Danny Phantom:
The Ultimate Enemy
Game Software Copyright THQ
Characters and Story
Copyright Nickelodeon Studios

For Use on the Nintendo Game Boy Advance
System copyright of Nintendo


FAQ/Walkthrough (v1)
Copyright Digi-Dolphin (Dol)
Typed by Dol
Email: digidolphin@cashette.com

**************************

A solo effort this time, as Warsong isn't as interested in the Danny
Phantom game as I am. Again, searching online for a guide of sorts
for this game yielded nothing more than some codes and a tip or two.
So, I decided to put together a walkthrough for this game to sort of
say 'There's one out there, go look it up' to myself. Before I start,
I need to say a few things first, so please bear with my ranting. It's
short, I promise.

First, any questions about the guide and any helpful info you might
have to help me fully polish it should be emailed to the above
address. Put 'Danny Phantom FAQ' in the header or else I'll panic and
delete it by mistake. I'm still paranoid. Also, if you want to put
this on your own site or whatever, let me know first. 99 percent of
the time, I'll say sure and let you have at. Just keep it in the
original format and we'll be cool.

Next, I don't actually own the game. I got my hands on a ROM for the
sake of seeing what the hell the whole thing was about. Needless to
say, it was short. (I finished it in a few hours.) But while short
it was kind of entertaining, so eh, why not put out something about
it for others to use. You know, in case there are people who manage
to get lost in the game. (Mind you, that includes me. I got stuck in
one level for a while because I had no idea how to make the dude walk
through walls.) So if you try to send me mail about the fact I used a
ROM to write this, you get a free trip to the trash can. I'm broke,
get over it.

That's about it. On with what I originally set out to do.

*************************

Contents

	1. Start Menu
	2. Controls and Result Screen
	3. Playable Characters
	4. Level Screen
	5. Powers and Weapons
	6. Level Ups
	7. Walkthrough (Story Mode)
	8. Walkthrough (Mission Mode)
	9. Mini-Games
	10. Dol's Rant (Time Travel Explained... Sort Of.)
	11. End

Since it's short, there doesn't seem to be a need for the search tips
to work through it all.

***********************

Start Menu

	You start with two menu options when first playing the game,
Start Game and Options. Start Game takes you to a list of three slots
to name your save file for the game. You get three letters to name it.
Scroll through letters by pressing Up and Down on the control pad,
and use Left and Right on the control pad to move to the next space.
When you finish, hit A button to confirm the name.

	Options gives you another menu to choose new options from:

	Ghost Gallery: Lists various ghosts found in the game and in
the cartoon series. Not all ghosts found in the Gallery are in the
game. Eventually, some of the ghosts will get a Beat Number, which
just records how many times you've beaten that particular ghost.
	Passwords: Place to enter 4-letter passwords to unlock mini-
games and stuff. You get a password from completing the game the
first time, another from completing Mission Mode's storyline, the
others I have yet to figure out.
	BK Promotions: The mini-games themselves. This is where all
the mini-games are stored. I'm not sure why they call it BK
Promotions, maybe Burger King had something to do with it? Anyway,
go here to goof around with the games. More on that later.
	Credits: Earned once you beat the game the first time. It just
plays the credits again.

	Once you've beaten the game the first time and entered the code
VLAD in the Passwords menu, a third Start Menu option appears. The
Difficulty level is default on Normal Mode, but you can change it to
Easy or Hard by pressing Left or Right on the control pad.

*********************

Controls

Menu
	Control Pad - Scroll through choices
	A Button - Confirm
	B Button - Cancel
	L/R - Scroll through Ghost Gallery; Check Mission Info (hold
		down R to check info, L does nothing)
	Start - Nothing
	Select - Nothing

Game
	Control Pad - Move Danny around (it's a side-scroller, guess
			how you move)
	A Button - Jump; Press Up + A while in mid-jump to make Danny
			Phantom fly, hit A again to make him land
	B Button - Attack; Danny has a standard punch attack, but if
			you just keep mashing it, he'll do three punches
			and a upward kick. Good for combos which are super
			easy to get. When you get a weapon, it will start
			to alternate between using the weapon and his
			punches; sometimes, that messes up combos. More on
			Danny's weapons and attacks later.
	L Button - Power Select; when held down, it temporarily halts
			the action so you can select the 'Power' you can
			use from an icon screen in the top right corner
			of the screen. Use Left/Right on the control pad
			to select the 'Power', then release L to return
			to the game. More on Powers later.
	R Button - Use Power; lets you use the currently selected Power
			and is also used in some combinations to release a
			variant of certain powers. When in the form of Danny
			Fenton, the selection is stuck on the Fenton Thermos.
	Start - Pauses game, brings up Pause Menu; you get three options
			in the Pause Menu; Continue, Restart, and Quit.
			Continue returns you to the current level; Restart
			will restart the current level; Quit takes you back
			to the opening screen of the game.
	Select - Transform; You start each level as Danny Phantom. Use
			Select to turn into Danny Fenton, which allows you
			to charge Ghost Power at an accelerated rate. Hit it
			again to change back to Phantom. Useful when you
			need to recharge Ghost Power in a pinch.

Results Screen
	Only shows up when you clear a level. It tells you information
about your results.

	1. Number Beaten: Counts the number of enemies you've beaten.
	2. Max Combo: Records your highest combo attack count.
	3. Time: The time it took to clear the level.
	4. EXP: Amount of experience earned.
	5. Next: The amount of experience needed to Level Up.

	I'm not sure if the number of enemies beaten, time, and the
combo have any effects on the amount of experience you can earn at
the end of the level. It'll take a while to test it out.

**********************

Playable Characters

	Only three playable character are available; Danny Fenton, Danny
Phantom, and Dan Phantom (only in Boss Arena Mode and at the beginning
of the game in either Story or Mission Mode).

	1. Danny Fenton:
		Very weak, no attacks, can only jump and his jump is a
little dorky (he kinda shows his teeth but for what I don't know).
He can only use the Fenton Thermos in this state, but he can't use any
weapons (which makes the thermos just useless). It makes no sense, he
can use them fine in the show as a kid, so why make him so pathetic in
the game? Oh well. He's kind of a slow mover and looks as if he's trying
to tip-toe around, so only use Fenton when you need a quick Ghost Power
charge up as he can charge Ghost Power faster than even Dan Phantom.

	2. Danny Phantom:
		Hero of the storyline. Starts off kinda weak but as he
Levels Up and learns new tricks, he can be a powerhouse fighter. His
punches start off simple but they're fast to pull out and he can even
attack in mid-air. When hovering, instead of punching, his attack is
in the form of using his fingers like guns and firing off little shots
of invisible energy at very short range. *This doesn't count as a
Plasma Attack!* His selection of Powers is greater than Fenton's, but
he can't use Ghostly Wail until he reaches a certain part of the story
or hits Level 10. A bit faster moving than Fenton and can fly, he's
more manueverable in the levels.

	3. Dan Phantom:
		Basically, the main villain of the game. He's much faster
moving than Danny Phantom and his combo attacks are greater as well as
more powerful. He also starts with Ghostly Wail in his Powers selection
but it takes a while for him to reach enough Ghost Power to actually use
it. And since Danny Fenton's basically nonexistent in his era (um, yah,
he's dead), Dan cannot transform to do a fast charge. His combos are
fairly cool as he can utilize his cape as a weapon and adds Ghost Power
to his final kick. (Actually it's his knee, but meh.)

************************

Level Screen

	I'm not gonna do an ASCII art of the screen. It's too hard for
me to get it right and there's little on the screen that I can't tell
you about in words. I can direct you to a screenshot of the level
screen, but that's about it.

	In the upper left corner is your character's icon. For Danny,
it changes based on whether he's in Fenton form (he looks totally
scared, ^-^) or Phantom form (he gets really confident-looking, -_-;).
In Dan Phantom's case, it always looks insane. Note, for those who saw
the cartoon, Dan's profile icon has the same expression as when Danny
Phantom first went insane. I think it's a mix of Young Dan Phantom and
the older form.
	Next to the Character Icon are both the Health Gauge and the
Ghost Power Gauge. Your health is in orange and Ghost Power is in
green. Ghost Power always starts empty. Dan Phantom's gauges are both
at max limits, while Danny Phantom starts with a pretty short gauge. It
grows as he Levels Up. Eventually, it matches Dan Phantom's limits.
Recharge your gauges by sucking up colored goo from ghosts or letting
Fenton charge up your Ghost Power.
	In the upper right corner is the Powers Icon, which lets you
select from different powers to use with R in the game. More on it
later. Whenever you pick up a weapon, it shows up as an icon to the
left of the Powers Icon.
	Power-ups you find that affect your speed, offense or defense
will show up just under your Ghost Power Gauge.

	That's it. Not much to it.

****************************

Powers Icon and Fenton Weapons

	Powers Icon
		I have no idea what the real name for that icon in the
upper right corner is, so I just call it the Powers Icon. Hold down
L to access it during the level and use the control pad to select a
Power. Here's a list of your powers.

	1. Fenton Thermos: I have no idea why this is called a Power.
		It's a thermos, but it sucks up the goo left behind by
		some ghosts. It's useful because that goo can recharge
		your Ghost Power, your Health, or both at once. It's
		set as the default Power. The thing to remember about the
		Fenton Thermos is that you don't need to hold R down to use
		it. Just hold it until the goo flies up in a ball, then
		release it. The goo will continue flying towards you but
		you won't be stuck in that sitting duck pose waiting for it.

	2. Plasma Blast: Basically a blast of ectoplasmic energy. It fires
		in a straight line and hits everything from ground-level
		to about Danny's height. The Plasma Blast can be divided
		even further once you learn combos with the Control Pad.
			Plasma Blast - Default; fires with R Button.
			Plasma Wave - Ground-level double shock waves, it
					spreads in two directions; Down + R.
			Plasma Ring - Round blade of energy that bounces
					around the screen, capable of hitting
					enemies from ground-level to high-
					level but is erratic; Left/Right + R.
			Super Plasma Blast - Enhanced PB; Up + R.

	3. Insubstantial: It looks like it should make you invisible,
		but it doesn't. It just lets you phase through walls and be
		immune to attacks for a short while. It auto-activates if
		you are hit, but the effect is much shorter and it uses no
		Ghost Power.

	4. Ghostly Wail: It starts as a question mark for Danny Phantom
		and appears as a green ghost with sound waves coming from
		its mouth. The Ghostly Wail will clear the entire screen
		of enemies and drain you dry of Ghost Power. You can even
		use it on Bosses to tear out huge chunks of their life bar.
		So much fun. Be warned; when Danny Phantom uses it, he
		auto-reverts to Danny Fenton, which can screw up some
		missions.

	Fenton Weapons
		There are several kinds of weapons the Fenton Family
created to battle ghosts, and most of them are lying around the levels,
hidden as props. Punch a prop to get the weapon out, then walk over it
to pick it up. The weapon lasts for a short time, but they have infinite
ammo while you have them. Here's what I found so far. Mind you, I'm not
sure what the real names for the weapons are so I made some up. All of
the weapons you find are used with the B Button.
		The ones with stars are names I'm not sure of.

	1. Fenton Anti-Creep Stick: A green baseball bat. Danny does some
		way cool combos with this bat and it basically takes over
his punches when he has it. It can clear enemies from 						ground-level to
high-level, but there's a chance he'll miss
		some ghosts 'cause he does a long jump at the end of the
		combo.
	2. Fenton Specter Deflector: A strange little belt. It increases
		Danny's defense for a short time. It has no effect on your
		attacks.
	3. *Fenton Spook Shoes: A pair of purple winged boots. Increases
		your speed for a short time. Danny really hauls it for a
		while and that can get you moving through the level much
		faster. Makes him a little hard to control though,
		especially when you still need to fight ghosts.
	4. Fenton Foamer: Fires a ball of energy that can hit through
		several ghosts. Can also be fired in mid-air. Don't mash
		the B button when you have it 'cause you'll switch to
		punches instead of use the Foamer. When standing, the
		shot can hit in the same range as the Plasma Blast.
	5. *Fenton Goggles: They look like red glasses. Danny pretends
		he's Cyclops with these. Short range, rapid-fire shots
		come from his eyes when he wears these and they can also
		be used while jumping. As long as he's standing still,
		Danny can use them in rapid sequence (you can mash B to
		keep firing).
	6. Fenton Ghost Gloves: A pair of black gloves. Increases
		Danny's offense, so his punches do more damage. They
		last a short time, and as far as I know, don't affect
		his Plasma attacks.
	7. *Fenton Discus: Looks like a gun with a shield on it. It acts
		like a boomerang; when you fire it, it travels across the
		screen, hitting enemies, then returns across the screen
		for a second hit at them. Can also be fired in mid-air.
		Once it's fired, you can only punch until it makes the
		second pass. Then you can fire it again.

	Of the three characters, only Danny Phantom can actually use any
of the weapons. Don't know why they don't let Fenton use 'em too.

***************************

Danny Phantom's Attacks

	1. Rush: Press B for a punch, press it three times to get
		a combination of three punches, press it four times to get
		the same punches followed by an upward kick.
	2. Flying Kick: While in mid jump, press Down + B to execute a
		downward kick that does quite a bit of damage. Learn at
		Level 2.
	3. Rush 5: Press B four times to start the standard Rush, then
		hit it a fifth time to do a Ghost Power-enhanced dash
		punch that sends Danny across the screen quickly, slamming
		into anything that's in his path. Learn at Level 5.
	4. Rush 6: Press B five times to trigger Rush 5, then hit it a
		sixth time to do a Ghost Power-enhanced uppercut that will
		drag an enemy from the ground-level to the high-level while
		attacking it. Learn at Level 8.

***************************

Level Ups

	Whenever Danny Phantom Levels Up, he learns some new attack or
gains a bonus to existing stats. Here's what you can get. Also, it's
really hard to keep track of the Exp points since they don't actually
tell you how much you already have and it spills over into the next
set of points needed. So I estimated using the points I earn in one
level and adding it to the points needed to Level Up. Not accurate but
it will have to do.

	------------------------------------
	| Level | Level Reward | Experience|
	|-------|--------------|-----------|
	|   1   |   Default    |    none   |
	|-------|--------------|-----------|
	|   2   | Flying Kick  | 1000 EXP  |
	|-------|--------------|-----------|
	|   3   | Plasma Wave  | 1500 EXP? |
	|-------|--------------|-----------|
	|   4   | Offense + 1  | 2900 EXP? |
	|-------|--------------|-----------|
	|   5   |    Rush 5    | 3000 EXP? |
	|-------|--------------|-----------|
	|   6   | Plasma Ring  | 4000 EXP? |
	|-------|--------------|-----------|
	|   7   | Offense + 2  | 4000 EXP? |
	|-------|--------------|-----------|
	|   8   |    Rush 6    | 4200 EXP? |
	|-------|--------------|-----------|
	|   9   | Super P. B.  | 5000 EXP? |
	|-------|--------------|-----------|
	|  10   | Ghostly Wail | 5200 EXP? |
	------------------------------------

***************************

Walkthrough (Story Mode)

	Okay, now we get to the meat of the guide. There's going to be a
ton of spoilers and stuff, but if you saw the movie, there's no point
in warning you. The game follows the cartoon rather closely, with a
few deviations here and there to add length to the game. I have only
one real issue with the game; Danny's suit doesn't have the DP emblem on
it even though this game (as does the cartoon) occurs after Memory Blank,
the episode where he gets the damn thing. Rant done, walkthrough now.

*************************

Future Amity Park
	You get a short little series of dialogue that sets up the start
of the game before you enter the actual level. It follows the cartoon's
opening a little so no surprises here.

	World 1
	Level 1-1

	This is the only time you'll play as Dan Phantom, so either enjoy
the hell out of it or thank God it's only once you have to work with
this guy. It's easy to work through. Just move forward, smashing
anything that gets in your way with your combo attacks. When you reach
the end of the level, you'll see an arrow pointing at a panel on the
wall. This is your target. It's the control panel for the Ghost Shield.
There are two ways of destroying this thing; you can smash at it until
it breaks, which takes a while, or you can switch your Power to Ghostly
Wail and let it rip, which kills everything on the screen including the
panel. Pick one and get it done. You won't earn any EXP for this, but
that's okay.

	Another short little cutscene that involves Future Valerie and
then you get thrown into a boss battle. If you manage to lose this,
there's something wrong with you. (^-^; Just kidding. Sorry.)

	Level 1-2
	Boss: Future Valerie

	She packs heat and throws discs at you. Not really formidable as
she looks. Just nail her with your combo until she's stunned, then wait
about three seconds before you start the combo again. This will keep
her from making any attacks at all. However, if you push her off the
screen, she'll be immune to your attacks and will counter. Dan
Phantom's stun time is worse than Danny Phantom's because he stands
still and it's hard to tell when he's recovered from it. She only has
one life bar, red, so once it's empty, it's over. This fight shouldn't
even take a minute.

The Eyes in the Shadows

	After the fight, you'll get another cutscene about the Observers
and Clockwork. They'll talk about how Danny becomes Dan and it's up to
Clockwork to get rid of Danny in order to keep that from happening.
He claims to see a different future for Danny and will do what he can
to make sure Danny never turns evil. (There's a hint to where his true
intentions lie there.)
	It jumps from there to Casper High, where you get a scene with
Danny and his friends. (Danny looks like he's already got the crud beat
outta him. He's that way quite a bit in the game.) He complains about
needing to study for the C.A.T., then Sam pops in and says that the
school is full of ghosts. Tucker will make some comment on Danny
becoming a ghost hunter, which makes Danny gripe about that and then he
will go off to do his Phantom thing.

	World 2
	Level 1-1

	I don't know why they call them Worlds, it sounds like something
from Super Mario Bros. or something. Anyway, it's a straight-forward
level. Hit Select to become Danny Fenton until you fill up your Ghost
Power Gauge and don't move. Moving will attract ghosts and they'll bash
Fenton up pretty badly. Once you're charged, change back to Phantom and
move on. Up ahead is a bucket that you can punch for a Fenton Weapon.
The props give you randomly selected items, so you never know what's
in it. Grab it and start pummeling the ghosts around you. You'll notice
that Danny's bars are half the size of Dan Phantom's, so you really
can't afford to take a lot of hits. Luckily, you have the Fenton
Thermos, and large ghosts like to drop goo. There are a bunch of little
ones roughly the size of Danny's head that are annoying as hell, but
the ones that are Danny's size and bigger drop goo all the time. Suck
'em up with the thermos to refill health and Ghost Power when you need
it.
	You can only progress to the next section of the level when all
the ghosts in the current area have been defeated. A GO! sign will
flash on the right hand side of the screen when you're done. For speed,
have Danny fly through cleared areas to get to the next section, then
land once you reach the new area. There will be another bucket with a
Weapon in it just a few more steps ahead. Sometimes, props don't have
Weapons, but another ghost. If it's black, kill it quick because it
will run away and vanish and those things are rare. They don't net you
anything but bragging rights but meh. You're a ghost hunter, it's a
ghost. Just do your job, okay? Clear the ghosts and continue. Be sure
to travel the whole area to be sure you got them all, because ghosts
like to appear in random areas to throw you off. Move to the next
section.
	There's no bucket here, but that's all right. This is the last
area of the hallway level. Just keep punching ghosts until it's clear,
then leave to end the level.

	Level 1-2

	You'll get dropped off outside in what looks like a suburban
sidewalk/park area. Maybe it's the school yard or something. Up ahead
is a gray mailbox that you can knock over for a Weapon or bonus ghost.
Clear the area of ghosts until you can reach the next section. In the
second area, you can find a gray newspaper stand that holds another
item for you, be it Weapon or ghost.
	The final section has no prop, but you should have no trouble
clearing out the ghosts. Combos work like a charm on the bigger
ghosts while you might want to just stick with single potshots when it
comes to those little ones. Once this third section is clear, the
level is done. You should have your first Level Up at the end of it.

	Level 1-3

	Returning to the school, you're dumped in what looks like a
set of classrooms. There are walls dividing each room, so you have
several rooms to clear out. There don't appear to be doors, so how do
you move on when you clear the ghosts? Simple. Turn into Danny Fenton
once it's safe, (they introduce a new ghost in this level, another
annoying small one) then let him charge up Ghost Power. Turn back
into Danny Phantom, change your Power to Insubstantial (the invisible
guy), hit R and walk through the wall. There's one more wall to walk
through in order to reach the next area, so rush on through that or
hit R again to turn insubstantial.
	The next section still has no props to use, but since nearly all
the ghosts here are little ones, it shouldn't be too bad. Keep going
through walls and rooms until you reach one that has a lot of yellow
sinks and a water cooler. That will be the end of the level once you
clear out the last of the ghosts. This is the level that I was stuck in
for several minutes, trying to figure out how to get through that first
wall. The solution came to me when I got whapped by a ghost and it
knocked Danny halfway through the wall. As he often says, 'Duh! Ghost
powers!'

	Level 1-4

	You'll wind up in the cafeteria for this next part. There's a red
trashcan up ahead that you can knock over for a bonus ghost or a Fenton
Weapon. The big ghosts return here, including one that can do several
punches fairly quickly if you're not careful. Clear them out and move on
to the next half of the cafeteria. There won't be any props here for
you, so watch yourself. This area also overlaps the previous one a
little, so you might have to cover a lot of ground to flush out ghosts.
Start getting the hang of flying, 'cause you'll be relying on getting
Danny off the ground in a hurry soon. Once this area is clear, move on
to the kitchen.
	Just up ahead in the school kitchen is another red trashcan. Grab
whatever's inside and get to pummeling ghosts. If you're lucky enough
to get the Fenton Anti-Creep Stick, that green bat, then abuse the hell
out of it. It clears out little ghosts like it's nobody's business, it
beats the hell out of the big ghosts for easy kills and it clears Danny
across the screen faster than his run. If you still have it when you
move to the next section of the kitchen, keep using it. Its reach can
hit the little ghosts that hover over his head so you don't have to
bother jumping around to get them. Clear them out, then run to the end
of the room with the row of ovens to exit the level.

	First Timely Encounter

	Okay, the school's saved and now Danny's back home, still
griping. Yes, he still looks like he got the crap beat out of him.
There's a short little scene with him and his sister talking about the
C.A.T. A mini-image pops in with Danny's ghost sense going off and Box
Lunch behind him. Just hit A to get past that 'cuz there's no dialogue
that goes with it. Danny yells at Jazz to beat it, so she does, acting
all huffy even though she knows what's going on. He does his little
Phantom thing and goes chasing after Box Lunch and this next part just
*pisses* me off. It says Danny chases the ghost outside, but it says it
IN DANNY'S FREAKING DIALOGUE BOX! Honestly, don't people pay attention
to proper programming anymore? Are they in too much of a hurry to get
coffee to clear Danny's name off the screen for this part?

	World 2
	Level 2-1

	Yay, flying level! You have to chase Box Lunch through this but
it is so easy it really shouldn't take much explaining. But there are
changes that will require it, so here goes.
	First, you're confined to only two attacks, the Plasma Blast and
a little rapid fire attack I call the Ecto Burst. Just hold down B
Button to ensure a continuous fire. Also, the Health and Ghost Power
Gauges got screwed up. They're both orange now. The bar on top is your
health, the bar on the bottom is your Ghost Power. Try not to get them
confused, 'cuz they'll screw you over fast with 'em. Also, you can't
recover any health or Ghost Power at all, so be really careful here.
	Box Lunch will hover before you for a bit, then fly off-screen to
let a line of ghosts deal with you. For a better part of this level,
most of the ghosts you contend with are in a line. Easy to kill with
rapid-fire. The orange ghosts tend to be in columns that move up and
down or in a staggered formation that does the same, plus they fire
little shots at you. Blue ghosts like delta formations (that's a V-shape
for easy understanding) and move around a bit.
	At some points, Box Lunch will reappear and hurl a fast food item
at you. Stay at a height level with or above her head to the far left of
the screen and she'll always miss.
	The ghosts will start changing tactics about halfway through the
level, or after Box Lunch appears twice. There will be one group who
does a huge delta form that takes up the whole screen, and some lines
of ghosts will start moving to intersect in the middle of the screen,
fly off, then come in from behind you to do it again. That's really
annoying. Then the blue ones start a double V-formation that swallows
up both halves of the screen, so just kill off one half and ignore the
other. Trying to hit both will only result in a collision, unless
you're really good at hitting them.
	You'll come to the end of the level when you find three purple
ghosts that can take a lot of damage from the bursts and still keep
coming. They act a little like they have homing capabilities, so just
keep moving around to avoid colliding with 'em. Or, get mad and fire a
Plasma Blast at 'em, assuming you still have enough Ghost Power for it,
'cuz you can't regenerate the stuff in the air. Once they're dead, the
level is done.

	Conflict with Box Lunch

	Another little scene takes place in front of the Nasty Burger,
which is the pivotal location in Danny's timeline. LOCATION, not event;
don't argue with me, I've watched Back to the Future enough times to
get the idea that multiple pivots can exist to alter time. In this
case, the location for the pivotal event is the Nasty Burger resturant.
	Anyways, Danny has his little chat with Box Lunch, where she
tells him she's the daughter of the Box Ghost and the Lunch Lady,
grossing out the half-ghost. A couple of taunts later, you get a Boss
Battle.

	World 2
	Level 3-1

	The fight with Box Lunch occurs on top of the Nasty Burger, and
the ends of the field are cluttered with pipes and signs that obscure
vision. It's really hard to see what's going on here. But, luckily, if
you stay in the center of the roof, you have a clear view of things.
Now, Box Lunch has only one red bar, but you don't have the luxury of
Dan Phantom's huge life bar and auto-charging Ghost Power in ghost mode.
Pull several combos on her to shove her off the screen, the run back to
the center and wait a bit for her to return before doing it again. You
might get hit a few times by her food hurling, but if you don't let up
on the punching, she won't have time to throw out fast food in rapid
sequence. She'll disappear into the future once you wipe out her bar.

	Cheat Sheet

	The fight with Box Lunch sets off the Nasty Burger's special
sauce, causing a huge explosion that basically destroys the place and
sends Danny flying through Mr. Lancer's briefcase, which is very
convienently holding the C.A.T. test answers. (Hint, hint!) He, Sam
and Tucker will find a shiny medallion left behind by Box Lunch and
decide to take it along to see what it is and figure out what's going
on. When Danny finds the answers stuck on him, he thinks his study
troubles are over.
	Jumping over to the Observers who planted them there (the
cheats), they use that as further evidence that Danny will turn evil
and needs to be gotten rid of. (Well, their words are that he'll cheat,
which will change the future and make him evil.) See, this is why
people need to watch Back to the Future. They'll point out he's got the
medallion so Clockwork has to do something about it.
	Returning to Danny and the gang, they continue their little scene
in Danny's room at Fenton Works. Tucker's poking around with the
medallion, trying to figure it out. While he's doing that, Danny's
messing with the answer sheet, still interested in opening it up and
studying that. The whole thing gets interrupted by Skulktech 9.9, which
is Future Skulker and Future Technus fused together. A quick taunt and
off Danny goes to deal with him.

	World 3
	Level 1-1

	This takes place in the Fenton Works lab, identified by that
glowing portal in the background. It's just one area to clear and
there's a bucket a few steps ahead with a hidden item or ghost inside.
Clear out the ghosts and that's it. Run to the end of the room to exit
the level. Really, if this was the Fenton lab, wouldn't there be more
weapons around for you to use? Or, how about a security system that
will attack ghosts for you? Better yet, that same system will hit you
if you're in ghost mode, so you have to clear the level as Danny Fenton
and give programmers a reason to make him able to do SOMETHING. I mean,
c'mon, there's a ton of ways to make this level just a bit more
interesting. Oh well.

	Tucker to the Rescue

	Near the Nasty Burger... yet another hint. Skulktech 9.9 gives
his little intro to Danny, which gives Tucker the idea of hacking
into him to mess up his controls. Skulktech retreats to regain control
and Danny goes chasing after him again. Gee, I wonder where this will
end up?

	World 3
	Level 2-1

	Back on the sidewalk again, there will be a blue mail box that
you can knock over. Clear the ghosts and head for the next area, you
have to make your way to the Nasty Burger again. There's no prop in
the second area, so just clear ghosts the old-fashioned way until you
can get to the third area. If you have the Plasma Wave by now, it
could come in useful against the big ghosts, just be sure to switch
back to the Fenton Thermos to grab the goo they leave behind.
	In the third section, there's a red trashcan ahead that you can
knock over and lots of ghosts. If you get a Fenton Weapon, start
using it on everything there. You'll probably have to move across the
screen several times to flush everything out, but once all the ghosts
are gone, exit the level by leaving towards the right, where the
yellow house is located.

	Level 2-2

	Remember what I said about getting used to Danny going off the
ground fast? Well, here's why. This level is on lots of rooftops, and
Danny can't clear the gaps in a single jump. Well, maybe one of 'em,
but why jump when you can fly? Be careful, 'cuz ghosts will hover over
the gaps in attempts to lure you off to your doom. Also, if you get hit
while flying, you'll fall right to the ground. Lure the ghosts over
the roof so you can knock them out easier, then fly over gaps to keep
going across the area. The thing to remember about Danny's hovering is
that it's stuck at the height you trigger the flight at, so you can't
adjust his height once he's in the air. Kind of a pain, but if you
can get the hang of triggering flight at just the right time, well,
you have it covered. Hopefully. Anyway, clear the first area and move
on to the next, which has a longer stretch of roof, so it's a little
less stressful.
	There are no props anywhere so just keep clearing ghosts until
everything's gone and hit the third area. This time, your roof is an
island, with gaps on either end. But it's still fairly wide for easy
moving and you can get rid of ghosts without too much danger of
falling off the building. With the third section clear, head to the
right to exit the level.

	Level 2-3

	This is the most round-about way to get to the Nasty Burger that
I've ever seen. What the hell is Danny doing at the city limits? Well,
there's a big billboard declaring Amity Park as a 'Nice Place to Live'
in the background. I guess it went up before the ghosts started to
come through. There's a road sign up ahead you can knock over for an
item or ghost. Clear the area and move to the next section. There's no
prop but if you keep up your pace and use the Plasma Blast and Wave
a few times, you shouldn't have any problems.
	In the third area is another road sign for a prize. Continue
clearing ghosts from this section, then move to the final area. Once
again, there is no prop, but you can see what looks like a factory in
the background. This is the sign that this is the final area. Kill off
the ghosts, then leave. You should have another Level Up by now.

	Conflict with Skulktech

	Finally in front of the Nasty Burger, Skulktech 9.9 will use a
device called the Pummeler, which shorts out Danny's ghost powers and
reverts him to human form in the cartoon. The ghost says it doesn't
work on him in the future (well, duh! Danny doesn't exist in the
future so the damn thing can't turn Dan Phantom into a human) but it
works fine on him in the present. Danny can't figure out what the heck
he's talking about, so they just duke it out in a Boss Battle.

	Level 3-3

	In this Boss Battle, which takes place in front of the Nasty
Burger this time, be sure to have a high Ghost Power Gauge if you can.
The Pummeler in the game is a bunch of mechanical arms that stretch
out about a third of the screen to smash into you and it hurts a lot.
The Plasma Blast can hit him from beyond their range. Skulktech likes
to fly above your head and sometimes he stays up there, shooting his
guns. That would be an ideal time to turn into Fenton and charge Ghost
Power. Skulktech uses lots of guns along with the Pummeler, so getting
too close to him isn't that great an idea. You can combo him a few
times to knock some health off his bar, but he recovers quickly and
will return with the Pummeler immediately and you don't have much time
to escape it. Your best bet is to nail him with Plasma Blasts from
a distance, charge when you have a chance to keep the Ghost Power
Gauge high, and use the Insubstantial power if you want to get in up
close. Eventually he will disappear into time.

	Breaching Time

	After the battle, Tucker will give you a cheer and there will be
a little scene where the second time medallion is found. They start to
get the idea of what the medallions do and figure out that they let
ghosts travel through time. (Which is actually wrong, but eh.)
	The Observers are starting to freak out now that Danny's group is
using the medallions to travel to where they are. (Again, wrong.) For
a game that's supposed to follow the movie, they sure get a lot of
things wrong. Anyway, Clockwork starts to get a bit nervous and says
that he doesn't have much choice but to stop Danny himself. (Not wrong
but it is kind of a lie.)
	So now Danny and the gang are in Clockwork's lair. Tucker's
freaking out over being lost, but Danny's got some idea of where they
are. He's been in the Ghost Zone enough times to recognize it, but this
place is new to him. (Apparently, mapping the Ghost Zone is a pain in
the ass to do.) So, in the spirit of trying to figure out what the hell
is going on, Danny's gonna go play happy wanderer and Tucker's gonna
snoop around locally for some clues.

	World 4
	Level 1-1

	Clockwork's lair is kinda cool-looking. A few steps ahead of you
is a gray grandfather clock that you can knock over for a ghost or
Fenton Weapon. (How the hell did those wind up here?) Clear the ghosts
and move to the next section. There's no prop here, but keep at those
ghosts. You might want to charge up Ghost Power to make things a bit
easier with the Plasma Blast or Wave.
	The third section has another grandfather clock for you to knock
over and some more ghosts. Clear them out, then leave the level.

	Level 1-2

	Okay, a warning here. There's a gap right beyond a grandfather
clock that you can easily fall off of trying to get the item. Beyond
that is a short little bit of floor, followed almost immediately by
another gap. Try to clear the ghosts for this section in that first
chunk of the level, where you got the item, then fly over the two gaps
to reach the next section.
	The second area has another gap in the middle of the area, and
surprisingly enough another grandfather clock. They don't usually show
up in second areas. Clear the ghosts while in the first half of this
section, then fly over the gap, knock over the clock near the end of
the section, grab the item and run to the next area.
	There's another big gap in this third area and it's placed so
that you can easily fall in if you don't watch what you're doing. I've
fallen for that so many times, it's annoying. Luckily, you have all the
continues in the world; you just get dumped at the very beginning of
the level. When the ghosts are finally gone, leave the level.

	Level 1-3

	In this first area, there's another clock to knock over and a
new ghost to be a pain. This green ghost uses its arms like tentacles
and likes to slap you around. Once you punch it, it will fly up to the
top of the level and hover there, slapping away at nothing and keeping
you from jumping up too many times. It's a little hard to knock him
down. This is the perfect time to use the Plasma Wave and Blast to get
rid of the big ghosts that like to crowd around Danny. This level looks
really weird, are those big films back there?
	The second area has another clock and more of those annoying big
ghosts. It's a good idea to get into the habit of switching back and
forth between Fenton and Phantom for quick charges on the fly. The very
short time it takes for him to transform makes him temporarily immune
to ghost attacks, so learn to time it to charge and avoid hits at the
same time.
	The third area has no clock but if you've been sucking up goo and
switching to Fenton regularly then you should have plenty of Ghost Power
to clear this room in no time. Leave the level once you show these ghosts
who's boss.

	Level 1-4

	This place looks cushy. Does Clockwork live here? You have a huge
space between you and the clock prop so switch to Fenton and fill up
your Ghost Power, then turn back to Phantom, put your Powers Icon on
the Plasma Blast and charge on forward. Knock over the clock to see
what's there. If it's an item, great. Get it after you blast the big
ghosts that are rushing after you. If it's the black ghost, let the
Plasma Blast loose and wipe them all out in a snap. Finish off the ghosts
and switch back to Fenton to recharge before moving to the next area.
	There's no clock in the second area, so just let the plasma fly
on every ghost you see. Wipe them out, recharge your Ghost Power, then
move on to the next area. In the third section, you'll see another
clock and more big ghosts. Doesn't blowing them away with a single
Plasma Blast feel sooo good? Do it again and grab whatever was left
behind. Since it takes a while for new ghosts to sniff you out, you
have a few precious seconds here and there to recharge Ghost Power.
Clear them out and head for the next area.
	Blast away the ghosts here, 'cuz there's no prop with item in it
for now. You might have to sweep the area a few times to flush out more
ghosts, but blowing them away is so sweet. All that goo just dropping
in a group, nice.

	Conflict with Clockwork

	Sam freaks out that Skulktech disappeared ('Tucker did it!' Red
vs Blue plug, sorry. ^-^) Of course, Tucker insists it wasn't him, and
Clockwork will pop in to say he did. Danny starts demanding information
from him and Clockwork will introduce himself, saying he's trying to
change Danny's future. (More hints on what his real plan is.) He tells
Danny that he will turn evil in the future and Clockwork can't let that
happen. Of course, Danny will insist that he will never turn evil and
gets ready to battle. Clockwork simply says it's just a matter of time
before Danny becomes evil and wants to show him something. But first,
let's tire Danny out so he actually sits down to watch. He's such a
jumpy boy!

	World 4
	Level 2-1

	The battle with Clockwork is weird. You only have time to punch
him about three times before he teleports away. Run about for about 3
seconds and keep yourself alert 'cause Clockwork will reappear with an
axe to slam the floor. It takes him a half-second to make the move, so
you have time to give him another short combo. You can keep that up
until he falls, or you can do the Plasma Blast sniping like with
Skulktech. It'll be harder, though, as Clockwork also has a cannon he
will sometimes use, but he prefers up close and personal fighting. (Be
glad he doesn't frick with time like in the movie.) Eventually, he will
wilt and that will be that.

	Escape to the Future

	After the battle, Clockwork will show Danny the immediate present
and his future (you don't actually see it though) and tells him the
evidence doesn't lie. The first thing that pops up in the mini-image is
the C.A.T. answer sheet. Sam exclaims that Danny's future cheating on
the test causes him to turn evil and attack Amity Park. Tucker thinks
that the exam is Danny's turning point. (It sort of is, it's actually
the trigger to the turning point.)
	Clockwork points to the future and tells Danny that he lost his
humanity and became totally evil. Danny freaks, watching himself fight
against police forces and the army. Clockwork explains that he tried to
change Danny's past to alter his future but what he did hadn't made a
difference; Danny still wound up evil. (There's a reason for that.
Trust the BttF girl!) And then, for the sake of keeping the Observers
happy, Clockwork declares that the only option left to save the future
is to destroy Danny right there. Danny decides to take his friends into
the future to escape Clockwork (which is what he wanted all along. I
may as well explain this at the end of the guide.)
	Future Valerie spots Danny as soon as he shows up and makes a
move to get closer to finish him off. She's a bit worried because she
sees two Dan Phantoms, one the current one, the other the Danny of the
past. Here's where things get a little confusing, unless you've dealt
with time-travel plots a lot. Dan Phantom pops in with his little
scene, laughing about how he's been waiting for Danny to show up and
how he's finally arrived.
	Tucker's freaking out at how the future looks because of Danny's
cheating on the test (which hasn't even happened yet). Lost and
confused by all this, Danny sets out to investigate the area and see
what's going on.

	World 5
	Level 1-1

	There's a new little ghost here, a dragon looking one. Switch to
Fenton, charge up your Ghost Power, then switch to the Plasma Blast and
go on to scope out the place. There's a road sign ahead to knock over.
Clear the ghosts and recharge your power before moving to the next area.
There's another road sign there. Keep clearing out ghosts, this level is
very short.

	Level 1-2

	More of the same background. Switch to Fenton and charge up
again, you are seriously gonna need the Plasma Blast now. There's a new
big ghost and it's freaky mean. It's like twice the size of Danny, it's
ugly and it drops red goo, which refills both Health and Ghost Power by
a lot. It also likes to charge at you like a bull and it takes a ton of
hits to get rid of. Unless you use Plasma Blast, then it's not that
much of a problem. Ahead of you is an upright rock that you can break
for a ghost or Fenton Weapon. (Those things shouldn't even exist
anymore but oh well.)
	The second area is just a repeat of the first, with another rock
to break to grab another item or ghost. At this point, don't try to
turn back into Fenton, it's too risky. Stick to refilling your Ghost
Power with the goo from the ghosts. When all is clear, leave the level.

	Conflict with Future Valerie

	Danny's horrified at what the future becomes because of him (he
still looks like the crap was beaten out of him). Future Valerie
appears and yells at him, even calls him ghost. (Oddly enough, Danny is
in human form, yet Valerie recognizes him as being a ghost. In the
cartoon, this is easily explained by the fact that Danny never reverts
to Fenton form the entire time he's in the future. The game,
however....) Danny's happy to see Valerie, even though he's a little
confused at how she looks. Future Valerie declares that she's been
looking forward to this day for a long while and even calls Danny
'Phantom', yet another indicator that she knows exactly who and what
Danny is. (The cartoon does otherwise.) Time to fight again!

	Level 1-3

	Future Valerie plays just like the beginning Boss Fight, and you
can beat her the same way. The only change is she has an instant
recovery time, so don't pause when you combo her. Keep at her
constantly. When she recovers from the combo, she'll throw three little
shirukens into the air over your head, the lowest one will almost
always nail you. You will probably get hit a few times by this, but the
damage is minimal compared to how much you can dish out on her as long
as you keep in her face. She'll fall after a few seconds of this.

	Meet Dan Phantom

	Tucker and Sam will interrupt after the battle and demand that
Future Valerie stop shooting at Danny. Future Valerie is stunned to see
them; after all, they died when they were just kids in her time. Tucker
is startled to realize that both he and Sam are dead and wonders how
that happens. Future Valerie looks angry and says that it was all
Danny's fault that they died. Dan Phantom finally joins in and corrects
her, saying that it was he who killed them, not Danny. (This is true.
I'll explain that later.) But if Danny becomes Dan, and Dan killed Sam
and Tucker, then technically doesn't that mean Danny killed them?
	No. And like I said, I'll explain it later.
	Well, Future Valerie is shocked by Dan's appearance and realizes
that Danny and his friends are actually from the past. This pisses off
Dan Phantom, who remarks that Clockwork is meddling with time again.
And that is yet another clue to what is really going on. Danny gets
ticked off as well, saying that it's Dan who caused the mess in the
future, not Clockwork. He even calls Dan a 'mess-causer', which will go
down in  history as the lamest insult to ever come out of that boy's
mouth. Dan just smiles and says that after 10 years, he should
introduce Danny to the future. Of course Danny denies Dan as his future
self (wouldn't you if puberty does THAT to ya?) and makes the attempt
to escape to the past, telling Sam and Tucker to go first by removing
the medallions.
	Dan's confused by Sam and Tucker disappearing, wondering where
they could have gone. Danny replies that they returned to the past by
taking off the time medallions, just like he's about to do. Dan doesn't
want that at all, so he grabs the medallion and Danny, and uses his
ghost powers to fuse the medallion with Danny. According to Dan,
neither ghost nor human can remove it now. Now he wants to throw Danny
into the Ghost Zone so he can never return. Guess what Danny's answer
to that is?

	Conflict with Dan Phantom

	It doesn't really count as a level, oddly enough. And Dan is a
tough dude to beat. Remember all the crap you can do with him in the
very first level? Well, he can still do it and now he's doing it to
you. Just be grateful he forgot he could use Ghostly Wail. Your best
bet is a lot of hit and run attacks. Get in, do a quick combo and get
out before Dan recovers enough to grab you with his version of the
Fenton Thermos. Since Dan has no access to Fenton Weapons, his version
of the thermos is his hand, which will drain health from you and give
it to him. You don't have that much health to donate and still keep
fighting, so try not to get too close to him too often. Changing to
Fenton form is highly risky, but if you get desperate for a distance
attack you might not have much choice but to risk it for the charge.
	Luckily, Dan likes to monopolize the skies and waste time just
comboing up there and firing off Plasma Waves that either pass way over
you or knock you upside the head. Use that time to charge up Ghost
Power and either knock him down to your level, comboing him to buy time
to get the distance you need for a Plasma Blast, or wait until he comes
floating down on his own and shoot him. Again, your blast has a greater
range than the Plasma Ring he likes to fire at ground-level, and is
faster than the Plasma Wave he uses a lot. But, he can also just turn
insubstantial or hover to avoid the hits, so be careful. Cautious
attacks and timely uses of the Plasma Blast will net you victory. Too
bad Dan still chucks you into the Ghost Zone at the end of it.

	Last Hope?

	Danny's wandering around in the Ghost Zone, desperate to escape
and get the time medallion out of his body. His only chance is in his
old rival, Vlad, the only other half-ghost in the world. So he decides
to travel through the Ghost Zone in search of the Masters Ghost Portal,
Vlad's version of the Fenton Ghost Portal. (In the cartoon, a message
from Jazz alerts him to the idea of seeking out Vlad for help. He also
gains the Ghostly Wail at that time, but we have to wait a touch longer
for ours.)

	World 5
	Level 3-1

	The Ghost Zone is so cool-looking, all those doors.... Okay,
switch to Fenton and charge up. That big ugly ghost is back. There's a
glowing purple door ahead that you can bust for an item or bonus ghost.
Blast the big ghosts and when all is clear, move to the next area.
There's no prop there, but there's a ton more ghosts. So keep blasting
away and suck up every bit of goo you see.
	The third area has what looks like a prison in the background;
that's Walker's Ghost Jail. Another door ahead holds a goodie for you.
Clear out the ghosts and then exit the level, you still have a ways to
go to get out of here.

	Level 3-2

	A graveyard in the Ghost Zone seems a little redundant but who
am I to bash a ghost's decorating sense? There's a prop ahead of you
that you can grab a goodie from, but charge up your Ghost Power.
There's a new ghost in the gang. It's blue and looks like it's dripping
slime, plus it likes to hop over you to avoid hits. Very annoying. Be
sure to keep blasting and sucking up goo; you'll clear the area in a
flash. The next area has no prop, but between goo from the ghosts and
Plasma Blasts clearing the field, you probably won't even notice it.
	The third area has another door prop to knock over and more
ghosts to blast, so grab what you can and start shooting. Clear out
everything you see, and you might need to sweep the level a few times
to flush out everything. When the level is clear, leave it.

	Level 3-3

	This level takes place in front of a creepy looking castle that
I'm going to assume belongs to Pariah Dark. It looks like it to me but
then I haven't seen Reign Storm in a while, so I could be wrong. Again,
charge up Ghost Power before you even move. There are more big ghosts
than small ghosts here. Run forward and blast the crowd that's coming
in, then punch the door to get what's there. Clear the area and move to
the next. The second section has no props, so it's just a straight
extermination section before you move to the third area.
	This third one has a door as well. Grab what's there and just
keep blasting everything until you're clear to leave the level. You
should get another Level Up by now.

	Level 3-4

	In the cartoon, Danny gets batted about by the other ghosts in
the future, Ember, Johnny 13, the Box Ghost and others. Here, though,
you get to deal with Walker and his guard goons. You have a very short
time to charge up Ghost Power. You'll be lucky to charge enough for one
Plasma Blast. Walker is the ghost in white, his goons are like burly
cops. Three of them will charge you and you can attack them to make
them disappear, but for every one you get rid of, another takes its
place a second later. To get out of this, attack Walker himself. The
bar doesn't shrink with the goons, you must attack Walker. Once you get
rid of him, you'll finally earn the coveted Ghostly Wail. Too bad it
takes this long to get it.

	Meeting Vlad

	Danny's finally out of the Ghost Zone, and the whole ordeal was
pretty tiring. Vlad pops in for his little scene and he looks like
hell. Seriously. Man needs a haircut and trim. They have a little
conversation over what happened to Vlad, but mostly over what happened
to Danny.
	Ten years ago, two explosions went off in the Nasty Burger. All
of Danny's friends and family were killed in the second explosion.
Danny is startled by that, he had no idea a second explosion went off
after the battle with Skulktech 9.9. It dawns on him that the fatal
blast was his fault; Dan was right the whole time.
	Again, things get weird. Vlad goes on to say that all Danny
wanted at the time of his family's deaths was to make the pain go away,
the hurt of losing everyone he cared about. He wanted to escape it so
much, he was willing to sacrifice his humanity so he could no longer
feel. (This is actually very wrong, and I'll tell you why later.) Using
the Ghost Gauntlets, Vlad's version of the Fenton Ghost Gloves, Vlad
removed the part of Danny that was human, separating Danny Fenton from
Danny Phantom. Danny Phantom couldn't handle being a complete ghost and
turned on Vlad, ripping out Vlad's own ghost half and taking it over.
But Vlad's evil ghost half overwhelmed Danny Phantom and drove him
insane, turning him even more evil than Vlad Plasmius could ever be on
his own.
	Danny thanks Vlad for telling him what happened and asks if he
still has the Ghost Gauntlets. Vlad answers that he does and wonders
what Danny is up to. The boy explains his plan; if the Gauntlets had
the ability to pull Danny's humanity from his ghost self, then surely
it had the ability to pull the time medallion from his body so he could
return to the past and stop the flow of events. Vlad declares that the
attempt could kill Danny, but the boy has enough confidence that Vlad
can figure out how to do the operation. Hope renewed by that, Vlad
agrees to help. (Man, that is so wrong. But I guess they had to censor
the real scene from the movie for the game.) Just as they get ready to
do the operation, Danny picks up other ghosts coming through the
Masters Portal. Vlad believes that Dan sent them to stop Danny, so he
gives him the Ghost Gauntlets to help in the battle.

	World 6
	Level 1-1

	This is an incredibly short level and is the first opportunity to
try out the Ghostly Wail. Change to Fenton and fill up your Ghost Power
a little over half full. The Ghostly Wail takes a lot of Ghost Power
and each use will drain it dry no matter how much you have, be it a
half or a full charge. But, it is so much fun, you won't care. So,
charge it up and lure in as many ghosts as you can onto the screen with
you. Switch to Ghostly Wail and enjoy the moments of completely owning
every ghost in the field with the sheer power of Danny's voice.
	Of course, he'll go right back to Danny Fenton when the Wail
ends, but that's good. He'll start recharging Ghost Power right away so
don't be too hasty to pop back to Phantom mode. When it's high enough
again, switch back and start over luring ghosts into another 'encore'.
And since there will be LOTS of goo from the first Ghostly Wail, you
can move around as Fenton to gather them up, filling your gauge that
much faster. Abuse the hell out of the Ghostly Wail while you can, it's
gonna be hard to charge up for it later. When you've killed off every
ghost around, take a moment to breathe in that scent of power the
Ghostly Wail has given you, then exit. You have a future to save.

	Return to the Past

	Vlad successfully removed the time medallion and now Danny is
back in his own time. Now he has to stop the second explosion from ever
taking place, and Dan said that he was the one who caused it. And since
Dan took Danny's place in the past, that's probably what he's planning
to do. Time to fly off and be the hero he really is!

	Level 2-1

	Another flying level, you have to get through all the ghosts
here in order to reach the Nasty Burger. It plays like the first flying
level only without a Boss Ghost to bother you at random times. The
ghosts will do the same tricks as before, delta formations, line and
column forms, and the last three ghosts will take several blasts of the
Plasma Blast to get rid of. Once they're gone, the level is done.

	Final Conflict

	Danny arrives at the Nasty Burger, yelling out an insult sure
to get his older self's attention. And of course, Dan returns it by
telling Danny his time's been up for ten years. At this point, Danny
realizes that it wasn't his cheating on the C.A.T. that turned him
evil, it was the deaths of his family and friends that triggered the
change. Dan confirms this and tells him that he must make sure that
those deaths occur, so that the timeline goes as it is supposed to.
Danny declares he won't let them die again and he must get them away
from the Nasty Burger sauce, the source of the explosion. Dan wants to
stop him so the fight begins.

	Level 3-1

	The battle with Dan Phantom is gonna be a bit tougher than the
first one. If you want to try charging up for the Ghostly Wail, good
luck with it. Try to do the charging when Dan's wasting time showing
off above your head. Unlike the other ghosts, using the Ghostly Wail on
Dan, or any other Boss for that matter, won't kill them outright. It
will knock a huge chunk of health from them, though, so if you can pull
one out, it is so worth it. Again, it only really needs a half-full
charge so stay human long enough to hit a little over half GP to do the
Wail; any attempt to fill it up completely is pointless unless you're
trying to shoot Dan with a Plasma Burst or two before letting 'er rip
with Ghostly Wail.
	Again, Dan likes grabbing you to drain health to refill himself,
so more hit and run tactics are going to be really tricky but it can be
done. If you can stay far away from Dan, pray he gets distracted by how
cool he thinks he is, and just charge away with Fenton. You might even
be able to just stand there until he comes for you himself and unleash
the Ghostly Wail on his unsuspecting butt. Keep your Fenton time short,
remember that it only needs a half-full gauge minimum to work and you
have to switch back to Phantom on the fly to use the Power. It takes
about two Ghostly Wails to blast Dan to kingdom come, if you can manage
it.

	Time Out

	Dan's shocked as hell that Danny used Ghostly Wail on him because
he isn't supposed to get it until ten years in the future. Danny sucks
him up in the Fenton Thermos, declaring that the future isn't as set in
stone as Dan thought. Just before disappearing into the thermos, Dan
has one last stab at his younger self. The battle took too long;
Danny's family and friends are still going to get blown away, just like
history dictated. Danny reverts to human form after the Ghostly Wail
drains him dry of energy, and he realizes that there's not enough left
for him to transform back into Danny Phantom to save his family and
friends.
	Just before the explosion goes off, Clockwork steps in and stops
time, bringing Danny's family and friends out of harm's way. He tells
Danny that he couldn't let the event happen, and he also sent Dan
Phantom into the future so he couldn't interfere with 'this past'.
Danny is happy about this; once Clockwork starts time over again, the
explosion will not take place and his loved ones will be fine. Clockwork
agrees by saying that everything is the way it's supposed to be.
	And time begins flowing properly.

	We see Mr. Lancer asking Danny if there's a problem with the test
he's taking. Looking beat up as usual (I guess it's the only pic they
have to make him look guilty), Danny shows him the answer sheet and says
he found it at the Nasty Burger. Mr. Lancer points out that the seal is
broken. Danny apologizes about it, but insists he isn't a cheater and
will never be one. He's given a chance to prove that with a makeup exam
the next week. Happy with that, Danny is relieved to know that the future
is changed for the better and he even gets cheers from his friends for
the choice he made.

	Enjoy the ending credits, you'll get a password at the end of it.
Or, if you don't care, just hit Start and skip it all. Now, for Mission
Mode!

	Oh God, more writing....

*******************************

Walkthrough (Mission Mode)

	Okay, so you finished the Story Mode. If you return to your save
file, you'll notice that it turned red. That means Mission Mode is now
active. Go back to your file and start it up.

	Time Flows Wrong

	The 'story' begins with Danny called back into Clockwork's lair.
He's been summoned to deal with a new issue and Clockwork has to tell
him all about it. Though Danny insists that everything is back to
normal, Clockwork reports that all he's done hasn't changed the future
at all. Danny will still turn into Dan Phantom; something else is acting
as the new pivotal trigger for Danny Phantom's descent into evil. Danny
is taken aback by this; the explosion was stopped, his family and friends
are alive, there shouldn't be anything to alter his timeline. Clockwork
isn't entirely sure, but Danny has to go back to Casper High, to the time
he had been fighting Box Lunch. To figure out what is the new trigger,
Danny will have to relive the entire sequence of events from the first
time through.

***********

Stage-Select Screen

	For this mode, you are given a Stage Select screen, which is a
misnomer because for the first run through, you can't really pick a
Stage at a whim. You have to follow them in sequence to pinpoint where
things went wrong for Danny. On the left of the screen, you'll see a
picture of Danny and his current level (which should be around Level 6
by now) and below him is a small shot of what the background for the
currently highlighted Stage looks like, along with a set of three empty
dots that represent the missions in that Stage. Each mission you clear
fills a spot with a circle of yellow.
	The R Button brings up the mission card for each Stage. Hold it
down to read the card. Some missions can be done all at the same time,
while others take several runs to complete. Once you clear a Stage, you
are able to reenter that Stage again anytime you want.
	Okay, that's it for the screen.

***********

	Stage 1-1
	Missions:
		Execute a 5-hit combo.
		Do NOT use any Plasma attacks.
		Beat the Boss in under 1 minute.

	You're back in Dan Phantom's shoes. Joy. Pulling a 5-hit combo is
easy, just rip into the first bunch of machines you see and be done
with it (don't do the full combo 'cuz that screws it up, do quick
punches to put together the combo requirement). Heck, you can even do it
on the panel at the end of the level. Resist the urge to use Plasma
attacks, but the Ghostly Wail is excluded. So if you wanna Wail on
everything in sight, go right ahead. Once the panel is broken, you're
dumped into the battle with Future Valerie. The new change for her and for
all Bosses after Valerie is that the Bosses now have double life bars. The
bar starts yellow, and as you wear that down, it empties to reveal the red
bar. Deplete the red bar to finally defeat her and continue resisting the
urge to use Plasma attacks 'cuz it's still counting the Boss fight as part
of the same mission requirements. That ends the Stage.

	Stage 2-1
	Missions:
		Defeat 5 ghosts in less than 30 seconds.
		Do NOT use any Plasma attacks.
		Execute a 6-hit combo.

	The entire Casper High ghost invasion scenario takes place here,
and each one is under the same mission objectives. So if you're trying
to clear the 'No Plasma attacks' mission for Stage 2-1, then you can't
use Plasma attacks in ANY of the levels within the Stage. Hard, but it
is doable. Rely on the Rush attacks and the Fenton Weapons to get
through the levels, and I hope you didn't think you got to keep the
Ghostly Wail. 'Cause you don't. (Ha ha, you probably thought you could
still abuse it!) Insubstantial doesn't count as a Plasma power, so you
can get through that all wall level just fine. And 6-hit combos are
easy to pull off on big ghosts. The Rush 5 is a near guaranteed 6-hit
at least. Don't panic about the 5 ghosts in less than 30 seconds deal.
You've done that a ton of times before already and never realized it.
Just keep beating up ghosts wherever you see 'em and you'll have that
mission cleared without breaking a sweat.

	Stage 2-2
	Missions:
		Get 40 Max Combo Points.
		Land 40 hits on Box Lunch.
		Avoid Box Lunch's attack.

	This is the flying level again, and it looks like getting the 40
max combo points will be hard to do. Actually, it's not. It took a bit
for me to figure out but if you hit Box Lunch with a Plasma Blast, you
can kill two missions with one shot. I counted about 30 max combo hits
from using the blast on her one time, so pile on normal shots until you
get a 10 hit combo, then fire one off and that's a guarantee you'll get
that mission cleared. Box Lunch is easy to nail, she doesn't move
around much, she doesn't stagger and she holds still for hits. She
makes such a lovely target. Avoiding her attacks is also easy to do.
Just stay level with her body and on your end of the screen. Her
attacks will always fall short of you and you can still keep shooting
at her without missing a hit.
	If you like the flying and want to power level, stick around on
this Stage and keep blasting Box Lunch with Plasma Blasts. You can get
about 600 EXP from this Stage per run, and I think that is influenced
by the max combo points. Just to be safe, don't try going for more than
99 Max Combo points, the game can't register triple digits and will
bump you down to the last two digits of the triple. So if you made a
110-Hit Combo, the game will only register a 10-Hit Combo. Sucky, huh?

	Stage 2-3
	Missions:
		Execute a 6-hit combo attack.
		Do NOT use any Plasma attacks.
		Defeat the Boss in under 1 minute.

	You're fighting Box Lunch on the roof of the Nasty Burger
again, and she has a double life bar, too. Just hit her with a full
combo attack and never let up, not even when she goes off screen. You
can take a few hits, it won't penalize you, so just keep attacking
until she falls. Keep an eye on your health, keep an eye on hers and
mash that button until your thumb is sore! Heck, you might not even
need to use Ghostly Wail on her, she's that easy to deal with. Well,
that's assuming you Leveled Danny enough to get him to keep Ghostly
Wail or decided to do the last mission at a later time. No problems.
Take it at your own pace.

	Stage 2-4
	Missions:
		Execute a 6-hit combo attack.
		Use Plasma Blast twice.
		Defeat the Boss in under 1 minute.

	Your Boss for this fight is Ember McLane, the rock singer ghost
with flaming hair. I like her, she's a cool ghost (plus she made Danny
act like a total goofball for a whole episode, so that gives her a lot
of points in my book). You can use your Plasma Blast, and you have to
use it twice in the fight. Don't try getting fancy with it, it must be
the default PB or it won't count. It doesn't have to hit either, just
be used. So switch to Fenton, charge up the Ghost Power, let a couple
of the Plasma Blasts go (preferably in Ember's general direction),
then start pummeling her with combos. Ember will try to beat you with
her guitar or fire energy beams from it. They hurt a little, but keep
on her to beat her within the time limit. She also has a double bar,
so mash, mash, mash!

	Stage 3-1
	Missions:
		Defeat 5 ghosts in less than 30 seconds.
		Defeat 10 ghosts in less than 30 seconds.
		Do NOT return to Fenton form.

	Really short level, you're back in the Fenton lab. It may look a
little intimidating to get the first two missions cleared, but don't
panic. There are quite a few ghosts that come at you in groups, so all
you have to do is nail as many of the groups as you can to get the two
missions out of the way. Also, you can't turn into Fenton, so you have to
resort to sucking up goo for the Plasma Blast. Given the length of time
this level has and the number of ghosts, I doubt there will be enough
goo for you to fire off a Blast, but if you get any amount of it in the
bar, try for a burst. Can't hurt to try and the Stage can be replayed
if you didn't clear one or two of the missions somehow.

	Stage 3-2
	Missions:
		Do NOT use the Fenton Thermos.
		Defeat 5 ghosts in less than 30 seconds.
		Do NOT use Plasma attacks.

	This one's trickier; you're gonna have to pass up on a lot of goo
to clear that first mission. For those who power-leveled and got Danny
to Level 10, Ghostly Wail everything and keep charging with Fenton. You
aren't penalized for using the Wail. Use combos to clear the second
mission and everything is done neatly in one sweep. The Stage is kinda
long, so don't worry about the 5 ghosts in 30 seconds thing. You'll hit
that somewhere along the way. It's just really hard to fight the urge
to use the Thermos and Plasma attacks when you're surrounded by ghosts.

	Stage 3-3
	Missions:
		Execute a 6-hit combo attack.
		Use Plasma Blast twice.
		Defeat Boss in under 2 minutes.

	It's Skulktech 9.9 again. Joy. Charge up some Ghost Power as
Fenton, switch back to Phantom, then lay into Skulktech with the Rush
attack to rack up your combo and clear the first mission. Then, use the
Ghost Power you charged to blast him a couple of times with the normal
Plasma Blast. Yeah, the default one, don't alter it, okay? After that,
waste him however you like, and definitely abuse the Plasma Blasts and
Ghostly Wail if you have it.

	Stage 3-4
	Missions:
		Execute a 6-hit combo attack.
		Do NOT use any Plasma attacks.
		Defeat the Boss after 3 minutes pass.

	Oh, look. It's the Box Ghost. This guy is a total pushover so
it's kinda hard to waste 3 minutes of your time to pass the last
mission objective. You can fly to the top of the screen and just sit
there for a while. Make yourself a sandwich, get something to drink,
go to the bathroom... by the time you get back, the time should have
racked up enough to clear the mission. Now, lay into him with the Rush
attacks and that clears the first mission. Since the Box Ghost acts
just like Box Lunch in that he mostly hurls things at you, just punch
the hell out of him anytime he isn't stunned so he never gets the
chance to move. Simple, really.

	Stage 4-1
	Missions:
		Clear in under 3 minutes.
		Do NOT use flying powers.
		Do NOT use any Plasma attacks.

	This one's kinda mean but doable. It starts you in that level
for Clockwork's lair, the part with all those gaps that you just flew
over for quick runs, but you can't fly at all if you want to clear
the second mission. You can't even hover or anything, but jumping is
allowed. So do yourself a favor and clear out the ghosts on the
starting platform and carefully jump the gaps to get to the next area
of the level. Once you reach the end of that level, you don't have to
worry about flying for any reason for the rest of the Stage. So there
shouldn't be any reason to botch it when you do that mission. This is
one of those Stages were you would probably be better off doing the
missions in separate runs. To do the first mission, just ignore the
other two missions and fly and blast your way through the Stage. Make
another run to clear the no-flying mission, and a third one for the
no-Plasma-attacks mission.

	Stage 4-2
	Missions:
		Execute a 6-Hit combo attack.
		Use Plasma Blast twice.
		Defeat Boss in under 3 minutes.

	Back to dealing with Clockwork again. It's tempting to hit
the guy with Ghostly Wail over and over, but don't do it if you're
trying to get the first two missions done. For the second mission,
just use the default PB twice. Not a problem. The third mission is
just as easy. As soon as you are able to move, get as far from
Clockwork as possible, switch out to Fenton and charge the Ghost
Power to just over half full, or completely full if you like. Then
just switch back to Phantom and let loose with the Ghostly Wail if
you have it. Rinse and repeat until he wilts. For those without
the awesome power of screaming your head off, just stick with PBs
and the same strategy for beating him in Story Mode and he'll go
down pretty easily. The 6-Hit combo is a whole other story. Tough
to pull off, 'cause I haven't done it myself yet. I can get it up
to 5 just hitting him with the Plasma Blast, but 6 is painful. Got
a tip? Send it in. It would help.

	Stage 4-3
	Missions:
		Execute a 6-Hit combo attack.
		Defeat 20 Meat Ghosts.
		Defeat Boss after 3 minutes pass.

	You should know by reading the mission roster who the boss
is gonna be. That's right! The Lunch Lady! Joy. Okay, the first
mission is easy to do. Just hit the Lunch Lady to rack up the 6
hits you need. She's fairly easy to punch as she moves around
about as much as the Box Ghost and wastes time with throwing stuff
at you. The hassle is in those Meat Ghosts that like to waddle in
and screw you over. The second mission has you dealing with them.
Again, this is one of those separate run Stages, so it's a bit
hassling. Charge up Ghost Power with Fenton when you are able,
then use the default Plasma Blast to clear out the Meat Ghosts
when they appear. Try to stay under the Lunch Lady when she's up
in the air above you. She throws junk as the ghosts come in, so
it's just about the only way to avoid some of the hits. Trust me,
you are still gonna get pummeled but at least you'll have
enough health to finish the mission with Ghostly Wail. Count out
the twenty Meat Ghosts as you blast them; they come about two at
a time but they may change it up as time passes. When you've got
enough of them under your belt, charge the GP to full blast and
let loose on the Lunch Lady with Ghostly Wail a couple of times.
This mission will be much easier with Ghostly Wail in your arsenal
so I highly recommend Leveling Danny up to get it. For the final
mission, just fly up to the top of the screen and keep an eye on
the closest clock. After about three or four minutes, drop Danny
down and finish her off as you please and you should have the
Stage cleared.

	Stage 4-4
	Missions:
		Clear with Ghost Power over half full.
		Use Plasma Wave twice.
		Defeat Boss in under 3 minutes.

	Believe it or not, you can do all the missions for this
one at the same time. Your Boss for this round is Technus,
version one. I dunno which I like better, the old Technus 'cause
he's kinda scrawny, which makes him funny to watch, or the new
one 'cause the voice just doesn't seem to match his much cooler
look, which makes it equally as funny. Right, so to start this
off right, switch to Fenton and max out your Ghost Power. Go
back to Phantom form and let loose a couple of Plasma Waves while
Technus is close to you and is at your level. It'll knock a good
chunk of health from him. Next, switch back to Fenton and refill
the gauge, return to Phantom and hit Technus with constant combo
attacks. Technus loves to move around a lot and he can be pretty
fast, but lay into him with combos and he can't move worth a crap.
Keep it up and you'll roast him in no time, letting you clear the
first and third missions without any problems.

	Stage 5-1
	Missions:
		Do NOT use the Fenton Thermos.
		Defeat 5 ghosts in less than 30 seconds.
		Do NOT use any Plasma attacks.

	Ignoring the goo is kinda hard to do, but if you want to
use the Ghostly Wail, stick to switching to Fenton anytime you
want the Ghost Power to use it. You have a Boss battle with the
Future Valerie at the end of this Stage, and the same rules stay
with you the whole time. Use the Fenton Weapons that you find in
the levels in order to get rid of the ghosts easier so you won't
be tempted to use the Plasma Blasts. And if you whip out the
Ghostly Wail trump card at any time, make sure to fill the screen
with ghosts before you do so you can easily clear the second
mission. You shouldn't have any problems with this Stage or its
missions.

	Stage 5-2
	Missions:
		Execute a 6-Hit combo attack.
		Do NOT return to Fenton form.
		Defeat Boss in under 3 minutes.

	It's tempting to hit Dan with Ghostly Wail in this first
appearance of him as the Boss, but don't fall for it. Wait until
he's done with showing off above your head, 'cause he loves to go
over your head and flail around and keep you from jumping, then
when he comes down to try a Plasma Wave, quickly nail him with the
Power Rush 5 or Power Rush 6. You're guaranteed to have a 6-Hit
combo at the end of it. Keep your eyes peeled for his Fenton Thermos
ability (he grabs you and drains your health to heal himself) so you
can avoid it and just keep hitting him with combos so he doesn't
ever have a chance to fly over your head again. His aerial showing
off eats up time and you can't afford that with the third mission.

	Stage 5-3
	Missions:
		Do NOT use the Fenton Thermos.
		Do NOT return to Fenton form.
		Defeat Boss in under 3 minutes.

	This Stage is incredibly mean to you. You can't use the
Fenton Thermos AND you can't switch over to Fenton to charge up the
Ghost Power gauge. You're trapped with using only your fists and the
Fenton Weapons to deal with the ghosts and even worse is the fact
that you can't heal yourself either. So for the first three levels
of the Stage, watch your health like a hawk! If you're fast with the
button-mashing, you can get in close to the ghosts and keep hitting
them with the combos to get rid of them before they do too much
damage to you. Otherwise, play it cool and stay in motion to avoid
getting nailed too badly by the ghosts. Your Boss battle is with
Walker and his ghost guards. Focus on hitting Walker (the white
ghost) with as many combos as you can and watch him carefully. He
will jump for the air and stay up there if he can and that will
eat up time you can't lose. He will also move around and hide among
his guards, so stay in motion and keep punching so you will hit him
sooner or later and pin him down. Stay on him and the mission should
be cleared.

	Stage 5-4
	Missions:
		Clear with Ghost Power over half full.
		Use Plasma Wave twice.
		Defeat Boss in under 3 minutes.

	This is one is kinda easy. You don't have to do all those
levels, you just go straight to the Boss battle. In this case, you
get to fight the original, unmodified Skulker. Fun. Skulker is a,
to put it bluntly, sniper jerk. He likes to shoot at you from a
distance, go invisible while moving around and float over your head
to eat up time. He practically begs you to hit him with Ghostly Wail
so you can screw yourself over in two missions. Here's a pretty good
strategy that makes quick work of him.
	Switch to Fenton form and fill your Ghost Power completely.
Switch back to Phantom and nail Skulker with the Plasma Wave (Down+R)
a couple of times, then blast him with Ghostly Wail until he's roughly
halfway through the red bar. Switch back to Fenton, fill your gauge
again, then use Phantom to just beat on Skulker with normal punches
and combos until he goes down. You'll clear all three missions in one
fell swoop.

	Stage 6-1
	Missions:
		Defeat 10 ghosts in less than 30 seconds.
		Defeat 15 ghosts in less than 60 seconds.
		Do NOT use any Plasma attacks.

	This Stage is just too easy. Simply start off with Fenton to
charge up your Ghost Power, switch back to Phantom and start beating
up on some ghosts. Knock around a few with combos, then cut loose
with the Ghostly Wail. Suck up goo where you can, then go back to
Phantom and repeat. Since the Ghostly Wail doesn't count as a Plasma
attack, you can just wail away and clear this level in no time. Oh,
and if you manage to kill off the 15 ghosts in less than a minute,
that counts as clearing the first mission as well. So you clear two
for the price of one. Sort of.

	Stage 6-2
	Missions:
		Get 30 Max Combo Points.
		Defeat 40 ghosts.
		Clear in under 60 seconds.

	Now it gets nasty. This one will take several runs to get all
the missions cleared. For the first one, 30 Max Combo Points is kinda
difficult to get. There's no Boss to hit with the Plasma Blast for the
easy combo. However, you can pull it off with the three tough purple
ghosts at the very end of the level. Simply stay to the far left of
the screen and hold down the B Button to fire the Ecto Burst in a
constant stream. Let the ghosts come at you, even hit you if need be,
but don't let up on the button. See, the ghosts will continue to go
straight for where you are and never dodge the hits, and they take a
lot of damage before they go down. I did this myself and racked up
about 37 Max Combo Points by the end of it all and my health wasn't
that badly beaten up. You can use the Plasma Blast if you want, but
it forces you to stay in one place and you can't adjust it slightly to
stay on the level with the ghosts so there's a chance of losing the
combo. Defeating the 40 ghosts is fairly simple; just shoot as many of
them as you can and you should get the mission cleared. As for the
final mission, good luck on that one. I still can't pull it off so if
you have any tips, by all means share with us all, please. Thanks.

	Stage 6-3
	Missions:
		Execute an 8-Hit combo attack.
		Use Super Plasma Blast twice.
		Defeat Boss after 3 minutes pass.

	For this one, get as far from Dan Phantom as you can and switch
to Fenton to charge up your Ghost Power to just over half. Switch back
and hit Up+R while the Plasma Blast is selected to use the Super Plasma
Blast. You'll know it by the fact that it is twice as wide as the normal
Plasma Blast and both of Danny's hands are used in firing it. It would
be awesome if you managed to get both shots of it to hit Dan, as just
one direct hit of the beam will rack up enough hits to clear the first
mission. If the first charge of Ghost Power wasn't enough for both
blasts, just switch to Fenton to finish filling up the gauge for the
second hit. Once that's done, max out your Ghost Power and wait for Dan
to fly off and do his showing off in the air, then quickly fly up to the
top of the screen before he catches on to what you're doing. Stay up
above him for a few minutes, but keep an eye on Dan. He hasn't pulled
anything with me yet, but you don't want to take any chances of him
firing something off that will knock you to the floor and leave you open
to a slaughter. When three minutes pass, drop down to the floor and let
loose the Ghostly Wail. It will take a few hits of the Wail to deplete
Dan's two health bars, but that should finish the last mission for this
Stage.

	Stage 7-1
	Missions:
		Clear with Ghost Power over half full.
		Use Super Plasma Blast twice.
		Defeat Boss in under 3 minutes.

	You start this mission with a little cutscene. Danny 'senses'
someone around and demands that they reveal themselves to him. Bam! It's
Vlad Masters! He's his usual suave and arrogant self, so he obviously
hasn't been screwed over by Dan and the altered timeline. As a matter of
fact, Vlad set things up so that Danny is forced to become evil and have
Dan be born anyway. Apparently, Dan Phantom made contact with Vlad while
in Danny's time to set up a contingency plan, just in case his own plot
to kill Danny's family and friends failed. Danny just walked into a trap,
and Vladdy there is gonna set off a new explosion to kill them all and
ensure Dan's future stays put. Danny declares that, despite knowing Vlad
helped him in the future, he's still going to fight him to save his
family.
	Watching Vlad transform into Plasmius is kinda cool. Dorky, but
still kinda cool. Now, you switch to Fenton and start charging up Ghost
Power to get ready for the Super PB. Keep an eye on Plasmius, he likes
to fire off these little red plasma orbs to hit you and raise a pink
ecto shield to block your physical attacks and heal himself with them.
(Highly annoying.) You can bust through it with the Super Plasma Blast,
though. He'll fly over your head now and then to escape, fire more red
orbs and eat up time. Like Dan, he loves to show off flashy physical
moves up there, so don't try to jump and whap him down. He acts a lot
like Dan and that's no surprise since Dan is a fusion of Danny Phantom
and Vlad Plasmius. So know yourself and know Dan and you can kinda get
a good idea of how Vlad's gonna move around. Fire the Super Plasma
Blast twice at him and be sure to leave a little bit of his yellow bar.
Next, fill up your Ghost Power with Fenton again, then cut loose a shot
of Ghostly Wail to bring Plasmius down to almost gone, then charge up
to max Ghost Power. Finish off Vlad with normal attacks or another Super
Plasma Blast and you've cleared all three missions in one run. Nice. And
Vlad deserves that Ghostly Wail blast; he's had the advantage over Danny
for too freaking long.

	Timeline Repaired

	Danny reappears in Clockwork's castle, declaring that everything
should be fixed now. Clockwork pops in and tells him that he saw the whole
thing. He thanks Danny for putting the future back to its happier, brighter
path. Danny is cheered by the news, but gets a warning. Even though his
future now is just and good, the smallest change could still bring about
his evil self, so he should always keep that in mind. Danny ponders over
that, wondering if it was all up to him to make sure that Dan's time never
comes around. Apparently so, as Clockwork warns him that the future is what
he makes of it. Then he adds on that he will always be watching him, then
sends Danny on his way back to his normal timeline. Thus, we end this story
(at freaking last) with Danny learning a valuable lesson. (Or some such
nonsense.)

	You get another password at the end of the credits. I still have no
clue as to how you get the other ones. I'm working on it.

*****************************

Mini-Games

	To unlock mini-games and the Difficulty option, you need to get the
passwords. You can find those passwords on the 'Net, but for the sake of
ease, I'll just put them here again.

	VLAD - Unlocks Difficulty Option on Title Menu screen.
	RUSH - Enters Boss Arena Mode. Only appears when you enter the code.
	ECTO - Unlocks Hidin' Ghost Seek in the BK Promotions Menu.
	JAZZ - Unlocks Levitating in the BK Promotions Menu.
	DASH - Unlocks Dash's Haunted Locker in the BK Promotions Menu.
	SEEK - Unlocks Sam's X-Ray Ecto Detector in the BK Promotions Menu.

************

Boss Arena

	This mini-game is a gauntlet of Boss Ghosts that you get to beat up
one after another. It opens with a Character Select screen, where you can
choose to run through the battles with Danny Phantom or Dan Phantom. Note
that each picture of them changes a bit when you select one or the other.
Danny looks so indignant if you pick Dan, and Dan's just plain pissed that
Danny is always auto-selected first. Cute. If you highlight Danny, you have
the ability to select his Level with Left/Right on the Control Pad, while
Dan has no Level, but keeps all the powers he started with. Different Levels
with Danny allow him different powers, so at Level 10, he'll have Ghostly
Wail in his arsenal.
	*No matter what Level Danny is at in your saved game, he will always
have the ability to enter the Boss Arena at Level 10 with all powers if you
select him and set his Level to 10.*
	Once you've chosen a character, you're dumped right into the Boss
Battles. Every Boss Ghost you've fought against in Story Mode and Mission
Mode will appear here, a total of 11-12 Fights. There's no ghost goo to use
to replenish health and Ghost Power, so you must rely on Fenton form to
fill your gauge. And watch your health carefully, because if you take damage
in any of the battles, it will only recover a little bit at the start of the
next Fight. So damage carries over, basically. And since both Vlad and Dan
are the final Bosses (if you're playing as Danny, 'cause Dan only has to
deal with Vlad alone as the final Boss), you may want to save as much health
as you can, which means play smart, watch the enemy's movements, and save
the Ghostly Wail for emergency blasts on those Bosses that are really
annoying. The further you go in the Fights, the less generous the healing
becomes at the beginning of the Fights.
	You really don't get much from the Boss Arena except some bragging
points but it's a nice way to just clobber Bosses without having to go
through all the levels and Stages.

***********

Hidin' Ghost Seek

	All this really does is unlock the red hidden ghost in the Dash's
Haunted Locker mini-game. It's a weird ghost that randomly appears in the
mini-game and it moves quickly to get out of your targeting range. Kinda
annoying little freak. Not much to it.

**********

Levitating

	This is a jumping game with Skulker. Once again, I am not gonna
do an Ascii art of the screen. I can point you to a screenshot, that's
it.
	In the upper left corner of the screen are the number of lives
you have. In this case, you have three little Danny heads, so you have
three lives. Across from that, on the upper right, is your score. Each
time you successfully jump over one of Skulker's shots, you get some
points. Just below it is a 0/40. It's right over Skulker's head. This
is the number of shots Skulker can fire and the number he's already
fired on you. At the bottom of the screen are the only moves you can
make; A Button to jump, and B Button to drop. Drop is only usable after
you've jumped and all it does is make you touch down to the floor
faster so you can jump again. You lose a life each time you're hit by
one of Skulker's shots.
	Skulker fires his gun at random intervals, sometimes he fires
immediately after the Go! and sometimes it takes him a while to shoot.
The shots can come at you either fast or slowly so time your jumps so
you don't get hit by a shot on your way up or down. The timing is a
touch strange, but with practice you'll get the hang of when to jump.
The game ends when you lose all three lives and your highest score
gets saved. I'm not sure what happens if you survive all 40 shots from
Skulker as I keep getting clipped by the slow shots, so if anyone can
get through it before me, share your findings. Thanks.
	By the way, what the hell are Skulker and Danny Phantom doing
in the high school playing this game? You'd think somebody would notice
them there and make a call to the Fentons or something.

**********

Dash's Haunted Locker

	A whole bunch of ghosts have decided to invade Casper High and
are using Dash's locker as a makeshift Ghost Portal. Dash himself gets
in the way a lot, but it's up to Danny Phantom to deal with this mess.
	The opening screen gives you the instructions on how to play,
but here's a brief overview of it.

	Control Pad - Aim the targeting cursor.
	B Button - Fire Ecto Bursts.
	R Button - Reload Ecto Bursts.

	Okay so here's the screen layout for when you jump into the
game. On the left of the screen are these four orange symbols that
represent the Ecto Bursts. When you use up all four shots, you have
to hit R Button to load another four although you can reload anytime
you use up a shot. At the bottom of the screen is the current highest
score for the game. Above Danny's head is your current score in white
and the time in blue. You have 3 minutes to shoot as many ghosts as
you can to rack up points.
	Every once in a while, a big gray ghost will appear, dragging
Dash around by the scruff of his neck. When it shows up, there will be
a small green life bar over its head and a similar green life bar will
replace your High Score at the bottom of the screen. The longer you go
without hitting that ghost to make him drop Dash, the faster your life
will drain away. If your life empties completely, it's game over. At
the end of the 3 minutes, whatever your score is, that's what gets
recorded as the high score. Also, if that red ghost was freed up from
Hidin' Ghost Seek, it will show up here and that jerk likes to run if
you get close to it with the target cursor.
	Again, why the hell does this crap happen only when Danny's in
the school? And what the hell is Dash doing getting in the way? I want
to shoot him.

*************

Sam's X-Ray Ecto Detector

	Sam and Tucker want to test Danny's memory and recognition
abilities by showing him a small piece of a ghost's image and giving
him four answers to pick from to identify the ghost. Show 'em who's
master of the ghosts!

	L Button - Answer the Green line answer.
	R Button - Answer the Blue line answer.
	B Button - Answer the Orange line answer.
	A Button - Answer the Red line answer.

	Above Tucker's head in red numbers is your point score. That
gets saved as the High Score at the end of the game. The bigger blue
numbers, 0/30, represent the number of questions asked over the total
number of questions in the test. Above Sam's head is a set of three
orange symbols that represent your lives. Get three wrong answers and
you get a game over. Now, you're timed on answering and the timer is
a little green bar above the answer choices and it will drain out as
you're deciding what to answer. The black screen between Sam and Tucker
has a small round opening that moves around to show you bits of the
ghost and you have to rely on glimpses to ID the ghost. You only get
one shot at answering it, so get it right 'cause you'll be moving on
to the next question whether or not you got it right.
	If you make it to the end of the test without getting an answer
wrong, good for you. Tell me what happens, 'cause I panic too easily
and screw myself over with the answers.
	Poor Danny; tests at school and tests at the lab. He can never
get a break. ^-^

************************

Dol's Rant (Time Travel Explained... Sort Of.)

	You knew this was coming. This game, though fun and fairly
close to how the cartoon went, had some stuff in it that seriously
made me want to bash my head against the keyboard and hunt down the
guys who did the game. So here is my ranting about it. You can go
ahead and read it if you want, you don't have to, but if you care to
peek through it, you may get some insights on time travel in Danny
Phantom's storyline. Otherwise, just use Ctrl-F, enter in the word
(bai) without the parentheses so you can skip to the end and be done.

	I don't like the fact that they forgot or just chose not to
put the DP emblem on Danny's suit. Dan's got it, that little white
bit on his chest; why couldn't they do the same for Danny? And why
the hell does that poor boy look anorexic? I know that boy eats.
Ghosts can gain weight, look at future Ember. Fattest ghost I ever
saw.

	Clockwork is a piece of work. At the beginning of the whole
thing he says that he sees a different future for Danny and will make
sure he never turns evil. Don't take it at face value, people! It does
sound sinister, but knowing his personality and the way he likes to
do things, it has another meaning. He sees the future that Danny will
have by continuing to do what he knows and feels is right, a future
where he lives and stays a hero. Clockwork will do what he can to be
sure that the future Dan created for himself doesn't contaminate the
timeline Danny lives in, forcing Danny to become Dan. Apparently, Dan
is a paradox creation, and ends up being a contained paradox, existing
outside the loop of time and fate. That gives him the power to screw
with other timelines, other Danny Phantoms, and it's possible that this
particular Danny Phantom is somehow much more special than the others.
Hence why everyone's so freaking gung-ho on getting him to follow one
path or another.

	Pivotal events and pivotal locations don't have to be tied
together to change the course of someone's life. This is a good example
of it. The turning point in Danny's time, the event that seals his path
to one future or another, is the explosion that kills his family and
friends. It doesn't *have* to be at the Nasty Burger, the pivotal
location, because it was just a convienent place for the original blast
to take place. The deaths of Danny's support group drives him to Vlad,
who then screws him up more by separating Phantom from Fenton. Now, think
about it for a moment. Ghosts tend to hang onto a single thought or
emotion when they are created, and in Phantom's case he held onto anger
borne from anguish. Anger at himself for failing to be the hero, and
anger at the world for never understanding that all he wanted to do was
be a hero for them.
	The Nasty Burger is a pivotal location only because it was made
to become the place where the explosion kills the Fentons, Lancer, Sam
and Tucker. And *who* made it that way? Step backwards from it. The first
blast came from the detonation of the Nasty Sauce, which was triggered by
a ghost fight breaking out between Danny and Box Lunch, who was sent to
battle Danny by Clockwork, who was ordered to do so by the Observers, who
wanted Danny gone so Dan can't exist. Link it all up and you'll see that,
ultimately, the Observers are responsible for Dan Phantom.
	Want more evidence? The first blast of sauce at the Nasty Burger
shoves Danny through Lancer's briefcase, which had the answers that the
Observers had placed there. (Well, the answers were already there, but
they *did* manipulate Lancer to be at the restaurant when Danny blew into
it.) They wanted Danny to take the test answers so that he would be
tempted to cheat, which is their proof that he was destined to be evil.
Cheating would have Lancer call Danny's family to alert them to the fact
that he cheated and they would meet at the Nasty Burger (where Lancer
had made a show earlier about it being a place where those who failed
the C.A.T. would end up) to discuss it, just in time for the second blast
to go off and kill them all. Sam and Tucker's original reason for being
there to be killed? Probably to act as support for Danny, who would
probably be lured away by a ghost to keep him from being the hero and
saving his family and friends.
	Why would the Observers want things set up so Dan is created even
though they say they didn't want him to exist? Beats me. I think, though,
it has something to do with an experiment gone wrong in messing with one
Danny's timeline so that they could figure out how to have control of
Danny go to them because something about *this* Danny Phantom warranted
their attention enough to make them want to have him under their power.
And because they screwed up, they want to be sure it doesn't spread to
the other Dannys and make them lose the one they wanted. So, rather than
lose the Danny they wanted, they chose to just get rid of him. Only, the
steps they took to get rid of him futher refined how Dan was created. And
they still blame Danny for it. Jerks.
	What caused the second blast at the Nasty Burger, the one that
killed the Fentons, Sam, Tucker and Lancer? The fight between Danny and
Skulktech 9.9, which set up the remaining Nasty Sauce to detonate in a
time-bomb fashion. And Skulktech was sent by Clockwork, who was ordered
to do it by the Observers. Trace it all back and you'll see that the
Observers are to blame for Dan.

	The Pummeler is a weapon developed by Technus and Skulker to be
used on Dan Phantom, but it doesn't work. However, it works great on
Danny. Why is that? Well, if you saw the cartoon, then you'll know that
Dan's birth occurs in Vlad's mansion. Danny Fenton was split from Danny
Phantom, and Phantom split Masters from Plasmius, then joined with
Plasmius to become Dan Phantom. Because none of the other ghosts ever
knew that Dan was now a pure ghost, they continued trying to fight him
as though he were still a halfa. The weapon was designed to force Dan
back to human form so that he can be easily killed. Dan has no human
form anymore; Phantom killed Danny the minute he fused with Plasmius and
lost his mind. That's why it doesn't work on Dan.

	The time medallions don't let people travel through time, it
anchors them to a different time until it gets removed and snaps them to
Clockwork's lair, where he can send 'em back to their own time or just
boot 'em back to where they were with another medallion. Team Phantom
was connected to Skulktech at the time he lost his time medallion, so
all of them got jerked into Clockwork's lair. That's how they end up at
Clockwork's place. They didn't have a clue as to how the medallions
worked. Not till Tucker started playing with the medallions during
Danny's fight with Clockwork.

	That part about Clockwork having no choice but to stop Danny while
he was in the lair was kind of a lie. The point behind the battle was to
drive Danny and his friends into the time portal that will take them to
the future Dan created.
	He told Danny that he was there to change Danny's future because
he will turn evil and Clockwork can't let that happen. Again, it sounds
like he's on the Observers' side, but that's the point. He has to *sound*
like he is following orders, but really what he's doing is helping Danny.
Clockwork sees that the current path Danny is on will change him to evil
and he wants Danny to have the good future he had seen, so he is going to
do his best to alter events so that it looks as if Danny stumbled onto the
path of a hero.
	He claims that he tried to change Danny's past to fix the future,
but it didn't work. Why didn't it work? Because Clockwork's interference
indirectly *causes* Dan to exist, not the other way around. So, to fix it
all for real, Danny must be the one to change his own past. But to give
him the motivation to really try it he has to see what his future will be
if he chooses wrong in his life. That's why Clockwork threatens to kill
him; to force Danny to escape into the future that Dan created so he can
see for himself what he could do as Dan.

	Dan remarks about how he had been waiting for Danny Phantom to
show up once Danny pops into the future. Remember that Dan still has all
of Danny's memories, and the knowledge that Danny possessed up until the
moment of separation. Phantom is still part of Danny when he got chased
into the alternate future (which is currently set as the true future),
so Dan remembers going into the time he dominates in. It's a paradox;
Dan is able to plan for Danny's arrival in the future because he
remembered it and he only remembers it because Danny arrived in the
future to gain the memory of arriving there. Dan's memories depend on
the Dannys he has corrupted over the course of his existence. All of
those Dannys were exactly the same, with the same memories, the same
experiences; so Dan follows the schedule that those Dannys had in their
memories.
	So why is Dan able to live on even though Danny altered his own
time? Because *this* Danny is slightly different from the others, and it
didn't help that Clockwork took off with Dan in isolation, forcing him
out of the loop of fate. The tie between Dan and Danny has been broken
and both of them exist independently of each other.

	Valerie recognizes Danny Phantom as Fenton in the cartoon, and
vice versa in the game. Why? It's possible that sometime in the future,
between the current time of crisis and the time Future Valerie exists,
Danny's secret is revealed to her. You can get that from the fact that
(in the game) Valerie refers to Fenton as a ghost and even calls him
'Phantom' despite him being in Fenton form during the dialogue scene,
and (in the cartoon) from Valerie saying that Danny Phantom was still
as cute as she remembered him being. Valerie developed a kind of crush
on Danny Fenton later on in the series, a memory that stayed with her
in her adult years even though it hadn't been created yet in Danny's
current time. And knowing that Fenton is Phantom allows her to keep
that affection towards young Phantom even though she wouldn't hesitate
to blow away the older one.

	Now about Dan saying that *he* was the reason why Danny's
friends and family died, not Danny. This is truth and here is why. Now,
normal logic says that Danny Phantom becomes Dan Phantom, and Dan
Phantom takes responsibility for their deaths; therefore, Danny Phantom
killed his family and friends. Wrong. We are dealing with timelines and
paradoxes. This is a cross of two timelines, allowing Dan from one time
to affect the Danny of another time. Remember how Dan threw Danny into
the Ghost Zone at the end of their first fight? Well, if Danny is stuck
in the future Ghost Zone, how is he to be in the past to trigger the
events that lead up to the deaths of his family and friends? The same
way all the other Dannys were corrupted; bait and switch. With Danny
out of the way in the future, Dan can simply take his place in the past
and lure all the pawns in one place for the blast to go off. Once he's
confirmed that they're all dead, he retrieves the Danny of that
timeline and puts them back in their place, where they would receive
the full brunt of the sorrows and anger that would turn them evil.
	Thus Dan Phantom is responsible for the deaths of Danny's family
and friends; the real Danny was trapped ten years in the future and
unable to do anything about it.

	Dan makes a remark about how Clockwork is meddling with time
again once Future Valerie realizes that Danny and friends are from the
past. There are two possible explanations for this. First is the paradox
of information and memory. Danny sees his jump into the future as the
first time Clockwork messed with time as far as he was involved. This is
put into his memory. When Danny becomes Dan, that memory stayed with him
and seeing Danny arrive in the future under Clockwork's influence is the
second time he's played with time in Dan's understanding. Danny's first
memory is recorded in Dan as being both the first and second times he's
had experiences with Clockwork messing with time.
	The second explanation is that Clockwork had tried once before
to stop Dan from corrupting a Danny Phantom's timeline and failed,
probably because that Danny wasn't strong enough to overcome the
challenges. Dan kept that in mind as a warning that Clockwork may try it
again. When Future Valerie blurts out her shock at seeing a past Danny
*and* his friends, that was an alert to him that Clockwork was trying to
stop him again. After all, Sam and Tucker had to stay in the past in
order for him to gain their trust and lure them to the Nasty Burger. To
have them in the future with Danny meant he would be getting support
from them and they would have advance warning of his nature and plans.
And the only way all three of them would be together in the future is if
Clockwork pulled the strings to get them there.

	That whole deal with Vlad saying that Danny wanted the hurt to
go away so much he was willing to sacrifice his humanity? That's a load
of bull. The one who was in pain was the one who had the humanity, Danny
Fenton, not Danny Phantom. However, the two are one and the same, so
they both share the pain of the loss. Separating them would not change
that. What they probably meant was that Danny blamed himself for not
being strong enough or fast enough to help his family, or that his
efforts at being a hero as Danny Phantom cut so badly into his school
life that he had resorted to cheating and thus brought about the deaths
of his family and friends. To mince words, Danny blamed himself for
putting his life as Danny Phantom above the responsibilities he had as
Danny Fenton. So, he decided he wouldn't have anything to do with Danny
Phantom anymore and asked that the ghost self be removed from him so he
could just be a normal kid again.
	Recall the last time Fenton and Phantom were split apart; each
had half a personality, the extremes that matched them best at that
moment of separation. Fenton wanted relaxation, but he also wanted to
still be a hero as Phantom, so in the division Fenton became that overly
'Fun' self and Phantom puffed himself up as a super-hero. This is what
happens when you split a single entity with two forms apart. The current
extremes of the personality that exists now are sorrow and anger;
Fenton's sorrow, Phantom's anger. That anger was masked very well by the
sadness of what had happened, so Danny Phantom was equally as miserable
as Fenton (no matter what form he took, Danny would still be in pain).
	When Phantom was separated from Fenton, the emotional mask of
sorrow was gone and what remained of the divided personality latched
onto the only emotion he had left, which was anger. He was angry at
himself for not being the hero he had wanted to be, angry with the world
that refused to recognize his efforts at being a hero, and now he was
angry that Danny Fenton (the missing half) betrayed him by rejecting what
he was and what they had tried to accomplish together. So in attempts to
seek someone that understood him, he ripped Vlad and Plasmius apart and
fused with Plasmius to figure out what to do with his new freedom and
find some stability. Unfortunately, he only got the insanity and the full
brunt of it fell on the first target of his anger that he saw. That's why
Danny Fenton was killed so quickly after Dan was born. Sad, but true. At
least, in my opinion.

	Dan is startled to find that Danny could use Ghostly Wail when
they fought again at the Nasty Burger to stop the second explosion. In
his words, Danny isn't supposed to get that power until ten years from
that point in time. Well, actually, Danny did exactly as Dan said. Note
that in both the game and the cartoon, Danny was trapped ten years from
the time of the explosion. It was at that point that he gained the power
of the Ghostly Wail. Exactly as Dan and history had decreed, Danny got
that power ten years in the future. It never said that Danny had to live
the ten years completely in order to gain it, just that he had to be ten
years in the future in order to get it. Well, he fulfilled those
requirements and Dan can only blame himself for it. Isn't time funny?

	That bit about Clockwork taking Dan with him so that he couldn't
interfere with 'this past' was a big clue that Dan had been doing this
kind of thing for a while now, and that other pasts, other timelines,
had suffered because of him. Danny Phantom of 'this past' had been strong
enough and, in a sense, wise enough to overcome the challenges Dan had
thrown at him to show he could rise above trials with the support of his
friends, even if they couldn't really do anything to help him at that
moment. (But then that's just me.) There could be other reasons as to why
Clockwork chose to interfere so much with this Danny, and for that I fall
back on the original theory of him being more special than the other
Danny Phantoms that had existed.
	Note that in the cartoon, the Observers charge Clockwork with the
duty of watching over Danny because of all the crud he pulled in playing
with his timeline and fixing it so that Danny gains the power Dan had in
the future while still young, but they're not happy at all with it and
accuse Clockwork of cheating. Looks like they still wanted to have power
over Danny but lost it to Clockwork because of the time interference, an
ability they tried to wield and yielded disastrous results. In some ways,
this makes Clockwork kind of like a mentor to Danny. Or at least a voice
of reason and a whap to the ass if he starts goofing up again.

	Dan still existed even though Danny broke the cycle of his
creation. The bond between them broke because of Clockwork's interference
and Danny's gaining the Ghostly Wail at the age of fourteen, two key
events that had been altered from the flow of time that Dan had lived
through. Add to that the fact that *this* Danny is different from the
others that had been corrupted and there is little to tie Dan to Danny.
So now that he's freed of Danny's time and exists within his own loop, he
has the ability to get rid of Danny with no repercussion to himself.
However, I believe there is still a way to permanently erase Dan from
existence. If Danny is able to reach the age Dan was when he began to
destroy other timelines and still maintain the path to the future
Clockwork had foreseen for him, then that may be enough difference
between the times and the two of them to overwrite Dan with the new Danny.
After all, history is written by the victor, and Danny could change time
simply by surviving to hold the pen in his hand.

	Why Vlad *wants* Dan's future to come about in the game is beyond
me. Maybe Dan lied to him and said that if he helped Danny become him, Dan
would eventually be the son and partner Vlad had wanted all along. If Dan
had taken in all of Vlad's memories when fusing with Plasmius, it is
possible that he gained Vlad's ability to manipulate others believably and
used those memories in the game to locate Masters and Danny in the future
to stop them from sending Danny back to the past. But then Danny has
overshadowed other people before and never gained access to their memories
and knowledge, so that would be ruled out. How does Dan convince Vlad to
purposely get Maddie (the woman he loves and Danny's mother) killed and
eventually have his own fall from power just to have Dan be born? Dunno,
but it's a sign that whatever Dan has that can do that is really good.

	That's the end of my rant. Sorry it was so long. Now that it's
off my chest, let's wrap this up and be done.

*****************

End (bai)

	Well, that's the end of the walkthrough and my seriously long rant
about time-travel and paradoxes. Oh, may as well answer a couple of
questions that might pop up here.

	1. Sometimes in the middle of a lot of fighting, I'll hit the R
Button and a Plasma attack comes out even though I don't have the Plasma
Blast power selected. Why?
	Well, I'm not entirely sure myself. It's kinda random, but I do
know that any Plasma attack fired that way when the power isn't selected
is often much faster but also weaker than the same attack when you
purposely select and fire it. It may also screw up missions where you are
told not to use Plasma attacks so be careful. Do note that if you don't
have enough Ghost Power to support the attack, it won't fire, not even in
that random ability.

	2. The Ghostly Wail is touted as the best attack in the game 'cuz
it always hits and does ungodly damage to Bosses. Why did <insert name of
ghost here> not get any damage from it when I used Ghostly Wail?
	There are three reasons I know of for why Ghostly Wail would ever
fail to hit. The first is that the ghost isn't entirely in the screen and
thus the Wail's range. If the ghost is partially out of the screen, even
if you can see a big chunk of it, there is a greater chance of it being
missed by the Ghostly Wail. This is why I say to lure the ghosts into the
screen with you. It reduces the chances of them escaping the effects if
a majority of their bodies is on the screen with you. The second reason
is that the ghost was in the middle of changing sprites or moving rapidly.
This gives the ghost a brief bit of immunity to the Wail because they are
unable to switch to the sprite that reacts to the Wail when you unleash it
and so just skips over it completely. The final reason is simple. If the
ghost is insubstantial when you unleash the Ghostly Wail, it will pass
right through them with no effect. It happened to me with Dan and Skulker
and both of them have the ability to become insubstantial at whims.
	Just because the Ghostly Wail can kick ass, it doesn't mean that
it is infallible. Time your use of it and it will rarely fail to deliver
that sweet damage that makes it my favorite Ghost Power, next to the
flying, of course.

	There, done. Remember to email me if you have any other issues
or want to send in a tip about something to help me finish up the guide.
Thanks for listening to my ranting and if you have any arguments about
my theories, please remember that they are my own opinions and thoughts
and should not be taken as die-hard fact. You are free and entitled to
your own opinions on to how and why things went the way they did in the
game and cartoon. That's half the fun of these time-travel/paradox plots.
So much fan-fic fodder. However, if my ranting and raving helped you in
working out your theories on things, then you're welcome in advance and
I'm glad that my musings helped you out.
	One last thing and then I sign off. If you use my email to spam
me with ads and junk like that, know only that it won't bother me in the
least. I'm using a filter that pays me for that kind of stuff, so I kind
of like the excess crud that comes to me for putting my email on the 'Net
like that. Gets me some spending money. ^-^
	Well that's enough outta me. Thanks again and have fun with the
game! Fly on, dear Danny, fly on!

*********************

Completed October 11, 2006