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/ // / -_) _ \(_-</ -_) __(_-</ // / / _ \/ _ \ /\
/____/\__/_//_/___/\__/\__/___/\_,_/ /_//_/\___/ _____/ \____
______ ____ ___ \ _^ ^_ /
/ __/ /____ _/ _(_) |_ | FAQ/WALKTHROUGH '> \_/ <'
_\ \/ __/ _ `/ _/ / / __/ Version 5.0 | .-. |
/___/\__/\_,_/_//_/ /____/ By: Corbie Dillard /___/ \___\
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You are more than welcome to use this faq for your own use or post it on your
web site. I only ask two things:
* Please email me to let me know you are going to be using the faq and I'll
save your email address in the faq mailing list so that I can email you the
most current version as I update it. I will NOT use your email for any other
purpose or be sending you any email for any other reasons.
* Please don't edit or make any changes to the faq as it is written.
You can always give me credit on your site, but it's not required. : )
This Densetsu no Stafi 2 FAQ is (c) 2008 Corbie Dillard
You can always find the most current version of this faq on the following
sites:
WWW.SALTWATERSTAFI.COM
WWW.GAMEFAQS.COM
Other sites who currently have permission to use this FAQ are:
WWW.NEOSEEKER.COM
FAQS.IGN.COM
WWW.SUPERCHEATS.COM
Email: corbie@classicnet.net
Welcome to the Densetsu no Stafi 2 FAQ/Walkthrough. If you've come looking for
information on Stafi 2, you've come to the right place. And if you're lost,
don't feel too badly. We know that the Stafi games are not necessarily that
difficult, but the fact that the games are completely in Japanese does make
completing some of the tasks confusing at times and that's what this guide is
all about. I'm not going to translate the entire game, but rather give you the
hints you need to complete each and every level in the game. I'll even throw
in some storylines in places where they're relevant.
If you can't find the answer to the question you're looking for in the FAQ,
feel free to email me and I'll try to help you out as best I can.
As you read through the faq, always keep in mind that there are spoilers in
terms of both story line and game play. I tried to be very thorough in my
walkthrough of each level as to make it easier for you to find the part you
are stuck in or having trouble with without revealing too much information
beyond that. I hope everyone enjoys the faq for this outstanding little title.
I also gave names to many of the enemies, worlds, and bosses as they are in
Japanese. These are not official but rather descriptive ways of referring to
these things so as to be easy for gamers to understand and notice.
If you find any information in this faq that you feel is inaccurate, please
feel free to contact me and I'll make the corrections. I'll even give you
credit for it in the faq. I tried to be as thorough and accurate as possible
when I wrote the faq but mistakes sometimes happen anyway.
And don't forget to check out www.saltwaterstafi.com for information on all of
the Densetsu no Stafi games including FAQS, reviews of each game, and a
history lesson on the Stafi titles. There's loads of good information there
for those of you who aren't very familiar with this outstanding series of
platformers. Now on to the FAQ.
+-------------------------+
| - TABLE OF CONTENTS - |
+-------------------------+
| 1. Introduction |
| 2. Control & Moves |
| 3. Vehicles |
| 4. Walkthrough |
| 5. Extra Levels |
| 6. Mini Games |
| 7. Ending |
| 8. Special Thanks |
+-------------------------+
------------------------------------------------------------------------------
-----------------------------< 1. INTRODUCTION >------------------------------
------------------------------------------------------------------------------
You'll see these games listed several ways. First off, the games are called
both "Densetsu no Stafi" as well as "Legend of Stafi." You'll also see the
main character's name spelled a variety of ways including: Stafi, Stafy,
Starfy, Starfi, and even Starry. They're all basically the same thing, so try
not to get confused.
In the Stafi games you take on the role of the adorable starfish Stafi and
you're main goal throughout the game will be to locate the Treasure Chest at
the end of each and every level. It's generally a good idea to watch the
little animations and cinemas that take place, especially those with Kyorosuke
the clam, throughout the game in order to get an idea of what it is you're
looking for in each level. That way, even if you can't understand what the
characters are telling you in Japanese, you'll still get a good idea of what
you're supposed to do.
The Stafi games are platformers for the most part, but there are puzzle-type
elements strung throughout each level as well that will require you to don
that thinking cap every now and again. Once you've finished the game, you'll
get the opportunity to go back and play additional levels that are added to
each world once you complete the main game. In these levels you can find
additional Treasure Chests as well as be rewarded with a Red marker on the
main World Map. You'll also need to go back and play the levels where you
first got to use the vehicles and get them upgraded. This will add special
features to them that will open up even more Bonus Levels that require these
vehicles. Check out the "Extra Levels" section below for more information
about this.
You'll need to have 44/45 Treasure Chests from the Bonus Levels in the game
before taking on the Boss Fight on Level 11-6 a second time to get the true
ending to the game. You can see the Bonus Treasure Chest count in the upper
right corner of the screen while you're on the World Map. You should have 4/4
Treasure Chests on Worlds 1-10 and 4/5 on World 11. You'll receive the 5th
Treasure Chest when you beat the Rematch Boss Fight on Level 11-6. This will
then give you a total of 45/45 Bonus Treasure Chests. We'll discuss that more
later on. For now, let's take a look at the many moves of little Stafi.
------------------------------------------------------------------------------
-----------------------------< 2. CONTROL & MOVES >---------------------------
------------------------------------------------------------------------------
Stafi has a wide variety of moves at his disposal, but not all of these moves
are available when you first begin the game. Some moves are unlocked later on
as they become needed in order to complete levels. Here's a list of all of
Stafi's moves found throughout the game and what level they become available
in.
FLOATING
(Level 1-1)
You can press any direction on the d-pad to make Stafi float in that
direction. The only downside is that he doesn't move very fast.
SWIMMING
(Level 1-1)
By holding down the "A" button while pressing in any direction on the d-pad
you can make Stafi swim fast in that direction. You will also be using this
move to push moveable blocks as well.
WATER JUMP
(Level 1-1)
By pressing UP on the d-pad while holding down the "A" button you can make
Stafi come jumping up out of the water.
WALKING
(Level 1-1)
By pressing LEFT or RIGHT on the d-pad while on land, you can make Stafi walk
to the left and right.
CROUCHING
(Level 1-1)
By pressing DOWN on the d-pad you can make Stafi crouch down.
JUMPING
(Level 1-1)
While on land, you can press the "A" button to make Stafi jump.
RUNNING
(Level 1-1)
Press and hold the "B" button while on land to make Stafi run.
CROUCHING SLIDE
(Level 1-1)
To make Stafi perform a crouching slide, hold the "B" button down and while
Stafi is running, quickly press DOWN on the d-pad.
ENTERING A DOOR
(Level 1-1)
To make Stafi enter an open door, simply stand in front of the door and press
UP on the d-pad.
TALKING
(Level 1-1)
To talk to a sea creature, simple stand in front of them and press UP on the
control pad.
SAVING
(Level 1-1)
Simply make contact with the Mermaid's sea shell to have her save your game.
You'll always start the game from where you last saved.
SPINNING
(Level 1-2)
While you're in the water or on dry land, press the "B" button to make Stafi
spin. This move can be used to activate switches, defeat enemies, and bust
open breakable blocks.
STAR GLIDE
(Level 3-4)
While in the air, press and hold the "A" button to make Stafi hover in the air
and glide.
DOUBLE JUMP
(Level 5-2)
You can now press the "A" button to jump and at the top of your jump you can
press the "A" button again to perform another jump in mid-air. This will be
useful for reaching things that are high above your head.
SPIN THRUST
(Level 6-3)
You can now press the "B" button underwater while holding a direction on the
d-pad and this will cause you to spin and shoot in the direction your holding
on the d-pad. This is one of the most useful moves in the game.
SPIN POUND
(Level 8-2)
You can now double jump into the air and press the "B" button while holding
down on the control pad to make Stafi come firing down in a powerful thrust
motion. This move is very handy for bouncing on the back of the BouncyBeetles.
------------------------------------------------------------------------------
-------------------------------< 3. VEHICLES >--------------------------------
------------------------------------------------------------------------------
You'll occasionally come to new levels where you'll be given access to a
Vehicle. You'll see the Vehicle on the World Map close to where the level is
located. During the regular game you'll come to a point in the level where
you'll be trained as to how to use and control the Vehicle. From then on
you'll have access to this Vehicle for future levels that require its use.
After you've beaten the game you'll need to go back to each of these levels
where you first got these Vehicles in order to get an UPGRADE for the vehicle
that you'll need in future bonus levels. These bonus levels that require these
upgrades WILL NOT OPEN until you've played these levels and gone through the
training again. Then you'll notice on the World Map that these "New" levels
are now available to you.
HOT-AIR BALLOON
(Level 2-3)
You move the balloon around using the d-pad, and you can make the balloon
climb a little at a time by pressing the "A" button. If you're injured while
on board the hot-air balloon it will return you to the bottom of the room and
force you to board the hot-air balloon again.
Upgrade: When you upgrade the balloon it will now be equipped with rocket jets
that will allow you to press the "B" button to fire off the afterburner jets.
Whichever direction you press on the d-pad will determine which side the
afterburner is on. When the "B" button is pressed it will shoot you off in
that direction. You can only use the afterburner in short bursts so watch out.
* Don't forget to go back and replay this level after you've beaten the game
and go through the Vehicle training again and this will upgrade the vehicle
and open up more Bonus levels that require this Vehicle.
SHARK SNAKE
(Level 4-2)
You get to hop on the back of the SharkSnake and ride through the pools of
magma. You can speed up or slow down the SharkSnake by pressing forward or
backward on the d-pad, and you can also jump enemies when necessary.
Upgrade: When you upgrade the SharkSnake it will grow a set of wings which
allows it to fly up into the air for a short time. This will come in quite
handy for the Bonus Levels that require you to ride this cool snake. Press the
"A" button to make the SharkSnake jump and then press the "A" button again in
mid-air to make the SharkSnake fly up.
* Don't forget to go back and replay this level after you've beaten the game
and go through the Vehicle training again and this will upgrade the vehicle
and open up more Bonus levels that require this Vehicle.
GREEN DRAGON
(Level 8-1)
You can have the GreenDragon take Stafi in his claws and you control his
flight. You can even press the "B" button to make the dragon stick Stafi out
in front of him and have Stafi kick any enemies that he touches.
Upgrade: The GreenDragon will now be able to Spin Stafi like a propeller by
pressing the "A" button and can also Spit Fire by pressing the "B" button.
*Don't forget to go back and replay this level after you've beaten the game
and go through the Vehicle training again and this will upgrade the vehicle
and open up more Bonus levels that require this Vehicle.
KOALA SUIT
(Level 9-3)
You can climb into this unusual suit and using the "B" button you can make a
very ugly face that will scare a set of AngelFish Wings up for you to float
on. The only downside to this suit is that it's extremely heavy and makes for
very slow moving when there's platforming involved. The Scary Face move can
also be used to make the SpikeBalls retract their Spikes thus making them safe
for you to jump on.
Upgrade: Once you upgrade the KoalaSuit, it will become a red Crocodile Elvis.
This croc is one funky dude with an even scarier face than the Koala. Yikes!
* Don't forget to go back and replay this level after you've beaten the game
and go through the Vehicle training again and this will upgrade the vehicle
and open up more Bonus levels that require this Vehicle.
------------------------------------------------------------------------------
------------------------------< 4. WALKTHROUGH >------------------------------
------------------------------------------------------------------------------
If you only pay attention to one thing I say in this FAQ, remember to always
pay attention to Kyorosuke the clam. He'll always give you good advice, and
even if you can't understand a word he's saying unless you speak Japanese, you
can always watch what's going on around him as that's usually a good
indication of what he's trying to tell you to do next.
As the story picks up, it's a quiet day at the Sea Sky Palace that finds Stafi
the starfish prince and his best friend Kyorosuke the clam playing together in
the throne room. The evil Ogura, trapped inside the magic bottle since Stafi
defeated him in the first game, unleashes his evil children into the sky to
create thunderstorms and earthquakes that shake the palace to its foundation.
This creates just enough shaking to tip the magic bottle off of its pedestal
and shatter into a thousand pieces releasing Ogura from captivity.
Ogura wastes no time in storming into the throne room and snatching the Queen
right off of her throne. Ogura quickly exits the palace with the Queen in tow
while Stafi and Kyorosuke can only look on in helpless disbelief. Of course
they both have a good cry about it and carry on so much that they don't
realize it when they fall off of the palace balcony and tumble to the sea
below. The two awaken a short time later on the beach where Stafi picks up
crying right where he left off. Kyorosuke quickly steps in and tells Stafi to
pull himself together as they have to find and rescue the Queen in order to
restore peace and harmony to the Sea Sky Palace once again. And so Stafi's
next adventure begins.
(H) (8)-------(11)
| | WORLD MAP
| |
(1)-------(2)-------(4)-------(7)-------(10)
| | | |
| | | |
(K) (3)-------(5)-------(6)-------(9)
(1) World 1 "Sea Gull Bay" (8) World 8 "Sea Scape Palace"
(2) World 2 "Lilly Pad Lagoon" (9) World 9 "Loch Ness Lagoon"
(3) World 3 "Turtle Tropics" (10) World 10 "Waterfall Wall"
(4) World 4 "Arctic Antics" (11) World 11 "Sea Shadow Palace"
(5) World 5 "Fountain Forest" (H) HadeHirai's Photo Shop
(6) World 6 "Tree Trunk Cave" (K) Kyosoruke's Shop
(7) World 7 "Gum Drop Mountain"
*************************** WORLD 1 (SEA GULL BAY) ***************************
(LEVEL 1-1)
As the action picks up in the first level, Stafi is going to get a short
tutorial level for you to become accustomed to a few of his moves that you're
going to be needing. Don't forget to press up when you're in front of the
signs to take a look. As usual, the text is in Japanese, but the signs
normally give you a demonstration of the moves along with pictures of the
buttons you need to press to execute them.
You'll find that this level is very linear and very easy to navigate. To get
past the fast-moving blocks, simply use Stafi's run move. Don't forget to save
off at the Mermaid Save. The old crab you'll come upon will inform you that
there are many other chests hidden around the sea for you to locate. So grab
the first chest and it's on to the next level.
(LEVEL 1-2)
Here's your first experience with the sea creatures that expand when you make
contact with them. This also knocks Stafi back a ways, so be careful when
you're navigating around them near danger. You won't be able to destroy them
at first, but continue going around them until you reach Kyosoruke the clam
and his friend the tiny crab. They're going to teach you a new move that's
about to come in quite handy in completing this level. They'll explain to you
that in order to defeat these expanding sea creatures, not to mention the
breakable bricks also found in the level, you're going to have to perform your
"Spin" move. Simply press the "B" button while you're in the water to perform
this move. Spin into these sea creatures and blocks to destroy them.
As a test, they give you a challenge. You must defeat 40 of these sea
creatures in order for the crab to open the locked door you need to go through
to proceed through the level. Time to backtrack and take out some blowfish.
There's even a hidden Mermaid Save behind some blocks that you can break.
You'll see the number above Stafi's head decrease every time you take out one
of these sea creatures. Once you've gone back and taken out all of the
creatures, head back to the locked door and then proceed up to yet another
doorway. Head on in and take out the remaining sea creatures. You can even
save again if you want to. Once you've defeated 40 creatures, you'll then be
transported back to the tiny crab who'll now unlock the door for you. Enter
the door and get ready to ride the moving block on the right to reach the
second Treasure Chest.
(LEVEL 1-3)
You're going to get your first taste of moving enemies in this level with the
fish. Deal with them the same way you would any other enemy. Just spin into
them to take them out. Swim up to the ledge above you to speak to Kyosoruke
the clam and he'll inform you that doors at 9 - 12 - 3 - 6 are the ones you
need to visit and complete. Putting two and two together, it's apparent that
the way the 8 doors are laid out, that this is referring to the numbers on a
clock. So head to the rooms in that order starting with the room at 9'o clock.
9 o'clock Room -> This room just has five enemies and also has a Mermaid Save
to save your game at. Always save when you have a chance.
12 o'clock Room -> Three crabs to defeat and a Mermaid Shell to save at.
3 o'clock Room -> Bust the blocks in the four corners, defeat the fish, and
save your game at the Mermaid shell. Easy enough.
6 o'clock Room -> One fish and one crab to take out. Head back out the door
and the locked door being guarded by Kyosoruke the clam will be opened for
you. Enter that door. Use Stafi's RUN and CROUCHING SLIDE to reach the far
right side of the room where you'll find one funky-looking fish.
This is actually HadeHirari, the love interest of Kyosoruke the clam. Speak to
HadeHirari and then enter the door behind her. See that. It's your next
treasure chest. Now you just have to get over to it. Dive down into the water
and up the platforms to reach your third chest. You're making progress now.
(LEVEL 1-4)
When you begin the level the first thing you need to do is speak to Kyosoruke
the clam. You might notice that he's visibly upset. The Sea Drill boss comes
flying in overhead and warns you to turn back while you're still in one piece.
As he flies away, Kyosoruke takes off after him. You'll notice that there are
4 doors in this room. Three of the doors have various colored symbols next to
them and one door sports all three colored symbols around it keeping anyone
from entering it without unlocking the symbols.
Speak to Kyosoruke the clam and he'll give you a hint at what you need to do,
as if you haven't already figured it out. He'll explain that the Sea Drill has
locked himself inside the door and that the only way you can reach him now is
to find all three colored symbol keys in order to unlock this door. Locate the
RED CIRCLE KEY in the upper right corner of the room. Once you have the key,
head down to the door that is locked by the RED CIRCLE and use the key to open
the door. Head in the door and save at the Mermaid Save. You don't have to
defeat enemies in the room but sometimes it makes it easier to navigate
around. On the bottom row of the far right ledges there will be a BLUE
TRIANGLE KEY. Grab it and exit through the door in front of the key.
Head up the platforms to the top of the room and open the BLUE TRIANGLE door.
Head inside. As usual, save off at the Mermaid Save and then hop across the
moving platforms to the other side of the room. Cross the next set of moving
platforms and continue upward. Slide under the last wall and grab the GREEN
DIAMOND KEY. Now enter the door in front of you. Head down to the locked door
and release the last colored symbol lock. Drop down and save your game at the
Mermaid Save and then enter the BOSS DOOR that is now open. It's time to take
on your first boss. Swim to the right of the room where you'll come into
contact with the SEA DRILL BOSS.
(((SEA DRILLER BOSS)))
There's really not a lot to taking this softie out. You'll have to spin into
his head in order to do damage to him. It's going to take 5 hits to dispatch
of him. And needless to say, he's not about to sit and just take your abuse so
get ready to move. After you hit him the first time, he'll begin to swim from
side to side on the sea bed. Wait until his head pops back up and go in for
your second hit. After you've scored your second hit, he'll rise up to the
surface and begin spinning back and forth. You're going to have to head up
after him and perform your WATER JUMP and then a SPIN into his head to
register your third hit on him. He'll remain at the surface of the water, but
this time he'll occasionally jump up so time your attack carefully. Once
again, just perform the WATER JUMP and SPIN to score another hit. Now he's
going to get angry and begin spinning all over the place. If you don't get a
hit quickly enough, he'll launch himself into the air and come down fast
towards you. Once you score this last hit the Sea Drill is toast and you'll be
rewarded with yet another treasure chest for your efforts.
(((SEA DRILLER BOSS REMATCH)))
This is a very easy boss fight, even in the rematch. The Sea Driller can dive
down a little faster, but other than that, the strategy for taking him down
remains the same as it was the first time around. Just attack his head after
he dives down and you should take him out in no time. You'll receive a Red
Jewel level marker for all your hard work on Level 1-4.
************************** WORLD 2 (LILLY PAD LAGOON) ************************
(LEVEL 2-1)
You're going to get to do some platforming on this level. When you first enter
the level you'll see a doorway below you. You'll have to go around in order to
reach it. You'll find HadeHirari and Kyosoruke the clam in the lower left
corner on the room and she'll tell you about the vicious tornados that have
attacked her home and stolen her three treasures. Kyosoruke assures her that
he'll find them and return them to her. Which really means, you'll have to
find and return them to her. A Flower Vase, Coral Table, and Clamshell Chair
are the items that were stolen and now it's time to find them. Head for the
door to the right and go on inside.
There are three doors in this room, but two of them are locked for the moment.
That basically just leaves you the one door that you can enter. Just below the
door you come in on, there's some push blocks and a Mermaid Save. Save off and
head back up. Drop down at the next water spot and head down to the only open
door. Watch out for the spikes along the way. When you come into the first
room, you'll immediately notice that there are 3 different flower vases. Do
you remember which one HadeHirari showed you? If not I can tell you that it's
the white Flower Vase with pink flowers in it that's located in the upper-left
corner of the room. Grab it and head back to HadeHirari. Once she accepts the
correct vase, head back through the door and now the door in the upper-right
side of the room will be open. Head in. There's a Mermaid Save just below
where you enter the room but there's also a new danger. Whirpools.
While these won't actually hurt Stafi, they will make him dizzy for a short
period of time and this leaves him vulnerable to enemy attacks. Just be
careful. Much like the last room, there are three tables in this room. The
table you're after is the Pink Coral Table in the middle of the room. Grab it
and head back to HadeHirari. Once again, head back to the door to the right.
Now the final door will be open in the bottom-right corner of the room. Break
the green blocks with your spin and head inside the last door. Watch out for
the SpinyFish as you can only attack them when their spines are not sticking
out. This time you'll see three more pieces of furniture. Break the green
blocks and grab the Blue and White Clamshell Chair and take it back to
HadeHirari.
She'll be quite happy to have all of her things back and then heads back into
her house for an afternoon nap. Your clam buddy isn't too happy and takes off
in great haste into a new door that's opened up to your left. Head into the
door and there you'll see your next Treasure Chest. One more level completed.
(LEVEL 2-2)
The first thing in this level is to head down and speak to Kyosoruke the clam.
He'll tell you that there must be a way to flood the room with water in order
to each the door that's currently out of reach. Although you'll see the door
over to the right side of the room, you can't reach it just yet, so continue
on through the door behind the stone blocks for now. Take out the enemy
running around on the ground and then climb up and spin into the lever in the
top-left corner of the room. At first it might not seem like this has
accomplished anything, but head back through the door into the previous room
for a little surprise.
Yep, the water level has risen and you can almost reach the previously
unreachable door. Don't head into this door just yet. Instead walk past the
door and fall down into the water to the right of the door. Swim down and
break the stone blocks and use the push blocks to swim all the way around
until you come to a door. Enter the door and head down to the next set of push
blocks. Navigate the maze of stone walls and push blocks until you reach
another lever. Spin into it just like you did the previous lever. Backtrack to
the door you entered the room through and exit.
Head off to the far right of the room where you'll see that once again the
water level has risen, but it's still not quite enough to reach the door on
the far right side of the room. Swim down, but watch out for the sharks, and
locate a barrel floating in the water. Break the stone blocks and then push
the barrel until it floats up to the surface of the water near the door you
need to reach. Jump onto the barrel and enter the door. There's a Mermaid Save
right in front of you that you should use immediately and then enter the door
to your left.
In this room there's a door to your left, a door high above you in the middle
of the room and a lot of Star Bubbles if you're willing to make the swim below
the Lion's Head Fountain. Otherwise, the door on your left is the way you need
to go for now. Once inside this room you'll see another lever. Spin into it
and head back out of the door that you came in through. Like magic the water
level has risen and you can now reach that door that was previously above your
head out of reach. Watch for the sharks and head inside the door. Take out the
enemy and watch for the spikes on your way down to the next Treasure Chest.
(LEVEL 2-3)
There's not much to the first room of this level except swimming through the
green tubes and collecting Star Bubbles. It's basically the bottom tube you
want to swim through and push the block at the end to head on down. There's a
lot of spikes down here so watch out and keep winding around until you reach
the door. Head inside. Go through the narrow passages all the way to the right
and then head up for some platforming. Continue to the right until you locate
the door. If you want to save, you can fall on down into the water and there's
a Mermaid Save there. But of course then you have to navigate back up to the
door. It's your call.
Head inside the door and talk to Kyosoruke the clam. In the bottom left corner
of this room is another Mermaid Save you can use. After you save, head to your
right until you come upon another interesting sea creature. He's invented a
Hot-Air Balloon and wants you to give it a try in the hopes that it might help
you on your adventure. He also does you a favor and opens up the door in front
of you. Head inside. As soon as you come out of the door, you'll see yet
another locked door right in front of you. You'll also notice a Hot-Air
Balloon there as well. Head up to the sign above you and give it a read. This
will show you how to make use of the balloon. You move the balloon around
using the d-pad, and you can make the balloon climb a little at a time by
pressing the "A" button.
Float up to the top and speak to Kyosoruke the clam and the sea creature to
find out what you have to do next. This will open up all three of the locked
doors in this room. Head for the door in the top-right corner of the room. You
can even enter the door with the balloon if you want to, although the balloon
disappears as soon as you enter the door. You'll see the beautiful crescent
moon in the background and your next Treasure Chest is just above you.
Platform up there and grab it.
* Don't forget to go back and replay this level after you've beaten the game
and go through the Vehicle training again and this will upgrade the vehicle
and open up more Bonus levels that require this Vehicle.
(LEVEL 2-4)
As you enter this level you'll see Kyosoruke the clam and one of Ogura's
children going at it. Once they're done arguing, Ogura's child flies off and
the clam basically tells you that you have to stop this creature. Welcome to
level 2-4. In this level, you're going to get your first taste of the water
currents. Stafi can only swim WITH the currents, so working your way around
this level will take a little trial and error. To your right, you'll see three
narrow passages with water currents flowing in them. Take the top passage and
it will carry you around to a door. Head inside.
In this room you'll once again have to deal with the currents. Don't bother
going into the water all the way to the right of the room, the currents are
flowing in the wrong direction. Instead, head down the stone platforms. You'll
see a door inside of a little pool of water, but this only contains a few Star
Bubbles. Grab them if you want and then head down and through the twisting
narrow passages to the right. Now you've got a decision to make - Right side
or left side of the upward currents. The left side will take you to a door
that only contains a few Star Bubbles and a lot of spikes. If you are looking
to complete the level, head over to the right side and be sure you slow down
so you can get to the door before the current carries you up to the surface.
It's tricky at first. Watch out for the disappearing FlameFish as well, not to
mention the spikes on the way up the current.
Once inside the right side door, you'll come out to a Mermaid Save, a true
sight for sore eyes after that little run. After you break the blocks to your
left you have two choices: Follow the current upward or continue on to the
left to the door. DO NOT FOLLOW THE CURRENT UP OR IT WILL TAKE YOU BACK TO THE
BEGINNING OF THE LEVEL! You've been warned. Head inside the door to the left
and you'll see Ogura's child and Kyosoruke the clam waiting. Ogura's child
will greet you and then take off down the flowing water current in front of
you. Unfortunately, you can't follow him that way as the current is flowing
against you. Head towards the clam and then fall into the hole just to the
left of him. Follow the currents around until you reach the door breaking
blocks where you need to. Head inside the door and then jump out of the water
and over the ledge.
Move left past the lion's head fountain and get ready for some pinpoint
platforming. DO NOT FALL INTO THE WATER HERE! Otherwise it will keep taking
you back to the beginning of this platforming run. Go all the way to the left
until you come to the far wall. Don't take the far left current passage
instead take the one just before it that has the blocks on the bottom of it.
Break through the blocks and head down and talk to Kyosoruke the clam. The
boss door awaits, so save your game at the Mermaid Save to the right of the
clam. Enter the boss door and get ready for the fight.
(((DEMON PIXIE BOSS)))
This little one's on a flaming motorcycle and he's not going down without a
fight. Make him chase you around until his motorcycle stalls and the flame
burns out. Then sneak in for a quick spin attack. Repeat this again to get
your second hit on him. Now he'll begin dropping fireballs in his trail. Avoid
these while chasing the pixie around until his bike stalls again and you can
get in another hit. He's going to begin moving around a lot faster now so be
prepared to move quickly while dodging the fireballs he's dropping. You'll
also have to be quick about getting in your hit when his bike stalls as the
flame won't stay out for long and he'll be back up and running again. Get your
last hit the same way and he's done for. This boss was pretty easy overall.
You're rewarded with another Treasure Chest. World 2 is now complete.
(((DEMON PIXIE BOSS REMATCH)))
In this rematch you've got a water current to deal with not to mention the
fact that the Demon Pixie can move around on his motorcycle a little faster
now than before. The attack strategy is the same in this rematch as it was
during the first battle you had with him. Just avoid him until his motorcycle
stalls and then swoop in for a Spin Attack or Spin Thrust. You should take
this guy out in no time and be rewarded with a Red Jewel level marker for
Level 2-4.
*************************** WORLD 3 (TURTLE TROPICS) *************************
(LEVEL 3-1)
The first part of this level is auto-scrolling so the level moves along
whether you do or not. Try to stay near the right side of the screen and just
make sure you don't get caught behind any walls or blocks and you'll soon
reach the door. Save off at the Mermaid Save and get ready for some more
platforming. Climb your way up using the stone platforms. There's one twist.
Some of the platforms will disappear and reappear at random intervals. It
keeps things interesting, that and the demon surfers that will come flying
down at you. It might take a few tries, but you'll reach the door at the top
eventually. Enter the door and save off at the Mermaid Save. Now it's time to
hit the moving platforms.
There are also squids shooting bells at you to deal with. Did I forget to
mention that? Keep platforming your way to the left. If these squids are
giving you too much trouble you can always go to the ground and take them out
with a spin jump. At the other side of the moving platforms is a door. Head
inside. When you come out of the door there's a Mermaid Save up above you.
Save off and head to the left to speak to Kyorosuke the clam. He's going to
explain to you that a strong wind has blown in and it's going to make it more
difficult for you to proceed through the area. When the wind dies down a
little you can walk into it, but once the wind picks up, you'd better find
something to brace yourself against or the wind will carry you backwards in a
hurry. You're going to have to run in order to navigate the moving platforms
and reach the backstop in time before the wind picks up again. Timing is
everything here as you want to wait until the exact moment the wind dies down
to proceed.
Keep moving left until you reach the clam. Speak to him and you'll both be
blown to where the head of the giant turtle is located. The turtle will
explain that one of Ogura's children on a flying insect came and sprinkled
magic dust onto her three baby turtles and turned them into evil creatures who
do nothing but cause trouble. She kindly asks for your help in saving them
before it's too late. Now you're going to have to deal with the wind, the
moving platforms, AND the bell shooting squid. It just keeps getting better
and better. Luckily it's a short trip up to the Treasure Chest.
(LEVEL 3-2)
That help that you promised the giant mother turtle is about to begin with the
first of the three baby turtles. As you enter the level, you'll catch a quick
glimpse of the first evil turtle as he runs off. Talk to Kyorosuke the clam
and he'll basically send you on your way to locating the evil turtle and
returning him to normal form. Head up using the moving platforms and you'll
come to some water. You're going to get your first taste of the rotating
electric orbs. Navigate your way down through the squares and take out the
spitting squids until you come to a large group of blue blocks. Bust the
breakable blocks and make your way down to the lower-left corner where a door
resides. Head inside.
As you enter the room, you'll once again catch a quick glimpse of the evil
turtle scampering away. Speak to Kyosoruke the clam and then save your game.
Don't make the mistake of dropping off of the ledges here as it will take away
one of your hearts and send you back to the entry door of the room. You're
going to have to be careful navigating these platforms. Jump up to the top set
of ledges and watch out for the spitting squids and the falling log platforms.
You can only stand on them for a moment before they plummet to the ground,
with you along with them. Head all the way to the right and enter the door.
Head down into the water and save off at the Mermaid Save. Now you're going to
get a crash course in using the bouncy bubbles. If you touch these bubbles,
they'll send you bouncing off in the direction they were touched.
Try to get on top of them to bounce up to the next bubble and so on. This
might take a little practice, but you'll get it. Head in the door at the top
and when you come out, head back down into the water. Once again more bubbles,
but this time they're under water and you have the Octopi to deal with as
well. It's easier to just Spin Attack them and take them out of the picture.
Then swim up avoiding the bubbles and enter the door at the top. With the
currents in this room there is really only one way to go and that's up through
the narrow canal just above the door you came in from. You'll have to bounce
around the bubbles in order to carefully make your way to the little green
platform where the door is. Once there, head inside. Yay! There are more
squids and bubbles. As usual, you're going to have to work your way up using
the bubbles to bounce off of. Work your way up to the door and head inside.
The first thing you'll see is the evil turtle demon toggle a lever at the top
right of the room. That's where to head, but first hit the Mermaid Save
nearby. And once again.....(drumroll please)....more bubbles! Use the bubbles
on the left side of the room to get up and over the green ledge and switch the
lever. Now use a running jump to reach the door and head inside. At least the
bubbles are gone, but now there are more water currents to deal with. Just
basically swim around the currents and head for the lever in the bottom-left
corner of the room. Trip the lever and head into the door that opens above
you. There are 7 passages with currents running downward that you can take.
There are also doors at the bottoms of each passage. Only one will take you to
the next part of the level, the rest will simply take you back up to the door
at the top left of the room to start over again. The second passage from the
right is where you need to go first in order to go down and switch the lever
to open the door you need. Trip the lever and you'll see the door just on the
other side of the green wall open.
Now head through the door on your right and you'll end up at the top of the
room again. Now take the second passage from the left down and enter the door
on your right. This is the one you want to travel down where you'll find a
Mermaid Save and another door. Save your game and head inside the door. You'll
come out in the water again, so just swim jump up to the dry ground above and
talk to Kyosoruke the clam. As you're talking to the clam, the evil turtle
will see his brother poke his head out of the door and soon they'll both exit
through the door. Now it's your turn. Head inside the door. Bubbles and more
bubbles. And just to make it even more fun, there's wind that blows in both
directions to throw you off. This might take a little trial and error but the
Treasure Chest is in the upper-right corner of the room. Grab it and you're
done with this level.
(LEVEL 3-3)
When you enter this level, pay close attention to the radar above Kyosoruke
the clam's head. This tells you that two of the evil demon turtles are in the
near vicinity. You will have two colored arrows around you at all times. A
Blue Arrow and a Red Arrow. These will guide you to where the two evil turtle
demons are hiding in the level. Locate them by sticking with one colored arrow
at a time and Spin Attack them until they're down for the count and you can
capture them. Once you have both captured, go back and talk to Kyosoruke the
clam. Sadly, the third turtle demon appears through the door above you and
rescues his two captured brothers. Kyosoruke goes after them, so you should
follow right behind them. Enter the door above you and when you come out on
the other side, above you is a Mermaid Save. Use it and let's get to it.
Once again you've got the windmills to deal with, but you're first goal is to
break the blocks in the middle of the room and head right. Watch out for the
green Spinyfish. You can Spin Attack them fairly easily. Once you get over to
the right side of the room, there are flowing water currents everywhere. Go
with the currents and use the windmill to propel you further to the right to
yet another set of blocks that you'll have to break through. There are two
windmills this time, but they're fairly easy to get past. When you reach the
next set of blocks to break you'll see your next Treasure Chest. This one was
a short and easy level. Nice little break before you begin the next one.
(LEVEL 3-4)
Once again the radar pops up above Kyorosuke the clam's head when you enter
the level. He'll explain to you that the evil demon turtles don't show up
anywhere on the radar at the moment, but he gives you the radar to carry
around to locate the three demon turtle brothers and capture them once and for
all. Easier said than done, of course. The door to your right is locked right
now, so head up between the water currents. There's a door on a ledge on the
left side of the screen. Break the blocks to get to it and head on in. Your
radar will begin to beep loudly. This tells you that you're getting close to
one of the demon turtles. The faster the beeps, the closer to the turtle you
are getting.
As you come into the room, there's a Mermaid Save just to your right. Go ahead
and save now and head to the lower-right side of the room. He's hiding in the
bottom row of grass. Walk in and start your Spin Attacks to score a hit and
capture him. Now exit this room through the door you came in through and head
upwards and to the right using the platforms and bubbles to reach a door on a
short ledge above you. Just to your left, after you've entered the room, is
another Mermaid Save. It goes without saying that you always need to save when
you come into contact with these. Once again your radar is beeping. Use it as
your guide to locate the next demon turtle. If you go down into the water,
you'll notice that the current is keeping you from crossing over to the right
side of the room, but you can hear your radar beeping like crazy, so at least
you know that's where the turtle demon is hiding.
You're going to have to go the long way so head up and try to avoid the
spitting squids and disappearing platforms. Work your way to the top and then
to the right and then down. There are a lot of spikes here, so drop down from
platform to platform carefully. You'll find the second demon turtle in the
left-hand patch of grass. Spin him to capture him and then head back out of
the room through the door you came in through. Keep traveling upwards and
you'll quickly come to another door on your left. Ignore this door for now as
you can't complete it without the new move you need to learn. Keep going up to
the door at the very top of the room and head inside. Save off at the Mermaid
Save and then talk to the sea creature to learn the STAR GLIDE move. The
creature will send you through the door and give you a chance to try this new
move out. Head down into the water and up to the small platforms to use your
Glide move and reach the lever. Backtrack through the room and head back out
of the doors you came in on.
Now you can go back down and to the left to the door that you passed up
before. Glide your way to the top and then glide across the long jump between
the top two ledges to capture the final demon turtle. Leave this room and now
backtrack all the way to the bottom where you'll find Kyosoruke the clam
waiting. Talk to him and he'll turn the demon turtles back into their normal
little baby turtle forms. Ogura's child, riding on the insect, will come
flying in and he's not too happy. Kyosoruke the clam takes off after him
through the door to the right, and that's exactly where you need to go. Head
inside the door and glide across the chasm to the Mermaid Save. Now carefully
fall all the way down into the chasm, avoiding the spikes, where your next
Treasure Chest awaits you.
(LEVEL 3-5)
The first part of this level is yet another self-scrolling level. Take out the
Octopi and SpinningMantas and always try to stay near the front of the screen.
You'll also have to bust a few blocks. Just make sure you bust the blocks that
will break and not the ones that turn into the metal blocks. You'll soon reach
a door. Head inside and stop off at the Mermaid Save. Your new Glide move is
going to come in really handy here. The SeaSurfers are back as well. Platform
your way up using the platforms and then use the bubbles to reach the door.
Remember to always try to land on the top of the bubbles in order to get their
boost upward. Head inside the door.
You'll find a very happy mother turtle with her babies along with Kyosoruke
the clam. Save off at the Mermaid Save and get ready to head up the platforms
to the door above you. You'll see a locked door and a hot-air balloon. Time to
fly. Watch out for the Spikes, and also, hover near the falling boulder to
make it fall. If you try to go under this, it will fall and crash on top of
you and your balloon. Fly over to the door and head inside. On a ledge to the
left is a Mermaid Save. Use it and then glide your way all the way down to the
bottom of the room, carefully avoiding all of the bubbles. Save off at the
Mermaid Save and then speak to Kyosoruke the clam. As you can surely see, the
boss door is right in front of you. Head on in and get ready to take that bad
boy down.
(((INSECT RIDER BOSS)))
Swim over to the right side of the screen to avoid the green spine and the
windmills and follow the narrow passageways to the boss. The boss should look
familiar as it's the same Ogura's child riding on the back of an insect that's
been causing all of the trouble with the turtles. Time to take him down once
and for all. Keep moving back and forth on the ground as his first attack is a
drive straight down into the ground in a drilling motion. As soon as he's on
the ground, jump on top of him with a spin attack. Use the same pattern the
second time and score yet another hit. For the third wave, he'll fly around
super-fast dropping magic dust down towards you. If the dust touches you, it
will make you dizzy and the boss will then dive down right on top of you.
Avoid the dust and wait until he drives down to the ground again in a drilling
motion and then spin attack him quickly. For his fourth attack, he'll drop a
fireball that will quickly spread out along the ground. Jump up and glide in
the air to avoid this attack. When he dives down again, spin attack to get
your fourth hit on him. For the fifth attack, the magic dust is back. Avoid it
at all costs. He'll also drop another fireball as well, so stay away from that
using the glide move again. Now for his final attack, he'll swoop down in a
flying motion and try to hit you. Either run away from him or jump over him as
he swoops in. When he finally lands, take him out with one final spin attack.
He's done and you'll be rewarded with another Treasure Chest.
(((INSECT RIDER BOSS REMATCH)))
This Boss Fight Rematch plays out exactly as it did the first time around. As
with most rematches, the speed of the Boss is a little faster, but this
rematch was pretty easy if you follow the strategy listed above for the first
fight. Now that you have the Double-Jump it's quite easy to avoid the fire
that he drops onto the ground. Take this bug out and you're rewarded with the
Red Jewel level marker for Level 3-5.
*************************** WORLD 4 (ARCTIC ANTICS) **************************
(LEVEL 4-1)
It's time to chill. Literally. You're in the frozen arctic now and that means
that most ledges will be frozen and it will be difficult to start and stop
Stafi. Not to mention all of the new enemies you'll encounter in this world.
Get ready. Head to the left across the platforms, or walk on the ice below if
you're not interested in picking up all of the star bubbles and you'll come to
a place where you can go up or down. You'll also notice the Evil Penguins
running around. A simple Spin Attack will take them out. Use your glide move
to help you navigate the ice ledges that will fall when you step on them. Head
up if you're collecting star bubbles, otherwise, head down and across the pits
with the ice spikes in them. Make your way up and to the right across the icy
ledges and head inside the door.
Make your way across the icy ledges and you'll come to some more doors. There
are three doors in this room. TOP, MIDDLE, and BOTTOM. The MIDDLE and TOP
doors have cats guarding them inside and they won't let you pass so head down
to the BOTTOM door that's under water. Head inside and speak to Kyosoruke the
clam who's talking to one of the cats. The cat will explain that he and his
two brothers were attacked by one of Ogura's children. Now they've become
separated and he needs you to deliver messages to each of them that he has in
envelopes. Head back out the way you came in and exit the room. The two cats
you need to deliver messages to are behind the TOP and MIDDLE doors. Head in
the MIDDLE door and this time the cat isn't there to block your path. Save off
at the Mermaid Save and head on up to the door.
Head inside and move to the right along the top section of icy ledges. You can
head down into the first narrow passage and score some serious star bubbles,
or continue on across the bubbling pool of water. Watch out for the icicles
that will fall from the ceiling. Keep heading right and soon you'll come to a
door. Head inside and travel down to where the little cat is hiding in the
lower-right corner of the room. Speak to him and Stafi will give him the
message from his brother. He'll then give you a reply in a Pink Envelope that
you need to take back to his brother. Time to backtrack to the room with the
TOP, BOTTOM, and MIDDLE doors again. Just basically travel back to the left
the way you came in. When you come out of the MIDDLE door, a cat will now
appear over it and it will become locked. One down, one to go. Now head to the
TOP door and go on inside.
Travel around to the other door on the other side of the room and save off at
the Mermaid Save. Now head into the left door. Guess what time it is? Hot-air
Balloon time! Hop on and start your climb to the top. Watch out for the
Torpedo Fish as they'll shoot out from the side walls at you. Fake them out
and then wait until they shoot by to continue your ascent. You should know by
now to watch out for the spikes so I won't continue to pound it into your
brain. Land on the top ledge and head inside the door. You'll see a large
group of ice blocks that are easily broken. Break them apart and deliver the
Pink Envelope to the remaining cat. He'll in turn hand you a reply in a Yellow
Envelope. Now it's time to backtrack to the room where you came across
Kyosoruke the clam and the cat who gave you the original envelopes to deliver.
Exit the room and instead of falling all the way back to the bottom you can
just as easily use the door on your right.
This will bring you back to the bottom and now head for the left door. Head in
and around to the other door on the right side of the room. Now when you exit
this door, a cat will appear above it as well. Head back down into the water
below to the submerged door and go on in. Time to deliver the messages to the
cat. He's thrilled that you brought messages from his brothers and quickly
opens the door behind him for you. Head on in. Head up to the top ledges and
make your way across to the next Treasure Chest.
(LEVEL 4-2)
As you get ready to enter this level, you'll notice a strange bird flying
below you. More on this later. You'll be seeing pink on this level. And there
are some falling icicles to deal with, but first speak to Kyosoruke the clam.
All you have to do to avoid the falling icicles is use your run move. Head
inside the door on the right side of the room. There are more Electric Orbs
floating around ledges in here, so keep an eye on those as well. Work your way
all the way down and head inside the door down there. First thing to do here
is save at the Mermaid Save. There are three doors in this room. One on both
sides of the top ledges and one on the bottom. There's also a neat little
Flying Shark to deal with as well up top. The bottom door won't do you any
good yet, as you have to learn a new move first. Head into the door on the far
left side of the room on the upper ledge.
Platform your way all the way to the top where the door is located. Head
inside. In here, watch out for the moving spikes along the floor. You can
either duck under them or jump them. Head all the way to the left side of the
room and enter the door there. When you come out in the next room, save off at
the Mermaid Save and then speak to Kyosoruke the clam. Those bizarre looking
floating fish will come in quite handy in this level. Jump on top of them and
then bounce on them three times. The third bounce will send you rocketing high
into the air. Use these to make your way up to the door in the upper-left
corner of the room. Head inside. You'll see two doors here. One tucked away up
inside the pink blocks and one on the left side of the room. Take the one up
in the blocks first. You're going to meet up with an interesting looking duck
with a motorcycle helmet on. Speak to him. He's going to give you a crash
course on a new vehicle. It's actually a SharkSnake that you can ride through
the fiery hot lava. But first you have to prove to him that you can handle it.
He'll give you a short test ride where you'll have some obstacles to deal
with. You can use the "A" button to jump, which you'll have to do in order to
avoid falling through the holes in the fiery lava as well as avoid the
Sawblade Carts. If you can safely reach the other side of the fiery lava pit
where he's waiting, he'll hand the keys to the SharkSnake over to you for
keeps. Head back out the door you came in through and this time head in the
door off to the far left of the room that you passed up before. Save off at
the Mermaid Save and platform up to where Kyosoruke the clam is hiding. Speak
to him and he'll tell you that you're about to put that SharkSnake to good
use. Hop on it and get going.
You'll come to a door that's just above you. Jump up and enter the door. Head
over to the far right side of the room and save off at the Mermaid Save. You
can't get up to the ledges above you so head back to the left and down into
the water. There are a lot of projectile-throwing enemies down here so be
careful. Make your way to the right side where a door sits above you. Head
inside. Here we go again with the Bouncy Blowfish. As you did before, jump on
them three times to get a high boost into the air. At the top is another
Treasure Chest.
* Don't forget to go back and replay this level after you've beaten the game
and go through the Vehicle training again and this will upgrade the vehicle
and open up more Bonus levels that require this Vehicle.
(LEVEL 4-3)
We've gone from pink to yellow. Not much to this first room as you just
basically bust the yellow blocks and work your way around to Kyosoruke the
clam. Speak to him and he'll introduce you to a beautiful fish holding an
umbrella. Head left and down and watch out for the Speedy Squids and the
IceCube Fish. You'll also finally see some push blocks again, but you should
know what to do with these by now. Continue pushing the blocks and moving to
the right side of the room where there is a door. Head inside. When you come
outside, you'll be surrounded by a group of circling frogs. Wait until they
come in towards you and use a spin attack to take all three out. Head downward
and speak to Kyosoruke.
You'll also notice two gorgeous Feather Fish gazing into each other's eyes.
After a bit of conversation, the fish will move on and now you need to head up
to the top-left corner of the room and push up through the blocks to reach a
Mermaid Save. Now after saving, head back down. You'll see two doors down
here. One up against the far left wall and one just to the right of it on the
other side of an ice wall. If you want to grab star bubbles, head in the right
door on the other side of the ice wall first and get ready to take another
Hot-Air Balloon ride. If you're not collecting star bubbles, skip this and
head into the door on the far left wall. Work your way around the maze until
you get to the top of the room. You'll come to a door to your left and that's
where you need to go. Head inside and once again the Umbrella Fish and
Kyosoruke the clam are waiting to speak to you. You'll also notice that one of
the Rainbow Fish is also there.
It seems that the mate of the Rainbow Fish has gone missing and they need you
to locate him. The door in between the group is locked, so head on over to the
far left, save off at the Mermaid Save, and then head on inside the door to
your left. Time for yet another Hot-Air Balloon ride. The only difference is
that this ride has a catch. You'll notice a countdown ticking away above your
balloon. You've got a time limit on this ride so don't waste any time on this
one. Actually, you've got plenty of time to reach the goal at the top, so
don't go so fast that you keep losing health points. When you reach the goal,
you'll locate the missing Rainbow Fish and he'll be returned to his beautiful
mate. The door in between all of them will now be opened. Head inside the door
and get set to ride the balloon again. There's a Torpedo Fish and a moving
Spike Block, but the trip up to the Treasure Chest is a piece of cake.
(LEVEL 4-4)
Here's another new color. Purple! When you first come into the room, talk to
Kyosoruke the clam. Something has gotten him all scared and he runs off.
Proceed left and watch out for falling icicles and Angry Penguins. Make your
way around and down to the door. Head inside and follow the descending
platforms downward. If you fall into the water below, you'll have to swim all
the way around the room and start over again. Be careful of the falling ledges
and spikes and you should be fine. Head right and then carefully make your way
back to the right until you come to a door in the middle left side of the
room. Head inside and you'll come out in another hot spring.
Save off at the Mermaid Save below you and then head all the way across to the
right side of the room on the top ledge. Use Stafi's Run move to get under the
falling icicles. Slowly and carefully make your way down the small ledges and
then head all the way back to the left to the door. When you come out in this
room, you'll see it snowing and Kyosoruke the clam hiding in the ice in front
of you. Talk to him and then Spin Attack the Demon Statue behind him. This
will burn up all of the ice blocks and allow you to continue on to the right.
Platform your way up and you'll come to more ice blocks and two more statues.
Spin Attack the first statue you come to and it will burn up the blocks and
make the other statue fall down facing the next set of ice blocks. Stand on
top of the second statue and Spin Attack to avoid being burned when it
destroys the ice blocks in front of it.
Proceed left to the set of 3 statues and burn all of the ice blocks in front
of each of them. Now make your way up to the top and head to the right where
there are more ice blocks and statues to play with. There's a Mermaid Save on
the middle of the far right wall. Head over to the left wall and you'll see
two doors. One on top and one on bottom. Take the bottom one first. Now here's
another snowy room with more ice blocks and statues. Spin all of the statues
you can in this room and then head down to the bottom of the room where you'll
find two doors. One is in the middle of the bottom row and the other is at the
far left end. They will both take you to the same room, just on different
levels.
If you take the middle door, you'll come out in the other room on the second
ledge and if you take the far left door it will bring you out in the room on
the lower ledge. You'll need to go into the far left door first in order to
open a path up when you go back and take the middle door. Head to the far left
door and go on inside. See those ice blocks above you as you walk to the left.
Spin that statue to eliminate those blocks and then platform up to the top to
the Mermaid Save and save your game. Now backtrack all the way down and back
to the right to the door you came into the room through and head back into the
previous room. NOW it's time to take that middle door that the ice blocks that
were blocking the path are now melted.
Head in the middle door, spin the frogs that appear when you enter the room,
and head to the left. Be sure to watch out for the Electric Orbs spinning
around some of the ledges. Head all the way to the top and spin the statue on
the very top ledge. Now head back down the way you came and exit out the door
you came in through. Head back to the far left door that you were in a little
while ago and head inside again. Work your way to the top and spin attack the
statue and head into the newly accessible door. See that above you. Yep, it's
the next Treasure Chest so head on up, spin the statue and grab the chest.
(LEVEL 4-5)
The one thing that you can say about World 4 is that it keeps the background
colors interesting. This time you get a pretty light blue color. Spin the fish
and proceed to the left. You'll come upon Kyosoruke the clam and another one
of Ogura's children having a discussion. All of a sudden Ogura's child sprays
ice on Kyosoruke the clam and freezes him solid and then floats away. Follow
after him. When you reach the top, you'll run into the three cats you helped
out before. They send you back down to get Kyosoruke the clam and push him all
the way up to where they are so they can unfreeze him. This is harder than it
sounds. Once you get Kyosoruke the clam up to the cats, they'll take him with
them to get him fixed up. Proceed to the right door and head inside. Once
inside this room, swim up and out of the hot springs and you'll see your
frozen clam buddy with the cats.
Walk down the steps and save off at the Mermaid Save and then head back up to
where the cats are located. You'll now see a group of Sea Monkeys bathing in a
pool of green water along with a locked door to your far left. The Sea
Monkey's water has gone cold and needs to be heated up if they are to help you
unfreeze Kyosoruke. For now, head down into the water and to the open door
below you. In this room you'll find a bunch of Fire Statues again. Time to
melt some blocks. But there's also a bonus in this room. Now instead of just
Fire Statues, you'll also find some Ice Statues that shoot out a spray that
freezes anything it touches instantly. On the left side of the room are the
Ice Statues and a door and on the right side of the room there are Fire
Statues and a door. There's also a door at the bottom of the room at the end
of a long and winding set of ice passages, but you can't get to that door just
yet. Take the right door first.
In this room you have to wind your way around a series of passages using the
various types of statues to freeze enemies and burn ice blocks. It's pretty
standard stuff so make your way around and soon you'll come to Ogura's child
along with two new sea creatures. Ogura's child tries to burn them but it only
angers them and pretty soon they're both ablaze with fire. This might just
come in handy, don't you think? You'll be taken back to the room you were in
previously and now it's time to head over to the left side of the room where
the Ice Statues are. Use the statues to freeze the moving enemies and now you
can jump on their frozen backs in order to platform your way up to the door.
Keep in mind, they only stay frozen for a few seconds, so hurry up. Now you'll
come out into a snowy room where you're going to get to put those Ice Statues
to use again, freezing enemies in order to platform your way up. At the far
left side of the room, there is a Mermaid Save. Save off and then head down to
find Ogura's child once again as he tries to freeze the sea creatures again,
but only angers these creatures and they both become ablaze with fire.
Once again you're taken back to the previous room. Head down through the
middle of the room through the very narrow icy passages until you come to a
Fire Statue. Spin attack it to melt the ledge the statue above it is sitting
on and the statue will fall down a few inches. Now head back up to that statue
and melt the blocks that are standing in your way of the door in the middle of
the room. Head into this door and you'll see the familiar ice blocks and
statues again. Melt the blocks that lead down to the Mermaid Save and save
your game. Use the statues to melt all of the blocks and then head back up a
little ways and all the way down the far right side of the room. As in
previous encounters with Ogura's child, he's once again trying to destroy
these sea creatures, this time using both fire and ice. Once again, neither
works and pretty soon both creatures are blazing away in anger.
Head back to the door you came in on, which is in the upper portion of the
middle part of the room. Return to the Sea Monkeys and they'll jump out to
where the cats can toss in Kyosoruke the clam for a little thawing session. It
seems the water was a little too hot for Kyosoruke, but at least he's not an
ice cube anymore. He leaves off to the right and that's where you need to
head, to the door that's now unlocked. Head inside and off to the left is a
Mermaid Save. Use it and head to the right.
This room will require more of the same in using the fire and ice statues to
maneuver around the room. Use the first Fire Statue to release the floating
spiny crab. Now you can't use the Ice Statue right next to the crab to freeze
him as you can't reach the ledge that way. Instead, walk over to the right and
use that Ice Statue to freeze the crab above you and float from on top of him
over to the ledge you couldn't reach before. Now you can freeze the crab from
before to reach the ledge on the left side of the room. It's basically this
same way all the way around the room. Use the Fire Statues to melt the crabs
and then use the Ice Statues to carefully freeze them into places where you
need to use them as a ledge. It's pretty easy once you get the hang of it.
Once you reach the Boss Door, speak to Kyosoruke the clam and get ready to
take on the next boss. When you enter the Boss Door, there is a Mermaid Save
just to your left. Proceed to the right and you'll come into contact with
Ogura's child. He'll try to attack you with his fire and ice spray, but it
doesn't affect you. So now he brings out the big guns. He turns himself into a
Sea Dragon that can instantly change from a Fire Dragon to an Ice Dragon and
back again. This should be an interesting boss fight. Let's get to it.
(((FIRE/ICE SEA DRAGON BOSS)))
Now this one is a bit trickier than in previous boss fights. If the Sea Dragon
is in ICE form, you must use a FIRE statue in order to injure it. If the Sea
Dragon is in FIRE form, then you must freeze it with one of the ICE statues.
As an added bonus, the dragon will spin around at random intervals and shoot
out fire and ice balls that spin around the screen. These must also be
avoided, as well as the Sea Dragon itself. It's easier to use the ICE and FIRE
statues at the top of the screen. Get close to the statue that you need and
then drop down a little bit until the Sea Dragon stops spinning and launching
attack balls and quickly swim back up to the statue and get in your attack.
Quickly get away and head to the other side of the screen. During the last two
hits, the Dragon will sometimes change forms while spinning his attack balls
out. If you're on the wrong statue, get out of there and setup again. It's
basically a guessing game for these last two hits, but it's not too difficult
to catch the Sea Dragon off guard.
(((FIRE/ICE SEA DRAGON BOSS REMATCH)))
This rematch is pretty easy as long as you can avoid the Fire and Ice Balls
the Sea Dragon spins out at you. The best way to do this is to get as far away
from the Sea Dragon as you can, the opposite corner is a good place, and then
swim toward the Sea Dragon in between the Balls that spin out at you. They
spin from the Dragon and outward so once you get inside the circle of Balls
you're safe. Now quickly head to the set of Statues and get either directly
above them or below them. If you Spin them in the middle, both Fire and Ice
statues will fire thus assuring a hit on the Sea Dragon. Just keep moving from
corner to corner and you'll soon take this annoying Sea Dragon out for the
last time. You're rewarded with the Red Jewel level marker for Level 4-5.
************************** WORLD 5 (FOUNTAIN FOREST) *************************
(LEVEL 5-1)
Although there is plenty of bark to make this forest level stand out, there's
just as much water as ever. This first room is pretty basic, it's more of a
"locate the door" challenge than anything. Use the water to launch on top of
the very narrow wood ledges and make your way to the right side of the room.
When you reach the right side of the room, drop on down and save off at the
Mermaid Save. Time to head off to the right where you'll find a door. Head
inside.
Now you're up in the branches and you've got bats to deal with. There's also
another new enemy and this one wears a skull over its body for protection.
When you spin off the skull, you still have to Spin Attack the animal to take
him out. Platform your way upwards until you reach Kyosoruke the clam hiding.
He'll show you the crustacean who's staring across the pond at his sweetheart
unable to reach her because one of Ogura's children has used a whale to drain
the pond and then put a cork in the spring hole at the bottom to keep it from
filling up again.
Now the two loving crustaceans can't reach one another and guess who got
elected to help. Drop down into the bottom of the empty pool and enter the
door there. When you enter the room, platform your way up to the top and save
off at the Mermaid Save. Then continue on over the left edge and back down
towards the bottom. Watch out for the swarm of bats and make your way all the
way down to the door. Head inside the door and there you'll see the cork that
Ogura's child has plugged the spring hole with. Spin it three times and the
water level will return to normal.
Go back in the door you came in through and swim your way back up to the top
and around and down to the door you came in through. Head up and over to the
far right side of the room. Drop down and you'll run into the crustacean love
birds. Talk to Kyorosuke the clam and the two happy crustaceans and then head
into the door to your left. There's a Mermaid Save in front of you. Use it and
then head to the right and you'll run into some more ledges to platform
across. Keep in mind that if you fall here, you will have to restart the room
where you came in and lose one of your health points each time it happens.
Just stay at the top and then jump across the ledges and acorns until you
reach the Treasure Chest. Now that was an easy level indeed.
(LEVEL 5-2)
Use your glide move to work your way up the inside of the tree until you reach
the first door. Since you can't go any higher for now, head on inside the
door. When you enter the next room you'll see Kyosoruke the clam and a Cat
Ninja in front of you. Speak to the clam and then head over to the left side
of the room to save off at the Mermaid Save. It's now time to head down into
the water.
Now you're going to run into a completely new type of danger. There are
turning Spike Strips strung throughout the underwater bottom down here so be
careful. It makes it even more challenging because these Spike Strips can
change their spin direction at any moment. Work your way down, to the right,
and then up to the door in the upper-right corner of the room. Head inside. In
the next room you'll see Kyosoruke the clam hiding. Speak to him and head
down. There are a lot of dangers in this room and they're pretty much all
working against you. The water currents can easily push you into harm's way,
and there are Spike Balls and Spike Strips strung all over this room. Swim
down and to the left a little ways until you come to the second Spike Strip.
Now swim up and into the crevice at the top. You'll see the cat's missing bell
collar. Grab it and then continue to the left and up. Now head off to the
right to return to where Kyosoruke the clam is. Speak to him and he'll send
you to another part of the level. Go directly up and to the right you'll see
Kyosoruke the clam and the Cat Ninja. Speak to both of them and they'll reward
you with a new move. You can now perform a DOUBLE JUMP. Head into the door
behind the cat and get ready to put that new Double Jump move to use. Double
Jump your way up to find a Mermaid Save. Save off and continue moving upward.
You'll have to use your Running Jump in addition to the Double Jump in order
to reach some of the higher ledges in this section. When you reach the top
you'll once again see Kyosoruke the clam and the Cat Ninja waiting for you.
Speak to both of them and then head inside the door behind the cat. When you
enter the next room, you'll see the Cat Ninja along with a Mermaid Save. Speak
to the Cat Ninja and then save your game. Double Jump up and into the pools of
water. Keep working your way to the left and then start heading up when you
reach the far left side of the room. Shoot up out of the pools of water to get
a boost and then use your Double Jump to reach the next pool of water. Once
you move up near the top, start heading back to the right.
You'll soon come to a door. Head inside. When you come out on the other side
of the door, you'll see that it's gotten a little dark outside. There's a
Mermaid Save right in front of you so save off and then speak to Kyosoruke the
clam. You'll see a green leaf floating down toward you. Using the tiny ledges
on the sides of the room, double jump onto the floating leaves and work you
way up to the top of this room. Watch out, because the leaves will sometimes
just disappear into thin air. You can also use your Glide move to make it a
little easier to time the jumps onto the leaves. Once you reach the top, grab
the Treasure Chest.
(LEVEL 5-3)
Well you'll start this level doing the same thing you left the last level
doing. Double Jumping your way up the floating leaves. You'll have to deal
with the Skull Beetles and Bats, but just keep using your new Double Jump move
to work your way up the leaves to the door at the top right. Head into the
door and you'll see Kyosoruke the clam along with a Mermaid Save. Speak to the
clam and then save your game. You'll also notice a locked door above you, but
it's of no use. It's the door you'll come back in on if you go into the wrong
door in this next section. You have to swim down to the very bottom of this
room in order to get enough of a flowing start up the current on the right
side of the room to rocket up to the top door outside. If you swim over to the
current on the right side of the room, it will rocket you up to a door. If
it's not the top door, you'll simply enter the door and come back out at the
top near where Kyosoruke is and have to start swimming down again.
When you reach the very bottom, swim into the current at the right side of the
room and get ready for the ride up to the door. Head into the door and you'll
see a Mermaid Save. Quickly jump up and save your game, as this is another one
of those "auto-scrolling" levels. You have to move quickly to get through this
one alive. When you hit the water part of the level, simply swim down, head to
the right, and back up to the door there. Head inside the door and you'll meet
one of the Mining Beavers. He'll teach you how to spin into the bombs to
ignite their fuse. Then get out of the way until they explode. You're going to
need this little move to get through this next part of the level. You can also
push the bombs to where you need them to explode. If you use up your bombs and
can't get through, you'll have to swim back up and talk to the Beaver again
and he'll reset the room and you'll have a fresh set of bombs again. Always
place a bomb to blow up boxes that house another bomb. Don't leave a bomb
stuck in the boxes where you can't reach it to ignite it.
When you reach the door at the bottom, head inside. You'll come out in a small
pool of water. Jump up and head over to the Mermaid Save and save off your
game. Then speak to Kyosoruke the clam and the Tree Hermit. Once you've spoken
to them, they'll open the locked door for you. Head inside. Kyosoruke the clam
is waiting inside. Speak to him and he'll tell you that you have to spin into
the fruit in a specific sequence in order to open the door. Spin into the
fruit in this order to open the locked door. When the doors open head on in
and spin into the fruit in the order listed below. The three doors are listed
below in the order in which you'll come to them, beginning with the door with
the Banana sign next to it.
BANANA DOOR: (Banana - Eggplant - Watermelon - Pumpkin)
WATERMELON DOOR: (Watermelon - Orange - Zuchini - Apple)
LAST DOOR: (Water - Clam - Squid - Pumpkin)
When you come out of the last door, you'll see a Bee Hive pulsating above you.
Grab it and head through the door to your right. You can now return the Bee
Hive to the Tree Hermit. He'll eat the honey and get the boost of energy he
needs to karate chop the tree that's blocking your path. Head off to the right
and you'll come to a door. Head inside. When you come out, you'll see a
Mermaid Save above you. Double Jump up and save your game and continue heading
to the right. Work your way around busting and pushing blocks until you reach
the four doors at the bottom of the level. Head into the "SECOND DOOR FROM THE
LEFT" to come out of the far right doorway. Now head to the right and up to
the Treasure Chest.
(LEVEL 5-4)
When you begin this level, you'll see Kyosoruke the clam hiding. First speak
to him and then head down through the Blah-Bermouths. Also watch out for the
water currents as they'll easily carry you into the Sea Barb plants. Time your
swims to shoot past them before they shoot out and sting you. Work your way
around and up to the door. Head inside. There's a pool of water in front of
you when you come out and there's also a Mermaid Save just below you. Save off
and head straight down. You'll have to wiggle through the currents. Use a
downward-moving current to shoot you through the last current blocking the
door at the bottom. Head inside the door.
As usual, Kyosoruke the clam is waiting for you. Speak to him and then head
off to the right and save off at the Mermaid Save. Watch the Spinning Spikes
and look for two Black Blocks. One is in the upper-left corner of the room and
the other is in the lower-right corner. Spin into one of the blocks which will
ignite it and then quickly head for the other block and ignite it. If you're
fast enough, both blocks will be ignited and they will turn off the current
that's keeping you from entering the door in the upper-right corner of the
room. Head inside this door. When you come out, you'll see flowing water
currents all over the room. Head up and to the right to the door on the other
side of this section. When you come out, you'll see a picture of a little
Doll.
Speak to the doll and then spin into the bomb to your left to blow up the
blocks and then continue on down. If you're collecting pearls, you can bomb
the left side blocks, but if not, head to the right side blocks and begin
bombing your way down. At the bottom you'll find a door. Head inside. This
room features a strong current flowing from right to left just above you. Head
over to the right side of this area and then swim up through the current until
it carries you to the door in the middle. Head inside the door and save off at
the Mermaid Save. Kyosoruke the clam is hiding over at the right side of the
room. Speak to him and then head up. Bust the blocks and push the twigs over
and work your way around the passages to the door. Head inside the door and
then move along to the right and speak to the Beaver. He's trying to build a
dam, but he needs more twigs. Now you get to swim around the room and pick up
the loose twigs and bring them to the Beaver to use on his dam.
When you get 4 twigs, it will produce a Bundle of Twigs that you'll have to
push around the room and back up to the Beaver. Collect 4 more twigs and
produce a second bundle and carry it back up to the Beaver. He'll be so happy
that he'll dig you out a passage to a new door. Head inside this new door and
then save off in the next room at the Mermaid Save. Speak to Kyosoruke the
clam and get ready for a challenge. There's a timer at the top of the far
right side passage in this room. Swim up to it and spin into it. This will
stop the current flowing for only a short amount of time so don't waste any
time swimming back down, to the left, and then up through the spot where the
current was originally flowing. There's a door here, so head inside. It's
vehicle time.
Are you ready to go for a ride? You can pick up some serious pearls in this
one, but you'll have to avoid the Spinys that come jumping out of the water.
Not much to it really. When you reach the end, you'll come out of the same
door you came in through. Head to the left and down and you'll come to another
timer. Spin into it and then hurry down and around the passage to the next
timer. Watch out for the Blah-Bermouths again. Keep swimming to the timers and
spinning them until you reach the Treasure Chest.
(LEVEL 5-5)
Back to the floating leaves again. You'll have to deal with the Skull Beetles
as well. Platform your way up to the first door on the right side in a pool of
water. Head inside and swim up to speak to another one of Ogura's children.
He'll show you his water-sucking fish as it drains all of the water from the
room. Drop down and speak to Kyosoruke the clam and HadeHirari, whose now
become a fish out of water. She doesn't look so good and needs the water
returned.
Work your way down to the bottom of the room where you'll find a door in a
small pool of what's left of the water in the room. In the next room, you'll
immediately see Kyosoruke the clam. Speak to him and then head down. You're
going to get to use the water current timers again. Spin into them and then
quickly head for the next one before the current starts flowing again. Work
your way around from timer to timer, but watch out for the Spike Strips. When
you reach the door in the upper-right corner of the room, head inside. You'll
come out in the same room from which Ogura's child drained the water and
you'll see a cork in the ground along with a Mermaid Save.
Save your game off and then spin into the cork three times to pull it out and
let the water back into the room. Now swim straight up to find Kyosoruke and
HadeHirari. You'll see that Hade is happy that the water is back inside the
room. Now swim a little left, up, and then to the right to reach a previously
unreachable door. Head inside. When you come into the next room, you'll see an
agitated Ogura's child who's not terribly happy that you were able to refill
the room with water. There is a colored Bug Sign in the middle of this room.
You can only spin into the enemies that match the color of this sign. If the
sign is BLUE, you must only spin into BLUE enemies. If you spin into the wrong
color of enemy, you'll have to start all over.
Once all of the like-colored bugs are destroyed, the sign will change colors
and you'll have to spin into bugs of that color. Do this until all enemies in
this room are defeated and the door in the upper-left corner of the room will
unlock. Travel up to it and head inside. When you come out in this room,
you'll see a locked door to your left and a Mermaid Save. Save off your game
and then head to the left to the Hot-Air Balloon. Fly your way up, to the
right, and then down to a set of doors. Be careful of the spikes and any
enemies along the way.
Head inside the right door that's unlocked. This will bring you back
underground with a pool of water to your left. Swim down and find Kyosoruke
the clam along with a fish that's imprisoned in a jail cell. Swim by the cell
and you'll run into Ogura's child again. He'll angrily swim up and you're
going to have to use these currents to follow him. There's a locked door in
the upper-right corner, so you're going to have to spin into Ogura's Child in
order to get her to drop the key. Once you have the key you're going to have
to play a game of "keep away" from Ogura's Child. And she's going to chase you
all over the room so you'd better keep moving. You have to hold onto the key
for 20 seconds. If you can keep the key until the countdown reaches "0" then
Ogura's Child will get mad and run away through the locked door in the upper-
right corner of the room.
Now head back down to the cage and free the fish. Everyone's happy that the
fish is now free, so take the key and head up to the door that Ogura's child
fled to and head on inside. There's a Mermaid Save as you come into this room.
Save off and head to the right for some serious platforming. Make your way up
using the pools of water and floating leaves until you reach the platform at
the top. Break the blocks and get on top of the platform and make your way
back to the left to a door. Head inside. This room features two more of the
"Ignite Boxes" that need to be ignited in order to stop the current that's
blocking the boss door in this room. One block is straight above you, and the
other one is on the other side of the room at the top.
Platform your way up and spin to ignite the box and then quickly head down and
around to the other side of the room. Quickly platform your way up to the
second ignite box and spin into it. If you're fast enough, the current will be
gone and now you can swim up and speak to Kyosoruke the clam. Now head down
and save your game at the Mermaid Save and then head back up to the boss door.
It's boss fight time!
(((SUCKER SANDFISH BOSS)))
Work your way through the Grub Worm Jumpers and then up through the swirling
sand. The Sand Fish will borrow into the sand and move around the room. You
can see the eyes of the fish as it moves around. When the fish dives towards
you, move out of the way and spin Ogura's Child who's hanging onto the fish.
If you are hit by the fish or swallowed up by it, you will lose a health point
from your meter, so be sure you have a clean shot at the tail end of the fish
before you strike. After the fish has taken two hits, it will begin sucking in
water which will create currents, so you'll have to swim as fast as you can
against these currents to keep from getting swallowed by the fish. It will
then split into two separate fish. Only one is the real fish with Ogura's
Child on it. Locate the right one and spin into the tail of the fish. For the
final run of the fish, it will split into three separate fish. Much like
before, avoid all three until you locate the fish with Ogura's Child on it and
spin the tail for the final hit. That's all there is to it.
(((SUCKER SANDFISH BOSS REMATCH)))
This rematch is a bit faster paced so move quickly. All of the attack
strategies from above work just the same during this rematch. You'll just have
to be quicker in getting to the tail of the SandFish if you want to Spin
Attack Ogura's minion before it dives into the sand on the opposite wall. You
can also use your Spin Thrust to move away from the currents the SandFish
creates while it's hiding inside the wall. Take this bad guy out and you'll be
rewarded with a Red Jewel level marker for Level 5-5.
************************** WORLD 6 (TREE TRUNK CAVE) *************************
(LEVEL 6-1)
You'll see small trees that have hunks of meat hanging from their branches. If
you spin these trees, it will knock one of these hunks of meat off and you can
use these hunks of meat to keep the Piranha Fish busy while you dive into the
water where they reside. Work your way to the right and speak to Kyosoruke the
clam. He'll tell you about the Cave Troll that's causing all of the problems.
Continue right and head inside the door. Now make your way to the right, using
the trees and hunks of meat to keep the Piranha Fish busy. Save your game at
the Mermaid Save and head inside the door on the right side of the room.
Here's another room where you'll have to spin the trees to knock off hunks of
meat in order to make your way down into the water and around the passages to
the door. The door is located in the bottom-right corner of the room. Head
inside the door and QUICKLY move down and up into the little pocket where the
tree is at. Spin off some meat into the water and then proceed around to the
left side of the room. Now swim up and speak to Kyosoruke the clam. The Cave
Troll is also there with him. The troll will explain his dilemma and now you
can continue on to the left to where the tree is sitting by itself.
Spin some meat into the water and then head down and to the right to an
opening that will reveal yet another tree sitting on a platform. Jump over to
the tree and spin some meat into the water. Now head straight down and into
another pocket where you'll find a Mermaid Save and a door. Save your game and
then head into the door. It's time to ride the Hot-Air Balloon again. Fly your
way up past the first Torpedo Fish and instead of continuing upward, there's a
passage off to the right just above this first Torpedo Fish. Head to the right
and down the passage. Watch out for the little Spike Balls and keep going
until you reach a little area with two doors. One door is locked, so head into
the open door.
In this room you're going to find a lot of blue Triangle Locks. In fact, just
about everything in this room is locked up when you first enter it. Head off
to the left and follow the meat trees. Knock meat into the water at each tree
and continue on to the left and then down into the water. Swim down, to the
right, and back up to the surface until you come to a Mermaid Save. Save your
game off and then continue on to the right where you'll run into Kyosoruke the
clam, the Troll, and the Blue FeatherFish. Speak to them and the whole room
will begin to shake. Rocks will come falling on top of everyone, and all of a
sudden, a key will fall on top of the giant troll's head. That's the key you
need to open all of the blue triangle locks.
Head back down into the water, to the left and then back up to the first lock.
Use the key and head inside the door. Remember to use the meat on the trees to
keep the Piranha Fish occupied. You'll come out of the door to find a huge
wall of stone blocks in front of you. Bust the blocks and then head back out
of the door. Continue up to the next meat tree and knock some more meat off
into the water and continue on to the right. You'll see two doors behind the
blue triangle locks. One door is on top, and the other is on the bottom. These
doors basically just feature bubbles to collect, so if your collecting them,
head inside the doors and grab them, and if not, head all the way over to the
far right side of the room down inside the pool of water.
There's a lock and a door. Open the lock and head into the door. When you come
out into the next room, you'll have to move up quickly as the Piranha Fish
will attack you immediately. Head straight up to the platform above you where
a meat tree resides and knock some meat into the water. Now head down into the
water and to the far right side of the room to find the Treasure Chest.
(LEVEL 6-2)
Watch out for the Jumping Weeds and Spike Balls early in this level. Head down
to speak to Kyosoruke. After you speak to him, head off to the left and then
upward to the door. As you enter this room, head down and then to the left.
There's no need to go down into the small corridor in the middle of this room
unless you're trying to collect bubbles. Head all the way to the right side of
this area and then up to the door above you. You'll come out in a purple area
underwater.
Head up and speak to Kyosoruke. You'll see a sign above him, which you can't
really make out, along with three signs above three doors. The first sign and
door is a BIRD, the second is a PIG, and the third is a FISH. Drop down into
the water and you'll see a locked door and off to the left is a Mermaid Save.
Save your game and get ready to head into the FISH DOOR. You'll see a fiery
magma pool along with a SharkSnake to ride. First save your game at the
Mermaid Save above you and then hop on the SharkSnake and take a ride. Watch
out for the fireball and then head into the door at the end of the run. When
you come out you'll see Kyosoruke and a sign above him again.
In this room you'll see the three animal signs above you and three stones with
food items imprinted on them. You have to match the food item with the animal
that eats it and carry that stone up and place it in the corresponding slot
beneath the proper animal sign. APPLE(PIG) - WASP(BIRD) - CLOUD(FISH) As you
place them in the bin the lid will appear over the compartment. Once you place
the right items into the compartments, the locked door will open at the bottom
left side of the room. Head inside and then save at the Mermaid Save right
above you. Knock the meat off of the tree and then head off to the right to
yet another tree. Knock some more meat off into the water and move to the far
right of the room. You'll have to use your Running Jump or Double Jump to
reach to door.
Head inside and once again you'll see Kyosoruke and a sign. Speak to him and
then Spin Attack the sea creatures scurrying along the three ledges. Be
careful not to Spin Attack the flying creatures or you'll be forced to start
back at the beginning of the room. Once you have defeated all of the ledge
creatures, the door at the bottom left side of the room will unlock. Head
inside. You'll see a thin corridor leading downward. Head down and continue
down avoiding the bubbles as you go. When you reach the bottom head over to
the right and grab the Treasure Chest.
(LEVEL 6-3)
Start by talking to Kyosoruke. Then head over to the tree on the ledge. Watch
out for the Octo-Spitters. Knock some meat off and then head downward. Be sure
you jump down as far to the right of the room as you can otherwise you'll get
swallowed up by the giant fish head below you. This will take a heart of
health off. Swim down through the spike balls and then head over to the right
and speak to the Squid-in-a-barrel. He'll open up a door that's just in front
of the Giant Fish Head.
Be careful and use the current to pull you to the door and then press up to
enter. You can even knock some meat into the water that the Giant Fish Head
will eat and this will temporarily eliminate the currents and make it easier
to get inside the door. Whichever way you prefer is fine as some like to play
it safe. When you come out swim all the way up avoiding the flying Phantom
Fish. You'll see a door buried beneath some blocks and a Mermaid Save off to
the left. Save your game and head off to the left. You can't break the blocks
surrounding the door anyway. Use the tree on the ledge to knock meat off into
the water. Swim all the way down and around to find a door at the very bottom-
left of the room. Head inside. You'll come out to find Kyosoruke and a very
confused Octopus. Speak to them and the Octopus will tell you that his Vase
was stolen by two Twisters.
He needs you to find it and return it to him. He'll give you a new move, the
SPIN THRUST. You'll need to make use of this move to navigate through opposing
water currents. This new move also allows you to break those white blocks that
are surrounding the door in the previous room. Head back to that door and bust
the blocks. Now head inside the door. Head over to the far right side of the
room and save off at the Mermaid Save. Now knock some meat into the water
using the tree on the ledge and then head down. You'll see a single row of
white blocks that lead underneath the Giant Fish Head. Break the blocks to
open up a corridor under the Fish Head and head off to the right.
Use your new Spin-Thrust move to navigate the opposing water currents and make
your way around and up. You'll see another Fish Head below you. There's also a
tree on a ledge and a Squid-in-a-barrel you need to speak to. Make your way to
the bottom-left side of the room to a door underwater. Head inside. When you
come out you'll need to swim up to the Mermaid Save. Here's another Giant Fish
Head and there are two trees that are on two separate ledges to the left.
Knock meat off of the tree and head down. You'll go down, to the right, and
then back to the left to find yet another door. Using the tree, make your way
to the far left side of the screen and then down to the door. Head inside.
In this room you'll find a Mermaid Save and a Giant Squid-in-a-barrel. Speak
to him and he'll teleport you back to the confused Octopus. Speak to him again
and give him the giant barrel. He'll be so happy he'll open the previously
locked door above you. Swim up and inside the door. Watch out for Piranhas and
quickly swim to the right to the Treasure Chest.
(LEVEL 6-4)
Make your way all the way to the right side of this room and save your game at
the Mermaid Save and then head into the door. When you come out of this door
you'll see that it's pitch dark. You will notice that Kyosoruke is below you.
Swim down and speak to him. Spin into the GlowFish and they'll light up for a
short amount of time. Use them and make your way all the way around the maze
of the room to a door. If the lights go out, just spin into another one of the
GlowFish to shed some light on things.
When you come out of the door you'll see a Mermaid Save. Save off and then
head down the right side, as you can't do anything through the door on the
left just yet. Don't worry about the door up in the middle section or below
you, instead go all the way to the bottom of this area and then you'll find a
door at the very bottom. Swim around the little narrow passage and enter the
door. There's a Mermaid Save just to your right. Save off and then head to the
top of this area. You'll have to use your Running Jump to reach the ledge up
in the upper-left corner of this room. Head inside the door. Talk to Kyosoruke
and bust the odd stone block to your right. Now head back out the door and
you'll notice that all of the odd stone blocks that were blocking your path
before are now broken.
Head across the little platforms to the right until you reach the door on the
far right side of this room. If you fall, you'll have to jump the spikes and
make your way back to the left to start over again. Head inside the door and
immediately break the large stone block in front of the second door. Head
inside the second door. This will take you back out to the door that you came
in from before and now you'll need to backtrack to all the doors you missed
when you came all the way down here. They all had stones blocking them before
but now they should be clear. Start with the door above you.
Swim up and into the door you passed before. Enter the door and you should see
a Hot-Air Balloon below you. Save off at the Mermaid Save in the upper-left
corner of the room and then hop into the balloon. The door to the left of the
balloon is locked so don't worry about it right now. You'll have to be
EXTREMELY careful on your balloon trip down as there are spikes and
projectiles everywhere. Make your way down and around until you see two doors.
One is unlocked and the other is locked. Head into the unlocked door. You'll
see a large stone block that you'll need to break apart to get to the door on
the other side of it. Bust the block and head into the door. Once again this
brings you back out of the door you originally entered.
Now head upward until you see the little door sitting in the middle of the
little area where it's surrounded. Don't go in just yet, but that's where the
Treasure Chest is. You just can't get to it yet. Swim on around to the top and
past the door at the top. Head to the left side of the room where the Spike
Balls are and swim all the way down and enter the door at the bottom. Save off
at the Mermaid Save and get ready to ride the magma waves on the SharkSnake.
There are only two Fireballs to avoid and then enter the door at the end of
the run. Bust the large stone block and enter the door on the right side of
this tiny area. As usual, this will take out back out the door you originally
came in on.
Now swim up and around back to the little door in the middle of the small area
I mentioned before. It's dark so you'll have to feel your way around a bit to
get to the Treasure Chest that you can see. Swim right, down, and then all the
way to the right. You can then head up and around to the Treasure Chest. Watch
out for the hidden spike. : ) Now take the Treasure Chest.
(LEVEL 6-5)
There's only one way to go here...down. Head all the way down and then enter
the water and swim up and around to a door near the top. Head inside. Watch
out for Snakes. They'll poke their heads out as you try to swim by. When you
come out of the door swim to the right, once again avoiding the Snakes. You'll
come to a locked door. Swim down here and then to the left until you see yet
another locked door.
The Snake's patterns are getting a little trickier now so be careful. Swim
down and skip the first tunnel off to the right as it's just another locked
door. Instead continue downward and use the Mermaid Save below you. Swim off
to the right and speak to Kyosoruke and the small DragonFish. You'll see three
barriers come crashing down blocking your path to the doorway. A RED one, BLUE
one, and GREEN one. All of the doors we passed are now open and you can do
them in any order you want to. Swim back up and to that small tunnel to the
right. Head into the now unlocked door.
Swim all the way down and use the Mermaid Save at the bottom. Now head to the
left and speak to Kyosoruke. Head left and then up until you come out of the
water and onto the platforms. You'll have to Spin Attack the little pigs as
one of them holds the secret paper you need. Once you get it you'll see the #2
on it. Now you're taken back out of the door. Head to the left and upward to
the next door you passed earlier. When you come out you'll immediately see the
next piece of paper you need. Swim all the way to the right and save off at
the Mermaid Save.
Now head up and swim through the currents being careful to attack the Trident
creatures ONLY from behind. Now grab the #1 piece of paper and you'll be taken
back outside the original door. Head to the right and then up to the last door
you passed before. Head inside and you'll see that it's quite dark but you can
at least see the paper you need along with Kyosoruke. Speak to the clam and
then spin into the first GlowFish. Use these Glowfish to make your way all the
way down. There's a Mermaid Save about halfway down. Use it.
Swim down through the current and then left and all the way up to the top
where you can see a place that you can Spin Attack and burrow into the rocks.
It's a long way up but just keep spinning and moving upward until you can see
the #3 piece of paper to your right. Then just spin off to the right towards
the piece of paper and you'll have it in no time. Now you're transported
outside of the original door.
Time to head back down to where the three-colored barriers are at the bottom
of this area. You remember, the one where you spoke to Kyosoruke and the
DragonFish. Now speak to Kyosoruke and he'll give you a multiple choice
question. Select the # that you saw on one of the papers. I saw #2 on the
first one I found so I select it from the multiple choice answers and the
colored barriers will lift.
Now enter the door to your right and you'll immediately see a lot of water
currents and the little DragonFish from before. Head into the door at the
upper-right of this area. Watch for the door he goes into. It's the upper-left
door above you. Head inside and then cross over to the other door that's in
the upper-left of this area. Should be right across from where you came out of
the last door.
You can now see the Boss Door and Kyosoruke. Head down, right, and then up to
the bubbles. You can use the Mermaid Save to the left of the bubbles to save
your game. Better save, the boss fight is coming up. Speak to Kyosoruke and
then head into the Boss Door. Walk to the right and speak to Kyosoruke and the
DragonFish one more time. BOSS TIME!
(((TROLL BOSS)))
You're not underwater for this one so you'll have to put that Spin Jump to
good use. Avoid the Troll's swinging arms and jumping until he deflates and
the DragonFish controlling him pops out. You can Spin Attack the DragonFish
ONLY at this time. Get in a hit and get out of there and prepare to avoid the
Troll's attacks again. He'll begin to knock rocks down from the ceiling so
watch out for those as well. You won't have much time to hit the DragonFish
once the rocks start falling so try to get in close and avoid the last rock in
time to jump and Spin Attack him. His jumps get higher so be prepared to
Double-Jump in a moment's notice. This boss was pretty easy overall so you
shouldn't have too much trouble with him.
(((TROLL BOSS REMATCH)))
As with most of the Boss Rematches, about the only difference here is the
speed in which the Troll moves around and the speed in which the boulders come
falling down from the ceiling. It's really best to just run under the Boss
Troll as it jumps at you and then Double-Jump over its head when it begins
running towards you flailing its arms. Move to the opposite side that the
Troll is banging the boulders down from and then as the boulders begin to
fall, Run over to where the Troll collapses and Spin Attack the top of it.
About the only thing that changes from hit to hit is how many times the Troll
will jump around. Keep performing the attacks listed above and soon you'll
take this Troll out once and for all. You're rewarded with a Red Jewel level
marker for Level 6-5.
************************* WORLD 7 (GUMDROP MOUNTAINS) ************************
(LEVEL 7-1)
Get ready for the wind. You'll not only have to deal with the platforming and
enemies, but now strong gusts of wind can carry little Stafi away. First off
speak to Kyosoruke and then head to the right. You can use your Running move
to help make up ground against the wind. The best thing you can do is get in
front of something solid that can keep you from flying backwards. Try to stay
up top on the higher platforms. Just keep working your way slowly to the right
until you come to a door. Head inside. Now the wind has changed direction so
you'll still be traveling into the wind. Head left and use your Running Crouch
Slide to get under the small opening. Talk to Kyosoruke and then head all the
way to the left and then up. You'll see a Mermaid Save. Save your game and
then keep heading upward.
Now make your way to the top and then use your Glide move to fly all the way
over to the right side of this area. Now drop down and head inside the door at
the bottom. The wind has stopped for now so enjoy it while it lasts. Speak to
Kyosoruke and then dive into the water. Make your way down the left side and
you'll find a Mermaid Save. Save off and then head downward. Watch out for the
Spikies. You can only take them out when they're dormant and don't have their
spikes out.
There's a bundle of Acorns just below where you dive into the water. You have
to push them all the way down to the bottom of this area where you'll see an
electrified Acorn Stone. Now here's the catch: You can't let ANYTHING touch
this bundle of acorns or it breaks and you have to swim back up and talk to
Kyosoruke again. This might take a few times to do, and I recommend going down
the left side of this room. You'll also need to break all of the blocks below
you before hand. This has the potential to be very frustrating but just be
patient and you'll get it. You must get the stack of acorns on TOP of the
electrified acorn stone to break it. Once you do this it reveals a door. Head
on inside and speak to the AngelFish.
This room has 5 electrified Acorn Stones so if you thought the last part was
insane, you're in for a real treat with this room. The only tough one to break
is the bottom one behind the AngelFish. And if you break all the acorn
bundles, just speak to the AngelFish again and you'll have a fresh supply of
them appear. After you've freed all the sea creatures, speak to the Angelfish
one last time and they'll all open up the locked door. Head inside and speak
to Kyosoruke. Save your game at the Mermaid Save below you and then bust the
little blocks underneath the two large piles of acorns. This will cause them
to fall and break.
Now you'll have to guide the top little acorn bundle down to the bottom of
this room to break the last Acorn Stone. More fun! Once you break the Acorn
Stone, you'll see the hidden door. Head inside. Jump out of the water and jump
up to the Mermaid Save. Now jump down and speak to Kyosoruke. These new
platforms are strange. You must keep jumping while your standing on them to
make them move upward. You only have a short amount of time before they
disappear so be quick. Just keep jumping until they begin to blink and then
use your Double-Jump to reach the top here. Enter the patches of water to use
your Spin Thrust in an upward direction. Keep using these moves to work your
way all the way up to the Treasure Chest at the very top left corner of this
area.
(LEVEL 7-2)
Make your way up to Kyosoruke. Watch out for the falling rocks. The falling
gravel won't hurt you, but the rocks will. Work your way up to the top right
corner of this area where you'll find a door. Head inside. Speak to Kyosoruke
and get ready for a large rock to fall. Swim down and bust all of the little
blue blocks and get ready to guide yet another acorn bundle down to the
electrified Acorn Stone blocking your path at the bottom. Once you break this
rock you'll free up the CameraFish who will tell you the story of how a sea
creature was throwing bombs around and even threw one at him causing him to
fall down into this space and be trapped by a rock.
Head right and then up to the door. Watch out for the two large falling rocks.
When you come out of this door save off at the Mermaid Save, once again
keeping an eye out for the falling rocks. Now swim down, up, and then to the
right to speak to Kyosoruke. Now you'll have to work your way to the right
going up and down and around the little maze set up. There are falling rocks
at every turn so be careful. Keep working your way around until you reach the
top-left corner of this area where you'll find a door. Head inside.
Speak to Kyosoruke and now get ready to use the little green cloud platforms
again. Remember to keep jumping to make them move upward. Save off at the
Mermaid Save across the water and get ready to head upward. Make your way all
the way to the top of the cloud platforms and then head off to the right. Go
all the way right and then down and you'll end up in the water. Swim all the
way to the left and you'll come to a door. Head inside.
Speak to Kyosoruke and watch out for the Spike Spinner coming your way. Make
your way up along the rock walls and always keep an eye out for the falling
rocks. They're almost always falling in any of the narrower passages. Save off
at the Mermaid Save along the way and keep going up. You'll soon come to a
door. Head inside. When you come out of the door you'll see Kyosoruke and some
crazy-looking birds. Speak to them and then head down into the water and swim
all the way to the left. Speak to Kyosoruke and then locate the platform with
the two planks sticking down into the water. Start pushing this platform back
to the right. You can place it under the falling rocks and it will push it
down into the water and you can push it under the reefs. This is going to take
awhile so be patient and keep pushing away.
Take this plank all the way back to the birds who are stuck. Once you get it
over to the right side of the birds and jump up to talk to them they'll open
up the door for you. Head inside. When you come out of the door, walk to the
right and save at the Mermaid Save. Now hop on the green cloud platform and
start working your way up. The Treasure Chest is in the top-right corner of
this area.
(LEVEL 7-3)
This level is pretty much more of what you've already learned to do. Jump on
the green cloud platforms to make them move upward. Work your way up and
around to the right. You'll go up and down a few times until you reach a door
at the top-right of this area. Head in the door and walk to the right to save
off at the Mermaid Save. More floating platforms to maneuver. Head up to the
top and then off to the right. You'll see some water and the CameraFish again.
Jump in and speak to him. He'll show you where the BomberFish is hiding out.
Remember the place you see in the photo he shows you because you're going to
have to find him and he's invisible.
You can head down and talk to Kyosoruke if you want to and then head upward.
Swim all the way to the top of this area on the right and Spin Attack the
little nook that's just below the upper-right corner of this particular area.
It's the little "L" shaped nook across from the little patch of green moss.
This will reveal a hidden door. Head inside. Now you'll see the CameraFish
again. Speak to him and he'll show you another picture. Pay attention and once
again locate this spot and Spin Attack it to reveal yet another hidden door.
Swim around and locate the Mermaid Save and save your game. Now swim around to
the spot you saw in the photo.
If you need directions follow this: From the Mermaid Save swim right, down,
left, and up. Right before you get halfway up, Spin Attack the left wall. This
will reveal the door. Head inside and it's dŽjˆ vu all over again. Look at the
photo and head to that spot to Spin Attack a hidden door. Head to the far
right side of the room and use the Mermaid Save. Now swim up and to the left.
Then head down and to the right to find the spot shown in the picture. It's to
the right of the patch of moss hanging down from the ceiling. Head in the door
and you'll be met by Kyosoruke and the CameraFish.
This time the CameraFish will drop a photograph and you'll need to go up to it
and view it yourself. Pay close attention to it and then set out to locate
this spot. This one is a little tougher but if you still can't find it, here's
a hint: It's almost directly above the door you came in on, it's just on the
other side of the ceiling above the door you entered the room through. Just to
the right of the two patches of moss on the ceiling. When you head into the
door, you'll see two fish attacking Kyosoruke. Spin Attack them both and then
talk to Kyosoruke. Now head back through the door you came in on and swim over
and speak to the CameraFish. He'll let you pass now. Head to the right and
then up and around.
Follow the water passages and be sure you avoid the falling rocks as you go.
Keep busting the little blocks and make your way all the way around to the
door. Along the way you'll come to a Mermaid Save. Save off and then head up.
Use your Spin Thrust to spring up out of the water and avoid the rocks. Head
into the door. Here's some more platforming. Make your way all the way up and
speak to Kyosoruke and the BomberFish. She'll drop a bomb on Kyosoruke and
then float away. Follow her upward. You'll come to 4 passages that lead up.
Use the second one from the left. Jump your way up and you'll reach the top
and the Treasure Chest.
(LEVEL 7-4)
The wind is back. It's going to make getting to the far right side of this
area a little tricky if you're not careful. Always try to gain ground in
spurts. Wait until the wind lets up and then make a break for it. Remember
that the blue cloud platforms will disappear after they're blown by the wind
so don't continue to stand on them once the wind blows them backwards. Make
your way to the far right of this area and head into the door. Head to the
left and save off at the Mermaid Save and then jump up to the door above you.
Head up and back to the left and into the water.
Swim to the left and then hop out of the water. Now comes a series of the
green cloud platforms. Just remember to keep jumping while you're standing on
them to make them float upward. You'll have to use the floating patches of
water to make your way up and around to the door at the top of this area. Head
inside the door. Talk to Kyosoruke and then jump up and save at the Mermaid
Save. The wind has now kicked up again so be careful. Now there are a number
of ways to go up here. It's really best to just wing it and keep moving as
best you can. Remember that you can somewhat control Stafi when the wind is
blowing if you're hovering in the air. Try to stay airborne as much as
possible.
There's a door at the very top of this area. Make sure the wind has died down
before you attempt to go in it or the wind will push you off the summit.
WARNING: As soon as you come out of this door, the wind will begin pushing you
off the ledge so be ready! The good thing is that the wind is blowing in the
direction of the next door to the far right side of the area so you can
virtually glide the entire way across to the door. But remember as soon as you
come out of the next door, the wind will once again be trying carry you off
the ledge. There's a Mermaid Save so you should touch it just by your
movements from the wind. Head to the left side of the area and begin your trip
down. It's a bit tricky going down but there's really only one way you can go
to reach the door at the bottom. Head inside and save off at the Mermaid Save
that's right where you come out.
Now head down to the water patches below you. You have to work your way down
and then off to the left and down to a very tricky door location. If you go
too far down and see the door on the other side of a wall, all you need to do
is head back up a little ways and use the water patches to get over to the
other side and then head down to where the door is. When you come out of this
door you'll get to talk to Kyosoruke and a SnailHorse. When you've heard what
they have to say, head left and jump up to the door and go inside. Here you're
going to run into some new enemies. One is a fish shooting a LazerRay blocking
your path and the other is a SunglassFish. The SunglassFish can be attacked
but it only dazes it for a short while and it will get back up and come after
you again. You have to take out the SunglassFish so that it will fall on the
LazerRay Fish. This will disable the LazerRay and allow you to reach the door
above you. Head inside. Head up to the Mermaid Save and get ready to take out
the LazerRay Fish in this area as well.
Same system as before. Lure the SunglassFish up and around until it's above
the LazerRay Fish and then Spin Attack him. Now head inside the door on the
tiny platform above you. This time you're going to have to lure that
SunglassFish a LONG way and it's tricky because he won't swim in the water
patches. You'll have to fly out of the water patches long enough to get him to
move upward. Lure him to the top of this area and then take him out so he
falls on the LazerRay Fish and the Treasure Chest is all yours.
(LEVEL 7-5)
Get ready for a crazy level. Much like levels before, there's a lot of
platforming on this one. Just basically use the various cloud platforms to
work your way up. Speak to the crowd as you enter the level. Ogura's minion
will throw a bomb at Kyosoruke and then flee. This causes the earth beneath
you to collapse and you along with it. Speak to Kyosoruke and then head inside
the door. Save off at the Mermaid Save and continue up and all the way to the
right. Watch out for falling rocks. You'll have to hurry and bust the green
blocks as well.
Duck through the narrow gap and head into the door. Remember the SunglassFish
and the LazerRay Fish. You'll need to lure this SunglassFish all the way to
the top and above the LazerFish. Spin Attack him and he'll fall on top of the
LazerFish disabling his Lazer. Now make your way up to the door above you.
Time to head up. Spin Thrust up to the Mermaid Save and get ready for a wild
ride to the top. You'll have to use all of your platforming skills to reach
the top. When you Spin Thrust above the door, Glide down to the door and enter
it. There's no ledge underneath it so you'll have to time it just right. Save
at the Mermaid Save when you come out on the other side of the door. This area
throws in those annoying Bouncy Balls. Try to land on top of them as they
bounce you up in the direction you touch them. As with the previous area, just
keep going up and then float into the door at the top.
Now the wind is back so be careful. You'll come to a door with a Mermaid Save
next to it. Save off and head in the door. Time to go Hot-Air Balloon riding.
Glide your way around and watch out for the SpikeBalls and Falling Rocks. This
is pretty much trial and error until you reach the door in the upper-right
portion of this area. Now keep making your way up until you see Kyosoruke and
a door. Speak to him and head inside. Now comes the fun part. You can see the
blinking Direction Signs. Spinning into them causes them to change directions
and also changes the scrolling of the level. Just adjust the scrolling to
allow you to progress through the level. Try to stay near the side of the
screen that's scrolling towards you. You can always spin a Direction Sign to
give yourself more time.
The door you seek is to the far right side of this area. This part shouldn't
give you much trouble. Head inside the door and speak to Ogura's evil bombing
henchman. He's going to toss bombs at you the whole way up to the top. Always
time your next jump just after he's about to toss another bomb. Keep moving up
and soon he'll bonk his head on the top and then you can talk to Kyosoruke and
his SnailHorse friend before heading into the