FROGGER: HELMET CHAOS FAQ, Ver. 1.15 Copyright 2005 by Robert Brandenburg ([email protected]) Table of Contents: 1. Introduction 2. Version History 3. Controls 4. Items 5. Walkthrough a. Level 1: Firefly Swamp 1 b. Level 2: Firefly Swamp 2 c. Butterfly Game d. Level 3: Farmlands 1 e. Kitten Game f. Level 4: Farmlands 2 g. Toll Collector h. Level 5: The Beach i. Level 6: The Orchard 1 j. Level 7: The Orchard 2 k. Boss: Hammerbot l. Level 8: Inside the Tree 1 m. Inflated Lumpy Minigame n. Level 9: Inside the Tree 2 o. Boss: Lion Monster p. Level 10: The Jungle 1 q. Level 11: The Gingerbread House r. Boss: Chef Crouton s. Level 12: The Jungle 2 t. Level 13: Ritual Grounds u. Level 14: Inside the Fish v. Boss: Parasitic Moth w. Boss: Chief Bonzo x. Level 15: Helmet Factory 1a y. Level 16: Helmet Factory 1b z. Level 17: Helmet Factory 2 aa. Boss: Tentacle Monster ab. Level 18: Crocodite Mines 1 ac. Level 19: Crocodite Mines 2 ad. Boss: Crocodite Statue ae. Level 20: Sky Fortress af. Level 21: Dr. Wani's Fortress ag. Boss: Ronin ah. Level 21: Dr. Wani's Airship ai. Boss: Dr. Wani aj. Boss: Dr. Wani's Mechanical Hang Glider 6. Appendix a. Flies b. Legal Things c. Credits 1. Introduction Frogger: Helmet Chaos may seem like a "kid's game" at first, but it's extremely challenging. The puzzles can be very difficult, and many parts require fast and dexterous reflexes. I probably only managed to beat the game because of my "piano fingers". I will skip any plot "spoilers", so if you want to see those (although they are what makes this look like a "kid's game", so you might not) you'll have to play through the game yourself. 2. Version History Ver. 1.00: Covers basic paths through quests one and two, as well as inside the tree. Ver. 1.04: Corrected numerous spelling, grammar, and punctuation errors. Ver. 1.05: Corrected table of contents to make it correspond to the actual guide. Ver. 1.1: Added information for finding some of the flies. The "fly" section now appears to be roughly 2/3 complete. Ver. 1.15: Added some user-sent information, including a hidden area in the first level, the criteria for reaching Lumpy's "Inside the Tree" levels, and more information about the toll booth. (All but one of the users specified what names they wanted credit to go to, so this user was listed as "anonymous".) Ver. 1.16: Fixed a couple parts that were confusing/grammatically incorrect. (Credit goes to Marie for figuring out that you need to ground pound the switches that appear early in Farmlands 2.) 3. Controls (Note: Frogger: Helmet Chaos works in a grid system. One "square" is the smallest distance you can move. You can jump up onto a square one square higher than Frogger or lower.) Control Pad: One-square jump in the direction you press. L and R: Turn counterclockwise or clockwise. When you do a long jump, it will be the direction you are facing. Start: Pause, allowing you to continue or quit. X: High Jump. Pressing X again at the apex of your jump will cause to do a ground pound, which is useful for pressing switches or uncovering hidden treasures. Hint: Try it on white flowers. Pressing Y at the apex of a high jump will allow Frogger to stick his tongue out in midair. This can let you grab onto high-up things. Try this on suspicious objects when you're stuck. (Note: You cannot move with the control pad while in midair) (Note: The A button and select button are not used) B: Long Jump. This takes Frogger two spaces in the direction he's facing. Use it to jump over gaps and water/lava/etc, but not over items, traps, or enemies! Y: Tongue. Despite what you might think, this is virtually never used to directly attack. Instead, you can reach items with it and grab onto things. If you press and hold this while facing some objects, Frogger will stand up and grab them instead of latching on to them with his tongue. While holding down Y and grabbing onto something (with or without Frogger's tongue), you can push or pull it with the control stick. 4. Items Fresh Apple: This is red. Restores one health. Grab one whenever you're missing any health! Rotten Apple: This is purple and infested with worms. Don't eat it! Force Hop Fruit: This is orange. If Frogger eats it, he will jump uncontrollably in the direction he's facing. You cannot stop jumping after he's eaten the fruit, so be very careful which direction you approach it from, or better yet, avoid it altogether. If you grab one, do ground pounds while you wait for it to wear off, or jump back and forth or in circles so you won't jump into something dangerous. Force Jump Fruits are often in very inconvenient locations. Fly: Adds one health to maximum. Collect four and you will have a full frog-shape on your health meter. You start the game with one such frog- shape, and you can get a maximum of three more by eating 12 flies. Checkpoint: Touch one of these and if you fall into a pit, water, lava, etc. you will return to it instead of starting the level over. If you lose all of your health, though, you'll have to start the whole level over, which is very annoying! Coins and Coin Bags: Collect these and use them at the caravan to buy items, specifically, new minigames. Couldn't they sell you anything practical, like flies? Hint: Floating question marks that give you messages. Code: Get these to receive codes for use in the Gamecube Frogger game. 5. Walkthrough a. Level 1-Firefly Swamp 1 This is basically a tutorial level. However, for the sake of thoroughness, I will guide you through it. You start near a hint, so hop onto it and read it, scrolling through it with A. Oh, it's not anything useful. Keep heading northeast until you see another hint (it shouldn't take long) and hop onto that. It will tell you that the spinning yellow circles ahead are coins, and that you should grab them. This is a good idea. Next, cross the extremely short bridge to the east, and hop onto the next hint. This will tell you something to don't know: if you grab eight coins in rapid succession (much easier than it sounds), you will get a 10-coin bonus! You will want to do this as much as possible, starting with the coins in the nearby pit. To the south of the hint is a log. Go around this to find a sign. Hop around to the front of it and press A to learn how to do a ground pound (X+X). Use this on the nearby white flowers to earn a fly! Hop into the pit where you found the eight coins, then head southeast to another hint. It will tell you that you can reach the nearby bag of coins with your tongue (Y). Step onto the "square" of land jutting out from the area you are standing on, make sure you are facing the bag of coins, and press Y to grab it. The next hint, right near the one you just found, tells you that your high jump will let you reach high-up coins. Grab the nearby lines of coins this way, and then activate the nearby checkpoint. Don't worry about the nearby hint; it just tells you what the checkpoint does. Activate the nearby hint to tell you how to get across the gap. Stand one square north of the hint, face east with L/R, and press B. This kind of control will be vital later on, and you will have to do such a maneuver under much more dangerous circumstances than these. Anyway, grab all of the coins in the next area as quickly as you can to get 2 bonuses, and then carefully walk over to the bag of coins to the west (you might fall into the water if you're not careful). Now head up the northeast path. To the right, under a tree, is a hidden area that you can access via a gap in the wall. (NOTE: Credit for the discovery of this area goes to Ashwin Hirschi. Thank you!) In the area, a sign challenges you to get as many bonuses as possible from the many coins around you. Receiving every possible bonus is extremely difficult, but the best strategy seems to be to begin with the outer ring, either clockwise or counterclockwise, (the room is in sort of a concentric circular shape) jump into the inner ring when you get back to the entrance on the west side of the room, collect its coins, and then pull yourself by the eastern hook. (Face it and use Frogger's tongue with Y) The last few coins are in this small central area, as well as a coin bag; this doesn't add the bonus, but is useful nonetheless. When you are finished, exit the secret area the way you came. Grab all the coins in the large area to the northwest, using your tongue on the ones that are hovering above water. I suggest you also follow the hint's instructions so that you can get the hang of grabbing onto a hook with your tongue (make sure you are facing the right direction before you press Y). When you are done in the area, hit the checkpoint, then head north to another hint. Face the hook, jump with X, and press and hold Y right at the apex of your jump. Frogger will start to swing on the hook. Make sure to let go when Frogger's shadow is above ground, not water! When you're on the west side of the river, go west to the line of coins. Grab them all as quickly as you can for a bonus. Then, head back to the west bank of the river, and head north. There will be a spot of dirt to mark where you should stand. Repeat the move you used to reach this side of the river earlier. Now, grab the nearby coins (as usual), then head northwest up the steppes. You will see a strange glowing thing. This is the end of the level, and on the harder levels, the sight of it is cause for celebration. Step into it and watch Frogger breakdance! b. Level 2-Firefly Swamp 2 Activate the hint to your north. Use your tongue (see Controls) to move the logs out of your way. Since you're leaving the tutorial levels, I won't tell you the specifics on these particular logs, but I will later on, on the harder puzzles. Just remember that you can push and pull the logs, and that there must be at least one empty space between you and a log for you to pull it. On the other side of the logs, you will find another hint. This block is a little different from those logs. Stand one square south of it, face it (don't hop on top of it, but remember that you can do so for later blocks), press and hold Y, then push it into the unphotogenic water up ahead. Stand on it and do a long jump (B), then head northeast. The hint there will bring the wear marks on the ground to your attention. Note that enemies often follow these. For now, push the log along them, and it will fall into yet more brown, stagnant water. Stand on the log as you did before and pull yourself to the hook with your tongue. Grab the apple if you need it, then ground pound on the nearby white flowers to teleport into a maze. Stand one square north of the northeastern log, grab it with your tongue, and push it two squares south. Next, stand three squares east of the same log, grab it with your tongue, and pull it two squares east. It may seem like you've trapped yourself, but remember, you can jump onto and over this log! Stand one square west of it, grab it with your tongue, and push it two squares east, into the water (no, I won't call it hurtful names this time.). Don't try to jump over to the switch or you'll fall into the water. Instead, stand one square north of the other log and push it one square south. Make sure you only push it one square! Next, stand three squares east of it and pull it two squares east. Stand one square west of it and push it two more squares east. Stand two squares north of it and pull it one square north. Stand three squares east of it and pull it two squares east. Stand one square west of it and push it two squares east, so that it's on top of the other log. Now push it into the water, stand on it, and jump over to the switch. Another switch will come into view. Do a ground pound on each switch, and a fly will appear. Jump across the gap to reach the fly (make sure to use L and R to adjust your direction first), then return to the platform with the switches and stand on the checkered box. You will teleport back to the white flowers. Yes, this whole puzzle was optional, but at least you got a fly! Anyway, head south from the hint to reach the next log puzzle. This time, the logs are too tall to jump over, and your object is to get them out of your way. This is simple enough that you can almost definitely figure it out yourself, and there is no risk of any logs (or you) falling into water. Remember the wear marks! Now hop east until you see another hint. It will warn you that you can't jump over certain things, just in time for an enemy (a crocodile) up ahead (funny how that works out). Don't bother using your tongue on the enemy; all non- boss enemies are invincible, unless you are playing as Lumpy. Instead, stand in the middle of the rectangle formed by the enemy's "patrol path", wait for it to get out of your way, then hop out of the other side of the rectangle. Never stand on this kind of path for too long; even if you can't see any enemies onscreen, they will walk over every square of their patrol path eventually. Hop east across the bridge to reach a new area. After getting the coins (You should be fairly proficient at this by now, and receive the bonus), walk southeast to a log puzzle. Push the northwest log one square west and pull the southeastern log two squares north. This will clear your way. You will encounter a sign that reads "only the clever may pass". Well, a lot of puzzles in this game are like that, but it's also true that those with an FAQ may pass. Pull the easternmost log (on the ground) one square east, then push it two squares north. Push the remaining ground log two squares east and three north (You will have to push it two squares north, take a step towards it, then push it the rest of the way) so that it falls into the water one square north of the previous log you pushed. Now all of the logs are in the water, but you still can't get anywhere! Actually, you need to push the log that was in the water when you got here. Push it two squares north (You can do this because it has handles on the top instead of on the sides), then stand on the second log you moved and long jump onto the lilypad. Face east, then long jump onto the third log you moved. Now face north and long jump onto the left of a pair of lilypads. Next, you will practice a very important skill: controlling your jumps. You will have to do this at a very high speed and under pressure later on. Notice that if you do a long jump east, you will land in the water and drown. However, if you do a regular jump (control pad) east, you will land on the next lillypad safely. You need to become as skilled as possible at doing this kind of thing. Now you must grab a high-up hook as you did in level 1 (scroll back if you forgot how). When you are on the east bank, QUICKLY jump one square east because you will have landed on a very short enemy patrol route. The enemy appears to be a skunk with a brain control helmet (I didn't mention brain control helmets before because they are part of the plot). Anyway, after jumping one square east you will be in the middle of the square formed by the skunk's patrol route, and therefore safe. The sign to the south hints at a new object; in this case, lilies, though the same object will take other forms later on. Head north to see it. Stand on the gray square, face west, and use your tongue to pull the lily toward you (you don't have to hold down Y). This platform will now stay in its current position unless you restart the level, but it's supposed to stay in its current position. Jump onto it, then to the coins to your north. After collecting these, pull the next lily towards you, hop onto it, and pull the lily north of you. Hop over to the next area, collect the coins, and get past the crocodile to reach a checkpoint. Grab the coins (you should have a lot by now), and PULL (not push) the log out of your way. A sign warns you of danger, the danger being more water for you to fall in. Jump across the middle column of platforms, (the sign you see says "beware of slippery slopes") and collect the coins, being careful not to step on the slope. Jump around on the lilypads, collecting the coins they hold, then jump onto the northern elevated area (again, don't step on the slopes) and ground pound on the white flowers. You will end up in another hidden area. Wait for the skunk to walk up the west side of his patrol path, then hop up the east side, pull the log in the water one square east, and hop from it to find a rabbit. Talk to him with A and he will give you a fly, and tell you that there are three other rabbits. Strangely, he called the fly a "heart container"; maybe this is a reference to "the Legend of Zelda: A Link to the Past", where Link became a rabbit. Anyway, return the way you came. Pull the lilypad towards you. Jump across to some logs and push them across the wear lines and into the water. Stand on the northernmost of these, pull the lilypad towards you and jump to it, then do the same to the lilypad to your west. Repeat this maneuver to reach a new area to your north, and jump down to the apple if you need it. Then, get the checkpoint and collect all the coins around, including those at the bottom the slope. The sign warns you of the dangers of jumping on moving lilypads. Do not ignore this important public service announcement; poorly timed jumps will land you in the water instead of on a moving lilypad. Jump to the apple, and then carefully short jump onto the moving lilypad. Grab all the coins with your tongue, hopping across the lilypads as you go, then ride the westernmost moving lilypad over to the west bank. Hop up to the area with the mind-controlled raccoon, and collect the coins. Stand ON the southwest corner of the raccoon's patrol line, then hop west onto the slope to slide just south of the water hazard. Now you have a choice: Head west to the farmlands or north to the beach. (Note: This is a VERY important crossroads. Which path you take now will determine whether or not you go to certain levels, play certain minigames, fight certain bosses, and the game's ending. It is my opinion that the beach path is easier because you skip a long, difficult level and add a short, fairly easy level near the game's end. Also, the final boss isn't too hard (as long as you use this FAQ; it took me a long time to figure out the secret to beating him) if you take the beach path. You will get to play the game again if you beat it, so you may choose to take one path on your first play through the game, and another path the next. That is how I made this FAQ, since there's no other way to return to levels you've already been to. In any case, from this point on, all levels on the farmlands path will be considered a part of quest one, and will be labeled with one asterisk (*), and all levels on the beach path will be considered a part of quest two and will labeled with two asterisks (**). Any levels common to both paths will not be labeled with any asterisks.) c. Butterfly Game* If you try to go to the farmlands, a hippo and strange fat devil-thing will stop you and challenge you to a butterfly-catching contest. It's not too hard; just remember than walking onto the butterflies as you do with items does nothing; you have to catch them. I'm not sure what happens if you lose. Submissions are welcome! d. Level 3: Farmlands 1* When you head north, you will be blocked by a line of patrolling mind-controlled pigs. After you're clear of them, gather up the coins, then hop across the line of platforms leading north. You will be met by more enemies. Gather the coins to the west, and then go north, into a small valley where you will have to sneak by crocodiles with pitchforks. Get all the coins in this new area and hop north across the next line of platforms and avoid the next line of pigs. There are two exits to the area that the pigs patrol, and each holds a coin. Choose which one you're aiming for before you hop! Now sneak past the crocodiles into a new area. You will walk past a field of crops as you head north. After getting by another crocodile, you will meet a cat whose house is being bombarded by crocodiles with dynamite. If you ignore her and go east, you will find the exit anyway and be able to go directly to Farmlands 2. e. Kitten Game* You must play a minigames to bounce the kittens into a pool. Just move left and right with the control stick and try to juggle all the kittens that are still in the air. Avoid heavy objects! Also, if you miss three kittens, you lose. I suggest you immediately turn of your game and start over if this happens. You will start right at the Kitten Game again, and if you turn off your game after the game is over, you won't be able to return! f. Level 4: Farmlands 2* If you lose, you will be teleported to a new area, and if you win, you'll be teleported to a different, much more difficult area. (anyone who wants to submit a walkthrough for it is welcome) In the former new area, pull the three boxes and ground pound the two switches, (X button, the X again in the air) then head east. (Credit goes to Marie for notifying me that you need to ground pound the switches.) Avoid the raccoon (stay on the inside of the first turn in his path) and hit the next switch. You will see some boxes that will sink when you step on them. Quickly jump over to the safe ground that the coin bag is on and wait for the boxes to regenerate. Hop over to the easternmost box, hop north, and then jump across the small islands to the west bank. As you follow the bank northwest, avoid the enemies. Now pull the box and jump across it and more sinking boxes. You will reach a puzzle. Before you undertake it, grab the apple to the south and the apple to the northeast of the apple (you will have to push a box that is in the water). Jump onto the box you used to reach the apple, pull the box north of you one square south, jump onto it, and pull the box you were just on one square north. This next part is complicated. You will have to stand on different platforms and push and pull the boxes in different directions. Experiment until you get the hang of it, then line up the boxes, one being one square east of the other, next to the easternmost dirt platform. Stand on the left one to push the east one square east, jump onto it, and jump east to the green platform. Pull the box that is to your north, hop onto it, pull the box to the north of it, hop across that, and go west onto solid ground. Jump across the gap (east to west), then north across the water. Get the coins, apple, and checkpoint in the area, avoiding enemies as you go. In the northwest part of the area, pull the easternmost of the two moveable boxes one square south. Jump onto the green area to your east and hop north to the apples, then backtrack and jump north from the southeast brown block (not box), then west, and continue until you see a moving box. Hop onto it, then onto the left of the two green blocks you go between. This next part requires some finesse, since you can't move diagonally. Hop across to the next moving box (get the coins) and jump onto the brown block just northeast of the other one then box is adjacent to (well, sometimes adjacent to, since it's moving) Now you can just hop south to get into range of the pullable boxes. Pull and hop across them all, then go north (follow the crocodile, and then hop left, out of his way, before he turns around). In the next area, pull yourself to the hook, watching out for the bee, and hop onto the series of platforms, moving and nonmoving. Grab the coins with your tongue as you go. At one point, you will have to pull yourself to a hook, and at another, you will have to high jump to get coins. After you hit the checkpoint, jump across the moving boxes and get the apple and coins as you go. When you see another checkpoint, take the north path to find a moving box. Ride it to a series of sinking boxes. Plan your route before you start jumping! Get the coins and checkpoint, and then retrace your steps to where you took the north path. This time, take the east path to an area patrolled by a crocodile. Get the apple in the north part of this area, then jump onto the box there and pull yourself, via a hook, to the north bank. Get the checkpoint and the coins in the area, avoiding enemies, then go north (grab the apple with your tongue) and west across a stone path. Watch out for the flowers! They are not as innocent as they look. Get the coins by them if you want (the flowers are pretty dangerous, so you might want to skip the coins), then head west, avoiding enemies. Get the apple and coins. After hopping across three sinking boxes, wait for the southwestern one to regenerate, and then hop onto it; quickly grab the coin bag to the north with your tongue, then hop back west to safety. You can then pull yourself across pig patrol lines with a hook and head east from there to an apple, which is safest to grab with your tongue. Return to the pig patrol lines by the hook and head west. You will then see the exit, but DO NOT TOUCH IT! There is a fly hidden west, through a path hidden by trees. The fly is held by a giant rabbit who is hiding from the crocodiles (even though he's about four times their size). After getting the fly, you can step into the exit. g. Toll Collector** You will meet a toll collector if you try to go to the beach. Answer "yes" to all of his questions to get a fly; however, you will probably be unable to afford the costs on your first play through the game. Answer "no" to his first question and he will charge less. Don't pay him and you will go to the beach. Pay him twice and you get to play a level with his blind, brain- controlled pet weasel. If you win this game, you will play a short but difficult beach level, and then skip straight to Lumpy's "Inside the Tree" level. (Thanks to Pidino for information on paying him three times and for the result of the weasel game; so far, I have tested the weasel game but not the fly.) I don't know what happens if you only pay him once; maybe you skip the beach. h. Level 5: The Beach** Hop onto the platform in front of you, avoiding the dragonfly, grab the coins, and hop over to the platform that leads onto a large land area. To get to the larger area, jump over the slope. Get the coins, then backtrack to the small platform and jump to the lower-left corner of the square area with many slopes. Jump onto it to get the coins, and then head north to the puzzle (avoid the weird enemy). To solve the puzzle, pull the box one square south and push it two squares west, and jump across to reach the coins. Now you can cross the collapsing platforms to the east. Push the box in the northwest part of this area one square north and jump across it. Watch out for fish! Ride the floating box east, grab the coins, and then backtrack to the southern part of the area with the blocks, sinking and otherwise. Avoid the fish as you circle around and jump to a platform with coins and a hint that warns you about rotten fruit. Head up the steppes, get the coins and the checkpoint, head over to the nearby pool the dragonfly is circling, and jump south from it to reach another area patrolled by a dragonfly. Avoid it and long jump north across the nearby slope, avoiding the crab. Continue to head north, then east (grab the apple) avoiding enemies. After you get past the pigs, get the coin bags and hop up the steppes east of the fence to get to the other side. Jump east of the northeast part of the bridge, get the coins, return to the bridge, then travel northeast, avoiding rotten fruit and enemies. Get the apple and coins, and then go north into the next area. Travel up the west side of the elevated area that follows, avoiding the pigs, and navigate through the maze. After you get the apples, jump up over the north slope. Get the coins and bags of coins you can now reach, and then jump over the next north slope. You will soon see the exit, but don't enter! Just a little southeast of here you will see a giant rabbit. He will give you a fly! Now you can leave. i. Level 6: The Orchard 1 Mmm, stealthy thieves! I've played through this level a few times, but I didn't meet any stealthy thieves... oh, well. You start by heading north, past the patrolling crocodiles in wooden robots. Pound the switch you see there. This will cause a collapsible platform to appear. Hop across it, sneak past the enemies, and avoid the force hop fruit that the hint introduces. Collect the coins and get past the enemies and the spike traps to the east. Now hit the checkpoint and the red apple, but not the orange force hop fruit. Hop around on the platforms north of here and grab the apple with your tongue, and then make your way to the platform with the pink flowers on it. Hop west from here onto the next platform and pull yourself to the platform to your north by the hook there. Continue to pull yourself, one hook at a time, until you reach the area with coins and a checkpoint. After getting these, sneak past the enemies as you move northeast to an area with A LOT of coins. Grab them all to receive SIX bonuses. That's 108 coins total! Now return to the area full of porcupines and sneak past them to reach a moveable platform, collecting coins as you go. Push the platform 1 square north and 2 squares west and jump across it to the line of coins. Pull yourself by the hook that comes into view, avoiding the bee. Now jump west across the square full of water just south of the hook and continue. Soon you will come to a checkpoint. After hitting it, pull the moveable block 2 squares west and jump across it. Push and pull the northern of the next set of moveable blocks until it is in the square of water that its wear marks lead into. Push and pull the other block into the square of water just east of that one. Now pull the last moveable platform one square west, jump onto it and move east to coins, an apple, and a checkpoint. Avoid the spikes, rotten fruit and enemies to reach coins and a moveable block. Push it two squares west, then two more squares north. Jump north from it to reach the next area. Move east getting coins and apples, and then west, down a cliff. Pull yourself by the hook to the west. Keep pulling yourself by hooks until you reach the exit. j. Level 7: The Orchard 2 Move north, then east, getting the apple, coins, and coin bag. Jump onto the ledge to the west of the high-up hook in the area, and pull yourself to this hook in order to reach coins and an apple. Now, Head northeast onto the brownish-purple platform and get the coins, then the coin bags as you move north. Jump south to the apple in the northern area, but avoid the rotten fruit. Get the coins as well. Next, head west. Get the coins and checkpoint, and then quickly align yourself with the line of coins on the slope and slide down it to get a bonus. Avoid the bees and grab the apple if you need it. Get the coins in the area, including those on the northeast platforms in the water. Now get on to one of the moving platforms in the southwest area (It doesn't matter which one; they're all following the same path) and face east. Pull the northernmost of the pullable blocks that you can reach like this, but don't even think you can pull it and then immediately jump to it. It's absolutely impossible to reach the block in time and you are guaranteed to land in the water and have to start over if you do this. Instead, pull it on your first trip on the moving platform and jump onto it on the second trip (the platform moves in a sort of circle). On this platform, pull and jump to the platform to your north, then the one east of here, and so on until you reach the eastern ledge (Watch out for bees). Hop up the ledge, collecting coins, and jump on the platform at the top. Don't worry; it doesn't collapse. Instead, it carries you to the next area. Grab the coin bags just to your south. Hop east to a square with Frogger's face on it and you'll be teleported to another area. Here, travel east, then north, avoiding enemies and spike traps and grabbing coins. Along the way, you will come to a split in your path. North leads to coins and a dead end, and east, across spike traps, leads to an area where you must hop down, onto a checkpoint, then south, onto a ledge. Get past the hedgehogs, further south, and then past the spike traps, east, through coins. Jump onto the moving platform when the spikes are down and ride it north. Pull yourself by the two hooks and jump to the next ledge. Head north along the cliff side, hopping over a couple gaps and avoiding a hedgehog. After some coins and more hedgehogs, as well as spike traps, you will find the exit. k. Boss: Hammerbot This guy is tough for the first boss. Couldn't they make him a tutorial? Anyway, you need to avoid the Hammerbot for a certain amount of time, as Frogger says. Also, he will sometimes whack his hammer on the ground, knocking down squirrels. If one lands directly on him, he will be stunned for a second, but since you always win at the same place, whereas the boss gets hit with squirrels inconsistently, I have decided that being stunned this way does not hurt him. You should therefore focus on avoiding all attacks. First is the hammer and squirrel attack I mentioned earlier. The hammer is fairly short-range, and the squirrels only move horizontally, so this isn't too hard to avoid. The boss will also shoot oil at you. Try to avoid it, but if you get hit, rapidly try to jump away from the boss over and over. You will not move at first, but if you are fast, you can free yourself from the oil before the boss reaches you with his hammer. Although you cannot move off the right edge of the screen, if you move off the left side of the screen, you will die. The boss will also shoot electricity at you, but you can avoid it the same way as the oil, although you will take instant damage if you are hit by it. It will be a while before the boss runs out of gas, but if you avoid his attacks right, you will survive until then. (Note: After beating the Hammerbot, you will gain access to the caravan where you can buy new minigames and input codes. Exit through the south of this area to leave and exit through the north to get to a code input area) l. Level 8: Inside the Tree 1* If you won the butterfly game and saved the mother cat's kittens, or under any circumstances if you lost the butterfly game, you will get to play as Lumpy. This is also available if you complete the Weasel Minigame. (This information was sent by a user of this FAQ who has not yet specified anonymity or lack thereof, so I will not list this person's name.) Hop into the tree and he'll gain the ability to inflate with A. After clearing out the room, jump down the hole in the middle. Inflate and knock down the skeleton gorillas. After falling down the gap, inflate to knock down more skeleton gorillas, but avoid the spiky enemies. The exit is in the north-northeast area. In the next room, roll up and down the slopes, but don't fall into the water! This area is very difficult, so you may want to deflate whenever you're not rolling up a slope or rolling to gain momentum to do so. At the end, get the apple and continue into the next room. Jump across the platforms that rise and roll around the room, and knock down more gorilla skeletons and being careful not to fall in the water. Rolling around increases your risk of falling in water, so deflate when you're not in contact with a skeleton gorilla. (Note: Your first goal is to circle around the middle area, then climb onto the southern ledge (It's just to the east of two purple plants.), then head east across the rising and falling platforms and hit the checkered square. If you have trouble rolling down slopes, just long jump down them. Instead of sliding into water like you would if you rolled down them or short jumped down them, you will skid to a stop just at the bottom! You could also roll down slopes while inflated and deflate the instant you hit the bottom. This alternative strategy will require good timing, but on the positive side, you won't be deflated for as long and therefore will be at less risk of getting hurt by skeleton gorillas. In the next areas, roll around hitting skeleton gorillas until you reach some spiked enemies. It's safest to deflate and walk past them. Jump over to the northwest of the area patrolled by the bats and pull the platform. Circle around the next group of platforms. (You'll need to understand the concept of "circling around" in order to get through this and many other areas. The idea to jump across one platform, and then walk around to a different, but not opposite, side of the gap you just jumped across, and jump across it again. You'll end up in a place you couldn't have gotten to with just one jump. It may look like an obvious maneuver to you, but I doubt it will seem like it to 100% of the people to play this game, especially in more complex situations) Next, head east a little to an area patrolled by bats and pull the northernmost pull platform, then the one south of it. Now get onto the moving platform. Follow the moving and pull platforms, timing your moves to avoid the bats and the spiked enemy. Get the two money bags on your way. When you get to the southwest corner of the room, you will see two checkered squares. Don't fret about which one to take; I tested both and they lead to exactly the same place. In this place, inflate and knock down the skeleton gorillas. You will find eight high-up coins (Deflate at exactly the right time while rolling up to them to get the bonus) and a high-up money bag. After getting these, roll over to the northwest corner of the room to find the exit. m. Inflated Lumpy Minigame* In this quasi-minigame, you must guide Lumpy with the stylus. You cannot deflate him. This level is fairly straightforward, so instead of giving a step-by-step walkthrough, I will give you a few general tips: -To take it slow and cautious, keep your stylus ON Lumpy and move it very, very slowly so that Lumpy moves with the cursor instead of following it. -Just ignore all enemies as you squash them. The exception is the spiked beetle. You may have to move quickly to avoid these. -Avoid the blue objects. These are bumpers. They shouldn't be too hard to move around if you're slow and careful. Remember, you're not in the grid, and that means you can do things you couldn't do before! -Keep an eye on your health. Hitting a spiked beetle will take away one health as usual, so you have to be extra cautious if you're running out of health. -Look before you leap. Survey each area before you enter it. -Follow these tips and you'll reach the end with no trouble! n. Level 9: Inside the Tree 2* Before rolling down the slope in the south, get all the coins and the apple. You will have to hop up some ledges to reach the northernmost coins. When you are done, you can roll down the slope. In the next room, stay deflated and slowly follow the spiked beetle until it reach the third square of its patrol route, then quickly long jump south from the second square of its patrol route to get to the other side of the beetle (I will later to refer to this maneuver as "jumping in front of an enemy"). Do the same to the blue horned beetle, but you can simply knock down the skeleton gorillas and squash the light blue grubs. If you fall, you'll have to climb back up through a room full of traps and enemies. You will soon have to jump in front of two more horned beetles. After this, you can move on to the next room. In the next room, get on the moving platform and make your way over to the moveable platform in the north-northwest area. Push it up against the wall. Now head to the mid-east area and pull the nearest moveable platform into the gap blocking your way (you may not see it at first), and then push the next block south, out of your way and get the apple if you need it. Push the last block you pushed further south until it falls in the water. Get the coins in the next place you reach and get two bonuses. Push the block here west and continue, avoiding the spiked beetles and grabbing the money bag. Now push the block as far north as you can to reach the area you were in earlier. Push the east block one square north and the other block one square west. Push the block north of here north, out of your way, and follow the trail of coins to a money bag. Push the block south. Now get by the spiked beetle and push the block west of here two squares north. There are two blocks north of here. Push the south one square east and the north one square north. Hop across the east platform out of the two that follow to reach a line of spike traps. Move across it, timing your jumps carefully to avoid the spikes. If you pushed the moveable platform up against the wall earlier, you can just jump across it. If not, you'll have to backtrack quite a ways to push it. Anyway, once you're on the other side of it, push the north block two squares east and hit the checkpoint. Now pull and jump across the block and sneak past and squish the enemies. When you find two blocks, push the south one east and the north one north and jump down to reach the next area. Roll up the slope to your east and get the apple. Also, get the apple you the south. Now the only remaining way to go is north. Hop across the platforms there and squish and avoid the enemies. You will come to two exits. I took the south one, so I'm not sure where the north one leads. o. Boss: Lion Monster* Inflate yourself and knock over the Lion Monster. Avoid his sharp claw attack, though. After he's down, hit him again (while inflated) multiple times to cause damage. After a couple hits, the lion monster will stomp and knock down all the grey platforms. He will try to jump onto your platform, so always stay on the platform diagonally opposite him. His next move is to jump down out of view and then pop up wherever you are to attack. Lumpy is pretty slow, so face the direction you need to in order to jump away BEFORE he pops up. After a while, all the platforms will reappear, and you can continue to attack the monster as before. However, he will soon knock down the platforms again, and you will have to avoid him again until they come back. Continue this pattern, attacking the lion monster whenever the grey platforms reappear, and you should win in a total of 4 cycles. Just look at Lumpy dance! p. Level 10: The Jungle 1* On the platforms north of where you start are some coins, and there are 16 north of these. Follow the line of coins to the west, then north, collecting a bonus. Hop across the platform there and continue to collect coins as you go. Eventually, you will come to a moveable platform; pull it, then the platform east of it one square west, and jump across them to reach more platforms. Detour to the coins when you reach them, then pull and jump to the pullable platform. To the north is a checkpoint. East of this is a maze full of coins and enemies. When you collect all the coins in the first section on the maze, exit through the northeast. At the split, north leads to an apple and a dead end, and south leads forward. Eventually you will come to a checkpoint. Pull and hop across the three nearby platforms and go north into the next area. Travel west, hopping across gaps, avoiding enemies and collecting coins. After passing two rotten apples, head south along the bird's patrol route for a normal apple. On the platforms east of here, grab another apple with your tongue, then head further east (You will have to circle around a couple times.). You will find yet another apple. Get the coins and checkpoint, then hop north across the collapsing platforms. You will come to a log- jumping area reminiscent of the old arcade Frogger game. After this are some coins and ANOTHER apple. Actually, when I played this level, I needed all those apples, so I guess it makes sense to put them so close together. Anyway, past the raccoon's island to the north is another checkpoint. Watch out; the raccoon will reverse direction even though his patrol route looks circular! Circle around on the collapsing platforms further north and jump across more logs. In the next area, patrolled by enemies, you will find another checkpoint. West of this area, past more enemies, are some coins in what appears to be a dead end. However, if you travel south on the nearby raccoon's patrol route, you will be able to continue. You can travel north on the snake's patrol route further west to reach some coins and an apple. West, past some spike traps and enemies, is the entrance to another area. Here you must travel south, past fire-shooting traps and spike traps. On each row of spike traps one empty square, where you will be safe from spikes and fire (Get the apples on your way south). After these traps, you will find a four-way path. First, take the far-left split. It will lead to coins and a dead end. Next, take the far-right path and talk to the rabbit, who will give you a fly. Finally, take the second path from the left (the third path from the left only leads to rotten fruit). Get the coins and checkpoint, then travel east and swing across a hook. Travel along the cliff wall as it curves east, south, then west, and get the checkpoint. Now head north across the collapsing platforms and make your way through the islands full of enemies. Look along the southwest part of one of the larger islands for a well-hidden gap that you can jump across to reach the next island. Hit the three switches to make a fly appear. Then, backtrack all the way to the hook you swung across, then to the large area with thorns. Head west from the checkpoint in the far northwest of this area. Swing across the hook above the platforms here. You will find the entrance to the next area in the far southwest. Get the nearby apple, and then continue west. Head north a long ways, avoiding enemies and getting the coins you see until you reach another checkpoint. Hop across the platforms in the water. Push the two southeastern moveable platforms one square east each, pull the platform north of the northwest corner of the square-shaped "island" you're on one square south, pull the platform east of it one square south and jump onto it, then pull the platform north of that one square south. Pull the platform west of that one square south, as well (If you lose track of which platforms I'm talking about, just do what looks logical if you want to walk across the walkway to the north. Pull the southwest of the four platforms you just pulled another square south, and jump west from it. Head north, then east to another moveable platform. Just pull it one square south, then backtrack to the beginning of the path you just set up, near a gap that you had to circle around (the beginning of the path will be to your east). Follow it to the last moveable platform you moved, and then pull it one square west, jump onto it, then north, and continue north past enemies and thorns to the exit. q. Level 11: The Gingerbread House* You begin at a strange angle, but you won't have to do anything difficult this way. Just hop into the nearby gingerbread house. Collect the coins as you hop north past the ants. At the north end of the room is a door to the next room. There you must find a way to open the door to the left. Explore the room to find an elevated area with four spheres on it (Maybe they're gumdrops?). You must grab these with your tongue, one at a time, carry them east past the trains, and place them one the four holes you find there. This will take a while, but it is fairly simple. Just remember that you must grab each gumdrop while standing on a different tower (There are four smaller towers around the main one that holds the gumdrops). After all four gumdrops are in place, head through the west door. Collect the coins and apple and avoid the enemies as you head towards the door to the west. The next two rooms are short and simple, with only a few enemies and pits to get in your way. In the room after them, collect the coins and exit through the east door (You can go through the north door if you want some coins, though the enemies will pose a large threat so I don't recommend it. If you enter, you'll be trapped until you collect all the coins.) Head through the maze, collecting coins on the way, until you reach the exit. r. Boss: Chef Crouton* That pig is kind of scary in a way. I mean, he wants to cook Frogger even though they're BOTH anthropomorphic animals! What's wrong with this picture? Oh right, strategies for fighting him. Beating Chef Crouton is pretty much the same as beating the Hammerbot, except that Chef Crouton loses health slowly instead of dying at a specific location. Just avoid the Chef's attacks and before long he will be out of dough, and therefore (?) out of health. One of Chef Crouton's main attacks is to spit globs of dough at you. He always fires them in a straight line, so if he attacks from a location other than the middle, stand at the corresponding opposite location on your side of the room. For instance, if he stands north, stand south. If he stands south, stand north. His spit globs are more difficult to avoid when he aims from the middle, but standing on the treadmill may be effective. Obviously, though, don't stay too long. When Crouton loses a health point and opens his mouth, QUICLY get onto the moving platforms in the middle so you can reach the other side of the room, because he's about to teleport to the side of the room opposite HIM. With good timing, you'll be able to switch sides with him without taking damage. Sometimes, Chef Crouton will fire a different kind of dough at you, which takes the form of strangely appetizing-looking long chains of globs. Just keep moving to avoid these, since they target the location you are at just before they're fired. Don't be alarmed when the Chef spits two globs of dough at once; just stand on the side opposite him, as before. Fortunately, he will never spit two globs from the middle. Keep up these methods of avoiding Chef Crouton's attacks until he's beaten. s. Level 12: The Jungle 2* At the start, you can go left or right. Left leads to coins and a dead end, and right, of course, doesn't lead to a dead end. After you take the right path, you will have to avoid fire traps. Your path will curve south to some blocks. Push the northwest block one square east, the southwest block one square south, the southeast block two squares east, and the northwest block one square north, and then continue. Get the apple if you need it and pull yourself by the hook to the southeast. Then, hit the checkpoint. Get the coins as you travel east, and then avoid the fire as you move west along the next path. Now you must go north past more fire traps and into the next area. As you collect the nearby coins, you will notice that there are two checkpoints, one to the northwest, and one to the southeast. By the southeast one is a platform holding an object you can pick up and spit out with Y. Place it in the southeast square of the 9-square area, then grab it again from the square two squares east of it. This next part is tricky, but essentially, you must start by placing the object one square north of the hook, then working your way around and on the area to the south of the moveable platform, and pull it one square south. You should be able to reach the object from it with your tongue; you can then continue to the next puzzle. You will have to place the object on the northwest corner of the bird's patrol route, and then pull it to you from the square that is two squares to the east. I suggest you leave the object on the eastern side of the bird's patrol route while you work on the next puzzle. Push the eastern block south into the water, pull the southwestern block one square east and push the northwestern block one square south. Carry the object across the blocks. Place it on the northeastern square you can and pull yourself by the hook to the east. Push and pull the block into the square just north of the hook and grab the object, and then place it on the button to the north so you can hit the next checkpoint. Grab the coins as you head north, and then pull yourself by the western hook at the area with the two large square pools. Collect the coins as you move north and grab the apples you find there. You cannot move on because a giant fallen tree blocks your path. Backtrack to the place where there were two checkpoints (You activated one) and this time, hit the north one. Grab the coins and moneybag, and pull yourself across the hook. Now push the east block north and the west block west, and pull yourself across the hook, quickly get onto the elevated platform when the bird is out of the way, and go east, swinging across the high-up hook. Collect the coins quickly to receive two bonuses, and continue to the next area. Pull the platform in the water two squares east and push it one square north, then jump across it. Make your way through the fenced area (Fire comes through the gaps in the fences) and get the coins, apple, and moneybag. Get the checkpoint to the west and push the platform one square west. Jump across it and head west, collecting coins. You will see a fly; to get it, you must go north, west, then south, get past the area patrolled by a bird, and long jump south down the nearby slope. Pull yourself by the hook and backtrack to the moveable block you pushed. Pull it one square east, push it one square north, and jump across it. Push the next block you encounter one square north (You can also jump across two platforms over to the apple and coins). Jump onto the fenced area containing coins and then jump onto the moving platform. When you come to two pullable platforms, pull them and jump across them to more moving platforms and a checkpoint. You must pull more platforms and swing across a hook as you continue east. Get the coins, then jump into the large ditch and up onto the other side (You may notice that you are now on the other side of the large tree that blocked your path earlier). Get the apple and head north. Past some patrolling skunks is the exit. t. Level 13: Ritual Grounds** Move out of the small fenced maze you start in. Get the coins and the apple in the area, as well as the checkpoint to the east. Continue to hop east across the logs in the water. Avoid the enemies and get the apple and then long jump south from the gap in the fence. Hop onto the wooden island from the floating logs to reach the next area. Hop onto the next set of logs (Move north by hopping quickly on the west line of logs). Jump onto the fenced-in area you can reach, and get in front of the hippo/crocodile thing. Pull yourself by the hook, collect the coins, and ride the floating logs south to a dragonfly's patrol route. Get the apple, coins, moneybags, and checkpoint in the area. To the east is yet another set of floating logs (There is a fly to the north). Get the coins on the platform to the east, and then quickly hop across the next log that by to another platform. Repeat the maneuver to the north, moving from east to west this time, collect more coins, loop around the fenced area to get further north, and jump across another log to a fenced area containing four coins. Jump onto the last set of logs, moving north along the west line, and jump onto the northernmost area you can reach. Get the apple and hop across the collapsing platforms to the southeast. Jump onto the wooden platform and go east to the next area. Wait for one of the longer logs to come towards you, and then jump onto it, quickly head to its north tip, and get onto the fenced island to the east. Repeat the maneuver on the next set of logs. Collect the long line of coins and the apple, and jump onto yet another set of logs. You will be able to jump onto a large landmass after riding a log a long way south. Collect the coins and apple as you make your way through the fence maze, and then hop across the collapsing platforms north of it. Stay on the easternmost one, even when it collapses. A fish will come along and eat you, meaning that you finish the level. Go figure. u. Level 14: Inside the Fish** Long jump south over the slope, and avoid the worm as you continue south. Get the money bag and pull yourself by the hook. Push the moveable platform one square west and when the fly is out of the way, jump across it (Watch out; the fly doesn't move in a circle!). Jump across the platforms and swing across the high-up hooks to a checkpoint. Jump down onto the low platforms and get the moneybag, and then pull yourself by the hook to the north. If you go west and across the collapsing platforms, you can go through a series of puzzles to get a fly, but I won't cover the strategies for it in here (Maybe in the "flies" section). To continue, head north instead. You will see a rabbit; getting to him will also only be covered in the fly section. Head west on the moving platforms, and watch out for the fish! (The trick to avoiding them is to stay on the platform they jump to, not from.) West of the moving platforms is a checkpoint. Hop across the platforms to the west, pulling the pullable ones as you go. When you come to a moveable platform, pull it one square east, and pull the pullable platform to the north. Jump onto it, pull the moveable platform to the west one square east, and jump onto it. Pull the platform to the south, and jump onto it, then onto the ledge to the west. Avoid the worms and grab the coins as you move southwest. Enter the next area. Move west, avoiding the enemies, and pull the moveable platform two squares east and two squares south. Push it one square west and jump across it. Continue west across more platforms, collecting the coins and avoiding the fish. When you come to another moveable platform, pull it two squares east, push it two squares south, and push it one square west. Jump across it and pull it one square west. Push it one square north, pull it one square west, jump north from it, and then continue west to another moveable platform. Pull it one square east and one square south, push it one square west, and jump across it. Jump over to the next area, grab the coins, and move north, avoiding the enemies and force hop fruit and getting the apple. Activate the checkpoint you come to. Hop east from the square just southwest of the apple, get the apple, and pull yourself by the hook to the east. Avoid the weird enemies and hop onto one of the moving platforms when it looks like the flies won't hit you. Further east, pull yourself by a hook and continue. Move north, collect the coins, and get onto a moving platform. Get the coins to the west, but don't get onto the line of collapsing platforms to the southwest yet! First, push the moveable platform two squares west. Only then can you hop across the line of collapsing platforms, and the platform you moved when you come to it. Move across the three collapsing platforms north of it and quickly pull yourself by the hook. Jump across the next three collapsing platforms and swing across the high-up hook, get off the collapsing platforms you land on, and get the coins as you continue west to the door to the next area. Get the coins and push the block two squares west. Push the block south of it two squares west as well, and the block north of where you now stand one square north. Push the block to your west one square west, and the block north of THAT as far west as it will go. Now your way south is clear. Push the moveable block one square south, jump onto it, and get onto the west bank (With the enemies on it). Pull the block two squares south. Push it one square east and one square south. Push it two squares east, and then make your way to its south, jump onto it, and jump east to the exit. v. Boss: Parasitic Moth** You start with the boss's cocoon in front of you. Jump up and hit it with your tongue to release the boss. The boss will fly over to one side of the room and throw a tornado at you, and then fly diagonally to a different side of the room. Stand near one of the strange objects sticking out of the ground near the boss (On the side that will be opposite the boss). If the boss flies in front of the thing you are standing in front of, quickly jump up and use your tongue attack. If your position and timing are right, the boss will be hit when the thing smacks into it, and you will have to QUICKLY run away as the boss chases you for a while, trying to sprinkle poisonous magic powder on you. Hit the boss in this manner every chance you get, and avoid the boss for as long as you can when he tries to sprinkle the powder on you. Hopefully, he will give up and return to his normal pattern of attack before he hits you. The whirlwind attack is pretty easy to avoid, even when the boss starts firing two whirlwinds at once and/or making them move in a zigzag pattern. The boss will also sprinkle magic powder in a thick line through the middle of the stage, but this is also pretty easy to avoid if you anticipate it. The only attack that is difficult to avoid is the one the boss uses when you hit it. If you instantly get hurt when you hit the boss, you are probably standing on the wrong side of the strange thing. Try staying on the side opposite the boss. Sometimes, the boss will simply circle the room without attacking. This is great opportunity to hit it, since its movements are predictable. Even if it just keeps firing tornadoes at you and then moving to another side, the odds are in your favor that you will pick the right thing after just a couple tries. As long as you avoid the pursuit attack well, you can easily deplete all of the boss's health before he depletes yours. w. Boss: Chief Bonzo** If you fall, Chief Bonzo's health will regenerate, which is a problem since all of the Boss's attacks involve making you fall. The platforms around him constantly collapse and regenerate, so keep moving. If almost all of the platforms look like they're shaking, move to a corner quickly. To actually damage Chief Bonzo (Or are you damaging Henry? Actually, it LOOKS like you're damaging the cloud Chief Bonzo sits on), all you have to do is hit him with your tongue. You don't even have to jump up; just hit him while you're on the ground. Try to damage him every chance you get (He's only vulnerable when he's moving or summoning ghosts) and you'll win in no time. x. Level 15: Helmet Factory 1a* This is the first level in the game key to the plot; it is where you will finally stop production of the mind control helmets! (Note: This level is far more complex then any you have been in before. Therefore, instead of telling you about the long side paths that lead to coins, apples, and flies, I will tell you only how to reach the exit.) Enter the south door from the start. Get the coins as you head south, past the crocodiles. There are eight coins in a southern alcove (I know I said I would lead you straight to the exit, but these coins are just a few steps off the main path!) Next, head east, to a split in the path, and take the south path. You must sneak past two crocodiles, one moving in a circle, the other wearing a gas mask. To get past the second one, hide in the alcoves while he runs by to get to the other side of him. Go south into the next room. Get the coins as you sneak by the skunks. At the last skunk, hop down the platforms on the west side. Get the coins and move counterclockwise around the small room, grabbing the coins in the middle with your tongue as you go. After some more platforms, some of which collapse, you will reach the next door. Get the coins as you move through the room via the moving platform. Take the east exit. In the next room, get the coins as you move through the maze, avoiding enemies. Push the moveable platform two squares north, then loop around and jump across it from its west side. Avoid the spike traps and enemies as you move north, and then take the east exit, although the north exit will take you to 13 coins very quickly, so you might want to choose it first. In the room to the east, move to the northeast corner and push one of the drums into the goo to the south. Jump west from on top of it and push the drum directly west of it west into the goo. Push the drum that is now just south of that drum south as far as it will go, then east into the goo, and push the drum that is now just east of it east, into the goo as well. Jump across it to the next door. Go north to the area with the moving platforms, and move east across them, standing on the collapsing platforms when you need to. You will be in a long hallway. Head to the far north of it, and move east past the patrolling enemies to the door to the next room. Ride the moving platform and hop north from it to the door. Move counterclockwise through the room to another door and you will end up in another drum puzzle. This will seem very difficult until you realize that the northernmost drum is absolutely useless. Push it east into the corner so it won't get it the way. Push the western of the other two drums west until it falls into the goo, and push the other drum into the square of goo just southwest of it [the drum you just pushed]. Now you can reach another drum; push it south into the goo. You will reach a south-southwestern quasi- room containing two drums. The west one is blocking your way into the room so push it south, and push the eastern drum north, and the drum north of it north, as well. You will gain access to another drum which you must push east. Push the southeastern drum east into the goo, and the remaining drum two squares south, also into the goo. There is a nearby block, on land. Pull it one square west, and jump across it to reach the door to the next room. You will have to move across several islands patrolled by enemies. Each has a gap in the middle that you can jump across to avoid the enemies. In the northeast of the room area some coins, and on the north side is the next door. Get the coins as you move past the treadmills and enemies, then, to get past the cockroach, stand by the eastern of the two collapsible platforms, wait until it [the cockroach] is coming towards you, jump onto the platform just as the cockroach is about to hit you, jump west to the next platform, and hop back onto the patrol route. You will now be on the other side of the cockroach, so you can continue. After getting past a ghost enemy, you can go southeast to get some coins. Yes, I know you can see the exit! If you had any trouble with this level, the sight of the exit should be a huge relief. You must move clockwise from the coin area to reach it, hopping across a collapsible platform and avoiding another cockroach. After getting some more coins, jump into the exit! y. Level 16: Helmet Factory 1b** (Note: This level replaces Helmet Factory 1a if you are on quest two.) In the room where you start, you must put a block on each of the four switches. Start with the northeast block. Pull it two squares west, but instead of pushing onto the switch from there, pull it one more square west so it won't get in your way. Push the block south of it one square north, and then work your way around and push it two squares west. Now pull it one square north, onto the northwest switch. Pull the southwestern block 5 squares east, and then make your way to its north and pull it one square north, onto the southeastern switch. Backtrack around so you are to the south of the southwestern block, and pull it one square south onto the southwestern switch. Now only one block should remain that is not on a switch; it is the northernmost one. Push it one square east and one square south, onto the northeast switch. If all the blocks are on all the switches, the door to the west will open, allowing you to enter the next area. Push the block in the next room three squares west and pull it two squares south. Get the coins, and then pull and push the block until it is one square south of the westernmost of the elevated squares to the northwest. Jump up onto this square, and then onto the moveable block just to the east and grab the apple. Now, push this moveable block one square west so it falls down to ground level. Push it two squares north into the spike pit, and then push the other moveable block on top of it. Get onto the two stacked blocks and continue; grab the coins and exit through the north door. The door in the southeast part of this room leads to a fly and coins, but the path is long and difficult. To the north of that door are some enemies. Avoid them, and head north to get some coins. After you get these, go through the east-northeast door. Avoid the enemies as you move east. Pull the moveable platform one square north, push it one square west, and then push it two more squares north. Push it one square east and two squares north. Pull it one square west and jump onto it, then north to the coins. Go east to the treadmill and the next door. Collect the coins and push two or three drums, but no more, into the fenced area in the spiked gap, then stand on the northernmost one and pull yourself to the hook to the north. Avoid the snakes and get the coins, and then exit through the north door. Get the coins in this room, and exit through the north door. In the next room, go west, stand on the spike traps when they're down, and long jump over the slopes. Avoid the ghosts and enter the second door you see. Get as many coins as you want; most of them are in the outer part of the room. When you're done, enter the inner part through its west side and hop north across one of the collapsing platforms. Watch out for the ghost! Just south of the ghost's patrol route are some coins and the exit. z. Level 17: Helmet Factory 2 Get the coins east of your starting location, and head through the door to the north of them. Pull yourself by the hooks on the north side of the room, and then pull yourself by the hook in the mid-east area of the room. Grab the metal object and spit it out it one square east of the square from which you can jump to the island with the button on it (look at this description one part at a time; you'll get it). Pull the object to you from the island with the button on it, and set it on the button from the square north of it. Jump over to the apple and pull yourself by the nearby hook and return to the "hub" room through the door to the south. Move southeast over to the next door. Grab the metal object and jump onto the moving platform, and then set the object on the square of land that you pass, and jump onto the area northeast of it to get all the coins. Grab the metal object from the square three squares north of it and jump onto the moving platform. Set the object onto the button from the square one square north of it, then return to the hub room the same way you came. In the hub room, move southwest, getting the coins when you see them. Notice the green force-field? That will dissipate when three buttons it the outlying rooms have metal objects pushing them down. Since you've already set metal objects on two buttons, only one remains; it is in the room northwest of the force-field. In this room, enter the door in the northwest corner for some coins. Back in the room with the button, place the object on the north moveable platform and jump around to the south side of it to grab it. Leave it somewhere out of the way (one of the two far-south squares of land), and pull the northern moveable block two squares south. Move the southern moveable block one square west, out of the way, and pull the northern moveable block one square south. If you did it right, one should now be one square west of the other. (If the metal object gets in your way, just move it). Put the metal object on the east of the two moveable blocks and jump onto the island with the switch on it. If you try to grab the metal object from here, your tongue will latch onto the west moveable platform, so pull it one square west and then grab the metal object and place it on the switch. If all the metal objects are on switches, a message will pop up telling you that a door has opened. Return to the hub and enter the door that was previously blocked. Stand in one of the alcoves to get to the other side of the crocodile wearing a gas mask, and continue north to reach the exit. aa. Boss: Tentacle Monster This is the monster that Chief Bonzo created. Beating it is tough and complicated, so I will start by explaining how to avoid its attacks. Obviously, it attacks with its tentacles, more so when you are on the inner ring. Sometimes the tentacles are even invisible. You will not get hit by this attack if you keep moving, though. The monster will also attack by throwing globs of goo into the air, but you can avoid being hit by one if you watch their shadows. Finally is the attack that is the key to beating the boss. It will fling slugs onto the outer ring. These slugs will move counterclockwise around the ring. Jump onto the inner ring if they are too hard to avoid. To damage the boss, there must be slugs circling the outer ring, and the drapes on the northwest and northeast parts of the room must be open. To open them, face them, jump up and use your tongue move in midair, as if you were swinging across a high-up pole. Make sure both drapes are open at all times, so that you can damage the boss (They will slowly close throughout the battle). While you are waiting (I will tell you what you're waiting for in a second), stay in the large alcove on the north side of the room where you will be safe from almost all the tentacle monster's attacks. Most importantly, though, be careful not to fall into the goo! Now I will tell you how you actually damage the monster. As the slugs pass through the sunlight that the drapes let in, they will begin to burn. As soon as one turns into a bean-like object you can grab with your tongue, move it to somewhere you can reach with your tongue from the inner ring if it isn't already, jump to the inner ring, grab the object, and spit it into the tentacle monster's eye. If you are fast and dexterous, you can do this a couple times without getting hurt. Again, the key to winning this battle is to constantly keep the drapes open so the slugs will burn and turn into the bean-like objects. You should also never stop moving, so you're less likely to be hit by a tentacle attack. Keep up this strategy and you will quickly deplete all of the tentacle monster's health, thus stopping the production of brain control helmets! (Although I'm not sure how) ab. Level 18: Crocodite Mines 1* You didn't think you had beaten the game, did you? Sneak past the crocodiles, then pull the southern moveable block two squares west and jump onto the bat's patrol route. On the southeastern square of this route, pull the northern moveable block one square south and jump onto it, and then head east. You will have to cross some collapsing platforms that turn south, and pull yourself by a hook, circle around, and pull yourself by another hook, moving east this time. Avoid the moths and bats as you move across their islands until you reach a checkpoint. There is a hook northeast of here, guarded by more moths and bats. Pull yourself by it, avoid the crocodiles, then go east and pull yourself by another hook. You must then hop into a lower area, and up onto a higher area with a spike on it. Continue, grabbing the apple, until you find a collapsing platform. There is a high-up hook above it. Jump onto it, then quickly jump up and grab the hook to the east. From there, jump onto a moving platform. Stand on the collapsing platform you find there, facing east, and jump up and grab the hook, swinging east to reach a checkpoint. Hop across some platforms, starting with a collapsing one to the south, and pull yourself by the two hooks you come to. There is also another hook to the northeast. East of that are some spike traps and a crocodile. As you continue east, you will find spike traps on floating platforms. Time your jumps carefully to get by them without being hurt (There is a split-second when it's safe to stand on any spike trap). You must long-jump down a slope. Jump across the gap from east to west when the crocodile is on the southern part of his patrol route, and then continue west, pulling yourself by hooks and jumping across collapsible platforms. Go south, pull the platform and grab the coins if you want, and go east, getting a checkpoint and coins and avoiding spike traps. Avoid the bats as you hop across their floating islands, and head north across some platforms, including some you must pull (Be careful- the camera angle is deceptive). Avoid the crocodile and swing across the high-up hook, just to the east, and get the checkpoint. Just east, across the steppes, is the exit, although there are some apples and other items you can get to the south. ac. Level 19: Crocodite Mines 2 Jump down the long slope just to the east of where you start. Move east past a bat and along a long series of collapsing platforms with coins on them. If you are fast, you can get all the coins without falling. You will end up on a platform with an apple and spike traps on it. Get the apple, wait for the platforms to regenerate, and then go south to the next island with a bat on it. Continue south past more bat islands to a crossroads where you can go west or east. Go east on the moving platform. You must ride another moving platform, north this time (You may need to get onto it from its east side). Continue north to a checkpoint, but don't go straight north from it! There is a slope there. Instead go one square west from the checkpoint, then north. There are two pullable platforms. Pull and jump across the east one. Go northeast, get the apple, and head south across collapsing platforms. Use careful timing to jump onto the moving platform, and then continue south across more collapsing platforms (Get the apple on your way). You will end up at a checkpoint. East, past a moth, are two coins and a moveable block puzzle. Pull the only block you can reach one square south, and jump onto it. Pull the block north of it one square south, get onto it, pull the platform east of it one square west, jump onto it, and get onto the platform one square south of it. Push the third platform one square north, jump onto it, and pull the platform to the north one square south so you can jump across it. Move northeast across some platforms to another checkpoint. In the northeast of this area is a place where you can jump south and continue. At the split in the path, take the west path and travel across the moving platforms (There is a shortcut at one point). You will end up at a checkpoint with many pullable platforms to the east. Pull the northernmost one and jump onto it, and then pull and jump across the platform to the east of that. To the north is an area with a rabbit; go over to the rabbit to get a fly if you want, then backtrack to the area to the east of the two platforms you pulled and go east, then south, and jump across the platforms, getting the checkpoint as you go. Avoid enemies as you move counterclockwise around a circle of platforms, circling around a gap on its southeast corner. Circle around the next such gap and go north. You must circle around one more gap, and jump across some collapsing platforms. Get past the moth then pull yourself by the hook you see to reach the exit. ad. Boss: Crocodite Statue Notice the apples in the northwest and northeast corners? Only get these when your health isn't full, or they'll go to waste. The boss will throw three different objects at you: spiked balls, boulders, and bubbles. At first, you must simply avoid all of these except bubbles, which are the rarest. When you see a bubble, align yourself so it lands on you. (All the objects bounce, not roll, so you can avoid them easily, whether intentionally or not.) The bubble will surround Frogger. Continue to avoid the spiked balls; they can pop the bubble. Notice how there are two gaps in the boss that alternately charge with electricity. You must bounce the boulders, and not the spiked balls, onto whichever one is charged, so line yourself up with a boulder that is on the same row as a hole, and wait for a boulder to come towards you. Stand so it hits you (The timing is tricky) to get it to bounce onto the gap that is charged with electricity. Often, you will aim for a gap, and bounce a boulder at it, and the boulder will hit the gap just a split second after the electricity moves to the next gap. Just keep it up, though; you'll get the timing with practice. After bouncing two boulders, the bubble will pop, and you will have to wait for the boss to fire a new one. After hitting the boss twice, he will slide open like a door, and more gaps will be revealed. There will now be a total of 6 gaps. The boss will be more difficult to hurt, and you will have to change your timing. After hitting the boss three more times, (a total of five times) he will slide even further open, and there will be a total of eight gaps. This is his last transformation, and though he is difficult to hurt now, you must only hit him three more times to win. ae. Level 20: Sky Fortress** Get the 12 coins in the area where you start and exit through the door to the west. In the next room, swing across the high-up hook and make your way across the enemy-infested islands. Get the apple and push it one square west, and then loop around and jump across it to the checkpoint. Get onto the collapsing platform and swing from the high-up hook, and then move along the rest of the collapsing platforms and pull yourself to the hook to the north and get the apple. Get onto one of the moving platforms and pull yourself by the hook to the west. As you move north, push each moveable platform two squares east. Pull yourself by the hook to the north as you go. Eventually, you must push a total of four blocks two squares east. Backtrack to the moving platforms and hop onto one. Ride it to the east ledge, which mirrors the west one you were just on. Push each of the four moveable platforms two squares west, and then backtrack and get onto one of the moving platforms. Jump onto the southernmost of the moveable platforms you pushed and move north across the other seven, then onto the other moving platform to the north. Get the apple that you come to and swing across the high-up hook. Get onto the next moving platform and pull yourself by all the hooks in the area, moving west to the door to the next area. Jump across the collapsing platforms and get onto a moving platform. Ride it past some platforms with coins on them, grabbing them with your tongue, as well as an apple. Get onto a collapsing platform on your west side and jump onto the checkpoint. Jump onto the four-square platform and it will start moving. Avoid the fire that comes at you and enter the door to the next area. Jump onto a moving platform and make your way across the rest in the area, grabbing the apple and moneybag as you go, and then pull yourself by the hook. Jump across the platforms that follow, looping around so you can reach and swing across a high-up hook. Continue west, then north, to a checkpoint (You will have to pull a pullable platform). Avoid the fire as you continue north, pulling yourself by a hook (Use the collapsing platforms to your advantage). When you get to the fire traps, hop west across the collapsing and non-collapsing platforms. Jump across more platforms to the west, avoiding fire. You must circle around a gap in the collapsing platforms, moving south to two apples, and then move west to a checkpoint. Pull the moveable platform two squares east and push it one square north, and then jump across it. Get the 16 coins the north, and then pull the next moveable platform one square south and push it one square west, and then jump across it. Ride a moving platform, grabbing the coins with your tongue as you go, and get onto the platform to the southwest. Push the moveable platform two squares north and pull it one square east, and then jump across it. Enter the door to the next area. Avoid the fire as you move west, south, then east, collecting coins and pulling yourself by hooks as you go. Get onto the next moving platform that comes by. Get onto the platform to the south of the moving platforms' path and hit the checkpoint. Jump onto the area east of it, patrolled by four bats. Jump east from this area and pull the pullable platform you see. Follow the crocodile along his patrol route. Hop onto the next patrol route as soon as you can, then jump back when the crocodile is out of the way, because another crocodile is on his way. Jump back and follow that crocodile when he turns around, and immediately jump in front of him and continue. Keep cutting corners to stay ahead of the crocodile. Move south, up against the wall, to an area patrolled by moths. Get the coins, jump up, grab, and swing across the high-up hook to the east. Avoid the fire and spike traps as you navigate the next area. You will come to a moveable block. Pull the eastern pullable block, and then pull the moveable block one square south. Push it two squares west, circle around and hop onto it. Pull the block to the north and jump onto it. Get the apple and enter the next door. Get the coins as you avoid the crocodiles. Jump onto the platform to the southeast and pull and jump across the platform to the north. Pull the moveable platform one square east and jump across it. Pull it one square west and push it two squares north. Jump onto the collapsing platform to the northeast, then north. Pull the moveable platform two squares north, and then jump west from it and over to a hook which you must pull yourself by. Jump across the platforms that follow, pulling yourself by a hook and quickly pulling and jump across a pullable platform. You will reach a checkpoint. Pull yourself by the northernmost hook and continue. Pull the only moveable platform within reach one square south and jump onto it. Pull the northeastern platform one square south and jump onto it. Pull the southeastern block one square north and get onto it. Jump onto the southwestern platform and then onto the northwestern platform. Jump west onto the next platform and push the moveable platform two squares east. Return to the other four platforms and push the northeastern platform one square north and jump across it to the platform with the coins. Move north along the eastern strip of land and push the platform to the north two squares west. Hop across the platform to its south, then it. Continue north (The fire traps are very hard to avoid, so hopefully you have a lot of health) and pull one the pullable platforms and jump across it, and then enter the door to the next room. Pull the moveable platform one square west, then two squares south. Push it one square east and pull it one square south. Now push it two squares east. Get onto it and pull and jump across the platform to the north. Pull the next moveable platform two squares south and push it one square east, and then jump onto it. Pull the eastern platform one square west and jump onto it. Pull the western platform one square east and push the eastern platform one square east, and then jump onto it (Get the coins to the south). Pull it one square north and jump onto it again. Pull the northern platform one square south and jump onto it. Pull the platform to the south one square north, and then push the north platform one square north. Jump across it to the checkpoint. Pull and jump onto the platform to the north. Get on the moving platform to the north. Avoid the fire traps as it carries you north. You must ride two more such moving platforms. Hopefully, you will reach the exit alive. af. Level 21: Dr. Wani's Fortress (If you run into Ronin before you go to the fortress, just skip this section for now. I'm not sure why this sometimes happens; maybe my memory tricked me and it always happens.) This is last level common to both quests, and the last level of quest two. Therefore, it's pretty tough, and branches off in many different winding paths at several points, so just ignore the wrong paths and follow this FAQ to the exit. You must start by going west and riding some moving platforms (Get the coins if you want). The second set of moving platforms is guarded by fire traps, so stay on the moving platforms for as short a time as possible, and jump onto the first one immediately when there is a break in the fire. Next you must avoid some bats, jumping across gaps in their patrol routes. The fourth and last bat is especially difficult to get by. To the west of it you must avoid more fire traps as you move across collapsing platforms. This part isn't actually too difficult. North, past the fire traps, a bat, and a rotten fruit, is the door to the next area. This is the main crossroads in the level. Pull the WEST platform one square east and jump onto it, then south. The path from here is straightforward and simple until you reach a moveable platform. Push it two squares north, pull it two squares west, push it one square north, push it two squares west, and pull it one square south. Push it one square west, jump onto it, and pull the platform north of it one square south to jump on it. Now, pull the southern platform one square north, get onto it, and push the northern platform one square north. Jump onto it and continue. Hop across the collapsing platforms, avoiding the bat. Get the coins with your tongue, and enter the western door into the next area. There is line in the gap to the north of the east of the two platforms you encounter. You must push the two platforms onto it. Pull the platform, jump onto it, and push the next two platforms onto the next line in the gap. Go north from the strip of land on the east side of the room, then avoid the spikes and fire as you go west (Before getting onto the strip of land, wait for two fireballs to hit the wall at once). There are two apples past this area that you will probably need to get before you enter the door to the next area. Pull the platform in the next room two squares west, push it one square south, pull one square west, push it one square south, and jump across it. Pull it one square south, jump onto the platform west of it, and pull it one square west. Pull the platform to the south one square north, and jump onto it, then east. Pull it one square east, pull the north platform one square south, and push each platform one square west. There is a fly to the east; before you continue, push the platform between you and it into position (It's simple enough that I don't need to explain it), and jump over and grab it, as well as the nearby coins. Now return to the two other blocks you moved and jump onto them, then south. There are two rows of spike traps; you must jump across the southern one to continue. Jump across the platforms over to the southeastern corner of the room, then north, pulling the platform as you go, get the coins, and enter the next door. There are some coins to the west, but to continue, you must pull the platform from the northeast area where you start. Pull and jump across the other platform as well, and push each of the two moveable platforms there two squares south, and loop around and jump across them. You must pull another platform and avoid some bats to reach the door in the northwest corner. Ugh. This part is tricky. Start by jumping across the collapsing platforms and pulling and jumping to the pullable platform. Get onto one of the moving platforms (The timing is the tricky part; watch the bats and the platforms first to decide when it's best to jump) and pull the northeast of the pullable platforms. Get onto the middle platform (The first one you pulled) if you get the chance, and then ride a moving platform to the northeast platform again, and jump onto it. Jump across the collapsing platforms to reach an area full of fire and spike traps. Avoid the fire traps one at a time, unless they are RIGHT next to each other. Always wait until right after a trap fires to move forwards. When you get past all the traps, you must push some blocks. The path is clearly laid out for you, so I'll just tell you the order that you should push them along it: east, north, south. This isn't the only possible combination, but it's one that works. Remember, you only need to push three of the blocks into the gap to reach the other side. Continue, carefully avoiding the bats and you will have to choose between two doors. I suggest you take the south one first, since it leads you safely and quickly to a fly (Stay out of the southwest area with the purple bats), and then take the north one. On the other side of the north door, hop down the stairs, hop onto the center stairs to avoid the crocodile, and make your way to the door in the northwest corner. Move south, avoiding the bats, and go down the stairs. To avoid the crocodile, stand one square north of the west of the two collapsible platforms, wait until he is about to hit you, get onto the west of the two collapsing platforms, jump onto the east one, then hop one square north, back onto the crocodile's patrol route. If you did this right, you will now be on the other side of the crocodile, so continue east, and then go up the stairs there. Avoid the bats and go to the door in the northeast corner. Hop onto the long platform guarded by fire traps. Avoid the fire as you make your way south. You must move west, avoiding more fire traps and spike traps (use the collapsing platforms to your advantage). Finally, you must avoid the fire traps to your north. Wait for the southern one to fire, quickly jump in front of it and across the gap, and then get out of the way of the last fire trap before the exit. ag. Boss: Ronin This is that loud-mouthed guy that works for Dr. Wani. You may notice that Ronin doesn't have a health meter. Instead, you must judge how close you are to beating him by the state of the machines in the room. These will slowly take damage as Ronin's attacks bump into them. You win when they all turn black. Since there is no way you can directly destroy the machines, all you have to do is avoid Ronin's attacks. These are sound-based, so turn up the sound on your Nintendo DS if it isn't audible already. Always stay in the corner opposite Ronin, and move as he does. Be prepared to long jump out of the corner at all times. You also have to avoid falling rocks, but this is pretty easy. If you hear chimes when Ronin attacks, stay in the corner. If you hear an eerie whistling sound, his attack is going to reach the corner, so long jump out of it (If he is only launching one sound wave at you, jump in the opposite direction that it approaches from). If you hear a weird electric guitar noise, it means Ronin's attack will not even come close to hitting you. Just keep up this strategy to avoid Ronin's attacks, and all the machines will eventually turn black, though it will probably take a LONG time. In fact, this boss takes longer to beat than any other in the game. ah. Level 22: Dr. Wani's Airship* I wonder why whether you go through the farmlands or the beach determines the method Dr. Wani uses to escape from you so much later in the game... Hop into the hole to left of your starting location and you will see that the airship has four floors, including the one you started on. When you land on the first floor, avoid the fire traps to the east as you ground pound on the three switches they protect. Doing so will open the eastern door. As you continue east, avoiding fire traps, you will pass two holes, one to the north, and one to the south. After the fire traps are two metal objects, which you must place on these holes. When you do so, the next door will open. Further east are some crocodiles on treadmills. Pound the two switches in the area to stop the treadmills and open the third door. On the other side of it is the ladder that leads to the second floor. On the second floor, hop onto one of the moving platforms to the west. There are some platforms with spaces between them where you will be safe from the crocodiles. Cross these to reach more moving platforms, which you must ride to a line of collapsing platforms. Get the coins after you reach the ledge to the west, and avoid the crocodiles as you continue west. You will come to an area containing several crocodiles and a switch. Pound the switch and enter the next area, avoiding the force hop fruit. Here you must pound another switch. Get the apple to the west, and then go south past some crocodiles to find another area containing a switch. Pound it, and then exit the area through the northeast to find some coins. East of these is the last switch. Look at the timer (On the upper of the Nintendo DS's dual screens), and then pound the switch. This opens the door to the east, and a message appears telling you that you have five minutes before the ship self-destructs. Because you looked at the timer, you can now calculate how much time you have left whenever you want, (Pause when you do this!!) though this may become distracting at times. For now, avoid the patrolling crocodiles to the east, hopping across the collapsing platforms as you go. Get the moneybag and hop north, then east, then south from it. Continue avoiding crocodiles as you make your way east. You will come to a room with two rows of platforms at the beginning: collapsing, and non-collapsing. First, jump across the collapsing platforms; they lead to apples (Don't worry about time; you have plenty). Backtrack and jump across the non-collapsing platforms. Jump south from the southern tip of the crocodile's patrol route so you don't have to grab the force hop fruit. You must avoid one more crocodile; then, you will come to the ladder that takes you to the third floor. On the third floor, go northwest until you see a hook; pull yourself to it. Jump to where the patrolling crocodiles are, and make your way south (Get the apple). Hit the switch you find, and pull yourself by the nearby hook. Just north of it is the door you opened; inside are three moneybags and a switch. Hitting the switch opens the door to the east. In this room are a fly and two apples (Again, you have plenty of time, so you can easily still make it. Besides, these items are vital!). Pull yourself by the northwest hook again, but this time, go east from the crocodiles' patrol routes. You must move along conveyor belts, avoiding fire. You will then encounter several crocodiles (Grab the money bags to the north and the apple to the south as you move west). Hopefully, you still have a fair amount of health when you reach the ladder to the fourth floor. On the fourth and final floor, go west, then north, avoiding cannonballs and a crocodile (grab the moneybag). East of the crocodile are some platforms; hop across these to reach an area full of cannon fire. Stay in the spaces in between the cannonballs' paths to avoid them as you move east. South of the cannons is a long series of collapsing platforms that will test your dexterity to the limit. After this, you must avoid more enemies. This is very difficult, so hopefully you have a lot of health. Continue east past several cannons, then south to an area containing 16 coins and the exit. ai. Boss: Dr. Wani* This guy took me a really long time to beat, but once I figured out what to do, he was kind of easy... maybe even easier than Ronin? See those switches on either side of the room? Stand on one (It's not necessary to ground pound) to get the rope next to it moving. You must stand in front of this rope, and when it starts moving and the knot in it rises above the ring, jump up and use your tongue attack. If you time it right, the rope will break. When a rope starts moving (Which is necessary for you to break it) the room will shake and you will be unable to move more a second. Dr. Wani's attacks include a sword attack (Avoid this by looking at the shadows of the swords), bomb-dropping birds (First avoid them using the shadows as a guide, then get away from the bombs (You can hop through them if you need to)), a tail whip attack which flips over a column of tiles (This is harder to get away from if you are near Dr. Wani, so stay away from him except to get to the two ropes on either side of him), and a normal tail strike attack (Unavoidable; again, don't get too close). Just keep avoiding Dr. Wani's attacks as you step on the switches and break the ropes. Remember, the knot has to be JUST ABOVE the ring, not inside it, for you to hit it! Just get the timing right and you'll break all six ropes in no time! Congratulations on beating quest one! That's a... weird ending. aj. Boss: Dr. Wani's Mechanical Hang Glider** In this unique boss fight, you must jump across the clouds that trail behind Dr. Wani's hang glider and knock down the five winders on the glider with your tongue. There are almost no specific strategies to beating this boss; just remember that you're virtually never "stuck". You may have to move backwards to move forwards, though. Each winder takes very few hits to knock down, so this boss is pretty easy. Congratulations on beating quest two! This ending isn't as weird as the other one. It's still a cliffhanger, though. 6. Appendix a. Flies Here is a list of the flies that can be found throughout the game, adding to Frogger's maximum health. Difficulties are rated on an easiest-hardest scale of 1-3 asterisks (*). When I finish, there should be 12 flies. Number: 1 Quest: Both Level: 1: Firefly Swamp 1 Location: Near the beginning, to the south of the pit with 8 coins in it. Ground pound on the white flowers to make it appear. Difficulty: * Number: 2 Quest: Both Level: 2: Firefly Swamp 2 Location: Near a red apple, pull yourself by a hook and ground pound on the white flowers to be teleported into a maze. Further instructions are in the walkthrough for that level. Difficulty: * Number: 3 Quest: Both Level: Firefly Swamp 2 Location: After the sign that says "Beware of slippery slopes", you will come to some white flowers. Ground pound on them to teleport into an area with a rabbit who gives you a fly. Difficulty: * Number: 4 Quest: 1 Level: Farmlands 2 Location: Near the exit, to the west, a giant rabbit is hidden in the trees. He will give you a fly! Difficulty: * Number: 5 Quest: 2 Level: The Beach Location: Southeast of the exit is a giant rabbit who gives you the fly. Difficulty: * Number: 6 Quest: 1 Level: The Jungle 1 Location: Partway through the level, after some fire and spike traps, there is a four-way split. The far-right path leads to the rabbit. Difficulty: ** Number: 7 Quest: 1 Level: The Jungle 1 Location: Soon after the rabbit is a large group of islands. In the southwest area is a gap you jump across to reach three switches; ground pound on them to make a fly appear. Difficulty: ** Number: 8 Quest: 1 Level: The Jungle 2 Location: Along the path past the northernmost of two checkpoints, near the next checkpoint after that, is a fly. You must travel across some platforms to reach it. Difficulty: ** b. Legal Things This guide is copyright (c) 2005 Robert Brandenburg, the author. This FAQ was written only for use at http://www.gamefaqs.com/. Contact me if you want to post my FAQ on another site. My email is [email protected] and can be found at the top of the FAQ as well. Tell me about any errors and send any submissions! I will test any new levels you discover, of course, before publishing walkthroughs you send me for them, and most importantly, I will give you credit! c. Credits Thanks to gamefaqs for letting me publish this and everything- this is my first FAQ! Thanks to someone currently anonymous for informing me exactly how to get to Lumpy's "Inside the Tree" level! This was the first piece of information sent by a user of my FAQ! Thanks to Ashwin Hirschi for information on the secret area in the first level, along with some very important legal info! Thanks to Pidino for giving me a great deal of information about the toll collector! Thanks to Marie for explaining to me that you need to ground pound the switches in Farmlands 2 in order to activate them! (I think I've received a few emails about this level, but to be honest, I'm not even sure where my Frogger cartridge is these days, so user-sent info constitutes my main additions to the FAQ at this point.) Thanks to the instruction manual for reminding me of things I forgot about... like checkpoints. Thanks to Konami for making Frogger! GREAT game, Konami! Last but not least, thanks to my piano fingers. You guys are the greatest! And the creepiest...