KLONOA: EMPIRE OF DREAMS Guide and FAQ By ToastyFrog (J. Parish | jp@toastyfrog.com) -------------------------------- REVISION 0.7.2 5 August 2001 =============================================================================== =============================================================================== Please read the following conditions for use of this guide before continuing: 1. This guide is not to be posted anywhere on the Internet except www.toastyfrog.com and www.gamefaqs.com. You may freely copy and print and exchange this guide for personal use, but do not post it elsewhere, and do not print it/distribute it commerically. 2. This guide exists as-is. It is all the help I am capable of offering. DO NOT contact me for additional assistance with this game or any other; my time does not allow me to function as a tip hotline. For assistance with this game, please contact Namco Hometek or ask for aid on an Internet message board, both of which are full of people who would love to offer assistance. Please, do not email me for gameplay advice or solutions. 3. Corrections are welcome, but please do not send "alternate" solutions to puzzles. This guide is not intended to be exhaustive; I'm simply listing the game strategies which work for me. If you have other answers, I sincerely encourage you to write your own alternative guide to aid other gamers. I'd welcome corrections on English names, though. I still haven't been able to find an American version of the game. Also, I'd give a big happy smooch to anyone who could send me an emulator save state for this game that has Vision EX3 unlocked. I've been cranking away at the actual cartridge and simply can't get perfect scores on those awful auto-scrolling states to unlock EX3. So I'd definitely appreciate someone who would be willing to help me cheat for the sake of this guide. With this being said, let's talk about our pal Klonoa. And remember, people - this is a guide. It has spoilers all over the darned thing. Don't gripe if reading this ruins your gaming experience, that's why this guide *exists*. Incidentally, those of you who are looking for the witty little asides of my previous guides here need read no further; there's only so much you can do with a game whose mechanics are limited to "jump, and, er, throw stuff." So it's all pretty much no-nonsense, and about as meticulous as you can get. Useful for solving puzzles, but not even close to being a good read. I'm also happy to write up solutions to levels which are not yet covered by request. Please keep in mind that it will take at least a day for me to post an update, however. =============================================================================== =============================================================================== CONTENTS: I. ABOUT THE GAME A. IMPRESSIONS B. THE STORY C. PREVIOUS KLONOA ADVENTURES/EoD COMPARISON II. CHARACTERS A. THE HEROES B. MONSTERS C. BOSSES III. GAMEPLAY A. FORMATS B. CONTROLLING KLONOA C. PUZZLE ELEMENTS IV. GUIDE A. GHAZZALAND B. PLEAMIL C. SHIOBUBU D. SANUTAAL E. LU ELSHINBA F. EX STAGES V. FAQS A. FREQUENTLY ASKED QUESTIONS B. BOSS STRATEGIES VI. HOUSEKEEPING A. CREDITS B. LINKS C. REVISION HISTORY =============================================================================== PART I: ABOUT THE GAME -------------------------------------------------------- =============================================================================== Here's everything you need to know about Klonoa: Empire of Dreams! Except how to beat it and stuff. =============================================================================== A. IMPRESSIONS Klonoa: Empire of Dreams will feel instantly comfortable for anyone who has played a previous title in the series, or in fact anyone who has ever played a side-scrolling platform adventure of any sort whatsoever. Which isn't to say it's generic, simply that it builds upon the basic firmament upon which a thousand other titles have been constructed over the past fifteen years. Those who loved Klonoa and Klonoa 2 for their dazzling 3D worlds and beautifully intricate level design will probably be somewhat disappointed by Empire of Dreams, though - since the GBA isn't exactly a powerhouse of 3D processing, all the graphics have been coverted to pure 2D, and more emphasis has been placed on advancement through puzzle-solving. Despite (or because of) the visual downgrade, the graphics are perfectly suited to the format, with clear but small sprites which pop right out from the beautifully detailed (but not too busy) backgrounds. Those few intrepid souls who imported a WonderSwan handheld will recognize that the gameplay here is based largely upon Klonoa's adventures on that mysterious Japan-only system in the game Moonlight Museum. All in all, a good time will be had by all. Want more detailed thoughts on the merits of the game? I just so happen to have posted a review online http://www.toastyfrog.com/ - how about that. =============================================================================== B. THE STORY Klonoa finds himself awakened one night to be taken before Emperor Jillius. Klonoa crime? Dreaming. Everything related to dreaming has been deemed frivolous and outlawed in Jillius' empire; even listening to the band R.E.M. will land you hard jail time. But Jillius isn't a complete creep - he's willing to let Klonoa off the hook if he can rid the kingdom of four horrid monsters. Don't do it, Klonoa! Violence isn't always the answer! =============================================================================== C. PREVIOUS KLONOA ADVENTURES/EoD COMPARISON Empire of Dreams seems to compile elements from all three of Klonoa's previous visions (a fancy-schmancy term for "games"). Here for your delectation is a point-by-point breakdown of the series. WARNING: KLONOA SERIES SPOILERS AHEAD -- 1. DOOR TO PHANTOMILE --------------------- The premise: Klonoa, a young critter who lives with his grandfather and whose only friend in the world appears to be a little blue globe named Huepow that lives in his giant ring, is drawn into a terrible plot one day when he goes to explore a strange disturbance near his home. He stumbles upon an evil plan enacted by the menacing Ghadius and his clownish hench-thingee Joka to capture the Moon Diva, Lephise, for nefarious purposes of vengeance. Joka eventually realizes that a key component of the plan, the Moon Pendant, is within Klonoa's grasp and kills Klonoa's grandfather while stealing it. Klonoa travels to the Moon Kingdom, where Huepow is a prince, but arrives too late to prevent the worst from happening; Ghadius unleashes the Nightmare Kingdom upon the land of Phantomile, and only a "strange dream" prevents his power from becoming complete. Klonoa defeats Ghadius, but not before the ruler of nightmares is awakened. The five tribes of Phantomile along with Klonoa, Huepow and Lephise combine to defeat the demon, and Klonoa learns that he himself is the "strange dream" of which Ghadius spoke - a traveller not of the world of Phantomile, summoned by Lephise to protect the kingdom. What it was: The first Klonoa game, which set the overall tone for the series with beautiful graphics, a surreal atmosphere, and an unexpectedly bittersweet story. The gameplay hasn't been changed in subsequent adventure, although the details are a little different in every game. There are six citizens of a given land in each stage to be rescued, upon the completion of which a secret level is opened. Gems are not totalled on a per-level basis and 100 gems nett Klonoa an extra life. -- 2. MOONLIGHT MUSEUM ----------------------- The premise: It's in Japanese, so I dunno. It has something to do with collecting works of art, but beyond that I'm at a loss. Doot. What it was: A simpler approach to Klonoa, lacking the 3D levels and compelling plot and focusing much more on puzzle-solving and item collection. Each stage contains three small stars which are required to unlock the exit, as well as thirty gems which contain fragments of the lost artwork. By acquiring all the gems (thirty per stage), Klonoa can complete the paintings - one per world of six levels, or 180 gems per image. The awkward size of the WonderSwan combined with the blurry graphics and the inevitable "sideways" levels which crop up in entirely too many WonderSwan games make this a difficult play; I admit I haven't bothered to finish Moonlight Museum. -- 3. LUNATEA'S VEIL ------------------------- The premise: Klonoa awakens in a new land, Lunatea, after being borne upon the ocean waves to meet an aspiring priestess named Lolo and a gabbly Jar-Jar like monstrosity named Popka. Lolo hopes to ring the magical bells of each Kingdom in Lunatea to help protect the world from imminent disaster. However, an air pirate named Leorina has the same goal in mind and along with her cat-like companion Tat befuddle Klonoa at every opportunity. Leorina manages to steal the necessary tokens from the gullible heroes by putting on a disguise (a nice trick - how does she make her arms float like that?), and activates the final bell. However, the power overwhelms her and turns her into a monster while opening the path to the Kingdom of Dispair, which seeks to destroy the rest of Lunatea. So as usual, it's up to Klonoa to save the day. There's a little too much angst and needless patter in the dialogue to this game, so the story falls more into the "average" zone - a bit of a letdown after the original game's brilliantly understated plot. But still not bad. What it was: The series moved into full-3D here, usually for the better (although sometimes some of the camera work was a little fishy). The levels were bigger and more challenging than in the original game, but less intricately designed and appealing. Plus, quite a few levels are simply paletter-swapped retreads of previous areas. There are six Momett doll fragments to uncover in each stage, and like the victims in the original game will unlock secrets once all are rescued. Additionally, the game challenges you to collect 150 gems per stage, which wouldn't be so bad but for the presence of some staggeringly irritating snowboard levels. Ah well. A solid game overall, if not quite the near-perfect experience that the first game was. For more on my thoughts, check http://www.toastyfrog.com/ in the game reviews section. -- 4. EMPIRE OF DREAMS ----------------------- The premise: See above. What it is: More of a sequel to Moonlight Museum than anything else, but with far more intricate puzzles to solve and objects to manipulate. Each level here has 30 gems, as in Moonlight Museum, except for the snowboarding and auto-scrolling stages which have 100. There are five worlds, each of which contain five regular stages, a snowboarding level, an auto-scrolling platform level and a boss battle. Completing various tasks will unlock up to three extra stages to play. And of course, there's the final boss stage. As in Moonlight Museum, each stage is completed by collecting three small stars and opening the exit door. While the original Klonoa was brilliant because of its graphics and story, Empire of Dreams succeeds through its fantastic puzzle construction and beautiful graphics which are simple and colorful and thus absolutely perfect for the GameBoy Advance's screen. Thumbs up. =============================================================================== PART II: CHARACTERS ----------------------------------------------------------- =============================================================================== These lovable little scamps are what makes the game go 'round. You'll probably recognize most of them from previous Klonoa titles. =============================================================================== A. THE HEROES -- 1. KLONOA --------------------------------- Is Klonoa related to the Warner brothers, Yakko and Wakko? Observational evidence suggests he may very well be - take for instance his black, furry body, his white face, and his floppy white ears. Furthermore, in his early adventures he wore only pants, much like Yakko. But this is of no consequence; the important thing is that Klonoa is a dream traveller, a benevolent sort of fellow who seems to fall somewhere between Dr. Sam Beckett of Quantum Leap and Alundra the Dreamwalker, hopping from one dream kingdom to another solving random crises (which invariably involve cute little red rabbit guys, for some reason). But Klonoa got stiffed on companions for his travels; rather than adventuring in the company of Alundra's hottie Maya or a sardonic Dean Stockwell, he's saddled with a squeakly little nuisance named... -- 2. HUEPOW --------------------------------- Huepow is the prince of the Moon Kingdom, but since he's a loser he likes to pretend he's a little magical ball that lives in Klonoa's gigantic ring. There could be some Freudean overtones here, but I'll leave that particular bit of analysis to others. There's absolutely no logical reason for Huepow to be in this game, since he and Klonoa were forever separated at the end of the first game. But apparently plot continuity takes a back seat to gameplay convenience here... as it should. =============================================================================== B. MONSTERS It's hard to call such cuddly little beasties "monsters," but defamation and dehumanization makes murder all the easier. So there you have it. -- 1. MOO ------------------------------------ I don't know why Klonoa's heroic dream efforts always involve little red bunny critters with smiling happy faces. But they invariably do. But these things respawn like the rabbits they resemble, so don't feel guilty about inflating them like a cheap bike tire and tossing them till they explode; scrunch all you want, they'll make more. -- 2. FLAMOO --------------------------------- What's that in the sky there? Green Moos that can fly, there! For some reason, when Moos take flight, they do nothing but hover back and forth or up and down in a single place. Not the most imaginative of creatures, these. -- 3. BOOMIE --------------------------------- In Zelda these would be called Bombchus. But this isn't Zelda. So they're Boomies: little walking mice who explode shortly after being manhandled. They explode immediately upon contact with other creatures. Boomies in Empire of Dreams differ from those which have appeared in previous Klonoa games in one important way: their explosion delay is variable, and a tiny number over their heads indicates the time remaining on their countdown. The timers are a vital factor in many puzzles, so pay attention, slackers. When they fly, they're imaginatively called FLABOOMIES, which sounds like a sound effect involving exploding toilets and puts me in mind of Calvin and Hobbes for some reason. -- 4. MOO BOARDERS --------------------------- Moos on snowboards. Because sometimes, even hapless li'l bunnies feel the need to be XTREME. -- 5. SPINDLE -------------------------------- A strange little fellow who managed to evolve some common sense: he rides around in an indestructible vehicle that protects him from being damaged by objects. Alas, like all teens he thinks he's indestructible and rides around with the top of his convertible down, making him vulnerable to attacks from above. -- 6. SPIKER --------------------------------- Completely indestructible, these guys mostly hover in place or move in a short linear pattern and obstruct various puzzles. They can be blocked or even weighed down by Moo Boxes. -- 7. TETON ---------------------------------- A little flying creature. When Klonoa grabs it, tapping the Jump button will cause it to go higher until it self-destructs explosively. Not much of a way to die, if you ask me. -- 8. GLIBZ ---------------------------------- This monster is packin' heat and will fire a stream of spiky things at Klonoa from its twin pistols. Which is much less disgusting than it sounds, but dangerous nevertheless. =============================================================================== C. BOSSES See BOSS STRATEGIES in the FAQS section (section V., heading B.). =============================================================================== PART III: WALKTHROUGH --------------------------------------------------------- =============================================================================== This is probably what you're here for, right? Not my stupid filler material about the game's history or style. Please forgive me for all of that. Writing out detailed directions for such a basic but puzzling game threatened to drive me mad. I had to add something else, don't you see? Don't blame me... I'm weak. =============================================================================== A. FORMATS There are four differet styles of gameplay in Empire of Dreams, which adds a pleasant degree of variety to the game. Both mental aptitude and manual dexterity are put to the test. It's like there's a party in your GameBoy Advance and everyone's invited! -- 1. PUZZLE PLATFORM ------------------------ The foundation of the game, and the aspect that most resembles the original Klonoa. It's your basic free-roaming platform adventure where progress is doled out in bits and pieces upon completion of various puzzle challenges. -- 2. SNOWBOARDING --------------------------- Taking a cue from Klonoa 2, the game breaks up the puzzle solving with a bit of XTREME SPORTS ACTION. Unfortunately. But these levels are far less frustrating than those in Klonoa 2 and best of all don't need to be completed to beat the game. Not too shabby. -- 3. AUTO-SCROLLING ------------------------- The auto-scrolling stages are similar to the puzzle platform levels, except they completely abandon the puzzle aspect and force the screen to advance forward or upward, necessitating quick responses and good planning to avoid being squashed or plummeting into a deep pit. Not to mention collecting all the gems in the levels. -- 4. BOSS BATTLES --------------------------- At the end of each world, young Klonoa has to fight a very large monster using only his wits. Oh, and the deadly objects that the monster brings into existence. The perspective on these battles is zoomed out, so Klonoa is very tiny. Good lighting it highly recommended. =============================================================================== B. CONTROLLING KLONOA Klonoa can be moved about quite effectively with a mere two buttons and a D-Pad. It's rather remarkable, really, what all the little pup can accomplish with such a limited range of input devices. Remember, just because Rare thinks controlling a game should inflict massive arthritis on games, doesn't mean it actually should. RUN: Press the D-Pad either to the left or right to make Klonoa run side-to-side. That was probably a "no duh" explanation, but oh well. JUMP: Tap the A button to make Klonoa leap into the air. The longer you hold down the button, the higher he jumps. GRAB: Press the B button while facing objects or enemies and Klonoa will use a Wind Bullet from his enormous ring to grab hold of whatever it is in front of him and lift it above his head. THROW: While holding something, press B again to throw it in the direction Klonoa happens to be facing. Most enemies will burst like a soap bubble upon contact with anything, whereas blocks or bombs will usually destroy enemies and stop only upon hitting a wall. FLAP: Gain extra hang time from a jump by pressing and holding the jump button while in mid air. You can't hover indefinitely, but it will allow you to travel a little further and very slightly up. DOUBLE JUMP: After grabbing something, jump and tap B. Klonoa will drop the item he's carrying and use it as a springboard to double his height and distance. Useful for those hard-to-reach areas, and not too shabby for destroying or activating things directly below at that. Just be aware that when you double jump, Klonoa cannot flap until he lands and jumps again. CHAIN JUMP: Klonoa can grab an enemy or item in mid-air and immediately perform a double jump. By stringing together multiple grabs and double jumps in rapid succession, he can reach difficult areas and do all sorts of naughty things a young cat-thing was never meant to accomplish. =============================================================================== C. PUZZLE ELEMENTS There are numerous items littering the Visions (levels) of the world, the proper use of which is vital to advancement throughout the game. Know these items. They will become your friends. And often your worst enemies. ACCORDIAN PLATFORM: These come in pairs. Placing weight on one will cause it to depress and force the other to rise. ARROWS: When a Boomie explodes next to an Arrow block, the block will transmit the force of the explosion several spaces in the direction of the arrow. Be careful, these can be dangerous. And they only respawn if you exit a room, so if you screw up using them it's possible you might have to restart the entire level all over again. BOOMIES: Little walking mice who also happen to be bombs. When lifted, they begin a countdown to an explosion which can hurt Klonoa, destroy objects and activate switches. When thrown at an enemy, they explode on contact. When an enemy is thrown at a Boomie, it explodes on contact. When a Boomie is thrown at a wall, it lands without exploding and continues its countdown. Learn the Boomie. Love the Boomie. CRACKED BLOCK: A Moo Box which has become damaged. For some reason this makes it impossible for Klonoa to lift it, but it's vulnerable to Boomies. CRYSTAL SWITCH: A large switch that opens a gate when struck. These are frequently temporary switches that will close again after a given period of time. DIRECTIONAL ARROW: A red arrow which will redirect any item which is thrown at it in the direction of the arrowhead. DIRECTABLE ARROW: A blue arrow which works exactly like the the Directional Arrow, but hitting it with a Wind Bullet will rotate the direction of the arrowhead 90 degrees clockwise. GATE SWITCH: A large panel of floor which depresses when weight is placed atop it. Klonoa, Moo Boxes and Boomies are all capable of weighing down the switch, which generally opens a nearby Gate. GUMI: Strange winged radishes that hover in midair. Klonoa can grab these to hang suspended beneath them. Some Gumis are mobile and will give the lad a quick ride to new areas. Klonoa can leap from Gumi to Gumi by grabbing them while in mid air and then jumping away. INFLATOR SWITCH: A switch that causes gridded blocks to alternately inflate or deflate. Usually these come in pairs, and as one block (or set of blocks) contracts, another expands. KEYS: There are three different kinds of Keys in many levels, each of which can open all like-colored doors within a given Vision. MAGNET BOX: A green-and-white box that will reach out and grab any wall or ceiling tile with an inverse color scheme and cling to it. Klonoa can attach these to their opposites to use as platforms to higher areas. MOO BOX: A large square box with the face of a Moo emblazoned upon the side. These can be used for Double Jumps, to annihilate enemies, as stepping stones, or as weights. It's the box of a thousand faces! ONE-WAY GATE: A gate that resembles pinball flippers. Klonoa can pass through them in the direction of the hinges, but cannot backtrack through them once the gate has closed again. Additionally, objects may be thrown through the gate in the direction of the hinges as well. ROTATOR SWITCH: Uses the magnificent power of MODE SEVEN! It spins the platform elements on a screen 90 degrees to the right. SPRING: Jumping from this will cause Klonoa to leap high into the air. Standard platform game gimmick since the days of Super Mario Bros. and before. You already know this one by heart. TRIPLE SWITCH: A set of three small crystalline switches. When all three are activated within a certain period of time, they will open a gate. Once all three are activated, they are permanently set to an "on" position for the remainder of the VIsion. However, if the complete set is not activated quickly enough, they will reset to the "off" position in the order in which they were switched on. These comprise some of the most difficult puzzles in the game. VANISHING PLATFORM: A crystal-like platform that disappears a few seconds after Klonoa stands on it. It reappears after a few more seconds. Touching it from the bottom or sides will not cause it to disappear. VENTS: Blower fans installed in the floor that emit a powerful upward blast of air. Klonoa will be blown all the way up to the ceiling if he passes over top of these. The current can be blocked by Moo Blocks and moving platforms. Some stages include mesh floors through which Vents located on lower levels can blow through to the upper level. WATER SWITCH: A switch that raises or lowers the level of water throughout an entire Vision. Klonoa looks like a cat, so it stands to reason that he doesn't enjoy being wet. WATERFALL: A curtain of water falling from above. Klonoa isn't injured when he touches a waterfall, but the force of the fluid causes him to recoil. To pass a waterfall, you have to block the funky funky flow from above. =============================================================================== PART IV: LEVEL GUIDE ---------------------------------------------------------- =============================================================================== For convenience, I'm organizing the level walkthroughs by room breakdowns. When you run off one side of the screen and the images fades down and back up, you've just travelled from one room to another. The room in which Klonoa begins is always Section One of a stage. All instructions are relative to this point, so pay attention! Additionally, I've included the following information for each stage: - Level Data ------------ Sections: The number of sections (screens) in this level Gems: The number of gems to be collected (30 or 100) Enemies: All enemy types who appear in this stage Elements: Elements which comprise this level's puzzles Keys: Stages may include Red or Blue keys ------------ Level Data - =============================================================================== A. GHAZZALAND A world of cacti and open prairies, Gazaland has the simplest stages and collecting 100% of everything should be no trouble at all. The enemies here are basic and the puzzle items are all very straightforward, when they show up at all. 1. VISION 1-1 ----------------------------------------------------------------- - Level Data ------------ Sections: 3 Gems: 30 Enemies: Moo, Flamoo Elements: None Keys: None ------------ Level Data - This is about as easy as a game gets. If you need a walkthrough for this stage, you're probably going to need my upcoming "Shoe Tying" FAQ and my complete step-by-step guide to breathing. But in the interest of thoroughness, here's the data anyway. - Section One ----------- The entire point of this level is to run as far to the right as possible. The sign instructs you on the basic principle of grabbing enemies and using them for additional height, but it's pretty simple and takes about one attempt to master. Begin by either grabbing or leaping over the Moo who appears at the far side of the screen. Hop up the steps and you'll see another Moo appearing from a warp portal. You may either grab this one, leap over it, or if you picked up the first Moo you can destroy both by throwing one at the other. Be aware that a new Moo will spawn immediately from a portal whenever you destroy one; you have about two seconds, so always pay attention to the locations of portals to prevent being caught unaware and injured by the sudden appearance of a new Moo. Keep going right and grab the Moo next to the sign (press up to read the sign, if you need). Stand next to the small ledge and press jump again at the peak of your leap. This is the Double Jump, a very essential technique for progressing through any Klonoa game. The added thrust caused by leaping off an enemy gives you extra height and will allow you to clear the ledge. And be sure to grab the two gems in the process (2). A heart piece is atop this ledge; if you've been clumsy and are already injured, be sure to take it. Otherwise drop down to the right and grab the Moo beneath the wooden platform. Take the two jewels (4), then run back to the left and Double Jump onto the platform to collect three more jewels (7). Go right and grab the Flamoo from the air, and Double Jump with it to take the big jewel worth 5 small gems (12). Run beneath the outcropping to enter Section Two. - Section Two ----------- Hop up the wooden platforms and grab the Flamoo while standing on the top platform. Use it to Double Jump to grab three more gems (15) and the first Small Star (A). Grab the next Flamoo to appear and use it to Double Jump off the lower right step to snag the blue gem (20). Go on to Section Three. - Section Three --------- Snag the Moo and head right. Drop down one step and Double Jump to grab three gems (23) and a Small Star (B). Keep on to the right, taking the heart if you need it, and grab the first Flamoo. Use the first to Double Jump over the second Flamoo when it reaches the bottom of its path, then turn and grab it as it rises. Double Jump to the left to grab the three gems and hold down the jump button while pressing right to Flap back to the upper platform. If you miss a gem or fall from the platform, simply repeat until you have them all. Now grab the Flamoo and run right, leaping over the small spike pits. Do *not* use the Flamoo to Double Jump until you pass the pits - you need it to reach the final Small Star for the level (C). The chime you hear when you grab the Small Star means the exit door is unlocked, so head back to the left. Use Klonoa's Flap ability to hover over the spikes to collect the final four gems (30). Now you simply need to exit the level. Drop down from the left side of the upper platform (be sure not to hit the Flamoo) and run all the way to the right edge of the lower level. When you reach the door, it will open automatically. Simply press up to enter the door and exit the stage. 2. VISION 1-2 ----------------------------------------------------------------- - Level Data ------------ Sections: 3 Gems: 30 Enemies: Moo, Flamoo Elements: Moo Box Keys: None ------------ Level Data - - Section One ----------- When you begin this level, be sure to run left to grab the three gems at the dead end. Life the Moo Box and use it to Double Jump onto the left ledge. Hop over the Moo below and take the gems at the far left (3), then return to the right. Double Jump with the Moo to clear the ledge and use the Moo Box to acquire the two high gems here (5). Double Jump one final time with the Moo Box to reach the top of the tall ledge to the right and drop down. Pick up the Moo Box and throw it to the right by pressing the Action button. It will destroy the Moo and stop against the ledge. Grab the Moo that respawns, then jump from the top of the Moo Box without Double Jumping. Use the Moo instead to Double Jump while atop the cliff to grab the two gems (7) and the Small Star (A). Drop down and head to Section Two. - Section Two ----------- Run to the right past the Moo Box and take the three gems (10). Then lift the Moo Box and hop up to the first ledge on the left. Double Jump from there to reach the upper-right platform where you can take the second Small Star (B) and a 1-UP coin. Wahoo! Drop back down and use the Moo Box to Double Jump from the highest left step to the ledge above on the left side. Take the Moo and double jump to the ledge, turn around and grab the blue jewel (15), and Double Jump back to the upper right again. Take the three gems above the bridge with the aid of the Moo (18), then throw the Moo Box to the far right. Stand on the Moo Box and use a Moo to Double Jump to the top of the high ledge to the right, take the heart piece and move on to Section Three. - Section Three --------- Jump down, grabbing the six gems as you do (24), then head right. Use the Moo Box on the far right platform to Double Jump to another gem (25) and the last Small Star (C). Double Jump up to the platform on the left and use the Moo to reach the blue jewel (30), then Double Jump to the left and enter the door. 3. VISION 1-3 ----------------------------------------------------------------- - Level Data ------------ Sections: 5 Gems: 30 Enemies: Moo, Flamoo Elements: Moo Box Keys: Red, Blue ------------ Level Data - - Section One ----------- Head right and pass by the Moo Box to grab the gems (2). Then use the Moo Box to Double Jump to the wooden platform. Use the Moo to reach the three gems (5), and grab the new Moo before leaping from the platform to the ledge to the right. Do not use the Moo to Double Jump the gap; you need it to reach the small ledge above the Red Door. Here you'll find the Red Key which is needed to open the door below. Unlock the door with the key and move to Section Two. - Section Two ----------- Hop up to the right and use the Flamoo to reach the ledge above the left entrance where two gems (7) and a Small Star are located (A). Return to the right and use the Flamoo to leap to the right ledge above the Blue Door, then again to reach the left outcropping, once more to reach the blue jewel and 1-UP above (12) and finally one last time to reach the upper-right platform. Pass through the Red Door to Section Three. - Section Three --------- Use the Moo Box to Double Jump to the ledge with the Blue Key. Drop back down and throw the Moo Box to the right (you cannot carry it through the low-clearance passage caused by the wooden platform). Use it to grab the two gems (14) and Double Jump to reach the Small Star (B) and two more gems (16). Head back to Section Two. - Section Two ----------- Drop down to the left and then double back to the right through the Blue Door. Enter Section Four. - Section Four ---------- Climb and then descend the steps, grabbing the gems as you go (21). Ignore the Moo and the exit door and pass through the opening to Section Five. - Section Five ---------- Snag the Flamoo and run to the right. Hop up the small wooden steps, grab the gems (23) and Double Jump to the upper-left platform. Ignore the Small Star for a moment; leap over it and run to the far left to collect a blue jewel (28). Then drop down, collecting the Small Star (C) and two final gems (30). Head out the left side, back to Section Four. - Section Four ---------- Use the Moo to Double Jump to the Exit Door and you're good to go. 4. VISION 1-4: SNOWBOARDING --------------------------------------------------- This will be your first snowboarding stage. You'll likely find these much easier than the boarding stages in Klonoa 2 thanks to the lack of odd perspective, camera shifts and moments of reduced control for dramatic effect. - Level Data ------------ Sections: 3 Gems: 100 Enemies: Moo Boarder, Flamoo Elements: None Keys: None ------------ Level Data - - Section One ----------- You don't need to jump to collect the first 8 gems (8) and 1-UP. Be sure to leap to grab the blue jewel (13) after the second rise, though, or you're in a world of hurt. Leap again at the end of the upper platform and hover long enough to catch another blue jewel (18). Follow the curve down for five more gems (23) beneath the Flamoo (don't jump!) and then jump to follow the gem arch (28) above the Flamoo in the next dip. Jump at the waterfall's crest and hover just long enough to snag the blue jewel from midair (33). If you're too high to reach it, remember that when you stop Flapping Klonoa rises slightly before falling; take that into account when dropping or you'll overshoot the gem. You'll ski along to Section Two now. - Section Two ----------- Jump when you reach the Ramp sign to grab a 1-UP. When you hit the ramp, don't jump! The Ramp will automatically propel you over the Moo Boarder and net you five gems (38). Now leap between the two Flamoos for another blue jewel (43) and hop over the Moo Boarder for a blue jewel again (48). There are six more gems (54) along the curve of the slope before you hit the next Ramp. This time, jump after hitting the Ramp, once you're descent brings you level with the gems. Again, be careful that the rise at the end of Klonoa's Flap doesn't cause you to miss the last gem. Success will net you some more gems (67) and a heart piece before entering Section Three. - Section Three ---------- Hop slightly (don't Flap) to grab the four gems at the start (71). Don't miss the blue jewel at the peak of the first rise (76). Grab the Moo Boarder and leap along the line of gems - Double Jump at the peak of your jump to snag the blue jewel (85). Grab the next Moo Boarder and hop to snag three small gems (88). When you reach the Ramp, let it lift you along and Double Jump with your Moo Boarder when you reach the same line as the blue jewels (100). If you time it right, you'll also acquire another 1-UP as you cross the finish line! 5. VISION 1-5 ----------------------------------------------------------------- The scenery changes here a bit - the rugged wasteland appearance of the earlier stages is replaced by a more aquatic-looking backdrop. The puzzles also up the ante a bit, requiring some more sophisticated thinking (though still pretty basic...) as well as the use of the Gumi aerial hooks. - Level Data ------------ Sections: 4 Gems: 30 Enemies: Moo, Flamoo Elements: Moo Box, Gumi Keys: Red, Blue ------------ Level Data - - Section One ----------- Begin this stage by running all the way to the right. Leap off the second Moo Box to pick up two gems (2), then grab a Moo Box and carry it to the left. Stand on the small outcropping to the right of and below the platform with the heart piece, then Double Jump to drop the Moo Box. Lift the other Moo Box and Double Jump with it while standing on top of the first box you dropped. Be sure not to set it directly on top of the first - they should be slightly out of alignment so the box on top is a little further to the right than the box beneath it, which will create a sort of stairway for easy access from the left side. Now drop to the left and grab the Moo. Use the stacked Moo Boxes to reach the two-block platform to the right without Double Jumping. Jump to the right again to reach a wooden platform jutting out from the wall, and Double Jump to the left to grab a blue jewel and two gems (9). Run back and grab the Moo again (if you find yourself trapped on the right side of the Moo Boxes, simply leap and grab the top one, then hop over the box on the bottom and restore the top box to its proper position). Again leap to the upper right edge of the room without Double Jumping, then Double Jump to the upper ledge where the Small Star (A) is waiting. Head to Section Two. - Section Two ----------- The small, red, hovering vegetable-looking object here is a Gumi. You can hit a Gumi with a Wind Bullet to grab it and hover. Some Gumis move and will carry you over obstacles, so be sure to learn the dynamics of how Klonoa interacts with them. It's important to note that when you leap from one, you always rise a full body height, as if you were jumping from level ground. Use the first Gumi to reach the small gems (11) and then leap to the right ledge from the second Gumi. Use the Gumis at the right side of the section to climb to the ledge, then hop over to the rope ladder. If you climb the rope ladder, you'll find a 1-UP to the right and a Small Star (B) to the left. Take both and hop over to the Gumi to the upper left. Grab the three gems here (14) by leaping from Gumi to Gumi, then grab the Moo and jump from the top of the Moo Box to the ledge to the left. Double Jump to reach the blue jewel (19); be sure to press right and Flap back to safety as soon as you get the gem! Now leap and snag the Gumi moving in a diagonal pattern and ride it to the peak of its climb. Go left to Section Three. - Section Three --------- Grab the Flamoo to reach the 1-UP immediately above the door. Now Double Jump with another Flamoo to reach the ledge to the left. Cross the spikes by using the Gumi, and jump to the left and grab the next Gumi. Jump and let yourself drop down to snag the two gems (21) between the two Gumis and grab the ball on the left right as you touch the lower gem. You'll catch the Gumi without hitting the spikes. Use the next Gumi to leap to the right to grab two more gems (23), then turn around and leap from the Gumi to the left ledge. Head to the left side and drop down; Double Jump with the Moo to reach the Red Key. Descend to Section Four via the ladder below and to the right. - Section Four ---------- Run to the left and ignore the first Gumi; it's not important unless you need to backtrack. Drop and grab the Gumi that moves up and down, and leap from it to grab the gems (25). Drop over to the platform on the right and open the Red Door. Jump and grab the moving Gumi, and use the Gumi above and to the right to reach the final Small Star for the level (C) (you'll need to flap to reach it, since Klonoa hits his head with he jumps off the right Gumi). Drop and pick up the Moo Box, then toss it through the door to the left. Carry it to the right and collect the three gems as you go (28). Use the Moo Box to reach the Blue Key and go right to return to Section One. - Section One ----------- Pass through the Blue Door. All you have to do now is collect the last two gems on the way to the exit door, so run right and use a Moo Box or Moo to Double Jump to the platform with the heart piece. Jump across the rope ladders (you'll catch them automatically), making sure to snag the last two gems (30) as you do so. Then head for the door and complete the stage. 6. VISION 1-6: AUTO-SCROLLING ------------------------------------------------- This is the first auto-scrolling stage in the game. The auto-scrolling stages, like the snowboard levels, do not have to be cleared to complete the game. However, to earn all the secrets in the game it's necessary to finish these levels and collect the jewels within, so you may as well suck it up. A nice feature of these levels is that if you screw up, you can choose to start over at the beginning of the current section rather than at the beginning of the stage - a welcome relief when trying to collect gems in later stages. - Level Data ------------ Sections: 3 Gems: 100 Enemies: Moo, Flamoo Elements: Gumi Keys: None ------------ Level Data - - Section One ----------- Jump up and grab the first two gems (2), then jump forward and Flap to reach the 1-UP coin and reach the next section of bridge. Run forward quickly and climb the first rope, then double back at the top to snag the blue jewel to the left (7). Grab the next two gems as well (9), and get the 1-UP coin below *only* if you have sufficient time to climb down the ladder, leap to the right, Flap back to the left and climb before the scrolling knocks you off the rope. Your call. Whether or not you bag the 1-UP, head right and leap, taking care to Flap through both gems (11). Hop to the next platform where you can collect more gems (13) and grab the Flamoo. Use it to Double Jump to the blue jewel (19) then turn around, grab the new Flamoo before it emerges from the portal, jump to the right and use it to Double Jump to acquire more gems (21). Snag the Flamoo to the right and leap forward. Stand on the flowers and Double Jump to take the gems here (23). Now jump to the Gumis and use them to climb up to the platform above. Jump down, taking the blue jewel as you fall (28) and use the Gumis to jump forward. Grab the gems as you land on the platform (30), and jump down for take more gems (32) as well as a 1-UP. Use the last Gumi to reach the blue jewel (37) and move along to Section Two. - Section Two ----------- Jump to the Gumi and immediately jump to the next one, passing through the gems (39). Run forward and hop up onto the small ledge, grab the Flamoo and leap up and to the left to collect a blue jewel (45). Hop down and run to the right, grabbing jewels as you can - Double Jump for the blue one (55). Collect the four gems (59) near the Gumis below, then jump to the right and use the upper Gumi to collect another blue jewel (64). Drop down past the heart piece and jump to the Gumis to collect 4 more jewels (68). The best way to do this is to let yourself fall as far as possible before snagging a Gumi - you will barely brush the lowest gem right before you shift to a point beneath the ball you've grabbed. From the last Gumi in this line, hold your jump and Flap to collect two more jewels (70). Hop onto the moving platform and jump at its apex to the next moving platform, snagging the gems as you do so (72). Now run along to Section Three. - Section Three ---------- Run ahead to the moving platform. Be sure to jump at the apex of the middle platform's ascent to collect the blue jewel (79), and head forward to the wooden platform ahead. Grab the first Flamoo as you jump to the small ledge, then turn left and Double Jump to snag a 1-UP and blue jewel (84). Grab the next Flamoo and Double Jump to the high platform to the right. Jump down onto the moving platform, taking the two gems as you fall (86). Drop onto the bridge and advance with the Gumis, making sure to take all five gems here (90). Snag the three gems (93) on the flower platform and grab the Flamoo. Double Jump forward, then grab the regenerating Flamoo and Double Jump again to acquire the blue jewel (98). From the Gumis, drop onto the moving platform and ride it forward. You'll acquire the last two gems (100) and reach the end of the level. Hop into the cannon and you're done. 7. VISION 1-7: ---------------------------------------------------------------- - Level Data ------------ Sections: 4 Gems: 30 Enemies: Moo Elements: Gumi, Moo Box, Springs Keys: Red ------------ Level Data - - Section One ----------- Begin by grabbing the Moo to the left. Hop onto the moving platform and jump to the upper-left platform. Double Jump to reach the Red Key and drop back down to the ground. Take the Moo Box and return to the moving platform. Throw the Moo Box to the right at the peak of the platform's rise, then drop down, take the Moo again and use the moving platform to reach the upper right side. Jump from the Moo Box to the right, then Double Jump to the platform above. Collect the two gems here (2) and cross the middle gap using the Gumi. Drop down and take the gems (4). Obviously you can't open the Exit Door here, so drop to the ground again and use the Red Key to unlock the Red Door to the right, and go on to Section Two. - Section Two ----------- Here's the first appearance in the game of Springs. As in every platformer since Super Mario Bros., these puppies will give you an extra boost upwards if you press the jump button at the lowest point of the spring action. Run past the Spring to the right and grab the Moo on the ground. Use the Spring to jump to the upper-left platform (don't hold down the Jump button too long, or you'll Double Jump). Grab the gems (6) and use the Moo to Double Jump to where the Small Star is (A). Drop down to the ground and use the regenerated Moo to Double Jump from the first step up to the top of the high ledge at the far right of the screen. Run along to Section Three. - Section Three --------- Run all the way to the right and take the moving platform up to the platform above. To the left you'll find a Moo which can be used to Double Jump and collect the gems here (9). Grab the Moo a second time and run back to the right. Double Jump to reach the stationary Gumi. Jump straight up to collect more gems (12) and to the right to reach the 1-UP. From the left Gumi, jump to the blue jewel (17) and then use the moving Gumi to the right to reach the ledge with the ladder. Climb the ladder to Section Four. - Section Four --------- Run left to where a Moo Box is sitting next to the overhang. You cannot lift the Moo Box while beneath the low ceiling here, but if you press forward while trying to pick it up you can pass through the box to the other side. Pick it up from the left, and throw it to the right. Now lift it and Double Jump to the upper platform to the far right, where you'll find more gems (19) and a Small Star (B). Use the Gumi to cross over to the left and take the gems on the upper platform here as well (21). Return to the ground level and throw the Moo Box to the left. Use it to Double Jump to the ladder and take it downward. - Section Three -------- Drop down the ladder and run left to return to Section Two. - Section Two ---------- You'll now be in the previously-inaccessible top half of Section Two. Climb the rope and jump off to the right to claim another 1-UP. Jump off to the left and drop to acquire two more gems (23). As soon as you touch the second gem, begin Flapping and push to the right to avoid dropping into the spikes below. Bounce from the right Spring and hop to the left, collecting the blue jewel on the way (28). Drop off the ledge to the left, grab the Moo and take the last two gems for the level (30). Double Jump to the Gumi and exit through the left passage. - Section One ----------- All that's left is to run to the opening in the floor. Drop down, collecting the Small Star (C) as you do, and you'll land at the Exit Door. Now simply defeat the Boss and you're done with the first Kingdom. 8. BOSS BATTLE: --------------------------------------------------------------- Please see the FAQs section below for details. =============================================================================== B. PLEAMIL This is a kingdom or music and night. No doubt Andrew Lloyd Webber is smiling somewhere. The puzzles become a little more complex here, and the dexterity challenges are significantly more difficult. Still, perfect scores are not impossible here by any means. 1. VISION 2-1 ----------------------------------------------------------------- - Level Data ------------ Sections: 5 Gems: 30 Enemies: Moo, Flamoo, Spiker Elements: Vent, Moo Block Keys: Red, Blue ------------ Level Data - - Section One ----------- Ignore the Moo here and run past the Vent to the right. Grab the Flamoo and use the second Vent, further to the right, to reach a platform. Double Jump to acquire the first Small Star (A) for World 2, then drop to the right and double back beneath the platform for some gems (3). Go right and use the Moo to Double Jump to another platform with more gems (5), then fall to the Vent and rise up in the updraft. Lift the Moo Box in the alcove above and drop back down onto the Vent. The weight of the Moo Box will allow Klonoa to resist the power of the Vent and slowly fall back down to the ground and pass through the lower passage beneath the alcove. Head to the next section. - Section Two ----------- Ride the Vent up and run across the platform until you pass a second Vent. Drop down to the right of the platform past this Vent and double back beneath for a blue jewel (10). Run right and take the Flamoo, and use the steps to Double Jump onto a platform which contains several gems (12). Run back to the Moo Box you passed before and take it to the left side of the section. Drop down onto the first Vent with the Moo Box and throw the box to the right. Follow it and head down the steps where more gems await (15). You can Grab the Moo Box if you jump and try to Grab it on your way down. Throw it to the right and chase it, then use it to Double Jump onto the ledge against which it stops. Go all the way right to reach the next section. - Section Three --------- Hop onto the moving platform here and ride the Vent to the left all the way to the ceiling. Take the Moo Box and drop back down on the Vent and then to the floor where you can use it to Double Jump for a 1-UP. Go back out the left door and reset the positions of everything in the room and take the moving platform up to the Moo Box again. Once again drop onto the Vent and run left (take the Heart Piece if you need it) to another section. - Section Four ---------- Grab the Moo and run left, leaping over the Spiker. Double Jump to the Red Key and go a little further left to the Vent. Take the Moo here and rise up in the Vent until you reach the ceiling. As you move to the right and escape the airstream, Double Jump to reach the gems (17) and drop to the right. Let the second Vent lift you into the air and drop onto the moving platform as it approaches from the right. An important dynamic of these platforms is that they block the draft from Vents, meaning you can ride the platform to the right beneath the lip of the column protruding from the ceiling. Collect the gems (20) and hop to the right ledge. At the right edge of the section is another Moo Box. Double Jump with it above the Spiker to drop it directly on the Spiker. The weight will bear the invicible enemy down, allowing you the freedom to pass it. Take the Moo Box and drop all the way to the ground. Set the box against the right edge of the lowest area, lift the Moo that appears here and use the Moo Box as a stepping stone so you can Double Jump to the Small Star (B). Return to Section Three to the right. - Section Three ---------- Ride the Vent once more to where the Moo Box is, but don't touch the box. Instead take the Flamoo and let the Vent carry you to the top and go left. Double Jump onto the small platform above and take more gems (22). Jump right, open the Red Door and climb the ladder to Section Five. - Section Five ----------- Lift the Moo to the left and carry it up the moving platform. At the top, go right and Double Jump to reach the gems (25) and Heart Piece. Jump to the platform on the opposite side of the moving platform and carry the Moo Box to the ground level. Double Jump while over the Vent to the left platform, take the Moo slightly below, and Double Jump to reach the Small Star (C). Use a Moo to Double Jump left to the ladder past the Spiker and climb down. - Section One ----------- Go left until you reach the end of the upper platform here. Drop down and lift the Moo Box. Use it to Double Jump at the dead end to the right to reach the Blue Key, then go back to the left. Double Jump up to the upper platform and let the Vent lift you so you can Flap to the 1-UP. Go back to the Moo Box and carry it to the Blue Door. Open the door and throw the box through the opening. Follow the Moo Box and throw it across the gap with the vine descending. Use the box at the left side of the screen to Double Jump for the blue jewel (30) and then drop down the vine to the Exit Door. 2. VISION 2-2 ----------------------------------------------------------------- - Level Data ------------ Sections: 4 Gems: 30 Enemies: Flamoo, Moo, Spiker Elements: Vent, Moo Box Keys: Red, Blue ------------ Level Data - - Section One ----------- There's a big Vent to the left obstructing your progress in that direction, so right it is from the start. Grab the Moo on the ground and use it to jump up to the ledge above. Use that Moo to reach the two gems to the right (2). Drop back down and use the ground-bound Moo to surmount the ledge to the right. Collect both gems over the spikes (4) by using the Flamoo to double-jump. Use the Flamoo a second time to double-jump past the ledge, then drop and use the Teton to ascend. Proceed to Section Two. - Section Two ----------- Go right and use the Moo to double-jump when you reach the orange ledge. Slide down the vine and hit the Gate Switch to open the Gate to the right. Pass through and ride the Vent up; drop right and step into the next section. - Section Three --------- You'll need a Moo to reach the overhanging lip to the left. Grab the Moo Box and toss it so that it comes to rest just to the right of the Moo's respawn vortex. Grab another Moo and hop up over the Moo Box; double-jump up to the Teton and let it carry you upward. Don't miss the blue gem (9) before you step onto the Vent above. At the top of the area, run all the way to the right and then double back below. Take the Moo to the left and drop onto the moving lift platform; use the Moo to reach the gems (11) to the right. Grab the Moo at the top again and drop left from the platform; be careful when you step off the ledge on the level with the Gate and Star - a Flamoo may be hidden out of sight if you jump too far to the left, and there are spikes to the right. Toss the Flamoo at the Gate Switch over the spikes, then double-jump with the Flamoo to the now-open Gate above. Take the Star (A) and drop right, collecting 4 more gems (15) along the way. Run left beneath the Spiker and use the Flamoo to double-jump as you run to the far left and back into Section Two. - Section Two ----------- Collect the Red Key and ride the Vent up. Fall short of the Red Key Block and pass through the One-Way Gate to collect several more gems (18). Return to the Vent and pass through the Red Key Block, then take the lift platform up. Run right and hop over the Spiker to collect a Moo, which you can then carry left over the gap. Double-jump left from the lift platform and drop to the alcove beneath the upper level. Toss the Moo Block left so that it blocks the Vent, climb the vine ladder, pick up the Moo and jump far to the left. Use the Moo to double-jump and collect more gems (20) and a 1-Up. And a Heart Piece, if you've been clumsy (tut). Now return to Section One. - Section One ----------- Use the lieft platform to rise to the level where the Moo Block is resting. Lift this and carry it over to the left platform moving laterally. Double-jump so that you drop the Moo Block on the platform and simultaneously rise to the ledge above. Let the Vent's air stream lift you; when the Moo Block on the platform beneath passes over the Vent, the air will be obstructed long enough for you to drop and move left, where another Star awaits (B). Run left and use the Flamoo to double-jump over the rise. Hover and collect the second blue gem (25) and proceed left. Grab the Blue Key and drop once you pass through the One-Way Gate. Cross the Vent stream and open the Blue Key Block so you may pass into Section Four. - Section Four ---------- Grab the Moo and cross over the Vent stream. Toss the little bunny guy at the Gate Switch and jump immediately into the stream of air over the Vent. Rise and pass quickly through the Gate and collect the Star (C). Drop past the One-Way Gate and land on the suspended columns; jump left and drop to collect more gems (28), then use the Teton twice consecutively to collect the last two gems to the right and above (30). Climb the vine ladder back to the right and lift the Moo Box. Toss it left so it obstructs the Vent and hop along the hanging columns to reach the Exit. 3. VISION 2-3 ----------------------------------------------------------------- - Level Data ------------ Sections: 5 Gems: 30 Enemies: Flamoo, Moo, Teton Elements: Vanishing Platform, Vent, Gumi Keys: Red, Blue ------------ Level Data - - Section One ----------- Start by doubling-jumping via Moo over the first ledge. To the right you'll find blue crystalline platforms referred to henceforth as "Vanishing Platforms" owing to their propensity to, well, vanish. I know, it's tricky. Drop below the Vanishing Platforms to grab the Flamoo, then double back and hop up and across the platforms above. Use the Flamoo to double-jump and reach a Star (A) and two gems (2). Grab the Flamoo again and this time move all the way across the Vanishing Platforms, saving the Flamoo for a double-jump once you reach solid ground. Pass through into Section Two. - Section Two ----------- Grab the flying radish (aka Gumi) and let it lift you so you can jump to the suspended blocks, then board the moving platform. Hop across the Vanishing Platform and drop to collect more gems (5). Rise back to the top and head right. Step onto the first Vanishing Platform and let it drop you to the step below. Don't stand here too long, though, as the second Vanishing Platform will drop you onto spikes - hover over to solid ground instead. Ignore the One-Way Gate and instead grab the Moo Box. Fling it right and follow it, then toss it a second time to block the Vent. Grab the Teton and let it lift you to the blocks above - be sure to grab it while both Klonoa and the Teton are moving upward, otherwise inertia will prevent you from reaching the ledge above. Take the gems (8) and cross the gap to reach the next section. - Section Three --------- Double-jump onto the Vanishing Platforms and move right. Float over the Vent to the Moo Box in the upper right corner. Grab it and descend; carry it past the Vent and double-jump onto the left ledge. Hop onto the Vanishing Platforms to the right, using the Gumis to reach them, and float at the apex for another Star (B). To the left, drop a few levels and use the Moo to reach the moving Gumis over the spikes. A little fancy jumping will allow you to snag the gems here (10) and carry on with your eastward progress. At the far right, climb down the ladder. - Section Four ---------- Go left, passing the Vent and arriving at more Vanishing Platforms. Snag the Flamoo below and use the Vent to reach the Vanishing Platforms again. Collect the gems as you go (13), and at the second platform double-jump to reach the blue gem (18). Another pass and a second double-jump will give you the last Star for the level (C). Drop left and grab the Moo on the ground; carry it up the lift and double-jump to the left so that the Moo drops onto the Gate Switch in mid-air. Pass through the Gate and leap over the gap to acquire the Red Key. Now drop and collect more gems (20). Climb the ladder in the upper left corner and return to Section One. - Section One ----------- Pass through the Red Key Block and stand in the newly-opened gap to grab the Moo. Don't enter the Moo's alcove as you'll be unable to carry the little guy back through the former location of the Key Block. Double-jump for more gems (22) and leap via Gumi to the blue gem at the left (27). Climb the ladder to reach Section Five. - Section Five ---------- Climb up and run left; leap past the Vent and land on the top Vanishing Platform. Collect the last of the gems by falling (30). Grab the Moo Box to the left and drop it atop the Vent. Jump over to the bottom-most Vanishing Platform, climb the vine ladder and jump back over to the Vanishing Platform immediately above the one you were on a moment before. Jump to the rightmost platform and grab the Flamoo as you fall. Use the Flamoo to double-jump to the Exit. 4. VISION 2-4: SNOWBOARDING --------------------------------------------------- - Level Data ------------ Sections: ? Gems: 30 Enemies: ? Elements: ? Keys: None ------------ Level Data - 5. VISION 2-5 ----------------------------------------------------------------- - Level Data ------------ Sections: 6 Gems: 30 Enemies: Flamoo, Moo, Spiker Elements: Gumi, Moo Box, One-Way Gate, Gate Switch, Spring, Rotator Switch, Accordian Platform Keys: Red, Blue ------------ Level Data - - Section One ----------- This level is a relative doozy compared to what's come before. For the first time, you might actually be somewhat challenged. But it's still not too bad considering what's ahead. Take a flying leap from the starting point and launch yourself into the air with the Spring below. Grab the vine and climb to reach the 1-Up Coin to the left. Drop back to the Spring and bounce right; ahead you'll find your first Accordian Platforms, which rise and fall inversely to their opposites. Step on the left portion and allow it to descend about halfway, then jump right onto the second one and use it to reach the two gems in between (2). Use the Flamoo to double-jump over the small bed of spikes and drop to the lower level for more gems (5). Pass through the One-Way Gate and double-jump to the level above it. Hop from the left Accordian Platform to grab the Gumi and from there take the Star (A) in the upper right corner. Ride the lift to the top of the area and go right to the second section. - Section Two ----------- Grab the Flamoo as you fall and double-jump right. Take a second Flamoo and hop over the first Accordian Platform to reach two gems (7) above and right. Grab the Moo Box below and drop it on the rightmost Accordian. Jump over to the left Accordian and grab the Flamoo, then quickly jump left (if you stand on the Accordian while holding the Flamoo, it will descend despite the weight of the Moo Box). Double-jump over the Gate Switch so that it opens as you land and quickly pass through the Gate. Drop to collect the Red Key for the level. Double back through the Gate again and hop left over the gap to reach a Spring. You'll want to let the scrolling catch up with you before you proceed; there are two Spikers above. When the air above is clear, springboard up for a blue gem (12), then drop down and Spring left. Climb the vine ladder and grab the Moo at the top. Double-jump for a 1-Up Coin and drop again, collecting more gems (15) as you fall. Pass through the lower One-Way Gate and pick up the Moo Box; jump and throw it so it lands on the rightmost Accordian Platform. When the left Accordian reaches its peak, jump and grab the Gumi and leap to the left. Snag the Flamoo and jump back to the high Accordian, then double-jump right and pass through the Red Key Block to reach Section Three. - Section Three --------- Drop. Use either the Gumi or the Moo Box to reach the ladder at the lower left, and descend. - Section Four ---------- From the ladder, drop onto the moving platform - be careful not to miss as there are large, ugly spikes below. Head right and double-jump up to the Accordian Platforms; collect the gems (18) on the lower level and return to the left Accordian. This is a bit tricky, so time it carefully: you need to let the Accordians move so that you can jump directly onto the right one and leap immediately onto the laterally moving platform. It may take a few tries. Once you reach the platform, grab the Star (B) and move further right. Use the Accordians to reach the gems up in the upper right corner (20). Then advance to the next section. - Section Five ---------- Climb the steps and take the Blue Key. Ascend the ladder. - Section Three --------- Run left along the lower level through the Blue Key Block. Pick up the Moo Box and toss it right, then follow it. Use the Moo Box to double jump and collect the gems (23). On the left set of Accordians, allow the right Accordian Platform to descend, then hop left and Flap over to the moving platform. Jump from there onto the ledge and collect a blue gem (28). Go back to the right, pass the Accordians and double-jump by grabbing the Flamoo and jumping in mid-air, through the gems (30) to the platform where the Exit is located. Pass the Exit and run to the next section. - Section Six ----------- Use the Rotator Switch to spin the room and reach the Star (C). Spin the room again until it makes a full rotation, then go back to the left. - Section Three ---------- Enter the Exit. Or, uh, exit the Exit. Whatever. You're done. 6. VISION 2-6: AUTO-SCROLLING ------------------------------------------------- - Level Data ------------ Sections: ? Gems: 30 Enemies: ? Elements: ? Keys: None ------------ Level Data - 7. VISION 2-7 ----------------------------------------------------------------- - Level Data ------------ Sections: 5 Gems: 30 Enemies: Moo, Flamoo, Spiker Elements: Rotator Switch, Gate Switch, Vent, Spring, Moo Box, Vanishing Platform, Accordian Platform Keys: Red, Blue, Green ------------ Level Data - - Section One ----------- Lift the Moo to the right and use it to double-jump left of the starting point. Ride the Vent that lies ahead up to the top level and run right, past the Spiker. When you reach the large gap patrolled by a second Spiker, drop, then flap left; face right and grab the Flamoo. Carrying the Flamoo, run back to the Vent (be careful not to puncture the poor Flamoo against the Spiker) and use it to double-jump over the second Spiker. Collect the Red Key and drop back to the starting point. From there go right to unlock the Red Key Block and enter Section Two. - Section Two ----------- Climb down the ladder. - Section Three --------- Run left across the top level, snag the Flamoo and collect the three gems (3). Jump down to the Gate and toss the Flamoo at the Gate Switch. Pass through and throw the Moo Box through the One-Way Gate. Follow it and lift it again. Hop to the upper level and throw or drop the Moo Box so it lands on the Spiker. This will weigh it down. Hop aboard the descending Moo Box and grab it again once you reach the ground. Throw it right so it weighs down the second Spiker and use the box to reach the far right ledge. Collect the Star (A) and go back to the left, using the Moo Box to double-jump. Run further left, double-jumping with the Moo, and climb the vine ladder down. Drop into the recessed area and grab the Flamoo here, taking care not to let it touch the Spiker. When the Spiker moves right, go left and double jump at the Heart for more gems (5). Use another Flamoo to jump up and right, then sneak past the Spiker to collect a Blue Key. Climb the vine ladder to the right and double back left on the top level, using the vine ladders to leap across the Vanishing Block. Don't drop to the floor here - it's covered with spikes. Climb the ladder up to the next section. - Section One ----------- Go right past the twin Spikers and keep going until you pass the One-Way Gate. You're now back at the starting point of the Vision. Retrace your previous steps to reach the Blue Key Block on the upper levels to the right. - Section Two ----------- Climb the ladder. - Section Four ---------- Step on the right Accordian Platform and once it's fully depressed leap to its counterpart to the left. From there Flap over to the moving platform and collect the gems (8). Grab the Moo below and run back to the right; hop over the Accordian Platforms and double-jump for the blue gem (13). Now hop over to the ledge with the Moo and jump into the Vent stream. When you reach the top of the screen, double-jump right and collect the gems there (15). Pick up the Moo again and run beneath the moving platform. When it passes over the Vent, step into the air stream. The platform will impede your upward movement until it passes out of the way; once you begin to rise again, toss the Moo at the Gate Switch. Float up and drop left to pass through the Gate. Drop for a Star (B) and the Green Key. Climb down the ladder. - Section One ----------- Hover to the ledge above and right where more gems are waiting (17). Run further right and press against the jagged blue wall. This will take you to a SECRET HIDDEN ROOM (wooooo). - Section Five ----------- It's another Rotator Switch room. It's easy enough to hover right and drop to collect the gems (19). Just be careful to avoid the Moo as you spin the room. Rotate twice to open a path to the right. - Section One ----------- Collect all the gems here (27). - Section Five ---------- Rotate the room twice more to return to the left passage. - Section One ----------- Drop all the way down and return once more to the starting point, to the right. Travel the path of righteousness once again, this time aiming for the middle platform at the right edge of the section. Pass through the Green Key Block into Section Two. - Section Two ----------- Run along the ground and collect the gems below (30). Double-jump with the friendly neighborhood Moo to the right; snag the second Moo and let the Vent take you all the way up. Go left and double-jump to the last Star (C); move a little further to the left and pick up the Moo Box. Throw the Moo Box right through the gap and time it so it strikes the Spiker and drops. If you miss, follow it over and try from the other side. Toss the Moo Box right so it obstructs the Vent, take a Moo and double-jump to the Vanishing Platform. Quickly grab the Flamoo and double-jump to the Exit. Yay, you're done. Give yourself a cookie. =============================================================================== C. SHIOBUBU 1. VISION 3-1 ----------------------------------------------------------------- - Level Data ------------ Sections: 5 Gems: 30 Enemies: Moo, Boomie Elements: Moo Box, Vent, Boomie, Cracked Block, One-Way Gate, Gumi Keys: Red ------------ Level Data - - Section One ----------- Run right and float upward in the Vent stream to the platform above. Collect the gems (3) with the Moo and resume your rightward progress to the third Vent. Let it lift you to the ladder and climb to Section Two. - Section Two ----------- Use the Boomie to the right to reach the gems above (5) then run right with the Boomie and Double Jump to where the second Boomie is pacing above. Collect the Small Star (A) and Double Jump right. Go on to Section Three. - Section Three --------- From the lowest step, jump and Flap to the right. Cross the bridge and drop to the ground. Collect the gems (8) in the dead end blocked by the One-Way Gate, then grab the Moo and Double Jump to the platform above. Double Jump to the top platform with the Boomie and take the gems (10) and Red Key. Drop down to the right. Climb down the ladder. - Section Four ---------- Go left past the Vent and collect the gems below by jumping from one Gumi to the next (12). Drop from the center Gumi to take the blue jewel (17) and go back to the top with the Vent. Cross the gap to the left by using the Gumis and run to the Boomie. Drop the Boomie on the Cracked Block and collect the gems (19) and Small Star (B) which are made accessible by the removal of the block. Climb the ladder above. - Section Three --------- Pass through the One-Way Gate and proceed all the way to the left side of the area. Pass through the Red Door and go to Section Five. - Section Five ---------- Grab the Boomie, then jump and toss it left. Follow it, collecting the gems (21) as you go. Use the second Boomie below to reach the platform where the first one landed. Double Jump up and drop down to the ladder. Two more gems are located along the way (23). - Section One ----------- Grab the Moo Box and Double Jump to the blue jewel (28). Take the Moo Box again and drop to the ground. Carry the Moo Box past the first Vent to reach the last gems (30) and Small Star (C). While holding the Moo Box, run past the second Vent and then Double Jump while standing on the rightmost Vent to reach the Exit Door. 2. VISION 3-2 ----------------------------------------------------------------- - Level Data ------------ Sections: 5 Gems: 30 Enemies: Boomie, Flaboomie, Flamoo Elements: Vent, Cracked Block, Crystal Switch, Arrow Block, Moo Block, Boomie, Vanishing Platform, Gate Switch Keys: Red, Blue ------------ Level Data - - Section One ----------- It's a little disorienting to begin standing next to the Exit Door, but there you have it. Drop down on the right side to the ground and throw the Arrow Block to the right so it butts up against the wall, directly beneath the Cracked Block. Toss the Boomie at the Arrow Block and wait for the explosion to clear. Use a Boomie to Double Jump to the cleared area and head to the next section. - Section Two ----------- Run right along the top past the Vent and use the Flamoo to Double Jump to the upper right corner. Take the gems (2) and go back to the Vent. Drop down on the opposite side of the platform to the left of the Vent and pick up the Moo Box. Let the Moo Box push you down the Vent airstream and collect the gems (4) and Red Key to the left. While still holding the Moo Box run right and Double Jump over to the Small Star (A). Pass through the One-Way Gate (if the Moo Box is blocking the way, Grab it as you run left to pass through it). Return to Section One by Double Jumping to the upper left with the Flamoo. - Section One ----------- Run all the way to the bottom left and pass through the Red Door. - Section Three --------- Collect the gems (6) and Grab the Arrow Block. When the Boomie moves left, drop the Arrow Block so it hangs over the right edge of the small rise where the Boomie is patrolling. Grab the Boomie and Double Jump to the left. Collect the blue jewel (11) and Flap right to grab more gems (14). If the Boomie took out the Arrow Block when it exploded, reset the puzzle elements by popping into Section One for a second. Now set the Boomie in the left third of the platform it walks on. Throw the Arrow Block at it so that the explosive chain rises upward to hit the Crystal Switch. Grab the new Boomie and throw it left; follow it and pick it up when you reach it to Double Jump to the right platform above. Use the Flamoo to Double Jump to the left and climb the ladder. - Section Four ---------- Use the Moo Box to collect the gems to the right (17). Toss the Moo Box left and ride the Vent upward; Flap to reach the Small Star (B). Grab the Boomie and take the Vent up. Throw the Boomie at the Cracked Block and run right once the block is cleared. Drop down and Grab the Boomie. Drop it immediately right of the Crystal Switch (do not let it hit the Crystal Switch as it falls). Take hold of the vines above as you leap and jump over to the Vanishing Platform as the Boomie reaches the end of its countdown. Pass through the Gate as it opens (you may need to leap and Flap to stay up if the platform disappears from beneath your feet) and take the Blue Key. Drop down and collect the gems here (19) and pass through the Blue Door. - Section One ----------- Flap across the gap above the Exit Door so that you collect the gems and land on the right platform (22). Open the Blue Door to the right and proceed to Section Five. - Section Five ---------- Ride up in the Vent and drop to the platform to the lower right. Grab the Flaboomie and return to the Vent. Use the Flaboomie to reach the platform immediately above the Vent. Take the gems here (25) and drop to the left. Grab the Arrow Block and drop down the Vent. Stand on the Gate Switch and throw the Arrow Block right. Climb again in the Vent and pick up the Flaboomie once more and drop to the Gate Switch. Toss the Flaboomie after the Arrow Switch and wait for the Flaboomie to explode, chaining the two Arrow Blocks to hit the Crystal Switch. Ride up the Vent and pass through the now-opened Gate to receive the last Small Star. Grab the Moo Box and Double Jump while pressing left at the furthest left point you can reach while holding the box. You'll pass through the Moo Box; stand outside the entrance to the alcove and Grab the Moo Box, immediately pressing left. If you do it right you'll be able to pull the Moo Box through the gated entrance. Now Double Jump to the right and take the blue jewel (30). Drop down, Grab the Moo Box and cross the Vent on the floor. Return to Section One. - Section One ----------- Run left, drop down and pass through the Exit Door. 3. VISION 3-3 ----------------------------------------------------------------- This is a fairly sprawling sort of level, but not terribly challenging. The hardest part is keeping track of where you are and have been. - Level Data ------------ Sections: 5 Gems: 30 Enemies: Boomie, Flamoo Elements: Cracked Block, Crystal Switch, Arrow Block, Spring Keys: Red, Blue ------------ Level Data - - Section One ----------- Go down the ladder to your left. - Section Two ----------- Drop down on the right side of the Vent, collecting two gems and a blue jewel as you fall (7). Once you reach the ground, step into the Vent and snag the Gumi as you rise. This will pull you left of the Vent's airstream. Jump to the left and locate the Boomie. Grab it and carry it all the way left to the Cracked Block (you'll need to throw it to get past the low-hanging pipe). As it explodes, run back to wear you found it and Grab the next Boomie to materialize. Carry it left again and use it to Double Jump past where the Cracked Block was located, to a ledge above and right. Use the Flamoo to Double Jump right to where another Cracked Block is located in a small depression in the floor. Use the Boomie to the right to destroy the Cracked Block and free the Vent. Ride the Vent up and push left to reach the Red Key. Jump left from this platform to a trio of patterned blocks; drop off the left side and collect more gems (10). Once again make use of the Flamoo to Double Jump to the right and Grab the Boomie again. Carry it left and rise in the Vent, then throw the Boomie right so it lands beside the Cracked Block past the Gumi. Once the Boomie explodes, run through the gap and ride the Vent to the roof. Climb the ladder out. - Section One ----------- Run right and open the Red Door. Pass through the Section Three. - Section Three --------- Jump right and collect the three gems (13). The screen will shift downward; drop right and land beside the Spring. Grab the Arrow Block and hop onto the Spring; jump left when the Spring boosts you. Drop the Arrow Block beneath the Cracked Block above (if you run left slightly the screen perspective will rise to show you where the block is located). Drop back down to the right and run left to the Boomie. Drop the Boomie on the Cracked Block and wait for it to explode. Grab another Boomie and hop up to the now unobstructed Vent. Set the Boomie beside the Arrow Block and wait for the blast to clear. Grab the Boomie one more time and ride the Vent; drop right and Double Jump to where the Cracked Block formerly stood. Collect the Small Star (A) and drop down the right side. Be sure not to continue pressing right or you'll land in the spike bed. Now use the Spring to reach the rightmost passage to the next section. - Section Four (R-1) ----- There's a Rotator Switch here; this device causes the room to spin 90 degrees clockwise each time you hit the switch. Collect the lower two gems (15) and hit the switch once. Collect two more gems (17) and run right through the lower passage. - Section Five ---------- First, stand at the right edge of the dropoff to the right and jump to Grab the Flaboomie and make a sharp left. Double Jump left to reach the blue jewel (22). Once the Flaboomie explodes, grab another one and drop to the floor to the right; throw the Flaboomie so it destroys the Cracked Block to the right. Use another Flaboomie to Double Jump to where the Arrow Block is situated. Grab the Arrow Block and drop with it to the ground, and throw it right so that it rests where the Cracked Block was originally located. Throw a Flaboomie at it and allow the chain explosion to trigger the Crystal Switch. Double Jump with another Flaboomie to the upper right where the Blue Key is located. Now use one last Flaboomie to Double Jump left and return to Section Four. - Section Four (R-1) ----- Hit the Rotator Switch once and climb right to reach the upper alcove in Section Five. - Section Five ---------- Take the four gems (26) and Small Star (B) and go back left. - Section Four (R-1) ----- Hit the Rotator Switch twice and run left to the passage. - Section Three --------- Run left and return to Section Once. - Section One ----------- Run left to the Vent and climb to the Springs. Use the Springs to climb right and collect gems (30). Open the Blue Door and take the Small Star (C). Drop left to the Exit Door and conclude the Vision. 4. VISION 3-4: SNOWBOARDING --------------------------------------------------- - Level Data ------------ Sections: ? Gems: 100 Enemies: ? Elements: None Keys: None ------------ Level Data - 5. VISION 3-5 ----------------------------------------------------------------- - Level Data ------------ Sections: 6 Gems: 30 Enemies: Boomie, Flamoo Elements: Cracked Block, Boomie, Balance Spring, Vent, Inflator Switch, Gate Switch, Triple Switch Keys: Red, Blue ------------ Level Data - - Section One ----------- Run right and make the acquaintance of the Inflator Switch - hitting this will cause certain blocks to expand, creating either a foothold or an obstruction, and other blocks to contract. Hit the Inflator Switch and use the block which inflates to the left as a stepping stone to reach the upper right platform. Go right to Section Two. - Section Two ----------- Run right and hit the Inflator Switch once, so that the block at ground level expands. Now Grab the Boomie and drop it next to the Inflator Switch, take the Moo Box and hop up onto the raised platform to the left. Drop the Moo Box (take care that it does not overlap the area that the gridded block in the left corner will fill when expanded; it's possible for the Moo Box to become encased by the inflated blocks) and jump left to collect the gems (2). Meanwhile, the Boomie will explode and trigger the Inflator Switch, shrinking the gridded block that you used as a step and opening the passage to the right so that you can run to where the Boomie is located. Go right and hit the Inflator Switch again, and once again leave the Boomie counting down directly beside the switch. Hop onto the platform and Grab the Moo Box. Wait for the Boomie to explode and use the block which inflates as a stepping stone to the upper right platform. Drop the Moo Box on the Gate Switch and move on through the Gate for more gems (4) and a Small Star (A). Go to the next section. - Section Three --------- Ride up in the Vent and climb the vine. Hop off to the left and collect the gems (6) before running through the upper left passage. - Section Four ---------- Set the Moo Box on top of the gridded block and jump over the platforms to drop to the left. Fall down the left side of the vine for more gems (9) and hit the Inflator Switch so the Moo Box falls to the ground. Hit the Inflator Switch again, then run to the Moo Box. Toss the Moo Box left so that it stops against the gridded block which obstructs the lower left cul-de-sac. Double Jump with the Moo Box to reach the Red Key above to the left. Go back to Section Three, hitting the Inflator Switch one last time on your way out. - Section Three --------- Grab the Moo Box and drop down with it above the Vent. Collect all the gems to the right (12) and ride the Vent to the right upward. Drop right and pass through the Red Door to the next section. - Section Five ---------- Go right until you come to the Balance Springs; stand on the left spring so the right one rises a bit and jump to the opposite spring; immediately jump right from the second spring before it returns to its original position and Flap so that you reach the platform to the right. Drop and collect the gems (15) and go to Section Six to the right. - Section Six ----------- Take the Vent up and drop onto the small alcove where you'll find the infamous Triple Switches. They're innocuous enough here, but just you wait until Vision EX2... Simply hit all three switches and jump to the opposite side of the Vent; hit the Inflator Switch as you fall and step back into the Vent stream. Jump left at the top and Grab the Gumi; use it to reach the gems here (18) and the Blue Key to the left. Jump to the right side of the Vent stream and drop on the opposite side to collect more gems (20) and a blue jewel (25). Take the Small Star in the bottom passage (B) and run back to the entrance. - Section Five ---------- Run all the way left; make sure the gridded block in the lower left corner is expanded to full size. Go back to Section Four. - Section Four ---------- Ride the Vent up to the Blue Door. Open it and return to Section Five through the upper passage. - Section Five ---------- Ride the Vent stream up and hit the two right Triple Switch on your way back down. Immediately step back into the Vent's air blast and hit the left Triple Switch as you rise. Now step onto the left platform above and Grab the Boomie. Throw it right so it lands beside the Cracked Block and detonates. Once the Cracked Block is gone, go through the opening to the far right platform (slightly below the left platform) and Grab the Moo Box. Set the Moo Box on the edge of the ground to the left, so it's level with the place where the Cracked Block was. Then go up, Grab another Boomie, toss it right, follow it down, and throw it right again so it stops against the Moo Box. Run and Grab it immediately, use the Moo Box as a stepping stone and drop the Boomie next to the second Cracked Block. Clear out for the explosion. Head up and right to collect the blue jewel (30) and pick up the Moo Box again. Drop to the ground. Drop the Moo Box on the rightmost Balance Spring as you Flap to the left one. Use this spring as a platform to reach the Small Star above and left (C). Jump back to the right and Grab the Moo Box again. Set the Moo Box away from the Balance Springs and hit the Inflator Switch so that the gridded block contracts. Double Jump to the left passage with the Moo Box and enter Section Four again. - Section Four ---------- Let the Vent blow you up and when you hit your head against the gridded block, drop left and Grab the Gumi. Jump left to the Exit Door. 6. VISION 3-6: AUTO-SCROLLING ------------------------------------------------- - Level Data ------------ Sections: ? Gems: 100 Enemies: Boomie, Flamoo Elements: Cracked Block, Boomie, Balance Spring, Vent, Inflator Switch Keys: None ------------ Level Data - 7. VISION 3-7 ----------------------------------------------------------------- - Level Data ------------ Sections: 6 Gems: 30 Enemies: Flamoo, Boomie, Spiker Elements: Inflator Switch, Vent, One-Way Gate, Boomie, Cracked Block, Moo Box, Balance Spring Keys: None ------------ Level Data - - Section One ----------- At the start of the level, the left passage is blocked. So take your only available option and head right to Section Two. - Section Two ----------- Go right and drop from the rock area to the platform. Jump and snag the gems (2) and run past the Boomie. Ride the Vent upward and drop left when you reach the top. Grab the Moo Box and drop onto the Vent stream; press left to move into the alcove to the left where more gems (4) and a Small Star (A) await. Return to ground level and run back to the entrance. Step briefly into Section One and immediately return to Section Two to reset the room's item positions. Go back to the Vent and ride it upward. Use the Moo Box at the top to Double Jump to the top right corner and climb the ladder. - Section Three --------- Take the moving platform up and hop over to the top left platform. Grab the Boomie when it reaches the right edge of the platform and drop to the ground. Throw the Boomie through the One-Way Gate and run immediately after it. Grab it, hop onto the small rise and Double Jump to collect the gems (8). You need to be very quick about this or the Boomie will explode in your hands. Now use the moving platform to return to the upper level and place the Boomie next to the Inflator Switch. Return to ground level before the Boomie explodes; once it does, run left through the unobstructed passage and into the next section. - Section Four ---------- Run left beneath the Spiker and Grab the Flamoo from midair. Double Jump to reach the Inflator Switch and hit it once. Use the Flamoo to Double Jump right and climb up to the top level, using the inflated gridded block as a step. Run left and through the passage to the next room. - Section Five ---------- Jump and hit the Inflator Switch. Grab the Boomie and run right, Double Jump up to the right and then hop left. Drop to the left side of the construct in the middle of the room and collect the blue jewel (13). Run right through the One-Way Gate and return to Section Four. - Section Four ---------- Climb to the right and jump up to the platform where the Boomie patrols. Use it to Double Jump to reach the trio of gems here (16) and Grab it again. Drop to the right (pull left as you fall to avoid the Spiker below) and place the Boomie beside the Cracked Block. Be sure not to let the Boomie hit the Flamoo or you'll have to run back to the top and pick up another Boomie. When the Cracked Block is gone, run left through the passage. - Section Five ---------- Pick up the Boomie and immediately jump and throw it left. It will land on a pair of Arrow Blocks, which will explode and free up half of a Balance Spring set. Drop to the ground and use the Moo Box to the right to reach the Small Star (B) above. Carry the Moo Box left as you go down a level; when the Spiker descends to the ground, throw the block at it to weigh it down and allow you to pass through the small gap it was patrolling. Move to the lowest level and Grab the Moo Box once you reach the ground so you can Double Jump to the gems above (19). Run right to the next area. - Section Four ---------- Double Jump with a Flamoo to reach the platform to the left. Hit the Inflator Switch and drop the Boomie next to the switch. Jump over the gridded block to the right which expands and immediately grab another Flamoo. Double Jump up to the top right. Your progress will be impeded by an inflated block, but once the Boomie explodes you can make it through with no trouble. Drop down and take the blue jewel (24) as well as the gems (26). Climb down the ladder. - Section One ----------- Drop to the ground and run left to the next area. - Section Six ----------- Ride the Vent up and drop left. Jump up to the Inflator Switch and drop the Boomie next to it. Hurry back to the Vent and let it carry you to the ceiling. Wait there until the Boomie explodes and press right to collect a Small Star (C) and gems (28). Go back to Section One. - Section One ----------- Run across to the right passage. - Section Two ----------- Use the Boomie to Double Jump to collect the last gems (30) and reach the Exit Door to the left. =============================================================================== D. SANUTAAL The puzzles in this world become more complex, with new innovations such as rotating rooms, flooded pits and waterfalls obstructing progress. Lucky you. 1. VISION 4-1 ----------------------------------------------------------------- - Level Data ------------ Sections: 7 Gems: 30 Enemies: Moo, Flamoo, Spiker, Gribz Elements: Moo Box, Water Switch, Rotator Switch Keys: Red ------------ Level Data - - Section One ----------- Jump and Grab the Flamoo hovering over the water and Double Jump right. If you're super cool, you can jump and Chain Jump with it to cross the pit. Grab another Flamoo when it comes near and hop the small pits, taking care to collect the gems (3). Double Jump to the vine and climb up; hop right for a blue jewel (8). Drop left and run right to the next section. - Section Two ----------- Grab the Flamoo and hop over the Spiker to the ground below when it moves left. Be careful not to let the inflated Flamoo burst against the Spiker. Double Jump right to the ledge beside the pneumatic platforms. Use the pneumatic platforms as stepping stones to the upper right and jump to the Gumi from the far right platform. Flap left and use the Moo to reach the Small Star (A) directly above the Gumi. Now use the Moo to Double Jump left where more gems await (10). Go left through the passage. - Section Three --------- Hop up over the Spiker and pick up the Moo Box. Do not throw it left from the ground level; it will become stuck. Instead, double back slightly and stand on the first step to the right. Jump and throw the Moo Box so it flies over the platform which was above the Moo Box's original position. It will pass the small rise in the floor and drop to the ground. Follow the block and use it to Double Jump up to a ledge beneath a Flamoo and more pneumatic platforms. Double Jump to the level of the platforms via the Flamoo; grab the respawned flying Moo and use the pneumatic platforms to reach the platform above and to the left, where another Small Star awaits (B). Go right, past the platforms, and collect the gems (12), then Double Jump to the upper right ledge. - Section Four ---------- Run right and drop down when you reach the moving Gumi. Hit the switch below and to the left - it will raise and lower the water level in the pit beneath you. When the water level drops, Grab the Flamoo and run left through the drained pit, picking up the gems on the way (15). Double Jump to the Red Key and go back to the right. Double Jump up to the Gumi and hop right to open the Red Door. Go to the next Section. - Section Five ---------- Drop past the Gumi and hit the Water Switch. Ignore the Moo and jump into the drained pit. Pick up the Moo Box and Double Jump to the blue jewel (20), then move the Moo Box left; stand so you're situated beneath the opening above, with one block's space between the ledge beneath the Water Switch and the top of the Moo Box. Double Jump back to the left and hit the Water Switch again so the water rises, causing the Moo Box to float upward. Grab the Moo and hop or step to the Moo Box (if you jump, be sure to stand so the Moo doesn't catch against the low ceiling). Double Jump from the Moo Box to the platform above. Collect the gems (22) and proceed over the columns. Grab the Flamoo and Double Jump from the pneumatic platform when it reaches its highest point. Go right. - Section Six (R-1) ------ Welcome to the Rotator Room; hitting the switches will cause the interior of the room to pivot 90 degrees. Hit the lower switch once and collect the gems (24), then jump and hit the Rotator Switch again; pull to the right so you land on the high platform. Drop right and collect the gems (26). Hit the switch three more times and then run right through the opening which becomes available. - Section Seven --------- Grab the Flamoo and jump right, using the pneumatic platforms as stepping stones. Double Jump up to where the Exit Door is and proceed left. Climb the vine and grab the two gems to the side (28), taking care to avoid the Gretzes' gunshots and the Spiker between them. At the top, dismount the vine to the left and exit the room. - Section Five ---------- Hit the Water Switch once, then Grab the Flamoo and Double Jump left to reach two gems (30). Turn and grab the Flamoo again and drop left, taking care to avoid the Spiker below. Double Jump from the water pit to the left ledge and ride the pneumatic platform up. Jump right and collect the final Small Star (C). Return to the previous section. - Section Seven --------- Run immediately to the vine and drop straight down as fast as you can - you'll avoid all the enemies and reach the Exit Door unscathed. That's it for today, Parappa. Go to the next stage! 2. VISION 4-2 ----------------------------------------------------------------- - Level Data ------------ Sections: 6 Gems: 30 Enemies: Moo, Flamoo, Spiker Elements: Waterfall, Moo Box, Water Switch, Rotator Switch, Gumi, Gate Switch Keys: Red, Blue, Green ------------ Level Data - - Section One ----------- Drop right, climb down the vine and exit the section through the lower-right passage. - Section Two ----------- Hit the Water Switch to lower the water level. Drop into the water pit and pick up the Moo Box; drop the box slightly to the left of the gap above where the Small Star is located by Double Jumping straight up and Flapping to the left. Hit the Water Switch again so the water level rises, then Grab the Moo. Jump to the Moo Box which is floating atop the water and Double Jump to the Small Star (A). Jump back to the left and lower the water with the Water Switch. Drop back into the pit and move the Moo Block slightly to the right, so that you can reach the right platform without Flapping. Again Double Jump straight up here and Flap left. Grab the Moo and jump right from the Moo Box. Double Jump onto the highest step here and go right. Grab the Gumi and let it carry you across the water. Hit the Water Switch and drop into the pit, where you can collect several gems (3). Go right to Section Three. - Section Three --------- Pick up the Moo Box and use it as a buffer to block the Waterfall's force. Run past the two falls and Double Jump to clear the high column. Grab the Flamoo and leap past the Spiker, then Double Jump to the passage to Section Four. - Section Four (R-1) ---- This rotator room can be somewhat tricky; the goal is to reach the Red Key at the top. To do that, you'll need to bring the Moo Box down to the ground level. Jump up the Rotator Switch and hit it four times. Please take care the third time you hit it to press left so that you remain standing on the small ledge beneath the Rotator Switch. After the fourth hit, drop left and Grab the Flamoo. Use it to Double Jump up and left where you can Double Jump again with the Moo Box. Collect the gems (5) and Red Key and return to the room's entrance. - Section Three --------- Climb the vine and jump up to the Red Door. Open the door and Grab the Teton, pressing right to collect a blue jewel (10). Use the Teton a second time to reach the ladder at the upper left - remember that you can climb higher with a Teton if you Grab it before you reach the peak of your jump. Climb to the next section. - Section Five ---------- Use the Teton to reach another blue jewel to the right (15), then fly up to the ledge to the left. Grab the Moo Box and throw it left. Follow it and set the block on the Gate Switch. Go up onto the platform above and Grab the Flamoo; use it Double Jump to the Blue Key at the left. Drop left and collect the gems (17), then run through the Blue Door to the left. Go to the next section through the lower passage. - Section Six ----------- Run along the floor and double back when you reach the left side, jumping to the platform above and taking the gems (20). Use the Flamoo to block the water as you did with the Moo Box previously; Jump to pick up the Green Key, then Double Jump with the Moo back to the entrance. - Section Five ---------- Run right and open the Green Door. Climb down the ladder. - Section Three --------- Drop down and take the gems (23) and the Small Star. Use the Gumi to reach the ladder back to Section Five. - Section Five ---------- Grab the Moo once it walks left through the open Green Door and use it to Double Jump to the platform above the open Blue Door. Collect the gems (25) and go left through the upper passage. - Section Two ----------- Hit the Water Switch to lower the water level. Take the Moo Box into the pit and drop it directly beneath the gems. Use the Flamoo to Double Jump right again and hit the switch to raise the water. Jump back to the Moo Box, grab the Flamoo and Double Jump up to reach gems (27) and a Small Star (C). Grab the Flamoo and throw it left to hit the switch and lower the water level (you'll have to jump slightly before you throw it), then carry the Moo Box left and Double Jump up to the ledge. Go to the left passage. - Section One ----------- Pick up the Moo Box. Unlock the Red Door and throw the block left. Jump across the gap with the vine and Grab the Moo Box again. Drop down to the ground while holding the Moo Box and use it to run through the waterfall. Collect the gems (30) and Double Jump up to the Exit Door. 3. VISION 4-3 ----------------------------------------------------------------- - Level Data ------------ Sections: 9 Gems: 30 Enemies: Flamoo, Gribz Elements: Directable Arrow, Moo Box, Crystal Switch, Inflator Switch, Gumi Keys: Red ------------ Level Data - - Section One ----------- Use the Moo Box to Double Jump for two gems (2). Hit the blue arrow (Directable Arrow) once so it points up. Gran the Moo Box and stand so you overlap the arrow; jump straight up and Double Jump. The Moo Box will rebound upward from the arrow and carry you along. Once you round the turn and begin moving right, jump for more gems (4) and flap the the right ledge. - Section Two ----------- Hit the Directable Arrow three times so it points upward. Take another ride by Double Jumping over it with the Moo Box. Once the ride is over, use the Moo Box to Double Jump right. Snag the blue jewel (9) and head along to Section Three. - Section Three --------- Hit the Inflator Switch once to deflate the block which obstructs the passage. Grab the Flamoo and run right. Once you're past the gridded block turn and throw the Flamoo at the Inflator Switch. Once the switch has activated, run along to the next room. - Section Four ---------- The Moo Box here should be unblocked by the gridded blocks. If the blocks are inflated, you'll need to hit the switch in the previous room one more time. Hit the Directable Arrow three times to aim it upward and take another Moo Box ride. This time the Moo Box will simply move up and down, so jump right at the peak of the Moo Box's path. Hop over the right side of the upper platform for a Small Star (A) and gems (11). Pluck the Moo Box from its mid-air prison and Double Jump to the ladder at the right side. Climb the ladder to the room above. - Section Five ---------- Use the Gumi to clear the high rise to the left. Ignore the Crystal Switch here and turn the Directable Arrow three times so it faces up. Grab the Flamoo and Double Jump to the upper left platform where the Gate is located. Your jump should drop the Flamoo on the Directable Arrow, but take care not to let the little balloon beast strike you as it rises. It will travel along the path and open the Gate via the Crystal Switch; run through the opening to get gems (13) and a Red Key. Leave this section through the left passage. - Section Six ----------- Use the Teton at the left side of the area to rise to the Red Door. Open the door and hit the Inflator Switch so that the gridded block shrinks. Flap across the gap to the left platform and pass through to the next section. - Section Seven --------- Drop down the vine and run left. Use the Moo Box to jump up and collect the gems (16), then turn the lower middle Directable Arrow so it faces skyward. Double Jump a few times to either side of this arrow (*not* on top of it) to turn the upper middle Directable Arrow upward as well. Now Double Jump over top of the lower arrow and let the Moo Box carry you up. When you hit the red Directional Arrow, jump left for a blue jewel (21). Turn the upper middle Directable Arrow once more so it faces right and ride the Moo Box from the arrow beneath it along the new path. When you reach the red arrow, jump and Grab the Gumi. Hop to the left and collect the Small Star (B) and jump over to hit the Inflator Switch once. Drop to the ground, go right and climb the vine. If you need a 1-UP, return to Section Six via the lower passage and collect the extra life located just to the right (the now-expanded gridded block makes it easy); otherwise, head up the vine to the upper right passage, which leads to the upper half of Section Six. - Section Six ----------- Hit the Directable Arrow so it points up, then throw a Flamoo at the arrow to strike the Inflator Switch, causing the gridded block to the right to inflate. Double Jump with the Flamoo to reach more gems (26) and land on top of the expanded gridded block. Jump to the ladder and climb out. - Section Eight --------- Dodge the Gribz's fire and run past the Exit Door (which won't open yet, of course). Climb down the ladder to the far left, passing by the Inflator Switch for the time being. - Section Nine ---------- As you enter the room, a Moo Box should fall to the floor. If it's trapped in midair by a gridded block, hit the Inflator Switch in the room above. Hit the Directable Arrow here so it points up; Double Jump over it with the Moo Box and ride up to the platform above and to the left. Collect the gems (28) and drop left; Double Jump to the left to get the Small Star (C). Now throw the Moo Box left and use it at the dead end to reach more gems (30) and a 1-UP. Throw the Moo Box to the right and follow it all the way across the room; Double Jump with it and climb back to Section Eight. - Section Eight --------- Hit the Inflator Switch and climb the steps to the Exit Door. 4. VISION 4-4: SNOWBOARDING --------------------------------------------------- Barf, snowboarding. 5. VISION 4-5 ----------------------------------------------------------------- - Level Data ------------ Sections: 8 Gems: 30 Enemies: Boomie, Moo, Flaboomie Elements: Cracked Block, Water Switch, Boomie, Directional Arrow, Directable Arrow, Moo Box, Crystal Switch Keys: Red, Blue ------------ Level Data - - Section One ----------- Begin by Double Jumping to the small platform above the water via the Boomie; hit the Water Switch to lower the water level. Drop to the ground and throw the Moo Box to the right. Now climb the vine and jump left from the platform to the ledge. Grab the Boomie and throw the Boomie right so that it lands on the Moo Box. Climb the vine and hit the Water Switch so the water level rises. Drop onto the Moo Box and pick up the Boomie, then jump and throw it at the Cracked Block. Once the block is cleared, run to the next section thorugh the unobstructed passage. - Section Two ----------- Run right and use the Moo Box to collect the two gems above the Directable Arrow (2). Hit the Directable Arrow once to make it point skyward and Double Jump with the Moo Box directly over the arrow so it begins to rebound between the upper and lower arrows. Make certain to stray slightly to the left when you begin your jump so that the Moo Box doesn't strike and detonate the winged Boomie to the right. Grab the Boomie as the box bounces and throw it left so it lands next to the Cracked Block. Jump left once the block has been destroyed and go to the next section through the upper left passage. - Section Three --------- Hit the Water Switch to the left. Grab the Flaboomie and throw it left so it hits the lower Directional Arrow and begins to rebound. Pick up the Moo and carry it left to where the water was, then Double Jump at the left edge of the recessed area to reach the platform above. Take the Small Star (A) and Grab the Boomie from between the Directional Arrows. Throw it left so it lands beside the Cracked Block and wait for it to finish exploding. Run left through the passage that is opened, taking the gems as you run (4), and climb the vine upward. Grab the Moo to the right and use it Double Jump left. Collect the gems (6) and move to the next area. - Section Four ---------- Hit the Directable Arrow once so it faces up. Throw the Arrow Block at the blue arrow and climb the vine to the top. Leap over the Arrow Block which is now bouncing up and down between the two arrows, taking more gems as you fall (8), and face left when you land. Pluck the Arrow Block from the air and throw it right so it lands beneath the Cracked Block. Jump over to the vine and drop to the platform directly beneath the Flaboomie. Grab the flying Boomie and throw it so it lands beside the Arrow Block. Once the explosion has cleared, return left and throw another Flaboomie to where the previous Flaboomie exploded. Follow it across and use it as a hoist to Double Jump to the upper right alcove. Go on to Section Five. - Section Five ---------- Grab the Flaboomie and avoid the Moo as you run right. Jump onto the pneumatic platform (taking care not to hit the pillar of water, which could detonate the Flaboomie in your hands) and hop onto the edge of the ledge next to the upper pneumatic platform. Jump onto this second platform when it reaches its lowest point, and then go right once it rises. Drop the Flaboomie onto the Cracked Block and wait for the explosion. Head right through the cleared passage and drop down. Use the Moo to Double Jump to the Red Key and exit the room through the passage to the right. - Section Six ----------- Drop into the Cracked Block and Grab the Flaboomie to the right. Throw it left os it lands on the Cracked Block and explodes. Go through the new opening; take the gems (12) and return to Section Five through the lower left passage. - Section Five ---------- This bit can be tricky, so remember that the key to success is to use Klonoa himself as a backstop. Begin by hitting the Directable Arrow so it points down. Jump past the first vine and move to the vine on the left. Drop down the left side of the vine for more gems (14) and pick up the Arrow Block. Throw the block right so that it rebounds between the middle and bottom arrows. Hop onto the small ledge beside the Gate and wait for the Arrow Block to reach its lowest point, then jump onto it to take a ride up and down. When the Arrow Block begins its descend from hitting the blue arrow above, jump to the left platform, striking the Directable Arrow as you go. When you land, the arrow will be facing left. Now run left as far as you can without dropping off the upper level of the room's center platform. The Arrow Block will follow the Directable Arrow and come to a stop when it hits Klonoa. Drop down and jump up, Grabbing the Arrow Block as you do so. Drop the Arrow Block so it faces the Crystal Switch. Hit the Directable Arrow one more time so it faces up. Jump left from the leftmost vine and Grab the Flaboomie on your way down. Throw the Flaboomie to the right once you land and follow it up the vine. It will land on the right edge of the room's center platform. Run to its left side and Grab it while standing beneath the low-clearance passage. Go left and drop the Boomie on top of the Arrow Block and move away. Once it explodes, go through the opened Gate at the bottom right and collect the Small Star (B). Climb the right vine and return to Section Six. - Section Six ----------- Jump right so that you can grab the Flaboomie from the ledge to its left. Use it to Double Jump to the platform above where more gems await (17). Pass through the Red Door to Section Seven. - Section Seven --------- Drop to the right so that you come to ground level. Hit the Water Switch to lower the water level. Grab the Arrow Block and carry it left; set it directly beneath the Cracked Block (slightly to the left of center). Climb the vine to the Boomie above and right and Grab it; carry the Boomie to where the Arrow Block is and drop the Boomie on top of the Arrow Block. Be careful not to set the Boomie beside the Arrow Block, and don't let the Boomie touch the Arrow Block while you're carrying either one (it will cause the Boomie to detonate immediately). Run right and hit the Water Switch to raise the water level again. When the explosion clears away the Cracked Block, run into the cul-de-sac it opens and collect the Blue Key and blue jewel (22). Throw the Moo Box left and use it to Double Jump back to Section Six. - Section Six ----------- Drop down to the ground level and pass through the Blue Door and use the lower right exit beyond. - Section Eight --------- Double Jump with the Flaboomie directly over the Directional Arrow. Once you land, turn and Grab the Flaboomie, jump to the platform right of the Water Switch and throw it so it lands on top of the Arrow Block. Once the Flaboomie has detonated, hit the Water Switch and lower the water level, then jump left and take the flying Boomie again. Double Jump to the platform where the Cracked Block was located and drop down for more gems (25). Take the Small Star (C) and Grab the Moo when it walks to the left edge of the platform. Double Jump up and collect the blue jewel (30), then use the Moo to Double Jump left and up. Return to the entrance. Please be careful not to fall into the left alcove which was previously flooded with water - there is no way out and you'll have to reset the section to escape. - Section Six ----------- Use the Flaboomie to reach the stage exit. 6. VISION 4-6: AUTO-SCROLLING ------------------------------------------------- Bleah, I'll tackle this later. 7. VISION 4-7 ----------------------------------------------------------------- - Level Data ------------ Sections: 9 Gems: 30 Enemies: Spiker, Moo, Flamoo Elements: Water Switch, Directional Arrow, Directable Arrow, Vent, Moo Box, Waterfall, Gate Switch Keys: Red, Blue, Green ------------ Level Data - - Section One ----------- Begin by climbing down the vine. Don't simply jump, or you'll get your feet soaked. Jump to the right platform beneath the Spiker and throw the Moo at the Direction Arrow as the Spiker moves post it overhead. The Moo will strike the Water Switch above the arrow if you can avoid bursting it against the Spiker. Grab a Moo and hop down to where the water was; Double Jump and head left. - Section Two ----------- Hit the Directable Arrow three times so it points up. Throw the Moo Box at the Directable Arrow so it lands on the Vent, and Double Jump left with the Flamoo. Collect the gems (3) and lift the Moo Box so it protects you from the Waterfall. Run left to the Red Key and return to Section One. For the love of Pete, don't throw the Moo Box right from the cul-de-sac where the Red Key is located; you'll have to reset the section. - Section One ----------- Run and jump to the right until you Double Jump to the Red Door. Open the door and head to Section Three. - Section Three --------- Use the Flamoo to Double Jump onto the narrow ledge of rock. Use the vine to reach and hit the Water Switch to lower the water level. Drop to the ground and collect the gems (6). Pick up the left Moo Box and carry it right and up (use the other Moo Box as a stepping stone). Set the Moo Box on the Vent and return to the left. Grab a Flamoo and carry it all the way to the right side of the screen; Double Jump left to get a Small Star (A), then head right to the next area. - Section Four ---------- Collect the two gems above the entrance (8) and climb the ladder to Section Five. - Section Five ---------- Jump onto the pneumatic platform to the left and go through the left passage. - Section Six ----------- Pick up the Moo Box and drop it onto the spikes so that the Moo that spawns slightly left of the spike bed will hit it and walk left. Grab the Moo Box and follow the Moo down to the floor. As the Moo walks left, throw the Moo Box to the right at ground level. Run beneath the overhand and collect the gems (10) and Blue Key. When the Moo steps on the Gate Switch, use the Moo Box to Double Jump up to where the Gate is and grab the Small Star (B) during the brief window that the Gate is open. Run left quickly; if you move too slowly you'll have to wait for the Moo to double back left before you can pass again. Head left and then back up; Double Jump to the entrance to return to Section Five. - Section Five ---------- From the peak of the pneumatic platform's rise, jump right and run to the Vent. Let the wind lift you to the top and open the Blue Door. Pass through to Section Seven. - Section Seven --------- Hit the Directable Arrow three times so it points upward. Grab the Moo Box on the Vent and Double Jump straight up while Klonoa overlaps the Directable Arrow. If you start your jump as the moving mesh platform is passing directly over the Vent going left, the Moo Box will land squarely on the mesh platform. Ride the rebounding Moo Box and let it block the Vent's breeze as you ride right. Collect the three gems (13) and the Green Key to the right. Return to Section Five. - Section Five ---------- Throw the Moo Box left. Drop down and lift the Moo Box as you leap past the Vent and open the Green Door. Throw the Moo Box right to hit the Water Switch and decrease the water level to something safe. Don't miss the gems here (15) Move the Moo Box to an out-of-the-way location and run through the passage to the right. - Section Eight --------- Hit the Directable Arrow three times to it points upward. Do another straight-up Double Jump over the Directable Arrow to ride the Moo Box to the next level. Hit the Directable Arrow above once to make it point up and Grab the Moo Box from where it's trapped to the left (You'll have to jump, Grab and make a sharp right turn in one quick motion to do this properly). Double Jump over the second Directable Arrow and grab the Flamoo to the left as the Moo Box bounces. Throw the Flamoo right when you're level with the red arrow pointing up to hit a Water Switch. Throw the Moo Box right so it drops to where the water was by Double Jumping right so you can drop and collect more gems (17) as the box falls. Now use the Moo Box to Double Jump to reach a blue jewel (22) in the upper right of the section. Climb down the ladder to the next section. - Section Nine ----------- Use the Moo Box to drop onto the Vent and then use the box to Double Jump up to the vine. Hit the lower right Directable Arrow once so it points upward. Hit the upper left Directable Arrow so it points left. Now Grab a Moo from below, then stand on the Gate Switch and throw the Moo at the lower left arrow. It will hit the Water Switch and drop the level of the water to the left. Grab another Moo and head back up and left to where the water was located to acquire gems and a Small Star (C). Double Jump and pass through the Green Door to the left. Head through the passage to return to Section Four. - Section Four ---------- Double Jump with the Flamoo to reach the blue jewel (30) and complete your scavenger hunt for this level. Pass through the Green Door and throw the Moo Box right so it travels along the Directable Arrows. Flap left from the box where it rests on the Gate Switch and pass through the open Gate to reach the Exit Door. 8. BOSS BATTLE: --------------------------------------------------------------- Please see the FAQs section below for details. =============================================================================== E. LU ELJINBA This is the final world; as such, several of the levels are hair-rippingly difficult. But hey, we all need a little mental frustration in our lives. 1. VISION 5-1 ----------------------------------------------------------------- Vision 5-1 introduces you to Magnet Blocks, which will be used throughout the remainder of the game's stages. Learn to use them and they will become your trusted comrade. Don't learn to use the, and, well, you'll spend a lot of time in Vision 5-1. - Level Data ------------ Sections: 5 Gems: 30 Enemies: Moo, Flamoo Elements: Spikes, Magnet Block, Vent, Inflator Switch, Rotator Switch Keys: Red ------------ Level Data - - Section One ----------- Drop left and lift the Magnet Block. Jump against the left wall and the Magnet Block will reach out and grab the inverted magnet socket. When the Magnet Block attaches to the wall, Klonoa will dangle beneath it. Press Jump to hop to the top of the block and use it as a makeshift platform. Jump to the upper left platorm where the Red Door is located. Collect the gems to the right (3) and use the Magnet Block on the floor below to Double Jump to the alcove beneath the Red Door where more gems are located (5). Go through the left passage to the next section. - Section Two ----------- Create a midair platform by attaching the Magnet Block to the socket on the left wall. Jump right to reach gems (7) and a Small Star (A). Flap back to the Magnet Block platform and run left to the next area. - Section Three --------- Wait for the moving platform by the Red Door to descend and lift you to the upper area. Jump right and use the Moo to Double Jump to the upper left ledge. Run to section four. - Section Four ---------- Throw the Magnet Block left through the gap. It will cling to the far wall, making a safe platform over the spikes. Jump to it and take the Red Key above. Go back to section three. - Section Three --------- Drop to the floor and run left through the Red Door. Collect the gems (10) before you enter the passage to the next section. - Section Four ---------- Jump with the Magnet Block so it attaches to the left side of the twin sockets. Jump from the top of the block and Flap left to reach a Small Star (B). Go back to the floor level, hitting the Magnet Block to dislodge it from the socket as you fall. Connect the Magnet Block to the right side of the twin sockets and use it as a platform to acquire three gems (13). Use the Moo to Double Jump back to the top of the Magnet Block platform (Chain Jump by grabbing the Magnet Block and immediately dropping it; the block will stick to the socket as you do so) and hop right past the gems (15) to the upper passage. - Section Three --------- Collect the blue jewel (20) and hit the Inflator Switch. Jump right through the newly-opened gap onto the moving platform and ride it to the top. Grab the Moo and drop to the floor, and use it to Double Jump at the lower right to reach a 1-UP. Ride the moving platform to the top again and go right past the blocked Vent. Collect the gems (22) and Small Star (C) and go right. - Section Five (R-1) ---- Use the Moo to Double Jump to hit the Rotator Switch twice. Double Jump to the upper left and go through the passage. - Section Six ----------- Throw the Magnet Block from the left so that it comes to rest against the far left wall without clinging to either of the sockets above. Now Grab the Magnet Block and jump so that it attaches to the left side of the sockets. Hop to the top and take the gems (25). Flap right to the blue jewel (30) and drop to the floor. Go back to Section Five. - Section Five (R-1) ---- Hit the Rotator Switch twice and go right. - Section One ---------- Open the Red Door and throw the Magnet Block right. Follow its path and throw it right again so it adheres to the socket. Flap over to it and use the block as a foothold to reach the Exit Door. 2. VISION 5-2 ----------------------------------------------------------------- - Level Data ------------ Sections: 8 Gems: 30 Enemies: Flamoo, Boomie, Moo Elements: Boomie, Portal, Magnet Block, Balance Spring, Vent, Cracked Block, Spring, Arrow Block Keys: Red, Blue ------------ Level Data - - Section One ----------- Ignore the Magnet Block for now and run all the way to the left side of the floor level. Enter Portal 1 [P1]. - Section Two ----------- Hit the Inflator Switch so the gridded block above contracts. Take the gems (2) and enter [P2]. - Section Three --------- Go right and enter [P3]. - Section Four ---------- Go right and enter [P4]. - Section Five ---------- Run right and get the Magnet Block. Bring it back to where [P4] is located and use it to Double Jump for a 1-UP. Throw the Magnet Block right again and use it on the Spring to stick to the socket to the left. Pull yourself to the top of the Magnet Block and take the Small Star (A). Drop and collect the gems as you fall (6). Be sure you Grab the Magnet Block as you fall, or at least knock it loose from the socket. Stand on the Vent and jump so the Magnet Block clings to the socket above the Vent. Pull yourself up and grab the Red Key. Go left and climb the chain; open the Red Door at the top and enter [P5]. - Section Two ----------- Do two Double Jumps with the Flamoo to reach the upper left platform. Don't miss the gems (8) on either side of the heart piece here as you run to the left. Grab the Flamoo and leap to get the nex Small Star (B) over the gap. Drop the Flamoo in the gap so it hits the Inflator Switch, but do NOT fall into the gap. Run back to the right along the top of the room and return to [P5]. - Section Five ---------- Drop to the ground and return to [P4]. - Section Four ---------- Now go right and Grab the Moo. Take all five gems between the pillars to the right [13] and carry the Moo to the lowest recess on the right wall, one level below the portal in the upper right corner. Double Jump left to reach a blue jewel [18]. Take another Moo and use it to Double Jump right to [P6]. Enter the portal. - Section Six ----------- First go left and collect the gems between the chains [20]. Backtrack to the Magnet Block and jump over the left pillar so that the Magnet Block adheres to the socket as you fall. Take the Arrow Block and throw it so it lands on the suspended Magnet Block. Be careful not to let the Boomie touch the Arrow Block or there will be... death. Pick up the Boomie and wait for the counter to wind down slightly. Time your jump so that you throw it right from the top step to the left of the chains as the countdown ticks from 3 to 2. It will explode right as it reaches the Arrow Block and chain the detonation along to break the Cracked Block below the portal through which you entered the room. Run through the newly-cleared opening and enter [P7]. - Section Seven --------- First jump with the Magnet Block so it attaches to the socket above the Blue Door. Double Jump with the Flamoo to the platform directly above [P7]. Stand on the top gridded block and Double Jump right to reach the Small Star (C). Hit the Inflator Switch and throw the Magnet Block which was enclosed by the gridded blocks so it lands on the Magnet Block that was already attached to the socket up the wall. Double Jump with the Flamoo and hop up to [P8]. - Section Eight --------- Run right through the One-Way Gate and set the Magnet Block on the lower Balance Spring. Jump up to the right ledge and progress up and left, taking the gems (22); jump off the upper Balance Spring for a blue jewel (27). Run back to the Magnet Block and remove it from the Balance Spring. Once the spring has reset to its default position, hop quickly to the highest point to the right and throw the Magnet Block left. You'll hear it connect with a socket. Flap left to the small platform and jump from the upper Balance Spring to the suspended Magnet Block. Leap over the column and collect the Blue Key and drop back down to [P8]. - Section Seven --------- Drop left, move the Magnet Block out of the way and open the Blue Door. Run to [P9] - Section One ----------- Jump into the upper-right corner to collect the last of the gems (30) and drop down to the starting point of the level. Carry the Magnet Block left and jump from the highest point of the floor beneath the Exit Door to reach the vision's conclusion. 3. VISION 5-3 ----------------------------------------------------------------- - Level Data ------------ Sections: 7 Gems: 30 Enemies: Moo, Boomie Elements: Vent, Portal [P#], Cracked Block, Magnet Block, Directional Arrow, Directable Arrow, Triple Switch, Balance Springs, Arrow Block, Crystal Switch, One-Way Gate Keys: None ------------ Level Data - - Section One ----------- Start by grabbing the three gems directly above you (3). Tricky, eh? Don't worry, it gets harder. Use the Vent on the right side of the room to rise to the top of the screen and run left past the Exit Door to the open portal [P4] at the left end. Enter the Portal [P4]. - Section Two ----------- From [P4], run to the upper-left corner, past the Boomie, and take the gems (5). Drop to the floor and collect the gems as you fall (8). Use the Vent to get back to the top and fall left from it so that you land on the platform one level beneath [P4]. Grab the Magnet Block and drop down, then allow the Magnet Block to grab the right side of the socket. Return to the upper level with the Vent and Grab the Boomie to the left. Double Jump with the Boomie so that it lands on the Magnet Block and follow it quickly. As soon as you land, Grab the Boomie and take it left and down. Throw it at the Cracked Block and get out of the way immediately. Enter [P1]. - Section Three --------- Exit [P1] and drop left and then down the steps to the right to reach the floor. Hit the bottom Directable Arrow three times so that it faces upward. Grab the lowest Moo and jump up. Throw the Moo at the Blue Arrow, and immediately use the Moo on the upper step to Double Jump to allow you to hit both Triple Switches in one move. Once all three have been hit together, a Gate next to the lower Moo will open. Run left through it and use the Magnet Block to Double Jump to [P3]. - Section Four ---------- Drop from [P3] to the Balance Springs to the right. Jump to the uppermost Balance Spring and Flap to the left, where you can just reach both gems (10). Enter [P5]. - Section Five ---------- Exit [P5] and run left, using the Vent to lift you to the left platform. Drop down to the ground and Grab the Magnet Block. Jump beneath the socket so the Magnet Block grasps it from below. Now rise up in the Vent and run to the Arrow Block. Throw the Arrow Block left so it hits the Magnet Block and falls. Now throw the Arrow Block right so it lands against the pipe near the Vent; move it one block left so the Vent's air stream is free. Jump and disconnect the Magnet Block from the socket and carry it over the pipe and past the Vent, using the Arrow Block as a stepping stone. Drop the Magnet Block in the bottom right area, then hop back and take the Arrow Block left. Throw the Arrow Block against the Gate so that it drops into the gap and faces the Crystal Switch. Return to where the Boomie is and take the little mouse-thing up over the pipe and to the top via the Vent. Stand on the lower portion of the platform to the left of the Vent and throw the Boomie so that it lands on top of the Arrow Block. Wait for the Boomie to detonate and then pass through the open Gate to acquire a Small Star (A). Return via Vent to [P5]. - Section Four ----------- Hop over the Balance Spring to the left of [P5] and through the One-Way Gate. Drop the Moo Box here on the lower left Balance Spring and jump up to the platform above. Collect the gems (13) and the blue jewel to the right (18). Enter [P2]. - Section Six ------------ From [P2], run left and Flap across the gap to reach the Magnet Block. Carry the Magnet Block to the floor level and transport it to the bottom left corner of the room. Hit the bottom Directable Arrow here three times until it faces up. Throw the Magnet Block at the Arrow. It will travel around the room, eventually landing on an upper platform. Run right and hit the Directable Arrow near the Moo a few times until it faces up as well. Double Jump with the Moo to the right platform, taking care to drop the Moo on the Directable Arrow. Grab the Moo from where it's rebounding and Double Jump left. Grab the bouncing Moo once more and Double Jump up to the Magnet Block, lift it and carry it right to the small platform. Jump at the left socket so that the Magnet Block grabs it. Pull yourself up to stand on the makeshift platform and go to the top right corner of the room. Drop down for another Small Star (B) and more gems (20). Go back through [P2]. - Section Four ------------ Jump from [P2] over the pipe and head back into [P3]. - Section Three ----------- Go right from [P3] past the Vent. Hit the Directable Arrow immediately below and to the right of the Triple Switches until it faces left. Grab the Magnet Block from the floor to the left and throw it at the Directable Arrow you just rotated. Use a Moo to Double Jump to the platform next to where the Magnet Block comes to a rest and hit the Directable Arrow once so it faces upward. Double Jump with the Magnet Block so it falls on the Directable Arrow and allow it to give you a lift upwards. Jump off right as the Magnet Block takes a right turn to snag a blue jewel (25) and repeat the process of getting the Magnet Block into a position for a ride. This time jump off to the right as it takes a downward turn and enter [P6]. - Section Seven ------------ Drop to the platform immediately below [P6] for a 1-UP. Run left and use the block riding trick with the Moo Box; set all Directable Arrows so that the bottom row faces up and the top row faces down. To affect this change with the middle set, Double Jump with the Moo Box; set the Arrows so they'll allow you to ride in a continuous circle, clockwise. Now use the block riding trick to collect all the gems (29). Once you have them all, stand in the Moo Box's path to stop it. Set the upper-right Directable Arrow to face down, the bottom right to face up, the top middle to face up and the bottom middle to face up. Double Jump with the Moo Box over the bottom middle Directable Arrow and ride it to collect the last gem (30). Grab the Moo Box once you've done this and take it to the leftmost pair of arrows. Set the bottom left Directable Arrow to face up, and do the same for the one directly above it. Double Jump over the bottom one to ride up to [P7] - be sure to hop off the Moo Box in time. - Section One -------------- You're now in the previously unreachable middle platform of the opening area. Grab the Magnet Block and drop down with it onto the Vent. Run left along the floor and Double Jump to reach the Small Star (C). Head right through the One-Way Gate and take the Vent up to the top platform. Pass through the Exit Door and the level is complete. 4. VISION 5-4: SNOWBOARDING --------------------------------------------------- Snowboarding levels are a pain in the arse. I'll tackle this later. 5. VISION 5-5 ----------------------------------------------------------------- - Level Data ------------ Sections: 6 Gems: 30 Enemies: Moo, Teton, Flamoo, Gribz, Spiker Elements: Vent, Magnet Block, Inflator Switch, One-Way Gate, Waterfall Keys: Red ------------ Level Data - - Section One ----------- Begin by hopping over the Moo and standing in the gap between the two pipes to the right. Grab the Moo while standing beneath the pipe so that the Moo is squashed against the ceiling and allows you to carry it right. Double Jump to the top of the pipe to the right and jump again for three gems (3). Drop to the floor and run right. Grab the Teton and let it take you up so that you collect the gems (5). Drop to the left when the Teton vanishes so you land on the pipe. Stand as far left as you can on the pipe while still remaining within reach of the Teton. Grab it and press left immediately to pass up beneath the lip of the overhang. You'll rise to collect a 1-UP. Return to the floor and use the Teton to reach the opening above and to the right and move to Section Two. - Section Two ----------- Take the moving platform up and hit the Inflator Switch so the gridded block to the right expand. Drop right and as you're falling Grab and Double Jump with the Flamoo to the lower gridded block. Take another Flamoo and Double Jump right, making certain to drop the enemy directly above the second Inflator Switch so the gridded box ahead of you expands and the one from which you leapt deflates. Drop right off the pipe for more gems (7) and Grab the Magnet Block upon which you land. Carry the Magnet Block up the moving platform and jump onto the platform to its right. Stand and throw the Magnet Block straight ahead to the right. Follow it by using the Flamoo as before. Stand on the rightmost gridded block and Grab the Magnet Block. Double Jump left with it, making certain that it strikes the Inflator Switch as it falls, expanding the top gridded block. Flap over to it and take the Small Star (A). Drop to the floor and take the Magnet Block back up the moving platform and again throw it far to the right. Make your way across with the Flamoo again and Grab the Magnet Block once more. Hop onto the uppermost pipe and Double Jump right to the opening. - Section Three --------- Use the Flamoo to Double Jump to the two gems directly above (9). Drop down to the floor and use the Flamoo to Double Jump over the One-Way Gate. Move right and down and hit the Inflator Switch once, so that the opposite side of the One-Way Gate is blocked by the expanded gridded block. Go back and take the Flamoo and run to the right, over the One-Way Gate. Jump off the Magnet Block onto the ledge and Double Jump to the left to reach a blue jewel (15). Now go back down and grab the Magnet Block, then throw it left so it passes through the Inflator Switch before reaching the One-Way Gate. Follow the Magnet Block and place it in front of the One-Way Gate where the deflated gridded block is located. Grab the Flamoo and use the Magnet Block as a stepping stone; Double Jump left to reach three gems (18) and a 1-UP. Grab the Flamoo again and use it to Double Jump to the passage to Section Four at the right side of the room. - Section Four ---------- Stand at the lip of the small ledge next to the entrance and do a swinging jump that starts right and turns left to grab the Flamoo. Double Jump to the right and run to the other side of the room across the top of center section, taking the gems as you go (20). Drop to the bottom right and take the Magnet Block; throw it left between the gap so that it hits the Spiker and drops. Pick up the Magnet Block and run left with it so that it deflects the waterfall's force. Double Jump to the Small Star (B) and use the Magnet Block to run back right and to the passage to Section Five. - Section Five ---------- Immediately run right and grab the Moo. Lift it and use it to pass through the Waterfall. Jump up next to the Gate and throw the Moo left to hit the Crystal Switch, and pass through the Gate while it's open. Climb the chain to the right and backtrack left at the top. Grab the Magnet Block and throw it left. Follow it to the edge of the screen, collecting the gems along the top passage (23) and drop down to the left platform. Grab the Magnet Block again and drop to the floor. Pass beneath the waterfall and set the Magnet Block immediately left of the Gate. Stand next to the Magnet Block, grab the Moo and then jump and throw the little guy at the Crystal Switch. Immediately Grab the Magnet Block, throw it right and run through the Gate behind it. Use the Magnet Block to pass through the next waterfall and Double Jump with it to get the Red Key floating at the top edge of the screen. Carry the Magnet Block over the Vent to the lowest right point and do a Chain Jump using the Magnet Block and Flamoo to reach the 1-UP. Now head back to the left, using the Flamoo to pass beneath the Waterfall, and return to Section Four. - Section Four ---------- Run all the way left back to Section Three. - Section Three --------- Run back to the left and use the Flamoo to Double Jump to the platform where the passage to Section Two is located. Instead of running directly left, though, use the Flamoo to Double Jump up and left to where the Red Door is. Use the Red Key and pass through the newly-opened entrance. - Section Six ---------- Hop over the Gribz's attack and Grab the little monster. Drop down slightly to the left and hop onto the slight rise. From here Double Jump back to the right and take the Magnet Block. Carry the Magnet Block so that it grabs the right side of the socket. Jump from on top of the Magnet Block to reach more gems and a blue jewel (30). Hit the Magnet Block as you drop to cause it to fall, then Grab it and jump two spaces to the left to cause it to stick to the left side of the socket instead. Jump to the top of the Magnet Block and drop to the left of it. Grab it and use it to Double Jump left. - Section One ---------- Now you'll be in the top half of Section One, which for all intents and purposes is its own section. This area can be rather tricky if you don't know exactly what to do. First, take the Magnet Block and jump while standing on the edge of the drop next to the entrance. If you jump correctly, the Magnet Block will grab the left side of the socket above. Pull yourself to the top of the Magnet Block and hop over to the moving platform. Grab the Magnet Block as you rise past it and jump with it to the left. Stand above the Small Star and throw the Magnet Block left - it will strike an inflated gridded block and fall. Follow it and throw it right so it sticks to the socket beneath the Small Star. Drop to the floor and hit the Inflator Switch so the gridded block immediately above you expands. Run left to the Vent and let it carry you to the ceiling. Now run back to the right and drop onto the platform onto which the Magnet Block fell a moment ago. Jump over to where it's sticking to the wall and jump to acquire the last Small Star (C). Remove the Magnet Block from the wall and drop to the floor again. Throw the Magnet Block left so it blocks the Vent. The gridded block may be in your way, so simply stand to the right of it as you jump and throw the Magnet Block. Follow the thrown block and Grab it. Stand over the Vent and throw the Magnet Block right. You will be lifted up, past the Exit Door alcove, but the Magnet Block will strike the Inflator Switch and cause the gridded block over the Vent to expand. Once you drop down to the newly-inflated block, it's simply a matter of walking to the door and pressing up to complete the level. 6. VISION 5-6: AUTO-SCROLLING ------------------------------------------------- Auto-scrolling levels are a pain in the arse. I'll tackle this later. 7. VISION 5-7 ----------------------------------------------------------------- - Level Data ------------ Sections: 9 Gems: 30 Enemies: Moo, Flamoo, Teton, Boomie Elements: Spring, Vent, Boomie, Cracked Block, Moo Box, Magnet Block, One-Way Gate, Gate Switch, Arrow Block, Directional Arrow, Directable Arrow Keys: Red, Blue ------------ Level Data - - Section One ----------- Begin by lifting the Magnet Block and using the Spring to lift it to the platform above. Allow the Magnet Block to grab the socket to the right and then use it as a platform to the upper right area. Take the three gems here (3) and drop back down. Grab the Magnet Block and throw it left so it lands against the Cracked Block. Grab the Boomie which is floating beneath the magnet socket. Stand to the left, pressing against the right edge of the small platform beside the Boomie's flight path. Double Jump so that the Boomie blocks the gap beneath the platform and quickly run left. Double back beneath the platform and take the Boomie; use the Spring to hop to the top of the platform. Double Jump with the Boomie so you land on the Magnet Block. Drop to the right of the magnet block and immediately press left. You will land on a tiny (1 pixel wide) ledge. Take the Magnet Block again and Double Jump with it for the 1-UP. Now drop back down and throw the Magnet Block back to the right so it sticks to the rightmost socket and remains out of the way. Grab the Boomie again and repeat the process of getting it to the top of the platform next to where it flies. Jump slightly and throw the Boomie left so that it explodes against the Cracked Block. Use the Magnet Block to Double Jump over to the platform where the Cracked Block stood and jump left to get the blue jewel (8). Be sure to Flap back to the right to avoid falling onto the spikes below. Go to the next section. - Section Two ----------- Use the Flamoo to reach the gems here (11) and run right. Place the Moo Box on the slight rise to its right, against the blue pipe. Go back and throw the Magnet Block through the gap to the right; it will stop against the Moo Box. Jump with the Magnet Block and let it grab the socket above. Dislodge it from the right and catch it as it falls, then jump to its right and let it grab the socket from the right. Jump from beneath and use the Magnet Block as a platform, then run left and collect the items to the left (13). Drop right and stand atop the blue pipe between the magnet sockets. Grab the Magnet Block from the left and throw it right to the second socket. Flap right and use the Magnet Block as a platform to reach a Small Star (A). Take the Moo Box and use it to Double Jump to the right exit. - Section Three (R-1) --- In the Rotator Switch room, turn the room 90 degrees right with a single strike to the switch. - Section Four ---------- Hit the Inflator Switch, then use the Flamoo to climb the platforms. Grab the Moo and jump onto the inflated gridded block, then leap left. Double Jump from the upper platform to reach a blue jewel (18). Grab the Moo and head over the gridded block. Drop down on the right side and Double Jump to acquire the Red Key. Drop to the bottom right and open the door to proceed to Section Five. - Section Five ---------- Hit the Inflator Switch by tossing the Magnet Block at the Directional Arrow at the bottom left area of the section. It will move back and forth, alternately causing blocks to inflate and deflate in sequence. Jump and take the Flamoo and Double Jump onto the bottom gridded block as it inflates. Use the Flamoo to Double Jump to the next highest gridded block before your foothold deflates, then wait a moment and jump and Flap right to the highest gridded block as it expands. Jump and grab the Boomie and set it next to the Cracked Block until it explodes. Take the Flamoo and use the Vent to rise to the top of the room. Run all the way left and drop to claim a 1-UP. Double Jump as you fall to reach the top of the pipe to the right, then drop down for another Small Star (B). Go back to the entrance and take the Magnet Block from where it's bouncing between the Directional Arrows. Use it to Double Jump back to Section Four. - Section Four ---------- Run left to Section Three. - Section Three (R-1) --- Hit the Rotator Switch once and go right through the lower entrance which is now uncovered. - Section Six ----------- Open the Red Door and drop down where the chain is. Hit the Directable Arrow three times so that it faces right. Jump over to the platform below and to the right to take three gems (21). Move to the lowest level and use the Moo to Double Jump to the slightly raised ledge to the right. As the Moo bounces off the Directional Arrow, turn and grab it. Double Jump left with it so that again it bounces off the bottom right Directional Arrow. Once it begins rebounding left and right above, jump and grab it. Double Jump to the upper right where two more gems are located (23) and head through the opening to the next section. - Section Seven --------- Run right and drop left of the Vent. Move slightly left to collect three gems as you fall (26). Let the Vent blow you up and drop right onto the platform. Jump right and up to where the Boomie stands and collect the gems (28), then grab the Boomie and drop left back to the platform. Double Jump to leave the Boomie on the right edge of the platform and drop right to the floor and lift the Arrow Block. Throw it left and run to the Vent to rise to the ceiling. Drop left and push left so that you land on the alcove above the Blue Key. Run left and Grab the Arrow Block which is bouncing between two Directional Arrows. Throw the Arrow Block right; it will strike and detonate the Boomie, activating the Crystal Switch. Drop down and run through the now-open Gate to get the Blue Key. Use the Vent and return to Section Six. (Take the Boomie along if you want to Double Jump and claim the 1-UP.) - Section Six ----------- Use the Moo rebounding trick to reach the door above and to the left. Go back to Section Three. - Section Three (R-1) --- Hit the Rotator Switch one last time to turn the room 90 degrees. Go left through the lower passage. - Section Eight --------- Open the Blue Door and run left past the Boomie and Flamoo. Drop down one level and run right. Here there are three Gates in sequence which are opened by a pair of Moos as they step on the Gate Switches directly below. Pass through the left Gate and drop down to reach the final Small Star (C), then Double Jump to return to where the Boomie is. Move left with the Boomie and throw it beneath the Flamoo, being careful not to accidentally detonate the Boomie by touching the Flamoo (it would hurt). Once the Flamoo moves right, lift the Boomie again and run left, and drop down a level. Move through each successive Gate as the Moos step on the Switches. You'll have to throw the Boomie right through each Gate. Follow the Boomie right and down and throw it beneath the Teton. At this point you should have at least 30 seconds left on the count, otherwise you'd be better off taking the Teton and returning to the beginning. Use the Boomie to Double Jump over the One-Way Gate. Step inside the One-Way Gate so that the doors open, but DO NOT pass complete through the doors. Grab the Boomie and throw it left where it can explode against the Cracked Block. Remain standing in the open One-Way Gate until the detonation has cleared and run left through the passage to Section Nine. - Section Nine ----------- Hit the Inflator Switch and the Directable Arrow until it faces left. Drop down to Grab the Moo. Double Jump directly over the Directable Arrow to the platform to the right and Grab the Moo as it rebounds across the Directional Arrows. Double Jump to reach the gems (30) and then repeat the process to take another Moo to the platform. Use the Moo to Double Jump to the inflated gridded blocks to the left, making certain to drop the Moo on the Directable Arrow again. Flap over to the left gridded block and wait for the Moo to pass overhead. Immediately jump left to the top gridded block. The Moo will hit the Inflator Block and cause the gridded blocks to shrink, dropping you in front of the Exit Door. Press up and you're off to face the final boss. 8. BOSS BATTLE: --------------------------------------------------------------- Please see the FAQs section below for details. =============================================================================== F. EX STAGES The EX Stages (there are three total) are unlocked by completing various tasks in the game. Each one is far more challenging and intricate than any other part of the game, and which challenge both your mind and your reflexes if you hope to complete them. 1. EX1 ------------------------------------------------------------------------ This stage is unlocked by defeating the final boss. It's a very straightforward stage, but contains some tremendously challenging jumps and will test your reflexes and reactions. This stage has a timer so you can compare your best times to those of others, if you so desire. - Level Data ------------ Sections: 6 Gems: 30 Enemies: Moo, Flamoo, Teton, Spiker Elements: Gumi, Moo Box, Springs, Inflator Switch, Vent, Vanishing Platform, Gate Switch Keys: None ------------ Level Data - - Section One ----------- One item of note in this level: the Moos are mostly "suicide Moos" - like the Red Koopas in Super Mario Bros., they happily walk off any ledge rather than simply turning back at the edge. The first Moo in the Vision will drop right down to you. Pick it up and Double Jump with it to the ledge. Grab the Moo that respawns here and Double Jump to the left. Hit the Crystal Switch to open the Gate, which will allow another Moo to drop down to your level. Double Jump left again, take the new Moo and Double Jump right. Double Jump to the top, then drop down onto the blue pipes and keep going right. Ignore the Flamoos above and run until you're boosted up by the Vent. Drop to the right and hit the Inflator Switch so the Vent is blocked. Hop onto the now-inflated gridded block and grab the Gumi when it reaches its lowest point. Jump and Flap to the right for some gems (2) and take the 1-UP on your way down. Grab the Gumi as you fall. Hope over and Grab the Teton and press right. There are three gems, a 1-UP and a blue jewel (10) which can be reached with the Flamoo to the right from the top step. Now use the Flamoo to Double Jump to the right and snag the Small Star (A) on your way to Section Two. - Section Two ----------- Jump and take the Flamoo and while in midair Double Jump. Perform the Double Jump while directly over the Inflator Switch so that the dropped Flamoo hits the switch and expands the gridded block. Flap over to the block as it inflates. From here, jump and take the next Flamoo to the right and immediately Double Jump to the second Flamoo. Double Jump with this Flamoo as well and then Flap to hover in place. Turn back to the left and once you can no longer Flap, grab the rightmost Flamoo, turn around and Double Jump to the right. You'll drop the Flamoo onto a second Inflator Switch which will expand the block to your right. Land on the gridded box and jump and Flap to the ledge to the right. Go on to Section three. - Section Three ----------- Perform three consecutive Chain Jumps by Grabbing each Flamoo in sequence, then Double Jumping to Grab the next one. If you do it right you'll collect three more gems (13) and land on a blue pipe in midair. Jump to the Gumi and then to the ledge to the right. You can drop left and collect the 1-UP if you want, but it's not necessary and will waste time. Continue right over the small rise. At the other side is a moving Gumi with two Spikers along its path. Jump when the Gumi comes near, then hop over the first Spiker while taking care to maintain the same speed as the Gumi. Grab the Gumi on your descent and jump again over the next Spiker. In the process you'll collect two more gems (15). When the Gumi reaches the right extreme of its path, jump to the Flamoo and Chain Jump to reach the platform to the right and another Small Star (B). - Section Four ------------ Use the Moo here to Double Jump twice to the upper right area, then drop down on the other side to the floor. Jump and take the Flamoo; use the Spring to jump up and to the left. Double Jump with the Flamoo to reach the blue jewel beneath the lip of the section of low ceiling (20) and grab another Flamoo on your way down. Jump from the Spring again and Double Jump up to the right where you can take a 1-UP and move to Section Five. - Section Five ----------- Double Jump to the small platform and take the gems (22). Go right and jump to the Flamoo here and immediately perform two Chain Jumps to reach another platform with two more gems (24). Now you need to traverse and area of empty air using only four Flamoos, so get ready for some serious Chain Jumping. The gap between the last two Flamoos is too wide to clear with your initial momentum, so turn around after you Double Jump right using the third Flamoo and Flap in place for a moment. Pull the Flamoo which respawns in the third position from the vortex in which it appears and use it to Double Jump right to reach the last Flamoo in the sequence. Chain Jump one last time to reach a small platform near the ceiling. Take a breather if you need to. When you're ready, jump to the right to reach the Gumi - you'll have to Flap to get there. Cruelly, there's a gem beneath it which cannot be collected in any other way but to drop. Ignore it if you're going for time or simply want to get the heck finished with this frustrating level, or drop down and take it if you 're aiming for total completion (25). You'll have to backtrack.... From the Gumi, jump and Flap to the next Flamoo. Chain Jump to the last Flamoo and turn around after Double Jumping, Flapping in place until it regenerates. Quickly Grab it and Double Jump to the right to reach the final ledge and the end of the section, where a Small Star (C) awaits. Run along to Section Six. - Section Six ------------ Grab and Double Jump with the Flamoo to the platform at the right. Run across to the other side and grab the falling Moo as it drops past. Double Jump with it to the right, and then jump to the left so that you will intersect the path of the next Moo to plummet to its doom. Grab and Double Jump with it in midair to the next higher platform, and be sure to move past the vortex before another Moo spawns. Grab a third Moo here and Double Jump to the Flamoo, taking the gems on your way up (27). Chain Jump with the Flamoo to the platform, then turn and take another Flamoo from the left. Double jump to the last three gems (30) and you'll land next to the Exit Door. Now check your time. My first go was 6:55:05 and my best time so far is 5:29:34, but I suspect a perfect runthrough could be done in less than 4 minutes. Please don't send me your times; I won't be posting best scores. Not only do I not care, but there's no way for me to verify your claims. 2. EX2 ------------------------------------------------------------------------ This stage is unlocked by completing every level, including snowboard and auto-scrolling stages. It contains some amazingly devious puzzles, but offers little in the way of a manual dexterity challenge. And if you get frustrated, just remember that any time you turn the system off the game saves your data from the beginning of your current section. If you find yourself frustrated by the difficult puzzles here, take a short break and clear your mind. Kick a wall, scream at the sky, beat up your little brother, whatever. When you come back, purged of violence, you'll be right where you left off. - Level Data ------------ Sections: 6 Gems: 30 Enemies: Moo, Boomie, Flamoo, Teton, Spiker Elements: Gumi, Moo Box, Springs, One-Way Gate, Triple Switch, Cracked Block, Gate Switch, Rotator Switch, Inflator Switch, Vent, Vanishing Platform Keys: Red, Blue ------------ Level Data - - Section One ----------- Begin this exercise in mental gymnastics by running right and taking the moving platform up. Hop over the Boomie and grab the Moo Box. Place the Moo Box on the Gate Switch, then quickly pick up the Boomie, drop down to the left of the Moo Box and throw the Boomie through the now-opened Gate to the left. It will land and destroy the Cracked Block to the left of the One-Way Gate on the ground. Follow the thrown Boomie left and down once it explodes (collect the 1-UP along the way) and run right along the floor through the One-Way Gate. Return to where you placed the Moo Box and move it slightly over to the left. Grab the Boomie and drop it on the Gate Switch, then quickly lift and throw the Moo Box through the Gate to the left, just as you did with the first Boomie. Follow the Moo Box before the Gate closes (if you miss the Gate before it closes, drop another Boomie on the Gate Switch and haul fanny before it explodes). Now run through the gap created by the now-demolished Cracked Block. Ignore the gems to the right for now; you can only take one of them at this point in any case. Instead, Double Jump with the Moo Box left, to Section Two: R1. - Section Two: R1 ------- Smack the Rotator Switch twice to spin the room 180 degrees. Head through the left exit to Section Three. - Section Three --------- First, do some gem collecting. Run to where the Moo is walking around and use it to Double Jump to the right. Take the 1-UP, grab the Flamoo and Double Jump to the left, then turn around and grab the Flamoo again. Use the Spring and Double Jump at the peak of your bounce to reach the left platform at the very top of the area. Now run left and down, collecting all the gems as you go (7) as well as another 1-UP. Run left to the lower area where two Flamoos are hovering and use the lower Flamoo to Double Jump from the Cracked Block to the left in order to reach the higher Flamoo. Do a Chain Jump by grabbing the second Flamoo in midair and then immediately Double Jumping to reach the blue jewel in the top right corner (12). Be careful not to land on the lower Flamoo, which will have respawned beneath the jewel. Run right towards the entrance of the section. Do NOT hit the Inflator switch here or you'll have to restart the level. Instead, jump from the brown, gridded Inflator block to reach the One-Way Gate above. Pass through it and climb back to the top of the screen by Double Jumping with the Moo and Flamoo as you did before. When you reach the top, climb the ladder to Section Four. - Section Four ---------- Ride the Vent to reach the Moo Box to the right and above. Pass by the Moo Box and drop to the right. Hit the Inflator Switch and ride the Vent back up to the Moo Box. Lift the Moo Box and drop to the left, over the Vent. As you slowly fall, Double Jump to the left to reach the upper left area and more gems (14). Ride the Moving Platform up and run right. Here you'll find the ever annoying Triple Switches *and* Vanishing Platforms. Mmm fun. The best trick here is to grab the Flamoo and stand on the solid block between the middle and right Vanishing Platforms. Use this as your base of operations, because you'll probably be trying this trick a few times before you get it to work. Jump onto the Vanishing Platform to the right, and then on the center one. Immediately return to the right and jump again. Drop the Flamoo on the Triple Switch below, and while in midair grab the respawning Flamoo and drop it onto the middle Triple Switch. End this action by dropping to the left and hitting the final Triple Switch as you do. It takes perfect timing, but it's possible. You can also try tossing the Moo Box through the One-Way Gate, carrying it to the top via the moving platform and setting it on the leftmost Vanishing Platform without touching the actual platform. Leave a bit of footroom on the right edge of the Vanishing Platform but situate the Moo Box so it will strike the Vanishing Platform as it falls. Now drop to the right of the Moo Box so you trigger the Vanishing Platform. Jump to the far right Vanishing Platform, grabbing the Flamoo as you go, then hop to the middle Vanishing Platform. Immediately turn back to the right, jump up as the Vanishing Platform disappears and drop the Flamoo, then grab another Flamoo from the vortex and drop it straight down. Theoretically it should work, although I've had no luck with the timing. Once you've done this, take the Moo Box to the upper area. Fall to the block between the middle and right Vanishing Platforms, make the right Vanishing Platform disappear, and drop back to the block. Jump very slightly and throw the Moo Box through the Gate opened by the Triple Switch. Follow the Moo Box to the next portion of the screen. Snag the two gems (16) as you drop, and be sure to Grab the Moo Box as you fall! Drop the Moo Box on the Gate Switch and run right, collecting the 1-UP. Here you'll find a Teton, some Spikers and a Flamoo. Take the 1-UP below and to the left, then drop to the bottom and climb down the ladder to Section Five. - Section Five: R2 ------ Don't hit the Rotator Switch. Simply run left to Section Three. - Section Three --------- Run left and use the Vent to reach the Blue Key here. Backtrack to Section Five. - Section Five: R2 ------ Hit the Rotator Switch once to turn the screen 90 degrees and make Section Six accessible, to the right. - Section Six ----------- Climb the chain to reach another horrible Vanishing Block/Triple Switch combo. Argle yeargh. First use the Moo to Double Jump to the platform at the upper right and collect the gems here (19). Now: drop to the floor, and move the Moo Box so that it rests halfway on the lower left Vanishing Platform, hanging partway off to the left. It can be a little tricky getting the box up to the proper level. The best thing to do is to carry it the point beneath the gap between the lower Vanishing Platforms, then jump slightly and toss the Moo Box so it flies beneath the rightmost Vanishing Platform but is high enough to clear the ledge to the right. Then stand against the Moo Box and press Jump while running forward. As soon as you jump, Grab the Moo Box and your forward momentum will allow you to lift the box clear of the rightmost Vanishing Platform. Now jump and toss the Moo Box so it passes over the lower Vanishing Platforms and follow it to the platform where it lands. Once you have the Moo Box in place, grab the Moo and stand on the Moo Box. It's vitally important not to touch the leftmost Vanishing Platform until you're all set to go. Now jump to the upper Vanishing Platform and pause until it's almost gone. Then hop down to the left so you're standing next to the Moo Box on the lower left Vanishing Platform so that the Moo Box will fall and strike the Triple Switch beneath it. Hop to the right and as soon as you land, turn and throw the Moo to the left toward the distant Triple Switch above the solid platform. Be sure you're far enough to the left when you throw that the Moo won't hit the Triple Switch right next to you. Then jump again and hit the Triple Switch directly to your right. Correct timing will activate all switches. Incorrect timing means you have to do it again... When you've opened the Gate below, be sure to collect the blue jewel in the top right corner. Place the Moo Box back on the lower left Vanishing Platform, and grab the Moo. Hop to the upper Vanishing Platform and then right to the high platform near the ceiling. Double Jump from the right and Flap and you should just be able to reach the blue jewel (24). You're done here. Now head through the One-Way Gate (collecting the Red Key along the way) and return left to Section Five. - Section Five: R2 ------ Hit the Rotator Switch one and drop down through the hole in the floor. - Section Two: R1 ------- Go right. - Section One ----------- Hey, remember this? From like three or four hours ago? Yeesh. Go up and grab the Boomie. Run quickly and Double Jump off the Moo Box before the Boomie explodes and open the Blue Door. Drop down and collect a Small Star (finally!) and more gems (27). Return to Section Two. - Section Two: R1 ------- Hit the Rotator Switch twice and go left. - Section Three --------- Run straight ahead and open the Blue Door. Hit the Inflator Switch so that the lower gridded box is inflated and the one above is deflated. Run to the Red Door to the right, one level above the ground. Use the Vent to rise while facing left. Be sure to snag the Gumi to the left (press the Action button as soon as your head is level with the outcropping to the right), or you'll have to go through Sections Five and Two to get back to where you were. From the Gumi, jump left and press the Crystal Switch to open the Gate above, where the Boomie is walking around. Pass through the One-Way Gate to follow the Boomie's progress as it comes left and down. Follow the Boomie down to the ground level until it reaches the Cracked Block. Quickly Grab the Boomie and drop it on the Cracked Block. This Boomie has a 4 second timer, so move as fast as you possibly can. This will free up the Moo Box. Carry the Moo Box left (through it through the gap where the Blue Door was) and use the inflated gridded box to jump up and to the right. Throw the Moo Box right through the One-Way Gate and follow it as far as you can. Throw it again when you reach it to make it block the Vent and hop over the ledge for another Small Star. Now climb back up to Section Four. - Section Four ---------- This last Small Star can be exceptionally frustrating to reach - it requires careful timing and probably a solid degree of patience. The Small Star is located in the upper-right-hand corner of the screen near a Vent. Because the Vent is next to a protruding lip above the Small Star, you cannot ride the Vent up to the Star. So run to the right from the ladder, past the first Vent and the Moo Box, and open the Red Door on the ground level. Pass through the opened door and jump to Grab the Flamoo. There is a Teton immediately above and to the right of the Flamoo, and a second Teton further up and to the right. The trick to reaching the Small Star is to use the second Teton to rise through the gap between the platform beneath the Small Star and the Vent. To do this, you will need to reach that Teton while Klonoa is moving upward; if you're falling when you Grab it, your inertia will weight the Teton down for a moment and you won't rise high enough. Double Jump with the Flamoo and Grab the lower Teton in midair at the peak of your jump. Your next move is to try to cause the Teton to rise up and to the right so that you will be level with the second Teton at the instant the first one vanishes. If you move immediately to the right, you'll rise too high. If you Grab the first Teton while Klonoa is dropping, you won't rise high enough. So once you have the first Teton in hand, hover for a moment beneath the two-block platform immediately above it before moving right and up. You'll probably need to do this a few times before you get it down perfectly, but once you get it right grab the second Teton in the split second after the first one disappears. Move quickly to the right and let yourself rise to the platform where the Small Star is located. You may have to Flap to the left slightly to reach the platform, but once you get there, you'll have the final Small Star (C) in hand. Hop over to the Vent and jump off to the right to grab three final gems (30). Once on the ground, exit the room on the ladder in the middle of the room. Drop down to Section Five for the final stretch. - Section Five: R2 ------ Hit the Rotator Switch one and drop down through the hole in the floor. - Section Two: R1 ------- Hit the Rotator Switch three times. Go left. - Section Three ---------- First of all, make certain the gridded block beneath the ladder is inflated (the lower gridded block will be deflated). If not, hit the Inflator Switch at ground level to expand it. Once the setup is correct, exit the room to the right and return to reset enemy positions. Your goal for this level is to lead the Boomie that starts at the upper right corner to the Cracked Block in the lower left corner. This is more easily said than done as the Boomie would end up at the lower right side if left to its own devices. Thus you're going to have to give it a bit of help. Enter the room and run immediately to the left, pausing only to pick up the Moo Box as you go. Throw the Moo Box forward through the area where the Red Door used to be and hit the Inflator Switch to expand the gridded box on the raised platform on the floor. Jump onto the gridded box while holding the Moo Box and leap to the platform to the left. Position the Moo Box above your head so that it bridges the gap between the platforms above. Now wait a moment and the Boomie will appear from the right. Allow it to walk across the Moo Box to the left platform. Quickly drop down to the right and then to the ground on the left side of the gridded, inflated box. Move to the lowest point in the floor and then hop up to the edge of the slight rise to the left. The Boomie will drop down onto the Moo Box above Klonoa's head from the left. Move slighty right so that you're still at the edge of the small ledge so that the Boomie will hit the right wall and turn to the left, then drop to the right once it's moving left. The Boomie will walk off the box onto the ground to the left and continue walking. Discard the Moo Box by dropping it or tossing it right, then jump up and follow the Boomie. Once it's safely past the Flamoo, Grab the Boomie, jump, and throw it at the Cracked Block. When the Cracked Block is out of the way, you're now free to leave the level - congratulations! You've beaten the worst this game has to offer (although you are reading this guide to do it, so don't go bragging to your friends, OK?). 3. EX3 ------------------------------------------------------------------------ This stage is unlocked by acquiring 100% of the jewels in every single stage, including snowboarding and auto-scrolling stages. I have no idea what it's like, because I'm still hunting down gems. Walkthrough forthcoming. =============================================================================== PART V. FAQS ------------------------------------------------------------------ =============================================================================== Frequently asked questions and specialized strategies. And stuff. This will probably flesh out as I actually *receive* questions. =============================================================================== A. FREQUENTLY ASKED QUESTIONS 1. WHAT ARE THE CONDITIONS FOR UNLOCKING THE EXTRA STAGES? Well, you *could* scroll up about a section or so to find out, but here you go since I'm such a nice guy: EX1: Unlocked by completing every level, including snowboard and auto-scrolling stages. EX2: Unlocked by defeating the final boss. EX3: Unlocked by acquiring 100% of the jewels in every single stage, including snowboarding and auto-scrolling stages. 2. ARGH! I CAN'T BEAT THIS LEVEL! IT'S IMPOSSIBLE! Nothing in this game is impossible. Every puzzle room is self-contained; aside from where Keys are involved, every puzzle can be solved with the items located in the same room. The problem is simply figuring out how to use the materials at hand - objects and enemies and environment - to work through the puzzle. Sometimes you'll get yourself stuck; if that happens, simply press Start and choose the second option to reset the room to its conditions at the moment you entered it. Sometimes you'll need to advance further into a level and locate the Keys to be able to resolve a certain problem. If resetting the room or looking elsewhere doesn't help, the best thing to do is simply shut off your GameBoy Advance. Klonoa saves your position and progress in the game and when you power up the system and continue, you'll be at the entrance of the room you were last in - exactly as if you had chosen to reset the section. Sometimes a little time away is the best solution - I often find that a brief break lends clearer perspective on puzzles and solutions I was buggered to find before jump out at me immediately upon returning from a break. Just don't give up; nothing in this game is impossible. Just tricky at times. =============================================================================== B. BOSS STRATEGIES I'm dropping the boss strategies down here to allow a little spoiler space, in case you need it. You probably won't, but whatever. 1. WORLD 1: CHIPPER ----------------------------------------------------------- Pretty simple, really. The boss leaps at you in an arc with the spiked orbs at the ends of his fists leading. There are Moos which emerge from portals at both ends of the stage. Grab one and run beneath the boss' arc; when he lands, turn around and throw a Moo at his exposed underside. He'll respond by spinning into the air and quickly dropping to the ground. The impact of this action will cause a small shockwave ripple to slide along the ground toward you. Leap over this blast of energy and wait for him to make an arcing jump again, then hit him with another Moo. Once again he'll spin into the air and land forcefully, emitting another shockwave. However, this time he'll only make one arcing leap into the air at a time; after each jump, he'll now run slightly forward towards Klonoa. Your best approach is to draw him to one edge of the screen and then run away as far as possible when he jumps. As soon as he lands again, grab a Moo and throw it at him. You probably won't be fast enough to hit his underside, but as long as you hit his backside (unprotected by the spiked gloves) you'll still score a hit and defeat him. 2. WORLD 2: MUSICA ------------------------------------------------------------ The boss begins by sucking a couple of Moos from the audience into its maw, then spitting them at Klonoa while trapped in musical note embossed balls. It also activates a pair of Vents about 1/3 of the screen from the edge which will blast Klonoa to the ceiling. Avoid the path of the Moo balls and grab one when they hit the floor. At about this time the boss will come into the foreground and begin hovering through the air a little more than halfway to the ceiling. Use a Vent to rise up as it moves to the opposite side of the screen and drop away from the boss when it turns toward you. Throw a Moo at the mark on its abdomen as you fall and you'll damage the boss. It will bound about the room for a moment before drifting into the background again. The boss will suction up more Moos now. The Vents will reactivate, but now different Vents begin to blow in an alternating pattern. Be careful not to let yourself be blown into the boss by an unexpect gust and grab another Moo to throw. Your safest approach is to use a Vent at the edge of the room, opposite the location of the boss. Again avoid the boss as it bounces around the room and floats into the background. Again, Musica will suck up and spit out some Moos, and this time its pattern of movement will cover a slightly wider range of area. If you stick to the right side of the screen, you should be able to grab a Moo as it descends, hop onto the Vent and toss the Moo at the boss right as it draws near for a victory. 3. WORLD 3: CHIIRIN ----------------------------------------------------------- Oh, very Donkey Kong Jr. indeed. The boss will burrow upward from the ground (the location is indicated by an arrow). As it rises, you'll need to drop a Flamoo into its gaping maw. To reach the Flamoos, though, you need to climb the chains. As the ground is gradually chewed up, you'll have to spend more and more time on the chains to avoid plummetting to the world of the Mole People or wherever the heck it is that endless pits in video games lead to. Start by hopping onto a chain and grabbing a Flamoo. Drop with it to the ground and as the boss reaches the surface, leap over his location and Double Jump to a chain, dropping the Flamoo on the bulb inside the boss' mouth. Now dodge the rocks which fall - they're dangerous, but at least they magically restore the ground to its original state. Once the rocks are gone, the boss will rise into the sky in the background and immediately plummet to where you were standing when it appeared. Run to the opposite side of the screen as soon as it appears in the background. Repeat the actions above. This time even more rocks than before will fall, so stay on your toes. The boss doesn't become particularly nastier after the second hit, so it's a simple matter to repeat the process one last time for an easy win. 4. WORLD 4: ????? ------------------------------------------------------------- This battle reminds me a little of a battle in Super Mario World, except without a young dragon goofily named after musicians. All action occurs on a platform which tips according to where Klonoa stands. Stand to one side of the fulcrum too long and you'll be tipped into the water. To damage the boss, which hovers overhead, you'll have to throw a Moo at the Directional Arrows and cause it to smack the boss in the head. The boss begins the battle by tossing a pair of bubble-encased Moos at you. They'll bounce in a slow diagonal pattern about the screen; Grab one to burst the bubble and take hold of it. If you hit the boss anywhere but on its topside, it will vanish and reappear elsewhere on the screen. Once it appears, take a Moo and throw it at the lower arrow nearest the boss. It will travel along the edge of the screen and down onto the boss' noggin. Now the boss vanishes and begins flying at Klonoa from the background - it's fairly easy to dodge, though. If it appears on the right side of the screen, it will emerge into the foreground on the left and vice verse. If it appears in the center, it will move directly to the center of the screen. React appropriately and after three attacks it will return to hover above Klonoa and the unstable platform. Now things become a little trickier. The two arrows at the top of either side of the area begin to move up and down. The easiest thing to do is to Grab a Moo and stand directly beneath the boss, then throw the Moo at the closest bottom arrow when the moving arrows reach their lowest point. Immediately run to avoid being squashed by the boss; meanwhile, the Moo will hit the moving arrows at their highest points and smack the boss again. This time the enemy will fly into the foreground four times, so don't let the extra attack catch you off-guard. At this point the arrows change again so that only one arrow remains at the top of the screen. This arrow moves all the way across the top of the screen, intersection the boss for only a brief moment. To score your final hit, throw a Moo from the center of the screen in the direction opposite the boss' location when the area reaches its furthest point from the boss. By the time the Moo reaches the arrow it should be directly over the boss. This final hit will offer a victory which strengthens the soul of Klonoa. 5. WORLD 5: JILLIUS ----------------------------------------------------------- Initially, Jillius hovers overhead moving side-to-side next to a large device in the center of a screen. Several Moos fall to the ground as Jillius throws a ring of energy. Retaliate by throwing a Moo at the ring when it comes near and cause it rebound into the device in the center of the screen. The screen will flip over and the device will begin to attack. Its first action is to fire a three-way blast of energy toward the ground; dodge this and the Moos which appear and grab a Moo. The device will generate two claws which will sweep the ground. Avoid these and hit them with a Moo. When both claws have vanished, the body will come toward the ground. After sweeping the ground it will repeat its pattern, beginning with the three-way shot and following up with whichever body parts have not yet been damaged. Hit the body and the screen will return to its original state. A series of lightning bolts will strike the ground, beginning with an electric charge at the top and traveling straight down. Dodge these blasts and grab another Moo as the lightning streams down (there will be two sets of three blasts). Jillius will again throw his ring of energy. Strike it with a Moo again and deflect it into the mask device once more. The battle arena will invert and the device will repeat its previous pattern. Return the throne room to its original state by striking the device's three parts. Now the lightning which strikes will be far less predictable, coming in sequences of four staggered blasts. Dodge two lightning storms and wait for Jillius to throw his energy ring again. If you fail to deflect the ring into the object in the center of the screen, Jillius will summon another lightning storm before throwing the ring again (three sets of three blasts). Hit the device once more and strike its three parts in sequence once the screen inverts and the object - apparently a meterorite - will run away, leaving Jillius in a crumpled heap. 6. FINAL BOSS ----------------------------------------------------------------- Ah, it's always the Grand Vizier who's the real threat. Bagoo is taken over by the Meteorite and sweeps Klonoa and Huepow to a ring-like construct where the final fight transpires. The boss here has multiple attacks that it seems to use without any particular adherence to sequence or patterns. Its headmask emits a silver tear which transforms into a Moo of one of three colors - blue, red or yellow, all of which coincide with the colors its face mask adopts randomly. To make the boss vulnerable, you must strike the mask with a similarly-colored Moo, which will cause the mask to drop off and expose its core. Hit the core with a Moo to wound the beast. Unfortunately, the boss defends itself though a number of means. Its fires some oddly obscene-looking missiles into the air - watch for these to appear at the bottom of the screen, as they spend a few seconds gathering power at the bottom edge of the arena before they launch. Additionally, the boss will frequently fire a powerful spark of energy which travels along the floor of the arena and rarely gives Klonoa anything more than a split-second to react. To further compound the difficulty, the floor rotates in alternating directions, forcing Klonoa to stay on the move to maintain his footing. Your first priority should be to learn the boss' actions. Pay attention to its arms - when one arm retracts, the creature is firing a spark of energy along the floor from the opposite direction. Secondly, as you dodge its attacks, try to grab a Moo of the same color as its mask. If you can't find one, throw a differently-colored Moo at the mask to cause it roulette and change the color. When you hit the mask, the silver core will be exposed and try to smash into Klonoa by melting to the ground and slinking about. Evade it and throw a Moo at it; no new Moos appear, so if you miss it will simply drift around on the ground before restoring its face mask. When struck, the core will retreat and launch three volleys of missiles from the bottom of the screen before replacing the mask and reappearing. Be aware that the floor will again begin to move as the second volley fires into the air, so don't let it push you into a missile. Follow the same strategy as before, avoiding the sparks and missiles while trying to expose and hit the core. Once you strike the core again, the beast will retreat into the backround and attack by flying into the foreground, just as the World 4 boss did. Dodge by running left when it appears on the left portion of the background, right when it appears to the right, and to either side when it appears in the center. It will launch four strikes from the background before returning to its initial pattern. Be careful - once you knock the mask off the boss, it simply turns into slime with no visible core. It's EXTREMELY fast and mercilessly seeks to hit Klonoa. It's very difficult to dodge now, so quickly evade it and strike it with a Moo. If you hit it, you win. If not, you're probably toast.... =============================================================================== PART VI. HOUSEKEEPING --------------------------------------------------------- =============================================================================== The odds and ends that don't go anywhere else. Like the credits for a movie, most people are going to go home now. =============================================================================== A. CREDITS Thanks to the following people for help with this FAQ: - Namco, for once again gracing us humble gamers with another phenomenal Klonoa adventure. - GameFAQs.com and Speedhost.com, for hosting this guide. Although I have to pay for the privilege at Speedhost. - Pamela, for cementing her status of Best. Girlfriend. Ever. by sending me a copy of this game from Japan. You ROCK, Pam... but you already knew that. - Marcin Maziarz for sending along a save state for EX3. Merci beaucoup! =============================================================================== B. LINKS Namco Hometek http://www.namco.com Makers of this fine game and many others. Their site is a terrfying mess of bad Flash and sloppy javascript, but there's some decent info and media to be found there. ToastyFrog http://www.toastyfrog.com/ My personal site, which just so happens to house not only this guide but also a very exciting review of both Klonoa 2 and EoD (as well as a mini-commentary on Moonlight Museum). Wahoo, as the little guy himself says. =============================================================================== C. REVISION HISTORY Rev. 0.7.2 - 5 August, 2002. Vision 2-7 is written up, which should conclude the game's puzzle levels. Now there's just the auto-scrollers to take care of. Gameplay-wise, I have 100% on all but 4 levels now, so EX3 should be unlocked soon. I hope. Rev. 0.7.1 - 4 August, 2002. AMIIIIGO! Vision 2-3 now available to help you out. In case this childishly simple level is somehow too tricky for you. Also, 2-5. Rev. 0.7 - 3 August, 2002. After a very long hiatus, I've decided to get my butt in gear and complete this aging behemoth of a FAQ. Huzzah. Section 2-2 added. Rev. 0.6.1 - 2 October, 2001. More additions, yay. Rev. 0.6 - 28 September, 2001. Vision 4-3 and 3-5, konpuriito! Rev. 0.5.4 - 27 September, 2001. Filling in the gaps: Vision 4-1. Rev. 0.5.3 - 26 September, 2001. Vision 4-2, by request. Rev. 0.5.2 - 25 September, 2001. Vision 3-3 written up. Werd. Rev. 0.5.1 - 24 September, 2001. Visions 3-1 and 3-2. By request! I'm like MTV, man. Rev. 0.5 - 21 September, 2001. Added more level walkthroughs. Rev. 0.4.1 - 20 September, 2001. Added walkthrough for Vision 4-7. Realized that I'm an idiot and corrected all the places I had referred to "Green Keys" and "Green Doors" when the proper color was in fact blue. BARF. Rev. 0.4 - 19 September, 2001. Visions 5-1 and 5-2 written up and ready. Rev. 0.3.3 - 18 September, 2001. Vision 5-3 guide is up and deeeelicious. Rev. 0.3.2 - 18 September, 2001. Added the evil, oppressive 5-5 walkthrough. Also fixed the formatting to be less ugly than I made it in the previous update. Used magical powers to discover plotline and updated appropriately. Rev. 0.3.1 - 17 September, 2001. I'm going to work backwards from the hard parts from this point on; Vision 5-7 walkthrough added. A small degree of additional formatting added. Rev. 0.3 - 14 September, 2001. Added EX1 walkthrough and all boss strategies. Also a walkthrough for Vision 2-1, although anyone who can't make it through that particular level unaided worries me a little. Rev. 0.2.1 - 13 September, 2001. Completed EX2 walkthrough. Whew. Rev. 0.2 - 12 September, 2001. Added walkthroughs for Vision 1-7 and most of EX2, as well as a strategy for defeating the World 1 boss. Rev. 0.1 - 11 September, 2001. The very beginning. How utterly historical. Actually, the day really did turn out to be incredibly historical, but not for any happy reasons... =============================================================================== =============================================================================== The contents of this FAQ are copyright 2001-2 J. Parish. This FAQ is authorized for use only at my own site and GameFAQs. You may not publish it elsewhere. If you're a Klonoa fan who'd like to use it at your personal page, cool - contact me at tfrog@camalott.com and I'll be happy to let you post this. If you're a "comprehensive" game guide site that simply trolls GameFAQs looking for new material to duplicate, don't bother asking. Klonoa: Empire of Dreams and all related games, characters and names are trademarks of Namco Ltd. - I make no claim to them. "Wahoo!"