Mickey Mouse: Land of Illusion(Sega Master System) FAQ version 0.5.0 copyright 2003 by Andrew Schultz schultza@earthlink.net Please do not reproduce this FAQ for profit without my prior consent. However, if you write a polite e-mail to me referring to me(and this FAQ) by name, then I will probably say OK. But if I ignore you that means no--and I am bad about answering e-mail. Sorry. **** AD SPACE: **** My home page: http://www.geocities.com/SoHo/Exhibit/2762 Walkthrough half complete, the rest(+basic game details) coming later. ================================ OUTLINE 1. INTRODUCTION 2. CONTROLS 3. POINTS/ENEMIES/SILLY MAP 4. WALKTHROUGH 4-1. FOREST STAGE 4-2. LAKE STAGE 4-3. BLACKSMITH'S CASTLE STAGE 4-3-a. DETOUR 4-4. CASTLE RUINS STAGE 4-5. TINY CASTLE STAGE 4-6. FLOWER FIELD STAGE 4-7. TOY WORKSHOP STAGE 4-8. PALACE RUINS 4-9. CRAGGY CLIFF STAGE 4-10. GOOD PRINCESS'S CASTLE STAGE 4-11. SAND CASTLE STAGE 4-12. ISLAND STAGE 4-13. PHANTOM'S CASTLE STAGE 5. VERSIONS 6. CREDITS ================================ 1. INTRODUCTION Mickey Mouse: Land of Illusion is a neat game that doesn't have a lot of complex puzzles, but they're all satisfying. Mickey goes platforming in a game with remarkably sophisticated drawing. There are thirteen locations to go through, and some will take a couple of tries. There are even items for Mickey to use such as ropes. The later puzzles force you to use Mickey's ability to jump on enemies and bounce, and there are even a few blocks to schlep around and even slam-dunk, in a way. By the end the levels are rather sopphisticated. Mickey Mouse games from early days really are quite good. Castle of Illusion for the Genesis is also a nice game with a slightly better variety of monsters but is actually a bit smaller. 2. CONTROLS Button 2 jumps. The longer you hold it down, the higher Mickey can go. You can and will need to adjust Mickey's flight in midair(left/right.) Button 1 picks up items. Mickey must bend over to see if he can first. Often running into an item checks this out. If there are two blocks in a pile, Mickey can't take them, but if there is a block to the side, he can, i.e. BAD GOOD * . .* ** (take .) Also, if Mickey jumps or swims by a ladder you need to push up for him to hold on to it. If Mickey is underwater, then button 2 lets him swim. 1 works as before but there's no way to butt bounce. Mickey can swim at the top if you buoy him up there, and he can descend once you push button 2. There's an air gauge if you are underwater. You'll want to start to get back to the surface once there are two squares left. You can survive a bit with no squares but that's like driving with the fuel tank needle near E. Note that Mickey can jump while holding an item(this is a lot tougher underwater) but if he tries to butt bounce, he'll chuck the item first--this usually results in losing a star's worth of energy. So don't try to do two things at once. If Mickey is damaged, then he has a brief period of invincibility. This can help you to cheat through some areas that are tough--Mickey can walk over a normally lethal spot, and it works as a sort of sacrifice. Sometimes a chest will be wedged in a corner. In that case the best thing to do is to throw it against a wall. It's easier than trying to bounce on the chest, which requires buttons 1 and 2 hit in rapid alternation. You can also throw chests while in midair and they can take out enemies just like blocks. Be sure to pause the game a lot(select) when you want to think about what to do ahead. This is especially valuable when you have a level that continually scrolls, and if Mickey touches the left side, he gets damaged or even squashed/killed. 3. POINTS/ENEMIES/SILLY MAP Generally the game tilts towards non-violence as Mickey only gets 10 points per enemy he bounces on. Bosses are worth 1000(plus 10 points per second remaining on the timer) and you can find treasures worth 0, 500, 1000 or 2000. They're often out of the way and not trivial to pick up. (Oh, the zero pointers are always cake. Cake can restore a star or two of energy. Coins only give poits.) Most enemies move in a clear pattern, but some regenerate more easily than others. Ghosts aren't worth any points. Pumpkins and skeletons bounce up and down. Vultures move in parabolas. Snakes in the sand move back and forth. Snails fall from the sand and have surprise value. Caterpillars run at you when your back is turned. There are also boulders that roll back and forth, and you often have to knock out a block or two to get them to fall into a pit or drop off a cliff. GOOD PRINCESS'S +--CASTLE--+ | | | | | | PHANTOM'S PALACE DESERT-------SAND--+ CASTLE RUINS | CASTLE | | | +--+ | | | | | | FLOWER--TOY-------CRAGGY +--ISLAND FIELD WORKSHOP CLIFF | | | TINY BLACKSMITH'S CAVERN-- CASTLE ---+ | | | | +-----CASTLE---------+---LAKE---FOREST---COTTAGE RUINS (START GAME) 4. WALKTHROUGH Here is the game's introduction: "One evening, Mickey fell asleep while reading a book of fairy tales. When he woke up, he was no longer in his home, but in a strange and gloomy village." Mickey: 'Gosh, it sure seems creepy around here.' Daisy Duck: 'An evil phantom has stolen the magic crystal that protected everyone in the village. With the crystal gone, the good magic in this valley has disappeared. In its place, bad magic has changed everything. Now, rather than being a place of happiness, the valley is full of gloom. Can you help us?' Mickey: 'Uhh, did you say...Phantom?' Daisy Duck: 'Yes, an evil phantom who lives in a castle in the clouds! A good princess in the north mountains can tell you the best way to get there.' Mickey: 'Swell! I'll do my best.' 4-1. FOREST STAGE Total time = 200 ************************ * FOREST STAGE SCENE 1 * ************************ Jump on or over the snake. It's not critical to kill but if you want the 'kill' practice(button 2/button 1 to butt bounce,) here's a good place. Because you can exit to the left if you fail. Even if you get hit and can't exit stage left, there's little worry as you have lots of places to recharge along the way. Get the block to make the next part super easy--to do so, run against it until Mickey puts his hands under it, then push button 1 to pick up the rock. Jump onto the next ledge and run right. Throw the brick(button 1) at the snake. Now you can pick up the next rock and fire it at the bird. Don't worry about the detour into the trees; a spider travels in a hexagon there, and you have to time your jump to the center of the web to get around him, but there's no reward for the alternate way. Go all the way right and note the rock and treasure chest. Jump on the rock and go for the butt bounce in midair. Then you will bounce onto the treasure chest too just after. Get the food which will restore a star you might have lost. Or in any case give you points. Climb up the vine(jump onto it and push up in midair) and now you have another spider traveling in a clockwise hexagon. Jump over it onto one leaf platform and then the next. Another jump will get you to a plateau where you must encounter winds. To get past the winds, climb to the top of the vine and wait for them to go to the left. Then jump right. If you get sucked in then you may want to go back left and run right/jump onto the vine, although you will first need to push up so Mickey catches the vine. There's a cake worth 500 and the next vine/wind combo is a bit tougher. You need to get caught in the wind, which will carry you beyond the spikes. To do so, run right and duck as the wind comes by, then jump as it comes back. When you're about to go by the vine, push up and climb it. A snake will appear to the right. Jump off when it's well away, about half a screen. The door is past the snake, which you don't have to bother to kill. Push up to enter the door. ************************ * FOREST STAGE SCENE 2 * ************************ The first signpost indicates a checkpoint. Wait there and butt bounce the snake if you want to get to the upper left--move left in the air. The coin is worth 2000. Now you have some detours in the trees but nothing too intertwined. In the first tree you can bounce on the spider. Move a bit left, let it drop, and go left and jump/bounce moving right in the air. That clears the way to pick up the barrel and drop it in the left. Don't put Mickey in the corner--if he's one square away and facing it, he'll drop the barrel in there. Jump on the barrel, and hold left as you jump. There's now a trunk that you have to hit button 2 and then 1 rapdly to open(cake, 500.) This may take a few tries as Mickey doesn't have much space. Nuts will come bouncing down as you go diagonally up the tree. Start the jump over the nut, pushing left, when it's at the top. There are two nuts and then a free and easy cake to the left. Climb up and again avoid the nuts--these seem to do damage. There'll be a room at top with a barrel. Get the barrel and then exit. Drop it on your platform and jump onto it. Watch the snake above and when it's heading right, jump up and veer left a bit. There's a cake(1000) in a treasure chest to the left and a checkpoint to the right. You won't need it. Go up, take the apple to the left, and throw it right into the dragon/crocodile's jaws(2 steps away.) It shuts its mouth and becomes a bridge. The first potion is behind it. Button 1 breaks it open, and a door appears. Go through the door. Easy enough, but it does get tougher. 4-2. LAKE STAGE Total time = 300 ********************** * LAKE STAGE SCENE 1 * ********************** You'll need to learn to swim here and, specifically, float at the top--the initial inconvenience is worth it because you can jump--and swim--much more quickly on the surface, and you will need to come up for air anyway. The gauge can go down to zero and you'll still survive but there's no reason to push it in the first scene. The best way to get through this level is to stay at the top of the water for the most part. You want to tap every half second, and if Mickey seems to have broken the surface, wait to see if he floats. If so he will be able to make it past the spikes without getting damaged, and he will be able to make a big jump over the green spiky thing. If you're a tyro you can just get damaged once and fall in the hole to the right, which has a cake(500) at the bottom anyway to restore your health. You need to approach the chest from the side, push button 1 once Mickey has put his hands under it, and throw it. Then you should go back to the surface. There's another green spiky guy to jump over although you can also go over the spike at high tide and duck under(much harder.) There's a block and a long row of spikes ahead--chuck the block at the fish so you can float across. For the next part if you want to get the chest(cake, 500) you will want to pick up the top block first and then the one to the left. The cake will land on the spikes which is a nuisance so you may not get it--some combo of floating and swimming is needed here although if you're careful you can catch the tide on the way down, float to where the cake is(throw it from the extreme left of the plateau where you are, so you can jump back quickly.) Float to the top, jump on the land(here without floating you can't get the momentum to get to the top) and jump over the next pool. Drop down when the water is high to avoid the nasty fish, and then work your way quickly right. When the water is just about at its shallowest, make a big jump and butt bounce one of the blocks below. You don't have to destroy both. Sink down to the bottom and enter the door. ********************** * LAKE STAGE SCENE 2 * ********************** There's a checkpoint just as you start and an air pocket above. You can float on the air pockets and avoid the bubble currents beneath. These currents appear regularly and sweep you back left. You'll want to push up to stay on the nearest vine when they do, and when they're not you'll always want to be swimming right, which is much faster than walking...unless your air is dangerously low(1 or 2 units left) and an air pocket is close behind. Always take a break in the air pockets. And wait to push the swim button after dropping back down or Mickey will waste time banging into the wall and returning to the surface. Pocket vine vine pocket vine vine door: beware, you can face a burst of bubbles when you're about to open the door, so always proceed quickly and be ready to push 'up' just in case. ********************** * LAKE STAGE SCENE 3 * ********************** There's a fish above so you'll want to stay at one side(right, as that's how you'll exit) and dog paddle until he's heading the other way. Get floating and jump right. Now there will be two fish jumping above the waterfall. Proceed closely and once you see one flip in the air, move in a conservative distance and jump up to keep on your feet. It'll jump out again, and at its apex you can jump over it. The second fish appears near the right end of the waterfall. You can butt bounce the fish but it's so hard and only nets ten points. Next up is a small pool where you'll have a bit of a combat. If you time it right you can drop into the water, push button 2, and float. The green guy won't appear, and you can just go to the left edge and push button 2, drop down, and duck when he circles around. In any case, wait until you see if he's circling(you'll see the top third) and drop in the upper left when 1) he passes by or 2)five seconds and no sign of him. The little green fish is as close as you'll get to a boss here, and you do have to be careful if you have one strength left(if you've got more, you can afford one hit. Just drop to the bottom.) Just remember to DUCK when he comes by as otherwise he'll always hit you. To kill him, pick up a block and be prepared to throw it at the fish when it swoops down. Take the potion and swim up. When treading water jump right. Continue a couple more times and there'll be a door. Go up to get through it. Second part done. 4-3. BLACKSMITH'S CASTLE STAGE Total time = 400 ************************************* * BLACKSMITH'S CASTLE STAGE SCENE 1 * ************************************* You're being chased by fire here, and if it catches you, you get a bit of damage. It will wait under you if you manage to get above it, and you're a bit faster. This means that if you have a clear running distance ahead, it's better to wait now than later. First thing to do is to jump onto the platform and run to the block. Throw it quickly and jump onto the ladder to the right. Climb all the way up. Pitch the next rock and take a leaping jump down. Now you can jump up quickly and go to the right to play it safe, but if you're far enough ahead you can get Mickey to grab and pick up the chest and jump. You don't have time to shake down the coin(2000) until you've jumped on the ledge. From the ledge, get rid of the chest and then butt bounce the two blocks to the right. Throw the rock blocking your way. There are two single fires and one double to jump over, then a big flame coming from the top. Run under the lower platform then jump back left to get on it. Not too fast though. You'll need to jump and angle right. You can just empty the chest(500) here or you can hold onto it as you jump down the ledges. If you've already ditched the chest you can just make a beeline for the water. If you still have it, note that when you're just beyond the halfway point as you jump back up a ledge, just before the water, you can fire off the chest to knock out the other one in the air. It's an extra life. I found I had to just run at the flame and fire and take a bit of damage as I got the health back downstairs anyway with the cake below. There's just enough time to stop, stand and fire, but you can't touch either flame or it will bounce Mickey back. Running into the flame and firing before is a good suicide that is hardly fatal--unless your health is already down. Basically this is an interesting trick maneuver you might not want/need to try the first time through. Float on top of the water and go back on the ledges. Another running flame below. Get a running start to jump over a flame, then three, and try to make it as long and near to them as possible so you can butt bounce the chest(500) and fall through. Then you need to go through the short tunnel and jump up. Another ledge and you have two blocks to throw away. A running jump from here should into an area with a suspended door. If you have the time run right. Bounce on the chest to get the cake and quickly jump up/left. ************************************* * BLACKSMITH'S CASTLE STAGE SCENE 2 * ************************************* Dragons and platforms bob up from the water. You can butt bounce the dragons but generally staying far away from them neutralizes. The jumps are trivial except for one elevating platform that disappears briefly below the surface. For that, wait a half-second before it disappears until you jump. Making a mistake costs a heart here, but you shouldn't really. 500 in cake water Plat-plat-drag-plat-move-plat-plat-drag-plat-move-plat-plat-drag-plat-plat-drag- main Back to more normal(for a land of illusion anyway) stuff. Two small drops down--butt bounce the chandelier and now for the spring. You can just bounce on it until you get the hang of it and go left to the next part. Like Super Mario Bros. you may need some patience with it but unlike SMB you can probably figure it out on your first time befire the time drains. And also unlike SMB, if you are spry you can pick it up just like a box. Send Mickey almost into the right corner and drop it. Push down when the spring is at full compression and hold right. Mickey will reach a long narrow passage that will cut him off when he jumps to butt bounce the chest(coin, 2000.) Back down and readjust the spring to the left and bounce left. Climb up the ladder and go left. Dump the block and now it is worth it to move the spring to the right corner and jump on it unless your time is <100. Because if you fall to the right you get a heart. This increases your overall power to 3--and gives free healing. Jumping back is pretty easy. Put Mickey in the left corner, face him right, and drop the spring. Bounce on it. You should have the hang now. Watch for the chandelier the second step down. There's a chest(coin, 500) next and then you can jump and throw the block to get rid of the enemy on the isolated platform. This is a bit trickier than the last as flames can come up from under a platform and burn there a few seconds or between them and back into the pool. So look ahead and watch your step. cake 500 plat-drag-plat-plat-chest-plat-plat-drag-plat-plat-drag-main There's a checkpoint at the end before the first boss. **************************** * BLACKSMITH'S CASTLE BOSS * **************************** The first boss here isn't too bright. Well his breath is, being fire and all, but you should have little trouble beating him. If Mickey is quick you can pick up a rock(drop down a bit,) jump and turn around and bash the dragon in the head. It's the only place where he's vulnerable. His diagonal shots shouldn't trouble you too much, and as long as you don't take the blocks on the side instead of those on top, you have as many blocks as you need. But you should be able to knock off the dragon with three blocks--or hits as it were. It will stay on one edge, breathe diagonally, go to the other edge after the fire is quenched, and try again. You can stay on one side and bash the dragon back with blocks rather easily. Although you can use the center to duck if the dragon's about to move to the other side. But if you're on your game he can go down in under fifteen seconds. It helps to pick up a block before he's even visible. "The bad magic had me trapped in my own castle! Thanks for settin' me free. Your path lies through a tiny cavern ahead, but in order to enter it you have to shrink in size! There's a shrinking potion in the castle ruins. Now that the fire in my castle has weakened, the water in the lake has risen. You should be able to find a passage to the ruins from the lake. Please accept this magic flute. Use it, and it will take you back to any place you have travelled before." [The flute isn't very useful but it can get you out of a scrape. Push start/pause and the game will ask if you want to activate it. But it only works once. Well, the information is more important.] 4-3-a. DETOUR Well, you can enter the next stage, but the tunnel is too small for Mickey. You can't go down from there, either. The only thing is to backtrack and follow Horsecollar's advice. Go back to the Lake Stage. The water has risen, and you can probably just glide by and float at the top of the lake. There are some fish to jump over, so be careful, especially since you need to readjust your floating after that. But you should hit a wall soon(be careful and hit the swim button just after getting back in the water, then jump--it's a bit tricky to make the final jump without the blue fish chasing you.) Voila, a door. This will allow you to go left from the lake stage to the ruins--you may note the map has changed slightly to reflect this. 4-4. CASTLE RUINS STAGE ************************ * CASTLE RUINS SCENE 1 * ************************ Here you will find that, for the first part, the place grows light if you carry a lantern. You'll want to watch for pumpkins--it's easier to duck than throw something at them, especially since they turn the surroundings all dark. And while it's perfectly possible to push left and jump when Mickey seems stuck to get close to where you need, a lantern is necessary. So take the first one you see and jump over ghosts and duck pumpkins. A pumpkin will come from the left to start out. Take the lantern and watch for the ghost down the couple of long steps. When you're almost next to the wall, drop the lantern and jump on it. Jump and go left to get on the next ledge. There'll be a walk down more long stairs, but you'll need to duck a pumpkin before getting to the next lantern. There are then three long stairs to climb down. Again place your lantern against the left wall, jump on it, and make a big jump left. Next you can running jump across the spike gam or butt bounce the pumpkin. Don't worry about the star and climb down. Later on you can come back and use the rope to get the star and the flute to get out quickly, but otherwise I don't see any way to do things. Leaving the screen against the big wall after 'dunking' the lantern on top of it(get up against it, face left, jump, drop it) and then bouncing on the pumpkin is tricky, and even if you bring the lantern over the spikes you still can't climb quite enough unless the game gets buggy and you stick the lantern in the wall. I've done it, but it's not really worthwhile to wait around. I just hit the checkpoint. Down the stairs you will have a bobbing pumpkin you can jump on or under. Under is safer here but make sure it's nearing the top of its patrol. For the next part you'll need to bounce on a couple of pumpkins in a row with a hard right jump before getting to the safety of a platform. You can jump over or bounce on the next pumpkin, but the tough part now is to get past the ghost. You can only bounce on it once, and it moves horizontally. The best bet is to jump when it turns away from an edge. Make a full jump, and it'll be around the center by the time you land. Butt bounce to the other side and jump over the next ghost to get to the ladder. At the end is a treat--some cake(0) that should reimburse some of the damage you took. Next you'll see a lump of blocks, and you'll want to be sure Mickey takes them from the top in case you throw any in a bad area. That's because if they're stacked vertically, Mickey won't be able to pull the bottom one out. Once you get a block, go to the right edge of the platform. Run a bit right and drop a gold brick. Get another gold brick and repeat. You can now jump on an island over the spikes, then bounce onto a pumpkin, over the next one, and (hopefully) onto solid ground. You do have to get the very edge of the pumpkin at a great height, though, and instead of timing bounces you *can* throw a couple gold blocks from your island to create a new one. But it's not worth the time. You just got one health unit, so why not be prepared to sacrifice it to get across expediently? Just remember to get back on solid ground quickly while Mickey's still flashing. Now past the checkpoint is a small puzzle. If you've got 200+ time it's definitely worth it. You need to rearrange the three blocks on the left to the right. Take the top one first and drop it on the right edge. Drop the next two on top of that one, and you now have a platform that will allow you to the top. 2000 points for the goodies there. ************************ * CASTLE RUINS SCENE 2 * ************************ When you go through the door, the screen will start scrolling from right to left. To change this, step on a button and the scrolling will reverse. Mickey dies if he hits the edge of the screen, so use pause liberally to plan out what to do next...or while reading this walkthrough. You may wish to start by stepping on the button until you're almost as far left as you can get. Then go left and Get the four blocks out of the way by bumping into--and throwing--them quickly. Don't worry about reaching the second button; instead, jump over the blocks and onto the platform. Butt bounce to the right, twice, to take everything out and run right to the next button. You can skip it but it could give you extra power for the boss. Once the darker blue platform(blends with the background) is out of sight, run right to try to jump on it. Then jump left onto the top platform and throw the brick left. You'll get cake. Throw the next brick, get the cake, and run back right. The button left of the pumpkin isn't important until the return trip. Just duck the pumpkin--or bounce if it's in your way(this saves some potential grief on the return trip)--and run to the next button. You may want to stand on this and run/jump left so you can go back and butt bounce on the blocks. This will provide escape on the way back. Then jump/bounce back onto the blue platform. You can run right and after jumping over the button into the pit, go right in the base. Duck before you get to the key. Let the pumpkin fly by and then pick up the key. Now you'll need to go back left, to use the key to open the door to the left you saw at the start of the level. This will require stepping on pretty much all the buttons you passed and running to the next one as soon as Mickey gets squeezed to the right. With the pumpkin blocking you this is tricky. Try to time things so you're on the button and to the right when the pumpkin's all the way down. Step off and jump back on the button. There'll be another button to jump on and eventually you should make it to the button bounded to the left by blocks. You can't pick up the blocks as things stand--but you can drop the key on the button. Move to the right once on the button, then turn left. You can't walk on the button(only jumping) and when you get near the edge, drop the key. It activates the button. Climb on it. Now you can get the top block. Chuck it, drop left, and chuck the bottom block. Now get the key and the world will start scrolling left again. You may need to jump back onto the button and wait again-- here you have to be way at the right before running left. At the next button you just need to go left and touch the locked door, which folds like a garage door, and get near the door beyond. Push up to get to the next boss. ********************* * CASTLE RUINS BOSS * ********************* The final ghost boss is not really that hard. You can expect to take some damage from him if you let him swoop from the center down at you. Basically the idea is to jump when he starts to swoop, then bounce away. If you're pinned against the edge, the fireballs that surround him(one more with each hit you get in) may get to you. But until you jump, you can duck liberally. Four hits and the ghost goes down; this should only take a half minute to a full minute, and you probably will have room for a small accident after scene 2. Button 1 gets the shrinking potion. 4-5. TINY CASTLE STAGE *********************** * TINY CASTLE SCENE 1 * *********************** The snail to start things off is really annoying. And so is that narrow crevasse to the right. What I suggest you do is to run to the block, turn left(then the snail rolls at you) and jump over the block and butt bounce. Then shrink(down + button 1) and start going right. Incidentally if you are hit at any time, immediately re-shrink down. Mickey's mobility and ability to avoid touches increase tremendously when he shrinks. Jump onto the upper shelf and continue right, falling down and jumping up. Get into the water but don't run into the overhanging spikes(duh.) Only start going right when the water goes back down. Don't try to jump into the narrow gap; just run against the far wall and you'll spill out into it. Jumping over the pincers is not bad either. The pits are polygons in a way, and you'll want to jump at the bend before the pincers(note there are little wires sticking out--an arm will pop up when you get close.) There's another rolling snail to get past. Jump onto the next ledge. Go out into the water and run against the top wall you see. When the water is at its peak, start running right. Again you'll run into the far wall before getting on solid ground. A big drop down leads to the next area. *********************** * TINY CASTLE SCENE 2 * *********************** This is a speed test more than anything else. You'll see some weird platforms in the background; they form the second part of this level and aren't really very hard. Just remember you have to shrink to start off as Mickey is kicked back to full size. Through the first narrow tunnel you'll notice a few stray wires. Wait for the grabber to pop up before running across. Then jump up two ledges, drop, jump up two ledges, and butt bounce on a few of the rocks below. A snail will come rolling by. You should try to bounce to the right of it but jumping over is OK too. Then run right. You can in fact run right on the blocks, turn left, and wait for the snail to roll by. But you have to make Mickey big again first. Walk right to the bone ladder. Jump on it. Jump off it at the top to the right, then follow the passage to another ladder. Jump left at the top, avoid the pincers, and go left to the three ladders. Take the leftmost up. Jump right and hit up in midair and climb to the top. When the spider is in the bottom half, going down, jump right and push up in midair to grab the bone ladder and climb back up and jump right. That gets you do a purple door outline. Now push up, and you'll fall down into the paths you saw but couldn't walk on before. There are a few confusing crossroads but fortunately you're near the end and you can't ever switch to the early part by mistake. First thing to do is shrink and you'll avoid the spider as you go left. Jump over the first pincers, but wait for the second--the ceiling in the room to the left is too small. Then you can get back to normal size before you pick up the key to open a door to end this level. 4-6. FLOWER FIELD STAGE Time = 300, only one scene Jump from one flower top to the next--the second such jump will land on a worm so be prepared to butt bounce. Jump to the next flower, fall off, and get the chest(cake, 500) before continuing right. Watch the bees here--they move in diagonally and generally know where you are. The next big flower you get to, after a small jump up, will spit out petals. You must jump on one as it descends then make a jump right. That will get you past the yellow Venus flytraps. The petals come by pretty regularly so you can watch the first to see when it blooms fully and time things correctly for the second jump--running right and jumping off while on the petal. There's another chest beyond, but don't jump on it--the flower will drop a bead of water which splits and will invariably hit you. So just pick it up and run right and get the cake. It's worth 0 but you do get to recoup lost energy, which is very handy in the next part. A dandelion here spits out small platforms that sink when you land on them. I haven't found a way to jump from one to the next, so I generally just jump when I'm about to fall in, and if I make it to the fourth of the five flowers, Mickey is spit out to the right, for the price of just one health unit. It's worth it. Just be sure you aren't spit too far to the right or you'll land on the thorns for a bit more damage. On the other side, pick up the net and fire it at the worm. Jump on the rose top to the next and then bounce across the leaves. Beware that the super tall rose(off the screen) has a leaf on the right that sinks when you step on it. The final rose in the thorn field has a worm at top. Jump onto it as the worm's creeping right. Then you can butt bounce it or just jump over into the field. Once you jump top of the only rose there, it will bloom, and you can get the key. Pick it up and then go through the door that appears. 4-7. TOY WORKSHOP STAGE ************************ * TOY WORKSHOP SCENE 1 * ************************ You can go right and pick up the gold ball. Wait until the cannon to the right fires, then jump on the ledge and throw the ball at the cannon. Keep running right but note the compartment you can't reach; you'll find out about it later. Then pick up the "M" pot and at the ledge before the red button, stand still and drop it. That will open the gate. Run back and pick up a gold ball. Run to the cannon, wait for it to fire, and jump off the ledge and throw the ball while in the air, one body length above the cannon. Be careful not to come down where the button was; that will reactivate it, and you'll have to retrieve the M pot again. You can also run in and butt bounce the cannon but this way is safer. Go through the door. ************************ * TOY WORKSHOP SCENE 2 * ************************ The guns here shoot out strings that go back and forth. Running away goes much quicker than running towards the guns--so jump to get back towards it. The fish are rather nasty as you have to fire a ball at them from a good distance away. Jumping on them often doesn't work when you're trying to go down because you can land on the rope above. Jump on the gun and throw the ball. In general you should try to overshoot the fish. At the bottom is a door you don't want to go in--a "?" box there punches a boxing glove out three ways. Instead take on the cannons--run at them a bit and jump, just after they've fired. There are two of them. Then butt bounce the gold balls and drop below. Enter the door--you'll get the star later. ************************ * TOY WORKSHOP SCENE 3 * ************************ Here Mickey walks across a bunch of piano keys. He can probably avoid the musical note pairs totally but if he bounces on them they split up into two single notes(you get a whopping 20 for those. Whoah.) There's a coin across the keys, worth 2000 points. Enter the door for a lucrative and instructive detour. ****************************** * TOY WORKSHOP SCENE 2-a/3-a * ****************************** Here you have to go back through a maze with spikes on the top and bottom. Jump across the first pit and jump on the wheel. When it sinks to the bottom, jump up and push right in the air. Another short jump will get you to the area with the star, to increase your stamina. Now go back through the door to the right and walk across the piano. Wait if you need to, to avoid the falling card(you can't kill falling cards, but you can kill the deck getting a ball, jumping and firing. This is more an exercise than anything,) and then jump onto the pink ? box AFTER the boxing glove punches up. Eventually it'll jump in the air(trying to punch down) and you can jump off very safely. There is another falling card to avoid. Enter the door beyond. ************************ * TOY WORKSHOP SCENE 4 * ************************ Here you can butt bounce the chest to get cake(500) and again jump on the pink ? after it punches up. When it launches, jump to the left. Pick up the chest and throw it right, just when it's above the rope. That should take care of the pesky fish, and you can heal up(cake, 500.) Get a gold ball. Jump up/left to get to a gun rope and then run right onto a gun. The jump to the top gun may require a few tries but you can fire the ball at the fish that's guarding the area. You have to jump left pretty quickly from the second-top gun to avoid falling off, which is the lesser evil of touching the fish. Which means you may have to jump back up a bit. You can make small jumps to the left without killing the fish and then make two quick jumps up to get to the tiled area if you're willing to wait. In any case you'll want to have a gold ball left over to make things easier. In the tiled area, stay to the left of the wheel coming down. If you have a gold ball, face the left wall and jump and fire after the cannon does. If not, you must get on the wheel and wait for the cannon to fire. Then push right; the wheel will go up. When Mickey is level with the platform to the right, jump right. Stop in the hazy door for cake. Then get a gold ball and go right. Inside the thing hanging from the ceiling. Jump and fire a gold ball to bust it open. If you fail again, just enter the shadowy door and return. You'll get the ammo recharged. Enter the hazy door. ************************** * TOY WORKSHOP SCENE 1-a * ************************** Enter the door you fall into. Get the M barrel, leave, and drop the barrel on the button to the left. Jump and adjust so you're in the center of where the door was. If you miss, you'll fall to the bottom and have to do it again. Jumping allows extra time to twist in mid-air. Enter the door on the island. ************************ * TOY WORKSHOP SCENE 5 * ************************ Shrink Mickey. Stay 2 squares away from any pink box at all times--this means that Mickey should not be on the BORDER between two squares, as he never gets the benefit of the doubt, just a sock in the face. Also if Mickey gets hit, reshrink him immediately. The annoying thing here is that if you get hit once, Mickey can't move, and you need to inch him across. I find I can usually pace myself well holding down left until Mickey passes a square and a half then inching forward once or twice more. Quick taps don't do anything and it may take some time to get the timing down. But as there are four punching boxes total, past the first one, you can almost run through and take two damage if you don't want to be a perfectionist. ************************ * TOY WORKSHOP SCENE 6 * ************************ Almost there. Go to full size and bounce on the chest. Then push the key to the wall and jump on it and over the wall. Jump on the button and once the pincers are over the key, jump off. The pincers will go down to pick up the key and it will be dropped back by Mickey. Get it and go left. The garage-door will open, and Mickey will enter and get to the next boss. *************************** * TOY WORKSHOP BOSS SCENE * *************************** The boss here is a pack of cards. The first thing it does is bounce up and down. Familiar strategy here--jump when it's at its apex and remember to hit button 1 before you land on it. After two hits, it starts pursuing a more sensible, and annoying(to you) strategy. It spins back and forth on the floor. If it touches you, bam. You can only damage it when it's standing still--a butt bounce other times just means you won't get tagged for damage. The card generally bounces back and forth four times before freezing. I like to stay in the corner so you only have to jump twice, and after the fifth bounce I try to run after it and jump in the air 1/3 of the way across the screen. It allows me to jump again if the card stopped, or jump over a still spinning one. Also it's important to remember to butt bounce in case the card stops in a corner. It's annoying to get the hang of the rhythm, and sometimes you just have to wait for the card to stop in an easy place. Goofy: "Gawrsh! I couldn't get away from my own toys! Thank you for releasing me, Mickey. You'll see a cliff up ahead. If you wanna climb it, you'll need the rope in the palace ruins. Just to say thanks, I'll shoot off this here toy cannon to destroy the boulders blockin' your path!" 4-8. PALACE RUINS ************************ * PALACE RUINS SCENE 1 * ************************ Here's where you want to get the rope from, as if you go to the cliffs there'll be a wall you can't scale right off the bat(well, you CAN jump on the eagle to get on top, but you're stuck after that.) You'll have to contend with some weird landscapes and walkways here but remember--Mickey, though he slides from momentum running, WON'T slide down the broken pillars. For the first part, jump on the rock then the pillar. Leap off the right end. Leap onto the next pillar but don't go up at full speed until the bat has flown by. Jump off to the right. Jump onto the moving block and bounce on it--time it so you leap just after a bubble to the right disappears(it causes damage.) Then jump on the rock to get to the area above. Duck the bubble. Collect the chest and drop back down. Throw the chest to the right and throw the rock too. Run by the cake and climb up the long stairs to the right, waiting for bubbles to go by overhead. Stay under the flashing ball--it releases three spores that destroy the rocks above. Jump through the hole that's made and now you can go down the steps pretty easily--bounce if necessary to survive the balls(which flash when you bounce on them.) Before two rocks in a pile, jump up and get to a ladder. Climb up it. There are two chests there. 500 for the coin and cake each. Climb back down the ladder and wait for the ball to gravitate left. Drop on it and butt bounce. Move out of the way. It should take out both blocks. Follow the opening left--if it doesn't work, jump back on to the ladder and down. Even if you knock one out you can either shrink or throw the other one. Next, jump onto the head and follow the bubble. Get back to full size if you're shrunk so you can climb up the ladder. Get the barrel at the top. With the barrel in your hands, jump, jump, and place the barrel with your next jump. Climb up the ladders and retrieve the barrel. Stand under the ball, which will pulse and take out a few rocks. Jump to that level. Jump again. Drop the barrel(dunking it gets you stuck and you have to go to the bottom) and jump to the top. Travel right. You can avoid the first dive bombing bird by just running, but jump over the second one. The birds will also come back and you may wish to jump/duck to avoid that(from the right.) The door is coming up next, with another sort of timed obstacle course. ************************ * PALACE RUINS SCENE 2 * ************************ If you snooze at first, leave and return. Once you're ready from the start, run quickly to the right and then drop down. But don't veer right as you drop. Once you're past the chains, then truck left. Drop down and position yourself one chain width from the right side of the chasm. Once the chain on the right passes, go right. Don't worry about the chest with cake in it unless you're low on stamina and want to take a risk. It will take one power from you unless you drop and bounce right on it, and if you're at maximum strength you won't get the recharge(500.) Fall right, left, fall right and get the stone. Don't throw it yet as it'll come in handy later. Continue right, drop down, and beware of the chains below--1, 2 and 3 coming from the right wall, so keep left. Then there's another tough chest in a corner. You can throw the rock at it and go in to grab it if you'd like but otherwise just pitch the rock as you descend. In the next bit you want to lean against the left wall as you fall and jump onto the chest, then butt bounce the ground just to the right, then fall through to the checkpoint. Because there's cake to the right(0) and you've probably already healed a bit, don't worry about taking damage. *************************** * PALACE RUINS BOSS SCENE * *************************** The big boulder below is your final challenge. You'll need to make some tight turning falls here, i.e. drop off the platform to the right and curve back left. Also you'll want to pick up the boulder and throw it in mid-air or as you're running to the next one. The best time to get past the boulder is just after it rolls under you. On the third rock you'll be dumped into a big area. This is the boss fight. Avoid chucking your rock if you can, but don't worry. There are refills. The boss is pretty predictable--a rolling rock that crashes into the sides. His general pattern is as follows: 1. He goes to the left, falling from the upper right. 2. He goes in an arc to the right, off the screen. Lands 1/2 of the way to the right, rolls to 2/3, then hooks back left. 3. He rolls right and crashes into the sides. 4. Mirrors 2. 5. Mirrors 3. 6. Repeats 2-5 ad nauseum. In addition, after 3 and 5, if there is no block dancing in one of the center squares, one falls from the sky and takes over the tile closer to the rock that touches the center. It bounces back and forth and is Mickey's ammunition against the rock. Mickey can hit the rock after it crashes into the side and shows its face. It will grin three times before going back into rolling mode, during which it is again invincible. The rock takes four hits to wipe out. As long as you remember that the straight roll and the arc alternate, you shouldn't be surprised by what the rock does, and you should be able to sneak up to it. Just remember not to butt bounce while you have a rock. At the end of the fight you get a rope which makes the craggy cliff a bit less impossible. Actually, it's a good deal less stressful as much of it is introductory rope use. 4-9. CRAGGY CLIFF STAGE ************************ * CRAGGY CLIFF SCENE 1 * ************************ [note: you can detour for an extra star here back to the castle, but you'll get one soon enough anyway.] Wait for the eagle to circle away, or go into the corner and get the stone and clonk him. Run into the wall, and when Mickey grabs it, you can climb back up. Jump over the rock and climb up the next ledge. Climb onto the next rock and make sure Mickey is not on the right side of it or the boulder will nick him. It shouldn't be if you went straight up. Jump when the boulder rolls away and butt bounce the rock, then jump over the boulder. So much for THAT nuisance. Duck to avoid the eagle, get the block, and go a bit right. Turn around and fire left as the eagle swoops down and climb up the next wall. At the top, wait for the boulder to roll right. Butt bounce to take out the two squares below. You can get it with one shot but if not be sure to bounce on the boulder. Once both squares are out, the boulder will fall in there--you can probably jump on and over the boulder, to the next wall. With a snail next, just run right, face left and jump up to watch it fall off. The next scene is to the right. ************************ * CRAGGY CLIFF SCENE 2 * ************************ Run past the checkpoint and shrink. When the water's at the top, run right into the wall. The light should last to show you where you can stop between the spikes. Do so and the light will come back. Make another run right once the water's at the top. Then jump when you're about to hit the cliff next to the plateau. Here it gets tricky. Tap right until Mickey falls or is clearly in the water. Run right as he gets to the top and then the light will come back on. You'll have compartments where you can stay when the water rises and eventually there will be one with treasure. Get big and get it, then shrink. The coin is worth 2000. Then you can fall off and run right when the tide's high. You may have to hook back left into the next air pocket. There'll be a long run after this one so again run into the wall in anticipation of the tide coming down. From there you have a plateau. Drop right and there'll be light--back up a bit and now you must run right and probably back left a bit to wedge between the wall and spikes. From here you can make a big run to the right and Mickey should just make it although if you're chicken(or a fraidy cat, or anything other than a heroic mouse) you can wait right of the second pair of spikes before the final charge. ************************ * CRAGGY CLIFF SCENE 3 * ************************ A checkpoint at the start here. Important if you're running low on time. Here you can avoid violence by just tapping up for a while until an enemy you've seen circling goes past you. There are two eagles and then a boulder rolling around at the top. You may have to wait to get by the boulder but then you can go up the right wall, bounce on the eagle as it is near the bottom, then get to the left ledge. The key is there, opening a door where you just were. Jump off and climb up the wall again(there's some injustice as the boulder may be waiting for you) and back to the top where you can exit. It's also possible to get the coin on the left. Climb up the wall, next to the second eagle, and jump left. Get and throw the chest. But if you're hard up for time, this is a bad idea. "You found the rope! You can climb walls by simply running towards them and pressing the D button up." "This fortress guards the harbor, but the bad magic had turned it to sand. Thanks for rescuing me! Let me give you a ship from my harbor to help you reach the island." 4-10. DESERT STAGE Time = 400 ****************** * DESERT SCENE 1 * ****************** Snake(1/2 buried in sand,) eagle and snake follow. You'll want to risk on the side of jumping over the snakes and beware of landing on the side of a dune with a jump--you slide down. Once you get to the pyramid, get to the fourth jump up and kill the bird that comes from the left before crossing through as jumping is a problem climbing up the pyramid. It's a pretty clear path to the right and down. Now you can run to the right or look for the secret passage. I'll do the more obvious one first. To the right there is a snake in the sand(jump as you go down the hill) followed by an eagle. You can bounce the snake and just duck the eagle. Shrink down to get into the hole to the right. ****************** * DESERT SCENE 2 * ****************** Here you'll need to watch jumping on enemies ahead of you when you go up a hill. Because you can't jump very high above the hill. There aren't any real surprises, though, util the final eagle you must jump on to get the key. The door will lead you to the good princess's castle. But you'll probably want to get through the pyramid first, and if you haven't gone back to the castle ruins to get the next star, now would be a great time. *************************** * DESERT: PYRAMID SCENE 1 * *************************** If you want to get into the pyramid, just take the two blocks near the right base. Throw them. Jump up to the first platform when left of a block above, pitch it, shrink, and enter the hole produced. Inside the pyramid, go to regular size. Push the lever up. Then jump on the block to the left and the bridge that formed. Throw the chest for a coin(500) and go through the big door. The small door leads back outside although you get a coin(2000) in the chest there for backtracking. Now if you enter the big door, be ready to press right as you get to the next area. *************************** * DESERT: PYRAMID SCENE 2 * *************************** This part is a speed trial and you may just want to ignore the chests completely. There are ways to do things a bit faster but for starters it's imperative that you go right immediately and climb up the walls. Throw the first two blocks out of the way and pick up the third. Throw the block while in midair ASAP and jump over the next block you see. Run right when you're under the bouncing spike and you can similarly wait for the other two--although if you want to gain some time you can just run straight ahead, and then you don't have to worry about throwing the block. With the time gained it should be a bit easier to drop right, go into the corner, pull the lever up, run back left, turn around and jump up to the next ledge. If you're having trouble getting through quickly enough you might want to consider this. Coming out of the narrow tunnel you can try to jump and butt bounce the blocks below. If you're far enough ahead you can drop and jump quickly and then bounce on the lever. That opens a chest that gets you a 2000 point gold piece. But if you just want to get through, you can run right(you can't go back for the chest.) The final room, past the trapped spike, features a walking cactus. Jump over it to the lever and then jump onto the door's platform. *************************** * DESERT: PYRAMID SCENE 3 * *************************** Touch the checkpoint to make sure and then jump over the cactus and then throw one of the blocks next to the lever. Then pull it up and jump onto the orange blocks. The next part is a bit tricky and you can probably get through just taking one star of damage without thinking too much. Basically the spinning platforms will dump you off when they get to the top, but you can avoid that by jumping beforehand and getting back on them as they flip back down. The second is tougher to get on and run through but if you do fall down, run across and jump quickly. You need to jump well before the second spinner's at the top to land on it again. On the next two big blocks, drop right. The platform here goes the way you tap it. So push right. Gorgons will breathe down on you, so push left if the timing looks bad. Then you can jump right down the pit. Butt bounce and then hug the right edge. But if you goof here you can get the cake(0) the old fashioned way. Now shrink and run past the gorgons but take a break between them. Make Mickey big, chuck the block, move ahead and shrink. Jump up and your half-height will avoid the bouncing spikes. Drop left and get back to regular size. Climb up the wall and get near the top. When the spikes pass right, go all the way up and fall left. Jump onto the moving platform and tilt left after one gorgon shot goes by. Jump and pull the lever up. That will allow you to take the left ladder and get the key above. Drop back down and open the door to the left. Hit the checkpoint and enter the door to the boss fight. ****************************** * DESERT: PYRAMID BOSS SCENE * ****************************** The boss here is an egg and it's a bit easier than the cards, because it's a bit predictable. Stand in a corner. Then jump when the egg comes near. It tries to follow you, but you can bounce on it continually. Eventually it'll slow down as it wobbles after you, and then you can move out of the way, wait for it to hatch, and jump on the snake that pops out. You'll need to do this twice and then the snake will run through the sand. Jump on it and then you'll need to butt bounce again to get an actual hit that counts. You can get a few of these in in a row. Just be sure to jump after the snake goes back down as it tends to pop up around where it went down. Eventually the snake will pop back up from the sand with a disgusted look. He'll have a bag on top. These are the cloud shoes you'll need later. "You found the cloud walking shoes! Now you can walk on clouds. 4-10. GOOD PRINCESS'S CASTLE STAGE Puzzles start getting rather tough here. You'll need to bounce on a lot of enemies and use several block piles. It'll be worth it, though. ********************************** * GOOD PRINCESS'S CASTLE SCENE 1 * ********************************** Wow! The key is right there! But the door is hard to get to. Walk right. Move the spring right, just next to the corner. Bounce on it and land on the small stone and shrink down. Then you can either take a pumpkin to the right--just bounce on it continually to get over the spikes--or just jump on a pumpkin, drop to the spikes, and get through expediently. Shrink down if you need to and then jump when the ghost is on the right edge. Bounce and then make a long jump onto the spring. Make a big bounce onto the pumpkin and then find the right block. It's best to get small here so the ghosts don't disappear when you bounce on them. As long as you bounce on the two ghosts, though, you should get out of this without bouncing on the spikes more than once. Checkpoint...and a pair of doors...ahead. The higher one leads to an area with a star and a nasty puzzle. Neither is trivial, but the lower leads to a bit easier route, and I recommend it as, if you have found three stars, another won't do you much good. In any case, you will want to hit the checkpoint. ************************************ * GOOD PRINCESS'S CASTLE SCENE 2-a * ************************************ The orange ghosts are annoying and you don't want to bounce on them. Just jump over the two of them and then you have a mini-gargoyle to jump over. Past that there's a chest when the checkerboard platform drops off. You'll have to jump on the next orange ghost to get past the gorgons(who breathe from top to bottom.) The ghost doesn't have to be too high when you bounce on it, and you'l get another chance if things fail. You just need to be aware of when the gargoyles shoot their bubbles. Another gargoyle followed by a pair of orange ghosts, and just run and jump past them to a door. ************************************ * GOOD PRINCESS'S CASTLE SCENE 2-b * ************************************ The first jump is not too bad. You can jump right onto the focus of the spinning platform, jump up, and then run right and jump to the next platform. The trick here is to wait for the next spinner to point up and jump. Run across and when you are on the right side, you can pretty much jump whenever you want to make it to the next platform. There's a different spinner after that. It rotates around the center ball, and it's tough to run across it and jump--often you fall in. So you just need to bounce on it and then the pumpkin, when it's available, and you can make it to the next platform. For the next part, you will need to be careful with the centered spinner. Jump on its center a bit before jumping to the next one. You'll have to jump on that one, too. Run right and make it to the next platform. You then need to bounce on a pumpkin. Climb up the wall to get the star and enter the door. ********************************** * GOOD PRINCESS'S CASTLE SCENE 3 * ********************************** Here near the top there will be many bouncing spikes that make you duck a lot. But there aren't any really tight maneuvers, so you just need a bit of patience. Stand under the lower of the stairs and bounce on the lower pumpkin as it goes by. Push up to get on the ladder and be careful when you leave--watch the bouncing spike go to the right before getting off. Then go right and duck, pick up a block, duck again if need be and drop your block one right of where you got it. Jump right and take the other block and then get on top of the two blocks. Jump up to the next level. Here, drop the block you had on the only other one present. When the spike goes by you to the left, jump onto the blocks and get to the next level, right of the second block. Climb on the block, jump to the other one and drop left(don't fall!) Get the block when the spike returns right and jump over it. From the right side, place the block on top of the other, jump on it, and jump to the next purple platform. Throw the chest you find above and scale the left wall. Jump right at the very top and scale the right wall. Here you have to jump on or over a pumpkin from the top, and you may bounce into the spike--don't worry about that, you should have damage to spare. Climb up the left but first run against the wall and butt bounce a few times. I often get an extra life to pop up. Time your final ascent so that you avoid the spike before you touch the purple platform--fortunately here if you get hit you bounce up a bit instead of all the way down. Now up the right wall. Jump onto the pumpkin and bounce to the ledge with the door. ********************************** * GOOD PRINCESS'S CASTLE SCENE 4 * ********************************** Shrink down for the next part so Mickey can slip between the six-spike phalanxes a bit more easily. The big spike shouldn't be much of a problem either(it's as slow as the others,) and passing the sets of 2, 1 and 3 should be child's play--pass the 2 and 1 at once. Run past the rotating platform once it goes up, and you should make it past the first spike too. Five spikes, a big spike, 5, 1 and a clockwise spinning baton are next--you can run past the last three all at once without breaks. Resize Mickey to throw the chest for cake(500) and then make him small again. For the next part you need to hit the jump button repeatedly as small Mickey goes through to the left. If you get caught then shrink quickly and jump left to get back on. The small and big spikes have different bounce periods so you may have to wait a few times before you can run under both. But down on the other side you will see the door where you started! "If you plant these beans beneath the phantom's cloud castle, a beanstalk will grow into the clouds, carrying you with it. The clouds have moved out to sea, so you must plant the seeds on an island in the ocean so that the beanstalk will grow in the right place. There is a stone pyramid in the desert. There you will find the magic cloud shoes which will help you walk on cloud vapor without falling through. You may not see an entrance at first, but if you try hard and use your head, I'm sure you will find it. If you succeed, I promise to reward you with a kiss." 4-11. SAND CASTLE STAGE *********************** * SAND CASTLE SCENE 1 * *********************** You have a new opponent here--crabs. They appear in the quicksand, where you have to jump repeatedly or you'll sink. When you bounce on a crab you need to land away from it or it may bite you as it regenerates. You will also need to jump if you want to climb up the hills where sand pours down the sides. You'll start out facing a crab. Jump over it and run right. Make a jump before the spikes and then run right. Try to get the jump onto the platform right as it will collapse otherwise. Then you have to go back left and right for it to reappear. So you should jump right, run and quickly jump right again. That will put you on the sand pile. Run right until you figure what you want to do next-- or just pause. Now you can take a detour by jumping up left. Be sure to jump left quickly again. You'll need to navigate the sand piles and the best way to do this is to run up and wait for a snail to fall. If you jump up too quickly the snail will get you. From there you need to jump over a crab and be careful--the snail will follow you as well. But there is a coin for 2000 points in the chest to the left. The crab should have followed you, so bounce on it to get started. If you jump right from the very edge, before the small drop, you can make it to the bottom of the sand pile. Wait for the snails to drop and then jump over them and run by. Walk down the diagonal sides to get through the downpour more quickly. A 500 point cake is right. No worries about snails as you go back left but the quicksand is tougher to navigate. Make a small jump once you're in, then make a big one over the crab. Then jumping up to get the chest forces you to fake out the crab again but you may want to just run left. Jump to bump against the wall above before the spikes. You can even jump into the spikes. The rest is just snails and sand piles. A couple, and there's a door to the underwater level, which is a doozy. *********************** * SAND CASTLE SCENE 2 * *********************** Don't neglect making the checkpoint or it may be a rude awakening if you're killed. Go to the left of the lever and pull it up. Now you'll need to get by some persistent fish. They tend to know how high up you are, so start low and swim up to the top. There's an air pocket ahead. If you can move into it smoothly then you can wait around, but it might be better to go left, get the brick, smash the fish and then hit the air pocket. Then there's a long travel to the left. Turn back right and push the lever down. Try to do so when the purple fish is very high up or within the range of a block. Then you can knock him out or run by him. There's an air pocket way to the left. Then you can goad the fish over, jump right in the air, and you can run back right. The fish seems to get confused so you can just run up. You don't need the cake to the left but you might as well pick it up. Run back right and then be sure to sink down as you see the spikes above. You'll probably need the air pocket now. Get fully recharged. Go right and don't worry if you get hit once--time is the most important thing and in fact you'll want to avoid the coin(500) to the left in the chest. There's another 500- pointer to the right but you may want to ignore it completely. There's a cake next and it'll be useful to swim past the fish without worrying about dying from getting hit although if you walk along the bottom and chuck the rock and swim to the top, that should work. At the far left you'll be able to get air. Jump left and then fall left when the water's near the top. Then you can just move left. Otherwise you may have to swim a stroke. Walk along the bottom and when the water goes back up, get back to floating to avoid the spikes on each side. Then go left as the water recedes. With a ledge on the left, jump on it then make a couple running jumps right in quick succession, so that the small platform doesn't crumble under you. One will appear to the upper left and now you need to make a quick turn-around once on the next platform. The jellyfish are next. Get the left block quickly and fire it at the jellyfish. You can then chuck the other block and get a 500 point coin if you've got time(overall) since it's easy to get back to the surface. Then run and pick up the next block you see. Jump up and jump/fire to knock out the next jellyfish. Get the cake to recharge. Go to the right and get the barrel. Run near the weird spout. Jump and drop the barrel onto it. Then you can jump on the right spout. Hit the checkpoint and go to the boss fight underwater. ************************** * SAND CASTLE BOSS SCENE * ************************** Here it's tough to figure out how to nail the crab, but you'll do well to go right down, get the barrel, and throw it. The crab only takes damage when he's sitting with his claws down, and he comes out that way. If you haven't lost a guy, you'll need to hit the crab immediately. You can duck the bubble stream that comes at you, and after two of them you should see the crab fold his arms down. That's a false dawn. He'll pull out and then, a few more seconds later, he'll put his claws down for a while. Once you're done you'll have to go to see the king. Jump up and push button 1 to talk to him. It's Donald Duck. "This fortress guards the harbor, but the bad magic had turned it to sand. Thanks for rescuing me! Let me give you a ship from my harbor to help you reach the island." A boat appears to take you to the island. You can also go back left. 4-12. ISLAND STAGE This is not too hard of a stage. You basically wait until Mickey falls into a rut. Then jump to the right and throw the bean to the left. The stalk should grow but if not you can see where Mickey falls and try to dump the bean there again. Otherwise there's not much else to do. Once the stalk grows, get on the spirally green ladder. At the top, jump left once the snake heads to the right corner. Jump up to the next leaf and then up/right to the next. Then two up/left jumps. A coin is on the cloud to the left. You can then jump onto the snake and bounce onto the clouds above. Jump onto the small green clump(up/left) and then up/right. Get into the whirlwind. Push up when you're at the coily stair. Note that the spider above has three jerky ups then downs, etc. A detour right will get you a 2000 point coin. Just jump when the snake's running away. Bounce on the snake. Two up/right jumps. From the left green coily stair you can jump left onto the cloud, then up. You then need to bounce on the spider(after it's edged up three times) to get to the next leaf up. Up/left jump there. Take the whirlwind to go up on the stairs. Now you need to jump left to get onto a leaf, then jump right onto the spider as it comes back up. Butt bounce off to the left. Then two jumps up and a right jump. Two jumps up. Climb up on the spiral ladder. When the spider is down, jump left and quickly push up. At the top of the ladder, do it again. There's a coin(500) to the left. The key is to the right, then the door. 4-13. PHANTOM'S CASTLE STAGE Time=600 seconds The first room leads to three doors after you get under a bouncing skeleton. You can take either the second or the third to get to the next scene. The first seems to be a death trap. I prefer the third--it's the easiest, and you get an extra guy thrown into it. ************************** * PHANTOM CASTLE SCENE 1 * ************************** This seems to be a trap. There are innumerable spikes to walk over, and you can only jump over the skeletons for so long. If there's a way through here, it wasn't worth my while to find it. ************************** * PHANTOM CASTLE SCENE 2 * ************************** You'll have two blocks in midair to jump over as your sort of raft drifts right. Be sure to shrink so it's easy to duck the skull ahead and possible to duck the spikes after that. Watch for the gargoyle firing down and then navigate the flaming missiles. There will be seven of them, so stay left until #6 comes by and run to the front. You can even afford to get hit there but in any case get Mickey back up to normal size and then butt bounce the three blocks to the right, in a row. Shrink immediately and head right. The rest isn't too bad--just jump onto the door's platform before your raft goes into the wall as that would leave you to fall in the deadly water below. ************************** * PHANTOM CASTLE SCENE 3 * ************************** Jump onto the lower block. It will start diagonally. Jump straight up and to the left a bit when it almost hits the spikes. As your new block bounces back up, jump right twice quickly. That should get you onto the other one--you must go fast or the blocks will run away and you'll have to retreat. Don't worry about the fire; just stay put until you see spikes, then do a slight left jump as before. Now as you hit the bottom, two quick jumps right will do the trick. Be prepared to bounce on the block that's zigzagging under. But if you can't time the jumps, then just jump into the spikes. You'll be temporarily invincible walking on the normally lethal pool. Use the mulligan to jump on the long platform and then the zigzagging transport. Another back left jump and re-jump once you hit bottom, and you'll avoid the spikes. Here it's rather amusing that you can just run into the fire and you'll be bounced back to the other square, and you can hit the spikes and fall into the pool just as long as you quickly jump out. There's a star at the other end to erase all evidence of your goofs, and if you've already got five, you get an extra life. The right way is a brief jump back left before you touch the flame. Then you can run right once you hit the final intersection. But if you don't want to bother, just hit the spikes on top. But above all don't try to jump to where the block comes to rest. If you come up short, you're cooked. ************************** * PHANTOM CASTLE SCENE 4 * ************************** This is rather involved and confusing at poits. The first thing to do is wait a bit, go to the lever, and pull it up. The spider which has run at you now can't come back in time to distract you. Time the dropping ball(should be trivial by now though you'll want to make sure it's well out of your way--just nicking it costs you, and there are tougher places where you can sacrifice a bit of power.) Get the key and run past the spider. Then jump over onto the gargoyles--here you may want to wait until just after they've fired. Also wait a bit if you need to jump to the door. Open it and proceed. Go past the steel ball dropping from the ceiling and then over the spikes. But not right away. A flame will come out and when it's where you land, jump. It'll move away. Wait for another ball to drop and go back up. Drop to the right. Get in the side door--worry about the key later. Sink down to mini-size. Right to the checkpoint. Jump and angle left. Grow and pull the lever up. Shrink down. Fall right and jump over the first spike and run left. You will need to jump just after leaving to the left. Enter the door and go immediately to the right and get the key. Travel back to the left. Use the key to unlock one door, go back right, get the key and run left. Then fall down the hole where the gargoyles had been suspended. Open the door to the right. Now this part of the level is upside down compared to the other. You must get the key on the right and this time you'll have to jump over the steel ball. Get past it as it goes down. Get the key and go back left. There's a spider to deal with past the door. It's just past the small plateau left of where you dropped. As you fall to the left you should fire the key, and the spider will be toast. It'll be easy to go left, and then you just need to jump up to bop the lever. Going right is much tougher. Once there's a square-block plateau, you can fire the key at the spider. You can even wait and then go to the left, firing when you run right. The next ball is tougher to avoid. The correct way is to throw the key across, shrink, and jump across, but you can also jump into the ball and just take the damage. Since you pushed the lever, there's a platform that will let you into the upside-down door. ************************** * PHANTOM CASTLE SCENE 5 * ************************** If you move to the right, you will notice a dead end. You can go left and jump on the door, but it leads to a room where you'll just have to come back as there's another dead end to the right. The door in the other area leads to a room with lethal water. What to do? Well, the second dead end is a bit longer. First, move left here to get the door jumping at you--you may want to run under it to the left and run under to the right. It's less nervy than going a fraction left and spinning around. Then run right. The jumps will be simple, and you'll easily be able to get to the right wall. Jump when the door is at the top of its bounces, and you'll butt bounce it early. Enter the door and you're on the other side--so where the door dies affects where you wind up. Jump onto the lever and then run left. You'll see a door. Enter it. ************************** * PHANTOM CASTLE SCENE 6 * ************************** Shrink Mickey and have him fall off to the right and then veer left through the narrow walkway. If you have more than two strength you can just drop through the spikes, but there's a nice chest(cake, 0) below if things work OK. Time is of the essence here. Be sure to swim as much as possible. If you do touch any spikes, head to the hole immediately so you don't get nicked twice. The next spike bouncing back and forth is easier to avoid, but don't spend too much time. Just float and drop. Left, then drop and swim right. Then swim left. Drop down and if you have the air then you can swim right, hitting the ceiling. You can drop just left of the chest. When you're there, get back to normal size. Throw the chest left and fall down. In any case, don't forget the checkpoint. Enter the door. ***************************** * PHANTOM CASTLE BOSS SCENE * ***************************** The boss goes through some metamorphoses but the three shapes have more first- time shock value than anything else. You need to hit the boss quickly and although you don't need too many hits, they have to be timely. In form number 1, the wizard appears on the left first. You can run right over and bounce on it, but be sure to land to the left, as the wizard fires to the right, and it's very hard to avoid. You always want to jump from one side, bounce, and move to the other. But immediately after, you have to watch the whirlwind. Bounce on the wizard if you want. But then you have to go to the corner and jump up. Be sure to bounce--the whirlwind can't be damaged, but you'll want to follow it at a safe distance. It will reappear on the left, right, or center, so you can guess when to jump over the whirlwind. After three hits(the wizard leans over when you hit it,) the whirlwind will rise to the ceiling. If you try to jump as usual, you'll get damaged. The next part isn't too hard. The whirlwind will go along the ceiling, and blocks will drop from there. It's much easier to follow the whirlwind here and if you just note where the blocks fall from, you'll be able to avoid them. All but one will disappear. Pick that up and be prepared to jump and throw it in the wizard's face once he stops spinning. Two hits should do for this--again the wizard can appear in left, center or right. Standing under the left/right positions should keep Mickey very safe but eventually you'll have to be able to see where the blocks drop and avoid them. The third part involves an ice ball that bounces around. Mickey can't jump over it or bounce on it, so often he needs to run under it. Every five bounces the ice ball reappears as the phantom, and that is when Mickey needs to jump. You'll want to keep Mickey fairly close, so follow at a safe distance until the ice ball is at the edge, then run away. The three usual locations still hold so if the ice ball crosses the center line after you've ducked it once, you may wish to try to re-cross under it. Three hits and you win. You don't get any points for this, but Mickey does get a kiss. Congratulations, you've won. End of FAQ proper. ================================ 5. VERSIONS 1.0.0: sent to GameFAQs 10/11/2003. Complete. 0.5.0: sent to GameFAQs 10/10/2003. Complete walkthrough up to Flower Field level. 6. CREDITS The usual GameFAQs gang. They know who they are, and you should, too, because they get some SERIOUS writing done. Good people too--bloomer, daremo, falsehead, RetroFreak, Snow Dragon, and others I forgot. ZoopSoul for suggesting the Mickey Mouse: Castle of Illusion game, which eventually got me started on this fun game. CJayC for creating GameFAQs.com so that I could post cute little time wasting guides like this. Or time saving, hopefully, for the reader.