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    FAQ/Walkthrough by dungeonconquerorB

    Version: 1.00 | Updated: 04/03/13 | Printable Version | Search This Guide

    Klonoa (Wii)
    FAQ/Walkthrough
    by dungeonconquerorB
    
    
    
    -Table of Contents-
    
    
    1. Copyright Notice
    2. Version History
    3. Intro
    4. Game Basics
       4.a. Move List
       4.b. Reading the World Map
       4.c. Reading the Game Screen
       4.d. About the Pause Screen
    5. Menus and Options
    6. Story and Characters
    7. Items
    8. Enemies
    9. 100% Completion Walkthrough
       9.a. Main Game
       9.b. Extra Vision
       9.c. Reverse Mode
    10. Unlockable Bonuses
    11. Acknowledgments
    12. Contact Info and Closing
    
    
    =============================================================================
    Before I go any further here, Iíd like to say 2 things.  First, since this 
    game is praised for having one of the deepest and most twisted stories in the 
    history of action-platformers, I am proud to present this FAQ to you 100% 
    spoiler-free!  Second, Iíll explain the Find command.  A lot of people who 
    read a lot of FAQs already know this, and my previous FAQs have been pretty 
    small, so I havenít done this before, but you might need it here.  On a PC, go 
    to the top of the document, and push Control+F.  Type the section heading 
    exactly as it is in the Table of Contents, and click Find Next.  That should 
    highlight the line in the Table of Contents.  Click Find Next again, and you 
    should be zipped straight to the appropriate section of the FAQ.
    =============================================================================
    
    
    
    1. Copyright Notice
    
    
    This document is copyright (c) 2013 Buck Seward (dungeonconquerorB).  The 
    websites that can post this FAQ without my written permission are 
    GameFAQs.com, Neoseeker.com and Supercheats.com.  Cheatsguru.com is NOT 
    allowed to have any of my FAQs.  If you want to post it on another site, 
    contact me and ask me nicely.  I will look at your website and E-mail you with 
    my decision.  In the event that you do post it, you may NOT alter it in any 
    way.  You CAN: print the FAQ for your own use, or tell your friends about it.  
    You CANíT: give anybody a copy of it, or sell anybody a copy of it.  The same 
    thing goes for giving or selling any part of it.  If you want to take some of 
    the information contained in this FAQ and use it in one of your own, just be 
    sure to credit me for the information.  All trademarks and copyrights from 
    Klonoa are owned by their respective copyright owners.
    
    
    
    2. Version History
    
    
    Version 1.00 4/3/2013:  Iíve been working on it off and on for 2-and-a-half 
    years now, but the FAQ is finally complete.  I know some of you have been 
    waiting on it for a long time, but better late than never, right?  :)  No 
    version of a walkthrough is really ever final, but the only thing I can think 
    of that I might add to the FAQ in the future would be a deeper search function 
    in the Table of Contents, and Iíll only do that if I get enough E-mails about 
    it.  Since Iíve never done that before, Iím not quite sure how Iíd do it.
    
    
    
    3. Intro
    
    
    Welcome to Klonoa, a classic game renowned for its story and unique gameplay! 
    This game is the type of game called a 2-and-a-half-D platformer.  The 
    gameplay is classic 2-D platformer, but the graphics and the worlds to be 
    explored are in 3-D.  This type of game is a great way to keep retro style 
    alive in this modern era of 3-D games.  If you are just playing this game to 
    try and beat it, itís actually not really hard.  But if you are trying to get 
    100% completion (all Dream Crystals, prisoners, and Reverse Mode Medallions), 
    you can get to where you need help really quickly.  As always, thatís what Iím 
    here for!  If the old saying is true in the video game world that ďknowledge 
    is powerĒ, then my friend, I present to you my power.
    
    
    
    4. Game Basics
    
    
    4.a. Move List
    
    
    Since the gameís controls are completely customizable, I will only list the 
    moves you can do.  You decide which button does what.
    
    Run:  You can use the directional pad or analog stick to move Klonoa left and 
    right.  You can also push up or down to turn Klonoa toward the background or 
    foreground respectively, and you can push up to enter doors.
    
    Jump and Hover:  Klonoa has a very modest jump.  You canít hold the button to 
    jump higher; Klonoa will jump the same height if you just tap the button.  You 
    can hold the button to hover and get a little extra hang time or distance 
    after the peak of your jump, or you can wait and push the button again while 
    you are falling, but you only get one hover per jump.  The only exception to 
    this is if you get hit, you can hover one more time.  You can also move left 
    and right freely while in the air.
    
    Midair Jump:  If you are holding an enemy (see below), you can push the jump 
    button again in midair to jump again off the enemy.  The things you can do 
    with this get inventive late in the game.
    
    Wind Bullet and Enemy Throw:  Push the attack button to fire a Wind Bullet 
    with Klonoaís ring.  You can use this to grab enemies, flip switches, and pop 
    bubbles.  Be wary when firing a Wind Bullet in the air, because if you do it 
    during a hover, the hover will be cut short and lost.  When you are holding an 
    enemy, which you can do for as long as you want unless it gets destroyed by 
    something, you can push the attack button again to throw the enemy.  You can 
    use this to attack other enemies, flip switches, pop bubbles, and break open 
    Ngapokoís Eggs.  Be careful, because some enemies have defenses against Wind 
    Bullets and/or thrown enemies.  More on this in the Enemies section and in the 
    Walkthrough.
    
    Whirlwind:  This is activated differently depending on your chosen controller.  
    It will make all onscreen enemies move slower for a short time.  You canít use 
    it again until it wears off.  You can play the whole game without using this, 
    but it can help a little in places.
    
    
    4.b. Reading the World Map
    
    
    The stage you have currently selected will appear in the upper-left corner.  
    If the circle for the stage is red and white, you havenít cleared it yet.  If 
    itís blue and white, youíve cleared it.  In the upper-right corner, you will 
    see an icon of Klonoaís cap.  The number beside it is your current lives.  
    Just below that is a green Dream Crystal icon.  The number beside that is the 
    number of Dream Crystals you have collected in the currently selected stage.  
    Below that is the symbol for the type of prisoners the stage contains.  It is 
    the same symbol that appears on the pause screen and when you release a 
    prisoner during a stage.  When you finish a stage, the prisoners you rescued 
    will appear under the stageís circle.  With this and the symbol on the right, 
    you can easily see if you missed a prisoner in the stage.  Also when you 
    finish a stage, if you collected between 130 and 149 Dream Crystals, the 
    little gray Dream Crystal icon under the stageís circle will turn green.  If 
    you collected all 150 Dream Crystals, the icon will turn blue.
    
    
    4.c. Reading the Game Screen
    
    
    In the upper-left corner is Klonoaís energy meter, made up of 5 hearts.  If 
    you take damage, no matter what you take damage from, you will lose half of a 
    heart.  If the meter completely runs out, you die.  You can refill the meter 
    by collecting hearts.  In the upper-right corner is your current number of 
    Dream Crystals.  This is not necessarily the number you have collected in the 
    stage.  When you collect 100, the number resets to zero and you get an extra 
    life.  This number carries over between stages.  When you collect or lose a 
    life, your number of lives will appear under the Dream Crystal counter with an 
    icon of Klonoaís cap.  When you release a prisoner, the prisoner symbol will 
    appear in the middle of the right side of the screen and a section will get 
    filled in.
    
    
    4.d. About the Pause Screen
    
    
    When you pause the game, you have a few options.  Choosing Cancel will unpause 
    the game.  Choosing Retry will take you back to the beginning of the stage, 
    and you will have the number of lives you had when you first entered the 
    stage.  Choosing World Map will take you back to the World Map, and you will 
    have the number of lives you had before you entered the stage.  On the left 
    side of the screen, if you are using the Wii Remote, you will be able to turn 
    its motion sensor on or off.  Just remember not to turn it off if you are 
    using the Wii Remote alone, because thatís the only way you can use the 
    Whirlwind!  On the right side of the screen, you will be able to see your 
    current lives, the number of prisoners rescued in the stage, and the current 
    stage.
    
    
    
    5. Menus and Options
    
    
    First off, if youíve ever played a game before, you know this, but the 
    standard menu controls for all video games are as follows.  Up, down, left and 
    right to move between options, A to select an option, and B to cancel.  With 
    the Wii Remote alone, substitute 2 for A, and 1 for B.
    
    Pressing the indicated button at the title screen brings up the main menu.  
    The main menu has three options: New Game, Load Game, and Options.
    
    Choosing New Game will bring up the name entry screen.  Fill in your file name 
    with letters and symbols, select Delete to erase a character, and press B to 
    go back to the Main Menu.  When you select Finish, you will see the gameís 
    opening sequence and be presented with the first stage.
    
    Choosing Load Game, you can select your file, and then whether or not you are 
    sure.  Then press A twice more to go to the World Map where you last saved.
    
    Choosing Options will take you to the Options screen.  On the Options screen, 
    you can change seven options or select Return to Title Screen.  The seven 
    options are: Sound Settings, Language Settings, Autosave, Graphic Filter, 
    Button Settings, Default, and Manage Save Data.  For the first four options, 
    just use left and right to change them.
    
    With Sound Settings, you can change the gameís sound output method to match 
    your TVís speaker setup.  The options are: Mono, Stereo, and Surround.
    
    With Language Settings, you can choose whether the character voices will speak 
    English or the language of Phantomile.  The language of Phantomile is not a 
    real language, it just creates a deeper feeling that the story takes place in 
    a different world.  The subtitles will be in English either way, but the 
    opening sequence does not have subtitles.  I recommend playing with English 
    the first time, but after that, do what you want.
    
    The Autosave option only works if you have previously saved a game before.  
    With it off, you will be asked if you want to save each time you finish a 
    stage, including ones youíve beaten.  With it on, you will not be asked at 
    all, but the game will automatically save every time you finish a stage.  I 
    recommend leaving this option off, because sometimes, especially if you are 
    trying to go for 100%, there may be times when you donít want to save after 
    you finish a stage, so that you can go back to the way your file was before 
    you played that stage.
    
    The Graphic Filter only works if your Wii is connected to your TV through 
    component video cables.  If turned on, it will increase the sharpness of the 
    picture.
    
    For Button Settings, use left and right to select the kind of controller you 
    want to play the game with, and press A to go to the customization screen.  
    You can play the game with the Wii Remote alone, Wii Remote and Nunchuk, 
    Classic Controller, or Gamecube Controller.  Iíve heard people say that the 
    Wii Remote alone is the simplest and that the Classic Controller feels the 
    best, but I kind of liked playing the game with the Wii Remote and Nunchuk.  
    Whatever feels good to you.
    
    Choosing Default will return all the settings to the way they were when you 
    bought the game.
    
    Choosing Manage Save Data will take you to a file selection screen.  When you 
    choose a file, it will ask you if you want to delete it.  Unfortunately, this 
    game does not have a copy file feature.  I donít know why, because those have 
    been around since the 16-bit days.  A really dumb move for the programmers.
    
    
    
    6. Story and Characters
    
    These first two sections are taken from the gameís instruction booklet.
    
    
    Story
    
         Somewhere out there is another world, the world of Phantomile.  There is 
    a legend in Phantomile about the mysterious Moon Kingdom, a place where the 
    dream energy from people everywhere is said to be collected and used to shape 
    the world of Phantomile.  Itís the reason why people canít remember what they 
    dreamed about when they wake up in the morning.
         One day, Klonoa - a boy who lives in Breezegale, the Wind Village Ė woke 
    up from a pleasant dream that had suddenly turned into a nightmare.  And for 
    some strange reason, he could remember that dream perfectly clearly, no matter 
    how much time passed.
         Soon after, in a strange coincidence, an airship crashed into the top of 
    nearby Bell Hill, just like in Klonoaís dream.  If events were to continue 
    following his dream, the airship would soon be followed by an evil shadow.
         ďSomething crashed into Bell Hill!  Letís go and take a look!Ē
         Klonoa swallowed his momentary fear and let his curiosity take over.  
    Together with Hewpoe Ė a ring spirit and Klonoaís best friend since childhood 
    Ė he set off for the crash site.
    
    
    The Legend of Phantomile
    
         Once upon a time, a long time ago, Phantomile was home to four gods:  the 
    Wind God, the Tree God, the Water God, and the Moon God.  The Moon God 
    gathered dream energy from all the people in the world and used it to shape 
    the world of Phantomile.  The other gods used whatever power of nature they 
    possessed Ė wind power, plant power or water power Ė and shared them freely 
    with the others, so peace reigned throughout the land.
         But one day, the King of Darkness, jealous of the Moon Godís power to 
    create anything and everything, started a war to overthrow the gods.  The four 
    gods joined forces and fought against the King of Darkness.  At first, the 
    Kink of Darkness overwhelmingly had the greater power, but gradually he was 
    forced back with the help of the celestial fish.  The battle continued for 100 
    days, but at last the gods succeeded in imprisoning the King of Darkness.
         Afterwards, in order to ensure that something like this would never 
    happen again, the Moon God decided to go into hiding.  Unless the gods of 
    wind, trees and water all joined together to summon him, the Moon God would 
    never appear again.  And so the power of dreaming was hidden forever, on the 
    other side of dreams that disappear upon waking...
    
    
    Characters
    
    
    Klonoa
    ------
    The optimistic and adventurous hero.  He is of the race of Wind Village, a 
    kind of black cat with long ears that they can flap around to hover in the air 
    for a second.  He is always seen wearing a red shirt, red shorts, and a blue 
    baseball cap.  He carries a gold ring with a green jewel, which is inhabited 
    by his ring spirit friend, Hewpoe.
    
    
    Hewpoe
    ------
    Klonoaís best friend.  He lives inside Klonoaís ring but comes out on occasion 
    to talk.  He seems to be more talkative than Klonoa, but Klonoa sees more of 
    the action.
    
    
    Grandpa
    -------
    The Elder of Breezegale and Klonoaís grandfather.  He is the wisest person in 
    Breezegale.
    
    
    Balue
    -----
    Breezegaleís leading stonemason and another of the Villageís leaders.  When he 
    is not on other jobs, he spends his time constructing a tower that he hopes 
    will reach the Moon Kingdom so that he can meet the Songstress Lephise.
    
    
    Lephise
    -------
    The current Songstress of Phantomile, having had her duties passed down to her 
    by her ancestors, generation by generation, ever since the King of Darkness 
    was defeated and the Moon Kingdom disappeared.  As Songstress, her duty is to 
    sing the Song of Rebirth, which renews the vitality of the world and 
    everything in it.
    
    
    The Chieftess of Forlock
    ------------------------
    The ruler of Forlock Forest.  She is said to be the wisest person in all of 
    Phantomile.  She is also the oldest person in Phantomile.
    
    
    Seadoph
    -------
    The King of Jugpot.  While not as old or knowledgeable as the Chieftess, he 
    still has great power and authority.
    
    
    Pamela
    ------
    Seadophís wife, and Queen of Jugpot.
    
    
    Karal
    -----
    Princess of Jugpot, daughter of Seadoph and Pamela.  While she is very young, 
    she is still able to help our heroes on their journey, and she seems more 
    energetic and positive than her parents.
    
    
    Solare and Soleil
    -----------------
    The lower-ranked priests of Coronia, the Temple of the Sun.  Solare is very 
    serious and does most of the talking, while Soleil is more quiet, more blunt, 
    and less serious.
    
    
    Moire
    -----
    The High Priest of Coronia, and keeper of the Templeís altar.  He is more 
    knowledgeable about the Moon Kingdom than anyone else in Phantomile.
    
    
    Moon Queen
    ----------
    The ruler of the Moon Kingdom.  She helps our heroes near the end of the game.  
    (I canít tell you anything else right now, no spoilers, remember?)
    
    
    Ghadius
    -------
    The King of Darkness.  After being imprisoned for ages, he has returned to 
    exact revenge upon the world.
    
    
    Joker
    -----
    Ghadiusí top servant.  He is completely evil like his master, but is rather 
    weak and often fails in his jobs.
    
    
    
    7. Items
    
    
    Dream Crystals
    --------------
    These are green and blue gems.  Green ones are worth 1, and blue ones are 
    worth 5.  When you accumulate 100 of these, you get an extra life.  Certain 
    amounts of these are also required in order to unlock things when you beat the 
    game.  You can find a total of 150 of these in each stage except the Final 
    Vision.  In the original Playstation version of Klonoa, there were certain 
    stages where you could get more, but the bugs have been fixed in this version 
    to where you can only get 150.  Most of them are in plain sight, but you can 
    also find them in Ngapokoís Eggs and from defeated giant enemies.
    
    
    Hearts
    ------
    These are an outline of a heart with a red diamond in the middle.  Normal Pink 
    Hearts will refill one heart on your energy meter.  The rare hearts with an 
    extra gold border, called Gold Hearts, will completely refill your energy 
    meter.
    
    
    Keys
    ----
    Golden keys with red diamonds.  These can be pretty much anywhere, but 
    whenever you see a locked door, there is a key not too far away.  When you 
    pick one up, Klonoa will automatically carry it on his back until you walk up 
    to the locked door, and then the key will flash and the door will open.
    
    
    Life Coins
    ----------
    Large coins with a stylized image of Klonoaís head on them. Silver ones will 
    give you one life, and Gold ones will give you three lives.  Gold Life Coins 
    are hardly ever found outside of Reverse Mode.
    
    
    Memory Clock
    ------------
    An alarm clock inside a bubble.  These act as checkpoints.  Activate them by 
    popping the bubble with a Wind Bullet or a thrown enemy.  Once activated, you 
    will restart from that point in the stage with all your progress if you lose a 
    life.
    
    
    Ngapokoís Egg
    -------------
    An egg that is green on the bottom, and white with yellow spots on the top.  
    These can contain Dream Crystals, hearts, keys, Life Coins, or prisoners.  The 
    only way to open them is to hit them with a thrown enemy.  Sometimes the Eggs 
    are invisible until you touch them.  In that case, you can sometimes know 
    where they are because you can see their shadow, but that is sometimes very 
    hard to do.
    
    
    Mirror Fairy
    ------------
    A white fairy carrying a blue diamond, inside a bubble.  The story goes that 
    the Mirror Fairies use their magic to duplicate things.  When you release the 
    Fairy by popping the bubble with a Wind Bullet or a thrown enemy, all Dream 
    Crystals will turn gold for a certain amount of time.  That amount of time is 
    different for each Mirror Fairy.  All Dream Crystals you collect while they 
    are gold will be worth double their normal value.  Getting every possible 
    Dream Crystal with the Mirror Fairy active is necessary in order to get all 
    150 Crystals in each stage.
    
    
    Prisoners
    ---------
    In each stage, 6 citizens of the region are held captive by nightmares.  
    Releasing them is necessary to unlock the Extra Vision at the end of the game.  
    The ones you rescue will appear on the World Map under the stage where they 
    were, and they will play music.  Every time you rescue 6 of them, the song 
    that plays on the world map when you start the game or finish a stage will get 
    longer and more full.  The prisoners can be found either in bubbles displaying 
    the stageís prisoner symbol, or in Ngapokoís Eggs.  When you release the 
    prisoners by popping the bubbles or breaking open the Eggs, the prisoner 
    symbol will appear on the right side of the screen and a section will get 
    filled in, so you can see your progress in rescuing the prisoners in that 
    stage.  The symbol will appear anytime on the World Map or the pause screen, 
    so you can check your progress anytime you want.
    
    
    
    8. Enemies
    
    
    Moo
    ---
    The most basic and common enemy in the game.  They come in red and blue, and 
    there is no difference between the two colors.  They walk or jump around in a 
    set area.  Grab at will.
    
    
    Flying Moo
    ----------
    A Moo that is green, has wings, and flies.  Grab at will.
    
    
    Spiker
    ------
    A black and silver enemy made of metal with two balls that rotate around it.  
    These guys are completely invincible to both Wind Bullets and thrown enemies.
    
    
    Teton
    -----
    A green enemy shaped like a pyramid with a propeller on top.  They float in 
    the air.  When you grab them, they will carry you upwards.  You can control 
    the flight left and right.  They will only go a certain distance before they 
    disappear.  You canít do a midair jump with them.  Grab at will.
    
    
    Zippoe
    ------
    A purple and white mouse-like enemy.  They behave just like Moos, but they are 
    very fast.  Grab at will.
    
    
    Boin
    ----
    A pink blob.  Put a G on the end of their name and thatís what they do.  They 
    jump up and down super-high, but they advance toward you very slowly.  Grab at 
    will.
    
    
    Giant Moo
    ---------
    A Moo, only huge.  Once again, they come in red and blue, and there is no 
    difference.  What sets Giant Moos apart is that you cannot grab them because 
    they are too big.  Hitting them with a Wind Bullet will stun them and make 
    them sit still for a time, but you must throw another enemy at them to defeat 
    them.  When they are defeated, they will produce seven Dream Crystals, but if 
    they reappear, you will only get the Dream Crystals once.  While they are 
    stunned, you can stand on top of them and jump off of them.
    
    
    Shield Moo
    ----------
    A yellow Moo that carries a shield.  Because of the shield, they are protected 
    from all attacks on the front.  You can grab them from behind.
    
    
    Mew-Mew
    -------
    Iím not sure what this thing is.  They are orange and white, with red eyes, 
    pink cheeks, long ears, and a long tail.  They look like Pols Voice, that 
    enemy in the original Zelda that jumped around and you had to shoot it with 
    arrows.  They attack by shooting spiked balls forward and backward, two at a 
    time.  Grab at will.
    
    
    Spear Moo
    ---------
    A black Moo that carries a shield with a spike on it.  Same defensive 
    qualities as Shield Moo.  Grab them from behind.
    
    
    Summy
    -----
    A little green enemy that wears a purple and white hat.  They jump around and 
    toss spiked balls at you.  Grab at will.
    
    
    Shellie
    -------
    These enemies consist of a black head surrounded by a round, red shell.  They 
    stay in their shells and quickly roll across a platform, stopping after a 
    certain distance to jump in the air, open up, and look around.  After a second 
    or two, they close up again, drop back down, and go back to rolling across the 
    platform.  When they reach the end of a platform, they roll the other way.  
    You have to grab them while they are in the air and open.
    
    
    Monkey Moo
    ----------
    These enemies have a face like a Moo, but they are primarily white, and they 
    have round ears and a long tail.  They like to swing from tree branches or 
    small ledges and try to hit you and make you fall.  Grab at will, but be 
    careful.
    
    
    Giant Shield Moo
    ----------------
    A really big Shield Moo.  This means that you canít pick them up, AND you have 
    to attack them from behind.  Remember, though, that stunning them with a wind 
    bullet will make them lose their shield, and defeating them will get you seven 
    Dream Crystals the first time.  You can still stand on top of them while they 
    are stunned.
    
    
    Moo Ball
    --------
    Various regular size enemies sometimes ride these.  They are green, with 
    yellow and red around the top.  If the ball hits you, it wonít hurt, but it 
    will knock you back.  You can stand on top of them as long as there is not an 
    enemy there.  You canít hurt them.
    
    
    Mace Ball
    ---------
    A big black ball with red spikes all around it.  They roll at you one after 
    the other in certain areas.  You canít hurt them.  Jump over them and get past 
    their source to avoid them.
    
    
    Dabby
    -----
    A bug with spikes on its back.  They come in two color varieties:  1. Pink 
    with red stripes and yellow feet, and 2. Yellow with brown stripes and purple 
    feet.  The pink ones sit in one spot, but the yellow ones use their wings to 
    move around.  Both kinds attack by throwing spiked balls at you, two at a 
    time.  Grab at will.
    
    
    Fifi
    ----
    These are little wispy enemies with long tails.  They come in green and pink.  
    Both have red, luminous things at the end of their tails.  They jump up out of 
    pits to interfere with your jumps.  Grab at will out of self-defense so that 
    you can make your jumps safely.
    
    
    Armored Moo
    -----------
    A Moo that looks like itís wearing a silver helmet with a big painted smile.  
    These are invincible to Wind Bullets, but if you throw an enemy at them, their 
    armor will fall off, and they will turn into a regular Moo.  Late in the game, 
    some Moos will have gold armor instead of silver.  This means they have double 
    armor.  When you use a thrown enemy to knock the gold armor off, it will 
    reveal the silver armor underneath.
    
    
    Giant Armored Moo
    -----------------
    See above, except that the Moo is giant, so after you knock the armor off, you 
    will have to throw another enemy at them to defeat them.  This will again 
    yield seven Dream Crystals.  Once again, you can stun them with a Wind Bullet 
    and stand on top of them.  These also come with gold armor in the late-game.  
    See above.
    
    
    Hoppiní Moo
    -----------
    This is a Shield Moo that rides a little blue machine with a spring on the 
    bottom.  Obviously, they bounce up and down as they approach.  They alternate 
    every two jumps between short jumps and high jumps.  Because of the shield, 
    you have to grab them from behind.
    
    
    Boomie
    ------
    A red pig.  It is also a bomb.  The tail is the fuse.  After they walk around 
    a while, they beep and flash a white light.  A couple seconds later, they 
    explode.  They also explode when you throw them into another enemy.  The 
    explosion can be used as a thrown enemy attack to anything within range.  If 
    the explosion touches another Boomie, it will explode too.  This can lead to 
    some serious chain explosions.  Grab at will, but be quick and donít get blown 
    up!
    
    
    Teepa
    -----
    Now this is a weird looking enemy.  It looks like a green butterfly with a 
    huge head, red eyes and yellow ears.  These guys pretty much act like Flying 
    Moos.  Grab at will.
    
    
    Spinner
    -------
    Remember the Shellies?  These guys look kind of like that, but the shell is 
    green, the head inside is pink, and there are spikes on the top half of the 
    shell.  They stay on the ground and spin the top half of their shell around to 
    attack you.  They generally stay in a small area and donít move around much.  
    Hereís the thing.  Because of their spinning shells, they are completely 
    invincible from the sides.  The only way to defeat them is to do a midair jump 
    above them and send the enemy down into them from above.
    
    
    Giant Spinner
    -------------
    Just what it says.  Because of the normal qualities of Spinners, they do not 
    gain anything at all except size by becoming giant.  However, like all giant 
    enemies, they will give you seven Dream Crystals when you defeat them.
    
    
    Glibz
    -----
    These are little black things that live in lavender sea shells.  They attack 
    by putting out their arms that are shaped like gun barrels and shooting two 
    spiked balls at you.  After they attack, they pop out of their shells for a 
    second, and then they go back in and attack again.  You have to grab them when 
    they pop out of their shells.
    
    
    Plowm
    -----
    These are little blue ghosts.  They appear in certain places and home in on 
    you.  Grab at will.
    
    
    Burnie
    ------
    These things are irritating.  They are little blue guys who sit on orange 
    balls and have fireballs spinning around them.  When they make a certain 
    noise, the fireballs will start to spread out.  When the fireballs spread out 
    to a certain point, they will stay for a second or two and then come back in 
    towards the Burnie.  In order to grab this enemy, you have to wait for the 
    fireballs to spread out, jump inside the ring and grab them.  What makes them 
    really irritating is that when you jump inside the fire ring, the Burnie will 
    try to hide behind its ball.  And if you werenít reading this FAQ, you 
    wouldnít know that what you have to grab is the ball, and not the Burnie!
    
    
    Zagard
    ------
    These only appear during the battle with the gameís fourth boss.  They are 
    little yellow hard-shelled things with four legs and two large crab-like 
    claws.  They attack by charging up and running across the bridge.  The problem 
    with these things is that they are invincible to all of your attacks.  You can 
    get rid of them by pushing them backwards with Wind Bullets until they fall 
    off the bridge, or they will be destroyed by the pillars the boss sometimes 
    creates.
    
    
    Algore
    ------
    These enemies wear some kind of dark blue or purple suits with a horn on the 
    front to make them look like armored knights.  As you approach, they begin to 
    swing a ball and chain to attack.  The best thing to do is to go in and grab 
    them quickly before they have a chance to really get their swing going.  You 
    will have to be really fast to grab them after theyíre in full swing.  Even 
    though the enemies look like theyíre armored, theyíre really not.  Grab at 
    will.
    
    
    Eclipse
    -------
    In Vision 5-2, regular enemies in daylight become Eclipses in darkness.  They 
    turn purple and they have yellow starbursts around their eyes.  They are 
    completely invincible.  You have to wait for daylight and attack them in their 
    regular form.
    
    
    Giant Eclipse
    -------------
    Giant Moos become Giant Eclipses in darkness.  See above.
    
    
    Sky Eclipse
    -----------
    These are square-ish blobs with a leg at each corner, two wings, eyes like 
    Eclipses, and a light at the end of an antenna on their heads.  They come in 
    two colors:  green with a yellow light, and pinkish purple with a red light.  
    Like the regular Eclipses, both kinds appear in darkness and are completely 
    invincible.  The pinkish purple ones act like guards and just appear and 
    slowly home in on you in certain places.  They will disappear in daylight.  
    The green ones are made from regular flying enemies in daylight, and will turn 
    back into their regular forms when daylight returns.
    
    
    Smork
    -----
    A little blue and white enemy with red and black eyes.  They look kind of like 
    little birds, but they are very compact and streamlined for flying speed.  
    They attack by flying at you from the background in certain places and trying 
    to run into you.  Grab at will if you can time it right.
    
    
    Slazza
    ------
    Your guess is as good as mine as to what these things are.  They are little 
    enemies with two horns and a wild color scheme.  They have parts in yellow, 
    purple, red, green, and lavender.  They look like some crazy circus animal.  
    They attack by throwing their horns at you like a boomerang.  Jump over their 
    horns and grab at will.
    
    
    Death Moo
    ---------
    These only appear in the gameís last two boss battles.  They are supposed to 
    be born directly from nightmares.  Itís interesting then that they have no 
    defenses whatsoever.  They are distinguished from other Moos because they are 
    purple, and they have no face.  In place of their face is what looks like a 
    cracked eggshell.  Grab at will, and let the boss have it!
    
    
    Armored Death Moo
    -----------------
    These look like other Armored Moos except that they are black, and they have 
    red eyes.  They appear in the battle with the final boss and run at you very 
    quickly.  They can also make short jumps across gaps.  Like other Armored 
    Moos, they are invincible to Wind Bullets, but if you throw another enemy at 
    them, their armor will fall off, and they will become regular Death Moos.  
    They only have one layer of armor.
    
    
    
    9. 100% Completion Walkthrough
    
    Okay, hereís how this works.  For the Main Game and Extra Vision sections, I 
    will start off each stage with the Vision number, title, and location.  Every 
    time the walkthrough reaches a Memory Clock, I will tally the Dream Crystals 
    and prisoners in the stage up to that point.  If you are trying to collect 
    everything in that run through the stage and you donít have the right amounts, 
    avoid touching the Memory Clock, die and go back to get what you missed.  When 
    the walkthrough reaches a Mirror Fairy, I will usually make a special 
    paragraph entitled ďFOR THOSE WHO WANT 150 DREAM CRYSTALSĒ, in which I will 
    tell you how to get every Dream Crystal out of the Mirror Fairy, and then I 
    will go back to the walkthrough where I left off.  Sometimes, however, I will 
    just tell you how to do the Mirror Fairy part without making a special 
    paragraph if you need to do it that way for other reasons.  Here we go, then!
    
    
    9.a. Main Game
    
    
    *******************************
    *         Vision 1-1          *
    *     The Gathering Wind      *
    *Breezegale Ė The Wind Village*
    *******************************
    
    After watching the opening cinema sequences, this stage will start 
    automatically.  You should see a wooden sign to your right.  Walk over in 
    front of it, and turn to face it.  The sign will explain the basics of 
    jumping, hovering, and grabbing and throwing enemies, just in case you didnít 
    read the other sections of my FAQ first.  Continuing on to the right, walk 
    through the Dream Crystals and pick up the Moo.  You will see a blue Dream 
    Crystal up on a high platform.  Use the Moo to double jump and get it.  Keep 
    going to the right, through some more Moos and Dream Crystals, and stop when 
    you get to the next sign.  Read it like you did the other one, and it will 
    explain about turning toward the background and foreground.  After reading it, 
    grab another Moo and jump and throw it at the Ngapokoís Egg in the background 
    behind the sign you just read.  That will give you another blue Dream Crystal.  
    Go on to the right, and you will see a Teton beside a column of Dream 
    Crystals.  Walk under the Dream Crystals, turn around, and jump and grab the 
    Teton when it gets low enough.  It will carry you up through the Dream 
    Crystals before it disappears.  Moving on to the right, you will run right 
    into a Zippoe.  Grab it and throw it at the nearby prisoner bubble to release 
    the prisoner.  Go on to the right and around until you get to another sign.  
    Read it, and it will explain midair jumps.  Grab the Moo to the right, jump 
    around and get all the Dream Crystals, and then double jump up the wall to the 
    right.  Once youíre up there, there will be a Pink Heart to your left.  To the 
    right, you will get to a Memory Clock.  (Dream Crystals: 36  Prisoners: 1)
    
    Jump up to the platforms on the left, and grab the Moo.  Carry it to the left, 
    and throw it at the next one.  Continuing on, you will get to another Zippoe 
    in front of a Fan Grass machine.  These machines create cyclones that will 
    carry you upwards.  Grab the Zippoe and wait for the cyclone to die down.  Now 
    jump on the Fan Grass, and ride the cyclone to the top.  When you reach the 
    top, do a midair jump to get the rest of the Dream Crystals.  Grab the Zippoe 
    again, ride the Fan Grass again, and this time throw the Zippoe at the 
    prisoner bubble on the left.  Now, run to the edge of your platform and jump 
    and hover to the left until you are over the Dream Crystals, and fall through 
    them.  Continue left and follow the enemies down the slide, not too closely.  
    Clear out the enemies in front of the building, and then grab the Moo again.  
    Youíll have to double jump and use a Wind Bullet to release the third 
    prisoner.  Now enter the building.  Walk to the left for a cinema sequence.  
    After watching it, continue left to the door and exit the Tower.  Just outside 
    is a Memory Clock.  (Dream Crystals: 71  Prisoners: 3)
    
    Grab the Flying Moo and use it to double jump and get the nearby Dream 
    Crystals.  Grab another enemy and use it to double jump up to the fourth 
    prisoner bubble.  Grab a third enemy now and use it to double jump up through 
    the other line of Dream Crystals and up to the high ledge on the left.  Go 
    left along the ledge, and when you get to the end, youíll meet your first 
    Spiker.  Youíll learn to hate these guys.  After it gets to the bottom of its 
    path, run under it, and as itís getting to the top and thereís enough room, 
    jump up to the next platform.  Places like this are where it can be good to 
    use your Whirlwind.  Go to the right, collecting Dream Crystals and avoiding 
    Spikers, until you reach the end and step onto the gondola.  Break the fifth 
    prisoner bubble on the right as youíre going up, and when you get to the top, 
    get the Gold Heart and step off to the left.  Watching out for the Spikers, go 
    left and get the Dream Crystals on the windmill.  You will have to jump for 
    the blue one in the middle, directly behind the windmill wheel.  Activate the 
    Memory Clock at the end of the platform before you jump off.  (Dream Crystals: 
    102  Prisoners: 5)
    
    Jump off and get the Silver Life Coin, and fall through the Dream Crystals.  
    Now, head to the left, and go all the way back to where you exited Balueís 
    Tower.  Now take the bottom route to the left, and you will reach a Mirror 
    Fairy.
    
    F0R THOSE WHO WANT 150 DREAM CRYSTALS:  Grab the Moo and throw it away to the 
    right, being careful NOT to pop the bubble.  Now walk up against the rock 
    platform on the left.  Hereís the important part.  In one jump, jump straight 
    up, turn right, shoot the Mirror Fairy, turn left and land on the rock 
    platform.  Donít stop moving left now until you have all the Dream Crystals.  
    That includes passing by the last prisoner.  If you got them all, you should 
    have all 150 for the stage.
    
    If you didnít use the above paragraph, keep going left until you get as far 
    left as you can go.  Either way now, go back to the prisoner bubble you passed 
    and release the prisoner.  That should be all of them.  Now just keep 
    following the path, defeating the enemies, and when you get to a cave entrance 
    in the hill, go in to end the stage.
    
    
    **********************************
    *           Vision 1-2           *
    *The Songstress and the Dark King*
    *          Gunston Mine          *
    **********************************
    
    Walk to the right, and you will notice a blue Dream Crystal on top of some 
    wood.  Just beyond that is a Moo.  Use the Moo to double jump and get the 
    Dream Crystal.  Just to the right of that, fall down through the Dream 
    Crystals in the gap and land on the lower platforms.  Watching out for the 
    Spikers, jump across the platforms to the left until you get to the Mirror 
    Fairy.
    
    FOR THOSE WHO WANT 150 DREAM CRYSTALS:  Pick up the Moo and throw it at the 
    Zippoe that appears to the left.  Now break the bubble and release the Fairy. 
    Grab the Moo again, double jump up the right column of Dream Crystals, and 
    hover to the left to get as many as you can.  Then grab the Moo a third time 
    and double jump again to get the ones you missed.  You have plenty of time for 
    this one.
    
    If youíre not going for all 150, just get as many as you want and then go 
    left.  You will come to a wind gust.  These are all over the Mine.  You can 
    ride them to get to higher platforms and to cross gaps without falling.  Ride 
    this one to the platform above you and go right.  Break the bubble to release 
    the prisoner.  Back to where you started now, go back to the gap that you fell 
    through before and jump across to the right.  Defeat or avoid the Shield Moo, 
    and get the Dream Crystals to the right.  Ride the wind gust and get the Dream 
    Crystals on the next platform.  Ride another wind gust, and get off on the 
    left to get the Dream Crystals there.  Now ride the gust and get off on the 
    right.  Continuing on, you will see a Ngapokoís Egg and a Shield Moo.  Another 
    Shield Moo will be coming in from the left shortly.  Grab one of them and let 
    the other one leave.  When you are free to do so, throw the Shield Moo at the 
    Egg to free the second prisoner.  Going on to the right, jump over the gap 
    getting the Pink Heart, and go until you get to 3 Boins.  Get rid of 2 of 
    them, but grab and carry the other one to the right.  There will be another 
    Pink Heart just before the door that you will have to double jump to. Now go 
    through the door on the right.  You will come to a Memory Clock.  (Dream 
    Crystals: 42  Prisoners: 2)
    
    To the right is a mine cart.  These are some of the hardest parts of the game 
    to collect all the Dream Crystals in.  Jump in the cart for starters.  You 
    cannot move while the cart is moving except to jump, but it helps with 
    collecting the Dream Crystals if you face forward, or toward the background. 
    Ride the cart normal until you see some Dream Crystals that will be above you.  
    Jump and hover to get the first 2, but come down the instant you get the 
    second one.  The instant you land back in the cart, jump and hover again to 
    get 2 more, but again come down the instant you get the second one to get the 
    rest of the ones on the track.  You will then be dumped off at the end, with a 
    Memory Clock to your left.  If you donít have the proper amounts here, the 
    only way back is to die or do the stage over.  Itís like that anytime you ride 
    a mine cart.  (Dream Crystals: 63  Prisoners: 2)
    
    Go out the door.  Ride the Fan Grass to the left and get the Dream Crystals on 
    the platform to the right.  From there, you can ride the Fan Grass again or 
    just jump and hover to the platform on the left.  Proceeding left, the path 
    will split.  If you want to get everything, take the lower path first.  Let 
    the Moo on the lower platform walk left a little to give you room to land, and 
    then jump down, grab it and throw it at the Ngapokoís Egg for a Pink Heart.  
    To get by the Spiker, wait for it to go up, and then drop under it and jump 
    out to the left.  It can be good to use your Whirlwind here.  Ride the Fan 
    Grass, get off to the right, and release the prisoner.  Jump and hover across 
    to the left now, and use the Whirlwind again to avoid the Spiker like you did 
    before.  Go left until you see a door below you.  Go down and enter it.  Just 
    inside is a very well-placed Memory Clock.  (Dream Crystals: 79  Prisoners: 3)
    
    Grab the Shield Moo that appears, throw it at the Giant Moo to the right and 
    get the Dream Crystals it drops.  Walk to the right, but stop before you jump 
    to the higher level.  Another Shield Moo will be appearing behind you.  Grab 
    it and then jump onto the higher level, but just barely so that you donít 
    touch the Dream Crystals yet.  When the Flying Moo on the right goes up out of 
    the way, throw the Shield Moo and it will activate the Mirror Fairy.  With 
    that done, get the first 6 Dream Crystals and then grab the Flying Moo.  
    Double jump up the tall column of Dream Crystals and pop the prisoner bubble 
    at the top.  This is another one where you have plenty of time, but you have 
    to do it this way or else you will get those first 6 Dream Crystals too soon. 
    Now go back to the left and out the door.  Climb up the platforms and go right 
    at the top.  At the end of the platform, jump and get the Dream Crystals as 
    you fall, and you will end up right where the upper path would have started 
    back at the split.  Go left now until you come to a Shield Moo. Grab it and 
    jump to the last platform on the left.  Get the 4 Dream Crystals and you 
    should make a hidden Ngapokoís Egg appear in the center of where they were.  
    Use the Shield Moo to break open the Egg and get the 3 Dream Crystals, and 
    then go in the door.  Another Memory Clock here.  (Dream Crystals: 132  
    Prisoners: 4)
    
    Go right and get the Dream Crystals on your way down through the wind gusts. 
    Then you will come to a Mew-Mew.  Watch out for the spiked balls these guys 
    throw.  To the right of that, you will see a platform with a Silver Life Coin 
    surrounded by Dream Crystals.  You canít get there yet, but you will in just a 
    minute.  Keep going right, but be careful to jump over the deceptively small 
    gap just ahead.  There is no wind gust here, and the gap is just big enough 
    for you to fall through and die.  Go down to the bottom where the sign is and 
    read it.  We will use that info in a minute, but take the bottom route to the 
    right for now.  When you see a Ngapokoís Egg, go right and a Moo will appear.  
    Use it to defeat the Mew-Mew first, and then get it again when it reappears 
    and break open the Egg to release a prisoner.  Go right, past another Mew-Mew, 
    and you can jump onto the platform you saw before with the Life Coin and Dream 
    Crystals.  That should be all 150.  Step off the platform to the right to get 
    back on the main walkway.  Go right, jump over the gap again, and this time 
    take the top route.  Jump over the Shield Moo and the other enemies will 
    leave.  Grab the Shield Moo, jump and throw it at the target on the tall rock 
    to the right.  Cross the new bridge to reach another Memory Clock.  (Dream 
    Crystals: 150  Prisoners: 5)
    
    Go right and use one of the Zippoes to double jump up to the last prisoner 
    bubble.  Go right some more, and use one of the Boins to get the Pink Hearts 
    above.  Continue right and through the door for a cinema sequence.
    
    *******************
    *Boss: Rongo Lango*
    *******************
    
    Okay, he has 3 attacks.  1: If he walks forward a bit, heíll jump forward a 
    good distance.  If you are in the right spot, you can just stand still to 
    avoid this.  Otherwise, run under him while heís in the air.  2: If he rears 
    upwards, he will send out a horizontal shock wave from himself.  Jump over it.  
    3: If he reaches his tail back, heíll jut it forward and cause a wave in the 
    rocks of the platform, which will travel all the way around the platform.  
    Jump over it.
    
    What you have to do here is grab one of the Moos that appear and wait for 
    Rongo Lango to jump over you.  When he lands, hit him in the tail with the 
    enemy.  If he doesnít use his second and third attacks too much, you can stay 
    almost in one spot for this whole battle.  4 hits and heís done.
    
    
    ******************************
    *         Vision 2-1         *
    *Deep in the Withering Forest*
    * Forlock Ė The Tree Village *
    ******************************
    
    Go to the right, but try to avoid a head-on collision with the Spear Moo.  
    Jump to the next platform, get the Dream Crystals, and stop at the edge to 
    watch the Shellie under you.  When it opens up, grab it and use it to double 
    jump from the raised section up to the 2 blue Dream Crystals.  Continuing on 
    now, you will come to a place with a Summy in the background throwing spiked 
    balls across your path between some platforms.  You canít defeat it, so avoid 
    the spiked balls as you jump to the right, but donít forget the Dream 
    Crystals.  There is another Spear Moo on the next platform.  Grab it and use 
    it to open the Ngapokoís Egg to the right for 3 Dream Crystals.  Now jump up 
    to the small platform on the left to make a Teton appear.  Grab it and float 
    up to the platform above and to the right of you to get the Dream Crystal 
    there.  Jump over to the platform on the left to get the other one and grab 
    another Teton that will take you up to the Pink Heart.  Now go on to the 
    right.  Get the blue Dream Crystal under the overhang, but donít fall down the 
    hole next to it.  As mysterious as it may look, there is nothing there, except 
    of course your doom if you fall in.  Before going too far, grab the Monkey Moo 
    when it swings left.  Also defeat the Summy to the right.  From the small rise 
    to the right, jump to the platform the Summy was on.  Now jump up the other 
    platforms.  Another Teton will carry you up to the top platform, where you can 
    release the first prisoner.  Continue on to the right now for a Memory Clock.  
    (Dream Crystals: 35  Prisoners: 1)
    
    On to the right, grab the Moo and throw it at the Summy in the background to 
    remove the aggravation.  Now you have your first set of leaf platforms.  Wait 
    for the first one to float to the bottom and jump on it as it starts rising so 
    it wonít be moving laterally.  When you get to the top, jump to the right 
    through the Dream Crystals and land on the second leaf.  Now jump off to the 
    right and get the Dream Crystals there.  Take the bottom level to the right. 
    Defeat the Spear Moo, and then take the regular Moo that appears and open the 
    Ngapokoís Egg to the right to release the second prisoner.  Grab the Moo 
    again, take it back left and use it to double jump up to the top level.  Jump 
    and hover over the Mirror Fairy to the right and land on the platform to the 
    right of it.
    
    FOR THOSE WHO WANT 150 DREAM CRYSTALS:  Activate the Fairy, get the 5 Dream 
    Crystals under you.  Then grab the Moo to the right and use it to defeat the 
    Giant Moo on the left.  Get all the Crystals dropped by the Giant Moo, and you 
    should end up with 64.  You have a little bit of time to spare with this one, 
    but not a lot.
    
    Make your way through the door to the right.  Inside, jump up to the right and 
    then left onto the top platform with the 3 Dream Crystals.  The camera will 
    switch here.  If you want to go back where you were, step off to the left.  We 
    are going right, however.  Defeat the Monkey Moo and the Shellie, and go out 
    the door.  Stand at the right edge of the yellow floor, and jump and grab the 
    Teton when it comes close.  As you rise up, ease left over the middle branch 
    and throw the Teton at the Ngapokoís Egg, landing on the branch.  The Egg will 
    release the third prisoner.  Now jump up and activate the Memory Clock.  
    (Dream Crystals: 67  Prisoners: 3)
    
    Jump to the branch on the right and get the Silver Life Coin.  Now fall down 
    to the right and land in front of the door you went in before.  Go inside 
    again.  When you jump up to the first raised section in the middle, notice at 
    the very top of the screen, at the left end of the Monkey Mooís swing, is a 
    Dream Crystal.  In order to get the ones up there, first get the 4 to the 
    right.  A Shellie will appear behind you.  Avoid it until it opens and grab 
    it.  Now jump back to the raised section on the left and stand under the 
    Crystal.  Just as the Monkey Moo above you reaches the _right_ end of its 
    swing and turns around to swing the other way, double jump.  This will put you 
    right beside the Monkey Moo.  Quickly grab it and jump again to get all 3 
    Dream Crystals.  Now grab the Shellie again and use it to double jump up the 
    wall to the right.  Continue right until you reach a locked door.  Walk all 
    the way up to it, and then walk back left to trigger a cinema sequence.  Now 
    grab the key, open the door and go through it.  Grab the Moo to the right, and 
    double jump up to the branch beside the Memory Clock, getting the 2 Dream 
    Crystals beside it.  (Dream Crystals: 83  Prisoners: 3)
    
    You should now see a Spear Moo below you.  Jump down and grab it.  Carry it to 
    the right and use it to double jump up to the Pink Heart, getting the other 2 
    Dream Crystals.  Now drop down and go through the door.  Proceed right until 
    you come to a low point in between 2 small tree huts where you see 2 Ngapokoís 
    Eggs.  A Shellie that patrols this area will soon be coming back up to you.  
    Grab it and carry it back to this low point, and throw it at one of the Eggs.  
    Another Shellie will appear to your left.  Use it to open the other Egg.  The 
    Egg that is stationary holds a Gold Heart.  The Egg that moves holds a 
    prisoner.  Now go to the right until you get to a wall.  Face the background 
    and grab the Teton, and float up through the Dream Crystals.  Then grab it 
    again and go over the wall.  Grab the Mew-Mew and open the Ngapokoís Egg for a 
    key.  Once again, wait until the leaf platform starts to rise before you jump 
    on it.  At the top, jump over to the door, open it and go out it.  Another 
    Memory Clock here.  (Dream Crystals: 96  Prisoners: 4)
    
    Grab the Monkey Moo as it swings by and dispose of it.  You will then be 
    attacked by 2 Spear Moos.  If you defeat them, only one will reappear.  
    Hovering over this platform is the gameís first easily missed hidden Ngapokoís 
    Egg.  Stand in front of the rightmost lamp and jump to reveal it.  It contains 
    3 Dream Crystals.  Grab another Spear Moo and jump on the first leaf platform 
    to the right of the platform.  I assume you know the drill with these things 
    now.  Face to the left and throw the Spear Moo at the Ngapokoís Egg when the 
    leaf reaches the bottom to free the fifth prisoner.  Now cross the leaves, 
    getting the Dream Crystals, and land on the platform to the right, watching 
    out for the Moo.  Cross 2 more leaves with 2 more Crystals to reach another 
    big platform.  Youíre so close now that you can see the end of the stage from 
    here.  To the right, you will come to another area where Summys throw spiked 
    balls from the background, but there are 2 of them here, so there are always 
    balls coming your way.  Move to the right quickly, but donít fall and donít 
    forget the 2 Dream Crystals.  Next, you will come to yet another Memory Clock.  
    (Dream Crystals: 105  Prisoners: 5)
    
    Watch out now as you cross this mushroom, those Summys are still throwing at 
    you.  Be sure to drop down and free the last prisoner.  Get back on the 
    mushroom and jump to the next platform to the right.  You will come to place 
    where you will have to get under a Spiker for a blue Dream Crystal and then 
    get out quickly.  You may want to use your Whirlwind here.  Jump to the 
    platform directly after this Spiker and notice the other Spiker going back and 
    forth over the next platform.  You might want to use your Whirlwind again 
    here.  As the Spiker comes toward you, jump and hover to get the Pink Heart, 
    fall down through the Dream Crystals, and then jump to the next platform on 
    the right.  Proceeding, you will come to a Mirror Fairy.  Thereís not much 
    special for this one.  Jump to the platform itís on, activate it, and then 
    jump up to the platform on the left and start getting Crystals.  The last ones 
    you should get while the Fairy is active are the ones above the Summy.  Double 
    jump with the Summy to get them.  The only thing here is not to fall in the 
    gap in the platform, but thatís pretty simple.  Proceed left, grab another 
    Summy and double jump to get the remaining Dream Crystals over the next gap.  
    Just go left now until you encounter a stage-ending cinema sequence.
    
    
    ***************************
    *       Vision 2-2        *
    *Over the Rising Waterfall*
    *  The Kingdom of Jugpot  *
    ***************************
    
    Defeat the enemy on top of the ball and go right to find a geyser.  When itís 
    inactive, jump on top of it.  Ride it up and go right.  Defeat the enemy on 
    the ball and get the Dream Crystals.  Now go left past the geyser and 
    continue.  You will come to a couple of Dabbys.  If you stand on the first 
    level down from the one on the left, up against the left platform, you are 
    safe from their attacks.  Grab the one on the left, watch out for the spiked 
    balls coming from the one on the right, and throw the first one at the second 
    one to defeat them both.  Get on the top platform and go right to find your 
    first water slide.  Ride it and you will end up in a cinema sequence.  After 
    the sequence, go right until you find a Shield Moo and a Memory Clock.  Put 
    them together, if you know what I mean.  (Dream Crystals: 11  Prisoners: 0)
    
    Go to the platform above you.  Grab the Moo on top of the ball and jump on the 
    ball yourself.  When the ball reaches the right end of its path, under the 
    line of Dream Crystals, do as high a double jump as you can and try to get 
    into the high alcove on the right where the prisoner is.  If you miss, the 
    Shield Moo below you will reappear, so you can try again until you make it.  
    Now go left to the next platform, and look in front of you.  There is a Fifi 
    in the next gap, a Dabby on the other side shooting at you, and a Moo on a 
    lower level in between.  When the Moo isnít shooting at you, grab the Fifi, go 
    to the next small platform, and do a double jump over the Moo so that the Fifi 
    will destroy the Moo under you.  Fall down and land where the Moo was, then go 
    down and left and release the prisoner.  On your way back up, you can jump up 
    and grab the Dabby from the platform where the Moo was originally.  Continue 
    up the platforms and across to a door, and go inside to a Memory Clock.  
    (Dream Crystals: 20  Prisoners: 2)
    
    Go left, fall down and defeat the Dabby, and continue down, making sure to get 
    all the Dream Crystals.  At the bottom, go right to get 5 more Dream Crystals, 
    then go back left.  Grab the Moo on the ball, but make sure to carry it.  Ride 
    the ball and jump on the higher platform to the left.  Now stop and observe 
    the Spiker in front of you.  If you step out from under the rocks above you 
    when the Spiker is coming toward you, the Spiker will destroy the enemy youíre 
    carrying.  Instead, wait until the Spiker starts to go left, and then quickly 
    step out and double jump up to the top where the blue Dream Crystals are.  Get 
    them, along with the Silver Life Coin and the prisoner.  Now you can continue 
    left.  Pass underneath the stalactite and climb up some ledges past some Moos 
    on balls, and you will reach another Memory Clock.  (Dream Crystals: 36  
    Prisoners: 3)
    
    Before you go out the door, notice the alcove below you with the next 
    prisoner.  Weíll get that shortly.  Outside, grab the Fifi to your left and 
    double jump above the Moo to your right to clear the path.  Carefully go down 
    to the other door.  The platforms are small here.  Inside the lower door, 
    release the prisoner you saw a minute ago.  Go back out and carefully go back 
    up the platforms.  Continue right and you will come to another geyser.  Jump 
    over it and grab the Moo, and take it with you up the geyser and to the right.  
    You have to make a long double jump to the next platform.  The Moo will 
    reappear if you miss.  When you make it, there is a Memory Clock nearby. 
    (Dream Crystals: 54  Prisoners: 4)
    
    Go right and up another geyser to the next platform, and then stop.  We have a 
    Mirror Fairy here.  Thereís one way to do this.  Stand at the edge of the 
    platform and wait for the Flying Moo to come near you.  Quickly, jump out to 
    the right, grab it, and get back on your platform.  You have to grab right 
    after you jump, because the enemy is just above your standing grab height, but 
    you also have to jump out for it because itís too far away to get it from the 
    platform.  Now that youíre holding it, jump out to the right until youíre over 
    the Mirror Fairy, and then double jump to the blue Dream Crystal to your 
    right.  There are only 3 more Dream Crystals to the right that youíre supposed 
    to get with the Fairy, and you have a very large amount of time compared to 
    most Mirror Fairies due to all the Mace Balls around, but the only way to get 
    the first blue Crystal with the Fairy is what I just wrote.  Continuing right, 
    there are a couple of Fifis in gaps between platforms, with a Moo on one of 
    the platforms.  Once you jump to the first red platform here, youíll be out of 
    the Mace Balls.  Go right and up another geyser.  Next you have a couple of 
    Moos on balls with a Pink Heart over the first one.  On the platform after 
    that, grab the Shield Moo and carry it to the right.  Double jump up to the 
    top platform and go left, through the door.  Memory Clock here, in the 
    foreground.  (Dream Crystals: 73  Prisoners: 4)
    
    Grab the Shield Moo and carry it left.  Get the Dream Crystals, and you should 
    expose a hidden Ngapokoís Egg.  Jump back to the top platform and throw the 
    enemy at the Egg to get a Gold Heart.  Now keep going and the path will split.  
    Go left first.  Ride the Moo Ball left, watching out for the Flying Moo, and 
    release the fifth prisoner.  Ride the Ball back, watch out for the enemy 
    again, and take the path to the right.  Ride up the geyser, and you will come 
    to some water spouts.  There are some Dream Crystals kind of veiled behind the 
    water.  Use the Flying Moo here to double jump and get them.  There is a blue 
    Crystal behind the first water spout, and 3 green ones behind the second one.  
    Now go left and out the door.  Another Memory Clock. How many of those are 
    there in this stage, anyway?  (Dream Crystals: 84  Prisoners: 5)
    
    Here, I need to tell you how to control these water slides.  While you are on 
    the slide, you can push in the direction youíre going to speed up, or push in 
    the opposite direction to slow down.  You can also jump to get items in the 
    air.  When youíre in the air, if youíre not pressing a direction, you will 
    move at the regular slide speed.  If you push forward in the air, you will 
    move at the speed you would if you were pushing the direction you were going 
    on the slide.  But if you push the direction opposite the way youíre going 
    while in the air, you will totally stop moving horizontally.  The complex part 
    comes when you hover.  Most of the time, it is just like above.  But if you 
    pull back to slow down and start hovering, and then try to go forward, you 
    will move only at your normal hovering speed away from the slides.  That means 
    you might want to keep that to a minimum so you donít lose control from being 
    confused.  With that out of the way, get the Dream Crystals and start sliding.  
    Itíll be hard for me to tell you everything here because of the speed 
    involved, so just make _very_ liberal use of the slow down feature and try to 
    get everything you see.  At the bottom of the slide is a Memory Clock. (Dream 
    Crystals: 116  Prisoners: 5)
    
    Okay, weíre coming up on the last prisoner now, and itís the toughest one to 
    get so far.  Start by grabbing the Shield Moo on your platform.  Wait for the 
    Giant Shield Moo on the next platform to come to your end and turn around, and 
    then throw your enemy at it and collect the Dream Crystals.  Now go back to 
    the first platform.  When the Giant Shield Moo comes back and comes to your 
    side again, wait for it to give you room to stand on the platform, and then 
    jump up and stun it with a Wind Bullet.  Now grab the Shield Moo on the first 
    platform again, jump up to the second platform and on top of the Giant Shield 
    Moo, and then double jump up and left onto the high ledge.  Whew!  Going left, 
    you will find the last prisoner, a Gold Heart, and another Shield Moo.  Use 
    the Shield Moo to double jump back out when youíve got everything. All the way 
    back to where the water slide ended now, defeat the Giant Shield Moo again and 
    finally continue left.  Defeat the Shield Moo on the other side of the Giant 
    one and keep going.  Soon, another Shield Moo will pop up right in front of 
    you while youíre in the small space.  Push it back with Wind Bullets until you 
    can jump over it, and then grab it and double jump up to the next platform.  
    Ride another geyser up to the stageís last Memory Clock. Yay!  (Dream 
    Crystals: 132  Prisoners: 6)
    
    Another water slide here.  Everything is pretty much like the last one until 
    you see the end of the slide and 2 Flying Moos in front of you.  Let me start 
    by saying that when you first get here, this is very tough and you probably 
    donít have a very high number of lives unless you played the first stage a 
    lot.  If thatís the case, just settle for getting the 6 prisoners this time 
    and come back to the stage after youíve beaten it to try to get these last 
    Dream Crystals, so that you can escape to the World Map if you need to without 
    losing anything.  If youíre going to attempt it, as you approach the Flying 
    Moos, you need to make an extremely quick triple (yes, I said triple) jump to 
    reach the top of a line of Dream Crystals high over the end of the slide.  If 
    you can, try to do it without slowing down, because if you get into a lot of 
    fancy acrobatics like that, itís easy to not make it to the highest Crystal.  
    And above all, MAKE SURE you push right when you get over the Crystals and as 
    you fall through them, because you are still under the influence of the slide, 
    and itís easy to forget and not get them all.
    Anyway, now you have to climb up some steps, avoiding Spikers.  There is a 
    Silver Life Coin here, and when you get to the top, you should have all 150 
    Dream Crystals if you were able to do that extremely hard part a second ago. 
    Go out the door for a cinema sequence.  Walk left, not quite to the edge, turn 
    toward the background and flip the switch.  After another cinema sequence, 
    youíll be at the boss.
    
    ************************************
    *Boss: Evil Seadoph and Evil Pamela*
    ************************************
    
    Unlike the first boss, you might take a little damage here, but itís still 
    pretty easy.  The battle takes place on a partial ring with Mace Balls coming 
    in from the back on alternating sides.  When the Mace Balls reach the middle, 
    they will exit off the bottom of the screen.  Seadoph, despite appearing first 
    in the title, doesnít do much in the battle, and you canít damage him 
    directly.  The one you have to concentrate on is Pamela.  She has 2 attacks.  
    1: If she screeches, she will jump at you.  Stay out of the way.  She may take 
    up more room than you think.  2: If she doesnít screech, she will send up a 
    bunch of bubbles that will come down in various places around you.  They will 
    pop when they touch down.  Stay out of the way again.
    
    What Seadoph will do is to ride one of the Mace Balls.  When the one heís 
    riding reaches the middle, he will jump off and float in the air.  When he 
    does, grab him.  The next time Pamela jumps at you, get out of the way and 
    then hit Pamela with Seadoph.  After that, Seadoph will ride Pamela for the 
    next attack.  This actually helps you know whatís coming.  If itís the jump 
    attack, heíll say, ďGet them!Ē  If itís the bubble attack, heíll say, ďYouíre 
    finished!Ē  After one attack, Seadoph will go back to riding another Mace 
    Ball.  Just like the first boss, 4 hits and the battle is won.
    
    
    ****************************
    *        Vision 3-1        *
    *  The Reawakening Forest  *
    *Forlock Ė The Tree Village*
    ****************************
    
    Go right to some springs.  Jump off of them and hover between them to get the 
    Dream Crystals.  Continue right to another spring, use it and go right a 
    little bit further.  When you are in front of a fence, before you get to the 
    Dream Crystals there, jump around to reveal a hidden Ngapokoís Egg.  Now go 
    right and get the blue Crystal just past the inactive gondola platform.  On 
    your way back from here, 2 regular Moos and an Armored Moo will jump over the 
    fence and attack you.  Defeat them, but use one of them to open the Egg you 
    just revealed for 3 Dream Crystals.  Now go back left and a Moo will appear 
    next to the wooden box you passed.  Throw the Moo at the box to break it for a 
    blue Dream Crystal.  After the Moo reappears, throw it at the other box on the 
    left to open a new path.  Follow it for some Crystals, a Pink Heart, and a 
    cinema sequence.  Now that the gondolas are working, go back to the right, but 
    watch out for the Dabby that has replaced the Moo from earlier.  You will also 
    run into a Hoppiní Moo before you reach the gondola.  Ride the gondola up to a 
    Memory Clock.  (Dream Crystals: 34  Prisoners: 0)
    
    Grab the Flying Moo and carry it with you as you ride the next gondola toward 
    the tree in the background.  Use it to defeat one of the Armored Moos as you 
    jump off the gondola.  Go to the far side of the tree and use the regular Moo 
    to double jump to the upper level, and start on the left.  Get the Pink Heart, 
    and a Moo will appear behind you.  Grab it, jump over to the other side, and 
    break open the Ngapokoís Egg for a key.  Now go back down to the bottom level 
    and grab the regular Moo again.  Use it to break the armor on the other 
    Armored Moo, and then carry the unarmored Moo back across the gondola to the 
    main path.  Go left, break the armor off the Armored Moo, and use it to double 
    jump up to the high platform.  Up here you will find a Hoppiní Moo and the 
    first prisoner.  Now go back down, open the door under the platform, and go 
    through to find a Memory Clock.  (Dream Crystals: 40  Prisoners: 1)
    
    Ride the gondola and go right, going under the Spiker.  Grab the Dabby and 
    double jump over the wooden box to get down to some Dream Crystals and the 
    second prisoner.  Watch out for the small platform as you continue right, and 
    defeat the Dabby before the next gondola.  Before touching the Memory Clock, 
    go left and down into the hole.  Defeat the Dabby and free the third prisoner.  
    Now go back and activate the Memory Clock.  (Dream Crystals: 47  Prisoners: 3)
    
    Go right, under the first Hoppiní Moo, and grab the second one.  Carry it to 
    the right and defeat the Armored Moos, but throw the last one at the box in 
    the background.  Get the Dream Crystals and the Gold Heart, and go all the way 
    back left.  Go down into the hole where you freed the prisoner, get the Moo, 
    jump back up and break open the box for a key.  Go left, open the door, and go 
    through for a Memory Clock.  (Dream Crystals: 49  Prisoners: 3)
    
    Ride the gondola and go left.  In the lower area with the 2 Shellies, they 
    both reappear when you defeat them.  Avoid one, grab the other one and throw 
    it at the flower in the foreground to reveal a Ngapokoís Egg.  Grab another 
    Shellie, jump and throw it at the Egg to free the fourth prisoner.  Now grab 
    another Shellie, go to the left wall and double jump to get out.  Jump on the 
    first spring to the left and wait for the Flying Moo to appear.  Grab it and 
    double jump to the next spring, and then spring to the next platform.  There 
    is a little gate kind of thing where the bridge starts.  Back up from the gate 
    just past where you see an angle in the wood youíre walking on, and you should 
    be able to jump and hover and land on top of the gate.  Get the Dream Crystals 
    and the Pink Heart up here, and grab the Flying Moo.  Now go down and left and 
    throw the enemy at the Giant Armored Moo.  Go back to the top of the gate, 
    grab the Flying Moo again, and throw it at the Giant Moo again to get the 7 
    Dream Crystals.  Guess whatís next.  Yeah, a Memory Clock.  (Dream Crystals: 
    59  Prisoners: 4)
    
    Go left, past the Armored Moos, until you get to 3 springs.  Get the Dream 
    Crystals above the springs, and then from the top one, face the background, 
    spring up, and grab into the hole in the tree to get the Moo.  Use it to break 
    the armor off the nearest Armored Moo, and then use that to double jump over 
    the wooden box to the right.  Get the Dream Crystals down there and a Moo will 
    appear.  Throw it at the flower in the foreground, and when it reappears, 
    throw it at the Egg inside the flower for a Silver Life Coin.  Grab the Moo 
    again, go back up, and break the armor off the other enemy to the right.  Now 
    use it to double jump from the platform the enemy was walking on to the high 
    platform to the left.  Go left and a Moo will appear.  Use it to double jump 
    over the Spiker to the next platform.  In the next section, there are 3 
    enemies: a regular Moo, an Armored Moo, and a Dabby.  Of the 3, only the 
    regular Moo will reappear.  When the other enemies are gone, there are 3 
    things you need to do here.  First, break open the wooden box for a Pink 
    Heart.  Second, go just to the left of the middle of the second log and jump 
    and throw an enemy at the flower in the background.  Throw another enemy at 
    the Egg inside the flower to free the fifth prisoner.  Lastly, get the key to 
    the left, grab the enemy again, double jump back to the platform to the right 
    and head back.  You want to go back to where there were 3 springs under a tree 
    where you had to grab the Moo inside the hole.  Now that you have the key, 
    just go left to the door, open it, and go through.  You will land in a mine 
    cart sequence.  There is a Memory Clock at the beginning.  (Dream Crystals: 74  
    Prisoners: 5)
    
    The important thing in this mine cart sequence is not to move left and right.  
    Everything you need is in the middle.  Plus, you start out facing forward, and 
    thatís exactly the way you want to be.  So all you should do here is jump and 
    shoot Wind Bullets.  The stageís Mirror Fairy is in here, but itís not hard to 
    get everything.  Basically just jump over the Spikers when you get to them 
    without hovering and you should get everything.  The only times you should 
    hover is when youíre going through the 2 rings of Spikers.  Jump out of the 
    cart at the end for a Memory Clock.  (Dream Crystals: 125  Prisoners: 5)
    
    Last area of the stage now.  Go right and grab the Hoppiní Moo near the 
    inactive gondola.  Go back to the wooden box you passed and double jump to 
    reveal a spring.  The hitch is that you have to grab the Hoppiní Moo again, 
    spring up and then midair jump to the super-high platform on the left.  Moving 
    on, a gondola will take you to a platform in front of a hut where a Giant 
    Armored Moo guards a switch.  Grab the Dabby on the platform and break the 
    armor off the Giant Moo.  Now hereís the tricky part.  If you donít care about 
    the 7 Dream Crystals the Giant Moo has, then just kill it and then hit the 
    switch.  But if you want those Crystals, youíve got to find a way to hit the 
    switch without hitting the enemy.  Hereís how.  Grab the Dabby again, and just 
    when the Giant Moo passes either left or right of the switch, throw the Dabby 
    at the switch.  If you do it just right, you should activate the switch before 
    the Giant Moo comes back.  Now grab the Dabby again, and drop down to the 
    little platform to the right.  Wait for the Hoppiní Moo below to get out of 
    your way, and then step down and go right to the gondola.  At the top of the 
    ride, go left into the hut, kill the Giant Moo and get the Dream Crystals!  
    Yay!  Now go back to the right to the next platform, and notice the flower in 
    the background.  Grab the Flying Moo to the right, jump and throw it at the 
    flower to reveal an Egg, and repeat to free the last prisoner.  Now use the 
    Flying Moo to double jump up to the wooden box on the right.  Take the next 
    Flying Moo and double jump to break the box and get the blue Dream Crystal.  
    That should be 150.  Now just go right to get to a cinema sequence and the end 
    of the stage.
    
    
    **************************
    *       Vision 3-2       *
    * A Wrench in the Works  *
    *The Clockwork Tree House*
    **************************
    
    Before I get into the stage walkthrough here, I want to warn you on a couple 
    of things.  This stage, for the most part, is not all that hard compared to 
    some that will come later.  It is, however, very long.  Much longer than the 5 
    stages that came before it, or the next 2 that will come after it.  And while 
    most of the stage, like I said, is pretty easy, there is a small part of this 
    stage that will drain several of your lives the first time you get here, so I 
    hope you have plenty.  If you donít, you might want to do the first stage over 
    a few times.
    
    Okay, go right and grab the Boomie, and throw it at the X painted on the tree 
    in the background.  This will activate the switch and power the gondola to the 
    right.  Ride the gondola to the next stop and go in the door to the right.  Go 
    right, around the curve, then jump up through the hole in the floor above and 
    go through the door on the right.  Get the Pink Heart here, and go in the next 
    room.  Go right, across a couple platforms, to a key.  Go back left to the 
    room with the hole in the floor, fall through, and go back to where you got 
    off the gondola.  Ride the gondola all the way around to get all the Dream 
    Crystals, and then get off on the path with more Crystals to the left.  Use 
    one of the Boomies to double jump to the blue Crystal, and then open the door 
    to the left and go through.  As you might expect, there is a Memory Clock 
    here.  (Dream Crystals: 17  Prisoners: 0)
    
    Go left, and after the Dabby shoots at you, jump across the gap and defeat it.  
    In case you wonder, thereís nothing off the platform to the left.  I checked.  
    Jump to the first cut-off tree branch above you.  When the Moo jumps to the 
    next branch, grab it and double jump to the Pink Heart.  Now climb the tree 
    branches and jump to the platform on the left.  Walk to the left edge of the 
    platform and stop.  See all those small tree branches in front of you?  Yeah, 
    you have to cross those.  Without falling.  And thereís a prisoner bubble in 
    the middle.  This is the section that I said would drain your lives.  If 
    youíre feeling brave, go out to the second branch and watch the Monkey Moo 
    above you.  As it swings down to the right, jump straight up and grab it.  Now 
    go to the next branch, _carefully_ turn around, jump and throw the enemy at 
    the prisoner bubble.  _Carefully_ turn around again, and go on to the last 
    branch.  Grab the Flying Moo here to give yourself more of a window to jump 
    with, and then make the last jump to solid ground and a Memory Clock.  (Dream 
    Crystals: 34  Prisoners: 1)
    
    Go left, grab the Dabby when it appears behind you, and then spring up and go 
    left, past the Pink Heart, to the Mirror Fairy.
    
    FOR THOSE WHO WANT 150 DREAM CRYSTALS:  Face the background and throw the 
    Dabby at the bubble.  Step off to the left, hover to the right underneath the 
    platform, hit the switch and fall down through the Dream Crystals there.  Now 
    quickly go to the right, fall down through the new hole in the floor, and get 
    the Dream Crystals in the cubby hole to the right.  If you got them all, you 
    should have 58.
    
    If you didnít follow the paragraph above, hit the switch below you, and then 
    fall through the new hole in the floor to the right.  Either way, now go left 
    to another Memory Clock.  (Dream Crystals: 58  Prisoners: 1)
    
    Spring up to the left, but stop and look behind you.  There is a blue Crystal 
    at the upper-right corner of the screen.  Go left, wait for the first Boomie 
    to explode so you have plenty of time, and grab the next one that appears.  
    Now go back right and double jump to the blue Crystal.  After getting the 
    Crystal, you should reveal a hidden Ngapokoís Egg just under where it was.  Go 
    back left, grab another Boomie, walk back to the edge, jump and throw the 
    Boomie at the Egg for a Silver Life Coin.  Now go left, grab yet another 
    Boomie and carry it through the door with you.  Break the Egg in here to free 
    the second prisoner, then go to the next room for a cinema sequence.  When 
    itís over, wait for the Boomies to appear, grab one and double jump to get the 
    Dream Crystals above you.  Moving left, grab the Shellie in the lower section 
    and throw it at the Egg in the foreground for a blue Dream Crystal.  Now grab 
    another Shellie and carry it to the left.  There will be a Boomie there, but 
    it wonít stay long before exploding.  When itís gone, throw the enemy youíre 
    carrying at the prisoner bubble in the foreground to free #3.  Go left, and 
    step all the way against the left wall of the lower section to reveal a hidden 
    Ngapokoís Egg.  Grab the Teepa above you and break open the Egg for 3 Dream 
    Crystals.  Go left and through the door for a Memory Clock.  (Dream Crystals: 
    88  Prisoners: 3)
    
    Grab the Boomie here, fall through the hole to the left and throw the Boomie 
    at the Egg to the right for a Pink Heart.  Now jump back up through the hole 
    and go left.  The Boomies here will just walk off the platform, so grab one 
    and jump to the next platform to the left, step down to the lower section, and 
    throw the Boomie to the left.  There is a switch there that opens the door 
    that you can see in the background, but the timer on it is so short that you 
    cannot reach the door if you activate the switch yourself.  So after you throw 
    the Boomie over there, go back to the right, down through the hole, and left 
    to the door.  You should reach it just as it opens and be able to go through.  
    After the cinema sequence, if you didnít do it in Vision 2-2 (which I 
    suggested you not do the first time), youíre going to have to learn a new 
    technique here: multiple midair jumps.  Jump and grab the first Flying Moo, 
    get about halfway between where it was and the line of Dream Crystals, and 
    face right.  About the time the other Flying Moo reaches the bottom of its 
    little hovering area, quickly double jump straight up, grab the other enemy, 
    and jump and hover to the right to the platform.  If you made it, you will 
    have the satisfaction of having made your first triple jump, along with a 
    cinema sequence.  Afterwards, get the key and walk to the left edge of the 
    platform.  Jump and hover to the left, free the fourth prisoner and try to 
    fall through all the Dream Crystals.  If you miss any, use the Flying Moos to 
    get back up to the rest.  Having gotten everything in this room, go back out 
    the door.  Go right, up and left through the hole in the floor, across the gap 
    to the right and back outside.  Go right, and in case you missed it earlier, 
    the locked door is on the right side of the nearest low section.  Itís a 
    really small door. :)  Before doing anything else in the next room, go past 
    the switches and activate the Memory Clock.  (Dream Crystals: 100  Prisoners: 
    4)
    
    These switches have to be hit in a certain order, or else they deactivate 
    again.  Hit the left switch first, then the right switch, and the middle 
    switch last.  Cinema sequence time.  Yeah!  We finally got the clock working!
    Now you have to go all the way back to where you got the first key in the 
    stage. :(  Since thatís a really long way, Iíll take you through the steps.  
    First, go back out of the control room, and go all the way right and through 
    the door.  Left into the next room.  Now right and go in the first door you 
    come to.  Skip the gondola and go through the door on the right.  Go around 
    the curve in here slowly so you can see where youíre going, jump over the gap 
    and go through the door on the right.  Go on into the next room.  Now go right 
    and across to the last platform where the key was.  The platform will carry 
    you through some Dream Crystals and a prisoner bubble, to a conveyor belt.  
    When you land on the conveyor belt, turn to the foreground and activate the 
    Memory Clock.  (Dream Crystals: 109  Prisoners: 5)
    
    Cross all the conveyor belts and wheels and try not to stop except to collect 
    the Dream Crystals.  There are Spikers on the wheels that will try to harass 
    you.  When you make it to the next platform that doesnít move, go left and 
    through the door.  Go left and free the last prisoner, and when the gondola 
    comes down, jump on it.  At the top, go outside to a Memory Clock and a Mirror 
    Fairy.  Memory Clock first.  (Dream Crystals: 121  Prisoners: 6)
    
    There is pretty much nothing to this Mirror Fairy except pure skill.  First 
    wait until some Mace Balls are coming down so you can get a little bit of a 
    rhythm.  Activate the Fairy and go up the slope to the right, jumping to get 
    the Crystals and to avoid the Mace Balls, and pray.  If you do it fast enough, 
    you should have 133 Crystals.  Get the Silver Life Coin, and just past it is a 
    small safe area from the Mace Balls.  When youíre ready, go right, get the 
    Gold Heart and the Crystals, and when you make it to the next door, you should 
    have 150.  Go inside and step on the gondola in the middle to (almost) end the 
    stage.
    
    *****************
    *Boss: Gelg Bolm*
    *****************
    
    This guyís a little tougher than the other bosses so far.  Each hit after the 
    first one creates a different phase of the battle.  First off, the platform 
    you fight him on has 4 springs, 2 on either side of the middle, and 1 on each 
    edge of the platform.  So you can follow my directions, imagine the platform 
    cut in half between the 2 middle springs and divided into sides.  I will refer 
    to the 2 middle springs as spring #1 on a given side, and the outer springs as 
    spring #2 on that side.  Okay, now how to fight him.
    
    Phase 1:  Throughout the whole battle, Moos will be coming in from the 
    background and landing in the middle of the platform.  Try to stay around this 
    middle area as much as you can during the battle.  Gelg Bolm will be moving 
    from one side to the other and stopping at each end.  When he goes by you, you 
    have to use the springs to avoid him.  The idea is to be carrying a Moo 
    whenever possible, and when Gelg Bolm is about to go by, spring up and double 
    jump when he goes under you, and try to hit him in the soft part in the middle 
    of the hard shell.  I like to do this from spring #1 on the opposite side of 
    the platform from Gelg Bolm, because it gives you a good amount of time to 
    execute, and itís bad to use the outer springs because you wonít have a place 
    to land when Gelg Bolm stops there.  After 2 hits, go on to Phase 2.
    
    Phase 2:  Gelg Bolm will start Phase 2 by spitting out a seed that will grow 
    into a spiked ball.  He will push this at you and you will have to use the 
    springs to avoid it.  Now he will have a new attack pattern.  He will jump up 
    off the screen and hover over your position, and after a certain amount of 
    time, he will crash down to the platform, stay there a second or two, and then 
    jump up again.  What you have to do is be carrying a Moo and stay between 
    springs #1 and #2 on one side, but closer to spring #1.  Donít get right next 
    to it, because Gelg Bolm may cover it up when he comes down, and you wonít be 
    able to hit him.  Walk back and forth over a small area so that you can see 
    Gelg Bolmís movements, and when he stops, quickly go to the other side of 
    spring #1 on your side.  When he comes down, if he is close enough to but not 
    on top of spring #1, spring up over him, double jump and hit him.  If you hit 
    him successfully, go on to Phase 3.
    
    Phase 3:  Gelg Bolm will go back to his attack pattern from Phase 1, but he 
    will turn red and start moving faster.  You will have to adjust to this with 
    the timing of using the springs.  When you hit him again, go to Phase 4.
    
    Phase 4:  Gelg Bolm will start off this Phase by spitting out another seed and 
    pushing it at you, but this one will grow so big that you will have to grab an 
    enemy, spring up and double jump over it to avoid it.  Then he will continue 
    to use his Phase 1 attack pattern.  After 1 more hit, heís dead and youíre 
    done.
    
    
    *******************************
    *         Vision 4-1          *
    * The Desperate Journey Home  *
    *The Ruins of the Wind Kingdom*
    *******************************
    
    Another pre-stage commentary here.  This stage and the one after it are both 
    short and pretty easy when compared to the one you just finished, and full of 
    extra lives.  Enjoy these stages while theyíre here, but donít be lazy, 
    because youíll need all those lives in the rest of the game, and youíll be 
    wishing the rest of the stages were this easy and short.  Okay, here we go 
    then.
    
    All the Flying Moos you see at the beginning of this stage will fly away 
    quickly.  Only the regular Moos will stay.  Grab the first one in front of 
    you, take it to the right, and defeat the next one.  As you get to the steps, 
    grab the Moo there, take it to the right and use it to defeat the Spinner.  
    Continue and defeat a couple more Moos, and then use the Flying Moo to double 
    jump up the wall to the left.  Another one will appear above you.  Use that 
    one to defeat the next Spinner and get the blue Dream Crystal above you.  Go 
    left, use the next Moo to defeat another Spinner, and then go in the door, and 
    STOP.  You see those Dream Crystals right in front of you?  DO NOT collect 
    those until you activate the Mirror Fairy in here if you want 150.  Hopefully 
    you stopped before you got the first one.  Now just jump straight up, and 
    activate the Memory Clock.  (Dream Crystals: 10  Prisoners: 0)
    
    FOR THOSE WHO WANT 150 DREAM CRYSTALS:  Okay, now if you mess up in here, you 
    can start back there and try again.  This stage has 2 of the more difficult 
    Mirror Fairies if youíre trying to get 150 on every stage.  Here, youíre going 
    to have to make a zig-zag pattern, going over and under the Crystals until you 
    get to the other side of the room.  Once there, grab the Flying Moo.  Now, 
    double jump to the Pink Heart, hover to give yourself a little more time, and 
    activate the Fairy just before you fall.  Grab the Flying Moo again just as it 
    appears, get the first Crystal on the ground to the left, and then double jump 
    to the next 2 in the air.  Now go back and grab the Flying Moo again, do the 
    same maneuver for the next 3 Crystals, and get the last one on the ground to 
    the left as you fall.  If you were fast enough, and didnít collect any 
    Crystals too soon, you should end up with 40.
    
    If you donít care about 150 Dream Crystals, just get everything in here and 
    then go back out the door.  Defeat the Spinner again, and carry a Moo with you 
    to the left.  When you get to the wall, double jump to the next platform on 
    the right, but watch out for the Flying Moo above you.  Now use that enemy to 
    get to the next platform.  Grab the Moo and defeat the Spinner.  When you get 
    to the edge of the platform, grab the Flying Moo and then stop and look at the 
    carving on the wall in the background.  It has a crescent moon in the middle 
    of a triangle, with the symbols for the Kingdoms of Wind, Water and the Forest 
    at the 3 points.  This picture has to do with the prophecies detailed up in 
    section 6.  Now, when the other Flying Moo across from you flies downward, 
    double jump all the way over it to the next platform.  Grab the Flying Moo to 
    your right and double jump over the prisoner bubble to free #1 for the stage.  
    Grab it again and double jump to the high platform on the right, but donít go 
    in the door yet.  Jump and grab the Flying Moo to the left, and jump again to 
    reach a small platform with a couple Dream Crystals and another door.  Go in 
    this one.  Now this is a little tricky.  Try not to move left or right too 
    much, because you can fall and die here.  Grab the Flying Moo on the left.  As 
    the other one is going upwards, double jump, grab the second one, jump again, 
    turn left and break the prisoner bubble.  If you got enough height, you should 
    have also gotten a Pink Heart and a blue Crystal.  With everything in hand, go 
    back out the door.  Grab the Flying Moo, and double jump to the right to the 
    other door from a minute ago.  Go in for a Memory Clock.  (Dream Crystals: 60  
    Prisoners: 2)
    
    Go right and you will see a Giant Spinner.  Since you donít have an enemy to 
    defeat it with yet, turn around and grab the Moo that is now behind you.  Now 
    defeat the Giant Spinner and get its Crystals, and then go right, getting the 
    other Crystals, and go out the door.  Even though we just had one, itís time 
    for another Memory Clock.  (Dream Crystals: 75  Prisoners: 2)
    
    Grab the Glibz to the left and double jump up to the rock outcropping above 
    you.  Now, quickly jump to the other outcropping and release the prisoner.  
    These rock platforms will fall with you if you stay on them for more than an 
    instant, so if you missed anything up there, donít worry, youíll get another 
    chance in a minute.  Go left and defeat the Moo, and continue left along the 
    bottom.  Jump over the first Glibz that you see, and grab the second one.  Use 
    it to open the Ngapokoís Egg in the background, but youíll have to time it so 
    the windmill wheel doesnít stop your shot.  Your prize is an ultra-rare Gold 
    Life Coin!  Now go back to the right and go up the steps you passed earlier, 
    while defeating the enemies.  If you missed anything on the rock outcroppings 
    a while back, grab the Glibz on the top step and double jump to the right, to 
    the top of the wall.  You can jump down from here to get anything you missed.  
    Once you have everything, from the top of the steps, go left.  By the way, I 
    have no idea what the other wall carving at the top of the steps means.  
    Defeat the other Glibz and Moo here, and walk to the edge of the platform.  
    Grab the Flying Moo, jump to the left until you are over the prisoner bubble, 
    and then double jump and hover to the platform on the left.  Go in the door 
    for a Memory Clock.  There will be 2 Plowms attacking you, though, so you 
    might want to defeat them first.  (Dream Crystals: 77  Prisoners: 4)
    
    Go right now to find a Burnie.  Grab it carefully and use it to break open the 
    Ngapokoís Egg in the background for a Silver Life Coin.  Go on to the right to 
    a gap.  Carefully jump over the Spiker when the Moo on the other side goes 
    away from your landing spot, and then defeat the Moo.  There is a small wooden 
    platform under the next Spiker, so jump to it when the Spiker moves up and 
    then quickly jump to the next platform.  Thatís another place you might want 
    to use the Whirlwind.  Go right until you find a Moo, and grab it.  Avoid the 
    spiked balls from the Summy in the background, and when it jumps to the bottom 
    level, try to hit it with the Moo.  Whether you hit it or not, continue on to 
    the right.  After you pass some Plowms, you will come to a platform on some 
    ropes with 2 Dream Crystals and a Gold Heart above it.  Right after you land 
    on this kind of platform on ropes, they will flip over, and you will fall off.  
    The platforms will then go back to normal after a few seconds, but most of 
    these platforms later on will be suspended over nothing, so you can only spend 
    enough time on these platforms to jump again, and then be on your way.  So, 
    get the stuff over the platform and continue on.  Grab the Burnie and use it 
    to activate the upcoming Memory Clock.  (Dream Crystals: 85  Prisoners: 4)
    
    Grab the Flying Moo above you, jump out to the rope platform and then double 
    jump to the next platform.  This next part would appear to be pretty easy if 
    it werenít for the Summy attacking you from the background.  Carefully, grab 
    the Moo, double jump, grab the Flying Moo, jump again and get the Crystals, 
    all while avoiding the spiked balls thrown at you.  Now, grab the regular Moo 
    again, jump to the next rope platform, and then double jump to the next safe 
    platform high on the right.  Proceed until you notice a Flying Moo.  Jump to 
    the next platform, with the big tree trunk on it, grab the Flying Moo, and 
    double jump to a high platform on the left with 2 Crystals and a Silver Life 
    Coin on it.  Now go back to the right and continue.  Get the Pink Heart and 
    jump to the next platform when the Spiker moves down.  The camera will shift 
    as you move to the right here, so you wonít have to worry about your 
    direction.  Defeat the Burnie you come to and continue to the Mirror Fairy.
    
    FOR THOSE WHO WANT 150 DREAM CRYSTALS:  This is another tricky one that you 
    have to do like you did the very first Mirror Fairy in the first stage of the 
    game.  Carefully walk between the Fairy and the first Crystal, and turn left.
    Jump, activate the Fairy, and start moving gung-ho to the right.  As soon as 
    you grab the last Crystal on your level, jump toward the platform on the left 
    and donít worry about the Spiker.  Itíll be out of your way as long as youíre 
    fast enough.  You may or may not need to hover just a little.  Quickly get the 
    last few Crystals on this platform, going left in kind of a zig-zag jumping 
    pattern.  Youíll only have about half a second to spare on this one.  If you 
    got everything, you should have 136 Crystals, and then you should come to a 
    Memory Clock.  (Dream Crystals: 136  Prisoners: 4)
    
    Next you will come to some platforms suspended on 4 ropes that swing back and 
    forth.  These are safe to stand on, but the jumps are tough because of the 
    swinging.  When you make it to the third platform, there will be a prisoner 
    bubble on your right.  As the platform swings up to the bubble, quickly jump, 
    break the bubble and land back on the platform.  Now go on to the next solid 
    platform when you swing back to the left.  Keep going left all the way to the 
    end of the long platform, ignoring the boarded-up doorway you see in the 
    background.  There is absolutely no way you can get back there to it.  Another 
    swinging platform will be coming to you, so get on it.  You will see the last 
    prisoner bubble above you.  Stay on your platform, and as it swings to the 
    left, grab the Flying Moo you come to.  You shouldnít have to jump.  Now when 
    the platform gets to the end of its swing back on the right, jump just a 
    little and throw the enemy at the bubble.  You may need to move to get back on 
    your platform.  When you swing back to the left, Grab the Flying Moo again now 
    and wait for another swing.  This time on the left side, double jump to the 
    high platform to the left.  Remember to aim for the black platform above you 
    and not the tree trunk around it, because if you accidentally aim for the tree 
    trunk, you might move left too far and hit your head on the bottom of the 
    platform and miss.  If you make it to the platform, go left and get the rest 
    of the Dream Crystals.  You should have 150 now.  Fall off your platform to 
    the right, then move left under the Flying Moo to reach one last platform, and 
    go left and out the door to end the stage.
    
    
    ****************************
    *        Vision 4-2        *
    * When the Wind Dies Down  *
    *The Leviathanís Ice Cavern*
    ****************************
    
    This stage starts off with a series of 5 slides as you go down a hill.  Refer 
    back to the walkthrough for Vision 2-2 if you donít remember the slide 
    mechanics.  The second and third slides will have Spikers that you will have 
    to adjust your speed to avoid.  At the bottom of the hill, go in the door for 
    a Memory Clock.  (Dream Crystals: 21  Prisoners: 0)
    
    Now the slides in the next couple of rooms actually have a little difficulty 
    to them.  Start off normal, but jump at the break in the row of Crystals and 
    free the prisoner.  Then, when you get to a Flying Moo, you can use it to 
    double jump to a Silver Life Coin.  Then youíll be outside.  Ride the water 
    spout until it deposits you in the river.  Jump over a couple of Spikers to 
    get a couple of Crystals, and then use the Flying Moo above you to double jump 
    to a Gold Heart.  Then you have 2 more Spikers with a blue Crystal between 
    them.  Lastly, jump through the curved line of Crystals and free the prisoner.  
    Try not to anticipate it and jump too early, or you may not get all the 
    Crystals.  In the next room, the slide will deposit you on a platform, next to 
    a Memory Clock.  (Dream Crystals: 51  Prisoners: 2)
    
    Walk to the right, and you will notice an ice block in your way.  Turn around 
    and grab the Burnie that just appeared behind you, and use it to destroy the 
    ice block.  Grab one of the Moos on the next platform, ride the wind up, and 
    use the Moo to defeat the Spinner on the next platform.  To the right a little 
    more, use the 2 Plowms that appear to destroy the ice blocks in the floor, and 
    fall through the hole.  In the room below, use the Moo to free the prisoner, 
    and use it again when it reappears to break the ice block on the left.  Ride 
    the wind back up and continue.  Past another Spinner, you will reach another 
    wind gust.  The next platform has a couple Spinners and a couple Plowms.  You 
    know what to do here.  After the Spinners are gone, grab another Plowm and 
    throw it at the ice block to the left of the wind gust you rode to get here.  
    Go in there and flip the switch to get rid of the pink crystal formation that 
    was blocking the exit.  Go through where it was to reach another Memory Clock.  
    (Dream Crystals: 60  Prisoners: 3)
    
    Go right and up some platforms and then onto the big dinosaur skeleton.  Grab 
    the Burnie and double jump to the high platform in front of you.  Ignore the 
    door to the right.  Youíll be coming out of it shortly.  On the high platform, 
    you must make a triple jump with some Flying Moos and hover to the right to 
    reach a wind gust that will take you to a _really_ high platform and another 
    door.  In here, ride wind gusts to the left and free the prisoner.  Off of the 
    last wind gust, fall through the line of Crystals with the Silver Life Coin, 
    and then go right and through the door.  This is the door you ignored before.  
    Go right, under the first Crystal you see, and jump onto the lower platform.  
    Jump and hover to the left to get the Crystal you passed, and then jump and 
    hover back to the right to get the other one.  From here, grab the Flying Moo, 
    but instead of going up to the Memory Clock yet, fall down below you.  Now, 
    use the Flying Moo to break the ice block in the floor and go down the hole.  
    Grab the Moo to the left and break open the Ngapokoís Egg for a Gold Heart.  A 
    Burnie will appear to the right, so grab it and walk to the left edge of the 
    platform.  Throw the Burnie at the ice block to the left when the Spiker moves 
    out of the way.  Itís easier to do when the Spiker is on the way up.  Go 
    inside there now to find a Mirror Fairy.  While the Fairy is active, you must 
    get some Crystals while jumping over a Spiker that is going back and forth 
    across the next platform.  Thereís no set way to do it, but youíve got plenty 
    of time for this one.  I really donít see how you could mess it up.  You 
    should end up with 112 Dream Crystals.  Now go all the way back to the right, 
    grab the Burnie again, and double jump up out of the hole you used to get down 
    here.  Go left back to the low platform above the skeleton, and to the next 
    platform on the right.  This time, use the Flying Moo to double jump to the 
    next platform with the Memory Clock.  (Dream Crystals: 112  Prisoners: 4)
    
    Ride the wind gust, fall to the left to get the 2 Crystals and the Silver Life 
    Coin, and ride the wind gust again, up to the next one.  Do the same trick 
    again to get 3 more Crystals, and then ride a third wind gust up to the next 
    platform on the left.  Unfortunately, the wind gust will not carry you up to 
    the other items above you.  From the platform, use the Flying Moo that appears 
    to double jump up the wall on the left.  Watch out for some more Plowms and 
    Spinners here.  Defeat the Spinners, and then grab another Plowm and walk to 
    the right edge of the platform.  Double jump to the right, grab the Flying Moo 
    and jump again to reach the platform with the door.  You may end up getting 
    the items there during the jump, but if you donít, you can get them in a 
    minute.  Go inside the door now.  Ride the wind gust on the left, hover to the 
    right, grab the Flying Moo and jump with it to reach the high platforms on the 
    right, above the door.  Get the Dream Crystals and free the prisoner.  Now go 
    back out the door.  Grab the Flying Moo on the left, and if you missed the 
    items there last time, fall down to get them and ride the wind back up.  
    Anyway, get back up to the platform on the left with the Plowms and Spinners.  
    Defeat the Spinners again, and then walk to the left edge of the platform.  
    You must make a series of jumps across some platforms made of dinosaur claws 
    to reach a wind gust.  These claw platforms will break under you after a 
    second, but you will have a little more time with them than you did with the 
    rock outcroppings in the last stage.  I donít know what happens if you fall 
    here, because I donít think Iíve ever fallen here.  Ride the wind gust up to a 
    Memory Clock.  (Dream Crystals: 133  Prisoners: 5)
    
    Some more claw platforms here.  Only this time, youíll have to do a trick in 
    the middle.  On your way down to the second platform, grab the Flying Moo.  
    After you land on the second platform, jump left over the prisoner bubble, and 
    midair jump and hover to the top of the line of Dream Crystals to the left.  
    Fall through the Crystals to the third platform, and then jump left to the 
    safety of the wind gust.  If you did it right, the enemy you jumped with 
    should have popped the bubble and released the last prisoner.  Ride the wind 
    gust up to another one, and get the 3 Crystals to the right of the second one.  
    Then at the top of the second gust, grab the Flying Moo on the right and use 
    it to break the ice block on the platform to the left.  Where the ice block 
    was will be the 150th Crystal.  Go out the door and to the right for a cinema 
    sequence.
    
    ****************
    *Boss: Baladium*
    ****************
    
    You fight this boss on a bridge that swings forward and backward from a side 
    view.  Baladium is in the background at the forward end of the swing, and the 
    enemies that you have to hit him with are at the backward end of the swing.  
    First, letís talk about Baladiumís attacks, of which there are 3.
    1: He will create a bunch of pillars that will make a maze for you to 
    navigate.  If you run into a pillar, you will take damage, and any enemies you 
    are carrying will be destroyed.  On the upside, one of the pillars will be 
    pinkish in color.  If you can manage to hit the pink pillar with an enemy, it 
    will leave behind a Pink Heart, but donít try for it if youíll take damage in 
    order to get it.  After the next backward swing of the bridge, all the pillars 
    will disappear and Baladium will attack again.  2: He will create a row of 
    missiles in front of him that will come toward you as you swing toward 
    Baladium.  There will always be at least one hole somewhere in the row.  Stand 
    in a hole to avoid the attack.  3: He will create a row of bombs in front of 
    him that will explode as you swing past them.  As with the missile attack, 
    stand in a hole between them to avoid damage.  The bombs are slightly harder 
    to avoid than the missiles, though.  Also, periodically during the battle, 
    Zagards will appear on the bridge.  These are invincible to your attacks, but 
    they will be destroyed by Baladiumís attacks, and you can also push them off 
    the bridge with repeated Wind Bullets.
    
    Now, Baladiumís weak spots are the 8 multi-colored parts on his sides.  You 
    can usually hit 2 of these at once, but you may not always, so I canít tell 
    you exactly how many hits it will take to kill Baladium.  My only advice to 
    you here is to hit the parts that you have to jump to hit first, because as 
    Baladium takes damage, his attacks will get harder to avoid.  If possible, you 
    donít want to have to worry about jumping and aiming in the air to hit 
    Baladium after you avoid his attacks late in the battle.
    
    
    *********************************
    *          Vision 5-1           *
    *        The Four Jewels        *
    *Coronia Ė The Temple of the Sun*
    *********************************
    
    This stage is going to be hard for me to write a walkthrough for, because it 
    works a lot differently than any other stage in the game.  From the room that 
    serves as the ďhubĒ for this stage, there is a door on each side, leading to 2 
    distinct halves of the stage.  There are 2 Jewels to get on each side, and you 
    have to go through part of each side twice in order to get them all.  I will 
    pick an order to do the stage in as I write the walkthrough, but since you 
    donít have to do it the same way, I will have to count the Dream Crystals and 
    Prisoners differently for this stage.  Instead of tallying them all up at 
    every Memory Clock, I will split the stage up into 6 sections based on the 
    paths, and tell you how many of everything there was in that section at the 
    end of that sectionís walkthrough.  So just add up the numbers for the 
    sections youíve done, and youíll get the totals, however you decide to do the 
    stage.  Two notes:  1. The number I give for the Dream Crystals in the 
    sections with Mirror Fairies will assume you got as many Crystals as possible 
    with the Fairy active.  If you donít, you probably arenít paying attention to 
    those numbers anyway.  2. The second time I visit each side of the stage in my 
    own order, I will refer you back to the walkthrough for the first part until 
    the path splits, so that I donít have to put those 2 sections up twice. 
    Anyway, get your conquering spirit up, and letís tackle this thing!
    
    After the opening cinema sequence, go right and into the pipe for another 
    cinema sequence.  These pipes serve as some of the doors in this stage and the 
    next one.  After that sequence is over, go either left or right and follow the 
    path until the second time you drop down to a lower level.  (Both paths lead 
    here.)  If you stop here, you will notice some signs on the bottom level next 
    to you, with colored circles on them.  These signs exist throughout the stage, 
    and mark the way to the Jewel of the matching color.  In my chosen order, our 
    first target is the Yellow Jewel, so follow the sign and go right, through the 
    pipe.
    
    Green and Yellow Jewel path, opening section
    --------------------------------------------
    Go right and step on the floating platform.  Youíll be shuttled over to 
    another platform.  Go right and through the door.  Go left and get the 4 Dream 
    Crystals.  At the end of the platform, activate the Memory Clock in the 
    background.  Now you can either ride the floating platform on the left down to 
    the next platform, or just jump all the way down there yourself if you want to 
    save time.  Grab the Moo down here and carry it left, to the spring.
    When you spring up, instead of going left, face the background and throw the 
    Moo at the switch on the far side of the room.  Weíll need that to get the 
    Green Jewel later, and that is the only way to flip that switch.  Now head 
    left and get the Dream Crystals, but beware.  There is an Algore in the 
    background just off and above your platform that will attack you.  The best 
    thing to do is to try to go in and jump and grab it, because it can be harder 
    to defeat if youíre carrying an enemy.  It is very dangerous though, because 
    there are also 2 Moos around you that will be constantly reappearing after 
    they are defeated.  Try to minimize your loss of health as you move through 
    here.  After the Algore is defeated, throw one of the Moos at the Ngapokoís 
    Egg moving in the background for a blue Dream Crystal.  After that, when you 
    reach the tall fire plume to the left, the path splits.  (Totals for this 
    section:  Dream Crystals: 12  Prisoners: 0)
    
    Yellow Jewel path
    -----------------
    Grab the closest Moo and double jump to the left over the fire plume when it 
    goes down.  Go left, defeating 2 Algores, and you will come to a Memory Clock.  
    Step to the edge of the platform after that, and the view will switch to show 
    the passage below you.  Get the Dream Crystals on the way down, and then step 
    to the very edge of the platform for a minute.  You should be able to see 12 
    Dream Crystals to the right, around the Mirror Fairy.  To get the maximum for 
    the stage, you have to get ALL of these with the Fairy active.  If you donít 
    want to attempt it, just make your way to the right, watching out for the fire 
    plumes, until you reach the platform after the second fire plume, and skip the 
    next paragraph.  But donít forget about the Silver Life Coin up on top.  If 
    youíre brave and have mad skills, read on.
    
    FOR THOSE WHO WANT 150 DREAM CRYSTALS:  Some of the Mirror Fairies later on 
    may be a bit more difficult per se, but this has got to be the single craziest 
    Mirror Fairy in the game.  You have to activate the Fairy before you collect 
    the Crystals between you and it, the only platforms you have are rotating 
    cylinders, and you have to jump and hover madly between them with nothing else 
    below you.  This is why I chose to do the Yellow Jewel path first.  Now, the 
    thing that makes this the hardest is that you cannot activate the Fairy the 
    way you did way back in Vision 1-2 by throwing an enemy at it, because the 
    only enemy between you and the Fairy is too high for you to reach.  So what 
    you have to do is go up until right before you touch the first Crystals, and 
    pop the bubble with a Wind Bullet at the edge of your range.  Then, get the 
    first 2 Crystals as you jump to the next platform.  Grab the Flying Moo on the 
    right, and then double jump and hover up and left, getting the Crystals on the 
    right and the top, along with the Silver Life Coin.  Fall down through the 
    Crystals on the left side, grabbing the other Flying Moo on the way down, and 
    land on the left platform.  Double jump from there to get what should be the 
    last 2 Crystals in the middle.  Thankfully, you have a little extra time for 
    this one, but not much.  After youíre done, double jump over the fire plume on 
    the right when it goes down to get to the next platform.
    
    Walk to the right edge of this platform, and a Spear Moo will appear behind 
    you.  Grab it, then when the first fire plume on the right goes down and off, 
    jump down onto its spout and throw the enemy at the Ngapokoís Egg to the 
    right.  Then quickly jump back to the platform before the fire comes back.  
    The enemy you threw will go through the other fire plume and free the 
    prisoner.  Grab the Spear Moo again.  Now, wait for a time when the second 
    fire plume in front of you goes down either at the same time as or right after 
    the first one.  When that happens, jump out to the 2 Dream Crystals, and when 
    you get them, midair jump over the fire to the Pink Heart on the next 
    platform.  Grab the Flying Moo above you and double jump up the wall to the 
    right.  Voila, the Yellow Jewel!  With it safely in hand, check the section 
    totals below to see if you have everything.  If you donít, and you want 
    everything, now is the time to die and do the Mirror Fairy over.  If you have 
    everything, activate the Memory Clock to the right, cross over the next fire 
    plume and go through the pipe.  With the Yellow Jewel in place, go after 
    another one!  In my chosen order, weíll go ahead and finish the right side of 
    the stage by getting the Green Jewel next.  (Totals for this section:  Dream 
    Crystals: 41  Prisoners: 1)
    
    Green Jewel path
    ----------------
    See the Green and Yellow Jewel path, opening section walkthrough above to get 
    you back to the path split if youíre doing the Green Jewel before the Yellow 
    one.  This time, when you get to the first fire plume, instead of going over 
    it, just double jump up to the platform on the right.  Head right, and go past 
    the fire plume into the alcove where you will see a blue Dream Crystal.
    There should now be a Flying Moo in the background beside you.  Grab it, then 
    when the fire plume goes down, jump back to the platform on the left, but stay 
    on the edge.  The next time the fire plume goes down, double jump to the next 
    platform on the right.  Activate the Memory Clock and keep going.  When you 
    get to the next fire plume with 2 springs, watch it for a while.  This fire 
    plume only stays down for about a second.  You have to use the spring right 
    when it starts going down to make it across unharmed.  Give it a try when you 
    think youíve got the timing down.  On the other side, you will come to a door.  
    If you flipped the switch earlier like I said, this door should be open.  If 
    itís not, itís time to go all the way back to where you first entered this big 
    room and follow the opening section walkthrough again.  If the doorís open, go 
    on through.  Activate the Memory Clock and get the Crystal you see underneath 
    you.  Now step back down to the left one time to be on the middle platform.  
    When the Flying Moo goes by, youíll be in a good position to grab it.  Once 
    you have it, step down to the bottom platform and double jump over the Spiker 
    to the left when it goes down.  Flip the switch on the other side to open the 
    other door in this area.  Grab the Flying Moo again and double jump back to 
    the other side.  Go in the bottom door you just opened.  Flip the switch to 
    your right to open yet another door, and then go back outside.  Grab the 
    Flying Moo again, double jump back to the top door and go inside.  To the 
    right, drop down in the hole and get the Pink Heart.  Now continue right and 
    go in the last door.  Activate the Memory Clock and get the items and prisoner 
    below you on your way down.  When you get to the very bottom, quickly jump 
    back up to where the Silver Life Coin was.  Youíre going to have to get 
    through that brigade of Armored Moos to continue, and they go all the way to 
    the end of the platform.  If you stand at the very edge of the above platform 
    where you are, you should be just close enough to grab the nearest Fifi.  Do 
    so, and when the brigade starts walking away from your end of the platform, 
    start working your way through them, grabbing and throwing as quickly as 
    possible.  The hardest part of this is at the beginning, because sometimes the 
    overhanging platform will destroy the enemy you throw instead of letting it 
    through.  If this happens, jump back up to that platform if necessary to avoid 
    getting hurt.  Once you destroy enough of the enemies, though, you will be 
    able to walk into the tunnel before you throw to fix this problem.  Once all 
    the enemies are gone, go past where they were to find the Green Jewel.  As 
    before, check the section totals below to make sure you have everything.  If 
    youíre ready, activate the Memory Clock and go through the pipe to place the 
    Green Jewel.  Next up, weíll start the left side of the stage by getting the 
    Red Jewel!  (Totals for this section:  Dream Crystals: 29  Prisoners: 1)
    
    Blue and Red Jewel path, opening section
    ----------------------------------------
    Jump on the floating platform to be carried over to the next section of the 
    path.  Go left and stop when you get to the edge of the platform.  Grab the 
    Flying Moo, jump out until you are over the prisoner bubble, and then midair 
    jump and hover left to free the prisoner and make it to the other side.  When 
    you reach the other side, believe it or not, the path splits.  Wow!  That was 
    a short section!  (Totals for this section:  Dream Crystals: 6  Prisoners: 1)
    
    Red Jewel path
    --------------
    Defeat the Flying Moo and go in the red door to the left.  Activate the Memory 
    Clock and go left.  Donít forget the Dream Crystals above you.  The Moo that 
    appears will run away from you.  Donít get in a hurry to catch it or youíll 
    run into the fire plume.  When the plume goes down, continue on to the end of 
    the platform and grab the Moo along the way.  Carry the Moo with you and jump 
    on the moving platform.  On your way through here, you will have to jump over 
    some obstacles, and there will be some X targets on some machines in the 
    background.  Throw the Moo youíre carrying at the first target.  At the end of 
    the track, jump onto the rotating cylinder.  Grab the Fifi to the left, jump 
    and throw it at the other target.  If both targets in this area are down, you 
    may continue left.  At the end of the next platform, grab the Fifi and double 
    jump to the next platform, and then turn around and grab the same Fifi again.  
    Now you must try to land on the spring to the left.  This can be hard because 
    the camera will be switching around as you do.  While youíre on the spring, 
    turn toward the background and throw your enemy at the prisoner bubble.  Then 
    use the spring to reach the next platform.  No need to grab the Fifi here, 
    just a jump and hover will get you across.  Next, you will have to jump across 
    some platforms made from the targets you hit before.
    The one in the middle with the blue Dream Crystal can be hard to hit.  Once 
    you are safely across, grab the Red Jewel, and whatever you do, donít go off 
    the platform to the left!  The only thing that waits for you there is death.
    Your path leads up and right towards a Memory Clock.  After you activate it, 
    leave the Mirror Fairy alone for a minute, and climb up the platforms to the 
    left.  Be sure not to collect any of the Crystals in here.  Once you make it 
    to the top platform and the Flying Moo appears, stop.
    
    FOR THOSE WHO WANT 150 DREAM CRYSTALS:  Of all the stages in this game, this 
    one took me the largest number of tries to figure out how to collect 150 
    Crystals, and it was because of this Mirror Fairy.  I thought surely you 
    werenít supposed to collect the Crystals in the vertical line above the top 
    platform with the Fairy active, but you are.  Start by grabbing the Flying Moo 
    and taking it back to the platform that is against the left wall, directly 
    across from the Mirror Fairy.  When the Spiker reaches the left end of its 
    path, throw the enemy at the Fairy and start jumping up the platforms.
    Stop on the platform just under the top one and face left.  As soon as the 
    Flying Moo starts to reappear, jump and grab it, turn around and land on the 
    top platform on your way down.  Double jump to get the Crystals over the top 
    platform, and then fall down between the top platform and the one next to it.
    Hover to the right as soon as you pass the top platform to get the Crystals 
    under the overhang, and then fall down through the rest of them.  The time for 
    this Mirror Fairy is very tight, so much that it can be hard to tell whether 
    or not you got all the Crystals with it active.  From the Crystal count you 
    had when you activated the last Memory Clock, you should have increased your 
    total by 30 if you got them all.  Return to the top platform to continue.
    
    Whether or not you followed that last paragraph, head right until you get the 
    Pink Heart, and stop.  There will be a parade of enemies repeatedly going by 
    you.  When you see the only one that is a regular Moo, grab it.  Now, watch 
    for a time when the fire plume goes down about the same time as the parade 
    reaches the space where the Moo you grabbed was.  When that happens, go to the 
    platform next to the fire plume and double jump over it.  Check your section 
    totals.  If you are satisfied, activate the Memory Clock and go through the 
    pipe.  One Jewel left to go!  (Totals for this section:  Dream Crystals: 40  
    Prisoners: 1)
    
    Blue Jewel path
    ---------------
    See the Blue and Red Jewel path, opening section walkthrough above to get you 
    back to the path split if you are doing the Blue Jewel before the Red one.  
    When you reach the red door, instead of going through it, continue on the path 
    down and right.  Activate the Memory Clock and jump on the floating platform.  
    On the next part of the path, watch out for the Algore and defeat it.  Another 
    one waits on the platform below you, along with some Dream Crystals.  You will 
    come to a gap with some lava.  A simple jump and hover will get you across.  
    Get the 4 Dream Crystals on the right and then go down onto the floating 
    platform.  On the next platform that it takes you to, go to the very middle of 
    it and jump.  There is a hidden Ngapokoís Egg here.  The Egg moves up and 
    down, so you might not reveal it the first time.  If you donít, just jump 
    again and you should.  Now step to the left edge of this platform.  When you 
    have a place to land where the Armored Moo is running, jump over there, 
    avoiding the floating platform for now, and continue on to where a regular Moo 
    is hanging out on a higher ledge.  This regular Moo will reappear after it is 
    gone.  Grab it and the blue Crystal beside it, and then throw the Moo at the 
    second Armored Moo that you see jumping in the background.  After you break 
    the armor off, do so again to kill it.  Now use the Moo to break the armor off 
    the enemy on the platform next to you, then grab it and use it to break open 
    the other Ngapokoís Egg you see in the background.  Another prisoner is 
    rescued.  Now grab the regular Moo _again_, jump back to the platform with the 
    moving Egg and break it open for a blue Dream Crystal.  Thatís the last 
    Crystal in this area, so if youíve followed my walkthrough exactly, you should 
    have 150 now.  Now you can finally jump on the floating platform you avoided 
    before and be carried to the platforms in the background.  Carefully jump and 
    hover across the lava pit to the platform on the other side, but try not to go 
    too far.  If you come in contact with the fire plume, it will probably knock 
    you into the lava and kill you.  When it goes down, jump over it.  Defeat the 
    nearby Glibz, and then jump up the platforms to the Blue Jewel.  Go in the 
    nearby door and quickly defeat the Algore, and then cross over the fire plume 
    when it goes down.  Here, the parade of enemies from the end of the Red Jewel 
    path will be moving across your platform.  You donít need to do anything with 
    them, but you do need to watch out for them as you try to find an opening to 
    cross their path.  Grab the Algore on the other side and use it to break open 
    the Ngapokoís Egg you see in the background to release what should be the last 
    prisoner if youíve followed my walkthrough exactly.  If you miss, the Algore 
    wonít reappear, so youíll have to get a regular Moo from the parade to the 
    left and try again.  After you free the prisoner, get the Pink Heart and check 
    your section totals.  If you have everything, activate the Memory Clock and go 
    through the pipe.  (Totals for this section:  Dream Crystals: 22  Prisoners: 
    2)
    
    With all 4 Jewels in place and the door behind them finally open, go through 
    it.  Walk over to the switch in the background, jump and flip it to end the 
    stage with a cinema sequence.
    
    
    ****************************
    *        Vision 5-2        *
    *Between Light and Darkness*
    *  The Heights of Coronia  *
    ****************************
    
    The good news is that this stage is a lot easier to write the walkthrough for 
    than the last one, because itís a whole lot more linear.  The bad news is that 
    this stage will still seem long and bothersome due to the eclipse gimmick.  
    Whenever you are outdoors in this stage, you will be almost constantly 
    switching between light and darkness.  Some things in this stage can be done 
    in both situations, but in many places, you will spend a lot of time waiting 
    around for the light or the dark.  Oh, and if you didnít read the preliminary 
    sections of the FAQ, all the enemies in this stage will change forms and 
    become invincible in the dark, so youíll always have to wait for daylight to 
    defeat them.  And if youíre carrying an enemy when the darkness comes, yep, 
    you guessed it, it disappears.
    
    Start by going to the right and outside.  Go right, drop down and defeat the 
    Algore.  You will come to 2 holographic blue balls under columns of Dream 
    Crystals.  What could these be for?  Wait for the dark, and youíll find out.
    When it gets dark, the blue balls will slowly turn into platforms that you can 
    use to get the Crystals.  You have to wait until they are fully formed to step 
    on them though.  Now to the right there is a Glibz on the other side of the 
    gap, but there is nothing else there, so you donít have to defeat him.  Just 
    drop down when the fire plume turns off, defeat the Algore, and then drop down 
    past another fire plume.  Here, in the daylight, you have to grab the Moos and 
    use them to hit the things in the background.  The Ngapokoís Egg on the left 
    has a blue Crystal, the one on the right has a Gold Heart, and the switch lets 
    you exit this area to the right.  When you go as far as you can, you will see 
    what looks like the spout for a fire plume on your left, but itís actually 
    just a platform, so jump on it and from there to the next area to the right.  
    Here you must wait for darkness to jump up the platforms and get the Crystals 
    and the prisoner bubble.  Now use the spring to get to the high platform on 
    the right.  Drop down in the next area, defeat the Algore, and hit the switch 
    to create a platform above you.  Spring back up, and you can either use the 
    platforms to go right if itís dark, or spring up to the Flying Moo and jump to 
    the platform with it if itís daylight.  Once you get there, go back inside to 
    find a Memory Clock.  (Dream Crystals: 15  Prisoners: 1)
    
    Wait until the Flying Moo and the Spiker are both on the right, spring up and 
    midair jump to the platform on the left, being sure to get the Crystals.  
    Defeat the Algore to the left, then fall down and hover under the overhang to 
    get the Pink Heart underneath you.  Now fall down and move over to land on the 
    floating platform.  If you miss, you can use the springs on the left to get 
    back up.  The floating platform will take you to the door in the background.  
    On the other side, you will find some Crystals, a Silver Life Coin and another 
    prisoner.  Back inside, take the platform back to the foreground, step off and 
    go right to the other door.  Outside, step off your platform to the left, go 
    right and drop down.  First thing here is to use the enemy on the right to 
    knock the armor off the one on the left and defeat it.
    Then break open the Ngapokoís Egg for a Pink Heart.  Now you have to double 
    jump to the platform on the right.  Climb the steps, and stop.  It is best to 
    wait for darkness here.  Cross the temporary platforms to the left, getting 
    the Crystals, and stop when you get to the solid platform.  Wait for daylight
    so the pink guard enemies wonít bother you.  When the fire plume turns off, 
    jump down onto its spout and then to the platform on the left.  Get the 
    Crystals and the prisoner bubble, and then return.  If you fall down, you can 
    get back up the way you came just like earlier.  When you get back to the top 
    of the steps, go inside.  Go left and hit the switch, and then step on the 
    elevator.  At the top, go right and back outside for another Memory Clock.  
    (Dream Crystals: 49  Prisoners: 3)
    
    Go left and you will find yourself surrounded.  Use the enemy on the right to 
    defeat the one on the left, and then get to the platform above you.  When it 
    gets dark, jump to the first platform and then to the one on the right with 
    the Mirror Fairy.
    
    FOR THOSE WHO WANT 150 DREAM CRYSTALS:  Wait for it to get dark and for the 
    enemy on the left to start coming toward you.  Get the Crystals as you jump up 
    the platforms, dodging the enemies.  When you get to the top, go right and 
    fall through some more Crystals.  If you got them all, you should have 87.
    
    If you chose not to do the Fairy, just go until you fall down through that 
    line of Crystals I mentioned, and you will land on a floating platform.  The 
    platform will take you past a couple of fire plumes that you may have to jump 
    and hover over, and there are also a couple of Crystals and a Silver Life Coin 
    along the way.  From the next platform, you must wait for the fire plume to 
    turn off, jump onto its spout and then get to the next platform on the right.  
    From here, jump all the way over the floating platform to the next area.  
    Welcome to probably my least favorite part of the stage.  Get the Crystals, 
    including the one on the right, but leave the Gold Heart until youíre finished 
    here.  When it gets dark, jump left from the lower temporary platform and 
    hover to get close enough to pop the prisoner bubble.  Now the hard part, if 
    you want all the Crystals.  You see the Armored Moos in the background?  
    Youíve got to use the Smorks in this area to break the armor off.  The best 
    way to grab one is to stand still and face it, and try to grab it when itís in 
    range, but before it hits you.  Good luck with that.  The key is to only hit 
    each Armored Moo once, so that you break off the armor but leave them alive.  
    When you are successful, go get the Gold Heart and then ride the floating 
    platform you jumped over earlier to the platform where the formerly Armored 
    Moos are.  When it gets daylight, grab the regular one, hit the Giant one, get 
    the Crystals and go in the door.  Memory Clock time again!
    (Dream Crystals: 102  Prisoners: 4)
    
    This time you have to wait for the Flying Moo and the Spikers to be on the 
    left, spring up, and midair jump through the Crystals to the platform on the 
    left.  Go left and grab the Moo, go back right to where you were, double jump 
    up through the Crystals and land on the platform on the right.  Grab the Glibz 
    in the lower section to the right and get back on the platform you were just 
    on.  You will see a Flying Moo on the right.  You must make a triple jump here 
    to the top of the wall on the right.  When you get there, wait for the Flying 
    Moo to reappear so you can take it with you.  Go all the way to the right, and 
    double jump up to the platform with the switch.  Flip it, and make sure you 
    get all the Crystals as you fall down the shaft that just opened.  You will 
    end up in an area with 2 Pink Hearts, a prisoner bubble, and another switch to 
    open the exit.  Get back up to the platform with the regular Moo, and use it 
    to jump up through the same opening again, but this time to the left.  Defeat 
    the Glibz here, then go past the fire plume to the door.  Go through to find 
    Crystals, a Silver Life Coin and the last prisoner.
    Back inside, go left and flip the switch, then drop down, defeat the Moo and 
    take the floating platform to the door in the background.  Back outside we go.  
    Jump over the floating platform to the right, and get the Crystals here.
    Now you must do a similar thing with the Smorks to what you did earlier, but 
    the other enemies are not involved this time.  If you want, you can break open 
    the Ngapokoís Egg to the right for a Gold Heart, but you mainly want to hit 
    the switch in the background to open up the path.  Now ride the floating 
    platform to that platform in the background.  Go all the way to the right, and 
    then flip the switch again to create a platform that you can use to get up to 
    the right.  Wait for darkness, climb up the platforms and go inside.  Go left, 
    hit the switch, and ride the elevator up.  There is a Memory Clock on the 
    left, but before you activate it, get all the Crystals here, including the 
    ones on the other side of the Clock.  (Dream Crystals: 144  Prisoners: 6)
    
    Go right and outside.  Spring up to the top level and flip the switch.  Youíve 
    got to flip all the switches around here to get to the Moo behind those bars.  
    Start by going to the left, but wait for daylight so the pink guards wonít 
    bother you.  This next thing is hard.  When the fire plume turns off, get onto 
    its spout.  Now jump, flip the switch, and land on the small platform between 
    the fire plumes.  When the other one goes down, cross over it and get to the 
    next platform.  Be careful here because the platform has a hole in it.  Get to 
    the left, and you will see some Armored Moos beneath you.
    Rest easy, the Giant one doesnít have any Crystals, so you donít have to 
    defeat these.  This is the only Giant Moo in the game like this, because there 
    would be too many Crystals in this stage if it had any.  At any rate, you do 
    have to get down there to the bottom to flip the switch, and then get back up 
    and continue.  Compared to the stuff youíve done, this is easy.  Spring across 
    the lava and flip the switch on the way.  Keep going left across the platforms 
    to get back where you started.  The bars on top will now be open.  Wait for 
    daylight, grab the Moo and take it through the door below.
    Get to the raised platform that the Memory Clock was on, and double jump to 
    the left to get to the Gold Heart and the last Memory Clock.  (Dream Crystals: 
    148  Prisoners: 6)
    
    Go outside here and you will be on a floating platform that will take you up 
    through the last 2 Crystals.  Then it will take you past some fire plumes that 
    you will have to jump and hover over like before.  Get the Silver Life Coin on 
    your way, and go in the door on the other side.  Go left, flip the switch, and 
    ride the elevator up for a cinema sequence.
    
    *************
    *Boss: Joker*
    *************
    
    Iím sure youíve been waiting a long time for this battle, as I had.  This 
    fight can actually be the second-hardest boss battle in the game, after the 
    final one.  ďBut Jokerís a wimp!Ē, I can hear you say.  I know.  Heís still a 
    wimp in the daylight.  But when it gets dark, not only is he invincible, but 
    he becomes a raging beast that can kill you in a heartbeat if you donít stay 
    on your toes.
    
    This battle will be fought on a platform ring similar to the Rongo Lango 
    battle, except that the ring has 2 breaks in it opposite each other.  First, 
    notice the color of the blocks that make up the platform: yellow.  That will 
    be important later.  Joker will now appear in the center of the ring, and his 
    hands and feet will be separated from his body.  What he will do is simply 
    walk to and from the sides of the arena in different directions while his 
    hands circle around him.  Sometimes he will walk slowly, and sometimes he will 
    walk quickly.  His hands double as his means of attack and defense.  They will 
    hurt you if he gets close enough to you, and they will also deflect any 
    enemies that you throw at him if you donít do it right.  The enemies for you 
    to throw will appear inside of some kind of cages.  The cages will then 
    disappear so you can grab the enemies.  I find that the way to get the best 
    angle to throw at Joker from is to try to stay as close to opposite him on the 
    ring as you can.  Just watch the holes in the platform and make sure you donít 
    fall in.  The rest is all timing.  After 3 hits, or after a certain amount of 
    time passes, all the enemies will return to their cages, Joker will walk to 
    the center of the ring, and then the darkness will come.
    
    When the darkness comes, Joker will transform into some weird, turtle-like 
    thing, and the enemies on the platform will turn into Eclipses, so obviously 
    watch out for them.  Joker now has 2 attacks.  1: He will stick out 2 of his 
    arms and turn around in circles, sweeping his arms across the platform.  Just 
    jump over his arms to avoid this.  Sometimes he can do a short version of this 
    attack where he takes 1 arm and swings it about halfway around the ring.  2: 
    He will take 1 arm and start smacking it down on the platform, coming towards 
    you a certain distance each time.  This attack is more dangerous than the 
    other one.  The best way to avoid this, if you have room to do this, is to run 
    away from the arm until it smacks the platform pretty close behind you, and 
    then quickly turn around and run the other direction, going under the arm as 
    it passes.  Once Joker passes over you, youíre safe until the next attack.  
    The problem with that method comes when you are near a hole in the platform 
    and he comes at you from the other direction.  If that happens, try to jump 
    over the hole before you do what I said.  Both of these attacks are harder to 
    avoid than I make them sound, for 2 reasons.  First, Joker moves pretty fast 
    in this turtle-form.  Second, things are always complicated by the other 
    enemies roaming around, because you have to try to avoid them at the same time 
    as you are avoiding Jokerís attacks.
    
    While it is dark, as I said, Joker is invincible, and it will stay dark until 
    YOU turn it back to daylight.  Hereís how to do that.  When Joker first 
    transforms, most of the blocks that make up the platform will change color.  
    But as you walk over them, each time you step on a different block, it will 
    change color again, cycling through the colors in a certain sequence until it 
    returns to its original color, which you may remember was yellow.  I told you 
    that would be important. :)  After a block becomes yellow again, it will stay 
    that way, and when you turn all the blocks on both halves of the platform back 
    to yellow, the daylight will return.  Since Joker is so dangerous in the dark, 
    it would be to your benefit to try to get the daylight back as soon as 
    possible, but when Joker is attacking you, you need to focus more on him than 
    the platform, because if you donít, as I said before, he can kill you before 
    you know it.  Here is the color sequence that the blocks go through.  Keep in 
    mind that they can start anywhere in the sequence:  Purple, Blue, Green, 
    Yellow.
    
    When daylight returns, it will work just like it did before, except this time, 
    the darkness will come back only after a certain amount of time has passed, 
    and not after getting a certain number of hits on Joker.  This means that if 
    you can hit Joker 3 more times fast enough, you can win the battle without the 
    darkness coming back.  However, the first time you fight Joker, that probably 
    wonít happen, and youíll probably have to go through the darkness again.  In 
    any event, after you hit Joker a total of 6 times, youíll win.  By the way, on 
    occasion, I have had a Pink Heart appear during the darkness phase of the 
    battle.  Due to the battleís hectic nature, I cannot confirm why this happens.  
    If you happen to know, e-mail me and let me know.
    
    
    **************************
    *       Vision 6-1       *
    * The Kingdom of Legend  *
    *Cress Ė The Moon Kingdom*
    **************************
    
    Start by going through the door on the right.  Proceed right until you get to 
    some platforms going up.  There are no enemies here.  Jump side to side up the 
    platforms and go through the door at the top.  You are now in the central 
    chamber of the bottom levels of Cress.  You will be returning to this room a 
    lot.  The first place we need to go from here is up and over the wall to the 
    left and through another door there.  There is a Memory Clock here, but I 
    wonít make a tally, because you donít have anything.  You will see lightning 
    arcing across the floor ahead.  This wonít kill you, but it hurts.  When a Moo 
    comes down in front of you, quickly grab it and jump to the ball it was on.  
    Now you can toss the Moo.  When you get close enough to the platforms on the 
    other side, jump to them so that the ball wonít take you down the hole with 
    it.  Up the platforms and to the right, and we come to a slightly harder 
    section.  This time, the Moo Balls are coming toward you on the lightning 
    floor, and every second ball has a Moo on it.  There are also a number of 
    Flying Moos spaced periodically throughout.  Youíll be doing a lot of midair 
    jumping here, but the idea is to land on the balls that are unoccupied, so 
    that you donít get hurt.  While youíre in the middle of this area, see if you 
    can also pop the prisoner bubble.  On safe ground once again, go to the right 
    until you see some Dream Crystals and a Gold Heart, and stop.  What you want 
    to do is jump down through them right after a Moo Ball falls, before another 
    one falls on your head.  If you get hit on the way down, it is possible to 
    double jump back up through the Crystals, but itís hard.  Notice that the Moos 
    riding the balls here are the Armored variety.  That will make things 
    interesting just in one second.  Follow the Moo Ball in front of you closely.  
    When you get to the end of the platform, grab the Flying Moo, turn around, 
    jump and throw it to break the armor off the Moo behind you.  Now in one move, 
    jump toward the ball, grab the Moo and land on the ball.  Turn right, jump and 
    throw the Moo to free the prisoner.  Now repeat all those maneuvers again, 
    except when youíre on top of the next ball, double jump up through the hole in 
    the ceiling.  It doesnít matter which side you land on.  Activate the Memory 
    Clock here.  (Dream Crystals: 8  Prisoners:
    2)
    
    To the right of you here, you will see a red crystal and a red statue.  
    Matching colors of these things are all connected in this stage.  You cannot 
    destroy the statues directly, but you can break the matching crystal with a 
    Wind Bullet, and when the crystal is broken, all the statues of that color 
    dissolve.  Do that now to the red ones, and go through the door behind the 
    statue.  You are now back in the central chamber.  This time, jump halfway up 
    the wall and then get up on the platform on the right.  Go through the door on 
    the right.  I call this place the Grand Balcony.  Every other path in this 
    stage you have not been on yet, you will get to from here.  First, go to the 
    right to find the gate formerly blocked by a red statue, and enter.  Drop down 
    and go all the way to the right through these cramped quarters to another 
    door, and go through.  I guess Iíll go ahead and make another checkpoint at 
    the Memory Clock here.  Dream Crystals: 8  Prisoners: 2)
    
    Grab the Summy in front of you and midair jump just off the edge to kill the 
    one below.  Now drop to the bottom, defeating the other Summy or not.  Get the 
    2 Pink Hearts on the left, then go right, up some platforms and through some 
    enemies.  When you get to the top platform, you will begin to be surrounded by 
    Plowms.  Go as fast as you can from there through the door on the far right.  
    Jump on the left side of the floating platform in here and face left.  As you 
    ride up, grab the Moo on your left, and when you get to the top, defeat the 2 
    Summys up there.  Now with the enemies gone, you can safely get the items in 
    the compartments you passed.  There are Dream Crystals in the 2 on the left, a 
    Pink Heart in the lower-right one, and a prisoner bubble in the upper-right 
    one.  Now get back up to the top and jump on the floating platform to the 
    right.  As you ride across the room, you will have to deal with some Plowms, 
    but be sure to get all the Dream Crystals.  You also have to switch platforms 
    in the middle.  When you get to the next solid platform, ride the next 
    floating platform to the back of the room.  Now you will have another ride 
    much like the one you just had, except you wonít have to switch platforms in 
    the middle, and there is a Silver Life Coin for you to get.  On the other 
    side, defeat the Summy, climb up the steps and activate the Memory Clock.  
    (Dream Crystals: 32  Prisoners: 3)
    
    Break the blue crystal and go through the now open path.  Watch out for 
    attacks from the Summy that will be on the steps below you.  Defeat it when 
    you can, and continue out the door to the left.  Weíre back in the central 
    chamber again.  Climb up the wall, jump over the gap to the left and go out 
    the door to the Grand Balcony.  This time, go left to get to the gate that was 
    blocked by the blue statue.  Inside, you will notice a Dream Crystal along 
    with 2 yellow statues above you.  You will be going up there later.  That is 
    the path to the end of the stage.  If you want, you can get the Crystals up 
    there now, but my tallies from here on wonít include them until you take that 
    path.  So if you get them now, add 2 to the number of Dream Crystals in the 
    rest of the tallies between here and when we return.  Okay, now take the path 
    down and to the right through some more cramped quarters to a door, and a 
    Memory Clock on the other side.  (Dream Crystals: 34  Prisoners: 3)
    
    The stage gets hard from here on out, so bear with me.  Grab the Boomie on the 
    step above you, and midair jump with it off the right edge to destroy all the 
    Boomies on the bottom floor.  Further on down there, 2 Boomies will appear 
    near the right side of the platform.  These 2 will reappear when theyíre gone.  
    What you have to do is use one of them to get rid of the Boomie on the other 
    platform to the right.  It will not reappear.  The problem with this is the 
    Spiker patrolling the gap in between.  You have to throw at a time when the 
    Spiker is out of the way.  Once itís clear, jump to the other platform.  Now 
    wait for the Boomie on the platform below you to walk to the right, get down 
    there and defeat it.  You can use the last Boomie in here on the right to get 
    the Gold Heart if you need it, and then go out the door.  In here, drop down 
    and stay by the wall for a bit.  In front of you, there is a Spiker patrolling 
    the area above a Boomie, just high enough for you to walk under it.  But if 
    you grab the Boomie and the Spiker hits it while youíre carrying it, it will 
    explode and hurt you.  What you should do is wait until the Boomie explodes on 
    its own, and quickly walk to the other side of the platform.  Now, when the 
    Boomie is on the right and the Spiker is on the left, you can grab the Boomie 
    safely.  Now this next thing is going to take timing.  The Boomie on the next 
    platform is too far away to destroy directly and be assured of safety.  What 
    you have to do is hold onto your Boomie until after it beeps, actually closer 
    to when it explodes, and throw it so that it explodes just above the other 
    one, taking them both out.  This will take a few tries, but get over there 
    when itís clear, and stop again.  Above the next platform, you will see half 
    of a prisoner bubble and 2 Spikers.  There are 2 more Spikers just like that 
    on the other side.  You cannot pop the bubble by hitting a Spiker under it.  
    The explosions are not enough; it has to be done directly.  I donít know a way 
    to do this without getting hurt.  But since you just got a Gold Heart in the 
    last room, you should be able to take this hit.  Go to the platform when the 
    Boomie is on the right side, and grab it.  Stand under the bubble, wait for 
    the Spikers to move toward the sides, jump so that the Boomie is right on the 
    bubble, and throw it.  Now move to the right side of the platform, because the 
    Boomie will reappear in the middle.  You now have to use it to destroy the one 
    on the next platform, but you canít jump and throw it, because it will hit the 
    Spikers above you. You have to throw it so that it hits the Spiker on the 
    right when it gets to the top of its path, right next to the platform.  When 
    itís clear, get over there and then to the big platform on the right, but 
    donít go through the door just yet.  In the next room, there will be a parade 
    of Boomies coming down some steps toward you.  What you have to do is very 
    quickly grab the first one and hit the one right behind it to destroy them 
    all, hopefully before they get too close to you.  Once thatís done, go up the 
    steps to find another Boomie by itself near the top.  Grab it, jump up to the 
    step above the green statue, and throw it to cause a chain reaction that will 
    destroy the green crystal, and FINALLY let you get to the Memory Clock.  
    (Dream Crystals: 39  Prisoners: 4)
    
    Go out the door to the right, and get the Pink Heart and all the Crystals that 
    you can reach by jumping.  Now go back through the door, quickly grab another 
    Boomie before they walk into you, and return.  Go under the last 2 Crystals, 
    double jump to get them and get back to the left before the Boomie explodes 
    and hurts you.  Continuing on now, a bunch of Flying Moos will come and 
    surround a prisoner bubble.  You canít get through them directly because they 
    come back too fast, so you have to do it with the Boomie on the right.  Then 
    quickly free the prisoner before the Flying Moos come back again.  Now use the 
    Boomie again to break open the Ngapokoís Egg on the right for a Silver Life 
    Coin.  Continue through the door on the right, and go through the rest of this 
    path again.  When you get back to the central chamber, go out to the Grand 
    Balcony.  The path that was blocked by the green statue is right between the 
    other 2, so itís the same distance no matter which way you go.  Get the 3 Pink 
    Hearts in there, and go through the door on the bottom.  I will now tell you 
    about these yellow platforms you see in front of you.  About one-and-a-half 
    seconds after you land on them, they turn into wire frames for about a second.  
    Of course, while they are only frames, you canít stand on them.  There are 
    also some small blue platforms further on in the room which will do something 
    similar.  The difference is that the times with the blue ones are shorter, so 
    you have to jump between them faster, but they come back faster to compensate.  
    Now we are ready to activate the Memory Clock and prepare for the Mirror 
    Fairy.  (Dream Crystals: 53  Prisoners: 5)
    
    FOR THOSE WHO WANT 150 DREAM CRYSTALS:  Jump up the yellow platforms to the 
    Fairy, activate it, get the Crystal above it and then start going left.  Go 
    under the first blue platform, and jump onto it from the left side.  Get the 3 
    Crystals above you and land on the top platform on the left.  Get the ones 
    above you here, and the instant you touch the top one, start moving to the 
    right and hover for all youíre worth to get to the top of the line of Crystals 
    on the right.  If you get them all in time, you will end up with 101.
    
    Whether or not you did all that, go out the door to the left, as there are no 
    enemies in here.  Jump and hover to the yellow platform and then get to the 
    solid platform after it.  You donít really need the Flying Moo here for 
    anything, but you have to grab it and take it with you to the next platform, 
    or it will mess up your jump.  Make sure you get all the Crystals as youíre 
    falling down through here.  Throw the enemy when you get to the first yellow 
    platform, and get down to the second one.  Now you will have to jump and hover 
    to the next solid platform, and you will have to grab the Flying Moo that 
    patrols the edge on the way there, or it will knock you away and make you 
    fall.  You donít want to have to do the Mirror Fairy over again, so donít 
    fall.  From here, jump up the blue platforms until you reach the next solid 
    platform.  Under this platform you will see the last prisoner.  What you have 
    to do is get on the last blue platform you were on, fall onto the one under 
    it, jump up the ones to the right, free the prisoner and then get back, all in 
    far less time than it takes to say it.  Now walk to the right edge of the 
    solid platform.  As the Flying Moo is coming down, jump out and grab it, land 
    on the bottom-right blue platform, throw the enemy to break the yellow 
    crystal, jump to the upper-left blue platform and then to the platform with 
    the door before you fall.  On the other side of the door is a very nice Memory 
    Clock.  (Dream Crystals: 122  Prisoners: 6)
    
    One more hard room in here and then the rest of the stage will be a formality.  
    As you go to the left, a bunch of Plowms will ambush you.  To get them all 
    without getting hurt, you need to grab the third one from the right first, 
    jump up to touch it to the second one from the right, then grab the one on the 
    far right and start defeating the ones on the left.  When you grab the next to 
    last one, though, turn around and throw it toward the door so that you can 
    grab the last one and take it to the left with you.  When you get to the edge, 
    take a look below.  There is a Boomie on the platform below you, and a Flying 
    Moo going up and down just to the left of it.  You want to try to destroy the 
    Boomie while the Flying Moo is down and out of the way so that it stays alive.  
    If you can do that, the Flying Moo will reappear after you defeat it later, 
    but if the explosion from the Boomie destroys the Flying Moo, it wonít come 
    back.  Anyway, jump off the edge, midair jump to destroy the Boomie, and fall 
    down there.  If you were able to keep the Flying Moo alive, grab it, wait 
    until the Boomie around the Mirror Fairy walks onto your side, and throw to 
    defeat it without activating the Fairy so you can do this next part as calmly 
    as possible.  Grab the Flying Moo again, throw it to activate the Fairy, and 
    jump down through the Crystals as soon as you throw to get a head start.  If 
    you were not able to keep the Flying Moo alive before, activating the Fairy is 
    harder, but it can still be done.  You have to jump and hover over the 
    Crystals to the small lower platform below where the Fairy is.  If you can get 
    there without collecting any Crystals, the Boomie should self-destruct.  Now 
    just jump up, activate the Fairy directly and fall to the right through the 
    Crystals.  Either way, when you get to the bottom, quickly grab and throw the 
    Boomie.  Jump and hover just until you reach the second Crystal, and then stop 
    the hover so you can move faster.  Continue left up the platforms until you 
    reach the wall, and from there up the rest of the platforms to the door as 
    fast as you can.  If you got all the Crystals with the Mirror Fairy active, 
    you will end up with 148.  There is also a Pink Heart on the last blue 
    platform.  Now on the other side of the door, you will once again be in the 
    central chamber.  Climb up the wall, jump back over the gap to the door, and 
    go out to the Grand Balcony again.  Go left to get back to the gate with the 
    blue and yellow statues, and go in.  Now you can jump up the steps to get the 
    last 2 Dream Crystals and another Pink Heart.  The Pink Heart is useless 
    however, because there are no more enemies in the stage.  Go through the door 
    at the top of the steps to the stageís last Memory Clock.  (Dream Crystals: 
    150  Prisoners: 6)
    
    Go up against one of the rails and jump so that you can get on top of the 
    thing above the doorway.  Now you must jump up a series of 8 blue platforms to 
    get to the last door far above you.  Inside, you will be in a spiral 
    stairwell.  Before you go up, notice the cracked egg on the pedestal in the 
    center of the stairwell.  You heard Ghadius before talking about the ďEgg of 
    DestructionĒ.  It now sits before you.  You canít do anything about it now, 
    but remember it for later.  The first time I came through here, I didnít even 
    notice it.  Anyway, go up the steps.  The last few steps will be on separate 
    platforms, but thereís no way you can fall off.  Get to the top, break the 
    white crystal to open the elevator, and ride it up to the upper levels of 
    Cress and the end of the stage.
    
    
    ***********************
    *     Vision 6-2      *
    * The Time of Rebirth *
    *The Gallery of Prisms*
    ***********************
    
    After the extra-long cinema sequence, go left and out the door.  Go up the 
    steps to the left.  This place is the Gallery of Prisms.  It is the focal 
    point of the entire Moon Kingdom.  All of Phantomileís dream energy comes into 
    the green outer crystals, which then direct the energy into the central blue 
    crystal.  It is the blue crystal that then takes the energy and converts it, 
    creating all things in the world of Phantomile.  All that isnít really much of 
    a spoiler, because youíre going to hear about it in the game soon enough 
    anyway.  I just thought you might want to know now while you were here.  
    Anyway, right now there are 3 large holes in the platform going around here.  
    Be sure to jump over these, and get all the Dream Crystals.  When you reach 
    the end, get up on the floating platform.  It will carry you up to a door, so 
    go in.  Above you, you will see a huge red and gold door.  This leads to the 
    top of the central tower of Cress, and the end of the stage.  To get there, 
    you need to get to and explore the 3 outer towers, solving a switch puzzle at 
    the end of each one which opens a path to the next area.  So this stage is 
    basically divided into thirds.  To get ready for the first one, go up the 
    steps and past the red door, get the Crystals and activate the Memory Clock.  
    (Dream Crystals: 9  Prisoners: 0)
    
    Go through the red door.  As you may be wondering, yes, all the platforms in 
    this room are that small, and if you fall anywhere between here and the next 
    door, you die.  And you have to do 2 more of these rooms, because each third 
    of the stage will start with one.  Jump across these platforms as quick as you 
    can, because there will be a never-ending parade of Moos following you.  If 
    you linger on the first platform, they will fall on your head and knock you 
    off.  Keep jumping until you get to the fifth platform, just to the left of 
    where the Crystals are.  Wait for the Moo coming toward you to begin to jump 
    off the platform in front of you, then jump and grab it on your way there.  
    Double jump through the Crystals above you, free the prisoner at the peak of 
    your jump, and quickly hover over to the other Crystals.  At the end, if the 
    Moo is anywhere but on the edge of the door platform, go ahead and jump over 
    there and head out the door.  If the Moo is at the edge of the platform, it 
    will jump toward you, in which case you should defeat it before you make the 
    jump.  In the next room, grab the Shield Moo on the right and double jump from 
    the higher section to the middle platform, watching out for the Spikers.  What 
    you have to do here is jump over the Spikers as they pass you until you can 
    grab the Flying Moo.  Then when the Spikers are on the left, double jump to 
    the high platform on the right and go out the door.  Jump over the gap and 
    activate the Memory Clock.  (Dream Crystals: 18  Prisoners: 1)
    
    Drop down and defeat the 2 Hoppiní Moos, but use the second one to break the 
    Ngapokoís Egg on the right for a Gold Heart.  This next part can be done 
    without the Whirlwind, but itís perhaps the best place for it in the game.  
    Stand on the left edge of the platform you were just on, and use the Whirlwind 
    as the Spiker is coming to the left.  Now follow it until you drop down the 
    hole, get the Crystals and free the prisoner.  Now stand underneath the hole 
    and use the Whirlwind again when the Spiker is going to the right.  As soon as 
    it passes you, jump up and get back out the way you came before it catches 
    you.  Now continue to the right to meet your first Slazza.  Before you jump up 
    to its platform, wait for it to throw its boomerang.  As soon as itís safe, 
    jump up and grab it right after it catches its boomerang.  This is the safest 
    way to grab the Slazzas, because if you grab them while the boomerang is out, 
    you will have to jump over it on its way back.  With the Slazza in hand, get 
    the Crystals here, and then double jump to the floating platform.  The next 
    Slazza should throw its boomerang while youíre coming toward it, so you should 
    be right beside it when it catches the boomerang again.  Jump and grab it, and 
    jump again with it to make sure you make it to the next platform.  Now weíve 
    got to find a way to break that big pink crystal to get out of here.  There 
    will be a Giant Shield Moo coming toward you.  Wait for it to turn around so 
    you can stun it and get over it to the right.  Grab the regular Moo on the 
    right, use it to defeat the Giant one and get its Crystals.  Now go back and 
    defeat the regular Moo again to get into the enclosed area on the right.  Once 
    inside, grab the Moo again and double jump into the area above.  The switch in 
    the background, like most that are outdoors in this stage, is too far in there 
    for you to reach it with a Wind Bullet.  You have to throw the Flying Moo at 
    it.  When you successfully flip the switch, the pink crystal will break, so 
    head over there.  Make sure you get the Crystals as you fall, then go right to 
    a Memory Clock.  (Dream Crystals: 40  Prisoners: 2)
    
    Go through the door on the right to arrive at the first of the 3 switch 
    puzzles.  First thing is to walk to the middle, jump over the Spear Moo as it 
    passes you and grab it.  With it in hand, jump through the hole to the left.  
    Stand to the right of the left switch, throw the Spear Moo at the right 
    switch, turn around and flip the left switch.  Then jump and grab the Flying 
    Moo, double jump up toward the top switch and flip it.  If you flip all 3 
    switches before any of them time out, the path to the second third of the 
    stage will open, along with the door on the left side of the room youíre in.
    Go through it and ride the slide to end up on a floating platform that will 
    take you back to the Gallery of Prisms.  The floating platform will fill up 
    the first hole in the platform around the edge.  Go left and get back to the 
    room with all the doors.  Go right past the red column that is now out of your 
    way to find 3 Pink Hearts and a Memory Clock.  (Dream Crystals: 40  Prisoners: 
    2)
    
    Go through the green door.  This time, to keep the Moos from falling on your 
    head, you need to jump from the first small platform to the second without 
    even stopping at all.  Keep going as far as you can, then turn around and jump 
    to catch the first Moo coming at you, and quickly double jump to the next 
    platform before the others knock you off.  On the way there, there is a Silver 
    Life Coin.  Now you have to use the Flying Moos to jump all the way up through 
    the line of Crystals, and then fall back to the left, free the prisoner and 
    land on the platform you were just on.  Yes, thatís hard, but what do you 
    expect from the last main stage in the game?  When you get everything, jump 
    and grab the bottom Flying Moo again, and this time fall down a little and 
    midair jump to the door platform on the right.  In the next room, defeat the 
    Giant Moo to get its Crystals.  Then after it reappears, stun it, grab a 
    regular Moo, jump on top of the Giant one and double jump up to the floating 
    platform.  Grab the Flying Moo when you get to the left side.
    Now, when the left Spiker is going left and the right Spiker is going down, 
    double jump to the platform on the right.  Sometimes the right Spiker might 
    come back up to hit you, but itíll just push you onto the platform.  Go out 
    the door to another Memory Clock.  (Dream Crystals: 63  Prisoners: 3)
    
    Start your 2 jumps to the next solid platform when the Spiker is on its way up 
    and it will be out of your way.  Now wait for the Slazza to throw its 
    boomerang.  As the boomerang is returning, jump onto the yellow platform and 
    get the Crystals, and then jump up to the Slazza and grab it.  You should have 
    just made a hidden Ngapokoís Egg appear on the right side of the yellow 
    platform.  Once the platform reforms, double jump over the Egg to break it and 
    get a Silver Life Coin, then get back up and grab the Slazza again.  Stand on 
    the first blue platform to the right, and just as soon as it drops you into 
    the blue Dream Crystal, midair jump back up through it so you can grab the 
    Slazza again.  This time carry it to the second blue platform, and midair jump 
    back up through it right after it drops you again to break the top Ngapokoís 
    Egg and reveal a Pink Heart.  Grab the Slazza one more time and similarly 
    break the other Egg, and go ahead and fall down to collect the 3 Crystals that 
    come out.  You will now see a prisoner bubble in an area below.
    Fall straight down on the left side to be safe from the enemies that appear 
    down there.  After you free the prisoner, wait for the floating platform to go 
    to the right, and make a triple jump to get back out to where you were.  You 
    might also have to watch out for the Slazzaís boomerang on the way back up.  
    Wait on the left side for several seconds to make sure the Slazza resets its 
    pattern.  Get on the floating platform when it reaches the left end of its 
    path, jump over the Slazzaís boomerang twice, then grab it and get onto its 
    platform.  Fall down through the Crystals, then quickly go to the windows on 
    the left and grab the Flying Moos inside so that you can break the armor off 
    the Giant Moo on the right before it runs into you.  Then quickly stun it so 
    you can defeat it and get its Crystals.  Now we have to break another big pink 
    crystal.  Go right to the next area and jump on the floating platform when it 
    comes down.  This next part can be either very fun, or very irritating, 
    depending on how many tries it takes you.  When your platform gets to the top 
    of its path and starts back down, jump onto the blue platform on the right and 
    then onto the other floating platform.  There is a Pink Heart here if you need 
    it.  Now the trick is to jump onto the other blue platform, jump and hover 
    above it to give it time to reform, grab an enemy through the window and then 
    jump back onto the floating platform on the right.  Once you do that, when the 
    floating platform reaches the top, you have to jump and then fall halfway back 
    down before you throw the enemy at the switch, or you will miss and have to 
    start over.  With the switch flipped, the second pink crystal will break.  Go 
    over there, fall down through some Crystals again, and go right to a Memory 
    Clock.  (Dream Crystals: 89  Prisoners: 4)
    
    Go through the door to arrive at the second switch puzzle room.  Stun the 
    Giant Moo when itís in the middle of the platform so you can get to the other 
    side of it, grab the Shield Moo and defeat the Giant one to get its Crystals.
    Now stun the Giant Moo in the middle of the platform again, and quickly grab 
    the Shield Moo, get up on top of the Giant Moo and then jump onto the moving 
    platform.  The 2 switches in the foreground are too far away for you to reach 
    directly.  Thatís why you needed to take the Shield Moo up here.  Wait until 
    you are in front of the right switch, throw the Shield Moo at it, grab the 
    Flying Moo, throw it at the middle switch when the platform moves in front of 
    it, and then quickly jump to the left and activate the left switch yourself.
    Activating all 3 switches together will open up the path to the last third of 
    the stage, and the door on the left side of the room youíre in.  Go out and 
    ride another slide to another floating platform that will take you back to the 
    Gallery of Prisms, filling up the second hole in the area.  Get back to the 
    room with the series of doors again and go past the risen green column to find 
    2 Crystals, a Gold Heart and a Memory Clock.  (Dream Crystals: 98  Prisoners: 
    4)
    
    Go through the blue door.  What a place for a Mirror Fairy!  The first small 
    platform by the Fairy is safe to jump on this time.  Now you pretty much have 
    to do this quickly anyway because of the enemies that will be following you, 
    so I wonít make a special paragraph here.  Activate the Fairy and jump 2 
    platforms to the right, then grab the Flying Moo on your way to the next one.
    On your next jump, midair jump up through the Crystals, free the prisoner, and 
    hover to the platform to the right of you, the last one you can reach by 
    yourself.  Then quickly jump out, grab the Flying Moo and jump again to the 
    next platform with one Crystal on it.  If you managed to collect that last 
    Crystal along with all the others with the Fairy active, you will have 122.  
    Your time on this Fairy is tight.  And by tight, I mean TIGHT.  Now face left, 
    and after a few Armored Moos go by, some regular ones will show up.  Grab one 
    and get ready for a long series of midair jumps, 4 to be exact.  At least 
    theyíre all straight up.  Because of the way the enemies move, you probably 
    wonít automatically be right in front of each enemy when youíre ready to grab 
    it, so it can help to hover a bit, either to wait for the enemy to come to you 
    or to stop your fall when you get to it.  If you donít get all the Crystals, I 
    recommend falling straight down and trying again.  This stage would be a real 
    pain to do over, even more so than the last one.  When you collect all the 
    Crystals, hover over to the door platform and go out.  Drop down to the next 
    platform.  The Flying Moo in the background will not come all the way up to 
    you.  You will have to get it when the Spinner on the platform below gives you 
    enough of a chance.  When you get it, go back to the right, jump and defeat 
    the Spinner.  Now grab the Flying Moo again and defeat the other Spinner below 
    you.  Go right and out the door to the Memory Clock.  Activate it quickly, 
    because you will need to grab and use the Hoppiní Moo thatís coming at you.  
    (Dream Crystals: 133  Prisoners: 5)
    
    Once you grab the enemy here, you have to double jump from the raised platform 
    and get under the other Hoppiní Moo to get behind it and defeat it.
    Fall down through the Crystals and grab the Slazza on the left.  One more of 
    those pink crystals again.  Carry the Slazza to the right, and when you get to 
    the platform where the Giant Spinner is, double jump to the floating platform.  
    Get the Pink Heart on the right behind the Hoppiní Moo, and then grab it, ride 
    the floating platform over to the Giant Spinner, defeat it and get the 
    Crystals.  The Giant Spinner was blocking a switch.  Go right, free the last 
    prisoner in the game if youíve gotten them all so far, grab the Spear Moo and 
    use it to flip the switch.  Bingo!  No more pink crystals!  Get back over 
    there, fall down through 2 more Crystals and go right to a Memory Clock, but 
    youíre not at the door yet.  By the way, watch out for the Spear Moo by the 
    Clock.  (Dream Crystals: 146  Prisoners: 6)
    
    Definitely get the Gold Heart on the right, then grab the Spear Moo.  Take it 
    back to the left a bit, and double jump to the floating platform as far away 
    from the Slazza as possible.  As you approach the Slazza, jump over itís 
    boomerang, grab it, and jump over its boomerang again without falling.  Now 
    you can do a different trick.  Ride the same platform back to the left, and 
    when the Slazza throws its boomerang, double jump to the next platform, grab 
    the Slazza and jump over the boomerang.  Thatís the best way to do it here if 
    you can.  Sometimes it doesnít work that way, so just try to avoid the 
    boomerangs as best you can as you work your way up through here.  Thatís why 
    there was a Gold Heart at the bottom.  You have a total of 4 Slazzas to grab 
    before you can make it to the top of the wall on the right.  If you fail to 
    make any of the jumps, the Slazzas will not reappear until you fall all the 
    way back down to the bottom, so youíll have to start all over.  Actually, if 
    you managed to get to this area with full energy, I guess it would be better 
    not to get the Gold Heart at first in case you need it after you fall.  
    Anyway, once you make it to the top, go right and fall down through the last 4 
    Dream Crystals and 3 Pink Hearts to a Memory Clock and the door.  (Dream 
    Crystals: 150  Prisoners: 6)
    
    Now to get to the end of the stage then!  Through the door you will find the 
    last switch puzzle, and boy, is it a doozy!  Itís every bit as hard as Iím 
    about to make it sound.  Stand just to the right of the Flying Moos.  Wait for 
    them to start flying upwards, make a triple jump into the high alcove on the 
    right and flip the switch there.  Now before the enemies come back, fall down, 
    edge over in front of the middle switch and flip it as you fall.  Thatís the 
    hardest part.  If you miss that, start over.  If that works, go stand under 
    the hole into the other alcove on the left, and just as soon as the enemies 
    reappear, make another triple jump into the left alcove and flip the last 
    switch.  If you manage to make all 3 switches active at the same time, not 
    only have you done the toughest thing in the game so far, but all the paths in 
    this stage will now be open.  Go out the door to the left to ride another 
    slide and another floating platform back to the Gallery of Prisms.  Get back 
    to the room above you, and go all the way to the right and finally through the 
    big red and gold door.  Step on the floating platform on the right and ride 
    up.  Go to the right up the ramp, getting 2 Pink Hearts and a Silver Life 
    Coin.  There is no Memory Clock here, but if you die fighting the boss, you 
    start back at the beginning of the battle automatically, so you donít need 
    one.  Go in the door at the end to be sent to the highest room in the Moon 
    Kingdom, where someone is waiting for you...
    
    ***************
    *Boss: Ghadius*
    ***************
    
    Now you face Ghadius.  You may be thinking here, ďThis guyís been hiding and 
    making his minions fight me until now, so maybe heís a wimp like Joker, too.Ē
    Remember, though, he is still the King of Darkness, and as such, he has every 
    capability of killing you.  But with me helping you, you will be able to know 
    what heís going to do before he does it, and that will give you a better 
    chance of survival.
    
    When the battle starts, Ghadius will magically transport both of you to outer 
    space.  You will be inside a vertical platform ring, and Ghadius will be in 
    the background behind it.  Throughout the battle, the ring will be rotating, 
    and it will change direction periodically.  You will have to adjust your 
    movements accordingly.  The good news is, as long as you are inside the ring, 
    you canít fall off.  But what you have to watch out for in this battle are 
    magic yellow spheres.  These are teleporters, and if you touch one, you will 
    be moved to the outside of the ring, running on top of it.  This is where 
    Ghadius wants you, because you canít hit him from there, and you must run and 
    jump against the rotation of the ring to avoid falling off and dying.  Ghadius 
    will also try to attack you there to mess you up and make you fall.  He will 
    do this by sending shock waves across the top of the ring.  As long as you are 
    in the air, these wonít hurt you.  What you need to do here is to make it to 
    the teleporter in front of you, which will take you back inside the ring.  If 
    you can avoid touching the teleporters in the first place, you wonít have much 
    to worry about in this battle.
    
    Now for Ghadiusí attacks, of which he has 3.  You can tell what attack heís 
    getting ready to do by what he says right before he starts.  So this would be 
    a bad time to have your TV muted.  1: If he says, ďYou have no chance!Ē, he 
    will make things rain down on you from above.  During this attack, there will 
    be teleporters at certain positions on the ring, and you will have to avoid 
    them.  Some of the things that rain down on you will be weird red things that 
    you canít do anything with, but there will also be some Death Moos.  Stay out 
    of the way of the red things, but grab the Death Moos and throw them at 
    Ghadius.  Heís vulnerable anywhere on his huge body, and he doesnít move 
    during the battle, so go for it with all youíve got.  2: If he says, ďLetís 
    see how you fight this!Ē, he will create 3 round, red hard-shelled things that 
    move in a straight line and bounce off the sides of the ring, changing 
    direction randomly.  The shells in this attack are invincible, and it will 
    hurt if you touch them.  Each of the shell things also has 2 Death Moos that 
    trail behind it.  Grab them when you can and fire away!  But be careful when 
    you take the second Death Moo from behind a shell, because the shell will turn 
    into a teleporter.  3: If he says, ďTime for something different!Ē, he will 
    create a triangle of 3 of the hard-shelled things from before, except they 
    will be green.  The shells will have electricity forming the triangle between 
    them, and there will be 3 Death Moos inside the triangle.  The electricity 
    will hurt you along with everything else.  Ghadius will spin the triangle 
    around and make it bounce off the ring in different places.  What you have to 
    do is hit one of the shells with a Wind Bullet.  When you do that, the 
    electricity will turn off and the Death Moos will jump out, but the shell you 
    hit will turn into a teleporter, so watch out.  After the Death Moos jump out, 
    they will stay for a second where they land, and then they will jump a good 
    distance somewhere else.  After 3 landings, they will jump all the way out of 
    the ring.  At this point, Ghadius may or may not turn the electricity back on, 
    put 3 more Death Moos in the triangle and continue the attack.  If he does, 
    you will have to hit a different shell than the one you hit before to turn it 
    off.  Or just avoid the whole thing until Ghadius changes attacks.
    
    Usually Ghadius will do the attacks in this order, repeating an attack until 
    you get his health down to a certain point, and he will usually be dead by the 
    end of the third attack.  But if you donít kill him by the end of the third 
    attack, he will choose his next attack randomly.  It takes a whopping 10 hits 
    to put this bad boy to bed, so play defensively.
    
    
    ******************************
    *        Final Vision        *
    *The Dream at Nightmareís End*
    *   The Skies Above Cress    *
    ******************************
    
    ****************
    *Boss: Nahatomb*
    ****************
    
    This whole stage is nothing but this boss, but thatís enough.  This battle has 
    3 phases, and Nahatomb has a different energy meter for each one, so you 
    basically have to beat him 3 times.  The good news is, if you lose a life 
    during phase 2 or 3, you start back at the beginning of that phase.
    
    Phase 1:  This part of the battle takes place on another platform ring very 
    similar to the gameís first boss, but this time the platform waves up and down 
    as you walk around it.  Nahatomb will be in the center, and between you and 
    him, spread out around the ring, will be the 5 Moon Cannons.  Nahatomb will do 
    3 things.  1: He will bend over and spawn 4 enemies from his back, 1 Death Moo 
    and 3 Armored Death Moos.  The Armored ones will run around the platform at 
    top speed, while the regular one will jump around very slowly.  Jump and hover 
    over the Armored ones to avoid them, but use the regular ones to attack 
    Nahatomb!  Nahatomb will not repeat this attack until all the enemies are 
    gone.  2: He will raise his hand and smack the platform, causing a shock wave 
    to go around the platform in both directions from the spot he hit.  If you 
    jump right as soon as you see him raise his hand, you can avoid this.  It will 
    look like the red waves pass through you, but you wonít take damage as long as 
    you are in the air.  This attack will damage any enemies on the platform as 
    well, taking the armor off of the Armored ones and destroying the regular 
    ones.  When the Armored ones lose their armor, they will begin to just jump 
    around slowly like the regular one before.  3: He will open his mouth, stick 
    out his tongue, and try to catch you with it.  This is Nahatombís hardest 
    attack to avoid.  He will swipe at you side to side 4 times before he takes 
    his tongue back, making a sound each time.  But you have to be jumping before 
    he makes that sound, or you wonít make it.  This is very hard to time, because 
    he doesnít do it very quickly, and if you jump too early, you could end up 
    coming down right before he swipes at you, and then heís got you.  If youíre 
    carrying an enemy, ditch it when he opens his mouth, because itís almost 
    impossible to time this attack right 4 times in a row without being able to 
    hover.  You can rest a little easier knowing this attack still does only half 
    a heart of damage (Wow!), but on the other hand, this is a very long battle, 
    and Phase 1 is the easiest.  Anyway, whenever there is at least one regular 
    Death Moo around, and Nahatomb isnít attacking you, grab the Death Moo and 
    throw it into one of the Moon Cannons.  Since the cannons float up and down, 
    you may have to jump before you throw.  When you successfully load a Cannon, 
    it will make a cocking sound and point toward Nahatomb.  After that, look and 
    make sure that the Cannon you are about to throw at is pointing up each time, 
    so that you donít throw an enemy into a Cannon thatís already loaded.  When 
    you successfully load all 5 Cannons, there will be a slight delay before they 
    fire, and Nahatomb can still attack you during that time, so be careful.  When 
    the Cannons fire, Nahatombís energy will be completely depleted.  He will then 
    create an explosion that will blow away the Cannons, and he will suck you into 
    his mouth.  This is not as traumatizing an experience as it sounds. :)  On to 
    Phase 2!
    
    Phase 2:  This phase takes place inside Nahatomb on a 2-D, flat platform.  The 
    platform will be tilting left and right, making moving difficult.  You will 
    see a floating image of Nahatombís head above you.  It will attack you by 
    shooting 2 lightning columns from itís eyes down onto the platform.  It can 
    only keep this up for a short time, and after a pause, it will do it again, so 
    the attack is almost constantly going on and off.  Only the bottoms of the 
    columns will hurt you, so you can jump back and forth over them when you need 
    to.  Also at the beginning of the phase, a Death Moo will appear at the center 
    of the platform.  These cannot move against the tilt of the platform, so they 
    will sometimes fall off the platform.  When they do, another one will appear 
    in their place.  What you need to do is grab the Death Moo and take it to one 
    end of the platform, and use it to hit one of 4 red crystals in the 
    background, 2 on each side.  When you do, it will disappear and Nahatomb will 
    take damage.  When all 4 crystals are gone, another one will appear and start 
    moving around after a few seconds.  It is not vulnerable until it starts 
    moving.  This part is a little harder, but you have to hit that moving crystal 
    2 more times before you can move on to Phase 3.
    
    Phase 3:  Now you are back on the platform ring outside, but it is split into 
    8 sections.  Nahatomb now has 4 attacks.  1: He will bend over and spawn 
    enemies again like before, but this time he will only spawn one Armored Death 
    Moo each time.  The regular Death Moos appear periodically by themselves.  
    Since the platform is split, the enemies will act differently.  The regular 
    Death Moos will just walk back and forth across one platform section.  The 
    Armored ones will run and jump over the gaps.  Also, the enemies will fall if 
    the platform section they are on is destroyed, or if the Armored ones have 
    nowhere to jump to, but weíll get to that in a second.  2: He will create 
    rainbow-colored shock waves around him and send them at you, one after the 
    other.  The closer you are to the end of the battle, the more waves he will 
    use in succession.  As with all shock wave attacks, you can avoid them if you 
    are in the air.  This attack can be tough to time though, so hover whenever 
    possible.  But this time, donít just dump the enemy youíre carrying if he does 
    this, because you donít have as many enemies to work with as before.
    3: This has to be the most devastating attack in the game.  If itís not, itís 
    right up there with the ones from Jokerís turtle form.  Nahatomb will bend 
    over, face whatever platform section you are on, and that section will light 
    up.  After about a second, that platform section will crumble, taking you with 
    it if you donít jump to another section in time.  Then, if you make it to 
    another section, Nahatomb will keep following you, crumbling sections as you 
    go.  As with the last attack, he will do this more times in a row the closer 
    you are to the end.  As soon as you see the platform start to light up, your 
    first priority above all else has to be getting off that platform section, no 
    matter what else is going on.  After he finishes this attack, all the crumbled 
    platform sections will reappear so you can resume the battle.  4: If he looks 
    up and roars, and the camera moves down a bit, he will launch big fireballs at 
    you.  These take surprisingly long to reach you, so just keep running and 
    jumping across the platform in one direction and you should avoid them all.  
    If you get caught in between them, you could take a lot of damage.  Now that 
    weíve got all that down, hereís what you have to do to end this crazy battle.  
    The Cannons are now circling underneath the platform.  If you are carrying an 
    enemy, as a Cannon is about to pass by, you must double jump over one of the 
    gaps so that the enemy goes into the Cannon as it passes.  You will probably 
    miss at least a few times.  When a Cannon is successfully loaded, it will fly 
    up and away, so you wonít have to worry about finding an unloaded Cannon.  
    After you load all 5 Cannons, there will be a slight delay as before when 
    Nahatomb can still attack you.  This can be important, because one time he 
    started the platform crumbling attack right as I loaded the last Cannon, and 
    it crumbled and killed me before the Cannons fired, and I had to start Phase 3 
    over, so watch it!  If you survive until the Cannons fire, congratulations, 
    you just beat the game!  All you have left are a couple cinema sequences.
    
    One word of advice as you watch the gameís ending.  I have to be vague here so 
    as to not give you any spoilers, but I feel I should warn you of this.  If you 
    want a traditional, everything a-ok type video game ending, when the scene 
    switches to Klonoa and Hewpoe sitting in a field, mute your TV and turn away 
    for about 5 minutes.  If you want to see the real full ending to the Klonoa 
    story, though, just keep watching, but bring a Kleenex if youíre that kind of 
    person.
    
    So now what?  Well, now that youíve seen the ending, youíve unlocked some 
    stuff.  Turn to section 10 to see what, and have some more fun with this game!
    
    
    9.b. Extra Vision
    
    
    ****************************
    *       Extra Vision       *
    *Klonoaís Great Gale Gambit*
    *      Balueís Tower       *
    ****************************
    
    Well, welcome to the hardest stage in the game.  The only things this game has 
    to offer that are any harder are the Reverse Mode portal rooms.  This stage 
    will be unlocked when you beat the game and rescue all 72 prisoners.  The game 
    keeps a record of your best completion time for this stage, but unless you are 
    insane, please pay no attention to the running clock at the top of the screen.  
    Getting in a hurry in this stage is the quickest way I know of to lose 20 
    lives before you know it, and that wonít help your time any.  One word of 
    advice before we begin: there is a trick when doing a long series of midair 
    jumps that can really help you out in places in this stage.  It involves 
    hovering in front of an enemy before you grab it, to keep you from falling too 
    far or too fast.  To see the details, read the tips for Vision 1-1 in Reverse 
    Mode below.  Donít get too used to doing that yet, though, because there are 
    several places in this stage where you canít do that, for reasons I will say 
    when we get there.  But other than that, feel free.  Ready?  Good.  Letís go!
    
    Go in the door in front of you to enter the Tower, or as I like to call it, 
    the mad house.  After the gameís single most useless Memory Clock, you have 9 
    Silver Life Coins!  If youíre not at 99 already, get them all.  Youíre going 
    to need them.  Why?  Because in the indoor sections of the Tower, most of the 
    floors are made of lava, so if you miss any of your jumps in those sections, 
    you will always die.  Jump and grab the first Flying Moo and then land back on 
    the ground.  Wait until the other Flying Moo starts flying up, and then make a 
    triple jump up toward the platform above you.  If one of the enemies on it is 
    standing on the edge, youíll have to grab it and jump with it also to make it 
    to the platform.  The enemies on this platform constantly reappear, but you 
    need some room, so keep defeating them until you have an opening to double 
    jump to the platform that the Spikers are circling around.  Once there, jump 
    in place to avoid the Spikers until the Flying Moo comes close enough to grab.  
    Use it to double jump to the next platform.  Walk to the right edge, and wait 
    for the moment when the Flying Moo is on its way up, and level with the 
    platform.  At that moment, jump out, grab it, and then quickly jump and hover 
    to the next platform.  Repeat that move once more to make it to a platform 
    with a door.  Exit to a Memory Clock.  You still donít have any Crystals yet, 
    so itís just a checkpoint.  Go right and use a series of 6 Flying Moos, 
    alternating sides after the second and fourth, to get to the top of the right 
    wall and another door.  Inside, activate the Memory Clock, and since you are 
    about to start collecting Crystals, this is where Iíll make my first tally for 
    the stage.  (Dream Crystals: 0)
    
    This is the first room where it can help to do that trick I mentioned.  Get 
    the 9 Life Coins and start grabbing and jumping, making sure you get the 
    Crystals above the first 2 enemies when you jump with them.  When you get to 
    the fourth enemy in the line, grab it and jump, but donít go anywhere.  Turn 
    around and hover at the height the enemies are at.  When the third enemy 
    reappears, it will be a Teton.  Grab it and ride it up through the Crystals 
    above it.  When it disappears, fall slightly to the right, hover in front of 
    the fourth enemy, also now a Teton, grab it and ride it up the other tall line 
    of Crystals.  When that one disappears, fall slightly to the right again, 
    hover in front of the next enemy, and continue jumping and getting the 
    Crystals above the next 2 enemies.  The next platform is easy to reach, but 
    very small, so hover and land with care.  Use the next 4 enemies to get to a 
    much bigger platform.  On the next set of enemies, hover and grab the first 
    Flying Moo, jump up with it and grab the first Teton.  Ride it up as far as it 
    goes, fall just a little, and hover in front of the top Flying Moo.  Grab it 
    and jump left to another Teton, and ride it up to the next platform.  Go left 
    to a Memory Clock.  (Dream Crystals: 22)
    
    As you get to the Memory Clock, a Moo will appear behind you.  Grab it and use 
    it to start the next series of jumps.  There are 7 vertical lines of Crystals 
    over this pool of lava, with an enemy at the top of each one except the first 
    one.  The way to do this and get all the Crystals is, jump down through the 
    first line while carrying the Moo from before, and jump again the very instant 
    you touch the top of the last Crystal in the line.  The amount of time between 
    too early and too late here is so small I donít know how to measure it.  Then 
    grab the next enemy at the peak of your jump, move over to fall through the 
    Crystals under it, and repeat the process.  All this is best done quickly and 
    without hovering until the end when you need to make it to the next platform, 
    because the enemies are so close together that they could reappear and hit you 
    while you hover.  If you get hit here, youíre doomed to fall in the lava.  The 
    platform at the end is just as high as the enemies were, so you still have to 
    jump at the perfect instant and hover to get there.  Once youíre safely there, 
    make sure to jump and activate the Memory Clock before you activate the Mirror 
    Fairy.  (Dream Crystals: 43)
    
    FOR THOSE WHO WANT 150 DREAM CRYSTALS:  Remember when I said that the Mirror 
    Fairy on the Yellow Jewel Path in Vision 5-1 was the craziest Mirror Fairy in 
    the game, but not the hardest?  This oneís the hardest.  If you walk to the 
    very edge of the platform, you should be able to see 4 vertical lines of 
    Crystals, the far left one at the very edge of the screen.  You may also be 
    able to see the corner of the next platform after that.  You have to collect 
    every one of these Crystals with the Fairy active if you want 150.  The time 
    you have is not especially tight if you do everything right.  But if you mess 
    up, although itís easy to still survive, itís also really easy to go over the 
    time and not get enough Crystals.  Let me take a deep breath before I tell you 
    the best way to do this.  Okay.  Activate the Fairy, and _immediately_ jump 
    and get the first enemy.  Very quickly, midair jump with the first 2 enemies 
    as you get the Crystals.  As soon as you jump with the second enemy, in one 
    motion, grab the top enemy, move to the left through where it was, and fall 
    through the second line of Crystals.  Turn to the right as you are falling, 
    and when you collect the large Crystal at the bottom, jump and re-grab the 
    bottom enemy on the right, and then move left to collect the other large 
    Crystal.  From there, jump up through the left line of enemies just like you 
    did the line on the right, moving left through the location of the top enemy 
    after you grab it, and falling through the last line of Crystals.  After you 
    collect the last Crystal, jump one more time and move left to the blessed 
    safety of the next platform.  As I said, if you do it this way, you should 
    have plenty of time, but it doesnít always totally work right.  A couple 
    times, Iíve been able to do it on a slightly imperfect run, but it was
    hair-splittingly close those times.  If you got all the Crystals, your total 
    should have increased to 95.  If you did manage to do it, consider yourself 
    awesome and go out the door.
    
    If you have a lot of trouble with that last section and are not very high on 
    lives, and you decide to skip the Mirror Fairy and continue the stage just to 
    unlock the Music Player, or if you just donít care about the Crystals at all, 
    just make your way to the next platform however you can and go out the door.  
    But if you still have lots of lives and you ever want to get 150 Crystals on 
    this stage, it would probably be better for you to keep trying the Mirror 
    Fairy until you get it, just so you donít have to do this whole stage again 
    later.  Either way, when you make it outside again, youíll have another Memory 
    Clock.  (Dream Crystals: 95)
    
    Out here, there will be one vertical line of enemies on the right.  Jump up 
    with the Flying Moos until you can grab the first Teton.  When you do, ride it 
    to the left and it will deposit you on top of the wall by the next door.  
    Inside, there is a Memory Clock and 10, count Ďem, 10 Silver Life Coins!  No 
    more Crystals since the last tally, so weíll just keep going.  There are some 
    enemies leading down and right from the platform.  Follow them.  After the 
    third one, the next one will be at the same level, so you should probably 
    hover.  Then follow the rest of the line of enemies up until you grab the 
    highest one.  As soon as you grab it, jump to the left.  DO NOT hover in front 
    of the Teton over there, unless you want to do all that over.  Just grab it as 
    you fall, and keep moving left to go under the next line of enemies.  The 
    Teton might carry you as high as the second enemy in the line, but you would 
    have to react extremely quickly to grab it, so plan on falling back and 
    hovering in front of the first enemy before you climb up.  Climb up through 
    the Crystals next to the enemies, and when you grab the last enemy before the 
    Teton, jump to the left and fall through the other Crystals.  After the last 
    Crystal, move right, hover in front of the bottom enemy again and start 
    climbing back up.  Grab the Teton at the top of the line and float up through 
    the Crystals there.  The Teton will be dropping you very shortly after you 
    collect the last one, so start moving to the right as soon as you collect it, 
    and hover to make it to the platform.  Go out the door to a Memory Clock.  
    (Dream Crystals: 123)
    
    Another vertical line of enemies on the right, this time all Tetons.  Each one 
    will carry you as high as 2 Tetons above it, but to go up like that, youíd 
    have to hover like the instant it drops you, so itís easier to fall back one 
    each time and hover before you grab the next one.  Remember, weíre going for 
    easy in this walkthrough, not fast, because weíre trying to collect 150 Dream 
    Crystals and get through the stage alive.  If you want to try to do a speed 
    run of this stage, donít do it on your first time through the stage, donít 
    worry about the Crystals, and have fun, my crazy friend. :)  Anyway, you have 
    to grab the top Teton in order to make it to the door platform, which is on 
    the right.  Go back inside the mad house one last time.  There are 9 more Life 
    Coins and another Memory Clock here, but nothing new to tally.  Jump out and 
    grab the first Flying Moo and then land back on the platform.  Now scope out 
    the situation.  A stack of 4 Spinners has fallen into the hole you need to go 
    through, and there is a column of Dream Crystals above the Spinners, and 3 
    Flying Moos on the right.  Hereís what we do.  Jump out, midair jump over the 
    lava before you get to the Spinners, and hover in front of the bottom Flying 
    Moo.  Grab and jump with each of the Flying Moos, making sure to hover and get 
    as much height as you can with the last one to make sure you get all 3 
    Crystals.  Then, fall back down to the middle Flying Moo.  Hover and grab it, 
    fall down below the level of the bottom Flying Moo, jump back up to grab the 
    bottom one, fall back down and jump one more time with it to destroy the last 
    Spinner.  You have to do it this way because at the level of the highest 
    Flying Moo or higher, the game wonít register you killing the Spinners, so you 
    have to kill all 4 of them with the bottom 2 Flying Moos.  Anyway, once safely 
    down the hole, get the Crystals in the alcove to the left and then go right 
    until you get to the next edge.  Now this is a very tricky trick, especially 
    since you didnít just have a checkpoint right there.  To get the Crystals 
    _and_ make it to the next platform, you have to jump, grab the Teton on your 
    way down without hovering, maneuver carefully and precisely around the first 
    Spiker, and then make a beeline for the next platform, watching out for the 
    other 2 Spikers.  You should just make it.  Now you finally get another Memory 
    Clock.  And even though thatís not the last Clock in the stage, if youíve 
    collected everything, you should have all 150 Crystals.  So from here on itís 
    just getting through the rest of the mad house.  (Dream Crystals: 150)
    
    From here, you have a fairly simple path of Flying Moos to follow, but as you 
    start to get higher, you will have to watch out for the ceilings so you donít 
    bump your head and fall.  Remember that you donít always have to jump as soon 
    as you grab an enemy.  The first ceiling is right above the third enemy, and 
    it goes until just before the column of enemies on the right, so go right up 
    next to them before you start your climb.  After that, you will have to start 
    going left.  When you get to where 2 enemies are on the same level, thatís 
    where the next ceiling is.  Now, after a longer jump, you will have to hover 
    with the last 3 enemies in order to get enough height to grab the Teton.  If 
    you successfully grab it, move to the right quickly to make it to the next 
    platform, as there is another low ceiling here.  Continue right, but stop when 
    you are directly underneath the next Memory Clock.  Itís very hard to see, but 
    the ceiling ends right there, so jump up on top of it and activate the Clock.  
    Since you already have everything, I wonít make any more tallies.
    Weíll just press on to the end.  Going left, jump up on the lip of the lava 
    container.  Grab and jump with the first 2 enemies, jumping over the Spiker 
    with the second one.  Youíll have to hover to make it, so quickly turn around, 
    grab the third enemy, jump to the left and head for the Moo Ball.  From there, 
    grab and jump with the next enemy, move to the left and hover above the 
    Spiker, and quickly grab and jump one more time to make it to the next 
    platform.  Now this one is the last Memory Clock in the stage, and in the 
    whole game.  The final bit now.  Grab the next enemy, and as the Moo Ball is 
    coming toward you, double jump up and land on it.  When the Moo Ball reaches 
    the right side of the lava, jump and hover in front of the next enemy, grab it 
    and get to the next Moo Ball.  One more hard jump left.  You canít hover with 
    the last enemy, because the timing will make your landing harder if you do.  
    And the enemy is also flying lower than the one before, so you have to fall 
    down just a hair after the peak of your jump before you grab it.  When you 
    make it to the next Moo Ball, all you have to do is jump off it to the right 
    to make it to the last platform.  Itís hard to see, but itís not far at all 
    from the Moo Ball.  If you made it to that platform, congratulations, you just 
    beat the hardest stage in the game!  Go out the door to the right to enjoy the 
    end-of-stage cinema sequence.
    
    One thing about the cinema sequence.  If you didnít collect all 150 Dream 
    Crystals, the sequence will end by itself and send you back to the World Map.
    But if you collected them all, at the spot where the sequence would normally 
    end, it will become nighttime and go into a beautiful fireworks display that 
    will go on forever until you press the pause button.
    
    
    9.c. Reverse Mode
    
    
    Reverse Mode lets you go through the 12 main stages and the Final Vision, but 
    with all the right and left directions flipped.  This can be fun and 
    challenging, but you donít get anything just for beating the stages again this 
    way.  However, with Reverse Mode on, somewhere in each of the 12 main stages 
    will be a white, swirling portal.  If you go through this, you will appear on 
    a platform in the lower-left corner of a room with lava underneath you.  By 
    some means, different for every room, your goal is to make it to a platform in 
    the upper-right corner of the room with a golden Reverse Mode Medallion and a 
    return portal.  If you collect the Medallion and go on to beat the stage and 
    save your progress, the Medallion will appear on the World Map next to the 
    Dream Crystal icon for that stage.  These Reverse Mode portal rooms are the 
    hardest challenges in this game, and some of the hardest in any action game.  
    You are given 12 lives and a Memory Clock at the start of each room, but they 
    are still hard.  If you try one but find you canít do it and want to give up, 
    you can go to the pause menu and choose World Map to get out of the stage and 
    have the number of lives that you had before you went in.  But nobody can 
    claim ultimate bragging rights for this game without all 12 Medallions.  
    Lastly, since nothing in the stages except for the directions is changed at 
    all, the only info I will give you here is portal locations, and tips and 
    walkthroughs for the rooms with the Medallions.  And I strongly recommend that 
    you not try to get 150 Dream Crystals in any of the stages while in Reverse 
    Mode, and that you try to do all of that before even coming here, as it is far 
    easier.
    
    
    ************
    *Vision 1-1*
    ************
    
    Portal Location:  In the area where you go inside the construction of Balueís 
    Tower and talk to him, you should see the portal above you when you enter.  
    You have to bring an enemy from outside and double jump to the portal.
    
    Tips:  At this point in the game, as you get into Reverse Mode, there is a 
    special technique that you have to learn, or you wonít survive.  The trick is, 
    when you have to do a long series of midair jumps, especially going upwards, 
    hover right in front of the enemy before you grab it.  See, hovering stops 
    your fall.  Because of the split second between grabbing and jumping, if you 
    grab the enemy while you are falling, the inches that you continue to fall at 
    that rate can prevent you from grabbing the next enemy.  And if you grab right 
    at the end of the hover when you get that little bit of upward momentum, it 
    can give you a boost that is not to be underestimated.  Unless stated 
    otherwise, always use this technique in every Reverse Mode portal room.
    
    Walkthrough:  Jump down in front of the first Flying Moo, hover in front of 
    it, grab it and jump with it.  Repeat this 5 more times going to the right, 
    and then you have to start going up.  The first upward enemy will be on your 
    right, and then you will have to go to the left for 3 enemies, and then back 
    to the right for the last 4 before the Medallion platform.  As long as you 
    know the technique, this is probably the easiest Reverse Mode portal room.
    
    
    ************
    *Vision 1-2*
    ************
    
    Portal Location:  After the mine cart ride, where the path splits into upper 
    and lower paths, take the upper path on the broken bridge and you should see 
    the portal under you.  Fall down and hover to the left to enter it.
    
    Tips:  This time, you have to make 7 more midair jumps with Flying Moos again, 
    but they are all in the foreground or background, so you will have to turn the 
    respective direction in order to grab them.
    
    Walkthrough:  All the Flying Moos are in a straight vertical line with each 
    other.  Using the hovering technique, Flying Moos number 1 and 2 are in the 
    background, 3 is in the foreground, 4 is in the background, 5 and 6 are in the 
    foreground, and 7 is in the background.  Then just hover to the right to the 
    Medallion.  Since this is one of the all-vertical rooms, if you miss an enemy, 
    you can try to fall to the left and make it back to the starting platform, at 
    which time the enemies will reappear and you can try again without dying.
    
    
    ************
    *Vision 2-1*
    ************
    
    Portal Location:  Almost at the end of the stage, you will see the portal 
    tucked under a mushroom cap, next to a Mirror Fairy.  Just jump in.
    
    Tips:  Now this is where they get hard.  This would be just another series of 
    midair jumps with Flying Moos, except for one thing.  There are two vertical 
    lines of Spikers sweeping back and forth across the room.  There is just 
    enough space between the Spikers for you to jump through them, but the two 
    lines stagger their positions.  That means that when they meet in the middle 
    of the room, all the Spikers line up without a shred of space between them, so 
    once you leave the starting platform, they WILL hit you many times before you 
    make it to the Medallion.  The key?  Remember that you can hover again after 
    being hit, even if you just keep holding the jump button.
    
    Walkthrough:  This is actually one that Iím not sure I can write a detailed 
    walkthrough for, because Iím really not sure how I got the Medallion the first 
    time.  There are 5 Flying Moos between you and the Medallion, but you donít 
    necessarily have to use them all, and you may need some more than once. When I 
    got the Medallion, I actually had to skip one of the first ones in order to 
    get a good run going.  I think the best I can do would be to draw you an ascii 
    of the 5 Flying Moos.  Here goes:
    
                    *
                *
    *       *
        *
    
    
    ************
    *Vision 2-2*
    ************
    
    Portal Location:  Just a little ways into the stage, the first time you go 
    underground, proceed to the bottom level and go left to find the portal.  
    Again, just jump in.
    
    Tips:  See below.
    
    Walkthrough:  ďWhere are all the enemies?Ē, I hear you say as you enter this 
    room.  Well, the first 2 are all the way on the opposite wall.  There is only 
    one way to reach them.  Get a running start and jump at the very edge of the 
    starting platform.  DO NOT hover at the peak of your jump.  If you do, even if 
    you make it to the first enemy, you will not get enough height to grab the 
    second.  Instead, wait and hover just before you drop below the height of the 
    first enemy, and grab at the very end of your hover.  Jump up and grab the 
    second enemy, and then jump to the left.  As you do, notice the enemies above 
    you.  There is an extremely small space between the Flying Moos and the 
    Spikers on the right that you will have to fit in as you go up.  As you are 
    grabbing and jumping with this third Flying Moo, you have to put yourself in 
    position to fit into that space.  Jump straight up through that space for the 
    next 3 enemies.  Now, with Flying Moo number 6 in hand, at the same instant, 
    jump and move to the right, but stop and hover in between Flying Moo number 7 
    and the Spiker to its left.  ďEasier said than doneĒ, you say.  I know.  Itís 
    Reverse Mode.  Get tough and make one more jump to the Medallion.
    
    
    ************
    *Vision 3-1*
    ************
    
    Portal Location:  Late in the stage, after the second locked door, in the area 
    with 3 springs where you have to reach through a hole in a tree to grab an 
    enemy.  Grab the enemy, use the top spring to spring high to the right and 
    then midair jump and hover into the portal.
    
    Tips:  Starting with this one, you have to learn another trick involving 
    multiple switches.  The trick is, if you activate one switch at a time or one 
    switch long after another one, the subsequent switches will all run out when 
    the first one runs out.  But for some reason, when you activate the switches 
    close together, in quick succession, the times for the switches will be added 
    together to give you more time.  Donít ask me why it works that way, but it 
    does.
    
    Walkthrough:  Most of these rooms either involve complex maneuvers or quick 
    maneuvers, or both.  This is one of the ones where you must act fast.  Hit the 
    switch, and then jump so you will be right in front of the first Flying Moo 
    right after it appears.  Do quick grab and jump maneuvers without hovering for 
    the first 3 enemies going to the right, and then hover for the fourth one just 
    to get close enough to grab it.  Quickly jump up and get the Flying Moo above 
    you, and then jump, turn left and do 3 more quick grab and jump maneuvers to 
    the left.  Be sure to hover to get onto the midair platform, watching out for 
    the regular Moo.  If you did it exactly like that, you should make it with 
    about half a second to spare.  Grab the regular Moo, and itís time to use the 
    multiple switch trick.  Jump a little ways left off of your platform and do a 
    midair jump back onto your platform, dropping the Moo onto the first switch.  
    As soon as you get back on the platform, jump and hit the second switch above 
    you.  This will activate the switches pretty much at the same time.  As soon 
    as you activate the second switch, go to one side of the platform away from 
    the middle.  This will insure that the Moo will not hit you and knock you off 
    when it reappears.  As soon as it does, grab it and double jump up to the 
    first Flying Moo above you.  Do more quick grab and jump maneuvers for 3 
    enemies going straight up, then turn right and do 2 more.  Now the last 3 
    Flying Moos move up and down.  You should be able to do quick grab and jump 
    maneuvers for the first 2, but then you will have to hover for the last one so 
    it will come down to you.  If you can activate the switches right, and grab 
    and jump with the last enemy before it disappears, the Medallion platform is 
    right there.
    
    
    ************
    *Vision 3-2*
    ************
    
    Portal Location:  After you climb all the way to the top of the tree and flip 
    the three switches to start the gears turning, go to the first gear and 
    conveyor belt room.  Activate the Memory Clock next to the first conveyor 
    belt, and then cross the gear to the second conveyor belt.  You should see the 
    portal.  Fall onto the upcoming gear and let the gear turn you into the 
    portal.  Just watch out for the Spiker on the gear.
    
    Tips:  This is the last one of these that I did, mainly because the movements 
    you have to make and the timing you have to have are so precise.  What I mean 
    by that is, I did the last jump of this perfectly 3 times, but only got the 
    Medallion once.  Ahem.  Actually, I found out after I wrote this that the 
    reason this was so hard was because this room is also devious.  Youíll see in 
    a minute. :)
    
    Walkthrough:  Jump down and hover in front of the first Teton.  As you are 
    rising, move to the right until you are on the other side of the second Teton.  
    All of the Tetons in here disappear very quickly after you grab them, so act 
    fast.  As you fall down next to the right side of the second Teton, hover 
    beside it, turn left and grab it.  Move to the right, but watch the Teton 
    above you.  Stop just to the left of it, because if the Teton youíre carrying 
    hits it, you will destroy them both, and then youíre totally screwed.  When 
    your second Teton disappears, immediately fall to the right and hover to get 
    just within grab range of the Flying Moo.  Grab it and immediately jump and 
    hover to grab the third Teton.  As you are rising, turn (donít move) left.  
    When you start falling, hover to the left under the Spikers, grab the fourth 
    Teton at the last instant and move left.  If you are too high or too far away 
    when you grab this Teton, it will be destroyed by the Spiker and youíll fall 
    and die.  Move to the left in front of the fifth Teton, hover and grab it.  
    Move to the right in front of the Flying Moo, hover, grab it, and quickly jump 
    to the right.  Hereís the worst part.  Iíll draw and explain an ascii before I 
    tell you what to do here.
    
    1  2
     **
    
    The two * are the two Spikers, 1 is the Flying Moo you just jumped with, and 2 
    is a hidden Flying Moo that wonít appear until you move past where it is.  
    Does anybody besides me think that the people who designed this room had some 
    very disturbing laughter after they made this?  Hereís what you have to do.  
    After you jump with enemy 1, move to a position just to the left of 2, above 
    the right *.  Donít hover until you get there, but then hover, turn left and 
    grab 1 again.  Quickly jump and move to a position to the right of 2.  Again, 
    hover at that height, turn left, and the enemy should appear.  Grab it and 
    jump for all youíre worth toward the Medallion.  This portal room has got to 
    be the most maddening thing in this game, and one of the most maddening things 
    I have ever seen.
    
    
    ************
    *Vision 4-1*
    ************
    
    Portal Location:  Early in the level again, inside the second door you come 
    to.  (The first door thatís not a dead end.)  You should see the portal 
    immediately upon entering.  Use the Moo that appears just inside to double 
    jump into the portal.
    
    Tips:  See below.
    
    Walkthrough:  This is a little on the tough side, but itís short.  (There are 
    only 6 enemies you have to grab.)  For the first 4 enemies in this room (the 
    Flying Moos), do complete hovers before you grab them, the height is 
    important.  Jump and hover to the right to get the first enemy, and then move 
    to the right a little and turn toward the foreground to grab the second.  The 
    third one, to the left, is a straight grab.  Move left a little and turn 
    toward the background to grab the fourth one.  Now jump and hover to the 
    right, over the lava container, and grab the Teton as you fall.  Now it gets 
    really interesting.  The other Teton you have to grab has 2 Spikers flying 
    around it counterclockwise.  As you are going up with the first Teton, look 
    for a hole between the Spikers that you can slip through, so that you end up 
    falling right next to the other Teton.  Hover in front of the second Teton 
    just long enough to stop your fall and then grab it.  (If you do a complete 
    hover, it can throw off the timing of avoiding the Spikers on the way up.)  As 
    you are going up, move left after the first Spiker passes over you in order to 
    avoid the second one.  When youíre clear of both of them, move to the right 
    and hover after the Teton disappears to make it to the Medallion.
    
    
    ************
    *Vision 4-2*
    ************
    
    Portal Location:  Two in a row early in the stages!  After the opening descent 
    down the cliff and the water slides in the next 2 areas, you end up in the Ice 
    Cavern proper.  Proceeding to the left and up a wind gust, you will see the 
    portal to your right.  Go left until the Plowms appear.  Use one to defeat the 
    first Spinner, then grab another one and use it to double jump into the 
    portal.
    
    Tips:  Except for the room in Vision 3-2, the hardest rooms are from here on 
    out.  The key to this room is to not grab the Flying Moos at the bottom of the 
    lines of Spikers too high, or the Spikers will destroy them and youíll fall.  
    Other than that, though, try to get as much height as possible.
    
    Walkthrough:  Whether to hover or not for the first enemy is your choice.  You 
    donít necessarily have to, but if you donít, you could hit the lava before you 
    have a chance to jump again.  Keep moving to the right and jump as soon as you 
    are clear of the first line of Spikers to make it up to the next 2 enemies.  
    Doing a complete hover for each one, you may be able to make it all the way 
    over the second line of Spikers without taking a hit.  If you get caught, try 
    not to hover again until you get near the Flying Moo at the bottom of the 
    third line.  You have to hover a little bit for this one, because youíll be 
    falling too fast to live otherwise.  After you get clear of the third line of 
    Spikers, get as much height as you can from the next 2 enemies on the right by 
    doing complete hovers, and jump as soon as you can with the last one even 
    though you donít see anything to jump to yet.  One more Flying Moo will appear 
    on your left just in time.  Be careful not to hover too soon, as it may 
    actually appear a little below you.  If you squeeze out every last bit of 
    height you can get, youíll make it to the Medallion platform.
    
    
    ************
    *Vision 5-1*
    ************
    
    Portal Location:  Right after you get the Red Jewel, climb up the platforms 
    and youíll see the portal on the right.  From the top platform, use the Flying 
    Moo to double jump into the portal.
    
    Tips:  See below.
    
    Walkthrough:  This room is a huge, wide open expanse filled with absolutely 
    nothing.  At least until you step forward and cause the Plowms to start 
    appearing.  The goal of this is just to take a leap of faith, jump out there, 
    and try to use the Plowms that appear throughout the room to make it to the 
    Medallion platform in the upper-right.  I can give you virtually zero help for 
    this.  Sorry.  In order to do this successfully, you will need a lot of 3 
    things: quick thinking, hovers, and luck.  Have fun!
    
    
    ************
    *Vision 5-2*
    ************
    
    Portal Location:  Believe it or not, this one is thankfully right at the 
    beginning of this stage.  Itís actually behind you when you start.  You might 
    see it in the opening cinema sequence.  Once you get control, just turn around 
    and go jump in.  Easiest one to get to ever.
    
    Tips:  See below.
    
    Walkthrough:  This room is made up of a series of 6 Fifis with Spikers in 
    between them.  This is another hard walkthrough to write, but there are a few 
    tricks.  First thing is to jump out and grab the first Fifi, and then land 
    back on the starting platform with it in hand.  Weíre going to be skipping the 
    second Fifi in the line, because it doesnít jump high enough to grab.  Step to 
    the very edge of the platform and watch the very right edge of the screen.  
    You should be able to just barely see the tail of the third Fifi as it circles 
    at the peak of its jump before it goes down.  About the time it goes back into 
    the lava is when you need to jump off your platform and use the enemy youíre 
    carrying to get into a position to hover and grab it.  After that, you need to 
    grab and jump with the next couple of Fifis without hovering at all in order 
    to do it fast enough.  Now the problem is the last two Fifis that jump up at 
    the same time.  You have to be kind of creative here.  You can either try to 
    jump and hover back and forth between them until you get enough height on the 
    last one to make it to the Medallion, or you can try getting hit by a Spiker 
    or two so that you can hover some more, or whatever combination you can come 
    up with.
    
    
    ************
    *Vision 6-1*
    ************
    
    Portal Location:  After you shoot the red crystal and dissolve the red 
    statues, the path through the stage will take you out to the Grand Balcony and 
    through the red statue gate there.  On this path, you will come to a room of 
    moving platforms with Plowms everywhere.  When the first 2 moving platforms 
    come together, you should see the portal on the other side of the room.  Keep 
    riding the moving platforms, and you will get to a Silver Life Coin.  The 
    portal is right under the Life Coin.  Jump up to get the Coin, hover to let 
    the platform go by, and fall down into the portal.
    
    Tips:  See below.
    
    Walkthrough:  Other than the room in Vision 3-2, this is probably my least 
    favorite of the Reverse Mode portal rooms.  It is a vertical room, made up of 
    only 8 Flying Moos.  Thereís just one very irritating problem: they all fly in 
    a horizontal circle, at different speeds, in different directions.  And some 
    of their positions are shifted to where they are out of reach for part of 
    their circles.  Iím afraid there just really isnít any way I can write a sure-
    fire walkthrough for this.  The reason is because if you miss, you can fall 
    back onto the starting platform and try again, but when the enemies reappear, 
    the timing of their flight patterns will be off, and what you have to do to 
    get to the top will be totally different.  Pretty much all you can do is to 
    start grabbing and jumping, and go on instinct as to when and when not to 
    hover, and what direction to grab in.  If necessary, you can reset the 
    enemiesí positions by going back through the portal and then re-entering it, 
    but doing this creates 2 problems.  1: It can break your focus on the task at 
    hand just enough to keep you ďout of the zoneĒ and prevent you from getting 
    that one moment of brilliance and luck that you need to make it to the 
    Medallion.  2: Exiting and re-entering every time can get monotonous really 
    fast.  Good luck!
    
    
    ************
    *Vision 6-2*
    ************
    
    Portal Location:  Halfway through the stage, as you finish the second of three 
    stints outside, you will see the portal above the door at the bottom.  Go 
    through the door, stun the Giant Moo inside, jump over it, grab the Shield Moo 
    on the other side, take the Shield Moo back outside to the portal, and double 
    jump into it.
    
    Tips:  This last one actually isnít one of the hardest ones.  Itís more of a 
    ďletís see if youíve mastered all of your different skills by using them all 
    in one challengeĒ kind of thing.  And it involves the multiple switch trick 
    from before.  If youíve been doing Reverse Mode in order, you wonít have used 
    that in a while.
    
    Walkthrough:  Activate the first switch, then make 5 extremely quick grab and 
    jump maneuvers straight up, and hover at the top to get on the platform with 
    the second switch.  If you do any other hovers in this first part, the time 
    you have for the room may run out.  As soon as you land on the platform, jump 
    and activate the second switch, and then jump and fall to the right, down 
    between the Spikers that appear.  After you pass the first pair of Spikers, 
    move to the right a little to pass through another pair, and then back to the 
    left a little to pass through a third pair and land on the next platform.  
    When you land on this platform, step off to the right and grab the Teton, no 
    hover required.  While you are rising with the first Teton, move to the right 
    until you are just in front of the second one.  When the first Teton 
    disappears, hover in front of the second one just for a split second to stop 
    your fall, and then grab it and head for the next platform.  You might have to 
    hover to get to it.  Now is the hard part.  Quickly activate the third switch, 
    and then turn toward the background and go up quickly through 3 enemies.  The 
    third one moves left and right a little, so you may need to adjust your 
    position.  When you jump with that third enemy, go to the left.  You see that 
    tiny, miniature spring in the middle of that lava container?  Yeah, you have 
    to land on it.  If the enemy you just grabbed was right of center in itís 
    line, youíll have to hover in order to make it to the spring.  As soon as you 
    land on the spring, use it to get a boost to 2 more enemies, which are also in 
    the background.  Then you have one last enemy to jump with before you make it 
    to the Medallion platform.  This last enemy flies in a horizontal circle, so 
    you never know exactly where itís going to be.  But if youíve done everything 
    up to this point quickly enough, you should have enough time to hover and grab 
    in the right direction for it.  This portal room is very much the epitome of 
    the kind of ďfunĒ Reverse Mode has been all the way through.  
    
    If youíve managed to collect all 12 Medallions, then props to you, my friend.
    Props to you.
    
    
    
    10. Unlockable Bonuses
    
    The first three of these are all unlocked just by beating the Final Vision and 
    seeing the ending.
    
    
    Time Attack
    -----------
    In case youíre wondering, no, this does not keep your best records for the 
    stages, but only the bosses.  So itís a good, old fashioned boss rush!  Just 
    what I was wishing for about halfway through the game!
    
    
    Movie Viewer
    ------------
    Here, you can see all of the gameís cinema sequences without having to play 
    through the stages.
    
    
    Character Viewer
    ----------------
    Here, you can see movable models of all of the character and enemy sprites in 
    the game.  Unfortunately, the models can only be rotated horizontally or 
    zoomed in and out, and cannot be rotated vertically or slid around the screen.  
    This was another real thought lapse for the programmers.
    
    
    Extra Vision
    ------------
    A stage that takes place in a completed Balueís Tower.  This is unlocked by 
    beating the Final Vision and rescuing all 72 prisoners.  The Extra Vision is 
    harder than anything in the main game, but not as hard as the Reverse Mode 
    portal rooms.  Complete this to unlock the Music Player.
    
    
    Costumes
    --------
    This area is technically unlocked when you beat the Final Vision, but to 
    actually get any other outfits to change into, you have to have enough Dream 
    Crystals.  You need a total of 600 Dream Crystals for the Zipper Shirt outfit, 
    900 for the Summer Wear outfit, and 1200 for the Red Collar outfit.  Oddly 
    enough, the default outfit is actually my favorite, but you might be 
    different.
    
    
    Music Player
    ------------
    Everyone loves a good, old fashioned sound test, right?  This is unlocked by 
    beating the Extra Vision.  The controls for it are listed on the screen.  It 
    doesnít include sound effects (hence why itís not called a sound test) and Iím 
    not sure if there may be any music that isnít in here, but it is very nice, 
    indeed.
    
    
    Reverse Mode
    ------------
    See the beginning of the Reverse Mode Walkthrough section to find out what 
    this is.  To unlock this, I believe you have to beat the Final Vision and have 
    a total of 1200 Dream Crystals.  E-mail me if Iím wrong.
    
    
    
    11. Acknowledgments
    
    
    Thanks as always to GameFAQs for hosting the FAQ, and to SBAllen for doing a 
    good job of continuing what CJayC started 17 years ago.
    
    Thank you, the reader, for reading.  It tells me it was worth it for me to 
    make this FAQ.
    
    
    
    12. Contact Info and Closing
    
    
    My E-mail address is pianoman3@roadrunner.com.  In the Subject line, be sure 
    to put the word FAQ and the name of the game you are talking about, or you are 
    subject to erasure.  I welcome most all comments about my FAQs.  If you like 
    my work, please tell me, because it means Iíve done my job and helped someone 
    out there.  I can also take _constructive_ criticism.  If you know how I can 
    improve a FAQ, or if you know some information that I donít or an easier way 
    of doing something, or even if I need to be corrected, please tell me.  It 
    means you actually care! :)  I do not accept messages simply saying that you 
    donít like my work, and it only takes one message with any kind of profanity 
    for me to block you.  Writing this FAQ was a lot of hard work, but it was also 
    a lot of fun.  This is the kind of FAQ that I had wanted to write for a very 
    long time.  See, the FAQs I wrote up until now were not about the kind of 
    things where I was in my element, and mostly I made them because I needed help 
    with the games myself, so that people could contribute without having to make 
    a whole FAQ, because I had done that.  Straight-up action-platformer games 
    like this are the genre of game that Iíve been playing longer than any other, 
    so the only way I could be more in my element here is if I had played this 
    game 100 times, the way I have some, instead of just once before I made the 
    FAQ.  I hope you like it.  Until next time, my friends, ďDonít just beat it, 
    conquer it!Ē Ė dungeonconquerorB.