and spin into the lever in the top-left corner of the room. At first it might not seem like this has accomplished anything, but head back through the door into the previous room for a little surprise. Yep, the water level has risen and you can almost reach the previously unreachable door. Don't head into this door just yet. Instead walk past the door and fall down into the water to the right of the door. Swim down and break the stone blocks and use the push blocks to swim all the way around until you come to a door. Enter the door and head down to the next set of push blocks. Navigate the maze of stone walls and push blocks until you reach another lever. Spin into it just like you did the previous lever. Backtrack to the door you entered the room through and exit. Head off to the far right of the room where you'll see that once again the water level has risen, but it's still not quite enough to reach the door on the far right side of the room. Swim down, but watch out for the sharks, and locate a barrel floating in the water. Break the stone blocks and then push the barrel until it floats up to the surface of the water near the door you need to reach. Jump onto the barrel and enter the door. There's a Mermaid Save right in front of you that you should use immediately and then enter the door to your left. In this room there's a door to your left, a door high above you in the middle of the room and a lot of Star Bubbles if you're willing to make the swim below the Lion's Head Fountain. Otherwise, the door on your left is the way you need to go for now. Once inside this room you'll see another lever. Spin into it and head back out of the door that you came in through. Like magic the water level has risen and you can now reach that door that was previously above your head out of reach. Watch for the sharks and head inside the door. Take out the enemy and watch for the spikes on your way down to the next Treasure Chest. (LEVEL 2-3) There's not much to the first room of this level except swimming through the green tubes and collecting Star Bubbles. It's basically the bottom tube you want to swim through and push the block at the end to head on down. There's a lot of spikes down here so watch out and keep winding around until you reach the door. Head inside. Go through the narrow passages all the way to the right and then head up for some platforming. Continue to the right until you locate the door. If you want to save, you can fall on down into the water and there's a Mermaid Save there. But of course then you have to navigate back up to the door. It's your call. Head inside the door and talk to Kyosoruke the clam. In the bottom left corner of this room is another Mermaid Save you can use. After you save, head to your right until you come upon another interesting sea creature. He's invented a Hot-Air Balloon and wants you to give it a try in the hopes that it might help you on your adventure. He also does you a favor and opens up the door in front of you. Head inside. As soon as you come out of the door, you'll see yet another locked door right in front of you. You'll also notice a Hot-Air Balloon there as well. Head up to the sign above you and give it a read. This will show you how to make use of the balloon. You move the balloon around using the d-pad, and you can make the balloon climb a little at a time by pressing the "A" button. Float up to the top and speak to Kyosoruke the clam and the sea creature to find out what you have to do next. This will open up all three of the locked doors in this room. Head for the door in the top-right corner of the room. You can even enter the door with the balloon if you want to, although the balloon disappears as soon as you enter the door. You'll see the beautiful crescent moon in the background and your next Treasure Chest is just above you. Platform up there and grab it. * Don't forget to go back and replay this level after you've beaten the game and go through the Vehicle training again and this will upgrade the vehicle and open up more Bonus levels that require this Vehicle. (LEVEL 2-4) As you enter this level you'll see Kyosoruke the clam and one of Ogura's children going at it. Once they're done arguing, Ogura's child flies off and the clam basically tells you that you have to stop this creature. Welcome to level 2-4. In this level, you're going to get your first taste of the water currents. Stafi can only swim WITH the currents, so working your way around this level will take a little trial and error. To your right, you'll see three narrow passages with water currents flowing in them. Take the top passage and it will carry you around to a door. Head inside. In this room you'll once again have to deal with the currents. Don't bother going into the water all the way to the right of the room, the currents are flowing in the wrong direction. Instead, head down the stone platforms. You'll see a door inside of a little pool of water, but this only contains a few Star Bubbles. Grab them if you want and then head down and through the twisting narrow passages to the right. Now you've got a decision to make - Right side or left side of the upward currents. The left side will take you to a door that only contains a few Star Bubbles and a lot of spikes. If you are looking to complete the level, head over to the right side and be sure you slow down so you can get to the door before the current carries you up to the surface. It's tricky at first. Watch out for the disappearing FlameFish as well, not to mention the spikes on the way up the current. Once inside the right side door, you'll come out to a Mermaid Save, a true sight for sore eyes after that little run. After you break the blocks to your left you have two choices: Follow the current upward or continue on to the left to the door. DO NOT FOLLOW THE CURRENT UP OR IT WILL TAKE YOU BACK TO THE BEGINNING OF THE LEVEL! You've been warned. Head inside the door to the left and you'll see Ogura's child and Kyosoruke the clam waiting. Ogura's child will greet you and then take off down the flowing water current in front of you. Unfortunately, you can't follow him that way as the current is flowing against you. Head towards the clam and then fall into the hole just to the left of him. Follow the currents around until you reach the door breaking blocks where you need to. Head inside the door and then jump out of the water and over the ledge. Move left past the lion's head fountain and get ready for some pinpoint platforming. DO NOT FALL INTO THE WATER HERE! Otherwise it will keep taking you back to the beginning of this platforming run. Go all the way to the left until you come to the far wall. Don't take the far left current passage instead take the one just before it that has the blocks on the bottom of it. Break through the blocks and head down and talk to Kyosoruke the clam. The boss door awaits, so save your game at the Mermaid Save to the right of the clam. Enter the boss door and get ready for the fight. (((DEMON PIXIE BOSS))) This little one's on a flaming motorcycle and he's not going down without a fight. Make him chase you around until his motorcycle stalls and the flame burns out. Then sneak in for a quick spin attack. Repeat this again to get your second hit on him. Now he'll begin dropping fireballs in his trail. Avoid these while chasing the pixie around until his bike stalls again and you can get in another hit. He's going to begin moving around a lot faster now so be prepared to move quickly while dodging the fireballs he's dropping. You'll also have to be quick about getting in your hit when his bike stalls as the flame won't stay out for long and he'll be back up and running again. Get your last hit the same way and he's done for. This boss was pretty easy overall. You're rewarded with another Treasure Chest. World 2 is now complete. (((DEMON PIXIE BOSS REMATCH))) In this rematch you've got a water current to deal with not to mention the fact that the Demon Pixie can move around on his motorcycle a little faster now than before. The attack strategy is the same in this rematch as it was during the first battle you had with him. Just avoid him until his motorcycle stalls and then swoop in for a Spin Attack or Spin Thrust. You should take this guy out in no time and be rewarded with a Red Jewel level marker for Level 2-4. *************************** WORLD 3 (TURTLE TROPICS) ************************* (LEVEL 3-1) The first part of this level is auto-scrolling so the level moves along whether you do or not. Try to stay near the right side of the screen and just make sure you don't get caught behind any walls or blocks and you'll soon reach the door. Save off at the Mermaid Save and get ready for some more platforming. Climb your way up using the stone platforms. There's one twist. Some of the platforms will disappear and reappear at random intervals. It keeps things interesting, that and the demon surfers that will come flying down at you. It might take a few tries, but you'll reach the door at the top eventually. Enter the door and save off at the Mermaid Save. Now it's time to hit the moving platforms. There are also squids shooting bells at you to deal with. Did I forget to mention that? Keep platforming your way to the left. If these squids are giving you too much trouble you can always go to the ground and take them out with a spin jump. At the other side of the moving platforms is a door. Head inside. When you come out of the door there's a Mermaid Save up above you. Save off and head to the left to speak to Kyorosuke the clam. He's going to explain to you that a strong wind has blown in and it's going to make it more difficult for you to proceed through the area. When the wind dies down a little you can walk into it, but once the wind picks up, you'd better find something to brace yourself against or the wind will carry you backwards in a hurry. You're going to have to run in order to navigate the moving platforms and reach the backstop in time before the wind picks up again. Timing is everything here as you want to wait until the exact moment the wind dies down to proceed. Keep moving left until you reach the clam. Speak to him and you'll both be blown to where the head of the giant turtle is located. The turtle will explain that one of Ogura's children on a flying insect came and sprinkled magic dust onto her three baby turtles and turned them into evil creatures who do nothing but cause trouble. She kindly asks for your help in saving them before it's too late. Now you're going to have to deal with the wind, the moving platforms, AND the bell shooting squid. It just keeps getting better and better. Luckily it's a short trip up to the Treasure Chest. (LEVEL 3-2) That help that you promised the giant mother turtle is about to begin with the first of the three baby turtles. As you enter the level, you'll catch a quick glimpse of the first evil turtle as he runs off. Talk to Kyorosuke the clam and he'll basically send you on your way to locating the evil turtle and returning him to normal form. Head up using the moving platforms and you'll come to some water. You're going to get your first taste of the rotating electric orbs. Navigate your way down through the squares and take out the spitting squids until you come to a large group of blue blocks. Bust the breakable blocks and make your way down to the lower-left corner where a door resides. Head inside. As you enter the room, you'll once again catch a quick glimpse of the evil turtle scampering away. Speak to Kyosoruke the clam and then save your game. Don't make the mistake of dropping off of the ledges here as it will take away one of your hearts and send you back to the entry door of the room. You're going to have to be careful navigating these platforms. Jump up to the top set of ledges and watch out for the spitting squids and the falling log platforms. You can only stand on them for a moment before they plummet to the ground, with you along with them. Head all the way to the right and enter the door. Head down into the water and save off at the Mermaid Save. Now you're going to get a crash course in using the bouncy bubbles. If you touch these bubbles, they'll send you bouncing off in the direction they were touched. Try to get on top of them to bounce up to the next bubble and so on. This might take a little practice, but you'll get it. Head in the door at the top and when you come out, head back down into the water. Once again more bubbles, but this time they're under water and you have the Octopi to deal with as well. It's easier to just Spin Attack them and take them out of the picture. Then swim up avoiding the bubbles and enter the door at the top. With the currents in this room there is really only one way to go and that's up through the narrow canal just above the door you came in from. You'll have to bounce around the bubbles in order to carefully make your way to the little green platform where the door is. Once there, head inside. Yay! There are more squids and bubbles. As usual, you're going to have to work your way up using the bubbles to bounce off of. Work your way up to the door and head inside. The first thing you'll see is the evil turtle demon toggle a lever at the top right of the room. That's where to head, but first hit the Mermaid Save nearby. And once again.....(drumroll please)....more bubbles! Use the bubbles on the left side of the room to get up and over the green ledge and switch the lever. Now use a running jump to reach the door and head inside. At least the bubbles are gone, but now there are more water currents to deal with. Just basically swim around the currents and head for the lever in the bottom-left corner of the room. Trip the lever and head into the door that opens above you. There are 7 passages with currents running downward that you can take. There are also doors at the bottoms of each passage. Only one will take you to the next part of the level, the rest will simply take you back up to the door at the top left of the room to start over again. The second passage from the right is where you need to go first in order to go down and switch the lever to open the door you need. Trip the lever and you'll see the door just on the other side of the green wall open. Now head through the door on your right and you'll end up at the top of the room again. Now take the second passage from the left down and enter the door on your right. This is the one you want to travel down where you'll find a Mermaid Save and another door. Save your game and head inside the door. You'll come out in the water again, so just swim jump up to the dry ground above and talk to Kyosoruke the clam. As you're talking to the clam, the evil turtle will see his brother poke his head out of the door and soon they'll both exit through the door. Now it's your turn. Head inside the door. Bubbles and more bubbles. And just to make it even more fun, there's wind that blows in both directions to throw you off. This might take a little trial and error but the Treasure Chest is in the upper-right corner of the room. Grab it and you're done with this level. (LEVEL 3-3) When you enter this level, pay close attention to the radar above Kyosoruke the clam's head. This tells you that two of the evil demon turtles are in the near vicinity. You will have two colored arrows around you at all times. A Blue Arrow and a Red Arrow. These will guide you to where the two evil turtle demons are hiding in the level. Locate them by sticking with one colored arrow at a time and Spin Attack them until they're down for the count and you can capture them. Once you have both captured, go back and talk to Kyosoruke the clam. Sadly, the third turtle demon appears through the door above you and rescues his two captured brothers. Kyosoruke goes after them, so you should follow right behind them. Enter the door above you and when you come out on the other side, above you is a Mermaid Save. Use it and let's get to it. Once again you've got the windmills to deal with, but you're first goal is to break the blocks in the middle of the room and head right. Watch out for the green Spinyfish. You can Spin Attack them fairly easily. Once you get over to the right side of the room, there are flowing water currents everywhere. Go with the currents and use the windmill to propel you further to the right to yet another set of blocks that you'll have to break through. There are two windmills this time, but they're fairly easy to get past. When you reach the next set of blocks to break you'll see your next Treasure Chest. This one was a short and easy level. Nice little break before you begin the next one. (LEVEL 3-4) Once again the radar pops up above Kyorosuke the clam's head when you enter the level. He'll explain to you that the evil demon turtles don't show up anywhere on the radar at the moment, but he gives you the radar to carry around to locate the three demon turtle brothers and capture them once and for all. Easier said than done, of course. The door to your right is locked right now, so head up between the water currents. There's a door on a ledge on the left side of the screen. Break the blocks to get to it and head on in. Your radar will begin to beep loudly. This tells you that you're getting close to one of the demon turtles. The faster the beeps, the closer to the turtle you are getting. As you come into the room, there's a Mermaid Save just to your right. Go ahead and save now and head to the lower-right side of the room. He's hiding in the bottom row of grass. Walk in and start your Spin Attacks to score a hit and capture him. Now exit this room through the door you came in through and head upwards and to the right using the platforms and bubbles to reach a door on a short ledge above you. Just to your left, after you've entered the room, is another Mermaid Save. It goes without saying that you always need to save when you come into contact with these. Once again your radar is beeping. Use it as your guide to locate the next demon turtle. If you go down into the water, you'll notice that the current is keeping you from crossing over to the right side of the room, but you can hear your radar beeping like crazy, so at least you know that's where the turtle demon is hiding. You're going to have to go the long way so head up and try to avoid the spitting squids and disappearing platforms. Work your way to the top and then to the right and then down. There are a lot of spikes here, so drop down from platform to platform carefully. You'll find the second demon turtle in the left-hand patch of grass. Spin him to capture him and then head back out of the room through the door you came in through. Keep traveling upwards and you'll quickly come to another door on your left. Ignore this door for now as you can't complete it without the new move you need to learn. Keep going up to the door at the very top of the room and head inside. Save off at the Mermaid Save and then talk to the sea creature to learn the STAR GLIDE move. The creature will send you through the door and give you a chance to try this new move out. Head down into the water and up to the small platforms to use your Glide move and reach the lever. Backtrack through the room and head back out of the doors you came in on. Now you can go back down and to the left to the door that you passed up before. Glide your way to the top and then glide across the long jump between the top two ledges to capture the final demon turtle. Leave this room and now backtrack all the way to the bottom where you'll find Kyosoruke the clam waiting. Talk to him and he'll turn the demon turtles back into their normal little baby turtle forms. Ogura's child, riding on the insect, will come flying in and he's not too happy. Kyosoruke the clam takes off after him through the door to the right, and that's exactly where you need to go. Head inside the door and glide across the chasm to the Mermaid Save. Now carefully fall all the way down into the chasm, avoiding the spikes, where your next Treasure Chest awaits you. (LEVEL 3-5) The first part of this level is yet another self-scrolling level. Take out the Octopi and SpinningMantas and always try to stay near the front of the screen. You'll also have to bust a few blocks. Just make sure you bust the blocks that will break and not the ones that turn into the metal blocks. You'll soon reach a door. Head inside and stop off at the Mermaid Save. Your new Glide move is going to come in really handy here. The SeaSurfers are back as well. Platform your way up using the platforms and then use the bubbles to reach the door. Remember to always try to land on the top of the bubbles in order to get their boost upward. Head inside the door. You'll find a very happy mother turtle with her babies along with Kyosoruke the clam. Save off at the Mermaid Save and get ready to head up the platforms to the door above you. You'll see a locked door and a hot-air balloon. Time to fly. Watch out for the Spikes, and also, hover near the falling boulder to make it fall. If you try to go under this, it will fall and crash on top of you and your balloon. Fly over to the door and head inside. On a ledge to the left is a Mermaid Save. Use it and then glide your way all the way down to the bottom of the room, carefully avoiding all of the bubbles. Save off at the Mermaid Save and then speak to Kyosoruke the clam. As you can surely see, the boss door is right in front of you. Head on in and get ready to take that bad boy down. (((INSECT RIDER BOSS))) Swim over to the right side of the screen to avoid the green spine and the windmills and follow the narrow passageways to the boss. The boss should look familiar as it's the same Ogura's child riding on the back of an insect that's been causing all of the trouble with the turtles. Time to take him down once and for all. Keep moving back and forth on the ground as his first attack is a drive straight down into the ground in a drilling motion. As soon as he's on the ground, jump on top of him with a spin attack. Use the same pattern the second time and score yet another hit. For the third wave, he'll fly around super-fast dropping magic dust down towards you. If the dust touches you, it will make you dizzy and the boss will then dive down right on top of you. Avoid the dust and wait until he drives down to the ground again in a drilling motion and then spin attack him quickly. For his fourth attack, he'll drop a fireball that will quickly spread out along the ground. Jump up and glide in the air to avoid this attack. When he dives down again, spin attack to get your fourth hit on him. For the fifth attack, the magic dust is back. Avoid it at all costs. He'll also drop another fireball as well, so stay away from that using the glide move again. Now for his final attack, he'll swoop down in a flying motion and try to hit you. Either run away from him or jump over him as he swoops in. When he finally lands, take him out with one final spin attack. He's done and you'll be rewarded with another Treasure Chest. (((INSECT RIDER BOSS REMATCH))) This Boss Fight Rematch plays out exactly as it did the first time around. As with most rematches, the speed of the Boss is a little faster, but this rematch was pretty easy if you follow the strategy listed above for the first fight. Now that you have the Double-Jump it's quite easy to avoid the fire that he drops onto the ground. Take this bug out and you're rewarded with the Red Jewel level marker for Level 3-5. *************************** WORLD 4 (ARCTIC ANTICS) ************************** (LEVEL 4-1) It's time to chill. Literally. You're in the frozen arctic now and that means that most ledges will be frozen and it will be difficult to start and stop Stafi. Not to mention all of the new enemies you'll encounter in this world. Get ready. Head to the left across the platforms, or walk on the ice below if you're not interested in picking up all of the star bubbles and you'll come to a place where you can go up or down. You'll also notice the Evil Penguins running around. A simple Spin Attack will take them out. Use your glide move to help you navigate the ice ledges that will fall when you step on them. Head up if you're collecting star bubbles, otherwise, head down and across the pits with the ice spikes in them. Make your way up and to the right across the icy ledges and head inside the door. Make your way across the icy ledges and you'll come to some more doors. There are three doors in this room. TOP, MIDDLE, and BOTTOM. The MIDDLE and TOP doors have cats guarding them inside and they won't let you pass so head down to the BOTTOM door that's under water. Head inside and speak to Kyosoruke the clam who's talking to one of the cats. The cat will explain that he and his two brothers were attacked by one of Ogura's children. Now they've become separated and he needs you to deliver messages to each of them that he has in envelopes. Head back out the way you came in and exit the room. The two cats you need to deliver messages to are behind the TOP and MIDDLE doors. Head in the MIDDLE door and this time the cat isn't there to block your path. Save off at the Mermaid Save and head on up to the door. Head inside and move to the right along the top section of icy ledges. You can head down into the first narrow passage and score some serious star bubbles, or continue on across the bubbling pool of water. Watch out for the icicles that will fall from the ceiling. Keep heading right and soon you'll come to a door. Head inside and travel down to where the little cat is hiding in the lower-right corner of the room. Speak to him and Stafi will give him the message from his brother. He'll then give you a reply in a Pink Envelope that you need to take back to his brother. Time to backtrack to the room with the TOP, BOTTOM, and MIDDLE doors again. Just basically travel back to the left the way you came in. When you come out of the MIDDLE door, a cat will now appear over it and it will become locked. One down, one to go. Now head to the TOP door and go on inside. Travel around to the other door on the other side of the room and save off at the Mermaid Save. Now head into the left door. Guess what time it is? Hot-air Balloon time! Hop on and start your climb to the top. Watch out for the Torpedo Fish as they'll shoot out from the side walls at you. Fake them out and then wait until they shoot by to continue your ascent. You should know by now to watch out for the spikes so I won't continue to pound it into your brain. Land on the top ledge and head inside the door. You'll see a large group of ice blocks that are easily broken. Break them apart and deliver the Pink Envelope to the remaining cat. He'll in turn hand you a reply in a Yellow Envelope. Now it's time to backtrack to the room where you came across Kyosoruke the clam and the cat who gave you the original envelopes to deliver. Exit the room and instead of falling all the way back to the bottom you can just as easily use the door on your right. This will bring you back to the bottom and now head for the left door. Head in and around to the other door on the right side of the room. Now when you exit this door, a cat will appear above it as well. Head back down into the water below to the submerged door and go on in. Time to deliver the messages to the cat. He's thrilled that you brought messages from his brothers and quickly opens the door behind him for you. Head on in. Head up to the top ledges and make your way across to the next Treasure Chest. (LEVEL 4-2) As you get ready to enter this level, you'll notice a strange bird flying below you. More on this later. You'll be seeing pink on this level. And there are some falling icicles to deal with, but first speak to Kyosoruke the clam. All you have to do to avoid the falling icicles is use your run move. Head inside the door on the right side of the room. There are more Electric Orbs floating around ledges in here, so keep an eye on those as well. Work your way all the way down and head inside the door down there. First thing to do here is save at the Mermaid Save. There are three doors in this room. One on both sides of the top ledges and one on the bottom. There's also a neat little Flying Shark to deal with as well up top. The bottom door won't do you any good yet, as you have to learn a new move first. Head into the door on the far left side of the room on the upper ledge. Platform your way all the way to the top where the door is located. Head inside. In here, watch out for the moving spikes along the floor. You can either duck under them or jump them. Head all the way to the left side of the room and enter the door there. When you come out in the next room, save off at the Mermaid Save and then speak to Kyosoruke the clam. Those bizarre looking floating fish will come in quite handy in this level. Jump on top of them and then bounce on them three times. The third bounce will send you rocketing high into the air. Use these to make your way up to the door in the upper-left corner of the room. Head inside. You'll see two doors here. One tucked away up inside the pink blocks and one on the left side of the room. Take the one up in the blocks first. You're going to meet up with an interesting looking duck with a motorcycle helmet on. Speak to him. He's going to give you a crash course on a new vehicle. It's actually a SharkSnake that you can ride through the fiery hot lava. But first you have to prove to him that you can handle it. He'll give you a short test ride where you'll have some obstacles to deal with. You can use the "A" button to jump, which you'll have to do in order to avoid falling through the holes in the fiery lava as well as avoid the Sawblade Carts. If you can safely reach the other side of the fiery lava pit where he's waiting, he'll hand the keys to the SharkSnake over to you for keeps. Head back out the door you came in through and this time head in the door off to the far left of the room that you passed up before. Save off at the Mermaid Save and platform up to where Kyosoruke the clam is hiding. Speak to him and he'll tell you that you're about to put that SharkSnake to good use. Hop on it and get going. You'll come to a door that's just above you. Jump up and enter the door. Head over to the far right side of the room and save off at the Mermaid Save. You can't get up to the ledges above you so head back to the left and down into the water. There are a lot of projectile-throwing enemies down here so be careful. Make your way to the right side where a door sits above you. Head inside. Here we go again with the Bouncy Blowfish. As you did before, jump on them three times to get a high boost into the air. At the top is another Treasure Chest. * Don't forget to go back and replay this level after you've beaten the game and go through the Vehicle training again and this will upgrade the vehicle and open up more Bonus levels that require this Vehicle. (LEVEL 4-3) We've gone from pink to yellow. Not much to this first room as you just basically bust the yellow blocks and work your way around to Kyosoruke the clam. Speak to him and he'll introduce you to a beautiful fish holding an umbrella. Head left and down and watch out for the Speedy Squids and the IceCube Fish. You'll also finally see some push blocks again, but you should know what to do with these by now. Continue pushing the blocks and moving to the right side of the room where there is a door. Head inside. When you come outside, you'll be surrounded by a group of circling frogs. Wait until they come in towards you and use a spin attack to take all three out. Head downward and speak to Kyosoruke. You'll also notice two gorgeous Feather Fish gazing into each other's eyes. After a bit of conversation, the fish will move on and now you need to head up to the top-left corner of the room and push up through the blocks to reach a Mermaid Save. Now after saving, head back down. You'll see two doors down here. One up against the far left wall and one just to the right of it on the other side of an ice wall. If you want to grab star bubbles, head in the right door on the other side of the ice wall first and get ready to take another Hot-Air Balloon ride. If you're not collecting star bubbles, skip this and head into the door on the far left wall. Work your way around the maze until you get to the top of the room. You'll come to a door to your left and that's where you need to go. Head inside and once again the Umbrella Fish and Kyosoruke the clam are waiting to speak to you. You'll also notice that one of the Rainbow Fish is also there. It seems that the mate of the Rainbow Fish has gone missing and they need you to locate him. The door in between the group is locked, so head on over to the far left, save off at the Mermaid Save, and then head on inside the door to your left. Time for yet another Hot-Air Balloon ride. The only difference is that this ride has a catch. You'll notice a countdown ticking away above your balloon. You've got a time limit on this ride so don't waste any time on this one. Actually, you've got plenty of time to reach the goal at the top, so don't go so fast that you keep losing health points. When you reach the goal, you'll locate the missing Rainbow Fish and he'll be returned to his beautiful mate. The door in between all of them will now be opened. Head inside the door and get set to ride the balloon again. There's a Torpedo Fish and a moving Spike Block, but the trip up to the Treasure Chest is a piece of cake. (LEVEL 4-4) Here's another new color. Purple! When you first come into the room, talk to Kyosoruke the clam. Something has gotten him all scared and he runs off. Proceed left and watch out for falling icicles and Angry Penguins. Make your way around and down to the door. Head inside and follow the descending platforms downward. If you fall into the water below, you'll have to swim all the way around the room and start over again. Be careful of the falling ledges and spikes and you should be fine. Head right and then carefully make your way back to the right until you come to a door in the middle left side of the room. Head inside and you'll come out in another hot spring. Save off at the Mermaid Save below you and then head all the way across to the right side of the room on the top ledge. Use Stafi's Run move to get under the falling icicles. Slowly and carefully make your way down the small ledges and then head all the way back to the left to the door. When you come out in this room, you'll see it snowing and Kyosoruke the clam hiding in the ice in front of you. Talk to him and then Spin Attack the Demon Statue behind him. This will burn up all of the ice blocks and allow you to continue on to the right. Platform your way up and you'll come to more ice blocks and two more statues. Spin Attack the first statue you come to and it will burn up the blocks and make the other statue fall down facing the next set of ice blocks. Stand on top of the second statue and Spin Attack to avoid being burned when it destroys the ice blocks in front of it. Proceed left to the set of 3 statues and burn all of the ice blocks in front of each of them. Now make your way up to the top and head to the right where there are more ice blocks and statues to play with. There's a Mermaid Save on the middle of the far right wall. Head over to the left wall and you'll see two doors. One on top and one on bottom. Take the bottom one first. Now here's another snowy room with more ice blocks and statues. Spin all of the statues you can in this room and then head down to the bottom of the room where you'll find two doors. One is in the middle of the bottom row and the other is at the far left end. They will both take you to the same room, just on different levels. If you take the middle door, you'll come out in the other room on the second ledge and if you take the far left door it will bring you out in the room on the lower ledge. You'll need to go into the far left door first in order to open a path up when you go back and take the middle door. Head to the far left door and go on inside. See those ice blocks above you as you walk to the left. Spin that statue to eliminate those blocks and then platform up to the top to the Mermaid Save and save your game. Now backtrack all the way down and back to the right to the door you came into the room through and head back into the previous room. NOW it's time to take that middle door that the ice blocks that were blocking the path are now melted. Head in the middle door, spin the frogs that appear when you enter the room, and head to the left. Be sure to watch out for the Electric Orbs spinning around some of the ledges. Head all the way to the top and spin the statue on the very top ledge. Now head back down the way you came and exit out the door you came in through. Head back to the far left door that you were in a little while ago and head inside again. Work your way to the top and spin attack the statue and head into the newly accessible door. See that above you. Yep, it's the next Treasure Chest so head on up, spin the statue and grab the chest. (LEVEL 4-5) The one thing that you can say about World 4 is that it keeps the background colors interesting. This time you get a pretty light blue color. Spin the fish and proceed to the left. You'll come upon Kyosoruke the clam and another one of Ogura's children having a discussion. All of a sudden Ogura's child sprays ice on Kyosoruke the clam and freezes him solid and then floats away. Follow after him. When you reach the top, you'll run into the three cats you helped out before. They send you back down to get Kyosoruke the clam and push him all the way up to where they are so they can unfreeze him. This is harder than it sounds. Once you get Kyosoruke the clam up to the cats, they'll take him with them to get him fixed up. Proceed to the right door and head inside. Once inside this room, swim up and out of the hot springs and you'll see your frozen clam buddy with the cats. Walk down the steps and save off at the Mermaid Save and then head back up to where the cats are located. You'll now see a group of Sea Monkeys bathing in a pool of green water along with a locked door to your far left. The Sea Monkey's water has gone cold and needs to be heated up if they are to help you unfreeze Kyosoruke. For now, head down into the water and to the open door below you. In this room you'll find a bunch of Fire Statues again. Time to melt some blocks. But there's also a bonus in this room. Now instead of just Fire Statues, you'll also find some Ice Statues that shoot out a spray that freezes anything it touches instantly. On the left side of the room are the Ice Statues and a door and on the right side of the room there are Fire Statues and a door. There's also a door at the bottom of the room at the end of a long and winding set of ice passages, but you can't get to that door just yet. Take the right door first. In this room you have to wind your way around a series of passages using the various types of statues to freeze enemies and burn ice blocks. It's pretty standard stuff so make your way around and soon you'll come to Ogura's child along with two new sea creatures. Ogura's child tries to burn them but it only angers them and pretty soon they're both ablaze with fire. This might just come in handy, don't you think? You'll be taken back to the room you were in previously and now it's time to head over to the left side of the room where the Ice Statues are. Use the statues to freeze the moving enemies and now you can jump on their frozen backs in order to platform your way up to the door. Keep in mind, they only stay frozen for a few seconds, so hurry up. Now you'll come out into a snowy room where you're going to get to put those Ice Statues to use again, freezing enemies in order to platform your way up. At the far left side of the room, there is a Mermaid Save. Save off and then head down to find Ogura's child once again as he tries to freeze the sea creatures again, but only angers these creatures and they both become ablaze with fire. Once again you're taken back to the previous room. Head down through the middle of the room through the very narrow icy passages until you come to a Fire Statue. Spin attack it to melt the ledge the statue above it is sitting on and the statue will fall down a few inches. Now head back up to that statue and melt the blocks that are standing in your way of the door in the middle of the room. Head into this door and you'll see the familiar ice blocks and statues again. Melt the blocks that lead down to the Mermaid Save and save your game. Use the statues to melt all of the blocks and then head back up a little ways and all the way down the far right side of the room. As in previous encounters with Ogura's child, he's once again trying to destroy these sea creatures, this time using both fire and ice. Once again, neither works and pretty soon both creatures are blazing away in anger. Head back to the door you came in on, which is in the upper portion of the middle part of the room. Return to the Sea Monkeys and they'll jump out to where the cats can toss in Kyosoruke the clam for a little thawing session. It seems the water was a little too hot for Kyosoruke, but at least he's not an ice cube anymore. He leaves off to the right and that's where you need to head, to the door that's now unlocked. Head inside and off to the left is a Mermaid Save. Use it and head to the right. This room will require more of the same in using the fire and ice statues to maneuver around the room. Use the first Fire Statue to release the floating spiny crab. Now you can't use the Ice Statue right next to the crab to freeze him as you can't reach the ledge that way. Instead, walk over to the right and use that Ice Statue to freeze the crab above you and float from on top of him over to the ledge you couldn't reach before. Now you can freeze the crab from before to reach the ledge on the left side of the room. It's basically this same way all the way around the room. Use the Fire Statues to melt the crabs and then use the Ice Statues to carefully freeze them into places where you need to use them as a ledge. It's pretty easy once you get the hang of it. Once you reach the Boss Door, speak to Kyosoruke the clam and get ready to take on the next boss. When you enter the Boss Door, there is a Mermaid Save just to your left. Proceed to the right and you'll come into contact with Ogura's child. He'll try to attack you with his fire and ice spray, but it doesn't affect you. So now he brings out the big guns. He turns himself into a Sea Dragon that can instantly change from a Fire Dragon to an Ice Dragon and back again. This should be an interesting boss fight. Let's get to it. (((FIRE/ICE SEA DRAGON BOSS))) Now this one is a bit trickier than in previous boss fights. If the Sea Dragon is in ICE form, you must use a FIRE statue in order to injure it. If the Sea Dragon is in FIRE form, then you must freeze it with one of the ICE statues. As an added bonus, the dragon will spin around at random intervals and shoot out fire and ice balls that spin around the screen. These must also be avoided, as well as the Sea Dragon itself. It's easier to use the ICE and FIRE statues at the top of the screen. Get close to the statue that you need and then drop down a little bit until the Sea Dragon stops spinning and launching attack balls and quickly swim back up to the statue and get in your attack. Quickly get away and head to the other side of the screen. During the last two hits, the Dragon will sometimes change forms while spinning his attack balls out. If you're on the wrong statue, get out of there and setup again. It's basically a guessing game for these last two hits, but it's not too difficult to catch the Sea Dragon off guard. (((FIRE/ICE SEA DRAGON BOSS REMATCH))) This rematch is pretty easy as long as you can avoid the Fire and Ice Balls the Sea Dragon spins out at you. The best way to do this is to get as far away from the Sea Dragon as you can, the opposite corner is a good place, and then swim toward the Sea Dragon in between the Balls that spin out at you. They spin from the Dragon and outward so once you get inside the circle of Balls you're safe. Now quickly head to the set of Statues and get either directly above them or below them. If you Spin them in the middle, both Fire and Ice statues will fire thus assuring a hit on the Sea Dragon. Just keep moving from corner to corner and you'll soon take this annoying Sea Dragon out for the last time. You're rewarded with the Red Jewel level marker for Level 4-5. ************************** WORLD 5 (FOUNTAIN FOREST) ************************* (LEVEL 5-1) Although there is plenty of bark to make this forest level stand out, there's just as much water as ever. This first room is pretty basic, it's more of a "locate the door" challenge than anything. Use the water to launch on top of the very narrow wood ledges and make your way to the right side of the room. When you reach the right side of the room, drop on down and save off at the Mermaid Save. Time to head off to the right where you'll find a door. Head inside. Now you're up in the branches and you've got bats to deal with. There's also another new enemy and this one wears a skull over its body for protection. When you spin off the skull, you still have to Spin Attack the animal to take him out. Platform your way upwards until you reach Kyosoruke the clam hiding. He'll show you the crustacean who's staring across the pond at his sweetheart unable to reach her because one of Ogura's children has used a whale to drain the pond and then put a cork in the spring hole at the bottom to keep it from filling up again. Now the two loving crustaceans can't reach one another and guess who got elected to help. Drop down into the bottom of the empty pool and enter the door there. When you enter the room, platform your way up to the top and save off at the Mermaid Save. Then continue on over the left edge and back down towards the bottom. Watch out for the swarm of bats and make your way all the way down to the door. Head inside the door and there you'll see the cork that Ogura's child has plugged the spring hole with. Spin it three times and the water level will return to normal. Go back in the door you came in through and swim your way back up to the top and around and down to the door you came in through. Head up and over to the far right side of the room. Drop down and you'll run into the crustacean love birds. Talk to Kyorosuke the clam and the two happy crustaceans and then head into the door to your left. There's a Mermaid Save in front of you. Use it and then head to the right and you'll run into some more ledges to platform across. Keep in mind that if you fall here, you will have to restart the room where you came in and lose one of your health points each time it happens. Just stay at the top and then jump across the ledges and acorns until you reach the Treasure Chest. Now that was an easy level indeed. (LEVEL 5-2) Use your glide move to work your way up the inside of the tree until you reach the first door. Since you can't go any higher for now, head on inside the door. When you enter the next room you'll see Kyosoruke the clam and a Cat Ninja in front of you. Speak to the clam and then head over to the left side of the room to save off at the Mermaid Save. It's now time to head down into the water. Now you're going to run into a completely new type of danger. There are turning Spike Strips strung throughout the underwater bottom down here so be careful. It makes it even more challenging because these Spike Strips can change their spin direction at any moment. Work your way down, to the right, and then up to the door in the upper-right corner of the room. Head inside. In the next room you'll see Kyosoruke the clam hiding. Speak to him and head down. There are a lot of dangers in this room and they're pretty much all working against you. The water currents can easily push you into harm's way, and there are Spike Balls and Spike Strips strung all over this room. Swim down and to the left a little ways until you come to the second Spike Strip. Now swim up and into the crevice at the top. You'll see the cat's missing bell collar. Grab it and then continue to the left and up. Now head off to the right to return to where Kyosoruke the clam is. Speak to him and he'll send you to another part of the level. Go directly up and to the right you'll see Kyosoruke the clam and the Cat Ninja. Speak to both of them and they'll reward you with a new move. You can now perform a DOUBLE JUMP. Head into the door behind the cat and get ready to put that new Double Jump move to use. Double Jump your way up to find a Mermaid Save. Save off and continue moving upward. You'll have to use your Running Jump in addition to the Double Jump in order to reach some of the higher ledges in this section. When you reach the top you'll once again see Kyosoruke the clam and the Cat Ninja waiting for you. Speak to both of them and then head inside the door behind the cat. When you enter the next room, you'll see the Cat Ninja along with a Mermaid Save. Speak to the Cat Ninja and then save your game. Double Jump up and into the pools of water. Keep working your way to the left and then start heading up when you reach the far left side of the room. Shoot up out of the pools of water to get a boost and then use your Double Jump to reach the next pool of water. Once you move up near the top, start heading back to the right. You'll soon come to a door. Head inside. When you come out on the other side of the door, you'll see that it's gotten a little dark outside. There's a Mermaid Save right in front of you so save off and then speak to Kyosoruke the clam. You'll see a green leaf floating down toward you. Using the tiny ledges on the sides of the room, double jump onto the floating leaves and work you way up to the top of this room. Watch out, because the leaves will sometimes just disappear into thin air. You can also use your Glide move to make it a little easier to time the jumps onto the leaves. Once you reach the top, grab the Treasure Chest. (LEVEL 5-3) Well you'll start this level doing the same thing you left the last level doing. Double Jumping your way up the floating leaves. You'll have to deal with the Skull Beetles and Bats, but just keep using your new Double Jump move to work your way up the leaves to the door at the top right. Head into the door and you'll see Kyosoruke the clam along with a Mermaid Save. Speak to the clam and then save your game. You'll also notice a locked door above you, but it's of no use. It's the door you'll come back in on if you go into the wrong door in this next section. You have to swim down to the very bottom of this room in order to get enough of a flowing start up the current on the right side of the room to rocket up to the top door outside. If you swim over to the current on the right side of the room, it will rocket you up to a door. If it's not the top door, you'll simply enter the door and come back out at the top near where Kyosoruke is and have to start swimming down again. When you reach the very bottom, swim into the current at the right side of the room and get ready for the ride up to the door. Head into the door and you'll see a Mermaid Save. Quickly jump up and save your game, as this is another one of those "auto-scrolling" levels. You have to move quickly to get through this one alive. When you hit the water part of the level, simply swim down, head to the right, and back up to the door there. Head inside the door and you'll meet one of the Mining Beavers. He'll teach you how to spin into the bombs to ignite their fuse. Then get out of the way until they explode. You're going to need this little move to get through this next part of the level. You can also push the bombs to where you need them to explode. If you use up your bombs and can't get through, you'll have to swim back up and talk to the Beaver again and he'll reset the room and you'll have a fresh set of bombs again. Always place a bomb to blow up boxes that house another bomb. Don't leave a bomb stuck in the boxes where you can't reach it to ignite it. When you reach the door at the bottom, head inside. You'll come out in a small pool of water. Jump up and head over to the Mermaid Save and save off your game. Then speak to Kyosoruke the clam and the Tree Hermit. Once you've spoken to them, they'll open the locked door for you. Head inside. Kyosoruke the clam is waiting inside. Speak to him and he'll tell you that you have to spin into the fruit in a specific sequence in order to open the door. Spin into the fruit in this order to open the locked door. When the doors open head on in and spin into the fruit in the order listed below. The three doors are listed below in the order in which you'll come to them, beginning with the door with the Banana sign next to it. BANANA DOOR: (Banana - Eggplant - Watermelon - Pumpkin) WATERMELON DOOR: (Watermelon - Orange - Zuchini - Apple) LAST DOOR: (Water - Clam - Squid - Pumpkin) When you come out of the last door, you'll see a Bee Hive pulsating above you. Grab it and head through the door to your right. You can now return the Bee Hive to the Tree Hermit. He'll eat the honey and get the boost of energy he needs to karate chop the tree that's blocking your path. Head off to the right and you'll come to a door. Head inside. When you come out, you'll see a Mermaid Save above you. Double Jump up and save your game and continue heading to the right. Work your way around busting and pushing blocks until you reach the four doors at the bottom of the level. Head into the "SECOND DOOR FROM THE LEFT" to come out of the far right doorway. Now head to the right and up to the Treasure Chest. (LEVEL 5-4) When you begin this level, you'll see Kyosoruke the clam hiding. First speak to him and then head down through the Blah-Bermouths. Also watch out for the water currents as they'll easily carry you into the Sea Barb plants. Time your swims to shoot past them before they shoot out and sting you. Work your way around and up to the door. Head inside. There's a pool of water in front of you when you come out and there's also a Mermaid Save just below you. Save off and head straight down. You'll have to wiggle through the currents. Use a downward-moving current to shoot you through the last current blocking the door at the bottom. Head inside the door. As usual, Kyosoruke the clam is waiting for you. Speak to him and then head off to the right and save off at the Mermaid Save. Watch the Spinning Spikes and look for two Black Blocks. One is in the upper-left corner of the room and the other is in the lower-right corner. Spin into one of the blocks which will ignite it and then quickly head for the other block and ignite it. If you're fast enough, both blocks will be ignited and they will turn off the current that's keeping you from entering the door in the upper-right corner of the room. Head inside this door. When you come out, you'll see flowing water currents all over the room. Head up and to the right to the door on the other side of this section. When you come out, you'll see a picture of a little Doll. Speak to the doll and then spin into the bomb to your left to blow up the blocks and then continue on down. If you're collecting pearls, you can bomb the left side blocks, but if not, head to the right side blocks and begin bombing your way down. At the bottom you'll find a door. Head inside. This room features a strong current flowing from right to left just above you. Head over to the right side of this area and then swim up through the current until it carries you to the door in the middle. Head inside the door and save off at the Mermaid Save. Kyosoruke the clam is hiding over at the right side of the room. Speak to him and then head up. Bust the blocks and push the twigs over and work your way around the passages to the door. Head inside the door and then move along to the right and speak to the Beaver. He's trying to build a dam, but he needs more twigs. Now you get to swim around the room and pick up the loose twigs and bring them to the Beaver to use on his dam. When you get 4 twigs, it will produce a Bundle of Twigs that you'll have to push around the room and back up to the Beaver. Collect 4 more twigs and produce a second bundle and carry it back up to the Beaver. He'll be so happy that he'll dig you out a passage to a new door. Head inside this new door and then save off in the next room at the Mermaid Save. Speak to Kyosoruke the clam and get ready for a challenge. There's a timer at the top of the far right side passage in this room. Swim up to it and spin into it. This will stop the current flowing for only a short amount of time so don't waste any time swimming back down, to the left, and then up through the spot where the current was originally flowing. There's a door here, so head inside. It's vehicle time. Are you ready to go for a ride? You can pick up some serious pearls in this one, but you'll have to avoid the Spinys that come jumping out of the water. Not much to it really. When you reach the end, you'll come out of the same door you came in through. Head to the left and down and you'll come to another timer. Spin into it and then hurry down and around the passage to the next timer. Watch out for the Blah-Bermouths again. Keep swimming to the timers and spinning them until you reach the Treasure Chest. (LEVEL 5-5) Back to the floating leaves again. You'll have to deal with the Skull Beetles as well. Platform your way up to the first door on the right side in a pool of water. Head inside and swim up to speak to another one of Ogura's children. He'll show you his water-sucking fish as it drains all of the water from the room. Drop down and speak to Kyosoruke the clam and HadeHirari, whose now become a fish out of water. She doesn't look so good and needs the water returned. Work your way down to the bottom of the room where you'll find a door in a small pool of what's left of the water in the room. In the next room, you'll immediately see Kyosoruke the clam. Speak to him and then head down. You're going to get to use the water current timers again. Spin into them and then quickly head for the next one before the current starts flowing again. Work your way around from timer to timer, but watch out for the Spike Strips. When you reach the door in the upper-right corner of the room, head inside. You'll come out in the same room from which Ogura's child drained the water and you'll see a cork in the ground along with a Mermaid Save. Save your game off and then spin into the cork three times to pull it out and let the water back into the room. Now swim straight up to find Kyosoruke and HadeHirari. You'll see that Hade is happy that the water is back inside the room. Now swim a little left, up, and then to the right to reach a previously unreachable door. Head inside. When you come into the next room, you'll see an agitated Ogura's child who's not terribly happy that you were able to refill the room with water. There is a colored Bug Sign in the middle of this room. You can only spin into the enemies that match the color of this sign. If the sign is BLUE, you must only spin into BLUE enemies. If you spin into the wrong color of enemy, you'll have to start all over. Once all of the like-colored bugs are destroyed, the sign will change colors and you'll have to spin into bugs of that color. Do this until all enemies in this room are defeated and the door in the upper-left corner of the room will unlock. Travel up to it and head inside. When you come out in this room, you'll see a locked door to your left and a Mermaid Save. Save off your game and then head to the left to the Hot-Air Balloon. Fly your way up, to the right, and then down to a set of doors. Be careful of the spikes and any enemies along the way. Head inside the right door that's unlocked. This will bring you back underground with a pool of water to your left. Swim down and find Kyosoruke the clam along with a fish that's imprisoned in a jail cell. Swim by the cell and you'll run into Ogura's child again. He'll angrily swim up and you're going to have to use these currents to follow him. There's a locked door in the upper-right corner, so you're going to have to spin into Ogura's Child in order to get her to drop the key. Once you have the key you're going to have to play a game of "keep away" from Ogura's Child. And she's going to chase you all over the room so you'd better keep moving. You have to hold onto the key for 20 seconds. If you can keep the key until the countdown reaches "0" then Ogura's Child will get mad and run away through the locked door in the upper- right corner of the room. Now head back down to the cage and free the fish. Everyone's happy that the fish is now free, so take the key and head up to the door that Ogura's child fled to and head on inside. There's a Mermaid Save as you come into this room. Save off and head to the right for some serious platforming. Make your way up using the pools of water and floating leaves until you reach the platform at the top. Break the blocks and get on top of the platform and make your way back to the left to a door. Head inside. This room features two more of the "Ignite Boxes" that need to be ignited in order to stop the current that's blocking the boss door in this room. One block is straight above you, and the other one is on the other side of the room at the top. Platform your way up and spin to ignite the box and then quickly head down and around to the other side of the room. Quickly platform your way up to the second ignite box and spin into it. If you're fast enough, the current will be gone and now you can swim up and speak to Kyosoruke the clam. Now head down and save your game at the Mermaid Save and then head back up to the boss door. It's boss fight time! (((SUCKER SANDFISH BOSS))) Work your way through the Grub Worm Jumpers and then up through the swirling sand. The Sand Fish will borrow into the sand and move around the room. You can see the eyes of the fish as it moves around. When the fish dives towards you, move out of the way and spin Ogura's Child who's hanging onto the fish. If you are hit by the fish or swallowed up by it, you will lose a health point from your meter, so be sure you have a clean shot at the tail end of the fish before you strike. After the fish has taken two hits, it will begin sucking in water which will create currents, so you'll have to swim as fast as you can against these currents to keep from getting swallowed by the fish. It will then split into two separate fish. Only one is the real fish with Ogura's Child on it. Locate the right one and spin into the tail of the fish. For the final run of the fish, it will split into three separate fish. Much like before, avoid all three until you locate the fish with Ogura's Child on it and spin the tail for the final hit. That's all there is to it. (((SUCKER SANDFISH BOSS REMATCH))) This rematch is a bit faster paced so move quickly. All of the attack strategies from above work just the same during this rematch. You'll just have to be quicker in getting to the tail of the SandFish if you want to Spin Attack Ogura's minion before it dives into the sand on the opposite wall. You can also use your Spin Thrust to move away from the currents the SandFish creates while it's hiding inside the wall. Take this bad guy out and you'll be rewarded with a Red Jewel level marker for Level 5-5. ************************** WORLD 6 (TREE TRUNK CAVE) ************************* (LEVEL 6-1) You'll see small trees that have hunks of meat hanging from their branches. If you spin these trees, it will knock one of these hunks of meat off and you can use these hunks of meat to keep the Piranha Fish busy while you dive into the water where they reside. Work your way to the right and speak to Kyosoruke the clam. He'll tell you about the Cave Troll that's causing all of the problems. Continue right and head inside the door. Now make your way to the right, using the trees and hunks of meat to keep the Piranha Fish busy. Save your game at the Mermaid Save and head inside the door on the right side of the room. Here's another room where you'll have to spin the trees to knock off hunks of meat in order to make your way down into the water and around the passages to the door. The door is located in the bottom-right corner of the room. Head inside the door and QUICKLY move down and up into the little pocket where the tree is at. Spin off some meat into the water and then proceed around to the left side of the room. Now swim up and speak to Kyosoruke the clam. The Cave Troll is also there with him. The troll will explain his dilemma and now you can continue on to the left to where the tree is sitting by itself. Spin some meat into the water and then head down and to the right to an opening that will reveal yet another tree sitting on a platform. Jump over to the tree and spin some meat into the water. Now head straight down and into another pocket where you'll find a Mermaid Save and a door. Save your game and then head into the door. It's time to ride the Hot-Air Balloon again. Fly your way up past the first Torpedo Fish and instead of continuing upward, there's a passage off to the right just above this first Torpedo Fish. Head to the right and down the passage. Watch out for the little Spike Balls and keep going until you reach a little area with two doors. One door is locked, so head into the open door. In this room you're going to find a lot of blue Triangle Locks. In fact, just about everything in this room is locked up when you first enter it. Head off to the left and follow the meat trees. Knock meat into the water at each tree and continue on to the left and then down into the water. Swim down, to the right, and back up to the surface until you come to a Mermaid Save. Save your game off and then continue on to the right where you'll run into Kyosoruke the clam, the Troll, and the Blue FeatherFish. Speak to them and the whole room will begin to shake. Rocks will come falling on top of everyone, and all of a sudden, a key will fall on top of the giant troll's head. That's the key you need to open all of the blue triangle locks. Head back down into the water, to the left and then back up to the first lock. Use the key and head inside the door. Remember to use the meat on the trees to keep the Piranha Fish occupied. You'll come out of the door to find a huge wall of stone blocks in front of you. Bust the blocks and then head back out of the door. Continue up to the next meat tree and knock some more meat off into the water and continue on to the right. You'll see two doors behind the blue triangle locks. One door is on top, and the other is on the bottom. These doors basically just feature bubbles to collect, so if your collecting them, head inside the doors and grab them, and if not, head all the way over to the far right side of the room down inside the pool of water. There's a lock and a door. Open the lock and head into the door. When you come out into the next room, you'll have to move up quickly as the Piranha Fish will attack you immediately. Head straight up to the platform above you where a meat tree resides and knock some meat into the water. Now head down into the water and to the far right side of the room to find the Treasure Chest. (LEVEL 6-2) Watch out for the Jumping Weeds and Spike Balls early in this level. Head down to speak to Kyosoruke. After you speak to him, head off to the left and then upward to the door. As you enter this room, head down and then to the left. There's no need to go down into the small corridor in the middle of this room unless you're trying to collect bubbles. Head all the way to the right side of this area and then up to the door above you. You'll come out in a purple area underwater. Head up and speak to Kyosoruke. You'll see a sign above him, which you can't really make out, along with three signs above three doors. The first sign and door is a BIRD, the second is a PIG, and the third is a FISH. Drop down into the water and you'll see a locked door and off to the left is a Mermaid Save. Save your game and get ready to head into the FISH DOOR. You'll see a fiery magma pool along with a SharkSnake to ride. First save your game at the Mermaid Save above you and then hop on the SharkSnake and take a ride. Watch out for the fireball and then head into the door at the end of the run. When you come out you'll see Kyosoruke and a sign above him again. In this room you'll see the three animal signs above you and three stones with food items imprinted on them. You have to match the food item with the animal that eats it and carry that stone up and place it in the corresponding slot beneath the proper animal sign. APPLE(PIG) - WASP(BIRD) - CLOUD(FISH) As you place them in the bin the lid will appear over the compartment. Once you place the right items into the compartments, the locked door will open at the bottom left side of the room. Head inside and then save at the Mermaid Save right above you. Knock the meat off of the tree and then head off to the right to yet another tree. Knock some more meat off into the water and move to the far right of the room. You'll have to use your Running Jump or Double Jump to reach to door. Head inside and once again you'll see Kyosoruke and a sign. Speak to him and then Spin Attack the sea creatures scurrying along the three ledges. Be careful not to Spin Attack the flying creatures or you'll be forced to start back at the beginning of the room. Once you have defeated all of the ledge creatures, the door at the bottom left side of the room will unlock. Head inside. You'll see a thin corridor leading downward. Head down and continue down avoiding the bubbles as you go. When you reach the bottom head over to the right and grab the Treasure Chest. (LEVEL 6-3) Start by talking to Kyosoruke. Then head over to the tree on the ledge. Watch out for the Octo-Spitters. Knock some meat off and then head downward. Be sure you jump down as far to the right of the room as you can otherwise you'll get swallowed up by the giant fish head below you. This will take a heart of health off. Swim down through the spike balls and then head over to the right and speak to the Squid-in-a-barrel. He'll open up a door that's just in front of the Giant Fish Head. Be careful and use the current to pull you to the door and then press up to enter. You can even knock some meat into the water that the Giant Fish Head will eat and this will temporarily eliminate the currents and make it easier to get inside the door. Whichever way you prefer is fine as some like to play it safe. When you come out swim all the way up avoiding the flying Phantom Fish. You'll see a door buried beneath some blocks and a Mermaid Save off to the left. Save your game and head off to the left. You can't break the blocks surrounding the door anyway. Use the tree on the ledge to knock meat off into the water. Swim all the way down and around to find a door at the very bottom- left of the room. Head inside. You'll come out to find Kyosoruke and a very confused Octopus. Speak to them and the Octopus will tell you that his Vase was stolen by two Twisters. He needs you to find it and return it to him. He'll give you a new move, the SPIN THRUST. You'll need to make use of this move to navigate through opposing water currents. This new move also allows you to break those white blocks that are surrounding the door in the previous room. Head back to that door and bust the blocks. Now head inside the door. Head over to the far right side of the room and save off at the Mermaid Save. Now knock some meat into the water using the tree on the ledge and then head down. You'll see a single row of white blocks that lead underneath the Giant Fish Head. Break the blocks to open up a corridor under the Fish Head and head off to the right. Use your new Spin-Thrust move to navigate the opposing water currents and make your way around and up. You'll see another Fish Head below you. There's also a tree on a ledge and a Squid-in-a-barrel you need to speak to. Make your way to the bottom-left side of the room to a door underwater. Head inside. When you come out you'll need to swim up to the Mermaid Save. Here's another Giant Fish Head and there are two trees that are on two separate ledges to the left. Knock meat off of the tree and head down. You'll go down, to the right, and then back to the left to find yet another door. Using the tree, make your way to the far left side of the screen and then down to the door. Head inside. In this room you'll find a Mermaid Save and a Giant Squid-in-a-barrel. Speak to him and he'll teleport you back to the confused Octopus. Speak to him again and give him the giant barrel. He'll be so happy he'll open the previously locked door above you. Swim up and inside the door. Watch out for Piranhas and quickly swim to the right to the Treasure Chest. (LEVEL 6-4) Make your way all the way to the right side of this room and save your game at the Mermaid Save and then head into the door. When you come out of this door you'll see that it's pitch dark. You will notice that Kyosoruke is below you. Swim down and speak to him. Spin into the GlowFish and they'll light up for a short amount of time. Use them and make your way all the way around the maze of the room to a door. If the lights go out, just spin into another one of the GlowFish to shed some light on things. When you come out of the door you'll see a Mermaid Save. Save off and then head down the right side, as you can't do anything through the door on the left just yet. Don't worry about the door up in the middle section or below you, instead go all the way to the bottom of this area and then you'll find a door at the very bottom. Swim around the little narrow passage and enter the door. There's a Mermaid Save just to your right. Save off and then head to the top of this area. You'll have to use your Running Jump to reach the ledge up in the upper-left corner of this room. Head inside the door. Talk to Kyosoruke and bust the odd stone block to your right. Now head back out the door and you'll notice that all of the odd stone blocks that were blocking your path before are now broken. Head across the little platforms to the right until you reach the door on the far right side of this room. If you fall, you'll have to jump the spikes and make your way back to the left to start over again. Head inside the door and immediately break the large stone block in front of the second door. Head inside the second door. This will take you back out to the door that you came in from before and now you'll need to backtrack to all the doors you missed when you came all the way down here. They all had stones blocking them before but now they should be clear. Start with the door above you. Swim up and into the door you passed before. Enter the door and you should see a Hot-Air Balloon below you. Save off at the Mermaid Save in the upper-left corner of the room and then hop into the balloon. The door to the left of the balloon is locked so don't worry about it right now. You'll have to be EXTREMELY careful on your balloon trip down as there are spikes and projectiles everywhere. Make your way down and around until you see two doors. One is unlocked and the other is locked. Head into the unlocked door. You'll see a large stone block that you'll need to break apart to get to the door on the other side of it. Bust the block and head into the door. Once again this brings you back out of the door you originally entered. Now head upward until you see the little door sitting in the middle of the little area where it's surrounded. Don't go in just yet, but that's where the Treasure Chest is. You just can't get to it yet. Swim on around to the top and past the door at the top. Head to the left side of the room where the Spike Balls are and swim all the way down and enter the door at the bottom. Save off at the Mermaid Save and get ready to ride the magma waves on the SharkSnake. There are only two Fireballs to avoid and then enter the door at the end of the run. Bust the large stone block and enter the door on the right side of this tiny area. As usual, this will take out back out the door you originally came in on. Now swim up and around back to the little door in the middle of the small area I mentioned before. It's dark so you'll have to feel your way around a bit to get to the Treasure Chest that you can see. Swim right, down, and then all the way to the right. You can then head up and around to the Treasure Chest. Watch out for the hidden spike. : ) Now take the Treasure Chest. (LEVEL 6-5) There's only one way to go here...down. Head all the way down and then enter the water and swim up and around to a door near the top. Head inside. Watch out for Snakes. They'll poke their heads out as you try to swim by. When you come out of the door swim to the right, once again avoiding the Snakes. You'll come to a locked door. Swim down here and then to the left until you see yet another locked door. The Snake's patterns are getting a little trickier now so be careful. Swim down and skip the first tunnel off to the right as it's just another locked door. Instead continue downward and use the Mermaid Save below you. Swim off to the right and speak to Kyosoruke and the small DragonFish. You'll see three barriers come crashing down blocking your path to the doorway. A RED one, BLUE one, and GREEN one. All of the doors we passed are now open and you can do them in any order you want to. Swim back up and to that small tunnel to the right. Head into the now unlocked door. Swim all the way down and use the Mermaid Save at the bottom. Now head to the left and speak to Kyosoruke. Head left and then up until you come out of the water and onto the platforms. You'll have to Spin Attack the little pigs as one of them holds the secret paper you need. Once you get it you'll see the #2 on it. Now you're taken back out of the door. Head to the left and upward to the next door you passed earlier. When you come out you'll immediately see the next piece of paper you need. Swim all the way to the right and save off at the Mermaid Save. Now head up and swim through the currents being careful to attack the Trident creatures ONLY from behind. Now grab the #1 piece of paper and you'll be taken back outside the original door. Head to the right and then up to the last door you passed before. Head inside and you'll see that it's quite dark but you can at least see the paper you need along with Kyosoruke. Speak to the clam and then spin into the first GlowFish. Use these Glowfish to make your way all the way down. There's a Mermaid Save about halfway down. Use it. Swim down through the current and then left and all the way up to the top where you can see a place that you can Spin Attack and burrow into the rocks. It's a long way up but just keep spinning and moving upward until you can see the #3 piece of paper to your right. Then just spin off to the right towards the piece of paper and you'll have it in no time. Now you're transported outside of the original door. Time to head back down to where the three-colored barriers are at the bottom of this area. You remember, the one where you spoke to Kyosoruke and the DragonFish. Now speak to Kyosoruke and he'll give you a multiple choice question. Select the # that you saw on one of the papers. I saw #2 on the first one I found so I select it from the multiple choice answers and the colored barriers will lift. Now enter the door to your right and you'll immediately see a lot of water currents and the little DragonFish from before. Head into the door at the upper-right of this area. Watch for the door he goes into. It's the upper-left door above you. Head inside and then cross over to the other door that's in the upper-left of this area. Should be right across from where you came out of the last door. You can now see the Boss Door and Kyosoruke. Head down, right, and then up to the bubbles. You can use the Mermaid Save to the left of the bubbles to save your game. Better save, the boss fight is coming up. Speak to Kyosoruke and then head into the Boss Door. Walk to the right and speak to Kyosoruke and the DragonFish one more time. BOSS TIME! (((TROLL BOSS))) You're not underwater for this one so you'll have to put that Spin Jump to good use. Avoid the Troll's swinging arms and jumping until he deflates and the DragonFish controlling him pops out. You can Spin Attack the DragonFish ONLY at this time. Get in a hit and get out of there and prepare to avoid the Troll's attacks again. He'll begin to knock rocks down from the ceiling so watch out for those as well. You won't have much time to hit the DragonFish once the rocks start falling so try to get in close and avoid the last rock in time to jump and Spin Attack him. His jumps get higher so be prepared to Double-Jump in a moment's notice. This boss was pretty easy overall so you shouldn't have too much trouble with him. (((TROLL BOSS REMATCH))) As with most of the Boss Rematches, about the only difference here is the speed in which the Troll moves around and the speed in which the boulders come falling down from the ceiling. It's really best to just run under the Boss Troll as it jumps at you and then Double-Jump over its head when it begins running towards you flailing its arms. Move to the opposite side that the Troll is banging the boulders down from and then as the boulders begin to fall, Run over to where the Troll collapses and Spin Attack the top of it. About the only thing that changes from hit to hit is how many times the Troll will jump around. Keep performing the attacks listed above and soon you'll take this Troll out once and for all. You're rewarded with a Red Jewel level marker for Level 6-5. ************************* WORLD 7 (GUMDROP MOUNTAINS) ************************ (LEVEL 7-1) Get ready for the wind. You'll not only have to deal with the platforming and enemies, but now strong gusts of wind can carry little Stafi away. First off speak to Kyosoruke and then head to the right. You can use your Running move to help make up ground against the wind. The best thing you can do is get in front of something solid that can keep you from flying backwards. Try to stay up top on the higher platforms. Just keep working your way slowly to the right until you come to a door. Head inside. Now the wind has changed direction so you'll still be traveling into the wind. Head left and use your Running Crouch Slide to get under the small opening. Talk to Kyosoruke and then head all the way to the left and then up. You'll see a Mermaid Save. Save your game and then keep heading upward. Now make your way to the top and then use your Glide move to fly all the way over to the right side of this area. Now drop down and head inside the door at the bottom. The wind has stopped for now so enjoy it while it lasts. Speak to Kyosoruke and then dive into the water. Make your way down the left side and you'll find a Mermaid Save. Save off and then head downward. Watch out for the Spikies. You can only take them out when they're dormant and don't have their spikes out. There's a bundle of Acorns just below where you dive into the water. You have to push them all the way down to the bottom of this area where you'll see an electrified Acorn Stone. Now here's the catch: You can't let ANYTHING touch this bundle of acorns or it breaks and you have to swim back up and talk to Kyosoruke again. This might take a few times to do, and I recommend going down the left side of this room. You'll also need to break all of the blocks below you before hand. This has the potential to be very frustrating but just be patient and you'll get it. You must get the stack of acorns on TOP of the electrified acorn stone to break it. Once you do this it reveals a door. Head on inside and speak to the AngelFish. This room has 5 electrified Acorn Stones so if you thought the last part was insane, you're in for a real treat with this room. The only tough one to break is the bottom one behind the AngelFish. And if you break all the acorn bundles, just speak to the AngelFish again and you'll have a fresh supply of them appear. After you've freed all the sea creatures, speak to the Angelfish one last time and they'll all open up the locked door. Head inside and speak to Kyosoruke. Save your game at the Mermaid Save below you and then bust the little blocks underneath the two large piles of acorns. This will cause them to fall and break. Now you'll have to guide the top little acorn bundle down to the bottom of this room to break the last Acorn Stone. More fun! Once you break the Acorn Stone, you'll see the hidden door. Head inside. Jump out of the water and jump up to the Mermaid Save. Now jump down and speak to Kyosoruke. These new platforms are strange. You must keep jumping while your standing on them to make them move upward. You only have a short amount of time before they disappear so be quick. Just keep jumping until they begin to blink and then use your Double-Jump to reach the top here. Enter the patches of water to use your Spin Thrust in an upward direction. Keep using these moves to work your way all the way up to the Treasure Chest at the very top left corner of this area. (LEVEL 7-2) Make your way up to Kyosoruke. Watch out for the falling rocks. The falling gravel won't hurt you, but the rocks will. Work your way up to the top right corner of this area where you'll find a door. Head inside. Speak to Kyosoruke and get ready for a large rock to fall. Swim down and bust all of the little blue blocks and get ready to guide yet another acorn bundle down to the electrified Acorn Stone blocking your path at the bottom. Once you break this rock you'll free up the CameraFish who will tell you the story of how a sea creature was throwing bombs around and even threw one at him causing him to fall down into this space and be trapped by a rock. Head right and then up to the door. Watch out for the two large falling rocks. When you come out of this door save off at the Mermaid Save, once again keeping an eye out for the falling rocks. Now swim down, up, and then to the right to speak to Kyosoruke. Now you'll have to work your way to the right going up and down and around the little maze set up. There are falling rocks at every turn so be careful. Keep working your way around until you reach the top-left corner of this area where you'll find a door. Head inside. Speak to Kyosoruke and now get ready to use the little green cloud platforms again. Remember to keep jumping to make them move upward. Save off at the Mermaid Save across the water and get ready to head upward. Make your way all the way to the top of the cloud platforms and then head off to the right. Go all the way right and then down and you'll end up in the water. Swim all the way to the left and you'll come to a door. Head inside. Speak to Kyosoruke and watch out for the Spike Spinner coming your way. Make your way up along the rock walls and always keep an eye out for the falling rocks. They're almost always falling in any of the narrower passages. Save off at the Mermaid Save along the way and keep going up. You'll soon come to a door. Head inside. When you come out of the door you'll see Kyosoruke and some crazy-looking birds. Speak to them and then head down into the water and swim all the way to the left. Speak to Kyosoruke and then locate the platform with the two planks sticking down into the water. Start pushing this platform back to the right. You can place it under the falling rocks and it will push it down into the water and you can push it under the reefs. This is going to take awhile so be patient and keep pushing away. Take this plank all the way back to the birds who are stuck. Once you get it over to the right side of the birds and jump up to talk to them they'll open up the door for you. Head inside. When you come out of the door, walk to the right and save at the Mermaid Save. Now hop on the green cloud platform and start working your way up. The Treasure Chest is in the top-right corner of this area. (LEVEL 7-3) This level is pretty much more of what you've already learned to do. Jump on the green cloud platforms to make them move upward. Work your way up and around to the right. You'll go up and down a few times until you reach a door at the top-right of this area. Head in the door and walk to the right to save off at the Mermaid Save. More floating platforms to maneuver. Head up to the top and then off to the right. You'll see some water and the CameraFish again. Jump in and speak to him. He'll show you where the BomberFish is hiding out. Remember the place you see in the photo he shows you because you're going to have to find him and he's invisible. You can head down and talk to Kyosoruke if you want to and then head upward. Swim all the way to the top of this area on the right and Spin Attack the little nook that's just below the upper-right corner of this particular area. It's the little "L" shaped nook across from the little patch of green moss. This will reveal a hidden door. Head inside. Now you'll see the CameraFish again. Speak to him and he'll show you another picture. Pay attention and once again locate this spot and Spin Attack it to reveal yet another hidden door. Swim around and locate the Mermaid Save and save your game. Now swim around to the spot you saw in the photo. If you need directions follow this: From the Mermaid Save swim right, down, left, and up. Right before you get halfway up, Spin Attack the left wall. This will reveal the door. Head inside and it's dŽjˆ vu all over again. Look at the photo and head to that spot to Spin Attack a hidden door. Head to the far right side of the room and use the Mermaid Save. Now swim up and to the left. Then head down and to the right to find the spot shown in the picture. It's to the right of the patch of moss hanging down from the ceiling. Head in the door and you'll be met by Kyosoruke and the CameraFish. This time the CameraFish will drop a photograph and you'll need to go up to it and view it yourself. Pay close attention to it and then set out to locate this spot. This one is a little tougher but if you still can't find it, here's a hint: It's almost directly above the door you came in on, it's just on the other side of the ceiling above the door you entered the room through. Just to the right of the two patches of moss on the ceiling. When you head into the door, you'll see two fish attacking Kyosoruke. Spin Attack them both and then talk to Kyosoruke. Now head back through the door you came in on and swim over and speak to the CameraFish. He'll let you pass now. Head to the right and then up and around. Follow the water passages and be sure you avoid the falling rocks as you go. Keep busting the little blocks and make your way all the way around to the door. Along the way you'll come to a Mermaid Save. Save off and then head up. Use your Spin Thrust to spring up out of the water and avoid the rocks. Head into the door. Here's some more platforming. Make your way all the way up and speak to Kyosoruke and the BomberFish. She'll drop a bomb on Kyosoruke and then float away. Follow her upward. You'll come to 4 passages that lead up. Use the second one from the left. Jump your way up and you'll reach the top and the Treasure Chest. (LEVEL 7-4) The wind is back. It's going to make getting to the far right side of this area a little tricky if you're not careful. Always try to gain ground in spurts. Wait until the wind lets up and then make a break for it. Remember that the blue cloud platforms will disappear after they're blown by the wind so don't continue to stand on them once the wind blows them backwards. Make your way to the far right of this area and head into the door. Head to the left and save off at the Mermaid Save and then jump up to the door above you. Head up and back to the left and into the water. Swim to the left and then hop out of the water. Now comes a series of the green cloud platforms. Just remember to keep jumping while you're standing on them to make them float upward. You'll have to use the floating patches of water to make your way up and around to the door at the top of this area. Head inside the door. Talk to Kyosoruke and then jump up and save at the Mermaid Save. The wind has now kicked up again so be careful. Now there are a number of ways to go up here. It's really best to just wing it and keep moving as best you can. Remember that you can somewhat control Stafi when the wind is blowing if you're hovering in the air. Try to stay airborne as much as possible. There's a door at the very top of this area. Make sure the wind has died down before you attempt to go in it or the wind will push you off the summit. WARNING: As soon as you come out of this door, the wind will begin pushing you off the ledge so be ready! The good thing is that the wind is blowing in the direction of the next door to the far right side of the area so you can virtually glide the entire way across to the door. But remember as soon as you come out of the next door, the wind will once again be trying carry you off the ledge. There's a Mermaid Save so you should touch it just by your movements from the wind. Head to the left side of the area and begin your trip down. It's a bit tricky going down but there's really only one way you can go to reach the door at the bottom. Head inside and save off at the Mermaid Save that's right where you come out. Now head down to the water patches below you. You have to work your way down and then off to the left and down to a very tricky door location. If you go too far down and see the door on the other side of a wall, all you need to do is head back up a little ways and use the water patches to get over to the other side and then head down to where the door is. When you come out of this door you'll get to talk to Kyosoruke and a SnailHorse. When you've heard what they have to say, head left and jump up to the door and go inside. Here you're going to run into some new enemies. One is a fish shooting a LazerRay blocking your path and the other is a SunglassFish. The SunglassFish can be attacked but it only dazes it for a short while and it will get back up and come after you again. You have to take out the SunglassFish so that it will fall on the LazerRay Fish. This will disable the LazerRay and allow you to reach the door above you. Head inside. Head up to the Mermaid Save and get ready to take out the LazerRay Fish in this area as well. Same system as before. Lure the SunglassFish up and around until it's above the LazerRay Fish and then Spin Attack him. Now head inside the door on the tiny platform above you. This time you're going to have to lure that SunglassFish a LONG way and it's tricky because he won't swim in the water patches. You'll have to fly out of the water patches long enough to get him to move upward. Lure him to the top of this area and then take him out so he falls on the LazerRay Fish and the Treasure Chest is all yours. (LEVEL 7-5) Get ready for a crazy level. Much like levels before, there's a lot of platforming on this one. Just basically use the various cloud platforms to work your way up. Speak to the crowd as you enter the level. Ogura's minion will throw a bomb at Kyosoruke and then flee. This causes the earth beneath you to collapse and you along with it. Speak to Kyosoruke and then head inside the door. Save off at the Mermaid Save and continue up and all the way to the right. Watch out for falling rocks. You'll have to hurry and bust the green blocks as well. Duck through the narrow gap and head into the door. Remember the SunglassFish and the LazerRay Fish. You'll need to lure this SunglassFish all the way to the top and above the LazerFish. Spin Attack him and he'll fall on top of the LazerFish disabling his Lazer. Now make your way up to the door above you. Time to head up. Spin Thrust up to the Mermaid Save and get ready for a wild ride to the top. You'll have to use all of your platforming skills to reach the top. When you Spin Thrust above the door, Glide down to the door and enter it. There's no ledge underneath it so you'll have to time it just right. Save at the Mermaid Save when you come out on the other side of the door. This area throws in those annoying Bouncy Balls. Try to land on top of them as they bounce you up in the direction you touch them. As with the previous area, just keep going up and then float into the door at the top. Now the wind is back so be careful. You'll come to a door with a Mermaid Save next to it. Save off and head in the door. Time to go Hot-Air Balloon riding. Glide your way around and watch out for the SpikeBalls and Falling Rocks. This is pretty much trial and error until you reach the door in the upper-right portion of this area. Now keep making your way up until you see Kyosoruke and a door. Speak to him and head inside. Now comes the fun part. You can see the blinking Direction Signs. Spinning into them causes them to change directions and also changes the scrolling of the level. Just adjust the scrolling to allow you to progress through the level. Try to stay near the side of the screen that's scrolling towards you. You can always spin a Direction Sign to give yourself more time. The door you seek is to the far right side of this area. This part shouldn't give you much trouble. Head inside the door and speak to Ogura's evil bombing henchman. He's going to toss bombs at you the whole way up to the top. Always time your next jump just after he's about to toss another bomb. Keep moving up and soon he'll bonk his head on the top and then you can talk to Kyosoruke and his SnailHorse friend before heading into the Boss Door. Head into the door and watch out for the GreenBlobs. Swim over and save off at the Mermaid Save and then head up to face the next boss. (((SPACE MANTA RAY BOSS))) Avoid the Manta Ray as it passes from side to side and try to get above it. You have to hit the clear cockpit of the Manta Ray in order to inflict damage. After taking the first hit the Manta Ray will then begin firing a group of five mini ships at you. Get at the top or bottom of the far side of the screen and wait for the first ship to fire at you. Then begin slowly moving in the opposite direction up or down to avoid the rest of the ships. Next comes the bombs. Hey, you had to know they were coming. Stay at the bottom until you see the first bomb coming down. Then move in the opposite direction and upward to get ready to quickly hit the Manta Ray from the top once more. The final hit requires you to avoid TWO sets of bombs coming down but by this time just get above the Manta Ray and spin into the top of it for the final blow. This boss was a real pushover. (((SPACE MANTA RAY BOSS REMATCH))) The only thing new to this Boss Fight in the Rematch is the increase in speed. Everything moves a little faster this time around, but the overall strategy is still the same. Avoid the mini-ships he shoots at you and always try to stay above him. Spin Thrust down on him from above as he flies by. The bombs are the same way. They're coming down a bit faster this time around, but once you avoid them, swim quickly above the Manta Ray and Spin Thrust down on top of him. He's almost as easy this time as he was the first time around. You're rewarded with a Red Jewel for Level 7-5. ************************* WORLD 8 (SEASCAPE PALACE) ************************** (LEVEL 8-1) The doors above you are locked, so walk to the right and speak to the palace guard. He'll tell you that one of Ogura's henchman came to the palace and destroyed one of the statues at the palace entrance. He'll ask for your help in locating the 4 pieces of the statue and he'll also