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.