Skylanders: Spyro's Adventure FAQ/Walkthrough
By: BanzaiBill







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UPDATE LOG <UPDTLG>
///////////////////

10/13/11 - First post. Data still incomplete.
10/13/11 - First post denied; game still unreleased. :(
10/18/11 - Attempt #2 at first post. Added a few more stats, including
	Dark Spyro and legendaries. Learned of Legendary Trigger Happy's
	existence. =O
10/18/11 - Post denied. Reformatting.
10/19/11 - 3rd attempt. Reformatted, new info on Drill Sergeant,
	updated averages and asterisks.
1/8/12 - Stat and Checklist never did post. Changing guide to general
	FAQ/Walkthrough due to frustration of lack of info online.
1/9/12 - Created Characters section, basic skeleton of guide.
1/10/12 - Updated Hat Locations section.
1/11/12 - Updated Accolades section.
1/12/12 - Finished Accolades section, updated Story Scroll sections,
	updated Legendary Treasure section, updated Trophies/
	Achievements section (STILL NEED ROCK LOCATIONS), updated
	Characters section, updated Walkthrough, added Heroic
	Challenges section.
1/13/12 - Updated Characters section.
1/16/12 - Updated Characters section.
1/18/12 - Updated Characters section.
1/21/12 - Updated Characters section, updated Heroic Challenges section
	#2, 3, 14, and 32.
1/22/12 - Updated Heroic Challenges section #4, 5.
1/23/12 - Updated Heroic Challenges section #7, 8, 9, 11.
1/25/12 - Updated Heroic Challenges section #12, 13, 15, 16, 18.
1/26/12 - Updated Heroic Challenges section #19, 20, 21, 22, 23, 27, 28,
	29, 30, 31; added Usable Items section, finished Shattered
	Island and Perilous Pastures walkthroughs, updated Hats,
	Legendary Treasures, Treasure Chests, Soul Gems and Story Scroll
	Locations.
1/27/12 - Finished Sky Schooner Docks walkthrough, updated Hats,
	Legendary Treasures, Treasure Chests, Soul Gems and Story Scroll
	Locations, updated Characters section.
1/28/12 - Characters section updated; finished Trigger Happy and Drobot.
1/29/12 - Characters section updated; finished Wrecking Ball.
1/30/12 - Characters section updated; finished Double Trouble.
1/31/12 - Characters section updated; finished Cynder. Finished Stormy
	Stronghold walkthrough, updated Hats, Legendary Treasures,
	Treasure Chests, Soul Gems, Story Scroll and Winged Sapphire
	locations.
2/1/12 - Characters section updated; finished Slam Bam.
2/2/12 - Characters section updated; finished Gill Grunt. Finished
	Oilspill Island and Dark Water Cove walkthroughs, updated Hats,
	Legendary Treasures, Treasure Chests, Soul Gems, Story Scroll
	and Winged Sapphire locations.
2/3/12 - Characters section updated; finished Zap.
2/4/12 - Characters section updated; finished Spyro and Dark Spyro.
2/5/12 - Finished Leviathan Lagoon and Crystal Eye Castle walkthrough,
	updated Hats, Legendary Treasures, Treasure Chests, Soul Gems,
	Story Scroll and Winged Sapphire locations. Characters section
	updated; finished Voodood and Sonic Boom.
2/9/12 - Updated Stonetown walkthrough, updated Legendary Treasures,
	Treasure Chests, Soul Gems and Story Scroll locations.
2/10/12 - Finished Stonetown, Treetop Terrace and Falling Forest
	walkthrough, updated Hats, Legendary Treasures, Treasure Chests,
	Soul Gems, Story Scroll and Winged Sapphire locations.
	Updated Characters section; finished Whirlwind.
2/11/12 - Updated Characters section; finished Stealth Elf.
2/14/12 - Updated Characters section. Updated Troll Warehouse walkthrough,
	updated Hats, Story Scrolls, Treasure Chests and Legendary
	Treasure locations.
2/17/12 - Updated Characters section; finished Stump Smash, Chop Chop, Hex
	and Ghost Roaster. Finished Troll Warehouse walkthrough, updated
	Hats, Soul Gems and Treasure Chest locations. Updated FAQs.
2/19/12 - Updated Characters section; finished Bash and Dino-Rang.
2/20/12 - Updated Characters section; finished Prism Break and Terrafin.
2/24/12 - Updated Characters average. Attempted first post.
3/9/12 - Begun reformatting to meet guidelines; reformatted Update Log,
	Table of Contents and Characters - Sonic Boom.
4/9/12 - Updated average stats. Reformatted Characters through Stealth
	Elf.
4/20/12 - Updated stats for Lightning Rod, finished L.Trig. Updated Stat
	Averages. Reformatted Characters section through Terrafin.
4/23/12 - Reformatted Characters section through Slam Bam. 
4/24/12 - Updated 3-Pack info. Reformatted Characters section through
	Voodood.
4/25/12 - Finished reformatting Characters section. Reformatted
	Walkthrough through Chapter I.
4/26/12 - Updated Characters stats. Finished Lightning Rod, Zook, and
	Ignitor.
4/27/12 - Reformatted Walkthrough, some Soul Gems.
4/28/12 - Reformatted the rest of the guide. Added Heroic Challenge listing
	to Characters section. Completed Character stats. Updated Heroic
	Challenges section. Added notes about Lightning Rod's Challenge
	Glitch.
4/30/12 - Updated Heroic Challenges section; finished #10.
5/3/12 - Finished Character stats and averages. Updated Walkthrough;
	finished Goo Factory.
5/4/12 - Updated Characters section; finished all remaining owned Skylanders.
	Updated Walkthrough; finished The Battlefield and Crawling Catacombs.
	Updated respective sections.
5/8/12 - Updated Walkthrough; finished Cadaverous Crypt. Updated respective
	sections.
5/15/12 - Updated Walkthrough; finished Creepy Citadel. Updated respective
	sections.
6/15/12 - Added info on 3-Pack #8. Attempt at first post.



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TABLE OF CONTENTS <TBLCNT>
//////////////////////////

Update Log				<UPDTLG>
Table of Contents			<TBLCNT>
Introduction				<INTDCT>

Characters				<CHRCTR>
	Air Element			<CHRAIR>
	Life Element			<CHRLIF>
	Undead Element			<CHRUND>
	Earth Element			<CHRERT>
	Fire Element			<CHRFIR>
	Water Element			<CHRWTR>
	Magic Element			<CHRMGC>
	Tech Element			<CHRTCH>

Usable Items				<USEITM>

Walkthrough (Main Game)			<WLKMAN>

	ADVENTURE FOR ETERNAL AIR SOURCE
	Chapter I - Shattered Island	<CHPT01>
	Chapter II - Perilous Pastures	<CHPT02>
	Chapter III - Sky Schooner
		Docks			<CHPT03>
	Chapter IV - Stormy Stronghold	<CHPT04>

	ODYSSEY FOR ETERNAL WATER SOURCE
	Chapter V - Oilspill Island	<CHPT05>
	Chapter VI - Dark Water Cove	<CHPT06>
	Chapter VII - Leviathan Lagoon	<CHPT07>

	SEIGE FOR ETERNAL EARTH SOURCE
	Chapter VIII - Crystal Eye
		Castle			<CHPT08>
	Chapter IX - Stonetown		<CHPT09>

	QUEST FOR ETERNAL LIFE SOURCE
	Chapter X - Treetop Terrace	<CHPT10>
	Chapter XI - Falling Forest	<CHPT11>

	BATTLE FOR ETERNAL TECH SOURCE
	Chapter XII - Troll Warehouse	<CHPT12>
	Chapter XIII - Goo Factory	<CHPT13>
	Chapter XIV - Battlefield	<CHPT14>

	SEARCH FOR ETERNAL UNDEAD SOURCE
	Chapter XV - Crawling Catacombs	<CHPT15>
	Chapter XVI - Cadaverous Crypt	<CHPT16>
	Chapter XVII - Creepy Citadel	<CHPT17>

	EXCAVATION FOR ETERNAL FIRE SOURCE
	Chapter XVIII - Molekin Mine	<CHPT18>
	Chapter XIX - Lava Lakes
		Railway			<CHPT19>

	JOURNEY FOR ETERNAL MAGIC SOURCE
	Chapter XX - Quicksilver Vault	<CHPT20>
	Chapter XXI - Arkeyan Armory	<CHPT21>

	THE FINAL BATTLE
	Chapter XXII - Lair of Kaos	<CHPT22>

Walkthrough (Adventure Packs)		<WLKADV>
	Chapter XXIII - Empire of Ice	<CHPT23>
	Chapter XXIV - Pirate Seas	<CHPT24>
	Chapter XXV - Darklight Crypt	<CHPT25>
	Chapter XXVI - Dragon's Peak	<CHPT26>

Heroic Challenges			<HERCNG>

Soul Gem Locations			<SOLGEM>
Treasure Chest Locations		<CSTLOC>
Legendary Treasure Locations		<LEGLOC>
Hat Locations				<HATLOC>
Story Scroll Locations			<SRLLOC>
Winged Sapphire Locations		<WNGSAP>

Accolades				<ACCLAD>
Trophies/Achievements			<TROACV>
Story Scroll Captions			<SRLCAP>

FAQS					<FREQNT>
Sources					<SORCES>
Contact & Legal				<CNTLGL>



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INTRODUCTION <INTDCT>
/////////////////////

	Greetings, Portal Master! I'm BanzaiBill, and welcome to my
walkthrough of Skylanders: Spyro's Adventure for Xbox 360, PS3, Wii, PC
and Mac. I am writing this guide for one simple reason: the internet barely
has any information about this game short of where to buy it and what the
characters look like. This is my first full guide to any game, but I'm used
to doing extensive research for RPGs, so I'm up for the challenge. :)

	Throughout the guide itself you will see occasional references to
other sections of the guide, which is why I've included shortcut captions
for each section within the Table of Contents. To quickly jump to a
specific section, simply press CTRL + F to pull up the "Find" function of
your web browser, then type the caption between the < > brackets and hit
Enter.

	Occasionally I will make reference to using a primary, secondary
or tertiary attack. Simply put, your Skylander's primary attack is
usually the attack that is easiest to repeatedly use. It is assigned to
X (PS3), A (Xbox 360), or whatever makes Trigger Happy shoot in the
Wii or PC/Mac versions. Your Skylanders secondary attack is the other
skill you have at Level 1 before you buy anything, and it is assigned
to Square, R1 or R2 (PS3); X, RB or RT (Xbox 360); or whatever makes
Trigger Happy throw stuff in the other versions. Your Skylander's
tertiary attack is usually an ability such as flying or setting up
a barracade, but will always require an unlock by purchase. Your
tertiary attack is assigned to Circle, L1 or L2 (PS3); B, LB or LT
(Xbox 360), or whatever makes Spyro fly in the other versions.

	You may also notice that quite a bit of specific details about
some characters, levels, hats, etc. are missing or labeled "UNKNOWN". This
will usually be due to an unreleased expansion, but it may just be that
I haven't done the research yet. I welcome emails offering information,
and I will cite you as a source if your information is used in the guide.
Emails for questioning purposes are welcome too. You will find my email
address in the Contact section of the guide, but please make sure that
your question is not already answered in the guide before asking. Thank you.




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CHARACTERS <CHRCTR>
///////////////////

	For each Skylander, I have listed Max Health, Speed, Armor and
Critical Hit for the Skylander at Level 1. Please note that I
intentionally omitted the Elemental Power stat as it is calculated
based on the total number of Skylanders in your collection; starting
at 25 and increasing based on your number of Skylanders for its
element type.

	I have also listed each Skylander's stats found on their packaged-in
trading cards, which list Strength, Agility, Defense and Luck. I then give
the Skylander's combined card stat total (TOTAL). I then added a field
labeled "OBTAIN," describing the available methods for purchasing
each specific Skylander in the United States (excluding second-hand,
eBay shops, etc.). Keep in mind, however, that stats alone don't always
tell the whole story; Zap, for example, has become one of my favorites,
despite his fairly mediocre stats. I have also listed Movesets including
brief descriptions of each move. Prices for unlocking each move
are not listed as the prices change depending on butterfly count. For
information on butterfies (not real ones), please
consult the Butterfly Locations section.

	While evaluating stats, it may help to keep the averages in mind.
Here they are, rounded to the nearest whole integer:

	AVERAGE SKYLANDER
		STATS AT LEVEL 1:
			MAX HEALTH:	278
			SPEED:		43
			ARMOR:		22
			CRITICAL HIT:	31
			BASE SUM:	124
		TRADING CARD STATS:
			STRENGTH:	65
			AGILITY:	52
			DEFENSE:	68
			LUCK:		56
			TOTAL:		241

	Please note that "Base Sum" is not just a pure total. Since Max
Health is always a three-digit number (and a multiple of 10),
a pure total would weigh too much importance on it as a stat; so I
divide Max Health by 10 before calculation. Here is my formula:

	Base Sum = (Max Health / 10) + Speed + Armor + Crit Hit


	Stats are listed at Level 1, although Max Health is the only Stat
that increases with level ups. Level 1 Stats are also representative of
their respective Skylanders BEFORE hat and Heroic Challenge modifiers.

	The Movesets are divided up into four sections. The large section
at the beginning are skills that require no effort on the player's part
short of collecting money. The first two moves in the section are the
Skylander's primary and secondary attacks, respectively. Usually this
section will also include the Skylanders tertiary attack, which is
usually not so much an attack as it is a barracade, flight, or some other
ability that doesn't necessarily inflict damage but makes life a little
easier.

	Once you've unlocked all the moves in the first section
you are given the choice of which path to take your moveset on.
The path you choose will include three additional skills, but will also
restrict your character from learning the three skills on the path not
taken. Each path will usually focus on either your primary or secondary
skill. You cannot learn the unchosen path's skills without resetting your
Skylander. I have divided the next two sections of moves into their
separate paths.

	The fourth and final section of moves consists of a single
ability: your Skylander's Soul Gem Skill. Each Skylander only has one
Soul Gem Skill which can be unlocked after you find the Soul Gem
corresponding to that particular Skylander AND after you purchase
it. Soul Gems Skills are a bit of work to unlock (and are always
expensive), but their worth the trouble.

	Some Skylanders will have a fifth section labeled "Hidden
Combo." These moves are available from the first time you use your
Skylander on. Usually this will be a three-hit-combo for a melee
attack.

	The phrase "Console Starter Pack" is used in reference to the
basic package you get when you buy the game for PS3, Xbox 360, Wii or PC/Mac.
This is a separate Starter Pack than the 3DS Starter Pack, which comes with
different figures.

	Throughout the Character List you will see that some packs
are exclusive to certain retailers. Please note that there is also a Best
Buy exclusive, Volcanic Vault, a versus-mode level that comes free with
the purchase of a Console Starter Pack (i.e. not 3DS).

	Most Skylanders, in addition to being obtainable through Single
Packs, are also available in a 3-Pack. There are X 3-packs available at
this moment. They include...

	3-Pack #1: Stump Smash, Flameslinger, Drobot
	3-Pack #2: Prism Break, Voodood, Boomer
	3-Pack #3: Chop Chop, Bash, Eruptor
	3-Pack #4: Hex, Dino-Rang, Zap
	3-Pack #5: Sonic Boom, Stealth Elf, Wrecking Ball
	3-Pack #6: Whirlwind, Double Trouble, Drill Sergeant
	3-Pack #7: Lightning Rod, Zook, Cynder
	3-Pack #8: Warnado, Camo, Ignitor
	Legendary 3-Pack (TOYS R US EXCLUSIVE): L. Chop Chop, L. Bash,
		L. Spyro
	Console Starter Pack: Spyro, Gill Grunt, Trigger Happy
	3DS Starter Pack: Stealth Elf, Ignitor, Dark Spyro

	Please note that Stealth Elf is obtainable in both 3-Pack #5
AND the 3DS Starter Pack.


	And now, the list of characters separated by element.

@@@@@@@@@@@@@@@@@@@@
AIR ELEMENT <CHRAIR>
@@@@@@@@@@@@@@@@@@@@

SONIC BOOM
	STATS AT LEVEL 1:
		MAX HEALTH:	280
		SPEED:		50
		ARMOR:		18
		CRITICAL HIT:	30
		BASE SUM:	126
	TRADING CARD STATS:
		STRENGTH:	50
		AGILITY:	60
		DEFENSE:	60
		LUCK:		55
		TOTAL:		225
	OBTAIN:		3-Pack #5 (w/ Stealth Elf & Wrecking Ball),
			Single Pack
	HEROIC CHALLENGE: #14 Time's A-Wastin' (+5 Critical Hit)

	MOVESET:

	*Roar "Unleash a deafening screech!"
		Primary attack, short-range, wide area of attack.

	*Egg Toss "Unleash an egg that hatches into a fiesty baby!"
		Secondary attack, mid-range, creates a smaller
		griffin that auto-attacks enemies for a short while.
		Can create up to two babies at once.

	*Loudmouth "Roar attack does increased damage."
		Roar damage increase.

	*Let There Be Flight! "Press _ to fly. Increased speed and armor
		while flying."
		Tertiary ability. While flying, Sonic Boom has
		faster movement speed and higher Armor, making her
		harder to hit. Also grants movement over water.

	*Ride of the Valkyries "Babies can now fly too. They travel at
		increased speed while flying."
		Egg Toss mod. Babies can use Let There Be Flight! for
		increased movement speed.

	*Three's a Crowd "Have THREE babies active at once."
		Egg Toss mod. Baby generation limit increased to three
		at once.


	MEDEA GRIFFIN PATH

	*_Sunny Side Up "Can throw all three eggs at once. Eggs
		will knock back enemies before hatching."
		Egg Toss mod. Throw a spread of 3 eggs. Eggs have
		knockback effect.

	*_Sibling Rivalry "Have FOUR babies active at once."
		Egg Toss mod. Baby generation limit increased
		to four at once.

	*_Terrible Twos "Babies hatch fully grown and attack faster."
		Egg Toss mod. Babies are larger and increase
		rate of attack.


	SIRIN GRIFFIN PATH

	_*Echolocation "Roar attack continues to expand on impact."
		Roar mod. Targets struck with Roar will resonate
		their own radial effect to do additional damage.

	_*Egg Shocker "Roar at eggs to create a big shockwave
		that pushes enemies back."
		Egg Toss mod. Use Roar on projectile eggs to
		produce a larger area of effect that causes
		knockback as well as damage.

	_*More Boom! "Increase the damage and size of the Roar
		attack by holding __."
		Roar mod. Hold button to increase damage
		and area of effect.


	SOUL GEM SKILL

	*Resonant Frequency "Roar at babies and they will roar too -
		Requires Soul Gem in Sky Schooner Docks."
		Egg Toss mod. Use Roar on generated babies to make
		babies use Roar as well.


	Sonic Boom is a griffin. Her flight gives her faster
	movement as well as the ability to traverse water. She
	She has maxed out Speed, so that's nice, but so does
	Whirlwind. If you decide to play with Sonic Boom, be sure
	and get some use out of her minions, that's what makes
	her worth playing.


WHIRLWIND
	STATS AT LEVEL 1:
		MAX HEALTH:	270
		SPEED:		50
		ARMOR:		18
		CRITICAL HIT:	50
		BASE SUM:	145
	TRADING CARD STATS:
		STRENGTH:	65
		AGILITY:	30
		DEFENSE:	65
		LUCK:		75
		TOTAL:		235
	OBTAIN:		3-Pack #6 (w/ Double Trouble & Drill Sergeant),
			Single Pack - former Target exclusive
	HEROIC CHALLENGE: #22 Lobs O' Fun (+5 Critical Hit)
	MOVESET:
		*Rainbow of Doom
		"An arced blast of rainbow energy!"
		Primary attack, short-range, causes a small explosion.

		*Tempest Cloud
		"Send forth clouds that electrocute nearby enemies."
		Secondary attack, mid-range, lingering projectile that
		becomes stationary. Harms enemies that are inside or
		passing through. Whirlwind can initially generate up
		to 2 Tempest Clouds atonce.

		*Rainbow Chain
		"Rainbows do extra damage - shoot a Tempest Cloud and a 2nd
		rainbow chains off of it."
		Damage boost to Rainbow of Doom. Similar to Prism
		Break, Whirlwind can shoot a Tempest Cloud with Rainbow
		of Doom to chain the attack. Tempest Cloud used to
		chain attack will dissipate. Chained Rainbow will chain
		again if it makes contact with another Cloud.

		*Triple Tempest
		"Have 3 Tempest Clouds active - Tempest Clouds do extra
		damage."
		Damage boost to Tempest Cloud. Increases Tempest
		Cloud generation limit to 3.

		*Dragon Flight
		"Press __ to fly. Increased speed and armor while flying."
		Tertiary ability. While flying, Whirlwind moves
		faster, becomes harder to hit, and can travel over
		water. Whirlwind can still attack while flying.

		*Duel Rainbows
		"Shoot a Tempest Cloud and 2 rainbows will chain off of it."
		Rainbow Chain mod. Rainbow shot into Cloud will fork
		and send off two Rainbows. Both Rainbows will chain
		from additional Clouds.


		ULTIMATE RAINBOWER PATH

		*_Double Dose of Doom
		"Shoot two Rainbows of Doom at once."
		Rainbow of Doom mod. Fires a second Rainbow of Doom
		as a long-range attack in addition to the existing mid-
		range Rainbow.

		*_Atomic Rainbow
		"Rainbow of Doom attack does increased damage."
		Rainbow of Doom damage increase.

		*_Rainbow Singularity
		"Hold __ to charge up a super powerful Rainbow of Doom."
		Rainbow of Doom mod. Hold button to charge attack.
		Whirlwind will generate a small black hole. When
		button is released, the Singularity will drift forward
		slowly to about mid-range, then release a large area of
		effect to do continuous damage for a moment.


		TEMPEST DRAGON PATH

		_*Triple Rainbow, It's Full On
		"Shoot a Tempest Cloud and 3 rainbows will chain off of it."
		Tempest Cloud mod. Use Rainbow of Doom on a set
		Tempest Cloud to stem off three new Rainbows.

		_*Tempest Tantrum
		"Bigger Tempest Cloud does increased damage with increased
		range."
		Tempest Cloud damage increase and mod. Clouds are
		larger and will travel as long as button is held or
		until Cloud dissipates.

		_*Tempest Matrix
		"Electricity forms between Tempest Clouds that hurt enemies."
		Tempest Cloud mod. Generate two or more Clouds and
		they will automatically chain together with streams of
		electricity, harming nearby enemies.


		SOUL GEM SKILL

		*Rainbow of Healing
		"Rainbows HEAL your allies! - Requires Soul Gem in Creepy
		Citadel."
		Rainbow of Doom mod. Hit another player with
		Rainbow of Doom and they will recover some health.


	Whirlwind is the token dragon for the Air Element.
	She also has the highest strength and luck in her
	category. Her moves have a heavy focus on making
	things go boom, which is great for everything but
	Drobot's heroic challenge. Whirlwind also has
	flight for faster movement and water-crossing. It's
	also worth noting that Whirlwind has maxed-out Speed
	and Critical Hit, as well as the highest Base Sum of
	his element. For those disappointed with how
	Stealth Elf plays, I recommend Whirlwind.


LIGHTNING ROD
	STATS AT LEVEL 1:
		MAX HEALTH:	290
		SPEED:		43
		ARMOR:		18
		CRITICAL HIT:	30
		BASE SUM:	120
	TRADING CARD STATS:
		STRENGTH:	65
		AGILITY:	60
		DEFENSE:	60
		LUCK:		65
		TOTAL:		250
	OBTAIN:		3-Pack #7 (w/ Zook & Cynder),
			Single Pack
	HEROIC CHALLENGE: #6 Fight, Teleport, Fight Some More! (+3 Armor)
	MOVESET:
		*Lightning Bolt
		"Throw a lightning bolt at enemies."
		Primary attack. Long range attack. Lightning
		Rod hurls a bolt of lightning straight
		forward. Bolt travels quickly and continues
		moving until it travels offscreen or hits
		an obstacle or enemy. Lightning Bolt has a chance
		to stun enemies. Does not hit elevated enemies.

		*Grand Lightning Summoning
		"Bring lightning down from the sky and control where it
		moves."
		Secondary attack. Close-range to mid-range attack.
		Lightning Rod brings down a continuous stream of
		electricity from the sky directly in front of him.
		Lightning stream can be controlled with directional
		controls. Lightning Summoning lasts for up to two seconds
		or until button is released. Lightning Rod is immobilized
		while using Grand Lightning Summoning. If Lightning
		Rod is attacked while using Grand Lightning Summoning,
		the move is interrupted. Grand Lightning Summoning has
		a mid-range movement limit. Will hit elevated enemies.
		Grand Lightning Summoning will be interrupted if it
		comes in contact with certain tall permanent structures,
		such as boulders and houses.

		*Lightning Lancer
		"Lightning Bolt does increased damage."
		Lightning Bolt damage increase.

		*Thunduration
		"Grand Lightning attack lasts longer and does increased
		damage."
		Grand Lightning Summoning mod and damage increase.
		Lightning Summoning now lasts for up to 3 seconds.

		*Zapper Field
		"Press __ to create an electrical storm that damages
		enemies."
		Tertiary attack. Close-quarters radial attack. Press and
		hold button to generate an electrical aura that harms all
		enemies within range. Zapper Field will last for about
		four seconds or until button is released.

		*Lightning Harpoon
		"Lightning Bolts stick into enemies and continue to damage
		them."
		Lightning Bolt mod. Lightning Bolts will cling to enemies
		and linger for a short while, doing additional damage.


		LORD OF THE LIGHTNING PATH

		*_Faster Caster
		"Summon the Grand Lightning attack much faster."
		Grand Lightning Summoning mod. Rate of casting increase.

		*_Electricity City
		"Grand Lightning attack has even MORE power and does MORE
		damage."
		Grand Lightning Summoning mod and damage increase. Grand
		Lightning now forms three bolt streams that focus on a single
		location. Grand Lightning can still be controlled.

		*_Lightning Avatar
		"Summon the most powerful Grand Lightning attack ever!"
		Grand Lightning Summoning damage increase.


		TYPHOON TITAN PATH

		_*Cloud Zapper Satellite
		"A protective cloud follows you and zaps any enemies that
		come near."
		Passive ability. A small cloud orbits Lightning Rod and
		harms nearby enemies automatically. Cloud Zapper Satellite
		will also break destructable objects.

		_*Zappier Sats
		"Protective zapper clouds do increased damage."
		Cloud Zapper Satellite damage increase.

		_*Zapper Satellite Defense
		"A THIRD protective cloud joins you."
		Cloud Zapper Satellite mod. A second and third cloud
		appear to orbit Lightning Rod.


		SOUL GEM SKILL

		*Zapper Field Deluxe
		"Zapper Field and clouds do extra damage - Requires Soul
		Gem in Stonetown."
		Zapper Field and Cloud Zapper Satellite damage increase.


	Lightning Rod is clearly supposed to be Zeus from Greek mythology.
	One of his preview videos shows him crossing water, but apparently
	he never gets this ability; the video must be from early development.
	Anyway, between his Grand Summoning and Cloud Satellites, Lightning
	Rod can certainly lay down some damage. Of the Air Element, his
	stats are not the highest in any category, but he is currently
	my favorite; take him down Lord of the Lightning and you'll see
	why.


WARNADO
	STATS AT LEVEL 1:
		MAX HEALTH:	310
		SPEED:		35
		ARMOR:		30
		CRITICAL HIT:	10
		BASE SUM:	106
	TRADING CARD STATS:
		STRENGTH:	50
		AGILITY:	70
		DEFENSE:	90
		LUCK:		45
		TOTAL:		255
	OBTAIN:		3-Pack #8 (w/ Camo & Ignitor),
			Single Pack
	HEROIC CHALLENGE: #1 Chompy Chomp-Down (+9 Elemental Power)
	MOVESET:
		*UNKNOWN MOVE

		*UNKNOWN MOVE

		*UNKNOWN MOVE

		*UNKNOWN MOVE

		*UNKNOWN MOVE

		*UNKNOWN MOVE


		UNKNOWN PATH

		*_UNKNOWN MOVE

		*_UNKNOWN MOVE

		*_UNKNOWN MOVE


		UNKNOWN PATH

		_*UNKNOWN MOVE

		_*UNKNOWN MOVE

		_*UNKNOWN MOVE


		SOUL GEM SKILL

		*UNKNOWN MOVE


	I still don't have Warnado, so I can't say much about
	him. He's a spinny-turtle-thing, and he looks fun.
	Of the Air Element, he also happens to have the highest
	Max Health and Armor, which is probably necessary given
	his fighting style.


^^^^^^^^^^^^^^^^^^^^^
LIFE ELEMENT <CHRLIF>
vvvvvvvvvvvvvvvvvvvvv

CAMO
	STATS AT LEVEL 1:
		MAX HEALTH:	300
		SPEED:		50
		ARMOR:		34
		CRITICAL HIT:	30
		BASE SUM:	144
	TRADING CARD STATS:
		STRENGTH:	70
		AGILITY:	45
		DEFENSE:	70
		LUCK:		70
		TOTAL:		255
	OBTAIN:		3-Pack #8 (w/ Warnado & Ignitor),
			Single Pack
	HEROIC CHALLENGE: #25 Flip the Script (+3 Armor)
	MOVESET:
		*UNKNOWN MOVE

		*UNKNOWN MOVE

		*UNKNOWN MOVE

		*UNKNOWN MOVE

		*UNKNOWN MOVE

		*UNKNOWN MOVE


		UNKNOWN PATH

		*_UNKNOWN MOVE

		*_UNKNOWN MOVE

		*_UNKNOWN MOVE


		UNKNOWN PATH

		_*UNKNOWN MOVE

		_*UNKNOWN MOVE

		_*UNKNOWN MOVE


		SOUL GEM SKILL

		*UNKNOWN MOVE


	Camo is the token dragon for the Life Element.
	He's mostly a ranged attacker, but he also
	has this weird radial watermelon attack. I still
	don't have Camo, so I don't know much else about
	him. It is worth noting that his Speed is maxed-
	out and he has the highest Armor of his element.


STUMP SMASH
	STATS AT LEVEL 1:
		MAX HEALTH:	340
		SPEED:		43
		ARMOR:		30
		CRITICAL HIT:	20
		BASE SUM:	127
	TRADING CARD STATS:
		STRENGTH:	90
		AGILITY:	20
		DEFENSE:	70
		LUCK:		40
		TOTAL:		220
	OBTAIN:		3-Pack #1 (w/ Flameslinger & Drobot),
			Single Pack
	HEROIC CHALLENGE: #12 Mission Achomplished (+3 Armor)
	MOVESET:
		*Pulverize
		"Press __ to smash."
		Primary attack. Close-quarters melee attack
		with high damage. Can hit close elevated
		enemies.

		*When Acorns Attack
		"Spit acorns at your foes to slow them down."
		Secondary attack. Mid-range, but acorns will
		roll when they land - faster roll downhill,
		will not roll uphill. Acorns do low damage with
		slow effect.

		*Petrified Pummel
		"Stumpfist attacks do increased damage."
		Damage boost to Pulverize.

		*Spiny Acorns
		"Acorns are spiny and do increased damage."
		Damage boost to When Acorns Attack.

		*Meganut
		"Press __ to create a Meganut that damages any enemy it
		touches."
		Tertiary attack. Meganut can be pushed or
		rolled on flat ground or downhill. Only one
		Meganut can be generated at a time.

		*Thornbark
		"Thorns shoot out when you are hit, damaging all nearby
		enemies."
		Reflect damage to adjacent enemies. Will kill
		some enemies instantly.


		SMASH 'N BASH PATH

		*_Stump Crusher Combos
		"Press __, __, HOLD __ for Stumpfist Charge. Press __, __,
		HOLD __ for Stumpfist Spin."
		STUMPFIST CHARGE: Press Primary twice, then hold
		Secondary. Stump Smash will charge forward while
		pounding fists into the ground. Straight-forward
		charge, faster attack rate.
		STUMPFIST SPIN: Press Primary twice, then hold
		Tertiary. Stump Smash will spin with fists extended
		for a few seconds. Will move forward, but can be
		steered. Faster attackrate.

		*_Acorn Croquet
		"Press __ when facing a Meganut to send it flying at your
		enemies."
		Approach Meganut and press Tertiary. Far-range attack.
		Meganut will shoot forward and hit enemies for
		increased damage.

		*_Smash Meganut
		"Press __ when facing a Meganut to make it explode, damaging
		enemies."
		Approach Meganut and press Primary. Close-quarters
		radial attack. Meganut will detonate and harm multiple
		enemies for increased damage.


		NUT CRAFTER PATH

		_*Pollen Plume
		"Acorns explode, growing plants on all nearby enemies."
		When Acorns Attack mod. Acorns detonate on contact,
		causing a small area of effect as well as producing
		plants on nearby enemies. Plants will linger to
		cause slow effect.

		_*Meganut Propagation
		"Press __ when facing a Meganut to make it burst into Acorns."
		Smash Meganut mod. Using Primary on Meganut will
		detonate it, releasing Acorns in all directions.

		_*Double Nut
		"Press __ to spit 2 Acorns at once!"
		When Acorns Attack mod. Press Secondary to
		launch a second Acorn as a long-range attack, in
		addition to the mid-range Acorn.


		SOUL GEM SKILL

		*Waterlogged
		"You can float and regain health in water - Requires Soul
		Gem in Perilous Pastures."
		Stump Smash can travel over water. While in water,
		health recovers quickly. Movement in water is slower.
		Stump Smash cannot attack in water.


		HIDDEN COMBO

		Press Primary, Primary, Primary. Stump Smash will do
		a left-right combo followed by clapping his mallets
		together.


	Stump Smash rules, straight up. His stats don't really paint
	an accurate picture of him, though he does have the highest
	Max Health IN THE GAME. Basically you use him to fire nuts
	at enemies to stun them on your way over to smack the crap
	out of them with hammer fists. If you're into bruiser
	characters, here is the best one.


ZOOK
	STATS AT LEVEL 1:
		MAX HEALTH:	260
		SPEED:		43
		ARMOR:		30
		CRITICAL HIT:	20
		BASE SUM:	119
	TRADING CARD STATS:
		STRENGTH:	70
		AGILITY:	20
		DEFENSE:	85
		LUCK:		70
		TOTAL:		245
	OBTAIN:		3-Pack #7 (w/ Lightning Rod & Cynder),
			Single Pack
	HEROIC CHALLENGE: #26 You've Stolen My Hearts! (+5 Critical Hit)
	MOVESET:
		*Bazooka Attack
		"__ to fire Bazooka Shells that explode into shrapnel -
		hold __ to extend the range."
		Primary attack. Mid-to-long range attack. Zook fires
		his bazooka straight forward. When button is released
		or the shell has reached its range limit the shell
		will detonate for a small area of effect. Tap button
		for a mid-range attack. Bazooka Attack will not hit
		elevated enemies.

		*Foliage Barrier
		"Grow a barricade made of plants to protect yourself."
		Secondary ability. Zook summons a wall of plants that
		enemies cannot pass through. Barrier will disappear
		after a few seconds or when it has taken too much
		damage. Allies can pass and attack through the barrier.
		Zook can generate up to two barriers at once. Barrier
		will not protect from lob-shots, explosions, and some
		magic attacks.

		*Hardwood Shells
		"Bazooka shells and shrapnel do increased damage."
		Bazooka Attack damage increase.

		*Fungal Bloom
		"Barrier is stronger and takes longer for enemies to
		destroy."
		Foliage Barrier mod. Barrier can take more damage
		before disappearing.

		*Mortar Attack
		"Press __ to launch a Mortar attack."
		Tertiary attack. Mid-range attack. Zook fires a lob-
		shot into the air, which then lands in front of him,
		exploding on impact for a small area of effect.
		Mortar Attack will hit elevated enemies.

		*Full Splinter Jacket
		"Bazooka shells create more shrapnel."
		Bazooka Attack and Mortar Attack mod. Shell detonation
		creates larger area of effect.


		ARTILLERYMAN PATH

		*_High Velocity Shrapnel
		"Bazooka shrapnel has longer range."
		Bazooka Attack mod. Area of effect increase.

		*_Old Growth Bazooka
		"Bazooka shells and shrapnel do even MORE increased damage."
		Bazooka Attack damage increase.

		*_Exploding Shrapnel
		"Bazooka shrapnel explodes on contact, damaging nearby
		enemies."
		Bazooka Attack mod. Shrapnel from explosions will also
		detonate for their own small areas of attack.


		FLORAL DEFENDER PATH

		_*Cactus Barrier
		"Barrier does damage to any enemy that touches it."
		Foliage Barrier and Mortar of Life mod. Barrier causes
		damage to enemies on contact. All mushroom clusters are
		replaced by cacti.

		_*Mortar of Life
		"Mortar attacks grows a Cactus where the shell explodes."
		Mortar Attack mod. Shell detonation leaves behind a
		cactus that will cause damage to enemies on contact.
		Allies can move through and attack through cacti
		unharmed. Cactus will linger for a few seconds or
		until it has taken too much damage. If Cactus Barrier
		has not been purchased yet, a cluster of mushrooms
		will appear instead of a cactus (mushroom cluster will
		not harm enemies).

		_*Fightin' Foliage
		"Barriers and Cacti knock enemies back and do damage."
		Foliage Barrier and Mortar of Life mod. Barriers and
		Cacti will auto-attack enemies with close-quarters
		melee attacks.


		SOUL GEM SKILL

		*MIRV Mortar
		"Mortar shells explode into 3 smaller shells - Requires
		Soul Gem in Troll Warehouse."
		Mortar Attack mod. On detonation, Mortar Shells will
		release three small shells that spread in opposite
		directions. Smaller shells will also detonate for a
		small area of effect.


	Zook is this weird pineapple-looking thing with a bazooka. He's
	basically a range-attack version of Stump Smash, in terms of
	stats. His Max Health is a little lower, and his attacks don't
	do quite as much damage, but he's still pretty much a bruiser,
	and his barriers are invaluable in certain levels.


STEALTH ELF
	STATS AT LEVEL 1:
		MAX HEALTH:	270
		SPEED:		50
		ARMOR:		12
		CRITICAL HIT:	50
		BASE SUM:	139
	TRADING CARD STATS:
		STRENGTH:	60
		AGILITY:	100
		DEFENSE:	30
		LUCK:		70
		TOTAL:		260
	OBTAIN:		3DS Starter Pack (w/ Ignitor & Dark Spyro),
			3-Pack #5 (w/ Sonic Boom & Wrecking Ball),
			Single Pack
	HEROIC CHALLENGE: #21 Minefield Mishap (+8 Speed)
	MOVESET:
		*Blade Slash
		"Slice your enemies up with a pair of sharp blades."
		Primary attack. Close-quarters melee attack,
		Stealth Elf swipes at enemies quickly.

		*Stealthier Decoy
		"Disappear completely but leave behind a decoy image
		that enemies are drawn to."
		Secondary ability. Cloaked Stealth Elf and Decoy
		split up. Decoy continues to run straight forward.
		Enemies target Decoy, but will target another
		player equally. Cloaked Stealth Elf will not be
		targeted but can still be harmed. Stealthier Decoy
		is a timed buff. Use Primary Attack to leap from
		shadows and attack, Decoy will disappear.

		*Straw Pook Scarecrow
		"A Scarecrow appears in place of your decoy and
		distracts enemies."
		Stealthier Decoy mod. When Primary Attack is used
		to end Stealthier Decoy, Decoy is replaced with a
		Scarecrow that attracts enemy attacks until it is
		destroyed. Only one Scarecrow can be generated at a
		time, Scarecrow disappears after a few seconds.

		*Dragonfang Dagger
		"Blades do increased damage."
		Damage increase to Blade Slash.

		*Sturdy Scarecrow
		"Scarecrows last longer and take more damage to destroy."
		Straw Pook Scarecrow mod. Scarecrow duration is
		longer, Scarecrow absorbs more damage.

		*Arboreal Acrobatics
		"Press __ to perform a quick acrobatic move."
		Tertiary ability. Stealth Elf does a forward-leaping
		somersault. Hold button for repeated leaps. Increase
		to movement speed.


		POOK BLADE SAINT PATH

		*_Elf Jitsu
		"Press __, __, HOLD __ for Poison Spores. Press __, __,
		HOLD __ for Blade Flurry."
		POISON SPORES: Press Primary twice, then hold
		Secondary. Stealth Elf will swipe, do her quick
		spin move, then use a short-range poison-cloud
		attack with a small area of effect.
		BLADE FLURRY: Press Primary twice, then hold
		Tertiary. Stealth Elf will swipe, do her quick
		spin move, then quickly attack in all directions
		for a radial melee attack.

		*_Elven Sunblade
		"Blade attack does even MORE increased damage."
		Damage increase to Blade Slash.

		*_Shadowsbane Blade Dance
		"Magical Blade fight along side you."
		Passive ability. Floating blades will now acompany
		Stealth Elf and auto-attack nearby enemies.


		FOREST NINJA PATH

		_*Scare-crio Trio
		"3 scarecrows are created in place of your decoy."
		Straw Pook Scarecrow mod. Three scarecrows are
		generated, each with their own defense and
		attraction of enemies. Scarecrows arrive in a
		triangle formation, with your decoy's last
		location as the front corner.

		_*Scarecrow Booby Trap
		"Scarecrows explode and damage enemies."
		Straw Pook Scarecrow mod. When Scarecrows have
		taken too much damage, they will detonate for a
		small area of effect.

		_*Scarecrow Spin Slicer
		"Scarecrows have axes and do extra damage to enemies."
		Straw Pook Scarecrow mod. Scarecrows have axe
		blades on each arm and now spin in place to do
		damage in a small area of effect.


		SOUL GEM SKILL

		*Sylvan Regeneration
		"Regenerate health over time - Requires Soul Gem in the
		Falling Forest."
		Slowly restores health while standing still. Taking
		damage will interrupt Sylvan Regeneration.


		HIDDEN COMBO

		Press Primary, Primary, Primary. Stealth Elf will
		do a quick swipe, then a quick spin attack, followed
		by a leaping downward strike.


	Stealth Elf is... strange. She takes some getting
	used to gameplay-wise, but if you're good with her
	you'll be sneaking around the battlefield and
	doing lots of damage quickly. Not only does she
	have the highest Base Sum of the Life Element, she
	also has maxed-out Speed and Critical Hit. Take some
	time to learn her moves, then go kill stuff.


00000000000000000000000
UNDEAD ELEMENT <CHRUND>
00000000000000000000000

CYNDER
	STATS AT LEVEL 1:
		MAX HEALTH:	260
		SPEED:		43
		ARMOR:		18
		CRITICAL HIT:	30
		BASE SUM:	117
	TRADING CARD STATS:
		STRENGTH:	55
		AGILITY:	85
		DEFENSE:	75
		LUCK:		45
		TOTAL:		260
	OBTAIN:		3-Pack #7 (w/ Lightning Rod & Zook),
			Single Pack
	HEROIC CHALLENGE: #10 Dungeoness Creeps (+5 Critical Hit)
	MOVESET:
		*Spectral Lightning
		"Press and hold __ to shock enemies with bolts of
		lightning."
		Primary attack. Mid-range attack. Hold button to fire
		a wide stream of lightning.

		*Shadow Dash
		"Press __ to dash forward in shadow form. Ghost allies are
		summoned in your wake."
		Secondary attack. Rush forward in a straight path for a
		short distance as a shadow, leaving behind small ghosts
		that linger to do damage. Grants increased movement
		speed and passage through enemies. Cynder can still
		collect power-ups while using Shadow Dash.

		*Cynder Flight
		"Press __ to fly. Increased speed and armor while flying."
		Tertiary ability. While flying, movement speed
		is increased and Cynder is less likely to be
		damaged by enemies. Flight also grants
		movement over water. Attacks can be used while
		flying; Spectral Lightning will slow movement,
		Shadow Dash will force Cynder to land.

		*Black Lightning
		"Spectral Lightning does increased damage. Increased
		speed and armor while flying."
		Spectral Lightning damage increase. Note about flying
		is a typo carried over from Cynder Flight ability.
		Spectral Lightning can now hit elevated enemies.

		*Double Spooky!
		"Ghosts do increased damage."
		Shadow Dash damage increase.

		*Shadow Reach
		"Shadow Dash range is increased."
		Shadow Dash mod. Range of dash is increased by 50%.
					

		NETHER WELDER PATH

		*_Unstable Forces
		"Hitting a ghost with Spectral Lightning makes it
		explode, damaging enemies."
		Shadow Dash mod. Use Spectral Lightning on a
		ghost to detonate it, damaging enemies in a
		short-range explosion.

		*_Breath Control
		"Spectral Lightning hold duration is increased."
		Spectral Lightning mod. Maximum duration increase.

		*_Breath of Power
		"Spectral Lightning damages enemies in a larger area."
		Spectral Lightning mod. Spectral Lightning has a
		wider area of effect.


		SHADOWDANCER PATH

		_*Death Bound
		"Enemies hit by ghosts move slower."
		Shadow Dash mod. Enemies struck by ghosts move
		and attack at a slower rate for a few seconds.

		_*Ghost Haunter
		"Ghosts last longer and have a greater attack range."
		Shadow Dash mod. Ghost attack range increase.
		Ghost linger duration increase.

		_*Shadow Strike
		"Shadow Dash does damage to enemies."
		Shadow Dash mod. Shadow Dash itself does damage as
		well as the ghosts it creates.


		SOUL GEM SKILL

		*Haunted Ally
		"A ghost ally travels with you and damages enemies -
		Requires Soul Gem in Molekin Mine."
		Passive ability. A large ghost orbits you and
		auto-attacks nearby enemies.


	Good to see Cynder returning to the Spyro series,
	this time as the official dragon of the Undead
	Element. Her primary attack is a short-range
	Force-lightning breath, and her secondary
	lets her pass through enemies, good as a
	calvary unit. She has the highest Critical Hit
	of the Undead Element. She also gets Flight for
	passing over water, but her bigger movespeed
	boost comes from her secondary attack.


CHOP CHOP
	STATS AT LEVEL 1:
		MAX HEALTH:	300
		SPEED:		50
		ARMOR:		24
		CRITICAL HIT:	10
		BASE SUM:	114
	TRADING CARD STATS:
		STRENGTH:	65
		AGILITY:	60
		DEFENSE:	100
		LUCK:		20
		TOTAL:		245
	OBTAIN:		3-Pack #3 (w/ Bash & Eruptor),
			Single Pack
	HEROIC CHALLENGE: #13 Pod Gauntlet (+9 Elemental Power)
	MOVESET:
		*Arkeyan Blade
		"Slash away at your enemies with this ancient blade."
		Primary attack. Close-quarters melee attack.
		Chop Chop attacks with his sword.

		*Arkeyan Shield
		"Hold __ to protect yourself from most attacks, also
		deflects projectiles."
		Secondary ability. Shield will block melee
		and projectile attacks. A successful block will
		stun Chop Chop for a moment. Arkeyan Shield
		will not protect from explosions or some magic
		attacks. Arkeyan Shield will eventually dissipate
		if held too long.

		*Spiked Shield Bash
		"While holding __, press __ to Shield Bash an enemy."
		Arkeyan Shield mod. While using Arkeyan Shield,
		press Primary to lunge forward and bash an
		enemy. Does some damage, causes a brief stun to
		some enemies.

		*Vampiric Aura
		"Sword does extra damage and you regain health by
		defeating enemies."
		Arkeyan Blade mod and damage increase. When
		enemies are defeated by Arkeyan Blade, Chop
		Chop recovers some health.

		*Shield Spartan
		"Move faster and block more damage while holding __."
		Arkeyan Shield mod. Gives slight movement
		speed bonus. Arkeyan Shield resists more
		damage.

		*Bone Brambler
		"Press __ to attack enemies with Bone Brambles."
		Tertiary attack. Chop Chop leaps forward and
		strikes his sword into the ground, causing a
		line of Bone Brambles to grow forward for a
		mid-range attack.


		VAMPIRIC WARRIOR PATH

		*_Arkeyan Combat Master
		"Press __, __, HOLD __ for Arkeyan Cyclone. Press __,
		__, HOLD __ for Arkeyan Leap."
		ARKEYAN CYCLONE: Press Primary twice, then
		hold Secondary to perform. Chop Chop will
		swing his sword twice, then rush forward with
		a spin attack. Hits with a higher attack rate.
		ARKEYAN LEAP: Press Primary twice, then hold
		Tertiary to perform. Chop Chop will swing his
		sword twice, then leap forward and generate
		a Bone Bramble. This combo is a faster way to
		generate Bone Brambles while fighting.

		*_Arkeyan Vorpal Blade
		"Sword attacks do even MORE increased damage."
		Arkeyan Blade damage increase.

		*_Demon Blade of the Underworld
		"Swords have longer range and do MAXIMUM damage."
		Arkeyan Blade mod and damage increase. Arkeyan
		Blade grows to length of just under a mid-range
		attack.


		UNDEAD DEFENDER PATH

		_*Arkeyan Spectral Shield
		"Hold __ to absorb incoming damage - while holding,
		press __ to release absorbed damage."
		Arkeyan Shield mod. As Shield takes damage,
		energy is stored. Pressing Primary while
		holding Arkeyan Shield will use stored energy to
		release a charging mid-range attack.

		_*Shield Stun Bash
		"Shield Bash attacks stun enemies."
		Spiked Shield Bash mod. Bash causes stun effect.

		_*Demon Shield of the Shadows
		"Shield Bash does extra damage - absorbed damage is
		automatically released."
		Arkeyan Spectral Shield mod and Spiked Shield Bash
		damage increase. Stored energy is released
		automatically.


		SOUL GEM SKILL

		*Cursed Bone Brambler
		"Bone Brambles do extra damage - Requires Soul Gem in
		Shattered Island."
		Bone Brambler damage increase.


		HIDDEN COMBO

		Press Primary twice, then hold Primary to perform.
		Chop Chop will swing his sword twice, then lunge
		forward and jab his sword very quickly for up to
		approx. four seconds.


	Chop Chop is a lot of fun. He has the highest
	Max Health of the Undead Element, as well as
	maxed-out Speed. He's definitely built to
	be a tank, but I use him aggressively and he
	does just fine. His blocking move eventually
	gives him a move-speed boost, and his
	projectile deflect is good for creating an
	opening for a second player. The fact that he
	heals from slaying enemies is nice too.


LEGENDARY CHOP CHOP
	STATS AT LEVEL 1:
		MAX HEALTH:	300
		SPEED:		50
		ARMOR:		30
		CRITICAL HIT:	20
		BASE SUM:	130
	TRADING CARD STATS:
		STRENGTH:	65
		AGILITY:	60
		DEFENSE:	100
		LUCK:		40
		TOTAL:		265
	OBTAIN:		Legendary 3-Pack (w/ L.Bash & L.Spyro) -
			Toys R Us Exclusive
	HEROIC CHALLENGE: #13 Pod Gauntlet (+9 Elemental Power)
	MOVESET:	Same as Chop Chop


	Legendary Chop Chop is like regular Chop Chop, except with
	more Armor and Critical Hit. Between the two, it makes more
	sense to use L. Chop Chop every time. Just don't go spending
	gobs of money trying to get one.


HEX
	STATS AT LEVEL 1:
		MAX HEALTH:	270
		SPEED:		43
		ARMOR:		18
		CRITICAL HIT:	30
		BASE SUM:	118
	TRADING CARD STATS:
		STRENGTH:	70
		AGILITY:	40
		DEFENSE:	70
		LUCK:		50
		TOTAL:		230
	OBTAIN:		3-Pack #4 (w/ Dino-Rang & Zap),
			Single Pack
	HEROIC CHALLENGE: #7 The Three Teleporters (+3 Armor)
	MOVESET:
		*Conjure Phantom Orb
		"Launch magic orbs of spectral energy that track your foes."
		Primary attack, long-range attack. Fires
		orbs of energy with mild homing ability. Can be
		used to hit elevated enemies. Fires 1 orb per
		button-press. Orbs will disappear when they've
		reached their range limit.

		*Rain of Skulls
		"Hold __ to begin casting this spell - when fully charged,
		ghostly skulls rain down."
		Secondary attack, high-range attack. Hold to charge,
		release to fire. Can be used with a low-
		level charge, does heavy damage when fully charged.
		Charge will be interrupted when hit. Skulls will
		auto-target nearest enemies. Full charge fires 3
		skulls. Skulls will hit elevated enemies. Forces
		release when fully charged.

		*Wall of Bones
		"Press __ to create a Wall of Bones."
		Tertiary ability. Creates a small barrier that will
		block enemy passage and most enemy attacks. If Hex or
		another player comes too close, sections of the Wall
		will drop back into the ground to grant passage, then
		retract back into position. Wall can be fired
		through by Hex and allies. Wall will disappear after
		a short while or when it has taken too much damage.

		*Storm of Skulls
		"Conjure up to 4 Skulls with your Skull Rain attack."
		Rain of Skulls mod. Individual Skulls arrive faster
		during charge. Full charge grants 4 Skulls. Total
		charge time remains unchanged.

		*Bone Fortress
		"The Wall of Bones is larger and takes more damage to
		destroy."
		Wall of Bones mod. Wall forms a semi-circle, increases
		in length and height, takes more damage.

		*Twice the Orbage
		"Press __ to shoot 2 Phantom Orbs at once."
		Conjure Phantom Orb mod. Fires 2 Orbs per button-press
		instead of 1. Orbs travel side-by-side to do double-
		damage to a single target.


		SHADE MASTER PATH

		*_Long Distance Orbs
		"Hold __ to increase the range of your Phantom Orbs."
		Conjure Phantom Orb mod. Hold Primary to fire
		Orbs that keep going until they hit something or
		travel off screen.

		*_Caustic Phantom Orbs
		"Phantom Orbs do increased damage."
		Conjure Phantom Orb damage increase.

		*_Unstable Phantom Orbs
		"Phantom Orbs explode, damaging nearby enemies."
		Conjure Phantom Orb mod. Orbs detonate on impact, causing
		a small area of effect.


		BONE CRAFTER PATH

		_*Compound Fracture
		"Wall of Bones damages any enemy that touches it."
		Wall of Bones mod. Bones are now spiked, causing
		damage to enemies by contact.

		_*Master Caster
		"Takes much less time to cast Skull Rain and Wall of Bones."
		Rain of Skulls mod and Wall of Bones mod. Casting
		rate increase.

		_*Troll Skulls
		"Skull Rain does increased damage."
		Rain of Skulls damage increase.


		SOUL GEM SKILL

		*Skull Shield
		"Skull Rain knocks away enemies and attacks - Requires Soul
		Gem in Cadaverous Crypt."
		Rain of Skulls mod. While charging, Skulls will
		deflect most enemy attacks and do mild damage
		with knockback effect to enemies.


	Hex is a good ol' fashioned range attacker.
	Her primary attack is fast and does okay
	damage, and her charge attack gets ridiculous.
	She has the highest Critical Hit of the
	Undead Element, but she doesn't get any
	movement bonuses. Her attacks can still hit
	distant enemies though, even if they're up
	high.


GHOST ROASTER
	STATS AT LEVEL 1:
		MAX HEALTH:	280
		SPEED:		43
		ARMOR:		24
		CRITICAL HIT:	20
		BASE SUM:	115
	TRADING CARD STATS:
		STRENGTH:	60
		AGILITY:	40
		DEFENSE:	85
		LUCK:		40
		TOTAL:		225
	OBTAIN:		Darklight Crypt Pack
	HEROIC CHALLENGE: #2 This Bomb's for You (+3 Armor)
	MOVESET:
		*Chain Whip
		"Swing your chain whip tail at enemies."
		Primary attack. Close-quarters melee attack.

		*Skull Charge
		"Transform into a ghostly skull that barrels through
		enemies."
		Secondary attack. Hold button to charge forward,
		doing damage and passing through enemies. Ends
		after a moment. Grants faster movement speed.

		*Pain Chain
		"Chain Whip attacks do increased damage."
		Chain Whip damage increase.

		*Metalhead
		"The Skull Charge attack lasts longer."
		Skull Charge mod. Skull Charge duration increase.

		*Ectoplasm Mode
		"Hold __ to enter Ectoplasm Mode and be immune to all
		attacks, but lose health over time."
		Tertiary ability. Ghost Roaster becomes invincible.
		Ghost Roaster's health depleats over time while
		in Ectoplasm Mode. Ectoplasm Mode can be used until
		Ghost Roaster runs completely out of health and needs
		to rest. Ectoplasm Mode does not grant movement over
		water or lava.

		*Haunt
		"Defeating an enemy with the Chain Whip turns them into a
		ghost that attacks other enemies."
		Chain Whip mod. Enemies defeated by Chain Whip are
		replaced by ghosts that will auto-attack nearby enemies.
		Ghosts disappear after a short while or after attacking.


		FEAR EATER PATH

		*_Phase Shift Burst
		"All nearby enemies take damage when you enter Ectoplasm
		Mode."
		Ectoplasm Mode mod. Switching to Ectoplasm Mode is
		now a close-range radial attack.

		*_Ecto-Friendly
		"While in Ectoplasm Mode, you move faster and lose less
		health over time."
		Ectoplasm Mode mod. Ectoplasm Mode grants
		faster movement speed. Less health is taken over time
		while in Ectoplasm Mode.

		*_Nightmare Touch
		"Touching a ghost while in Ectoplasm Mode creates a powerful
		explosion."
		Haunt mod. While in Ectoplasm Mode, touching a Ghost
		will cause the Ghost to detonate, creating a mid-range
		radial attack.


		SKULL MASTER PATH

		_*Fright Bite
		"Skull Charge does increased damage."
		Skull Charge damage increase.

		_*Unfinished Business
		"Defeating an enemy with Skull Charge creates a ghost."
		Skull Charge mod. Enemies defeated by Skull Charge
		are replaced by ghosts that will auto-attack nearby
		enemies. Ghosts disappear after a short while or
		after attacking.

		_*Life Transfer
		"Devouring a ghost while doing a Skull Charge heals you."
		Skull Charge mod. Use Skull Charge to pass through
		a Ghost to eat it, restoring some health.


		SOUL GEM SKILL

		*Lingering Curse
		"Ghosts have a bigger attack range and knock enemies away -
		Requires Soul Gem in Darklight Crypt."
		Haunt mod. Ghosts can attack enemies from mid-range.
		Attacks by Ghosts have an added knockback effect.

	Ghost Roaster doesn't have much
	in the way of stats, but his
	Skull Charge can lay down insane
	levels of damage very quickly.
	Between his Charge and the ghosts
	he eventually leaves for auto-
	attacks, he's pretty good for
	mobs and bosses alike. His Charge
	grants a movement speed bonus
	and his Ectoplasm Mode grants
	temporary invincibility.


######################
EARTH ELEMENT <CHRERT>
######################

BASH
	STATS AT LEVEL 1:
		MAX HEALTH:	310
		SPEED:		35
		ARMOR:		12
		CRITICAL HIT:	20
		BASE SUM:	98
	TRADING CARD STATS:
		STRENGTH:	85
		AGILITY:	30
		DEFENSE:	90
		LUCK:		20
		TOTAL:		225
	OBTAIN:		3-Pack #3 (w/ Chop Chop & Eruptor),
			Single Pack
	HEROIC CHALLENGE: #9 Mining for Charms (+5 Critical Hit)
	MOVESET:
		*Tail Swipe
		"Swing your tail around to attack 360 degrees of enemies."
		Primary attack. Close-quarters radial attack.
		Bash does a spin with his tail extended.

		*Rock and Roll
		"Roll into a ball and then over your enemies."
		Secondary attack. Hold button to use. Charges
		forward, harming any enemy along the path.
		Can be steered. Provides movement speed bonus. Will
		end after a moment or when button is released.

		*Tennis Tail
		"Deflect incoming objects with your Tail Swipe."
		Tail Swipe mod. Use Tail Swipe to deflect enemy
		projectile attacks. Does not work on explosions,
		melee, or some magic attacks.

		*Iron Tail
		"Tail Swipe does increased damage."
		Tail Swipe damage increase.

		*Summoning: Stone Projection
		"Press __ to summon a rock wall - hit it with your Tail
		Swipe to launch rocks."
		Tertiary ability. Creates a barrier that will block
		most enemy attacks. Will crumble after a while or when
		Projection has taken too much damage. If struck
		with Tail Swipe, Projection will emit a long-range
		projectile attack.

		*Double Roll
		"Use the Roll attack for twice as long."
		Rock and Roll mod. Duration increased.


		GRANITE DRAGON PATH

		*_Mace of Destruction
		"Tail Swipe does MORE increased damage."
		Tail Swipe damage increase.

		*_Summoning: Stone Uppercut
		"Stone Projection does increased damage."
		Summoning: Stone Projection damage increase.

		*_Gaia Hammer
		"Hold __ to charge up the Tail Swipe and do extra damage."
		Tail Swipe mod. Hold button to charge attack,
		release to attack. Tail Swipe becomes large, increasing
		damage and radius.


		PULVER DRAGON PATH

		_*Pulver Roll
		"Roll attack does increased damage."
		Rock and Roll damage increase.

		_*Earthen Force Roll
		"Roll does MORE damage and can roll right through enemy
		attacks."
		Rock and Roll damage increase and mod. Rock
		and Roll allows Bash to pass through enemy
		projectiles and melee attacks unharmed.

		_*Continental Boulder
		"Becomes giant while rolling - roll faster and do even
		MORE damage."
		Rock and Roll damage increase and mod. Increased
		roll speed and area of effect.


		SOUL GEM SKILL

		*Triceratops Honor Guard
		"New armor makes you harder to hit - Requires Soul
		Gem in Stonetown."
		Armor increase, enemy attacks are less likely to cause
		damage.

	Bash is, of course, the Earth Element dragon.
	His rolling move gives him a move-speed
	boost, but he's a unique dragon in that he
	can't fly, which means no crossing water. He
	also has the highest Max Health of the Earth
	Element, and his primary attack is good for a
	quick radial attack.


LEGENDARY BASH
	STATS AT LEVEL 1:
		MAX HEALTH:	310
		SPEED:		35
		ARMOR:		24
		CRITICAL HIT:	20
		BASE SUM:	110
	TRADING CARD STATS:
		STRENGTH:	85
		AGILITY:	30
		DEFENSE:	100
		LUCK:		25
		TOTAL:		240
	OBTAIN:		Legendary 3-Pack (w/ L.Chop Chop & L.Spyro) -
			Toys R Us Exclusive
	HEROIC CHALLENGE: #9 Mining for Charms (+5 Critical Hit)
	MOVESET:	Same as Bash

	Legendary Bash, stat-wise, is a little embarassing. He's
	just like regular Bash except he has double the Armor,
	which is good considering all of his attacks are up close.
	However, of the Earth Element, he has the highest Max
	Health (tied with Bash), and all of his other stats are
	trumped by Dino-Rang. Ouch.


DINO-RANG
	STATS AT LEVEL 1:
		MAX HEALTH:	300
		SPEED:		43
		ARMOR:		30
		CRITICAL HIT:	30
		BASE SUM:	133
	TRADING CARD STATS:
		STRENGTH:	45
		AGILITY:	40
		DEFENSE:	80
		LUCK:		85
		TOTAL:		250
	OBTAIN:		3-Pack #4 (w/ Hex & Zap),
			Single Pack
	HEROIC CHALLENGE: #8 Stop, Sheep Thieves! (+3 Armor)
	MOVESET:
		*Stone Boomerangs
		"Throw boomerangs at your enemies."
		Primary attack. Long mid-range attack. Dino-Rang
		throws a boomerang straignt, boomerang returns.
		Can generate up to 2 boomerangs at once. Stone
		Boomerangs disappear when they come into
		contact with a cooperative player. Stone
		Boomerangs cannot be used while using Boomerang
		Shield.

		*Boomerang Shield
		"Throw both boomerangs around you in a circle for a
		close-ranged attack."
		Secondary attack. Close-quarters radial attack.
		Dino-rang throws 2 boomerangs around himself.
		Each boomerang arcs in front of him, cross, then turns
		and crosses again behind before returning.

		*Basalt Boomerangs
		"Boomerangs do increased damage."
		Stone Boomerangs damage increase.

		*Boomerang Finesse
		"Hold __ to control boomerangs in the air."
		Stone Boomerangs mod. Hold button to steer flying
		boomerang with directional controls. Release
		button to make boomerang return to Dino-Rang.
		Boomerang Finesse can also be used to make
		boomerangs fly forward faster. Mod restricts
		Stone Boomerangs generation limit to 1.

		*Stonefist Traps
		"Press __ to summon two Stonefist Traps from beneath the
		earth."
		Tertiary attack. Generates two holes in the
		ground. When enemies approach a hole, a giant
		fist pops out, harming any nearby enemies. Trap then
		disappears. Can generate up to two Stonefist
		Traps at once.

		*Dervish Shield
		"Boomerang Shield does extra damage and blocks enemies'
		shots."
		Boomerang Shield damage increase and mod.
		Boomerang Shield will absorb most enemy
		projectiles. Does not protect from melee attacks,
		explosions, or some magic attacks.


		GRAND BOOMERANG MASTER PATH

		*_Volcanic Glass Boomerangs
		"Boomerangs do even MORE increased damage."
		Stone Boomerangs damage increase.

		*_Dancing Boomerangs
		"Boomerangs bounce off of walls and enemies."
		Stone Boomerangs mod. Boomerangs will travel in
		the opposite direction when they make contact
		with enemies or objects.

		*_It's all in the wrist
		"Boomerang Shield lasts longer and does extra damage."
		Boomerang Shield damage increase and mod. Shield
		duration increase.


		EARTHEN AVENGER PATH

		_*Quad Stonefist Trap
		"Summon 4 Stonefist Traps at once."
		Stonefist Traps mod. Dino-Rang now summons 4 Stonefist Traps
		at once.

		_*Obsidian Armor
		"Improved armor makes it harder for enemies to hit you."
		Armor increase. Enemies are less likely to cause damage to
		Dino-Rang.

		_*Fist Trap Funeral
		"Enemies defeated by Boomerangs spawn Stonefist Traps."
		Stone Boomerangs mod. Defeated enemies are replaced by
		Stonefists Traps. Traps act as normal Stonefist Traps.


		SOUL GEM SKILL

		*Sticky Boomerangs
		"Boomerangs pick up treasure, food, powerups - Requires Soul
		Gem in Darkwater Cove."
		Stone Boomerangs mod. Boomerangs that connect with
		powerups will pick them up and bring them back to Dino-Rang.


	Dino-Rang is some kind of dinosaur with
	boomerangs (hence the name). He's best
	used for ranged attacks, but his secondary
	is a good radial that does plenty of damage
	too. He has the highest Speed, Armor, Critical
	Hit and Base Sum of the Earth Element, but he's
	balanced in that his attacks don't do a ton of
	damage. I also like to give him the Pirate Hat
	because it makes him look like Capt. K. Rool.


PRISM BREAK
	STATS AT LEVEL 1:
		MAX HEALTH:	290
		SPEED:		35
		ARMOR:		18
		CRITICAL HIT:	30
		BASE SUM:	112
	TRADING CARD STATS:
		STRENGTH:	75
		AGILITY:	10
		DEFENSE:	90
		LUCK:		45
		TOTAL:		220
	OBTAIN:		3-Pack #2 (w/ Voodood & Boomer),
			Single Pack
	HEROIC CHALLENGE: #5 Lair of the Giant Spiders (+5 Critical Hit)
	MOVESET:
		*Energy Beam
		"Press and hold __ to fire a powerful energy beam."
		Primary attack. Mid-range attack. Press and hold to fire
		a beam that pierces enemies. Beam continues to fire for a
		couple of seconds or until button is released. Tap button to
		fire in short bursts. Fire Beam at a Crystal Shard to
		refract and split the Beam for greater area of damage.
		Beam has light auto-targeting. Will hit lightly elevated
		enemies.

		*Summon Crystal Shard
		"Summon crystal shards to smash enemies and refract your
		Energy Beam."
		Secondary attack. Short-range attack. Shard drops from sky
		and plants into the ground. Can be hit with Energy Beam to
		refract and split Beam for greater area of damage.
		Crystal Shard will hit elevated enemies.

		*Super Crystal Shard
		"Summoned Crystal Shards do increased damage."
		Crystal Shard damage increase.

		*Crystal Eruption
		"Press __ to summon a damaging ring of crystals around you."
		Tertiary attack. Short-range radial attack.
		Prism Break surrounds himself with Shards, harming any
		enemies within range. Shards disappear too quickly to
		be used to refract Energy Beams. Has knockback
		effect.

		*Emerald Energy Beam
		"Energy Beam attack does extra damage."
		Energy Beam damage increase.

		*Chained Refractions
		"Split Energy Beams split again if they pass through a
		Crystal Shard."
		Summon Crystal Shard mod. Refracted Energy
		Beams will refract again if they make
		contact with another Crystal Shard for a chaining effect.


		CRYSTALEER PATH

		*_Massive Crystal Eruption
		"Crystal Eruption attack does increased damage and covers
		a larger area."
		Crystal Eruption damage increase and mod. Upgrade
		to mid-range radial attack.

		*_Triple Crystal Shard
		"Summon three Crystal Shards at once."
		Summon Crystal Shard mod. Prism Break summons 2
		additional Shards, slightly forward to either side
		of the first Shard; ideal placement for a refracted
		beam from the casting position.

		*_Crystalline Armor
		"Crystalline armor makes it harder for enemies to hit you."
		Armor upgrade. Enemies are less likely to cause damage
		to Prism Break.


		PRISMANCER PATH

		_*Golden Diamond Energy Beam
		"Energy Beam attack does even MORE increased damage."
		Energy Beam damage increase.

		_*Triple Refracted Beam
		"Energy Beam splits into 3 beams when refracted through
		a Crystal Gem."
		Energy Beam mod. Beams that come into contact
		with Crystal Shards split into 3 beams. Third beam
		travels straight forward from Prism Break.

		_*Focused Energy
		"Energy Beam attack has increased range."
		Energy Beam mod. Upgrade to long-range attack.


		SOUL GEM SKILL

		*Shard Soul Prison
		"Crystal Gems form at defeated enemies - Requires Soul Gem
		in Crystal Eye Castle."
		Enemies defeated by Prism Break are replaced by Crystal
		Shards. Shards formed by Shard Soul Prison act as normal
		Shards and can be used to refract and split Energy Beams.


	Prism Break is one of the most creative
	characters in the game IMO. The idea
	is that you use his secondary attack
	to create clusters of prisms, then fire
	his primary attack beams into the
	clusters to redirect the beams outward
	and kill lots of stuff. In practice, the
	refraction can make it difficult to hit
	the enemy you're aiming for; it's usually
	more efficient to simply drop crystals on
	their heads until they die. Prism Break is
	tied with everyone but Bash and L.Bash for
	highest Critical Hit of the Earth Element.


TERRAFIN
	STATS AT LEVEL 1:
		MAX HEALTH:	310
		SPEED:		35
		ARMOR:		18
		CRITICAL HIT:	30
		BASE SUM:	114
	TRADING CARD STATS:
		STRENGTH:	70
		AGILITY:	25
		DEFENSE:	80
		LUCK:		50
		TOTAL:		225
	OBTAIN:		Pirate Seas Pack
	HEROIC CHALLENGE: #16 Spawner Cave (+5 Critical Hit)
	MOVESET:
		*Punch
		"Press __ to punch the enemy. Press __, __
		hold __ to perform a combo."
		Primary attack. Close-quarters melee attack.
		Terrafin throws a left jab, a right jab, or
		a right uppercut. Combo listed as Hidden Combo.

		*Earth Swim
		"__ to burrow and while underground, press __ to
		perform a bellyflop."
		Secondary ability. Terrafin starts burrowing
		forward, can be steered. Earth Swim can
		be used to break objects. While burrowing,
		use primary to leap out of the ground and
		perform a bellyflop for close-quarters
		radial damage with knockback. Burrowing lasts
		a few seconds, but can be interrupted by
		pressing secondary button again or by using
		the bellyflop. Earth Swim gives movement
		speed bonus. Terrafin cannot collect powerups
		while burrowing without Surface Feeder upgrade.

		*Brass Knuckles
		"Punch attacks do increased damage."
		Punch damage increase.

		*Mega Bellyflop
		"Belly Flop does increased damage and affects a larger area."
		Earth Swim mod. Bellyflop gets increased damage
		and range.

		*Feeding Frenzy
		"Press __ to spawn mini-sharks that burrow and latch
		onto enemies."
		Tertiary attack. Long-range attack. Terrafin
		summons a school of tiny sharks to travel forward
		to cling to enemies for damage over time. Feeding
		Frenzy can be used while using Earth Swim.

		*Multi Target Punches
		"Punch attack hits multiple enemies."
		Punch mod. Increased area of effect.


		SANDHOG PATH

		*_Master Earth Swimmer
		"Increased speed while burrowing."
		Earth Swim mod. Movement speed increased during
		Earth Swim.

		*_Homing Frenzy
		"Mini-sharks home in on enemies and do extra damage."
		Feeding Frenzy damage increase and mod. Sharks
		now attack nearest enemy.

		*_Razorfin
		"While burrowed, your dorsal fin does damage to enemies."
		Earth Swim mod. Pass by enemies while using
		Earth Swim to harm them.


		BRAWLER PATH

		_*Pugilist
		"Press __, __, HOLD __ for Body Slam."
		Press Primary, Primary, hold Secondary to use.
		Terrafin throws two punches, then hops up for
		a Belly Flop.

		_*Spiked Knuckles
		"All punch attacks do even MORE damage!"
		Punch damage increase.

		_*Frenzy Shield
		"You launch mini-sharks at enemies who damage you."
		Passive ability. Enemies that cause harm to
		Terrafin are automatically attacked by
		mini-sharks.


		SOUL GEM SKILL

		*Surface Feeder
		"Collect powerups while burrowed - Requires Soul Gem
		in Pirate Seas."
		Earth Swim mod. Allows Terrafin to collect food
		and treasure while burrowing.


		HIDDEN COMBO

		Press Primary, Primary, Primary. Terrafin will
		throw two punches followed by a spinning haymaker.


	"Breh, behbehbeh beh breh, BRAH!" I just
	love his little work song he sings while
	digging. Terrafin holds tie for highest
	Max Health and Critical Hit within the
	Earth Element, and Earth Swim gives him a
	move-speed bonus. In terms of playability,
	Terrafin is also the easiest to use of his
	element; just run up and punch them.
		

}}}}}}}}}}}}}}}}}}}}}
FIRE ELEMENT <CHRFIR>
{{{{{{{{{{{{{{{{{{{{{

IGNITOR
	STATS AT LEVEL 1:
		MAX HEALTH:	240
		SPEED:		43
		ARMOR:		12
		CRITICAL HIT:	40
		BASE SUM:	119
	TRADING CARD STATS:
		STRENGTH:	100
		AGILITY:	40
		DEFENSE:	65
		LUCK:		50
		TOTAL:		255
	OBTAIN:		3DS Starter Pack (w/ Stealth Elf & Dark Spyro),
			3-Pack #8 (w/ Warnado & Camo),
			Single Pack
	HEROIC CHALLENGE: #11 Mining is the Key (+8 Speed)
	MOVESET:
		*Flame Blade
		"__ to swing your sword."
		Primary attack. Close-quarters melee attack.
		Ignitor swings his fiery sword. He will use a
		downward swing, an angled swing from the right
		or left, or a right-to-left sweep.

		*Flame Form Mortar
		"Launch your flame spirit in an arc at foes."
		Secondary attack. Mid-range attack. Ignitor transforms
		into a lob-shot, leaving his armor behind for a
		moment. Flame Form Mortar can hit elevated enemies.

		*Scorching Blade
		"Sword attack does increased damage."
		Flame Blade damage increase.

		*Flame Form
		"Control your Flame Form after launching it."
		Flame Form Mortar mod. Flame Form can now be steered
		using directional controls. Flame Form continues to
		move for a few seconds or until button is released.
		Flame Form will be interrupted if Ignitor's armor
		is attacked.

		*Mega Slam
		"Press __ to perform a massive, Mega Slam. Hold __ to
		delay the attack."
		Tertiary attack. Mid-range melee attack. Hold button
		to ready Ignitor's sword, release button to attack.
		Ignitor swings his sword down vertically, causing a
		long area of effect directly in front of him.

		*Fire and Brimstone
		"Flame Form Mortar does increased damage to a larger
		area."
		Flame Form Mortar mod and damage increase. Flame Form
		Mortar has a larger area of effect.


		SOUL OF THE FLAME PATH

		*_Dances with Fire
		"Flame Form moves faster and does increased damage."
		Flame Form mod and damage increase. Flame Form has
		increased movement speed.

		*_Incinerate
		While in Flame Form, press __ to trigger a massive
		explosion."
		Flame Form mod. During Flame Form, press Primary
		to detonate for a large area of effect. Using
		Incinerate will send Ignitor back to his armor,
		ending Flame Form.

		*_Fire Form Salvo
		"Fire 2 additional Flame Form Mortars that do extra
		damage."
		Flame Form Mortar mod. Ignitor fires two mortars
		outward in addition to entering Flame Form.


		BLADEMASTER PATH

		_*Order of the Burning Blade
		"Press __, __, HOLD __ for Fiery Burst. Press __, __,
		HOLD __ for Fire Slam."
		FIERY BURST: Press Primary, Primary, hold Secondary
		to use. Ignitor swings his sword twice, then plunges
		his blade into the ground to cause an eruption for a
		short-range radial attack.
		FIRE SLAM: Press Primary, Primary, hold Tertiary to
		use. Ignitor swings his sword twice, then quickly
		swings down with a Mega Slam.

		_*Double Mega Slam
		"Hold the Mega Slam attack long enough to do increased
		damage."
		Mega Slam mod. Hold Tertiary to charge Mega Slam up
		one level, release to use. Charged Mega Slam does
		more damage than its uncharged counterpart.

		_*Inferno Blade
		"Sword gets larger and does even MORE increased damage."
		Flame Blade mod and damage increase. Ignitor's sword is
		now longer for additional range.


		SOUL GEM SKILL

		*Fire Forged Armor
		"Armor makes it harder for enemies to hit you - Requires
		Soul Gem in Darkwater Cove."
		Armor stat increase. Enemies are less likely to
		cause damage to Ignitor.


		HIDDEN COMBO

		Press Primary, Primary, Primary to swing Flame
		Blade twice followed by a deep-cutting slice.


	Ignitor has the highest Critical Hit of the
	Fire Element. He's a close-quarters fighter and
	does lots of damage quickly. He also has a mortar
	attack for distace that will hit enemies on
	higher platforms, but this attack is also
	very slow and stops you for a moment, so you
	probably shouldn't lean too heavily on it until
	it gets upgraded. Ignitor can also walk across lava.


SUNBURN
	STATS AT LEVEL 1:
		MAX HEALTH:	280
		SPEED:		43
		ARMOR:		24
		CRITICAL HIT:	30
		BASE SUM:	125
	TRADING CARD STATS:
		STRENGTH:	60
		AGILITY:	65
		DEFENSE:	65
		LUCK:		70
		TOTAL:		260
	OBTAIN:		Dragon's Peak Pack
	HEROIC CHALLENGE: #17 Arachnid Antechamber (+3 Armor)
	MOVESET:
		*UNKNOWN MOVE

		*UNKNOWN MOVE

		*UNKNOWN MOVE

		*UNKNOWN MOVE

		*UNKNOWN MOVE

		*UNKNOWN MOVE


		UNKNOWN PATH

		*_UNKNOWN MOVE

		*_UNKNOWN MOVE

		*_UNKNOWN MOVE


		UNKNOWN PATH

		_*UNKNOWN MOVE

		_*UNKNOWN MOVE

		_*UNKNOWN MOVE


		SOUL GEM SKILL

		*UNKNOWN MOVE


	Despite being part-phoenix, Sunburn is
	also the dragon of the Fire Element. He
	has the highest Armor in his element.
	He has the token flamethrower move that
	we've all been waiting for, and can also
	somehow teleport. Oh, and he can fly to increase
	move-speed and cross water. I bet he can
	cross lava too, but I still don't have him,
	so I'm not sure.


ERUPTOR
	STATS AT LEVEL 1:
		MAX HEALTH:	290
		SPEED:		35
		ARMOR:		18
		CRITICAL HIT:	30
		BASE SUM:	112
	TRADING CARD STATS:
		STRENGTH:	80
		AGILITY:	25
		DEFENSE:	85
		LUCK:		35
		TOTAL:		225
	OBTAIN:		3-Pack #3 (w/ Chop Chop & Bash),
			Single Pack
	HEROIC CHALLENGE: #19 Isle of the Automatons (+9 Elemental Power)
	MOVESET:
		*Lava Lob
		"Lob blobs of lava at your enemies."
		Primary attack. Mid-range lob-shot attack.
		Eruptor arcs a ball of molten lava forward.
		Lava Lob can hit elevated enemies.

		*Eruption
		"Erupt into a pool of lava damaging enemies all around you."
		Secondary attack. Close-range radial attack.
		Eruptor summons a pool of lava around him.
		Eruption takes a brief moment to summon. If
		Eruptor is hit while trying to summon Eruption,
		the move will be cancelled.

		*Big Blob Lava Throw
		"Lava Blob attack gets bigger and does increased damage."
		Lava Lob mod and damage increase. Lava
		Lob projectiles are larger and have a small
		area of effect.

		*Fiery Remains
		"Lava Blobs leave behind pools of flame when they
		hit the ground."
		Lava Lob mod. Lava Lob projectiles form small
		pools of lava when they hit the ground. Enemies
		on lava pools will take damage. Lava pools disappear
		after a moment.

		*Eruption - Flying Tephra
		"Lava balls shoot out while performing the
		Eruption attack."
		Eruption mod. Eruption will fire balls of
		lava in all directions as mid-range attacks.

		*Magma Ball
		"Press __ to spit out Magma Balls."
		Tertiary attack. Eruptor creates a Magma Ball
		that will roll around for a few seconds, causing
		damage to enemies on contact. Ball can be pushed
		by walking into or attacking it. Can generate one
		Magma Ball at a time.


		MAGMANTOR PATH

		*_Heavy Duty Plasma
		"Lava Blobs bounce and travel farther."
		Lava Lob mod. Lava Lob is now a long-range attack.
		Blobs bounce off the ground once for additional
		range. Blobs will leave Fiery Remains after
		bouncing.

		*_Lava Blob Bomb
		"Lava Blobs explode and damage nearby enemies."
		Lava Lob mod. Blobs detonate on contact with
		enemies and objects, causing a small area of
		effect.

		*_Beast of Conflagration
		"Lava Blobs do increased damage in the form of a
		fiery beast."
		Lava Lob damage increase.


		VOLCANOR PATH

		_*Quick Eruption
		"It takes much less time to perform an Eruption attack."
		Eruption mod. Casting rate increase.

		_*Pyroxysmal Super Eruption
		"Eruption attack does increased damage."
		Eruption damage increase.

		_*Revenge of Prometheus
		"Eruption causes small volcanoes to form, doing extra
		damage."
		Eruption mod. Flying Tephra will produce smmall
		volcanoes where they land, increasing duration and
		area of effect.


		SOUL GEM SKILL

		*Mega Magma Balls
		"Shoot up to 3 Magma Balls at a time that do extra
		damage - Requires Soul Gem in Lava Lakes Railway."
		Magma Ball mod and damage increase. Eruptor now
		spits out three Magma Balls at once.


	Eruptor is, without a doubt, my least
	favorite Skylander. While he does
	have the highest Max Health of the
	Fire Element, it doesn't make up for his
	slow, unconventional nature. Even his
	primary attack is so slow that you'll
	find yourself constantly retreating to
	make his attacks effective. His
	secondary radial attack is an okay
	diversion, but it takes a moment to
	use, and if he gets hit it interrupts
	his attack. At least he can walk over
	lava.


FLAMESLINGER
	STATS AT LEVEL 1:
		MAX HEALTH:	250
		SPEED:		50
		ARMOR:		24
		CRITICAL HIT:	40
		BASE SUM:	139
	TRADING CARD STATS:
		STRENGTH:	40
		AGILITY:	90
		DEFENSE:	25
		LUCK:		80
		TOTAL:		235
	OBTAIN:		3-Pack #1 (w/ Stump Smash & Drobot),
			Single Pack
	HEROIC CHALLENGE: #27 Bombs to the Walls (+9 Elemental Power)
	MOVESET:
		*Fire Arrow
		"Shoot flaming arrows at your enemies."
		Primary attack. Far-range attack. Fires
		flaming arrows straight forward.

		*Flame Dash
		"Hold __ to dash forward, leaving a flaming path
		of destruction behind."
		Secondary attack. Flameslinger rushes forward,
		leaving a trail of fire that lingers for a
		moment. Enemies standing on the trail will
		take damage. Flame Dash provides movement speed
		bonus.

		*Searing Arrows
		"Fire Arrows do increased damage."
		Fire Arrow damage increase.

		*Column of Fire
		"Draw a circle with the Flame Dash to create a
		fire column - Flame Dash does extra damage."
		Flame Dash mod and damage increase. Use
		Flame Dash to run in a complete circle to create
		a pillar of flame within the circle, causing
		increased damage to enemies within the circle.

		*Volley Shot
		"Press __ to fire Flaming Arrow Rain down on
		your enemies."
		Tertiary attack. Mid-range lob-shot attack.
		Flameslinger fires 3 flaming arrows into the
		air, which land a little ways in front of
		Flameslinger in a cluster. Volley Shot can
		harm elevated enemies.

		*Hyper Shot
		"Shoot Fire Arrows much faster."
		Fire Arrow mod. Reload time decreased.


		MARKSMAN PATH

		*_Hellfire Arrows
		"Fire Arrows And Flaming Arrow Rain do even MORE
		increased damage."
		Fire Arrow and Volley Shot damage increase.

		*_Explosive Arrows
		"Fire Arrows explode, doing damage to anything nearby."
		Fire Arrow mod. Arrows detonate on impact for a small
		area of effect.

		*_Triple shot arrows
		"Shoot 3 Fire Arrows at a time."
		Fire Arrow mod. Flameslinger fires two additional
		arrows with each shot; arrows spread out to the
		left and right as they travel.


		PYROMANCER PATH

		_*Napalm Tipped Arrow
		"Fire Arrows leave behind a burning patch damaging
		enemies that touch it."
		Fire Arrow and Volley Shot mod. Fire Arrow
		projectiles leave a fire when contact
		is made. Volley Shot arrows stick in the ground and
		continue to burn. Fires touched by enemies will
		cause damage.

		_*Inferno Blast
		"Hold __ to charge a flaming inferno blast
		attack - release to fire."
		Fire Arrow mod. Hold button to charge your
		next shot. Released shot will cause more damage and
		have a small area of effect.

		_*Supernova
		"Drawing a circle with the Flame Dash
		causes fire to spread out, doing more damage."
		Column of Fire mod and damage increase. Column
		spreads to surrounding area for larger area
		of effect.


		SOUL GEM SKILL

		*Super Volley Shot
		"Flaming Arrow Rain shoots more arrows that cover
		more area - Requires Soul Gem in Molekin Mine."
		Volley Shot mod. Fire 6 arrows total.


	Flameslinger has ridiculous stats;
	highest Armor, Critical Hit and Base
	Sum of the Fire Element AND maxed-out
	Speed. His primary attack has
	insane range and hits elevated
	enemies, and his fire run move is
	just plain cool, not to mention the
	move-speed bonus. Flameslinger can
	also walk across lava.


~~~~~~~~~~~~~~~~~~~~~~
WATER ELEMENT <CHRWTR>
~~~~~~~~~~~~~~~~~~~~~~

ZAP
	STATS AT LEVEL 1:
		MAX HEALTH:	260
		SPEED:		50
		ARMOR:		24
		CRITICAL HIT:	30
		BASE SUM:	130
	TRADING CARD STATS:
		STRENGTH:	30
		AGILITY:	65
		DEFENSE:	70
		LUCK:		65
		TOTAL:		230
	OBTAIN:		3-Pack #4 (w/ Hex & Dino-Rang),
			Single Pack
	HEROIC CHALLENGE: #32 Break the Cats (+3 Armor)
	MOVESET:
		*Lightning Breath
		"Spit out pure electricity."
		Primary attack. Far-range attack. Zap fires out a
		bolt of lightning.

		*Sea Slime Slide
		"Slide on a trail of sea slime that enemies will
		become stuck in."
		Secondary ability. Zap slides forward,
		leaving a trail of sea slime. If enemies walk
		across slime, they will become immobilized.
		Slime trails disappear after a moment or
		when too much total length of sea slime
		has been placed. Sea Slime Slide provides a
		boost to movement speed.

		*Electro-Slime
		"Shoot Sea Slimes to electrify them and shock enemies."
		Sea Slime Slide mod. Use Lightning Breath on
		slime trails to electrify them, causing
		damage to trapped enemies. Electrification
		ends after a brief moment.

		*Stay Awhile
		"Sea Slimes stay electrified for much longer."
		Electro-Slime mod. Electrification effect lasts
		longer.

		*MegaVolt
		"Lightning Breath attack does increased damage."
		Lightning Breath damage increase.

		*Wave Rider
		"Press __ to summon a great wave to wash away enemies."
		Tertiary ability. Tap button to send a wave forward,
		knocking back enemies. Hold button to ride the wave
		and steer, release to send the wave straight
		forward. Wave Rider provides boost to movement speed.


		TESLA DRAGON PATH

		*_Lightning Strikes Twice
		"Lightning Breath bounces off of enemies, objects,
		and walls."
		Lightning Breath mod. Lightning will reflect off
		anything it makes direct contact with.

		*_Electric Wave
		"Wave Attack does increased damage."
		Wave Rider damage increase.

		*_Tesla Storm
		"Lightning Breath attack does even MORE increased damage."
		Lightning Breath damage increase.


		SLIME SERPENT PATH

		_*Strength in Numbers
		"Create more Sea Slimes."
		Sea Slime Slide mod. More slime trails can
		be generated at once.

		_*Charged with Punishment
		"Automatically electrify all Sea Slimes."
		Sea Slime slide mod. Slime trails are already
		electrified when generated.

		_*More Electro'd Slime
		"Enemies take MORE damage when stuck in electrified
		Sea Slimes."
		Electro-Slime damage increase.


		SOUL GEM SKILL

		*Love for the Sea
		"Regenerate health in water - Requires Soul Gem in
		Leviathan Lagoon."
		While in water, Zap will quickly recover some HP.


	Zap is the Water Element dragon, and is
	a lot of fun. Much like Prism Break,
	Zap has the premise of using his
	primary attack to boost his secondary;
	he slides around on slime trails (boosting
	his movement speed), and can then use his
	lightning move to electrify his slime
	trails. He also has the highest Base Sum
	of the Water Element, as well as maxed-out
	Speed. Zap can travel over water.


WHAM-SHELL
	STATS AT LEVEL 1:
		MAX HEALTH:	300
		SPEED:		50
		ARMOR:		18
		CRITICAL HIT:	30
		BASE SUM:	128
	TRADING CARD STATS:
		STRENGTH:	75
		AGILITY:	25
		DEFENSE:	90
		LUCK:		60
		TOTAL:		250
	OBTAIN:		Single Pack
	HEROIC CHALLENGE: #24 Charm Hunt (+5 Critical Hit)
	MOVESET:
		*UNKNOWN MOVE

		*UNKNOWN MOVE

		*UNKNOWN MOVE

		*UNKNOWN MOVE

		*UNKNOWN MOVE

		*UNKNOWN MOVE


		UNKNOWN PATH

		*_UNKNOWN MOVE

		*_UNKNOWN MOVE

		*_UNKNOWN MOVE


		UNKNOWN PATH

		_*UNKNOWN MOVE

		_*UNKNOWN MOVE

		_*UNKNOWN MOVE


		SOUL GEM SKILL

		*UNKNOWN MOVE


	Wham-Shell is like this crab thing. He's
	primarily a melee attacker, but he can
	apparently charge his staff and fire
	energy at his enemies. He has the
	highest Max Health of the Water Element
	and can travel over water.


GILL GRUNT
	STATS AT LEVEL 1:
		MAX HEALTH:	270
		SPEED:		35
		ARMOR:		6
		CRITICAL HIT:	50
		BASE SUM:	118
	TRADING CARD STATS:
		STRENGTH:	70
		AGILITY:	40
		DEFENSE:	60
		LUCK:		50
		TOTAL:		220
	OBTAIN:		Console Starter Pack (w/ Spyro & Trigger Happy)
	HEROIC CHALLENGE: #29 Jailbreak! (+3 Armor)
	MOVESET:
		*Harpoon Gun
		"Shoot high-velocity harpoons at your enemies."
		Primary attack. Far-range attack. Gill
		fires a harpoon gun, harpoon travels straight
		until making contact or traveling off-screen. Gill
		can fire one harpoon at a time. Slow reload rate.

		*Power Hose
		"Press and hold __ to spray water at your enemies to knock
		them back."
		Secondary attack. Short-range attack with some
		spread. Gill releases a pressurized water stream that
		causes some knockback. While using Power Hose, a
		water pressure meter will appear next to Gill.
		When the meter runs out, Power Hose will cover less range
		and do less damage, as well as lose its knockback effect.
		Release Power Hose to quickly recharge water pressure.
		While in water, water pressure never depletes.

		*Barbed Harpoons
		"Harpoons do increased damage."
		Harpoon Gun damage increase.

		*High Pressure Power Hose
		"Power Hose attack does extra damage and knocks enemies
		back further."
		Power Hose damage increase and mod. Power Hose has
		increased knockback effect.

		*Harpoon Repeater
		"Harpoons reload faster."
		Harpoon Gun mod. Reload rate increased.

		*Water Jetpack
		"Press __ to fly until water jet pack runs out."
		Tertiary ability. While flying, Gill has increased
		movement speed and can strafe. Water Jetpack
		depletes water pressure meter. Water Jetpack
		cannot be used when water pressure runs out. Release Water
		Jetpack to recharge water pressure. Harpoon
		Gun and Power Hose can both be used while flying;
		however, using Water Hose and Water Jetpack
		simultaneously will deplete water pressure twice as fast.


		HARPOONER PATH

		*_Quadent Harpoons
		"Harpoons do even MORE increased damage."
		Harpoon Gun damage increase.

		*_Piercing Harpoons
		"Harpoons travel straight through enemies and hit new
		targets."
		Harpoon Gun mod. Harpoons now pierce enemies,
		causing damage to all enemies in their paths.

		*_Tripleshot Harpoon
		"Shoot 3 Harpoons at once."
		Harpoon Gun mod. Gill fires two additional harpoons;
		forward to the left and forward to the right.


		WATEMR WEAVER PATH

		_*Reserve Water Tank
		"The Power Hose and Water Jet Pack never run out of water."
		Power Hose mod and Water Jetpack mod. Grants infinite
		water pressure.

		_*Boiling Water Hose
		"Power Hose attack does even MORE increased damage."
		Power Hose damage increase.

		_*Neptune Gun
		"When using the Power Hose, press __ to launch exploding
		creatures."
		Power Hose mod. Press Primary while using
		Power Hose to launch starfish for a mid-range
		attack. Starfish will detonate shortly after
		landing, causing a small burst of water that damages enemies.


		SOUL GEM SKILL

		*Anchor Cannon
		"Hold __ to charge Anchor Cannon attack. Release __ to fire -
		Requires Soul Gem found in Treetop Terrace."
		Harpoon Gun mod. Hold Primary to charge Anchor Cannon. Gill
		will fire a large anchor forward for a mid-range attack
		with a
		moderate area of effect. Using Anchor Cannon will knock Gill
		backward a short distance.


	Gill Grunt gets my award for looking
	best in the beret. He's a fish with
	a high-powered Super Soaker that
	also fires harpoons. He's fairly
	well-rounded in that his harpoon
	does good damage and his watergun
	works surprisingly well for clearing
	out nearby obstacles (as long as you
	keep the water pressure up). Gill's
	water pack eventually gives him
	increased movement speed, and he
	can travel over water. Oh, and his
	Critical Hit is maxed out. Enjoy.


SLAM-BAM
	STATS AT LEVEL 1:
		MAX HEALTH:	310
		SPEED:		35
		ARMOR:		30
		CRITICAL HIT:	10
		BASE SUM:	106
	TRADING CARD STATS:
		STRENGTH:	85
		AGILITY:	40
		DEFENSE:	85
		LUCK:		35
		TOTAL:		245
	OBTAIN:		Empire of Ice Pack
	HEROIC CHALLENGE: #31 Chemical Cleanup (+9 Elemental Power)
	MOVESET:
		*Yeti Fists
		"Throw powerful punches with all four fists."
		Primary attack. Close-quarter melee attack.

		*Ice Prison
		"Hold __ and then release to summon an ice prison that will
		trap enemies."
		Secondary attack. Mid-range attack. Hold button to
		send Ice Prison across the ground with mild homing
		targeting. Release button to form Ice Prison. Does
		some damage, traps most enemies. Does NOT hit
		elevated enemies. Can generate only one Ice Prison
		at a time.

		*Three's a Charm
		"Have up to 3 Ice Prisons active at once."
		Ice Prison mod. Increases Ice Prison generation limit to 3.

		*Arctic Explosion
		"Ice Prisons explode and damage nearby enemies."
		Ice Prison mod. Ice Prisons will self-destruct after
		a moment, when too many Prisons are formed, or
		when Yeti Fists is used on formed Prisons. Explosion will
		also harm encased enemies.

		*Yeti Ice Shoe Slide
		"Press __ to slide across the ground."
		Tertiary ability. Hold button to slide forward for a brief
		moment with increased movement speed.

		*Ice Knuckles
		"Punch attacks do increased damage."
		Yeti Fists damage increase.


		BLIZZARD BRAWLER PATH

		*_Brawler Combos
		"Press __, __, HOLD __ for Ice Hammer. Press __, __, HOLD __
		for Spinning Fist."
		ICE HAMMER: Press Primary, Primary, Hold Secondary to use.
		Slam Bam will punch twice, then form a giant ice structure on
		his right fists and brings it down for a slam attack.
		SPINNING FIST: Press Primary, Primary, Hold Tertiary to use.
		Slam Bam will punch twice, then spin forward a short distance
		with his fists extended for a rushing radial attack.

		*_Ice Mace
		"Punch attacks do even MORE increased damage."
		Yeti Fists damage increase.

		*_Blizzard Battle Armor
		"Battle Armor makes harder for enemies to hit you."
		Armor increase. Enemies are less likely to cause you harm.


		GLACIER YETI PATH

		_*Deep Chill Ice Coffin
		"Ice Prisons damage enemies trapped inside them."
		Ice Prison mod. Enemies trapped inside Ice Prisons
		will take freeze damage while trapped.

		_*Glacier Tactics
		"Ice Prisons travel further and faster."
		Ice Prison mod. Ice Prisons travel faster, upgraded
		to long-range attack.

		_*Work of Ice Art
		"Ice Prisons last longer and are more resistant to attacks."
		Ice Prison mod. Prison duration increase, damage
		resistance increase.


		SOUL GEM SKILL

		*Yeti Cooling-Factor
		"Increased coolness and can surf faster - Requires Soul
		Gem in Empire of Ice."
		Movement speed over water increased. Slam Bam is given a
		larger surfboard and a stupid-looking pair of sunglasses.


		HIDDEN COMBO

		Press Primary, Primary, Primary to swing a double-right hook,
		followed by a double-left hook then a downward icy smash.


	Who doesn't want to play as a four-
	armed surfing yeti? Most people I think.
	To be fair though, he has the highest
	Max Health of the Water Element, and
	he can freeze enemies in an ice cluster
	before shattering it with a punch. He
	also has highly increased movement
	speed with his sliding move.


**********************
MAGIC ELEMENT <CHRMGC>
**********************

SPYRO
	STATS AT LEVEL 1:
		MAX HEALTH:	280
		SPEED:		50
		ARMOR:		18
		CRITICAL HIT:	30
		BASE SUM:	126
	TRADING CARD STATS:
		STRENGTH:	60
		AGILITY:	90
		DEFENSE:	50
		LUCK:		60
		TOTAL:		260
	OBTAIN:		Console Starter Pack (w/ Gill Grunt & Trigger Happy)
	HEROIC CHALLENGE: #4 Where Art Thou, Paintings (+5 Critical Hit)
	MOVESET:
		*Flameball
		"Breathe balls of fire at your enemies."
		Primary attack. mid-range attack. Spyro shoots a
		fireball straight forward.

		*Charge
		"Lower your horns and charge forward, knocking over
		anything in your way."
		Secondary attack. Spyro charges forward a short
		distance, harming enemies and causing knock-back.

		*Long Range Raze
		"Flameball attacks travel further."
		Flameball mod. Flameball becomes a far-range attack.

		*Spyro's Flight
		"Press __ to fly. Increased speed and armor while flying."
		Tertiary ability. While flying, Spyro moves faster
		and is harder to hit. Spyro can use Flameball while
		flying.

		*Sprint Charge
		"Can perform Charge attack for increased distance."
		Charge mod. Charge duration increase.

		*Triple Flameballs
		"Shoot three Flameballs at once."
		Flameball mod. Shoot two additional Flameballs;
		one at a forward angle to either side.


		SHEEP BURNER SPYRO PATH

		*_Fire Shield
		"A Fire Shield appears when using the Flameball attack."
		Flameball mod. A small ring of fire appears around Spyro
		each time Flameball is used. Fire Shield does close-quarters
		radial damage.

		*_Exploding Fireblast
		"Flameballs do extra damage and the middle one explodes."
		Triple Flameballs mod and damage increase. Center
		Flameball explodes on contact or when distance limit
		is reached, causing greater area of effect.

		*_The Daybringer Flame
		"Hold __ to charge up Flameball attack for MAXIMUM damage."
		Flameball mod. Hold button to charge attack, release to fire.
		One giant flameball rolls forward and detonates on
		impact or when distance limit is reached.


		BLITZ SPYRO PATH

		_*Stun Charge
		"Enemies hit by Charge attack become stunned."
		Charge mod. Adds stun effect to attack. Bosses and some
		enemies will not be stunned.

		_*Comet Dash
		"Charge attack does increased damage."
		Charge damage increase.

		_*Ibex's Wrath Charge
		"Charge longer to do extra damage."
		Charge mod. Charge will do additional damage further
		into the duration of the Charge.


		SOUL GEM SKILL

		*Spyro's Earth Pound
		"In flight, press __ to Dive Bomb - Requires Soul Gem in
		Crawling Catacombs."
		Spyro's Flight mod. Use Secondary attack while flying to
		perform. Spyro swoops upward, then dives down to cause
		close-quarters radial damage.


	Of course Spyro is the Magic
	Element dragon. He plays pretty
	much exactly like he has in all
	the recent Spyro games, despite
	his highly-criticized facelift
	(I've grown to kind of like it).
	He gets flight for crossing water
	and faster movement. He also
	has maxed-out Speed.


DARK SPYRO
	STATS AT LEVEL 1:
		MAX HEALTH:	280
		SPEED:		50
		ARMOR:		18
		CRITICAL HIT:	30
		BASE SUM:	126
	TRADING CARD STATS:
		STRENGTH:	70
		AGILITY:	90
		DEFENSE:	40
		LUCK:		60
		TOTAL:		260
	OBTAIN:		3DS Starter Pack (w/ Stealth Elf & Ignitor)
	HEROIC CHALLENGE: #4 Where Art Thou, Paintings (+5 Critical Hit)
	MOVESET:	Same as Spyro


	Stat-wise, Dark Spyro is just like
	his lighter counterpart; his
	in-game abilities are also identical.
	Dark Spyro still gets
	flight for faster movement and
	crossing water. And, despite what
	you may have heard, Dark Spyro
	CAN be used in the console versions.


LEGENDARY SPYRO
	STATS AT LEVEL 1:
		MAX HEALTH:	280
		SPEED:		50
		ARMOR:		18
		CRITICAL HIT:	50
		BASE SUM:	146
	TRADING CARD STATS:
		STRENGTH:	75
		AGILITY:	90
		DEFENSE:	55
		LUCK:		60
		TOTAL:		280
	OBTAIN:		Legendary 3-Pack (w/ L.Chop Chop & L.Bash)
			- Toys R Us Exclusive
	HEROIC CHALLENGE: #4 Where Art Thou, Paintings (+5 Critical Hit)
	MOVESET:	Same as Spyro


	How many different colors can we paint one figure before
	people stop buying it? Joking aside, L.Spyro is exactly
	like the other two Spyros, save for having 50 Critical
	Hit instead of 30. Between that and his other stats,
	L. Spyro is kind of ridiculous in a good way. If you
	are playing two-player with someone who's never played
	a video game before, let them play as L. Spyro and
	they'll probably end up killing everything anyway. If
	they don't, give them L.Trig and they definitely will.


DOUBLE TROUBLE
	STATS AT LEVEL 1:
		MAX HEALTH:	250
		SPEED:		35
		ARMOR:		18
		CRITICAL HIT:	50
		BASE SUM:	128
	TRADING CARD STATS:
		STRENGTH:	75
		AGILITY:	30
		DEFENSE:	50
		LUCK:		90
		TOTAL:		245
	OBTAIN:		3-Pack #6 (w/ Whirlwind & Drill Sergeant),
			Single Pack
	HEROIC CHALLENGE: #20 You Break It, You Buy It! (+8 Speed)
	MOVESET:
		*Eldritch Beam
		"Press and hold __ to fire a beam of energy that
		locks onto targets."
		Primary attack. Short-range attack. Fire a
		beam from your staff at a downward angle.
		Once an enemy is struck with the beam, the
		enemy continues to take damage until it dies
		or the button is released. Eldritch Beam
		can also be used to change the color of
		sheep.

		*Conjure Exploding Double
		"Summon a mindless double that seeks enemies and explodes."
		Secondary attack. Generates a small minion
		that will follow you until it is in range of
		an enemy. Minion will run toward enemies and
		detonate on impact. Can initially generate only
		1 minion at a time.

		*Arcane Eldritch Beam
		"Eldritch Beam attack does increased damage."
		Eldritch Beam damage increase.

		*Conjure Unstable Double
		"Exploding Doubles do increased damage."
		Conjure Exploding Double damage increase.

		*Summon Magic Bomb
		"Press __ to summon a Magic Bomb."
		Tertiary attack. Double Trouble stops in place
		and summons a mid-range radial attack.

		*Advanced Construct Techniques
		"Have up to 3 Exploding Doubles active at any given time."
		Conjure Exploding Double mod. Generation limit
		increased to 3.


		CHANNELER PATH

		*_Extended Eldritch Beam
		"Eldritch Beam has longer range and does extra damage."
		Eldritch Beam mod and damage increase. Eldritch
		Beam upgraded to mid-range attack. Eldritch Beam
		can now hit elevated enemies.

		*_Magical Cataclysm
		"Magic Bombs do increased damage."
		Summon Magic Bomb damage increase.

		*_Magic Armageddon
		"Hold __ to fire off repeated Magic Bombs."
		Summon Magic Bomb mod. Hold button to repeatedly
		summon Magic Bombs.


		CONJUROR PATH

		_*Imbue Construct
		"Shoot an Exploding Double and it increases in size and
		damage."
		Conjure Exploding Double mod. Use Eldritch Beam
		on an Exploding Double to increase size of Double as
		well as size and damage of explosion. Doubles will
		shrink back to normal size if they do not explode after
		a while. Growth duration is slightly shorter than Double
		generation duration.

		_*Rocket Powered Doubles
		"Exploding Doubles launch themselves at enemies and do
		extra damage."
		Conjure Exploding Doubles mod and damage increase.
		Doubles will charge forward to nearest enemy.

		_*Spirit Construct
		"Exploding Doubles form automatically when enemies are
		defeated."
		Passive ability. Defeated enemies are replaced by
		Exploding Doubles which act just like Doubles
		created by Conjure Exploding Doubles ability.


		SOUL GEM SKILL

		*Waterwalker
		"Can fly over water - Requires Soul Gem in the Lair of Kaos."
		Allows travel over water.

	I fully support anyone that wears
	an oversized tiki mask. Double
	Trouble's namesake is his move
	that lets him create tiny versions
	of himself that explode on contact.
	He also has a short-range beam
	attack. He has maxed-out Critical
	Hit. He can also travel over water, but it
	requires his Soul Gem which is
	found on the last level, so it's
	really only helpful for backtracking
	(or Pirate Seas). If you take
	Double Trouble down the Channeler
	Path, his Eldritch Beam can also
	hit elevated enemies.


WRECKING BALL
	STATS AT LEVEL 1:
		MAX HEALTH:	270
		SPEED:		43
		ARMOR:		24
		CRITICAL HIT:	20
		BASE SUM:	114
	TRADING CARD STATS:
		STRENGTH:	35
		AGILITY:	50
		DEFENSE:	90
		LUCK:		60
		TOTAL:		235
	OBTAIN:		3-Pack #5 (w/ Sonic Boom & Stealth Elf),
			Single Pack
	HEROIC CHALLENGE: #3 Jump For It! (+8 Speed)
	MOVESET:
		*Tongue Whap
		"Slap enemies with your super-tongue."
		Primary attack. Short-range attack. Wrecking Ball
		shoots his long tongue forward to hit enemies.

		*Forcefield Ball
		"Summon magic for a spin forcefield charge."
		Secondary attack. Wrecking Ball rolls up while
		generating a small forcefield, then charges
		forward for a while, bouncing off obstacles
		and enemies. Provides movement speed boost. Cannot
		be steered until Magic Ball Control is purchased.

		*Magic Ball Control
		"Forcefield Ball can be controlled, and it does
		increased damage."
		Forcefield Ball mod and damage increase.
		Forcefield Ball can be steered.

		*Power Belch
		"Press __ to release a Burp attack."
		Tertiary attack. Short-range attack. Wrecking
		Ball burps, emiting a gas cloud that
		travels forward a short-distance, harming enemies
		in its path.

		*Tongue Evolution
		"Your Tongue grows longer and does increased damage."
		Tongue Whap mod and damage increase. Tongue
		Whap stretches further, becomes a mid-range
		attack.

		*Digestive Detonation
		"Hold __ to charge up your Burp attack."
		Power Belch mod. Hold button to charge, release
		button to fire. Wrecking Ball spins while
		burping to create a mid-range radial attack.


		TOTAL TONGUE PATH

		*_Lightning Tongue
		"Your Tongue can attack quicker than ever."
		Tongue Whap mod. Attack rate increase.

		*_Tongue Grabber
		"Tongue does extra damage and can pick up food and
		power-ups."
		Tongue Whap mod and damage increase. Tongue
		can be used to pick up food and money.
		When power-ups are swallowed, Wrecking Ball
		gets +10 HP; the +10 HP is awarded in
		addition to any HP given for food pick-ups.

		*_Tongue SuperMax
		"Your Tongue grows even longer."
		Tongue Whap mod. Tongue Whap is upgraded to long-
		range attack.


		ULTIMATE SPINNER PATH

		_*Forcefield Blast
		"While in your Force Field Ball, press __ to create
		a force field explosion."
		Forcefield Ball mod. While using Forcefield Ball,
		press Secondary again to detonate the forcefield
		for a mid-range radial attack.

		_*Swath of Terror
		"Force Field Ball is larger and does even MORE
		increased damage."
		Forcefield Ball mod and damage increase. Ball
		is now larger for a larger area of effect.

		_*It's Gotta Go Somewhere
		"While in your Force Field Ball, press __ to create
		a powerful burp attack."
		Forcefield Ball mod. While using Forcefield Ball,
		press Tertiary to use. Wrecking Ball will stop in
		place and burp into his force field until it
		bursts into a mid-range radial attack.


		SOUL GEM SKILL

		*Enemy Slurp
		"Can swallow smaller enemies - Requires Soul Gem
		in Quicksilver Vault."
		Tongue Whap mod. When some enemies are hit with
		Tongue Whap, they will stick to Wrecking Ball's
		tongue and be eaten for an auto-kill. When
		enemies are swallowed, Wrecking Ball is
		awarded +10 HP.

	Wrecking Ball is a little hard
	to play with at first, since
	you have to unlock the ability
	to steer his signature move.
	But once you get him going he's
	pretty fun. Also he has that
	crazy Yoshi-style tongue, and
	even gets the ability to eat
	smaller enemies. Within the
	Magic Element, he has the
	highest Armor. His forcefield
	move (once you can steer it)
	gives an insane movement speed
	bonus.


VOODOOD
	STATS AT LEVEL 1:
		MAX HEALTH:	290
		SPEED:		35
		ARMOR:		12
		CRITICAL HIT:	30
		BASE SUM:	106
	TRADING CARD STATS:
		STRENGTH:	75
		AGILITY:	60
		DEFENSE:	50
		LUCK:		35
		TOTAL:		220
	OBTAIN:		3-Pack #2 (w/ Prism Break & Boomer),
			Single Pack
	HEROIC CHALLENGE: #23 Spell Punked! (+3 Armor)
	MOVESET:
		*Axe Reaver
		"Press __ to swing your axe."
		Primary attack. Close-quarters melee attack.
		Voodood swings his axe left-to-right or
		right-to-left.

		*Zipline Axe
		"Launch the blade of your axe and rapidly reel yourself in."
		Secondary attack. Mid-range attack.
		Voodood fires the tip of his axe
		forward. If his axe tip connects
		with an enemy, an obstacle, a
		hill or an upward slope, Voodood will rush
		forward toward the blade for a
		brief movement speed boost. If his axe tip
		does not connect with anything,
		it will retract back to Voodood.

		*Magical Tripwire Bomb
		"Press __ to summon a Magic Tripwire that collapses
		on your enemies."
		Tertiary ability. Generates a short tripwire.
		If an enemy passes through, the Tripwire
		will close in on itself, harming the
		enemy inside. Only one Magical Tripwire Bomb
		can be generated at a time.

		*Weighted Axe
		"Axe attack does increased damage."
		Axe Reaver damage increase.

		*Tripwire Reserves
		"Summon up to 2 Magic Tripwires."
		Magical Tripwire Bomb mod. Bomb generation
		limit increased to 2 at once.

		*Extended Blade
		"Zipline Axe attack has increased range."
		Zipline Axe is upgraded to long-range attack.


		ELEMENTALIST PATH

		*_Roadblock Tripwire
		"Magic Tripwires are longer and do more damage."
		Magical Tripwire Bomb mod and damage increase.
		Tripwires greatly increase in size.

		*_Electric Feedback
		"Magical energy radiates from you when hit, damaging
		nearby enemies."
		Passive ability. Reflect damage when enemies harm you.

		*_Electro Axe
		"When you strike with your Axe, anything nearby
		gets hurt too."
		Axe Reaver mod. Striking objects or enemies causes
		a wide area of effect around the target. Voodood's
		Hidden Combo also becomes a radial attack.
		Electro Axe allows Voodood to hit elevated
		enemies.


		MARAUDER PATH

		_*Shaman Style
		"Press __, __, HOLD __ for Axe Spin. Press __,
		__, HOLD __ for Magic Axe."
		AXE SPIN: Press Primary, Primary, hold Tertiary
		to perform. Voodood swings his axe twice,
		then spins it wide around him for a mid-range
		radial attack.
		MAGIC AXE: Press Primary, Primary, hold Secondary
		to perform. Voodood swings his axe twice,
		then launches a giant axe blade forward
		for a long-range attack with a small area of
		effect.

		_*Legendary Blade
		"Axe attack does even MORE increased damage."
		Axe Reaver damage increase.

		_*Hyperwire
		"Zipline Axe travels much faster and does increased damage."
		Zipline Axe mod and damage increase. Zipline
		Axe takes less time to travel.


		SOUL GEM SKILL

		*Impervious Tripwire
		"Magic Tripwires deflect shots - Requires Soul
		Gem in Arkeyan Armory."
		Magical Tripwire Bomb mod. Tripwires will
		repel enemy fire. Does not repel melee
		attacks, explosions, or some magic attacks.


		HIDDEN COMBO

		Press Primary, Primary, Primary. Voodood will
		swing his axe twice, then perform a downward swing.


	Voodood is kind of interesting.
	He has the expected staff-
	whacking move, but that strange
	grappling hook of his is pretty
	fun. In addition to combat, he
	can also use it to grab hills,
	boxes and obstacles for faster
	movement (like Spider-Man with
	a fear of heights). He also has
	the highest Max Health of the
	Magic Element.


+++++++++++++++++++++
TECH ELEMENT <CHRTCH>
+++++++++++++++++++++

DRILL SERGEANT
	STATS AT LEVEL 1:
		MAX HEALTH:	290
		SPEED:		43
		ARMOR:		12
		CRITICAL HIT:	30
		BASE SUM:	114
	TRADING CARD STATS:
		STRENGTH:	80
		AGILITY:	60
		DEFENSE:	80
		LUCK:		30
		TOTAL:		250
	OBTAIN:		3-Pack #6 (w/ Whirlwind & Double Trouble),
			Single Pack - Former Walmart & Sam's Club Exclusive
	HEROIC CHALLENGE: #30 Environmentally Unfriendly (+9 Elemental Power)
	MOVESET:
		*Drill Rocket
		"Shoot homing rockets that chase down enemies for
		massive damage."
		Primary attack. Long-range attack. Drill Sergeant fires
		one of his drill arms forward. Drill Rocket has some homing
		ability. Can generate up to two Drill Rockets at once. If
		Drill Sergeant is too close to his opponent to fire his
		Drill Rocket, he will jab his drill arm at the enemy for
		a less-damaging melee attack.

		*Bulldoze Charge
		"Hold __ to dash forward and barrel over enemies."
		Secondary attack. Drill Sergeant rushes forward
		for a brief moment, causing damage and passing through
		enemies. Gives movement speed boost. Can be used while
		Drill Rockets are in flight.

		*A Speedy Recovery
		"Drill Rockets reload quicker and do increased damage."
		Drill Rocket mod and damage increase. Decreases
		cooldown time after Drill Rocket finds its target.

		*Dozer Endurance
		"Bulldoze Charge lasts longer."
		Bulldoze Charge mod. Duration increase.

		*Power Charge
		"Bulldoze Charge does increased damage."
		Bulldoze Charge damage increase.

		*Auto-Blaster
		"Press __ to activate your Auto-Blaster."
		Tertiary attack. Long-range attack. Press
		button to fire a small energy ball. Hold button to
		rapidly fire up to 8 energy balls in sequence.
		Auto-Blaster will automatically target the
		nearest enemy.


		BATTLEDOZER PATH

		*_A View to a Drill
		"Drill Rockets do even MORE increased damage."
		Drill Rocket damage increase.

		*_DX3000-Drill Detonator
		"Drill Rockets explosions are bigger and can damage
		multiple enemies."
		Drill Rocket mod. Area of effect increase.

		*_MIRV Drill Rockets
		"Drill Rockets burst into smaller rockets."
		Drill Rocket mod. Drill Rocket travels forward a
		short distance before detonating, releasing five
		smaller missiles that continue traveling forward.
		Each rocket detonates on impact for its own small
		area of effect.


		MEGADOZER PATH

		_*Speed Dozer Boost
		"Move faster during a Bulldoze Charge."
		Bulldoze Charge mod. Movement speed increased
		during Bulldoze Charge.

		_*Hail Storm
		"Your Auto-Blaster fires much faster and never
		runs out of power."
		Auto-Blaster mod. Rate of fire increased. Will
		continuously fire as long as button is held.

		_*Mega Dozer
		"Bulldoze Charge does extra damage and can charge
		through some attacks."
		Bulldoze Charge mod and damage increase. Bulldoze
		Charge now allows Drill Sergeant to pass through
		some attacks unharmed. Mega Dozer does not protect
		against explosions, traps, or certain magic and
		melee attacks.


		SOUL GEM SKILL

		*Arkeyan Armor
		"New armor makes you harder to hit - Requires
		Soul Gem in the Battlefield."
		Armor upgrade. Increase in Armor stat makes
		Drill Sergeant harder to hit.


	I enjoyed Drill Sergeant more
	than I thought I would. His
	rushing move gives him faster
	movement speed, and his drill
	launch rounds him off as a
	good ranged or melee attacker.
	He ties with Drobot for highest
	Max Health of the Tech Element.


BOOMER
	STATS AT LEVEL 1:
		MAX HEALTH:	230
		SPEED:		35
		ARMOR:		18
		CRITICAL HIT:	50
		BASE SUM:	126
	TRADING CARD STATS:
		STRENGTH:	70
		AGILITY:	40
		DEFENSE:	50
		LUCK:		75
		TOTAL:		235
	OBTAIN:		3-Pack #2 (w/ Prism Break & Voodood),
			Single Pack
	HEROIC CHALLENGE: #28 Operation: Sheep Freedom (+5 Critical Hit)
	MOVESET:
		*Dynamite Toss
		"Hurl an explosive stick of troll-grade dynamite."
		Primary attack. Lob-shot mid-range attack. Boomer tosses
		a stick of dynamite that explodes on impact. Can
		harm elevated enemies.

		*Troll Smash
		"Smash the ground with such impact that enemies are
		knocked back from the furious shockwave of power."
		Secondary attack. Close-quarters radial attack.
		Boomer slams his fists into the ground, harming
		nearby surrounding enemies. Causes knockback.

		*Dynamite Fuse Fake-out
		"Dynamite does increased damage - hold __ to delay
		the explosion."
		Dynamite Toss mod and damage increase. Hold
		Primary to delay detonation of tossed dynamite.
		Release button to detonate the dynamite.
		Dynamite will continue to roll while button is held.
		Dynamite will not detonate until button is released,
		until Dynamite touches an enemy or obstacle, or until
		enough time has elapsed without detonating.

		*Bash Smash
		Smash does increased damage and knocks enemies back
		further."
		Troll Smash mod and damage increase. Increased knock-
		back effect.

		*Troll Bomb
		"Press __ to place a Troll Bomb."
		Tertiary attack. Boomer lays a bomb where he stands,
		which detonates after a few seconds. Bomb cannot be
		moved initially. Use Troll Smash on a Troll Bomb to
		make it pop up a short distance. Can generate one
		Troll Bomb at a time.

		*Triple Bundle Dynamite
		"Dynamite does even MORE increased damage."
		Dynamite Toss damage increase.


		DEMOLITION TROLL PATH

		*_Bomblastic
		"Troll Bombs have bigger explosions and do increased
		damage."
		Troll Bomb mod and damage increase. Area of effect
		increased.

		*_Troll Bombs Away
		"You can have 6 Troll Bombs active at once!"
		Troll Bomb mod. Boomer can now generate up to six
		Troll Bombs at a time.

		*_An Accident Waiting to Happen
		"Throw 3 extra sticks of dynamite at once."
		Dynamite Toss mod. Boomer throws a small keg of
		dynamite. Upon detonation, three sticks of dynamite
		spread outward and detonate on impact for their own
		small areas of effect.


		CLOBBER TROLL PATH

		_*Havoc Smash
		"Smash does even MORE increased damage."
		Troll Smash damage increase.

		_*Stupification Smash
		"Smash stuns enemies."
		Troll Smash mod. Stun effect added.

		_*Megaton Charged Super Smash
		"Hold __ to charge up the smash attack, release to do
		MAXIMUM damage."
		Troll Smash mod. Hold Secondary to charge attack.
		Release button to use. Megaton Charged Super Smash
		has increased damage and range.


		SOUL GEM SKILL

		*Troll Bomb Boot
		"Troll Bombs can be kicked at enemies - Requires Soul
		Gem in Oilspill Island."
		Troll Bomb mod. After placing a Troll Bomb, have Boomer
		walk into the bomb to kick it, sending the bomb sliding
		straight forward until it detonates or hits an enemy or
		obstacle.


	Boomer is pretty straight-
	forward. He throws bombs,
	he blows stuff up. He's a
	troll that blows stuff up.
	He has the expected maxed-out
	Critical Hit and can also
	hit elevated enemies. He
	also sports a very unstylish
	neckbeard, which only becomes
	acceptable when you give him
	the top hat for the full-on
	Abraham look.


DROBOT
	STATS AT LEVEL 1:
		MAX HEALTH:	290
		SPEED:		43
		ARMOR:		24
		CRITICAL HIT:	20
		BASE SUM:	116
	TRADING CARD STATS:
		STRENGTH:	40
		AGILITY:	60
		DEFENSE:	75
		LUCK:		45
		TOTAL:		220
	OBTAIN:		3-Pack #1 (w/ Stump Smash & Flameslinger),
			Single Pack
	HEROIC CHALLENGE: #15 Save the Purple Chompies! (+8 Speed)
	MOVESET:
		*Mega Blasters
		"Shoot rapidfire laser blasts out of your eyes."
		Primary attack. Long-range attack. Hold Primary to
		repeatedly fire lasers at your enemies. Tap button to
		fire 1 or 2 shots. Lasers auto-target nearest enemy.
		Will not harm elevated enemies.

		*Tactical Bladegears
		"Deploy spinning bladegears that ricochet off of
		walls and pummel enemies."
		Secondary attack. Long-range angled attack. Drobot
		fires 2 spinning blades, forward and to the left
		and right. Bladegears will bounce off of walls and
		structures.

		*Thruster Flight
		"Press __ to fly. Increased speed and armor while
		flying."
		Tertiary ability. Flight grants movement speed boost
		and increased armor, making it harder for enemies to
		cause damage. Lets Drobot travel over water. All
		attacks can still be used while flying, but Bladegears
		will fire backwards. Drobot will continually
		fly forward until button is pressed again.

		*Galvanized Bladegears
		"Bladegears do increased damage."
		Tactical Bladegears damage increase.

		*Axon Focus Crystals
		"Eye Blasters do increased damage."
		Mega Blasters damage increase.

		*Hover Mode
		"Hold __ to hover."
		Thruster Flight mod. Hold button to float in place.
		All attacks can be used while hovering, Bladegears will
		fire as normal (forward instead of backward).


		MASTER BLASTER PATH

		*_Dendrite Focus Crystals
		"Eye Blasters do even MORE increased damage."
		Mega Blasters damage increase.

		*_Antimatter Charges
		"Eye Blaster beams explode on contact, doing damage
		to enemies."
		Mega Blasters mod. Beams cause a small explosion when
		they reach their target, causing damage to a small area
		of effect.

		*_Quadratic Blasters
		"Press __ to shoot lasers out of your wings as well"
		Mega Blasters mod. Fires an additional beam out of the
		joint of each wing, total beams fired per shot is now 4.


		CLOCKWORK DRAGON PATH

		_*Depleted Uranium Bladegears
		"Bladegears do even MORE increased damage."
		Tactical Bladegears damage increase.

		_*Explosive Bladegears
		"Bladegears explode on contact, doing damage to nearby
		enemies."
		Tactical Bladegears mod. Bladegears will detonate on
		impact with enemies and some objects, causing damage in
		a small area of effect per Bladegear.

		_*Tri-spread Bladegears
		"Press __ to shoot 3 bladegears at once."
		Tactical Bladegears mod. Fire a third Bladegear straight,
		between the left and right Bladegears.


		SOUL GEM SKILL

		*Afterburners
		"Fly faster and afterburners damage enemies - Requires
		Soul Gem in the Battlefield."
		Thruster Flight mod. Greatly increased movement speed.
		Flying now damages enemies passed by.


	Drobot is the Tech Element
	dragon. Basically he plays
	a little like all those
	top-down space shooters from
	the early and mid 90's. He
	fires lasers and spinning
	bouncing discs of doom, and
	he can fly for crossing water
	and (eventually) faster
	movement speed. He's a ranged
	attacker all the way, and he
	ties for highest Max Health of
	the Tech Element. And he has
	a scary awesome voice. Just
	be ready for the most
	annoying Heroic Challenge
	when you get him.


TRIGGER HAPPY
	STATS AT LEVEL 1:
		MAX HEALTH:	200
		SPEED:		50
		ARMOR:		30
		CRITICAL HIT:	50
		BASE SUM:	150
	TRADING CARD STATS:
		STRENGTH:	40
		AGILITY:	60
		DEFENSE:	20
		LUCK:		100
		TOTAL:		220
	OBTAIN:		Console Starter Pack (w/ Gill Grunt & Spyro)
	HEROIC CHALLENGE: #18 Hobson's Choice (+8 Speed)
	MOVESET:
		*Golden Pistols
		"Shoot rapidfire coins out of both golden guns."
		Primary attack. Long-range attack. Press
		button to fire a single gold coin straight
		forward. Press button repeatedly for rapidfire.

		*Lob Golden Safe
		"Lob golden safes at your enemies."
		Secondary attack. Mid-range lob attack. Tosses
		a gold safe forward in an arc. Will harm
		elevated enemies.

		*Golden Super Charge
		"Hold __ to charge up your Golden Gun, release to
		fire a bullet that does extra damage."
		Golden Pistols mod. Hold button to charge attack
		up to a second and third level. With each charge
		level, the coin fired grows bigger and does
		more damage.

		*Pot O'Gold
		"Press __ to throw a Pot of Gold, which does
		increased damage."
		Lob Golden Safe damage increase.

		*Golden Mega Charge
		"Charge up your Golden Gun longer to do even MORE
		damage."
		Golden Super Charge mod. Adds a fourth and
		fifth level charge. Charge levels 4 and
		5 will knock Trig backward on release (5
		has a greater kickback than 4). Charge time
		is decreased. Movement is slowed while
		charging to level 4 or above.

		*Golden Machine Gun
		"Hold __ to activate Golden Machine Gun"
		Tertiary attack. Long-range attack. Trig
		generates a golden machine gun and hops in.
		While holding the button, Trig will fire
		repeatedly until a few seconds have passed or
		until button is released. Attacks from a fixed
		position, but can be aimed. Will not hit elevated
		enemies.


		GOLDEN FRENZY PATH

		*_Happiness is a Golden Gun
		"Golden Gun does increased damage."
		Golden Pistols damage increase.

		*_Bouncing Bullets
		"Golden Gun's bullets bounce off walls."
		Golden Pistols mod. Coins fired out of pistols will
		reflect off of walls and objects, allowing for bank
		shots.

		*_Golden Yamato Blast
		"Charge up your Golden Gun even longer to do
		MAXIMUM damage."
		Golden Super Charge mod. Adds a level 6
		charge that releases a giant beam of destruction.
		Causes heavy knockback to user. Movement is
		slowed while charging to level 4 or above.


		GOLDEN MONEY BAGS PATH

		_*Just Throwing Money Away
		"Your __ attack has longer range."
		Lob Golden Safe mod. Lob Golden Safe is now a
		long-range attack.

		_*Coinsplosion
		"Your __ attack explodes in a shower of damaging coins."
		Lob Golden Safe mod. Projectile detonates on
		impact, sending projectile coins in all directions.
		Coins do damage to enemies as well.

		_*Heads or Tails
		"__ tosses a coin that does extra damage - if it lands
		on heads, it does even MORE damage."
		Lob Golden Safe damage increase and mod. 50% chance to do
		additional damage; when heads is flipped, the
		giant coin will linger and produce a shock wave for a
		small area of effect.


		SOUL GEM SKILL

		*Infinite Ammo
		"Golden Machine Gun has unlimitted ammo - Requires
		Soul Gem in Cadaverous Crypt."
		Golden Machine Gun mod. Machine Gun will fire
		as long as button is held.


	Good ol' Trigger Happy. Trig
	is that scary cat thing with
	the golden guns that shows
	up on the Toys For Bob logo.
	He's a good range attacker in
	that he has a really fast
	primary attack along with maxed-
	out Speed and Critical Hit. He
	almost has the highest Base Sum,
	second only to L.Trig. Also his heavy-
	object toss can hit elevated
	enemies.


LEGENDARY TRIGGER HAPPY
	STATS AT LEVEL 1:
		MAX HEALTH:	200
		SPEED:		50
		ARMOR:		42
		CRITICAL HIT:	50
		BASE SUM:	162
	TRADING CARD STATS:
		STRENGTH:	40
		AGILITY:	70
		DEFENSE:	20
		LUCK:		100
		TOTAL:		230
	OBTAIN:		Single Pack - Toys R Us Exclusive
	HEROIC CHALLENGE: #18 Hobson's Choice (+8 Speed)
	MOVESET:	Same as Trigger Happy


	Not too many people seem to
	know that L.Trig even
	exists, so it should be no
	surprise that there are
	very few details about him.
	He has maxed-out Speed and
	Critical Hit, as well as the
	highest Armor and Base Sum
	in the GAME. If you find him,
	buy him and don't give it a
	second thought.




\\\\\\\\\\\\\\\\\\\\\
USABLE ITEMS <USEITM>
/////////////////////

	Usable Items are the additional
figures that come packaged with the
adventure packs (Pirate Seas, Darklight
Crypt, Empire of Ice and Dragon's Peak).
They give temporary benefits when used
in a chapter. To use the items, simply
place them on your Portal of Power
alongside your Skylander/Skylanders
and they will automatically activate.
To end their buffs, remove the figure
or, in most cases, let the items
duration expire.

	Here are all of the Usable
Items, how to get them, and what they
do:

00000000000000000000
DARKLIGHT CRYPT PACK
00000000000000000000

Time Twister/Time Twist Hourglass
	For a while, all enemies will move in slow-motion. All Skylander
	movement and other events will occur at their normal rates.

Healing Elixer
	For a while, your Skylanders' health will regenerate in large
	increments.

Darklight Crypt
	Place the Darklight Crypt figure on the Portal of Power during a
	mission to drop sharpened bones from the sky, damaging enemies.


}}}}}}}}}}}}}}}}}}
DRAGON'S PEAK PACK
{{{{{{{{{{{{{{{{{{

Winged Boot
	UNKNOWN BENEFIT

Sparx Dragonfly
	UNKNOWN BENEFIT

Dragon's Peak
	UNKNOWN BENEFIT


~~~~~~~~~~~~~~~~~~
EMPIRE OF ICE PACK
~~~~~~~~~~~~~~~~~~

Anvil Rain
	For a while, anvils will fall from the sky, damaging enemies.

Sky-Iron Shield
	For a while, two shields will rotate around your Skylanders,
	blocking attacks.

Empire of Ice
	Place the Empire of Ice figure on the Portal of Power during a
	mission to drop icicles from the sky, damaging enemies.


################
PIRATE SEAS PACK
################

Ghost Swords/Ghost Pirate Swords
	For a while, two giant swords will float around, attacking
	enemies.

Hidden Treasure
	Grants access to the Hidden Dragon Treasure, located randomly
	within the chapter. The rings around the treasure icon
	at the bottom of the screen will glow green; more lit rings
	means you are closer to the treasure.

Pirate Seas
	Place the Pirate Seas figure on the Portal of Power during a
	mission to drop cannonballs from the sky, damaging enemies.



\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
WALKTHROUGH (MAIN GAME) <WLKMAN>
////////////////////////////////

	Right, here we go. A few things to keep in mind during all of this:

	Your Primary attack is the main button you use to attack. X on PS3,
A on 360, etc. It makes Trigger Happy shoot.

	Your Secondary attack is the other button you use to attack. Square
on PS3, X on 360, etc. It makes Trigger Happy throw something big.

	Your Tertiary ability is the other thing your characters can do
that you have to unlock. Circle on PS3, B on 360, etc. It makes Trigger
Happy use his machine gun.

	I will keep this walkthrough relatively spoiler-free, but not
ruining the surprise is not a high priority for me, so sorry in advance.

	Each chapter will have three objectives, or stars. The first
objective, Chapter, is awarded simply for completing the chapter. The second
objective, Completion, is awarded for defeating all the enemies, finding
all the areas, not losing any lives, and completing the chapter within a
set time limit. The third objective, Collections, is awarded for finding
all the collectibles in the chapter, possibly including Soul Gems, Legendary
Treasures, Hats, Treasure Chests, and Story Scrolls. Please note that the
goals for Completion and Collections do not have to be met in a single
playthrough, and you can repeat any chapter at any time. When all
Objectives have been met, you have "3-Starred" the chapter, putting you
a little closer to 100% completion.

	At the end of each chapter, I will walk you through a few things
that need to be done in the Ruins before moving on to the next chapter.
If an additional play of a chapter is required, I will tell you what to
do differently during the second playthrough as well.

	With all of this in mind, let's get started.


@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
ADVENTURE FOR ETERNAL AIR SOURCE
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@


@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
CHAPTER I - SHATTERED ISLAND <CHPT01>
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

OBJECTIVES:
	Chapter:
		Rescue the Villagers
	Completion:
		Enemy Goal
		No Lives Lost
		All Areas Found
		Cleared in under 03:48
	Collections:
		Soul Gems - 1
		Legendary Treasure - 1
		Hats - 3
		Treasure Chests - 3
		Story Scroll - 1

REQUIREMENTS FOR 3-STAR:
	Water Skylander
	Magic Skylander
	Tech Skylander
	Ability to Cross Water


	Since this is the first mission, you probably don't have many
hats to chose from. If your Skylander is already wearing a hat, it still
remains from the Skylander's previous save file, so leave it on because
it's probably better than the system exclusive that you have access to.
But any hat is better than no hat, so open up your Skylander menu, move
over to the Manage tab, and select Hats. Move over to your only hat
available and choose it. It will give your stats a small bonus.

	From the beginning, go past Hugo and travel across the long
bridge. It will take you to a small island with a single barrel.



FRACTURED VISTA

	Break the barrel and collect any money inside. Cross the next
bridge over to another island. Break a few more barrels and a fence that
blocks the path.

	Snuckles will stop you and drop a big hint on what to do next.
Walk over to the cannon and hit the use button (an icon will appear over
your Skylander's head telling you which button to push). This will open
the path ahead. Fire the cannon again to make LEGENDARY TREASURE #1
available. You'll get it later.

	Walk through the hole you just made with your cannon and go down
the street. Another scene will start, giving you another hint of what to
do next. Grab KEY #1 and take it to the locked gate. Open it up and walk
through.



MARKET CURVE

	Ha! Market Curve! Get it? See, when charting out supply and
demand... nevermind. On the other side of the gate in plain sight is
TREASURE CHEST #1. Open it up and collect the money inside. To the east
is a lady in a purple hat that you can talk to if you wish. Keep going
north to find another cannon and the LEGENDARY TREASURE #1 - SWINE SALARY
- that you hit earlier with the other cannon. Grab it, it's worth 50
gold. Now fire the new cannon to grant access to KEY #2. Use it on the
locked gate to the west and go through.

	You will be stopped by a Mabu that will give you another hint of
what to do next. Break the barrel, then go down the hill and collect the
gold coins.



TURTLE GULLY

	Approach the Mabu next to the turtle for an out-of-place geometry
reference, then he'll move out of the way. Shove the turtle three times
and you will both be across the bridge. The Mabu on the other side will
celebrate and run away.

	Follow the gold coins over the ledge. Shove the turtle to the
left, then shove the other turtle across the bridge as far as you can
push it. Flynn will introduce himself and tell you to use the
bouncepads, but we'll ignore him for now. Once the turtle is against
the ledge, shove it to the left and make it fall into the little gap,
allowing you to cross. Go down the hill to approach your first Elemental
Gate, a Magic Gate. Change to a Magic Skylander (Spyro, Voodood, Wrecking
Ball or Double Trouble) and approach the gate to create a bridge.



TURTLE HIDEOUT

	Push the first turtle to the left. Push the next turtle forward
twice. This will grant access to SOUL GEM #1 - CHOP CHOP. This Soul
Gem also applies to L.Chop Chop, for the record.

	Now that you've made a short wall of turtles, push the middle one
to the left, then push the turtle above it forward. This will grant
access to HAT #1 - VIKING HELMET. Equip it if you like. Turn back
around and go back across the Magic bridge.



TURTLE GULLY (REVISITED)

	Go back up the hill and back across your turtle bridge.
Take Flynn's advice from before and use the bouncepad to collect the
gold coins. Use the second bouncepad to get a few more coins and STORY
SCROLL #1 - PORTALS. Use the third bouncepad to hop across the gap to
the left. Use the last bouncepad to hop up and greet Flynn. He will
take you to the next area.



CHOMPIE PIT

	You'll land in a small valley. Switch to a character that can
cross water (either by flying or by being a Water Skylander) and cross
the small puddle to the left. Here you'll find TREASURE CHEST #2. Open
it up and enjoy.

	Cross back over the puddle and approach the gate to the north.
Anytime you see these gates with the weapons on them it means the gate
won't open until all the enemies are dead. Talk to the Mabu on the other
side and you'll get ambushed by chompies. Finally, some enemies. No
tricks to these guys, just lay into them and they'll die pretty quickly.

	The glowing orbs that spray out of your fallen enemies are globs
of experience points, or XP. Your Skylander's XP is represented by the
yellow meter under your health. The number within the meter tells you the
Skylanders Experience Level, which begins at 1 and caps out at 10. Every
time your XP meter fills, you'll level up, killing all the enemies
within your radius and increasing your stats slightly.


	Kill all the chompies and the gate will open. Walk through.

	Here you will find an Elemental Gate on either side of you.
Switch to a Water Skylander (Gill Grunt, Slam Bam, Wham-Shell, or Zap)
and open the gate.



WHIRLPOOL FALLS

	Grab the gold coins on your way into the whirlpool. Don't worry,
it won't hurt you. It will actually somehow place you safely on the
ledge above it. I don't know how that works either. Walk over to the
bouncepad and hop up onto the ledge. Break the objects up there, collect
any money that falls out, and go right to the next bouncepad. Bounce
up one more ledge to find HAT #2 - PAN HAT. Equip it if you like.

	Drop down to the level that has the pool of water WITHOUT the
whirlpool. Cross down to the lower side and go off the ledge to grab
the gold coins. If you didn't get the Treasure Chest in Chompie Pit,
you can drop down and get it from here. Otherwise just drop back down
near the Water Gate.



CHOMPIE PIT (REVISITED)

	Across from the Water Gate is a Tech Gate, so switch to a
Tech Skylander (Trigger Happy, Drill Sergeant, Boomer or Drobot).
Open the gate and create a sweet gear bridge. Cross the bridge,
grabbing gold coins along the way.



FLOATING MILLS

	Here you have big circular platforms with slow spinning blades
on top. Don't touch the blades, they'll do a little damage if you
do. Walk past the first blade and then past a second. You'll arrive
at a windmill and HAT #3 - ANVIL HAT. Equip it if you like. Go back
through the spinning blades and out the way you came.



CHOMPIE PIT (REVISITED)

	Go forward, between the Elemental Gates. Break a couple
of barrels and get the gold inside. Go up the zig-zag ramps, breaking
barrels and eating pretzels.

	You'll be interrupted by Blobbers again. When he's done
flapping his yap-hole, rush forward and kill some chompies.



ANCIENT LANDMARK

	Kill those chompies in the middle. Eat the cheese if
you need it, then push the turtle to the left to fill the gap. Then
go up the ramp, cross your new turtle bridge and fire the cannon,
destroying the wall across the gap.

	Use the bouncepad to cross the room, break a few barrels and
get KEY #3. Before dropping down, walk to the right to get TREASURE
CHEST #3. Drop down, open the gate, and walk through to end the
chapter.



RUINS

	Most of the Ruins is blocked off this early in the
game. There are a few jars and things to break for gold coins.
On the far side of the room, opposite Flynn's balloon, is
a garden of weeds. Attack the weeds and they'll throw money
at you.

	If you didn't beat Shattered Island under 3:48,
you can use Chapter Select from the Pause menu to try again.
While going for time, skip all the Elemental Gates and treasures
and whatnot. That should do the trick for you. When you're ready
to move on, talk to Flynn at his balloon.




@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
CHAPTER II - PERILOUS PASTURES <CHPT02>
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

OBJECTIVES:
	Chapter:
		Find Cali
	Completion:
		Enemy Goal
		No Lives Lost
		All Areas Found
		Cleared in under 03:51
	Collections:
		Soul Gems - 1
		Legendary Treasure - 1
		Hats - 2
		Treasure Chests - 3
		Story Scroll - 1

REQUIREMENTS FOR 3-STAR:
	Tech Skylander
	Life Skylander
	Water Skylander
	Ability to cross water
	Second playthrough


	Head forward and Eon will interrupt you. He'll tell you about
how different areas provide strength boosts to different elements.
What he
means is that if you take a Tech Skylander into a Tech area, his
Elemental Power stat will kick in, augmenting his attack power. When
he's done talking, cross the bridge.



SUNFLOWER RIDGE				TECH

	Ignore the sheep and break the objects in the area. Grab the
gold coins they drop. Get the KEY in the middle of the room, then head
right to the Tech Elemental Gate. Switch to a Tech Skylander and go
through. This next area is full of money, so once your bridge is built
you may want to switch to a different Skylander to farm them some gold.



BLEATING HIGHLANDS			TECH

	Grab the money on the north side of the island, then use the
bouncepad to get more money and to reach the next island. Use the next
bouncepad to get even more money and to hop up onto the bigger island.

	Here you'll find your first chompy pods and drow spearmen. Kill
them all. The chompies will just keep spawning until you kill the pods;
you could use this to farm XP, but they don't give much, so you may
want to just kill them. When everything's dead, go north behind the big
rock and get the money. Then go around the rock and get the money on
its other side. Once you have all the money on this island, drop of
the ledge to the bottom-left.

	Use the bouncepads to get the money in the air, then drop down
the ledge to the south. Grab as much of the money on the way down as you
can (you should get all of them if you hold down toward the camera the
whole
time, even while the camera rotates), then kill the chompy pod and
break all the objects for more money.


	As a side note, this is where I learned that sheep are
effected by
bouncepads. Interesting. Use the bouncepad to hop up to the next island
and kill another chompy pod. Use the next bouncepad to grab some money
and
move on to the next island. Bounce up one more time to find TREASURE
CHEST #1.

	Bounce up again to return to the last ledge you dropped from.
Drop
again and go back around if you want any coins you may have missed,
then
take the bouncepad to the left when you're ready to move on.

	Break through the wall of objects and move left to HAT #1 -
COWBOY HAT. Equip it if you like. Grab the money in the north corner
of the island then drop back down, grabbing the coins and landing on
SOUL GEM #1 - STUMP SMASH. Drop off the ledge.



SUNFLOWER RIDGE (RESVISITED)		TECH

	Go forward toward the locked gate and open it with the key. Drop
off the ledge and push the two turtles forward twice, forming a
bridge between
the two walls. Take the ramp to the right and go across the turtle backs.
Grab the key, kill the drow spearmen and break all the objects. Open the
gate and cross the blue bridge.



FAIRY RING				MAGIC

	Kill the chompy pod in the middle of the room. Go to the right
side of the island and grab STORY SCROLL #1 - THE PROBLEM WITH SHEEP.
Break the other objects in the room and find the turtle on the far left
side of the island.

	Shove the turtle forward twice to get into the small fort.
Grab the money on the left and kill the ambushing drow spearmen. Push
the turtle back toward the center of the island twice, then climb the
stairs and use the turtle as a bridge to the other side of the
fort wall. Break the barrels, grab the KEY, and drop back down into
the center of the island. Use the key to open the gate to the north.

	Run forward and drop off the ledge. You'll see a small
overhang of land on the left. I don't know HOW you're supposed to
know to try this, but if you switch to a Life Element Skylander
and walk onto the overhang. A vine bridge will form. You can cross
the bridge to the Landing Deck for a shortcut to the end of
the level, or continue on the path before the vine bridge for
the scenic route. Both paths are required for 3-Star, but you can't
take both in a single playthrough. For now, let's ignore the vine
bridge and take the scenic route.

	Assuming you did not take the vine bridge, continue
right. Break the objects and fence and keep going. The path
will wind down to the left and you'll have another fence to
break. At the end of the path is a turtle and TREASURE CHEST
#2. Shove the turtle off the ledge and follow it down.

	After you land, go to the left to find a Water
Gate. Switch to a Water Skylander and walk through.
Follow the trail of coins into the whirlpool.



ANCIENT STONES				WATER

	When you come out the other side of the whirlpool, break all
the objects in front of you and get the money. You'll find a small
cluster of stone blocks surrounding a teleporter pad. Shove the center
block onto the teleporter, then shove the two blocks on either side of
you away. Go around the structure and shove the two corner blocks
toward the whirlpool, then shove the block covering the pad to the
left. Hop into the teleporter.

	You'll appear inside another larger block structure. Shove the
block to the right away. Walk into the open square that you just freed
up and shove the block to your right. Get the money and shove the next
block forward. Shove the next available block down. Get the money
and shove the next block down. Shove the next block left, and then the
next block forward. Shove one last block forward for access to the
teleporter. BUT before you teleport, find the southernmost block
that you shoved earlier and shove it back to the right. Now climb in
the teleporter.

	You'll appear on the island above with a scarecrow, some crows,
and TREASURE CHEST #3. After you open the chest, drop from the island
onto the blocks below. Walk across the tops diagonally south. When you
reach the last block you pushed, go left one block for more money. Then
go right across the blocks and into the teleporter on the block. It
will take you to a small island with HAT #2 - BIRTHDAY HAT.

	Take the teleporter back to the island where Chest #3 was.
Go back south and into the whirlpool.



FAIRY RING (REVISITED)			MAGIC

	After you emerge from the whirlpool, shove the turtle to the
right as far as you can, then shove him forward until he falls into
the gap. Walk over him and up the ramp. Drop off the ledge and go
toward the camera up the rocky path. Grab the money and turn around.
Go downhill.



LANDING DECK				LIFE

	You will be interrupted by Flynn. When he's done talking,
kill the drow spearmen and chompy pods that surround the big turret
in the middle. Break all the nearby barrels, ignore the gate to the
left, and climb into the turret. If you climb into the turret and
there are still enemies around they will die instantly, but what
fun would that have been? Use the turret to destroy the four giant
locks and save Cali to end the mission.



RUINS

	When you return Hugo, Cali and Flynn will share some
dialogue, then Hugo will tell you about all the bramble blocking
him from his telescope. Break it all up for him to progress the
story and move on to the next chapter.

	Now that Cali's back, you can try Heroic Challenges
(after you clear the bramble surrounding the Far Viewer).
See the Heroic Challenges section for more information about these.

	I recommend completing every Heroic Challenge you can
at the earliest possibilities, especially Heroic Challenge #6
(Lightning Rod's). I say this because a glitch was recently
discovered on the 360 and PS3 versions that renders the challenge
unplayable, with the only workaround being to begin a new save
file and completing the challenge on the new file. If this challenge
is completed earlier in the save file, the issue seems to not
appear. For more information, check the Heroic Challenges section.

	Since Perilous Pastures requires at least two playthroughs
for a 3-Star, redo the mission from the Pause menu and take the
path you didn't take before (either the vine bridge or the
long path that includes the water gate). When you do the vine bridge
path, I suggest going for the time limit Completion challenge as well.
Play the mission as normal, but skip the tech gate.

	After you've 3-Starred Perilous Pastures and cleared
the bramble, talk to Flynn when you're ready to move on. I also
recommend replaying Perilous Pastures occasionally for money
grinding. A single playthrough taking the Tech Gate (but ignoring
the Water Gate and the Life Vine bridge) should land you somewhere
around 1200 gold if you get everything, excluding the
Legendary Treasure. There's more money to be had if you take the
Water Gate as well, but I tend to skip it because it takes a
while.



LANDING DECK (2nd Attempt)		LIFE

	After crossing the vine bridge, go to the far top-left
corner and break the objects, then grab the money. Go back to
the right side and drop off the ledge for some money and
LEGENDARY TREASURE #1 - ENIGMA PIG. Step on the giant button
to open the gate below you and walk through. This will put you
next to the turret at the end of the level.




@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
CHAPTER III - SKY SCHOONER DOCKS <CHPT03>
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

Objectives:
	Chapter:
		Find the Golden Propeller
	Completion:
		Enemy Goal
		No Lives Lost
		All Areas Found
		Cleared in under 07:59
	Collections:
		Soul Gems - 1
		Legendary Treasure - 1
		Hats - 2
		Treasure Chests - 3
		Story Scroll - 1

Requirements for 3-Star:
	Undead Skylander
	Earth Skylander


	You'll arrive on a small island with Flynn and a teleporter
pad. You'll
be prompted/informed of your Character Menu. After you give the menu
a spin, hop in the teleporter.

	You'll appear on a tower of a flying castle. Kill the drow
spearman
and break all the stuff for the money inside. You'll see Persephone
fly ahead
of her. Follow her across the wooden bridge.



GLIDER TOWER				TECH

	After crossing the bridge, walk away from the camera
and break
a few objects for the money inside. There will be a chompy pod
dropping
chompies on you, so kill those as you need to. Go around the tower
counter-clockwise and kill the drow spearman. Take the ramp up and
kill
the chompy pod. Grab the KEY and break the barrels. Kill any remaining
chompies, then drop north and open the gate.

	Cross the bridge and break all the stuff in front of you,
then
hop into the turret. The object here is to shoot down 15 zeppelins.
You'll
have a damage meter at the bottom of the screen that will decrease
every
time you take a hit from enemy fire. You can shoot the floating
gems for
money as well, but you don't get the money unless you defeat all the
zeppelins, so try to stay focused. If you're playing two-player, I
recommend having one player shoot zeppelins while the other shoots
gems. The downside to this, though, is that after the minigame
player 1
will exit the turret first and land on most of the money you earned.
Oh well. Shoot the zeppelins and the door will open.

	Walk through what used to be a door and you will find your
first drow witch. These girls are a little different in that they
use a ranged attack. If you close distance on them and use either
strong or fast melee attacks, they should go down with no problem.

	Once you've slain the drow witch, break all the stuff
around you and cross the bridge. Across the gap you'll see a chompy
pod and another drow witch. If you have a good range attack you
can kill them now, but I would be more worried about the other drow
witches firing at you from your right. Chase after them and kill
them. After you've turned the corner you'll see an Undead Gate
up ahead. Switch to an Undead Skylander and create an awesome
bone bridge.



PROPELLER FARM				UNDEAD

	Go straight ahead to find a giant slowly-spinning
propeller. Walk around the platform clockwise and into the radius of
another propeller spinning the opposite direction. Dodge the
second propeller and drop down to the next platform which also houses
a propeller. Exit the platform to the right to find TREASURE CHEST
#1 and a locked gate.

	Go back to the left, avoiding the propeller, and go forward.
Drop
onto the next platform with a propeller and a bouncepad. Time your
bounce carefully to avoid the two propellers above you. Ignore the
teleporter pad for now and go left to another propeller and a
bouncepad.
Bounce forward, dodging the propeller above you, and take the next
bouncepad
left. Go forward on the next platform past the propeller and
find a KEY.

	Grab the key and go back the way you came. Go to the right
of the
first propeller, and use the bouncepads to dodge the propellers if
you want to
be slick about it. When you reach the teleporter pad, hop in and
you'll appear
right in front of the locked gate, where the chest was.

	Open the gate and cross the bridge. Take the bouncepad
to the large
platform above you with the 4-bladed propeller. You can use the
bouncepads
to jump over the blades as they catch up to you. Using this
method, use the
closest pad to the far platform to hop onto it, where you'll
find some money
and HAT #1 - PROPELLER CAP. Of course. Use the teleporter pad to
travel all
the way back to the bone bridge. Cross back over.



GLIDER TOWER (REVISITED)		TECH

	Go back across the bridge and take the next available
left. Drop off
the ledge and kill the chompy pod and drow witch you saw earlier
if you
haven't already. Break the objects and go forward to find another
turret
next to a sealed door. Hop in the turret and shoot down 8
zeppelins,
then shoot down the heavy airship to open the door. The airship
takes quite
a bit of firepower to take down, so when you reach this part of the
minigame, maybe give the gems a rest and focus fire on the airship.
If you
have a second player, have them take down the surrounding
zeppelins and
cannonfire to keep your damage from depleting. After you shoot
down the
heavy airship it will conveniently crash right through the sealed
door. Go through.



FORTRESS TOWER				AIR

	Go down the hill and you will encounter your first Air Spell
Punk. These guys protect nearby enemies with a buff that makes them
immune to your projectile attacks. The protected enemies are still
vulnerable to melee attacks and explosions, so kill the punk and his
drow spearmen to make the gate on the left open. Take the left
BEFORE
the gate and you'll reach a small dead end with STORY SCROLL #1 -
FAIRY UPGRADES.

	Cross the path and take the right past the tower and exploding
plants. Next to the tower in the grass is TREASURE CHEST #2. Now go
back past the exploding plants and through the gate you just opened.

	Go down the hill and you will find a whole bunch of enemies,
including an air spell punk. If you're using ranged attacks, focus
all fire on the punk, then worry about everyone else. Once everyone
in the area is dead, a gate to the north will open. Go south away from
the gate to find SOUL GEM #1 - SONIC BOOM.

	Go back toward the gate you just opened, but before you go
through there will be a small path of grass to your left. Follow it
over and you will find an Earth Gate. Switch to an Earth Skylander
and go through.



KAW'S ISLANDS				EARTH

	Cross the rock bridge and take the bouncepad up so you can
kill the chompy pod up close. Kill any remaining chompies and take the
next bouncepad up. The platform you're trying to land on has two
boulders orbiting it... somehow. You want to bounce yourself into
the large gap between rotations to land on the platform.

	Now that you're on the platform, drop to the right and
break the objects for some money. Drop down again and bounce back
up onto the platform with the orbiting rocks. Use its bouncepad
to bounce over the gap onto the far right platform.

	This platform has exploding plants and another
bouncepad. You're taking this pad to the platform above you,
which has four evenly-spaced boulders orbiting it, so time
your bounce carefully. The platform also has money on it,
for extra incentive.

	When you land on the aforementioned platform, the
camera will rotate and show you the next platform you're
aiming for. It has three boulders orbiting it, but they have a
large gap in their formation. Time your bounce, keeping in
mind that your current platform also still has orbiting rocks.

	If you made the jump, you'll soon discover that this
platform also has exploding plants and a bouncepad. Having
fun yet? Take the new bouncepad to the platform above you, which
has NO BOULDERS. Before you start celebrating, the next platform
has two rings of boulders orbiting it. The outer ring contains 7
boulders, and the inner ring contains 3. Both rings have
large gaps in their formations, and they shift directions
occasionally. Wait for the right moment and make your jump.
Ideally, you'll land on the platform holding HAT #2 - JESTER
HAT. Appropriate for all the acrobatics.

	Rather than taking the teleporter back, walk toward
the camera and drop off the ledge straight down. You will
eventually land on a platform housing TREASURE CHEST #3.
Use the new teleporter to send you back to an earlier platform.
Drop down a few ledges and walk toward the camera to cross back
over the rock bridge.



FORTRESS TOWER (REVISITED)		AIR

	Cross the grass back onto the road and go down the hill to
the north, where the battle gate was. Persephone will fly around
a bit and come to a stop in front of you. Before approaching her,
break all the pots and stuff in front of her and to the left for
money.

	Approach Persephone the fairy and she will introduce
herself by misusing the word "extremely." After her monologue
an airship will dock in front of you. Board the ship and kill
all the drow spearmen. Some gates will open to unleash your
first goliath drow. Goliath drow (or drow warriors, as I tend to
call them), are big strong melee attackers. They will occasionally
light up green before performing a rushing charge attack. Stay
out of the way of this attack and hit him hard and repeatedly,
with a range attack if possible.

	After you kill the drow warrior another gate will lower.
Climb the stairs all the way up and you will get trapped into a
room with two drow witches and a drow warrior. Kill the warrior
first, as the witches don't do much damage comparitively. When
they're all dead, the gates and a bridge will lower.

	Instead of crossing the bridge, go back down the steps
to the front of the ship and you will find another bridge on the
port side of the ship that wasn't lowered before. Cross this bridge
and the door of the tower in front of you will open, revealing a
teleporter pad.

	You will teleport onto an island with a chompy pod and
some barrels. Break everything you see and hop into the next
teleporter pad. This will send you to the ledge above the first
teleporter, and you will be right next to LEGENDARY TREASURE #1 -
WILD RUNNERS.

	Drop off the ledge and go back onto the ship. Go to the
rear of the ship and cross the bridge.



SHORELINE TOWER

	Break all the barrels and stuff to get the money. Go
down the long hill and hop in the turret. Destroy two heavy
airships (one at a time) to open the path onward.

	Go down the ramp and break all the barrels and
stuff before approaching the Golden Propeller to end the
mission.



RUINS

	After you exit the hot air balloon, Persephone
will say some stuff and open the gate to the east and set
up shop. You can now spend gold on upgrades for your
Skylanders. Check the Characters section if you
need help deciding on which upgrades to purchase, but
keep in mind that each Skylander has their own
gold total, so Spyro can't pay for Trigger Happy's
upgrades, for example. Also keep in mind that if you
haven't found your Skylander's Soul Gem yet ON THE SAVE
FILE YOU ARE PLAYING then you cannot purchase the
upgrade it holds. However, if you take the Skylander
to a save file wherein the Soul Gem was found, you can
purchase the upgrade and it will still apply to any
save file you take the Skylander to.

	There will still be some bramble near the
telescope, in addition to all the jars and stuff to
break. Near the telescope is also a rock roughly the
size of a Skylander. Sometimes when you approach this rock
it will climb up to form a totem of different elemental
symbols. You can break the lowest layer of the totem
with a Skylander that matches the element depicted by the
totem layer's symbol. Break each layer and the rock at
the top will explode into a shower of money. The next
time the totem appears it will have an additional
layer. When you eventually destroy the totem after it
appears with all 8 layers, the totem will never appear
again.

	After you're done gathering money and buying
upgrades, you may need to redo Sky Schooner Docks for
the time limit objective. Skip the elemental gates and
you should get this one no problem. When you're ready
to move on, talk to Flynn to begin the next mission.




@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
CHAPTER IV - STORMY STRONGHOLD <CHPT04>
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

Objectives:
	Chapter:
		Rebuild the Bridge
		Find the Eternal Air Source
	Completion:
		Enemy Goal
		No Lives Lost
		All Areas Found
		Cleared in under 05:22
	Collections:
		Soul Gems - 1
		Legendary Treasure - 1
		Hats - 2
		Treasure Chests - 3
		Story Scroll - 1

Requirements for 3-Star:
	Life Skylander
	Air Skylander


	You arrive on a circular platform. Before you
land, Flynn
will say some stuff about the tornado and how you need to
build the bridge. Go through the entrance, break some stuff,
and decend the staircase.



LOWER REACH

	At the base of the stairs is a wall made of grey stones.
Break it down so you can grab STORY SCROLL #1 - TORNADO SIGHTINGS.

	Turn around and go down the long wooden ramp. At the base
of the ramp is a chompy pod and a key; kill it and grab it,
respectively. Follow the path to the locked gate and open it.

	Go down the ramp and chase the air spell punk, but avoid
the bounce pods. They don't hurt, they're just annoying. You'll
eventually catch up to him, just in time to fight him with his
two drow spearmen buddies. Kill them all, switch to a Life
Skylander, and go through the elemental gate to the right.



THE APPROACH				LIFE

	Cross the vine bridge and grab the pile of money. Push
the furthest-left block to the right and it will drop down. Push
the block next to it on top of the first block, then push it
forward again and it will drop. Push the last block forward and
it will fall, revealing a teleporter pad. Hop in.

	You'll appear on an island above where you just were,
surrounded by blocks. Push the left block off the island and
it will drop down below. Drop down and push it left two more
times, then forward until it drops to complete the bridge.
Cross the bridge to get HAT #1 - FEZ. Equip it if you like, then
go back through the teleporter.

	Now push the block on the right further right,
bridging the gap between you and TREASURE CHEST #1.

	Go back across to where the teleporter took you
and go south. Break the wooden fence and the drow spearmen
on the other side. Follow the short path for a little bit
more money. Now backtrack all the way back to the vine
bridge and cross back over.



LOWER REACH (REVISITED)

	Travel left and break the little wall. Go down the
little ramp on the other side.



THE BATTLEMENT				MAGIC

	Turn left at the base of the ramp to get a little
money, then go back up the loose plank. Follow the path
to find several rows of spears that jut out of the ground
periodically. Learn their pattern and cross when it's
safe.

	You'll eventually encounter a barracade and
a big post with a glowy ball at the top; this is a
lightning plyon. Lower it to form part of the bridge
and the barricade will drop.

	Continue right and break through the wooden fence.
Kill the chompy pod, drow witch and drow spearmen before
breaking all the barrels and moving on through the wooden
fence. Lower the next lightning plyon.

	Approach the drow witch and you will be ambushed by
drow spearmen; punish them all. Cross the row of spears and
kill the two drow spearmen to the south, then go south to
find an air elemental gate. Switch to an Air Skylander and
go through.



SKY RAMPARTS				AIR

	The white tornado will drop you practically on top of
TREASURE CHEST #2. Walk to the right and avoid getting stabbed
by spears. Watch the timing of the spears before taking the
bouncepad over the long platform. Keep going, keep an eye on the
spears, and bounce over another long platform.

	You should now be in a room with several bouncepads
on top of small platforms. Take the bouncepad at ground level up
to the platform behind it. Take its bouncepad to the platform
south of it. Now bounce right, up, and right three times. If
you fall off, go back to the ground-level bouncepad and try
again.

	You'll land on a dock with a bomb. You can't do much
with it yet so let it explode. Go north and zig-zag through
the path, but be mindful of the spears. When you reach a
bouncepad at your level, use it to bounce yourself onto the wall
to your right. Continue bouncing rightward and you will reach a
large button. After you press it, the blocks that run along the
bottom of the zig-zag will lower. Drop off the platform with the
button and go south to grab the bomb, then run along the lowered
blocks. At the end of the path, bounce up and to the left to
blow up the wall.

	Go through the wall you just blew up and bounce along
the tops of the blocks in the next room. Watch for the spears,
as they'll mess up your bouncing. Go all the way left and you'll
find HAT #2 - FANCY HAT. Equip it if you like, then drop down
and go back through the white tornado.



THE BATTLEMENT (REVISITED)		MAGIC

	Go back to the path and turn right. Cross the line of
spears and kill the drow witch and the two drow spearmen that
guard the thrid lightning pylon. Lower it and move on.

	Here you'll find a drow witch, a drow warrior, and a
bunch of barrels, most of which hiding chompies. Explore the
lower level first. Get to breaking barrels and the drow warrior
will
probably drop down to fight you. Kill him down there, then deal
with the witch when you're ready. Cross the bridge and kill the
second drow witch.

	Continue on past the spears and you'll be ambushed
by more drow spearmen. Kill them all, then break open the chompy
barrels to the right-ish before the lightning pylon. Here you'll
find TREASURE CHEST #3 and a teleporter pad. Take the teleporter
to a small island that holds LEGENDARY TREASURE #1 - ANCIENT
CARILLON.

	Take the teleporter back and lower the last lightning
pylon
to finish rebuilding the bridge. Take the new path north to
encounter your first windbag djinni. These things have a pretty
good
long-ranged attack, so get in there and kill it if you can
quickly. After it's dead, head right.



INNER KEEP				AIR

	Kill the chompie barrels and keep going right. Kill all
the drow witches that you can (you may need to switch Skylanders
to kill the elevated ones) and make note of the Soul Gem behind
the gate north of you. You'll need to remember how to get here
soon.

	Continue right past all the various bouncing/exploding
plants. Break the first group of pots for money and keep going
right. You'll reach a large room with a drow warrior and a drow
witch. Once you walk in, three drow spearmen will walk in from
a large door as well. Kill everything and take the lower
path to the right. Break the pots and be ready to run back to the
Soul Gem from before. Press the button and get to moving left;
you only get one shot at this. You'll have 27 seconds to run
back through the plants and grab SOUL GEM #1 - WARNADO. If time
runs out, you'll have to play all the way through the level
again for another chance.

	Go all the way back to the right and take the ramp up
above the big button you just pushed. Pass through the long
row of spears when the opportunity arises and keep going. Cross
the bridge above where the Soul Gem was.

	At the end of the long ramp is a group of drow witches
and an air spell punk. When you approach them, two drow warriors
will come up from behind you. If you're using a ranged attacker,
be sure and kill the air spell punk first. After everyone in the
room is dead, two drow spearmen and two windbag djinni will appear.
Kill this last group and you will be able to grab the Eternal Air
Source to end the mission.



RUINS

	After a few cutscenes, Hugo will tell you to investigate
the docks. Ignore him and go visit Persephone in her usual
spot. Right next to her is WINGED SAPPHIRE #1. Persephone
will tell you in so many words that those blue butterflies
somehow drops her prices by percentages. More Winged Sapphires
equals lower prices, so collect all 10.

	At the north side of the Ruins, somewhat near Cali and
Flynn, is a "new" character: Auric. He doesn't do anything but
tell you to check back with him later. What he means is that if
you beat the game and then come talk to him he'll spit out a
bunch of money ONCE EVER. At this point, though, he's worthless.

	From this point until a lot later in the game, you can
talk to Flynn to go on a balloon ride over the Ruins. It doesn't
get you anything, but it's kind of funny and you get to see the
Ruins from some new angles.

	If you didn't complete the previous level within the
time limit, you should do so. Play the level as normal but
ignore all the elemental gates and the Soul Gem.

	The stairs to the south of the Ruins are open now.
Go down them and Gurglefin will interrupt you and
beg you to set him free by playing a lock minigame. To play the
Lock Puzzle, rotate the box left or right to send the imp falling
toward the new bottom. The object is to make the imp slide
over each
button, unlocking the lock. There is no turn limit, and as far as
I can tell the only reward for completing the puzzle in the
least moves possible is a special message from the game
congradulating you with a "Perfect Score!!!!!"

	Once you set Gurglefin free, he'll talk to Hugo about
pants and trolls and a ship will dock. He'll offer to take you
to Oilspill Island.



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ODYSSEY FOR ETERNAL WATER SOURCE
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
CHAPTER V - OILSPILL ISLAND <CHPT05>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Objectives:
	Chapter:
		Free the caged Gillmen
		Destroy the Troll Refinery
	Completion:
		Enemy Goal
		No Lives Lost
		All Areas Found
		Cleared in under 05:07
	Collections:
		Soul Gems - 2
		Legendary Treasure - 1
		Hats - 1
		Treasure Chests - 3
		Story Scroll - 1

Requirements for 3-Star:
	Fire Skylander
	Ability to cross water


TADPOLE ISLAND

	You start the mission on a small penninsula. Walk around
the huts
to the left to find STORY SCROLL #1 - FROM TONIC TO TOXIC. There's
some
debris in the surrounding lake to destroy for money if you want to
cross the water for it, but it's not very much. Don't bother if
you'd have to switch Skylanders for it.

	Go up the ramp on the right and you'll find your first Troll
Greasemonkey (or wrench troll). They're a pretty basic melee fodder
enemy. Kill him however you kill best, then move on.



ACCESS PLATFORM ALPHA

	There will be a big gem laser puzzle in the middle of the
room, but let's not bother with that now. There's a small path at
the bottom-right corner of the room; follow it down and switch
to a Skylander that can cross water.



SLUDGE MARSH				WATER

	This is a wide-open pond with lots of stuff to break. About
halfway down the room on the right is SOUL GEM #1 - WHAM SHELL.

	If you'd like, you can keep going forward to find a ramp that
leads directly to Access Platform Beta. Your other option is to
turn back around to Alpha and solve the gem puzzle.



ACCESS PLATFORM ALPHA (REVISITED)

	Back to the laser gem puzzle, which is only a requirement for
Skylanders that can't cross water. Push the gem forward twice to
redirect the laser to the receiving gem, thus opening the gate. Cross
the boardwalk.



ACCESS PLATFORM BETA			WATER

	You'll either arrive from the left side of the room or the
ramp from the Sludge Marsh. In either case, you'll meet your
first tech spell punk here. He takes a much more direct approach
to fighting by firing lasers at you, seemingly from space. Avoid
his lasers and kill him.

	There will be two wrench trolls in the room as well. Once
everyone is dead, go up the ramp and take the bouncepad left to
find TREASURE CHEST #1. Bounce back over and onto the boardwalk.

	Follow the boardwalk right to meet your first blaster
troll (or gun troll). He's like a wrench troll but with a gun,
so he tends to hang back and shoot from a distance. Run up
on these guys and use a melee if you can, otherwise prepare
for a firefight in most cases. Since this one's by himself, he
should go down pretty easy. When he's dead, move on.



DRILL PLATFORM DELTA			TECH

	Ah yes, another laser puzzle. Here they've added
another element; when you pull the lever, the gem next to it
will rotate clockwise. Pull the lever once, then push the other
gem forward twice to solve the puzzle. Go up the ramp and
through the gate.

	In the next room you'll find another laser puzzle and
a KEY. Take the key to the bottom-left side of the room
to free the first Gillman. Break the stuff at the bottom-center
of the room, then go to the top-left corner and break the
fence.

	Go down the hill and take the small ramp onto the
boardwalk. Follow it until you find TREASURE CHEST #2.

	Go back across the boardwalk and then go south
down the beach. Switch to a Skylander that can travel over
water and dive in.



SLUDGE MARSH (REVISITED)		WATER

	Welcome back. There's nothing but large pipes that
dump oil to the right, so don't waste your time. Head left and
follow the big rusty pipe along the left side until you see
SOUL GEM #2 - BOOMER. There's nothing else out here, so turn
around and go back up the stairs out of the water.



DRILL PLATFORM DELTA (REVISITED)	TECH

	Go back up to the laser puzzle. Push the only
gem you can down, then push it to the left. Now pull the lever
three times to solve the puzzle. Now that the gate to the north
is open, head toward it and fight the wrench trolls. You'll
also meet your first troll grenadier (or bomb troll). These
are like slower, more painful versions of the gun trolls. What's
worse is that they tend to be elevated, making them sometimes
difficult or impossible to kill. If you can switch to a Skylander
that can kill the bomb troll, take him down after defeating
the wrench trolls.

	Go into the room down the hall to the right to find
another laser puzzle, some more bomb trolls, a KEY and another
caged Gillman. Priorities: first kill the bomb trolls, then go
to the bottom-right for the key, then free the Gillman. Now use
the lever four times to solve the puzzle and open another gate.

	Go across the hall and through the gate you just opened.
You'll be greeted by three wrench trolls. Kill them and go
up the ramp to the south. Follow the path and take the first left
to find some food, some money, and a Fire Elemental Gate. Switch
to a Fire Skylander and go through.



THE REFINERY				FIRE

	Hop in the fire pit and you'll travel to a platform with
three pipes on it. The center pipe is sealed, but the two pipes
on either side are sucking air in. Take the pipe on the left.

	You'll arrive on another platform with two pipes. Take the
one of the left.

	You'll arrive on another platform with two pipes and
HAT #1 - PLUNGER HEAD. Equip it if you like, then go down the
pipe on the left.

	Now you're on an island with two pipes and a tall grey
closed pipe that you can break. Go down the leftmost pipe.

	You should now be on an island with a bouncepad.
Bounce up to get the money, then take the pipe on the right.

	This island has a bunch of stuff to break and a lever
in the bottom-left corner. Pull it to open the center pipe from
the first island. Go down the only pipe you can.

	Now you're on the bouncepad island again. Take the
pipe on the left.

	This is a small boardwalk island with some money in the
bottom corner. Grab the money and take the pipe on the right.

	You should now be back on the first island, with the
center pipe opened. Go down the center pipe.

	After a long pipe-travel, you'll arrive on an island with
LEGENDARY TREASURE #1 - Catechumen. Go down the only pipe to return
to the Fire Gate.



DRILL PLATFORM DELTA (REVISITED)	TECH

	Follow the path right and grab the KEY if you haven't already.
Continue right and pull the lever twice to point the gem at another
gem in the distance. DO NOT DROP DOWN THE BOTTOM-RIGHT CORNER OF THE
ROOM. If you do, you'll have to go back around the long way. Go north
across the long ramp.

	Go all the way north and use the key to free Gillman #3.
After the game shows you another trapped Gillman, go up the wooden
ramp on the left and kill a bunch of trolls. The bomb trolls are
weaker and do more damage, so focus your fire on them if you can.
Once you've killed everything, hop in the teleporter pad.

	You'll arrive on a large island with a tech spell punk. Get
the KEY to your left and kill the punk if you can. Break the barrels
that block the spiral path up and kill the tech punk if you haven't
already. Free Gillman #4 and you will be shown the last Gillman.
Hop in the teleporter.

	Go up the ramp and break through the wooden fence on the
left. Some gun trolls will appear behind you; kill them. Go to the
right and you will be shown your first Mark 31 Troll Tank. You
can only destroy tanks by attacking the fuel source on the back of
the tank, indicated by the giant red arrow that points toward it.
Range attacks and explosions are your friends here, especially
since this particular tank is surrounded by explosive barrels.
After the tank is destroyed, the driver will eject and attack you
with a wrench. Kill him too. When it's all said and done, go free
Gillman #5 in the top-right corner.

	You will be forced into the surrounding balcony and a
conversation with Gurglefin. He'll tell you to grab a bomb and throw
it into the smoke belcher. Follow the path through the bomb and go
down the ramp to the right. Kill the tech spell punk and grab
TREASURE CHEST #3.

	Go back to the top of the ramp, grab the bomb and follow the
path to the last area.



DRILL PLATFORM ZETA

	Toss the bomb into the smoke belcher. It will blow up
and you'll walk away without looking at the explosion the way
action heroes do. This will end the mission.



RUINS

	When you arrive, Hugo will tell you about how the
Far Viewer needs oil, just in time for Gurglefin to finish
building the Oil Donkey. This can't be coincidence. Grab the
oil can and the game will show you the Far Viewer, now 100%
bramble-free. Take the oil can up to the Far Viewer and use
it like you would a key. This will trigger some dialogue with
Hugo and Gurglefin.

	There isn't really anything new to do here this
time. Don't forget to visit Persephone to purchase upgrades.
You can also redo the lock puzzle by Gurglefin for a VERY
small amount of money.

	If you didn't finish Oilspill Island within the
time limit, be sure and replay the mission. Skip the Fire
Gate and the second trip to the Sludge Marsh and you should
have it.

	When you're ready to move on, talk to Gurglefin.




~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
CHAPTER VI - DARK WATER COVE <CHPT06>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Objectives:
	Chapter:
		Find the Twin Spouts'
			location
		Retrieve the Twin Spouts
		Escape in the Pirate Ship
	Completion:
		Enemy Goal
		No Lives Lost
		All Areas Found
		Cleared in under 06:03
	Collections
		Soul Gems - 2
		Legendary Treasure - 1
		Hats - 2
		Treasure Chests - 3
		Story Scroll - 1

Requirements for 3-Star:
	Magic Skylander
	Water Skylander
	Ability to cross water


	After some dialogue with Gurglefin, you will arrive on a
boardwalk. Take the ramp to your immediate left and board the ship.



THE NORTH STAR

	Break all the stuff and grab SOUL GEM #1 - DINO-RANG.
There isn't anything else to do here, so go back down the ramp.

	Follow the boardwalk and a pirate will fire a cannon at
your ship and sink it. Good riddance to a ship that can only
take one shot from a cannon, I say.



BATTERY ISLAND				EARTH

	There will be giant crosshairs here that slowly try
to target you. If they get a lock, they'll try to hit you with a
cannonball, so keep moving. Gurglefin will be following you
here in his ridiculous pirate hat, so try not to let him
trap you in a corner either.

	Turn right and break a few things for some money. Then
go back left and break the stone wall to continue left. Here you'll
meet your first nauteloid (or "key-shaped enemies"). These are
basically slightly-stronger versions of chompies with a
rushing attack, so don't let these things intimidate you.
Kill them all and break through the next stone wall.

	You will be ambushed by a bunch of nauteloids; kill them
and keep going north, ignoring the ramp to the right. Grab the
gold at the top corner, then turn back around and head up the
ramp.

	Follow the path and you will meet your first blastaneer
(or cannoneer pirate). These Dr. Zoidberg-impersonators will
fire two shots from their cannons, one after another. After
the second shot they have to take a moment to reload, so that's your
opportunity to attack. Kill them and their nauteloid friends and
cross the bridge north.



WHALE'S BELLY

	After boarding the ship, grab the food up the stairs if
you need it. Take the bouncepad up to the mast, then follow the
coins to drop down. Go to the far end of the ship and break
all the barrels. When the bridge drops, cross it.



EAST GATE				WATER

	Kill the two cannoneer pirates, then break the stuff
on the right. Go left past the locked gate and up the stairs.
Break the fence and the game will pan over to a locked gate on
the far side of the level. Break all the stuff in the room and
grab the KEY. The game will show you the locked gate you just passed
to get here. Assuming the game is all done interrupting us with
useless information, go back down the stairs and through the locked
gate.

	Go down the ramp and kill the nauteloids. Go down the next
ramp and kill the cannoneer. Keep following the path and you'll be
ambushed by a few more nauteloids. Kill them and go to the end of
the path for a lock minigame. Solve the puzzle, open the gate, and go
through.

	Instead of crossing the bridge in front of you, switch to
a Skylander that can travel over water and drop down into the water
in front of you. Cross to the other side to get STORY SCROLL #1 -
PIRATE PROBLEMS. Go back south and take the bouncepad back up to
the grass.

	Go up the hill to the right and you'll find a Magic
Elemental Gate. Switch to a Magic Skylander and open the gate.



LOST RIGGER'S COVE			MAGIC

	Cross the magic bridge, then cross the not-so-magic bridge.
Break down a couple of wooden fences to find a teleporter pad.
Hop in.

	You'll arrive at the base of a waterfall being attacked by
a pirate with a pickaxe. Kill him and his cannoneer buddy. There's
nothing in or across the river below you, so take the bouncepad
up and kill another cannoneer. Now go left across the ledge to
the next bouncepad.

	Bounce up to the small ledge. Take the new bouncepad
to the right to an even smaller ledge. Take its bouncepad to the
right for a large ledge with a lock minigame. Solve the puzzle
for HAT #1 - TIKI HAT. Equip it if you like.

	Drop off the left side of the platform, but veer right
as you fall. The idea is to land on the little piece of land between
the rooms to get the money on top. Now drop off to the right and you'll
be back at the teleporter that took you to the waterfall earlier.
Cross back over the wooden bridge and the not-so-wooden bridge.



EAST GATE (REVISITED)			WATER

	Go down the hill and cross the stone bridge to meet your "first"
squidfaced brute (or pickaxe pirate). You fought one of these in Lost
Rigger's Cove, but to elaborate: these guys are slow, have high HP,
and dish out a lot of damage. Ranged attacks are best, but you can
melee them too if you watch them carefully.

	Kill the pickaxe pirate and all of his nauteloid friends, then
go down the spiral hill and drop down to get TREASURE CHEST #1. All
crossing the water will do for you is mess up the camera angle, so
bounce back up and cross the next stone bridge.

	Here you'll face your first water spell punk. They drop these
round puddles everywhere, and if you're standing in one they can
freeze you. This doesn't do any damage, and it's a fairly elaborate
attack, so most times (like now), you can just run up and kill them.

	Follow the path around to the left and kill the nauteloids
and the cannoneer at the bottom of the hill. If you drop south
there is some food to the right if you need it. Bounce back up
if you dropped, break the fence, and cross the stone bridge.



TORTA'S TOWN				EARTH

	You'll be greeted by a cluster of nauteloids, so take
care of that. Head right and some crosshairs will begin to track
you again. Drop off the ledge south as soon as you can to find
SOUL GEM #2 - IGNITOR. Bounce back up.

	Go further right to find a pickaxe pirate and a couple of
cannoneers; kill them now so they don't give you grief later. They're
blocking a locked gate, but we won't worry about that now. Go back left
and up the little wooden ramp.

	Turn left and kill the cannoneer pirates. Grab the KEY and
the money to the far left, then take the teleporter in front of
the house on the left.

	You'll arrive next to those jerks that have been aiming
crosshairs at you. Show them your wrath, then go right for LEGENDARY
TREASURE #1 - PARROT TOTEM. Go all the way left, drop back down,
and go unlock the gate to the right.



BRIDGE OF HANDS

	On the other side of the gate is another water spell punk.
Kill him and continue across the bridge for your first squidler.
He launches blowfish at you that track you down. He also doesn't
have much in the way of defense, so just get in there and knock
him out. There'll be a lot of stuff below the bridge that looks
really appealing; we'll get to it all later. Follow the bridge
to the temple.



THE ANCIENT TEMPLE			MAGIC

	There will be a pickaxe pirate and a bunch of nauteloids
when you walk in. Kill them all. The door will close behind you,
sealing you in. Further into the temple you'll find a few squidlers
and a water spell punk on the far wall. Kill them and go up the
stairs for a trophey-thing.

	After you grab the Twin Spouts, you will appear outside
with Gurglefin... somehow. Follow the boardwalk and be ready for a
fight with pretty much one or more of every type of enemy this
level holds, excluding spell punks. After the fight, turn the corner
and board the ship.



THE ELVENSHIP				WATER

	Shortly after you board the ship, Gurglefin will
interrupt you to show you where you need to go. Great. Go up the
stairs to the left. Take the bouncepad up to the mast and look
ahead at the trail of coins leading to a bouncepad below. You're going
to follow the path of coins, then use the bouncepad to fly forward
as far as you can.



WEST GATE

	Ideally, you landed on top of a building with a bouncepad
and a teleporter pad. Break the stuff to the left, then take the
teleporter. It will take you pretty much right on top of
TREASURE CHEST #2. Take the teleporter back across and use
the bouncepad to come down off the roof.

	When you come down off the roof (or if you missed the
jump off the Elvenship), you'll find a single nauteloid and a
Water Elemental Gate. Switch to a Water Skylander and open it
up.



WATERY CAVES				WATER

	You may recognize this area as the stuff below the
Bridge of Hands. Cross over the river to the right side and
you'll find a bouncepad. Bounce up to the grassy ledge and
follow the torches to TREASURE CHEST #3.

	Drop back down and cross back over to the left side. Go
up the wooden ramp and wait for the spinning platform to carry
you over. This path is riddled with darts that fire out of the
walls. The darts don't do much damage, but they knock you back
which is worse in this area. When you go to ride a platform,
position yourself in such a way that the darts will not knock
you off if they hit you.

	At the end of the platform path are two small
platforms with bouncepads on them. Wait for the moving one
to come near you, then bounce over to the stationary one. Use
the stationary bouncepad to follow the arc of coins to the
higher ledge.

	You have one more spinning platform to ride, but
if you're still playing as a swimming Skylander then this
isn't such a big deal, as you can climb back onto the platform
at the end of the river. This is where you'll find HAT #2 -
TROPICAL TURBAN and a teleporter pad. Hop in to go back to the
whirlpool, and take the whirlpool back to the West Gate.



WEST GATE (REVISITED)

	Follow the path around two corners, the camera will
probably shift around to adjust a little. Before the corners
may still be a wooden fence with a couple of pickaxe
pirates, if you didn't have to kill them earlier.

	Go up the wooden stairs and break the stuff on the left
before going up more stairs on the right. Approach the totem
beacon thing and use it to end the mission.



RUINS

	After a cutscene you'll be trapped in dialogue between
Hugo and Gurglefin again. Gurglefin will say something
about a great big but (and I cannot lie) and then you can
move on.

	Nothing new for you here this time either. This
is kind of a slow point for the Ruins. Swing by Persephone
and buy some upgrades if you can afford them.

	If you didn't complete Dark Water Cove within the
time limit, be sure and do the mission again. Ignore all
the Elemental Gates and places where you can cross water and
you should have no problem.

	When you're ready to move on, talk to Gurglefin.




~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
CHAPTER VII - LEVIATHAN LAGOON <CHPT07>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Objectives:
	Chapter:
		Bring 4 Statues to
			the Shrine
		Find the Eternal Water
			Source
	Completion:
		Enemy Goal
		No Lives Lost
		All Areas Found
		Cleared in under 09:05
	Collections:
		Soul Gems - 1
		Legendary Treasure - 1
		Hats - 1
		Treasure Chests - 3
		Story Scroll - 1

Requirements for 3-Star:
	Water Skylander
	Ability to cross water
	Ability to hit elevated enemies


	After a brief chat with Gurglefin, you'll arrive on a
small island surrounded by rocks. Cross the bridge.



PEARL CLUSTER

	The camera will pan over to show you your first Hob n' Yaro
(or thief). These things don't take much damage, but their fast and
tend to run away. Range attacks can usually take care of them,
but they almost
always appear somewhere where you can chase them into a corner. This
particular thief is holding one of the four statues that we need, so
go get him. While chasing the thief you'll pass a pickaxe pirate, but
they're slow enough to where you can kill him when you're done
punishing the thief. A Skylander that can hit elevated enemies would
be handy here as well, since you'll probably chase the thief to the
next island where a squidler lives.

	After killing all the enemies here, switch to a Water
Skylander and head right over the water (all Water Skylanders can
travel over water). Everytime you cross water in this level, keep
an eye out below for Leviathans. If one finds you the game will force
you to stop moving while the giant fish eats you. It doesn't hurt you
(and there's actually a trophy-slash-achievement for getting eaten
a bunch, but it gets annoying after a while. If you get eaten, attack
the uvula until the fish spits you out and try again. Backtrack to the
right over water and you'll eventually find a trail of gems leading
to a Water Elemental Gate. Open it up and go through.



PLANK WALK				WATER

	The whirlpool will take you to an island with some money on
it.
Grab the money and take the bridge to the right to find a triangle
of bridges. Around the triangle is a thief holding a present, and in
the center of the triangle is an elevated island with two squidlers.
Switch to a Skylander that can kill the squidlers, then hunt down the
thief however you can. Watch out for the pirates at the top and far
right corners of the triangle. Kill the thief for HAT #1 -
NAPOLEON HAT and equip it if you like. Then go to the top
corner and grab TREASURE CHEST #1. There's nothing else out here, so
go back to the first island and take the teleporter back.



PEARL CLUSTER (REVISITED)

	After teleporting, follow the path to the left clockwise
to the island where you killed the elevated squidler (and the
thief too, probably). Break the wooden fence and go right. The
turned-over boat south of you, will flip to reveal a group of
nauteloids, so kill them. South of the bridge to your right is
a boat holding two squidlers; if you shoot the boat, it will
explode and kill its passengers. Cross the bridge to the right.



TURTLE ISLAND				LIFE

	Kill the nauteloids after crossing the bridge, then
follow the island past the elevated squidlers to a ramp
leading up. Take the ramp and go back left to kill the
squidlers. Kill the pickaxe pirate on the left side of
the island, then let's focus on the turtles in the middle.

	Push the right turtle forward once, then the turtle
to your left away to the left. Push the middle turtle forward,
then go around it and push the same turtle to the left. Now
push the turtle closest to the camera back over to the
right, and push it and the rightmost turtle forward as
far as you can to complete the bridge. Go up the ramp
on the left and cross the turtles' backs, then cross
the wooden bridge north.



SHARK'S TOOTH ISLAND			WATER

	You'll be shown another thief, this time holding a key.
Go to the right to find STORY SCROLL #1 - TALES OF THE FISH.
Cross the rightmost bridge, grab the money behind the
turtle, then push the turtle left once to create a deadend.
Cross back over the bridge and follow the path clockwise to
trap and kill the thief. Take his KEY and go back to the
locked gate on the southwest corner of the island.

	After crossing the bridge you'll be greeted by
a turtle and two elevated squidlers. Kill the squidlers
if you can, then push the turtle left to get
the second statue. After the game shows you the next
statue, go back around the turtle and push it back
right, bridging the gap between where the squidlers
were/are.

	Drop down off the ledge and break the first
tent to the north, revealing a teleporter pad. Hop in to
travel onto the chain of platforms where the squidlers
were/are. Kill them if you haven't and cross over the
turtle to get TREASURE CHEST #2.

	Drop down left again and break all the stuff. The
far left side of this island has a pickaxe pirate, and all
the overturned boats are hiding enemies, so kill them
all. At the left end of the island is a thin plank
leading south; cross it to get SOUL GEM #1 - ZAP.

	Go back over and cross the wider bridge to
the left. Kill the pickaxe pirate and keep going and
you will see another thief materialize before you.
He's holding the next statue, so let's get him.
Cross the next bridge to the left, then switch to
a Skylander that kills elevated enemies so you
can take care of the Squidler. Push the turtle
left twice, then onto the bridge to create a
deadend. Go back across the bridge you last took,
Take the next bridge north and chase the thief into
the turtle you just pushed. Kill him for the
third statue.

	Switch to a Skylander that can cross water and swim
out to the left a little bit. There are a few leviathans
out here, and one of them has eaten the legendary
treasure. Eventually the correct leviathan will
swallow you, granting you access to LEGENDARY TREASURE
#1 - OPULENT PULLET. Attack the uvula to escape.

	Go back to the island with the elevated
squidlers and take care of them. Go around behind
the tower to the north to find TREASURE CHEST #3.

	Climb the tower for a brief conversation with
Gurglefin about how the last statue is aboard the
pirate ship in the distance. Hop in the turret and sink
the ship. Gurglefin tells you to aim for the masts,
but shooting it anywhere does the trick. You can
also shoot the enemy cannonballs to destroy them
before they cause damage to your turret. After the
minigame the ship will crash between two islands
and then the hull will break off, making a weird
Decepticon noise.

	Go back down the tower stairs and take the
ramp south of you to the right. Break all the
barrels at the top platform, then drop down the south
ledges for a little more money. Board the ship for
the fourth statue, then cross over to the other
island.



THE SHRINE

	Kill the squidler. Gurglefin will tell you
to look at the shrine and how glowy it is. Great.
Cross the wooden bridge, kill the squidlers and
break all the stuff. Cross the next bridge and kill
the pickaxe pirate.

	Approach the shrine and the statues will start
glowing and reveal the Eternal Water Source. Cross
the dock to the north and a scene will trigger wherein
you will run toward the Water Source and a hungry
leviathan will eat you and the Water Source. Kaos's
projection will appear and your first boss battle will
start.



BOSS: KAOS'S WATER SPELLS

	After a little monologue, Kaos will summon
his Evil Water Dragon, which is a dark version of Zap.
Range attacks are best, but melee will work too, just
don't step in his slime trails or he'll lay the
hurt down. Defeat him for XP and food.

	Next, Kaos will summon the Deadly Sharkbath
of Doomsharks. Small sharks will appear from the top
of the screen and travel downward, and if you touch
one you'll take some damage. You can use this opportunity
to recover some health if you narrowly dodge them,
but I recommend playing it safe: stay low on the screen
and keep mostly to the left. There's a part toward the
middle of the wave where you may take a few hits,
but you should be fine.

	Now Kaos will summon his Evil Amphibious
Gillman, which is a dark version of Gill Grunt.
Close distance and lay down some melee attacks.
Gill only fires from his front, and he rotates
kind of slowly. Take him down for some XP and food.

	Kaos will then summon the Even Deadlier
Sharkbath of Doomsharks. This time the lower center
is the safest place to be, Since the sharks to the
left and right come down in a near-solid diagonal
formation, you can also park along the side and
restore health very quickly, just get out of the way
when the middle sharks come near. This is
probably also the best time to aim for the "Phew!
That was close!" Achievement/Trophy.

	Kaos will now summon his Evil Ice Yeti,
which is a dark version of Slam Bam. Range attacks
are your friends here, keep your distance unless
you think you can take him down quickly. He doesn't
attack very fast, but he hits hard. Defeat him for
XP and food.

	After the Evil Ice Yeti, Kaos will
summon somewhat-weaker versions of all three
minions at once. Zap will come charging at you, so
take him down first. After you kill one minion, Kaos
will summon his Doomsharks again. Aim for Slam Bam next,
as he's the biggest pain to fight during the Doomshark
spell. Each fallen minion will give you XP and food,
so kill quickly if you need the health. Of course,
you can also dodge Doomsharks for health as well. After
you defeat all three minions, Kaos will drop
the Eternal Water Source. Approach it to end the
mission.



RUINS

	After a couple of cutscenes, Hugo will tell
you he has to research where to go next and tell
you to go investigate the beach. Go down the stairs and
grab the oil can next to the Oil Donkey, then head through
the gate that just opened on the beach to the right for
WINGED SAPPHIRE #2.

	Still have your Oil Can? Good. Follow the beach
and you'll find a broken-down robot along the rock wall.
Oil him and he'll open a door next to him. Go through to
find WINGED SAPPHIRE #3 in the center of the room.

	Now switch to a Skylander that can cross water
and go all the way to the right side of the beach. Dive
in and keep going forward until you find a tiny rock
island with a bouncepad on it. Bounce up to a series
of small floating islands with bouncepads on them.
Follow the trail upwards to get WINGED SAPPHIRE #4.

	You now have all the Winged Sapphires you'll
be getting for a while, so now's a good time to hit up
Persephone for some upgrades. Don't forget that Heroic
Challenges are available through Cali as well.

	If you didn't finish Leviathan Lagoon
within the time limit, you'll want to redo the
mission. Skip all the swimming and use your
most-upgraded Skylander on the boss fight and
you should get it; nine minutes is pretty generous.

	When you're ready to move on, find the giant
cycloptic robot on the beach. His name is Clam-tron
4000 and he needs oil. Use the oil can from the Oil
Donkey on him. He'll ask you to grab the five clams
along the beach. Instead of making a pearl as promised,
he'll make a bomb for you.

	Take the bomb to the stairs on the right
side of the beach and blow up the rock at the top.
Diggs will show up and tell you about the cyclopses.
He'll take you to Crystal Eye Castle.




##############################
SEIGE FOR ETERNAL EARTH SOURCE
##############################



##########################################
CHAPTER VIII - CRYSTAL EYE CASTLE <CHPT08>
##########################################

Objectives:
	Chapter:
		Destroy the two Towers
		Get the Crystal Eye
	Completion:
		Enemy Goal
		No Lives Lost
		All Areas Found
		Cleared in under 05:59
	Collections:
		Soul Gems - 1
		Legendary Treasure - 1
		Hats - 2
		Treasure Chests - 3
		Story Scroll - 1

Requirements for 3-Star:
	Undead Skylander
	Earth Skylander

	Looking around this place, it's very clear that the
cyclopses
are either proud of or obsessed with eyes. In "eye-ther" case
(snicker),
you'll begin the mission in front of an eye gate next to an eye
switch. When you hit an eye switch, a short timer will start
counting
down. Hitting additional eye switches will increase the time
limit, and
hitting the last eye switch in a sequence will open the eye gate.
This gate only has one switch, so hit it and go through.

	Past the gate you'll meet your first timidclopses (or
barrel
cyclops). They stand on top of hills and roll barrels at you
Donkey Kong-style. There's an Achievement/Trophy for not
getting hit by any barrels in this level, and Chop Chop's
shield breaking them doesn't count as getting hit. Food for
thought. Go up the hill and kill them.



THE GAUNTLET				EARTH

	After climbing the first hill, break the stuff on the
landing and climb the next hill, avoiding barrels again. At the
next landing you'll meet your first cruncher, which I will
sometimes refer to as chompies because they're basically the
same enemy. Kill them and the barrel cyclopses, then go up
the third ramp, avoiding barrels again. Kill the cyclopses at
the top.

	Here you'll meet your first cyclops chopper (or axe
cyclops). He has an axe and he can spin with it, so he
does decent melee damage. Don't take them too seriously though,
they die pretty quickly too. Kill everything in the room and
hit the two eye switches to go through the eye gate.



OUTER COURTYARD				AIR

	Break all the stuff you see. Go deep enough into the
room and you'll find your first cyclops chunker (or big cyclops).
They throw rocks and do pretty harsh melee damage too, so hit
them hard and quick when you see them, and watch for their
attacks. Focus fire on the big cyclops, then worry about the
axe cyclopses.

	After everything in the room is dead, go up the stairs
on the right side of the room and break all the objects.
Breaking the wheel barrow on the right balcony will reveal
LEGENDARY TREASURE #1 -TEDDY CYCLOPS.

	Now go up the stairs on the left side of the room and
follow the balcony left to find STORY SCROLL #1 - STONE MASONS.

	That should be everything in the room. Hit the eye switch
and go through the eye gate.

	Break all the barrels and hiding chompies in the room,
then push the nearest turtle into the little gap in the floor.
Now
push the other turtle on top of the first turtle and then
forward
to push it off into the gap. This will give you access to the
third
turtle; push it forward once to get around it, then back twice
so that it is on top of the northmost fallen turtle.

	Break the stuff in the north corner of the room, then
go up the stairs and across the turtle. Push the next turtle
left, then the turtle after that forward as far as you can.
Go up
the stairs, break all the stuff, and cross the turtle.

	You will be shown an eye gate and two eye switches;
ignore
them and pay more attention to the giant cyclops and chompies
approaching from uphill. Kill them all and follow the path
past the
Undead Elemental Gate and around the corner. You'll come to
a spot
with an Earth Elemental Gate and SOUL GEM #1 - PRISM
BREAK. Switch
to an Earth Skylander and go through the gate.



PUZZLE PIT				EARTH

	Cross the boulder bridge and go through the
teleporter. Go forward
and you'll reach a big square room with a big button in each
corner.
As you approach a button, the blocks that it will affect
light up yellow.
Raised blocks will lower, and lowered blocks will rise. The
idea is to
manipulate this system to grant passage to the two sides or
the front room.

	The secret to this puzzle is that there's actually
a fifth
button in the center of the room, as well as a sixth and
seventh
button on either side's boarder. The room on the right
contains an eye switch and the room on the left holds an
eye gate.

	With the room at its starting position, press the
bottom-left button,
then the top-left button. Now press top-right, then
bottom-right. Now press
the center button, opening passage to the side rooms.
Walk over the
right button and hit the eye switch to start the timer.
Cross back over
the right switch, ignore the center button, and cross
over the
left side button to go through the eye gate to receive
TREASURE CHEST
#1.

	Now go back to the block room. From the puzzle's
current
position, press either side button once. Next press the
center button,
then the bottom-right button, the center button again,
and lastly
the left side button. This will grant passage to the
north room containing
HAT #1 - TROJAN HELMET. Equip it if you like, then go
through the teleporter.



OUTER COURTYARD (REVISITED)		AIR

	The teleporter will have taken you back before
the Earth
Gate. Go down the hall forward to the Undead Elemental
Gate. Switch
to an Undead Skylander and go through.



SECRET TOWER				UNDEAD

	Cross the bone bridge and get the money before taking
the
teleporter. You will appear in a small room with two eye
switches, an eye
gate, and a teleporter pad. Hit the two eye switches and go
through the
gate. At the end of the hall is another teleporter pad. Go in.

	You'll appear in a room full of enemies: some chompie
pods, big
cyclopses, all kinds of stuff. Get out of the center and charge
forward
to take down the big enemies and chompie pods. When you clear
them
out, head south and take down the last chompie pod. A few
straglers
will come in from the south, so kill them as they arrive. When it's all
said and done, HAT #2 - EYE HAT, will appear. Go in the teleporter
to go back to the bone bridge and cross back over.



OUTER COURTYARD (REVISITED)		AIR

	Hit the eye switch next to you and go left. Hit the eye
switch next to the gate to open it, then go through. Follow the
path to the small door and go in.



EAST TOWER				TECH

	Here you'll meet your "first" cyclops mammoth. These
things are big and do a lot of melee damage, so range attacks
are great. If you can do a lot of quick melee damage, it will
work if you keep an eye on them. There's just one here, and he's
tied to a post, so take him down.

	Chompies will pour in from both sides, followed
eventually by axe cyclopses. Kill them if you like, but your
goal here are the four eye-shaped stones at the north end of the
room. When you break them all, you will need to hit the generator
in the middle to cut power and the tower will
start to crumble. Go south to the exit and get out of there.



OUTER COURTYARD (REVISITED)		AIR

	Now that the gate to the left is open, go through. Go
around the corner, breaking stuff as you go.



INNER COURTYARD

	Kill the cyclops mammoth and axe cyclopses. Go to the
southern corner of the room for TREASURE CHEST #2. Go to the left
corner of the room and drop off the ledge.



OUTER COURTYARD (REVISITED)		AIR

	Drop down and kill the axe cyclops. This room is big
and the enemies are few and spread out, so hunt them all
down before leaving the room. You'll find TREASURE CHEST #3
in the right corner of the room.

	On the left side of the room BEFORE the stairs is eye
switch #1. Hit it and go up the short stairs for eye switch #2.
Go up the next set of stairs for eye switch #3. Go up the last
set of stairs and hit eye switch #4, then go through the gate to
stop the timer. Now go back and kill the big cyclopses before
moving on.

	Go through the eye gate and turn the corner. When
the small door opens, go in.



WEST TOWER				TECH

	Kill the two giant cyclopses roped to their pillars.
This room also has three elevated big cyclopses throwing rocks at
you. If you can't hit elevated enemies, no need to switch
Skylanders; just attack the platforms and they will break.

	After killing all the cyclopses, hit the four eye-
shaped stones, then the generator in the middle. When
the tower starts to crumble, exit south.



OUTER COURTYARD (REVISITED)		AIR

	At the fork in the path, the gate to the right will be
open, so go right. Follow the path back to the Inner Courtyard.



INNER COURTYARD (REVISITED)

	Go up the stairs and the main door will be open. Go
through and you will be walking uphill, facing four barrel
cyclopses rolling barrels at you. Dodge the barrels, rush
up there and kill them.



THE TOWER OF EYES			AIR

	By the time you reach the barrel cyclopses you'll see
the other enemies in the area; two axe cyclopses and two big
cyclopses. Kill the big ones first, then take down the axes.
The door in the center of the room will open. Break everything
up here and go in.

	Here you'll find two chompy pods and three big
cyclopses on top of platforms. Kill the chompy pods first, then
break the platforms and kill the big cyclopses. While you're doing
this, axe cyclopses will leak in from the left side. Kill them as
they come, but the big cyclopses are a higher priority.

	Eventually you'll face a few giant cyclopses from the left,
as well as more axe cyclopses. Stay light on your feet and use
range attacks whenever possible, as this is a fight that should
not be taken lightly. When everything is dead, the fence
around the crystal eye will lower. Grab it to trigger a
scene and end the mission.



RUINS

	After the cutscene, the dialogue will actually try to
send you straight into the next level. While there isn't anything
new to do here yet, you may want to turn this offer down to go
buy upgrades or try some more Heroic Challenges.

	If you didn't make the time limit, try the level again,
skipping the two elemental gates. You may want to level-grind a
bit as well, so you can take down the towers quickly.

	Talk to Diggs when you're ready to take on the next mission.




###############################
CHAPTER IX - STONETOWN <CHPT09>
###############################

Objectives:
	Chapter:
		Defeat the Stone Golem
	Completion:
		Enemy Goal
		No Lives Lost
		All Areas Found
		Cleared in under 07:39
	Collections:
		Soul Gems - 2
		Legendary Treasure - 1
		Hats - 1
		Treasure Chests - 3
		Story Scroll - 1

Requirements for 3-Star:
	Life Skylander
	Ability to cross water


	You start off in somewhat of a crater. Break the stuff around
you and go north to kill the group of chompies.



MUSHROOM RIDGE				LIFE

	Keep going north and you'll find two eye switches and an eye
gate amongst more chompies. Kill the chompies and chompy pod, then
hit the two eye switches to open the gate, no time limit this
time. Make a mental note of the bomb wall to your right before going
through the gate.



OLD CYCLOPS FORT			LIFE

	Go down the small hill to the landing and break the stuff. You'll
see the legendary treasure on top of a platform next to you, but you can't
reach it yet so don't let it bother you.

	Go down the stairs and around the corner and kill the axe cyclops.
Instead of following the path, follow the wall on your left to a small
landing with a bomb. You're going to grab it and QUICKLY go back to the
bomb wall near the eye gate to blow it up.



MUSHROOM RIDGE (REVISITED)		LIFE

	Blowing up the wall may take a couple of tries. Any Skylander can
do it, but I recommend switching to a faster character, like Whirlwind
or Stealth Elf. After blowing up the wall, go through and around the
corner. Follow the stoney path to LEGENDARY TREASURE #1 - MONO LISA.
Drop off the ledge to return to the landing before the stairs in Old
Cyclops Fort.



OLD CYCLOPS FORT (REVISITED)		LIFE

	Go further down the path and kill the three axe cyclopses and the
squidler. Bring the bomb with you if you want to have some fun with it.
At the base of the hill you'll find two towers with an eye gate in
between. Each tower has a teleporter pad at its door and an eye switch
on top. Teleport up one of them and hit the switch, then drop off the
ledge and teleport up to hit the other switch before time runs out.
Hitting the second switch will reset the time limit, and walking through
the gate will eliminate the time limit.



BLUE WATER SWAMP			WATER

	Once through the gate you'll find a boardwalk leading north. Switch
to a Skylander that can cross water and go over the water to the right
of the boardwalk. Stay south and go right until you find land again.
Get out of the water and follow the short path to TREASURE CHEST #1.

	Return back to the boardwalk the way you came and go across it.
Break the barrels and kill the chompies on the island. The nearby
axe cyclopses will probably attack as well. Go up the ramp at the tower
to get STORY SCROLL #1 - WHAT MAKES A PORTAL MASTER?

	Head back down the ramp and go across the boardwalk to the
northeast, where you'll find three turtles. You can only push one turtle
at first, so push it into the water. Now go around and push the next
turtle left once, then forward twice across the first turtle and into the
water. Now go back and push the last turtle forward once, left once, and
forward until it drops and completes the bridge. Kill the elevated
squidlers if you can.

	Switch to a Skylander that can cross water and swim to the
left to find an island with an axe cyclops and a teleporter pad. Kill
the cyclops and look for a red tent. Break it to find TREASURE
CHEST #2. The teleporter will only take you back to the tower where
the scroll was, so swim back over to the right.

	You'll meet your first rock walker on this island. They like to
approach you, stop, and barf up lava pools that harm you. They take
a few hits to kill, but if you avoid their lava pools then they're pretty
easy. After he's dead, go to the bridge to the right.

	Go to the end of the bridge and get the KEY. On the way back
you'll be ambushed by chompies and two rock walkers at the island.
Charge through the chompies and get to the island. Go past the walkers
and fight them on the land so you're not bottle-necked by the bridge and
they should be pretty easy. When everything's dead, cross the
boardwalk to the left.

	Now you'll meet your first earth spell punk. These guys are
similar to air spell punks in that they buff nearby enemies, but they
add magic armor to their allies. Take out these punks first if you
can, but you can kill their friends too if you hit hard enough. This
one should only have a couple of chompies, so unload.

	On the next island, there will be a little bit of money next
to the big platform (to its right) and a bunch of stuff to break to
its left. Break the tent to reveal SOUL GEM #1 - LIGHTNING ROD.

	Go up the stairs to the platform and there will be a bunch
of barrels, most of which contain chompies. Kill everything and open
the locked gate. Go through.



NEW FORTRESS				EARTH

	Kill the two axe cyclopses. You'll reach a crossroads early in
the fortress; break the stuff to the north, then go right for a
block puzzle.

	Push the rightmost block forward once. Now push the block
next to you northwest once and it will be against a wall. Of the
three blocks that are now in a row, push the middle block forward
twice. Now go to the first block you pushed and push it southwest
once, so that it's back where it started (under the line of coins).
Now go back to the block furthest away and push it back down to
complete the bridge under the line of coins.

	Now that the bridge is complete, take the block that
isn't part of the bridge to the northwest as far as you can. Now
go around the block and push it back twice. Go up the stairs and
across the last block you pushed, then cross the long block-bridge
to grab the coins and the KEY. Drop down to the left and go back
to the crossroads.

	Continue left and you will find a second KEY and a
locked gate. You'll need all three keys to open it, and now a thief
has the third one. Go north and around the long hallway. The
thief will drop off the ledge, so go back through the hallway
counter-clockwise to bump him against the wall for an opportunity
to slay him and take his KEY. Now that you have all three keys, go
open the gate to the left and go through.

	Follow the path outdoors and go down the stairs. At the
end of the stairs are two more rock walkers and some chompies,
so take care of them before moving on. Continue
along the path to find two elevated squidlers, two more rock
walkers, and an earth spell punk. Kill the punk first, then the
walkers, then the squidlers if you can. Remember the bomb wall
between the squidler platforms.

	Keep following the path to be shown the hill ahead and
an elevated bomb. Go toward the rock walker and kill it. At the
lowest part of this hill are two blocks you can push. Push the one
closest to the camera right once, then push the other block toward
the stone wall, into the corner.

	Now go up the grassy hill on the left and push the rock
right twice to make it drop and complete the bridge over to the
right. You will probably start taking fire from a squidler up
top at this point, so move quickly. The next block you reach
needs to be pushed down onto the block from before, then down once
more to make it drop and complete the bridge to the bomb.

	Grab the bomb and run back away from the hill to blow up the
wall between the two squidler platforms from before. This will
grant you passage to SOUL GEM #2 - BASH. If you haven't killed the
two elevated squidlers yet, go back and use the bomb to kill them.

	Return to the hill, about where the bomb is. You can use the
bomb to kill the squidler above you, then push the block left twice and
forward once to fill the gap in the wall. Now go around to the right
and go up the ramp.

	Push the next block to the left to make it drop down so you
can cross it. Now push the next block to the right to make it
drop down next to the previous block. Push the last block forward
twice so you can get around it.

	Kill the elevated squidler; if you can't do it from ground level,
go up the ramp to your right to level the playing-field and finish
him. Now go around and push the previous block back down twice. Go
up the ramp to the right, cross over the block you just pushed, and
cross the bridge up ahead.

	After a short cutscene, go forward and kill the earth punk and
the two rock walkers. Cross the next bridge.



TOWN OUTSKIRTS

	This next area is all tilted and warped from the golem.
Break all the stuff on this first island, then approach the Life
Elemental Gate on the far left side. Switch to a Life Skylander and
go through.



WAYWARD TOWN				LIFE

	Cross the vine bridge and find the wooden bridge to the
north. Take note of the bomb wall across the bridge, then go back
to the first island. To the left is a broken bridge hanging over
a ledge; drop down.

	Drop once more and cross the bridge to the left. Break the
barrels, then take the bouncepad up. Kill the chompy pod and grab
TREASURE CHEST #3. Drop down at the broken bridge on the right.

	Near the fountain is a bouncepad. Bounce up to reach
the next bouncepad, and take it up to a small island with a bomb.
Drop down and blow up the house with the green roof southeast of
the fountain to reveal a bouncepad. Take a moment to consider the
fact that you may be the villain of this story, then go back and
grab the bomb a few more times to blow up the other houses for
money and food.

	When you're done destroying homes, grab the bomb one last time
and use the bouncepad that was under the first house. The bouncepad
should take you right to the bomb wall; blow it up and grab HAT #1 -
TOP HAT. Equip it if you like.

	You can keep grabbing the bomb and destroying the houses
up here too, but they don't have anything in them. When you're
done destroying homes, cross back over the vine bridge to the south.



TOWN OUTSKIRTS (REVISITED)

	Go uphill and cross the wooden bridge to the north. Then
cross the rock bridge.



RUMBLING RAVINE

	The rock golem will do a little dance and pick up a
boulder. It's go time.



BOSS: ROCK GOLEM

	The nice part about this fight is that you get a big yellow
Boss Health Meter on the side of the screen. As this meter goes
down, the golem's attack pattern will change slightly, so keep an
eye on this meter.

	The golem will roll boulders at you. Everytime he rolls one,
the path that the boulder takes will light up brown over the grass.
Avoid the boulder paths and make your way over to him, then unload.
He does have a stomp move if you're too close for too long, but he gives
a big obvious tell, so keep an eye on him as you attack.

	When he gets down to about three-fourths remaining health,
he'll do a little angry dance and produce a shield around himself.
You can't harm the golem until the shield is down, so get some distance
between you and the golem. Keep moving and avoid the bright red
Xs that appear on the ground, as they indicate where a boulder will
land. A piece of food should have appeared on the south side of the
arena if you need it. After a few strings of boulders
the shield will come down and the golem will go back to rolling
boulders. Get in there and get you some.

	When he gets down to about one-half remaining health, he'll do
his dance and put his shield back up. He'll start dropping boulders
again, so keep moving. There should be another piece of food at the
south side if you need it. At the end of this sequence he'll drop a
cluster of boulders all at once, then go back to rolling. Hurt him.

	When the meter shows about one-third remaining health, the
shield will go back up and more food will appear on the south side.
The golem is going to start dropping boulders again, but this time he'll
get creative. The boulders will drop in big rings all at once. Try to
not be in the center of these rings, as they get progressively smaller.
The last ring will be very small, and then he'll drop one boulder wherever
you are at the time. He'll drop one more cluster of boulders, then take
down his shield.

	He'll swing a boulder around and roll it quickly. If the boulder
hits you he'll go back to dropping boulders, so focus primarily on
dodging. If the boulder finishes its path, it will crash into the
golem and stun him for a while, giving you a wonderful opportunity.
If you don't defeat the golem at this point, he'll repeat his pattern
until you do.

	When you defeat the golem, he'll drop a bunch of money and
turn back into the Eternal Earth Source. Pick up the loot and go
under the Earth Source to end the mission.



RUINS

	When you return to the Ruins, Arbo will burst from the ground like
John Goodman in Raising Arizona. During the dialogue he'll turn a
withered old tree into a beanstalk that will take you to Treetop Terrace.
He'll ask you if you want to go right away, but you should turn him
down for now because we have things to do.

	Approach the rock that Arbo burst out of and attack it. WINGED
SAPPHIRE #5 will pop out. From this point on, you can also hit this
rock repeatedly to make money pop out. After so many hits it will
stop producing money, but it will make more next time you come back
to the Ruins.

	If you didn't finish Stonetown within the time limit,
I suggest you replay the mission. If you skip all the collectibles
and the Life Gate you should get it. You can also skip most of
Blue Water Swamp by swimming/flying along the left side past the
waterfall. Just don't forget to get the key.

	When you're ready to move on, talk to Arbo.




^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
QUEST FOR ETERNAL LIFE SOURCE
vvvvvvvvvvvvvvvvvvvvvvvvvvvvv



^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
CHAPTER X - TREETOP TERRACE <CHPT10>
vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv

Objectives:
	Chapter:
		Collect the Life Seeds
	Completion:
		Enemy Goal
		No Lives Lost
		All Areas Found
		Cleared in under 05:54
	Collections:
		Soul Gems - 1
		Legendary Treasure - 1
		Hats - 1
		Treasure Chests - 3
		Story Scroll - 1

Requirements for 3-Star:
	Magic Skylander


	You start the mission on a giant stump. Break the stuff and
cross the wooden bridge north.



THE CANOPY				AIR

	You'll soon encounter your first corn hornet. They have poison
stingers and they move sort of fast, but they don't do much damage and
they die quickly, so make this one die quickly.

	After crossing the bridge, you'll be shown a crank for a
pulley system. The pulley system connects to the door up ahead, so
use the crank and navigate through the bounce pods to go through the
door.

	Here you'll find your first blade witch. These are like the
drow witches from before, but they also have a shield ability that
protects them from all angles. The trick to these girls is to wait
for them to attack, as they drop their shields to attack. Melee
attacks and explosions are usually best for handling them.

	Kill the drow spearmen first, then wait for your opportunity
to kill the blade witch and finish her. Take the bouncepad up
and defeat the hornet and drow spearmen to lower the battle gate.
Instead of moving on, though, break the stuff on the left to reveal a
teleporter pad and go in.

	You will appear on a small stump with lots of money and another
teleporter pad. Grab the loot and teleport back to where you just
were. Cross the bridge that used to be a battle gate.

	Move through the bounce pods to find your first life spell
punk. Life punks heal nearby enemies, but don't do much in the way of
attacking. Kill life punks first everytime you see them, including
now.

	Charge between the drow spearmen and take down the life
punk, then kill the spearmen. Clear the objects at the end of the
walkway to reveal a bouncepad. Bounce up to find a long path and
a teleporter pad. Ignore the teleporter for now and go to the
end of the path for LEGENDARY TREASURE #1 - STERLING TAPIR.

	You can take the teleporter pad back down, or you can just drop
off the ledge to the south. In either case, take the bridge to the right.



THE SLUICE GATE				LIFE

	You will be shown a long ramp with rolling barrels coming
down it. Ignore this for now and break the stuff on the right. This
will expose a path to the right. Take the path to find TREASURE
CHEST #1.

	Go back to the left and use the crank. You will have
fourteen seconds to travel up the ramp past all the rolling
barrels and through the gate, which will close behind you.

	Here you'll find a blade witch and four drow spearmen,
separated into pairs. Go north and kill the two drow spearmen
first. If you haven't seen the other two spearmen yet, go ahead
and kill the blade witch, then go south a little ways and kill
the other two spearmen. This will open the battle gate, but don't
go through it yet. Go north all the way to find STORY SCROLL #1 -
HISTORY OF FLIGHT. Then go southeast all the way to find
TREASURE CHEST #2 and some food.

	In the center of the long platform, where the battle
gate was, is a teleporter pad. Step in to appear inside the
tree. You'll be shown your first blitzer bully. These are a lot
like the drow warriors, but they pretty exclusively use a charging
attack. Range attacks are a good idea, but you can melee them too
if you watch for the tells and get out of the way before he
charges.

	A couple of hits into this fight and you should knock
the life spell punk from the bully's shoulders. Kill the
punk first, then take down the bully. Use the crank and the
gate to the right will lower for fourteen seconds. Go through
the gate and walk onto the log path. When the timer has only
five seconds remaining, the log path will rise to grant access
to the teleporter pad. Go in.



THE CANOPY (REVISITED)			AIR

	Go forward to find a life spell punk and five drow
spearmen. Stay on the outside of the group, don't let them
surround you, and take shots at the spell punk whenever you can.
The spell punk can't heal himself, so once he's down you
can take out the spearmen.

	When all the enemies are dead, switch to a Magic Skylander
and go through the Magic Elemental Gate to the north.



ANCIENT TRUNK				MAGIC

	Cross the magical bridge to find a teleporter pad and
SOUL GEM #1 - GILL GRUNT. The teleporter will take you to a
ledge on an ominous-looking tree. Take the next teleporter pad.

	You will now be inside another tree. There is food in
the center of the room and money on the north side. To the left
is a bouncepad that will take you up to a ledge with another
bouncepad. Take the new bouncepad to a corn hornet and another
bouncepad. Kill the hornet and bounce up to the left.

	You'll find a blade witch on this ledge, as well as another
bouncepad. Kill the witch and bounce to the left, then take the
next bouncepad up to fight a blade witch and a hornet. When
they're dead, follow the path south to find HAT #1 - MOOSE HAT.
Equip it if you like.

	Go back north and take the next bouncepad up to fight
two more hornets. Take the bouncepad on the left up to a
thin path with a hornet and a lot of blade witches. If you're
not worried about Enemy Goal, you'll find it easier to knock
the enemies off the platform then it is to kill them, but if
you want Enemy Goal and they fall off then you'll have to
fall after them. At the end of the path is a teleporter; go in.

	You'll appear on a small ledge. Drop down and kill the
hornet and blade witches. If you cross the wooden bridge to the
left you'll find the Magic Elemental Gate you went through
earlier, as proof that we've come full circle.

	Bounce up to the small ledge, then take the new
bouncepad to the ledge on the right. Grab the food if you
need it and drop to the right. Push the wire ball to go bowling
for drow. Kill anything that survived and follow the winding
path downhill.

	You will be shown another crank. Break the stuff
around you, then pull the switch and go through the
path of spears ahead. Step onto the wooden platform, and
at the end of the timer it will carry you across the gap to
the left.

	There will be a gate in front of you and another
path of spears to the left. Time your entrance carefully
and walk over to the first ledge on the south end of
the path. Wait for the wave of spears to pass, then go
to the next ledge to the left. When the next wave
passes, go left and use the crank. Run to the right and
through the gate to the north.

	Go down the ramp to find two blade witches and
two hornets. When they are defeated, a battle gate up
north will lower. Go under the bridge and around the corner,
up the ramp. You will be attacked by some drow spearmen
and another blade witch. Take out all the spearmen and head
right to find TREASURE CHEST #3.

	Go back to the left and kill the blade witch if you
haven't already. Press onward to find more spearmen and a
bully with a life punk on its shoulders. Hit the bully to
make the punk fall off and kill it, then take down the spearmen
and bully.

	Cross the next bridge to find a laser puzzle. Push the
left gem down and then right to fire the beam at the center gem,
then use the switch to rotate the gem twice to solve the puzzle and
open the door. Go up the ramp.



THE SEED TREE				LIFE

	You will be greeted by a mob of enemies. Kill the spearmen
first. By the time you finish them, one of the bullies should have rushed
in. Kill the punk/bully. If the second bully has charged in, kill it
and its punk, then kill the hornets. By this point there should be nothing
left but blade witches, so kill them too.

	Go up the hill and around to get some money and the seed,
ending the mission.



RUINS

	Your return to the ruins will trigger some dialogue and a
minigame in which you have to collect apples. The sheep will
try to eat the apples before they're ready to pick, so hit
them to keep them away.

	Once you collect 15 apples, Arbo will ask you if you want to
go to Falling Forest. There isn't anything new to do in the Ruins
this time, so you can if you don't need to buy upgrades or replay
Treetop Terrace.

	If you didn't beat the mission within the time limit,
you can replay the mission. For your speed-run, don't bother with
the Magic Gate, and take someone strong to speed up the fighting.

	When you're ready to move on, talk to Arbo.




^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
CHAPTER XI - FALLING FOREST <CHPT11>
vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv

Objectives:
	Chapter:
		Find the Eternal Life
			Source
	Completion:
		Enemy Goal
		No Lives Lost
		All Areas Found
		Cleared in under 07:43
	Collections:
		Soul Gems - 1
		Legendary Treasure - 1
		Hats - 1
		Treasure Chests - 3
		Story Scroll - 1

Requirements for 3-Star:
	Earth Skylander


	You will begin the mission on a ledge next to Arbo. Drop down.



OWL'S ROOST				TECH

	Drop off the ledge to the south. Break all the stuff and
follow the path to the right to find LEGENDARY TREASURE #1 - TOPIARY'S
NUCLEUS. Go back to the left and bounce back up.

	Break the rest of the stuff on the platform and go right down
the ramp. Kill the wrench trolls and the gun troll, then go right. Go up
the small ramp and kill the bomb troll. You can grab the fireworks to
use on the tree-cutting machines if you like, but there's an achievement/
trophey for not using fireworks, so it's your call.

	Continue down the wooden path and break through the fence. You can
use fireworks here to destroy the machine, or you can pass under the
blade and attack the front of the machine, between its treads. When the
machine is destroyed it will create a bridge up to the next stump.

	Go up the blade and take out the gun troll and the wrench
trolls. When they are all defeated, three more wrench trolls will come
out from the north side. When these three trolls are defeated the
battle gate to the right will lower.

	Go through the gate and dodge the rotating saw blade. Take
the bouncepad to the north up to the high platform where SOUL GEM
#1 - STEALTH ELF is. Drop back down and go to the right.

	Continue right while dodging saw blades. At the far right is a
small ledge with some money on it. Take the bouncepad to the north up
to the next stump, which will have another spinning saw blade and two
bouncepads. Take the northernmost bouncepad up to TREASURE CHEST #1.

	Drop down to the south and follow the rotation of the saw blade
to the exit at the left. Go down the ramp and kill all the various trolls,
mostly gun trolls. The platform below will have a bomb troll and a lot
of explosive barrels that are good for killing trolls, just saying.

	Keep following the path and you'll find a stump with a bunch of
trolls and a tech spell punk. Keep moving to avoid the punk's beams as
you take down all the trolls, then go uphill and kill the punk. You'll
probably have to break one of the fences to do this. At the north end
of the stump is STORY SCROLL #1 - ELDER ELEMENTALS. Grab the fireworks
if you want and go down the ramp to the right.



PINECONE'S LANDING			LIFE

	Defeat the trolls on the ramp and destroy the machine at the
base. Climb up the blade and defeat the tech spell punk. Grab the food
if you want, then continue to the left.

	Go uphill toward the camera to find an Earth Elemental Gate.
Switch to an Earth Skylander and go through.



ACORN STASH				EARTH

	Cross the boulder bridge, break all the stuff and kill the
elevated bomb trolls if you can. Approach the lock minigame to the
north and play it. Breaking the lock will open up the teleporter
pad. Step into it.

	You will appear on a thin ledge above. Drop of the southwest
side to land on TREASURE CHEST #2. Kill the bomb trolls if you haven't
already, then go back into the teleporter.

	From the ledge above, drop to the immediate left to land on
a slanted board. Go uphill to the left and break through the fence.
Drop down to fight four gun trolls and a wrench troll. Kill them all
to lower the battle gate to the left. Go through and get HAT #1 -
COONSKIN CAP. Equip it if you like.

	Travel back to the right and take the bouncepad back up to
the slanted board. Follow the trail of coins off the ledge and continue
right. Cross back over the boulder bridge.



PINECONE'S LANDING (REVISITED)		LIFE

	Go downhill and kill the trolls. Kill the bomb troll at
the end of the path and break through the fence. Under the spinning
saw blade is a bouncepad; use it to hop north onto the ledge above.

	Go uphill and kill the two hornets and two gun trolls. At the
top of the hill is TREASURE CHEST #3.

	Drop back down and take the bouncepad up to the stump with the
spinning saw blade. If you don't make it all the way to the top of
the stump, there is another bouncepad on the lower part of the stump. Go
to the right and you will be shown a tree-cutting machine and some
fireworks.

	Time your passage carefully as you go past the machine to the
right to another stump with a spinning blade. Use the bouncepad
to the south to move on to the next stump.

	Rotate around the stump along with the spinning saw blade,
then take the bouncepad at the northwest end. Bounce up to the
platform with some money and the pile of fireworks. You can hit the
machine from here if you like. Go back to the machine and climb it
after it's been destroyed.



THE GREAT STUMP

	Break through the fence and go forward. An acorn will
break to reveal the Eternal Life Source. Kaos's floating head will
appear and talk some smack. Let's see if we can smack him back.



BOSS: KAOS'S LIFE SPELLS

	Kaos will summon his powerful evil life minion, which
is a dark version of Zook. He's all range attacks, so closing
distance and using melee attacks is a good strategy. Try to go
around his mushroom walls, as they just soak hits while he
fires bazooka shells at you.

	After you defeat Zook, Kaos will summon his Unbeatable
Deadly Life Spell. This will be a series of strings, a bug on the
front and green glowing orbs trailng them. If you attack the
bugs, the orbs will pop. Range attacks are best for this. You
can pop everything in this wave, so stay on your toes and take
out some bugs.

	Kaos will then summon something you can't see, meaning
a dark version of Stealth Elf. She moves fast and uses melee
attacks exclusively, so use range attacks; sting and move.
Some Skylanders can outrun her with a proper build, but best
play it safe. She doesn't have much defense, so this part
should end quickly, one way or the other.

	Next Kaos will summon his Totally Unbeatable Deadly
Evil Life Spell of Ultimate Death. This is like his previous
spell, so take out the bugs when they appear. First he'll
send a fleet of bugs, the a sort of Spyrograph pattern with
no bugs; stay on the outside of this part and keep in the gaps.
Then he'll send a couple of rings with gaps, so look for these
gaps and go through them quickly. If you do this properly, you'll
be running counter-clockwise. Finally, he'll loose a long
spiral with a bug at the end. Move counter-clockwise as fast
as you can and kill the bug as soon as you see it.

	After the second spell, Kaos will summon his Evil Ent,
which is a dark version of Stump Smash. If you keep your
distance he will only fire out seeds that ricochet off the
surrounding walls. Get too close and he'll hit you really hard
with his hammer fists. There is an achievement/trophey for
defeating him while there are at least 5 seeds in play, so
go for it with your best ranged attacker.

	Now Kaos will summon a life spell so powerful he dare
not speak its name. The nice part about this spell is that
there are a couple of gaps that don't ever have orbs intersect
with them near the bottom. As long as you stay down there and
keep attacking the bugs that appear, you'll be fine.

	Finally, Kaos will summon all three minions at
once. If you take too long, he'll summon more green orbs
too, so let's try and be quick about this. Kill evil Stealth
Elf first, as she'll be the biggest headache. Then take
down evil Stump Smash, since he's the more mobile of the
two remaining. Now run up on evil Zook and end this thing.

	Kaos will say something cryptic about watching backs
and give you the Eternal Life Source, ending the mission.



RUINS

	During the dialogue, General Robot will appear and
tell you about the Golden Gear. He'll offer to take you to the
Troll Warehouse immediately. There's nothing new to do in
the Ruins, so you can take him up on his offer if you want.

	If you didn't finish the previous mission within the
time limit, you may want to replay it. Skip the Earth Gate
and attack the last machine instead of going to get the
fireworks and you should have it.

	Talk to General Robot when you're ready to move on.




++++++++++++++++++++++++++++++
BATTLE FOR ETERNAL TECH SOURCE
++++++++++++++++++++++++++++++



++++++++++++++++++++++++++++++++++++++
CHAPTER XII - TROLL WAREHOUSE <CHPT12>
++++++++++++++++++++++++++++++++++++++

Objectives:
	Chapter:
		Find the Troll Warehouse
		Find the pieces of the map
		Get through the Minefield
	Completion:
		Enemy Goal
		No Lives Lost
		All Areas Found
		Cleared in under 08:53
	Collections:
		Soul Gems - 1
		Legendary Treasure - 1
		Hats - 2
		Treasure Chests - 3
		Story Scroll - 1

Requirements for 3-Star:
	Life Skylander
	Fire Skylander
	Second playthrough


RESEARCH BASE OMEGA			LIFE

	You'll start the mission in a small room alone with some stuff and
Snuckles; break whichever one you choose, then approach the lock puzzle at
the north end of the room. Solve it and go through.



THE FOUNDRY				LIFE

	Go down the ramp to meet your first trollverine (or claw troll). They
have a shield that makes them immune to most attacks, but they drop their
shields to attack. If they swing their claw and miss, they'll also lose
their balance and wabble around for a moment, unable to attack or defend.
That moment is your best time to attack. For future reference, their
shield will not defend from bombs.

	Kill the claw troll and the wrench trolls before breaking all the
stuff in the room and approaching the new lock puzzle in the center of the
room. Solve it and move on.

	When you walk through the gate you'll see your first rocket imp.
Their little, fast, and have a quick range attack that does lots of damage.
Run at them in a not-so-straight line and use melee attacks. Don't linger
next to one too long though, as they're not afraid to fire a rocket
close-range.

	Kill the imp and round the corner. Keep following the path and
you'll find STORY SCROLL #1 - THE GAME OF BOOM! Keep following the path
to find a room with four wrench trolls and a rocket imp. Move past the trolls
and take out the imp first, then kill the rest to lower the battle gate.

	Go through the battle gate and Snuckles will briefly interrupt you.
Turn the corner and watch the short scene.



THE MINEFIELD

	Snuckles will say something about a map and make you go get it.
There's a lot of treasure, including a chest, out there in the mines, but
DON'T RISK IT. The mines will reposition themselves after you get
the map, you can get it all then.

	Go south of the minefield to the left. You'll soon find a Life
Elemental Gate. Switch to a Life Skylander and go through.



ISOLATION CELLS				LIFE

	Cross the vine bridge and turn the corner. The trick to this
place is that there are keys and locks all over the place. They do
technically give you enough keys for each lock, but if you open them
in the wrong order, you may find yourself locked out. This area
requires a second playthrough to get 3-Star, so here's what to do
for each playthrough:

	FIRST PLAYTHROUGH:
	Grab the KEY to the right and open the door furthest north.
Grab the two KEYS inside and turn around. Go back to the vine bridge
and open the gate furthest south.

	Grab the two new KEYS. Open the new door furthest south for
two more KEYS. Instead of opening the next door, back out one room and
go north of the glass tubes to unlock the door on your left. At the south
end of the room is a lock minigame; beat it to grab the next two KEYS.

	Without opening any doors with keys, back out one room (through
the lock minigame door), then unlock the door to your left. Go in for
LEGENDARY TREASURE #1 - LEGENDARY GHOST VIEW GLASSES.

	Go back out and open the next gate you see to the north.
Follow the path and use your last two keys to open the doors to
HAT #1 - SPY GEAR. Back out through the maze and across the vine bridge
to move on.

	SECOND PLAYTHROUGH:
	Grab the KEY to the right and open the door furthest north.
Grab the two KEYS inside, then open the nearest door for TREASURE
CHEST #1. Back out and cross the vine bridge to move on.



THE FOUNDRY (REVISITED)			LIFE

	After crossing back over the vine bridge, take the ramp
just below it down to fight a couple of wrench trolls, a bomb troll and
a claw troll. Be sure to grab the MAP PIECE #1 in the bottom-right
corner. When all the enemies are defeated the gate to the left will
lower.

	Go through the gate and you will see your first gun snout
(or troll mech). These things do lots of repeated damage and you
should almost always kill them immediately on sight, however you
can. After you break their legs they will blow up and spit out
their driver, a wrench troll.

	Take down the troll mech, then worry about all the wrench
trolls and the bomb troll to the north. Don't forget about the
wrench troll driving the mech. After everything is dead, approach
the lock puzzle to the left and solve it.

	Go through the gate and grab MAP PIECE #2. Hit the big red
button to lower a couple of walls. One of the lowered walls is the
south wall of the previous room, so backtrack and go through.

	You should recognize this room from the beginning of the
level; south of you is the ramp you decended earlier. Cross to the
right and you'll see that this wall has been lowered too. Go through.

	This room has a few breakable objects and a laser
puzzle. Go to the very end of the room and push the furthest block
left once; it will be intercepting the beam. Push the gem that was
south of it forward twice to make it even with the goal gem.

	There's only one other gem in the room that you can push
(middle one on the right), so push it left until it intercepts
the beam. After the beam is rerouted it should be crashing into
a block on the top-right, so move the block to the left once. Now
that the beam is hitting the gem in the lower-right corner,
pull the lever once to rotate it, sending the beam to the first gem
we pushed and solving the puzzle. Go through the door.

	Walk across the skinny winding path. Be sure to grab
MAP PIECE #3 along the way, it kind of blends in with the wood.
At the end of the path is a room full of trolls, including a troll
mech. Kill the mech as soon as you can, then take care of the
wrench trolls and bomb troll. When everything is dead, go to the left
side of the room and cross the small bridge to get SOUL GEM #1 -
ZOOK. Solve the lock puzzle and go through.



ACCESS CATWALKS				TECH

	Get the food if you need it and go up the wooden stairs.
Walk along the path and drop down to fight the troll mech in the
bottom-right corner, then take down the bomb troll and wrench
trolls. During all this you may get attacked by the claw troll
and additional wrench trolls, so be ready for that if it happens.
When everything is dead, go to the bottom-right corner of the
room for TREASURE CHEST #2.

	Go up the wooded stairs on the left and kill the claw
troll and wrench trolls if you haven't already. Break the barrels
as you make your way up the spiral. At the end of the path are two
rocket imps, a wrench troll, and MAP PIECE #4. Near the map piece
is a Fire Elemental Gate. Go right of it to kill the rocket
imp, then go back to the gate, switch to a Fire Skylander and
go through.



LAVA REFUGE				FIRE

	You will appear on a small island next to a teleporter
pad. Since you're still playing as a Fire Skylander, you should
be able to cross the lava, so head south a little ways and you
will meet your first lava king. These guys look suspiciously like
Eruptor. They have a few close-range melee attacks, but their
main move is summoning flame imps.

	Flame imps just kind of hop around and do melee damage,
kind of like chompies. Kill the two lava kings first to stop
them from generating more imps, then clean up the remaining imps.
Go to the door on the left that the lava kings were guarding and
solve the lock puzzle and go in for HAT #2 - ROCKET HAT. Equip
it if you like, then go back to the teleporter pad and use it.



ACCESS CATWALKS (REVISITED)		TECH

	Go right of the Fire Gate and take the teleporter
pad. Take the new catwalk down to the metal platform and drop
down. You should recognize this place. Go right and talk to
Snuckles, who will piece together the map. Go to the big blue
circle.



THE MINEFIELD (REVISITED)

	Now that the map is completed the mines have shifted
around. There is also now a big white dotted line telling you
where it is safe to travel. Be especially careful on this part
if you're playing two-player, as you can knock each other into the
mines.

	Follow the dotted-line to the money on the left and
grab it. Follow it north to grab some more money. On the far-right
bend of the line there is a small clearing of mines to the south.
Go down to find and open TREASURE CHEST #3.

	Get back to the dotted- line and continue following it.
The line will bend around some money that is completely surrounded
by mines. Unless you can grab items without touching them (looking at
you, Dino-Rang), don't even bother; that money will kill you. Keep
following the path and grab the last bit of money on the left.



WAREHOUSE 14

	Go forward to the X to end the mission.



RUINS

	When you return, General Robot and Hugo will talk about
the Green Goo and ask you if you want to travel to the Goo Factory.
There isn't much else to do in the Ruins at the moment, but say
no anyway so you can replay the Troll Warehouse.

	As stated before, Troll Warehouse requires at least two
playthroughs for a 3-Star ranking. It's time limit is pretty easy to
hit the second time through, just ignore the Fire Gate, and don't
spend any more time with the Life Gate than you have to. While it
is possible to get to the far side of the Minefield without the map
by using some Level 10 Skylanders with high-Armor hats (or Ghost
Roaster in Ectoplasm Mode), when you get to the far side you'll
see a gate that will only lower when you have all four map
pieces. Nice try, though.

	Swing by Persephone if you need upgrades. When you're
ready to move on, talk to General Robot.
	



+++++++++++++++++++++++++++++++++++
CHAPTER XIII - GOO FACTORY <CHPT13>
+++++++++++++++++++++++++++++++++++

Objectives:
	Chapter:
		Find the Mabu Captain
		Level the wall with MEGA BOMB
		Raise all Goo Factory Flags
	Completion
		Enemy Goal
		No Lives Lost
		All Areas Found
		Cleared in under 06:36
	Collections
		Soul Gems - 1
		Legendary Treasure - 1
		Hats - 2
		Treasure Chests - 3
		Story Scroll - 1

Requirements for 3-Star:
	Air Skylander
	Fire Skylander


After talking to Snuckles, go north.



WESTERN TRENCHES			EARTH

	You'll soon reach a fork in the road; continue north and you will
be surrounded by trolls that can't reach you. You also have a bomb.
Blow up as many trolls as you can reach, you'll be glad you did. After
everything is dead, grab one more bomb if you like and head back to the
fork. Go right.

	You'll soon encounter another troll. That bomb should be about
ready to blow, so go ahead and kill the troll with it. Climb up the
stairs to the platform in the bottom-right corner for STORY
SCROLL #1 - EVOLUTION OF TROLLS.

	Head north and up the ramp to find another bomb overlooking
more trolls. Blow them all up, then grab a bomb and throw it to the
far left to destry a wall blocking the path ahead. Now throw another
bomb at the wall to the right to destroy it. Go through the wall you
just blew up to find TREASURE CHEST #1.

	Go back left past the bomb and follow the path through the
other wall you blew up earlier. This walk should be long, winding,
and fairly uneventful after blowing up all those trolls earlier.
Eventually you'll reach Rizzo, who will stop you to tell you about
the situation.



SANDBAG HILL				EARTH

	Rizzo will tell you to find a Mega Bomb and roll it back
here to blow up the guarded wall to your immediate left. If you
walk to close to the wall it will start shooting at you, so go
right so we can avoid that. After the first hill you will have to start
dodging crosshairs again. Yay. Don't bother breaking the first
cluster of boxes, it won't get you anything. Walk as far right as
you can and you will find an Air Elemental Gate. Switch to an Air
Skylander and go through.



POTATO FARM				AIR

	Take the tornado into the section and head right. This section
is full of landmines that can be hard to see from all the gusts blowing
overhead. Use the bouncepad to go right, then break all the stuff.
Use the new bouncepad to bounce north over the line of mines. Bounce
left, then north again. Bounce right, then north. Now walk left, but
be careful of the mine in the middle of the path. Bounce to the left.
Break the stuff and approach the door and it will open, revealing a
teleporter pad. Step in. You will appear in a small room with a few
things to break, another teleporter, and HAT #1 - GENERAL'S HAT. Equip
it if you like, then teleport.

	You will appear north of the last bouncepad you used. There
will be another bouncepad to your right; bounce up to the ledge to the
north. Drop down and kill the spell punk to lower the battle gate. Go
ahead and take LEGENDARY TREASURE #1 - TROLL STEIN. Hop in the teleporter.

	You will arrive back at the tornado. Take the tornado back to
the Elemental Gate.



SANDBAG HILL (REVISITED)		EARTH

	Don't forget about the crosshairs as you walk around the line
of sandbags and make your way north. Grab the bomb and head toward the
lava pool. If you're using a Fire Skylander you can use the bouncepad
in the lava as a shortcut, but you'll need to clear out the path for
the Mega Bomb anyway, so go left and blow up the line of trolls and the
wall behind them. Go uphill and break all the stuff in the bend. Grab
the new bomb and take it further uphill, where the lava bouncepad would
have taken you. Blow up the wall and the line of trolls behind it. Walk
forward and Nort will interrupt you.



THE AMMO DUMP				TECH

	The wall ahead of you will start shooting you if you approach
it, so follow Nort westward. He'll take you to a ledge to drop off.
Kill the trolls north of you. A tank will appear to the right, so be
ready for that. I recently encountered a glitch where the tank got
stuck on the gun wall and became invincible, so if that happens keep
your distance, as it will still be able to shoot you.

	Go up the hill and kill the two trolls to the right. Go up where
the trolls where and grab SOUL GEM #1 - CAMO.

	Go west and you'll find the platform of Mega Bombs. Ignore them
for now and go south of them to kill two more trolls. Keep walking west
to find TREASURE CHEST #2.

	Now let's approach these Mega Bombs. Break open the fence on
the right and get up there. Mega Bombs are not near as fragile as they
look. In fact, you can roll them not only by walking into them, but also
by attacking them. Roll the Mega Bomb down the ramp and into the indented
path. Roll it along this path to blow up the gun wall. If you ran into
the invincible tank glitch, this will not kill it, but rather give it
mobility again, so good luck with that.

	Nort will tell you to go back and get another Mega Bomb and
roll it down to the first gun wall; better do what he says. Get another
Mega Bomb and roll it down the same path as before. Roll it further
downhill, back toward Sandbag Hill.



SANDBAG HILL (REVISITED)		EARTH

	Keep rolling that Mega Bomb down the hill. If you didn't
destroy all that stuff on the long path, now would be a good time.
Roll the bomb through and don't let it touch the lava. If the bomb
blows up prematurely, you'll have to go back and get another one.
Near the lava pool you will be attacked by three more trolls, but
you can actually crush them with the Mega Bomb (or kill them the
old fashioned way).

	Take the Mega Bomb around the bend and blow
up the gun wall at the end of the path. The wall will try to shoot
you, and its bullets will push the Mega Bomb, so try to do this
quickly. After you destroy the wall, Rizzo will tell you to raise
three flags. Since we're all about obeying orders this mission,
let's do what he says.



GOO FACTORY

	This is kind of a confusing section, in that the section
has the same name as the chapter, kind of like New York, New York.
Kill the elevated troll if you can, then head left to find a
Fire Elemental Gate. Switch to a Fire Skylander and go through.



TWENTY STONE DEFENSES			FIRE

	Cross the lava pool and kill the elevated bomb troll if
you can. Walk further in and kill the wrench troll, ignoring the
teleporter (it only takes you back across the lava pool). Kill all
the elevated bomb trolls as soon as you can, as they will only make
things more difficult.

	The first and third blocks from the top can be pushed to the
right, so do that first. Now push the second block up. The blocks
should now look like a backwards capital F. Push the block furthest-
right to the right twice, granting you access to the next row of
blocks.

	Go south and push the middle blocks around until you can
reach the teleporter pad nearest you, then hop in. This will take
you to TREASURE CHEST #3. Walk up the stairs to the south and push
the block to your left off the ledge. Walk across the tops of the
blocks to reach some money, some food, and HAT #2 - SPIKED HAT.
Equip it if you like, then either teleport or lava walk back
through the Elemental Gate.



GOO FACTORY (REVISITED)

	Once you pass the Fire Gate, head north.



SANDBAG HILL (REVISITED)		EARTH

	Kill the trolls and keep going north. Drop off the ledge
and grab the bomb, then whip it at the tower that's shooting at
you; if this doesn't destroy the wall, use another bomb. Keep
following the path and kill the bomb troll ahead. Up ahead there
will be a few elevated bomb trolls next to the first flagpole,
so if you can't hit elevated enemies then I suggest going back
for the bomb. You should have just enough time to use it on them
from below. As you approach the flag you will be ambushed by
a wrench troll, so watch out for that. Go up the ramp to the
flag and you will be ambushed again by a gun troll. Kill the
troll, then start raising the flag.

	After raising the first flag, head north and kill the
trolls while you still have the high ground, then drop off the
ledge. As you follow the path you will get attacked by high
elevated bomb trolls and a distant rocket imp. Most Skylanders
can't do anything about the bomb trolls, so I recommend dropping
off the ledge toward the rocket imp and following the path to
close distance on the rocket imp. He may run away further along
the path, so kill it once you can and don't waste any time
moving on to kill the bomb trolls. Before you know it you will
be at the second flagpole. Go ahead and raise it, no ambushes
this time.

	Undoubtedly, you noticed the tank surrounded by trolls
up ahead. Range attacks are a great thing right now. You can
bait the trolls to chase you and fall into the previous path,
but the tank will be a different story, especially if you get
the invincible tank glitch. If you can't kill it, you will have
to go around it to the south. As you follow the path you will
find a clearing with a rocket imp, so take care of that. Cross
the wooden bridge and head south to fight two gun trolls. As
you approach the third flagpole you will be ambushed by a tank
from the north. If you keep your distance and approach the flag
from the south then the tank won't bother you. Raise the flag to
end the mission.



RUINS

	When you return, General Robot will reveal intel about
the location of the Eternal Tech Source. They will ask you if
you are ready to enter the Battlefield.

	Nothing new to do between missions this time. If you
have upgrades to buy or Heroic Challenges to do, now is as
good a time as any. If you didn't finish the mission within
the time limit, try again by playing as a Skylander with a
good range attack and skip the Elemental Gates. Talk to General
Robot when you're ready to move on.





++++++++++++++++++++++++++++++++++
CHAPTER XIV - BATTLEFIELD <CHPT14>
++++++++++++++++++++++++++++++++++

Objectives:
	Chapter:
		Find the Command Team
		Get Tech Source from the Fort
	Completion:
		Enemy Goal
		No Lives Lost
		All Areas Found
		Cleared in under 04:25
	Collections:
		Soul Gems - 2
		Legendary Treasure - 1
		Hats - 1
		Treasure Chests - 3
		Story Scroll - 1

Requirements for 3-Star:
	Undead Skylander

	Right from the get-go, there will be a rocket imp firing
at you from the right path. Go kill it.



SOUTHERN TRENCHES			TECH

	The left path from the beginning dead-ends with a bomb
wall, so keep going down the right path after killing the rocket
imp. If you keep going straight at the intersection you will
find a bomb. After you get close enough to the bomb, you will
be ambushed by a wrench troll. Kill the wrench troll and go blow
up the bomb wall near the beginning of the mission.



THE BIRD'S NEST

	Not much to do up here, short of firing that giant
cannon. The cannon will blow up a tower in the distance,
revealing the Legendary Treasure. We'll get to that in a
moment. Head back down the ramp.



SOUTHERN TRENCHES (REVISITED)		TECH

	Go back to the bomb from before. If you haven't
already, kill the elevated bomb troll with it. Now grab
another bomb and kill the other bomb troll. Take the bomb
up the north path and blow up the bomb wall. If you angle
the bomb throw just right, it will kill the other elevated
bomb troll next to it.

	Go through the bomb wall and you will be in a
small arena with a troll mech. Kill it and a battle gate
will lower. Kill the troll driver that was inside, then
go up the stairs and take down the other troll. Walk to
the left to find STORY SCROLL #1 - SPECIAL ORDER 31.

	Descend the stairs and take the southernmost
path (left of the previous bomb wall).



DEFENSIVE PERIMETER			FIRE

	Go south and the cannon we used earlier will be
to your right. Follow the right wall to find a stash of
money and food. Keep following this wall as it wraps
around and you will find TREASURE CHEST #1 and
LEGENDARY TREASURE #1 - ROYAL LYNX.

	If you continue to follow the wall, you will
find some landmines. Sneak between them to get to the
stash of money next to the tree. There's nothing else
to do in this section, so sneak back out from behind
the mines and go back out the way you came.



SOUTHERN TRENCHES (REVISITED)		TECH

	Take the path north (where the battle gate
was) and follow it as it wraps around. As the path
starts to bend right there will be a small elevated
platform (where the first bomb troll was); it has
money and food on it. Keep following the path to
find some more food, a gun troll, and a claw troll.
If you approach them, you will be ambushed by
another claw troll. After you kill them, go up the
ramp to the left and grab the KEY.

	Go back down the ramp and continue north.
Go through the breakable wall and kill the elevated
bomb troll if you can. There is another breakable
wall to your right; go through it to get some money
and SOUL GEM #1 - DRILL SERGEANT.

	Go back to the left and use the key on the
locked gate north of you. Go through and kill the
bomb troll if you haven't already.



DEFENSIVE PERIMETER (REVISITED)		FIRE

	Follow the path and kill the troll and the
rocket imp. Keep following the path to find two
gun trolls and a bomb troll. Defeat them and the
battle gate will lower. Go through.

	The path eventually leads to a large
clearing with a troll mech in the center; nothing
to hide behind, so just take it down as best you
can. Go north enough and you'll meet two wrench
trolls; kill them and the mech driver if you
haven't already. There's food in the little
tunnel the wrench trolls came from if you need
it.

	Go to the top-left corner of the clearing
to continue on. The tower in the corner will start
firing missles in a clockwise pattern when you get
close to it. Time your movements and go up the
ramp. At the top of the ramp is some cheese and
a door that will open, revealing a teleporter.
Use it.

	You will appear on the balcony next to
where you just were with a wrench troll, a cannon,
and a teleporter. Kill the troll, fire the cannon
to destroy the missle tower, take the teleporter
back to the top of the ramp.

	Now that the missle tower is no longer a
problem, go to where it was and walk through the
opening. Follow the path and break through the
wooden fences.

	You will soon find yourself surrounded
by wrench and gun trolls. Kill them all and make
your way to the stone steps to the south. You will
be greeted by a claw troll, so take care of that
before it becomes a problem. Go all the way up
the stairs and fire the cannon to reveal a KEY
in the distance; ignore this for now. This platform
also has some money and an Undead Elemental Gate.
Switch to an Undead Skylander and go through.



NO MAN'S LAND				UNDEAD

	Cross the bone bridge and you will soon
see an elevated hat that you cannon reach. The
far side of this platform has a ramp blocked by
a bomb wall. The top-left corner of this room has
a teleporter pad. Take it.

	From your arrival, take the ramp to the
left and make note of the button at the top; it
raises and lowers the platform next to you. You
will need this later, so for now leave it in the
lowered position. From the button, go straight
north and drop off the ledge into the northern
room. Go up the ramp and break open the wall,
revealing Mega Bombs.

	Push a Mega Bomb down the ramp and into
the bomb wall to the left. This will grant you
access to a button that raises and lowers the
wall at the base of the bomb ramp. Lower the
wall and go back to the Mega Bombs.

	Push a Mega Bomb straight down the ramp
and into the southern room. Push the Mega Bomb
onto the elevator blocks at the south end, onto
the top-right quadrant of the elevator if possible.
Leave the bomb and go back to the bomb room. Take
the right bouncepad south to the elevated path.
Go south to the elevator button and press it,
but be careful not to let the Mega Bomb drop.
Carefully roll the Mega Bomb north along the
elevated path and to the bomb wall. If the bomb
falls to the left, you'll have to load it onto
the elevator again; if it falls to the right, you'll
have to try and push it up the ramp. Once you've
destroyed the bomb wall, go through to claim
TREASURE CHEST #2. Go back to the elevator button
to the south and put the elevator back into the
lowered position. Now go back to the Mega Bomb
stash one last time.

	Just like last time, push a Mega Bomb
down onto the elevator; go back around to raise
the elevator, but this time push it down into
the room to the right. Now push the bomb north
onto the barely-visible button near the previous
bomb wall (it will funnel onto the button when
it gets close enough). This will open the gate
to the right. Go to the right and press the new
button, which will raise the bridge in the center
of the room. Carefully push the Mega Bomb up the
ramp and across the bridge. After the bomb crosses
the bridge it will drop off the wall to destroy
the bomb wall by the bone bridge, granting you
access to HAT #1 - COMBAT HAT. Equip it if you
like, then cross back over the bone bridge.



DEFENSIVE PERIMETER (REVISITED)		FIRE

	Welcome back. Hey, remember that key
we revealed before our little field trip into
No Man's Land? Go get it. Go down the stone stairs
and continue north. Kill the troll mech, then get
KEY #1 on the left.

	Ignore the locked gate on the right for
now and take the upper-left path instead. Follow
this path all the way north to find a bomb wall
protecting a Soul Gem and KEY #2. Nothing we can
do about the Soul Gem just yet, so grab the key
and head back to the locked gate. Open it up.

	Follow the path right and the Mabu will
stop you and talk at you. When they're done
flapping their yak-holes, keep going right to
find a Mega Bomb. Remember that bomb wall to
the left? Go blow it up with your Mega Bomb
and collect SOUL GEM #2 - DROBOT.

	Go back to the Mega Bomb and push
it north into the next room.



THE STADIUM				UNDEAD

	This is a great big room with a few
bomb walls along the north side. You can
also use Mega Bombs to blow up the turrets.
If you can maneuver the Mega Bomb into the
turret on the left, there is some money behind
it. Use a Mega Bomb on one of the bomb walls
and you will be shown the Troll's Secret
Weapon. Use the Mega Bomb to blow up the
other bomb wall, then enter from the left.



TECH BASE THETA

	This is where you will fight the
Troll's Secret Weapon.



BOSS FIGHT: TROLL'S SECRET WEAPON

	The Secret Weapon, much like the
troll tanks, has a big obvious weakspot with a bouncing
arrow pointing toward it. Basically you want to hit that
spot with bombs, as attacking it melee will probably get
you killed. There are bombs scattered all over the
elevated positions of this room, and they can be used
not only on the Weapon itself, but also the trolls on
top of the weapon and the turrets in opposite corners.
Take out the trolls and turrets first, as this will make
your job a lot easier.

	In fact, let's go ahead and lob a bomb at the
turret in the top-left corner, as it's hiding a bouncepad.
Bounce over the wall to the left and the camera will
rotate. Break the stuff in the corner, then go up the
ramp to another bouncepad. Bounce across the gap to get
TREASURE CHEST #3.

	Now, blow up the other turret and trolls if you
haven't already. From here, it simply becomes a matter
of grabbing bombs and chucking them at the weak point,
all while keeping your distance. I recommend the bottom-
left bomb, near where Chest #3 was. If you're feeling brave,
you can do some damage to the weak spot in person as well.
After a few bombs it will die, revealing the Eternal Tech
Source. Go get it to end the mission.



RUINS

	After a quick congradulations from General Robot,
you will be instructed to go investigate the beach. Go
ahead and take this opportunity to upgrade, play Heroic
Challenges, or replay the previous mission for time.

	If you didn't beat The Battlefield within the
time limit, try it again without bothering with treasure
chests, the Legendary Treasure, or the Undead Elemental
Gate. Truth be told, simply skipping the Elemental Gate
will probably land you well within the time limit.

	When you go to investigate the beach, find the
big creepy door between the robots on the right side
of the beach. T-Bone's skull will pop out and tell a
few bad jokes. Why do all skeletons love puns? Ugh.
Anyway, you involuntarily agree to help T-Bone find
the rest of his body. A new dotted line will appear;
follow it to the left to find BONE PILE #2 next to the
robot. A new dotted-line will appear. Follow it back to
the right side of the beach and push the first turtle
into the water to create a bridge. Cross over and push
the second turtle into the water. Cross over to get
BONE PILE #3.

	You will be taken into a conversation about T-Bone's
skull and a mask. You will then be asked if you're ready to
go to the Crawling Catacombs. If you say no, do what you
need to, then talk to T-Bone when you're ready to move
on.
	




00000000000000000000000000000000
SEARCH FOR ETERNAL UNDEAD SOURCE
00000000000000000000000000000000



0000000000000000000000000000000000000000
CHAPTER XV - CRAWLING CATACOMBS <CHPT15>
0000000000000000000000000000000000000000

Objectives:
	Chapter:
		Find the Skull Mask
	Completion:
		Enemy Goal
		No Lives Lost
		All Areas Found
		Cleared in under 05:08
	Collections:
		Soul Gems - 1
		Legendary Treasure - 1
		Hats - 1
		Treasure Chests - 3
		Story Scroll - 1

Requirements for 3-Star:
	Undead Skylander


	T-Bone will drop you off and run away from a
spider. Go up the stairs and break through the wall.



PIT OF WEBS				UNDEAD

	Here you will encounter your first spider
swarmer (or "exploding spider"). These are a pretty basic fodder
enemy, except they self-destruct instead of attacking. They
can do a decent amount of damage, so kill them before they kill
themselves.

	Keep going and you will fight a few more spiders.
Take them down and turn left. Break through the wall, then
turn north and break through the wooden fence.



ALCHEMY LAB				UNDEAD

	In the center of the room is STORY SCROLL #1 - EON'S
ORIGIN. Not much else to do here, so break everything for good
measure and go back out the way you came.



PIT OF WEBS (REVISITED)			UNDEAD

	Go left down the stairs and kill the spiders. Go south
to find a bomb. Take it north a short distance and blow up the
bomb wall to your left. Kill all the spiders in the hallway,
then go left. Here you will encounter your first spider spitter
(or "spider nest"). They act as a spawn point for exploding
spiders, so kill them quickly whenever you see them.

	Kill the two spider nests and any spiders they may have
produced, then take the bouncepads up the big stairs to get
KEY #1. Drop back down into the hallway to your right.

	Follow the hallway north and you will be shown a locked
gate that requires three keys, one of which we already have.
You will also be shown your first fat belly spider (or "acid
spider"). These spiders carry acid in their bellies, and their
only attack is to stand in front of you and spill a giant pool
of acid, let it sit for a few seconds, then suck it up and try
again. Range attacks are useful, but if you have a strong melee
you can probably kill it before it gets a chance to burn you.

	At the south end of the room you'll find a bomb wall
and a bouncepad. Bounce south to find some money and a bomb.
Throw it at the bomb wall, then grab another bomb and go
through.

	From the top of the stairs, throw the bomb north at
the bomb wall below, probably killing the acid spider in the
process. You will be shown a thief, carrying KEY #2. Go back
and bounce up to get the bomb, then throw it at the thief and
steal his key (serves him right).

	Kill any remaining acid spiders and the battle gate
to the north should open, granting access to SOUL GEM #1 -
SPYRO. Go south and to the left, through the last wall we
blew up, to get KEY #3. You can't get the treasure chest
or legendary treasure yet, so go back up the stairs and
unlock the gate.

	Go through the gate and turn the corner. Everything
will suddenly get very dark and spider-y, so take care of
the spider-part. For what it's worth, in this section, if
you pause the game you can see the entire room for a split-
second. Not that you'll need to see much, other than the
enemies and this guide. :)

	Drop down the ledges to the left and kill the spider
nests. Keep going left and you'll find an Undead Elemental
Gate. Switch to an Undead Skylander and go through.



CHAMBER OF EYES				UNDEAD

	Cross the bone bridge and you'll be able to see
again. Grab the bomb in the middle of the room and whip it
straight north at the bomb wall, hitting the eye switch in
the process. You don't have a whole lot of time before these
eye switches reset, so grab the bomb again and throw it
northeast at the wooden fence and the next eye switch. Throw
a third bomb straight south at the third eye switch. Grab
one last bomb and walk southwest until you see the last eye
switch, then blow it up. This will lower a gate to the northwest.
Go through to get HAT #1 - BERET. Equip it if you like, then
cross back over the bone bridge.



PIT OF WEBS (REVISITED)			UNDEAD

	The room will go dark again. Go north and hack your
way through all the bones and spider nests. When you reach
the stairs, slow down. At the top of the stairs, the room
will light up again, revealing a spear trap right in front
of you. Time your movements and cross over.

	Here you will meet your first moon widow (or "web
spider"). She will dart around quite a bit, leaving sticky
webs that will momentarily trap you. This isn't such a big
deal here, because the webs don't hurt you, but these things
can be a huge liability in a room full of enemies. Kill them
early when using meleers, but focus your efforts elsewhere
with ranged and radial attackers.

	This room does contain an acid spider, so kill it
first, then worry about the web spider. That bomb in the
middle of the room should end this situation quickly. Once
everything is dead, throw a bomb at the eye switch on the
right, then throw another bomb at the elevated eye switch to
the left. The gate in the center of the room will lower.
Take a bomb with you and go through.

	Follow the hallway, mind the spear traps on the floor,
and blow up the bomb wall to the north. Go in to find a series
of pushblocks and a ramp with a bomb on top of it. This puzzle
is much easier when you remember that you can walk diagonally
across the tops of the blocks. Walk along the left wall and
push the second block rightward once. Follow the left wall
all the way around to the north end and push the top-left
block south, completing your zig-zaggy path. Now go back to
the entrance of the room and up the ramp. Grab the bomb, run
along the path (careful not to fall), and blow up the bomb
wall. Drop north off the ledge and into the closed-off room.
Grab the money and step into the teleporter to receive
LEGENDARY TREASURE #1 - APHID LIFTER.

	Use the new teleporter to return to the closed-off
portion of the pushblock room. Bounce over the wall and
return to the southern end of the room, where it meets the
hallway. Grab a bomb, exit the room, and follow the hallway
east. Dodge the spear traps, go down the stairs and blow up
the bomb wall to your immediate left. Inside you will find
TREASURE CHEST #1. Kill all the enemies before you get it.

	South of you is a room full of web spiders, elevated
spider nests, spear traps, and those swinging spikey things.
Kill the spider nests first if you can; if you don't have a
good elevated attack, either switch to a Skylander that does
or go back and get some bombs. Just make sure everything's
dead before you press on.

	Time your movements carefully as you make your way
south. Here you will see your first gargantula (or "giant
spider"). These things will fire a web at you and try to
slowly pull you in. If you don't break free in time or you
get too close they will use a pretty strong melee attack
on you. Fortunately, they don't move very often and their
webs are pretty easy to dodge, so I wouldn't consider them
terribly high priority. Jus keep in mind that when they
die, they tend to leave behind a few exploding spiders.
Range attacks work pretty well, but I prefer running behind
them and laying down some melee, since they turn around
slowly.

	After everything in the room is dead, (including
the spider nest to the south), grab the KEY where the
giant spider was. Now grab a bomb from the left side of the
room and go unlock the gate on the right. It's okay if you
accidentally throw the bomb while trying to unlock the gate,
the bomb wall is just on the other side anyway. Go through
the bomb wall to find the familiar-looking TREASURE CHEST #2.

	Go back north and down the stairs.



THE SKITTERING DARK			FIRE

	The lights will go dim again. I guess now is as
good a time as any to point out that Fire attacks will
temporarily illuminate the area around them. Handy.

	Go forward and break through the wooden fence.
You'll reach an open area with a few spider nests and
web spiders, so have fun with all that. Explosions are
very useful here, in that you'll have lots of exploding
spiders up close, making range attacks difficult, and
you don't want to rush in there and get tangled up by webs
for using melee attacks.

	The only other exit from this room is in the right
corner, so go that way. You'll see the last treasure chest
in the corner, but you can't get it yet, so go north instead.
The path will make sort of a Y shape and you will have to
fight another spider nest and acid spider. Take the left
path and kill the next two acid spiders.

	You should now be in a big room with another locked
gate that requires two keys. From the gate, go directly
south to find a tiny, akward room with four spider nests
surrounding a perfectly good bomb. If you can get to the
bomb you can end this fight in less than a second. Now grab
another bomb and exit the room. Run to the right and blow
up as many spiders as you can. There should still be a
few web spiders and a giant spider to deal with here, so
either blow them up or fight them, whichever you prefer.

	Once you've cleared out this room, go get another
bomb, return to the room the giant spider was in, and
throw the bomb at the bomb wall to the north. This will
get you KEY #1 and a very useful candelabra that can be
slid across the floor. Take it with you if you like, but
be sure to grab another bomb as you make your
way south. Just before reaching the Y intersection there
will be a small room to the right, full of web spiders and
spider eggs. The bomb wall will be on the south side of the
room, so take it down. KEY #2 is also in this room.

	Go through the bomb wall to find another candelabra
and TREASURE CHEST #3. Now make your way back to the locked
gate above the Y-intersection and open it up. Go though the
gate and up the stairs. Drop off the ledge.



THE WIDOW'S NEST			MAGIC

	Finally, some good-old-fashioned arena combat!
It won't look like much at first, but enemies drop down
from the sky, so don't go rushing into the middle of the
room just yet. The web spiders and acid spiders will make
life difficult here, but the spider nests are your primary
targets. Explosions and radial attacks are your best friends
here, so I recommend Boomer, but Drobot can be a lot of fun
here too, what with all the targets and walls to bounce
discs off of. Try to keep your distance from the top corners
of the room, as they house giant spiders that will just make
things more difficult. Just remember that food doesn't drop
unless enemies die, and level-ups are the best weapon in the
game.

	Once you've killed everything, the battle gate to the
north will open. Go through and get the mask, ending the
mission.



RUINS

	You will be forced into a conversation between
Hugo and T-Bone. Apparently T-Bone knows where the Eternal
Undead Source is, but you need the Skeleton Key from
Cadaverous Crypt to get it. You will be asked if you're
ready to go. Say no if you have anything left to do.
Don't forget about upgrades and Heroic Challenges.

	If you didn't beat Crawling Catacombs within the
time limit, feel free to try again. If you skip the
Elemental Gate and the collectables, it goes by fairly
quickly. Take some fire and explosions with you and you
should do fine.

	Talk to T-Bone when you're ready to move on.




000000000000000000000000000000000000000
CHAPTER XVI - CADAVEROUS CRYPT <CHPT16>
000000000000000000000000000000000000000

Objectives:
	Chapter:
		Find the Skeleton Key
	Completion:
		Enemy Goal
		No Lives Lost
		All Areas Found
		Cleared in under 05:53
	Collections:
		Soul Gems - 2
		Legendary Treasure - 1
		Hats - 2
		Treasure Chests - 3
		Story Scroll - 1

Requirements for 3-Star:
	Tech Skylander
	Earth Skylander


	At the beginning of the mission, you are conveniently
separated from T-Bone again. Fine, he'll just hold us back
anyway.

	Walk forward and you will encounter your first rhu-
baby (or "small rhubarb"). These are small bladed red things
that run up and use melee attacks. Range attacks and explosives
are best, but they don't have much in the way of defense, so
however you kill best will work on them. Kill them and move on.



THE CATACOMBS				FIRE

	You have probably noticed by now that you are trapped
in a room with a cannon. No one is EVER trapped when they have
a cannon. South of the cannon is a lever that will rotate it,
so don't go firing the cannon just yet. Pull the lever until the
cannon faces west, then fire. A few small spiders will come out
to get you. Kill them if they get in your way, but your real
targets are the several spider nests in the next room. Melee is
useful here. When everything's dead, go ahead and grab STORY
SCROLL #1 - LIFE AND UNDEATH.

	Walk back over to the lever and rotate the cannon until
it's facing east, then fire. Just like before, kill the spiders
that come at you, but focus on the nests. When everything's dead,
descend the stairs and grab SOUL GEM #1 - HEX.

	Go back to the lever and rotate the cannon again, this
time to face north. Fire the cannon and you will see your first
Rotting Robbie (or "zombie"). These things are slow to move and
slow to attack, but they do a decent amount of damage. The main
thing that makes these guys so annoying (apart from the fact that
they make this YET ANOTHER GAME WITH ZOMBIES IN IT) is that they
can only be killed with Fire attacks. Spyro's breath counts if you
don't have a Fire Skylander. You can also kill them with cannons,
but for the sake of saving time, just switch to a Skylander that
can make them burn.

	As much as I'm sure you're looking forward to lighting
zombies on fire, it is entirely possible that firing the cannon
to knock down the wall has already destroyed the only zombie.
If you leave the cannon room you will instead
have to fight some rhubarbs and your first bone n arrows (or
"bone archers"). As the name implies, they are skeletons that
fire arrows at you. They do minimal damage, but they're consistant
enough to be annoying. Melee is usually the best approach on these
guys, since they can take a long time to reload and rotate.

	When you finally reach the end of the hallway, pull the
lever so that the turntable next to it alligns with the cartpath;
you'll be happy that you did. Turn right
and a wall will come up behind you, sealing you in. Fortunately,
the wall to your right is made out of pushblocks. Push the top and
bottom blocks right so they fall into the gap. Now push the block
that was between them up so that you can push the last block before
the gap into the gap, closing it off completely. Now cross the gap
and you will see two touching blocks that can be pushed either left
or down. Push the top block left, then push the bottom block down
so that it falls. Now push the top block right again, then down
until it falls and completes the bridge.



THE EVERSHIFTING HALL			UNDEAD

	Cross the bridge south and you will see your first Undead
Spell Punk. These guys don't so much attack as they enchant small
rhubarbs to make them into Rhu-Barbs (or "giant rhubarbs"). It is
technically possible to kill giant rhubarbs while they are enchanted
by spell punks, but they don't give extra XP or anything, so always
kill the spell punk first so that the giant rhubarbs shrink back
to normal size. Undead Spell Punks are also capable of generating
small rhubarbs, which they can then enchant, so the spell punk is
definitely your target. You have your orders: defeat them.

	If you haven't been forced to the right during the fight,
there is some gold to the south. When you're ready, travel east
and you will be sealed in again. You will also be ambushed by
small rhubarbs, so take care of that. Follow the path and it will
eventually force you south, down some stairs.



THE CATACOMBS (REVISITED)		FIRE

	Kill the giant rhubarb and his tiny rhubarb friends, then
break through the wall to your immediate left and kill the undead
spell punk. Inside his little room is TREASURE CHEST #1.

	Go back east, then south into a short hallway full of bone
archers. The archers on the right are guarding food if you need it,
and the archers on the left are guarding SOUL GEM #2 - TRIGGER HAPPY.

	When everything's dead, the battle gate will open. Walk
through and go down the stairs to find a cannon on some tracks.
Push the cannon south onto the turntable, then pull the lever to
rotate the cannon until it faces east. Now push the cannon back
north and fire to destroy the wall. During this process you may
get ambushed by zombies, so either burn them or get them in front
of the cannon and blow them up.

	On the other side of the wall you just blew up is a Tech
Elemental Gate. Switch to a Tech Skylander and go through.



MAZE OF SKULLS				TECH

	Cross the gear bridge and use the teleporter. You will be
given a mission to collect 10 enchanted skulls, as well as a time
limit: 1:20. There are more than 10 skulls, so this won't be too
hard.

	Run to the left and collect SKULL #1 above the first
bone archer.

	Go all the way south, then turn left to get SKULL #2.

	Follow the path to the left to find SKULL #3. Go all the
way left to find SKULL #4.

	Run back out to the right, then zig-zag to the next hallway
north. Follow it to get SKULL #5.

	Turn left immediately, then go all the way south to find a
spear trap guarding SKULL #6.

	Cross back over the spear trap and go north a short distance
to get SKULL #7.

	Go north until you can go right again to get SKULL #8. Keep
going right to get SKULL #9.

	Go north and onto the beach to find a bone archer and SKULL #10.

	After you get the last skull, you will be transported back to
the gear bridge, but the teleporter has been replaced with HAT #1 -
CROWN OF LIGHT. Equip it if you like, then cross back over the gear
bridge.



THE CATACOMBS (REVISITED)		FIRE

	Go south from the Elemental Gate and you will find a big
button; step on it to shift some walls around. Go back left, past
the cannon, up the stairs and to the north.



THE EVERSHIFTING HALL (REVISITED)	UNDEAD

	Go right, now that you can. You will be trapped in the room
and ambushed by exploding spiders and bone archers... it's not as
cool as it sounds. Kill them all and the wall to the right will
lower.

	Keep going right. Ignore the stairs to the north and instead
break through the wall to the right. On the other side will be an
Earth Elemental Gate. Switch to an Earth Skylander and go through.



THE DARK RETREAT			EARTH

	Cross the boulder bridge and go into the teleporter. You
will be dropped into a dark cave with the mission of escaping the
maze. Go north until the path opens up on the left. Kill the small
rhubarb and go left. Keep going left until you find the undead
spell punk, then kill it. You will soon be surrounded by giant
rhubarbs, so get out of there; sting and move, taking them back
the way you came. When they're all dead, go back to where you
found the spell punk and go straight north. Break the wall down
and kill the next punk, as well as any rhubarbs that get in the way.

	Go left when you have to, then continue north until you
reach the northernmost part of the maze (keep pausing or using
flame attacks to see if you're there or not), then follow the
north wall to the right until you find the teleporter. Take it
to find TREASURE CHEST #2 and HAT #2 - BONE HEAD. Equip it if you
like, then go south across the boulder bridge.



THE EVERSHIFTING HALL (REVISITED)	UNDEAD

	Go left until you find a set of stairs going north, then
climb them.



THE CATACOMBS (REVISITED)		FIRE

	Break through the wall ahead of you and push the cannon
north, then fire it to destroy the wall to your left. Kill all the
spiders and spider nests, then pull the lever once to rotate the
turntable.

	Push the cannon as far north as you can and blow up the
next wall. Go through and pull the new lever to rotate the next
turntable. Push the cannon over it and as far north as it will
go, then fire it to destroy the last wall in the line. This will
also lower all the walls between you and the key, but we don't
want to go there just yet.

	Go north and into the teleporter. You will appear on the
ledge above. Walk to the right to get LEGENDARY TREASURE #1 -
GOLDEN RANDOMIZER. Drop between the barriers to the left to move
on.

	Go down the stairs to the left and kill all the exploding
spiders, then go north up the next stairway. You will be ambushed
by an undead spell punk and three small rhubarbs. Kill the punk
before it can make any of his minions giant, then kill the rest.
Continue north and kill the trio of bone archers. Now go one more
room north to find three more bone archers and the KEY. Kill them
and grab it, respectively.

	The wall to the north will lower, so go through. This will
put you in the long hallway from the beginning of the level, but
the camera will be all shifted (you can shift it back by going
back to the first room with the cannon). Use the key on the locked
gate in front of you and go in. Kill all the rhubarbs and the
bone archer, then push the cannon onto the turntable. Fire the
cannon to grab the money it reveals.

	Now rotate the cannon 180 degrees, so that it faces the
entrance to the room. Push the cannon back to where you found it
and fire to destroy the wall. Go through for TREASURE CHEST #3.

	Push the cannon back onto the turntable and rotate it so
that it faces the only remaining breakable wall, perpendicular to
the entrance. Go through to find another cannon. Fire the new
cannon at the wall in front of it, then push it along the track and
onto the turntable. Rotate the cannon until it faces the board to
the north, then fire to lower it as a bridge. Fire the cannon a few
more times if you need to to clear out the zombies, but I still
recommend fire moves. Go north when you're ready.



THE SHRINE OF THE UNLIVING		UNDEAD

	Kill the rest of the zombies and keep going north. You will
be sealed in a room and there will be a spell punk to the northeast.
After a few waves of enemies, the wall will lower and you will be
able to defeat the spell punk and steal the treasure behind him.

	Go back into the room and it will close off again. Defeat the
spell punks and bone archers first, then worry about the rhubarbs. When
everything's dead, the northwest wall will lower. Go through to find
the Skeleton Key and end the mission.



RUINS

	After a short conversation, T-Bone will offer to take you
to the Creepy Citadel to get the Eternal Undead Source. Tell him no
if you still need to replay the mission, upgrade, or play Heroic
Challenges.

	If you didn't beat Cadaverous Crypts within the time limit,
try again without bothering with collectables and Elemental Gates.
Flameslinger is probably best for this, as he is very quick and uses
Fire attacks.

	Talk to T-Bone when you're ready to move on.




00000000000000000000000000000000000000
CHAPTER XVII - CREEPY CITADEL <CHPT17>
00000000000000000000000000000000000000

Objectives:
	Chapter:
		Enter the Castle
		Collect the Undead Source
	Completion:
		Enemy Goal
		No Lives Lost
		All Areas Found
		Cleared in under 12:03
	Collections:
		Soul Gems - 1
		Legendary Treasure - 1
		Hats - 1
		Treasure Chests - 3
		Story Scroll - 1

Requirements for 3-Star:
	Air Skylander



	From the beginning of the mission, go to the right.



SKELETON GATE				WATER

	Once you enter the area you will find STORY SCROLL #1 -
SKYLANDERS'S BATTLE CRY. Grab the money in the area, then go back
left and up the ramp. Kill the bone archer and spider nests in the
small room, then check the bottom-right corner for an opening and
go through.

	Go down the ramp to find a gem puzzle. Near the base of the
ramp is a large button; step on it to lower the blocks. Push the gem
on the track as far north as you can (top of the backward L-shape),
then go to the lever and pull it to rotate its gem until it hits the
pushed gem and completes the puzzle.

	Go back up the ramp and into the room where you fought the
spider nests and bone archer. The exit to the north is now open, so
go through. The camera will rotate and you'll find two bone archers
and a web spider. Defeat all the enemies, then walk south over the
broken part of the tower. You can cross the water here, but there's
no reason to. Take the teleporter to find TREASURE CHEST #1. Open it,
then take the new teleporter back to the previous room.

	Here you'll find a gem puzzle that spans two islands. Pull
the lever to send the beam over to the north island, then take the
north teleporter to follow it over. On the north side of the new
island is an Air Elemental Gate; who could resist? Switch to an Air
Skylander and go through.



TOMB OF STONES				AIR

	Take the tornado and you'll enter another maze full of traps.
Surprise. Go north, timing your movements with the spear traps. Follow
the path around past the bomb wall and go as far left as you can. Push
the block south, mind the spear traps, and push the big button at the
end of the path.

	We've now done a complete circle, but now the right wall of
the first room is lowered, so go through. Grab the bomb and blow up the
bomb wall we passed earlier (you can hit it with a good toss from the
room the bomb is in), but don't bother going through it just yet.
Instead, go back to where the bomb was and push the block in the top-right
corner. This will reveal a button that lowers the top-left block. Grab
another bomb and take it with you into the new path.

	Toss the bomb north to blow up another bomb wall. Push the
standalone block north to reveal another button, then step on it to lower
the wall south of you and go through. Now that we've done another complete
circle, go up the ramp and use the bouncepad to hop over the spears and
onto the wall to the right. Follow the wall north and step on the big
button to reveal a second bouncepad right next to HAT #1 - ROCKET HAIR.
Drop down, bounce up and get it. Equip it if you like.

	From the hat, go back south and around the little wall next to
the bomb. Press the button on the right again to raise the block on the
left. Go back around through the spears to the ramp, go up and bounce
across. Walk over the block you just raised to get TREASURE CHEST #2.

	Go back to the tornado and take it back to the gem puzzle.



SKELETON GATE (REVISITED)		WATER

	Since we still have the beam from the first island crossing
over, we'll be able to complete the puzzle without crossing islands
too much. Press the button in the top-right corner to lower some
blocks. This will reveal a new button in the center of the room; press
it to shift the blocks around, letting you push the gem on the track north
of you. Push the gem all the way right, then step on the center button
again so you can push the gem the rest of the way across its track.
Finally, go to the bottom-left corner and pull the lever to rotate its
gem until the beam is complete and the puzzle is solved.

	Take the teleporter back to the first island and cross the new
bridge.



MAIN GATE				UNDEAD

	Here you will encounter your first Shadow Knight (or "suit of
armor"). They're slow and only do melee attacks, but they do a lot of
damage and have quite a bit... (puts on sunglasses) ...of armor. Sorry.
Anyway, range attacks and explosions are safe, but go melee if you think
you can take him.

	Now, if you have a Skylander that can cross water, you have a choice.
You can either solve the puzzle lock to proceed, or you can drop down to the
right to get some money and take the whirlpool as a shortcut. The whirlpool
also has some money next to it, as well as a teleporter that takes you back
to the puzzle lock if all you want is the money. If you decide to take the
whirlpool shortcut, skip the next paragraph.

	Solve the puzzle lock and go through. The puzzle lock can be solved
in 22 moves. Go past the swinging blades and into the next room.

	This is the room the whirlpool takes you to. I know, not much of a
shortcut. Kill the spider nests to the north, then take out the bone archers
and suit of armor to the right. Go up the ramp and follow the path north
through the swinging blades and turntable.

	You'll reach a large room with a few spider nests and a giant spider.
Take out the spider nests first while avoiding the giant spider's web attack.
After all the nests are gone, go around behind the giant spider and punish it
for being unable to turn quickly. When everything's dead, the battle gate
will lower.

	Follow the path around the corner and take down the bone archer and
suit of armor south of you. This will lower the gate to the southeast, so
go through. Grab all the money and go down the ramp. A wall will rise,
forming a point of no return. Mua ha ha ha ha.



BOX GOBLIN SWAMP			WATER

	Here you'll reach a maze full of box goblins, which aren't so much
enemies as they are hazards. Press the giant button to lower a row of them,
revealing two large buttons. The quickest path is to the left, and it has
food.
Press the left button to lower some goblins. Follow the path to lower more
goblins and to get food. When you have an opening to the north, take it to
exit the maze.

	Cross the wooden bridge and defeat the exploding spiders and giant
spiders. Next to the right giant spider is SOUL GEM #1 - WHIRLWIND.

	Defeating the enemies will have lowered a battle gate on the left
side of the island, so go through.



THE GALLERY				UNDEAD

	Go north  through the swinging blades and turntables. Go up the ramps
and grab the food at the top before going into the big room full of enemies.
There are two web spiders and two suits of armor here. You only have to defeat
the suits to lower the battle gate, but those web spiders will only
complicate things if you leave them alive. Explosions will do nicely here.

	Take the next path slowly, defeating suits of armor as you go.
The path will lead to a room with three web spiders and a bone archer
guarding a battle gate. Just like last time, the gate will lower if you
kill the bone archer, but web spiders should die too. Go through the gate
when you can.

	Go up the ramp and kill the bone archers. Before pressing on, go
southwest from the top of the ramp to get TREASURE CHEST #3. Follow the
red carpet through the traps to two suits of armor and defeat them.



THE GRAND BALLROOM

	This room can be very annoying in two-player, so I highly recommend
convincing your little brother to put down the controller for a minute. The
premise here is that you will be navigating this maze full of lasers and
spikes that will harm you while you find the right buttons to push. But if
two people walk over a button, you could potentially lift a player over
the maze, sending them back to the beginning of the room. Save yourself the
trouble and play this part by yourself.

	Press the only button you can to lower the first path. Go through the
blades to the next button and press it. Go down and around to the
third button
and press it to reveal more path next to button #2. Go back to the second
button
and north. Time your movements carefully and press the next button. Go right,
press the button, and exit the maze to the right.

	Grab the money to the north, then press the button to the south.
Reenter
the maze and time your movements with the blades (the big button down this
first
hallway has been deactivated). Walk all the way left and go up for another
button. Exit the maze to the north.

	From here you should see the Legendary Treasure. Walk left and enter
the maze from this new entrance. Press the button, then EXIT BACK OUT OF
THE MAZE.
Go all the way to the right and a block will be lowered, allowing you to walk
around the maze to the right again. On the outside of the maze there
will be two
buttons; press the southernmost one. Go back north and around the maze.
Walk all the way left and reenter the maze from the far left side.

	Go straight south, ignoring the left button that you already pushed,
and
press the button furthest south. Go back north, cross over the button we just
passed, then go north to get LEGENDARY TREASURE #1 - DOOM'S ROOK.

	From the treasure, go straight south and press the last button, both
granting freedom from the maze and lowering the gate. Kill the two web spiders
and three suits of armor. Keep going to find a bone archer.



THE UNDEAD GATEWAY

	Once the battle gate has lowered, go through. Go around the big
platform
in the center of the room to get some money on the far right side, then
step onto
the big platform. This will send you to an arena that looks like a venus
flytrap. Kaos will appear to talk some smack.



BOSS FIGHT: KAOS'S UNDEAD SPELLS

	Just like all the others, this Kaos fight will consist of fighting an
enemy, avoiding a pattern of spells, enemy, spells, enemy, spells, then all
three enemies with spells later into the fight.

	First, Kaos will summon Minion, which is a dark form of Ghost Roaster. He
moves quickly, so radial attacks are probably best. Range attacks can work
too, if you're quick on your feet. Don't use melee attacks if you can help
it, he does a ton of damage and he's a big fan of "sting and move."

	After Minion, Kaos will summon his Evil Undead Spell of Destruction.
This is a series of white beams that appear, then turn red after about a
second. When the beam turns red, it will do damage to anyone intercepting
the beam. The first
beam will appear on the left, diagonally. The next pattern will be four
diagonal
beams that travel top-right to bottom-left, get between two beams and
wait for them
to disappear. Next pattern will be sort of a spinal column that sort of
splits the
screen vertically; get south and to one side, between the columns "ribs."
Next
pattern will be a diagonal checkerboard, generating from the south; get
inside a
square and don't move. Last pattern will be several beams focusing on a
single point
near the southwest; move either left or right and get away from the point.

	Kaos will then summon another Evil Undead Minion, which is a dark
form of
Chop Chop. He's pretty fast, but after Ghost Roaster he will seem very slow.
He
only has a melee attack, but it's a three-hit combo ending with a mid-range
radial
attack. Keep your distance and use explosions or range attacks just after his
spin move.

	Next Kaos will summon his Particularly Evil Undead Spell of Total
Destruction.
This is just like his last spell, but the delay for red beams is much shorter
and
some of the beams will actually move. First will be two beams that form an
X and
travel downward; get to the left or right. Next is a checkerboard just like
last
spell; hide in a square. After the checkerboard, if you stand in the exact
center
of the room, you will be safe from his next few spells. Next will be a
pinwheel
of beam that rotates counter-clockwise; either hide in the center or run
with the
beams. Next will be a complex cluster of beams that span the whole board and
rotate
counter-clockwise; either hide in the center or run the same direction as the
beams.
Next will be a few beams that intersect in the center and rotate
counter-clockwise;
get as far from the center as you can and you should be safe. Next is near\
identical
to the last spell last time, but more of a web across the top-left than a
focal point; run southeast and you should be fine.

	Kaos will now summon an even more powerful Undead Minion; a dark form
of Hex.
Hex is pure range attacks, so get in there with some melee and get you some.
If she
summons her skulls, keep moving until the last one drops, then go back to
hacking her up.

	Kaos will then summon his Ultimate Spell of Evil Undead Complete and
Utter
Destruction; stand in the exact center of the room. First pattern will be a
series
of short beams rotating around the perimeter of the room; stay in the center.
Next
will be a cluster of beams focusing on a point near the top-left; move out of
the
center to the southwest or northeast. Next pattern will be sort of a
scattershot of
near-horizontal lines; get back in the center. Next pattern will be a
slowly-rotating
pattern resembling three sides of a box; stay in the center. Last will be a
slowly-
rotating zig-zag pattern; stay in the center. 

	Kaos will now lose his cool, call you an interloper, and summon all
three
minions at once. Take down Ghost Roaster first, as he'll be the biggest
problem, then
worry about Chop Chop, then Hex. After defeating the first two, Kaos will
start laying
down some spell patterns, so try and kill the last two at the same time if
you can.

	After their defeat, Kaos will give you the Eternal Undead Source.
Grab it to end the mission.



RUINS

	When you return, the fences will lower, granting access to the last
section
of the Ruins (the part with the train). Diggs will tell you about a cave-in,
and
you will be shown a rock wall that you need to blow up. Before you do that,
however,
go back to the area between the train and the garden to find WINGED
SAPPHIRE #6.

	Now go down to the beach and grab the bomb in front of the robot on
the right
side of the beach. Take the bomb up the hill and bomb the hole in the ground,
near the
top of the railroad tracks. Drop down the hole to receive the
WINGED SAPPHIRE #7.

	Go back down to the beach and grab the bomb in front of the robot
again. Take
the bomb up the hill and bomb the boulder in the rock wall next to the
railroad tracks.
Winged Sapphire #8 is behind the boulder.

	One more; get the oil can from the Oil Donkey near Gurglefin. Take
it to the
opposite side of the Ruins to the train and oil the train's headlight.
WINGED SAPPHIRE #9 will fly out and give you an 18% discount. This is the
largest discount you will get before beating the game, so if you were
waiting on lower prices, now's the time.
Buy some upgrades, do some Heroic Challenges, whatever you gotta do.

	If you didn't beat Creepy Citadel within the time limit, try again
without
the Elemental Gate. You can shave off a couple of seconds with the whirlpool
as well,
but really this time limit is just about being able to beat Kaos's minions
quickly.
There is also a Trophy/Achievement based on the fight with Kaos; dodge all
the lasers
to get it. Simple, right?

	When you're ready to move on, grab the bomb one more time and use
it to blow
up the rock wall at the bottom of the railroad tracks. If you've already
done this, simply talk to Diggs.




}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}
EXCAVATION FOR ETERNAL FIRE SOURCE
{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{



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CHAPTER XVIII - MOLEKIN MINE <CHPT18>
{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{

	COMING SOON!




}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}
CHAPTER XIX - LAVA LAKES RAILWAY <CHPT19>
{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{

	COMING SOON!




********************************
JOURNEY FOR ETERNAL MAGIC SOURCE
********************************



***************************************
CHAPTER XX - QUICKSILVER VAULT <CHPT20>
***************************************

	COMING SOON!




*************************************
CHAPTER XXI - ARKEYAN ARMORY <CHPT21>
*************************************

	COMING SOON!




@^0#}~*+@^0#}~*+
THE FINAL BATTLE
@^0#}~*+@^0#}~*+



@^0#}~*+@^0#}~*+@^0#}~*+@^0#}~*+@^0#
CHAPTER XXII - LAIR OF KAOS <CHPT22>
@^0#}~*+@^0#}~*+@^0#}~*+@^0#}~*+@^0#

	COMING SOON!




\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
WALKTHROUGH (ADVENTURE PACKS) <WLKADV>
//////////////////////////////////////




~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
CHAPTER XXIII - EMPIRE OF ICE <CHPT23>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

	COMING SOON!




###################################
CHAPTER XXIV - PIRATE SEAS <CHPT24>
###################################

	COMING SOON!




00000000000000000000000000000000000000
CHAPTER XXV - DARKLIGHT CRYPT <CHPT25>
00000000000000000000000000000000000000

	COMING SOON!




}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}
CHAPTER XXVI - DRAGON'S PEAK <CHPT26>
{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{


	Coming soon!




\\\\\\\\\\\\\\\\\\\\\\\\\\
HEROIC CHALLENGES <HERCNG>
//////////////////////////

	Heroic Challenges are a series of 1-player side-quests
where you are given a single objective within a time limit.
Experience is still given during the challenge, but money
does not drop. Your reward for completing an Heroic Challenge
is a permenant upgrade to your Skylander's Armor, Critical Hit,
Speed or Elemental Power, depending on the challenge.

	Each Skylander comes with their own Heroic Challenge,
but any Skylander can play any Heroic Challenge. To unlock an
Heroic Challenge, simply take ownership of a Skylander
(Skylander Menu -> Manage Tab -> Ownership) and then go speak
to Cali, who is normally standing just outside her tent,
behind the Core of Light. NOTE: Cali will not appear until
you've saved her in Perilous Pastures.

	If you do not own a Skylander but place it on the
Portal of Power anyway, you can still speak to Cali and
play any of the Heroic Challenges unlocked on the save file,
as well as the "borrowed" Skylander's challenge. If you
select the borrowed Skylander's challenge, then fail, you
can re-challenge as another Skylander. This is what I call
the "work-around". Using this method, you can complete all
the Heroic Challenges without owning all the Skylanders.

	Below is a list of all the Heroic Challenges in order,
the characters used to unlock them, their respective rewards,
and general guides to completing them.


	#1	Chompy Chomp-Down
		Warnado
		+9 Elemental Power
		"Take out 100 Chompies."
		Time Limit: ???

	Coming soon!


	#2	This Bomb's for You
		Ghost Roaster
		+3 Armor
		"Fight Trolls to find the 5 singing gems."
		Time Limit: 4:00

	You begin the mission in a dead end in a maze. Go
straight forward and you will find a bomb and a wall that
can be destroyed with it. Blow up the wall and pick up
another bomb to take with you. Behind the blown-up wall
is a four-way crossroads; blow up the wall in front of
you, turn around, pick up the bomb again, and take a
right at the crossroads. Go down the set of stairs and
you will find two destructable walls next to each other.
Throw the bomb at the corner between them and it should
destroy them both. Keep going right and you will find
a bunch of trolls, claw trolls, and a tech punk. Go all
the way to the right, then turn down toward the camera
to find a bomb and STONE #1.

	Grab the bomb if you like, go back out of the
hallway and take a hard left into the room next to the
hallway you just came from (the other wall you blew up
last). Step on the teleporter pad and you will arrive
on a small isolated platform with another teleporter
pad and STONE #2.

	Step on the teleporter pad and you will arrive
next to a bomb, between a destructable wall and a set
of stairs going down. Blow up the wall, then grab the
bomb and head down the stairs toward the teleporter
pad. You will teleport into a small room with a
destructable wall and another teleporter pad. If you
angle it just right, you will blow up the wall next
to you as well as a wall on the other side of it. (If
it doesn't work, you can hop on the teleporter pad
next to you to appear on the balcony where the tech
punk was; run toward the camera where Stone #1 was,
grab the bomb, and run back to blow up the remaining
wall.) Go through the second wall you just blew up and
go around the corner to find a troll and a teleporter
pad. Use the teleporter pad to appear onto another
isolated platform with another teleporter pad and
STONE #3.

	Use the teleporter pad to appear in a room
with a bomb. Grab the bomb, exit the room into a
hallway and swing a left. Next to the room you were
just in is a destructable wall blocking STONE #4.

	Go back into the room with the bomb. Grab
it, then go into the hallway and turn right, away
from the camera. Blow up the wall (possibly killing
the troll and destroying the troll mech in the
process), and go down the stairs. When you can, go
up away from the camera to find a bomb. Grab the
bomb and go back toward the camera, blow up the
wall, and keep going to find STONE #5.


	#3	Jump For It!
		Wrecking Ball
		+8 Speed
		"Jump around and collect 75 charms."
		Time Limit: 2:30

	You begin facing three bouncepads, each with
a charm floating over it. Grab them from right-to-
left, putting your total charms at 3. Take the path
left, then go southeast and you'll find two normal
bouncepads next to a fence and a giant bouncepad.
Grab the two charms above the normal bouncepads,
then hop on the giant one to grab three more, putting
your total at 8.

	Go over/through the fence on the left and
use the new giant bouncepad for three more charms
for a total of 11. Bounce north and use one of the
small bouncepads for one more charm, then the
giant pad to its north for three more for a total
of 15.

	Travel south and break the barrels. Grab
the two charms over the bouncepads next to each
other, then go south and grab another over a
small bouncepad, total of 18. Follow that southern
path to a giant pad next to a lake with three
charms over it, total of 21. Use the small bouncepads
to the south to get on the ledge with the KEY.
Hopefully you got the charms over those pads for
a total of 23.

	Head back north past the bouncepads you
just used. Take the first available left for two
more charms as you hop the fence, total of 25.
Grab the two charms to the left on your way to
the giant bouncepad with three charms over it,
total of 30. Grab the other three charms in the
room to put your total at 33 before using the
teleporter pad.

	The teleporter will place you on a
bouncepad behind another teleporter pad. Go
around the teleporter and get the charm to its
south, followed by the charm to your right, total
of 35. Keep going right and use the giant
bouncepad to grab four charms on your way onto
the ledge. Your total should now be 39.

	You should now be in a large room with
nine charms over small bouncepads, surrounding
a giant bouncepad with three charms over it.
Grab them all to bring your total to 51. Go to
the north corner of the room where you will find
a LOCKED GATE between you and seventeen charms.
Open it to shoot your total up to 68.

	On the southern end of the big room
is a fence blocking a skinny path practically
made of small bouncepads. Follow the path and
get the five charms along the way, bringing
your total to 73. Bounce southeast a couple
more times for your last two charms for a grand
total of 75.


	#4	Where Art Thou, Paintings
		Spyro, Dark Spyro, L.Spyro
		+5 Critical Hit
		"Destroy the 6 ghostly paintings."
		Time Limit: 3:00

	This mission is really easy for Fire
Element Skylanders, not so much the others. The
best advice I can give as an overall strategy to
this mission is to move quickly and don't let
yourself get cornered or surrounded. Speed or
Armor are your best hats here.

	At the beginning, run left and take
out the suits of armor. Grab the key and keep
moving to the left. Take down the Drow warrior
and destroy PAINTING #1, next to the locked
gate.

	Turn around and go back the way you
came. When you see stairs to the north, take
them. Avoid the zombies (or burn them) and
follow the north wall to the left. You will
eventually see PAINTING #2. Tear it up.

	Just south of Painting #2 are two
small rooms. The leftmost room holds a key;
grab it and get out of there before you get
trapped by zombies. Exit to the left and cut
the corner as sharp as you can to leave some
zombies behind. Tempting as the locked gate
south of you may be, instead head left to
the teleporter pad. You will be transported
to a small room with a locked gate, two
suits of armor, PAINTING #3, and no zombies.
Do what you will.

	Unlock the gate. There will be a
few zombies and a giant red blade thing. Go
south and kill the Fire Punk, as that big
blade thing will only cause trouble if you
don't. After it shrinks, finish the job if
you must. Then head a few steps left to
find a small set of stairs next to PAINTING
#4.

	Go up the stairs and turn south
into a long room with two giant spiders.
Take out the giant spider on the left and
the PAINTING #5 that he is guarding.

	One painting left. Head back north
out of the room and the zombies should be
relatively clear, or at least easy to
dodge. Keep going north until you see the
locked gate from Painting #1 on your right,
then turn left down the adjacent hallway.
A set of stairs, a trio of zombies, and
PAINTING #6 will be waiting for you.


	#5	Lair of the Giant Spiders
		Prism Break
		+5 Critical Hit
		"Clear this mine of 6 giant
		spiders."
		Time Limit: 3:00

	This mission is especially easy
for Prism Break because he can destroy
almost all the obstacles he encounters
fairly quickly. Since this mission should
be no problem for him, I am writing this
section under the assumption that you are
playing as some other Skylander. If for
some reason you are having trouble as
Prism Break, feel free to consult this
section for spider locations anyway.

	From the start, head right and
you will find a couple of push blocks.
Push the southern block to the right,
then push the block north of you forward
twice. From this position, you will be
next to a block that can be pushed to
the right; push it twice. Now you will
be north of a block that you will need
to push south. There should now be a
block to the right with a couple of
baby spiders behind it. Push the block
and crush them. Push the block again
so you can push the block north of you
further north. If this doesn't kill the
third baby spider, then you will. Walk
through the new opening and follow the
trail of spiders to a PICKAXE and
GIANT SPIDER #1.

	Grab the pickaxe if you haven't
already done so. Head to the right past
where Spider #1 was and you will find
yourself on a ledge over some pushblocks,
baby spiders and a teleporter pad. Walk
across the tops of the push block bridge
and push the block at the end to
continue the path. Where the push block
path forks, head north and drop down
for Drow-killing fun. Travel northeast
to find more Drow. Keep going northeast,
you shouldn't have to use your pickaxe
until you reach a deadend. Use the
pickaxe on the rocks to your south and
you should find GIANT SPIDER #2.

	From Spider #2, there is a
skinny path to the right that turns
downhill to the north. Follow it past
the lake and kill GIANT SPIDER #3.

	Keep following the path for a
bouncepad leading up to another pickaxe
and a teleport pad. Hop in and you will
appear in a small room surrounded by
crystals. Instead of the new teleport
pad, push the block to the right twice.
Now push the new block south ONCE. Move
right and push the block it's next to
south twice so you can kill GIANT
SPIDER #4.

	Follow the skinny path you're
on around to a teleport pad. Take it
to appear on a wooden bridge with a
Drow and maybe a few baby spiders.
Walk across and turn down the ramp
to the left instead of using the
teleport pad. Surrounded by three
Drow is GIANT SPIDER #5 in the northwest
corner of the room.

	You're probably standing on
some minecart tracks. Follow them
south past the pickaxe to find a
bouncepad. Bounce up to the neighboring
ledge and bust apart the rocks that
separate you from GIANT SPIDER #6.


	#6	Fight, Teleport, Fight Some More!
		Lightning Rod
		+3 Armor
		"Fight and teleport your way
		to the Tribal Mask."
		Time Limit: 2:30

&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
	NOTE: There is a little-known
glitch regarding this Heroic Challenge.
On the PS3 and Xbox 360 versions of this
game, it is possible that you will meet
all requirements for this mission and
either the Tribal Mask or a necessary
teleporter pad will not appear, making
the challenge impossible. According to a
forum on DarkSpyro.net, there is a
workaround to this glitch:

	1.) Start a new save file and
get to about 3% completion (after saving
Cali and gaining the ability to play
Heroic Challenges.
	2.) Place Lightning Rod on the
Portal of Power and give ownership of
the figure to the new save file.
	3.) Save the new game.
	4.) Start Heroic Challenge #6
with Lightning Rod and complete it
successfully. This will give Lightning
Rod the +3 Armor bonus.
	5.) Exit out of the Heroic
Challenge, then talk to Cali and
reaccept the challenge as Lightning
Rod.
	6.) Intentionally fail Heroic
Challenge #6 as Lightning Rod by letting
the time limit expire.
	7.) When asked if you would like
to try the challenge again, select "Yes."
Replace Lightning Rod with a Skylander
you would like to play as; complete the
challenge successfully with this Skylander.
	8.) Repeat this process as
desired.

	This workaround will still give
your Skylanders the +3 Armor bonus, as
well as showing the Heroic Challenge as
completed on your previous save file.
There does seem to be some correllation
between the glitch occurring and having
either 100% completion or having defeated
Kaos.
&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&



	This challenge is a series of
enemy-filled rooms. Kill all the enemies
in each room and a teleporter will appear,
sending you to the next room. Pretty
straight-forward, but the mass of enemies
can weigh on some of the more fragile
Skylanders. Build on either Critical Hit
or Armor for this one if you need it,
and keep an eye on your time limit. Also
keep in mind that the flame imps produced
by lava kings don't have to die for you
to move on to the next room in most
cases.

	Start the mission by running
forward. Go down the stairs, kill the
two imps, and hop in the teleporter.

	Ignore the imps if you can't
kill them quickly; your target is the
bone archer in the top corner of the
room. Kill him and teleport out.

	Move through the hallway. The
imps will keep coming, so don't bother
with them. Kill the suit of armor and
break through the wooden fence. Take
down the bone archer at the end of the
hallway and use the teleporter. You may
have to kill a few imps for the teleporter
to appear.

	You'll arrive on top of a lava
king; kill him. Follow the train tracks
to the far wall and kill the four bone
archers along the wall. At this point,
two teleporter pads will appear. The
southernmost pad will take you to an
optional room full of enemies, so take
the pad furthest to the left instead.

	Move through the room and break
through the line of barrels. Kill the
lava king and the bone archer at the
top of the stairs. Teleport out.

	Kill the suit of armor and any
other enemies you can reach. You may
have to kill a few enemies through the
walls in the surrounding rooms for the
teleporter to appear. When it does, go
through.

	The next room will be full of
enemies. Kill them all, but focus fire
on the spell punk so the giant rhu barb
shrinks. After everything is dead, use
the teleporter pad.

	Take down the two bone archers
along the left wall. Break through the
wooden fence. Kill the lava king and
the other two bone archers and two more
teleporter pads will appear. The northermost
teleporter will stick you in a voluntary
room full of enemies, then set you back
a few rooms, so don't take that one.
Take the southernmost teleporter instead.

	You are now in the last room.
Kill the two lava kings and the two
bone archers and the tribal mask should
drop. Go get the mask and end the
mission.


	#7	The Three Teleporters
		Hex
		+3 Armor
		"Find the correct path to the
		Golden Spork"
		Time Limit: 3:00

	I honestly believe this to be the
easiest Heroic Challenge of the game. The
only real trick is that you have to take
the correct combination of teleporters. The
first time I attempted this mission I beat
it after using the wrong two teleporters
first. Three minutes should be plenty of
time, especially if you follow this guide.
:) If not, put on a Speed hat and try again.

	Charge forward. There are some
spears that jut out of the ground in a
pattern. You can wait around and memorize
the pattern so as to not take damage, but
they only do about 10 damage per hit and
it's not like this mission is crawling with
enemies. At the end of the path is a button
on the ground; step on it to open the gate.
You now face three teleporters.

	TAKE THE NORTH TELEPORTER. You will
appear in a room with a few enemies and some
wooden walls to tear down. Follow the room
to the left. Around the corner to the south
is a boarded-up room with three suits of
armor if you want the XP. Continuing right,
next to the above-mentioned three-suit room
is another boarded-up room with less enemies
and BUTTON #1. Step on it to open up the
button on the next path. Keep going left,
kill a few more suits of armor, and hop in
the teleporter to go back to the three
teleporters from before.

	TAKE THE SOUTH TELEPORTER. You will
appear in a long hallway with a couple of
white spiders; kill them and try not to
get caught in their web trails. You'll pass
a teleporter that takes you back if you
didn't hit Button #1 earlier. Next to the
teleporter is a giant spider guarding
BUTTON #2. Kill the spider and any
explosive offspring it may produce, step
on the button, and hop in the teleporter
to go back to the three teleporters.

	TAKE THE MIDDLE TELEPORTER. You will
appear in a big room with a few giant
spiders and white spiders waiting. Kill
everything that you have to and head up the
stairs to the left. Kill the white spiders
and giant spider between you and BUTTON #3.
Listen to the way-too-serious voice say,
"Golden Spork revealed," then head back
down the stairs and all the way to the
right of the big room, killing everything
that gets in your way. When you reach the
far right side of the room, turn south for
a few more enemies and a teleporter.

	WALK PAST THE THREE TELEPORTERS.
Climb the stairs and get yourself some
spork.


	#8	Stop, Sheep Thieves!
		Dino-Rang
		+3 Armor
		"Rescue 6 sheep from thieves
		inside the mine."
		Time Limit: 2:30

	This mission can be tricky, especially
if you are playing as a slower Skylander or
one that doesn't have much in the ranged-attack
department. Hats for speed are my recommendation.

	Take two steps into this mission and
the camera will zoom in on THIEF #1. Some of
the further range attacks can take him down
from on top of the bridge before he even runs,
but you can chase after him down the ramp if
you need to. He'll duck into the little square-
shaped path in front of you and jump over to
a lower ledge if you let him. If he makes it
this far, he'll run into somewhat of a clearing
and not put up much of a fight.

	The lower ledge that Thief #1 may jump
to is also where you'll find THIEF #2 and a
couple of pirates. As soon as he can he'll take
off down the path to his right and uphill toward
some push blocks - a dead end. He's pretty easy
to corner in there, but take him down as soon as
you can or you'll be chasing him around the
clearing near the entrance to this path.

	Push the block into the big room from
the narrow passage where you (hopefully)
killed Thief #2. When you can, push that same
block north so you can get into the room.
Kill the pirates and go all the way north along
the wall of push blocks until you see one push
block that is closer to your side of the room
than the others. Push the block NEXT TO IT
toward the other side of the block wall, away
from you. The camera will show you THIEF #3,
who will take off behind the block wall. Chase
him down into the corner and end him.

	Go back out past the push blocks.
Instead of going back down through the skinny
path where you murdered Thief #2, jump down the
ledge to the south for a shortcut. Below you'll
find a pirate and a bouncepad. Just a little
further south is THIEF #4 running around a
pillar. Push the push block south once and
chase the thief around until he gets confused
by the change in decor you've made, then take
him out.

	From the bouncepad in the previous
paragraph, turn southeast and head straight
into a teleporter pad. You will appear in
a large room with a few pillars and the
camera will pan toward THIEF #5. You can
chase him around the pillars and corner him
with the push blocks if you like, but I prefer
to grab the bomb to the southeast and blow
him into tiny sheep-stealing bits.

	Use the bomb twice on the rocks in
the eastern corner of the room to escape.
You will approach a T-intersection with a
push block in its center. Turn right and
THIEF #6 may come charging at you. If he
doesn't, follow the path around the corner
past the lake, bounce up to the ledge and
take him down.


	#9	Mining for Charms
		Bash, L.Bash
		+5 Critical Hit
		"Find magical ore buried
		within the rocks."
		Time Limit: 3:00

	If you're not playing as Prism
Break, this mission can be a bit difficult.
The ore locations are somewhat randomly
generated, but each ore always appears
somewhere in the same five rooms. Wear a
Speedy hat.

	You will begin the mission standing
practically on top of a PICKAXE. Grab it,
head down the ramp, and kill the tiny
spider. ORE #1 will be in one of the rocks
in this room. Kill the bone archers in the
corner if you can (they're elevated) and
start digging.

	Go north into a small square-shaped
uphill path that leads you to where the
bone archers were/are. Kill them if you
haven't yet and hop down to the lower ledge.
Take the next right (northeast) and follow
the path into a big room with a few small
enemies, a bone archer, a big red blade
thing and a spell punk. Kill the spell
punk to make the big red blade thing a
little easier to deal with, then start
digging for ORE #2.

	Once you have Ore #2, head to the
southern tip of the room and jump down
the ledge. Break all the boulders you
find in this sort-of room with all the
columns. ORE #3 is in here somewhere.

	ORE #4 is in the same room as
#3. Happy dance. Note that if you don't
find #4 in this area, go south a ways.
There is a T-intersection with a
southeastern path that leads past a
lake and around to a teleporter pad
that takes you up to the ledge just
above it. There are a few boulders
along here, and sometimes #4 is in
here.

	Go to the T-intersection from
the previous paragraph and go southwest.
You'll enter a large room with some
pillars, a few small enemies, and
ORE #5.


	#10	Dungeoness Creeps
		Cynder
		+5 Critical Hit
		"Search the dungeon for
		Amber Medallions"
		Time Limit: 3:00

	This is kind of an interesting
challenge in that it combines the "kill
everything" formula with the "collect
all the stuff" formula. You have to
collect all 13 medallions, but the rooms
don't let you progress unless you kill
everything in the rooms. Pick your hats
as you need them, a well-rounded build
is probably best. Speed if you're slow,
Armor if you're weak, Critical Hit if
you don't hit hard.

	At the start of the mission,
go south and grab the KEY. There will
be two gates to open, and you'll go
through both eventually. For now, let's
open the gate to the left. Walk through.

	When the gate opens you will be
swarmed by chompies; a good radial attack
will probably kill them all and open the
gate to the north. Go through.

	This room has a couple of chompies
near the entrance. Kill them, then make
your way north to the big cyclops and
MEDALLION #1. After you kill the cyclops
the next gate will open to the south.
Moving on.

	At the bottom of the stairs will
be a few chompies, a cyclops, and a life
spell punk. Kill them all and grab
MEDALLION #3. The next room is southwest.

	Kill the life spell punk first,
then go north and kill the cyclops. Go
back south and kill the second cyclops and
the chompy. A key will be revealed in a
later room; grab MEDALLION #4 next to you,
then go down the stairs north of you.

	Kill the cluster of chompies on
the stairs, then kill the spell punk and
the cyclops. This will open up the next
room and you will be rushed by more
chompies. Kill them all and make your
way in to take down the next punk and
cyclopses. Be sure to grab MEDALLION #5 in
the southernmost corner. Now backtrack to
the previous room and walk toward the gate
to the west. Grab MEDALLION #6 and the gate
will lower, granting access to a teleporter.
Hop in.

	You are now back in the first room
of the mission. Grab the KEY and open the
gate on the right this time. Once again
you will be swarmed by chompies. Kill them
all and you will have access to the next
room.

	This room also has a bunch of chompies,
but it also has a tech spell punk. If you have
a good range attack, go ahead and take out
the chompies before they become a problem;
otherwise kill the punk as soon as you can.
Go into that little nook the punk was in for
MEDALLION #7.

	The next gate should be open now, so
kill the welcoming committee of chompies and
walk in. To the south is a cyclops, and to
the north will probably be a few leftover
chompies. At the far end of the room is a
spell punk and MEDALLION #8. When everything's
dead, the gate next to the medallion will open.

	As you descend the stairs, you will
fight a few small waves of chompies, and there
will be a couple of axe cyclopses at the base.
Near the cyclopses will be MEDALLION #9 and
the next gate to the north.

	This is a long room full of nothing but
chompies and MEDALLION #10; do what you have
to and go back south to the next gate.

	Kill the two chompies and grab MEDALLION
#11. The gate to the south will open, revealing
MEDALLION #12. You will be shown the teleporter
that you are already standing next to. Very
helpful, thank you; walk in and you will appear
on an island with MEDALLION #13. Grab it to end
the challenge.


	#11	Mining is the Key
		Ignitor
		+8 Speed
		"Break rocks to find the
		keys to find the treasure."
		Time Limit: 4:00

	For a mining mission, I like this
one. This mission is a series of rooms
filled with enemies and boulders. One
random boulder in each room holds the key
to the gate that takes you to the next
room, rinse and repeat. Speed hats are
always nice, but I prefer Critical Hits
here for clearing out the enemies and
digging in peace. Also Prism Break has
the advantage of being able to decimate
boulders quickly.

	You start the mission facing a
PICKAXE and a few red blade things. Kill
them and the bone archers to the north.
Once you eventually find KEY #1, the gate
is in the south corner of the room.

	Go down the skinny path and kill
more red blade things. Don't miss the
boulder in the corner. Be thorough in
searching for KEY #2 here, as the
boulders are all kind of tucked away in
here. The gate is in the western corner.

	Head southeast down the path
of enemies and go to town. You will
eventually arrive on a wooden bridge
with a bone archer and a couple of boulders.
Kill the other enemies (and the bone
archer in the north corner if you can)
and find KEY #3 either on the bridge or
in this room. The gate is on the
northeastern side.

	Follow the square-shaped path
to the teleporter pad and take it. You
will appear surrounded by red blade
things and boulders. Don't panic, just
kill the enemies and dig for KEY #4.
The gate is in the eastern corner of
the room.

	The next room is more of a
hallway; it's the T-intersection from
some of the other challenges. The gate
is in the northern path. The right path
winds down to a lake and a little ledge.
Find KEY #5 in there and move on.

	The next room only has a few
enemies and a boulder hiding a teleporter
pad. Break the rock and hop in. This will
take you to the final room which contains
a larger gate that has two locks on it.
If you do the math, you'll quickly
discover that it requires two keys, both
of which you will find in your current
room. You should find KEY #6 in one of
the boulders on the right side of the
gate and KEY #7 on the other side. Once
you have both keys, open the gate, kill
the big red blade thing and complete
the mission. If you ran out of time,
just keep trying. Since the key
locations are randomized, you may have
just had bad placements. Keep at it,
+8 Speed is worth it.


	#12	Mission Achomplished
		Stump Smash
		+3 Armor
		"Pick a path and take out
		the chompies."
		Time Limit: 2:00

	This is a fun quick way to build
some XP, and it's also one of the more
enjoyable Heroic Challenges IMO. The
chompies shouldn't do too much damage
to you, and it doesn't take much in the
way of damage to kill lots of them, so
Speed is pretty much the only stat that
matters here.

	You begin in a locked room
surrounded by chompies and barrels. Kill
the 23 chompies in the room and then
start breaking barrels in search of a
key. After you find it, go through the
locked gate in the eastern corner.

	The next room is more of a
series of connected hallways - the
T-intersection. Kill the 13 chompies
here to bring your total to 36. Keep an
eye out for the key while killing, and
the locked gate is to the north, across
the hall from the gate you arrived in.

	Next is a small room with 4
chompies and a single barrel. Now that
your total is at 40, break the barrel
for the key and move on.

	The next room will actually
have two locked gates in it, as well
as 3 chompies and a few barrels. Bring
your total to 43, find the key, and
take the gate to the NORTHWEST. If you
have a range attack, you may be able
to kill a few chompies from this side
of the wrong door, but trust me: you'll
reach your target killcount much faster
if you just move on.

	This room has sort of a curly
structure to it. You'll kill 9 more
chompies (total of 52), break a few
more barrels, and exit the locked gate
in the northern corner.

	You are now in what is
technically the last room. You'll go
through kind of a zig-zaggy hallway
that may have a chompie in it. This
hallway has a couple of small dead-ends
in it, but keep making your way north
and you will eventually arrive in the
main part of the room: a giant open
space crawling with chompies. Slay them
all, because this room has more than
enough chompies to cap off your count
to 100.

	Just in case the room from the
previous paragraph didn't end the
mission for you (or you took the wrong
door at the crossroads), both paths
include a teleport pad that takes you
to a small room just before the
crossroads (they also give you a key
to open the opposite door). Odds are
if you have enough time to use the
pads then you haven't killed enough
chompies, but the pads are good for a
last ditch effort to victory.


	#13	Pod Gauntlet
		Chop Chop, L.Chop Chop
		+9 Elemental Power
		"Find your way through the
		pod maze."
		Time Limit: 4:30

	This mission is a little ridiculous.
Not impossible, or even all that difficult;
just ridiculous. Speed and Critical Hit make
good hats here, but I prefer a good Armor
hat so I can sponge the explosions.

	At the start, make your way southeast
through the zig-zag of bounce pods and
exploding plants. Occasionally you'll get
attacked by a white chompie, so keep an eye
out for those. While writing this I encountered
a glitch on the second exploding plant that
sent me through the wall and into a later
part of the dungeon. I couldn't recreate the
glitch, but if it works for you then skip
ahead a paragraph. If you didn't get the
glitch, keep going right until you find the
teleport pad and hop in.

	You'll arrive in a curly narrow
hallway with lots of spears that eject from
the ground. Kill the white chompies as you
go through. Don't spend too much time
memorizing the spears' pattern, they don't
do much damage and they don't pop out very
frequently. You'll eventually come to a
set of stairs to the west. Climb the stairs.

	This room contains a bone archer,
a couple of barrels with white chompies
hiding in them, KEY #1, and a locked gate.
Kill what needs killing, grab the key and
take it north up the stairs. Go left at
the intersection before the gate. Weave
through the bounce pods, kill the chompies
and bone archer, and grab KEY #2 at the top
of the stairs. Go back out and cross the
intersection to the east. Weave through
more bounce pods, kill more chompies, and
grab KEY #3 on the far side of the room.
You can technically use these bounce pods
to leap forward quickly, but the bounce
pods are far more likely to bounce you
backward so I wouldn't mess with it. Now
that you have all three keys, go back to
the crossroads and go north to the gate.
Open it up.

	Once you walk through the gate,
turn left and kill all the enemies in
the corner. They are defending KEY #4.
When you back out of the room, the
camera will probably shift 90 degrees,
so keep your bearings. Walk toward the
camera (past the gate that you just went
through, now on your left) and go through
the wall of bounce pods. Take the next
left into a small room with a couple
rows of bounce pods blocking KEY #5. As
you approach that key, the barrels next
to it will erupt in chompies, so kill
them when you can. Back out of the room
and continue going south; the camera
should shift again. Go into the next
small room (sharing a wall with the
previous small room), kill the bone
archer and chompies, and grab KEY #6.
Back out of the room and continue
following the minecart tracks to the
corner of the room where you will find
a bone archer and a locked gate. Go to
the far left of the bounce pod line so
as to avoid the exploding plant and
open the gate.

	This next room will have a few
spears that jut out of the ground,
then a lot of bone archers and pickaxe
pirates. Kill them all, because the
next gate doesn't open until they're
all dead. Once you've done your
exterminating, go left through the
door and into the tornado of victory.


	#14	Time's A-Wastin'
		Sonic Boom
		+5 Critical Hit
		"Take out enemies for extra
		time needed to exit."
		Time Limit: 0:20 w/ time added

	The object of this mission is to find
a single key hidden amongst a lot of barrels.
As you make your way through the level, keep
an eye out for the key. Once you have it,
make your way to the exit in the southeastern
end of the map.

	You begin the mission in a dead end
of a maze. Walk up the stairs to the left
through the crossroads. Kill as many chompies
as you can without spending too much time on
them. Each chompie earns you +2 seconds. Make
sure to break all the barrels, and grab the
key if it appears. Turn back around and head
up the stairs north of the crossroads.

	Follow the path to the left, taking
out as many of the punks and red-blade-things
as you can. Ignore the little rooms to the
south and follow the minecart tracks to the
far left corner of the room, past the
staircase beneath you. Open up the two
barrels, grab the key if it appears.

	IF YOU STILL DON'T HAVE THE KEY,
take the first available path on the left.
Take out a few suits of armor and break
open the barrels at the end of the hallway.

	IF YOU STILL DON'T HAVE THE KEY,
continue down the stairs and take the next
left. Take out the skeleton archer and his
surrounding barrels. If you don't have the
key by this point, head toward the exit.

	Once you are ready to find the exit,
follow the stairs leading down until you
see another small set of stairs on the right.
If you don't have the key, break the barrels
behind the stairs. Kill the chompies along
the way to keep your time up. There's a
small room to the south with some more
barrels if you need them. If you walk all
the way to the right and then down you will
find the locked gate and the goal.

	If you do not have the key by this
point, you may still be able to find the key
if you go back up the small stairs and travel
south, but odds are you will run out of time;
just restart the mission and try again.


	#15	Save the Purple Chompies!
		Drobot
		+8 Speed
		"Hit green chompies, not
		purple! WARNING: This is
		tough!"
		Time Limit: 2:30

	This is the most annoying, god-awful
worst part of the entire game. This is,
without question, the most difficult Heroic
Challenge. Do not attempt this mission until
you are 100% ready, which means Level 10 with
a high-Speed hat. Also keep in mind that this
mission requires precision killing, and SOME
ABILITY UPGRADES MAKE THIS HARDER. For example,
an upgrade that makes your attack's explosion
larger will hurt your chances at completing
this mission. YOU HAVE BEEN WARNED.

	The object of this mission is to kill
all 100 green chompies without killing any of
the purple chompies. You can kill one purple
chompie without failing the mission, but if
you kill two (or a second simultaneously with
the first) then you will have to start over.
If a purple chompie jumps at you, rather than
just doing damage like the green ones, it will
latch on and do small amounts of damage
periodically. A latched purple chompie can be
shaken off, but this will kill the chompie.

	The first room has 14 green chompies
in it, as well as a few purple ones. The
different colored chompies run at different
speeds, so try to separate the packs before
attacking if you can. If purple chompies
latch on, just let them hang out for the
rest of the mission and keep an eye on your
health. Once you've killed all 14, lead the
purple chompies as far south as you can
before running north and falling off; this
keeps the purples from following you over
the edge.

	Once you drop down you will be
greeted by 6 green chompies; kill them
for a total of 20. Take a couple of
careful steps north to bring two more
green chompies running to you (total of
22). You may attract a third green chompie
to the right for a total of 23. Head
northeast and kill 10 more greens (one
of those 10 comes from the southeast path.
He's got a posse of purples, so try not
to disturb them). Your total should now be
33.

	You'll round a corner to the left
and face a fork in the road. Kill the 6
green chompies in the room to the northwest,
but try not to go in so you don't get attacked
by purples. With a total of 39, back out into
the fork in the road and slowly head northeast,
killing green chompies one at a time. Make sure
to get all of the green chompies further down
the hall without disturbing the surrounding
purple chompies; your chompie-count display
can make this difficult. Go down the hall to
the left and kill the green chompies without
turning the corner so the purples don't get
you. Do not leave this section until your
total hits 50. If you have less than 1:20
left on the clock by this point, restart
the mission.

	Quickly backtrack to the fork in
the road from before and go northwest again,
this time for reals. Eventually you'll find
a bridge with a few green chompies on it.
Kill them one by one, but be careful not to
alert or kill the purple at the far end of
the bridge. Go down the ramp as soon as you
can and slay the mob of greens underneath
you. A purple chompie will soon join the
mob, so don't use a radial attack or
anything. By the time you hit a total of
about 66, you'll probably attract a few
greens from the ledge above you, southern
corner of the room. Kill all of the
chompies that fall but try to keep them
up there if you can. It's much faster to
go to the western corner of the room and
take the small hallway up.

	From this point onward, you
should be done with all purple chompies
except for the ones chasing you or attached
to you. Feel free to unload from here with
your big boomy moves. This narrow green-
chompie-full path winds quite a bit. When
you reach the ledge to drop down on, you
should have 80 dead chompies under your
belt. You'll reach a split in the path; go
southeast first, it ends in a small room
full of green chompies. After you kill them
all, back out of the room and take the path
to the left for the last few.


	#16	Spawner Cave
		Terrafin
		+5 Critical Hit
		"Take out 100 chompies by
		finding the best spawners."
		Time Limit: 2:00

	Sigh. Another chompie-killing
challenge. This one isn't that bad (compared
to Heroic Challenge #15. Ugh). The catch to
this one is that the chompies come out of
spawn points that can be destroyed, so if you
try to recklessly kill everything you will
also destroy the spawn points and be unable
to complete the mission. Hats shouldn't much
matter this time, it'll be more about strategy.

	At the start of the mission, kill
6-ish chompies and take down the spawn point
to the north. Then head to the eastern corner
and travel northeast. Kill a few more chompies,
ignore the other paths and travel north.

	You will eventually come to a cluster
of three spawn points. DO NOT DAMAGE THE
SPAWN POINTS. Hang out in this section and
kill the chompies that pop out until you hit
100 kills.


	#17	Arachnid Antechamber
		Sunburn
		+3 Armor
		"Defeat 8 Giant Spiders in this
		dungeon."
		Time Limit: ???

	Coming soon!


	#18	Hobson's Choice
		Trigger Happy, L.Trigger Happy
		+8 Speed
		"Fight and teleport your way
		to find the antique vanity."
		Time Limit: 3:00

	This mission has a lot of hard-hitting
enemies and it ends with a tank. Take a good
hard look at your Skylander's stats and raise
either Armor or Critical Hit with a hat,
whichever you think will help you most. If
they're about even, go for Armor if you're a
lower level, Critical Hif if you're higher.
You'll be put through a series of small rooms
full of enemies, and everytime you kill them
all you are awarded with teleporter pads.

	You start next to a troll; kill it.
Two teleporter pads will appear. Take the
pad on the left.

	You'll appear in a long room with
a few trolls. Kill them and two more
teleporter pads will appear; take the one
furthest south.

	Now you're in an angled room with
a gun troll, a bomb troll, and a rocket
launching turret. Take them all down,
focusing fire on the turret first. Then
take the teleporter on the right.

	And now you're surrounded by
various trolls. Kill them all. Use the
southwestern teleporter.

	Here's a smaller room with a
couple of trolls and a troll mech. If you
kill the mech last, the teleporters will
appear before the driver is dead; if you're
low on health, this may help. Take the
northernmost teleporter.

	You will appear in a longer room
with only a few trolls in it. Kill them
for the next pair of teleporters and take
the one of the right.

	Next is a small room with three
trolls and a bomb troll in the far
corner. Work your way to the bomb troll
and kill him as soon as you can, then
finish off the rest if there are any. Take
the southern teleporter.

	Okay, no more teleporting. Now
you're in this giant room with a few
spread out enemies. There is a perimeter
of wrench trolls on your north side. Kill
them all, but be mindful of the tank to
your left and the mech troll to your right.
If the mech starts shooting at you, duck
behind the wall to its south and wait for
it to cease fire, then hit it hard and
destroy it before it starts shooting
again. Wait for the driver to pop out and
kill it too. Now it's time to go tank
hunting. The tank will be driving around
the center of the large room. Focus your
fire on the fuel tank on its back (it has
a big red arrow pointing down at it), and
don't let up unless you have too. When it
blows up, it will release a wrench troll
and the MIRROR. Grab the mirror to end the
mission.


	#19	Isle of the Automatons
		Eruptor
		+9 Elemental Power
		"Destroy Automatons and other
		enemies to score 75 points."
		Time Limit: 2:30

	This mission requires you to earn
at least 75 points before time runs out.
Points are earned by killing enemies; 1
point for normal enemies and 15 points for
each automaton. You have to kill at least
1 automaton to complete the mission, but
I say we go for extra credit. :) I recommend
putting on your best Critical Hit hat, but
Armor or Speed may be a better choice if
you're having trouble with this one.

	From the start, take the bridge in
front of you to the northeast and kill the
enemies all the way onto the island, for a
total of 6 points. Take the bridge to the
west and kill all the enemies on and between
the next two islands. This will put you at
a total of 14 points. Behind a rock to the
north is a teleporter pad; jump in.

	Kill all the knights and chompies
on the island to bring your point total to
20. Grab the bomb on the northside of the
island. If you can cross water, swim to
the northwest island; otherwise hop in the
teleporter, which will send you there. Just
make sure you have that bomb when you get
there.

	You will arrive on an island with
lots of knights and chompies and AUTOMATON
#1. Blow him up and any enemies that happen
to be nearby, then finish off the rest on
the island. This will put your total at
42. Follow the island to the south and
cross the bridge.

	Ignore the bouncepad and teleporter
and kill all the enemies on the island.
When your total hits 52, go to the southern
tip of the island. Behind a cluster of palm
trees on the left is a hidden bomb. Grab
it and take the bridge to the south where
you will find another knight and AUTOMATON
#2. End them both to put your total at 68.

	Backtrack to the bouncepad and use
it to reach the teleporter pad. Take the
teleporter to a small island and kill
everything on it for a total of 74. Sigh.
Use the teleporter and kill a chompie.
Done.

	


	#20	You Break It, You Buy It!
		Double Trouble
		+8 Speed
		"Hit Trolls, not paintings!
		WARNING: This is tough!"
		Time Limit: 3:30

	This mission, much like Drobot's
Purple Chompie thing, is best done with
precision. Destroying the paintings will
end the mission, and destroying the vases
will subtract 5 seconds from your time
limit, so explosions are a bad idea. Take
your time and only attack when you have
to. Put on a good Critical Hit hat to keep
your number of attacks down.

	From the beginning, you'll travel
north a couple of steps and you get to
watch an annoyingly long panning shot that
shows you all of the paintings. Enjoy the
show, then continue north into a dead end
with two trolls and a painting. Kill them
both carefully, then back out to the south.

	Below you'll find three trolls with
no breakables to hide behind, so unload for
a total of 5. Travel all the way northeast
and kill the troll at the end of the
hallway, then go northwest and kill 3 more
to put your total at 9. At the end of the
hallway is a big round room full of trolls.
Kill all of them on the ground level, then
go up the stairs and to the left. Kill the
nearby trolls and let the remaining wrench
trolls come to you before killing them. Then
tiptoe past the vases and painting to kill
the bomb troll in the corner. Remember, the
trolls can't hurt the breakables, only you
can. Your total should now be at 18.

	Go back down to the big round room
and take the skinny path east. You'll come
to a narrow room with two wrench trolls and
a bomb troll next to a painting. Kill them
all (total of 21), and continue east. Kill
the gun troll and round the corner northwest.
You'll find a few assorted trolls guarding
some vases and a painting. Kill them to put
your total at 26.

	Continue northwest and you'll soon
reach an intersection crawling with trolls.
Kill as many as you can without moving too
far, then duck into the short path to the
northeast. In the northern corner of the
room is a bomb troll surrounded by vases
and a painting; get in his face and make
him suffer. Back out into the intersection
and take the northwest path, killing any
trolls from the intersection that you
may have missed. Your total should now be
at 33.

	Go west. You'll soon come to a
clearing with three trolls and no
breakables; unload. Keep going west and
you'll find four more trolls, some more
vases and the last painting. Kill them
carefully and the day is yours.


	#21	Minefield Mishap
		Stealth Elf
		+8 Speed
		"Make it through the minefield.
		WARNING: This is tough!"
		Time Limit: 2:00

	What's interesting about this
challenge is that there is no kill count
or number of objects to pick up. All you
have to do is make it through the obstacle
course, which is really just a minefield
full of enemies. I definitely recommend a
good Armor hat for this one, but Speed and
Critical Hit are just as good in the right
hands.

	The room you start in is actually
the same as the room that the Scepter of
Nort will appear; but you can't get it
until you get trapped in the maze. Sigh.
Walk northeast and carefully go between
the clusters of mines. Continue north and
take out the troll mech as soon as you can,
he'll only cause trouble later if you don't.
After the mech blows up, be sure and kill
the driver too. Once he's dead, go north
through the entryway and a gate will close
behind you.

	Ignore or kill the two trolls that
greet you and go northeast. Kill the easy
trolls as you go, but don't stop to mess
with the claw trolls as they'll only take
up your time. You'll dip southeast into
an intersection; go northeast past the
line of barrels, then go to the north end
of the room into a teleporter pad.

	Kill the troll that greets you on
the other side, then make your way south.
Kill the trolls that get in your way, but
don't stop moving. When you get the chance,
go northeast past a single land mine. Keep
going until you see a troll mech in the
distance, then turn northwest.

	Kill the group of trolls quickly,
and keep an eye out for landmines as you
go north. You'll reach a big round room
full of barrels. Dodge the single mine
in the center and go up the stairs to
the north. Turn right, kill as many
trolls as you have to, and hop into the
teleporter.

	When you appear, there will be
a troll mech and a claw troll right next
to you, so get out of there; go northeast
and you will see another troll mech. Take
the ramp to your southwest, kill the trolls
that greet you, avoid the single mine in
the center of the platform, and go into
the teleporter pad.

	There is now only a wall of mines
between you and the Royal Scepter of Nort.
If you think you can take the damage or
are short on time, make a run for it and
hope you don't die. If you have the time
or don't have the health, run northwest
through the hall of mines. As you turn
the mine-enforced corner, you may be
greeted by two wrench trolls. Kill them
or blow past them, your call. Turn the
corner and carefully go southeast. When
you reach what looks like a deadend of
mines, tiptoe between the two mines on
the right and continue southeast. The
scepter is yours.


	#22	Lobs O' Fun
		Whirlwind
		+5 Critical Hit
		"Earn a tasty treat by
		taking out pirates."
		Time Limit: 3:00

	This mission is easiest with a
Skylander that can hit elevated enemies.
The goal is to kill all the cannon pirates
that are standing on elevated platforms.
Without an elevated attack (such as a
lob shot or taller melee attack), you will
have to use bombs. I will walk you through
this mission under the assumption that you
need bombs, then I will give a second guide
for Skylanders that can kill cannoneers
without bombs. Hats don't matter much on this
mission, but I recommend Speed.

	WITH BOMBS:

	From the start, go west across the
bridge. The game will interrupt you to
show you what the second and last
cannoneers look like. Hooray for Zoidberg!
Finish crossing the bridge and kill the
pirate in front of you before dropping off
the ledge. Kill all the enemies on the
ground around you, then continue west and
drop off another ledge. Near some chompies
you'll find a bomb and CANNONEER #1. Apply
liberally.

	Grab the bomb again and head south.
Go up the ramp and go east a little ways to
see CANNONEER #2 again. This time you have
a bomb, so let him have it. Aim your throw
carefully, because he's a little higher up
than the last one.

	Drop back off the ledge to the
west again and grab the bomb one more time.
Go south and take the ramp again, but this
time go north. Just before the bridge you'll
see a ramp on the right. Go up with the
bomb and end CANNONEER #3.

	Go back down the ramp and cross
the northern bridge. Kill the little
key-shaped enemies, ignore the cannoneer,
and cross the bridge to the east. On the
next island you'll find a few more enemies
and CANNONEER #4. Take the uphill bridge
to the south, kill a few more enemies and
grab the bomb behind the palm tree on the
right. With bomb in hand, run back down
the north bridge and blow up the cannoneer.

	Go back across the western bridge,
ignore the cannoneer again, and this time
take the northern bridge down to the large
island. You'll be greeted by lots of
enemies, including CANNONEER #5 in the
center. Go east, kill a few enemies, and
grab the bomb behind the barrels on the
far side of the island. Take it back
over to #5 and show him how you felt
about the last Pirates of the Carabbean
movie.

	Okay, I think we've neglected
CANNONEER #6 long enough. Go back to the
east side of the island and grab the
last bomb you used again. Take it back
to the center of the island and go back
up the southern bridge. There he is
again. Blow him up, and apologize while
you do it.

	Head back down the northern
bridge and go east again. Grab the bomb
again, but this time cross the bridge
eastward. Kill the enemies in your way
and blow up CANNONEER #7. If your bomb
didn't last long enough, there's
another one on the northwest corner of
the island.

	Go to the northwest corner of
the island and grab the bomb I just
mentioned in the last paragraph. Now
run to the far east side of the island
and blow up CANNONEER #8.

	Now head back west. You'll be
interrupted by a short cutscene showing
that the gate between you and CANNONEER
#9 has been lowered. After the movie,
run as far west as you can. Cross the
bridge and grab the bomb. It won't last
long enough to use it on the last
cannoneer, so use it on any remaining
pirates instead. On the far west side
of the island is a cluster of palm
trees. Behind the trees you'll find
another bomb; grab it. Now cross the
western uphill bridge, kill the pickaxe
pirates if you have time, and blow up
the cannoneer for the REAL tasty treat:
+5 Critical Hit.


	WITHOUT BOMBS:

	So you have a Skylander that
can kill elevated enemies. Awesome.
Cross the bridge to your left for a
little movie that shows you CANNONEER
#1, as well as the last cannoneer.
After the movie, run over there and
take down #1.

	Drop down off the ledge and
kill all the enemies on ground level.
Drop down the next ledge to the west
and you'll find CANNONEER #2 next to
a bomb. Kill him with or without the
bomb, your call.

	Go south and take the ramp
back up. Go north until you reach a
bridge, then turn right and go up
the ramp. There's CANNONEER #3, get
him.

	Go back down the ramp and
take the northern bridge. On the
next island you'll find CANNONEER
#4 and a couple of key-shaped
enemies. Kill them all.

	Cross the bridge to the
east and you'll encounter a few
more enemies and CANNONEER #5.
Take them down.

	Go back across the bridge
to the west, then take the next
bridge north. Right in front of
you will be CANNONEER #6. Do what
you must.

	Go east and approach the
bridge. The bomb behind the
barrels may be some use to you.
Cross the bridge and continue
east to find CANNONEER #7. Take
him and his friends all down.

	Follow the island east
to find CANNONEER #8. Break him.

	Head back west. You'll be
interrupted by a short movie
showing the gate drop so you can
reach CANNONEER #9. Cross the
western bridge and keep going
west across the long island. At
the end of the island is a cluster
of palm trees hiding a bomb if
you want it. Cross the western
uphill bridge, use the bomb on
the pickaxe pirates, and take
down the last cannoneer.


	#23	Spell Punked!
		Voodood
		+3 Armor
		"Retrieve the ancient book
		of magic from the Spell
		Punks."
		Time Limit: 4:00

	The object of this mission is
to defeat one of each type of Spell
Punk. This is easier to do with a hat
that boosts either Critical Hit or
Armor. Speed shouldn't be an issue,
since they give you 4:00.

	From the start, head down
the bridge to the north. You will be
interrupted by a short scene showing
you PUNK #1, the life spell punk. At
the other end of the bridge is a bomb
if you need it. Take him and his
friends down.

	Kill any remaining enemies
on the island so the gate on the
eastern side opens up. Cross the
bridge to find PUNK #2, the water
spell punk. At the far end of the
island is a bomb if you need it.

	Shortly after you kill the
water spell punk you will be shown
PUNK #3, a magic spell punk. These
guys generate enemies so get rid of
him quickly. He will be right where
the life punk was, so blow past him
and his minions to get to the bomb
if you need it, then kill him and
anyone else that gets in the way.

	The gate blocking the south
bridge should now be lowered. Cross
the bridge and you will be ambushed
by a storm cloud and a few Drow
spearmen. Kill them all and the gate
to the east will lower. Cross the
bridge and you will be shown an
air punk, a fire punk, and an earth
punk. The air punk is PUNK #4, so
finish crossing the bridge. On the
eastern side of this island is a
bomb if you need it. Even if you
don't need the bomb, it may help
with the Drow warrior.

	Grab the bomb again and
take the southern bridge. PUNK #5,
the fire punk, will be on the next
island. Blow him up.

	Cross the next bridge south
to the next island, which houses
PUNK #6, the earth punk. He's not
on a platform or anything, so
beat him up.

	Killing the earth punk will
lower a gate to your left. Cross
the new bridge and you will be
shown PUNK #7, the tech punk. Kill
all the enemies (including the
claw trolls) and drop down the
ledge to the west. Grab the bomb
and use it on your surrounding
enemies, then grab it again and
head south. Take the bouncepad
back up, go north, and take a
right up the ramp. Blow up the
punk.

	PUNK #8, the undead punk,
will appear on the opposite ledge.
Drop down into the main part of
the island and he will come after
you. Take him down before he
spawns a bunch of enemies. When
you defeat him he will drop a
giant spell book; grab it to end
the mission.


	#24	Charm Hunt
		Wham-Shell
		+5 Critical Hit
		"Head for the islands and
		collect 75 charms."
		Time Limit: ???

	Coming soon!


	#25	Flip the Script
		Camo
		+3 Armor
		"Choose the right path to
		find the Log of Nort."
		Time Limit: ???

	Coming soon!


	#26	You've Stolen My Hearts!
		Zook
		+5 Critical Hit
		"Stop thieves from stealing
		the jewel hearts."
		Time Limit: 4:30

	This mission can be a little
annoying in that it requires hunting
down four thieves. Range attacks are
best, but build Speed if range is not
an option. Stay on your toes and avoid
the traps and you should get through
this one on the first or second try.

	You begin the mission at the
south end of an island, surrounded
by enemies. The only exit here is a
bridge blocked by a fence that doesn't
lower unless you kill everyone here,
so get to work. When the gate lowers,
walk through.

	When you get to the other side,
push the turtle toward the bridge you
just crossed, you'll be happy you did
in a moment. Keep killing your way to
the west side of the island (take out
the pirates on the boat if you can),
and you'll eventually see THIEF #1. Try
and take him down, but he may run past
you to the east side of the island. If he
does, chase him and he'll crash into
the turtle, giving you a chance to
melee him if you need to. After he
goes down, the gate to the far west
will lower; take the heart, move
west, go through the gate and up the ramp.

	Tread carefully up the ramp,
there's a trap up ahead. Stop at the
top of the ramp WITHOUT WALKING ON
THE GRASS. Let the drow spearmen come
to you and take them out (or use ranged
attacks. After you kill the four
spearmen, carefully step onto the
island. THIEF #2 is at the south end
of the island. Kill the thief, and DO
NOT let him get to the ramp. If he does,
he'll raise the gate with no way to
unlock it and you'll have to replay the
mission. Only one of you is walking
away from this island; make it you.
Take the heart and go back down the
ramp.

	Now that thief #2 is gone, the
center gate from the middle island is
down, so go through and up the ramp.
When you reach the next island you'll
see a quick shot of the next thief.
Take down the three small enemies and
cross the bridge to the right. You'll
probably be face-to-face with THIEF #3
on the next island, when he runs away
and sicks his drow spearmen on you.
You'll now need to hack and slash your
way through the next few islands to
catch up to the thief, and you'll
probably catch him on the bottom-right
island. If he keeps running to the left
bridge, cross it and trap him with the
turtle.

	If you haven't already, cross
the bridge to the left. There will be
a few drow spearmen below the ledge,
they might be hard to see but they
can still hit you. Kill them while you
have the high ground if you can, then
drop down. THIEF #4 will teleport onto
the hill to the north and take the last
heart. Keep your distance so he doesn't
move, then go up the ramp so he drops
down. After he drops, go back around by
going down the ramp and chase him into
the ledge he just jumped off. Take him
down and collect your prize.


	#27	Bombs to the Walls
		Flameslinger
		+9 Elemental Power
		"Use bombs to find 25
		magic charms."
		Time Limit: 3:30

	For this mission, there are 25
charms scattered throughout a maze.
All you have to do is collect them (there
are actually 30 charms), but most of the
maze is full of walls that have to be
bombed. Use your best Speed hat for this
one, because the Drow shouldn't be much
of a problem.

	From the beginning, head up the
ramp to the north and grab the bomb.
Whip it at the Drow warrior approaching
you and grab another bomb. Blow up the
wall next to you and grab another bomb.
Go back down the ramp and blow up the
wall. Grab the charm on the other side
and turn back around.

	Go back up the ramp, grab the
bomb along the way, and keep heading
north on the outside of the maze. Go
past the Drow spearmen and Drow warrior
and blow up the far north wall, grabbing
the two charms along the way. Kill
the Drow on the way back south and take
the next available right. Go north and
into the teleporter pad. Your total
charms should be 3.

	You will arrive on a small
platform with a bomb, a bouncepad, and
five charms. Grab the charms for a total
of 8 and throw the bomb south at the
wall. Grab the bomb again and throw it
at the Drow spearmen. Grab the bomb
one more time and use the bouncepad to
land on the big button. The button will
open a gate, but ignore this for now.
With bomb in hand, run southeast to the
end of the hallway and blow up enemies.
Kill the Drow surrounding you and go
back northwest. Stop at the little
alcove on the left and grab the five
charms, putting your total at 13.

	Go back the way you came and
go through the lowered gate from before
(northeast). Grab the six charms to
total you at 19, then head west. Go as
far west as you can, kill the enemies
that approach, and go through the
teleporter.

	You are now surrounded by
knights. You're welcome. Kill them all
and go south to grab a single charm,
total of 20. Go back north and up the
stairs. Take the teleporter to the
right and you will appear next to
five more charms to end the mission.
OR, instead of teleporting, you could
grab the bomb to the left of the
stairs, blow up the wall south of you,
and head through for a different five
charms. Teleporting's quicker though.
:P


	#28	Operation: Sheep Freedom
		Boomer
		+5 Critical Hit
		"Rescue all the sheep
		from their Troll
		captors."
		Time Limit: 3:00

	Hugo would love this mission.
You're going though a maze, killing trolls,
and rescuing sheep. It's pretty easy, as
there aren't many trolls around. The
mission will make you think you only
need to save seven sheep, but you're
actually saving seven FLOCKS of sheep,
AND you have to take them out of the
maze when you have them all following
you. Speed hats are probably best for
this.

	From the start, take the ramp
to the north, kill the two gun trolls
and break open the gate to save FLOCK
#1. They don't actually have to
follow you, but they will if they can.

	Go back south down the ramp
and turn northeast. Go down the hall
and kill some more trolls. Take the
next available northwest path and
turn all the way around south to
find FLOCK #2. The bomb troll inside
may open the gate for you. Kill him
as reward.

	Continue north. You'll reach
a big round room with a set of stairs
and FLOCK #3 at the top. Free them and
kill the bomb trolls if you can, but
don't worry too much about them.

	Go back south the way you
came and turn the corner northeast.
Keep going northeast and you'll find
a gate in the corner holding FLOCK #4.

	Round the corner northwest and
then immediately turn south. FLOCK #5
will be right in front of you.

	Continue northwest and you will
find an intersection with a couple of
trolls. Kill them and break the gate
to the northeast to free FLOCK #6.

	Go back to the intersection
and go west. Kill the bomb troll on
the ledge above you if you can, and
be mindful of the claw troll. Continue
west and you will find another claw
troll and a couple of lesser trolls.
They are guarding a fence housing
FLOCK #7.

	Now all the sheep are free
but we're still not done. Three
gates will open to reveal the exit.
Go back east and take the next
available south. Go straight south
to end the mission.


	#29	Jailbreak!
		Gill Grunt
		+3 Armor
		"Rescue 6 Mabu from the
		Cyclopes Islands."
		Time Limit: 3:00

	The catch to Gill Grunt's
mission (get it?) is that you have to
find keys to open the Mabus' cages.
This mission is a little easier if you
can travel over water, but I will guide
you as though you can't. Speed or
Critical Hit hats are best for this
mission. Also, it's worth noting that
this mission actually includes seven
captive Mabu, even though there are
only six keys. I guess Mabu #7 will
have to find some other way out.

	From the beginning, you will
be faced with a few cyclopses and
barrels. Break all the barrels to find
KEY #1. Take the bridge north and
MABU #1 will be right in front of you.
Let him out.

	Follow the island to find a
turtle. Push him north to reveal a
bouncepad. Bounce up to the platform
to break the two barrels and reveal
KEY #2. Grab it and drop down eastward
to free MABU #2.

	Cross the bridge to the east
to kill a few cyclopses. You will find
a cluster of turtles. Push the only
turtle you can forward as far as you
can, probably crushing a cyclops in
the process. Once you've pushed the
turtle as far as you can, push the
turtle to its west up, then push the
northernmost turtle forward twice to
get KEY #3. Get out of the corner and
go east. Next to the turtle maze is
MABU #3.

	On the far eastern side of the
island is a teleporter pad. Jump in for
a shortcut to the middle of a previous
island. Take the bridge south of you
up to an island with a few cyclopses
and a lot of barrels. Take the bridge
to the south. When you get to the
other side, drop down the ledge to
toe west to find MABU #4. Follow the
wall of turtles south. When you reach
the southernmost turtle, shove him and
use the bouncepad to hop onto the wall
of turtles. Run across the tops to get
KEY #4. Drop down to the right and free
the Mabu.

	Go south and take the ramp back
up to the main part of the island. Go to
the north side and take the ramp up. 
You shouldn't have to move any
of the turtles or blocks, just cross
diagonally. Kill the big cyclops and
take his KEY #5. Drop down and push the
only turtle you didn't walk across
(eastern turtle) to reveal a bouncepad.
Use it to reach a second bouncepad.
Bounce up and free MABU #5.

	Now that you've bounced up onto
the ledge on the east side of the island,
cross the eastern bridge. Kill all the
cyclopses and go across the north bridge.
Shove the center turtle twice, probably
killing the little key-shaped enemies.
Bust the barrels on the north side of the
island to find KEY #6. Cross the north
bridge to find MABU #6. The rest is up
to you.


	#30	Environmentally Unfriendly
		Drill Sergeant
		+9 Elemental Power
		"Bust 7 of the Troll's
		pipes."
		Time Limit: 2:30

	This mission's pretty straight-
forward: find the pipes and break 'em.
The only real catch is that there are
some gates that block the occasional
path. I recommend either Speed hats
or Critical Hit hats, as there are
quite a few enemies and you don't get
all that much time. Come to think of
it, Armor hats might not be a bad
idea either, what with all the troll
mechs and land mines. Use your best
judgement.

	You start off right next to
PIPE #1. Break it.

	Travel north through the
enemies and grab the key. Keep
going north to find a troll mech
blocking PIPE #2. Break them both.

	Kill the bomb troll to the
north if you can and then go west.
Kill a few enemies and be mindful
of the elevated troll mech to the
south. You probably can't kill it
yet, so dodge its fire and continue
west. The troll mech might break a
pipe for you. Find the gate on the
south side and use your key on it. Go
south into the minefield and kill
a few trolls. When you get a chance,
go west through the opening in the
mines and turn north. Kill the bomb
troll and the PIPE #3 that he's
guarding.

	Travel south a little ways
and you'll find another key. Grab
it and take the teleporter pad next
to it. You'll appear surrounded by
trolls next to another teleporter
pad and PIPE #4.

	Rather than taking the
teleporter, go south down the ramp.
You'll find a couple of trolls, a
troll mech and PIPE #5. Lay waste
on all of them.

	Go east and use the key
on the locked gate. Take the second
available path northwest. You'll
reach a big round room full of trolls,
a tech spell punk and the troll mech
that you (probably) couldn't kill
before. Odds are enemy fire will
destroy PIPE #6 and PIPE #7, but in
case it doesn't they're both at the
top of the stairs, one to the left
and the other to the right.


	#31	Chemical Cleanup
		Slam Bam
		+9 Elemental Power
		"Score points by
		destroying barrels of
		the right color."
		Time Limit: 3:30

	This is a weird one. You
have to break the big barrels to
change color, then break all the
little barrels that match your color.
Speed hats seem like the obvious
choice here. You have to break 150
barrels, but they give you WAY more
than that. Just keep an eye on your
color and make sure to take down all
of your current colored barrels before
changing. Oh, and the big barrels
are worth 5 smaller barrels.

	You'll start off on a small
island with a flashing blue barrel and
a matching teleporter pad. Break the
barrel and you will turn blue,
granting you access to the teleporter.
Hop in.

	Kill all the enemies on the
next island, then break the big
green barrel to turn green. Mow
down the little green barrels to
bring your total to 16. Hop in the
green teleporter.

	You'll appear on an island
with four teleporters. Since you're
already green, break the green
barrel WITHOUT BREAKING THE OTHER
BARRELS and hop in the green
teleporter. Your total should now
be at 21.

	Carefully kill the enemies
and break all the green barrels on
the island and the two green barrels
on the northern bridge. This will
bring your total to 33. Now break
one of the big yellow barrels to
turn yellow and then wipe off the
rest of the barrels in your area,
putting your total at 47. Hop in
the yellow teleporter.

	Break the four little yellow
barrels (total at 51) and kill the
elevated cannoneer if you can. Kill
the two cyclopses on the east side
of the island, then turn green and
light up the place. If you got all
the barrels so far, your total will
be 80. Hop in the green teleporter.

	Carefully destroy all the
green barrels and enemies you can
before turning blue. Once you're
blue, finish off the remaining
barrels and hop in the blue
teleporter. If you got all of them,
your total will be 124.

	Welcome back to the three-
way split. Now that we're blue this
time, lets break the big blue barrel
and hop into the western blue
teleporter. Ideally, your total is
129 at this point.

	You'll appear on an island
with no enemies, a few blue barrels
and a lot of yellow barrels. Break
all the blue barrels on the west
side first, then hit the blues on
the east side to set off the giant
yellow barrel. Take out the other
yellows. This should finish the
mission for you. If it doesn't,
hop in the yellow teleporter.

	If you're still playing,
you should be on a large island
with a couple of Drow spearmen
and some green and yellow barrels.
Break all the yellow barrels, and
if that doesn't finish the mission
then the green ones should.


	#32	Break the Cats
		Zap
		+3 Armor
		"Destroy the cat
		statues. WARNING: This
		is tough!"
		Time Limit: 4:00

	This mission takes place on a
series of islands, but resist the urge to
travel over the water. This mission goes
a lot smoother if you stay on land. The
best overall strategy I've found before
accepting this mission is to equip a hat
that gives either lots of Armor or lots
of Speed, because everytime you attack
you run the risk of hitting a vase and
losing time. When breaking the cats, use
your most precise attacks you have (which
can be difficult for some Skylanders) and
try not to spend too much time messing
with enemies.

	You start on a small island with
a cat statue right in front of you. Go
ahead and break CAT #1.

	Take the teleporter pad behind
the first cat and you'll appear on the
next island over. Go ahead and kill the
Drow and chompies if you think you can
without hitting vases. At the end of
the island you'll see a Drow warrior
blocking a cat statue. Let him charge
past, or else let him come to you in
a spot relatively clear of vases so
you can end him. In either case, break
CAT #2.

	Cross the bridge. This bridge
is one of the safer places to fight
if you don't use a rushing attack, so
go ahead and lure the upcoming Drow
onto the bridge and take them out
quickly. At the end of the bridge is
CAT #3.

	Near the thrid cat you'll
find a bomb. Pick it up and walk up
and to the left. CAT #4 is on an
elevated platform. Sling the bomb
at it or hit it with an able attack.

	Ignore the bridge to the
south and continue to the left. If
the chompie spawner is still there,
you can squeeze between it and the
boulder. Cross the uphill bridge.
Take out the Drow if you can do it
without breaking vases, but it's
more important to get to the
teleporter pad on the other side of
the island. You'll arrive on the next
island over with plenty of enemies to
kill and plenty of room to do it. On
the left side of the island is CAT #5,
nestled in with a couple of vases.
Break the cat and a vase if you have to.

	Hop on the teleporter pad and
take down the Drow spearman waiting
on the other side, then head south.
You'll soon come across a bouncepad.
Pass it and take down the two Drow,
then use the bouncepad to grab the
bomb on the ledge above it. Drop
back down and take the ramp up;
break a vase to get by if you have
to. You don't have much time with
that bomb, so run over to the far
right where you'll see CAT #6 on
a ledge. Whip a bomb at it, and
maybe the blast will take out some
enemies too.

	Ignore the remaining
enemies and go to the north side
of the island. Don't cross the
bridge, but rather take a right
through the vases where you'll
find CAT #7. Break it carefully.

	Go back down the hill and
cross the bridge to the north.
Use the clearing they gave you to
take out the enemies, but by this
point one broken vase may end the
mission, so careful. CAT #8 is
under the tree, and should be
fairly easy to break.

	Cross the bridge to the
east, where you will meet
another Drow warrior. Take it
down, but be careful of its
knockback ability or you may
accidentally break some vases
back on the previous island.
Cross the bridge to arrive on
a small vaseful island. Take
the uphill bridge to the south,
walk around the curly path of
vases, and take down CAT #9.
If this doesn't end the mission
then you missed one. Wandering
onto the next island to the
south will lock you into an
ambush and you will fail the
mission.
		





\\\\\\\\\\\\\\\\\\\\\\\\\\\
SOUL GEM LOCATIONS <SOLGEM>
///////////////////////////

Chop Chop / L.Chop Chop

SHATTERED ISLAND - TURTLE HIDEOUT
Before you get on Flynn's hot air balloon for the
first time, push the turtle that was blocking the last
bridge in Turtle Gully all the way to the rock
ledge. Then push the turtle all the way to the left to
bridge the gap. Go down the hill and use a Magic
Skylander to open the Elemental Gate. Cross the
Magic bridge. Push the first turtle to the left. Push the
next turtle forward twice. This will grant access to the
Soul Gem.


Stump Smash

PERILOUS PASTURES - BLEATING HIGHLANDS
Go through the Tech gate and follow the path all the way
to the end. At the final ledge where you drop far to the left,
drop straight down and land on the Soul Gem.


Sonic Boom

SKY SCHOONER DOCKS - FORTRESS TOWER
Go down the hill and you will encounter your first Air
Spell Punk. Kill the punk and his drow spearmen to make the
gate on the left open. Go through the gate you just
opened. Go down the hill and you will find a whole bunch
of enemies, including another air spell punk. If you're
using ranged attacks, focus all fire on the punk, then
worry about everyone else. Once everyone in the area is
dead, a gate to the north will open. Go south away from
the gate to find the Soul Gem.


Warnado

STORMY STRONGHOLD - INNER KEEP
Kill the chompie barrels and keep going right. Kill all
the drow witches that you can (you may need to switch
Skylanders to kill the elevated ones) and make note of the Soul
Gem behind the gate north of you. You'll need to remember
how to get here soon. Continue right past all the various
bouncing/exploding
plants. Break the first grooup of pots for money and keep going
right. You'll reach a large room with a drow warrior and a drow
witch. Once you walk in, three drow spearmen will walk in from
a large door as well. Kill everything and take the lower
path to the right. Break the pots and be ready to run back to the
Soul Gem from before. Press the button and get to moving left;
you only get one shot at this. You'll have 27 seconds to run
back through the plants and grab the Soul Gem. If time runs out,
you'll have to play all the way through the level again for
another chance.


Wham Shell

OILSPILL ISLAND - SLUDGE MARSH
After encountering the first wrench troll, turn to the bottom-
right corner of the room with the first gem laser puzzle. Switch to a
Skylander that can travel over water and follow the small path.
You'll enter a wide-open pond with lots of stuff to break. About
halfway down the room on the right is the Soul Gem.


Boomer

OILSPILL ISLAND - SLUDGE MARSH
From the second laser puzzle in Drill Platform Delta (the big
room with the key and the first caged Gillman), go to the
top-left corner and break the fence. Go down the hill and
then go south down the beach. Switch to a Skylander that can
travel over water and dive in. Head left and follow the big
rusty pipe along the left side until you see the Soul Gem.


Dino-Rang

DARK WATER COVE - THE NORTH STAR
At the very beginning of the level you will arrive on a
boardwalk. Take the ramp to your immediate left and board the ship.
Break all the stuff and grab the Soul Gem.


Ignitor

DARK WATER COVE - TORTA'S TOWN
At the beginning of the section You'll be greeted by a
cluster of nauteloids, so take care of that. Head right and some
crosshairs will begin to track you again. Drop off the ledge
south as soon as you can to find the Soul Gem.


Zap

LEVIATHAN LAGOON - SHARK'S TOOTH ISLAND
After the locked gate, go all the way left and
push the turtle, then drop down off the ledge.
At the left end of the island is a thin plank
leading south; cross it to get the Soul Gem.


Prism Break

CRYSTAL EYE CASTLE - OUTER COURTYARD
After the section with all the turtles you will be shown an eye
gate and two eye switches; ignore them and pay more attention to the
giant cyclops and chompies approaching from uphill. Kill them
all and follow the path past the Undead Elemental Gate and around
the corner. You'll come to a spot with an Earth Elemental Gate and
a Soul Gem.


Lightning Rod

STONETOWN - BLUE WATER SWAMP
On the island where you encounter your first earth spell punk, there
will be a little bit of money next to the big platform (to its right)
and a bunch of stuff to break to its left. Break the tent to reveal
the Soul Gem.


Bash

STONETOWN - NEW FORTRESS
After getting the three keys and opening the gate, follow the path
outdoors and go down the stairs. At the end of the stairs are two
more rock walkers and some chompies, so take care of them before
moving on. Continue along the path to find two
elevated squidlers, two more rock walkers, and an earth spell punk.
Kill the punk first, then the walkers, then the squidlers if
you can. Remember the bomb wall between the squidler platforms.
Keep following the path to be shown the hill ahead and
an elevated bomb. Go toward the rock walker and kill it. At the
lowest part of this hill are two blocks you can push. Push the one
closest to the camera right once, then push the other block toward
the stone wall, into the corner. Now go up the grassy hill
on the left and push the rock right twice to make it drop and
complete the bridge over to the right. You will probably start
taking fire from a squidler up top at this point, so move
quickly. The next block you reach needs to be pushed down onto the
block from before, then down once more to make it drop and complete
the bridge to the bomb. Grab the bomb and run back
away from the hill to blow up the wall between the two squidler
platforms from before. This will grant you passage to the Soul Gem.


Gill Grunt

TREETOP TERRACE - ANCIENT TRUNK
After teleporting from inside the tree, go forward to find a
life spell punk and five drow spearmen. Stay on the outside
of the group, don't let them surround you, and take shots at
the spell punk whenever you can. The spell punk can't heal
himself, so once he's down you can take out the spearmen.
When all the enemies are dead, switch to a Magic Skylander
and go through the Magic Elemental Gate to the north.
Cross the magical bridge to find a teleporter pad and
Gill's Soul Gem.


Stealth Elf

FALLING FOREST - OWL'S ROOST
After you break the first tree-cutting machine, go up the blade
and take out the gun troll and the wrench trolls. When they are
all defeated, three more wrench trolls will come out from the
north side. When these three trolls are defeated the
battle gate to the right will lower. Go through the gate and
dodge the rotating saw blade. Take the bouncepad to the north up to
the high platform where the Soul Gem is.


Zook

TROLL WAREHOUSE - THE FOUNDRY
After solving the gem puzzle, walk across the skinny
winding path. Be sure to grab MAP PIECE #3 along the way, it
kind of blends in with the wood. At the end of the path is a room
full of trolls, including a troll mech. Kill the mech as soon as
you can, then take care of the wrench trolls and bomb troll. When
everything is dead, go to the left side of the room and cross the
small bridge to get the Soul Gem.


Camo

GOO FACTORY - THE AMMO DUMP
The wall ahead of you will start shooting you if you approach
it, so follow Nort westward. He'll take you to a ledge to drop off.
Kill the trolls north of you. A tank will appear to the right, so be
ready for that. I recently encountered a glitch where the tank got
stuck on the gun wall and became invincible, so if that happens keep
your distance, as it will still be able to shoot you. Go up the hill
and kill the two trolls to the right. Go up where the trolls where
and grab the Soul Gem.


Drill Sergeant

BATTLEFIELD - SOUTHERN TRENCHES
After defeating the first troll mech, take the path north (where the
battle gate was) and follow it as it wraps around. As the path starts
to bend right there will be a small elevated platform (where the
first bomb troll was); it has money and food on it. Keep following
the path to find some more food, a gun troll, and a claw troll.
If you approach them, you will be ambushed by
another claw troll. After you kill them, go up the
ramp to the left and grab the KEY. Go back down the ramp and
continue north. Go through the breakable wall and kill the
elevated bomb troll if you can. There is another breakable
wall to your right; go through it to get some money
and the Soul Gem.


Drobot

BATTLEFIELD - DEFENSIVE PERIMETER
From the gate that requires two keys, go left to
find one of the keys and a bomb wall, protecting
the Soul Gem. Get the key, then go all the way
south and fire the cannon to reveal the other
key. Get it and open the gate.
Follow the path right and the Mabu will
stop you and talk at you. When they're done
flapping their yak-holes, keep going right to
find a Mega Bomb. Remember that bomb wall to
the left? Go blow it up with your Mega Bomb
and collect the gem.


Spyro

CRAWLING CATACOMBS - PIT OF WEBS
At the south end of the room with the gate that requires three
keys you'll find a bomb wall and a bouncepad. Bounce south to
find some money and a bomb. Throw it at the bomb wall, then grab
another bomb and go through.
From the top of the stairs, throw the bomb north at
the bomb wall below, probably killing the acid spider in the
process. You will be shown a thief, carrying KEY #2. Go back
and bounce up to get the bomb, then throw it at the thief and
steal his key (serves him right).
Kill any remaining acid spiders and the battle gate
to the north should open, granting access to Spyro's gem.


Hex

CADAVEROUS CRYPT - THE CATACOMBS
From the beginning of the mission, use the lever to rotate the cannon
until it's facing east, then fire. Kill the spiders
that come at you, but focus on the nests. When everything's dead,
descend the stairs and grab the gem.


Trigger Happy

CADAVEROUS CRYPT - THE CATACOMBS
After meeting your first undead spell punk, go right and you will
be sealed in and ambushed by more small rhubarbs. Kill them all, then
follow the hallway until it forces you south, down some stairs.
Kill the giant rhubarb and his tiny rhubarb friends, then
break through the wall to your immediate left and kill the undead
spell punk. Inside his little room is the first Treasure Chest if
you haven't opened it yet. Go back east, then south into a short hallway
full of bone archers. The archers on the right are guarding food if
you need it, and the archers on the left are guarding a Soul Gem.


Whirlwind

CREPPY CITADEL - BOX GOBLIN SWAMP
After the box goblin maze, cross the wooden bridge and defeat the
exploding spiders and giant spiders. Next to the right giant spider
is the Soul Gem.



\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
TREASURE CHEST LOCATIONS <CSTLOC>
/////////////////////////////////

	Treasure Chests are found scattered throughout
all the chapters of Skylanders: Spyro's Adventure.
When you open them up, they spew out a bunch of
treasure that you can spend on upgrades. Here's where
to find them:


Shattered Island

#1 - MARKET CURVE
After the first locked gate, it will be right in front of you,
on the eastern side of the island.

#2 - CHOMPIE PIT
Once you enter the Chompie Pit, cross the small puddle to the
left - This will require flight or a Water Skylander. The chest
is on the other side.

#3 - ANCIENT LANDMARK
Push the turtle to the left to fill the gap. Then go up the
ramp, cross your new turtle bridge and fire the cannon,
destroying the wall across the gap. Use the bouncepad to cross
the room, break a few barrels and get the key. Before dropping down,
walk to the right to get the treasure chest.


Perilous Pastures

#1 - BLEATING HIGHLANDS
After you go through the Tech gate follow the path until you find the
chompy pods and drow spearmen. Kill them all. When everything's dead,
drop of the ledge to the bottom-left. Then drop down the ledge to the south.
Grab as much of the money on the way down as you can, then kill the chompy
pod and use the bouncepad to hop up to the next island and kill another
chompy pod. Use the next bouncepad to grab some money and move on to the
next island. Bounce up one more time to find the chest.

#2 - FAIRY RING
After the second locked gate, follow the path to the right. Break the two
fences as the path winds down. At the end of the path is a turtle and the
second chest.

#3 - ANCIENT STONES
After the water gate, go through the whirlpool. When you come out the other
side of the whirlpool, you'll find a small cluster of stone blocks
surrounding a teleporter pad. Shove the center block onto the teleporter,
then shove the two blocks on either side of you away. Go around the
structure and shove the two corner blocks toward the whirlpool, then
shove the block covering the pad to the left. Hop into the teleporter.
You'll appear inside another larger block structure. Shove the block to
the right away. Walk into the open square that you just freed
up and shove the block to your right. Get the money and shove the next
block forward. Shove the next available block down. Get the money
and shove the next block down. Shove the next block left, and then the
next block forward. Shove one last block forward for access to the
teleporter. BUT before you teleport, find the southernmost block that you
shoved earlier and shove it back to the right. Now climb in the teleporter.
You'll appear on the island above with a scarecrow, some crows, and a
treasure chest.


Sky Schooner Docks

#1 - PROPELLER FARM
After killing your first drow witch, follow the path onto a long bridge
with two drow witches on it. Kill them both and open the Undead Gate. Go
straight ahead to find a giant slowly-spinning propeller. Walk around
the platform clockwise and into the radius of another propeller spinning the
opposite direction. Dodge the second propeller and drop down to
the next platform which also houses a propeller. Exit the platform to
the right to find the chest in front of a locked gate.

#2 - FORTRESS TOWER
Go down the hill and you will encounter your first Air Spell Punk. Kill the
punk and his drow spearmen to make the gate on the left open. Instead of
going
through the gate, go right past the tower and exploding plants. Next to the
tower in the grass is the treasure chest.

#3 - KAW'S ISLANDS
Go to where the Jester Hat was. Rather than taking the teleporter back, walk
toward the camera and drop off the ledge straight down. You will
eventually land on a platform housing the treasure chest. You can
also get this chest by "missing" the jump to the island that the Jester
Hat is on.


Stormy Stronghold

#1 - THE APPROACH
After chasing down the air spell punk near the beginning of the level, open
the life gate on the right. Cross the vine bridge and grab the pile of money.
Push the block furthest right forward to reveal a teleporter pad. Hop in.
You'll appear on an island above where you just were, surrounded by blocks.
Push the block on the right further right, bridging the gap between you
and the chest.

#2 - SKY RAMPARTS
After lowering the second lightning plyon, approach the drow witch and you
will be ambushed by drow spearmen; punish them all. Cross the row of
spears and kill the two drow spearmen to the south, then go south to
find an air elemental gate. Switch to an air Skylander and
go through. The white tornado will drop you practically on top of
the treasure chest.

#3 - THE BATTLEMENT
After lowering the third lightning pylon you'll find a drow witch, a
drow warrior, and a bunch of barrels, most of which hiding chompies. Explore
the lower level first. Get to breaking barrels and the drow warrior will
probably drop down to fight you. Kill him down there, then deal
with the witch when you're ready. Cross the bridge and kill the
second drow witch. Continue on past the
spears and you'll be ambushed by more drow spearmen. Kill them
all, then break open the chompy barrels to the right-ish before
the lightning pylon. Here you'll find the last treasure chest.


Oilspill Island

#1 - ACCESS PLATFORM BETA
You'll either arrive from the left side of the room or the
ramp from the Sludge Marsh. In either case, you'll meet your
first tech spell punk here. There will be two wrench
trolls in the room as well. Once everyone is dead, go up the ramp
and take the bouncepad left to find the treasure chest.

#2 - DRILL PLATFORM DELTA
When you reach the second laser puzzle of the level, pull the
lever once, then push the other gem forward twice to solve the
puzzle. Go up the ramp and through the gate.
In the next room you'll find another laser puzzle and
a key. Go to the top-left corner of the room and break the fence.
Go down the hill and take the small ramp onto the boardwalk.
Follow it until you find the treasure chest.

#3 - DRILL PLATFORM DELTA
After you free all five Gillmen you will be forced into the
surrounding balcony and a conversation with Gurglefin. He'll
tell you to grab a bomb and throw it into the smoke belcher. Follow
the path through the bomb and go down the ramp to the right. Kill
the tech spell punk and grab the treasure chest.


Dark Water Cove

#1 - EAST GATE
Cross the stone bridge at the beginning of the section to meet
your "first" squidfaced brute (or pickaxe pirate). Kill the
pickaxe pirate and all of his nauteloid friends, then go down
the spiral hill and drop down to get the treasure chest.

#2 - WEST GATE
From The Elvenship, take the bouncepad up to the mast and
look for the trail of coins leading down to another bouncepad.
You're going to follow the trail of coins and bounce
forward as far as you can. Ideally, you'll land on
top of a building with a bouncepad and a teleporter pad. Break the
stuff to the left, then take the teleporter. It will take you
pretty much right on top of the chest.

#3 - WATERY CAVES
After bouncing off of the Elvenship, the bottom-right side of the West
Gate will have a Water Elemental Gate. Switch to a Water Skylander
and open it up. You may recognize this area as the stuff below the
Bridge of Hands. Cross over the river to the right side and
you'll find a bouncepad. Bounce up to the grassy ledge and
follow the torches to the last chest.


Leviathan Lagoon

#1 - PLANK WALK
At the beginning of the level, switch to a Water Skylander and
cross the water to the north. Look for a Water Elemental Gate
with some gems leading to it and go in. The whirlpool will take you
to an island with some money on it. Grab the money and take the bridge
to the right to find a triangle of bridges. Around the triangle is
a thief holding a present, and in the center of the triangle is an
elevated island with two squidlers. Switch to a Skylander that can kill
the squidlers, then hunt down the thief however you can. Watch out
for the pirates at the top and far right corners of the triangle.
Kill the thief for the Napoleon Hat, then go to the top
corner and grab the treasure chest.

#2 - SHARK'S TOOTH ISLAND
After opening the locked gate and crossing the bridge you'll be
greeted by a turtle and two elevated squidlers. Kill the squidlers
if you can, then push the turtle left to get the second statue.
After the game shows you the next statue, go back around the
turtle and push it back right, bridging the gap between where the
squidlers were/are. Drop down off the ledge and break
the first tent to the north, revealing a teleporter pad. Hop in to
travel onto the chain of platforms where the squidlers
were/are. Kill them if you haven't and cross over the
turtle to get the treasure chest.

#3 - SHARK'S TOOTH ISLAND
After killing the thief for the third statue, go back to
the island with the elevated squidlers and take care
of them. Go around behind the tower to the north
to find the last chest.


Crystal Eye Castle

#1 - PUZZLE PIT
After the room with all the turtles you will be shown an eye
gate and two eye switches; ignore them and pay more attention to the
giant cyclops and chompies approaching from uphill. Kill them
all and follow the path past the Undead Elemental Gate and around
the corner. You'll come to a spot with an Earth Elemental Gate and
Prism Break's Soul Gem. Switch to an Earth Skylander and go
through the gate. Cross the boulder bridge and
go through the teleporter. Go forward and you'll reach a big square room
with a big button in each corner. As you approach a button, the blocks
that it will affect light up yellow. Raised blocks will lower, and lowered
blocks will rise. The idea is to manipulate this system to grant
passage to the two sides or the front room.

The secret to this puzzle is that there's actually a fifth
button in the center of the room, as well as a sixth and seventh
button on either side's boarder. The room on the right contains an eye
switch and the room on the left holds an eye gate.
With the room at its starting position, press the bottom-left button,
then the top-left button. Now press top-right, then bottom-right. Now press
the center button, opening passage to the side rooms. Walk over the
right button and hit the eye switch to start the timer. Cross back over
the right switch, ignore the center button, and cross over the
left side button to go through the eye gate to receive the treasure.

#2 - INNER COURTYARD
After taking down the first tower, kill the cyclops mammoth
and axe cyclopses. Go to the southern corner of the room for
the treasure chest.

#3 - OUTER COURTYARD
From the Inner Courtyard, go left and drop down, then kill the
axe cyclops. You'll find the treasure chest in the right corner
of the room.


Stonetown

#1 - BLUE WATER SWAMP
Once through the eye gate at the beginning of the section you'll
find a boardwalk leading north. Switch to a Skylander that can cross water
and go over the water to the right of the boardwalk. Stay south and
go right until you find land again. Get out of the water and follow the
short path to the treasure chest.

#2 - BLUE WATER SWAMP
After the turtle puzzle, switch to a Skylander that can cross water
and swim to the left to find an island with an axe
cyclops and a teleporter pad. Kill the cyclops and look for a red
tent. Break it to find treasure.

#3 - WAYWARD TOWN
After entering Town Outskirts (the area that's all tilted and
warped from the golem), approach the Life Elemental Gate on the far
left side. Switch to a Life Skylander and go through.
Cross the vine bridge and veer left to find a broken bridge
hanging over a ledge; drop down. Drop once more and cross
the bridge to the left. Break the barrels, then take the bouncepad
up. Kill the chompy pod and grab the treasure chest.


Treetop Terrace

#1 - THE SLUICE GATE
You will be shown a long ramp with rolling barrels coming
down it. Ignore this for now and break the stuff on the right. This
will expose a path to the right. Take the path to find the chest.

#2 - THE SLUICE GATE
After the rolling barrel ramp you'll find a blade
witch and four drow spearmen, separated into pairs. Go north
and kill the two drow spearmen first. If you haven't seen the
other two spearmen yet, go ahead and kill the blade witch, then
go south a little ways and kill the other two spearmen. This will
open the battle gate, but don't go through it yet. Go north all
the way to find Story Scroll #1, then go southeast all the way to
find the treasure chest and some food.

#3 - ANCIENT TRUNK
After riding across the gap on the wooden platform suspended
by ropes, there will be a gate in front of you and another
path of spears to the left. Time your entrance carefully
and walk over to the first ledge on the south end of
the path. Wait for the wave of spears to pass, then go
to the next ledge to the left. When the next wave
passes, go left and use the crank. Run to the right and
through the gate to the north. Go down the ramp to
find two blade witches and two hornets. When they are
defeated, a battle gate up north will lower. Go under the
bridge and around the corner, up the ramp. You will be
attacked by some drow spearmen and another blade witch. Take
out all the spearmen and head right to find the last chest.


Falling Forest

#1 - OWL'S ROOST
After destroying the first tree-cutting machine, go up
the blade and take out the gun troll and the wrench
trolls. When they are all defeated, three more wrench trolls will come
out from the north side. When these three trolls are defeated the
battle gate to the right will lower. Go through the gate and
dodge the rotating saw blade. Continue right while dodging
saw blades. At the far right is a small ledge with some money on it.
Take the bouncepad to the north up to the next stump, which will have
another spinning saw blade and two bouncepads. Take the northernmost
bouncepad up to the treasure chest.

#2 - ACORN STASH
After destroying the second tree-cutting machine, follow the
path until you reach a rounded path. Go uphill toward the camera
to find an Earth Elemental Gate. Switch to an Earth Skylander and
go through. Cross the boulder bridge, break all the stuff and
kill the elevated bomb trolls if you can. Approach the lock
minigame to the north and play it. Breaking the lock will open up
the teleporter pad. Step into it. You will appear on a thin
ledge above. Drop of the southwest side to land on the treasure chest.

#3 - PINECONE'S LANDING
From the Earth Elemental Gate, go downhill and kill the
trolls. Kill the bomb troll at the end of the path and break
through the fence. Under the spinning saw blade is a bouncepad; use it to
hop north onto the ledge above. Go uphill and kill the two
hornets and two gun trolls. At the top of the hill is the chest.


Troll Warehouse

#1 - ISOLATION CELLS
To the left of The Minefield is a Life Elemental Gate. Switch to
a Life Skylander and go through. Cross the vine bridge and
turn the corner. The trick to this place is that there are keys and
locks all over the place. They do technically give you enough keys
for each lock, but if you open them in the wrong order, you may find
yourself locked out. This area requires a second playthrough to
get 3-Star, so I typically recommend putting this chest off
until the second playthrough. Grab the KEY to the right
and open the door furthest north. Grab the two KEYS inside, then open
the nearest door for the treasure chest.

#2 - ACCESS CATWALKS
Once you enter the section, get the food if you need
it and go up the wooden stairs. Walk along the path and drop down
to fight the troll mech in the bottom-right corner, then take
down the bomb troll and wrench trolls. During all this you may
get attacked by the claw troll and additional wrench trolls, so
be ready for that if it happens. When everything is dead, go to
the bottom-right corner of the room for the treasure chest.

#3 - THE MINEFIELD
DO NOT ATTEMPT TO GET THIS CHEST UNTIL YOU HAVE COMPLETED THE
MAP!!!! Once the map is completed the mines will have shifted
around. There is also now a big white dotted line telling you
where it is safe to travel. Be especially careful on this part
if you're playing two-player, as you can knock each other into the
mines. Follow the dotted-line to the money on the left and
grab it. Follow it north to grab some more money. On the far-right
bend of the line there is a small clearing of mines to the south.
Go down to find and open the treasure chest.


Goo Factory

#1 - WESTERN TRENCHES
At the beginning of the mission there is a fork in the road;
goo right. Kill the troll and get the Story Scroll if you haven't
already. Head north and up the ramp to find another bomb overlooking
more trolls. Blow them all up, then grab a bomb and throw it at the
wall to the right to destroy it. Go through the wall you just blew
up to find the first treasure chest.

#2 - THE AMMO DUMP
After you find the Mega Bombs, ignore them and go south of them to
kill two more trolls. Keep walking west to find the treasure chest.

#3 - TWENTY STONE DEFENSES
After blowing up the second gun wall, kill the elevated troll if you
can, then head left to find a Fire Elemental Gate. Switch to a Fire
Skylander and go through.
Cross the lava pool and kill the elevated bomb troll if
you can. Walk further in and kill the wrench troll, ignoring the
teleporter (it only takes you back across the lava pool). Kill all
the elevated bomb trolls as soon as you can, as they will only make
things more difficult.
The first and third blocks from the top can be pushed to the
right, so do that first. Now push the second block up. The blocks
should now look like a backwards capital F. Push the block furthest-
right to the right twice, granting you access to the next row of
blocks.
Go south and push the middle blocks around until you can
reach the teleporter pad nearest you, then hop in. This will take
you to the treasure chest.


The Battlefield

#1 - DEFENSIVE PERIMETER
After killing the first troll mech, take the southernmost path
(left of the bomb wall you destroyed to get here). Go south and
follow the right wall to find a stash of money and food. Keep
following this wall as it wraps around and you will find
the treasure chest. If you fired the cannon earlier, the
Royal Lynx legendary treasure will be here as well.

#2 - NO MAN'S LAND
After firing the cannon at the tower that shoots missiles,
go to where it was and walk through the
opening. Follow the path and break through the
wooden fences. You will soon find yourself surrounded
by wrench and gun trolls. Kill them all and make
your way to the stone steps to the south. You will
be greeted by a claw troll, so take care of that
before it becomes a problem. Go all the way up
the stairs and fire the cannon to reveal a KEY
in the distance; ignore this for now. This platform
also has some money and an Undead Elemental Gate.
Switch to an Undead Skylander and go through.
Cross the bone bridge and you will soon
see an elevated hat that you cannon reach. The
far side of this platform has a ramp blocked by
a bomb wall. The top-left corner of this room has
a teleporter pad. Take it.

From your arrival, take the ramp to the
left and make note of the button at the top; it
raises and lowers the platform next to you. You
will need this later, so for now leave it in the
lowered position. From the button, go straight
north and drop off the ledge into the northern
room. Go up the ramp and break open the wall,
revealing Mega Bombs.
Push a Mega Bomb down the ramp and into
the bomb wall to the left. This will grant you
access to a button that raises and lowers the
wall at the base of the bomb ramp. Lower the
wall and go back to the Mega Bombs.
Push a Mega Bomb straight down the ramp
and into the southern room. Push the Mega Bomb
onto the elevator blocks at the south end, onto
the top-right quadrant of the elevator if possible.
Leave the bomb and go back to the bomb room. Take
the right bouncepad south to the elevated path.
Go south to the elevator button and press it,
but be careful not to let the Mega Bomb drop.
Carefully roll the Mega Bomb north along the
elevated path and to the bomb wall. If the bomb
falls to the left, you'll have to load it onto
the elevator again; if it falls to the right, you'll
have to try and push it up the ramp. Once you've
destroyed the bomb wall, go through to claim
the treasure chest.

#3 - TECH BASE THETA
This is where you will fight the
Troll's Secret Weapon. Grab one of the bombs along the
south side of the room and lob it at the turret in the
top-left corner, as it's hiding a bouncepad.
Bounce over the wall to the left and the camera will
rotate. Break the stuff in the corner, then go up the
ramp to another bouncepad. Bounce across the gap to get
the last chest.


Crawling Catacombs

#1 - PIT OF WEBS
After you meet your first moon widow, kill it and the acid
spider. Once everything is dead, throw a bomb at the eye switch on the
right, then throw another bomb at the elevated eye switch to
the left. The gate in the center of the room will lower.
Take a bomb with you and go through.
Follow the hallway, mind the spear traps on the floor,
and blow up the bomb wall to the north. Go in to find a series
of pushblocks and a ramp with a bomb on top of it.
Grab a bomb, exit the room, and follow the hallway
east. Dodge the spear traps, go down the stairs and blow up
the bomb wall to your immediate left. Inside you will find
the chest. Kill all the enemies before you get it.

#2 - PIT OF WEBS
Get to the room where you meet your first gargantula.
After everything in the room is dead, (including
the spider nest to the south), grab the KEY where the
giant spider was. Now grab a bomb from the left side of the
room and go unlock the gate on the right. It's okay if you
accidentally throw the bomb while trying to unlock the gate,
the bomb wall is just on the other side anyway. Go through
the bomb wall to find the chest, sort of right next to where
Spyro's Soul Gem was.

#3 - THE SKITTERING DARK
When the path makes sort of a Y-shape, you will have to
fight another spider nest and acid spider. Take the left
path and kill the next two acid spiders.
You should now be in a big room with another locked
gate that requires two keys. From the gate, go directly
south to find a tiny, akward room with four spider nests
surrounding a perfectly good bomb. If you can get to the
bomb you can end this fight in less than a second. Now grab
another bomb and exit the room. Run to the right and blow
up as many spiders as you can. There should still be a
few web spiders and a giant spider to deal with here, so
either blow them up or fight them, whichever you prefer.
Once you've cleared out this room, go get another
bomb, return to the room the giant spider was in, and
throw the bomb at the bomb wall to the north. This will
get you KEY #1 and a very useful candelabra that can be
slid across the floor. Take it with you if you like, but
be sure to grab another bomb as you make your
way south. Just before reaching the Y intersection there
will be a small room to the right, full of web spiders and
spider eggs. The bomb wall will be on the south side of the
room, so take it down. KEY #2 is also in this room.
Go through the bomb wall to find another candelabra
and the treasure chest.


Cadaverous Crypt

#1 - THE CATACOMBS (REVISITED)
After meeting your first undead spell punk, walk to the right
and you will be sealed in and ambushed by more small rhubarbs.
Kill them and follow the path until it forces you down some
stairs and back into The Catacombs. Kill the giant rhubarb and his
tiny rhubarb friends, then break through the wall to your
immediate left and kill the undead spell punk. Inside his little
room is the first chest.

#2 - THE DARK RETREAT
After pressing the button near the Tech Elemental Gate, some walls
will shift up ahead. Go left past the cannon and up the stairs,
then go north. Now that you can, go right. You will be ambushed
by some exploding spiders and bone archers. When they're all
dead, keep going right and break through the wall. When you find
the Earth Elemental Gate, switch to an Earth Skylander and go
through. Cross the boulder bridge and go into the teleporter. You
will be dropped into a dark cave with the mission of escaping the
maze. Go north until the path opens up on the left. Kill the small
rhubarb and go left. Keep going left until you find the undead
spell punk, then kill it. You will soon be surrounded by giant
rhubarbs, so get out of there; sting and move, taking them back
the way you came. When they're all dead, go back to where you
found the spell punk and go straight north. Break the wall down
and kill the next punk, as well as any rhubarbs that get in the way.
Go left when you have to, then continue north until you
reach the northernmost part of the maze (keep pausing or using
flame attacks to see if you're there or not), then follow the
north wall to the right until you find the teleporter. Take it
to find the second treasure chest and the Bone Head hat.

#3 - THE CATACOMBS (REVISITED)
After you get the key the wall to the north will lower, so go through.
This will put you in the long hallway from the beginning of the level,
but the camera will be all shifted (you can shift it back by going
back to the first room with the cannon). Use the key on the locked
gate in front of you and go in. Kill all the rhubarbs and the
bone archer, then push the cannon onto the turntable. Fire the
cannon to grab the money it reveals.
Now rotate the cannon 180 degrees, so that it faces the
entrance to the room. Push the cannon back to where you found it
and fire to destroy the wall. Go through for the treasure chest.


Creepy Citadel

#1 - SKELETON GATE
After the first gem puzzle, go back up the ramp and into the room where
you fought the spider nests and bone archer. The exit to the north
is now open, so go through. The camera will rotate and you'll find two
bone archers and a web spider. Defeat all the enemies, then walk south
over the broken part of the tower. You can cross the water here, but there's
no reason to. Take the teleporter to find the treasure chest. Open it,
then take the new teleporter back to the previous room to move on.

#2 - TOMB OF STONES
From the second gem puzzle, teleport to the north island and walk north
to find an Air Elemental Gate. Switch to an Air Skylander and go through.
Take the tornado and you'll enter another maze full of traps.
Surprise. Go north, timing your movements with the spear traps. Follow
the path around past the bomb wall and go as far left as you can. Push
the block south, mind the spear traps, and push the big button at the
end of the path. We've now done a complete circle, but now the right wall of
the first room is lowered, so go through. Grab the bomb and blow up the
bomb wall we passed earlier (you can hit it with a good toss from the
room the bomb is in), but don't bother going through it just yet.
Instead, go back to where the bomb was and push the block in the top-right
corner. This will reveal a button that lowers the top-left block. Grab
another bomb and take it with you into the new path.
Toss the bomb north to blow up another bomb wall. Push the
standalone block north to reveal another button, then step on it to lower
the wall south of you and go through. Now that we've done another complete
circle, go up the ramp and use the bouncepad to hop over the spears and
onto the wall to the right. Follow the wall north and step on the big
button to reveal a second bouncepad right next to HAT #1 - ROCKET HAIR.
Drop down, bounce up and get it. Equip it if you like.
From the hat, go back south and around the little wall next to
the bomb. Press the button on the right again to raise the block on the
left. Go back around through the spears to the ramp, go up and bounce
across. Walk over the block you just raised to get the treasure chest.

#3 - THE GALLERY
After the second battle gate in The Gallery (one bone archer and three
web spiders), go up the ramp and kill the bone archers. Before pressing
on, go southwest from the top of the ramp to get the chest.



\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
LEGENDARY TREASURE LOCATIONS <LEGLOC>
/////////////////////////////////////

	Legendary Treasures are seemingly random trinkets thrown
about Skylands. They each have a set monetary value to them, and
said value is distributed instantly to any Skylander lucky enough
to find one. It is also worth noting that if you find a Legendary
Treasure in a two-player game then both players receive the full
amount of monetary worth. So, if you have a second controller,
this is yet another way to manipulate the game's money system into
giving you your upgrades quicker. Here's where to find them:


Swine Salary: 50 gold
SHATTERED ISLAND - MARKET CURVE
After you fire the first cannon in the level, fire
it again. This will blow up a house and reveal the
treasure. Pick it up next to the second cannon.


Enigma Pig: 100 gold
PERILOUS PASTURES - LANDING DECK
After the second locked gate in the level, drop
down the ledge and switch to a Life Skylander. Go
to the small overhang on the left and a vine bridge
will appear. After crossing the vine bridge, go to the
right side of the island and drop off the ledge for
some money and the treasure.


Wild Runners: 150 gold
SKY SCHOONER DOCKS - FORTRESS TOWER
After Persephone introduces herself an airship will
dock in front of you. Board the ship and kill everything
on it. Instead of crossing the bridge on the back of
the ship, go back down the steps to the front of the
ship and you will find another bridge on the port
side of the ship that wasn't lowered before. Cross this
bridge and the door of the tower in front of you will
open, revealing a teleporter pad. You will
teleport onto an island with a chompy pod and
some barrels. Break everything you see and hop
into the next teleporter pad. This will send you to
the ledge above the first teleporter, and you will be
right next to the treasure.


Ancient Carillon: 200 gold
STORMY STRONGHOLD - THE BATTLEMENT
After lowering the third lightning pylon you'll find
a drow witch, a drow warrior, and a bunch of barrels, most
of which hiding chompies. Explore the lower level
first. Get to breaking barrels and the drow warrior
will probably drop down to fight you. Kill him down
there, then deal with the witch when you're ready.
Cross the bridge and kill the second drow witch.
Continue on past the spears and you'll be ambushed
by more drow spearmen. Kill them all, then break open the
chompy barrels to the right-ish before the lightning pylon.
Here you'll find a treasure chest and a teleporter pad.
Take the teleporter to a small island that holds the treasure.


Catechumen: 250 gold
OILSPILL ISLAND - THE REFINERY
Open the Fire Gate and hop in the fire pit to travel to a
platform with three pipes on it. The center pipe is sealed, but
the two pipes on either side are sucking air in. Take the
pipe on the left. You'll arrive on another
platform with two pipes. Take the one of the left.
You'll arrive on another platform with two pipes and
the Plunger Head hat (if you don't already have it). Go down
the pipe on the left. Now you're on an island
with two pipes and a tall grey closed pipe that you can break.
Go down the leftmost pipe. You should now be on
an island with a bouncepad. Bounce up to get the money, then
take the pipe on the right. This island has a bunch
of stuff to break and a lever in the bottom-left corner. Pull
it to open the center pipe from the first island. Go down the
only pipe you can. Now you're on the bouncepad island again. Take the
pipe on the left. This is a small boardwalk
island with some money in the bottom corner. Grab the money
and take the pipe on the right. You should now be back
on the first island, with the center pipe opened. Go down the
center pipe. After a long pipe-travel, you'll arrive on an island with
the legendary treasure.


Parrot Totem: 300 gold
DARK WATER COVE - TORTA'S TOWN
When you enter the section you'll be greeted by a
cluster of nauteloids, so take care of that. Head right and some
crosshairs will begin to track you again. Go up the little
wooden ramp. Turn left and kill the cannoneer pirates. Grab the key
and the money to the far left, then take the teleporter in front
of the house on the left. You'll arrive next to those
jerks that have been aiming crosshairs at you. Show them your
wrath, then go right for the legendary treasure.


Opulent Pullet: 350 gold
LEVIATHAN LAGOON - SHARK'S TOOTH ISLAND
When you reach the islands where the third statue's thief
was running around, switch to a Skylander that can cross
water and swim out to the left a little bit. There are a few
leviathans out here, and one of them has eaten the legendary
treasure. Eventually the correct leviathan will
swallow you, granting you access to the treasure. Attack
the uvula to escape.


Teddy Cyclops: 400 gold
CRYSTAL EYE CASTLE - OUTER COURTYARD
After the three hills where you dodge barrels at the
beginning, enter the room and kill all the cyclopses.
After everything in the room is dead, go up the stairs
on the right side of the room and break all the objects.
Breaking the wheel barrow on the right balcony will reveal
the legendary treasure.


Mono Lisa: 450 gold
STONETOWN - MUSHROOM RIDGE
Go through the first eye gate in the level and go down the
small hill to the landing. You can actually see the
treasure from here, but you can't get it yet. Go down the
stairs in Old Cyclops Fort and kill the axe cyclops.
Instead of following the path, follow the left wall to a small
landing with a bomb. Run back QUICKLY through the eye gate
and blow up the wall on the eastern side. Blowing up the
wall may take a couple of tries. Any Skylander can do it, but I
recommend switching to a faster character, like Whirlwind
or Stealth Elf. After blowing up the wall, go through and
around the corner. Follow the stoney path to the treasure.


Sterling Tapir: 500 gold
TREETOP TERRACE - THE CANOPY
At the end of The Canopy, after killing the life spell
punk and his drow spearmen, clear the objects at the end
of the walkway to reveal a bouncepad. Bounce up to find a
long path and a teleporter pad. Ignore the teleporter for now
and go to the end of the path for the treasure.


Topiary's Nucleus: 550 gold
FALLING FOREST - OWL'S ROOST
At the very beginning of the mission, drop off the ledge
to the south. Break all the stuff and follow the path to
the right to find the treasure.


Ghost View Glasses: 600 gold
TROLL WAREHOUSE - ISOLATION CELLS
To the left of The Minefield is a Life Elemental Gate. Switch
to a Life Skylander and go through. Cross the vine bridge and
turn the corner. The trick to this place is that there are keys and
locks all over the place. They do not give you enough keys for each
lock, so if you open them in the wrong order, you may find
yourself locked out. Grab the KEY to the right
and open the door furthest north. Grab the two KEYS inside and turn
around. Go back to the vine bridge and open the gate furthest south.
Grab the two new KEYS. Open the new door furthest south for
two more KEYS. Instead of opening the next door, back out one room and
go north of the glass tubes to unlock the door on your left. At the south
end of the room is a lock minigame; beat it to grab the next two KEYS.
Without opening any doors with keys, back out one room (through
the lock minigame door), then unlock the door to your left. Go in for
your treasure.


Troll Stein: 650 gold
GOO FACTORY - POTATO FARM
After Rizzo tells you to find a Mega Bomb and roll it back
to blow up the guarded wall, go right. After the first hill you
will have to start dodging crosshairs again. Yay. Walk as far right as
you can and you will find an Air Elemental Gate. Switch to an Air
Skylander and go through.
Take the tornado into the section and head right. This section
is full of landmines that can be hard to see from all the gusts blowing
overhead. Use the bouncepad to go right, then break all the stuff.
Use the new bouncepad to bounce north over the line of mines. Bounce
left, then north again. Bounce right, then north. Now walk left, but
be careful of the mine in the middle of the path. Bounce north, then
take the next bouncepad up to the ledge to the north. Drop down and
kill the spell punk to lower the battle gate. Go ahead and take
the treasure.


Royal Lynx: 700 gold
THE BATTLEFIELD - DEFENSIVE PERIMETER
From the beginning of the mission, go right and defeat the
rocket imp. Grab the bomb and kill the wrench troll that
ambushes you from behind. Go back to the beginning of the
mission and throw the bomb at the bomb wall to the left.
Go up the ramp and use the cannon, revealing the legendary
treasure. Go back to the bomb and use it on the elevated
bomb troll. Grab another bomb, then go north and kill the
second bomb troll. Throw the bomb at the new bomb wall,
ideally killing the new elevated bomb troll as well. Go
through and kill the troll mech. Now take the southernmost
path (left of the bomb wall you destroyed to get here). Go south
and the cannon we used earlier will be
to your right. Follow the right wall to find a stash of
money and food. Keep following this wall as it wraps
around and you will find Treasure Chest #1 and
the treasure.


Aphid Lifter: 750 gold
CRAWLING CATACOMBS - PIT OF WEBS
From the room with the bomb and two eye switches (after the
first moon widow), throw a bomb at the eye switch on the
right, then throw another bomb at the elevated eye switch to
the left. The gate in the center of the room will lower.
Take a bomb with you and go through.
Follow the hallway, mind the spear traps on the floor,
and blow up the bomb wall to the north. Go in to find a series
of pushblocks and a ramp with a bomb on top of it. This puzzle
is much easier when you remember that you can walk diagonally
across the tops of the blocks. Walk along the left wall and
push the second block rightward once. Follow the left wall
all the way around to the north end and push the top-left
block south, completing your zig-zaggy path. Now go back to
the entrance of the room and up the ramp. Grab the bomb, run
along the path (careful not to fall), and blow up the bomb
wall. Drop north off the ledge and into the closed-off room.
Grab the money and step into the teleporter to receive
some legendary treasure.


Golden Randomizer: 800 gold
CADAVEROUS CRYPT - THE CATACOMBS
After being ambushed by all the exploding spiders and bone
archers, go north to reenter The Catacombs.
Break through the wall ahead of you and push the cannon
north, then fire it to destroy the wall to your left. Kill all the
spiders and spider nests, then pull the lever once to rotate the
turntable. Push the cannon as far north as you can and blow up the
next wall. Go through and pull the new lever to rotate the next
turntable. Push the cannon over it and as far north as it will
go, then fire it to destroy the last wall in the line. This will
also lower all the walls between you and the key, but we don't
want to go there just yet.
Go north and into the teleporter. You will appear on the
ledge above. Walk to the right to get the treasure.


Doom's Rook: 850 gold
CREEPY CITADEL - THE GRAND BALLROOM
Press the only button you can to lower the first path. Go through the
blades to the next button and press it. Go down and around to the third
button
and press it to reveal more path next to button #2. Go back to the second
button
and north. Time your movements carefully and press the next button. Go right,
press the button, and exit the maze to the right.
Grab the money to the north, then press the button to the south. Reenter
the maze and time your movements with the blades (the big button down this
first
hallway has been deactivated). Walk all the way left and go up for another
button.
Exit the maze to the north.
From here you should see the Legendary Treasure. Walk left and enter the
maze from this new entrance. Press the button, then EXIT BACK OUT OF THE MAZE.
Go all the way to the right and a block will be lowered, allowing you to walk
around the maze to the right again. On the outside of the maze there will be
two
buttons; press the southernmost one. Go back north and around the maze.
Walk all
the way left and reenter the maze from the far left side.
Go straight south, ignoring the left button that you already pushed, and
press the button furthest south. Go back north, cross over the button we just
passed, then go north to get LEGENDARY TREASURE #1 - DOOM'S ROOK.


UNKNOWN TREASURE: UNKNOWN VALUE
UNKNOWN LOCATION


Fiord's Jetty: UNKNOWN VALUE
UNKNOWN LOCATION


Rollerskates: UNKNOWN VALUE
UNKNOWN LOCATION


UNKNOWN TREASURE: UNKNOWN VALUE
UNKNOWN LOCATION


Superior Regalia: UNKNOWN VALUE
UNKNOWN LOCATION


Flamingo: UNKNOWN VALUE
UNKNOWN LOCATION


Bottle Boat: UNKNOWN VALUE
UNKNOWN LOCATION


UNKNOWN TREASURE: UNKNOWN VALUE
UNKNOWN LOCATION


UNKNOWN TREASURE: UNKNOWN VALUE
UNKNOWN LOCATION




\\\\\\\\\\\\\\\\\\\\\\
HAT LOCATIONS <HATLOC>
//////////////////////

	Hats are the only form of equipment in this game. They can be
equipped or unequipped at any point by opening your Skylander Menu
(Select on PS3, Back on Xbox 360, not sure of other controls). Hats
can boost up to two of four possible stats:

	Critical Hit - Increases the likelyhood of doing extra
		damage when you attack.
	Armor - Increases the likelyhood of taking 0 damage when
		you are attacked (I would have called it
		"Evasiveness," or "Dodge," but whatever.
	Speed - Increases the rate your Skylander moves and attacks.
	Elemental Power - Increases the boost to attack gained
		while in an area that enhances your Skylander's
		strength. (Eon will say, "Skylanders of the _____
		type are strong here!")


	When equipping a hat, keep these stats in mind (unless you
just like making your Skylander look silly, in which case: go nuts).
Personally, I usually recommend building Critical Hit and/or Speed,
while only equipping Armor boosts to the slower Skylanders that
don't get much help from added Speed. I place little to no
importance on Elemental Power simply because you'd have to keep
shuffling hats around to make any use of the bonus.

	For Heroic Challenges, however, I recommend making your
Skylander as fast as possible, as most of the Heroic Challenges
have pretty brutal time limits and every second counts. You may
find boosting Armor or Critical Hit to be useful on some challenges,
but usually a Level 8-10 Skylander will have plenty in those stats.

	Each version of Skylanders: Spyro's Adventure has an
exclusive hat, featured only on its respective system. The
exclusive hats are as follows:

	PS3: Straw Hat - UNKNOWN BONUS
	Xbox 360: UNKNOWN HAT - UNKNOWN BONUS
	Wii: Happy Birthday Hat - UNKNOWN BONUS
	PC/Mac: Bowler Hat - UNKNOWN BONUS
	3DS: Balloon Hat - UNKNOWN BONUS


	When taking a Skylander to a different system while
wearing one of these exclusive hats, your Skylander will
continue to wear the hat until it is removed or replaced,
at which point the hat will be unaccessable until the
Skylander returns to the system the hat came from. For
example, if Spyro puts on a Straw Hat on PS3 and then
uses the Portal of Power on an Xbox 360, he will still be
wearing the Straw Hat, but the Straw Hat will not appear
in the Hat Menu. If Spyro changes hats, he will be unable
to reequip the Straw Hat until he uses the Portal of Power
on PS3.

	Here is a diagram of the 3-page chart of hats that
appear in the Hat Menu. Use the letter-number combination
in each box to determine which hats you are still missing.

	PAGE ONE

1A	1B	1C	1D	1E	1F

2A	2B	2C*	2D	2E	2F

3A	3B	3C	3D	3E	3F



	PAGE TWO

4A	4B	4C	4D	4E	4F

5A	5B	5C	5D	5E	5F

6A	6A	6C	6D	6E	6F



	PAGE THREE

7A	7B	7C	7D	7E	7F

8A	8B	8C



*NOTE: Hat 2C is the exclusive hat depending on which
version of Skylanders: Spyro's Adventure you are
playing. I did not list the Balloon Hat because the
3DS version is a very different game and I do not
intend to write a guide about it. But in case you are
curious, the Balloon Hat gives UNKNOWN BONUS.



1A - Combat Hat: +15 Elemental Power
THE BATTLEFIELD - NO MAN'S LAND
From the cannon you use to reveal the key in
Defensive Perimeter, go left to find an Undead
Elemental Gate. Switch to an Undead Skylander and
go through. Cross the bone bridge and you will soon
see an elevated hat that you cannon reach. The
far side of this platform has a ramp blocked by
a bomb wall. The top-left corner of this room has
a teleporter pad. Take it.
From your arrival, take the ramp to the
left and make note of the button at the top; it
raises and lowers the platform next to you. You
will need this later, so for now leave it in the
lowered position. From the button, go straight
north and drop off the ledge into the northern
room. Go up the ramp and break open the wall,
revealing Mega Bombs.
Push a Mega Bomb down the ramp and into
the bomb wall to the left. This will grant you
access to a button that raises and lowers the
wall at the base of the bomb ramp. Lower the
wall and go back to the Mega Bombs.
Push a Mega Bomb straight down the ramp
and into the southern room. Push the Mega Bomb
onto the elevator blocks at the south end, onto
the top-right quadrant of the elevator if possible.
Leave the bomb and go back to the bomb room. Take
the right bouncepad south to the elevated path.
Go south to the elevator button and press it,
but be careful not to let the Mega Bomb drop.
Push the bomb down into the room to the right.
Now push the bomb north onto the barely-visible
button near the bomb wall above (the bomb will
funnel onto the button when it gets close enough).
This will open the gate to the right. Go to the
right and press the new button, which will
raise the bridge in the center of the room.
Carefully push the Mega Bomb up the
ramp and across the bridge. After the bomb crosses
the bridge it will drop off the wall to destroy
the bomb wall by the bone bridge, granting you
access to the hat.


1B - Napoleon Hat: +5 Armor, +5 Elemental Power
LEVIATHAN LAGOON - PLANK WALK
At the beginning of the level, switch to a Water
Skylander and cross the water to the north. Look
for some gems leading to a Water Elemental Gate
and go through. The whirlpool will take you
to an island with some money on it. Grab the
money and take the bridge to the right to find a
triangle of bridges. Around the triangle is
a thief holding a present, and in the center of the
triangle is an elevated island with two
squidlers. Switch to a Skylander that can kill
the squidlers, then hunt down the thief however
you can. Watch out for the pirates at the top
and far right corners of the triangle. Kill the
thief for the hat.


1C - Spy Gear: +5 Critical Hit, +2 Speed
TROLL WAREHOUSE - ISOLATION CELLS
To the left of The Minefield is a Life Elemental Gate.
Switch to a Life Skylander and go through.
Cross the vine bridge and turn the corner. The trick to this
place is that there are keys and locks all over the place. They do
not give you enough keys for each lock, so you have
to be careful which doors you open.
Grab the KEY to the right and open the door furthest north.
Grab the two KEYS inside and turn around. Go back to the vine bridge
and open the gate furthest south. Grab the two new KEYS. Open
the new door furthest south for two more KEYS. Instead of opening
the next door, back out one room and go north of the glass tubes to unlock
the door on your left. At the south end of the room is a lock minigame;
beat it to grab the next two KEYS. Without opening any doors
with keys, back out one room (through the lock minigame door), then unlock
the door to your left. Go in for LEGENDARY TREASURE #1 - LEGENDARY
GHOST VIEW GLASSES. Go back out and open the next gate you see to the north.
Follow the path and use your last two keys to open the doors to
HAT #1 - SPY GEAR.


1D - Miner Hat: +7 Armor, +7 Elemental Power
UNKNOWN LOCATION


1E - General's Hat: +7 Critical Hit, +7 Elemental Power
GOO FACTORY - POTATO FARM
After Rizzo tells you to find a Mega Bomb and roll it back
to blow up the guarded wall, go right. After the first hill you will
have to start dodging crosshairs again. Yay. Walk as far right as
you can and you will find an Air Elemental Gate. Switch to an Air
Skylander and go through. Take the tornado into the section and head right.
This section is full of landmines that can be hard to see from all the
gusts blowing
overhead. Use the bouncepad to go right, then break all the stuff.
Use the new bouncepad to bounce north over the line of mines. Bounce
left, then north again. Bounce right, then north. Now walk left, but
be careful of the mine in the middle of the path. Bounce to the left.
Break the stuff and approach the door and it will open, revealing a
teleporter pad. Step in. You will appear in a small room with a few things
to break, another teleporter, and the hat.


1F - Pirate Hat: +20 Critical Hit
UNKNOWN LOCATION


2A - Propeller Cap: +3 Speed
SKY SCHOONER DOCKS - PROPELLER FARM
After you kill the first drow witch of the level,
follow the path to a long bridge with two drow witches
on it. Kill them and go straight ahead. Open the
Undead Gate. Go straight to find a giant slowly-spinning
propeller. Walk around the platform clockwise and into
the radius of another propeller spinning the
opposite direction. Dodge the second propeller and drop down to
the next platform which also houses a propeller. Go forward. Drop
onto the next platform with a propeller and a bouncepad.
Time your bounce carefully to avoid the two propellers above
you. Ignore the teleporter pad for now and go left to another propeller
and a bouncepad. Bounce forward, dodging the propeller above you, and
take the next bouncepad left. Go forward on the next platform
past the propeller and find a key. Grab the key and go back the
way you came. Go to the right of the first propeller, and use the bouncepads
to dodge the propellers if you want to be slick about it. When you reach the
teleporter pad, hop in and you'll appear right in front of the locked gate,
where the chest was. Open the gate and cross the bridge. Take the
bouncepad to the large platform above you with the 4-bladed
propeller. You can use the bouncepads to jump over the blades as they catch
up to you. Using this method, use the closest pad to the far platform to
hop onto it, where you'll find some money and your hat.


2B - Coonskin Cap: +10 Critical Hit
FALLING FOREST - ACORN STASH
After destroying the second tree-cutting machine, travel up the
blade and follow the path to the left until you reach a crossroads
at a rounded path. Go uphill toward the camera to find an Earth Elemental
Gate. Switch to an Earth Skylander and go through. Cross the boulder bridge,
break all the stuff and kill the elevated bomb trolls if you can.
Approach the lock minigame to the north and play it. Breaking the
lock will open up the teleporter pad. Step into it.
From the ledge above, drop to the immediate left to land on
a slanted board. Go uphill to the left and break through the fence.
Drop down to fight four gun trolls and a wrench troll. Kill them all
to lower the battle gate to the left. Go through and get the hat.


2C (PS3) - Straw Hat: +2 Critical Hit, +2 Armor
This hat is given to you simply for attaching ownership of your Skylander
to a save file on PS3.


2C (Xbox 360) - UNKNOWN HAT
This hat is given to you simply for attaching ownership of your Skylander
to a save file on Xbox 360.


2C (Wii) - Happy Birthday Hat: UNKNOWN BONUS
This hat is given to you simply for attaching ownership of your Skylander
to a save file on Wii.


2C (PC/Mac) - Bowler Hat: UNKNOWN BONUS
This hat is given to you simply for attaching ownership of your Skylander
to a save file on PC/Mac.


2D - Fancy Hat: +2 Armor, +1 Speed
STORMY STRONGHOLD - SKY RAMPARTS
After you lower the second lightning plyon, approach the drow witch
and you will be ambushed by drow spearmen; punish them all.
Cross the row of spears and kill the two drow spearmen to
the south, then go south to find an air elemental gate.
Switch to an Air Skylander and go through. The white tornado will
drop you practically on top of a treasure chest. Walk to the
right and avoid getting stabbed by spears. Watch the timing of
the spears before taking the bouncepad over the long platform.
Keep going, keep an eye on the spears, and bounce over another
long platform.
You should now be in a room with several bouncepads
on top of small platforms. Take the bouncepad at ground level up
to the platform behind it. Take its bouncepad to the platform
south of it. Now bounce right, up, and right three times. If
you fall off, go back to the ground-level bouncepad and try
again.
You'll land on a dock with a bomb. You can't do much
with it yet so let it explode. Go north and zig-zag through
the path, but be mindful of the spears. When you reach a
bouncepad at your level, use it to bounce yourself onto the wall
to your right. Continue bouncing rightward and you will reach a
large button. After you press it, the blocks that run along the
bottom of the zig-zag will lower. Drop off the platform with the
button and go south to grab the bomb, then run along the lowered
blocks. At the end of the path,	bounce up and to the left to
blow up the wall. Go through the wall you just blew up and bounce along
the tops of the blocks in the next room. Watch for the spears,
as they'll mess up your bouncing. Go all the way left and you'll
find the hat.


2E - Top Hat: +5 Critical Hit, +5 Armor
STONETOWN - WAYWARD TOWN
After the cutscene in Town Outskirts, look for the Life
Elemental Gate on the left. Switch to a Life Skylander and
go through. Cross the vine bridge and find the wooden bridge to the
north. Take note of the bomb wall across the bridge, then go back
to the first island. To the left is a broken bridge hanging over
a ledge; drop down. Drop once more and cross
the bridge to the left. Break the barrels, then take the bouncepad
up. Kill the chompy pod and grab Treasure Chest #3 if you haven't
already. Drop down at the broken bridge on the right.
Near the fountain is a bouncepad. Bounce up to reach
the next bouncepad, and take it up to a small island with a bomb.
Drop down and blow up the house with the green roof southeast of
the fountain to reveal a bouncepad. Take a moment to consider the
fact that you may be the villain of this story, then go back and
grab the bomb a few more times to blow up the other houses for
money and food. When you're done destroying homes, grab the bomb
one last time and use the bouncepad that was under the first house.
The bouncepad should take you right to the bomb wall; blow it up
and grab the hat.


2F - Viking Helmet: +5 Critical Hit
SHATTERED ISLAND - TURTLE HIDEOUT
Before you get on Flynn's hot air balloon for the
first time, push the turtle that was blocking the last
bridge in Turtle Gully all the way to the rock
ledge. Then push the turtle all the way to the left to
bridge the gap. Go down the hill and use a Magic
Skylander to open the Elemental Gate. Cross the
Magic bridge. Push the first turtle to the left. Push the
next turtle forward twice. This will grant access to
Chop Chop's Soul Gem. Now that you've made a wall of
turtles, push the middle turtle to the left. Now push
the top turtle forward. The hat is on the left side of
the island.


3A - Spiked Hat: +7 Critical Hit, +7 Armor
GOO FACTORY - TWENTY STONE DEFENSES
After Mega Bombing the second gun wall, kill the elevated troll
if you can, then head left to find a Fire Elemental Gate.
Switch to a Fire Skylander and go through.
Cross the lava pool and kill the elevated bomb troll if
you can. Walk further in and kill the wrench troll, ignoring the
teleporter (it only takes you back across the lava pool). Kill all
the elevated bomb trolls as soon as you can, as they will only make
things more difficult.
The first and third blocks from the top can be pushed to the
right, so do that first. Now push the second block up. The blocks
should now look like a backwards capital F. Push the block furthest-
right to the right twice, granting you access to the next row of
blocks.
Go south and push the middle blocks around until you can
reach the teleporter pad nearest you, then hop in. This will take
you to the third treasure chest. Open it if you haven't already,
then walk up the stairs to the south and push
the block to your left off the ledge. Walk across the tops of the
blocks to reach some money, some food, and the hat.


3B - Anvil Hat: +5 Armor
SHATTERED ISLAND - FLOATING MILLS
From Chompie Pit, open the tech gate on the right side.
Here you have big circular platforms with slow spinning
blades on top. Don't touch the blades, they'll do a
little damage if you do. Walk past the first blade
and then past a second. You'll arrive at a windmill
and the hat.


3C - Beret: +15 Critical Hit
CRAWLING CATACOMBS - CHAMBER OF EYES
After the room goes dark, drop down the ledges to the left and
kill the spider nests. Keep going left and you'll find an Undead Elemental
Gate. Switch to an Undead Skylander and go through.
Cross the bone bridge and you'll be able to see
again. Grab the bomb in the middle of the room and whip it
straight north at the bomb wall, hitting the eye switch in
the process. You don't have a whole lot of time before these
eye switches reset, so grab the bomb again and throw it
northeast at the wooden fence and the next eye switch. Throw
a third bomb straight south at the third eye switch. Grab
one last bomb and walk southwest until you see the last eye
switch, then blow it up. This will lower a gate to the northwest.
Go through to get the hat. Put it on Gill Grunt because he looks
awesome in it.


3D - Birthday Hat: +2 Critical Hit, +1 Speed
PERILOUS PASTURES - ANCIENT STONES
Go through the water gate. Complete the steps required
to get Treasure Chest #3 (solving the block puzzle and
teleporting up to the island). After you open the chest,
drop from the island onto the blocks below. Walk across
the tops diagonally south. When you reach the last block
you pushed, go left one block for more money. Then go right
across the blocks and into the teleporter on the block.
It will take you to a small island with the hat.


3E - Bone Head: +3 Speed, +7 Elemental Power
CADAVEROUS CRYPT - THE DARK RETREAT
After pressing the button next to the Tech Elemental Gate, go left
past the cannon and up the stairs. Go north, then turn right.
You will be ambushed by exploding spiders and bone archers. When
they're all dead the right wall will lower. Go right and break
through the next wall to find an Earth Elemental Gate. Switch to
an Earth Skylander and go through.
Cross the boulder bridge and go into the teleporter. You
will be dropped into a dark cave with the mission of escaping the
maze. Go north until the path opens up on the left. Kill the small
rhubarb and go left. Keep going left until you find the undead
spell punk, then kill it. You will soon be surrounded by giant
rhubarbs, so get out of there; sting and move, taking them back
the way you came. When they're all dead, go back to where you
found the spell punk and go straight north. Break the wall down
and kill the next punk, as well as any rhubarbs that get in the way.
Go left when you have to, then continue north until you
reach the northernmost part of the maze (keep pausing or using
flame attacks to see if you're there or not), then follow the
north wall to the right until you find the teleporter. Take it
to find the second treasure chest and the hat.


3F - UNKNOWN HAT
UNKNOWN LOCATION


4A - Wabbit Ears: +12 Armor, +5 Speed
UNKNOWN LOCATION


4B - Tropical Turban: +2 Speed, +5 Elem. Power
DARK WATER COVE - WATERY CAVES
After bouncing off the Elvenship you'll find a
Water Elemental Gate on the right. Switch to a Water
Skylander and go through to the whirlpool.
You may recognize this area as the stuff below the
Bridge of Hands. Go up the wooden ramp and wait for
the spinning platform to carry you over. This path is riddled
with darts that fire out of the walls. The darts don't do much
damage, but they knock you back which is worse in this area.
When you go to ride a platform, position yourself in such a way
that the darts will not knock you off if they hit you.
At the end of the platform path are two small
platforms with bouncepads on them. Wait for the moving one
to come near you, then bounce over to the stationary one. Use
the stationary bouncepad to follow the arc of coins to the
higher ledge. You have one more spinning platform to ride, but
if you're still playing as a swimming Skylander then this
isn't such a big deal, as you can climb back onto the platform
at the end of the river. This is where you'll find your new
hat.


4C - Chef Hat: +10 Critical Hit, +10 Elem. Power
UNKNOWN LOCATION


4D - Cowboy Hat: +2 Critical Hit, +2 Armor
PERILOUS PASTURES - BLEATING HIGHLANDS
Go through the Tech Gate and follow the path until you reach
the chompy pods and drow spearmen. Kill them all. When everything's
dead, drop of the ledge to the bottom-left. Use the bouncepads
to move left. Break through the wall of objects and move left to
find the hat.


4E - Rocket Hair: +7 Critical Hit, +3 Elem. Power
CREEPY CITADEL - TOMB OF STONES
From the second gem puzzle, take the teleporter to the north island
and go north to find an Air Elemental Gate. Switch to an Air Skylander
and go through. Take the tornado and you'll enter another maze full of traps.
Surprise. Go north, timing your movements with the spear traps. Follow
the path around past the bomb wall and go as far left as you can. Push
the block south, mind the spear traps, and push the big button at the
end of the path. We've now done a complete circle, but now the right wall of
the first room is lowered, so go through. Grab the bomb and blow up the
bomb wall we passed earlier (you can hit it with a good toss from the
room the bomb is in), but don't bother going through it just yet.
Instead, go back to where the bomb was and push the block in the top-right
corner. This will reveal a button that lowers the top-left block. Grab
another bomb and take it with you into the new path.
Toss the bomb north to blow up another bomb wall. Push the
standalone block north to reveal another button, then step on it to lower
the wall south of you and go through. Now that we've done another complete
circle, go up the ramp and use the bouncepad to hop over the spears and
onto the wall to the right. Follow the wall north and step on the big
button to reveal a second bouncepad right next to the hat. Drop down,
bounce up and get it.


4F - UNKNOWN HAT
UNKNOWN LOCATION


5A - Lil Devil: +9 Speed
UNKNOWN LOCATION


5B - Eye Hat: +5 Critical Hit, +5 Elem. Power
CRYSTAL EYE CASTLE - SECRET TOWER
After the room with all the turtles, you'll be shown an
eye gate and two eye switches. Next to one of the eye switches
is an Undead Elemental Gate. Switch to an Undead Skylander and
go through. Cross the bone bridge and get the money before taking
the teleporter. You will appear in a small room with two eye
switches, an eye gate, and a teleporter pad. Hit the
two eye switches and go through the gate. At the end of the hall is
another teleporter pad. Go in. You'll appear in a room full
of enemies: some chompie pods, big cyclopses, all kinds of stuff. Get
out of the center and charge forward to take down the big enemies and
chompie pods. When you clear them out, head south and take down the
last chompie pod. A few straglers will come in from the south, so kill
them as they arrive. When it's all said and done, the hat will appear,


5C - Fez: +5 Elemental Power
STORMY STRONGHOLD - THE APPROACH
After chasing down the air spell punk at the beginning
of the level, go through the life gate on the right. Cross
the vine bridge and grab the pile of money. Push the furthest-
left block to the right and it will drop down. Push the block
next to it on top of the first block, then push it
forward again and it will drop. Push the last block forward and
it will fall, revealing a teleporter pad. Hop in.
You'll appear on an island above where you just
were, surrounded by blocks. Push the left block off the
island and it will drop down below. Drop down and push it
left two more times, then forward until it drops to
complete the bridge. Cross the bridge to get the fez.


5D - Crown of Light: +15 Armor
CADAVEROUS CRYPT - MAZE OF SKULLS
After the first cannon that must be pushed down a cartpath and
rotated to use, go through the wall you blew up and you will find
a Tech Elemental Gate. Switch to a Tech Skylander and go through.
Cross the gear bridge and use the teleporter. You will be
given a mission to collect 10 enchanted skulls, as well as a time
limit: 1:20. There are more than 10 skulls, so this won't be too
hard.
Run to the left and collect SKULL #1 above the first
bone archer.
Go all the way south, then turn left to get SKULL #2.
Follow the path to the left to find SKULL #3. Go all the
way left to find SKULL #4.
Run back out to the right, then zig-zag to the next hallway
north. Follow it to get SKULL #5.
Turn left immediately, then go all the way south to find a
spear trap guarding SKULL #6.
Cross back over the spear trap and go north a short distance
to get SKULL #7.
Go north until you can go right again to get SKULL #8. Keep
going right to get SKULL #9.
Go north and onto the beach to find a bone archer and SKULL #10.
After you get the last skull, you will be transported back to
the gear bridge, but the teleporter has been replaced with HAT #1 -
CROWN OF LIGHT. Equip it if you like, then cross back over the gear
bridge.


5E - Jester Hat: +1 Speed, +2 Elem. Power
SKY SCHOONER DOCKS - KAW'S ISLANDS
After encountering the first Air Spell Punk, go down the
ramp to the left to find a bunch of enemies, including
another air spell punk. Kill them all and go left into
the grass to find an Earth Gate. Cross the rock bridge
and take the bouncepad up so you can kill the chompy
pod up close. Kill any remaining chompies and take
the next bouncepad up. The platform you're trying to
land on has two boulders orbiting it... somehow.
You want to bounce yourself into the large gap between
rotations to land on the platform.
Now that you're on the platform, use its bouncepad
to bounce over the gap onto the far right platform.
This platform has exploding plants and another
bouncepad. You're taking this pad to the platform above you,
which has four evenly-spaced boulders orbiting it, so time
your bounce carefully. The platform also has money on it,
for extra incentive. When you land on the
aforementioned platform, the camera will rotate and show
you the next platform you're aiming for. It has three
boulders orbiting it, but they have a large gap in their
formation. Time your bounce, keeping in mind that your
current platform also still has orbiting rocks.
If you made the jump, you'll soon discover that this
platform also has exploding plants and a bouncepad. Having
fun yet? Take the new bouncepad to the platform above you,
which has NO BOULDERS. Before you start celebrating, the next
platform has two rings of boulders orbiting it. The outer
ring contains 7 boulders, and the inner ring contains 3.
Both rings have large gaps in their formations, and they shift
directions occasionally. Wait for the right moment and make
your jump. Ideally, you'll land on the platform holding the
Jester Hat. Appropriate for all the acrobatics.


5F - UNKNOWN HAT
UNKNOWN LOCATION


6A - Moose Hat: +5 Armor, +2 Speed
TREETOP TERRACE - ANCIENT TRUNK
After exiting the inside of the tree, kill the life spell punk
and the five drow spearmen. Go north to the Magic Elemental
Gate and switch to a Magic Kylander. Cross the magical
bridge to find a teleporter pad and Gill Grunt's Soul Gem.
The teleporter will take you to a ledge on an ominous-looking
tree. Take the next teleporter pad. You will now be inside
another tree. There is food in the center of the room and money
on the north side. To the left is a bouncepad that will take
you up to a ledge with another bouncepad. Take the new bouncepad
to a corn hornet and another bouncepad. Kill the hornet and
bounce up to the left. You'll find a blade witch
on this ledge, as well as another bouncepad. Kill the witch and
bounce to the left, then take the next bouncepad up to fight a
blade witch and a hornet. When they're dead, follow the path
south to find the hat.


6B - Plunger Head: +2 Critical Hit, +2 Elem. Power
OILSPILL ISLAND - THE REFINERY
After freeing Gillman #2 and solving his laser puzzle, cross
the hall and go through the gate you just opened. You'll
be greeted by three wrench trolls. Kill them and go
up the ramp to the south. Follow the path and take the first left
to find some food, some money, and a Fire Elemental Gate. Switch
to a Fire Skylander and go through. Hop in the fire pit and
you'll travel to a platform with three pipes on it. The center
pipe is sealed, but the two pipes on either side are sucking air
in. Take the pipe on the left. You'll arrive on another
platform with two pipes. Take the one of the left.
You'll arrive on another platform with two pipes and
the hat.


6C - Pan Hat: +2 Armor, +2 Elem. Power
SHATTERED ISLAND - WHIRLPOOL FALLS
Open the Water Elemental Gate in Chompie Pit. Grab the gold
coins on your way into the whirlpool. Don't worry, it won't
hurt you. It will actually somehow place you safely on the
ledge above it. I don't know how that works either. Walk over to
the bouncepad and hop up onto the ledge. Break the objects up there,
collect any money that falls out, and go right to the next bouncepad.
Bounce up one more ledge to find the hat.


6D - Rocket Hat: +6 Speed
TROLL WAREHOUSE - LAVA REFUGE
In the same room as map piece #4 is a Fire Elemental Gate. Switch
to a Fire Skylander and go through. You will appear on a
small island next to a teleporter pad. Since you're still playing
as a Fire Skylander, you should be able to cross the lava (flying
Skylanders cannot cross lava), so head south a little ways and you
will meet your first lava kings, which will summon your first
flame imps. Kill the two lava kings first to stop
them from generating more imps, then clean up the remaining imps.
Go to the door on the left that the lava kings were guarding and
solve the lock puzzle and go in for this awesome hat.


6E - UNKNOWN HAT
UNKNOWN LOCATION


6F - Tiki Hat: +10 Elemental Power
DARK WATER COVE - LOST RIGGER'S COVE
After solving the first lock minigame, go up the hill to the
right before crossing the bridge and you'll find a Magic
Elemental Gate. Switch to a Magic Skylander and open the gate.
Cross the magic bridge, then cross the not-so-magic bridge.
Break down a couple of wooden fences to find a teleporter pad.
Hop in. You'll arrive at the base of a waterfall being attacked by
a pirate with a pickaxe. Kill him and his cannoneer buddy. There's
nothing in or across the river below you, so take the bouncepad
up and kill another cannoneer. Now go left across the ledge to
the next bouncepad. Bounce up to the small
ledge. Take the new bouncepad to the right to an even smaller
ledge. Take its bouncepad to the right for a large ledge with a
lock minigame. Solve the puzzle for the hat.


7A - Trojan Helmet: +10 Armor
CRYSTAL EYE CASTLE - PUZZLE PIT
After the room with all the turtles, follow the path and
the game will show you an eye gate and two eye switches. Kill
the enemies and follow the hall to your right past the Undead
Elemental Gate and you'll find Prism Break's Soul Gem and an
Earth Elemental Gate. Switch to an Earth Skylander, go across
the boulder bridge and through the teleporter and you'll reach
a block room with buttons that raise and lower the blocks.
From the starting position, press bottom-left, top-left,
bottom-right, center. This will grant passage to the north
room and the hat. Teleport to exit and reset the room.


7B - UNKNOWN HAT
UNKNOWN LOCATION


7C - Wizard Hat: +25 Elemental Power
UNKNOWN LOCATION


7D - Pumpkin Hat: +10 Armor
UNKNOWN LOCATION


7E - Pirate Doo Rag: +4 Speed
UNKNOWN LOCATION


7F - UNKNOWN HAT
UNKNOWN LOCATION


8A - UNKNOWN HAT
UNKNOWN LOCATION


8B - UNKNOWN HAT
UNKNOWN LOCATION


8C - UNKNOWN HAT
UNKNOWN LOCATION



	
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
STORY SCROLL LOCATIONS <SRLLOC>
///////////////////////////////

	Story Scrolls are yet another collectible item in this
game. Some of them are really hard to find, some of them they
practically give you. One or two of them are easy to find but
hard to figure out how to reach. Anyway, here are the locations
to each of them in the order they appear in the Story Scrolls
Menu (Pause Menu -> Collections -> Scrolls). In an attempt to
cut down on potential spoilers, I moved the actual captions of
each scroll to a different section, Story Scroll Captions.
And now, the locations:


Portals: Shattered Island - Turtle Gully
Use the bouncepad to collect the gold coins. Use the second bouncepad
to get a few more coins. The Scroll will be on the ledge to the right.


Evolution of Trolls: Goo Factory - Western Trenches
At the beginning of the mission you'll reach a fork in the
road; go right. You'll soon encounter a troll; kill it. Climb up the
stairs to the platform in the bottom-right corner for the scroll.


Special Order 31: Battlefield - SOUTHERN TRENCHES
From the beginning of the mission, go to the bomb down the rightmost
path. Kill the rocket imp, grab the bomb, and kill the wrench troll
that ambushes you. Use the bomb on the elevated bomb troll. Now grab
another bomb and kill the other bomb troll. Take the bomb
up the north path and blow up the bomb wall. If you angle
the bomb throw just right, it will kill the other elevated
bomb troll next to it. Go through the bomb wall and you will be in a
small arena with a troll mech. Kill it and a battle gate
will lower. Kill the troll driver that was inside, then
go up the stairs and take down the other troll. Walk to
the left to find the scroll.


Eon's Origin: Crawling Catacombs - Alchemy Lab
From the beginning of the mission, go up the stairs and through the
wall. Fight all the spiders, then break through the wall to the left.
Immediately after, break through the wooden fence to the north.
In the center of the room is the scroll.


Life and Undeath: Cadaverous Crypt - The Catacombs

South of the cannon at the beginning is a lever that will rotate it,
so don't go firing the cannon just yet. Pull the lever until the
cannon faces west, then fire. A few small spiders will come out
to get you. Kill them if they get in your way, but your real
targets are the several spider nests in the next room. Melee is
useful here. When everything's dead, go ahead and grab the scroll.


Skylanders' Battle Cry: Creepy Citadel - Skeleton Gate
From the very beginning of the mission, go to the right to enter the
Skeleton Gate area. Once you enter the area you will find STORY SCROLL #1 -
SKYLANDERS'S BATTLE CRY.


History of Flight: Treetop Terrace - The Sluice Gate
After the ramp where you dodged the rolling barrels you'll find
a blade witch and four drow spearmen, separated into pairs. Go north
and kill the two drow spearmen first. If you haven't seen the
other two spearmen yet, go ahead and kill the blade witch, then
go south a little ways and kill the other two spearmen. This will
open the battle gate, but don't go through it yet. Go north all
the way to find the scroll. Then go southeast all the way to
find Treasure Chest #2 and some food.


Elder Elementals: Falling Forest - Owl's Roost
After destroying the first tree-cutting machine and
navigating all the spinning blades, keep following the path
and you'll find a stump with a bunch of trolls and a tech spell
punk. Keep moving to avoid the punk's beams as you take down
all the trolls, then go uphill and kill the punk. You'll
probably have to break one of the fences to do this. At the north end
of the stump is the scroll.


Core of Light Origin: UNKNOWN LOCATION


Floating Islands: UNKNOWN LOCATION


Skylanders: UNKNOWN LOCATION


The Problem with Sheep: Perilous Pastures - Fairy Ring
Once you enter the Fairy Ring, kill the chompy pod in the center, then
go to the right side of the island. The Scroll is there.


Arkeyan History: UNKNOWN LOCATION


Origin of Kaos: UNKNOWN LOCATION


Darklight Crypt: UNKNOWN LOCATION


Pirate Seas: UNKNOWN LOCATION


UNKNOWN SCROLL: UNKNOWN LOCATION


UNKNOWN SCROLL: UNKNOWN LOCATION


Fairy Upgrades: Sky Schooner Docks - Fortress Tower
Go down the hill and you will encounter your first Air Spell
Punk. Kill the punk and his drow spearmen to make the gate
on the left open. Take the left BEFORE the gate and you'll
reach a small dead end with the scroll.


Tornado Sightings: Stormy Stronghold - Lower Reach
At the base of the stairs at the beginning of the
level is a wall made of grey stones. Break it down so
you can grab the scroll.


From Tonic to Toxic: Oilspill Island - Tadpole Island
You start the mission on a small penninsula. Walk around
the huts to the left to find the scroll.


Pirate Problems: Dark Water Cove - East Gate
After you solve the lock minigame puzzle, open the
gate and go through. Instead of crossing the
bridge in front of you, switch to a Skylander that can travel
over water and drop down into the water in front of you.
Cross to the other side to get the scroll.


Tales of the Fish: Leviathan Lagoon - Shark's Tooth Island
After solving the turtle puzzle on Turtle Island,
cross the bridge north and you'll be shown another
thief, this time holding a key. Go to the right to find the
scroll.


Stone Masons: Crystal Eye Castle - Outer Courtyard
After the first three hills where you dodge rolling
barrels, enter the room and kill all the cyclopses.
After everything in the room is dead, go up the stairs
on the left side of the room and follow the balcony left to find
the scroll.


What Makes a Portal Master?: Stonetown - Blue Water Swamp
Once through the gate you'll find a boardwalk leading north.
Go across it. Break the barrels and kill the chompies on the
island. Go up the ramp at the tower to get the scroll.


The Game of BOOM!: Troll Warehouse - The Foundry
When you walk through the second lock minigame gate you'll see your
first rocket imp. Kill the imp and round the corner. Keep following
the path and you'll find the scroll before the battle gate.




\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
WINGED SAPPHIRE LOCATIONS <WNGSAP>
//////////////////////////////////

	Winged Sapphires are those blue butterflies that
appear throughout the Ruins. Everytime you grab one,
Persephone's prices drop and you can upgrade your
Skylanders' abilities for cheaper. There are ten total,
get them all for an upgrade discount of 20%.


#1 - After Stormy Stronghold, go visit Persephone.
	The Winged Sapphire is right next to her,
	and her prices will have a 2% discount.

#2 - After Leviathan Lagoon, go down the center
	stairs and go through the gate on the
	beach. The Winged Sapphire is there to
	give you a 4% discount.

#3 - After Leviathan Lagoon, get the oil can
	from the Oil Donkey near Gurglefin. Take
	it through the gate on the beach and use
	the oil on the broken-down robot next to
	the rock wall. He will open the door next
	to him. Go into the cave and the Winged
	Sapphire will be in the middle of the
	room, ready to give you a 6% discount.

#4 - After Leviathan Lagoon, switch to a
	Skylander that can travel over water.
	Go to the far right side of the beach
	and swim out to a small island with a
	bouncepad. Bounce up the series of
	small floating islands to get the
	Winged Sapphire and the 8% discount
	that comes with it.

#5 - After Stonetown, approach the rock that
	Arbo popped out of (the left one
	next to the hidden totem, north of the
	Far Viewer). Attack the rock and the
	Winged Sapphire will fly out and give
	you a 10% discount.

#6 - After Creepy Citadel, the gate between
	the first area of the Ruins and the
	train will open up. The Winged Sapphire
	will be between these areas, where
	the gate used to be. Grab it for a
	12% discount.

#7 - After Creepy Citadel, go down to the
	beach and grab the bomb in front of
	the robot on the right side of the
	beach. Take the bomb up the hill and
	bomb the hole in the ground, near the
	top of the railroad tracks. Drop down
	the hole to receive the Winged Sapphire
	and a 14% discount.

#8 - After Creepy Citadel, go down to the
	beach and grab the bomb in front of
	the robot on the right side of the
	beach. Take the bomb up the hill and
	bomb the boulder in the rock wall
	next to the railroad tracks. The
	Winged Sapphire is behind the boulder,
	ready to give you a 16% discount.

#9 - After Creepy Citadel, get the oil can
	from the Oil Donkey near Gurglefin. Take
	it to the opposite side of the Ruins to
	the train and oil the train's headlight.
	The Winged Sapphire will fly out and
	give you an 18% discount.

#10 - After Arkeyan Armory, go to the lock
	minigame that you solved to free
	Gurglefin earlier in the game. Solve
	the lock puzzle to free the last
	Winged Sapphire for your 20% discount.




\\\\\\\\\\\\\\\\\\
ACCOLADES <ACCLAD>
//////////////////

	Accolades are just what they sound like (or at least what the
picture of the trophey makes them look like): Accolades are supplemental
goals set by the game producers to shoot for and bring you that much
closer to 100% completion. In addition, some accolades give you XP
boosts, which will increase the rate at which you level up. The total
combined boost that you are receiving will be displayed on the
Accolades Menu (Pause Menu -> Collections -> Accolades). Here is the
list of accolades in the order they appear in the menu.

	Captain (+XP%) - Requires you to expand your collection to
	contain at least 1 non-starter pack Skylander.

	This is a pretty easy boost to XP%; just pick up any
old Skylander pack and you have it. Please note that
because Dark Spyro and Legendary Spyro both still
count as Spyro, adding them to your collection will
not earn you this accolade. Taking ownership of any
Skylander OTHER THAN the three Spyros, Gill Grunt, or
either form of Trigger Happy will earn you this
accolade. Also, remember that if you are using a
used Skylander you will need to claim ownership by
opening your Skylander Info Menu, going over to the
Manage Tab, then down to the Ownership option.


	Ambassador (+XP) - Requires you to have at least 1 Skylander
	from each elemental type in your collection.

	If you intend to seriously play this game, you should
have this accolade the day you first play, as having
one from each element will also grant you access to
all of the elemental gates. Just like it sounds, take
ownership of at least 1 air element skylander, 1 life,
1 undead, 1 earth, 1 fire, 1 water, 1 magic, and 1
tech. Since the game comes with a water, a magic and
a tech, that means you're already almost halfway there.
Again, remember that if you are using a used Skylander
you will need to claim ownership by opening your
Skylander Info Menu, going over to the Manage Tab,
then down to the Ownership option.


	Sergeant Major (+XP) - Requires you to collect at least
	8 different Skylanders.

	Simple enough. Own any 8 Skylanders and you have it.
But keep in mind that doubles of a character or
alternate versions of a character ONLY COUNT AS ONE
CHARACTER. For example, Spyro, Dark Spyro, and
Legendary Spyro collectively count as only 1
Skylander. Similarly, if you've already added Bash
to your collection, adding Legendary Bash won't put
you any closer to this accolade. Same goes for
Chop Chop/L.Chop Chop and Trigger Happy/L.Trig.
Once again, remember that if you are using a used
Skylander you will need to claim ownership by opening
your Skylander Info Menu, going over to the Manage
Tab, then down to the Ownership option.


	Commander (+XP) - Requires you to collect at least 12
	different Skylanders.

	Same as last accolade, only more. Keep in mind that
doubles of a character or alternate versions of a
character only count as one character. If you are
using a used Skylander you will need to claim
ownership by opening your Skylander Info Menu,
going over to the Manage Tab, then down to the
Ownership option.


	General (+XP) - Requires you to collect at least 16
	different Skylanders.

	Same as last accolade, only more. Keep in mind that
doubles of a character or alternate versions of a
character only count as one character. If you are
using a used Skylander you will need to claim
ownership by opening your Skylander Info Menu,
going over to the Manage Tab, then down to the
Ownership option.


	Field Marshal (+XP) - Requires you to collect at least
	24 different Skylanders.

	Same as last accolade, only more. Keep in mind that
doubles of a character or alternate versions of a
character only count as one character. If you are
using a used Skylander you will need to claim
ownership by opening your Skylander Info Menu,
going over to the Manage Tab, then down to the
Ownership option.


	Master of Skyland (+XP) - Requires all 32 Skylanders
	in your collection.

	Just like all the other previous accolades, except
you have to have all of the different Skylanders.
However, just like all the previous accolades,
different versions of the same Skylander do not
count toward this goal; so Dark Spyro and the
four legendaries are not required for this
accolade, nor are they required for 100% completion
(or all the Trophies/Achievements for you hunters out there).


	Student of Thought - Collect at least 10 Story Scrolls.

	You can probably get this accolade simply by
playing through the game, and not even
necessarily looking for them. Seriously, some
of those Scrolls are REALLY easy to find.
But if you need some help, check out the
Story Scroll Locations section.


	Chief Scholar - Requires you to find ALL the Story
	Scrolls hidden throughout Skylands.

	This is just like the previous accolade, but a
little more serious (still no XP boost though
:P). Check out the Story Scroll Locations
section to round out your collection and
knock out this accolade.


	Seeker Adept - Requires you to find at least 10
	Legendary Treasures.

	Another easy accolade. I think this one is
just as easy as Student of Thought, but
more beneficial because you get money.
If you need help, check out the
Legendary Treasure Locations section of
this guide.


	Treasure Hunter - Requires collection of all 26
	Legendary Treasures in the game.

	Just like Seeker Adept, but more OCD.
If and when you run into trouble on this
one, check out the Legendary Treasure Locations section.


	Power Excavator - Requires you to collect Soul Gems
	for each of the 3 starter pack Skylanders.

	Oddly specific for an accolade. To get it,
you have to find the following Soul Gems:

	SPYRO: UNKNOWN LOCATION
	GILL GRUNT: UNKNOWN LOCATION
	TRIGGER HAPPY: UNKNOWN LOCATION

	Note that since this accolade is in
reference to the Console Starter Pack (and
not the 3DS Starter Pack), finding the
Soul Gems for Ignitor and Stealth Elf do
not put you any closer to earning this accolade.


	Soul Warden - Requires collection of all 32
	Skylanders' Soul Gems.

	Get 'em all. Note that in order to find
the Soul Gems for Terrafin, Ghost Roaster, Slam Bam
and Sunburn you must have access to the Pirate Seas,
Darklight Crypt, Empire of Ice and Dragon's Peak levels,
respectfully. For help on finding Soul Gems, please
consult the Soul Gem Locations section.


	Fashion Elite - Requires collection of at least
	10 hats.

	The easiest way to achieve this accolade
is to be in possession of at least 1
Skylander from each element type (which
earns you an accolade in itself). The
reason is because hats tend to be
hidden behind Elemental Gates. For help
finding hats, check out the Hat Locations
section of this guide.


	Wardrobe Saint - Requires collection of all hats
	in the game.

	Just like the previous accolade, but for
real this time. For help rounding out
your wardrobe, take a look at the Hat
Locations section.


	Elite Agent - Requires 1 Skylander to complete
	ALL 32 Heroic Challenges.

	The part this accolade doesn't tell you
is that it is impossible to earn unless
you own or borrow every single Skylander.
I say "borrow" because there is a work-
around that lets you play Heroic
Challenges of Skylanders you don't own.
But since the work-around requires
being in physical possession of the
borrowed Skylander, it's a little
pointless unless the owner of said
Skylander will throw a fit if you own
it briefly. For info about Heroic
Challenges (including the work-around),
check out the Heroic Challenges section.


	Savior of Skylands - Requires completion of
	Skyland Adventure mode.

	Just beat the game. Restore the Core
of Light and defeat Kaos. Done. For
help with this accolade, follow my
walkthrough (or skip ahead to the
chapter you are having trouble with).


	Skylander Superstar - Requires earning a 3-Star
	ranking on all Skyland Adventure chapters.

	Without a guide (such as this one),
this accolade could prove to be quite
difficult. I recommend playing each
level at least twice: once for all
the collectibles, and a second time
for the time limit. I suggest aiming
for time limit second because, after
having played through the level once,
you will already know the lay of the
land and can easily plow through
(assuming the enemies aren't giving
you trouble). For help, consult the
walkthrough.


	Grand Admiral - Requires earning ALL Portal
	Master Accolades.

	Just like it says. Do all the stuff
I just told you about and you'll
eventually get this accolade. Consider
this one a bonus for all the hard
work.




\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
TROPHIES/ACHIEVEMENTS <TROACV>
//////////////////////////////

	And you thought you could get easy trophies or
achievements on this game just because it was a kid's
game. Tsk tsk. Most of these trophies/achievements
aren't terribly difficult, just expensive. Of course,
this section only applies to the PS3 and Xbox 360
versions; no trophies for Wii owners or achievements
for Mac users. Sorry. Anyway, here's the list of
trophies/achievements and how to get them.


True Portal Master - Platinum / 80 Points
	Unlock all other trophies OR
	Unlock all other achievements.

	Not much to say about this one
	really. Consider it a reward
	for all the hard work.


Hello Skylander!! - Bronze / 10 Points
	The first time you put your Skylander
	on the Portal of Power.

	Earn this one by playing the game.
	Seriously, just set it up and play.
	Done.


Home Sweet Home - Bronze / 10 Points
	Complete the Shattered Island level.

	Just beat it. Don't worry about
	3-Star.


Fresh Air - Bronze / 10 Points
	Complete the Stormy Stronghold level
	and acquire the elemental source.

	Just beat it. Don't worry about
	3-Star.


Pure Water - Bronze / 10 Points
	Complete the Leviathan Lagoon level
	and acquire the elemental source.

	Just beat it. Don't worry about
	3-Star.


Mother Earth - Bronze / 10 Points
	Complete the Stone Town level and
	acquire the elemental source.

	Just beat it. Don't worry about
	3-Star.


Light of Life - Bronze / 20 Points
	Complete the Falling Forest level
	and acquire the elemental source.

	Just beat it. Don't worry about
	3-Star.


Perfect Technology - Bronze / 20 Points
	Complete the Battlefield level
	and acquire the elemental source.

	Just beat it. Don't worry about
	3-Star.


Undead Spirit - Bronze / 20 Points
	Complete the Creepy Citadel level
	and acquire the elemental source.

	Just beat it. Don't worry about
	3-Star.


Dancing Fire - Bronze / 20 Points
	Complete the Lava Lakes Railway
	level and acquire the elemental
	source.

	Just beat it. Don't worry about
	3-Star.


Magic Time - Silver / 40 Points
	Complete the Arkeyan Armory level
	and acquire the elemental source.

	Just beat it. Don't worry about
	3-Star.


The Savior - Gold / 60 Points
	Complete the adventure mode by
	finishing the game.

	Beat the game. No 3-Stars
	necessary.


Star Chaser - Gold / 60 Points
	Get 3 stars in any one level.

	I recommend getting this one
	on Shattered Island; it's
	probably the easiest level
	to earn this one on. Check
	out the walkthrough if you
	need help.


Phew! That was close! - Bronze / 20 Points
	In the Leviathan Lagoon level,
	dodge 30 sharks without being
	hit.

	This is in reference to the
	fight with Kaos at the end
	of the level. If you have
	near-misses with sharks,
	sometimes you can actually
	earn health refills. But
	for the trophy/achievement,
	I'd do my best to play it
	safe.


Dodge Ball - Bronze / 20 Points
	In the Falling Forest level,
	defeat Evil Ent while more
	than 5 of Evil Ent's seeds
	are on the field.

	Evil Ent is the shadow version
	of Stump Smash that Kaos
	summons at the end of the
	level. As far as I can tell
	there's no real reliable way
	to make this happen. Best I
	can say is to put on a high
	Armor hat, play this level
	1-player (so player 2 doesn't
	have to dodge too), and keep
	an eye on the seeds he throws.
	Get him down to one-hit-left,
	wait for the right time, and
	take him down.


Call Me Fireman! - Silver / 40 Points
	Defeat Kaos' Evil minions in
	the Lava Lakes Railway level
	with only Gill Grunt's Power
	Hose.

	Not much I can really recommend
	on this one, short of grinding
	up Gill as far as you can.
	Level 10 with all abilities,
	play through as many Heroic
	Challenges as you can, put on
	a good hat and go for it. Also,
	for obvious reasons, I recommend
	taking Gill down the Water
	Weaver path. Infinite water
	pressure is a good thing.


Tag me if you can! - Bronze / 20 Points
	Avoid being hit by the laser
	traps during the boss fight in
	the Creepy Citadel level.

	Use someone fast - Stealth Elf
	ideally, Spyro if you don't
	have anyone faster. A good
	range attack may be useful too,
	such as Flameslinger or Trig. I've
	never tried it, but Ghost Roaster's
	Ectoplasm Mode might be a cheap way
	to earn this one...


One for All! - Gold / 60 Points
	Defeat Kaos without swapping
	Skylanders during the battle.

	This one's pretty hardcore. Pick
	your best Skylander with your
	best build. I personally prefer
	a strong range attack for this,
	but high defense or a good
	melee might be a good approach
	as well. Personal recommendations
	are Drill Sergeant, Flameslinger,
	Zook or Ignitor. I could see doing
	this with auto-attacks such as
	Stealth Elf or Lightning Rod, or 
	Sonic Boom or Double Trouble on a
	minion build with a high-armor hat
	as well.


The Ace Pilot - Silver / 20 Points
	Defeat 30 enemies while riding
	the War Machine in the Arkeyan
	Armory level.

	I got this one without even
	really trying. The enemies
	kept taking me down so I just
	started killing them. Take
	this section nice and slow and
	keep an eye out, you'll get it.


No Rocket Fired! - Bronze / 20 Points
	Never use any rocket in the
	Falling Forest level.

	Easiest in co-op. Pick your
	best Skylander, don't touch
	the rockets, and get ready
	for a fight. Range attacks are
	helpful, but melee works too.
	Dodge the blade and aim for the
	front center, between the treads.


Leviathan Dentist - Bronze / 10 Points
	Get swallowed by the Leviathan
	5 times in the Leviathan
	Lagoon level.

	This one's kind of a joke. Get
	to the point where you can get
	swallowed and let it happen. Use
	this opportunity to get the
	Legendary Treasure if you haven't
	already.


I love smashing! - Bronze / 20 Points
	Destroy all of the rocks in the
	Molekin Mine level.

	Rock Locations:


Mine Detector - Silver / 20 Points
	Complete the Troll Warehouse
	level without getting injured
	by the landmines.

	Take it nice and slow and keep
	an eye on all the mines; they'll
	let you know if you're too close.
	This one is easier by yourself,
	so have Player 2 sit this one
	out.


Get me if you can! - Sliver / 20 Points
	Complete the Crystal Eye Castle
	level without being hit by any
	of the rolling barrels.

	You can do this one legitimately
	by dodging, but you can also
	destroy the barrels with
	projectiles. Or you can use
	Chop Chop to charge through
	them.


New Challenger - Bronze / 20 Points
	Complete your first challenge
	level!

	They mean Heroic Challenge. Pick
	one you think you can do and
	have at it. I recommend any of
	them but Drobot's. Stump Smash's
	is probably the easiest.


Can't stop me! - Silver / 40 Points
	Complete 3 Challenge levels.

	It helps to have multiple
	Skylanders to choose from for
	this, but you can still get
	this one without buying any
	more.


I love shopping - Bronze / 10 Points
	The first time you purchase
	an upgrade for your Skylander.

	By the time you've saved
	Persephone, you should have
	enough money for your first
	upgrade. Done.


Gotta buy them all - Silver / 20 Points
	Purchase all upgrades for
	any one Skylander.

	You only have to complete one
	upgrade path to get this one.
	So all you really have to do
	is play through most of the
	game with one Skylander and
	this should be no problem.
	Don't forget to grab your
	Soul Gem too. If you need to
	grind for money, I recommend
	Perilous Pastures. Use a Tech
	Skylander to open the Elemental
	Gate and Tech Bridge at the
	beginning, switch to the
	Skylander you want to build,
	play through the side path with
	all the money, then quit the
	level. Repeat.


Climb to the Top - Gold / 60 Points
	Level up any one Skylander
	to level 10.

	If you don't keep switching
	out, you should be able to
	get this one simply by
	playing the game. Some
	Heroic Challenges are good
	for level grinding if you
	need it. I especially like
	Stump Smash's for this, but
	I'm biased. Pick your favorite
	and go for it.


Fashion Elite - Silver / 40 Points
	Collect 10 hats.

	Consult the Hat Locations
	section if you need help.


Fashion Stylist - Bronze / 10 Points
	Have your Skylander equip
	a hat for the first time.

	Once you've found a hat,
	go to your Skylander's Menu,
	go over to the Manage Tab,
	select Hats, move your
	cursor to the hat you've
	found and select it. Presto!
	Instant trophy/achievement!


Inside Power - Bronze / 10 Points
	Unlock any Elemental Gate.

	Play through Shattered
	Island with Spyro, Gill
	Grunt or Trigger Happy.
	When you come across your
	Skylander's Elemental
	Gate, walk through it with
	the correct element. Done.


Chompy Chopper - Silver / 10 Points
	Defeat 15 Chompies in the
	Shattered Island level.

	The only real trick here is
	to be thorough. When you see
	Chompies, make sure to kill
	them all before you move on.


Happy Hour - Bronze / 10 Points
	Open any treasure chest.

	Consult the Treasure Chest
	Locations section for help.


Archaeologist - Silver / 40 Points
	Collect 10 Story Scrolls.

	Consult the Story Scroll
	Locations section for help.


Treasure-hunter - Silver / 40 Points
	Collect 10 Legendary Treasures.

	Consult the Legendary Treasure
	Locations section for help.


The Spiritual Mentor - Silver / 40 Points
	Collect 10 Soul Gems.

	Consult the Soul Gem Locations
	section for help.


The First Battle - Bronze / 10 Points
	Play and complete any PvP
	match: win or lose.

	Get a second controller and
	play a match. You'll get a
	little money and XP for it
	too, if you allow it in the
	settings. Yet another way
	to manipulate the money
	system. :)


TOTAL ACHIEVEMENTS: 1000 Points
TOTAL TROPHIES:	1 Platinum
	4 Gold
	12 Silver
	21 Bronze
	38 Total Trophies




\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
STORY SCROLL CAPTIONS <SRLCAP>
//////////////////////////////

	This section really only exists because I wanted to be
thorough and I didn't want to include potential spoilers in the
Story Scroll Locations section. Once you collect a Scroll, these
captions will be readable in the Story Scrolls Menu (Pause Menu
-> Collections -> Scrolls). As a side note, I included each of
these texts ver batim; typos and all. Here they are, in the order
they appear in said menu:

	Portals
While the shape and size of Portals vary, under the
control of a true Portal Master, these mystic devices can
connect two points in Space, Dimension and, if we are to
believe ancient legends, even time. Portal Masters can
then send Skylanders and magic to the other side.


	Evolution of Trolls
Trolls once lived under bridges and made anyone who
crossed over pay them a toll. But in truth, most people
got over the bridge without paying a toll, using
billy-goats, "Fools Gold" and "Fools Potatoes". So the
trolls gave up collecting tolls, crawled out from under their
bridges and went to work for Kaos.


	Special Order 31
A note from a troll commander says "Strange and odd
behavior attracts fire from enemy positions, which might
result in injury, so please refrain from the following
activities: barbwire tug-o-war, minefield races, and hand
grenade juggling contests."


	Eon's Origin
I, Eon, began my life as a humble servant boy, polishing
pans in the kitchen of the Portal Master Nattybumpo.
People realized I was no normal boy when, at the age of
8, I activated Nattybumpo's own portal and teleported
him, possibly accidentally, into the middle of the Dirt Sea.


	Life and Undeath
The Philosopher King Mortalannis, First Lord of the
Undead said While the Living fear the Undead, the
opposite is not true. The undead are reasonable; they
simply wish the Living to stop... well...living. Where is the
confusion? We will all be on the same team... eventually.


	Skylanders' Battle Cry
When Skylanders travel though a portal it is customary
for them to yell out a fierce battle cry when they appear.
In fact, each year there is a great contest to see whose
Cry is loudest, the most frightening and the best at
making milk shoot out of other people's noses.


	History of Flight
A note from Professor P. Grungally says "Despite claims
that the Drow invented balloons, it was actually a
Chompie who came up with the idea. Drinking two
hundred flasks of fizzy juice, a Chompie inflated to
twenty times its size and floated away, burping like
mad."


	Elder Elementals
Today there are dozens of brave Skylanders and in the
past, hundreds more. But the most powerful of all
Skylanders were the Elder Elementals. These giants
possessed powers of Light and Darkness within their
flesh. No one has seen an Elder Elemental in centuries,
but there are rumors that they will return someday.


	Core of Light Origin
Who created the Core of Light? None other than the
Benevolent Ancients who vanished a thousand years ago.
 Their great machine filled the skies with Light and kept
the Darkness at bay. At least until that fool Kaos,
destroyed it. Now the Darkness spreads.


	Floating Islands
Skylands is an endless sea of clouds in which float rocky
islands too numerous to count. Some of these islands are
as large as an entire kingdom while others overflow with
salty seas or are swollen with fiery volcanoes. Each is
unique.


	Skylanders
Skylanders have a bond with their Portal Masters that is
unbreakable, but they are not slaves. They have chosen
to serve their Portal Master and do so eagerly. When
Skylanders are defeated in battle, they instantly portal
back home, where they can rest and heal.


	The Problem with Sheep
A note from Hugo says "Sheep are among the most
feared creatures in Skylands. Those Mabu having fallen
asleep while counting large herds of sheep, often discover
their belongings missing when they wake up. When
questioned of course, the sheep never admit to have
taken anything."


	Arkeyan History
Long ago, the evil Arkeyan Sorcerer kings, who lived
within dark cities deep underground, met their doom. The
Free magicians of Skylands combined their strength to
bind the Royal City of Arkus in a vault of eternal sleep.
All that remains of their decadent empire are their
machines, toiling away in the darkness, for all eternity.


	Origin of Kaos
Some say Kaos was born a prince, but after years of
suffering insults about his ugly looks and bad smells, he
kicked his father in the widdershins, gave away his royal
name and headed out into the wilderness along with his
faithful and equally ugly butler, Glumshanks.


	Darklight Crypt
For as long as anyone can remember, the Darklight Crypt
has sent out hordes of ghosts and zombies to terrorize
nearby villages. But lately, all that has changed, the
undead no longer seem hungry for the living. What could
have caused this odd change in appetite and how long will
it last?


	Pirate Seas
Pirate buccaneers range far and wide across the seas of
Skylands, but the most villainous, scurviest Pirate of
them all is the seadog Captain Dreadbeard. Even now, he
is said to be looking for his next helpless village to
plunder. Remember this!... his only weakness is his love
of pirate card games.


	UNKNOWN SCROLL
UNKNOWN CAPTION


	UNKNOWN SCROLL
UNKNOWN CAPTION


	Fairy Upgrades
For as long as anyone can remember, Skylanders have
been friends with fairies. Perhaps this is because fairies
can turn treasure into a kind of upgrade magic that gives
Skylanders exciting new powers and abilities, plus
delightfully fresh breath.


	Tornado Sightings
A note from Hugo says "While everybody fears large,
destructive tornadoes, smaller friendlier ones are quite
popular in Skylands. Mabu come from all over to throw
unwanted items into the small tornadoes - things like
garbage, tax forms and when possible, sheep."


	From Tonic to Toxic
Originally, oil was a popular hair tonic for Molekin.
Unfortunately it made all their hair fall out. Now that the
Molekin are all bald, Oil is pretty much just used as a fuel
source for tech machines.


	Pirate Problems
A note from a salty seadog says "It's not easy being a
Pirate. Many complain of long hours, sea sickness and
parrot bites. Worst of all is having to explain what a
poop deck is."


	Tales of the Fish
A note from Professor P. Grungally says: "For years
fisherman have hunted an enormous, hungry fish that
lurked in the deep end of the lagoon. No one has seen the
fish lately... or the fishermen, come to think of it."


	Stone Masons
A note from Professor P. Grungally says "Cyclopses are
amazing stone masons. They've constructed stone
castles, statues and temples throughout the Skylands. The
stone carved ships of the Cyclops Navy were not their
proudest moment."


	What Makes a Portal Master?
Neither royal blood nor a sea of gold can make you a
Portal Master. Either you are lucky enough to be born
with the power to wield a Portal or you are not - it's that
simple. What we don't know is why the number of Portal
Masters rises and falls over the centuries. Perhaps they
simply appear when they are needed most.


	The Game of BOOM!
Chompies are one of the most common monsters in
Skylands, but fortunately they not very smart. In fact,
trolls sometimes play fetch with Chompies using lit
dynamite. They call this game BOOM! But then, trolls call
all their games BOOM!




\\\\\\\\\\\\\\
FAQS <FREQUNT>
//////////////

	In this section, I will address some of the more
commonly asked questions that I receive about this game.
If you're question is not answered here or in any other
section of the guide, feel free to send me an email asking
your question and I will give you an answer and possibly
add your question to this section.

	Q: Why can't I access [Skylander]'s Heroic Challenge?
	A: Heroic Challenges are only available after you've
		completed Chapter II: Perilous Pastures.
		Talk to Cali to access them. Cali will not
		let you play an Heroic Challenge in two-
		player mode, which means Player 2 not only
		has to remove his/her Skylander from the
		Portal of Power, but also drop out of the
		game. Also, in order to play a given
		Skylander's Challenge, the Skylander has
		to either be in play or have its
		Ownership switched to the current Save File
		(Ownership can be transferred from the
		Skylander Menu). In addition, there are only
		32 Heroic Challenges, so alternate versions
		of the same character, such as Legendary
		Skylanders and Dark Spyro, unlock the same
		Heroic Challenge as their counterparts.
		So adding Dark Spyro will not unlock an
		Heroic Challenge if Spyro is already in
		your collection.

	Q: Where can I find [super-rare or unreleased
		Skylander]?
	A; Short answer: I don't know. I'm not a terribly
		saavy shopper, I just bought a bunch of
		Skylanders when the game first came out
		and have been actively hunting for new
		ones ever since. eBay seems to be the best
		source for Legendary Skylanders, albeit
		rather expensive. Apart from that, I've
		posted as much info as I have on each
		released Skylander (in terms of exclusivity
		and alternate packaging). And I'm not
		willing to sell any of my own personal
		Skylanders, so don't ask.

	Q: Why does stuff fall from the sky everytime I
		play [expansion chapter]?
	A: In order to play Darklight Crypt, Pirate Seas,
		Empire of Ice or Dragon's Peak, you only
		need to use their figures on the Portal
		of Power once while in the Ruins. Once
		you've done this, a cutscene will trigger
		and the level will be forever unlocked
		on that Save File. Each chapter's
		figure has a secondary function as a
		Use Item, normally causing stuff to fall
		from the sky and harm enemies. These
		functions will also work on other levels
		(i.e. Darklight Crypt's attack will work
		in Pirate Seas and Empire of Ice's attack
		will work in Lair of Kaos).




\\\\\\\\\\\\\\\\
SOURCES <SORCES>
////////////////

	Skylanders.com - This is where most of the pre-release data
		comes from, mostly names, elements, and stats other
		than totals, which were easy enough to compile.
	Target - Their website helped a bit on packaging details, but I
		didn't learn about Whirlwind being exclusive until I
		set foot in the store.
	Toys R Us - Their website is where I got most of the packaging
		details. I also learned about the Legendary 3-Pack in-
		store.
	SamsClub.com - I found rumors that Drill Sergeant was a Sam's Club
		exclusive, but I had no proof until visiting their website.
	Wal-Mart - I went to Sam's Club to get Drill Sergeant's stats, but
		they didn't have a spot for him, implying that Drill
		Sergeant is an ONLINE Sam's exclusive. I then went next
		door to Wal-Mart, found him, and bought him for $2 less
		than Sam's online price.
	Best Buy - I learned about Volcanic Vault from their promo ad. Forums
		taught me that Volcanic Vault is not included in the
		3DS Starter Pack.
	Cheathappens.com - This is where I found the point values for the
		Xbox 360 Achievements. I own the PS3 version of Skylanders,
		so I found the trophies myself.
	Various forums - Whenever I get stuck trying to find a hidden
		collectible, I turn to Google and search the various
		forums that occasionally have the data I'm after. This is
		part of the reason I started this guide in the first
		place.



\\\\\\\\\\\\\\\\\\\\\\\\
CONTACT & LEGAL <CNTLGL>
////////////////////////

		If you take the following email address and remove the
	spaces you can contact me.

		App lesau cej acuzi@a ol.com

		If you have a genuine question, suggestion, or correction,
	I will respond and adjust the guide accordingly. I will not respond
	to hate mail or spam.

		If you would like to host this guide on your own site, please
	contact me first. Odds are I will allow it, but it must be done with
	my permission. This guide may not be reproduced in any form except
	for private use. Do not edit this guide in any way without my
	permission. The following sites have permission to host this guide:

		GameFAQs.com



		Copyright 2011 Brandon Meier


		All trademarks and copyrights contained in this document are
	owned by their respective trademark and copyright holders.