KLONOA: EMPIRE OF DREAMS
Guide and FAQ
By ToastyFrog 
(J. Parish | jp@toastyfrog.com)
--------------------------------
REVISION 0.7.2
5 August 2001
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===============================================================================

Please read the following conditions for use of this guide before continuing:

1. This guide is not to be posted anywhere on the Internet except   
   www.toastyfrog.com and www.gamefaqs.com. You may freely copy and print and
   exchange this guide for personal use, but do not post it elsewhere, and do 
   not print it/distribute it commerically.
2. This guide exists as-is. It is all the help I am capable of offering. DO NOT
   contact me for additional assistance with this game or any other; my time 
   does not allow me to function as a tip hotline. For assistance with this 
   game, please contact Namco Hometek or ask for aid on an Internet message
   board, both of which are full of people who would love to offer assistance. 
   Please, do not email me for gameplay advice or solutions.
3. Corrections are welcome, but please do not send "alternate" solutions to 
   puzzles. This guide is not intended to be exhaustive; I'm simply listing the 
   game strategies which work for me. If you have other answers, I sincerely 
   encourage you to write your own alternative guide to aid other gamers.
   
   I'd welcome corrections on English names, though. I still haven't been 
   able to find an American version of the game.
   
   Also, I'd give a big happy smooch to anyone who could send me an emulator
   save state for this game that has Vision EX3 unlocked. I've been cranking
   away at the actual cartridge and simply can't get perfect scores on those
   awful auto-scrolling states to unlock EX3. So I'd definitely appreciate 
   someone who would be willing to help me cheat for the sake of this guide.
   
With this being said, let's talk about our pal Klonoa.

And remember, people - this is a guide. It has spoilers all over the darned
thing. Don't gripe if reading this ruins your gaming experience, that's why
this guide *exists*. 

Incidentally, those of you who are looking for the witty little asides of my
previous guides here need read no further; there's only so much you can do with
a game whose mechanics are limited to "jump, and, er, throw stuff." So it's all
pretty much no-nonsense, and about as meticulous as you can get. Useful for
solving puzzles, but not even close to being a good read.

I'm also happy to write up solutions to levels which are not yet covered by
request. Please keep in mind that it will take at least a day for me to post an
update, however.

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CONTENTS:

I. ABOUT THE GAME
  A. IMPRESSIONS
  B. THE STORY
  C. PREVIOUS KLONOA ADVENTURES/EoD COMPARISON
II. CHARACTERS
  A. THE HEROES
  B. MONSTERS
  C. BOSSES
III. GAMEPLAY
  A. FORMATS
  B. CONTROLLING KLONOA
  C. PUZZLE ELEMENTS
IV. GUIDE
  A. GHAZZALAND
  B. PLEAMIL
  C. SHIOBUBU
  D. SANUTAAL
  E. LU ELSHINBA
  F. EX STAGES
V. FAQS 
  A. FREQUENTLY ASKED QUESTIONS
  B. BOSS STRATEGIES
VI. HOUSEKEEPING
  A. CREDITS
  B. LINKS
  C. REVISION HISTORY
  
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PART I: ABOUT THE GAME --------------------------------------------------------
===============================================================================

Here's everything you need to know about Klonoa: Empire of Dreams! Except how
to beat it and stuff.

===============================================================================
A. IMPRESSIONS 

Klonoa: Empire of Dreams will feel instantly comfortable for anyone who has
played a previous title in the series, or in fact anyone who has ever played a
side-scrolling platform adventure of any sort whatsoever. Which isn't to say
it's generic, simply that it builds upon the basic firmament upon which a
thousand other titles have been constructed over the past fifteen years. Those
who loved Klonoa and Klonoa 2 for their dazzling 3D worlds and beautifully
intricate level design will probably be somewhat disappointed by Empire of
Dreams, though - since the GBA isn't exactly a powerhouse of 3D processing, all
the graphics have been coverted to pure 2D, and more emphasis has been placed
on advancement through puzzle-solving. Despite (or because of) the visual
downgrade, the graphics are perfectly suited to the format, with clear but
small sprites which pop right out from the beautifully detailed (but not too
busy) backgrounds. Those few intrepid souls who imported a WonderSwan handheld
will recognize that the gameplay here is based largely upon Klonoa's adventures
on that mysterious Japan-only system in the game Moonlight Museum. All in all,
a good time will be had by all.

Want more detailed thoughts on the merits of the game? I just so happen to have
posted a review online http://www.toastyfrog.com/ - how about that.

===============================================================================
B. THE STORY

Klonoa finds himself awakened one night to be taken before Emperor Jillius.
Klonoa crime? Dreaming. Everything related to dreaming has been deemed
frivolous and outlawed in Jillius' empire; even listening to the band R.E.M.
will land you hard jail time. But Jillius isn't a complete creep - he's willing
to let Klonoa off the hook if he can rid the kingdom of four horrid monsters.
Don't do it, Klonoa! Violence isn't always the answer!

===============================================================================
C. PREVIOUS KLONOA ADVENTURES/EoD COMPARISON

Empire of Dreams seems to compile elements from all three of Klonoa's previous
visions (a fancy-schmancy term for "games"). Here for your delectation is a
point-by-point breakdown of the series.



                   WARNING: KLONOA SERIES SPOILERS AHEAD



-- 1. DOOR TO PHANTOMILE ---------------------

The premise: 
Klonoa, a young critter who lives with his grandfather and whose only friend in
the world appears to be a little blue globe named Huepow that lives in his
giant ring, is drawn into a terrible plot one day when he goes to explore a
strange disturbance near his home. He stumbles upon an evil plan enacted by the
menacing Ghadius and his clownish hench-thingee Joka to capture the Moon Diva,
Lephise, for nefarious purposes of vengeance. Joka eventually realizes that a
key component of the plan, the Moon Pendant, is within Klonoa's grasp and kills
Klonoa's grandfather while stealing it. Klonoa travels to the Moon Kingdom,
where Huepow is a prince, but arrives too late to prevent the worst from
happening; Ghadius unleashes the Nightmare Kingdom upon the land of Phantomile,
and only a "strange dream" prevents his power from becoming complete. Klonoa
defeats Ghadius, but not before the ruler of nightmares is awakened. The five
tribes of Phantomile along with Klonoa, Huepow and Lephise combine to defeat
the demon, and Klonoa learns that he himself is the "strange dream" of which
Ghadius spoke - a traveller not of the world of Phantomile, summoned by Lephise
to protect the kingdom.

What it was: 
The first Klonoa game, which set the overall tone for the series with beautiful
graphics, a surreal atmosphere, and an unexpectedly bittersweet story. The
gameplay hasn't been changed in subsequent adventure, although the details are
a little different in every game. There are six citizens of a given land in
each stage to be rescued, upon the completion of which a secret level is
opened. Gems are not totalled on a per-level basis and 100 gems nett Klonoa an
extra life.

-- 2. MOONLIGHT MUSEUM -----------------------

The premise: 
It's in Japanese, so I dunno. It has something to do with collecting works of
art, but beyond that I'm at a loss. Doot.

What it was:
A simpler approach to Klonoa, lacking the 3D levels and compelling plot and
focusing much more on puzzle-solving and item collection. Each stage contains
three small stars which are required to unlock the exit, as well as thirty gems
which contain fragments of the lost artwork. By acquiring all the gems (thirty
per stage), Klonoa can complete the paintings - one per world of six levels, or
180 gems per image. The awkward size of the WonderSwan combined with the blurry
graphics and the inevitable "sideways" levels which crop up in entirely too
many WonderSwan games make this a difficult play; I admit I haven't bothered to
finish Moonlight Museum.

-- 3. LUNATEA'S VEIL -------------------------

The premise:
Klonoa awakens in a new land, Lunatea, after being borne upon the ocean waves
to meet an aspiring priestess named Lolo and a gabbly Jar-Jar like monstrosity
named Popka. Lolo hopes to ring the magical bells of each Kingdom in Lunatea to
help protect the world from imminent disaster. However, an air pirate named
Leorina has the same goal in mind and along with her cat-like companion Tat
befuddle Klonoa at every opportunity. Leorina manages to steal the necessary
tokens from the gullible heroes by putting on a disguise (a nice trick - how
does she make her arms float like that?), and activates the final bell.
However, the power overwhelms her and turns her into a monster while opening
the path to the Kingdom of Dispair, which seeks to destroy the rest of Lunatea.
So as usual, it's up to Klonoa to save the day. There's a little too much angst
and needless patter in the dialogue to this game, so the story falls more into
the "average" zone - a bit of a letdown after the original game's brilliantly
understated plot. But still not bad.

What it was:
The series moved into full-3D here, usually for the better (although sometimes
some of the camera work was a little fishy). The levels were bigger and more
challenging than in the original game, but less intricately designed and
appealing. Plus, quite a few levels are simply paletter-swapped retreads of
previous areas. There are six Momett doll fragments to uncover in each stage,
and like the victims in the original game will unlock secrets once all are
rescued. Additionally, the game challenges you to collect 150 gems per stage,
which wouldn't be so bad but for the presence of some staggeringly irritating
snowboard levels. Ah well. A solid game overall, if not quite the near-perfect
experience that the first game was. For more on my thoughts, check
http://www.toastyfrog.com/ in the game reviews section.

-- 4. EMPIRE OF DREAMS -----------------------

The premise:
See above.

What it is:
More of a sequel to Moonlight Museum than anything else, but with far more
intricate puzzles to solve and objects to manipulate. Each level here has 30
gems, as in Moonlight Museum, except for the snowboarding and auto-scrolling
stages which have 100. There are five worlds, each of which contain five
regular stages, a snowboarding level, an auto-scrolling platform level and a
boss battle. Completing various tasks will unlock up to three extra stages to
play. And of course, there's the final boss stage. As in Moonlight Museum, each
stage is completed by collecting three small stars and opening the exit door.
While the original Klonoa was brilliant because of its graphics and story,
Empire of Dreams succeeds through its fantastic puzzle construction and
beautiful graphics which are simple and colorful and thus absolutely perfect
for the GameBoy Advance's screen. Thumbs up.

===============================================================================
PART II: CHARACTERS -----------------------------------------------------------
===============================================================================

These lovable little scamps are what makes the game go 'round. You'll probably
recognize most of them from previous Klonoa titles.

===============================================================================
A. THE HEROES 

-- 1. KLONOA ---------------------------------

Is Klonoa related to the Warner brothers, Yakko and Wakko? Observational
evidence suggests he may very well be - take for instance his black, furry
body, his white face, and his floppy white ears. Furthermore, in his early
adventures he wore only pants, much like Yakko. But this is of no consequence;
the important thing is that Klonoa is a dream traveller, a benevolent sort of
fellow who seems to fall somewhere between Dr. Sam Beckett of Quantum Leap and
Alundra the Dreamwalker, hopping from one dream kingdom to another solving
random crises (which invariably involve cute little red rabbit guys, for some
reason). But Klonoa got stiffed on companions for his travels; rather than
adventuring in the company of Alundra's hottie Maya or a sardonic Dean
Stockwell, he's saddled with a squeakly little nuisance named...

-- 2. HUEPOW ---------------------------------

Huepow is the prince of the Moon Kingdom, but since he's a loser he likes to
pretend he's a little magical ball that lives in Klonoa's gigantic ring. There
could be some Freudean overtones here, but I'll leave that particular bit of
analysis to others. There's absolutely no logical reason for Huepow to be in
this game, since he and Klonoa were forever separated at the end of the first
game. But apparently plot continuity takes a back seat to gameplay convenience
here... as it should.

===============================================================================
B. MONSTERS 

It's hard to call such cuddly little beasties "monsters," but defamation and
dehumanization makes murder all the easier. So there you have it.

-- 1. MOO ------------------------------------

I don't know why Klonoa's heroic dream efforts always involve little red bunny
critters with smiling happy faces. But they invariably do. But these things
respawn like the rabbits they resemble, so don't feel guilty about inflating
them like a cheap bike tire and tossing them till they explode; scrunch all you
want, they'll make more.

-- 2. FLAMOO ---------------------------------

What's that in the sky there?
Green Moos that can fly, there!

For some reason, when Moos take flight, they do nothing but hover back and
forth or up and down in a single place. Not the most imaginative of creatures,
these.

-- 3. BOOMIE ---------------------------------

In Zelda these would be called Bombchus. But this isn't Zelda. So they're
Boomies: little walking mice who explode shortly after being manhandled. They
explode immediately upon contact with other creatures. Boomies in Empire of
Dreams differ from those which have appeared in previous Klonoa games in one
important way: their explosion delay is variable, and a tiny number over their
heads indicates the time remaining on their countdown. The timers are a vital
factor in many puzzles, so pay attention, slackers.

When they fly, they're imaginatively called FLABOOMIES, which sounds like a
sound effect involving exploding toilets and puts me in mind of Calvin and
Hobbes for some reason.

-- 4. MOO BOARDERS ---------------------------

Moos on snowboards. Because sometimes, even hapless li'l bunnies feel the need
to be XTREME.

-- 5. SPINDLE --------------------------------

A strange little fellow who managed to evolve some common sense: he rides
around in an indestructible vehicle that protects him from being damaged by
objects. Alas, like all teens he thinks he's indestructible and rides around
with the top of his convertible down, making him vulnerable to attacks from
above.

-- 6. SPIKER ---------------------------------

Completely indestructible, these guys mostly hover in place or move in a short
linear pattern and obstruct various puzzles. They can be blocked or even
weighed down by Moo Boxes.

-- 7. TETON ----------------------------------

A little flying creature. When Klonoa grabs it, tapping the Jump button will
cause it to go higher until it self-destructs explosively. Not much of a way to
die, if you ask me.

-- 8. GLIBZ ----------------------------------

This monster is packin' heat and will fire a stream of spiky things at Klonoa
from its twin pistols. Which is much less disgusting than it sounds, but
dangerous nevertheless.

===============================================================================
C. BOSSES 

See BOSS STRATEGIES in the FAQS section (section V., heading B.).

===============================================================================
PART III: WALKTHROUGH ---------------------------------------------------------
===============================================================================

This is probably what you're here for, right? Not my stupid filler material
about the game's history or style. Please forgive me for all of that. Writing
out detailed directions for such a basic but puzzling game threatened to drive
me mad. I had to add something else, don't you see? Don't blame me... I'm weak.

===============================================================================
A. FORMATS 

There are four differet styles of gameplay in Empire of Dreams, which adds a
pleasant degree of variety to the game. Both mental aptitude and manual
dexterity are put to the test. It's like there's a party in your GameBoy
Advance and everyone's invited!

-- 1. PUZZLE PLATFORM ------------------------

The foundation of the game, and the aspect that most resembles the original
Klonoa. It's your basic free-roaming platform adventure where progress is doled
out in bits and pieces upon completion of various puzzle challenges.

-- 2. SNOWBOARDING ---------------------------

Taking a cue from Klonoa 2, the game breaks up the puzzle solving with a bit of
XTREME SPORTS ACTION. Unfortunately. But these levels are far less frustrating
than those in Klonoa 2 and best of all don't need to be completed to beat the
game. Not too shabby.
          
-- 3. AUTO-SCROLLING -------------------------

The auto-scrolling stages are similar to the puzzle platform levels, except
they completely abandon the puzzle aspect and force the screen to advance
forward or upward, necessitating quick responses and good planning to avoid
being squashed or plummeting into a deep pit. Not to mention collecting all the
gems in the levels.

-- 4. BOSS BATTLES ---------------------------

At the end of each world, young Klonoa has to fight a very large monster using
only his wits. Oh, and the deadly objects that the monster brings into
existence. The perspective on these battles is zoomed out, so Klonoa is very
tiny. Good lighting it highly recommended.

===============================================================================
B. CONTROLLING KLONOA 

Klonoa can be moved about quite effectively with a mere two buttons and a
D-Pad. It's rather remarkable, really, what all the little pup can accomplish
with such a limited range of input devices. Remember, just because Rare thinks
controlling a game should inflict massive arthritis on games, doesn't mean it
actually should.

RUN: Press the D-Pad either to the left or right to make Klonoa run 
     side-to-side. That was probably a "no duh" explanation, but oh well.
     
JUMP: Tap the A button to make Klonoa leap into the air. The longer you hold 
     down the button, the higher he jumps.

GRAB: Press the B button while facing objects or enemies and Klonoa will use
     a Wind Bullet from his enormous ring to grab hold of whatever it is in 
     front of him and lift it above his head.

THROW: While holding something, press B again to throw it in the direction 
     Klonoa happens to be facing. Most enemies will burst like a soap bubble 
     upon contact with anything, whereas blocks or bombs will usually destroy 
     enemies and stop only upon hitting a wall.

FLAP: Gain extra hang time from a jump by pressing and holding the jump button 
     while in mid air. You can't hover indefinitely, but it will allow you to 
     travel a little further and very slightly up.

DOUBLE JUMP: After grabbing something, jump and tap B. Klonoa will drop the 
     item he's carrying and use it as a springboard to double his height and 
     distance. Useful for those hard-to-reach areas, and not too shabby for
     destroying or activating things directly below at that. Just be aware that
     when you double jump, Klonoa cannot flap until he lands and jumps again.

CHAIN JUMP: Klonoa can grab an enemy or item in mid-air and immediately perform 
     a double jump. By stringing together multiple grabs and double jumps in 
     rapid succession, he can reach difficult areas and do all sorts of naughty
     things a young cat-thing was never meant to accomplish.

===============================================================================
C. PUZZLE ELEMENTS 

There are numerous items littering the Visions (levels) of the world, the
proper use of which is vital to advancement throughout the game. Know these
items. They will become your friends. And often your worst enemies.

ACCORDIAN PLATFORM: These come in pairs. Placing weight on one will cause it to
    depress and force the other to rise.

ARROWS: When a Boomie explodes next to an Arrow block, the block will transmit 
    the force of the explosion several spaces in the direction of the arrow. Be 
    careful, these can be dangerous. And they only respawn if you exit a room, 
    so if you screw up using them it's possible you might have to restart the 
    entire level all over again.

BOOMIES: Little walking mice who also happen to be bombs. When lifted, they 
    begin a countdown to an explosion which can hurt Klonoa, destroy objects 
    and activate switches. When thrown at an enemy, they explode on contact. 
    When an enemy is thrown at a Boomie, it explodes on contact. When a Boomie 
    is thrown at a wall, it lands without exploding and continues its 
    countdown. Learn the Boomie. Love the Boomie.
    
CRACKED BLOCK: A Moo Box which has become damaged. For some reason this makes 
    it impossible for Klonoa to lift it, but it's vulnerable to Boomies.

CRYSTAL SWITCH: A large switch that opens a gate when struck. These are 
    frequently temporary switches that will close again after a given period of 
    time.
    
DIRECTIONAL ARROW: A red arrow which will redirect any item which is thrown at 
    it in the direction of the arrowhead. 

DIRECTABLE ARROW: A blue arrow which works exactly like the the Directional 
    Arrow, but hitting it with a Wind Bullet will rotate the direction of the
    arrowhead 90 degrees clockwise.
    
GATE SWITCH: A large panel of floor which depresses when weight is placed atop 
    it. Klonoa, Moo Boxes and Boomies are all capable of weighing down the 
    switch, which generally opens a nearby Gate.

GUMI: Strange winged radishes that hover in midair. Klonoa can grab these to 
    hang suspended beneath them. Some Gumis are mobile and will give the lad
    a quick ride to new areas. Klonoa can leap from Gumi to Gumi by grabbing 
    them while in mid air and then jumping away.

INFLATOR SWITCH: A switch that causes gridded blocks to alternately inflate or 
    deflate. Usually these come in pairs, and as one block (or set of blocks)
    contracts, another expands. 

KEYS: There are three different kinds of Keys in many levels, each of which can 
    open all like-colored doors within a given Vision.

MAGNET BOX: A green-and-white box that will reach out and grab any wall or 
    ceiling tile with an inverse color scheme and cling to it. Klonoa can 
    attach these to their opposites to use as platforms to higher areas.

MOO BOX: A large square box with the face of a Moo emblazoned upon the side. 
    These can be used for Double Jumps, to annihilate enemies, as stepping 
    stones, or as weights. It's the box of a thousand faces!

ONE-WAY GATE: A gate that resembles pinball flippers. Klonoa can pass through 
    them in the direction of the hinges, but cannot backtrack through them once
    the gate has closed again. Additionally, objects may be thrown through the 
    gate in the direction of the hinges as well.
    
ROTATOR SWITCH: Uses the magnificent power of MODE SEVEN! It spins the platform 
    elements on a screen 90 degrees to the right.
    
SPRING: Jumping from this will cause Klonoa to leap high into the air. Standard
    platform game gimmick since the days of Super Mario Bros. and before. You
    already know this one by heart.

TRIPLE SWITCH: A set of three small crystalline switches. When all three are 
    activated within a certain period of time, they will open a gate. Once all 
    three are activated, they are permanently set to an "on" position for the 
    remainder of the VIsion. However, if the complete set is not activated 
    quickly enough, they will reset to the "off" position in the order in which 
    they were switched on. These comprise some of the most difficult puzzles in 
    the game.
    
VANISHING PLATFORM: A crystal-like platform that disappears a few seconds after 
    Klonoa stands on it. It reappears after a few more seconds. Touching it 
    from the bottom or sides will not cause it to disappear.

VENTS: Blower fans installed in the floor that emit a powerful upward blast of 
    air. Klonoa will be blown all the way up to the ceiling if he passes over 
    top of these. The current can be blocked by Moo Blocks and moving 
    platforms. Some stages include mesh floors through which Vents located on 
    lower levels can blow through to the upper level.

WATER SWITCH: A switch that raises or lowers the level of water throughout an 
    entire Vision. Klonoa looks like a cat, so it stands to reason that he 
    doesn't enjoy being wet.
    
WATERFALL: A curtain of water falling from above. Klonoa isn't injured when he
    touches a waterfall, but the force of the fluid causes him to recoil. To
    pass a waterfall, you have to block the funky funky flow from above.

===============================================================================
PART IV: LEVEL GUIDE ----------------------------------------------------------
===============================================================================

For convenience, I'm organizing the level walkthroughs by room breakdowns. When
you run off one side of the screen and the images fades down and back up,
you've just travelled from one room to another. The room in which Klonoa begins
is always Section One of a stage. All instructions are relative to this point,
so pay attention! Additionally, I've included the following information for
each stage:

 - Level Data ------------
   Sections: The number of sections (screens) in this level  
   Gems: The number of gems to be collected (30 or 100)
   Enemies: All enemy types who appear in this stage
   Elements: Elements which comprise this level's puzzles
   Keys: Stages may include Red or Blue keys 
 ------------ Level Data -

===============================================================================
A. GHAZZALAND 

A world of cacti and open prairies, Gazaland has the simplest stages and
collecting 100% of everything should be no trouble at all. The enemies here are
basic and the puzzle items are all very straightforward, when they show up at
all.

1. VISION 1-1 -----------------------------------------------------------------

 - Level Data ------------
   Sections: 3  Gems: 30
   Enemies: Moo, Flamoo
   Elements: None
   Keys: None
 ------------ Level Data -
 
This is about as easy as a game gets. If you need a walkthrough for this stage,
you're probably going to need my upcoming "Shoe Tying" FAQ and my complete
step-by-step guide to breathing. But in the interest of thoroughness, here's
the data anyway.

 - Section One -----------

The entire point of this level is to run as far to the right as possible. The
sign instructs you on the basic principle of grabbing enemies and using them
for additional height, but it's pretty simple and takes about one attempt to
master.

Begin by either grabbing or leaping over the Moo who appears at the far side of
the screen. Hop up the steps and you'll see another Moo appearing from a warp
portal. You may either grab this one, leap over it, or if you picked up the
first Moo you can destroy both by throwing one at the other. Be aware that a
new Moo will spawn immediately from a portal whenever you destroy one; you have
about two seconds, so always pay attention to the locations of portals to
prevent being caught unaware and injured by the sudden appearance of a new Moo.

Keep going right and grab the Moo next to the sign (press up to read the sign,
if you need). Stand next to the small ledge and press jump again at the peak of
your leap. This is the Double Jump, a very essential technique for progressing
through any Klonoa game. The added thrust caused by leaping off an enemy gives
you extra height and will allow you to clear the ledge. And be sure to grab the
two gems in the process (2). A heart piece is atop this ledge; if you've been
clumsy and are already injured, be sure to take it. Otherwise drop down to the
right and grab the Moo beneath the wooden platform. Take the two jewels (4),
then run back to the left and Double Jump onto the platform to collect three
more jewels (7). Go right and grab the Flamoo from the air, and Double Jump
with it to take the big jewel worth 5 small gems (12). Run beneath the
outcropping to enter Section Two.

 - Section Two -----------
 
Hop up the wooden platforms and grab the Flamoo while standing on the top
platform. Use it to Double Jump to grab three more gems (15) and the first
Small Star (A). Grab the next Flamoo to appear and use it to Double Jump off
the lower right step to snag the blue gem (20). Go on to Section Three.
 
 - Section Three ---------
 
Snag the Moo and head right. Drop down one step and Double Jump to grab three
gems (23) and a Small Star (B). Keep on to the right, taking the heart if you
need it, and grab the first Flamoo. Use the first to Double Jump over the
second Flamoo when it reaches the bottom of its path, then turn and grab it as
it rises. Double Jump to the left to grab the three gems and hold down the jump
button while pressing right to Flap back to the upper platform. If you miss a
gem or fall from the platform, simply repeat until you have them all. Now grab
the Flamoo and run right, leaping over the small spike pits. Do *not* use the
Flamoo to Double Jump until you pass the pits - you need it to reach the final
Small Star for the level (C). The chime you hear when you grab the Small Star
means the exit door is unlocked, so head back to the left. Use Klonoa's Flap
ability to hover over the spikes to collect the final four gems (30). 

Now you simply need to exit the level. Drop down from the left side of the
upper platform (be sure not to hit the Flamoo) and run all the way to the right
edge of the lower level. When you reach the door, it will open automatically.
Simply press up to enter the door and exit the stage.

2. VISION 1-2 -----------------------------------------------------------------

 - Level Data ------------
   Sections: 3  Gems: 30
   Enemies: Moo, Flamoo
   Elements: Moo Box
   Keys: None
 ------------ Level Data -
 
 - Section One -----------

When you begin this level, be sure to run left to grab the three gems at the
dead end. Life the Moo Box and use it to Double Jump onto the left ledge. Hop
over the Moo below and take the gems at the far left (3), then return to the
right. Double Jump with the Moo to clear the ledge and use the Moo Box to
acquire the two high gems here (5). Double Jump one final time with the Moo Box
to reach the top of the tall ledge to the right and drop down. Pick up the Moo
Box and throw it to the right by pressing the Action button. It will destroy
the Moo and stop against the ledge. Grab the Moo that respawns, then jump from
the top of the Moo Box without Double Jumping. Use the Moo instead to Double
Jump while atop the cliff to grab the two gems (7) and the Small Star (A). Drop
down and head to Section Two.

 - Section Two -----------
 
Run to the right past the Moo Box and take the three gems (10). Then lift the
Moo Box and hop up to the first ledge on the left. Double Jump from there to
reach the upper-right platform where you can take the second Small Star (B) and
a 1-UP coin. Wahoo! Drop back down and use the Moo Box to Double Jump from the
highest left step to the ledge above on the left side. Take the Moo and double
jump to the ledge, turn around and grab the blue jewel (15), and Double Jump
back to the upper right again. Take the three gems above the bridge with the
aid of the Moo (18), then throw the Moo Box to the far right. Stand on the Moo
Box and use a Moo to Double Jump to the top of the high ledge to the right,
take the heart piece and move on to Section Three.
 
 - Section Three ---------
 
Jump down, grabbing the six gems as you do (24), then head right. Use the Moo
Box on the far right platform to Double Jump to another gem (25) and the last
Small Star (C). Double Jump up to the platform on the left and use the Moo to
reach the blue jewel (30), then Double Jump to the left and enter the door.

3. VISION 1-3 -----------------------------------------------------------------

 - Level Data ------------
   Sections: 5  Gems: 30
   Enemies: Moo, Flamoo
   Elements: Moo Box
   Keys: Red, Blue
 ------------ Level Data -
 
 - Section One -----------
 
Head right and pass by the Moo Box to grab the gems (2). Then use the Moo Box
to Double Jump to the wooden platform. Use the Moo to reach the three gems (5),
and grab the new Moo before leaping from the platform to the ledge to the
right. Do not use the Moo to Double Jump the gap; you need it to reach the
small ledge above the Red Door. Here you'll find the Red Key which is needed to
open the door below. Unlock the door with the key and move to Section Two.

 - Section Two -----------
 
Hop up to the right and use the Flamoo to reach the ledge above the left
entrance where two gems (7) and a Small Star are located (A). Return to the
right and use the Flamoo to leap to the right ledge above the Blue Door, then
again to reach the left outcropping, once more to reach the blue jewel and 1-UP
above (12) and finally one last time to reach the upper-right platform. Pass
through the Red Door to Section Three.

 - Section Three ---------
 
Use the Moo Box to Double Jump to the ledge with the Blue Key. Drop back down
and throw the Moo Box to the right (you cannot carry it through the
low-clearance passage caused by the wooden platform). Use it to grab the two
gems (14) and Double Jump to reach the Small Star (B) and two more gems (16).
Head back to Section Two.
 
 - Section Two -----------
 
Drop down to the left and then double back to the right through the Blue Door.
Enter Section Four.
 
 - Section Four ----------
 
Climb and then descend the steps, grabbing the gems as you go (21). Ignore the
Moo and the exit door and pass through the opening to Section Five.

 - Section Five ----------
 
Snag the Flamoo and run to the right. Hop up the small wooden steps, grab the
gems (23) and Double Jump to the upper-left platform. Ignore the Small Star for
a moment; leap over it and run to the far left to collect a blue jewel (28).
Then drop down, collecting the Small Star (C) and two final gems (30). Head out
the left side, back to Section Four.

 - Section Four ----------
 
Use the Moo to Double Jump to the Exit Door and you're good to go.

4. VISION 1-4: SNOWBOARDING ---------------------------------------------------

This will be your first snowboarding stage. You'll likely find these much
easier than the boarding stages in Klonoa 2 thanks to the lack of odd
perspective, camera shifts and moments of reduced control for dramatic effect.

 - Level Data ------------
   Sections: 3  Gems: 100
   Enemies: Moo Boarder, Flamoo
   Elements: None
   Keys: None
 ------------ Level Data -
 
 - Section One -----------
 
You don't need to jump to collect the first 8 gems (8) and 1-UP. Be sure to
leap to grab the blue jewel (13) after the second rise, though, or you're in a
world of hurt. Leap again at the end of the upper platform and hover long
enough to catch another blue jewel (18). Follow the curve down for five more
gems (23) beneath the Flamoo (don't jump!) and then jump to follow the gem arch
(28) above the Flamoo in the next dip. Jump at the waterfall's crest and hover
just long enough to snag the blue jewel from midair (33). If you're too high to
reach it, remember that when you stop Flapping Klonoa rises slightly before
falling; take that into account when dropping or you'll overshoot the gem.
You'll ski along to Section Two now.

 - Section Two -----------
 
Jump when you reach the Ramp sign to grab a 1-UP. When you hit the ramp, don't
jump! The Ramp will automatically propel you over the Moo Boarder and net you
five gems (38). Now leap between the two Flamoos for another blue jewel (43)
and hop over the Moo Boarder for a blue jewel again (48). There are six more
gems (54) along the curve of the slope before you hit the next Ramp. This time,
jump after hitting the Ramp, once you're descent brings you level with the
gems. Again, be careful that the rise at the end of Klonoa's Flap doesn't cause
you to miss the last gem. Success will net you some more gems (67) and a heart
piece before entering Section Three.

 - Section Three ----------
 
Hop slightly (don't Flap) to grab the four gems at the start (71). Don't miss
the blue jewel at the peak of the first rise (76). Grab the Moo Boarder and
leap along the line of gems - Double Jump at the peak of your jump to snag the
blue jewel (85). Grab the next Moo Boarder and hop to snag three small gems
(88). When you reach the Ramp, let it lift you along and Double Jump with your
Moo Boarder when you reach the same line as the blue jewels (100). If you time
it right, you'll also acquire another 1-UP as you cross the finish line!


5. VISION 1-5 -----------------------------------------------------------------

The scenery changes here a bit - the rugged wasteland appearance of the earlier
stages is replaced by a more aquatic-looking backdrop. The puzzles also up the
ante a bit, requiring some more sophisticated thinking (though still pretty
basic...) as well as the use of the Gumi aerial hooks.

 - Level Data ------------
   Sections: 4  Gems: 30
   Enemies: Moo, Flamoo
   Elements: Moo Box, Gumi
   Keys: Red, Blue
 ------------ Level Data -
 
 - Section One -----------
 
Begin this stage by running all the way to the right. Leap off the second Moo
Box to pick up two gems (2), then grab a Moo Box and carry it to the left.
Stand on the small outcropping to the right of and below the platform with the
heart piece, then Double Jump to drop the Moo Box. Lift the other Moo Box and
Double Jump with it while standing on top of the first box you dropped. Be sure
not to set it directly on top of the first - they should be slightly out of
alignment so the box on top is a little further to the right than the box
beneath it, which will create a sort of stairway for easy access from the left
side. Now drop to the left and grab the Moo. Use the stacked Moo Boxes to reach
the two-block platform to the right without Double Jumping. Jump to the right
again to reach a wooden platform jutting out from the wall, and Double Jump to
the left to grab a blue jewel and two gems (9). Run back and grab the Moo again
(if you find yourself trapped on the right side of the Moo Boxes, simply leap
and grab the top one, then hop over the box on the bottom and restore the top
box to its proper position). Again leap to the upper right edge of the room
without Double Jumping, then Double Jump to the upper ledge where the Small
Star (A) is waiting. Head to Section Two.
 
 - Section Two -----------
 
The small, red, hovering vegetable-looking object here is a Gumi. You can hit a
Gumi with a Wind Bullet to grab it and hover. Some Gumis move and will carry
you over obstacles, so be sure to learn the dynamics of how Klonoa interacts
with them. It's important to note that when you leap from one, you always rise
a full body height, as if you were jumping from level ground.

Use the first Gumi to reach the small gems (11) and then leap to the right
ledge from the second Gumi. Use the Gumis at the right side of the section to
climb to the ledge, then hop over to the rope ladder. If you climb the rope
ladder, you'll find a 1-UP to the right and a Small Star (B) to the left. Take
both and hop over to the Gumi to the upper left. Grab the three gems here (14)
by leaping from Gumi to Gumi, then grab the Moo and jump from the top of the
Moo Box to the ledge to the left. Double Jump to reach the blue jewel (19); be
sure to press right and Flap back to safety as soon as you get the gem! Now
leap and snag the Gumi moving in a diagonal pattern and ride it to the peak of
its climb. Go left to Section Three.
 
 - Section Three ---------
 
Grab the Flamoo to reach the 1-UP immediately above the door. Now Double Jump
with another Flamoo to reach the ledge to the left. Cross the spikes by using
the Gumi, and jump to the left and grab the next Gumi. Jump and let yourself
drop down to snag the two gems (21) between the two Gumis and grab the ball on
the left right as you touch the lower gem. You'll catch the Gumi without
hitting the spikes. Use the next Gumi to leap to the right to grab two more
gems (23), then turn around and leap from the Gumi to the left ledge. Head to
the left side and drop down; Double Jump with the Moo to reach the Red Key.
Descend to Section Four via the ladder below and to the right.
 
 - Section Four ----------
 
Run to the left and ignore the first Gumi; it's not important unless you need
to backtrack. Drop and grab the Gumi that moves up and down, and leap from it
to grab the gems (25). Drop over to the platform on the right and open the Red
Door. Jump and grab the moving Gumi, and use the Gumi above and to the right to
reach the final Small Star for the level (C) (you'll need to flap to reach it,
since Klonoa hits his head with he jumps off the right Gumi).

Drop and pick up the Moo Box, then toss it through the door to the left. Carry
it to the right and collect the three gems as you go (28). Use the Moo Box to
reach the Blue Key and go right to return to Section One.
 
 - Section One -----------
 
Pass through the Blue Door. All you have to do now is collect the last two
gems on the way to the exit door, so run right and use a Moo Box or Moo to
Double Jump to the platform with the heart piece. Jump across the rope ladders
(you'll catch them automatically), making sure to snag the last two gems (30)
as you do so. Then head for the door and complete the stage. 

6. VISION 1-6: AUTO-SCROLLING -------------------------------------------------

This is the first auto-scrolling stage in the game. The auto-scrolling stages,
like the snowboard levels, do not have to be cleared to complete the game.
However, to earn all the secrets in the game it's necessary to finish these
levels and collect the jewels within, so you may as well suck it up. A nice
feature of these levels is that if you screw up, you can choose to start over
at the beginning of the current section rather than at the beginning of the
stage - a welcome relief when trying to collect gems in later stages.

 - Level Data ------------
   Sections: 3  Gems: 100
   Enemies: Moo, Flamoo
   Elements: Gumi
   Keys: None
 ------------ Level Data -
 
 - Section One -----------

Jump up and grab the first two gems (2), then jump forward and Flap to reach
the 1-UP coin and reach the next section of bridge. Run forward quickly and
climb the first rope, then double back at the top to snag the blue jewel to the
left (7). Grab the next two gems as well (9), and get the 1-UP coin below
*only* if you have sufficient time to climb down the ladder, leap to the right,
Flap back to the left and climb before the scrolling knocks you off the rope.
Your call.

Whether or not you bag the 1-UP, head right and leap, taking care to Flap
through both gems (11). Hop to the next platform where you can collect more
gems (13) and grab the Flamoo. Use it to Double Jump to the blue jewel (19)
then turn around, grab the new Flamoo before it emerges from the portal, jump
to the right and use it to Double Jump to acquire more gems (21). Snag the
Flamoo to the right and leap forward. Stand on the flowers and Double Jump to
take the gems here (23). Now jump to the Gumis and use them to climb up to the
platform above. Jump down, taking the blue jewel as you fall (28) and use the
Gumis to jump forward. Grab the gems as you land on the platform (30), and jump
down for take more gems (32) as well as a 1-UP. Use the last Gumi to reach the
blue jewel (37) and move along to Section Two.

 - Section Two -----------
 
Jump to the Gumi and immediately jump to the next one, passing through the gems
(39). Run forward and hop up onto the small ledge, grab the Flamoo and leap up
and to the left to collect a blue jewel (45). Hop down and run to the right,
grabbing jewels as you can - Double Jump for the blue one (55). Collect the
four gems (59) near the Gumis below, then jump to the right and use the upper
Gumi to collect another blue jewel (64). Drop down past the heart piece and
jump to the Gumis to collect 4 more jewels (68). The best way to do this is to
let yourself fall as far as possible before snagging a Gumi - you will barely
brush the lowest gem right before you shift to a point beneath the ball you've
grabbed. From the last Gumi in this line, hold your jump and Flap to collect
two more jewels (70).

Hop onto the moving platform and jump at its apex to the next moving platform,
snagging the gems as you do so (72). Now run along to Section Three.

 - Section Three ----------
 
Run ahead to the moving platform. Be sure to jump at the apex of the middle
platform's ascent to collect the blue jewel (79), and head forward to the
wooden platform ahead. Grab the first Flamoo as you jump to the small ledge,
then turn left and Double Jump to snag a 1-UP and blue jewel (84). Grab the
next Flamoo and Double Jump to the high platform to the right. Jump down onto
the moving platform, taking the two gems as you fall (86). Drop onto the bridge
and advance with the Gumis, making sure to take all five gems here (90). Snag
the three gems (93) on the flower platform and grab the Flamoo. Double Jump
forward, then grab the regenerating Flamoo and Double Jump again to acquire the
blue jewel (98). From the Gumis, drop onto the moving platform and ride it
forward. You'll acquire the last two gems (100) and reach the end of the level. 
Hop into the cannon and you're done.

7. VISION 1-7: ----------------------------------------------------------------

 - Level Data ------------
   Sections: 4  Gems: 30
   Enemies: Moo
   Elements: Gumi, Moo Box, Springs
   Keys: Red
 ------------ Level Data -
 
 - Section One -----------
 
Begin by grabbing the Moo to the left. Hop onto the moving platform and jump to
the upper-left platform. Double Jump to reach the Red Key and drop back down to
the ground. Take the Moo Box and return to the moving platform. Throw the Moo
Box to the right at the peak of the platform's rise, then drop down, take the
Moo again and use the moving platform to reach the upper right side. Jump from
the Moo Box to the right, then Double Jump to the platform above. Collect the
two gems here (2) and cross the middle gap using the Gumi. Drop down and take
the gems (4). Obviously you can't open the Exit Door here, so drop to the
ground again and use the Red Key to unlock the Red Door to the right, and go on
to Section Two.

 - Section Two -----------
 
Here's the first appearance in the game of Springs. As in every platformer
since Super Mario Bros., these puppies will give you an extra boost upwards if
you press the jump button at the lowest point of the spring action. Run past
the Spring to the right and grab the Moo on the ground. Use the Spring to jump
to the upper-left platform (don't hold down the Jump button too long, or you'll
Double Jump). Grab the gems (6) and use the Moo to Double Jump to where the
Small Star is (A). Drop down to the ground and use the regenerated Moo to
Double Jump from the first step up to the top of the high ledge at the far
right of the screen. Run along to Section Three.

 - Section Three ---------
 
Run all the way to the right and take the moving platform up to the platform
above. To the left you'll find a Moo which can be used to Double Jump and
collect the gems here (9). Grab the Moo a second time and run back to the
right. Double Jump to reach the stationary Gumi. Jump straight up to collect
more gems (12) and to the right to reach the 1-UP. From the left Gumi, jump to
the blue jewel (17) and then use the moving Gumi to the right to reach the
ledge with the ladder. Climb the ladder to Section Four.
 
 - Section Four ---------
 
Run left to where a Moo Box is sitting next to the overhang. You cannot lift
the Moo Box while beneath the low ceiling here, but if you press forward while
trying to pick it up you can pass through the box to the other side. Pick it up
from the left, and throw it to the right. Now lift it and Double Jump to the
upper platform to the far right, where you'll find more gems (19) and a Small
Star (B). Use the Gumi to cross over to the left and take the gems on the upper
platform here as well (21). Return to the ground level and throw the Moo Box to
the left. Use it to Double Jump to the ladder and take it downward.
 
 - Section Three --------
 
Drop down the ladder and run left to return to Section Two. 
 
 - Section Two ----------
 
You'll now be in the previously-inaccessible top half of Section Two. Climb the
rope and jump off to the right to claim another 1-UP. Jump off to the left and
drop to acquire two more gems (23). As soon as you touch the second gem, begin
Flapping and push to the right to avoid dropping into the spikes below. Bounce
from the right Spring and hop to the left, collecting the blue jewel on the way
(28). Drop off the ledge to the left, grab the Moo and take the last two gems
for the level (30). Double Jump to the Gumi and exit through the left passage.
 
 - Section One -----------

All that's left is to run to the opening in the floor. Drop down, collecting
the Small Star (C) as you do, and you'll land at the Exit Door. Now simply
defeat the Boss and you're done with the first Kingdom.

8. BOSS BATTLE: ---------------------------------------------------------------

Please see the FAQs section below for details.

===============================================================================
B. PLEAMIL 

This is a kingdom or music and night. No doubt Andrew Lloyd Webber is smiling
somewhere. The puzzles become a little more complex here, and the dexterity
challenges are significantly more difficult. Still, perfect scores are not
impossible here by any means.

1. VISION 2-1 -----------------------------------------------------------------

 - Level Data ------------
   Sections: 5  Gems: 30
   Enemies: Moo, Flamoo, Spiker
   Elements: Vent, Moo Block
   Keys: Red, Blue
 ------------ Level Data -

 - Section One -----------
 
Ignore the Moo here and run past the Vent to the right. Grab the Flamoo and use
the second Vent, further to the right, to reach a platform. Double Jump to
acquire the first Small Star (A) for World 2, then drop to the right and double
back beneath the platform for some gems (3). Go right and use the Moo to Double
Jump to another platform with more gems (5), then fall to the Vent and rise up
in the updraft. Lift the Moo Box in the alcove above and drop back down onto
the Vent. The weight of the Moo Box will allow Klonoa to resist the power of
the Vent and slowly fall back down to the ground and pass through the lower
passage beneath the alcove. Head to the next section.

 - Section Two -----------
 
Ride the Vent up and run across the platform until you pass a second Vent. Drop
down to the right of the platform past this Vent and double back beneath for a
blue jewel (10). Run right and take the Flamoo, and use the steps to Double
Jump onto a platform which contains several gems (12). Run back to the Moo Box
you passed before and take it to the left side of the section. Drop down onto
the first Vent with the Moo Box and throw the box to the right. Follow it and
head down the steps where more gems await (15). You can Grab the Moo Box if you
jump and try to Grab it on your way down. Throw it to the right and chase it,
then use it to Double Jump onto the ledge against which it stops. Go all the
way right to reach the next section.

 - Section Three ---------
 
Hop onto the moving platform here and ride the Vent to the left all the way to
the ceiling. Take the Moo Box and drop back down on the Vent and then to the
floor where you can use it to Double Jump for a 1-UP. Go back out the left door
and reset the positions of everything in the room and take the moving platform
up to the Moo Box again. Once again drop onto the Vent and run left (take the
Heart Piece if you need it) to another section.

 - Section Four ----------
 
Grab the Moo and run left, leaping over the Spiker. Double Jump to the Red Key
and go a little further left to the Vent. Take the Moo here and rise up in the
Vent until you reach the ceiling. As you move to the right and escape the
airstream, Double Jump to reach the gems (17) and drop to the right. Let the
second Vent lift you into the air and drop onto the moving platform as it
approaches from the right. An important dynamic of these platforms is that they
block the draft from Vents, meaning you can ride the platform to the right
beneath the lip of the column protruding from the ceiling. Collect the gems
(20) and hop to the right ledge. 

At the right edge of the section is another Moo Box. Double Jump with it above
the Spiker to drop it directly on the Spiker. The weight will bear the
invicible enemy down, allowing you the freedom to pass it. Take the Moo Box and
drop all the way to the ground. Set the box against the right edge of the
lowest area, lift the Moo that appears here and use the Moo Box as a stepping
stone so you can Double Jump to the Small Star (B). Return to Section Three to
the right.

 - Section Three ----------
 
Ride the Vent once more to where the Moo Box is, but don't touch the box.
Instead take the Flamoo and let the Vent carry you to the top and go left.
Double Jump onto the small platform above and take more gems (22). Jump right,
open the Red Door and climb the ladder to Section Five.

 - Section Five -----------
 
Lift the Moo to the left and carry it up the moving platform. At the top, go
right and Double Jump to reach the gems (25) and Heart Piece. Jump to the
platform on the opposite side of the moving platform and carry the Moo Box to
the ground level. Double Jump while over the Vent to the left platform, take
the Moo slightly below, and Double Jump to reach the Small Star (C). Use a Moo
to Double Jump left to the ladder past the Spiker and climb down.

 - Section One -----------
 
Go left until you reach the end of the upper platform here. Drop down and lift
the Moo Box. Use it to Double Jump at the dead end to the right to reach the
Blue Key, then go back to the left. Double Jump up to the upper platform and
let the Vent lift you so you can Flap to the 1-UP. Go back to the Moo Box and
carry it to the Blue Door. Open the door and throw the box through the
opening. Follow the Moo Box and throw it across the gap with the vine
descending. Use the box at the left side of the screen to Double Jump for the
blue jewel (30) and then drop down the vine to the Exit Door. 

2. VISION 2-2 -----------------------------------------------------------------

 - Level Data ------------
   Sections: 4  Gems: 30
   Enemies: Flamoo, Moo, Spiker
   Elements: Vent, Moo Box
   Keys: Red, Blue
 ------------ Level Data -
 
 - Section One -----------
 
There's a big Vent to the left obstructing your progress in that direction, so
right it is from the start. Grab the Moo on the ground and use it to jump up to
the ledge above. Use that Moo to reach the two gems to the right (2). Drop back
down and use the ground-bound Moo to surmount the ledge to the right. Collect
both gems over the spikes (4) by using the Flamoo to double-jump. Use the Flamoo
a second time to double-jump past the ledge, then drop and use the Teton to
ascend. Proceed to Section Two.

 - Section Two -----------
 
Go right and use the Moo to double-jump when you reach the orange ledge. Slide
down the vine and hit the Gate Switch to open the Gate to the right. Pass
through and ride the Vent up; drop right and step into the next section.

 - Section Three ---------
 
You'll need a Moo to reach the overhanging lip to the left. Grab the Moo Box and
toss it so that it comes to rest just to the right of the Moo's respawn vortex.
Grab another Moo and hop up over the Moo Box; double-jump up to the Teton and
let it carry you upward. Don't miss the blue gem (9) before you step onto the
Vent above. At the top of the area, run all the way to the right and then double
back below. Take the Moo to the left and drop onto the moving lift platform; use
the Moo to reach the gems (11) to the right. Grab the Moo at the top again and
drop left from the platform; be careful when you step off the ledge on the level
with the Gate and Star - a Flamoo may be hidden out of sight if you jump too far
to the left, and there are spikes to the right. Toss the Flamoo at the Gate
Switch over the spikes, then double-jump with the Flamoo to the now-open Gate
above. Take the Star (A) and drop right, collecting 4 more gems (15) along the
way. Run left beneath the Spiker and use the Flamoo to double-jump as you run to
the far left and back into Section Two.

 - Section Two -----------
 
Collect the Red Key and ride the Vent up. Fall short of the Red Key Block and
pass through the One-Way Gate to collect several more gems (18). Return to the
Vent and pass through the Red Key Block, then take the lift platform up. Run
right and hop over the Spiker to collect a Moo, which you can then carry left
over the gap. Double-jump left from the lift platform and drop to the alcove
beneath the upper level. Toss the Moo Block left so that it blocks the Vent,
climb the vine ladder, pick up the Moo and jump far to the left. Use the Moo to
double-jump and collect more gems (20) and a 1-Up. And a Heart Piece, if you've
been clumsy (tut). Now return to Section One.

 - Section One -----------
 
Use the lieft platform to rise to the level where the Moo Block is resting. Lift
this and carry it over to the left platform moving laterally. Double-jump so
that you drop the Moo Block on the platform and simultaneously rise to the ledge
above. Let the Vent's air stream lift you; when the Moo Block on the platform
beneath passes over the Vent, the air will be obstructed long enough for you to
drop and move left, where another Star awaits (B). Run left and use the Flamoo
to double-jump over the rise. Hover and collect the second blue gem (25) and
proceed left. Grab the Blue Key and drop once you pass through the One-Way Gate.
Cross the Vent stream and open the Blue Key Block so you may pass into Section
Four.

 - Section Four ----------
 
Grab the Moo and cross over the Vent stream. Toss the little bunny guy at the
Gate Switch and jump immediately into the stream of air over the Vent. Rise and
pass quickly through the Gate and collect the Star (C). Drop past the One-Way
Gate and land on the suspended columns; jump left and drop to collect more gems
(28), then use the Teton twice consecutively to collect the last two gems to the
right and above (30). Climb the vine ladder back to the right and lift the Moo
Box. Toss it left so it obstructs the Vent and hop along the hanging columns to
reach the Exit.

3. VISION 2-3 -----------------------------------------------------------------

 - Level Data ------------
   Sections: 5  Gems: 30
   Enemies: Flamoo, Moo, Teton
   Elements: Vanishing Platform, Vent, Gumi
   Keys: Red, Blue
 ------------ Level Data -

 - Section One -----------
 
Start by doubling-jumping via Moo over the first ledge. To the right you'll find
blue crystalline platforms referred to henceforth as "Vanishing Platforms" owing
to their propensity to, well, vanish. I know, it's tricky. Drop below the
Vanishing Platforms to grab the Flamoo, then double back and hop up and across
the platforms above. Use the Flamoo to double-jump and reach a Star (A) and two
gems (2). Grab the Flamoo again and this time move all the way across the
Vanishing Platforms, saving the Flamoo for a double-jump once you reach solid
ground. Pass through into Section Two.

 - Section Two -----------
 
Grab the flying radish (aka Gumi) and let it lift you so you can jump to the
suspended blocks, then board the moving platform. Hop across the Vanishing
Platform and drop to collect more gems (5). Rise back to the top and head right.
Step onto the first Vanishing Platform and let it drop you to the step below.
Don't stand here too long, though, as the second Vanishing Platform will drop
you onto spikes - hover over to solid ground instead. Ignore the One-Way Gate
and instead grab the Moo Box. Fling it right and follow it, then toss it a
second time to block the Vent. Grab the Teton and let it lift you to the blocks
above - be sure to grab it while both Klonoa and the Teton are moving upward,
otherwise inertia will prevent you from reaching the ledge above. Take the gems
(8) and cross the gap to reach the next section.

 - Section Three ---------
 
Double-jump onto the Vanishing Platforms and move right. Float over the Vent to
the Moo Box in the upper right corner. Grab it and descend; carry it past the
Vent and double-jump onto the left ledge. Hop onto the Vanishing Platforms to
the right, using the Gumis to reach them, and float at the apex for another Star
(B). To the left, drop a few levels and use the Moo to reach the moving Gumis
over the spikes. A little fancy jumping will allow you to snag the gems here
(10) and carry on with your eastward progress. At the far right, climb down the
ladder.

 - Section Four ----------
 
Go left, passing the Vent and arriving at more Vanishing Platforms. Snag the
Flamoo below and use the Vent to reach the Vanishing Platforms again. Collect
the gems as you go (13), and at the second platform double-jump to reach the
blue gem (18). Another pass and a second double-jump will give you the last Star
for the level (C). Drop left and grab the Moo on the ground; carry it up the
lift and double-jump to the left so that the Moo drops onto the Gate Switch in
mid-air. Pass through the Gate and leap over the gap to acquire the Red Key. Now
drop and collect more gems (20). Climb the ladder in the upper left corner and
return to Section One.

 - Section One -----------
 
Pass through the Red Key Block and stand in the newly-opened gap to grab the
Moo. Don't enter the Moo's alcove as you'll be unable to carry the little guy
back through the former location of the Key Block. Double-jump for more gems
(22) and leap via Gumi to the blue gem at the left (27). Climb the ladder to
reach Section Five.

 - Section Five ----------
 
Climb up and run left; leap past the Vent and land on the top Vanishing
Platform. Collect the last of the gems by falling (30). Grab the Moo Box to the
left and drop it atop the Vent. Jump over to the bottom-most Vanishing Platform,
climb the vine ladder and jump back over to the Vanishing Platform immediately
above the one you were on a moment before. Jump to the rightmost platform and
grab the Flamoo as you fall. Use the Flamoo to double-jump to the Exit.

4. VISION 2-4: SNOWBOARDING ---------------------------------------------------

 - Level Data ------------
   Sections: ?  Gems: 30
   Enemies: ?
   Elements: ?
   Keys: None
 ------------ Level Data -

5. VISION 2-5 -----------------------------------------------------------------

 - Level Data ------------
   Sections: 6  Gems: 30
   Enemies: Flamoo, Moo, Spiker
   Elements: Gumi, Moo Box, One-Way Gate, Gate Switch, Spring, Rotator Switch,
             Accordian Platform
   Keys: Red, Blue
 ------------ Level Data -
 
 - Section One -----------
 
This level is a relative doozy compared to what's come before. For the first
time, you might actually be somewhat challenged. But it's still not too bad
considering what's ahead.

Take a flying leap from the starting point and launch yourself into the air with
the Spring below. Grab the vine and climb to reach the 1-Up Coin to the left.
Drop back to the Spring and bounce right; ahead you'll find your first Accordian
Platforms, which rise and fall inversely to their opposites. Step on the left
portion and allow it to descend about halfway, then jump right onto the second
one and use it to reach the two gems in between (2). Use the Flamoo to
double-jump over the small bed of spikes and drop to the lower level for more
gems (5). Pass through the One-Way Gate and double-jump to the level above it.
Hop from the left Accordian Platform to grab the Gumi and from there take the
Star (A) in the upper right corner. Ride the lift to the top of the area and go
right to the second section.

 - Section Two -----------
 
Grab the Flamoo as you fall and double-jump right. Take a second Flamoo and hop
over the first Accordian Platform to reach two gems (7) above and right. Grab
the Moo Box below and drop it on the rightmost Accordian. Jump over to the left
Accordian and grab the Flamoo, then quickly jump left (if you stand on the
Accordian while holding the Flamoo, it will descend despite the weight of the
Moo Box). Double-jump over the Gate Switch so that it opens as you land and
quickly pass through the Gate. Drop to collect the Red Key for the level. Double
back through the Gate again and hop left over the gap to reach a Spring. You'll
want to let the scrolling catch up with you before you proceed; there are two
Spikers above. When the air above is clear, springboard up for a blue gem (12),
then drop down and Spring left. Climb the vine ladder and grab the Moo at the
top. Double-jump for a 1-Up Coin and drop again, collecting more gems (15) as
you fall. Pass through the lower One-Way Gate and pick up the Moo Box; jump and
throw it so it lands on the rightmost Accordian Platform. When the left
Accordian reaches its peak, jump and grab the Gumi and leap to the left. Snag
the Flamoo and jump back to the high Accordian, then double-jump right and pass
through the Red Key Block to reach Section Three.

 - Section Three ---------
 
Drop. Use either the Gumi or the Moo Box to reach the ladder at the lower left,
and descend.

 - Section Four ----------
 
From the ladder, drop onto the moving platform - be careful not to miss as there
are large, ugly spikes below. Head right and double-jump up to the Accordian
Platforms; collect the gems (18) on the lower level and return to the left
Accordian. This is a bit tricky, so time it carefully: you need to let the
Accordians move so that you can jump directly onto the right one and leap
immediately onto the laterally moving platform. It may take a few tries. Once
you reach the platform, grab the Star (B) and move further right. Use the
Accordians to reach the gems up in the upper right corner (20). Then advance to
the next section.

 - Section Five ----------
 
Climb the steps and take the Blue Key. Ascend the ladder.

 - Section Three ---------
 
Run left along the lower level through the Blue Key Block. Pick up the Moo Box
and toss it right, then follow it. Use the Moo Box to double jump and collect
the gems (23). On the left set of Accordians, allow the right Accordian Platform
to descend, then hop left and Flap over to the moving platform. Jump from there
onto the ledge and collect a blue gem (28). Go back to the right, pass the
Accordians and double-jump by grabbing the Flamoo and jumping in mid-air,
through the gems (30) to the platform where the Exit is located. Pass the Exit
and run to the next section. 

 - Section Six -----------
 
Use the Rotator Switch to spin the room and reach the Star (C). Spin the room
again until it makes a full rotation, then go back to the left.

 - Section Three ----------
 
Enter the Exit. Or, uh, exit the Exit. Whatever. You're done.


6. VISION 2-6: AUTO-SCROLLING -------------------------------------------------

 - Level Data ------------
   Sections: ?  Gems: 30
   Enemies: ?
   Elements: ?
   Keys: None
 ------------ Level Data -

7. VISION 2-7 -----------------------------------------------------------------

 - Level Data ------------
   Sections: 5  Gems: 30
   Enemies: Moo, Flamoo, Spiker
   Elements: Rotator Switch, Gate Switch, Vent, Spring, Moo Box, Vanishing
             Platform, Accordian Platform
   Keys: Red, Blue, Green
 ------------ Level Data -
 
 - Section One -----------
 
Lift the Moo to the right and use it to double-jump left of the starting point.
Ride the Vent that lies ahead up to the top level and run right, past the
Spiker. When you reach the large gap patrolled by a second Spiker, drop, then
flap left; face right and grab the Flamoo. Carrying the Flamoo, run back to the
Vent (be careful not to puncture the poor Flamoo against the Spiker) and use it
to double-jump over the second Spiker. Collect the Red Key and drop back to the
starting point. From there go right to unlock the Red Key Block and enter
Section Two.

 - Section Two -----------
 
Climb down the ladder.

 - Section Three ---------
 
Run left across the top level, snag the Flamoo and collect the three gems (3).
Jump down to the Gate and toss the Flamoo at the Gate Switch. Pass through and
throw the Moo Box through the One-Way Gate. Follow it and lift it again. Hop to
the upper level and throw or drop the Moo Box so it lands on the Spiker. This
will weigh it down. Hop aboard the descending Moo Box and grab it again once you
reach the ground. Throw it right so it weighs down the second Spiker and use the
box to reach the far right ledge. Collect the Star (A) and go back to the left,
using the Moo Box to double-jump. Run further left, double-jumping with the Moo,
and climb the vine ladder down. Drop into the recessed area and grab the Flamoo
here, taking care not to let it touch the Spiker. When the Spiker moves right,
go left and double jump at the Heart for more gems (5). Use another Flamoo to
jump up and right, then sneak past the Spiker to collect a Blue Key. Climb the
vine ladder to the right and double back left on the top level, using the vine
ladders to leap across the Vanishing Block. Don't drop to the floor here - it's
covered with spikes. Climb the ladder up to the next section.

 - Section One -----------
 
Go right past the twin Spikers and keep going until you pass the One-Way Gate.
You're now back at the starting point of the Vision. Retrace your previous steps
to reach the Blue Key Block on the upper levels to the right. 

 - Section Two -----------
 
Climb the ladder.

 - Section Four ----------
 
Step on the right Accordian Platform and once it's fully depressed leap to its
counterpart to the left. From there Flap over to the moving platform and collect
the gems (8). Grab the Moo below and run back to the right; hop over the
Accordian Platforms and double-jump for the blue gem (13). Now hop over to the
ledge with the Moo and jump into the Vent stream. When you reach the top of the
screen, double-jump right and collect the gems there (15). Pick up the Moo again
and run beneath the moving platform. When it passes over the Vent, step into the
air stream. The platform will impede your upward movement until it passes out of
the way; once you begin to rise again, toss the Moo at the Gate Switch. Float up
and drop left to pass through the Gate. Drop for a Star (B) and the Green Key.
Climb down the ladder.

 - Section One -----------
 
Hover to the ledge above and right where more gems are waiting (17). Run further
right and press against the jagged blue wall. This will take you to a SECRET
HIDDEN ROOM (wooooo).

 - Section Five -----------
 
It's another Rotator Switch room. It's easy enough to hover right and drop to
collect the gems (19). Just be careful to avoid the Moo as you spin the room.
Rotate twice to open a path to the right. 

 - Section One -----------
 
Collect all the gems here (27). 

 - Section Five ----------
 
Rotate the room twice more to return to the left passage.

 - Section One -----------
 
Drop all the way down and return once more to the starting point, to the right.
Travel the path of righteousness once again, this time aiming for the middle
platform at the right edge of the section. Pass through the Green Key Block into
Section Two.

 - Section Two -----------
 
Run along the ground and collect the gems below (30). Double-jump with the
friendly neighborhood Moo to the right; snag the second Moo and let the Vent
take you all the way up. Go left and double-jump to the last Star (C); move a
little further to the left and pick up the Moo Box. Throw the Moo Box right
through the gap and time it so it strikes the Spiker and drops. If you miss,
follow it over and try from the other side. Toss the Moo Box right so it
obstructs the Vent, take a Moo and double-jump to the Vanishing Platform.
Quickly grab the Flamoo and double-jump to the Exit. Yay, you're done. Give
yourself a cookie.


===============================================================================
C. SHIOBUBU 

1. VISION 3-1 -----------------------------------------------------------------

 - Level Data ------------
   Sections: 5  Gems: 30
   Enemies: Moo, Boomie
   Elements: Moo Box, Vent, Boomie, Cracked Block, One-Way Gate, Gumi
   Keys: Red
 ------------ Level Data -
 
 - Section One -----------
 
Run right and float upward in the Vent stream to the platform above. Collect
the gems (3) with the Moo and resume your rightward progress to the third Vent.
Let it lift you to the ladder and climb to Section Two.

 - Section Two -----------
 
Use the Boomie to the right to reach the gems above (5) then run right with the
Boomie and Double Jump to where the second Boomie is pacing above. Collect the
Small Star (A) and Double Jump right. Go on to Section Three.

 - Section Three ---------
 
From the lowest step, jump and Flap to the right. Cross the bridge and drop to
the ground. Collect the gems (8) in the dead end blocked by the One-Way Gate,
then grab the Moo and Double Jump to the platform above. Double Jump to the top
platform with the Boomie and take the gems (10) and Red Key. Drop down to the
right. Climb down the ladder. 

 - Section Four ----------
 
Go left past the Vent and collect the gems below by jumping from one Gumi to
the next (12). Drop from the center Gumi to take the blue jewel (17) and go
back to the top with the Vent. Cross the gap to the left by using the Gumis and
run to the Boomie. Drop the Boomie on the Cracked Block and collect the gems
(19) and Small Star (B) which are made accessible by the removal of the block.
Climb the ladder above.

 - Section Three ---------
 
Pass through the One-Way Gate and proceed all the way to the left side of the
area. Pass through the Red Door and go to Section Five.

 - Section Five ----------
 
Grab the Boomie, then jump and toss it left. Follow it, collecting the gems
(21) as you go. Use the second Boomie below to reach the platform where the
first one landed. Double Jump up and drop down to the ladder. Two more gems are
located along the way (23).

 - Section One -----------
 
Grab the Moo Box and Double Jump to the blue jewel (28). Take the Moo Box again
and drop to the ground. Carry the Moo Box past the first Vent to reach the last
gems (30) and Small Star (C). While holding the Moo Box, run past the second
Vent and then Double Jump while standing on the rightmost Vent to reach the
Exit Door.

2. VISION 3-2 -----------------------------------------------------------------

 - Level Data ------------
   Sections: 5  Gems: 30
   Enemies: Boomie, Flaboomie, Flamoo
   Elements: Vent, Cracked Block, Crystal Switch, Arrow Block, Moo Block, 
            Boomie, Vanishing Platform, Gate Switch
   Keys: Red, Blue
 ------------ Level Data -
 
 - Section One -----------
 
It's a little disorienting to begin standing next to the Exit Door, but there
you have it. Drop down on the right side to the ground and throw the Arrow
Block to the right so it butts up against the wall, directly beneath the
Cracked Block. Toss the Boomie at the Arrow Block and wait for the explosion to
clear. Use a Boomie to Double Jump to the cleared area and head to the next
section.

 - Section Two -----------
 
Run right along the top past the Vent and use the Flamoo to Double Jump to the
upper right corner. Take the gems (2) and go back to the Vent. Drop down on the
opposite side of the platform to the left of the Vent and pick up the Moo Box.
Let the Moo Box push you down the Vent airstream and collect the gems (4) and
Red Key to the left. While still holding the Moo Box run right and Double Jump
over to the Small Star (A). Pass through the One-Way Gate (if the Moo Box is
blocking the way, Grab it as you run left to pass through it). Return to
Section One by Double Jumping to the upper left with the Flamoo. 

 - Section One -----------
 
Run all the way to the bottom left and pass through the Red Door.

 - Section Three ---------
 
Collect the gems (6) and Grab the Arrow Block. When the Boomie moves left, drop
the Arrow Block so it hangs over the right edge of the small rise where the
Boomie is patrolling. Grab the Boomie and Double Jump to the left. Collect the
blue jewel (11) and Flap right to grab more gems (14). If the Boomie took out
the Arrow Block when it exploded, reset the puzzle elements by popping into
Section One for a second. 

Now set the Boomie in the left third of the platform it walks on. Throw the
Arrow Block at it so that the explosive chain rises upward to hit the Crystal
Switch. Grab the new Boomie and throw it left; follow it and pick it up when
you reach it to Double Jump to the right platform above. Use the Flamoo to
Double Jump to the left and climb the ladder.

 - Section Four ----------
 
Use the Moo Box to collect the gems to the right (17). Toss the Moo Box left
and ride the Vent upward; Flap to reach the Small Star (B). Grab the Boomie and
take the Vent up. Throw the Boomie at the Cracked Block and run right once the
block is cleared. 

Drop down and Grab the Boomie. Drop it immediately right of the Crystal Switch
(do not let it hit the Crystal Switch as it falls). Take hold of the vines
above as you leap and jump over to the Vanishing Platform as the Boomie reaches
the end of its countdown. Pass through the Gate as it opens (you may need to
leap and Flap to stay up if the platform disappears from beneath your feet) and
take the Blue Key. Drop down and collect the gems here (19) and pass through
the Blue Door.

 - Section One -----------
 
Flap across the gap above the Exit Door so that you collect the gems and land
on the right platform (22). Open the Blue Door to the right and proceed to
Section Five.

 - Section Five ----------
 
Ride up in the Vent and drop to the platform to the lower right. Grab the
Flaboomie and return to the Vent. Use the Flaboomie to reach the platform
immediately above the Vent. Take the gems here (25) and drop to the left. Grab
the Arrow Block and drop down the Vent. Stand on the Gate Switch and throw the
Arrow Block right. Climb again in the Vent and pick up the Flaboomie once more
and drop to the Gate Switch. Toss the Flaboomie after the Arrow Switch and wait
for the Flaboomie to explode, chaining the two Arrow Blocks to hit the Crystal
Switch. Ride up the Vent and pass through the now-opened Gate to receive the
last Small Star. 

Grab the Moo Box and Double Jump while pressing left at the furthest left point
you can reach while holding the box. You'll pass through the Moo Box; stand
outside the entrance to the alcove and Grab the Moo Box, immediately pressing
left. If you do it right you'll be able to pull the Moo Box through the gated
entrance. Now Double Jump to the right and take the blue jewel (30). Drop down,
Grab the Moo Box and cross the Vent on the floor. Return to Section One.

 - Section One -----------
 
Run left, drop down and pass through the Exit Door.

3. VISION 3-3 -----------------------------------------------------------------

This is a fairly sprawling sort of level, but not terribly challenging. The
hardest part is keeping track of where you are and have been.

 - Level Data ------------
   Sections: 5  Gems: 30
   Enemies: Boomie, Flamoo
   Elements: Cracked Block, Crystal Switch, Arrow Block, Spring
   Keys: Red, Blue
 ------------ Level Data -
 
 - Section One -----------
 
Go down the ladder to your left.

 - Section Two -----------
 
Drop down on the right side of the Vent, collecting two gems and a blue jewel
as you fall (7). Once you reach the ground, step into the Vent and snag the
Gumi as you rise. This will pull you left of the Vent's airstream. Jump to the
left and locate the Boomie. Grab it and carry it all the way left to the
Cracked Block (you'll need to throw it to get past the low-hanging pipe). As it
explodes, run back to wear you found it and Grab the next Boomie to
materialize. Carry it left again and use it to Double Jump past where the
Cracked Block was located, to a ledge above and right. 

Use the Flamoo to Double Jump right to where another Cracked Block is located
in a small depression in the floor. Use the Boomie to the right to destroy the
Cracked Block and free the Vent. Ride the Vent up and push left to reach the
Red Key. Jump left from this platform to a trio of patterned blocks; drop off
the left side and collect more gems (10).

Once again make use of the Flamoo to Double Jump to the right and Grab the
Boomie again. Carry it left and rise in the Vent, then throw the Boomie right
so it lands beside the Cracked Block past the Gumi. Once the Boomie explodes,
run through the gap and ride the Vent to the roof. Climb the ladder out.

 - Section One -----------
 
Run right and open the Red Door. Pass through the Section Three.

 - Section Three ---------

Jump right and collect the three gems (13). The screen will shift downward;
drop right and land beside the Spring. Grab the Arrow Block and hop onto the
Spring; jump left when the Spring boosts you. Drop the Arrow Block beneath the
Cracked Block above (if you run left slightly the screen perspective will rise
to show you where the block is located). Drop back down to the right and run
left to the Boomie. Drop the Boomie on the Cracked Block and wait for it to
explode.

Grab another Boomie and hop up to the now unobstructed Vent. Set the Boomie
beside the Arrow Block and wait for the blast to clear. Grab the Boomie one
more time and ride the Vent; drop right and Double Jump to where the Cracked
Block formerly stood. Collect the Small Star (A) and drop down the right side.
Be sure not to continue pressing right or you'll land in the spike bed. Now use
the Spring to reach the rightmost passage to the next section.

 - Section Four (R-1) -----
 
There's a Rotator Switch here; this device causes the room to spin 90 degrees
clockwise each time you hit the switch. Collect the lower two gems (15) and hit
the switch once. Collect two more gems (17) and run right through the lower
passage. 

 - Section Five ----------
 
First, stand at the right edge of the dropoff to the right and jump to Grab the
Flaboomie and make a sharp left. Double Jump left to reach the blue jewel (22).
Once the Flaboomie explodes, grab another one and drop to the floor to the
right; throw the Flaboomie so it destroys the Cracked Block to the right. Use
another Flaboomie to Double Jump to where the Arrow Block is situated. Grab the
Arrow Block and drop with it to the ground, and throw it right so that it rests
where the Cracked Block was originally located. Throw a Flaboomie at it and
allow the chain explosion to trigger the Crystal Switch. Double Jump with
another Flaboomie to the upper right where the Blue Key is located. Now use one
last Flaboomie to Double Jump left and return to Section Four.

 - Section Four (R-1) -----
 
Hit the Rotator Switch once and climb right to reach the upper alcove in
Section Five.

 - Section Five ----------
 
Take the four gems (26) and Small Star (B) and go back left.

 - Section Four (R-1) -----

Hit the Rotator Switch twice and run left to the passage.

 - Section Three ---------
 
Run left and return to Section Once.

 - Section One -----------
 
Run left to the Vent and climb to the Springs. Use the Springs to climb right
and collect gems (30). Open the Blue Door and take the Small Star (C). Drop
left to the Exit Door and conclude the Vision. 

4. VISION 3-4: SNOWBOARDING ---------------------------------------------------

 - Level Data ------------
   Sections: ?  Gems: 100
   Enemies: ?
   Elements: None
   Keys: None
 ------------ Level Data -

5. VISION 3-5 -----------------------------------------------------------------

 - Level Data ------------
   Sections: 6  Gems: 30
   Enemies: Boomie, Flamoo
   Elements: Cracked Block, Boomie, Balance Spring, Vent, Inflator Switch,
            Gate Switch, Triple Switch
   Keys: Red, Blue
 ------------ Level Data -
 
 - Section One -----------

Run right and make the acquaintance of the Inflator Switch - hitting this will
cause certain blocks to expand, creating either a foothold or an obstruction,
and other blocks to contract. Hit the Inflator Switch and use the block which
inflates to the left as a stepping stone to reach the upper right platform. Go
right to Section Two.

 - Section Two -----------

Run right and hit the Inflator Switch once, so that the block at ground level
expands. Now Grab the Boomie and drop it next to the Inflator Switch, take the
Moo Box and hop up onto the raised platform to the left. Drop the Moo Box (take
care that it does not overlap the area that the gridded block in the left
corner will fill when expanded; it's possible for the Moo Box to become encased
by the inflated blocks) and jump left to collect the gems (2). Meanwhile, the
Boomie will explode and trigger the Inflator Switch, shrinking the gridded
block that you used as a step and opening the passage to the right so that you
can run to where the Boomie is located. Go right and hit the Inflator Switch
again, and once again leave the Boomie counting down directly beside the
switch. Hop onto the platform and Grab the Moo Box. Wait for the Boomie to
explode and use the block which inflates as a stepping stone to the upper right
platform. Drop the Moo Box on the Gate Switch and move on through the Gate for
more gems (4) and a Small Star (A). Go to the next section.

 - Section Three ---------

Ride up in the Vent and climb the vine. Hop off to the left and collect the
gems (6) before running through the upper left passage.

 - Section Four ----------
 
Set the Moo Box on top of the gridded block and jump over the platforms to drop
to the left. Fall down the left side of the vine for more gems (9) and hit the
Inflator Switch so the Moo Box falls to the ground. Hit the Inflator Switch
again, then run to the Moo Box. Toss the Moo Box left so that it stops against
the gridded block which obstructs the lower left cul-de-sac. Double Jump with
the Moo Box to reach the Red Key above to the left. Go back to Section Three,
hitting the Inflator Switch one last time on your way out. 

 - Section Three ---------
 
Grab the Moo Box and drop down with it above the Vent. Collect all the gems to
the right (12) and ride the Vent to the right upward. Drop right and pass
through the Red Door to the next section.

 - Section Five ----------
 
Go right until you come to the Balance Springs; stand on the left spring so the
right one rises a bit and jump to the opposite spring; immediately jump right
from the second spring before it returns to its original position and Flap so
that you reach the platform to the right. Drop and collect the gems (15) and go
to Section Six to the right.

 - Section Six -----------
 
Take the Vent up and drop onto the small alcove where you'll find the infamous
Triple Switches. They're innocuous enough here, but just you wait until Vision
EX2...

Simply hit all three switches and jump to the opposite side of the Vent; hit
the Inflator Switch as you fall and step back into the Vent stream. Jump left
at the top and Grab the Gumi; use it to reach the gems here (18) and the Blue
Key to the left. Jump to the right side of the Vent stream and drop on the
opposite side to collect more gems (20) and a blue jewel (25). Take the Small
Star in the bottom passage (B) and run back to the entrance.

 - Section Five ----------
 
Run all the way left; make sure the gridded block in the lower left corner is
expanded to full size. Go back to Section Four.

 - Section Four ----------
 
Ride the Vent up to the Blue Door. Open it and return to Section Five through
the upper passage. 

 - Section Five ----------

Ride the Vent stream up and hit the two right Triple Switch on your way back
down. Immediately step back into the Vent's air blast and hit the left Triple
Switch as you rise. Now step onto the left platform above and Grab the Boomie.
Throw it right so it lands beside the Cracked Block and detonates. Once the
Cracked Block is gone, go through the opening to the far right platform
(slightly below the left platform) and Grab the Moo Box. Set the Moo Box on the
edge of the ground to the left, so it's level with the place where the Cracked
Block was. Then go up, Grab another Boomie, toss it right, follow it down, and
throw it right again so it stops against the Moo Box. Run and Grab it
immediately, use the Moo Box as a stepping stone and drop the Boomie next to
the second Cracked Block. Clear out for the explosion. Head up and right to
collect the blue jewel (30) and pick up the Moo Box again. Drop to the ground.

Drop the Moo Box on the rightmost Balance Spring as you Flap to the left one.
Use this spring as a platform to reach the Small Star above and left (C). Jump
back to the right and Grab the Moo Box again. Set the Moo Box away from the
Balance Springs and hit the Inflator Switch so that the gridded block
contracts. Double Jump to the left passage with the Moo Box and enter Section
Four again.

 - Section Four ----------
 
Let the Vent blow you up and when you hit your head against the gridded block,
drop left and Grab the Gumi. Jump left to the Exit Door.

6. VISION 3-6: AUTO-SCROLLING -------------------------------------------------

 - Level Data ------------
   Sections: ?  Gems: 100
   Enemies: Boomie, Flamoo
   Elements: Cracked Block, Boomie, Balance Spring, Vent, Inflator Switch
   Keys: None
 ------------ Level Data -

7. VISION 3-7 -----------------------------------------------------------------

 - Level Data ------------
   Sections: 6  Gems: 30
   Enemies: Flamoo, Boomie, Spiker
   Elements: Inflator Switch, Vent, One-Way Gate, Boomie, Cracked Block, Moo 
            Box, Balance Spring
   Keys: None
 ------------ Level Data -
 
 - Section One -----------
 
At the start of the level, the left passage is blocked. So take your only
available option and head right to Section Two.

 - Section Two -----------
 
Go right and drop from the rock area to the platform. Jump and snag the gems
(2) and run past the Boomie. Ride the Vent upward and drop left when you reach
the top. Grab the Moo Box and drop onto the Vent stream; press left to move
into the alcove to the left where more gems (4) and a Small Star (A) await.
Return to ground level and run back to the entrance. Step briefly into Section
One and immediately return to Section Two to reset the room's item positions.
Go back to the Vent and ride it upward. Use the Moo Box at the top to Double
Jump to the top right corner and climb the ladder.

 - Section Three ---------
 
Take the moving platform up and hop over to the top left platform. Grab the
Boomie when it reaches the right edge of the platform and drop to the ground.
Throw the Boomie through the One-Way Gate and run immediately after it. Grab
it, hop onto the small rise and Double Jump to collect the gems (8). You need
to be very quick about this or the Boomie will explode in your hands. Now use
the moving platform to return to the upper level and place the Boomie next to
the Inflator Switch. Return to ground level before the Boomie explodes; once it
does, run left through the unobstructed passage and into the next section.

 - Section Four ----------
 
Run left beneath the Spiker and Grab the Flamoo from midair. Double Jump to
reach the Inflator Switch and hit it once. Use the Flamoo to Double Jump right
and climb up to the top level, using the inflated gridded block as a step. Run
left and through the passage to the next room.

 - Section Five ----------
 
Jump and hit the Inflator Switch. Grab the Boomie and run right, Double Jump up
to the right and then hop left. Drop to the left side of the construct in the
middle of the room and collect the blue jewel (13). Run right through the
One-Way Gate and return to Section Four.

 - Section Four ----------
 
Climb to the right and jump up to the platform where the Boomie patrols. Use it
to Double Jump to reach the trio of gems here (16) and Grab it again. Drop to
the right (pull left as you fall to avoid the Spiker below) and place the
Boomie beside the Cracked Block. Be sure not to let the Boomie hit the Flamoo
or you'll have to run back to the top and pick up another Boomie. When the
Cracked Block is gone, run left through the passage.

 - Section Five ----------
 
Pick up the Boomie and immediately jump and throw it left. It will land on a
pair of Arrow Blocks, which will explode and free up half of a Balance Spring
set. Drop to the ground and use the Moo Box to the right to reach the Small
Star (B) above. Carry the Moo Box left as you go down a level; when the Spiker
descends to the ground, throw the block at it to weigh it down and allow you to
pass through the small gap it was patrolling. Move to the lowest level and Grab
the Moo Box once you reach the ground so you can Double Jump to the gems above
(19). Run right to the next area.

 - Section Four ----------
 
Double Jump with a Flamoo to reach the platform to the left. Hit the Inflator
Switch and drop the Boomie next to the switch. Jump over the gridded block to
the right which expands and immediately grab another Flamoo. Double Jump up to
the top right. Your progress will be impeded by an inflated block, but once the
Boomie explodes you can make it through with no trouble. Drop down and take the
blue jewel (24) as well as the gems (26). Climb down the ladder. 

 - Section One -----------
 
Drop to the ground and run left to the next area.

 - Section Six -----------
 
Ride the Vent up and drop left. Jump up to the Inflator Switch and drop the
Boomie next to it. Hurry back to the Vent and let it carry you to the ceiling.
Wait there until the Boomie explodes and press right to collect a Small Star
(C) and gems (28). Go back to Section One.

 - Section One -----------
 
Run across to the right passage.

 - Section Two -----------
 
Use the Boomie to Double Jump to collect the last gems (30) and reach the Exit
Door to the left.

===============================================================================
D. SANUTAAL 

The puzzles in this world become more complex, with new innovations such as
rotating rooms, flooded pits and waterfalls obstructing progress. Lucky you.

1. VISION 4-1 -----------------------------------------------------------------

 - Level Data ------------
   Sections: 7  Gems: 30
   Enemies: Moo, Flamoo, Spiker, Gribz
   Elements: Moo Box, Water Switch, Rotator Switch
   Keys: Red
 ------------ Level Data -
 
 - Section One -----------
  
Jump and Grab the Flamoo hovering over the water and Double Jump right. If
you're super cool, you can jump and Chain Jump with it to cross the pit. Grab
another Flamoo when it comes near and hop the small pits, taking care to
collect the gems (3). Double Jump to the vine and climb up; hop right for a
blue jewel (8). Drop left and run right to the next section.

 - Section Two -----------
 
Grab the Flamoo and hop over the Spiker to the ground below when it moves left.
Be careful not to let the inflated Flamoo burst against the Spiker. Double Jump
right to the ledge beside the pneumatic platforms. Use the pneumatic platforms
as stepping stones to the upper right and jump to the Gumi from the far right
platform. Flap left and use the Moo to reach the Small Star (A) directly above
the Gumi. Now use the Moo to Double Jump left where more gems await (10). Go
left through the passage.

 - Section Three ---------
 
Hop up over the Spiker and pick up the Moo Box. Do not throw it left from the
ground level; it will become stuck. Instead, double back slightly and stand on
the first step to the right. Jump and throw the Moo Box so it flies over the
platform which was above the Moo Box's original position. It will pass the
small rise in the floor and drop to the ground. Follow the block and use it to
Double Jump up to a ledge beneath a Flamoo and more pneumatic platforms. Double
Jump to the level of the platforms via the Flamoo; grab the respawned flying
Moo and use the pneumatic platforms to reach the platform above and to the
left, where another Small Star awaits (B). Go right, past the platforms, and
collect the gems (12), then Double Jump to the upper right ledge. 

 - Section Four ----------
 
Run right and drop down when you reach the moving Gumi. Hit the switch below
and to the left - it will raise and lower the water level in the pit beneath
you. When the water level drops, Grab the Flamoo and run left through the
drained pit, picking up the gems on the way (15). Double Jump to the Red Key
and go back to the right. Double Jump up to the Gumi and hop right to open the
Red Door. Go to the next Section.

 - Section Five ----------
 
Drop past the Gumi and hit the Water Switch. Ignore the Moo and jump into the
drained pit. Pick up the Moo Box and Double Jump to the blue jewel (20), then
move the Moo Box left; stand so you're situated beneath the opening above, with
one block's space between the ledge beneath the Water Switch and the top of the
Moo Box. Double Jump back to the left and hit the Water Switch again so the
water rises, causing the Moo Box to float upward. Grab the Moo and hop or step
to the Moo Box (if you jump, be sure to stand so the Moo doesn't catch against
the low ceiling). Double Jump from the Moo Box to the platform above. Collect
the gems (22) and proceed over the columns. Grab the Flamoo and Double Jump
from the pneumatic platform when it reaches its highest point. Go right.

 - Section Six (R-1) ------
 
Welcome to the Rotator Room; hitting the switches will cause the interior of
the room to pivot 90 degrees. Hit the lower switch once and collect the gems
(24), then jump and hit the Rotator Switch again; pull to the right so you land
on the high platform. Drop right and collect the gems (26). Hit the switch
three more times and then run right through the opening which becomes
available.

 - Section Seven ---------
 
Grab the Flamoo and jump right, using the pneumatic platforms as stepping
stones. Double Jump up to where the Exit Door is and proceed left. Climb the
vine and grab the two gems to the side (28), taking care to avoid the Gretzes'
gunshots and the Spiker between them. At the top, dismount the vine to the left
and exit the room. 

 - Section Five ----------
 
Hit the Water Switch once, then Grab the Flamoo and Double Jump left to reach
two gems (30). Turn and grab the Flamoo again and drop left, taking care to
avoid the Spiker below. Double Jump from the water pit to the left ledge and
ride the pneumatic platform up. Jump right and collect the final Small Star
(C). Return to the previous section.

 - Section Seven ---------
 
Run immediately to the vine and drop straight down as fast as you can - you'll
avoid all the enemies and reach the Exit Door unscathed. That's it for today,
Parappa. Go to the next stage!

2. VISION 4-2 -----------------------------------------------------------------

 - Level Data ------------
   Sections: 6  Gems: 30
   Enemies: Moo, Flamoo, Spiker
   Elements: Waterfall, Moo Box, Water Switch, Rotator Switch, Gumi, Gate 
            Switch
   Keys: Red, Blue, Green
 ------------ Level Data -
 
 - Section One -----------
 
Drop right, climb down the vine and exit the section through the lower-right
passage.

 - Section Two -----------
 
Hit the Water Switch to lower the water level. Drop into the water pit and pick
up the Moo Box; drop the box slightly to the left of the gap above where the
Small Star is located by Double Jumping straight up and Flapping to the left.
Hit the Water Switch again so the water level rises, then Grab the Moo. Jump to
the Moo Box which is floating atop the water and Double Jump to the Small Star
(A). Jump back to the left and lower the water with the Water Switch. Drop back
into the pit and move the Moo Block slightly to the right, so that you can
reach the right platform without Flapping. Again Double Jump straight up here
and Flap left. Grab the Moo and jump right from the Moo Box. Double Jump onto
the highest step here and go right. Grab the Gumi and let it carry you across
the water. Hit the Water Switch and drop into the pit, where you can collect
several gems (3). Go right to Section Three.

 - Section Three ---------
 
Pick up the Moo Box and use it as a buffer to block the Waterfall's force. Run
past the two falls and Double Jump to clear the high column. Grab the Flamoo
and leap past the Spiker, then Double Jump to the passage to Section Four.

 - Section Four (R-1) ----

This rotator room can be somewhat tricky; the goal is to reach the Red Key at
the top. To do that, you'll need to bring the Moo Box down to the ground level.
Jump up the Rotator Switch and hit it four times. Please take care the third
time you hit it to press left so that you remain standing on the small ledge
beneath the Rotator Switch. After the fourth hit, drop left and Grab the
Flamoo. Use it to Double Jump up and left where you can Double Jump again with
the Moo Box. Collect the gems (5) and Red Key and return to the room's
entrance.

 - Section Three ---------
 
Climb the vine and jump up to the Red Door. Open the door and Grab the Teton,
pressing right to collect a blue jewel (10). Use the Teton a second time to
reach the ladder at the upper left - remember that you can climb higher with a
Teton if you Grab it before you reach the peak of your jump. Climb to the next
section.

 - Section Five ----------
 
Use the Teton to reach another blue jewel to the right (15), then fly up to the
ledge to the left. Grab the Moo Box and throw it left. Follow it and set the
block on the Gate Switch. Go up onto the platform above and Grab the Flamoo;
use it Double Jump to the Blue Key at the left. Drop left and collect the gems
(17), then run through the Blue Door to the left. Go to the next section
through the lower passage.

 - Section Six -----------
 
Run along the floor and double back when you reach the left side, jumping to
the platform above and taking the gems (20). Use the Flamoo to block the water
as you did with the Moo Box previously; Jump to pick up the Green Key, then
Double Jump with the Moo back to the entrance.

 - Section Five ----------
 
Run right and open the Green Door. Climb down the ladder.

 - Section Three ---------
 
Drop down and take the gems (23) and the Small Star. Use the Gumi to reach the
ladder back to Section Five.

 - Section Five ----------
 
Grab the Moo once it walks left through the open Green Door and use it to
Double Jump to the platform above the open Blue Door. Collect the gems (25) and
go left through the upper passage.

 - Section Two -----------
 
Hit the Water Switch to lower the water level. Take the Moo Box into the pit
and drop it directly beneath the gems. Use the Flamoo to Double Jump right
again and hit the switch to raise the water. Jump back to the Moo Box, grab the
Flamoo and Double Jump up to reach gems (27) and a Small Star (C). Grab the
Flamoo and throw it left to hit the switch and lower the water level (you'll
have to jump slightly before you throw it), then carry the Moo Box left and
Double Jump up to the ledge. Go to the left passage.

 - Section One -----------
 
Pick up the Moo Box. Unlock the Red Door and throw the block left. Jump across
the gap with the vine and Grab the Moo Box again. Drop down to the ground while
holding the Moo Box and use it to run through the waterfall. Collect the gems
(30) and Double Jump up to the Exit Door.

3. VISION 4-3 -----------------------------------------------------------------

 - Level Data ------------
   Sections: 9  Gems: 30
   Enemies: Flamoo, Gribz
   Elements: Directable Arrow, Moo Box, Crystal Switch, Inflator Switch, Gumi
   Keys: Red
 ------------ Level Data -
 
 - Section One -----------
 
Use the Moo Box to Double Jump for two gems (2). Hit the blue arrow (Directable
Arrow) once so it points up. Gran the Moo Box and stand so you overlap the
arrow; jump straight up and Double Jump. The Moo Box will rebound upward from
the arrow and carry you along. Once you round the turn and begin moving right,
jump for more gems (4) and flap the the right ledge.

 - Section Two -----------
 
Hit the Directable Arrow three times so it points upward. Take another ride by
Double Jumping over it with the Moo Box. Once the ride is over, use the Moo Box
to Double Jump right. Snag the blue jewel (9) and head along to Section Three.

 - Section Three ---------
 
Hit the Inflator Switch once to deflate the block which obstructs the passage.
Grab the Flamoo and run right. Once you're past the gridded block turn and
throw the Flamoo at the Inflator Switch. Once the switch has activated, run
along to the next room.

 - Section Four ----------
 
The Moo Box here should be unblocked by the gridded blocks. If the blocks are
inflated, you'll need to hit the switch in the previous room one more time. Hit
the Directable Arrow three times to aim it upward and take another Moo Box
ride. This time the Moo Box will simply move up and down, so jump right at the
peak of the Moo Box's path. Hop over the right side of the upper platform for a
Small Star (A) and gems (11). Pluck the Moo Box from its mid-air prison and
Double Jump to the ladder at the right side. Climb the ladder to the room
above.

 - Section Five ----------
 
Use the Gumi to clear the high rise to the left. Ignore the Crystal Switch here
and turn the Directable Arrow three times so it faces up. Grab the Flamoo and
Double Jump to the upper left platform where the Gate is located. Your jump
should drop the Flamoo on the Directable Arrow, but take care not to let the
little balloon beast strike you as it rises. It will travel along the path and
open the Gate via the Crystal Switch; run through the opening to get gems (13)
and a Red Key. Leave this section through the left passage.

 - Section Six -----------
 
Use the Teton at the left side of the area to rise to the Red Door. Open the
door and hit the Inflator Switch so that the gridded block shrinks. Flap across
the gap to the left platform and pass through to the next section.

 - Section Seven ---------
 
Drop down the vine and run left. Use the Moo Box to jump up and collect the
gems (16), then turn the lower middle Directable Arrow so it faces skyward.
Double Jump a few times to either side of this arrow (*not* on top of it) to
turn the upper middle Directable Arrow upward as well. Now Double Jump over top
of the lower arrow and let the Moo Box carry you up. When you hit the red
Directional Arrow, jump left for a blue jewel (21). Turn the upper middle
Directable Arrow once more so it faces right and ride the Moo Box from the
arrow beneath it along the new path. When you reach the red arrow, jump and
Grab the Gumi. Hop to the left and collect the Small Star (B) and jump over to
hit the Inflator Switch once. Drop to the ground, go right and climb the vine.
If you need a 1-UP, return to Section Six via the lower passage and collect the
extra life located just to the right (the now-expanded gridded block makes it
easy); otherwise, head up the vine to the upper right passage, which leads to
the upper half of Section Six.

 - Section Six -----------
 
Hit the Directable Arrow so it points up, then throw a Flamoo at the arrow to
strike the Inflator Switch, causing the gridded block to the right to inflate.
Double Jump with the Flamoo to reach more gems (26) and land on top of the
expanded gridded block. Jump to the ladder and climb out.

 - Section Eight ---------
 
Dodge the Gribz's fire and run past the Exit Door (which won't open yet, of
course). Climb down the ladder to the far left, passing by the Inflator Switch
for the time being.

 - Section Nine ----------
 
As you enter the room, a Moo Box should fall to the floor. If it's trapped in
midair by a gridded block, hit the Inflator Switch in the room above. Hit the
Directable Arrow here so it points up; Double Jump over it with the Moo Box and
ride up to the platform above and to the left. Collect the gems (28) and drop
left; Double Jump to the left to get the Small Star (C). Now throw the Moo Box
left and use it at the dead end to reach more gems (30) and a 1-UP. Throw the
Moo Box to the right and follow it all the way across the room; Double Jump
with it and climb back to Section Eight.

 - Section Eight ---------
 
Hit the Inflator Switch and climb the steps to the Exit Door.

4. VISION 4-4: SNOWBOARDING ---------------------------------------------------

Barf, snowboarding.

5. VISION 4-5 -----------------------------------------------------------------

 - Level Data ------------
   Sections: 8  Gems: 30
   Enemies: Boomie, Moo, Flaboomie
   Elements: Cracked Block, Water Switch, Boomie, Directional Arrow, Directable 
            Arrow, Moo Box, Crystal Switch
   Keys: Red, Blue
 ------------ Level Data -
 
 - Section One -----------
 
Begin by Double Jumping to the small platform above the water via the Boomie;
hit the Water Switch to lower the water level. Drop to the ground and throw the
Moo Box to the right. Now climb the vine and jump left from the platform to the
ledge. Grab the Boomie and throw the Boomie right so that it lands on the Moo
Box. Climb the vine and hit the Water Switch so the water level rises. Drop
onto the Moo Box and pick up the Boomie, then jump and throw it at the Cracked
Block. Once the block is cleared, run to the next section thorugh the
unobstructed passage.

 - Section Two -----------
 
Run right and use the Moo Box to collect the two gems above the Directable
Arrow (2). Hit the Directable Arrow once to make it point skyward and Double
Jump with the Moo Box directly over the arrow so it begins to rebound between
the upper and lower arrows. Make certain to stray slightly to the left when you
begin your jump so that the Moo Box doesn't strike and detonate the winged
Boomie to the right. Grab the Boomie as the box bounces and throw it left so it
lands next to the Cracked Block. Jump left once the block has been destroyed
and go to the next section through the upper left passage.

 - Section Three ---------
 
Hit the Water Switch to the left. Grab the Flaboomie and throw it left so it
hits the lower Directional Arrow and begins to rebound. Pick up the Moo and
carry it left to where the water was, then Double Jump at the left edge of the
recessed area to reach the platform above. Take the Small Star (A) and Grab the
Boomie from between the Directional Arrows. Throw it left so it lands beside
the Cracked Block and wait for it to finish exploding. Run left through the
passage that is opened, taking the gems as you run (4), and climb the vine
upward. Grab the Moo to the right and use it Double Jump left. Collect the gems
(6) and move to the next area.

 - Section Four ----------

Hit the Directable Arrow once so it faces up. Throw the Arrow Block at the blue
arrow and climb the vine to the top. Leap over the Arrow Block which is now
bouncing up and down between the two arrows, taking more gems as you fall (8),
and face left when you land. Pluck the Arrow Block from the air and throw it
right so it lands beneath the Cracked Block. Jump over to the vine and drop to
the platform directly beneath the Flaboomie. Grab the flying Boomie and throw
it so it lands beside the Arrow Block. Once the explosion has cleared, return
left and throw another Flaboomie to where the previous Flaboomie exploded.
Follow it across and use it as a hoist to Double Jump to the upper right
alcove. Go on to Section Five. 

 - Section Five ----------
 
Grab the Flaboomie and avoid the Moo as you run right. Jump onto the pneumatic
platform (taking care not to hit the pillar of water, which could detonate the
Flaboomie in your hands) and hop onto the edge of the ledge next to the upper
pneumatic platform. Jump onto this second platform when it reaches its lowest
point, and then go right once it rises. Drop the Flaboomie onto the Cracked
Block and wait for the explosion. Head right through the cleared passage and
drop down. Use the Moo to Double Jump to the Red Key and exit the room through
the passage to the right. 

 - Section Six -----------
 
Drop into the Cracked Block and Grab the Flaboomie to the right. Throw it left
os it lands on the Cracked Block and explodes. Go through the new opening; take
the gems (12) and return to Section Five through the lower left passage.

 - Section Five ----------
 
This bit can be tricky, so remember that the key to success is to use Klonoa
himself as a backstop. Begin by hitting the Directable Arrow so it points down.
Jump past the first vine and move to the vine on the left. Drop down the left
side of the vine for more gems (14) and pick up the Arrow Block. Throw the
block right so that it rebounds between the middle and bottom arrows. Hop onto
the small ledge beside the Gate and wait for the Arrow Block to reach its
lowest point, then jump onto it to take a ride up and down. When the Arrow
Block begins its descend from hitting the blue arrow above, jump to the left
platform, striking the Directable Arrow as you go. When you land, the arrow
will be facing left. Now run left as far as you can without dropping off the
upper level of the room's center platform. The Arrow Block will follow the
Directable Arrow and come to a stop when it hits Klonoa. Drop down and jump up,
Grabbing the Arrow Block as you do so. Drop the Arrow Block so it faces the
Crystal Switch. 

Hit the Directable Arrow one more time so it faces up. Jump left from the
leftmost vine and Grab the Flaboomie on your way down. Throw the Flaboomie to
the right once you land and follow it up the vine. It will land on the right
edge of the room's center platform. Run to its left side and Grab it while
standing beneath the low-clearance passage. Go left and drop the Boomie on top
of the Arrow Block and move away. Once it explodes, go through the opened Gate
at the bottom right and collect the Small Star (B). Climb the right vine and
return to Section Six. 

 - Section Six -----------
 
Jump right so that you can grab the Flaboomie from the ledge to its left. Use
it to Double Jump to the platform above where more gems await (17). Pass
through the Red Door to Section Seven.

 - Section Seven ---------
 
Drop to the right so that you come to ground level. Hit the Water Switch to
lower the water level. Grab the Arrow Block and carry it left; set it directly
beneath the Cracked Block (slightly to the left of center). Climb the vine to
the Boomie above and right and Grab it; carry the Boomie to where the Arrow
Block is and drop the Boomie on top of the Arrow Block. Be careful not to set
the Boomie beside the Arrow Block, and don't let the Boomie touch the Arrow
Block while you're carrying either one (it will cause the Boomie to detonate
immediately). Run right and hit the Water Switch to raise the water level
again. When the explosion clears away the Cracked Block, run into the
cul-de-sac it opens and collect the Blue Key and blue jewel (22). Throw the Moo
Box left and use it to Double Jump back to Section Six.

 - Section Six -----------
 
Drop down to the ground level and pass through the Blue Door and use the lower
right exit beyond.

 - Section Eight ---------
 
Double Jump with the Flaboomie directly over the Directional Arrow. Once you
land, turn and Grab the Flaboomie, jump to the platform right of the Water
Switch and throw it so it lands on top of the Arrow Block. Once the Flaboomie
has detonated, hit the Water Switch and lower the water level, then jump left
and take the flying Boomie again. Double Jump to the platform where the Cracked
Block was located and drop down for more gems (25). Take the Small Star (C) and
Grab the Moo when it walks to the left edge of the platform. Double Jump up and
collect the blue jewel (30), then use the Moo to Double Jump left and up.
Return to the entrance. Please be careful not to fall into the left alcove
which was previously flooded with water - there is no way out and you'll have
to reset the section to escape.

 - Section Six -----------
 
Use the Flaboomie to reach the stage exit.

6. VISION 4-6: AUTO-SCROLLING -------------------------------------------------

Bleah, I'll tackle this later.

7. VISION 4-7 -----------------------------------------------------------------

 - Level Data ------------
   Sections: 9  Gems: 30
   Enemies: Spiker, Moo, Flamoo
   Elements: Water Switch, Directional Arrow, Directable Arrow, Vent, Moo Box,
            Waterfall, Gate Switch
   Keys: Red, Blue, Green
 ------------ Level Data -
 
 - Section One -----------
 
Begin by climbing down the vine. Don't simply jump, or you'll get your feet
soaked. Jump to the right platform beneath the Spiker and throw the Moo at the
Direction Arrow as the Spiker moves post it overhead. The Moo will strike the
Water Switch above the arrow if you can avoid bursting it against the Spiker.
Grab a Moo and hop down to where the water was; Double Jump and head left. 

 - Section Two -----------
 
Hit the Directable Arrow three times so it points up. Throw the Moo Box at the
Directable Arrow so it lands on the Vent, and Double Jump left with the Flamoo.
Collect the gems (3) and lift the Moo Box so it protects you from the
Waterfall. Run left to the Red Key and return to Section One. For the love of
Pete, don't throw the Moo Box right from the cul-de-sac where the Red Key is
located; you'll have to reset the section.

 - Section One -----------
 
Run and jump to the right until you Double Jump to the Red Door. Open the door
and head to Section Three.
 
 - Section Three ---------
 
Use the Flamoo to Double Jump onto the narrow ledge of rock. Use the vine to
reach and hit the Water Switch to lower the water level. Drop to the ground and
collect the gems (6). Pick up the left Moo Box and carry it right and up (use
the other Moo Box as a stepping stone). Set the Moo Box on the Vent and return
to the left. Grab a Flamoo and carry it all the way to the right side of the
screen; Double Jump left to get a Small Star (A), then head right to the next
area.

 - Section Four ----------
 
Collect the two gems above the entrance (8) and climb the ladder to Section
Five.
 
 - Section Five ----------
 
Jump onto the pneumatic platform to the left and go through the left passage.
 
 - Section Six -----------
 
Pick up the Moo Box and drop it onto the spikes so that the Moo that spawns
slightly left of the spike bed will hit it and walk left. Grab the Moo Box and
follow the Moo down to the floor. As the Moo walks left, throw the Moo Box to
the right at ground level. Run beneath the overhand and collect the gems (10)
and Blue Key. When the Moo steps on the Gate Switch, use the Moo Box to Double
Jump up to where the Gate is and grab the Small Star (B) during the brief
window that the Gate is open. Run left quickly; if you move too slowly you'll
have to wait for the Moo to double back left before you can pass again. Head
left and then back up; Double Jump to the entrance to return to Section Five.
 
 - Section Five ----------
 
From the peak of the pneumatic platform's rise, jump right and run to the Vent.
Let the wind lift you to the top and open the Blue Door. Pass through to
Section Seven.
 
 - Section Seven ---------
 
Hit the Directable Arrow three times so it points upward. Grab the Moo Box on
the Vent and Double Jump straight up while Klonoa overlaps the Directable
Arrow. If you start your jump as the moving mesh platform is passing directly
over the Vent going left, the Moo Box will land squarely on the mesh platform.
Ride the rebounding Moo Box and let it block the Vent's breeze as you ride
right. Collect the three gems (13) and the Green Key to the right. Return to
Section Five. 
 
 - Section Five ----------
 
Throw the Moo Box left. Drop down and lift the Moo Box as you leap past the
Vent and open the Green Door. Throw the Moo Box right to hit the Water Switch
and decrease the water level to something safe. Don't miss the gems here (15)
Move the Moo Box to an out-of-the-way location and run through the passage to
the right. 
 
 - Section Eight ---------
 
Hit the Directable Arrow three times to it points upward. Do another
straight-up Double Jump over the Directable Arrow to ride the Moo Box to the
next level. Hit the Directable Arrow above once to make it point up and Grab
the Moo Box from where it's trapped to the left (You'll have to jump, Grab and
make a sharp right turn in one quick motion to do this properly). Double Jump
over the second Directable Arrow and grab the Flamoo to the left as the Moo Box
bounces. Throw the Flamoo right when you're level with the red arrow pointing
up to hit a Water Switch. Throw the Moo Box right so it drops to where the
water was by Double Jumping right so you can drop and collect more gems (17) as
the box falls. Now use the Moo Box to Double Jump to reach a blue jewel (22) in
the upper right of the section. Climb down the ladder to the next section.
 
 - Section Nine -----------
 
Use the Moo Box to drop onto the Vent and then use the box to Double Jump up to
the vine. Hit the lower right Directable Arrow once so it points upward. Hit
the upper left Directable Arrow so it points left. Now Grab a Moo from below,
then stand on the Gate Switch and throw the Moo at the lower left arrow. It
will hit the Water Switch and drop the level of the water to the left. Grab
another Moo and head back up and left to where the water was located to acquire
gems and a Small Star (C). Double Jump and pass through the Green Door to the
left. Head through the passage to return to Section Four.
 
 - Section Four ----------
 
Double Jump with the Flamoo to reach the blue jewel (30) and complete your
scavenger hunt for this level. Pass through the Green Door and throw the Moo
Box right so it travels along the Directable Arrows. Flap left from the box
where it rests on the Gate Switch and pass through the open Gate to reach the
Exit Door.

8. BOSS BATTLE: ---------------------------------------------------------------

Please see the FAQs section below for details.

===============================================================================
E. LU ELJINBA 

This is the final world; as such, several of the levels are hair-rippingly
difficult. But hey, we all need a little mental frustration in our lives.

1. VISION 5-1 -----------------------------------------------------------------

Vision 5-1 introduces you to Magnet Blocks, which will be used throughout the
remainder of the game's stages. Learn to use them and they will become your
trusted comrade. Don't learn to use the, and, well, you'll spend a lot of time
in Vision 5-1.

 - Level Data ------------
   Sections: 5  Gems: 30
   Enemies: Moo, Flamoo
   Elements: Spikes, Magnet Block, Vent, Inflator Switch, Rotator Switch
   Keys: Red
 ------------ Level Data -
 
 - Section One -----------
 
Drop left and lift the Magnet Block. Jump against the left wall and the Magnet
Block will reach out and grab the inverted magnet socket. When the Magnet Block
attaches to the wall, Klonoa will dangle beneath it. Press Jump to hop to the
top of the block and use it as a makeshift platform. 

Jump to the upper left platorm where the Red Door is located. Collect the gems
to the right (3) and use the Magnet Block on the floor below to Double Jump to
the alcove beneath the Red Door where more gems are located (5). Go through the
left passage to the next section.

 - Section Two -----------
 
Create a midair platform by attaching the Magnet Block to the socket on the
left wall. Jump right to reach gems (7) and a Small Star (A). Flap back to the
Magnet Block platform and run left to the next area.

 - Section Three ---------
 
Wait for the moving platform by the Red Door to descend and lift you to the
upper area. Jump right and use the Moo to Double Jump to the upper left ledge.
Run to section four.

 - Section Four ----------
 
Throw the Magnet Block left through the gap. It will cling to the far wall,
making a safe platform over the spikes. Jump to it and take the Red Key above.
Go back to section three.

 - Section Three ---------
 
Drop to the floor and run left through the Red Door. Collect the gems (10)
before you enter the passage to the next section.

 - Section Four ----------
 
Jump with the Magnet Block so it attaches to the left side of the twin sockets.
Jump from the top of the block and Flap left to reach a Small Star (B). Go back
to the floor level, hitting the Magnet Block to dislodge it from the socket as
you fall. Connect the Magnet Block to the right side of the twin sockets and
use it as a platform to acquire three gems (13). Use the Moo to Double Jump
back to the top of the Magnet Block platform (Chain Jump by grabbing the Magnet
Block and immediately dropping it; the block will stick to the socket as you do
so) and hop right past the gems (15) to the upper passage. 

 - Section Three ---------
 
Collect the blue jewel (20) and hit the Inflator Switch. Jump right through the
newly-opened gap onto the moving platform and ride it to the top. Grab the Moo
and drop to the floor, and use it to Double Jump at the lower right to reach a
1-UP. Ride the moving platform to the top again and go right past the blocked
Vent. Collect the gems (22) and Small Star (C) and go right.

 - Section Five (R-1) ----
 
Use the Moo to Double Jump to hit the Rotator Switch twice. Double Jump to the
upper left and go through the passage.

 - Section Six -----------
 
Throw the Magnet Block from the left so that it comes to rest against the far
left wall without clinging to either of the sockets above. Now Grab the Magnet
Block and jump so that it attaches to the left side of the sockets. Hop to the
top and take the gems (25). Flap right to the blue jewel (30) and drop to the
floor. Go back to Section Five.

 - Section Five (R-1) ----
 
Hit the Rotator Switch twice and go right.

 - Section One ----------
 
Open the Red Door and throw the Magnet Block right. Follow its path and throw
it right again so it adheres to the socket. Flap over to it and use the block
as a foothold to reach the Exit Door. 

2. VISION 5-2 -----------------------------------------------------------------

 - Level Data ------------
   Sections: 8  Gems: 30
   Enemies: Flamoo, Boomie, Moo
   Elements: Boomie, Portal, Magnet Block, Balance Spring, Vent, Cracked Block,
             Spring, Arrow Block
   Keys: Red, Blue
 ------------ Level Data -
 
 - Section One -----------
 
Ignore the Magnet Block for now and run all the way to the left side of the
floor level. Enter Portal 1 [P1].

 - Section Two -----------
 
Hit the Inflator Switch so the gridded block above contracts. Take the gems (2)
and enter [P2].

 - Section Three ---------
 
Go right and enter [P3].

 - Section Four ----------
 
Go right and enter [P4].

 - Section Five ----------
 
Run right and get the Magnet Block. Bring it back to where [P4] is located and
use it to Double Jump for a 1-UP. Throw the Magnet Block right again and use it
on the Spring to stick to the socket to the left. Pull yourself to the top of
the Magnet Block and take the Small Star (A). Drop and collect the gems as you
fall (6). Be sure you Grab the Magnet Block as you fall, or at least knock it
loose from the socket.

Stand on the Vent and jump so the Magnet Block clings to the socket above the
Vent. Pull yourself up and grab the Red Key. Go left and climb the chain; open
the Red Door at the top and enter [P5].

 - Section Two -----------
 
Do two Double Jumps with the Flamoo to reach the upper left platform. Don't
miss the gems (8) on either side of the heart piece here as you run to the
left. Grab the Flamoo and leap to get the nex Small Star (B) over the gap. Drop
the Flamoo in the gap so it hits the Inflator Switch, but do NOT fall into the
gap. Run back to the right along the top of the room and return to [P5]. 

 - Section Five ----------
 
Drop to the ground and return to [P4].

 - Section Four ----------
 
Now go right and Grab the Moo. Take all five gems between the pillars to the
right [13] and carry the Moo to the lowest recess on the right wall, one level
below the portal in the upper right corner. Double Jump left to reach a blue
jewel [18]. Take another Moo and use it to Double Jump right to [P6]. Enter the
portal. 

 - Section Six -----------
 
First go left and collect the gems between the chains [20]. Backtrack to the
Magnet Block and jump over the left pillar so that the Magnet Block adheres to
the socket as you fall. Take the Arrow Block and throw it so it lands on the
suspended Magnet Block. Be careful not to let the Boomie touch the Arrow Block
or there will be... death.

Pick up the Boomie and wait for the counter to wind down slightly. Time your
jump so that you throw it right from the top step to the left of the chains as
the countdown ticks from 3 to 2. It will explode right as it reaches the Arrow
Block and chain the detonation along to break the Cracked Block below the
portal through which you entered the room. Run through the newly-cleared
opening and enter [P7].

 - Section Seven ---------

First jump with the Magnet Block so it attaches to the socket above the Blue
Door. Double Jump with the Flamoo to the platform directly above [P7]. Stand on
the top gridded block and Double Jump right to reach the Small Star (C). Hit
the Inflator Switch and throw the Magnet Block which was enclosed by the
gridded blocks so it lands on the Magnet Block that was already attached to the
socket up the wall. Double Jump with the Flamoo and hop up to [P8].

 - Section Eight ---------

Run right through the One-Way Gate and set the Magnet Block on the lower
Balance Spring. Jump up to the right ledge and progress up and left, taking the
gems (22); jump off the upper Balance Spring for a blue jewel (27). Run back to
the Magnet Block and remove it from the Balance Spring. Once the spring has
reset to its default position, hop quickly to the highest point to the right
and throw the Magnet Block left. You'll hear it connect with a socket. Flap
left to the small platform and jump from the upper Balance Spring to the
suspended Magnet Block. Leap over the column and collect the Blue Key and drop
back down to [P8].

 - Section Seven ---------
 
Drop left, move the Magnet Block out of the way and open the Blue Door. Run to
[P9]

 - Section One -----------
 
Jump into the upper-right corner to collect the last of the gems (30) and drop
down to the starting point of the level. Carry the Magnet Block left and jump
from the highest point of the floor beneath the Exit Door to reach the vision's
conclusion.

3. VISION 5-3 -----------------------------------------------------------------

 - Level Data ------------
   Sections: 7  Gems: 30
   Enemies: Moo, Boomie
   Elements: Vent, Portal [P#], Cracked Block, Magnet Block, Directional Arrow,
             Directable Arrow, Triple Switch, Balance Springs, Arrow Block, 
             Crystal Switch, One-Way Gate
   Keys: None
 ------------ Level Data -
 
 - Section One -----------
 
Start by grabbing the three gems directly above you (3). Tricky, eh? Don't
worry, it gets harder.

Use the Vent on the right side of the room to rise to the top of the screen and
run left past the Exit Door to the open portal [P4] at the left end. Enter the
Portal [P4].

 - Section Two -----------
 
From [P4], run to the upper-left corner, past the Boomie, and take the gems
(5). Drop to the floor and collect the gems as you fall (8). Use the Vent to
get back to the top and fall left from it so that you land on the platform one
level beneath [P4]. Grab the Magnet Block and drop down, then allow the Magnet
Block to grab the right side of the socket. Return to the upper level with the
Vent and Grab the Boomie to the left. Double Jump with the Boomie so that it
lands on the Magnet Block and follow it quickly. As soon as you land, Grab the
Boomie and take it left and down. Throw it at the Cracked Block and get out of
the way immediately. Enter [P1].

 - Section Three ---------
 
Exit [P1] and drop left and then down the steps to the right to reach the
floor. Hit the bottom Directable Arrow three times so that it faces upward.
Grab the lowest Moo and jump up. Throw the Moo at the Blue Arrow, and
immediately use the Moo on the upper step to Double Jump to allow you to hit
both Triple Switches in one move. Once all three have been hit together, a Gate
next to the lower Moo will open. Run left through it and use the Magnet Block
to Double Jump to [P3]. 

 - Section Four ----------
 
Drop from [P3] to the Balance Springs to the right. Jump to the uppermost
Balance Spring and Flap to the left, where you can just reach both gems (10).
Enter [P5].

 - Section Five ----------
 
Exit [P5] and run left, using the Vent to lift you to the left platform. Drop
down to the ground and Grab the Magnet Block. Jump beneath the socket so the
Magnet Block grasps it from below. Now rise up in the Vent and run to the Arrow
Block. Throw the Arrow Block left so it hits the Magnet Block and falls. Now
throw the Arrow Block right so it lands against the pipe near the Vent; move it
one block left so the Vent's air stream is free. Jump and disconnect the Magnet
Block from the socket and carry it over the pipe and past the Vent, using the
Arrow Block as a stepping stone. Drop the Magnet Block in the bottom right
area, then hop back and take the Arrow Block left. Throw the Arrow Block
against the Gate so that it drops into the gap and faces the Crystal Switch.
Return to where the Boomie is and take the little mouse-thing up over the pipe
and to the top via the Vent. Stand on the lower portion of the platform to the
left of the Vent and throw the Boomie so that it lands on top of the Arrow
Block. Wait for the Boomie to detonate and then pass through the open Gate to
acquire a Small Star (A). Return via Vent to [P5].

 - Section Four -----------
 
Hop over the Balance Spring to the left of [P5] and through the One-Way Gate.
Drop the Moo Box here on the lower left Balance Spring and jump up to the
platform above. Collect the gems (13) and the blue jewel to the right (18).
Enter [P2].

 - Section Six ------------
 
From [P2], run left and Flap across the gap to reach the Magnet Block. Carry
the Magnet Block to the floor level and transport it to the bottom left corner
of the room. Hit the bottom Directable Arrow here three times until it faces
up. Throw the Magnet Block at the Arrow. It will travel around the room,
eventually landing on an upper platform. Run right and hit the Directable Arrow
near the Moo a few times until it faces up as well. Double Jump with the Moo to
the right platform, taking care to drop the Moo on the Directable Arrow. Grab
the Moo from where it's rebounding and Double Jump left. Grab the bouncing Moo
once more and Double Jump up to the Magnet Block, lift it and carry it right to
the small platform. Jump at the left socket so that the Magnet Block grabs it.
Pull yourself up to stand on the makeshift platform and go to the top right
corner of the room. Drop down for another Small Star (B) and more gems (20). Go
back through [P2].

 - Section Four ------------
 
Jump from [P2] over the pipe and head back into [P3].

 - Section Three -----------
 
Go right from [P3] past the Vent. Hit the Directable Arrow immediately below
and to the right of the Triple Switches until it faces left. Grab the Magnet
Block from the floor to the left and throw it at the Directable Arrow you just
rotated. Use a Moo to Double Jump to the platform next to where the Magnet
Block comes to a rest and hit the Directable Arrow once so it faces upward.
Double Jump with the Magnet Block so it falls on the Directable Arrow and allow
it to give you a lift upwards. Jump off right as the Magnet Block takes a right
turn to snag a blue jewel (25) and repeat the process of getting the Magnet
Block into a position for a ride. This time jump off to the right as it takes a
downward turn and enter [P6].

 - Section Seven ------------
 
Drop to the platform immediately below [P6] for a 1-UP. Run left and use the
block riding trick with the Moo Box; set all Directable Arrows so that the
bottom row faces up and the top row faces down. To affect this change with the
middle set, Double Jump with the Moo Box; set the Arrows so they'll allow you
to ride in a continuous circle, clockwise. Now use the block riding trick to
collect all the gems (29). Once you have them all, stand in the Moo Box's path
to stop it. Set the upper-right Directable Arrow to face down, the bottom right
to face up, the top middle to face up and the bottom middle to face up. Double
Jump with the Moo Box over the bottom middle Directable Arrow and ride it to
collect the last gem (30). Grab the Moo Box once you've done this and take it
to the leftmost pair of arrows. Set the bottom left Directable Arrow to face
up, and do the same for the one directly above it. Double Jump over the bottom
one to ride up to [P7] - be sure to hop off the Moo Box in time.

 - Section One --------------
 
You're now in the previously unreachable middle platform of the opening area.
Grab the Magnet Block and drop down with it onto the Vent. Run left along the
floor and Double Jump to reach the Small Star (C). Head right through the
One-Way Gate and take the Vent up to the top platform. Pass through the Exit
Door and the level is complete.


4. VISION 5-4: SNOWBOARDING ---------------------------------------------------

Snowboarding levels are a pain in the arse. I'll tackle this later.

5. VISION 5-5 -----------------------------------------------------------------

 - Level Data ------------
   Sections: 6  Gems: 30
   Enemies: Moo, Teton, Flamoo, Gribz, Spiker
   Elements: Vent, Magnet Block, Inflator Switch, One-Way Gate, Waterfall
   Keys: Red
 ------------ Level Data -
 
 - Section One -----------
 
Begin by hopping over the Moo and standing in the gap between the two pipes to
the right. Grab the Moo while standing beneath the pipe so that the Moo is
squashed against the ceiling and allows you to carry it right. Double Jump to
the top of the pipe to the right and jump again for three gems (3). Drop to the
floor and run right. Grab the Teton and let it take you up so that you collect
the gems (5). Drop to the left when the Teton vanishes so you land on the pipe.
Stand as far left as you can on the pipe while still remaining within reach of
the Teton. Grab it and press left immediately to pass up beneath the lip of the
overhang. You'll rise to collect a 1-UP. Return to the floor and use the Teton
to reach the opening above and to the right and move to Section Two.

 - Section Two -----------
 
Take the moving platform up and hit the Inflator Switch so the gridded block to
the right expand. Drop right and as you're falling Grab and Double Jump with
the Flamoo to the lower gridded block. Take another Flamoo and Double Jump
right, making certain to drop the enemy directly above the second Inflator
Switch so the gridded box ahead of you expands and the one from which you leapt
deflates. Drop right off the pipe for more gems (7) and Grab the Magnet Block
upon which you land. 

Carry the Magnet Block up the moving platform and jump onto the platform to its
right. Stand and throw the Magnet Block straight ahead to the right. Follow it
by using the Flamoo as before. Stand on the rightmost gridded block and Grab
the Magnet Block. Double Jump left with it, making certain that it strikes the
Inflator Switch as it falls, expanding the top gridded block. Flap over to it
and take the Small Star (A). Drop to the floor and take the Magnet Block back
up the moving platform and again throw it far to the right. Make your way
across with the Flamoo again and Grab the Magnet Block once more. Hop onto the
uppermost pipe and Double Jump right to the opening.

 - Section Three ---------
 
Use the Flamoo to Double Jump to the two gems directly above (9). Drop down to
the floor and use the Flamoo to Double Jump over the One-Way Gate. Move right
and down and hit the Inflator Switch once, so that the opposite side of the
One-Way Gate is blocked by the expanded gridded block. Go back and take the
Flamoo and run to the right, over the One-Way Gate. Jump off the Magnet Block
onto the ledge and Double Jump to the left to reach a blue jewel (15). Now go
back down and grab the Magnet Block, then throw it left so it passes through
the Inflator Switch before reaching the One-Way Gate. Follow the Magnet Block
and place it in front of the One-Way Gate where the deflated gridded block is
located. Grab the Flamoo and use the Magnet Block as a stepping stone; Double
Jump left to reach three gems (18) and a 1-UP. Grab the Flamoo again and use it
to Double Jump to the passage to Section Four at the right side of the room.

 - Section Four ----------
 
Stand at the lip of the small ledge next to the entrance and do a swinging jump
that starts right and turns left to grab the Flamoo. Double Jump to the right
and run to the other side of the room across the top of center section, taking
the gems as you go (20). Drop to the bottom right and take the Magnet Block;
throw it left between the gap so that it hits the Spiker and drops. Pick up the
Magnet Block and run left with it so that it deflects the waterfall's force.
Double Jump to the Small Star (B) and use the Magnet Block to run back right
and to the passage to Section Five.

 - Section Five ----------
 
Immediately run right and grab the Moo. Lift it and use it to pass through the
Waterfall. Jump up next to the Gate and throw the Moo left to hit the Crystal
Switch, and pass through the Gate while it's open. Climb the chain to the right
and backtrack left at the top. Grab the Magnet Block and throw it left. Follow
it to the edge of the screen, collecting the gems along the top passage (23)
and drop down to the left platform. Grab the Magnet Block again and drop to the
floor.

Pass beneath the waterfall and set the Magnet Block immediately left of the
Gate. Stand next to the Magnet Block, grab the Moo and then jump and throw the
little guy at the Crystal Switch. Immediately Grab the Magnet Block, throw it
right and run through the Gate behind it. Use the Magnet Block to pass through
the next waterfall and Double Jump with it to get the Red Key floating at the
top edge of the screen. Carry the Magnet Block over the Vent to the lowest
right point and do a Chain Jump using the Magnet Block and Flamoo to reach the
1-UP. Now head back to the left, using the Flamoo to pass beneath the
Waterfall, and return to Section Four.

 - Section Four ----------
 
Run all the way left back to Section Three.

 - Section Three ---------
 
Run back to the left and use the Flamoo to Double Jump to the platform where
the passage to Section Two is located. Instead of running directly left,
though, use the Flamoo to Double Jump up and left to where the Red Door is. Use
the Red Key and pass through the newly-opened entrance. 

 - Section Six ----------
 
Hop over the Gribz's attack and Grab the little monster. Drop down slightly to
the left and hop onto the slight rise. From here Double Jump back to the right
and take the Magnet Block. Carry the Magnet Block so that it grabs the right
side of the socket. Jump from on top of the Magnet Block to reach more gems and
a blue jewel (30). Hit the Magnet Block as you drop to cause it to fall, then
Grab it and jump two spaces to the left to cause it to stick to the left side
of the socket instead. Jump to the top of the Magnet Block and drop to the left
of it. Grab it and use it to Double Jump left.

 - Section One ----------
 
Now you'll be in the top half of Section One, which for all intents and
purposes is its own section. This area can be rather tricky if you don't know
exactly what to do.

First, take the Magnet Block and jump while standing on the edge of the drop
next to the entrance. If you jump correctly, the Magnet Block will grab the
left side of the socket above. Pull yourself to the top of the Magnet Block and
hop over to the moving platform. Grab the Magnet Block as you rise past it and
jump with it to the left. Stand above the Small Star and throw the Magnet Block
left - it will strike an inflated gridded block and fall. Follow it and throw
it right so it sticks to the socket beneath the Small Star. Drop to the floor
and hit the Inflator Switch so the gridded block immediately above you expands.
Run left to the Vent and let it carry you to the ceiling. Now run back to the
right and drop onto the platform onto which the Magnet Block fell a moment ago.
Jump over to where it's sticking to the wall and jump to acquire the last Small
Star (C). 

Remove the Magnet Block from the wall and drop to the floor again. Throw the
Magnet Block left so it blocks the Vent. The gridded block may be in your way,
so simply stand to the right of it as you jump and throw the Magnet Block.
Follow the thrown block and Grab it. Stand over the Vent and throw the Magnet
Block right. You will be lifted up, past the Exit Door alcove, but the Magnet
Block will strike the Inflator Switch and cause the gridded block over the Vent
to expand. Once you drop down to the newly-inflated block, it's simply a matter
of walking to the door and pressing up to complete the level.

6. VISION 5-6: AUTO-SCROLLING -------------------------------------------------

Auto-scrolling levels are a pain in the arse. I'll tackle this later.

7. VISION 5-7 -----------------------------------------------------------------

 - Level Data ------------
   Sections: 9  Gems: 30
   Enemies: Moo, Flamoo, Teton, Boomie
   Elements: Spring, Vent, Boomie, Cracked Block, Moo Box, Magnet Block, 
            One-Way Gate, Gate Switch, Arrow Block, Directional Arrow, 
            Directable Arrow
   Keys: Red, Blue
 ------------ Level Data -

 - Section One -----------
 
Begin by lifting the Magnet Block and using the Spring to lift it to the
platform above. Allow the Magnet Block to grab the socket to the right and then
use it as a platform to the upper right area. Take the three gems here (3) and
drop back down. Grab the Magnet Block and throw it left so it lands against the
Cracked Block. Grab the Boomie which is floating beneath the magnet socket.
Stand to the left, pressing against the right edge of the small platform beside
the Boomie's flight path. Double Jump so that the Boomie blocks the gap beneath
the platform and quickly run left. Double back beneath the platform and take
the Boomie; use the Spring to hop to the top of the platform. Double Jump with
the Boomie so you land on the Magnet Block. Drop to the right of the magnet
block and immediately press left. You will land on a tiny (1 pixel wide) ledge.
Take the Magnet Block again and Double Jump with it for the 1-UP. Now drop back
down and throw the Magnet Block back to the right so it sticks to the rightmost
socket and remains out of the way.

Grab the Boomie again and repeat the process of getting it to the top of the
platform next to where it flies. Jump slightly and throw the Boomie left so
that it explodes against the Cracked Block. Use the Magnet Block to Double Jump
over to the platform where the Cracked Block stood and jump left to get the
blue jewel (8). Be sure to Flap back to the right to avoid falling onto the
spikes below. Go to the next section.

 - Section Two -----------
 
Use the Flamoo to reach the gems here (11) and run right. Place the Moo Box on
the slight rise to its right, against the blue pipe. Go back and throw the
Magnet Block through the gap to the right; it will stop against the Moo Box.
Jump with the Magnet Block and let it grab the socket above. Dislodge it from
the right and catch it as it falls, then jump to its right and let it grab the
socket from the right. Jump from beneath and use the Magnet Block as a
platform, then run left and collect the items to the left (13). 

Drop right and stand atop the blue pipe between the magnet sockets. Grab the
Magnet Block from the left and throw it right to the second socket. Flap right
and use the Magnet Block as a platform to reach a Small Star (A). Take the Moo
Box and use it to Double Jump to the right exit.

 - Section Three (R-1) ---
 
In the Rotator Switch room, turn the room 90 degrees right with a single strike
to the switch.

 - Section Four ----------
 
Hit the Inflator Switch, then use the Flamoo to climb the platforms. Grab the
Moo and jump onto the inflated gridded block, then leap left. Double Jump from
the upper platform to reach a blue jewel (18). Grab the Moo and head over the
gridded block. Drop down on the right side and Double Jump to acquire the Red
Key. Drop to the bottom right and open the door to proceed to Section Five.

 - Section Five ----------
 
Hit the Inflator Switch by tossing the Magnet Block at the Directional Arrow at
the bottom left area of the section. It will move back and forth, alternately
causing blocks to inflate and deflate in sequence. Jump and take the Flamoo and
Double Jump onto the bottom gridded block as it inflates. Use the Flamoo to
Double Jump to the next highest gridded block before your foothold deflates,
then wait a moment and jump and Flap right to the highest gridded block as it
expands. Jump and grab the Boomie and set it next to the Cracked Block until it
explodes. Take the Flamoo and use the Vent to rise to the top of the room. Run
all the way left and drop to claim a 1-UP. Double Jump as you fall to reach the
top of the pipe to the right, then drop down for another Small Star (B). Go
back to the entrance and take the Magnet Block from where it's bouncing between
the Directional Arrows. Use it to Double Jump back to Section Four.

 - Section Four ----------
 
Run left to Section Three.

 - Section Three (R-1) ---
 
Hit the Rotator Switch once and go right through the lower entrance which is
now uncovered.

 - Section Six -----------
 
Open the Red Door and drop down where the chain is. Hit the Directable Arrow
three times so that it faces right. Jump over to the platform below and to the
right to take three gems (21). Move to the lowest level and use the Moo to
Double Jump to the slightly raised ledge to the right. As the Moo bounces off
the Directional Arrow, turn and grab it. Double Jump left with it so that again
it bounces off the bottom right Directional Arrow. Once it begins rebounding
left and right above, jump and grab it. Double Jump to the upper right where
two more gems are located (23) and head through the opening to the next
section.

 - Section Seven ---------
 
Run right and drop left of the Vent. Move slightly left to collect three gems
as you fall (26). Let the Vent blow you up and drop right onto the platform.
Jump right and up to where the Boomie stands and collect the gems (28), then
grab the Boomie and drop left back to the platform. Double Jump to leave the
Boomie on the right edge of the platform and drop right to the floor and lift
the Arrow Block. Throw it left and run to the Vent to rise to the ceiling. Drop
left and push left so that you land on the alcove above the Blue Key. Run left
and Grab the Arrow Block which is bouncing between two Directional Arrows.
Throw the Arrow Block right; it will strike and detonate the Boomie, activating
the Crystal Switch. Drop down and run through the now-open Gate to get the
Blue Key. Use the Vent and return to Section Six. (Take the Boomie along if
you want to Double Jump and claim the 1-UP.)

 - Section Six -----------
 
Use the Moo rebounding trick to reach the door above and to the left. Go back
to Section Three.

 - Section Three (R-1) ---
 
Hit the Rotator Switch one last time to turn the room 90 degrees. Go left
through the lower passage.

 - Section Eight ---------
 
Open the Blue Door and run left past the Boomie and Flamoo. Drop down one
level and run right. Here there are three Gates in sequence which are opened by
a pair of Moos as they step on the Gate Switches directly below. Pass through
the left Gate and drop down to reach the final Small Star (C), then Double Jump
to return to where the Boomie is. 

Move left with the Boomie and throw it beneath the Flamoo, being careful not to
accidentally detonate the Boomie by touching the Flamoo (it would hurt). Once
the Flamoo moves right, lift the Boomie again and run left, and drop down a
level. Move through each successive Gate as the Moos step on the Switches.
You'll have to throw the Boomie right through each Gate. Follow the Boomie
right and down and throw it beneath the Teton. At this point you should have at
least 30 seconds left on the count, otherwise you'd be better off taking the
Teton and returning to the beginning.

Use the Boomie to Double Jump over the One-Way Gate. Step inside the One-Way
Gate so that the doors open, but DO NOT pass complete through the doors. Grab
the Boomie and throw it left where it can explode against the Cracked Block.
Remain standing in the open One-Way Gate until the detonation has cleared and
run left through the passage to Section Nine.

 - Section Nine -----------
 
Hit the Inflator Switch and the Directable Arrow until it faces left. Drop down
to Grab the Moo. Double Jump directly over the Directable Arrow to the platform
to the right and Grab the Moo as it rebounds across the Directional Arrows.
Double Jump to reach the gems (30) and then repeat the process to take another
Moo to the platform. Use the Moo to Double Jump to the inflated gridded blocks
to the left, making certain to drop the Moo on the Directable Arrow again. Flap
over to the left gridded block and wait for the Moo to pass overhead.
Immediately jump left to the top gridded block. The Moo will hit the Inflator
Block and cause the gridded blocks to shrink, dropping you in front of the Exit
Door. Press up and you're off to face the final boss.

8. BOSS BATTLE: ---------------------------------------------------------------

Please see the FAQs section below for details.

===============================================================================
F. EX STAGES 

The EX Stages (there are three total) are unlocked by completing various tasks
in the game. Each one is far more challenging and intricate than any other part
of the game, and which challenge both your mind and your reflexes if you hope
to complete them.

1. EX1 ------------------------------------------------------------------------

This stage is unlocked by defeating the final boss. It's a very 
straightforward stage, but contains some tremendously challenging jumps and 
will test your reflexes and reactions. This stage has a timer so you can 
compare your best times to those of others, if you so desire.

 - Level Data ------------
   Sections: 6  Gems: 30
   Enemies: Moo, Flamoo, Teton, Spiker
   Elements: Gumi, Moo Box, Springs, Inflator Switch, Vent, Vanishing Platform,
            Gate Switch
   Keys: None
 ------------ Level Data -
 
 - Section One -----------
 
One item of note in this level: the Moos are mostly "suicide Moos" - like the
Red Koopas in Super Mario Bros., they happily walk off any ledge rather than
simply turning back at the edge.

The first Moo in the Vision will drop right down to you. Pick it up and Double
Jump with it to the ledge. Grab the Moo that respawns here and Double Jump to
the left. Hit the Crystal Switch to open the Gate, which will allow another Moo
to drop down to your level. Double Jump left again, take the new Moo and Double
Jump right. Double Jump to the top, then drop down onto the blue pipes and keep
going right. Ignore the Flamoos above and run until you're boosted up by the
Vent. Drop to the right and hit the Inflator Switch so the Vent is blocked. Hop
onto the now-inflated gridded block and grab the Gumi when it reaches its
lowest point. Jump and Flap to the right for some gems (2) and take the 1-UP on
your way down. Grab the Gumi as you fall. Hope over and Grab the Teton and
press right. There are three gems, a 1-UP and a blue jewel (10) which can be
reached with the Flamoo to the right from the top step. Now use the Flamoo to
Double Jump to the right and snag the Small Star (A) on your way to Section
Two.

 - Section Two -----------
 
Jump and take the Flamoo and while in midair Double Jump. Perform the Double
Jump while directly over the Inflator Switch so that the dropped Flamoo hits
the switch and expands the gridded block. Flap over to the block as it
inflates. From here, jump and take the next Flamoo to the right and immediately
Double Jump to the second Flamoo. Double Jump with this Flamoo as well and then
Flap to hover in place. Turn back to the left and once you can no longer Flap,
grab the rightmost Flamoo, turn around and Double Jump to the right. You'll
drop the Flamoo onto a second Inflator Switch which will expand the block to
your right. Land on the gridded box and jump and Flap to the ledge to the
right. Go on to Section three.

 - Section Three -----------
 
Perform three consecutive Chain Jumps by Grabbing each Flamoo in sequence, then
Double Jumping to Grab the next one. If you do it right you'll collect three
more gems (13) and land on a blue pipe in midair. Jump to the Gumi and then to
the ledge to the right. You can drop left and collect the 1-UP if you want, but
it's not necessary and will waste time. Continue right over the small rise. At
the other side is a moving Gumi with two Spikers along its path. Jump when the
Gumi comes near, then hop over the first Spiker while taking care to maintain
the same speed as the Gumi. Grab the Gumi on your descent and jump again over
the next Spiker. In the process you'll collect two more gems (15). When the
Gumi reaches the right extreme of its path, jump to the Flamoo and Chain Jump
to reach the platform to the right and another Small Star (B).

 - Section Four ------------

Use the Moo here to Double Jump twice to the upper right area, then drop down
on the other side to the floor. Jump and take the Flamoo; use the Spring to
jump up and to the left. Double Jump with the Flamoo to reach the blue jewel
beneath the lip of the section of low ceiling (20) and grab another Flamoo on
your way down. Jump from the Spring again and Double Jump up to the right where
you can take a 1-UP and move to Section Five.

 - Section Five -----------
 
Double Jump to the small platform and take the gems (22). Go right and jump to
the Flamoo here and immediately perform two Chain Jumps to reach another
platform with two more gems (24). Now you need to traverse and area of empty
air using only four Flamoos, so get ready for some serious Chain Jumping. The
gap between the last two Flamoos is too wide to clear with your initial
momentum, so turn around after you Double Jump right using the third Flamoo and
Flap in place for a moment. Pull the Flamoo which respawns in the third
position from the vortex in which it appears and use it to Double Jump right to
reach the last Flamoo in the sequence. Chain Jump one last time to reach a
small platform near the ceiling. Take a breather if you need to. When you're
ready, jump to the right to reach the Gumi - you'll have to Flap to get there.
Cruelly, there's a gem beneath it which cannot be collected in any other way
but to drop. Ignore it if you're going for time or simply want to get the heck
finished with this frustrating level, or drop down and take it if you 're
aiming for total completion (25). You'll have to backtrack....

From the Gumi, jump and Flap to the next Flamoo. Chain Jump to the last Flamoo
and turn around after Double Jumping, Flapping in place until it regenerates.
Quickly Grab it and Double Jump to the right to reach the final ledge and the
end of the section, where a Small Star (C) awaits. Run along to Section Six.

 - Section Six ------------
 
Grab and Double Jump with the Flamoo to the platform at the right. Run across
to the other side and grab the falling Moo as it drops past. Double Jump with
it to the right, and then jump to the left so that you will intersect the path
of the next Moo to plummet to its doom. Grab and Double Jump with it in midair
to the next higher platform, and be sure to move past the vortex before another
Moo spawns. Grab a third Moo here and Double Jump to the Flamoo, taking the
gems on your way up (27). Chain Jump with the Flamoo to the platform, then turn
and take another Flamoo from the left. Double jump to the last three gems (30)
and you'll land next to the Exit Door. Now check your time. My first go was
6:55:05 and my best time so far is 5:29:34, but I suspect a perfect runthrough
could be done in less than 4 minutes. 

Please don't send me your times; I won't be posting best scores. Not only do I
not care, but there's no way for me to verify your claims.

2. EX2 ------------------------------------------------------------------------

This stage is unlocked by completing every level, including snowboard and
auto-scrolling stages. It contains some amazingly devious puzzles, but offers
little in the way of a manual dexterity challenge.

And if you get frustrated, just remember that any time you turn the system off
the game saves your data from the beginning of your current section. If you
find yourself frustrated by the difficult puzzles here, take a short break and
clear your mind. Kick a wall, scream at the sky, beat up your little brother,
whatever. When you come back, purged of violence, you'll be right where you
left off.

 - Level Data ------------
   Sections: 6  Gems: 30
   Enemies: Moo, Boomie, Flamoo, Teton, Spiker
   Elements: Gumi, Moo Box, Springs, One-Way Gate, Triple Switch, Cracked 
       Block, Gate Switch, Rotator Switch, Inflator Switch, Vent,
       Vanishing Platform
   Keys: Red, Blue
 ------------ Level Data -
 
 - Section One -----------
 
Begin this exercise in mental gymnastics by running right and taking the moving
platform up. Hop over the Boomie and grab the Moo Box. Place the Moo Box on the
Gate Switch, then quickly pick up the Boomie, drop down to the left of the Moo
Box and throw the Boomie through the now-opened Gate to the left. It will land
and destroy the Cracked Block to the left of the One-Way Gate on the ground.
Follow the thrown Boomie left and down once it explodes (collect the 1-UP along
the way) and run right along the floor through the One-Way Gate. Return to
where you placed the Moo Box and move it slightly over to the left. Grab the
Boomie and drop it on the Gate Switch, then quickly lift and throw the Moo Box
through the Gate to the left, just as you did with the first Boomie. Follow the
Moo Box before the Gate closes (if you miss the Gate before it closes, drop
another Boomie on the Gate Switch and haul fanny before it explodes).

Now run through the gap created by the now-demolished Cracked Block. Ignore the
gems to the right for now; you can only take one of them at this point in any
case. Instead, Double Jump with the Moo Box left, to Section Two: R1.

 - Section Two: R1 -------
 
Smack the Rotator Switch twice to spin the room 180 degrees. Head through the
left exit to Section Three.

 - Section Three ---------
 
First, do some gem collecting. Run to where the Moo is walking around and use
it to Double Jump to the right. Take the 1-UP, grab the Flamoo and Double Jump
to the left, then turn around and grab the Flamoo again. Use the Spring and
Double Jump at the peak of your bounce to reach the left platform at the very
top of the area. Now run left and down, collecting all the gems as you go (7)
as well as another 1-UP. Run left to the lower area where two Flamoos are
hovering and use the lower Flamoo to Double Jump from the Cracked Block to the
left in order to reach the higher Flamoo. Do a Chain Jump by grabbing the
second Flamoo in midair and then immediately Double Jumping to reach the blue
jewel in the top right corner (12). Be careful not to land on the lower Flamoo,
which will have respawned beneath the jewel.

Run right towards the entrance of the section. Do NOT hit the Inflator switch
here or you'll have to restart the level. Instead, jump from the brown, gridded
Inflator block to reach the One-Way Gate above. Pass through it and climb back
to the top of the screen by Double Jumping with the Moo and Flamoo as you did
before. When you reach the top, climb the ladder to Section Four.

 - Section Four ----------

Ride the Vent to reach the Moo Box to the right and above. Pass by the Moo Box
and drop to the right. Hit the Inflator Switch and ride the Vent back up to the
Moo Box. Lift the Moo Box and drop to the left, over the Vent. As you slowly
fall, Double Jump to the left to reach the upper left area and more gems (14). 

Ride the Moving Platform up and run right. Here you'll find the ever annoying
Triple Switches *and* Vanishing Platforms. Mmm fun.

The best trick here is to grab the Flamoo and stand on the solid block between
the middle and right Vanishing Platforms. Use this as your base of operations,
because you'll probably be trying this trick a few times before you get it to
work. Jump onto the Vanishing Platform to the right, and then on the center
one. Immediately return to the right and jump again. Drop the Flamoo on the
Triple Switch below, and while in midair grab the respawning Flamoo and drop it
onto the middle Triple Switch. End this action by dropping to the left and
hitting the final Triple Switch as you do. It takes perfect timing, but it's
possible. 

You can also try tossing the Moo Box through the One-Way Gate, carrying it to
the top via the moving platform and setting it on the leftmost Vanishing
Platform without touching the actual platform. Leave a bit of footroom on the
right edge of the Vanishing Platform but situate the Moo Box so it will strike
the Vanishing Platform as it falls. Now drop to the right of the Moo Box so you
trigger the Vanishing Platform. Jump to the far right Vanishing Platform,
grabbing the Flamoo as you go, then hop to the middle Vanishing Platform.
Immediately turn back to the right, jump up as the Vanishing Platform
disappears and drop the Flamoo, then grab another Flamoo from the vortex and
drop it straight down. Theoretically it should work, although I've had no luck
with the timing.

Once you've done this, take the Moo Box to the upper area. Fall to the block
between the middle and right Vanishing Platforms, make the right Vanishing
Platform disappear, and drop back to the block. Jump very slightly and throw
the Moo Box through the Gate opened by the Triple Switch. Follow the Moo Box to
the next portion of the screen.

Snag the two gems (16) as you drop, and be sure to Grab the Moo Box as you
fall! Drop the Moo Box on the Gate Switch and run right, collecting the 1-UP.
Here you'll find a Teton, some Spikers and a Flamoo. Take the 1-UP below and to
the left, then drop to the bottom and climb down the ladder to Section Five.

 - Section Five: R2 ------
 
Don't hit the Rotator Switch. Simply run left to Section Three.

 - Section Three ---------
 
Run left and use the Vent to reach the Blue Key here. Backtrack to Section
Five.

 - Section Five: R2 ------
 
Hit the Rotator Switch once to turn the screen 90 degrees and make Section Six
accessible, to the right. 

 - Section Six -----------
 
Climb the chain to reach another horrible Vanishing Block/Triple Switch combo.
Argle yeargh. First use the Moo to Double Jump to the platform at the upper
right and collect the gems here (19). Now: drop to the floor, and move the Moo
Box so that it rests halfway on the lower left Vanishing Platform, hanging
partway off to the left. It can be a little tricky getting the box up to the
proper level. The best thing to do is to carry it the point beneath the gap
between the lower Vanishing Platforms, then jump slightly and toss the Moo Box
so it flies beneath the rightmost Vanishing Platform but is high enough to
clear the ledge to the right. Then stand against the Moo Box and press Jump
while running forward. As soon as you jump, Grab the Moo Box and your forward
momentum will allow you to lift the box clear of the rightmost Vanishing
Platform. Now jump and toss the Moo Box so it passes over the lower Vanishing
Platforms and follow it to the platform where it lands.

Once you have the Moo Box in place, grab the Moo and stand on the Moo Box. It's
vitally important not to touch the leftmost Vanishing Platform until you're all
set to go. Now jump to the upper Vanishing Platform and pause until it's almost
gone. Then hop down to the left so you're standing next to the Moo Box on the
lower left Vanishing Platform so that the Moo Box will fall and strike the
Triple Switch beneath it. Hop to the right and as soon as you land, turn and
throw the Moo to the left toward the distant Triple Switch above the solid
platform. Be sure you're far enough to the left when you throw that the Moo
won't hit the Triple Switch right next to you. Then jump again and hit the
Triple Switch directly to your right. Correct timing will activate all
switches. Incorrect timing means you have to do it again...

When you've opened the Gate below, be sure to collect the blue jewel in the top
right corner. Place the Moo Box back on the lower left Vanishing Platform, and
grab the Moo. Hop to the upper Vanishing Platform and then right to the high
platform near the ceiling. Double Jump from the right and Flap and you should
just be able to reach the blue jewel (24).

You're done here. Now head through the One-Way Gate (collecting the Red Key
along the way) and return left to Section Five.

 - Section Five: R2 ------
 
Hit the Rotator Switch one and drop down through the hole in the floor.

 - Section Two: R1 -------
 
Go right.

 - Section One -----------
 
Hey, remember this? From like three or four hours ago? Yeesh.

Go up and grab the Boomie. Run quickly and Double Jump off the Moo Box before
the Boomie explodes and open the Blue Door. Drop down and collect a Small Star
(finally!) and more gems (27). Return to Section Two.

 - Section Two: R1 -------
 
Hit the Rotator Switch twice and go left.

 - Section Three ---------
 
Run straight ahead and open the Blue Door. Hit the Inflator Switch so that the
lower gridded box is inflated and the one above is deflated. Run to the Red
Door to the right, one level above the ground. Use the Vent to rise while
facing left. Be sure to snag the Gumi to the left (press the Action button as
soon as your head is level with the outcropping to the right), or you'll have
to go through Sections Five and Two to get back to where you were. From the
Gumi, jump left and press the Crystal Switch to open the Gate above, where the
Boomie is walking around. Pass through the One-Way Gate to follow the Boomie's
progress as it comes left and down.

Follow the Boomie down to the ground level until it reaches the Cracked Block.
Quickly Grab the Boomie and drop it on the Cracked Block. This Boomie has a 4
second timer, so move as fast as you possibly can. This will free up the Moo
Box. 

Carry the Moo Box left (through it through the gap where the Blue Door was)
and use the inflated gridded box to jump up and to the right. Throw the Moo Box
right through the One-Way Gate and follow it as far as you can. Throw it again
when you reach it to make it block the Vent and hop over the ledge for another
Small Star. Now climb back up to Section Four.

 - Section Four ----------

This last Small Star can be exceptionally frustrating to reach - it requires
careful timing and probably a solid degree of patience. The Small Star is
located in the upper-right-hand corner of the screen near a Vent. Because the
Vent is next to a protruding lip above the Small Star, you cannot ride the Vent
up to the Star. So run to the right from the ladder, past the first Vent and
the Moo Box, and open the Red Door on the ground level. Pass through the opened
door and jump to Grab the Flamoo. There is a Teton immediately above and to the
right of the Flamoo, and a second Teton further up and to the right. The trick
to reaching the Small Star is to use the second Teton to rise through the gap
between the platform beneath the Small Star and the Vent. To do this, you will
need to reach that Teton while Klonoa is moving upward; if you're falling when
you Grab it, your inertia will weight the Teton down for a moment and you won't
rise high enough.

Double Jump with the Flamoo and Grab the lower Teton in midair at the peak of
your jump. Your next move is to try to cause the Teton to rise up and to the
right so that you will be level with the second Teton at the instant the first
one vanishes. If you move immediately to the right, you'll rise too high. If
you Grab the first Teton while Klonoa is dropping, you won't rise high enough.
So once you have the first Teton in hand, hover for a moment beneath the
two-block platform immediately above it before moving right and up. You'll
probably need to do this a few times before you get it down perfectly, but once
you get it right grab the second Teton in the split second after the first one
disappears. Move quickly to the right and let yourself rise to the platform
where the Small Star is located. You may have to Flap to the left slightly to
reach the platform, but once you get there, you'll have the final Small Star
(C) in hand. Hop over to the Vent and jump off to the right to grab three final
gems (30). Once on the ground, exit the room on the ladder in the middle of the
room. Drop down to Section Five for the final stretch.

 - Section Five: R2 ------
 
Hit the Rotator Switch one and drop down through the hole in the floor.

 - Section Two: R1 -------
 
Hit the Rotator Switch three times. Go left.

 - Section Three ----------
 
First of all, make certain the gridded block beneath the ladder is inflated
(the lower gridded block will be deflated). If not, hit the Inflator Switch at
ground level to expand it. Once the setup is correct, exit the room to the
right and return to reset enemy positions.

Your goal for this level is to lead the Boomie that starts at the upper right
corner to the Cracked Block in the lower left corner. This is more easily said
than done as the Boomie would end up at the lower right side if left to its own
devices. Thus you're going to have to give it a bit of help.

Enter the room and run immediately to the left, pausing only to pick up the Moo
Box as you go. Throw the Moo Box forward through the area where the Red Door
used to be and hit the Inflator Switch to expand the gridded box on the raised
platform on the floor. Jump onto the gridded box while holding the Moo Box and
leap to the platform to the left. Position the Moo Box above your head so that
it bridges the gap between the platforms above. Now wait a moment and the
Boomie will appear from the right. Allow it to walk across the Moo Box to the
left platform. Quickly drop down to the right and then to the ground on the
left side of the gridded, inflated box. Move to the lowest point in the floor
and then hop up to the edge of the slight rise to the left. The Boomie will
drop down onto the Moo Box above Klonoa's head from the left. Move slighty
right so that you're still at the edge of the small ledge so that the Boomie
will hit the right wall and turn to the left, then drop to the right once it's
moving left. The Boomie will walk off the box onto the ground to the left and
continue walking. Discard the Moo Box by dropping it or tossing it right, then
jump up and follow the Boomie. Once it's safely past the Flamoo, Grab the
Boomie, jump, and throw it at the Cracked Block. When the Cracked Block is out
of the way, you're now free to leave the level - congratulations! You've beaten
the worst this game has to offer (although you are reading this guide to do it,
so don't go bragging to your friends, OK?).

3. EX3 ------------------------------------------------------------------------

This stage is unlocked by acquiring 100% of the jewels in every single stage,
including snowboarding and auto-scrolling stages. I have no idea what it's
like, because I'm still hunting down gems. Walkthrough forthcoming.

===============================================================================
PART V. FAQS ------------------------------------------------------------------
===============================================================================

Frequently asked questions and specialized strategies. And stuff. This will
probably flesh out as I actually *receive* questions.

===============================================================================
A. FREQUENTLY ASKED QUESTIONS

1. WHAT ARE THE CONDITIONS FOR UNLOCKING THE EXTRA STAGES?
   Well, you *could* scroll up about a section or so to find out, but here you 
   go since I'm such a nice guy: 
   
   EX1: Unlocked by completing every level, including snowboard and 
        auto-scrolling stages.
   EX2: Unlocked by defeating the final boss.
   EX3: Unlocked by acquiring 100% of the jewels in every single stage, 
        including snowboarding and auto-scrolling stages.
        
2. ARGH! I CAN'T BEAT THIS LEVEL! IT'S IMPOSSIBLE!
   Nothing in this game is impossible. Every puzzle room is self-contained; 
   aside from where Keys are involved, every puzzle can be solved with the
   items located in the same room. The problem is simply figuring out how to
   use the materials at hand - objects and enemies and environment - to work
   through the puzzle. Sometimes you'll get yourself stuck; if that happens,
   simply press Start and choose the second option to reset the room to its 
   conditions at the moment you entered it. Sometimes you'll need to advance
   further into a level and locate the Keys to be able to resolve a certain
   problem. If resetting the room or looking elsewhere doesn't help, the best
   thing to do is simply shut off your GameBoy Advance. Klonoa saves your 
   position and progress in the game and when you power up the system and
   continue, you'll be at the entrance of the room you were last in - exactly 
   as if you had chosen to reset the section. Sometimes a little time away is 
   the best solution - I often find that a brief break lends clearer 
   perspective on puzzles and solutions I was buggered to find before jump out
   at me immediately upon returning from a break. Just don't give up; nothing 
   in this game is impossible. Just tricky at times.

===============================================================================
B. BOSS STRATEGIES

I'm dropping the boss strategies down here to allow a little spoiler space, in
case you need it. You probably won't, but whatever.

1. WORLD 1: CHIPPER -----------------------------------------------------------

Pretty simple, really. The boss leaps at you in an arc with the spiked orbs at
the ends of his fists leading. There are Moos which emerge from portals at both
ends of the stage. Grab one and run beneath the boss' arc; when he lands, turn
around and throw a Moo at his exposed underside. He'll respond by spinning into
the air and quickly dropping to the ground. The impact of this action will
cause a small shockwave ripple to slide along the ground toward you. Leap over
this blast of energy and wait for him to make an arcing jump again, then hit
him with another Moo. Once again he'll spin into the air and land forcefully,
emitting another shockwave. However, this time he'll only make one arcing leap
into the air at a time; after each jump, he'll now run slightly forward towards
Klonoa. Your best approach is to draw him to one edge of the screen and then
run away as far as possible when he jumps. As soon as he lands again, grab a
Moo and throw it at him. You probably won't be fast enough to hit his
underside, but as long as you hit his backside (unprotected by the spiked
gloves) you'll still score a hit and defeat him.

2. WORLD 2: MUSICA ------------------------------------------------------------

The boss begins by sucking a couple of Moos from the audience into its maw,
then spitting them at Klonoa while trapped in musical note embossed balls. It
also activates a pair of Vents about 1/3 of the screen from the edge which will
blast Klonoa to the ceiling. Avoid the path of the Moo balls and grab one when
they hit the floor. At about this time the boss will come into the foreground
and begin hovering through the air a little more than halfway to the ceiling.
Use a Vent to rise up as it moves to the opposite side of the screen and drop
away from the boss when it turns toward you. Throw a Moo at the mark on its
abdomen as you fall and you'll damage the boss. It will bound about the room
for a moment before drifting into the background again.

The boss will suction up more Moos now. The Vents will reactivate, but now
different Vents begin to blow in an alternating pattern. Be careful not to let
yourself be blown into the boss by an unexpect gust and grab another Moo to
throw. Your safest approach is to use a Vent at the edge of the room, opposite
the location of the boss. Again avoid the boss as it bounces around the room
and floats into the background.

Again, Musica will suck up and spit out some Moos, and this time its pattern of
movement will cover a slightly wider range of area. If you stick to the right
side of the screen, you should be able to grab a Moo as it descends, hop onto
the Vent and toss the Moo at the boss right as it draws near for a victory.

3. WORLD 3: CHIIRIN -----------------------------------------------------------

Oh, very Donkey Kong Jr. indeed. The boss will burrow upward from the ground
(the location is indicated by an arrow). As it rises, you'll need to drop a
Flamoo into its gaping maw. To reach the Flamoos, though, you need to climb the
chains. As the ground is gradually chewed up, you'll have to spend more and
more time on the chains to avoid plummetting to the world of the Mole People or
wherever the heck it is that endless pits in video games lead to.

Start by hopping onto a chain and grabbing a Flamoo. Drop with it to the ground
and as the boss reaches the surface, leap over his location and Double Jump to
a chain, dropping the Flamoo on the bulb inside the boss' mouth. Now dodge the
rocks which fall - they're dangerous, but at least they magically restore the
ground to its original state. Once the rocks are gone, the boss will rise into
the sky in the background and immediately plummet to where you were standing
when it appeared. Run to the opposite side of the screen as soon as it appears
in the background.

Repeat the actions above. This time even more rocks than before will fall, so
stay on your toes. The boss doesn't become particularly nastier after the
second hit, so it's a simple matter to repeat the process one last time for an
easy win.

4. WORLD 4: ????? -------------------------------------------------------------

This battle reminds me a little of a battle in Super Mario World, except
without a young dragon goofily named after musicians. All action occurs on a
platform which tips according to where Klonoa stands. Stand to one side of the
fulcrum too long and you'll be tipped into the water. To damage the boss, which
hovers overhead, you'll have to throw a Moo at the Directional Arrows and cause
it to smack the boss in the head.

The boss begins the battle by tossing a pair of bubble-encased Moos at you.
They'll bounce in a slow diagonal pattern about the screen; Grab one to burst
the bubble and take hold of it. If you hit the boss anywhere but on its
topside, it will vanish and reappear elsewhere on the screen. Once it appears,
take a Moo and throw it at the lower arrow nearest the boss. It will travel
along the edge of the screen and down onto the boss' noggin. Now the boss
vanishes and begins flying at Klonoa from the background - it's fairly easy to
dodge, though. If it appears on the right side of the screen, it will emerge
into the foreground on the left and vice verse. If it appears in the center, it
will move directly to the center of the screen. React appropriately and after
three attacks it will return to hover above Klonoa and the unstable platform.

Now things become a little trickier. The two arrows at the top of either side
of the area begin to move up and down. The easiest thing to do is to Grab a Moo
and stand directly beneath the boss, then throw the Moo at the closest bottom
arrow when the moving arrows reach their lowest point. Immediately run to avoid
being squashed by the boss; meanwhile, the Moo will hit the moving arrows at
their highest points and smack the boss again. This time the enemy will fly
into the foreground four times, so don't let the extra attack catch you
off-guard.

At this point the arrows change again so that only one arrow remains at the top
of the screen. This arrow moves all the way across the top of the screen,
intersection the boss for only  a brief moment. To score your final hit, throw
a Moo from the center of the screen in the direction opposite the boss'
location when the area reaches its furthest point from the boss. By the time
the Moo reaches the arrow it should be directly over the boss. This final hit
will offer a victory which strengthens the soul of Klonoa.

5. WORLD 5: JILLIUS -----------------------------------------------------------

Initially, Jillius hovers overhead moving side-to-side next to a large device
in the center of a screen. Several Moos fall to the ground as Jillius throws a
ring of energy. Retaliate by throwing a Moo at the ring when it comes near and
cause it rebound into the device in the center of the screen. The screen will
flip over and the device will begin to attack. Its first action is to fire a
three-way blast of energy toward the ground; dodge this and the Moos which
appear and grab a Moo. The device will generate two claws which will sweep the
ground. Avoid these and hit them with a Moo. When both claws have vanished, the
body will come toward the ground. After sweeping the ground it will repeat its
pattern, beginning with the three-way shot and following up with whichever body
parts have not yet been damaged. Hit the body and the screen will return to its
original state. A series of lightning bolts will strike the ground, beginning
with an electric charge at the top and traveling straight down. Dodge these
blasts and grab another Moo as the lightning streams down (there will be two
sets of three blasts). 

Jillius will again throw his ring of energy. Strike it with a Moo again and
deflect it into the mask device once more. The battle arena will invert and the
device will repeat its previous pattern. Return the throne room to its original
state by striking the device's three parts.

Now the lightning which strikes will be far less predictable, coming in
sequences of four staggered blasts. Dodge two lightning storms and wait for
Jillius to throw his energy ring again. If you fail to deflect the ring into
the object in the center of the screen, Jillius will summon another lightning
storm before throwing the ring again (three sets of three blasts). Hit the
device once more and strike its three parts in sequence once the screen inverts
and the object - apparently a meterorite - will run away, leaving Jillius in a
crumpled heap.

6. FINAL BOSS -----------------------------------------------------------------

Ah, it's always the Grand Vizier who's the real threat. Bagoo is taken over by
the Meteorite and sweeps Klonoa and Huepow to a ring-like construct where the
final fight transpires.

The boss here has multiple attacks that it seems to use without any particular
adherence to sequence or patterns. Its headmask emits a silver tear which
transforms into a Moo of one of three colors - blue, red or yellow, all of
which coincide with the colors its face mask adopts randomly. To make the boss
vulnerable, you must strike the mask with a similarly-colored Moo, which will
cause the mask to drop off and expose its core. Hit the core with a Moo to
wound the beast.

Unfortunately, the boss defends itself though a number of means. Its fires some
oddly obscene-looking missiles into the air - watch for these to appear at the
bottom of the screen, as they spend a few seconds gathering power at the bottom
edge of the arena before they launch. Additionally, the boss will frequently
fire a powerful spark of energy which travels along the floor of the arena and
rarely gives Klonoa anything more than a split-second to react. To further
compound the difficulty, the floor rotates in alternating directions, forcing
Klonoa to stay on the move to maintain his footing.

Your first priority should be to learn the boss' actions. Pay attention to its
arms - when one arm retracts, the creature is firing a spark of energy along
the floor from the opposite direction. Secondly, as you dodge its attacks, try
to grab a Moo of the same color as its mask. If you can't find one, throw a
differently-colored Moo at the mask to cause it roulette and change the color.
When you hit the mask, the silver core will be exposed and try to smash into
Klonoa by melting to the ground and slinking about. Evade it and throw a Moo at
it; no new Moos appear, so if you miss it will simply drift around on the
ground before restoring its face mask. When struck, the core will retreat and
launch three volleys of missiles from the bottom of the screen before replacing
the mask and reappearing. Be aware that the floor will again begin to move as
the second volley fires into the air, so don't let it push you into a missile.

Follow the same strategy as before, avoiding the sparks and missiles while
trying to expose and hit the core. Once you strike the core again, the beast
will retreat into the backround and attack by flying into the foreground, just
as the World 4 boss did. Dodge by running left when it appears on the left
portion of the background, right when it appears to the right, and to either
side when it appears in the center. It will launch four strikes from the
background before returning to its initial pattern. 

Be careful - once you knock the mask off the boss, it simply turns into slime
with no visible core. It's EXTREMELY fast and mercilessly seeks to hit Klonoa.
It's very difficult to dodge now, so quickly evade it and strike it with a Moo.
If you hit it, you win. If not, you're probably toast....

===============================================================================
PART VI. HOUSEKEEPING ---------------------------------------------------------
===============================================================================

The odds and ends that don't go anywhere else. Like the credits for a movie,
most people are going to go home now.

===============================================================================
A. CREDITS

Thanks to the following people for help with this FAQ:

 - Namco, for once again gracing us humble gamers with another phenomenal 
   Klonoa adventure.
 - GameFAQs.com and Speedhost.com, for hosting this guide. Although I have to
   pay for the privilege at Speedhost.
 - Pamela, for cementing her status of Best. Girlfriend. Ever. by sending me a 
   copy of this game from Japan. You ROCK, Pam... but you already knew that.
 - Marcin Maziarz <feelincrappy88@hotmail.com> for sending along a save state 
   for EX3. Merci beaucoup!

===============================================================================
B. LINKS

Namco Hometek
http://www.namco.com
Makers of this fine game and many others. Their site is a terrfying mess of bad
Flash and sloppy javascript, but there's some decent info and media to be found
there.

ToastyFrog
http://www.toastyfrog.com/
My personal site, which just so happens to house not only this guide but also a
very exciting review of both Klonoa 2 and EoD (as well as a mini-commentary on
Moonlight Museum). Wahoo, as the little guy himself says.

===============================================================================
C. REVISION HISTORY 

 Rev. 0.7.2 - 5 August, 2002. Vision 2-7 is written up, which should conclude 
            the game's puzzle levels. Now there's just the auto-scrollers to 
            take care of. Gameplay-wise, I have 100% on all but 4 levels now,
            so EX3 should be unlocked soon. I hope.
 Rev. 0.7.1 - 4 August, 2002. AMIIIIGO! Vision 2-3 now available to help you 
            out. In case this childishly simple level is somehow too tricky
            for you. Also, 2-5.
 Rev. 0.7 - 3 August, 2002. After a very long hiatus, I've decided to get my 
            butt in gear and complete this aging behemoth of a FAQ. Huzzah.
            Section 2-2 added.
 Rev. 0.6.1 - 2 October, 2001. More additions, yay.
 Rev. 0.6 - 28 September, 2001. Vision 4-3 and 3-5, konpuriito!
 Rev. 0.5.4 - 27 September, 2001. Filling in the gaps: Vision 4-1.
 Rev. 0.5.3 - 26 September, 2001. Vision 4-2, by request.
 Rev. 0.5.2 - 25 September, 2001. Vision 3-3 written up. Werd.
 Rev. 0.5.1 - 24 September, 2001. Visions 3-1 and 3-2. By request! I'm like 
            MTV, man.
 Rev. 0.5 - 21 September, 2001. Added more level walkthroughs.
 Rev. 0.4.1 - 20 September, 2001. Added walkthrough for Vision 4-7. Realized
            that I'm an idiot and corrected all the places I had referred to
            "Green Keys" and "Green Doors" when the proper color was in fact 
            blue. BARF.
 Rev. 0.4 - 19 September, 2001. Visions 5-1 and 5-2 written up and ready.
 Rev. 0.3.3 - 18 September, 2001. Vision 5-3 guide is up and deeeelicious.
 Rev. 0.3.2 - 18 September, 2001. Added the evil, oppressive 5-5 walkthrough.
            Also fixed the formatting to be less ugly than I made it in the
            previous update. Used magical powers to discover plotline and
            updated appropriately.
 Rev. 0.3.1 - 17 September, 2001. I'm going to work backwards from the hard 
            parts from this point on; Vision 5-7 walkthrough added. A small
            degree of additional formatting added.
 Rev. 0.3 - 14 September, 2001. Added EX1 walkthrough and all boss strategies.
            Also a walkthrough for Vision 2-1, although anyone who can't make 
            it through that particular level unaided worries me a little.
 Rev. 0.2.1 - 13 September, 2001. Completed EX2 walkthrough. Whew.
 Rev. 0.2 - 12 September, 2001. Added walkthroughs for Vision 1-7 and most of 
            EX2, as well as a strategy for defeating the World 1 boss.
 Rev. 0.1 - 11 September, 2001. The very beginning. How utterly historical.
            Actually, the day really did turn out to be incredibly historical,
            but not for any happy reasons...
 
===============================================================================
===============================================================================

The contents of this FAQ are copyright 2001-2 J. Parish. This FAQ is
authorized for use only at my own site and GameFAQs. You may not publish it
elsewhere. If you're a Klonoa fan who'd like to use it at your personal page,
cool - contact me at tfrog@camalott.com and I'll be happy to let you post this.
If you're a "comprehensive" game guide site that simply trolls GameFAQs looking
for new material to duplicate, don't bother asking.

Klonoa: Empire of Dreams and all related games, characters and names are
trademarks of Namco Ltd. - I make no claim to them.

"Wahoo!"