TY the Tasmanian Tiger
Picture Frames Guide

Contents

1)  Intro
2)  Legal Mumbo-Jumbo
3)  Picture Frames
	3a) Two Up
	3b) Walk in the Park
	3c) Ship Rex
	3d) Outback Safari
	3e) Bridge on the River TY
	3f) Snow Worries
	3g) Lyre Lyre, Pants on Fire 
	3h) Beyond the Black Stump
	3i) Rex Marks the Spot
	3j) Rainbow Cliffs
4)  Conclusion



1) INTRO
   =====

Please don't automatically skip this section, there's some
important information here that'll come in very handy.


Anyway - hi there! I'm Darth Marsden, and welcome to my guide for
(hopefully) all three versions of TY the Tasmanian Tiger. If, like
me, you suffer from a form of OCD which makes you unable to stop
playing a game until you've finished it 100% with every single
collectable thingamajig game developers absolutely positively have
to hide in the most frustrating places imaginable, then you've
come to the right place.

Anyway. While there are several guide to the original TY, none of
them tend to focus on the Picture Frames, which, IMHO, is the most
frustrating and horrific series of fetch-quests since... well,
since the sequel, really.

The main reason for this is that the picture frames are contained
in boxes. And said boxes are TRANSPARANT. So without a specific
rang equipped, you can barely see them EVEN IF YOU'RE LOOKING
RIGHT AT THEM. And you don't even get the rang until halfway
through the game! It's as if the developers actually went out of
their way to make life so much more difficult for the average
player looking to grab all the collectables.

To make matters even worse, you don't know how many pictures are
in each level - all you get is a great big overall count. Which is
no help at all when you're trying to see if you missed any in the
first level or not.

Hopefully, this guide (and the no doubt inevitable follow-ups
that will follow for the sequels) will allow a few gamers to
obtain these thankless macguffins that, in the end, really aren't
worth all the effort. Thanks, Krome Studios. Now rack off.

Info time - I played through the NTSC version of the Gamecube
game, and rapidly grew very tired of it. I suffered for this, so
I hope you're grateful. I am your tireless, undernourised and
dishevelled lacky, tirelessly working through countless lackluster
titles just so that you can finish your own gaming experiences
that much quicker. And I am running out of ways to make you feel
guilty, so I'll end this paragraph right about... now.

I'd like to take this brief moment to acknowledge the guides I did
use to complete the rest of the game, which helped me to make this
particular guide in and of itself. I flicked between Mento's and
WishingTikal's guides, and jolly helpful they were too. So a big
shout out and my thanks go to both of them.


2) LEGAL MUMBO-JUMBO
   ===== =====-=====

I replayed the game (some might say foolishly) and wrote this
guide side by side, starting on Saturday, August the 28th. I
submitted what I intend to be the fully finished version of the
guide to GameFAQs, THE ONLY PLACE I WANT TO SEE THIS GUIDE, on
--DATE--

I worked bloody hard on this, so don't nick it and pass it off
as your own. Finally, I'm only submitting this to GameFAQs,
despite receiving several requests from other sites, so don't
upload it to your website if you are not GameFAQs.

In short... This file is copyright 2010 Chris 'Darth' Marsden.
All trademarks and copyrights contained in this document are
owned by their respective trademark and copyright holders.

...and that's it. That wasn't so hard, was it?



3) PICTURE FRAMES
   ======= ======

Before I begin, let me state upfront that you will need to
collect every single Golden Cog in each level. The reason for
this is simple - Golden Cogs unlock bonus rangs, and the third
bonus rang is one that ACTUALLY LETS YOU SEE THE HIDDEN CRATES.
Even better, when you're near one, it lets out a little tune,
so you know that there's one nearby. In short, it's not
essential, but it really does help out immensely.

I won't tell you where all the golden cogs are in a level -
other guides do that pretty well. But you need 45 cogs to unlock
the Infrarang, which is the one you need. If you grab every cog
in each level, you'll have that magic number around halfway
through the fifth level. As soon as you reach that magic number,
hit the Start button, select 'Exit Level' and visit Julius' lab
to pick up your newly-minted Infrarang.

I'll point it out during the guide, so don't worry too much
about it. Also note that I'll be going through the levels in a
very specific order - while it's entirely possible to do them in
a different way, I recommend doing the fourth and fifth levels
in the order I've done, as it minimizes the amount of time
until you can get the Infrarang.

Finally, the layout of each level is pretty simple, so I won't
go into too much detail. You get the level name, the number of
pictures in that level, then the location of each. There ya go.

Anyway. Enough rambling. Let's go!



3a) TWO UP  (7)
    --- --

01 - If you stand on the snake painted on the platform where you
	start the level on and follow the direction the snake is
	looking, you should see the crate JUST above the sun.
02 - This is by the very first waterfall you encounter in the
	level. Run right under the waterfall, then face away from
	it and look all the way up to see it.
03 - Right after Maurie tells you about Julius' Opal-eating
	machine (it's just before you need to bite your way up
	the spy cameras), jump up to the grass verge on the right
	and look up to see this crate.
04 - Just after Julius tells you about the Golden Cogs, the path
	goes up and turns to the right. Round this corner, there's
	a couple of trees. The crate's right in between the two in
	the middle of the path that's surrounded by crates.
05 - Opposite the cog that's on a platform in the middle of a
	small section of water, the path doubles back into a sort
	of U-turn. Follow it down, and in the corner as the path
	then turns to the right, way up in the air, is the crate.
06 - Once you get the second boomerang, you'll need to backtrack
	all the way back to where you got crate #5. From there,
	you'll need to climb up the pillars that are next to the
	entrance to the cave. From there, you'll need to hop
	across a bunch of platforms to reach a golden cog. From
	that platform, head straight across to the land with two
	small rocks on it. Stand on those rocks and look straight
	up to see another crate.
07 - From #6, head down to the path on your left. Ahead of you is
	a green power-up. Ignore it and head past it to see
	another sign that Maurie lands on. Look above this to see
	the final crate of the level a little further back.



3b) WALK IN THE PARK (6)
    ==== == === ====

01 - Once again, this one's right next to where you start. If you
	stand on the snake's head and look to its right, the
	crate is just up and to the right of the normal crate.
02 - After the first waterslide, there's a cave behind Ranger Ken.
	Head down it and make your way to the main cavern, which
	you need to take a right in the tunnel to find. The crate
	is in here, directly opposite the room's entrance.
03 - From #3, head out of the room and head to the right. The
	crate is actually down the tunnel, about halfway along
	after it turns to the left. It's right above one of the
	rocks that you really should be jumping on.
04 - Right behind Ranger Ken is the central water passway (check
	the map to see what I mean). Head down it, and make your
	way to the first log. Just beyond that is a wooden
	platform. Stand on that, and face towards the log you just
	made your way past, then look up to see the next crate.
05 - After the frustrating Turkey chase, there's a Dunny. Stand
	right behind it, face away from it and look up and a little
	to the right to spot the next crate.
06 - Once you've helped Shazza, head down the path behind her with
	the inexplicable spikes. When you get to the bridge, jump
	off the right side and head underneath the waterfall. The
	crate is on the far right side, really high above you.



3c) SHIP REX (9)
    ==== ===

01 - Right behind you when you start the level is a beach house.
	Head onto the deck and walk down the left side. A crate is
	at the end of the path on the floor.
02 - Like #1, but instead you head down the right side instead,
	though this box is slightly above the ground.
03 - By the pool located at the start of the level is a small hut.
	The crate's directly above this.
04 - Once you've opened the underwater gate, you'll see a trail of
	opals in front of you. Follow this trail until you get to
	the first island after the mine field. Instead of following
	the opals down the path with the eels, instead make your
	way to the island you can see to the right with the normal
	crates. The picture crate is on the shore of this small
	island, behind the normal crates. This island is a little
	hard to find, so if you're still stuck, then it's the
	island right in front of the underwater tunnel.
05 - Make your way through the underwater tunnel. Once you reach
	the surface, you'll need to avoid the quicksand area and
	head around it, staying in the ankle-deep water and heading
	along the rock wall (which has the proper quicksand area
	on the other side). Keep going along to find a small area
	with a Bilby. Make your way up and free it, then look back
	the way you came. The crate should be visible. You may
	actually see this one as you come down the path - I did.
06 - From #5, look to the right of the platforms which had the
	Bilby to see where the edge of the path meets the rock
	wall. The crate is right at that point, and is surprisingly
	visible against the rock, considering that it's see-through.
07 - This one's near the underwater wreck. From there, you'll need
	to swim to the lone island on the opposite side of the area
	from where you entered. The crate's hovering right in the
	middle of the trees.
08 - Also in the area with the sunken ship, as you start climbing
	up the mountain, you'll have to go past a large sandy area
	before climbing the actual mountain. At the edge of this
	sandy area, on the grassy section overlooking the rest of
	the level, there's a crate floating above you. (The path
	leading to the Bilby is just to the right of this)
09 - Once you climb up the mountain and find Elle, you'll see a
	bunch of platforms you can climb up. Ignore those and
	instead walk around the back of the mountain to find a
	small path. The crate is above this path.



3d) OUTBACK SAFARI (0)

There's no picture frames in this level, which is a blessing,
given how you get around the level. I just include it before the
other levels so you can get all the golden cogs.



3e) BRIDGE OVER THE RIVER TY (20)
    ====== ==== === ===== ==

Ignore any picture crates at first and instead focus on finding
the first five golden cogs. If you've been dilligently picking
them up on every level, the extra five here will give you the
magic number of 45, which is the total required for the Infrarang.

Once you get the five, pause the game and select 'Exit Level'.
You'll return to Rainbow Cliffs. Head to Julius' lab (it's where
you got the Flamerang) and use the machine by the door. You'll
get the Zoomerang. Use it again to get the Multirang, and a third
time will give you the Infrarang. From now on, you'll hear a
little tone whenerver you're near a hidden crate and have the
Infrarang equipped. You'll hear that tone now, since there's a
crate hidden in Julius' lab, but ignore it and return to the
level. We'll get the crates in Rainbow Cliffs later.

Now that we've got the Infrarang, getting these crates, and the
ones in the other levels, much, MUCH easier.

01 - Just to the left of the tree right in front of where you
	start the level.
02 - After you jump up the first cplatforms, the crate is right
	in front of you, next to the enemy. Hard to miss, really.
03 - This is next to the huge tree which has a cog-holding pillar
	nearby. It's in the corner next to the rock wall.
04 - From #3, you'll have to climb up a path. At the log, turn
	left to see a small grassy area. The crate's right at the
	far end of that bit of grass.
05 - After a bit, you'll need to walk along a watery path that
	ends with a waterfall. The crate's at the bottom of said
	waterfall, on the ground right in front of you.
06 - Before jumping across the broken bridge, turn to your left
	and head past the two pillars. On the corner of the cliff
	is the crate. Careful you don't fall off.
07 - This one is hovering over the puddle of water that's right
	in front of the Opal machine.
08 - To the right of Dennis and the dunny is a wooden platform in
	the water. The crate's right above this.
09 - In the large open area of water are a group of islands. Rex
	is on one of these islands, as is the crate. It's on the
	ground behind Rex, close to the rock wall.
10 - There's a great big series of wooden platforms that go above
	the large water area. Next to the ramp that leads up to
	it is a giant tree. The crate is next to this tree, just
	to the right of the tiki torch.
11 - If you pause the game and look at the map, you'll notice a
	strip of land on the very left side of the map. Head over
	there and find the end of the grass section. The crate is
	right above the small section of sand at the end of this
	bit of land.
12 - Make your way up the ramp that leads to the large wooden
	platforms over the level and take the right path. As you
	come to the large hole in the bridge, the crate is in
	the air just before this.
13 - After Julius warns you about Neddy, take a sharp right and
	follow the path down to the first tiki light you come
	to. The crate's just to the right of that, floating
	roughly above the middle of the path.
14 - From #13, jump over the side of the wooden path to the
	sandy section beind the tiki light. The crate is floating
	above the ground just to the right of here.
15-18 - There are actually four crates inside Neddy's domain.
	Wait until you beat him and earn the Thunder Egg, then
	have a look for them. They're in a sort of square pattern
	around the arena, so make sure you get them all.
19 - Make your way up the ramp that leads to the large wooden
	platforms over the level, and take the left path this
	time. The crate is floating above the platform, just
	before you get to the second tiki light.
20 - From #19, keep following the path until you enter the cave
	and head to Dennis' house. The crate is right above the
	lillypads that lead to his front door.


3f) SNOW WORRIES (24)
    ==== =======

(A quick aside - the level title lies. Oh god, does it lie.)

01 - This one is behind Sheila's house, next to the tree closest
	to the pillar with the gold cog on it.
02 - From the starting platform, face away from Sheila's house.
	Now look to your left. You'll see a yellow arrow. Head
	beyond that and you'll see a path on your left with three
	of those irritating snowballers. Once you've dealt with
	them, look to the left of the tree here to see the chest.
03 - Facing away from Sheila's house, you'll see a small grass
	patch in the distance. Head over to it. The tree on the
	left of this patch has a crate hidden it it.
04 - From Sheila's house, head to the ice sheet (Julius will
	blab on about it) and head right. Follow it to a snow
	pile and look to your left. The tree furthest from you
	here has a crate hidden behind it.
05 - Head behind the snow pile mentioned in #4 to see a bunch of
	pillars. If you head behind these and look to the left,
	you should see the crate between two trees.
06 - Head back to the ice sheet (the one on the right, remember?)
	and go down it a bit further. When you can, get off it
	onto the left side. Look right over the ice sheet and
	you should see another crate.
07 - This one's right by #6. It's above the show-bank that you
	got onto when you came off the ice sheet.
08 - Follow the ice sheet down again and you'll come to a
	section with loads of opals on it. From here, look
	around to see a path on the snow that has loads of ice
	on. You can break the ice with the Flamerang, but once
	you break through the first set of ice, there's a crate
	just in front of you.
09 - From the path with ice in it, you can basically do a U-turn
	to the right to find another area with pillars. There's
	another crate in the far right corner of this area.
10 - In another corner of the area with the pillars is a path
	blocked off with ice cubes. Shatter them with the
	Flamerang and look behind the pillar with the Bilby on
	it to find another crate, this one on the ground.
11 - From the path blocked by ice cubes, head in the direct
	opposite direction to find another path. This leads to a
	bare patch of ground. The crate's right above this.
12 - From #11, head to the ice sheet and stay to the left side.
	As soon as you can, get off onto the snow next to the
	ice sheet. Just past the yellow arrow is a small area of
	the snow with no trees, which is where the crate is.
	(If you're not sure where this is, it's on the opposite
	side of the ice sheet to a golden cog)
13 - Head down the ice sheet and you're reach what I'll refer to
	as the 'shore'. There's a small section of snow between
	the two different ice sections, and right above that
	small section of snow is a crate.
14 - From #13, head to the right and you'll find a large open
	area of snow. The crate is pretty high up, but it's
	right in the middle of this clearing.
15 - From #14, keep heading right until you reach the wall. The
	next crate is right in front of this.
16 - From Sheila's house (yes, right back at the start), head to
	the ice sheet and make your way left. Ignore the branch
	that leads to the right and stay on the left and after
	a bit you'll come to a snow bank on the left with some
	enemies. Right at the back of this bit is a crate.
17 - From #16, head down the ice sheet a bit further and you'll
	come to some more enemies on the snow to the left. Deal
	with them, then keep heading down the snow bank until
	the path becomes really narrow. The crate is just above
	this bit.
18 - From #17, keep going down the narrow path of snow until it
	ends. The crate is right at the end of the path.
19 - From #18, head down until you reach the 'shore', then head
	to the right. After defeating the enemies, you'll come
	to a really small clear area in the middle of the trees
	- the crate is in the middle of those.
20 - Time to cross over! Head to the other side of the frozen
	river and head all the way to the left side. The crate
	is just to the right of the middle tree.
21 - Also on the 'far beach', this one's over the large patch
	of non-frozen ground.
22 - On the 'far beach', there's a path leading to the cliffs.
	There's also a yellow arrow pointing the way. Stand and
	look straight at this arrow and you should see some
	trees behind it. The crate's pretty high up, but it's
	also right in front of those trees.
23 - Following the path leading to the cliffs, you'll go past a
	pillar with a gold cog on it. Past this, there's a
	yellow arrow telling you to go left. Ignore it and go
	right instead. There'll be a tree that blocks most of
	the path - the crate's right in front of that.
24 - Thankfully, this is the only one up the side of the cliffs.
	You'll need to head to the area where the ice platforms
	are, which is near the cave with the musical icicles.
	When you're there, look for the unfrozen section of the
	ground. The crate is right above that.

	

3g) LYRE LYRE, PANTS ON FIRE (5)
    ==== ====- ===== == ====

01 - From the starting point, stand on the head of the snake
	painted on the stone and look straight down the path
	ahead of you. The crate's right above the path here.
02 - After the blue button, you'll come to a broken bridge.
	Head down to the pillar in the river below, then look
	straight up. The crate's directly above you.
03 - Next to the hollow tree with mushrooms you bounce on to
	reach a golden cog are three normal crates. Right above
	those is a picture crate.
04 - After you cross the log over the water that leads to a
	slide, you'll come across a dunny. The crate is right
	in front of it.
05 - Right at the bottom of the first water slide, look
	straight above you to find the last crate of the level.



3h) BEYOND THE BLACK STUMP (29)
    ====== === ===== =====

(Oh god, not another snow level!)

01 - Right beside where you start is a burned out building.
	Head down the left side of this building and use the
	Frostyrang to 'destroy' the fires and reveal the
	location of a chest on the ground.
02 - Follow the path from the beginning of the level to come to
	a crossroads with a tock in the middle of the path. On
	the right side of this rock in the air is the crate.
03 - From the rock mentioned in #2, head down the right path
	until you come to another rock in the middle of the
	path (not the pillar with a plant on it - the rock is
	past this). On the left of this rock is another crate.
04 - From #3, keep going down the path until you come to another
	crossroads with a pillar in the middle that has a plant
	on top of it. From here, turn right and you'll come to a
	log you can move by hitting it. The crate is past this
	log, right in the middle of the u-turn the path makes.
	It's pretty high up, so be careful not to miss it.
05 - Return to the giant pillar with a plant on it and take the
	path to the right (if coming from the log). This leads
	to a path covered in burning logs. Once you've gotten
	rid of them all, look to the side of the path that's
	covered in snow. The crate's in front of the non-frozen
	patch of ground on that bank.
06 - Return again to the giant pillar with the plane and take
	the last path (right if coming from the path with the
	fires). You'll come to a lake. Head to the right of the
	island in the middle to come to a series of pillars that
	surround one with a plant on it. Ignore these and head
	right (again) to see the road split into two. If you
	look at the ground here you'll see that there are two
	relatively square burn marks - look directly above the
	one on the right to find another crate.
07 - Head for the island in the lake and look around to see two
	paths right next to each other. Head down the one on the
	right and you'll see a bunch of fires to your right. Go
	nuts with your Frostyrang, then look above the right
	side of this small section (the one opposite the missing
	child) to see the crate.
08 - From #7, head out of this little nook and turn right. When
	you walk past the tree on your left, stop. Look just
	past that tree on your left to see another tree - the
	crate is right above the path ahead of you, but it's as
	far back as that tree you're looking at. Still with me?
09 - Head for the are where you're supposed to start climbing
	up the cliffs. Only don't - instead, look straight past
	the dunny to see a couple of trees. Head past them and
	stand in the corner, then look up to see another crate
	next to a log fairly high up.
10 - From #9, follow the rock wall along to the left to find a
	narrow path. Down this path is another crate in the sky.
11 - Start climbing up the rock platforms and logs, and you'll
	come to a log with a bit sticking up (it's the second
	log). At the platform at the end of this log, look over
	to the platform that you should jump to next and you
	should see the crate above it. 
12 - From the post where Maurie tells you about Boonie, head
	down the right path and at the ice sheet head right
	again. You'll see a power-up ahead of you - the crate is
	just to the left of this.
13 - From the post where Maurie tells you about Boonie, head
	down the left path. Right in front of you once you cross
	the ice sheet is another crate.
14 - From #13, head along the path and across the ice sheet in
	front of you. You'll see a bunch of trees on the other
	side - look behind the one of the far left to see a
	couple of other trees right next to each other. Check
	the leaves of these trees for a crate.
15 - From #14, head down the path to the ice sheet. Don't cross
	it - instead, check the snow here for a small, isolated
	rock. Look above this rock to see another crate. This is
	just before you actually start chasing Boonie.
16 - Stand in front of the dunny near Ranger Ken and look to the
	right. You should see a small rock on the ground. In the
	air behind this rock is another crate.
17 - Stand in front of the dunny and look straight. You should
	see where the snow meets the ice. At the far end of
	this, next to the rock wall, is another crate.
18 - From #17, look to the right to see a couple of normal
	crates. Beyong these is a path that leads back to the
	normal snow. Look behind the trees there to find another
	crate tucked away.
19 - This one's in the same place as #18, just further back.
20 - Climb up the platforms behind Ranger Ken and you'll see a
	green platform. Climb up that to find a green house.
	Look round the back of this to find another crate.
21 - When you start gliding down the other side of the mountain,
	this is on the platform with the second flower you come
	across. It's the long thin one with a slope on it. The
	crate itself is pretty high up above that slope.
22 - Once you've made it to the bottom of mountain, head to the
	left of it to find a golden cog under a snow drift. If
	you look at the rock face behind it to the left, you
	should just about be able to spot the crate. It's fairly
	high up and to the right of the other gold cog.
23-24 - These are noth hidden amonst the trees where Ranger Ken
	lets you 'cannonball' snowballs at the Frills. One's
	right above one of the ramped sections, and the other is
	tucked away in the leaves of one of the trees.
25 - Time to head back down the cable-car side of the mountain.
	On the highest level, there's two crates. The first one
	is on the left side of the level, nestled in some trees.
26 - Also on the highest level of the mountain (cable-car side),
	this one is in the far-right corner, right above you.
27 - On the second highest bit of the mountain (cable-car side).
	This one is also in the far-right corner, just lower.
28 - On the third highest bit of the mountain (cable-car side).
	This one is on the far left side, as the trees as the
	slope gets steeper. You'll know what I mean.
29 - On the lowest bit of the mountain (cable-car side). This
	one is right in the middle, right up in the sky.


As an aside, you should now have exactly 100 picture frames! Woo! 



3i) REX MARKS THE SPOT (18)
    === ===== === ====

(A huge, open water area? Why do the gods hate me so?)

Right. Pay attention, this could easily get confusing.

01 - From the platform where you start, you should see a series
	of large pillars in the distance in front of you. Head
	over to these pillars. The crate is near the cliff wall
	in between the second and third one, and the picture
	will drop down to the ground below once you break open
	the crate.
02 - From the platform where you start, look behind you to see a
	large-ish island. Swim over to it, and once you reach
	the beach, head along it to the left until the buoy near
	the fence in the distance fades into view. Just past
	this point, the beach will start turning to the right.
	Look above the beach at this point to see a crate.
03 - From the platform where you start, look behind you to see a
	large-ish island. Swim over to it, and once you reach
	the beach, head along it to the right until you see a
	long strip of sand connecting this island to another.
	Head across this strip and when you reach the island on
	the other side, head down the left side. Just before the
	food basket you come to, up in the air, is a crate.
04 - From #3, continue to head around the island. Just past the
	dunny next to the pillars, in the air, is a crate.
05 - From #4, continue to head around the island. After you head
	around the turn, look in the water that's on the left
	and you'll see some pillars. If you imagine a line
	coming from the closest two pillars, and then make that
	line come all the way to the beach you're on, then the
	crate is right above that line on the beach.
06 - From the dunny mentioned in #3, head to the island behind
	the pillars opposite it. Once you reach the beach, look
	up and to your left to see the crate.
07 - From #6, follow the island round the left, past said crate.
	Just before the path to the left, look at the water. One
	part is further into the sand than the rest. Look above
	the beach to the right of this section to see the crate.
08 - From #7, follow the island round to the right, around the
	curve. After a while, you'll come to a line of opals.
	Just after the fifth one, look above the sand to the
	right to see another crate.
09 - Pause the game and check the map to see to small islands on
	the very right-hand side. Head over to the bottom one of
	these. If you check the left side of the large sandy
	area of the island, you should find another crate. It's
	the side of the sandy area that's closest to the island
	with the anchor on it.
10 - Pause the game and check the map to see to small islands on
	the very right-hand side. Head over to the top one of
	these (it has a stone anchor on it). On the opposite
	side of the island to the one with the huts on it is a
	beach. Check the left corner of this beach for a crate.
11 - Head to the island with the volcano on it (there's a trail
	of opals leading to it from Anchor Island). Follow the
	beach around until you find the entrance to a cave.
	Stand facing this tunnel and look to your right. You'll
	see a few bunches of trees. Look over the beach to the
	right of the second bunch to see another crate.
12 - Go into the cave on Volcano Island and follow it to a large
	open area. Once there, start up the path leading to the
	exit. You'll start on a ramp that makes a sharp turn to
	the left. Don't follow it up. Instead, look down at the
	path below that has enemies on it. Ahead of you, above a
	pair of enemies, is a crate.
13 - Pause the game and check your map. Right at the top of the
	map is a relatively circular island. Head over to it and
	head to (on the map) the left side of the island. Over
	the beach in this section is a crate, right the way up.
14 - Pause the game and check your map. Right at the top of the
	map is a relatively circular island. Head over to it and
	head to (on the map) the bottom left side of the island.
	In the middle of this section is a large rock. To the
	left of this rock, also a fair way up, is another crate.
15 - Pause the game and check your map. Right at the top of the
	map is a relatively circular island. Head over to it and
	head to (on the map) the right side of the island. In
	the middle of this section is a large rock. To the left
	of this rock, also a fair way up, is yet another crate.
16 - Pause the game and check the map. In roughly the middle of
	it is a long, thin island. Head to the top left of this
	island to find a dunny. Right up in the air in front of
	this dunny is a crate.
17 - Pause the game and check the map. In roughly the middle of
	it is a long, thin island. Head to the middle of this
	island on the left-hand side. You'll see a couple of
	pillars. Stand on the smallest of these pillars and
	look up and to the right of the next pillar to see a
	crate above the beach.
18 - Pause the game and check the map. In roughly the middle of
	it is a long, thin island. Head to the middle of this
	island on the right-hand side. To the right of this is
	an area where frills are dumping toxic... 'stuff'. If
	you look at the beach here, you'll see a section of
	grass that goes right up to the water. Facing the
	water, turn and look right above the sand to the right
	to see the final crate of the level.



3j) RAINBOW CLIFFS (9)
    ======= ======

I've left these 'til last as there's one crate that needs the
Zappyrang to reach and I didn't want you guys to panic,
wondering where you'd missed one. 'cause you haven't. You're
welcome, guys.

01 - In the rafters of Julius' Lab.
02 - In the trees down the path to the extra life.
03 - In Pippy Beach Cave (hub for the second set of levels)
04 - In the trees in the path leading to Bli Bli Station.
05 - In Bli Bli Station, between the two houses.
06 - In the sky, way abive Talisman Tower.
07 - In the entrance to Lake Burril (where the fires were)
08 - In the trees to the right of the giant waterfall.
09 - In the trees behind the portal to Cass' Pass.



3k) BONUS WORLD (123)
    ===== =====

First of all - I'm led to understand that the different
console versions of the game have different bonus levels.
Unfortunately I only have the Gamecube version, so I'm in no
position to check for myself. Besides, you think I want to
play through the game a FOURTH time? No thanks. So I'm only
going to talk about the Gamecube bonus world.

I believe that the PS2 version is almost identical, only
the loading screen is different (TY's father rather then his
mother on the NGC) and the level's set in day rather as
opposed to night. The XBox version has two levels I think,
so good luck with that.

Anyway. Most of the pictures are out in plain view, so don't
really need explaining. There are a few, however, there are
a few tricky things about this level that do need explaining.

First, despite the sheer number of pictures out in the open,
there are still loads of invisible crates, which is horrific.
The sound of all those craates will haunt me to the grave.

Second, the switches. Oh, the switches. There's four, and
you'll need to activate all four of them to access all the
platforms. There's one behind the beach hut that needs
burning, there's one on the bottom of a platform floating WAY
up in the air that needs the Zoomyrang to reach, there's a
blue one that needs the Flamerang to break the ice block
covering it and there's one that launches you off a water
geyser that also needs the Zoomerang to reach. And THEN
there's a generator in the top-left of the map that needs the
Zappyrang to activate. *Sigh*

Anyway. Here's the list of crates.

01 - There's one right above you when you first start.
02 - This one's in a tree on the path down from where you
	start the level.
03 - There's another right UNDER where you start - you'll
	need to follow the path down to get to it.
04 - There's a pair of platforms in water near a beach hut.
	Above and behind the tallest platform is a crate.
05-07 - There's three boxes under the rocky arches in the
	top-left of the map. One's in the water, mind.
08 - This one's near the water shooter that you need the
	Zoomerang to activate. It's in between the old car
	and the dead tree trunk.
09-13 - Once you've activated everything, there's a
	platform near the beach hut you burned down that
	has five crates on it. Careful you don't fall off.
14-18 - These are on the platform you reach by either
	biting through all the spy cameras, landing on ice
	platforms and being boring, OR by jumping on top of
	the switch near the starting position and just
	jumping straight to the platform. Your choice.
19 - This one's above the water to the right of the wooden
	ramp that leads to the exit.
20 - This one's in the tree leaves just before the exit.

With that, and the other 103 pictures just laying around out
out in the open, you are now officially done! Woo!



4) CONCLUSION
   ==========

Whew! Finished. Finally. That was a task and a half. There's
just a few bits and pieces left, and then I'm done. Yay!


Credits
-------

I couldn't have created the guide without the help of some
fine guides from GameFAQ and various people's playthroughs.

- Mento made one.
- WishingTikal made another.
- ScottishDuck17 did a Let's Play that, criminally, isn't on
	the actual Let's Play website. YouTube it.
- 2dragonlady1 also did a video play through that really
	helped me find one of the kids in Snow Worries.

...and anyone else I have forgotten to mention. Your efforts
are much appreciated, and I didn't forget you on purpose.
Honest. :)


Revision History
-------- -------


0.616 - First version. I've gone through the entire game,
	and I've got every picture. Hopefully that should
	be it, bearing ny prticulerly vicous erorz.
	(Sarcasm, ladies and gentlemen. Here all week.)

	

Contact Information
------- -----------

If you find any mistakes with this guide, you want to help me
improve it or you just plain want to send me praise, then the
e-mail address to do so to is:

darth marsden @ gmail . com

(Remember to remove the spaces from that)

The GMail spam filter works pretty well, so make sure you put
something I'll notice in the Subject Bar. Something like
'TY Tiger Guide' or something. I do check the Spam
section, so chances are I'll spot it.



End of Line!