ANIMANIACS - THE GREAT EDGAR HUNT (NINTENDO GAMECUBE)
OFFICIAL GAMEPLAYWORLD GAME GUIDE, WRITTEN BY MATT SUTTON
(aka KYLE GON JINN)

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CONTENTS
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SECTION 1 - Version History
SECTION 2 - Introduction
SECTION 3 - Game Controls
SECTION 4 - Edgar Checklist
SECTION 5 - Inventory Locations
SECTION 6 - Script Page Locations
SECTION 7 - ACME Letter Locations
SECTION 8 - Chicken Boo Locations
SECTION 9 - Walkthrough
SECTION 10 - Frequently Asked Questions
SECTION 11 - Legal Details
SECTION 12 - Contact Details
SECTION 13 - Thanks To:

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SECTION 1 - VERSION HISTORY
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Version 1.0
5/11/2005 - First version of guide. This version is complete except for the ACME
Letter Locations guide and the walkthrough. ACME letters is complete up to
Spooky Movie, and the walkthrough has the first runs through Ye Old West and
Spooky Movie.

Version 1.1
12/11/2005 - Guide is now edited to gamefaqs.com standards (80 characters per
line). Also edited is some of the spelling and grammar.

Version 2.0
23/11/2005 - Updated walkthrough to include first run-through of Once Upon a
Time. Updated ACME letter locations and FAQ.

Version 3.0
22/12/2005 - After finding a way around the increasing distractions of Shadow
the Hedgehog, 3rd Rock from the Sun, and the impending holiday season, I updated
the walkthrough to include completion of King O'Sullivans Mines. I also updated
ACME leter locations and FAQ, edited Edgar checklist and Chicken Boo locations.

Version 4.0
8/1/2006 - The catch-up update. The walkthrough has been updated to include how
to get all the remaining ACME letters and collectables on the Warner Film Lot,
as well as clearing Ye Old West, Spooky Movie and Once Upon a Time of all items.
FAQ has also been updated.

Version 5.0
26/1/2006 - Most likely the final version. The FAQ has been updated again, as
has the ACME letter locations, and the walkthrough now includes the last areas
of the game - The Epic, and the final boss battle.

Version 5.1
4/2/2006 - This walkthrough is not only available on neoseeker.com and
gamefaqs.com, but is now known as "The Official Gameplayworld Game Guide." It
is now available for reading at gameplayworld.com as well.

Version 5.1
27/2/2006 - Just when I thought I was done, roped back in! The walkthrough now
has a more detailed description of the Digomatic mini-game from Spooky Movie.

Version 5.2
8/5/2006 - Another request for publishing on another website. I feel loved.
This FAQ is now avilable at honestgamers.com.

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SECTION 2 - INTRODUCTION
------------------------

As cartoons go, Warner Brothers can generally be counted on to produce the
funniest, and there is no better example of this than the hilarious Animaniacs.
Although no longer showing on our screens (unless maybe you live in the States
and have WB kids, or some of the Animaniacs videos), the Warner Brothers -
Yakko and Wakko - and their sister Dot, will always have a place in the hearts
of many. This game will be no doubt be sought after by many a fan of their
ridiculous exploits.

The storyline is this - C.C. Deville, your typical cartoon villain with
delusions of grandeur, has stolen all the golden statuettes for the following
evening's Edgar awards (which seems to be a take-off of the Oscars), and is
threatening to melt them all down unless Warner CEO Thaddeus J. Plotz gives him
a contract to make 10 movies, each with a $10,000,000 budget. Unfortunately for
him, he didn't learn the essential lesson of never relying on the hired help,
and his clumsy assistant Jinx crashes his airship into the Warner water tower,
which not only scatters the stolen Edgars all over the film lot, but frees the
incarcerated Yakko, Wakko and Dot from their lofty prison...

I'm going to be quite honest here - I found this game a bit disappointing. Don't
get me wrong, it IS very enjoyable. It's just not all I hoped it would be. The
lack of options and bonus features was frustrating - at least an unlockable cut
scene replay would have been nice, and being unable to turn off the subtitles
drove me nuts. I was also disappointed at the lack of familiar faces. Apart from
the Warners, the only other characters that have guest appearances are Pinky and
the Brain, Chicken Boo, and Professor Scratchensniff. I would have liked to see
some of the others from the show - Buttons and Mindy, Slappy Squirrel, the
Goodfeathers... even Ralph and Hello Nurse would have been appreciated.
(Although Ralph's net has a brief appearance.) Sadly, it was not to be. And
finally, I was frustrated at how easy this game was. Apart from the at times
MADDENING search for all the items, there wasn't that much of a challenge to be
found here. The bosses were especially laughable - even the final showdown isn't
that difficult, so long as you've obtained plenty of apples. That said, I still
had a great time playing this game, and would recommend it to anyone who wants a
laugh.

Okay, down to business. The reason you're here is because you're having trouble
with this game. Most likely, you're looking for something. Missing Chicken Boos,
ACME letters, inventory, or those gorram collectables, it doesn't matter -
unless you find them, you can't get that pesky 100%. Well keep this in mind -
getting 100% doesn't unlock anything. Like I said, very disappointing. However,
if you still want to know where to find whatever it is you're after, then you
came to the right place. This guide has specific sections detailing the
locations of all the inventory, script pages, ACME letters, and Chicken Boos,
for those who just want to get in, find out where whatever is, and run away
again. For the specifics of getting all 1800 collectables and 45 Edgars, you'll
need to refer to the walkthrough. (Or try the FAQ section)

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SECTION 3 - GAME CONTROLS
-------------------------

The following controls are for the Gamecube version of this game. If you're
using a Playstation or X-Box, then check the game's manual. Or if you prefer,
just keep randomly pushing buttons until you find the move you want.

The following moves are shared between Yakko, Wakko, and Dot...

MOVEMENT
Surprise, surprise, you move by use of the control stick. As is common in these
types of games, you can choose from a snail-embarrassing creep, an every-day
walk, or a brisk run, depending on how far you push the control stick. Creeping
is handy for sneaking up on oblivious enemies, naturally.

JUMPING
Jumping is controlled by the A button. The longer you hold it down, the higher
you'll jump. However, if you push A again whilst in mid-jump, you'll perform a
double jump, allowing you to reach higher places. And tapping A again at the
apex of your second jump will result in a triple jump. You'll need the triple
jump quite regularly.

CLIMBING
Some walls have trails of paw prints leading up. Once you've grabbed the
suction cups, run into the prints (I prefer to jump into them from maximum
height, as the climbing's somewhat slow), and then just push the control stick
up to scale the wall.

SWIMMING
Until you've found the scuba mask, all you'll be able to do is swim across the
surface of any water, which is done by control stick use. After you've got the
mask, press B to dive, and then tap either A or B (A works better) to swim
underwater.

FLOATING
Jumping or falling from a certain height will result in you smashing into the
ground and losing energy. To avoid this, press the X button in mid hurtle, and
your character will pull out a parachute of sorts (Dot has a parasol, Yakko has
a handkerchief, and Wakko uses his underwear :oP), with which they'll glide to
safety. Handy for crossing large gaps from high places.

HANGING
Sometimes even the mighty triple jump won't get you onto a hard to reach ledge,
but it may be enough for you to grab the side of it. Once here, either press B
to describe yourself artisticly, A to haul yourself up, or down on the control
stick to drop back down.

DUCKING
Press the R button to duck. Good for dodging those pesky cactii in Ye Old West.

SKIDDING
Pressing the R button whilst running will make you do a skid attack - you'll
hurtle forward whilst also ducking low. Whilst this is is an okay attack for
some enemies, I prefer to use it to simply get past them, as it's faster than
running.

POUNDING
Pressing R in mid-jump will cause you to do a ground pound. Good attack for
certain enemies, as well as smashing grates in the ground to grab the goodies
they conceal.

STATIC ATTACK
Why they called it this I'll never understand, but pressing B will cause your
character to smash their primary weapon (Yakko's mallet, Wakko's boxing gloves
or Dot's frying pan) down in front of them. Kills certain enemies, but its most
common use is to activate buttons.

SPIN ATTACK
At least the name of this one makes sense. Pressing B whilst running will cause
your character to channel the Tasmanian Devil's spirit, and spin around whilst
wielding their weapon. Keep tapping B to maintain the attack, but keep it up too
long and you'll get dizzy and be vulnerable to attack for a few seconds.

FIRST PERSON VIEW
Pressing left on the Control Pad will take you into first person view. Look
around by using the control stick. Good for spotting hard to see areas.

PROTON ACCELERATOR PACK
After you obtain this weapon, you can activate it by pressing right on the
Control Pad. Aim with the Control stick and press B to fire. Holding B will give
you a steady energy-beam, but it can only manifest for a limited time before
it'll run out and automatically recharge.

NIGHT VISION
When you finally get these, you activate them by pressing down on the control
pad. Then just move about as normal, but with the benefit of being able to see
in the dark.

MAGNIFYING GLASS
You'll need this to track down Chicken Boo (unless of course you already know
where he is... or just happen to find him). Once you've found the glass,
activate it by pressing up on the Control pad. It deactivates when you walk or
run, so either creep around during your searches, or run to wherever and stop,
and it'll automatically turn on again.

MENU
Press start to pause the game, which will bring up your Edgar checklist for the
area. Tap the C-stick left or right to check your tally for other areas, tap
down to check your inventory, or tap up to bring up the options menu.

CAMERA
The camera is mainly controlled by the C-Stick. You can swivel the view around
by pushing it left or right, and rotate it up or down with (gasp!) up or down.
The L Button locks the camera, so that the viewpoint won't change, and pressing
L again will unlock it. Z returns the camera to default position.

The following attacks are specific to each of the Animaniacs...

BOMBS
Thankfully, the explosives were doled out to the "responsible" Warner sibling.
Once Yakko has earned the bombs, you can drop one by pressing Y, or hold Y to
get a crosshairs, which will move further away the longer you hold it. Use this
to throw bombs at specific targets. Oh, and don't be near those things when they
go off - they leave big boo-boos.

LIMBO DANCING
Here's another disappointment - Dot doesn't actually put on her grass skirt when
it's limbo time. Ah well. Once you find the silly thing, Dot can limbo by
pressing the Y button. A little meter will pop up, showing how far she can bend
over. Green is standing up, and red is falling flat on her butt. Tap the control
stick right to stop this from happening and embarrassing yourself.

DIGGING
Wakko's secret weapon is the shovel - and only one catch phrase to go with it.
Once you've tracked down this tool, you can use it by standing in the middle of
a dirt mound (round brown patches on the ground) and pressing Y. You'll usually
uncover a collectable by doing this, but sometimes it'll be an apple, or even a
secret passage...

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SECTION 4 - EDGAR CHECKLIST
---------------------------

This is the list of all the Edgars of the game. If you go into the Warner
Offices in the Warner Lot (where Marvin hangs out), you can see the ones you've
collected in the trophy room. And as I mentioned before, if you want to check
which ones you're missing, just pause the game to bring up the main menu.
This'll show you the list of Edgars for the area you're in, and tapping the left
and right camera buttons cycle through the other areas you've already visited.
For more detailed explanations of how to get each Edgar, refer to the
walkthrough.

THE WARNER FILM LOT
Edgar #1: Find 125 collectables.
Edgar #2: Find all 300 collectables.
Edgar #3: Collect all 6 script pages.
Edgar #4: Locate Chicken Boo.
Edgar #5: Defeat C. C. Deville.

YE OLD WEST
Edgar #1: Find 125 collectables.
Edgar #2: Find all 300 collectables.
Edgar #3: Moody Clan Round Up.
Edgar #4: Down the Tracks.
Edgar #5: Reservation Rain Dance.
Edgar #6: Horse Shoe Shenanigans.
Edgar #7: Bucking Champion.
Edgar #8: Locate Chicken Boo.

SPOOKY MOVIE
Edgar #1: Find 125 collectables.
Edgar #2: Find all 300 collectables.
Edgar #3: Exorcise in the Front Garden.
Edgar #4: Puzzle Cube Conundrum.
Edgar #5: Ghoulish Fountain Frolics.
Edgar #6: Here comes the Bride... She's Alive!
Edgar #7: Crypt-ic Bone Search.
Edgar #8: Locate Chicken Boo.

ONCE UPON A TIME
Edgar #1: Find 125 collectables.
Edgar #2: Find all 300 collectables.
Edgar #3: Bo Peep's Close Shave.
Edgar #4: The Wood, the Witch and the Turtle.
Edgar #5: Little Miss-placed Muffet.
Edgar #6: Billy Goat Bridge Bash.
Edgar #7: Enter the Dragon.
Edgar #8: Locate Chicken Boo.

KING O'SULLIVANS MINES
Edgar #1: Find 125 collectables.
Edgar #2: Find all 300 collectables.
Edgar #3: Explore the Blue Lagoon.
Edgar #4: See no Temple... Hear no Temple.
Edgar #5: Home in the Treetops.
Edgar #6: Plunder the Monkey Mines.
Edgar #7: Defeat Aztec Pillar.
Edgar #8: Locate Chicken Boo.

THE EPIC
Edgar #1: Find 125 collectables.
Edgar #2: Find all 300 collectables.
Edgar #3: Fill Cleo's Bath? My Ass!
Edgar #4: Hot Dates With a Soldier.
Edgar #5: Slave State, Retaliate.
Edgar #6: Riddle in the Bathhouse.
Edgar #7: Chariot Championship.
Edgar #8: Locate Chicken Boo.

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SECTION FIVE - INVENTORY LOCATIONS
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The tools you'll need so very regularly during the game. Here's a quick
reference of where to find 'em. If you need something a little more specific,
have a looksee at the walkthrough.

SUCTION CUPS
You need these to climb walls with paw prints on them. You get them in Ye Old
West, outside the Prospector's Mine. Talk to ol' Skookum Jim near the entrance
to the mine.

PROTON ACCELERATOR PACK
Your long distance weapon. You get this from Boogor in Spooky Movie. He's just
inside the front door to the mansion.

SHOVEL
Used for digging up buried treasure. There's a mouse cage outside the back of
the mansion in Spooky Movie, near the roller ghoster entrance. Beat the Pinky
and the Brain mini-game to win the shovel.

GRASS SKIRT
This one's easy to miss - uses the ol' hiding in plain sight trick. I don't know
how many times I went into Once Upon a Time before noticing the dirt mound and
shovel sign right outside the entrance. Dig it up to find the skirt.

SCUBA MASK
Allows you to swim underwater. This one's the easiest to find, hands down - just
talk to Duffy Fish at the start of Once Upon a Time, and he'll give it to you.

MAGNIFYING GLASS
Makes Chicken Boo's footprints visible. In Once Upon a Time, there's a mouse
cage in the early areas of the dragon's cave. Beat the Pinky and the Brain
mini-game to win the glass.

NIGHT-VISION GOGGLES
Grants you sight in dark places. They're in King O'Sullivans Mines. O'Sullivan
gives them to you once you've found the permanent light switch in the mine. To
enter the mine, you'll need to find all 3 pieces of the door key.

BOMBS
Stuff goes boom. ^_^ Right next to the light switch in King O'Sullivans Mines,
you'll find another mouse cage. The bombs are your reward for beating the Pinky
and the Brain mini-game.

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SECTION SIX - SCRIPT PAGE LOCATIONS
-----------------------------------

One of the Edgars you seek is held my a meerkat named Marvin, and he refuses to
hand it over unless you help him out. Once you've assembled all 3 Warners and
returned to the Warner lot, you'll be granted access to the offices. Talk to
Marvin inside, and he'll assign you the mission of tracking down six missing
pages to his Goodfeathers script. Wanna know where they are?

WARNER FILM LOT
There are two blocked off passages near the entrance to the Epic area. Get Yakko
to blow up the rocks blocking the right passage, because the page is in here.

YE OLD WEST
The page is in the middle of what I call the stampede area - the path to it is
via the underwater canal near the train station.

SPOOKY MOVIE
The page is in the night-vision area on the lower level of the front area of the
mansion.

ONCE UPON A TIME
The page is hidden on the cliff that you reach by taking the left path out of
the giant shoe. Watch out for that dragonfly hovering around.

KING O'SULLIVANS MINES
To your left as you come up to the bone bridge, there's a climbable cliff face.
The page is at the tippy-top.

THE EPIC
Near the bath chamber, there's a passage that appears to be a dead end. Not so.
Blow up the cracked wall and solve the puzzle to earn the final page.

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SECTION SEVEN - ACME LETTER LOCATIONS
-------------------------------------

Hidden in each area are the letters A, C, M, and E. Finding them all not only
proves your competence as a speller of four-letter words, but also adds an extra
apple to your health bar.

WARNER FILM LOT
A - Get Dot to limbo under the broken fence near the entrance to the Ye Old
West area. The A's in there.
C - Near the entrance to the Spooky Movie area, there's a path that leads to a
dirt mound on a pedestal. Get Wakko to dig it up, and it will take you to a
hidden area.
M - The night-vision area on the right of the tunnel leading to King O'Sullivans
Mines. You don't actually need the goggles to get it.
E - Behind the entrance to Once Upon a Time, there's an underwater passage that
leads to another area. The hidden letter is at the bottom of one of the pot
holes in the lake. Obviously, you'll need the scuba mask to get there.

YE OLD WEST
A - On the balcony of one of the buildings in Calamity Canyon. Get to the ramp
of the jail, then jump to the saloon balcony, and jump to the next roof from
there.
C - In a small cave on the island in the middle of the lake. Underwater.
M - In the bird's nest on one of the cliffs. This is in an area you need Dot to
limbo to - the entrance is behind the bank in town.
E - On the ledge above Skookum Jim's mine. Talk to Jim to get the suction cups
you'll need to climb up.

SPOOKY MOVIE
A - Behind a tomb stone in front of the exit to the roller ghoster (front of
mansion).
C - The prize for beating the roller ghoster mini-game. The entrance is at the
back of the mansion, beside Pinky and the Brain's mouse cage.
M - Prize for beating the clock chamber mini-game. It's right after the chase
from the rolling stone.
E - In one of the sheds at the back of the mansion. It's the one closest to the
door, on the left (as you exit the mansion).

ONCE UPON A TIME
A - In the first lava lake of the tunnel leading to the dragon. It's to the
right of the trail of paw prints leading up the wall.
C - Hidden in the dark woods, near where Miss Muffet is feeling sorry for
herself. You'll need the night-vision goggles.
M - On the right of the entrance to the castle.
E - On the highest leaf of the bottom part of the beanstalk.

KING O'SULLIVANS MINES
A - In the laser room of the monkey temple, hidden inside the laser device
above the water.
C - In the underwater lagoon, in the area to the right of the tunnel leading up
to the Treehouse path.
M - In the lava area of the mines, to the left of the path that takes you to the
effigy battle.
E - In the lake, behind the island with the entrance to the underwater lagoon.

THE EPIC
A - In a hole in the wall in the side of the palace.
C - In a small chamber behind the palace, near the gardens area.
M - In one of the cave-like storefronts in the Bazarr.
E - Held captive in the dungeons of the barracks. Same prison area as the
tigers.

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SECTION EIGHT - CHICKEN BOO LOCATIONS
-------------------------------------

Chicken Boo is hidden in each of the levels, cunningly disguised as an enemy you
have to kill to reveal him. Whenever you uncover his elaborate disguise, he'll
reward you with an Edgar. However, he won't be accessable until you've found the
magnifying glass - killing the enemies he poses as before you grab the glass
will yield no result. Once you have it, the easiest way to track him down is to
go to the starting area of each level - because the tracks ALWAYS start there -
and then following the trail until it comes to an end, and killing the enemy
nearby. Or, you could just read this...

WARNER FILM LOT
Near the gate in the Spooky Film area, there's a Man eating Plant. Get Yakko to
blow it up, or sneak up on it and smash it with a static attack.

YE OLD WEST
One of the cactii near the train station. It's the one closest to the train.

SPOOKY MOVIE
On the upper level of the mansion (the way you go to confront Scratchensniff),
there's a midget with a chainsaw. Eliminate him.

ONCE UPON A TIME
The yellow bouncing mushroom by the beanstalk. Try using a ground pound on him.

KING O'SULLIVANS MINES
The first bat that dive-bombs you in the Monkey Temple.

THE EPIC
The Roman Centurion around the back of Cleo's Palace - near the entrance to the
Colloseum area. Blowing him up as Yakko seems to work best.

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SECTION NINE - WALKTHROUGH
--------------------------

DISCLAIMER: I'm can't guarantee I've got the numbers of collectables right in
each spot - for instance, if I say in an area that there's 10 on a path, and
another 7 in containers nearby or whatever, I could be off by one or two. That
said, whenever I announce that you should have a certain number at this point,
that part should be correct. If you spot any incorrect collectable numbers in
this guide, please email me at kylegonjinn@yahoo.com and let me know what the
correct number should be. Now, on with the walkthrough!

------------------------
WARNER FILM LOT - TAKE 1
------------------------

Okay, you start the game in the middle of the Warner Film Lot as Yakko, who
complains that he can't find his siblings. A cowboy approaches him, and though
unable to help him with Wakko, says that someone fitting the description of
"cute" was hanging around the Wild West soundstage. He then fills you in on the
missing Edgars. After the cut scene ends, you'll see 4 movie cannisters right in
front of you - these are this area's versions of the 300 collectables you'll
need to find. Grab these, then run to the door of the Warner offices. You can't
get in yet, but you can take the cannister in the doorway. If you smash open the
fire hydrant in front of you, you'll find another. To the right of the offices
(as you're facing the entrance) is the blocked-off path to the Spooky Movie
soundstage, which is inaccessable at this time. On the left of the barricade is
an alley with three trashcans, which contain 3 more cannisters and an apple,
which will refill one apple on your health bar. You shouldn't need it at the
moment. Ground pound the grate in the road outside the alley for another 2
cannisters. Turn back towards the main area, until you're facing the path to
Once Upon a Time and King O'Sullivan's Mines (the one with the castle in the
background). As you'll notice, this too has been blocked off - the actual water
tower part of the tower prevents you from going down there. Smash open the fire
hydrant between you and the barricade for another 2 cannisters, and the fire
hydrant by the barricade for another 2. Turning right again, you'll now face the
path to The Epic - you guessed it, you can't go there yet. Smash the grate on
your way over for 2 more cannisters, and the trash can beside it will yield
another. There's another 2 cannisters in the hydrant in front of the barricade.
Turn right once more, and you'll face the one path that you can use right now -
the one that leads to Ye Old West. Before you start down there, smash the two
trashcans for 4 more cannisters.

YOU SHOULD NOW HAVE 24 FILM CANNISTERS.

Okay, start down the path to Ye Old West. The first thing you'll come across is
another grate and fire hydrant - smash these open for 3 more cannisters. Another
fire hydrant in front of you will give you another 2 cannisters. Grab the 2
cannisters along the path, then smash the two barrels open for another 1, plus
some apples. There's another cannister in the doorway of the general store, 2 in
the barrel in the corner, 1 in the doorway of the Saloon, and one right in front
of the gate.

YOU SHOULD NOW HAVE 37 CANNISTERS.

Before you go through the gate, take a look to your right. See that gap under
the fence? You'll have to come back here later as Dot. Okay, now you'll see that
the gate has a logo on it, representing a golden statue and the number 0. You'll
come across these doors frequently in your travels, and they'll prevent you from
progressing unless you have the required number of Edgars. Seeing as you don't
need any to open this door, press X to pass through.

Take a minute to get the cannisters in this area before moving on - 3 in the
doorways of buildings to your left, 1 in a doorway on the right, 2 on the rooves
of buildings on the right, and 3 right down the path. This leads to the entrance
to the first level, but before you go in, grab the other cannisters. There are 5
scattered around the ground, another 1 on top of the overturned cart, 3 behind
the sound stage entrance, and 3 in the barrels behind the sound stage entrance.
You should also grab the 2 cannisters behind the building where the gringo is
sleeping on the porch.

YOU SHOULD NOW HAVE 60 CANNISTERS.

You may have noticed that the number of collectables you've found is only
displayed on the screen when you're near some you haven't picked up yet. Very
observant, well done. So now you're probably wondering why it is that your
"collectables radar," as I call it, is still showing. The reason for this is,
there's one here you'll have to come back for when you've assembled your
siblings and gained a few handy items. Now, enter Ye Old West.

---------------------
YE OLD WEST - TAKE 1
---------------------

(By "Take 1," I mean that you're going to have to come back here again. At least
once.)

Welcome to the town of Calamity Canyon. Start by grabbing the 4 collectables in
front of you (in the form of gold nuggets on this level), then stop to have a
chat with the bloke nearby fingering his shiny badge. He introduces himself as
Sheriff Marion, and proceeds to tell you a bunch of stuff you don't really need
to know. He then gets to something relevant - the Moody Clan is preying on the
good citizens of Calamity Canyon, and as he's not a terribly competent sheriff,
he's willing to fork over a reward to anyone who can sort out all five Moodys
themself. Naturally, Yakko volunteers to help out.

EDGAR #1 - MOODY CLAN ROUND UP

Take a sec here to pause the game, bringing up your Edgar checklist. This'll
show you all the stuff that you need to find on this level, including Edgars,
collectables, ACME letters, script pages, and Chicken Boo. At the moment, you
can only access two Edgars, which will be lit up in yellow. Obviously, the first
one will be given to you once you've dealt with the Moodys.

Alright, let's get to it. First of all, grab the 3 nuggets on the jail ramp, and
triple jump up to the roof for another 3. From this vantage point, you'll be
able to see someone running around up the path nearby. Run over and say hello,
making sure to grab the 2 nuggets on the way. By "say hello," I mean that you
should give this guy a good bonk on the head with your mallet. You'll have to
wait until he stops to catch his equilibrium though - apparently just running
around makes these guys dizzy. Hardened criminals indeed! Hit him when you see
the green stars around his head, and he should fall down and disappear -
presumably into a jail cell? Anyways, a little indicator will show up, telling
you to assault another 4 of these wacky haired lunatics.

If you run back down into the town and go along behind the jail and other
buildings, you'll find a cave on your left which is home to a rattlesnake (Heh,
it has a rattle on its tail. Very clever!) and 2 nuggets. When you get close
enough, the snake will start striking out at you, but will become dizzy after
six such strikes. Stay a safe distance from him until he wears himself out, then
hit him and he too will disappear - hopefully not into a jail cell with the
Moody you just injured. Now you can grab the gold without any problems. Continue
along behind the saloon (big blue building), then go along the side of it to
grab the nugget in the horse trough. Go through to the Main Street, and you may
see two or three more of the Moodys running around. If you don't, don't panic -
they run around some, but won't have gone far. Grab the 5 nuggets on your left
that lead up to the cactii blocking the only road out of town, then backtrack
and smash open the brown barrels by the barn for 3 more. Don't bother trying the
steel kegs - they're unbreakable, even with explosives. There's another barrel
by the entrance to the saloon that has 1 more nugget. By this time, ol' Ike the
Undertaker may have taken an interest in you, and started stalking you around
town. Beat him on the noggin and have a chuckle at his expense! Now go back to
the building that serves as entrance to this level, and head up the path to the
left. You'll find another Moody up here behind the rocks, so take him out. If
you've already dealt with the three Moodys that hang around town, you'll see a
brief cut scene indicating that the Sheriff would like a word with you.

We'll get back to him in a minute. First though, there's a few more nuggets to
get in the area. Ignore the barrel nearby, it only has a snake in it. Instead,
look around until you see the rock formation bridge - there's a nugget for you
on it. There's another on the cliff it leads to; just watch out for the tornado
spinning by. Okay, now as you head back into town, have a look at the cliff face
under the rock bridge. This is another area that only Dot can reach, meaning
you'll have to come back later. Now run back into the town, and deal with any
Moodys you haven't knocked out yet. They'll be running around the town, so have
a look behind all the buildings until you find them. Once you've beaten them
all, go talk to Sheriff Marion again, and he'll award you with your first Edgar
statue. He'll also inform you that a girl bearing an uncanny resemblance to
Yakko was being tied to the train tracks. Yep, nothing gets past this sheriff.
Ol' Ike will then proceed to grievously aggravate one of the horses tied up to
the saloon, who'll do us two favours - trample Ike, and knock down the cactii
that are blocking the only road out of town. How convenient!

EDGAR #2 - HORSE SHOE SHENANIGANS

Before you run off to rescue Dot, there's still some stuff to collect in town.
From the jail's ramp, triple-jump up to the saloon's balcony, and from there,
jump to the next roof (the general store), where you'll find 5 more nuggets.
Jump to the next roof, and you'll come across a large letter A. In each level,
the letters A, C, M, and E are scattered around, waiting for you to find them.
Once you grab all 4, you'll be rewarded with an extra apple for your health bar.
Every time you do, this gives you an additional 4 hits before you die, so it's
quite handy. You'll start out with only 3 apples (12 hits, which in itself isn't
bad), but can max out your health bar to nine apples (a mighty 36 hits!).

Now enter the saloon. There's a nugget in the barrels behind the bar, 2 more in
the barrels beside it, 5 more leading up the stairs, and 2 more at the top - 1
for each flight. Oh, and 1 more in a barrel on the balcony.

YOU SHOULD NOW HAVE 42 NUGGETS.

But before you go... do you hear a squeaking noise? Sounds like a mouse wheel,
or something. Sure enough, have a look by that barrel you found the nugget in
upstairs, and you should find a mouse cage. Go up to it and press X to learn
about Pinky and the Brain's latest scheme to try and take over the world. Of
course, you'll have to help them out. Brain's plan is to steal all the
horseshoes in town. Ingenious... I think. Anyways, when the mini-game starts,
target a horse's feet, and hold the A button to activate the magnet. You should
attract the shoes right off the horse - try and grab four at a time. Once you
have four in your grasp, move the magnet over the trapdoor, and release the A
button to drop them. Once you've captured 16 horseshoes, you win another Edgar
statue.

Okay, now you're ready to leave Calamity Canyon. Go past the remaining cactii
and follow the path. There's a nugget in each of the first two barrels you come
across, so grab them. Another 3 nuggets will lead you to a box with a snake in
it, so just leave that one alone. There'll be 9 more nuggets after that, leading
to an inflatable cactus. Normally I just like to skid past these guys, but
there's an apple in the barrel next to it, so if you need the health, duck and
wait for it to shoot its needles, then make with the smashing.

YOU SHOULD NOW HAVE 56 NUGGETS.

You've reached the train station. Grab the 3 nuggets along the path that leads
past the station and to the big hole, then turn back around and take the first
path to the right of the one you just came from. There's 1 nugget on a ledge
down there. Go back to the clearing and look at the group of boxes on your left.
One of them is empty, but the rest all have cactii in them. Go for the one at
the back - there should be another nugget inside. There's another 4 nuggets on
the ledges behind these boxes. At the right end of the ledges, take a look up -
there's another 2 nuggets higher up for you to get.

To the left of the station's front door is another bunch of ledges. There's 2
more nuggets on the ledges here, plus another 2 on a ledge higher up. Go around
to the other side of the station and grab the nugget above the train. Take note
of the cactus nearby - you'll be coming back to beat it up again later. On the
ledges here, there's apples in the barrels, and another nugget in the barrel the
snake on the higher ledge is guarding. Nearby, there's a pool of water you have
to dive in. You can't swim underwater yet, so keep going. On the station's front
porch, there's a barrel with another nugget, and there's 1 more in the doorway
to the station.

EDGAR #3 - DOWN THE TRACKS

Okay, time to enter the station. Would you look at that - there's an Edgar door
here. You can't go in unless you have 2 Edgars. Lucky you got that one that
Pinky and the Brain had, no? Go inside, ignoring the first box you come across -
it's another snake. Go past and grab 3 more nuggets, and 2 that are hidden in
barrels.

YOU SHOULD NOW HAVE 80 NUGGETS.

Head out the door in front of you, and you'll see a cut scene of Dot in mortal
peril. Now you'll play a mini-game that sees you on top of the train cars. To
start with, you'll be on top of a passenger carriage. A conductor will pop his
head up from one of the hatches in the roof and throw his hat at you - whack him
with your hammer when he appears. After 3 beatings, the conductor will allow you
to proceed, so make your way forward, over the cars. Watch yourself when you
start going over the bridge - if you're on a high car, you'll need to jump at
regular intervals. You'll then arrive at another passenger carriage, where
you'll have to pound the conductor another five times before you can move on.
Grab the apple - you'll probably need one by now - and continue. This time
around you'll have to duck under the rock formations and jump over the bars
sticking out of water towers. Then you'll reach yet another passenger carriage,
and this time you'll have to beat the conductor seven times. Once he finally
surrenders you get another apple, and then must make a mad scramble to the
engine car, ducking and jumping obstacles on the way. When you get to the front,
whack the chimney with your mallet to stop the train and save the day! ...sort
of. You'll get another Edgar statue, anyway.

Now that you've rescued Dot, you have access to the Character Switch doors,
which, as the name suggests, are used when you want to switch characters.
There's one right outside the station, so if you want to play as Dot for awhile,
open the door and give Yakko a break. At the moment none of the Warners have
their exclusive weapons, so it doesn't make any difference which one you play
as.

Leave the station area and take the path to the right. Jump over the hole and
avoid the falling rocks. There's another 2 nuggets to grab on the path, plus 1
in the barrel on the left. There's some apples there too, if you need them. Walk
down the path and enter the campsite. Follow the path around to the left. Jump
over the two inanimate cactii and follow the path up above the dried up river
bed. There's 4 nuggets along the back wall here. Continue to follow the river
bed path - go past the barrel with the snake in it, and head to the cave on the
left, where another snake is guarding 2 more nuggets.

As you'll have noticed by now, you're on the outskirts of a campsite. Go up to
the dude who's outside the only unzipped tent (warily avoiding the totem pole,
as it's incredibly creepy). This guy will introduce himself as Big Chief Sitting
Bison, and will explain the plight of his people - they're one brave short for
performing their rain dance, and need the help of someone who can limbo (since
when was the limbo part of a rain dance?). This is Dot's forte, but you're going
to have to come back later.

In the rocks beyond the Chief's tent, you'll find another 2 nuggets. Face the
camp again, and take the path up to the first ledge on the left for another 1.
Then grab 1 more on the rock bridge leading to the next ledge, and wait for the
cactus to try and attack you. Eliminate it when you can, and then smash the
barrels. There's 3 nuggets here, but also a snake - mind you don't fall off the
ledge when you bounce off the snake barrel.

YOU SHOULD NOW HAVE 96 NUGGETS.

Take the path under the rock bridge - the one indicated by the alligator sign.
Ignore the first box - it's a snake again. There are two apples in the next
barrel though, so you might want to smash that. 4 more nuggets lead to a group
of three cactii - I recommend just skidding past them, if you can. Another 4
nuggets lead to a snake cave, where there are 2 more nuggets and an apple. Keep
following the path, grabbing the 1 nugget in front of and 1 behind the barrel
hiding the cactus.

YOU SHOULD NOW HAVE 108 NUGGETS.

You have reached the lake. Stay out of the water for a sec, and instead, follow
the path around to the right. There's another nugget here, and 1 more in the
snake barrel. Okay, now jump in the water, but watch out for the alligator
swimming around. He won't bother you if you stay out of his way. Swim over to
the island in the middle of the lake. There's 1 nugget on the lower ground of
this island, and 3 more on the higher ground - the snake on the rock guards 2
of them. Look around until you locate the waterfall. Look carefully, and you'll
see that there's a ledge behind it.  Swim over to it, and you'll come across
your first warp door. These are handy for moving about the levels quicker. Make
sure you activate this one though, otherwise you'll have to walk back later. To
activate, simply walk up and press X to enter. Then simply switch to whichever
destination you wish - at the moment your choice is here or Calamity Canyon.
Choose here to get back out. Smash open the barrels for 2 nuggets, an apple, and
a snake.

EDGAR #4 - FIND 125 COLLECTABLES

Next, swim to the area where you can see the falling rocks in the distance.
There's a barrel before this path of peril, but it only has a snake in it, so
just leave it. Dodge the rocks and follow the path, grabbing the 5 nuggets that
lead to the group of barrels, which have 3 more nuggets and two apples.

YOU SHOULD NOW HAVE 125 NUGGETS.

As soon as you grab #125, an Edgar will appear. Nice one, you've gotten all the
Edgars possible on the level at this time. Luckily though, when you take that
fourth Edgar, a cut scene of the Warner lot will show you two things of
interest: first, that there's now a mouse cage in the centre of the level, and
secondly, that you now have enough Edgars to enter the next level. Cool! Let's
grab some more stuff before we leave though. Keep following the path. Kill the
snake in the cave to grab the 3 nuggets it's guarding. 3 more nuggets lead to a
cactus box, then 2 more lead into a clearing. There's 2 more nuggets on the
ground here (1 is behind the trees), and 3 in the water. Once you have those,
talk to the coot by the mine entrance. Ol' Skookum Jim is as helpful as Big
Chief Running Bison said - not only does he instruct you in the ways of climbing
walls, but he also forks over a pair of suction cups for you to use. Nice! Test
them out on the trail of paw prints leading up the wall behind you. I recommend
jumping into the paw prints from as high as possible, as this will cut down on
your climbing time, which can be long and tedious. At the top, there's 4 more
nuggets waiting for you, as well as a big letter E that you can reach with a
triple jump.

YOU SHOULD NOW HAVE 143 NUGGETS.

Don't bother going into the mine shaft back on the ground - you can't get far
in the dark. Run back to the lake and take the only path you haven't been on yet
- it's the one where there are nuggets out in the open still, and wide chasms to
cross. Grab the 4 nuggets leading to the first chasm, and leave the box alone,
since there's only a cactus in it. There are 7 nuggets on the rocks above this
first pit, so jump carefully and get them all. Be careful of the snake. There
are 3 more nuggets on the next ledge, as well as a tornado that you should
avoid. The next pit has 4 nuggets on the rocks above it, as well as an apple.
The next group of rocks above a pit has a path of 13 nuggets for you to get, but
watch out for that snake up the top. Finally, grab the 2 nuggets leading down to
the rodeo.

YOU SHOULD NOW HAVE 175 NUGGETS.

Talk to the cowboy at the gate, and he'll challenge you to tame his wild steed.
Only problem is he's lost his keys, and can't get inside. He suggests that maybe
the best way to get in is to dig a tunnel. Seeing as you haven't yet found the
shovel, or the Warner who wields it, you'll have to come back later. There's a
nugget in the barrel to the left of the rodeo entrance. Keep going around that
side, and you'll find a box. There's an apple inside, but also a tornado, so
unless you need the health, keep going. There's a hard to spot trail of paw
prints leading up the rock face on the left, so climb up, grabbing the 3 nuggets
on the way. There's 2 more at the top, plus another 1 in a barrel. The other
barrel has a cactus and an apple inside. You'll need to jump across another rock
path now. The best way to deal with the snakes littering these paths is to jump
towards then, then use a double jump to get back on the rock you came from until
they tire themselves out, then jump at them whilst attacking. The rock after the
snake has a nugget in the barrel, then there's another 4 on the following rock.
There's 2 more nuggets in the barrel on the top rock. The snake up there is best
just avoided. Glide back down to the ground, as a fall from this height will
injure you, and run around the other side of the rodeo until you get to the
grandstands. There are 3 nuggets in the stands, and another 3 under them.

YOU SHOULD NOW HAVE 195 NUGGETS.

Okay, we're almost done here - just need to do a little backtracking. Run back
to the rodeo entrance, and take the warp door back to the lake. Go back to Big
Chief Sitting Bison's campsite, and have a look at the cliff behind the limbo
greens. There's another climbable trail here, so shimmy on up, grabbing the 2
nuggets along the way. There's 2 more and a snake in the barrels at the top.
Follow the path around to another cave that has a snake guarding 2 more nuggets.
The next barrel on the path has a snake, so leave that one alone. Keep along the
path, grab the 1 single nugget, avoid the cactii, and take the apples in the
barrels if you need them. The last barrel has the final nugget that you'll get
this time around.

YOU SHOULD NOW HAVE 202 NUGGETS.

It's time to leave this level. Either walk all the way back to the exit at
Calamity Canyon, or pause the game, press up on the C-stick to bring up the
options menu, and select exit. That way's quicker.

YOUR TALLY FOR YE OLD WEST SHOULD NOW STAND AT:

EDGARS: 4/8
NUGGETS: 202/300
INVENTORY: Suction cups.
CHICKEN BOO: 0/1
LETTERS: A  E
SCRIPT: 0/1

------------------------
WARNER FILM LOT - TAKE 2
------------------------

You may notice that these guys have taken a page from Banjo-Kazooie - every time
you open a level, some enemies escape into the main hub. Bummer. Head back to
the central area and grab the 4 film cannisters surrounding the mouse cage.

YOU SHOULD NOW HAVE 64 CANNISTERS.

Go up to the mouse cage and press X to learn of Brain's devious scheme to take
over the world through subliminal mind control. Of course, he can't do it
without your help. His plan is to beam his subliminal message to the world by
attaching a satellite dish to the Warner water tower, but as we already know,
this tower is lying in pieces around the film lot. So now you control a
gyrocopter that he and Pinky are piloting (where in the name of all that's good
and sticky did they get a gyrocopter?), which has a magnet attached to it.
First, move the struts back into place. They're already pretty close to where
they need to be, just hover over them and grab them by holding A, then move it
so that the feet match up with the marks on the grass. The taller part of the
tower goes on top next, then the shorter tower segment, followed by the actual
water tower part. Finally, move the satellite dish into position at the
tippy-top. When you've done this, rejoice! You now have access to the levels
that were blocked off earlier! Well, you can actually only get into one of the
other levels, but at least you have access to more of the film lot, so you
should grab some more cannisters before you start your next level.

Take the path that leads to The Epic - it's the one which has a temple in the
background. There's 1 cannister out in the open, then another in a grate
(remember, smash these with a ground pound), and 2 in the trash cans. 2 more
cannisters lead to another group of trash cans, with another 2 cannisters. Go
around the corner and grab 5 more that lead up to the gate that you can't yet
pass. 25 Edgars? Yikes!

YOU SHOULD NOW HAVE 77 CANNISTERS.

On your way back, check out those piles of rubble either side of you. Looks a
bit suss, don't you think? Go back to the central area, and this time take the
path to Once Upon a Time and King O'Sullivans Mines - it's the one with the
castle in the background. Have a look on your right - there's an alley there
that's very easy to miss. There are 2 more cannisters in the trash cans here.
There's 1 cannister in the first grate, then 3 leading up to the fire hydrants,
which have another 5 cannisters. At the intersection, there's 1 cannister on the
left, outside the gate to Once Upon a Time. You can't go in here yet either.
Turn around and smash the grate for another cannister, then follow the trail of
5 cannisters down the tunnel. On your right, there's another darkened area where
you can't see, but this one's very small, so if you're quick enough you can run
inside and grab the 3 cannisters and the M before you're moved back into the
light automatically. You'll need to jump some spikes. Keep following the tunnel
until the barrier, grabbing 2 more cannisters on the way.

YOU SHOULD NOW HAVE 98 CANNISTERS.

Go back to the entrance to the M cave, and have a good look at the wall on the
left. You should be able to spot a crack in the wall that you would have
otherwise missed. Unfortunately, this area is also dark and much larger than the
one you were just in, so don't bother trying to go in there yet. Head back to
the central area, and take the path you haven't been down yet - it's the one
with mist all over the ground. You'll spot a cannister immediately, and there's
another 2 in the fire hydrant nearby. 2 more cannisters lead to a group of trash
cans with another 3, and then 2 more lead to a group of fire hydrants which also
have 3 cannisters. Just before the Edgar gate, there's a path on the right where
there's another 4 cannisters. It leads to a pedestal with a dirt mound. You'll
have to come back here later.

YOU SHOULD NOW HAVE 115 CANNISTERS.

EDGAR #5 - FIND 125 COLLECTABLES.

Okay, enter the gate to the Spooky Movie area. There are 2 cannisters in front
of you, 1 in the nearby hydrant, and 1 in the car in the middle of the street.
There's 2 more leading up to the iron gate, and 2 in each of the trash cans
either side of the road. Walk through the gate, and smash open the vase by the
sound stage entrance for a cannister.

YOU SHOULD NOW HAVE 126 CANNISTERS.

Another Edgar should have appeared, in the doorway of the house. Grab it, as
well as the cannister in the vase by the house. To the left of the house,
there's a cannister in front of a tombstone. If you go around the back of the
house to shake your head sadly at the shoddy renovating that's going on, you'll
see that there are two platforms there, each with a cannister. Help yourself. To
the left of the back of the house, there's a group of tombstones, and 2
cannisters hidden amongst them. There's another tombstone between the house and
the sound stage, with another cannister. And finally, there's two vases behind
the sound stage, each containing a cannister.

YOU SHOULD NOW HAVE 135 CANNISTERS.

Enter Spooky Movie.

YOUR TALLY FOR THE WARNER FILM LOT SHOULD NOW STAND AT:

EDGARS: 1/5
CANNISTERS: 135/300
INVENTORY: None.
CHICKEN BOO: 0/1
LETTERS:   M
SCRIPT: 0/1

---------------------
SPOOKY MOVIE - TAKE 1
---------------------

Ooh, such a horror-filled environment. Start by following the path that leads up
to the creepy mansion, grabbing the 12 collectables on the way - this time
they're in the shape of jack-o-lanterns. I'll just call them pumpkins for
convenience sake. There are 2 more pumpkins on graves that the path goes right
past - you might as well get those too. While you're making your way towards the
house, watch out for the ghosts - get too close to them, and they'll frighten
you away. More often than not, straight into the clutches of one of those
man-eating plants. You'll have to dodge two of them to get to the door at the
end of the path. Go into the entryway and introduce yourself to Boogor (that is
one of the grossest things I've ever seen!), who'll assign you the task of
getting rid of the ten ghosts hovering around the garden. To help with this
quest, he'll fork over something for your inventory - a proton accelerator pack.
As he'll tell you, you press right on the control pad to pull it out, then B to
fire it. Head back into the front yard.

EDGAR #6 - EXORCISE IN THE FRONT GARDEN

If you go around to your left, you'll find a blocked off passage with a couple
of vases nearby. Smash them for 2 pumpkins. What's the deal with that poster on
the wall? A letter C for 500 points? Don't worry, we'll grab that later. If you
look back over the garden, you should spot a letter A behind one of the
tombstones. Grab it. Further down the garden, there's a bunch of 5 pumpkins
surrounding another man-eating plant. Be careful getting these - you might want
to try sneaking on up it. Whilst you're getting these pumpkins, you should also
be attacking the ghosts. You have to fire a steady stream of energy at them (in
other words, hold down the B button) until they vanish completely. Make sure
you give your pack enough time to recharge before you attack the next ghost,
otherwise you may run out of power. There's another pumpkin near the entrance to
this level, sitting on a grave. Now if you go over to the other side of the
garden, you should find 4 more pumpkins around a dead tree. There's another 1 on
a grave near the wall, and if you go up to the corner of the mansion, you should
find a couple of vases near a hole that Dot will have to come back to limbo
under later. There are 3 pumpkins in the vases.

YOU SHOULD NOW HAVE 31 PUMPKINS.

If you've dealt with all the ghosts, go back and talk to Boogor again. If not,
eliminate the remainders, then talk to Boogor. He'll take you into the main
hall, and casually mention that his master, Professor Scracthenstein, is
experimenting on a funny little monkey boy's brain to breathe life into his
bride. Or something. Considering the range of possiblities that could happen
from this (such as the entire mansion exploding, for instance), it's probably
best that we rescue Wakko from the good professor's clutches right away. Grab
the Edgar that Boogor has left for you, and I guess you might as well grab some
pumpkins too, since you're here. There are 6 just lying on the ground in the
hall, and 9 in the vases. Mind those gaps in the floor - steam will pour out of
them at random intervals. Take the stairs up to the right, grabbing 4 more
pumpkins as you go. I know there's more pumpkins around here, but don't panic!
You'll be coming back in a few minutes anyway! Oh, and watch out for that suit
of armour on your way up the stairs - some of them like to thrash around with
their swords. This guy's one of them. Nice boxers, by the way. :oP Go through
the doorway at the top of the stairs and smash open the vase for 2 more
pumpkins. Dodge the chainsaw wielding maniac as he runs past you, and beat him
up when he gets dizzy. You'll have to smash him again later, so remember where
he's located. At the opposite side of this hall is another vase with 2 more
pumpkins. There's another pumpkin near it. Go back to the doorway in the middle
of this upper hall, and you should see 1 pumpkin before an Edgar door, which
won't let you pass unless you have 6 golden statues.

YOU SHOULD NOW HAVE 56 PUMPKINS.

You should have the required number of Edgars by now, unless you haven't been
following this guide very closely, in which case, shame on you! If you're short
of one Edgar, go downstairs and try beating the puzzle cube - I'll be getting
to that shortly. If you need 2 more Edgars, you'll have to go back to the Warner
Film Lot or Ye Old West. Assuming you have enough to get through, do so.
You've now come to a lake of slime or toxic waste or something else that's
green. There doesn't seem to be any way out, but if you jump on each of the
blocks (there's 13 of them, each with a pumpkin on it), a section of wall will
slide away, giving you a way out. Make sure you grab the other pumpkin on the
rotating wheel before you go.

YOU SHOULD NOW HAVE 70 PUMPKINS.

Follow the trail of 3 pumpkins up the stairs, but beware of the suits of armour
along the way. Then you'll come to a totally trippy passage, which has four
apples and 5 pumpkins floating on and between the platforms. At the end of the
passage, you'll confront Scratchenstein.

YOU SHOULD NOW HAVE 80 PUMPKINS.

Scratchenstein has sewn himself together a bride, and is using Wakko's brain
waves to energise it. He really doesn't seem to mind, but it surely can't be
good for his health, so we have to battle the bride to free him. It's not
entirely clear whether it's best to fight her as Yakko or Dot - I've noticed
that sometimes if you fight her as Dot, then you're unaffected by her kisses,
but I think that's only if you die first. So go in as Yakko first, and if you
die, return as Dot.

EDGAR #7 - HERE COMES THE BRIDE... SHE'S ALIVE!

The bride isn't all that tough. You can't attack her any old time, because she's
protected by an energy barrier. You have to wait until she's vulnerable. First
of all, she'll blow a wave of kisses at you. Duck under these, otherwise you'll
be immobilised, and she'll slap you in the face. After the kisses are safely
past, lightning will strike around her. Avoid this and whack the bride with your
weapon. Repeat this process, then she'll change her pattern. After your second
hit on her, her arm will fall off and she'll cry about it. Well, I guess loss of
a limb would be enough to make most people cry. Okay, this time after she blows
her kisses, she'll hurl a lightning strike at the floor, which will injure you
if you're standing on it when it hits. The triple jump is advisable here. If you
successfully avoid this attack, the more random lightning bolts will return,
giving you another oppurtunty to attack the bride. After you hit her for the
fourth time, her other arm will fall off, and she'll change her attack plan
again. This time she'll blow kisses, then throw the lightning you need to jump.
After this, she'll blow her kisses at you AGAIN, then follow through with the
random lightning bolts again, which is when you should attack. After 6 hits,
her head will fall off, and Scratchenstein will release Wakko and throw a hissy
fit. ^_^

After the cut scene, take the Edgar that Scratchy left in the microwave
(...why?), and have a look around. Hey, there's a warp door here! Use it to get
back to front yard. You may want to switch characters while you're here - the
switch door is on the opposite side of the path. Personally, I prefer to use
Wakko, but that's just me. You will need to be Wakko later in the level, but if
your preference is for one of the other Warners, you can always use a later
switch door. Whichever Warner you decide to go with, head back into the mansion.
In the entry passage, there's another 4 pumpkins between the suits of armour
(these ones attack too.), and 4 in the vases in here. Keep going, and you'll
find yourself back in the main hall. Take the stairs up to the left this time,
where there's 2 more pumpkins at the top, and then 2 on the platforms floating
nearby. From here, you'll need to jump across the three floating tables get 10
pumpkins suspended in mid-air. The triple-jump is very useful here.

YOU SHOULD NOW HAVE 102 PUMPKINS.

Float back down to the floor, (giggling the whole way if you're using Wakko),
and run through the passage on the right, dodging the swinging scythe as you go
through. There are 2 pumpkins right in front of you, and another 2 in the first
vase. Watch out for Thing here - these guys aren't that tough. Use a static
attack on him and down he'll go. Doesn't die from a spin attack though. There's
another pumpkin before another vase with 2 more. 5 more pumpkins lead to a pit
with spikes you'll need to jump across. There are 2 more pumpkins before another
swinging scythe to dodge. You are now in the puzzle cube chamber.

EDGAR #8 - PUZZLE CUBE CONUNDRUM

Pumpkins first - there's one out in the open, and 4 more in the vases in the
corners. There's a couple of apples here too, if you need them.

YOU SHOULD NOW HAVE 121 PUMPKINS.

Okay, you should have noticed a cube rotating in the middle of the room. This
thing can be a source of great annoyance, but it will reward us with an Edgar,
so we need to solve it. There are four sides to the cube we need to deal with,
each with a different puzzle to solve. The first side is a slide puzzle of the
Animaniacs logo - a picture carved into eight pieces and one empty spot, then
rotated around so that they're in all the wrong place. Press A when your cursor
is on a piece to move it into the empty spot - of course, this only works on
pieces immediately next to the empty one. I think their position changes every
time you play, so I can't really be of much help with this one, by means of
saying which piece to move first and so on. Of course, I could be wrong here -
if I am, send me an email and let me know. The completed picture will have Yakko
in the top left corner, Wakko in the top right corner, the word "ANIMANIACS" in
the middle, and Dot in the bottom middle position. The empty spot is the bottom
right corner. You'll know you have it right when the background lights up. Oh,
and the picture'll match up, too. ^_^'

Once you get this out (or if you get annoyed and want to try one of the other
puzzles, then come back), press right on the C-stick to move on. The second
puzzle is Memory - the cube has been divided into 36 squares, with 2 pictures of
18 different characters spread across them. You have to select the pictures two
at a time by pressing A, and try to pair them off. With the number of times I've
played this now, I'm pretty sure that it sticks to the same pattern, so here's
the locations of each picture this time I played it, from left to right:

TOP ROW - Crocodile thing, Pinky, Hag, Sheriff Marion, Wakko, Yakko
SECOND ROW - C.C. Deville, Professor Scratchensniff, Thorin, King O'Sullivan,
Boogor, Pinky
THIRD ROW - Big Chief Sitting Bison, Wakko, Ghost thing, Dot, Brain, Brain
FOURTH ROW - Queen Cleo, Thorin, C.C. Deville, Sparty-cuss, Queen Cleo, Sheriff
Marion
FIFTH ROW - King O'Sullivan, Boogor, Hag, Big Chief Sitting Bison, Chicken Boo,
Ghost thing.
BOTTOM ROW - Dot, Sparty-cuss, Professor Scratchensniff, Chicken Boo, Yakko,
Crocodile thing.

I bet Brain's embarrassed at being so easy to pair off. And if anyone can tell
me what those crocodile and ghost things are meant to represent, again, please
send me an email. I'd appreciate it.

Moving right along, once you've solved the second puzzle, press right on the
C-stick to go to the third - an empty jigsaw grid that you need to fill with
Tetris pieces. This one's not too difficult - all you have to do is get every
piece into the grid. Seeing as the pieces stay the same no matter how many times
you play, here's a simple enough positioning system:

Start with the small cube piece. Press A to grab it, and then move it into the
top left corner. Press A to drop it. Now grab one of the pieces shaped like a
small capital L - there are three of these pieces. Put it right under the cube,
but use the B button to rotate it so that the empty piece that would make it a
cube is on the bottom right corner. Grab one of the identical pieces and put it
under this one, rotating it so that it empty piece is the top left corner. They
should fit together without any trouble. Grab the other identical piece, and put
it beside the cube, with its empty part in the bottom right. The T-shaped piece
should go under it, with its top bar lining up against the pieces on the left,
and its pointy bit sticking out to the right. The other L-shaped piece should go
in the bottom right corner. Rotate it so that it's facing like a backwards
capital L. And finally, the remaining piece goes in the top right corner.

Got it? Okay, press right on the C-stick again to move onto to the final puzzle.
This one's a very straightforward maze. All you have to do is get your cursor
from the start to the finish to beat this puzzle. Simple? Yes. Easy? No. You
have to do this without touching the walls of the maze at all, otherwise you'll
have to start again. As I said before, this cube can be extremely irritating.
The only advice I can offer here is to go slowly. Once you beat all four sides
of the cube, an Edgar will pop up in the middle of the room. Thank God!

EDGAR #9 - FIND 125 COLLECTABLES

After that effort, you deserve another Edgar, right away. Dodge the swinging
scythes again and head back into the main hall - watch out for the bat that
crashes through the window and dive-bombs you, though. This time, go around to
the back passage of the hall, using the doorway on the left. 2 pumpkins will
lead you to a door blocked off by lasers, but if you wait, they will disappear
after a while. Run through the door when they do, and grab the 5 pumpkins that
lead to an area that can't be penetrated without night vision goggles. An Edgar
will appear back on the other side of the lasers when you get to 125, and a cut
scene will show to inform you that you may now enter Once Upon a Time. Grab the
2 pumpkins in the vase and go get your Edgar. Now, there are 4 more pumpkins
along the back and around the corner to the right here, but the problem is those
tentacles that pop out of the ground when you approach. You can temporarily
repel them by hitting them with your proton accelerator pack, but they won't
stay away for long, so be quick. I'd advise stunning only the one you need to
get past, as going after the whole group gives the first ones you hit time to
recover. Once you've gotten those pumpkins, as well as the 6 hidden in the
vases, stun enough of the tentacles to get past and into the doorway they're
guarding. Here, 2 more pumpkins lead up to the elevator. Go in.

YOU SHOULD NOW HAVE 142 PUMPKINS.

When you get out of the elevator, DON'T run forward immediately - you'll fall
into a slime pit you can't see from that camera angle. Grab the pumpkin floating
above it, and the 2 in the vase at the back, then run around the corner. 1 more
pumpkin leads to a vase where 2 more await, and then there's a path of 7
pumpkins leading past swinging scythes and suits of armour that you'll need to
avoid. There's 4 more pumpkins floating around the spiked walls that crush
together - to get past these, stand right in front of the first and wait for it
to close. When it does, run forward, so that when it opens again, you're already
on your way. Triple jump across the pit, and keep running, and you should get
through the second crusher without any problems. There's 2 more pumpkins leading
up to the next set of scythes you need to dodge, which will bring you into a
round room with 9 pumpkins.

YOU SHOULD NOW HAVE 170 PUMPKINS.

Now comes the inevitable Indiana Jones take off - although I feel it would have
been more appropriate in the temples of King o'Sullivans Mines. When you jump to
the first platform in the slime pit, it turns out to be booby-trapped. A giant
rolling rock will chase you down. You need to jump from platform to platform -
keeping in mind that several of them sink into the slime - and over the pits to
get to safety. Of course, safety is a relative term - the room you run into will
be blocked off by lasers, has no other visible exit, and three glass doors that
each contain a midget psycho, all of whom seem rather confused to be there. The
good news is that there's another ACME letter in here - the M. Above each glass
door there's a symbol covered by a question mark. To progress, you need to smash
the button in the middle of the room with a static attack. When you do, one of
the question marks above a door will disappear, revealing an analogue clock face
- too bad for anyone who can only read digital. This clock reads 3.15. You'll
see that the hands on the clock at the front of the room will start to turn now.
You need to hit the button when that clock reads 3.15. I recommed pushing the B
button at about 3.05, for best results. When you hit it at the successful time,
the door will open and the midget will attack you. Kill him, and another
question mark will disappear to reveal a clock showing 9.15. Again, you need to
hit the button at the time displayed, but now the clock has sped up a little, so
beware. Once you've released and killed another midget, your next target time
will be 6.10, and again, the speed of the clock hands increases. Release and
kill this midget for the final challenge - 12.30, but with the hands now moving
really fast, and backwards! You'll need to push the button much earlier for the
best results. Once you've hit the right time, you can collect the M, and the
doors under the clock will open. If you're playing as Yakko or Dot, now is
probably the best time for you to switch to Wakko. There's 2 pumpkins to get
through the door, and 2 more in the vase, then 3 going around the corner. Watch
out for a flying table here.

Go out the door to find yourself in the back yard. Follow the house around to
the right, and you'll see a poster on the wall identical to the one we saw at
the front of the house, advertising a C for 500 points. We're still not quite
ready to try for that yet - more things to grab first. Smash the vases for 4
pumpkins, then keep going around to the right - more vases to smash. These ones
have 2 pumpkins and an apple. And when you're done with your destruction of
inaminate objects, lookee! Another mouse cage! You know what that means!

This time around, Brain wants to drill a hole through the middle of the Earth to
destroy the entire planet's gravitational pull, and Pinky just wants to be duct
taped to a tree. As a result, you find yourself in control of the highly
originally named Digomatic, which you must pilot to Kathmandu. Previous
incarnations of this walkthrough only told you which exits to use, as I was too
lazy to go into any great detail. But upon request, I now present you with how
to get from start to finish:

Room 1 - Your first obstacle is the pumpkin bomb at the top of the screen, to
your right. Burrow under it, then move back left quickly, so that it doesn't
fall on you. Then go down the tunnel, drill to the bottom of the room, and make
for the exit on your right. Don't stop near the bombs above you, or you'll be
smushed.
Room 2 - Stick to the top until you are one square from connecting with the
tunnel the fire sprites are patrolling. Wait until they're out of the way, then
quickly move through and towards the top right exit. The fire sprites should
head down the tunnel you just came from, allowing you to make a speedy getaway.
Room 3 - Go as far right as you can, then as far down as you can. Go left until
you reach the pumpkin bomb, then up to the bomb above you, and make a quick
left to avoid being blown up. Go for the bottom exit.
Room 4 - Go down 1 square, then right and down to the bottom between the two
fire sprite tunnels. Move quickly right under the pumpkin bomb and take the
bottom exit.
Room 5 - Wait for the fire sprite to go past, then dig into its tunnel, go back
around to the other side of the pumpkin bomb you're next to, and push it down
onto the fire sprite when it starts coming up towards you. Dig down and go along
the bottom to the left exit.
Room 6 - Wait until the fire sprites pass by, then go up the right side of the
top sprite tunnel. Travel above it to the top left exit.
Room 7 - Go along the top to the first bomb, then down until you're one block
away from the fire sprite tunnel. Wait until they pass, then dig to the bottom
exit.
Room 8 - Dig down into the bottom of the empty tunnel, move right out of it two
squares, then go down as far as you can and wait for the fire sprites in their
tunnel to pass. Dig to the bottom exit.
Room 9 - Go down and right until you're under a bomb, then make a quick left to
avoid the blast. Go down into the empty tunnel, wait for the fire sprite to
pass, and take the bottom right exit.
Room 10 - Go as far right as you can, then up and wait for the fire sprites to
pass. Keep going up, then right quickly under the bomb. Wait for another fire
sprite to pass then dig down as far as you can, and go left quickly under
another bomb. Head for the bottom right exit.
Room 11 - Go down as far as you can, then right until you get to a stack of
bombs. Go as far up as you can quickly, and they should blow themselves up. Take
the exit on the right.
Room 12 - Go right and up, left quickly under a bomb, and use the top exit.
Room 13 - Go all the way up, then right one square so that you're next to the
bomb. Go down one square, right under the bomb, then go back left quickly so
that the bomb misses you. Go down where the bomb fell, right and up to the next
bomb, and drill left quickly, so that again, you avoid being killed. Repeat this
process on the next two bombs, then go up and around to the bottom exit.
Room 14 - Dig down to the bomb, go left one square, go down as far as you can,
then right one square. Dig up under the bomb, then move quickly left until
you're under another bomb. When the first one's done exploding, make a quick
right and get out from under that one. Go around to the exit on the left.
room 15 - Dig around and up to the fire sprites, wait for them to pass, and head
for the left exit.
Room 16 - The end's in sight! Go as far left as you can, then go up to the bomb
and make a quick left. Then just dig down and around to the finish at the
bottom.

Follow these directions, and you should be rewarded with the shovel - Wakko's
special item. If you didn't heed my earlier advice and switch to Wakko, you can
find a character switch door at the back of the yard. The shovel will be waiting
for you near the mouse cage, on a dirt mound. Wakko will have to dig these up
all the time, so he's the character I recommend you play as for most of the
game, unless I say otherwise. All the dirt mounds in this area, including the
one the shovel appears on, contain pumpkins for you, so dig them up by walking
into the centre of the mound and pressing Y. Staying on this side of the yard,
you'll find 2 more dirt mounds to dig up, and another pumpkin behind the tree in
the back corner. Carefully avoiding the man-eating plants here, get around to
the vases and smash them open for an apple and 5 pumpkins. Then run to the
opposite corner for another pumpkin. Have a look around and you should see a
pretty fountain that has a dragon regurgitating the water. Ooh, look! There's
an Edgar at the top!

EDGAR #10 - GHOULISH FOUNTAIN FROLICS

Unfortunately, any attempts to retrieve this item will meet with failure, as the
water stream will bounce you off every time. Curses! You'll need to turn the
water off. A pipeline from the fountain will lead back towards the house -
follow it, digging up the dirt mound on the way for another pumpkin. Take a
moment when you get back to the house to smash the vase near the door for
another pumpkin. You'll find 2 more plus an apple in the other vases nearby. Now
jump up the platforms around the side of the house to the attic, grabbing 5 more
pumpkins along the way, and another 1 once you get inside. There's a tap in this
room - wander over to it and press X to turn it off, draining the water from the
fountain and allowing you to float back down to the ground and grab the Edgar.

You'll have noticed that there's another passage at the back of the garden that
those plants are guarding. You can go down there if you want, but you won't get
far. Your progress is halted until you're able to dive underwater. Still, you
can grab 6 more pumpkins - 4 in vases, 1 by the water's edge and 1 actually in
the water. Just watch out -  there's sword-wielding suits of armour at just
about every corner, and a couple of Things too. Back out in the garden, there's
one more dirt mound to dig up right in the centre of the yard. This one's a bit
tricky - its surrounded by man-eating plants. Grab the pumpkin underneath if you
dare. There are two paths leading out of the back door of the house - one leads
to the dead-end tunnel, and the other to the fountain. There are 7 pumpkins
along these two paths, so grab them. By now you will have probably had a nasty
shock - maybe several - when homocidal midgets burst out of any sheds you're
unfortunate enough to get close to. Dodge and kill them as they attack, but make
sure you go inside the sheds afterwards, as each of them has 2 pumpkins inside.
There are six sheds, so that's 12 pumpkins you can get. As an extra bonus, the
shed closest on the left to the back door of the house (as you're entering the
yard) has a big letter E as well. Joy!

YOU SHOULD NOW HAVE 226 PUMPKINS.

We're almost done here - it's time to get that 500 point C the posters keep
bragging about. Go back to where the poster is hanging, and enter the passage.
At the end of it, there's a train car for you to jump in, so do so and press X
to ride what I've come to know as the roller-ghoster! As you race down the
tracks, you'll be swarmed with bats, ghosts, witches, the occasional Warner
head... and for some reason... fanged ducks. You'll note that you have your
proton accelerator pack armed, therefore you need to shoot at the targets flying
all around you. Hitting the bats, ghosts, ducks and witches will win you points,
whilst every time you hit a Yakko, Wakko or Dot head, you'll lose some. My
advice is to shoot at anything that moves, unless you can see already that it's
a Warner. You'll lose some points for hitting a couple of Warners, but trust me
- your score will suffer more from hesitation and indecision than it will from
loss of points. If you have 500 or more points when time's up, then you'll win
the C - and voila, one extra apple for your health bar! If you fail, then just
get back on the train - you can ride it both ways. But before you get back on,
grab the 5 pumpkins that lead back out into the front yard - no more barrier in
front of this door!

YOU SHOULD NOW HAVE 232 PUMPKINS.

Once you've grabbed the pumpkins and the C, you're done here. Leave this level -
if you're at the front garden, you might as well just walk back - a little
exercise never killed anyone. At least, not anyone that mattered. If at the
back, then choose Exit from the options menu.

YOUR TALLY FOR SPOOKY MOVIE SHOULD NOW STAND AT:

EDGARS: 5/8
PUMPKINS: 232/300
INVENTORY: Shovel.
CHICKEN BOO: 0/1
LETTERS: ACME
SCRIPT: 0/1

----------------------------
WARNER FILM LOT - TAKE THREE
----------------------------

Now that you have the shovel you can go back to Ye Old West if you want, to
grab the rodeo Edgar, as well as dig up a bunch of nuggets. I'd advise against
this myself, seeing as if you go back there every time you get a new item,
you'll be making an additional three or four trips that you don't need to. It's
your call, but I generally like to make my journey back to the previous levels
after I've finished King O'Sullivans Mines, as all the previous levels require
you to use the night vision goggles at some point anyway.

When you return to the Warner lot, you'll see a cut scene indicating that you
may now enter the Warner offices. Before you leave the Spooky Movie area,
there's a dirt mound you can now dig up on the other side of the partially built
house. Do so for a whopping 1 cannister.

YOU SHOULD NOW HAVE 136 CANNISTERS.

Leave this area, but instead of heading back to the central area, take a left as
you go out the Edgar gate, into that area with the dirt mound on the pedestal
that we had to leave behind earlier. You'll notice that this place is infested
with tentacles now - the easiest way to get past them is just to skid attack
under them. As I said before, unless I specify otherwise, I'm going to assume
you're playing as Wakko. Dig up the dirt mound to find yourself in a completely
different area - cool! Secret passage! Avoid the swinging scythe that's in front
of the tunnel entrance and run inside, grabbing 7 cannisters on the way. You'll
have avoid a couple more suits of armour down here too. At the bottom, shoot one
of the tentacles so that you can get past, and grab the C at the back of the
chamber. There's also a cannister in the middle of this room, and 5 more along
the wall on the right hand side.

YOU SHOULD NOW HAVE 149 CANNISTERS.

Go back out to the dirt mound and dig back to the Warner lot. Now head back to
the central area. If you need some health, try smashing the grates, hydrants and
cans around town until you find all the apples you need. Satisfied? Cool. Enter
the Warner offices. Take the path to the left, grabbing 4 more cannisters, until
you reach the trophy room. There's another 8 cannisters in here, as well as all
the Edgars that you've managed to find so far. Admire the fruits of your labour,
then take the path straight into the office, grabbing 2 more cannisters as you
go. Now it's time to meet Marvin. No, not that psychotic martian, another
Marvin. Go over to the odd looking character with the bad fidgeting problem and
have a nice chat with him. What's that? Your script pages have gone missing? You
want me to find them for you?!? Well, what's in it for me? An Edgar? Okay,
that'll do. When he shuts up, smash the trash can behind him for 2 more
cannisters. Now take the path on the left as you leave, as there's another 2
cannisters to get there.

YOU SHOULD NOW HAVE 167 CANNISTERS.

Alright, time to get to the next level. Take the path to Once Upon a Time, which
requires you to be in possession of at least 9 Edgars before you can be
admitted. Finally, we're starting to get ahead of the tolls - you should have 10
Edgars if you've been doing the game in the order I've advised. Go through the
gate and grab the first cannister on the path, then go over to the area on the
left. There's 6 cannisters over here, as well as more apples than you'll be
needing at this point in time. Go back to the path and through the little gate -
follow this path to the back of a house for 5 more cannisters. There's 1 more in
the cans around the side of the house. Go back to the main path again, and smash
open the fire hydrant near the area entrance, as it holds another 2 cannisters.
The path leading down to the moat has 3 more cannisters, plus 1 at the top of
the stairs. There's 1 more in the box nearby. Now stand at the edge of the land,
and take a look out at the island. You'll notice there's a rather distinct
target over there, so what are you waiting for? Pull out your proton accelerator
pack and fire at it. This will cause the drawbridge to roll down and land at
your feet, giving you access to a new level. But before you do, go around the
back of the stage to find 3 more cannisters.

YOU SHOULD NOW HAVE 195 CANNISTERS.

One last thing before you go in - there's a dirt mound near the entrance to this
level. Surpisingly easy to miss, even with the big shovel sign beside it. Dig it
up, and you'll find Dot's missing grass skirt. Now if you wish to backtrack,
this'll let you get Big Chief Sitting Bison's Edgar, a bunch of nuggets, and the
M from Ye Old West; more pumpkins in Spooky Movie, and more cannisters and the
A from Warner Film Lot. Again, I'd advise against backtracking for the moment,
simply because you can't complete the two previous levels until you have a few
more items. At any rate, if you want to backtrack, that's your call. Otherwise,
enter Once Upon a Time.

YOUR TALLY FOR THE WARNER FILM LOT SHOULD NOW STAND AT:

EDGARS: 1/5
CANNISTERS: 195/300
INVENTORY: Grass skirt.
CHICKEN BOO: 0/1
LETTERS:  CM
SCRIPT: 0/1

---------------------------
ONCE UPON A TIME - TAKE ONE
---------------------------

You'll find yourself on an island in the middle of a lake. Smash open the box
next to you and you'll find 2 crowns, this level's collectables. Grab them, and
then have a chat with Duffy Fish, who is waiting for you at the water's edge.
He'll point out a few of the tourist attractions of this level, but more
importantly, he'll award you with a scuba mask and snorkel, allowing you to now
swim underwater. Check the game controls section if you need a refresher course.
Jump over to the island next to yours, and you'll see that it has a character
switch door, and a red treasure chest. These contain crowns just like the blue
containers do, however they can only be opened with Yakko's bombs, so you can't
get the goodies inside yet. Seeing as there are two types of containers in this
level, I'll be refering to the blue ones (which you can open by attacking) as
boxes, and the red ones (which you have to come back and blow up later) as
chests.

Swim over towards the tunnel (avoiding the piranhas as you do) that Duffy
pointed you towards, and grab the 9 crowns floating in the water and air above
it (they're grouped to form a downwards pointing arrow), then submerge and grab
the 7 crowns littered around the tunnel entrance. If you look back towards the
islands, you'll notice that there's a single crown waiting underwater in between
them.

YOU SHOULD NOW HAVE 19 CROWNS.

Enter the tunnel, following the trail of crowns. There'll be 2 alone, then a
group of 9 forming an arrow, then 8 more leading into the wishing well. Swim
upwards to the top of the well, grabbing 4 more crowns along the way. Jump out
of the water and onto the edge of the well, which has 9 more crowns around it,
and 1 more floating in the air above the water.

YOU SHOULD NOW HAVE 52 CROWNS.

EDGAR #11 - BO PEEP'S CLOSE SHAVE

During your chase for these last few crowns, the nearby Bo Peep would have
started complaining about her problems. Seems that her sheep have gone too long
without a shearing, and now they're shocking her senseless. He he he, it's funny
because someone who isn't you got hurt! All the same, she won't open the only
gate out of here until you've completed the mission, so you'd better give her a
hand. You need to chase five sheep (not the whole flock, thankfully) into the
shearing machine (What? No good ol' fashioned aussie wool shed? Oh sure, modern
technology's all well and good, but where's the heart? Bah!) to advance. To do
this, select a sheep - best to start with the one that's right in front of the
path to the machine - a give it a good whack with your boxing gloves (I'm
assuming you're using Wakko here, as usual.) The sheep will now be afraid of
you, and will run in the opposite direction. In other words, whenever you want
to get a sheep to move, you want to be standing on the opposite side of it to
where you want it to run. Got it? Cool. This first one will run forward a bit,
but you'll need to advance on it a bit more to coax it into the machine. No need
to beat it up again, just run up behind it - don't get too close, or you'll get
electrocuted - and it should run away from you, straight into the bizarre
machine (Isn't the Wallace and Gromit's patented design from A Close Shave?).
You'll see a cut scene of it go through the contraption and emerge on the other
side considerably less furry. You may also notice there's a dirt mound by the
machine, so what are you waiting for? Dig it up for a crown!

While you're at it, you might as well get the other crowns here too. From the
dirt mound, walk up to the hilly part of this grass, and follow it towards Bo
Peep for 4 crowns, then jump to the hilly part on the other side of her for 4
more. Keep running in that direction, past another electrified sheep, to a
grassy area where several more sheep are grazing. There's a box with a crown
there, and four apples lying around a tree. You may end up needing these by the
time you're done with the sheep.

YOU SHOULD NOW HAVE 63 CROWNS.

Go back to the sheep you ran past earlier, and give it a whack - but make sure
you're standing on the side of it you don't want it to run off in. You should be
facing the wishing well and the shearing machine, but stand a little to the
right as well, or it may run into the grassy area where the other sheep are
grazing. Then just follow it towards the machine - after you go around the well,
try and get on its left hand side, or it may trot around some more and miss the
shearing machine path. Two down, three to go.

Ignore the big group for the moment and instead, run down the path that the
sheep you just violated was standing in front of. You'll find a box with a crown
and an apple here, as well as two more sheep. You'll also notice a big wooden
tree stump here, that almost looks as if it could be part of the scenery. It's
actually there for a reason, but we'll get back to that later. Chase the two
sheep here into the machine (probably easier to do this one at a time), then you
can turn your attention to the main majority of the flock.

Getting this last sheep can be a bit of a pain, as if it runs up either of the
two hilly areas either side of the path, you'll have to chase it down again -
you can't get it to jump down to the path from where you are. I recommend
hitting the one that is grazing closest to the apple tree - stand behind it so
that you're facing the path when you hit it, and with a bit of luck, you should
be able to chase it onto the path. Then it's just a simple matter of herding it
into the shearing machine. Your sheep score should now stand at five, so go have
a word with Bo Peep and she'll open up the gate so you can be on your merry, and
also grab an Edgar.

Follow the new path that's opened for you, but don't get too close to the giant
mushrooms on the side, or they'll gas you. I've yet to find a way to kill these
buggers yet. If anyone knows a way, please email me. There'll be a crown on the
path down a ways, after which you'll find a box with 1 more crown and an apple.
There'll be a dirt mound on your left to dig up, with another crown inside. 2
more crowns lead to a box which has an apple and a smaller evil mushroom. These
ones bounce around and also gas you, but can be defeated by a ground pound. If
the first time you only make it dizzy, then pound it again. 4 more crowns lead
into a new area, and you'll find yourself near a character switch door.

YOU SHOULD NOW HAVE 72 CROWNS.

Smash open the box nearby for a crown and an apple, then continue following the
path that you were on to a bridge for 6 more apples. As you do, a spider or two
will probably jump out of the trees and attack you. I prefer to stay out of the
way of these guys, but if you want to fight them (and you will have to later
on), then hit it with a spin attack to get it off its thread. Once it's on the
ground it can be destroyed with an static attack or a ground pound. Ignore the
Three Billy Goats Gruff for the moment - you still have crowns to grab. Smash
open the box next to them for 1 crown and an apple. From here you should be able
to see a warp door. Grab the crown in front and activate it, but warp back here
- no point going back to the lake at the moment. Return to the path and
backtrack until you get to a tree with two apples - there are apple trees all
over this area, it's very handy, but this tree will be at the intersection of
another path. Follow that one now to get 6 crowns, but stop there. You'll have
come to the entrance to another pitch black area, so you can't go much further,
even though you may be able to hear someone crying, and want to help them. Too
bad - they'll have to keep on going the blub for the moment.

Run back to the bridge by the goats, but check out behind them. There's no
actual path, but grassland leads around past a couple of mushrooms to what
appears to be vegetable patch. Grab the 8 crowns littered around it, and then
wander over to the sign and press X. You'll learn that you need to find three
magic beans. Don't stress, they're not terribly well hidden. In fact, the first
one should be right near you, bouncing around suspiciously. You may want to kill
the mushrooms around here before you chase the bean, as they can get in the way
and gas you. You may also want to try sliding into the bean when you chase it -
I find this very effective. Once you've caught it, smash open the box by the
river bank for another crown - leave the other one, it's got a giant mushroom in
it. How'd it manage to fit in there?

YOU SHOULD NOW HAVE 96 CROWNS.

The other beans are pretty close by. The second bean will be bouncing around
somewhere near the path that leads to the bridge and the goats - probably close
to a yellow giant mushroom. The third one will be over near the entrance to the
dark forest, or possibly near the warp door. Once you've got all three, go back
over to the bridge and talk to the Three Billy Goats Gruff.

EDGAR #12 - BILLY GOAT BRIDGE BASH

It always seems that the grass is greener on the other side - it's certainly
what these goats are complaining about. They want to cross the bridge to get to
a much nicer feeding ground, but also want to avoid getting eaten by the troll
that lurks under said bridge. Fussy, fussy, fussy... after you've spoken with
the father goat, run onto the bridge, and the first goat will start his charge
to get past. When he gets close, the troll will stick out his grotesque purple
hand to try and catch him. You have to bash that hand (push B) before the goat
runs into it. If you succeed, the goat will happily cross the bridge to the
other side. If you fail, the goat will manage to escape back to his parents. Go
back and talk to them again (grabbing the crown on the bridge as you go), then
run back onto the bridge to try again. You have to whack the troll three times
to get all the goats to safety, after which they'll reward you with an Edgar.

After getting your twelveth shiny gold statue, you'll see a clip showing that
you now have access to King O'Sullivans Mines. There's still plenty of work to
be done here though, so we'll get there later. Run back to the path and get the
crown in front of the bridge, as well as the 1 on the bridge if you missed it
before. Then follow the path around to get 3 more crowns before you come across
the sign depicting Yakko tiptoeing. The trees in this area are noise sensitive -
if you try to run past them, lasers will shoot out and hurt you. Your choices
here are to tiptoe through this area to proceed safely, or do a triple jump to
just pass harmlessly over the beams. You should be able to make it if you jump
from high ground. Get the crown just past the laser-shooting trees, then
continue around the corner. The first box you come to has another 2 crowns in
it, and 2 more lead to a giant shoe, presumably belonging to Old Mother Hubbard.
Wait until the toe of it has opened enough for you to get through, then run
inside before it can close on you. Inside, there are exits on either side of you
to choose from. Take the one on the right, but grab the crown behind the shoe's
heel before you go far. There's 1 more crown before you come to the edge of a
wide chasm, which has a button waiting patiently for you to activate it.

EGDAR #13 - FIND 125 COLLECTABLES

Pushing this button will result in a number of platforms materialising in mid
air across the chasm. As you'll probably be able to guess by the tick-tocking
sound effects, they don't stay there for very long, so make your way across
quickly, but carefully. I recommend double jumps for the most part here. If you
fall, you probably won't have enough time to cross again before the platforms
disappear, so wait until they do so, then hit the button again. There are 21
crowns along the platforms here, and when you grab the seventeenth, an Edgar
should appear next to the candy cane on the other side of the chasm. It's hard
to see from this side, so don't forget to grab it when you've made it across.

YOU SHOULD NOW HAVE 129 CROWNS.

There should be a crown on the path in front of you now, and you'll find 2 more
and an apple in the box. By now you'll have come across some rather unpleasant
gingerbread men, who like to throw stuff at you when they think you're not
looking. They're pretty cowardly, and will protect themselves when you get near
them. Wait until they get dizzy from their throws and then proceed to bash them
silly. After the box there's 3 more crowns leading you towards a ramp that leads
nowhere, but has 5 crowns on it. Follow the path around the house. There are 2
crowns on the path, 4 sitting on the licorice allsorts scattered around this
area, and 1 on top of the large piece of cake. If you continue to circle the
house, you'll come across a dirt mound around the side, with 1 crown in it.
There are another 3 crowns behind the house.

YOU SHOULD NOW HAVE 151 CROWNS.

Go back around to the front of the house and walk in the door, grabbing the 2
crowns as you go. Inside you'll find a hideous old hag - one who I believe has
shown up in several Looney Tunes cartoons. She needs you to collect some wood
for her to light a fire under her cauldron. Aha! We now know the purpose for
those stumps we've been seeing throughout the level! Before you run off to
fetch them, grab the crowns in here. Jump up on the fireplace, and get the
8 crowns that are up in the rafters. Then run back outside to the pointless
ramp.

EDGAR #14 - THE WOOD, THE WITCH AND THE TURTLE

You may have noticed earlier that one of the wooden stumps is sitting here. If
not, you have now. Run over to it and press X to carve it up as only cartoon
characters can. You'll need to find four more of these wood piles though, so
let's go take care of that. Hit the button and cross the chasm again, and head
the opposite way out of the shoe this time. Here you will come across your first
laser-shooting dragonflies - and these guys can do a lot of damage if you can't
figure out how to dispose of them. They're also rather difficult to avoid at
times. What you need to do is jump on them - they'll plummet to the ground,
where you can kill them with a ground pound. Anyway, there's more crowns for you
to pick up here. The first box you come to has 2 crowns and an apple, then
follow the path to pick up 7 more, killing the dragonflies as you go. Then jump
up the blocks that lead to the top of the cliff - there's 5 crowns on the way
up. At the top, you'll find a dragonfly guarding the second stump you need to
carve up - this is one you should kill straight away, or it may knock you over
the edge. After you've got the wood, follow the path under the waterfall to find
a box with 3 crowns, and your first script page of the game. Only five more to
go!

Now jump over the edge and into the lake. Swim over to the lily pads - avoiding
more piranhas - to find a frog prince that you can cruelly relieve of his crown.
Look around for a section of land near the waterfall - you should be able to
spot a dirt mound you can dig up for another crown. Jump back in the water and
swim around the lily pads to find another 3 crowns, then swim down the river to
gather 9 more.

YOU SHOULD NOW HAVE 192 CROWNS.

You should be near the bridge where you did the Billy Goat bash once you've
gotten all the crowns. Now you can concentrate on finding three more stumps to
carve up. The first one you need is nearby - run over to the warp door, and you
should be able to see it from there. The second one I pointed out earlier - back
in Bo Peep's meadow, in the grassy area where you found two sheep before. Chop
that one up, then run back over the bridge to find the final stump in the grass
where the goats are now grazing. Now that you have all five piles of wood,
return to the witch's house.

The miserable old hag isn't very gracious - as a reward for finding her wood,
she tries to kick you out of the house without any of the delicious turtle soup
she's cooking. The Warners naturally find this incredibly rude, and a melee
ensues. It's not a very fair match up - you can't do any damage to the hag, yet
she has the ability to turn you into a frog if her spell hits. Fortunately, you
can turn her decor against her. As the laws of all cartoons go, mirrors can
deflect lasers, spells, enchantments, death rays, and occasionally, surface to
air missiles. As luck would have it, there happens to be a mirror hanging on the
wall. All you need to do is stand in front of it, duck when the witch throws her
spell at you, and then have a good chuckle at her expense when she gets a taste
of her own medicine. Take the Edgar that appears and leave the house.

Alright, there's one area left to explore. Remember gathering the magic beans
earlier? It's time to put them to use. Return to the vegetable patch and press X
on the sign again to grow your beanstalk. After you're done oohing and aahing,
start jumping up the leaves. You'll collect 2 crowns on the way as well as the E
before you have to wait for the next area to load. Keep jumping up the leaves
until you get to the top - you should pick up another 8 crowns along the way. It
seems as though there's nowhere to go from here, but if you look around, you'll
see an impressive castle with the drawbridge drawn - and it has a bullseye
painted on the side, just like the one leading to the entrance of this level
did. you know what to do - pull out your proton accelerator and shoot it to get
a bridge you can cross to the castle.

You won't get far from here - 2 crowns will lead to a gate that you can't pass
under if you're still playing as Wakko. We'll deal with that in a minute. First
though, have a look around the sides of the castle - you'll find 2 crowns on the
left, and 1 more on the right, waiting next to the M.

YOU SHOULD NOW HAVE 207 CROWNS.

Conveniently, there's a character switch door right where you need one. Jump
back around to the front gate and switch to Dot - now that you have the grass
skirt you can limbo under the gate here. Press Y to start, and keep tapping
right to control how far you bend over. Once you get under, there's another
crown right in front of you, and 1 more in front of each of the two suits of
armour on your left and right. Be careful, as these ones will attack. Go up the
stairs - dodge the armour here too - getting the 3 crowns as you go, and enter
the gardens. There'll be a button in front of you - smash it, and it'll entirely
open the gate you just limboed under, so you can now enter this area as any
character. Get the 8 crowns out in the open, and then smash open the boxes
around the edge of the garden for another 4. Run back to the character door and
switch to Wakko, then come back to the garden and dig up the dirt mounds. Two of
them in opposite diagonal corners have apples, the other 8 have crowns.

YOU SHOULD NOW HAVE 234 CROWNS.

Run up to the gate, and you'll see it's another Edgar tollpoint. If you've
gotten the other Edgars I've already directed you to here you should have 14,
and be able to enter. Run down the tunnel - there are 7 more crowns here - until
you get to a large cave, where you'll find another mouse cage. This time Brain
is determined to build a giant magnifying glass - no doubt so that he can set
things on fire by angling it with the sun. Joy. ^_^ When the mini game begins,
you control Pinky in a mouse wheel. Either a marble or a bomb will drop onto the
treadmill - if it's a bomb, then rotate the control stick anti-clockwise to get
rid of it before it explodes. If it's a marble, then rotate the control stick
clockwise to push it onto the crusher. Here, you need to flatten it by pushing B
three times, then press A to throw it into the bowl, ready for the next marble.
You need to get five flattened marbles in the bowl to proceed, and if you
prevail you win the much sort after magnifying glass. This thing allows you to
track down Chicken Boo and earn an extra Edgar on each level.

Bust open the box in front of you for a crown. Then continue on down the path,
but go slowly and cautiously after you've got the first crown you come across,
as a wall of fire will shoot up not far in front of it. Wait for it to die down,
then run past and grab the next 2 crowns. There's a second firewall after that,
so again, go with care. You'll also be attacked by lava sprites down this
passage, but they can easily be snuffed with a spin attack. There's 3 more
crowns after the second firewall before you come to the third, after which
you'll find a solitary crown before you reach a lake of lava.

YOU SHOULD NOW HAVE 249 CROWNS.

You need to proceed with care in this area. There are 7 crowns on or around the
rocks floating in the lava that you need to pick up, but some of these rocks are
moving and easy to miss when you try to jump on them. Once you've got the
crowns, jump over to the wall with the trail of paw prints. Before you climb up
though, you'll want to jump around to the right side of the cave, as this is
where you'll find the A. Then shimmy up the trail and run down the path into the
darkness, grabbing 7 more crowns.

YOU SHOULD NOW HAVE 263 CROWNS.

There are also two apples up here, which you may well need.

EDGAR #15 - ENTER THE DRAGON

It's time for another boss battle, and this one can be a right pain if you don't
know what you're doing. The dragon will challenge you from a rock in the middle
of another lava lake. His first attack is to make three stalacmites drop from
the ceiling. It's advisable to not be standing under them when he does, but as
soon as they've landed, jump on top of one quick. His next attack is to raise
the level of the lava, so that you're burned to a crisp unless you're safe on
the newly installed stepping stones. After that he'll breathe fire at you, which
will destroy the rock you're standing on. You need to jump to another rock
before yours gets hit. The dragon will breathe fire again, leaving you to jump
to the only remaining rock. Then he'll cease attacking and start waving at you.
Your proton accelerator pack will automatically be activated now, and you'll go
into first-person view. Don't bother trying to hit the dragon - his scaly hide
is too thick, it would seem. Instead, aim for the stalacmite above his head. Hit
it with a continuous beam and it should dislodge, fall, and smash him in the
coconut. The lava level will drop back down, and the rocks will explode. The
dragon will now repeat his attack pattern, starting with the falling stalacmites
- this time he'll drop five of them on you. Then he'll raise the lava level and
breathe fire at you again so that it takes out four of the rocks and leaves you
with only one to stand on. He'll start waving again, and you can take out the
stalacmite above his head to give him another bash in the head. He'll repeat the
same pattern a third time, only this time he'll drop seven stalacmites. Give him
another headache, and his Edgar is yours. Cross the new rocks that have appeared
in the lava and get over to the island where the dragon was standing. There's a
warp door there now. Open it up and go back to the door near the Billy Goat's
bridge.

EDGAR #16 - LOCATE CHICKEN BOO

You're almost done here for the moment, but there's one thing left unfinished.
Press up on the control pad to activate your brand new magnifying glass, then
use the C-stick to move the camera around until you see a trail of yellow foot
prints - they'll lead you towards the beanstalk again. You can now find this
trail at the start of every level, and they will lead you towards the enemy that
Chicken Boo is disguised at. In this level, they point at the bouncing yellow
mushroom near the beanstalk, so go over to kill it with a ground pound. It will
transform into Chicken Boo and putter away, leaving you with an Edgar.

Okay, you're done with this level for now. Take the warp door back to the exit,
or choose exit from the menu.


YOUR TALLY FOR ONCE UPON A TIME SHOULD NOW STAND AT:

EDGARS: 6/8
CROWNS: 263/300
INVENTORY: Scuba mask, magnifying glass.
CHICKEN BOO: 1/1
LETTERS: A ME
SCRIPT: 1/1

---------------------------
WARNER FILM LOT - TAKE FOUR
---------------------------

Before you run off to the next level, there's a little cleaning up to do in this
area first. Jump into the lake - since you can swim underwater now, there's 10
cannisters surrounding the island with the sound stage entrance for you to
collect. When you swim around the back of the island, you may notice a tunnel in
the wall. Follow it down, grabbing another 4 cannisters as you go. You'll emerge
at the other end in another lake, which has a couple of potholes in it. In the
deepest one, you'll find the E. Jump out of the water and run around the edge of
the lake, dodging more spiders and mushrooms. There are 5 cannisters on the
bank, and another 4 hidden behind a large pillar.

YOU SHOULD NOW HAVE 221 CANNISTERS.

Once you've cleared out this area, go back to the Once Upon a Time lake, climb
out, and exit this area. The path to the next sound stage is right in front of
you - follow the tunnel down to the Edgar gate, which will shatter when you
enter. Jump in the water and swim to the other side. Follow the trail of 6
cannisters to enter a cave. The sound stage is on an island in the middle of a
lava lake (we're seeing a fair few of those lately, aren't we?), but can be
reached by use of a flying fox. Climb up the tower on the left (make sure you
get the cannister here now, as there'll be a rattle snake waiting to attack
anyone who comes up here after you've entered the next level), and grab the
handle hanging above you. You'll speed down the cable, grabbing another 3
cannisters, and be deposited next to a couple of boxes. Smash them open for 2
more cannisters, then run around the far side of the stage and smash open
another box for 1 more.

YOU SHOULD NOW HAVE 234 CANNISTERS.

Enter King O'Sullivans Mines.

YOUR TALLY FOR THE WARNER FILM LOT SHOULD NOW STAND AT:

EDGARS: 1/5
CANNISTERS: 234/300
INVENTORY: Grass skirt.
CHICKEN BOO: 0/1
LETTERS:  CME
SCRIPT: 0/1

----------------------
KING O'SULLIVANS MINES
----------------------

Yes, I know there ought to be two apostrophes in the word "O'Sullivans," but as
that's how it's written in the game, I'm sticking wih it. Did you notice that I
didn't label this level as a Take 1? That's because the final two inventory
items can be found here, and you can therefore clean out the entire level in one
fell swoop. Hooray!

Start by having a chat with the least regal monarch you're ever likely to come
across in a video game - King O'Sullivan. Pay attention as he tells his tale of
woe about how the three pieces of the key to his mine have gone walkabout, and
have a chuckle at the game's expense when Yakko correctly predicts the mine
hides an Edgar (Actually, there's two - three or four if you collect the right
number of collectables whilst down there. But if you follow my guide, you
shouldn't). Then start off on your mad little scavenger hunt again. Have a look
behind you to see 5 collectables up on a ledge - this time in the shape of
glistening emeralds. Before you take them though, you'll notice a couple of
boxes near the entrance - the kind that usually hide collectables. You'll find
on closer inspection that these are steel-rimmed, and can't be opened by your
usual methods. I'll be refering to these throughout the level as crates, and as
usual, the ones that can be broken with a normal attack will be called boxes.
Now jump up onto the ledge and take those emeralds.

Follow the ledge around to the right until you get to a path that leads to a
very poor bridge - there's 5 more emeralds here. Cross the rickety thing,
grabbing 2 emeralds and an apple as you go, and you'll see an even scarier
shabby bridge as you go around the corner. There's 6 emeralds spread across
various planks of this bridge, but another 10 floating in mid-air on the left
and right. You have to make careful jumps across the floating rock platforms to
get all these without plummeting to your doom.

YOU SHOULD NOW HAVE 28 EMERALDS.

Once you're done with your perilous mid-air emerald hunt, continue to the far
side of the chasm and follow the path that leads to the front door of the
Monkey Temple, as it will earn you 3 emeralds. The first piece of the missing
Shamrock key is at the top of the stairs. Two more to go!

Don't go in the temple yet, as there's still more emeralds to find outside. On
the right side of the door there's a box containing an emerald, and there's
another on the other side of the door. Go back down the stairs and into the
grounds to take a better look at the two enemies you'll come across most often
in this level. The first are monkeys - they can be found on the ground and in
the trees. The ones in the trees are worth three hits - one to make them fall
out, and two more to defeat them. Ones that are on the ground before you start
attacking them will fall to one or two hits. The natives are a little tougher.
They're one of those enemies that refuse to die until they get dizzy, and they
only do this after they try using their spin attack on you. They'll only try it
if you're near where they're running around. I advise avoiding them when
possible.

Now, there's a whole bunch of emeralds scattered around this area. From the
bridge, there's a tree nearby on the left which has a box under it. There's 2
emeralds and an apple inside. On the upper area left of the temple path, there's
4 on the ground and 2 on the tombstones. On the other side of the path you'll
find a barrel - this has a native in it and he's restless, so let him be. There
is however an emerald in the box, and you'll find another one in the dirt mound
near the back wall - you are still using Wakko, aren't you? If not, there's a
chracter swich door at the top of the temple steps.

YOU SHOULD NOW HAVE 43 EMERALDS.

EDGAR #17 - LOCATE CHICKEN BOO

It's that time again - run to the temple door and arm your magnifying glass. You
will see that the tracks lead down the stairs. As you follow them, a bat will
dive-bomb you at the bottom. Kill it, and it will reveal itself to actually be
Chicken Boo, and leave you with your first shiny Edgar for this level.

Venture further into the temple. From the bottom of the first flight of stairs
there's 1 emerald out in the open before you come to a box, containing an
emerald and a rattlesnake. You'll remember these guys from the Ye Old West
level, but may notice that they're orange insead of blue. This indicates that
they're more dangerous. While the previous snakes only lashed out at you six
times in a row, these guys will perform ten strikes before they wear themselves
out. When they do, dispose of them in the usual fashion.

Continuing along the path, 2 more emeralds lead to a barrel containing an apple.
Around the corner, you'll find a passage where arrows are being shot out of the
walls at two seperate points, making it advisable to time your trek down this
path. To complicate matters further, there's another snake in between the two
arrow hot spots. Make your way through this to find yourself before another
area where the arrows are making a constant barrage, but this time it's slightly
more complicated. But first, there's an emerald in this part, As the barrel here
contains a snake, it's best avoided. Now, to your dilemma. It's not that the
arrows are being shot any faster down the path you need to go. Indeed, if you
could simply run across here at timed intervals, things would be much simpler.
But there's a sign here which illustrates Yakko tiptoeing, which as you know,
means that sneaking along at a rather slow pace is required. If you run up to
the edge of the rocky area, you'll see why - spikes will come out of the ground
and impale anyone attempting to cross the area too quickly and loudly. You could
make it across easily enough with a triple jump, but the game designers are one
step ahead of you this time - there's a number of lasers above your head,
waiting to zap anyone who tries to take the easy way out. Thankfully, there's a
button at the edge that temporarily stops the arrows from shooting. Smash it
with a static attack, and carefully make your way forward. The arrows will
probably start shooting again before you make it to safety, but don't panic!
Once you pass under the last laser, you can jump to land not riddled with
spikes. Take a breather and treat yourself to some goodies - an emerald, and an
apple in the box. When you're ready, hit the second button and cross the other
spike pit. The final laser is inconveniently placed this time, so you'll have to
tiptoe all the way.

On the other side, you'll find a character door which saves your position (thank
god!), and a box with an emerald and an apple. There's a snake waiting for you
in front of the next obstacle - crushing walls that want to squash you to a
bloody pulp (pretty much the same as the ones you encountered back in Spooky
Movie). As before, the easiest way to get through unhurt is to be leaning
against them when they're closed together, so that you can zip through unharmed
when they retract. There's another emerald out in the open here, and 3 more in
the other boxes here. The box in the middle contains a snake and two apples -
leave it if you don't need the health.

YOU SHOULD NOW HAVE 54 EMERALDS.

EDGAR #18 - SEE NO TEMPLE... HEAR NO TEMPLE.

Follow the path around and jump the spikes to enter a large chamber, which
houses a number of emeralds, several natives, a locked door on the opposite
side, and an impressive primitive artwork display, complete with monkey eye
laser grids. First, run around the edge of the chamber, avoiding or disposing of
the natives as you please, and gathering all the emeralds - there's 12 of them.

YOU SHOULD NOW HAVE 60 EMERALDS.

You need to get through the locked door to progress, but how? The answer is in
the name of this Edgar, which pays homage to the three wise monkeys. Arm your
proton accelerator pack and run over to the nearest monkey head display - you'll
notice that the lasers are coming out of its eyes. One shot in each eye will
deactivate the lasers, and you can progress to the next head to repeat the
process. When all eight lasers have been disabled, a clip will show the door
slowly open, and that there's a big letter A hiding in the laser grid device
above the pool in the centre of the chamber. To all you other smarty-pantses who
also found it before the clip, nice work!

Jump the spikes and continue down the passage - if you don't find 2 emeralds
followed by a snake, you're going back the way you came. There's a box after the
snake that houses an emerald, after which the path leads down to a small pit of
lava. Jump it and take the emerald on the other side, then ignore the next box,
as it's another snake. The path now leads into a second chamber, with another
locked door at the far end. Hit the button at your feet, and a bell chime set
to resemble a monkey's tonsils will echo four tones. This is the "hear no evil,"
part of the mission. On each side of the pool in the middle of the chamber,
there are two identical money heads, each with a tonsil chime. Hit them in the
right order, and the door will open. From where you're standing (the button),
the correct order is the far left chime, the near left chime, the near right
chime, then the far right chime. Once you've opened the door, jump in the pool
and try to grab the 3 emeralds there without being bitten by the piranha. Don't
get too worried if it gets you, as you can find apples in both of the middle
boxes either side of the pool. Don't open the ones on the ends though - only the
second of each group of three has an apple. The others are snakes.

Go through the door you so cleverly opened, and follow the stairs down to a huge
lava pit, taking 3 more emeralds along the way. Hovering above the lava pit are
large wooden hoops, which you can jump on to get across. Make sure you grab the
3 emeralds along the way. In the middle of the lava pit you'll find an island
with the Edgar that has taken you so much trouble to find, and a warp door. Use
it to get back to the start of the level.

YOU SHOULD NOW HAVE 79 EMERALDS.

Follow the path along the bridge and grab the 8 emeralds that lead to an
intersection. Look to your right, and you should see a group of cliffs. Jump up
them, grabbing 2 emeralds on the way, and follow the area around to a dead end,
with 2 more emeralds. You will notice the cable of a flying fox like the ones
outside the level here, but you can't use it from this end. Run back and choose
the path that leads upwards - it's the one that has all the boulders rolling
down it and attempting to squash you ala Raiders of the Lost Ark. There are some
spaces along the cliff face on the right where you can squeeze in and allow the
boulders to roll harmlessly by, so I suggest you make use of them. There are 4
emeralds along this boulder-infested path. Once you have them all, look to the
left to see some pillar-like platforms that can be reached by careful jumping -
very careful, as a dragonfly is hovering around one of them. Each of the 4
pillars has an emerald on top, and if you look around to the wall, you should
notice a cave that you can reach from this vantage point. Jump inside and make
your way through, grabbing 7 emeralds as you go (1 is underwater). When you
exit the cave, you'll come across an impressive bridge that appears to be mainly
constructed from dinosaur bones. Look around to your left before crossing it,
and you'll notice a trail of paw prints leading up the cliff face. Follow them
up, grabbing 3 more emeralds as you go, and at the top you'll find a box
containing an apple, an emerald, and your second script page.

YOU SHOULD NOW HAVE 110 EMERALDS.

Float back down to the ground in front of the bridge and start to make your way
across. There are 12 emeralds to find before you reach the other side of the
chasm.

EGDAR #19 - FIND 125 COLLECTABLES

Investigate the lower part of this area first. There are 2 emeralds here; 1 out
in the open and 1 buried in a dirt mound. The box contains a native. On the
upper part of this area, you'll find 5 more emeralds resting on the scattered
tombstones. If you've been following this guide closely enough, another Edgar
statue should appear when you grab the first of these.

YOU SHOULD NOW HAVE 129 EMERALDS.

Turn your attention to the big rock under the tree if you haven't already, and
you'll see the second piece of the shamrock key just waiting to be taken. Once
you've gotten everything, run back across the bridge, through the cave and down
the bouler-plagued slope until you're back at the path intersection. This time
take the path you haven't been on. There's only 2 emeralds before another
intersection - this time take the path to the right. 3 emeralds lead up to a
large door, which is the entrance to the mine. You still need to find another
piece of the door key before you can go in, so just take the 2 emeralds in the
boxes outside for the moment. Keep following the path around to the right for 3
more emeralds.

YOU SHOULD NOW HAVE 139 EMERALDS.

This path should have led you to a secluded island seperate from the lake
proper. The box on this island has an apple and an emerald. There's a dirt mound
behind this island with another emerald. Jump in the water and look around - you
should be behind an island that's sporting a large, downwards pointing arrow.
Dive under the water and you should find the E submerged between two pillars
behind said island. Surface and jump onto the arrow island. There are 4 emeralds
in the boxes here, as well as a crate that you're currently unable to open. You
should be able to spot 2 more emeralds out in the open - 1 each on another two
islands. The remaining island has a box with 2 emeralds in it.

YOU SHOULD NOW HAVE 149 EMERALDS.

Jump in the water and swim over to the arrow on the large island. You'll notice
that this arrow is pointing at an underwater cave entrance. This is where you'll
find the last part of the key, so swim down into it.

EDGAR #20 - EXPLORE THE BLUE LAGOON

The path leads straight down at first, littered with 3 emeralds, before it
levels out. Follow another 3 emeralds to an intersection where you must make a
choice - up or down? Doesn't matter really, as there's emeralds along either
path. Take the upper path. A single emerald shows the way into a room where
you'll find another 4 emeralds on a ledge. Take the exit at the other end of the
room and follow the path in the same direction. The path you skipped earlier
comes out here, but leave that for the moment. 3 more emeralds lead to another
intersection - this time the choice is left, right, or up. Take the left path.
This takes you to a room with 4 emeralds, and a crashed UFO with a disturbingly
familiar face inside. Better yet, the final piece of the shamrock key is
floating above the no-longer-flying saucer. Go back to the intersection and
swim straight ahead to take the opposite path. There are 8 emeralds along the
tunnel before you reach a room of underwater heat vents. There are 4 emeralds
floating above these vents, and another 1 that is floating just above an Edgar!
Yay!

Make sure you grab the C at the back of this room to completely clear it of
goodies before you swim back to the intersection. Turn left and backtrack to the
area you didn't visit earlier. The lower path should reward you with 3 emeralds
before you reach a room full of writhing tentacles. Carefully swim around here
and grab 4 more emeralds, as well as the 1 that is leading back towards the
lagoon entrance.

YOU SHOULD NOW HAVE 194 EMERALDS.

Okay, swim back to that three-way intersection and take the upper path. Grab the
3 emeralds as you swim back up to the surface. You'll find yourself in the
middle of a smaller lake than the one you came from. Take the 3 emeralds in the
water, then look around for a path on the shore that leads to 2 emeralds and an
apple. Find it and follow it to a swamp covered in moving lily pads. Jumping in
the green muck doesn't injure you, but it acts similar to quicksand, so using
the lily pads is recommended. There are 14 emeralds scattered amongst the
lilies, and 1 more on the other side of the swamp leads to a clearing with an
impressive treehouse in the centre.

EDGAR #21 - HOME IN THE TREETOPS

First thing you'll want to do is clear this area of enemies - it's covered with
monkeys and natives, and seeing as you'll be chasing someone around here in a
minute, the last thing you want is those goons getting in the way. Next, grab
the emeralds. There are 4 out in the open by a tree, and another 1 in a box.

YOU SHOULD NOW HAVE 222 EMERALDS.

Okay, talk to the Tar-zany looking character and pretend to be interested when
he whines about his monkey needing a spanking. Guess what? You're the designated
spanker! The hardest part about this mission is just catching the annoying
little pest, who is slightly faster than you. He can also be difficult to spot
if there are other monkeys whom you've spared running around. The key to this
mission is to chase him around the treehouse, but to be running closer to the
tree than he is. It's like in a horse race - all the horses run to the inner
lane as quickly as they can, because it means they don't have as far to run. As
soon as you get close enough, hit Cheeky (that's the silly-looking simian's
name) with a spin attack. Then do it again. And again. Once you've bashed it
senseless three times, talk to the self-proclaimed king of the swingers again (I
stand corrected - I guess there was a less regal monarch than King O'Sullivan
after all), and he'll activate the elevator that grants you access to his
treehouse. Jump on the moving platform, and make your way up to the treetop
village. There's 3 emeralds on the platforms that lead up. The first hut you
come to has 2 emeralds in it, and a shiny Edgar. Run across the bridge with 3
emeralds to the next hut, where you'll find an apple. The next bridge also has
3 emeralds, and leads to the handle of the flying fox you saw earlier. Grab on
and zip down the cable to get another 4 emeralds.

YOU SHOULD NOW HAVE 237 EMERALDS.

All righty, time to take a look around the mine. Follow the path down to the
bottom of the cliffs and go back to the mine entrance you ran past earlier. Now
that you have the entire key you can get in, but t