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    FAQ/Walkthrough by Bertoffski

    Version: 1.16 | Updated: 09/11/07 | Search Guide | Bookmark Guide

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

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