Walkthrough by kymtendo

Version: 1 | Updated: 01/11/11 | Printable Version

+++++++++++++++++++++++++++Epic Mickey Walkthrough+++++++++++++++++++++++++++

Walkthrough Contents

1. Dark Beauty Castle
i) Disabling the Robot
ii) Extra Content and Pins

+++Projector Screen - Mickey and the Beanstalk+++

2. Slalom
i) Patching the Pipes

3. Ticket Booth
i) Fix the Rides
ii) Extra Content and Pin

4. Asia Boat Ride Tunnels
i) Free the Gremlins

5. Asia Boat Ride
i) Fix the Boat Ride
ii) Bronze Pin
iii) Raise the Fire Bridge
iv) Open the Door
v) Extra Content

+++Steamboat Willie+++

6. World of Gremlins
i) Patch the Pipes
ii) Clearing small Pete's Name

+++Clock Cleaners+++

iii) Fix the Clock
iv) Gremlin Windmill

+++Clock Cleaners Part II+++

7. European Boat ride
i)Into the Coliseum

+++Steamboat Willie Part II+++

8. Clock Tower
i) Clock Tower Boss

9. Mean Street
i) Collect the 1st Gear
ii) Collect Stuff
iii) The second Gear
iv) Power Sparks and Pins

+++Thru the Mirror+++

10. OsTown
i) Extra Content and Power Spark
ii) More Power Sparks and Thinning out the Gag Factory
iii) Noisy Safe
iv) OsTown Phone Network
v) Ice Cream Cake
vi) Back to Mean Street

+++Mickey's steamroller+++

11. Mickeyjunk Mountain
i) Switch on the TV's
ii) Bunny Children Extra Content
iii) Silver Pin

+++Alpine Climbers+++

12. The Piles
i) Fight the Beetleworx
ii) Through the Tunnels
iii) Inside the Factory

+++Alpine Climbers Part II+++

13. Mickeyjunk Mountain Slopes
i) Power the Door
ii) Glida's lost Axe

14. Inside the Mountain
i) Three Challenges
ii) Challenge 1
iii) Challenge 2
iv) Challenge 3
v) Extra Content

15. OsTown
i) Gilda
ii) Mickeyjunk Mountain Phone Network
iii) Ice Cream Cake

16. Mean Street
i) Broken Projector
ii) The Usher
iii) Horace
iv) Buy Stuff
v) Pete


17. Tomorrow City
i) Raise the Notilus
ii) Goofy's Leg

+++Mickey's Mechanical Man+++

18. Tomorrow City Lagoon
i) Stop the Thinner Waterfall
ii) UFO Challenge

19. Big Tomorrow Exhibit
i) Boss Fight - Slobber
ii) Goofy's Torso

+++Plutopia Part II+++

20. Tomorrow Square
i) Repair the Rocket Ride
ii) Fix the Sky Tram
iii) Goofy's Left Leg
iv) Fix the Rocket Ride
v) Extra Content
vi) Free the Final Gremlin

+++Mickey's mechanical Man Part II+++

21. Space Voyage
i) Find the Dog Tags
ii) Stop the Trams
iii) Restore the Pipes
iv) Free Gremlin Delta
v) Free Gremlin Omega
vi) Silver Pin
vii) Goofy's Arm
viii) Board the Elevator
ix) Boss Fight - Petetronic
x) Rocket Part 1

22. Mean Street
i) Free Gremlin Markus
ii) Fix the Ventureland Projector Screen
iii) Hand over Film Reels
iv) Horace
v) Pete
vi) Bunny Roundup II
vii) Emporium

23. OsTown
i) Clarabelle
ii) Detective Mickey II
iii) Goofy Parts
iv) Ortensia's Locket

24. Mean Street
i) Health Pip
ii) Detective Mickey II

+++Jungle Rhythm+++

25. Ventureland
i) Smee
ii) Tiki Sam's Masks
iii) The Compass
iv) The Figurehead
v) Gather the Flowers
vi) Three Pins!
vii) Ventureland Romance Pin

+++The Castaway+++

26. Tortooga
i) Billy's Lost Belongings
ii) Find the Keys
iii) Paint the Lanterns
iv) Into the Well
v) Collect Billy's Belongings
vi) Bronze Pin

+++Jungle Rhythm Pin+++

27. The Jungle
i) Talk to Starkey
ii) Find the Jungle Symbols
iii) Mysterious Mystery Gems
iv) Jungle Lanterns
vi) Stop the Thinner Waterfall
vii) Gold Pin

+++The Whalers+++

28. Tortooga
i) Daisy Part
ii) Open the Door to Skull Island

+++Castaway Part II+++

29. Pirate Voyage
i) Bronze Pin
ii) Fix the Pumps
iii) Free the Captives


30. Skull Island
i) Anchor 1
ii) Anchor 2
iii) Anchor 3
iv) Pirate Friend Pin
v) Sea Battle Extra Content
vi) Daisy Part
vii) Gold Pin

31. Boss Fight - Hook
i) Rocket Part 2
ii) Bronze Pin
iii) Extra Content

32. Ventureland 
i) Daisy Part
ii) Chat to Pirates

33. Return to Mean Street
i) Pins and Watches
ii) Bunny Children and Power Sparks
iii) Pete
iv) Bunny Roundup III
v) Horace
vi) Jim the puzzlers Riddle
vii) Buy Stuff

34. Ventureland
i) Daisy's Scrapbook
ii) Jim the Puzzled
iii) Henrietta
iv) Detective Mickey III
v) Back to Mean Street

+++Lonesome Ghosts+++

35. Bog Easy
i) Badge of Courage
ii) Paint the Plants
iii) Extra Content
iv) Jim's Riddle Solved
v) Betrand's Lamps
vi) Open the Gates
vii) Power Sparks
viii) Donald
ix) Recover the Runaway Book
x) Enter Lonesome Manor

+++Lonesome Ghosts Part II+++

36. Lonesome Manor
i) Enter Lonesome Manor
ii) Bronze Pin
iii) Extra Content
iv) Anvil Sketch

+++The Mad Doctor+++

37. Lonesome Manor Foyer
i) Disable the Machines
ii) Free Gremlin Haig
iii) History of Colonel Pete
iv) Free Screeching Sam
v) Skull 1
vi) Skull 2 and Silver Pin

+++The Haunted Mansion+++

38. Stretching Room
i) Gold Pin
ii) Mad Doctor Extra Content
iii) Match the Paintings

+++Mad Doctor Part II+++

39. The Library
i) Donald Part
ii) Find Leona
iii) Complete the Quests
iv) Free the Gremlin
v) Extra Content
vi) Free the Gremlins
vii) The Hatchet

+++The Haunted House Part II+++

40. The Ballroom
i) Play the Pipe Organ
ii) Bronze Pin
iii) Donald Part
iv) Free the Gremlins

41. The Mad Doctor
i) Battle the Beetleworx
ii) Donald Part

42. Back to Bog Easy
i) Donald Part
ii) Pins
iii) Quests

43. Mean Street Again
i) The Usher
ii) Gremlin Markus
iii) Horace
iv) Pete
v) Emporium

44. Ventureland
i) Botanist Darvin
ii) Jim the Puzzled
iii) Daisy

45. Bog Easy Again
i) Bell Fragments
ii) Detective Mickey IV
iii) Finishing Up

46. Oswalds Fortress
i) Extra Content
ii) Hidden Area

+++Ye Olden Days+++

47. Boss Fight: Shadow Blot

48. The Battle of OsTown
i) Health Pip

49. The Battle of Mean Street
i) Pin
ii) Extra Content

50. The Battle in Ventureland

51. Battle in Bog Easy
i) Pin

52. Battle in Tomorrow City

53. The Battle in Space Voyage

54. Dark Beauty Castle
i) Paint the Pipes
ii) Pipe One
iii) Pipe Two
iv) Pipe Three
v) Pipe Four
vi) Pipe Five
Vii) Bronze Pin
viii) Fight the Slobber

+++Sleeping Beauty+++

55. Throne Room
i) Extra Content
ii) Pin
iii) Activate the Gargoyles
iv) Direct the Beam

+++Fantasia Part II+++

56. Fireworks Control Tower
i) Collect Stuff
ii) Up the Tower
iii) Arm the Fireworks

+++Fantasia Part III+++

57. Grief Tower
i) Gold Pin
ii) Extra Content
iii) Arm the Fireworks

+++Fantasia Part IV+++

58. Loss Tower
i) Extra Content
ii) Pins

59. Inside Phantom Blot
i) Mickey's Heart
ii) Bloticle One
iii) Bloticle Two
iv) Bloticle Three
v) Bloticle Four

60. The End


Dark Beauty Castle

Escape Dark Beauty Castle

~Extra Content~
Mad Doctor's Lab II
Dark Beauty Castle II

Dark Beauty Castle


You will start off in Dark Beauty Castle where you will meet the Gremlin Gus
for the first time. He will be your guide through this game. Your first task
is to stop the giant robot from killing you by disabling his 'arms'.

***Disabling the Robot***

Head up the stairs to the right and speak with Gus at the first console. He
will tell you how to perform 'spin move' then will jump off over to another
console. When able, perform spin on the console twice to destroy it. You now
need to continue to the right over the gaps to the next console. Take care to
avoid the mechanical arm which is still working and watch out for the search
light, if it turns red it has seen you so move out of the way. Before you
jump over the first gap Gus tells you to quickly press the A button for a
small jump or press and hold the A button for a long jump. However, I cannot
get this to work at all ... if you press the A button to jump and then press
it again towards the end of that jump you will do a double jump which will
enable you to jump further. Anyway, jump over the gap, then staying low,
follow the path to the next gap where you can see Gus by another console.
Jump over there and spin attack the console. This will destroy the remaining
arm and reveal a hidden room below.

*Extra Content and Pins*

Jump off the ledge to the right to find the hidden room. Collect the EXTRA
CONTENT, Mad Doctors Lab II, from inside and open a chest at the back of this
room for a Bronze PIN. You can also spin attack many of the items in this room
to collect E-tickets which you will be able to buy things with later. Explore
the rest of the room, spin attacking barrels, flags on the walls and anything
else that seems moveable to collect more E-tickets then head up to Gus at the
door when you are ready to leave.

Gus then tells you about paint and thinner and now you can use both. Continue
down the passageway, spinning the suits of armour if you wish for items. When
you get to the end you need to paint in the faded gear at the top of the door
to open it. Continue through collecting paint or thinner from the barrels if
you need it and then thin out the frame of the door at the end. Again,
continue on up the next corridor filling in the barrels with paint so that you
can collect from them. Thin the floor at the end to cause the rocks to fall
then fill it back in with paint so you can cross over into the courtyard. 

In here you will find your first enemy a Blotling, use paint on it to make it
your friend or thinner to kill it. Once you have done that look around for a
bright door and thin it to find a chest containing the Dark Beauty Castle PIN.
Come out of that area and turn left to see a brightly coloured ramp. Thin the
ramp to find EXTRA CONTENT, Dark Beauty Castle II.

Head over to the area where you can see a big cage and jump onto the small
platform containing an E-ticket next to the cage. Use your spin attack three
times to open the cage and lower the catapult containing a gremlin. You can
choose now to either collect the E-tickets from the chest and catapult the
gremlin to his doom, or free the gremlin. I would free the gremlin as they are
helpful and E-tickets can be found everywhere. Spin attack the gremlin prison
to release him and he makes the catapult safe and gives you a Gold PIN.

Now you can explore for a while and collect E-tickets from the variety of
objects littered around the room. Even the larger plants will supply you with
E-tickets. When you are done with the lower section make your way up the ramp
you thinned by filling it back in with paint then thin the blocks at the top
so you can pass. Continue up, collecting items and filling in the paths until
you reach a gear at the top. Spin attack this gear and continue to the left,
jumping down to a lower platform. Continue collecting E-tickets from anything
you can spin attack along the way, heading down the ramp first to a big
boulder which you can thin to find 10 E-tickets. Head back up and continue to
the left past some green guardians. When you see some rocks over a gap, thin
the floor next to them to allow them to drop then fill back in with paint so
that you can cross. Spin attack the final gear and then you can head down and
out through the open gate and into the projector screen, out of the castle.


+++++Mickey and the Beanstalk+++++

This is the first of many 2D mini levels that you have to go through to reach
new areas. In each of these you will find a film reel which you can turn in
for rewards later. 

Explore all the paths, collecting E-tickets and when you get to a thatch roof
drop through the chimney to reach the lower path and your first FILM REEL.
Continue up and to the right then when you see a bed, jump onto it and then
off to the left to the smaller leaf you see here. Make your way up on the bed
to the bigger leaf, then off to the right and through the projector.

* Checklist  *
* 3 Pins     *
* 1 Film Reel*


~New Quest~
Patch the Steam Pipes

~Extra Content~


***Patching the Pipes***

You will be met by a gremlin who will ask you to paint in the centre gears on 
the left, do so and the door will open. You will be asked to fill in the pipes
letting out steam as you go. You don't have to do this but you will be
rewarded if you do. Look around for debris and barrels to collect items as you
go and walk forward to repair PIPE 1 in front of you. Continue on and fill the
path over the cogs to allow you to pass and then fix PIPE 2 to your right,
then thin out the large cog on your left to reveal 10 e-tickets. Fix PIPE 3 on
the left and then fill in the path to continue forward to fill in PIPE 4 on
the left. You will reach a big cog which is turning, stand there and watch for
faded platforms to fill in. Fill in the platforms and then jump onto one to
reach an opening. Jump through the opening and a door will close and a
Splatter will appear. Jump on its head to stun it and then spray it with paint
to make it friendly. Another Splatter will appear, deal with it in the same
way and a door will open to another area and then a grate will open with your
reward for filling in the pipes, EXTRA CONTENT, Tunnels.

Ticket Booth

~New Quests~
Ticket Booth

~Extra Content~
Spatter Springs Up



Gremlin Tim is trapped in the ticket booth. Walk forward and kill or befriend
all the blotlings to free Tim who will then get the boats moving in this area.

***Fix the Rides***

You will then get your guardians which you can use to attack enemies and help
you find your way. You can have a total of three guardians, the colour of
which will depend on if you use paint or thinner, the more of whichever you
use will gradually fill the guardians bar until you have a maximum of three.

If you talk to Tim in the ticket booth he will ask you to help repair the other
rides by finding his wrench. Head over to the spinning cups and thin out the
red striped teacup to find the wrench, take it back to Tim who is now behind
the elephant ride. Tim then wants you to fix the teacup ride. Jump on the 
elephant ride and make your way to the top of the tent on the right. Continue
round the tent to a bridge which you need to fill in and then head through the
thinned door. You will see a series of gears attached to platforms. Paint the
gears until the platforms are flat and then thin them to make them stop. Use
these platforms to jump across and then on the other side jump to the bridge
on the left of where you land and then turn right through a thinned wall to a
room containing a paint and thinner pump. You will be asked to fill the pump
and fix the pipes. First, fix the two pipes and then stand in front of the
pump and fill it with paint. The ride will be fixed and a door will open
containing a chest. 

***Extra Content and Pin***

Jump down and head over to the boats, if you are facing the boats head to the
far left and go into the alcove to collect the Bronze PIN from the chest. Head
back out and spray thinner on the wall of the maintenance area on the other
side of the thinner river. Jump on a boat and jump through to a boat
containing, EXTRA CONTENT, Spatter Springs Up. collect any remaining e-tickets
from the various items that you can break with your spin attack and then hop
on one of the boats and ride it through the tunnel.

You will arrive in a locked area and you need to thin out the pipes to break
the locks on the door or paint the hippos floating around to open the door.
Upturned boats sink and you only have a few seconds to jump off them before
getting harmed by the water. As I am following the blue path, head left over
the sunken boat onto a stable boat and spray the hippo here with paint.
Follow the path of boats spraying another two hippos to unlock the door into a
new area. 

*Checklist    *
* 4 Pins      *
* 1 Film Reel *

Asia Boat Ride Tunnels

~New Quests~
Find Small Pete's ship's log

~Extra Content~
Pirate Gate



***Free the Gremlins***

You will be alerted to the presence of Sweepers. They throw out thinner at you
and have a good aim but can be dealt with like the other baddies, just spray
them with paint to befriend them. Follow the path and take out the Sweeper
here then thin out the wall behind the platform that the Sweeper is walking
on. Enter the area back here and release GREMLIN 1, he tells you there are
two more gremlins to release. Collect from all the items around here and paint
in a bridge over the thinner river. You will see a cut scene showing a chest.
Jump over the platforms ahead and fill in the gears of the rotating platforms
to lower the platform containing the chest. Head back over the bridge and
collect the Bronze PIN from the chest. Go back left and then use the two
pistons that were activated by turning the gears to reach the upper level.

Paint the walkway as you go and spray the Spatter below. Jump down onto the
bridge and then jump left onto a platform to free GREMLIN 2. Jump back onto
the bridge and walk back to the other end of the bridge and fill in the 
platform on the left, jump across these alcoves to release GREMLIN 3. There
are things to be collected from most of the alcoves running down both sides so
collect them if you want and then jump onto the last bridge and over the
yellow platforms on the left. You will have to fill two of the platforms in
with paint as you progress and then from the top one jump across to find EXTRA
CONTENT, Pirate Gate. Go back onto the platform you just jumped from and 
carefully jump down near the giraffe to release your final GREMLIN. Jump up to
the platform on the left, collect the stuff up here and then jump down to the
bottom to trigger a scene. The gremlins you saved will take care of the
Blotlings in this area and unlock the door. Thin the yellow wall next to you
and carefully make your way down the path avoiding the moving walls. Hop onto
the piston at the end and follow the walkway above to get the Silver PIN.

Jump down to the open door below and head through. To open the next door you
have to shut off all the steam valves. Step on the pink glowing platform and
then quickly run to the valve on the left and spin to close it and hop up and 
hit each valve as you progress before the time runs out. If you have been
following the good path Small Pete will arrive to give you a new quest to find
his log book. We will get to that later for now head through the door into the
next area.

*Checklist   *
*6 pins      *
*1 Film Reel *

Asia Boat Ride

~New Quests~
Navigate the Asia Boat Ride
Raise the Fire Bridge

~Extra Content~
World of Gremlins II



***Fix the Boat Ride***

Fill in the bridge then neutralise the Blotlings over the bridge. Go around
the left hand side of the pagoda and spin the gear here to activate it. This
pulls out two blocks around the front of the building which you can use to get
onto the upper levels and free the gremlin. Gremlin Braun will then fix the
boat ride which you now need to take.

***Bronze Pin***

Jump on a boat and ride it to the turning platforms in the middle, all the
dolls on here can be broken and items gathered. Make your way to the top and
free the gremlin. He will offer to fix the whirlpool for you but it will cost
100 e-tickets. Give them to him if you want to collect a pin later. 

Paint in the bridge and cross over it then follow the path to a partly thinned
wall. Jump through this wall onto a platform and then fill in the subsequent
platforms to reach the top. Just before the top you will see a platform
through a thinned wall, it contains a chest which you can break for items.
Make your way to the next level and drop down to a tunnel with rotating fans.
Ignore the steam valve for now and just make your way through to the end,
thinning the coloured fan blades to allow you to jump through unharmed. Go
back to the first valve and spin to turn it then continue through quickly
turning off the other valves as you go. This will open the way to a chest up

Go out and use a boat to get back to the tiered platform, over the bridge and
then back up the platforms, this time however, jump carefully to the top
section, staying to right so that you land on a platform up here. Jump across
the gap and continue forward over the gaps until you come to the chest at the
end which contains a Bronze PIN.

***Raise the Fire Bridge***

Drop down onto a boat and ride to the platform which contains several gears
and platforms. Stand back and in front of the two left platforms. Fill in the
gears and wait until the are both flat and then thin out the big middle gear.
Jump onto the lowest platform here on the left and then up to the next
platform and onto a switch which activates when you step onto it and creates a
Dragon bridge for you to cross and reach the temple.

***Open the Door***

Before using it, fill in all the cogs here now and it will make a door open in
the right wall which contains a chest. Jump over there and collect the Gold
PIN. Jump back down and cross the dragon bridge. You now need to activate two
levers, one on each side. Look for a moving red flower at one side of the door
and take it up. Jump onto the cloud then onto the nearest platform which is
actually a switch and will lower. Repeat with the furthest switch and the door
will open.

***Extra Content***

Before using the exit look down and to the right, you will see a capsized
boat below. Jump onto it and then onto the area on the right on which you
can see a blotling. Deal with it and two more and then go around the building
here to find a gear which can be turned with a spin attack. A wall will drop
down revealing a trapped gremlin. Free him and he will make it so that you can
climb up at the back of this area and also fixes the magic carpets so that you
can use them to reach two levers across the river. Climb up and deal with the
sweeper at the top. Then face the pagoda and paint the flying carpets in front
of you. Now you can either use them to fly you back to the exit door and use
the flower again to get back up onto the cloud where you jumped on the
switches. Look across from the cloud and you will see another which needs
painting in. Jump to the middle platform and paint it to jump across to the
platform up here. Thin the wall and enter to find EXTRA CONTENT, World of
Gremlins II. Hop down and exit through the projector screen.


+++++++Steamboat Willie+++++++

Stay low fist and travel along the bottom of this area to collect all the
e-tickets and then go back to the beginning and onto the first crate which will
push you up and allow you to reach the swinging cow. Jump off the cow to the
right and continue jumping into the chimneys so they blow you up and into the
e-tickets and onto the next cow. Continue right jumping across the parcels
quickly to reach the FILM REEL Steamboat Willie. Exit via the projector screen
below and enter the World of Gremlins.

*Checklist     *
* 8 pins       *
* 2 film reels *


World of Gremlins

~New Quests~
Save Gus's House
Open the Gate

~Extra Content~
World of Gremlins I


***Patch the Pipes***

Grab the items from the various pots/chest/barrel behind you then continue
forward into the Gremlin village. First we need to patch up the pipes. Run
around the circular section and fix the pipes here then spin the valve in the
centre. Spend a little time collecting items from down here and find a wall
which has a hole in it. Jump through carefully to avoid the two crushing
machines and make your way through each one to find the EXTRA CONTENT World of
Gremlins I.

Go back out and jump up to the ledge containing Gus' faded house. Fill it in
with paint and Gus will repair the windmill. Go inside Gus' house to find a
Bronze PIN.

***Clearing small Pete's Name***

Now we can work on the Small Pete Quest. Head to the right side of the centre
of town and talk to Gremlin Bennett (he is wearing orange). He will point out
the boat crashed above. Jump onto the airplane ride and ride it to where you
see some land near the boat. Jump off and get on the boat then walk to the
back to find a valve which can be turned using spin attack. Turn it to open a
door at the front of the boat and reveal a chest. Before going to the chest,
thin out the wall at the back of the boat here to find a chest with items in.
Go round to the front of the boat and open the chest to find Small Pete's SHIP
LOG. Now you have two choices, you can either take the log to Bennett and
clear Small Pete of any blame and get a reward later or you can give it to
Gremlin Shakey by the clock tower to receive a gold pin, however, Small Pete
will not be allowed into town if you do and you will not be able to get some
quests later on.

Whichever you decide, give over the Ships log and then run around and collect
E-tickets and items from the various pots laying around then head up the magic
carpet ride to the clock tower. Collect all the items up here and then jump
into the projector.


++++++Clock Cleaners++++++

Follow the platforms up and then ride the gear up to the top and jump onto the
platform on the right. Spin attack the lever here and drop down to the walkway
below. Continue right avoiding falling down the opening hatch and collect the
FILM REEL Clock Cleaners Part I through the now open door. Now continue up the
platforms until you get to a baddie with a scythe on a track. Avoid him and
make your way up and right over the two turning platforms. Stand on the
wooden platform on the right and wait for another platform to come down on
the cog here. Continue over the platforms to the left to reach the projector
screen out of here.


***Fix the Clock***

Collect all the stuff from the pots here and then fill the machine at the
front with paint to open the exit gate and the clock face. Walk around to the
clock face that opened and jump onto the fallen face and quickly in to collect
a nice wad of e-tickets. If you linger too long on the fallen clock face
platform it will take you down to the bottom but will raise again like a lift.
After collecting the E-tickets take the lift down to the bottom of the clock

***Gremlin Windmill***

Head over to the ledges which lead to the exit door and then jump on the house
near the exit to get up onto the ledge above and then jump across over to the
steps leading to the windmill. Before going up there though head down to the
left and thin out a wall here and jump down into the area that has opened up
to collect a chest full of items. Now make your way up to the windmill. The
plants around here contain items so collect them and then get onto the little
wall here so that you can jump onto one of the platforms on the windmill
sails. Ride it all the way to the left and collect a golden E-ticket voucher
then go all the way back to the right and jump over the sail through to ledge
here that you can see below a cloud and containing a splatter. Deal with the
splatter and free the gremlin that is trapped here. Gremlin Ditto opens a new
projector screen to the European Boat Ride. If you take this projector rather
than the one opened earlier you can get a film reel that you would not be able
to get otherwise. 


++++++Clock Cleaners Part II++++++

Make your way up until you come to a big cog with three platforms on. Stay on
the left platform until your weight rotates it and pushes the other platform
up then jump onto the middle platform, up to the right platform and then onto
the walkway on the right to claim FILM REEL, Clock Cleaners Part II. Backtrack
down to the start and make your way along the lower path until you come to a
platform on a track. Jump onto the platform and ride it up to a cog that is
moving up and down. Take the cog up to the top and wait on the left hand side
of the bell here for the scythe baddie to come along the track and ring the
bell giving you some E-tickets. Jump up and through the projector.

*Checklist     *
* 9 Pins       *
* 4 Film Reels *


European Boat ride

~New Quests~
Reach the Clock Tower
Get Inside the Coliseum

~Extra Content~
Inky Mickey



***Into the Coliseum***

Jump down and dispatch the splatter then open the chest here for a Silver PIN.
Climb back up and move over the platforms filling in the cogs to make them
turn and then thinning to make them stop. Make your way to the end to a small
alcove and then jump up. You will see a chest in a room to the right which we
cannot get to yet. Jump down and you are in the coliseum where Pete will open
the door to the treasure. Head back up and over to the treasure room to
collect a Bronze PIN and a stash of E-tickets. Then follow the passageway
here for EXTRA CONTENT Inky Mickey. Go back out of this area and turn right,
staying on the upper level. Keep walking right and you will come to another
passageway with the exit projector. Jump through the projector into ...


++++++Steamboat Willie Part II++++++

Start by going up the crane and over to the right. Keep high jumping over the
platforms and over a cow on a crane until you reach two parcels suspended by a
crane stand briefly on the left one to make the right one rise then jump on
the right one and quickly off onto the ledge to the right to claim the FILM

Jump down off this ledge and go left to collect the e-tickets from the lower
level before continuing right and into the boat. Make your way carefully up
the stairs avoiding the annoying cannon ball that rolls down the stairs. At
the top jump up to the ledge on the left and into the projector.

*Checklist      *
* 11 Pins       * 
* 5 Film Reels  *

Clock Tower

~New Quests~
Clock Tower

Stop the Music


***Clock Tower Boss***

This is one of the few big bosses in the game and it is very easy. As we are
following the paint path, use the paint to befriend him. Start by spraying
the left hand until it is almost all blue and then move to the right hand.
this time, spray the hand until it is completely blue and stops moving around
and crashes down. Then quickly go back to the first hand and fill it in with
paint so it too stops and then jump onto the right hand and move into the
centre of it and it will rise and allow you to paint in the clock face.

A door at the bottom of the clock tower will open and Gus will tell you that
your paint and thinner capacity can change depending on how you deal with
important characters in Wasteland. As we have been following the paint path
your paint will now be increased by one bar. Jump through the projector.

*Checklist     *
* 12 pins      *
* 5 Film Reels *

Mean Street

~New Quests~
OsTown Projector Screen
Gilda's Lost Axe
Recover Horace's Book
Find Casey's Key
Museum Power Spark
Collect Film Reels

~Extra Content~
Mean Street
Mickey Faces

Small Pete Pin
Welcome to Wasteland
Home of the Gremlins
Bronze x2


***Collect the 1st Gear***

After the cut scene, Gremlin Marcus will ask you to get him two gears to fix
the projectors. One can be got from Horace at the detective Agency and the
other from Big Pete in the city Hall. As you walk forward there will be a
cut scene with Big Bad Pete. If you helped Small Pete earlier, this Pete will
give you some e-tickets as a reward. He will mention that he knows you need a
gear but he lost it in a race with Gilda. You will then receive the Small Pete

Head over to the fire station which is just on your right if you are facing
Pete. Talk to Gilda here and she will tell you about her axe that she left on
Mickeyjunk Mountain. She will then challenge you to a race which is pretty
easy, just follow the guardian and collect the GEAR from Gilda at the end.

***Collect Stuff***

Before we go to see Horace we have some things that we can collect first. Go
back to the building where the projector you entered through is (Up the slope
near the City Hall). Thin out the roof just to the right of the projector and
jump up onto the roof. Keep following the roof to the right and then fill in
the overhang below at the end so that you can walk on it and collect the EXTRA
CONTENT, Mean Street. Drop down and go behind this building to collect a
Silver PIN. 

Head back down the slope and go right, to the museum. Jump on to the red
canopy on the left side and then up onto the canopy over the door. Thin out
the wall here and the roof to reveal a GOLD PIN. Jump up and grab the pin then
jump back down and go right, to the dark building across the street, which is
Horace's Detective Agency. 

Horace asks you to get a book back from the Emporium owner, Casey. Leave the
Detective Agency and cross the road on the right to the Emporium which has a
sign of a wrapped gift above the door. Speak to Casey who will tell you he
lent the book to Paulie, the Ice Cream Parlour owner. Before leaving, speak to
Paulie again and you will be able to buy the EXTRA CONTENT, Mickey Faces for
200 E-tickets. You can also buy the Welcome to Wasteland PIN and the GREMLIN
VILLAGE PIN here too if you have enough E-tickets, they are 200 each too. If
you do not have enough tickets, lots of things in Mean Street can be spin
attacked to reveal items such as lamp posts and fire hydrants, just explore
and collect as many as you can.

***The 2nd Gear***

Go out of the Emporium and turn left. Walk down the street a little way and
into the Ice Cream Parlour. Talk to Paulie and he will give you the book. Give
the book back to Horace and he will give you the second GEAR.

***Power Sparks and Pins***

Leave the Detective Agency and turn right down the street here and go past the
Ice Cream Parlour to Gemlin Markus on the left. Gremlin Markus will then ask
you to collect a power sparks to get the projector running.

Go back towards the centre of town, but take the right hand side path straight
after the Ice Cream Parlour and thin out the manhole cover at the end to
reveal a key. Jump in to collect the key and then go to the Emporium and talk
to Casey, he will give you a POWER SPARK for the key.

Before going back to Gremlin Markus, head back over to the Museum but this
time, enter into the building. Speak to Laralee, she will give you the power
spark that she has on display but needs something interesting to put on
display in its place. She hints that you should go to the cinema and talk to
the Usher. Go out and follow the path down, past the Ice Cream Parlour and
look opposite Gremlin Markus to see the Usher. He will ask you to bring film
reels that you collect to him, he will give you Hooks Cutlass and you will
also receive the Swashbucklers PIN. If you talk to him again he will give you
some E-tickets for the reels you have collected so far. Talk to him a third
time and he will give you a Bronze PIN.

Return to the museum and hand over the cutlass to receive the POWER SPARK. Go
back to Gremlin Markus and he will fix the projector screen to OsTown and give
you some E-tickets before you leave through the projector screen, collect as
many E-tickets as you can from around town, don't forget to check on the
roof tops too. If you are struggling to get on any of the rooftops try
thinning them out, this often creates a ledge that you can jump onto. If you
make your way onto the roof of the 'New Sounds' shop next to Horace's
Detective Agency you can thin a section of roof up here to reveal a Bronz PIN.
When you are ready, head over to the dark area at the bottom of town and jump
through the only working projector screen into OsTown. 


++++++Thru the Mirror++++++

Jump up next to the mirror and you will automatically go through the mirror.
Cross the globe and stop on the deck of cards. You will see some cards
drifting down from above, use them to quickly climb up to the shelf on the
right. Then turn back to the cards and wait for one to come out of the pack
and start floating down again. Jump on this card and travel a little way to
the left, you will see a Film Reel up here so double jump and claim the FILM
REEL, Thru the Mirror. 

Go back up on the cards and onto the shelf, then jump over the bowl, avoiding
the sharp pins then use the cards to take you down to the next shelf. Jump
down to collect the E-tickets and make your way left and then right to collect
more E-tickets, avoiding the card swordsman who can hurt you. When you are
done, head all the way to the right and stand in front of the mirror to go
through into OsTown.

*Checklist     *
* 20 pins      *
* 6 Film Reels *


~New Quests~
Bridge Repair
Noisy Safe
Thin the Gag Factory
Paint Moody's House
Gremlin Prescott's Wrench
OsTown Phone Network
Mickeyjunk Mountain Phone Network
Ice Cream Cake
Find Goofy's Parts

~Extra Content~ 
Ortensia's House


Walk forward and there will be a cut scene with Clarabelle, she will then tell
you that the bridge to the projector screen needs fixing and asks you to find
out what the noise is, coming from the gag factory.

***Extra Content and Power Spark***

Start by collecting some stuff. First thin out the roof of the house next to
Clarabelle's house to find a white E-ticket. Then go to the next house, which
is yours and thin out your roof to collect another POWER SPARK from the right
hand side window. Go behind the houses and thin out the walls to find a hidden
alcove containing EXTRA CONTENT, Ortensia's House.

***More Power Sparks and Thinning out the Gag Factory***

Then head over to the Gag Factory which has the safe hanging outside it and
speak to Abner the Goofy like dog standing by the bouncing cabinet. He will
ask you to thin out the Gag Factory, so do so making sure to avoid thinning
the wooden post holding the safe, As you are thinning out the chimney you will
find another POWER SPARK and then when you have completed thinning out the Gag
Factory, Abner will give you a POWER SPARK.

***Noisy Safe***

Now speak to Moody in front of the Gag Factory, he will ask you to go and
paint his house which is next to yours. Go over and paint it then go back to
Moody for the combination which is 7-5-2. Climb up to the safe and there will
be a cut scene where Mickey opens the safe and frees Gremlin Prescott.
Prescott will tell you that he needs a wrench and that the phone in your
house tricked him out of it. Go into your house and speak with the phone in
there, it will give you a quest to paint in 3 power boxes around town.

***OsTown Phone Network***

When you go outside Gremlin Prescott will ask you if you will let him go into
your house and take the wrench by force. Decline his request and get on with
painting in the power boxes. The first one is on the side of Mickey's house.
The second one can be found by thinning out Clarabelle's lawn to reveal a pit
containing E-tickets and on the wall, a Power box. The third one can be found
on the roof of the Gag Factory, behind the piece of wall that the safe hangs
from. The final one can be found to the left of the Gag Factory, walk along
the path and thin out the wall to reveal another alcove containing a couple of
E-tickets and the final Power box. 

Head back to the phone and it will give you the wrench. It will also ask you
to dial 726 on one of the Phones at Mickeyjunk Mountain and will give you a
Bronze PIN. Go over to the bridge and speak to Gremlin Prescott who will take
his wrench and fix the bridge.

***Ice Cream Cake***

Before going over the bridge to the projector however, go over to Clarabelle
and speak to her until she talks about a cake for Horace, she will then give
you the quest to go back to Mean Street and buy some Ice Cream from Paulie.

Go to the fountain in the centre of this area and speak to Animatronic Goofy,
he will ask you to find all his parts which we will get to later.

***Back to Mean Street***

With all that done, go back to the projector that you entered here from (not
the one over the bridge) and go back to Mean Street. Collect as many E-tickets
from around Mean Street as you can then head to the ice cream shop and buy an
ice cream for 100 E-tickets. Now return to OsTown and give Clarabelle the ice
cream. When you return from Mickeyjunk Mountain you can collect the ice cream
cake from her and take it back to Horace in Mean Street. Now we can finally go
to Mickeyjunk Mountain so head over the bridge and jump through the projector


++++++Mickey's Steamroller++++++

First go left and pick up the E-tickets from on top of the house here then go
right and continue forward until you can jump onto the steamroller, Quickly
run along the wooden structure in front of it and collect the FILM REEL, at
the end. You can then go back and collect the E-tickets from below, but take
care not to touch the sharp nails. Continue right and up and you will come to
the projector screen.

*Checklist    *
* 21 Pins     * 
* 7 Film Reels*


Mickeyjunk Mountain

~New Quests~
Seek Out Oswald
Power the Crane

~Extra Content~
Bunny Children



***Switch on the TV's***

Down onto the guitar bridge and fill it in to get to the centre of this area.
Dispatch a spatter here and when the bunnies crowd around you shake to get
them off. Make your way to the crane and Decker will tell you that you need to
paint in the TV's. The first TV is just behind the crane fill it in with paint
and the bunnies here will be drawn to it and will sit and watch the TV.

Go to the right hand side of the crane (if you are facing it) and see
some debris in the thinner river which you can use to get across to a large
phone on the other side. Jump to the ledge on the left and then jump on the
phone buttons in the order given to you earlier 7-2-6, this will restore the
connection from OsTown. Continue right here and see a couple of splatters and
another TV, deal with the spatters and then fill in the TV. Go back to the
centre and Look over to the left a little. You will see a red block in the
thinner river with a silhouette of Mickey's head on. Jump onto it and up to
the top and then walk forward and drop down slightly to a lower ledge You will
see a blue poster here of Mickey, thin it out and find your final TV behind
it, the TV will quieten the splatters down here and now you want to cross the
thinner river behind here to free a Gremlin. Use the debris in the river to
cross it but do not linger on any of the items as they will sink and drop you
into the water. Once you have freed the Gremlin head back to the middle area.

***Bunny Children Extra Content***

Look over to the left with your back to the crane and see a thinner waterfall
use the debris in the river to get over to there and then jump up the left
hand side to get to the top where you will find Mickey's head spewing out
thinner. Spin attack the switch attached to it and the thinner will stop
flowing for a short while. The camera angle here sucks but quickly jump down
and into the gap behind where the thinner was falling to claim EXTRA CONTENT,
Bunny Children.

***Silver Pin***

Make your way back to the centre again and go back to the phone. Almost
opposite the TV you will see a book leaning against a wall which can be
thinned to reveal more numbers to dial, 512, 349 and 033. Head back to the
phone pad and dial 349 to stop the thinner flow on the right. Quickly paint
in the ledge and jump onto it and into the cave behind where the thinner was
flowing to open a chest containing a Silver PIN.

Go back to the centre again and take the obvious path up to the projector
screen. It is worth mentioning that in the centre area there is also a clock
which when painted slows time momentarily, however it seems more hassle to use
it than not.


++++++Alpine Climbers++++++

Take care to avoid the falling rocks here and make your way upwards. When you
see a sheep jump on its back to get to the branch above then ride the 'birds'
to get up to the highest point. 

You will see a Mountain Goat up here, when you do, jump on its back when it is
near the tree to allow you to get onto the branch here. Continue upwards as far
as you can and then look right for another bird to jump onto. Wait for it to
move to the other bird up here and jump across then ride that one to the right
and you will find the FILM REEL, Alpine Climbers Part I.

*Checklist     *
* 22 Pins      *
* 8 Film Reels *

The Piles

~New Quests~
Ascend the Mountain

~Extra Content~
Mickeyjunk Mountain



***Fight the Beetleworx***

You will meet your first Beetleworx here, it looks like a bird and I haven't
found a way to befriend it. So, spray thinner at it to knock off its wings and
then spin attack to kill it. You can also just spin attack it until it falls
off the edge. Two more will appear from a tunnel, deal with them in the same
way and then head into the tunnel.

***Through the Tunnels***

Walk through the tunnel and then paint in the guitar ahead so that you can
cross the gap. Jump up the boxes here that make convenient stairs and onto
another guitar. Standing on the small part of the guitar that is painted in,
Fill in the rest of the guitar arm, then see the thinner spray? Above it is a
thinned Mickey head, fill it in to stop the thinner spray for a few seconds so
that you can run past. Continue forward and up and you will reach another
tunnel in the mountain. In here is a new enemy, the Splashdoosh. These cannot
move, but if disturbed will blow up and explode ... just make sure you are far
enough away when they do so that you do not get hurt by the stuff they release
as they explode. You can choose to either creep past these enemies or spray
with paint so that they explode. 

Behind the Splashdoosh is one of those machines that you can either fill with
thinner or paint, as we are following the paint path, fill it with paint. A
door will now open so head through it, over a gap into the factory.

***Inside the Factory***

Make your way up the conveyer belts, avoiding the thinner sprays and jumping
over the objects until you come to a large room with a variety of enemies.
Deal with them as you go along and when you reach the Splashdoosh here look
around on the upper level on the left for a trapped Gremlin. Jump up here and
free Gremlin Ronald. Gremlin Ronald will then use the telephone keypad to
create a path ahead. If you do not free him you can still progress using the
keypad yourself to enter 512. Cross the machinery to get to the other side
staying high rather than dropping down to the lower level. Go right up here to
find a chest at the back in an alcove containing a GOLD PIN.

Make sure you have full health by collecting from the various trash up here
and then go back onto the last 'claw' you jumped on to get here. Look down to
see a platform containing EXTRA CONTENT, Mickeyjunk Mountain. Go and collect
it jumping to prevent the box from sinking, then you are going to have to
jump across the thinner to get back onto safe ground. When you are done, make
your way back over the machinery and drop down to fight the enemies that are
congregated here, you should have three guardians so use them to help if you
like then head through the pipe to a projector screen.


++++++Alpine climbers Part II++++++

Make your way up, over two birds and then onto a ledge on the right, take care
here to avoid the barrels and jump up onto the kennel to reach the next ledge
and up two more ledges until you see a branch attached to a rope moving up and
down. Jump onto the branch and then continue left dropping down the ledges to
the FILM REEL, Alpine Climbers Part II below. 

Jump onto the boulder and make your way back up and over the branch to a ledge
on the right, taking care to avoid the falling rocks here. Jump onto the birds
back and continue up to the projector screen.

*Checklist     *
* 23 Pins      *
* 9 film Reels *


Mickeyjunk Mountain slopes

~New Quests~
Knock Knock


***Power the Door***

There are two ways to open the gate here, fight and defeat all the enemies or
power the door yourself. As we are following the paint path we need to power
the door which is a bit harder than the thinner path. move to the edge of this
upper part and look right to see an anvil, go over and use it to reach the
upper level and then left and paint in the aerosol to climb higher.

Paint in the turning noughts and crosses board and make your way over it and
befriend the sweeper on the other side. You can fill in the aerosol on the
right to collect some stuff if you need it, then head back to the left and
jump onto the wooden lift. Look up to see a thinned anvil, paint it in to
raise the lift but make sure you jump off when you see an opening on the left
so that you do not get squished at the top. As you move left you will see a
section of floor below some turning platforms that you can thin to reach the
first TV. Thin it and then drop down to paint in the TV. 

Make your way back up and fill the floor back in. climb up the rotating
platforms to the top. If you stand on the first platform you can look up to
the right and paint in a clock to slow down time and make the ascent a little
easier. When you reach the top, continue right, avoiding the crushers and
spikes. Ride up the last one and whilst going up, paint the aerosol and to
stop the thinner spray above and quickly jump off to the left. You will find
the second TV here, paint it to open the gate below.

***Gilda's Lost Axe***

Before going through the gate however, we need to go and find Gilda's axe.
You will be back near the gate so dispatch all the enemies however you want.
Look up to find a Mickey hand coming out of the wall, thin it and an anvil
will drop from the hand onto a pressure plate below. 

This activates some platforms to your left, so use them to make your way up
and around the corner. Jump off the second platform onto a structure below
and paint in the TV on the right hand side to make some stepping stones appear
in the thinner river below.

Drop down and cross the waterfall, painting in the lids of the two aerosols as
you go up, then move forward and look a thinned anvil near the wall. Paint it
to open a door to your left.

Go through the door and into the room beyond to find Gilda's Axe. Go back to
the gate you opened earlier and into the next area.

Inside the Mountain

~New Quests~
Three Challenges

~Extra Content~
Oswald's Throne


***Three Challenges***

Climb the stairs, filling in the path as you go, when you get to the top, to
follow the paint path, talk to the card in the middle who will give you a
series of three challenges. You can choose the thinner path here if you wish
which is to spray thinner on the big square on the floor to reveal a staircase
which you can descend for another route, however, you will have to destroy
Gilda's Axe for this and will not be able to complete the quest.

As we are following the paint path, continue on with the first challenge. Jump
into the projector screen on the left.

Challenge 1 - Trolley Troubles

Jump onto the trolley and ride it forward over the platforms, hitting any
switches that you see along the way. After the second switch the trolley will
pick up speed, as it does get ready to jump off to the right. When the trolley
stretches up for the last time before it falls, jump off onto a platform on
the right to claim the FILM REEL, Trolley Trouble.

If you fall off without reaching it you can just go left and kill yourself in
the water so that you can try again.

With the film reel in hand, jump down to the projector screen on the right.

Challenge 2 - Great Guns

Enter the projector screen in the centre and then jump onto the tank and then
onto the tree. Wait on the branch for a plane to appear and jump onto the
plane. Ride this plane, avoiding the bullets, until you see another plane,
jump across onto it and then ride it until you see a FILM REEL, Great Guns on
a tree. You can now go back and collect E-tickets from below if you like,
otherwise just continue right, drop down and spin attack the cannon here to 
blast the door and reveal the projector.

Challenge 3 - Oh, What a Knight

Enter the right hand side projector, then move right, jump on the horse and
wait for the crocodiles heads to pop up out of the water then flatten, use the
heads as stepping stones to get into the castle.

Avoid the little man with a sword and go right to see a lions head pop out of
the wall, jump on its head and then onto the platform, go left to find a lever
which you can activate with spin attack. The lever will extend a drawbridge to
the left where you can collect some E-tickets. go back to the right and jump
over the gap. Avoid the knight here and spin attack the lever to extend some
ledges which you can climb up, carefully jump off the second moving platform
onto the edge of the ledge on the right to avoid being harmed by the big
jousting knight here. Continue to the left and spin attack the lever to
activate more ledges above you, to the right. 

Climb up there ledges and you will end up on a balcony, wait here for a heart
to arrive and jump on it to get to the next balcony, avoiding the melee below.
Go through to claim the FILM REEL, Oh, What a Knight. Drop down to the
projector below and you are done.

***Extra Content***

The doors will now open but before going through one of them jump up to the
platform in between them and you will see Oswald's throne. go behind it to
collect the EXTRA CONTENT, Oswald's Throne. 

Go through the door now and after a cut scene you will be transported back to

*Checklist      *
* 23 Pins       *
* 12 Film Reels *


~New Quests~
Back to Mean Street
Deliver the Cake to Horace



Time to complete a few quests. First talk to Gilda on the bridge, you will
hand over the axe and she will reward you with E-tickets and a POWER SPARK. If
you talk to her again you can run another time trial race around OsTown. You
do not need to jump on any of the houses in this race, just follow the
guardian around them. when you get to the Gag Factory you will have to jump
up onto the roof and then down along the right hand side wall of this area.

***Mickeyjunk Mountain Phone Network***

As we found the power boxes and dialled the numbers on Mickeyjunk Mountain we
can now go to the phone in Mickey's House to collect our reward of another

***Ice Cream Cake***

Go find Clarabelle in her house and she will give you the Ice Cream Cake now
to deliver to Horace in Mean Street.

you are done here for now, so head up the slope and into the Mean Street
projector screen.

Mean Street

~New Quests~
Tomorrow City Projector Screen
Detective Mickey I
Find Dog Tags
Bunny Roundup
Confront Petetronic

~Extra Content~
Mickey Faces II
Thinner Falls 

Mean Street Romance


***Broken Projector***

As you walk forward you will speak to Oswald who tells you that you need to
get to Tomorrow City but that the projector screen is broken. Gremlin Markus
will need power sparks for this but you should have collected enough to get it
going straight away. Before we do however, we can collect some stuff.

***The Usher***

First go to the Usher on the left, if you have collected all the film reels so
far you will receive several rewards - the first cartoon that you can watch in
the extras menu, a POWER SPARK, an increase to the capacity of your wallet,
and a Silver PIN.

I lingered a little here as I was writing the guide and The Usher squished
down into a blob and would not interact. Not sure why this is, perhaps I
accidently sprayed him with thinner but if this happens at any time you spray
him with paint and he will raise back up.


Head over to Horace's Detective Agency, he will first ask you to track down a
book that has been stolen and will show you some footprints leading out of the
door. Talk to him again to  give him the Ice Cream Cake and receive another
POWER SPARK and a Mean Street Romance PIN. He will also ask you to track down
some dog tags in Tomorrow City which we will get to later for now, leave the
Agency and head outside to look at the footprints.

Paint the faded footprints on the floor and follow them up onto the top of the
cinema by thinning out the roof. Speak to Shifty who is up here and he will
offer to sell you the book for 50 E-tickets if you did not fill in all the
footprints or he will just give you the book if you filled in all the
footprints as he can see the evidence is too strong.

Go back and return the book to Horace who will give you another POWER SPARK.

***Buy Stuff***

You should have quite a few E-tickets now, you need 450 before you go into the
Emporium, if you need more don't forget many of the items littered around Mean
Street contain E-tickets so go and collect some. Then go into the Emporium
where you can buy another POWER SPARK for 50 E-tickets and some new EXTRA
CONTENT, Mickey Faces II and Thinner Falls for 200 each.


Go inside the City Hall now and speak with Pete who will give you a quest to
round up the Bunny Children outside. I am not sure if this is a thinner path
quest, but, do it anyway as you will get more quests and rewards later if you
do so.

Head outside and look around for the bunnies, they are quite easy to find, one
will be up the slope on the right behind the building there if you are
struggling to find all 3, that is where it will be. Let the bunnies cling to
you and then jump over to the pipe by the City Hall which will suck them in.
Then go inside to speak to Pete and claim your POWER SPARK reward.

Talk to Pete again and he will ask you to help with Petetronic in Tomorrow

You have just about finished for now in Mean Street. Head over to Gremlin
Markus and hand over some power sparks to get the projector screen working,
then go and jump through the Tomorrow City projector screen.



Go forwards, up the moving platform and onto a house, drop down the chimney
to collect the E-tickets then go out of the door when it opens and back up
on top of the house. This time jump over the chimney to the lower level, over
the fire hydrant and up the stairs. When you get to the top of the stairs
stand on the next fire hydrant and wait until it rises so that you can jump
over the cleaver to a cat. spin attack the cat to create a platform then
carefully jump under the cleaver when it has risen to full height to get back
to the fire hydrant. Jump onto the Fire hydrant and when it raises, use the
bone platforms to go right and collect the FILM REEL, Plutopia Part I. Be
careful though, if the background turns to the same colour as the bone
platform it will disappear, so wait until there is a different colour
background to continue. 

Keep going right, over the hydrants and you will reach the end where you can
jump through the projector into Tomorrow City.

Tomorrow City

~New Quests~
Raise the Notilus

~Goofy Parts~


***Raise the Notilus***

Start by going right and jumping across the thinner pool and deal with a
couple of spatters here. Look to the right and you will see a couple of
columns. Spray the base of one with thinner and the column will fall allowing
you to climb up. Do so and paint in a gear at the top which will raise some
pillars in the thinner river for you to cross to get to the second crane.

Jump back down to the right and jump over to the right and cross the thinner
river to another spatter. Deal with him and then look for a thinned column
portion, fill it in with paint and then thin the base of the column next to it
to make it topple and follow it up to the left to another gear that needs
filling in. Paint it to extend some more platforms then head over to them on
the right.

Climb up the debris and then up the platforms to the top where you will see a
section that can be thinned. Thin it to reveal the gear and fill the floor
back in so you can reach the gear to paint it. The gear will raise some
pillars. Look down off the ledge to the right and you will see some golden
E-tickets, jump down to collect them.

Continue left to reach the island with the temple and climb up the columns to
the top of the temple. It can be a bit awkward as the torches will knock you
back if you hit them, so carefully jump around them. When you reach the roof
of the temple, thin it our and drop inside to find the final gear which will
open a door with some golden E-tickets.

Free the gremlin here and he will raise the sub for you but we have a GOOFY
PART to collect before we leave.

***Goofy's Leg***

First collect the golden E-tickets and then go to the crane opposite the
temple where you can see a pillar containing rotating platforms. Use these to
climb up, thinning the gears to stop them when flat. When you reach the top
turn around and thin out the wall opposite. jump across to the platform and
into the area you just opened to find a chest containing Goofy's Right leg.

You can now go to the submarine and into the projector screen.


++++++Mickey's Mechanical Man++++++

Go right and jump on the car to make the horn beep and the mechanical man run
off. Continue right taking care to avoid the electricity and you will enter a
boxing ring. Jump on the gorilla's back then onto the robot's head. When the
robot's head gets knocked off, ride it into the air and jump off onto the
wooden beams above. Go right up here to the highest point and then jump onto
the swinging lamp. Jump carefully from this lamp onto the ledge beyond and
then onto next lamp and onto a ledge on the far left to collect the FILM REEL,
Mickey's Mechanical Man. Drop back down and go right to the projector screen
and exit.

*Checklist      *
* 25 Pins       *
* 14 Film Reels *

Tomorrow City lagoon

~New Quests~
Shut Down the Valves
UFO Challenge



***Stop the Thinner Waterfall***

When you walk forward you will meet a new Beetleworx enemy, they are
relatively easy to defeat, but like the birds, I do not think that you can
befriend them. To kill them you need to wait until they are spinning and then
spray thinner at them until they tip over. When they are on their back, spin
attack. Repeat once more and it will go down for good.

Your objective is to stop the thinner flow, you can thin out the gears and
turn them yourself, but as we are following the paint path we will use a

move towards the fall and look down, there are platforms in the thinner river
that you can paint and use to cross to the other side so do this. There will
be another beetleworx spider here so deal with it the same way as the last one
and then jump on the big square block to get to the next tier up above.
Befriend the blotling and continue round to the left, move over the stepping
stones in the water fall and continue left to befriend more blotlings.

When you get as far as you can go, look for a pillar in front of you that can
be thinned at the base and thin it to make a section drop that you need to
paint to use as a ledge to get up to the next tier. The camera is awful up
here and there is an sweeper up above that you need to deal with, just aim in
the general direction and you will get it. Fill in the floor, walk to the end
of the painted section and then jump over the grate which will collapse and
drop you into the thinner river if you stand on it. Go past the sweeper and
you will come to another section of path to be filled in and beyond that
another grate to jump over. When you get to the wall at the end jump over onto
the platforms on the right and continue across until you get to a gremlin's
cage. Free Gremlin Wilko and he will shut down the thinner waterfall. 

***UFO Challenge***

Before we head to the door however, we need to go get a pin. Go back down to
the bottom and behind where the thinner fall was you will see a trapped
gremlin, jump across and free him. Gremlin Roger will offer you a challenge,
you need to head over to the UFO in the thinner river. To get there, go all
the way to the left on the lower tier. Jump onto the box here (if you cannot
see a box, look up and you will see a yellow bracket holding the block up
above, thin it to drop the box and then jump onto the ledges in the wall to
the left and continue up to the top then follow this structure down and round
to the left. The plants here all contain items so if you are short of health
or want to collect E-tickets spin attack them along the way. Fill in the
walkways down here so that you can cross and get to the UFO. A load of enemies
will come out of the UFO and even with using your guardians they can be very
difficult to befriend, I suggest for this battle that you just use spin attack
especially on the sweepers. When they are all befriended or defeated you will
be rewarded with a Bronze PIN.

Make your way back to the door. If you take the opposite path back you can
collect more stuff from the plants along the way. Whichever was you choose
climb up to the second tier and head through the now opened passage into the
Big Tomorrow Exhibit. Get ready for a boss fight.

Big Tomorrow Exhibit

~New Quests~
Defeat the Slobber
Talk to Mister Rover

TV Pin

~Goofy Parts~


***Boss Fight - Slobber***

If you are not at full health, use the boxes around here to collect some
health. The Slobber will try and slash you with its claws if you are close up
or spray you with thinner at a distance. Right after the slobber throws
thinner at you it will start sucking you towards it. at this point you need
to quicky spray as much paint into its mouth as you can. If you hit it with
enough paint it will cough and you will be able to jump back. So this three
times to defeat it.

If you do not choke the slobber with the paint it will slam its claws to the
ground and knock you back. Don't forget that you can collect health from the
boxes around this area.

***Goofy's Torso***

You will then get a quick tutorial on how to use sketches, watch it carefully
and then you will receive the TV PIN. Drop a TV on the pad using the pointer
and the - button to power the Big Tomorrow. Go back to where you fought the
Slobber and open the chest that has appeared here to find Goofy's torso. Go
and talk to Mister Rover who will rotate the carousel so that you can get to
Tomorrow square.


++++++Plutopia Part II++++++

Move forward, waiting for the doors to close so that you can pass and standing
on the moving manhole cover so that you can reach the E-ticket above. When
you get to a cat, spin attack to make it move off and break some of the path
which will raise up with water. Jump left onto the tree with the film reel and
while the door is closed, move to the far left side. When it opens, walk
forward and claim the FILM REEL, Plutopia Part II.

Be careful of the bones falling and make your way right to the cat again. Spin
attack the cat and follow it up the tree and hit it again to create a bridge
which you can walk along and collect more E-tickets then jump down onto a bed
below. You can go back left if you wish for another couple of E-tickets but
be careful not to touch the water.

*Checklist      *
*27 Pins        *
*15 Film Reels  *


Tomorrow Square

~New Quests~
Enter space voyage
Repair the Rocket Ride 

~Extra Content~
Tomorrow City


~Goofy Part~
Left Leg


***Repair the Rocket Ride***

Walk forward and make your way up the ramp on the left. Free Gremlin Apollo at
the top and he will tell you that dropping TV's on the three power pads will
power the People Mover. A chest here contains a TV sketch, get it but do not
use it yet, first go left and jump onto another platform here with a power
pad. grab the TV from the chest and place it onto the power pad. Jump back
down and go to the right, past where you freed the gremlin and jump up to a
platform here to get another TV sketch and place it on the pad. Finally go
back to the first pad you saw and drop a TV onto that to open the door and 
cause electricity to flow through the track.

Thin the floor and you will see platforms below, navigate them to collect
another two TV sketches.

***Fix the Sky Tram***

Go to the far right of the ramp and find more floor to thin, drop down onto
a ramp which you can walk down and find a set of gears. Paint the two gears 
that are across from each other and spin the centre gear to get the Sky Tram

***Goofy's Left Leg***

Go back up the ramp and walk right, along the outer perimeter to find an
alcove. Thin the wall on the right and jump up. Keep moving up and thinning
the walls then at the top fill in some of the path above you so that you can
jump up here. Fill in the path as you make your way left and befriend the
spatter that you find up here. Thin out the wall at the end and continue
around the corner to befriend a spatter and watch the Sky Trams. Jump on to it
when it arrives and ride it to the next one, jump onto that and then ride to
the final car and jump down to the platform. Thin out and spin attack the 
beetleworxes and then look around for a blue chest which contains Goofy's Left

***Fix the Rocket Ride***

Go back across the Sky Trams. The first jump is a bit of a leap of faith due
to the camera angle but look up at the track and you should see when the 
bracket holding on the sky tram comes closer. Make your way back to where you
jumped on the first tram and then you are going to continue left around this
path. Thin out the top of the wall in front of you, then, thin out the floor
to make the wall drop and then fill it back in to continue forward. Thin out
the next wall you come to and spin attack the wooden framework to destroy it.
Deal with another spatter and then thin out the silver area on the wall and
go in to find a machine with a cog and to the left, a gremlin to free. Spin
attack the machine and you will get the rocket ride moving. Then go to the
left and free the gremlin.

***Extra Content***

Head back down the passageway you travelled to get here and go back to where
you thinned the floor to make the wall fall down. Thin the floor again and
look down. You will see segments of a walkway down there so drop down
carefully and fill it in so you can walk left until you come to a broken door
in the wall, spin attack it to collect the EXTRA CONTENT, Tomorrow City.
Follow the path back, all the way to the end then carefully jump round the
broken section and back into the main area of the city.

***Free the Final Gremlin***

Go back to the ramp where we freed the first gremlin and get onto the track,
then onto the rocket ride carefully avoiding the people mover carriages. Ride
the rocket up to final gremlin and he will disable the people movers.

Go down the track to the door you opened earlier and enter the door. On the
left is a check containing a Gold PIN. Follow the tunnel right and jump in the
projector screen.


++++++Mickey's Mechanical Man Part II++++++

Go right to some safes suspended by ropes, jump on the single safe to raise
the group of safes and then quickly jump on them and off onto the ledge on the
left. Start moving right again up here over another ledge and then back down.

Jump on the swinging safe and then continue up and right. You will see the
film reel through the wall here so drop down and go outside jump on the broken
power pole avoiding the electricity to get up and to the ledge with the FILM
REEL, Mickey's Mechanical Man Part II. Continue right, jumping onto the poles
up here, then go left on the lower section to collect E-tickets if you wish.
Take care not to hit the fire on the car though as it will hurt you.

When you are done, continue through the doorway into another boxing ring. This
time you are outside the ring and you have to time your jumps carefully to get
over the spectators. Wait until the first one lowers his fist and then quickly
jump onto his head and across the other spectators to the projector screen at
the end.

*Checklist      *
* 28 Pins       *
* 16 Film Reels *


Space Voyage

~New Quests~
Find the elevator
Restore the pipes
Collect all Rocket Parts
Redeem or Defeat Petetronic

~Extra Content~
Space Voyage


~Goofy Part~

Rocket Part 1


***Find the Dog Tags***

Head right, keeping on the ledge by the wall to avoid the trams until you come
to an alcove with a glass wall that has a dog collar behind it. You can see a
big circular elevator behind the glass enclosure, spray it with thinner and 
jump inside. When you reach the top, jump out and walk right, over the pipes
to the top. You will see a power plate here where you can drop a TV. Collect
the golden E-tickets and You should have some TV's left from the ones we
collected in Tomorrow City so use one and it will power the crane nearby. If
you do not have one, leave this for later, when you can collect some TV's from
a gremlin we will free.

Walk off the platform you are on and jump down. Deal with the enemies down
here and walk behind the structure to find a BRONZE PIN in a chest. Go back to
the front, head left and jump down to where we started. You can now go behind
the area containing the DOG TAGS and jump through to claim them for Horace.

***Stop the Trams***

Go back out and look right, you will see some pipes that you can walk along.
Follow the pipes to the next platform and deal with the Spashdoosh 
(a guardian will make it friendly). Break the wall to the left of the
Splashdoosh, thin the next wall and then free Gremlin Epsilon. He will offer
to switch of the trams or the electricity on the track. We can stop the
electricity ourselves so choose to stop the trams.

***Restore the Pipes***

Break through the next door here and the next one beyond, collecting E-tickets
from the boxes. Go out onto the track, avoiding the electricity and move to
the left to see some pistons rising and falling and another Splashdoosh.
neutralise the Splashdoosh as you pass and go into an alcove a little way
past, on the right. Fill in the pipes here with paint to calm the pistons.

***Free Gremlin Delta***

Go back out and into the alcove with the pistons, go behind the pistons to the
right and jump into the open part here at the back where you can see a tram
moving along crazily. Quickly jump up onto the platform here and make your
way to the trapped gremlin to free him. He will give you the option to be
given three TV's or to shut down one of the Beetleworx Generators. Unless you
need the TV to power the crane. Jump to the next platform and out through the
hole and break the door in front of you to collect the EXTRA CONTENT,

***Free Gremlin Omega***

Run around the track and fill in any missing parts, this will stop the
electricity, with this done go back to the pistons and use them to access the
upper level. Look back to the left and fill in the path to get to the other
side, taking care to avoid the thinner being shot at you from the Beetleworx
in the centre of this area. Wait for the crane to arrive and jump on it. Ride
it to the rocket and you will see another platform that you need to paint in.
Paint it from the crane, you may need to paint it and then wait for the crane
to return back to jump onto it. Use the platform to release another trapped
gremlin. Gremlin Omega will give you the same option as the last one, so
choose which you want, I chose to stop the Generator. 

***Silver Pin***

Ride the crane back down and fill in the bridge to reach the centre area.
Avoid the Beetleworx down here rather than fighting him and run around to the
right until you find another bridge that you can cross to the outer structure.
Once you have crossed the bridge thin it out again to prevent the Beetleworx
from following you. If your back is to the central area, go right to the end
to find a chest containing a SILVER PIN.

***Goofy's Arm***

Go back to the left where you will see another big globe which you can thin
out and jump inside. It will twist and take you to a ramp which you can walk
up and find the Goofy part, Goofy's arm.

***Board the Elevator***

Go back to the central area, you can either fight the Beetleworx here, which
is not really worth the effort (you need to thin it, spin it and repeat three
times as usual) or you can just avoid it and run around the back of the
rocket, find the power box and paint it in. The elevator door will open and
you can quickly jump in, but be quick because the Beetleworx will thin it

***Boss Fight Petetronic***

As we are following the paint path and we want to complete the help Pete quest
we will use paint for this fight.

Dodge the thinner that Pete throws at you, the raised platforms cannot be
thinned but the lower ones can, so take care to stay close to the raised
platforms so that you do not end up being hurt by the open track. You can fill
in the platforms, that Pete destroys, with paint if you need to.

when Petetronic is done with throwing thinner at you he will jump and when he
lands will throw you back. This is quite easy to avoid by just jumping before
he lands.

He will then throw a light disc at you which you need to spin attack back to
him to stun him. He will turn around and you can run to the centre and spray
him with paint on his back. You need to repeat this sequence three times,
the amount of thinner he sprays at you will increase each time but it is
relatively easy to avoid by staying on a raised platform and jumping to avoid
it. The speed of the disc will also increase and he will raise a shield so you
will have to keep hitting the disc back until it breaks through the shield and
stuns Petetronic. 

***Rocket Part 1***
If you hit Petetronic with a disc and it does not stun him a health item will
appear on the platform. When the tank on his back is full with paint, the
fight will end and you will be given a paint increase and EXTRA CONTENT, Space
Voyage. Collect the rocket part in the centre here then enter the projector to
return to mean street.

Mean Street

~New Quests~
Ventureland Projector Screen
Detective Mickey II
Find the Missing Pirate
Bunny Roundup II
Restore Pete Pan

~Extra Content~
Mickey Faces III

Mystery Solved
Redeemed Petetronic
Tomorrow City


***Free gremlin Markus***

Go and speak to Oswald who is in his usual place in front of the statue. He
tells you that the next rocket part is in Ventureland, but of course the
projector is broken. Gremlin Markus has been trapped by spatters. Go over
there and as we are following the paint path, befriend the three spatters and
release Gremlin Markus. 

***Fix the Ventureland Projector Screen***

Go back to Oswald and he will be happy with your efforts and give you a POWER
SPARK. Go to right, to Gremlin Markus' normal haunt and he will give you
another POWER SPARK and tell you that he needs 10 power sparks to fix the
projector. If you have been following this guide you should have 15 by now,
give them to him and he will fix the projector but we do not want to go
through just yet.

***Hand over Film Reels***

Instead, go to The Usher and hand over your reels, he will give you another
cartoon, The Mad Doctor and increase the number of TV sketches that you can


Go over to Horace's Detective Agency and talk to him several times to get 
quests in OsTown and Ventureland. Talk to him again to hand over the dog tags
and receive a POWER SPARK and the Mystery Solved PIN.


Go to the City Hall and speak with Pete who will give you another Bunny
Roundup Quest, keep talking to him and he will give you a POWER SPARK for
helping Petetronic. Talk to him again and he will tell you about Pete Pan in
Ventureland. If you saved Petetronic with paint rather than destroying him
with thinner you will also receive the Redeemed Petetronic PIN.

***Bunny Roundup II***

There are more bunnies this time. You will find a couple out in the open, two
more up the ramp to the right of the City Hall and two more in the alleys by
the Ice Cream Parlour. However, if you just hang around a little they are
likely just to find you and make the whole job a lot easier.

Take them to the pipe next to the City Hall and then go and speak to Pete
again who will reward you with another POWER SPARK.


If you go to the Emporium you can buy the EXTRA CONTENT, Mickey Faces III for
200 E-tickets and the TOMORROW CITY PIN. You can also buy more power sparks
here but you shouldn't need to as we can collect all the ones we will need for

We are done here now but instead of heading to Ventureland use the OsTown
projector so we can finish up some quests there.

*Checklist        *
* 33 Pins         *
* 16 Film Reels   *


~New Quests~
Ortensia's Locket

Animatronic Goofy



Start by visiting Clarabelle in here house which is the first house on the
left as you enter OsTown. She will give you a Happy Birthday PIN for giving
Horace the Ice Cream Cake earlier.

***Detective Mickey II***

Leave Clarabelle's house and if your back is to the door look left to see some
footprints. Follow the trail of footprints, filling them in as you go, between
Ortensia and Mickey's houses and then behind Mickey's house to find Ezra
hiding there. You may have to fill in some sections of grass too to make the
footprints appear. If you have filled in all the footprints when you talk to
Ezra he will give you the flower for free, if not you will have to pay 50

***Goofy Parts***

Go over to Animatronic Goofy by the fountain and talk to him, as you have all
the parts he can rebuild now and get out of the machine. You will receive the
Animatronic Goofy PIN and Goofy will now be able to wander around OsTown and
you can at last enter Ortensia's house. 

***Ortensia's Locket***

Go inside Ortensia's house and you will find a locket, pick it up and head
back outside. Animatronic Goofy will meet you and tell you that the Museum
Lady said that it was valuable and had offered to buy it for E-tickets.

If you give it to the museum you will of course receive E-tickets, however, if
you give it to Oswald you will receive an extra health pip which is far more
valuable and probably more the paint path.

You have finished now in OsTown so head back to the projector to Mean Street.

Mean Street

Symphony Sunflower


***Health Pip***

Talk to Oswald as you enter and he will ask you about Ortensia's Locket and
ask if he can keep it, you don't have the option to say no, he will then just
take it and give you a health pip in return.

***Detective Mickey II***

Go back to the Detective Agency and give Horace the flower from OsTown. He

Now it is time to finally go to Ventureland so head up to the projector
screens and it is the first one on the left.


++++++Jungle Rhythm++++++

collect all the E-tickets, high and low and then when you find a hollow tree
stump, jump into it and collect the E-tickets and jump out under the log to
the left where you will find the FILM REEL, Jungle Rhythm: Part 1.

Jump back up, out of the stump and continue right to the projector screen

*Checklist      *
* 36 Pins       *
* 17 Film Reels *



~New Quests~
The Door in Ventureland
Tiki Sam's Mask
Scurvy Pat's Compass
A Pirates Love
Find the Flowers
Daisy's Parts

~Extra Content~
Mickey Spill

Swamp Iris Pin
Sparkle Daisy Pin 
Mickey Mum Pin.
Ventureland Romance Pin
Gold Pin



Go through the arch and immediately jump right up to the ledge here, walk
along this ledge and you will find a POWER SPARK. This place is filled with
E-tickets so be sure to look in the plants around this area

Go find Smee who is sitting crying on the floor by a chest on the right. He
will tell you that you need to fix the door-opening contraption and that you
will need ... The Ships wheel which was sold to Tiki Sam, the Figurehead from
Damien Salt and the Compass from Scurvy Pat.

***Tiki Sam's Masks***

Start by going over to the Tiki Hut on the left side of town (if your back is
to the entrance archway). Of course he will not just give the wheel to you, he
wants you to find some masks first, three of them. 

The first one is in the tree house almost directly opposite the Tiki Shop. You
will see a platform that needs filling in, coming out of the tree, fill it in
when you jump on the first platform if you want but then instead of using it
to get higher, just go left, onto a plant and then onto a concrete ledge.
Follow he ledges up to the top of the tree house and you will find a Tiki Mask
in the front, left hand corner so collect it. The door into the tree house is
locked though so you cannot go inside, so for now, go back down the ledges and
when you get to the lowest ledge jump onto the Tiki House to the left, you
will have to fill in some sections of roof to make your passage easier.

Walk around this hut to the other side and you will see a building next to it
with a rather broken looking clock tower, you should see a mask here in the
clock tower, if you don't just thin it out and the mask will be there.

Jump down and go over to the water wheel and jump on one of the platforms on
it and stay on to the top, at the top you will find the final mask. Behind
the wheel is a ledge coming out of the wall, jump on to it and then to another
on the left to collect a bunch of E-tickets.

Now carefully jump back down and go and give the masks to Tiki Sam who will
reward you with the SHIPS WHEEL. While you are here, talk to him again and you
will be able to purchase the Mickey Spill EXTRA CONTENT for 200 E-tickets.

***The Compass***

Scurvy Pat is wandering by the fountain, he is hunched over and wearing an
eye patch and he looks like Moody. Talk to him and he will tell you there is
something he wants inside the tree house. He will give you a key, so head back
up there and enter the tree house to find a stuffed bear. Take it back to
Scurvy Pat and get the compass in return.

***The Figurehead***

Go over to Damien Salt next who is standing by the red chest to the left of
the Tiki Hut Store.

Damien Salt is in love with Henrietta who is sitting on the fountain across
from him. He doesn't know whether to get her flowers or ice cream and if you
help him win Henrietta's affection, he will give you thr figurehead

Talk to Henrietta and she will tell you she likes flowers, not ice cream. If
it had been ice cream it would have been easy but as it is we now need to go
to OsTown to see Clarabelle about some flowers.

Go back through the projector screen to Mean Street and straight into the
OsTown projector screen.

***Gather the Flowers***

Talk to Clarabelle in her house and she tells you that you need a bouquet of
flowers and tells you to find them either in OsTown or Mean Street. As we are
here we may as well get the ones here rather than travel to Mean Street. 

For the first flower thin out Clarabelle's lawn again and jump into the pit.
The second flower in the cave in the wall behind the houses, between
Clarabelle's and Ortensia's houses. The final flower is in the cave in the
wall near the Gag Factory.

***Three Pins!***

Take the flowers back to Clarabelle and she will make you a bouquet and three
PINS will appear in her house, The Swamp Iris Pin, The Sparkle Daisy Pin and
the Mickey Mum Pin. Collect them and go off back to Mean Street and back to

***Ventureland Romance Pin***

Go to Damien and give him the flowers, there will be a cut scene where he goes
and gives the flowers to Henrietta, who is clearly thrilled and you will
receive the figurehead and then Ventureland Romance PIN. Open the chest behind
where Damien was stood to find a Gold PIN.

Take all the ship parts back to smee and the gate will be fixed. Before you
leave though talk to Animatronic Daisy by the exit door. Like Goofy, she will
ask you to find her parts, we will get to that soon. For now run around town
and collect E-tickets which you will find in abundance in the plants, around
the back of the arch where you came in. You will see that there are also some
on the spinning mast on the fountain but to reach these you have to get onto
the rooftops and deal with dreadful camera angles, so it really is not worth
the effort.

When you are done, leave Ventureland through the projector screen.


++++++The Castaway++++++

Careful here, you may drop right in the water which hurts, stay on the rafts
and when you see solid ground jump onto the seagull from the final raft. Jump
onto the next seagull and then onto the tree, continue over another gull and
onto a tree carrying the FILM REEL, The Castaway: Part 1. Drop down but
be careful of the boulders that are being thrown, they will roll over the
rocks down here so you are not even safe standing on one of those. Jump over
the bear and to the projector screen

*Checklist      *
* 41 Pins       *
* 18 Film Reels *



~New Quests~
Find Hook
Billy's Lost Bag
Billy's Lost Belongings
Into the Well
Paint the Lanterns
Find Starkey

Bronze x2


***Billy's Lost Bag***

For this you will have to cross the thinner sea. This thinner will rise and
fall with the tide so be aware of this as you cross and cross with care. Jump
right onto the boats an move across them to the building you can see in the
distance. Be careful when you arrive there as the thinner can rise and take
away most of the deck and pier around the house so stand by the pots as soon
as you can and you will be safe.

Jump onto the roof of the house and follow it round to the right to find
Billy's Bag. Take it back to him and he will give you the Watch Sketch which
slows down time and a Watch PIN. It seems the contents of Billy's bag have
been stolen though so now you need to go across to the jail and retrieve his

***Billy's Lost Belongings***

This time you need to jump off the front left of this area onto a platform in
the thinner sea. Wait for the tide to drop and paint in the walkway to the
other platform. follow the path upwards to the jail which you can identify by
the handcuff sign by the door.

Deal with the blotlings up here and before approaching the jail thin the door
on the far right on the back wall to find a trapped Gremlin. Gremlin Marc will
stop the pipes that allow spatters to enter this area.

Go back to the jail and stand to the side of the door and thin out the frame,
if you stand in front of it, it will fall on you and crush you. Inside you
will find three pirates who have the belongings but of course will not give
them to you until you do something for them. So now you need to find keys to
release them.

***Find the Keys***

Leave the jail and go to the ramp leading up on the right. Thin it out and
drop down to claim the first key. turn to the water wheel on the right and
paint in one of the platforms to allow you to jump on it and ride it up. Be
quick though, if you miss it you will have to paint in another one as when it
hits the water it will be thinned again.

Fill in the ramp again and go up to the next level and thin out the roof of
the building here do that you can jump up. go left, across the rooftop and
onto the building next to it. Thin out the tower part and find the next key.

Jump down and climb onto the roof of the jail in front of you, thin out the
chimney to find the final key.

Go back to the jail and open the cells. The first cell contains Ruffian
Branderson, open his cell to open up a passageway to Billy's Belongings. Open
the next cell and Cutpurse Tycho will open the well for you and you receive a
new quest 'Into the Well'. In the final cell is Scallywag Gabe who will tell
you that parts of an old ride are submerged in the harbour and that restoring
the lamps will cause some of it to rise.

***Paint the Lanterns*** 

The first two lanterns are on the walkway outside on this level. The first one
is by the ramp just outside and the second is over on the left by the other
ramp going down. Turn around and look up to see the tall building that you
thinned earlier to get onto the roof. You will see a stick poking out of the
top, this is the final lamp so go fill it in by climbing back up.

***Into the Well***

Go over to the well and stand in the centre. When you get to the bottom, spin
the gear here. Wait for the thinner to drop and drop down to stand on the 
ground which is revealed and then onto the platform in the middle and up onto
the higher platform. Up here is a chest which needs painting and then opening
to find a BRONZE PIN. Wait for the thinner to drop again and a platform will
appear to the right, you will probably have to take one hit to reach it, but
when you do, quickly jump off and onto the higher platform here. Fill in the
walkway up and quickly go up before it gets thinned out again, continue up
back to the jail level.

***Collect Billy's Belongings***

Look at the doors on the back wall were you freed the Gremlin. Thin the first
door that you can, on the left. Go inside and then left down the slope and
into a room. Didn't think you would just be able to take the stuff did you?

You have to spin the gears, quickly and in the right order. You can use your
watch sketch to help but you don't really need to. Deal with the spatters and
then, with your back to where the treasure was spin the gear closest to you on
the right, then the left, then the far right, far left and then back to the
last gear near the treasure.

You will now be able to grab the treasure and head out.

***Bronze Pin***

We are almost ready to leave here, so collect any stuff you want from the
various items laid about and go right towards Billy. Before returning the
treasure to Billy though get back onto the boats to the left of where Billy
is standing. jump onto the second boat and then turn around to see two
platforms nearby. Jump onto the lower one and then up onto the higher platform
to reach another chest. Paint it in and open it to receive a Bronze PIN.

Head back over to Billy and give him his stuff and he will open up a projector
screen for you and give you a new quest. Go over to where the water wheels is
and jump into the projector screen.


++++++Jungle Rhythm Part II++++++

Move right, on to the tree stump and then left onto the tree stump branch.
Jump right, onto the first tree, then travel across them to another taller
Tree stump branch containing the FILM REEL, Jungle Rhythm: Part II.

Jump down and collect the E-tickets whilst moving right, waiting for the birds
to drop their wings so you can get up and over them. Jump onto the Mammoth and
wait until he walks right, towards the tree, jump up, into the tree then onto
the branch containing the projector screen.

*Checklist     *
* 44 pins      *
* 19 Film Reels*

The Jungle

~New Quests~
Find the Jungle Symbols
Hostiles in the Jungle
Mysterious Mystery Gems
Jungle Lanterns


~Daisy's Arm~


***Talk to Starkey***

First we need to go and see Starkey to get some quests here. As soon as you
enter, ignore the path ahead with the pogo hopping Beetleworx birds and take
the path to the right, filling it in as you go so that you can pass. walk over
the log at the end to find Starkey over here leaning against a tree. Starkey
want you to find three symbols around the Jungle and he also wants you to
defeat the enemies scattered around the jungle, as we have to wander around
for the symbols, we may as well clear up some baddies while we are doing it.

***Find the Jungle Symbols***

As a side note this area is teeming with E-tickets so don't forget to spin
attack the plants to collect some. Cross over the log that you used to get
here and walk forward until you see a door seemingly going into a hill on the
right hand side. Thin out the door and the rock beside it to create a passage
through and find SYMBOL No1. 

Go through the hill and take out the pogo birds, remember use thinner then
spin attack, or you can just spin attack and push them in the thinner river
2/9 down. If you look down you will see a boat with a gem on it we could
collect it now but for the sake of keeping this walkthrough tidy I will create
another section outlining the positions of all the gems we need to collect

Look left and you will see some steps leading up. Take them and paint in the
bridge at the top to cross. Walk forward to the edge of this area where you
can look down and see the stone heads with glowing eyes. Look down and a
to find a wooden platform attached to here that you can fill in. Fill it in
and go left to fill in another wooden platform on the left wall with a health
item on. Jump to the platform containing health and then on to the top of this
structure here where Gus will tell you about an old well. Ignore this for now
and walk past the well to the left edge. You will see a plant here that needs
painting in, so paint it and use it to  get to the next ledge. Thin out the
area right next to some plants by the wall to uncover SYMBOL No2.

Jump down from here and you will have to fight your first Beetleworx Pirate.
These can be quite tricky, and they are very fast. You have to thin them and
when the pirate spins he will stumble for a second and you will see a glowing
green spot on its back. You need to jump and spin attack him very quickly. The
camera is dreadful as you keep having to run and turn to look at him to see
what he is doing. Do this three times and eventually you will defeat him, 3/9
down. There are plenty of plants here containing health, so remember this if
you are low on health.

You will see a Splashdoosh here too, so befriend it with a guardian or make it
explode 4/9. Walk forward and paint in another fallen log to get back to where
Starkey is but head left, filling another bridge to another Splashdoosh 5/9.
Go left, over the tree roots and left past another red gem to another
Splashdoosh 6/9. Turn back round and see another two Splashdooshes here. Deal
with them, 8/9 down. Look at the back of the tree here and see another rock
covered in moss, thin it to reveal the final SYMBOL.

Before we go back to Starkey though we may as well get rid of the final
hostile. Go back to where the projector screen is and if you are facing it,
thin out the wall on the left to reveal a cave. Enter the cave and go up the
ramp to find the final Splashdoosh, defeat it 9/9 down. While you are here
you may as well collect the red gem and drop down.

Go back to Starkey now who will tell you to join him in Tortooga and will open
the door to the projector screen out of here.

Before you take it though, let's go and collect all those gems.

***Mysterious Mystery Gems***

There are 5 to collect altogether.

1. In the cave where we killed the final hostile

2. Thin the wall near Starkey

3. Go to the hill at the start where we found the first symbol. Climb up the
ledges on the left side and then fill in the area at the top so that you can
jump onto the bouncing palm here. Jump onto the next bouncing pal and then
turn towards the wall to paint in a platform. Jump to it and then fill in the
plant in the wall next to it and jump across and finally onto the next plant
containing the gem.

4. Look down and left to see the boat with the gem on that we saw earlier.
Jump down and collect the gem now.

5. Go back to the tree where you found the final symbol, remember the gem
here? Collect it.

Head back to the statue heads where you fought the pirate and start with the
first head on the right as you are facing them. Press A and a gem will click
into place. Press A again for another gem to click into place and a lock to
open on the well.  

Go to the next face and fill in the right eye with paint, then press A to
insert a gem into the middle eye and again to fill in the final eye on this
statue which will open another lock on the well.

Continue to the next face. Fill in the two eyes here with paint to release the
third lock on the well and to create a platform up, then move to the final
statue and insert the final gem and open the final lock.

***Daisy's Arm***

Make your way to the well above and stand on top of the well to be lowered
down and receive your first Daisy Part - Daisy's Right Arm. Stand back onto
the lid of the well to go back up.

***Jungle Lanterns***

You may also have noticed some faded out lanterns in this area, so let's go
fill them in.

1. The first one is right by you, drop down and walk forward to the edge of
this area, to the right of a big twisted gnarly tree. Fill it in with paint.

2. The second one is over by where Starkey was standing, just to the side of
the fallen log bridge.

3. Go back to the projector we entered from and head up the steps where we
found the second symbol. When you get to the top you will see a lantern on the
left hand side edge (not over the bridge). This will open up a hidden door
with a trapped gremlin behind it. 

***Stop the Thinner Waterfall***

Go over the bridge now up here on the right and immediately that you get to
the other side look left and fill in a platform on the tree. Jump up and into
the area you just opened to free Gremlin Buzz who will stop the thinner flow.

***Gold Pin***

Follow the now dry riverbed over towards the Hangman's Tree where you found
your last symbol and to the right of the tree, in the river bed you will see
some barrels and a little further on a thinned out chest. Paint it in and open
it to receive a Gold PIN.

You are finally ready to go through the projector, so fill in the platform
around here to jump up and go into the tree. climb to the top to find the
projector and enter it to get back to Tortooga.


++++++The Whalers++++++

Go right, and jump on the pelican, wait for it to rise and then go along the
top keeping away from the barrels that will explode when you pass them. You
will eventually come to some icebergs below and a pelican that you can just
see above, make the long jump onto the Pelican's wing, keep going, across the
Pelicans waiting for them to move closer before you jump and then off onto the
Whale up here. Take care to avoid its water spout and continue right to the
FILM REEL, Whalers.

Either go back left now along the lower levels if you need some E-tickets,
otherwise jump into the blow hole to reach the Whale's mouth and then the
projector screen to the right.



~New Quests~
Open the Skull gate

Pirate Hero

~Daisy Right Leg~


***Daisy Part***

There is not a lot to do here, we will start by collecting a Daisy Part. Jump
across the boats to the building with the projector screen outside. just to
the right of the house is now a blue chest containing DAISY'S RIGHT LEG.

***Open the Door to Skull Island***

Head over to the main part of town and go up the slope to the upper part.
Follow the path left to find Starkey who will open the door to skull island
and give you the Pirate Hero PIN.

You are just about done here, there are a lot of e-tickets around to be
collected from a variety of items and there are a few places that you can
thin out the walls and jump in for some e-tickets, however, these are really
not worth the hassle for the reward. You can also speak to the pirates around
here who will fill up your thinner/paint or give you watch or TV sketches.

When you are finished head through the door nest to Starkey and into the
projector screen.


++++++Castaway Part II++++++

Head over the floating platforms, avoiding touching the water and then when on
dry land carefully make your way right, through the spiders until you come to
a spider hanging over a pit with an arc of E-tickets. Stand on the back of
this spider and jump onto the tree to the left. From here, jump onto the tree
on the right, then onto a swinging spider to reach the FILM REEL, The Castaway
Part II.

Jump back down to the left for a safe landing and then make your way right,
across some turtles, to the projector screen.

*Checklist       *
* 46 pins        *
* 21 film Reels  *

Pirate Voyage

~New Quests~
Fix the pumps



***Bronze Pin***

Walk forward a little and wait for the first turning platform to get into the
right position and thin out the gear on the wall, continue over the plaforms
using the same strategy for each until you reach dry land. Go through the arch
and then head right until you come to a dead end. Paint in the platform here
that is attached to the building over the river and continue filling in the
pathway around the burning windows so that you can continue forward onto a

Deal with the spatters and climb up to the right, back over the burning
building, you will see a bridge but do not cross it yet, jump off the roof
onto the balcony that you can see here. Thin out the wall/door to find a
Bronze PIN.

***Fix the Pumps***

Jump down to the walkway below then onto one of the boats coming out of the
tunnel. Ride it until you see a place on the left where you can jump off.
Deal with the Spatter here and you will see the pump behind a metal grate.
Jump up onto the ledge you can see to the right, it is quite a high jump so
be careful not to fall down into the river. From here go left onto the rooftop
of where the pump is housed and before thinning out the roof, continue left
and thin out the wall at the end to find another pump. Fill this with paint,
thinner will work too, but we are following the paint path ... right?

Go back to the roof above the other pump and thin it so that you can drop down
and fill that one too. The grate behind you will now open, so go through. Look
over the river and you will see a pinky glowing window opposite. Hop on a boat
and get over there, deal with the spatter and then thin out the left wall so
that the window will fall revealing the final pump. you know what to do now,
fill it with paint and the thinner level will drop allowing you access to the

***Free the Captives***

Jump onto a boat and ride it under the gate into the tunnel. Jump off a to
a ledge on the left before you get sucked down by the whirlpool and thin out
the metal bars so that you can walk through and release Gremlin Erik who will
then release the Rigger Greene locked in a cell across the river.

Jump straight across to another ledge with a grate and a Spatter behind it and
then go right to jump onto a rock and then to Rigger Greene. We have found the
Pirate that Horace was looking for. Talk to him and then raid the room for
loot and a Silver PIN.

Go back to the ledge on the left that we crossed to get here and thin out the
bars. Deal with the spatter and make your way carefully through the spiked
crusher. Go left and befriend a sweeper, walk to the end and jump onto a boat
as it emerges from the whirlpool. The first to cells on the left and right
contain Splashdooshes and some E-tickets, not really worth the hassle but you
can always use your guardians on them to turn them friendly and collect the
stuff. Jump off the last platform on the left to reach the projector screen.



Climb up avoiding the hand on the right wall and the fire coming out of the
stove on the left. Climb up the stove pipe and then right onto the next
platform. Watch out for Pete popping out of one of the port holes. Jump up
onto the deck where you can see a box of fireworks. To the left of here you
will see a ship mast platform, tip it so that it is leaning downwards to the
fireworks box, then stand in the box and spin to set off a firework. Quickly
Jump up onto the mast on the left, over the cloud the firework left and then
left onto another moving mast platform. Quickly weigh the left side down so
that it tips upwards and quickly continue up the remaining clouds to reach
the FILM REEL, Shanghai'd above the projector.

It may take you a few attempts to reach the film reel as the clouds do not
hang about for very long but it is attainable. Jump down carefully to the
platform below and head into the projector screen

*Checklist       *
* 48 Pins        *
* 22 Film Reels  *


Skull Island

~New Quests~
Smee's Boat
Hook's Machine

~Extra Content~
Sea Battle

Pirate Friend

~Daisy's Left Leg ~


***Silver Pin***

Go left and climb up the cave above the projector screen. It is not easy but
if you jump fast and round to the top of the cave you will find a crevice
containing a thinned out chest. Fill it using paint and the open it to find a
Silver PIN.

***Anchor 1***

Jump back down and over the platforms to the island. There are some of those
evil pirates here along with other baddies, just avoid them and head right,
past Hook's Machine and then jump onto the walkway. Climb up the building at
the end of the walkway and off to the right. Look across the thinner sea to
find some crows nests. Thin them out so you can use the platforms to get
across. Go Right onto a rock platform from the last crows nest and onto the
island below. Go up and deal with the sweeper, then thin out the rock above to
reveal the first Anchor. You need to thin the anchor to release it and the
boat will raise slightly

Before we continue with the anchors, lets take care of Hook's Machine. Go back
to the house that we climbed earlier and fill a pump next to it with paint
then go left to the main part of the island where all the baddies are and if
you are facing Hook's Machine you will see a part that can be thinned on the
left, thin it to reveal ledges going up, follow the ledges up to find a pump.
Fill it with paint and then continue right, up another ledge, to another pump.
Fill it again with paint and Gus will tell you that there is just one more to
fill to stop the machine. Go back to the house and go right, past it,
dispatching some spatters and to a wooden wall that can be thinned through.
Thin it, deal with another spatter and walk forward to find the final pump.
Fill it and the machine will turn the monsters back into pirates.

***Anchor 2***

Walk back to where you thinned the wooden wall and look across the water to
see another cave with torches in it. Jump onto the ledge here containing two
barrels and make your way over to the cave.

As you approach the cave, you will see the anchor and a sweeper but a gate
will come crashing down preventing you from getting to the anchor. Go left
across the platforms to the top of the cave. Thin out the top of the cave,
deal with the Sweeper and thin the anchor. Spin the gear nearby to open the
gate and we are off to find the final anchor.

***Anchor 3***

Make your way across the water and left, back to the main island. The blotling
pirates may have been changed back to normal but there is still a Spatter and
a Sweeper here, either ignore them and run past or befriend them. Look to the
left of Smee's boat to see the final cave. Jump across there and make your way
up the ledges to the roof of the cave. Watch out for the Sweeper waiting to
ambush you here and thin out the big rocks, one contains a health pip, the
other a cog. Spin the cog to open the grate below and go down there to defeat
the Spatters and thin out the anchor.

This boat will now be raised, we can go to fight Hook now, but first we need
collect a few things.

***Pirate Friend Pin***

Go back to Hook's Machine, up the slope on the right of the main island, there
is no longer a thinner pool here, instead you will find Gunner Andrew and a
thinned chest. Paint the chest to receive a Pirate friend PIN.

***Sea Battle Extra Content***

Go back out and left, over to the house we climbed before. Head over the crows
nests again and instead of heading for the cave like last time, go left.
Travel across three sunken boats to a rock platform and then over one more
boat to the island beyond. Climb up, over the wrecked boat to the top and then
jump to the ledge containing some barrels. Thin out the wooden platform on the
right and drop down. Go left and thin out the wooden barrier, deal with the
spatter and pick up the EXTRA CONTENT, Sea Battle.

***Daisy Part***

Go right now and up the ledges to find Pete Pan and a chest containing
Daisy's left leg. Collect it and talk to Pete Pan who will ask you to release
a sprite from a mast and that if you do so, he will deal with Hook. That is
for our next mission, but not right now.

***Gold Pin***

Head back down and look across the water again to see a big rock to the left.
That is where you are headed. Thin out the board here to drop down and then
down onto a big rock platform in the water. Go left over two sunken boats and
from there thin out the rock. Go back left and then quickly over the line of
sunken boats to the rocky island. You can jump off the last boat onto a ledge
and follow the path up to find a Gold PIN.

Now you are ready to go battle Hook, go to Smee's boat and jump on, paint the
ships wheel and off you go.

Boss Fight - Hook

~New Quest~
Save the Sprite

~Extra Content~
Animatronic Croc


Rocket Part - 2


Jump across the floating boxes and spin the wheel at the end to lower a boat.
Jump on the boat and paint in the boat next to it. Jump on this newly painted
boat to ascend onto the ships deck.

We could fight Hook here with thinner and bashing, however, as we are
following the paint path we are going to save the sprite. Start by painting in
the staircase that Hook thins to arrive on the top deck. Turn to your left and
paint in some crates here so that you can climb up to the rigging.

Hook will be trying to stop you with thinner, but just keep your head and keep
going forward. Paint in the first sail and it will rotate allowing you to jump
onto it. Move to the end and paint the next sail and jump across. Move to the
middle of this one and you will see some gears. Paint in the middle gear and
the sail will rise.

At the top, thin the net to lower a platform on the left. Jump on the platform
and then onto the next sail. Paint in the weight this time which will bring up
a moving platform on the right. 

Jump onto the next sail and thin the bags at each end and paint in the gear.
Jump across and jump and spin to free the sprite.

***Rocket Part 2***

Pete takes over battling Hook and you can explore the deck in peace. Also your
paint capacity is increased. Go over to the chest you see here to collect
Rocket Part 2.

***Bronze Pin***

Break through the wall on the left of this alcove to find another chest which
is holding a Bronze PIN.

***Extra Content***
Finally go back up to where you fought Hook and cross the sails to the other
side until you cannot go any further then drop off the edge and look behind
you to find a chest containing EXTRA CONTENT, Animatronic Croc.

You are all done here, so go back down to the projector screen and return to


~New Quests~
Return to Mean Street
Find Daisy's Album
Solve Jim's Riddle
Solve Another Riddle for Jim
Ice Cream For Henrietta
Plant Painting
Restore Bog Easy Plants

~Daisy's Left Arm~


***Daisy Part***

There is quite a lot to do here now. Smee will greet you and if you dealt with
Hook's machine he will give you the final Animatronic Daisy part.

Go and take the parts to Daisy first and you will receive the Animatronic
Daisy pin and a power spark. Talk to Daisy again and she will ask you to get
her Scrap Book from Mean Street.

***Chat to Pirates***

Now go round and speak to all the characters here. If you have been following
this guide you will get a variety of things from the characters.

Talk to Jim the puzzled, a Goofy like dog in the centre, he will read you a
riddle. It is easy to solve. Look over on the Tiki Hut roof to see a mask.
Fill it with paint and a TV Sketch will fall out. Go back to Jim the Puzzled
and he will give you some E-tickets and a new riddle which you can solve in
Mean Street.

If you talk to William who is one of the two characters stood chatting, he
will give you a Power Spark if you stopped the thinner river in the Jungle.

Go and speak to Herietta who is sat on the fountain. She will ask you to bring
her some ice cream .... I thought she was lactose intolerant!

Now go and speak to the Dog, dancing near the tree house. This is Botanist
Darvin and he asks you to paint in all the plants in Ventureland. So we may
as well go do that now. It would be too difficult to tell you the exact
locations of all the plants, they are everywhere, just look carefully for
their thinned form and you will find them all eventually. There are a whopping
30 to find altogether, however when you get down to it showing just 1 left, go
and talk to Botanist Darvin and he will tell you that you have found them all.
Oh well, collect the power spark and E-tickets off him and speak to him again
to get a quest to paint in all the plants in Bog Easy.

If you are short some, check behind the projector screen on the upper level,
where you can also find a POWER SPARK hidden in the bushes. There are also two
by the fountain and two hidden behind the building that Animatronic Daisy is
in front of.

One last thing to do now before we leave. If you are facing the waterwheel,
look at the big building on the left and go around the left side of it to find
some ledges that will take you to the roof. Up here you will find Gilda who is
up for another time trial race which will end on the little platform at the
top of the waterwheel. She will give you a POWER SPARK if you make it.

Now we are finally done and can head through the projector to Mean Street.

*Checklist     *
* 53 pins      *
* 22 film Reels*

Return to Mean Street

~New Quests~
Bog easy Projector Screen
Bunny Children and Power Sparks
Bunny Roundup III
The History of Colonel Pete
Detective Mickey III
Find the Hatchet

~Extra Content~
Mickey Faces IV
Blot Roar



***Pins and Watches***

Talk to The Usher first who will give you a Gold PIN for the reels you have
collected and speak to him again to increase your watch sketch capacity.

***Bunny Children and Power Sparks***

Go across the road now and speak to General Marcus. the bunny children have
stolen his power sparks. He tells you if the Bunny child runs away from you
then it probably means he is holding a power spark. We are being good so we
need to spray those bunnies with paint.

Go to the main area of town where you will see two Bunny Children running away,
spray them and reclaim the power sparks. Next go behind the train station up
the ramp to find the final Bunny Child. Take the sparks back to Gremlin Marcus
and he will ask you for 15 more to get the final projector working which you
should already have. Hand them over and the projector screen to Bog Easy will
be activated.


As usual we have a few things to do here first, before we head through. start
by visiting Pete in the City Hall. He will tell you that the Bunny children
are causing trouble again and this time some are hiding. Before we go and
collect them though, speak to Pete again. He will be happy that you found Pete
Pan and will give you some E-tickets, you will also receive the Hook vs Pete
Pan PIN and a POWER SPARK. He will then ask you to get some old cartoon clips
of Colonel Pete from Lonesome Manor.

Talk to Pete once more and he will tell you where you can find Daisy's
Scrapbook. As you come out of the City Hall, go right, next to the ramp and
you will see a door under here has opened. Inside it you can find Daisy's

***Bunny Roundup III***

It is now time to collect the Bunny Children. The first one is up the ramp on
the right hand side of the train station in a barrel. The next one is on the
right hand side of the Emporium in a barrel and the final one is on the right
hand side of Horace's Detective Agency in another barrel. When you have
collected them all and sent them up the pipe, go and talk to Pete for a POWER


Go talk to Horace now and he will give you another quest in Ventureland, this
time to find a mask. Talk to him again and he will ask you to find a hatchet
in Lonesome Manor. Talk to him once more and he will be glad you found Rigger
Greene and will give you a POWER SPARK and some E-tickets.

***Jim the Puzzlers Riddle***

Remember the riddle that Jim gave you for Mean Street? Well it is easily
solved now. Go to the train station and thin out the roof near the projector
screen. This will allow you to jump up and then climb up onto the top of the
roof. Once here, look out over town and see a cloud in front of you. Jump on
it and ride it to the clock face thin out the clock face to open a door
underneath, across the ramp from where you found Daisy's Scrapbook. Jump down
and collect the item.

***Buy stuff***

First we need to stop by the Emporium and buy the EXTRA CONTENT available
here, Mickey Faces IV and Blot Roar.

Then, go to the Ice Cream Parlour and buy an extra health pip, you should now
have 7 and the Fantasyland EXTRA CONTENT. If you got the Ice cream Quest for
Henrietta you will also be able to buy an ice cream now to take back to her.
If you did not talk to her and accept the quest, it will not be available to

Lets return to Ventureland to wrap some things up.


~New Quests~
Jim's Third Riddle

Ice Cream 


***Daisy's Scrapbook***

Go over to Daisy and return her scrapbook to receive some E-tickets and a
sketch and she asks you to find her dear Donald.

***Jim the Puzzled***

Go speak to Jim and he will give you some E-tickets for solving the riddle.
Speak to him again to get the final riddle.


Give the ice cream to Henrietta to receive a POWER SPARK and the Ice Cream PIN.

***Detective Mickey III***

Go over to the Tiki Hut Shop and look for footprints coming out of the back,
follow them, filling them all in and they will lead you to the Tiki Hut. Speak
with Dolly Dalmatian stood here. If you filled in all the footprints she will
give you the Tiki Mask for free.

***Back to Mean Street***

Go see Horace and receive another POWER SPARK for completing the quest then
jump into the Bog Easy projector screen.


++++++Lonesome Ghosts++++++

Enter the house and ride the book to a chandelier. jump off the chandelier to
another book and ride that up and to another chandelier. Jump off this one
onto a platform with a dresser on it. 

Ride the drawer, coming out of the dresser, to the other side and then
continue right, over some platforms to find the FILM REEL, Lonesome Ghosts
PART I. Drop down and go right, avoiding being hit by the door and through
the projector screen

*Checklist        *
* 56 Pins         *
* 23 Film Reels   *

Bog Easy

~New Quests~
Help Gilbert Scare someone
Lonesome Manor Gate
Recover the Runaway book
Recover Louis's Courage
Light the Lamps
Find Donald's Parts
Pipe Organ Madness

~Extra Content~
Lonesome Manor



***Badge of Courage***

As soon as you get there a ghost called Gilbert will talk to you over by a
semi sunken ship. He tells you that he can open the gate for you if you help
him scaring someone. This smells like a thinner path quest, so do not be drawn

Instead, we can take a little shortcut here. Thin the top of the ship here to
find a way inside the ship which contains a Badge of Courage. Leave the ship
and Ian the Ghost will ask if he can buy the badge for 200 E-tickets to stop
Louis getting it. Refuse of course and you can now make your way towards Bog
Easy Square, over the rocks and broken platforms. 

***Paint the Plants***
As you go on your way over here you can paint in a lot of the plants for the
Botanist Darvin's Quest. 

1.Jump left off the first rock to another rock containing a plant to paint.
2.Jump back to the first rock and this time go forward onto the rock ahead and
paint in the plant here.
3. Follow this ledge to the end and jump off to the left to another rock and
another plant
4,5,6. Jump right, to the next rock and fill in three plants here
7. Forward onto another rock and another plant
8. Go over the wooden platforms and instead of going straight into Bog Easy
Square, go right to where you can see a Ghost sitting on a rock. Talk to him
for a Quest and paint in the plant to the side of him.
9.Now go into Bog Easy Square, but before doing anything, go left, over
towards that shack we saw earlier. Jump onto the wooden platform, then left
onto the rock and over to another plant to fill in.
10,11. Go back to the platform and jump over onto the rock on the right for
the final two plants

Note: When I went back to list these numbers .. I realised I didn't have 20,
I am sure these are all the locations, perhaps I forgot to mention some places
where there was more than one. 

***Extra Content***

Jump over the two rocks on this side to pick up the Lonesome Manor Passage

Jump off left onto the wooden platform, and fill in the next part so you can
jump across to the hut. Here you will find Louis who needs his courage medal,
which you just happen to already have. Talk to him again and give him his
badge. You can now visit his hut if you are low on health to get it filled up.

***Jims Riddle Solved***

By doing this, you will fail the Ghost Quest. Go inside the hut and press A on
the radio in here. This is the answer to Jim's final riddle.

***Bertrand's Lamps***

Go back to the square and talk to the characters around here. 

Bertrand is scared, we can help him by painting in the lamps here. The first
one is right in front of Bertrand. The next one is to the right of him on the
upper part. The third one is near where you go to get to Louis's Shack. The
fourth is to the right of the character banging on the door and there is
another, amost directly opposite but slightly to the left. One more is
opposite this one and then there are two more by the Lonesome Manor Gates.

Bertrand will tell you that if you ever need a refill of paint you can go to
him any time.

***Open the Gate***

As you have done right by the people of Bog Easy, Metairie will now open the
gate for you. You can find her wandering around, so go and speak to her and
she will give you a Gold PIN and open the gate.

***Power Sparks***

You can find two more Power Sparks here too. One is by the left lantern that
you lit by the Lonesome Manor gate. 

The other is more tricky and requires you to thin out front and rooftop of the
house that the character was knocking at the door and jump up onto the roof at
the right hand side then move along the roofs to the left and find a POWER
SPARK. It can be a little tricky getting the jump right to get on the roof but
jump out and up and you should make it.


Jump down and go speak to Donald, of course he wants you to find his parts, we
will get to that in a bit. 

***Recover the Runaway book***

Go up the stairs near Donald and into the shop here. You will find the Runaway
Book. Take it back to Ian, the ghost on the rock in the thinner river. He
asks you to do another favour which is to give the book to Leona and tell her
it was him that sent us.

***Enter Lonesome Manor***

Before you go through the gate, talk to the ghost here. He will give you a
quest to calm the organ in the manor. With that done, jump into the projector


++++++Lonesome Ghosts Part II++++++

Make your way up to the top using the platforms and floating items, ignoring
the way to the right across some windows. When you get to the top you
will see a sleeping ghost on the left. spin attack the switch on the wall to
turn on the light and scare the ghost, making him possess the book he was
sleeping on and make it take flight.

Jump on the book and ride it all the way up then continue right, avoiding the
objects that the ghost here is throwing down. Past him is another switch, turn
it on the same way and then wait for the window shutter to close. Jump on here
and off to the left. Jump to the platform opposite on the right and turn on
switch which will scare another ghost away. Patiently ride the book up, it
will get there in its own time and collect the FILM REEL, Lonesome Manor Part

Switch on another light here and the Ghost will open a door through to the
projector screen. Go back and collect the E-tickets if you wish, but if you
have been collecting them from stages as you go along, you should have plenty,
I had 2000 at this point.

*Checklist       *
* Pins 57        *
* Film Reels 24  *


Lonesome Manor

~New Quests~
Enter Lonesome Manor

~Extra Content~
Lonesome Manor II




***Enter Lonesome Manor***

Go left and you will see a pressure plate and above it an anvil. Thin out the
tree holding the anvil and it will fall, holding down the pressure plate and
revealing some platforms in the thinner pool below.

***Bronze Pin***

Go down and stand on the platforms, you can either hit the Spashdooshes and
make them explode or you can send your guardians to befriend them. When they
are neutralised jump over there and go left, behind the Spashdoosh to a chest
containing a BRONZE PIN.

***Extra Content***

Go back across the thinner pool and head back to the upper area, this time go
past the anvil to the front of the manor. There will be a cut scene with the
Mad Doctor. climb up to the second floor by thinning out the pillars to use as
steps and then thin out the window on the right to find Lonesome Manor II

***Anvil Sketch***

Go back out and to the left window, thin this out to free Gremlin Neville. He
will give you a new sketch, an Anvil Sketch, which is fun to use later to kill
enemies. You will also receive the Anvil PIN.

some baddies will now appear below, which you will need to deal with, but
first, open the chest up here to claim another Anvil Sketch. Go back down to
the lower level and deal with the enemies as you wish then go down the stairs
and place an anvil on the pressure switch. (scroll to the anvil with + and
stand off the pressure switch then point the wiimote over the pressure pad and
press - to drop an anvil.

Go up the steps to the projector screen and jump through. You can thin the
wall to the left but there is a Skeleton Beetleworx in there which is an
unnecessary battle for a couple of E-tickets.


++++++The Mad Doctor++++++

Make your way right, carefully, everything seems to be a trap here. When you
see a circular saw wait for it to rise and then jump up to the higher level.
Jump across to the right, under two spiders and to the FILM REEL, Mad Doctor
Part I.

Jump down the gap here to the projector screen

*Checklist      *
* 59 Pins       *
* 25 Film Reels *


Lonesome Manor Foyer

~New Quests~
Help the Ghost in the Foyer

~Extra content~
Lonesome Manor I



***Disable the Machines***

We need to get rid of all these enemies first. Go through the doors directly
in front of you and you will find two machines with red lights on. Thin the
red light and the machines will be deactivated. Kill the two bird beetleworx
here and you will get a sketch.

***Free Gremlin Haig***

Go out and climb the staircase on the right to the upper balcony and then jump
onto the table that comes by.  Almost as soon as you jump on it, jump to the
other table that is floating up her and ride it round to a big picture. Thin
the picture to find a trapped gremlin and EXTRA CONTENT, Lonesome Manor I.

Free Gremlin Haig and he will make the pressure plate active so that you can
open the door, but we don't want to do that yet so ...

***History of Colonel Pete***

Go back out and thin a wall opposite the blank projector screen to reveal a
chest containing the old cartoon of Colonel Pete.

***Free Screeching Sam***

Go to the area where you stopped the machines and drop and anvil on one
plate, then stand on the other and the gate will open. Go in and spin to
release the ghost. Screeching Sam will show you some skulls on the doors in
other rooms which we now need to go and fill in.

***Skull 1***

Go up the left staircase (if you are facing the blank projector) where you
jumped onto the table. You will hear Splashdooshes snoozing below. Walk around
up here to make them explode, you may need to thin out the floor a little to
get them to wake up. Drop down and paint in the skull on the wall here. This
opens the first lock.

***Skull 2 and Silver Pin***

Go back outside and then up the other staircase and walk around up here to
make all the enemies explode in safety. Drop back down and thin out the wall
under where you were just stood.

You will see a thinned chest across the room, so paint it in and open it to
find a Silver PIN. Fill in the skull with paint on the wall and the other lock
will be released. You now need to go and talk to Screeching Sam again.

NOTE: There seems to be some glitch here, if you paint skull 2 in first, when
you paint in skull 1 ... nothing happens, no door opens, nothing. The only way
to get out of it is to quit the game and come back to fill in the skulls again
in the right order.

The stairs will rise and you can now exit with ease. 


++++++The Haunted Mansion++++++

Make your way to the Mansion and drop down through the hole, keep going right,
when you see a broken staircase, jump across and climb to the top quickly
before the shadow reaches the top. Wait for the grim reaper type dude to go
down the stairs and look for a dropping chandelier. Jump onto it and hop over
to the swinging chandeleir to the left. Jump over to the platform on the left,
taking care to avoid the crawling spider and when it is safe, go under the
table and collect the FILM REEL, Haunted house Part I.

Go back right and through the projector screen

*Checklist      *
* Pins 60       *
* Film Reels 26 *


Stretching Room

~New Quests~
Match the Paintings

~Extra Content~
Mad Doctor



***Gold Pin***

Paint in the two gears in the central gear system and then spin the big gear
in the middle. When you stop go to the painting with the gravestone and spin
it until you get the bottom of the gravestone and then thin it out and go
through for a chest containing a Gold PIN.

***Mad Doctor Extra Content***

Go back out and look for the guy with the long ginger moustache. Spin this
painting twice to get an opening with the Mad Doctor EXTRA CONTENT.

***Match the Paintings***

Now there is an easy way and a hard way to do this, we of course are going to
do it the easy way. Go back to the central gear system and paint in one gear
this time, then spin the middle gear.

Thin the painting with the barrel of TNT and go inside to spin a gear. The
structure will move and you will find a trapped Gremlin. Free him and he will
restore all the paintings for you .... told you we were taking the easy route.

Spin the gear again to get back to the top and deal with the baddies that come
out of the door that opens. Then jump through the projector.


++++++The Mad Doctor Part II++++++

Walk a step to the right and wait for the electricity to stop then continue to
the right. You will see the film reel in a fire here but we need to put the
fire out before we can collect it. 

Jump pver the fire and up to the right and then left onto the platform above.
Spin attack the bottle here and it will drop down and put the fire out. Jump
down and collect the FILM REEL, Mad Doctor Part II. 

Continue all the way to the right and you will end up on a bed, trapped in 
with a circular saw coming down, the you will be miraculously transported to
another room and another bed. Go right, through the window and into the


The Library

~New Quests~
Settle the Library Bookcases
Catch the Flying Books
Restore Leona's Paintings
Return to Ian in Bog Easy

~Extra Content~
Art Appreciator

Art Appreciator Pin

~Donald's Left Leg~


***Donald Part***

This is a crazy room. Walk forward to see a flying book, hit it with paint (do
not use thinner or you will fail a quest) and it fill fall and enable you to
pick it up - BOOK 1. Look at the walls to see a blank painting on each side.
Paint them in to fix PAINTINGS 1+2 and then move towards the first set of
moving bookcases and look right. Thin out the bookcase on the wall and walk
through to find a chest containing a Donald Part.

***Find Leona***

Continue past the chest and thin out the wall on the left here. You will now
be between two sets of sliding bookcases. You can stop the bookcase on the
left by thinning it out, making it easier to pass, but to be honest, it is
pretty easy to time it and get through fine without doing so. When you get
through, go up the staircase to speak to Madame Leona. She will tell you what
she wants you to do and will tell you that the hatchet is up in the rafters.

***Complete the Quests***

So now we have three new quests. As they require us to wander around quite a
lot, rather than completing them all individually we will work on all three as
we are moving about. 

The first SKULL 1 is at the bottom of the staircase you walked up to get here,
so go down and fill it in. This will stop the bookcases moving here. Go past
the first set of now still bookcases and look right to see PAINTING 3. Thin it
out and you will see a gear. Spin the gear twice and the painting will be
straight and then you can fill it back in.

Go back to Leona and past her to the right. Go up the stairs and carefully
make your way through the moving bookcases, you will probably have to double
jump to be quick enough. Thin the wall out at the end and go through. Walk
over to the thinner pool and turn with your back to it. Look up and wait for
the book to fly over the safe part of the room. Paint it and pick up BOOK 2.
If you do this looking the other way there is a chance you could make the
book drop into the thinner. Look on the wall on the right to find PAINTING 4,
thin it, spin it, fill it in.

Move over the thinner, attempting to avoid the bookcases, which can be
difficult. The bookcase in the middle does not reach the end of the platform
so you can stand there and quickly hop over, passed the next bookcase and onto
the next platform. Turn around and you will see SKULL 2 on the wall, Fill it

Jump across and free Gremlin Jumbo, who will offer to collect the remaining
books for you, for just 50 E-tickets. Seems like a bargain to me, so accept.
Go left to the bookcase with a hole in and press A to spin back outside. Go
and speak to Madame Leona and she will reward you for your work so far.

Go up now to the left, to a row of bookcases that you can see coming crashing
out, you can use your watch if you like to slow down time, but you can make
it without by just running if you time it right. Thin out a wall at the end
and you will find a pressure plate. Drop an anvil on it and make your way
through the now stopped bookcases to a skull that has appeared at the end and
fill it in. 

Go and speak with Madame Leona and she will open the gate below, however a
giant slobber will drop down. Don't worry, as we have done all the quests for
Leona she will deal with him for you.

We need to go and get the hatchet now and a few other things. Climb up the
stairs that the bookcases made and thin the wall at the top, turn around and
thin the spider web opposite too. Go through the thinned wall and step on the
pressure plate to raise a platform and enable you to get up, where the spider
web was.

***Free the Gremlin***

There are a couple of sweepers here, deal with them as you will, I find the
easiest way is to just spin them off the rafters but be careful as they will
thin out the rafters you are on. From the first rafter you will see a trapped
gremlin across the way. It seems like a long jump but you can make it with a
double jump and a spin at the end. Quickly spin again to knock the Sweeper
off and free Gremlin Jarvis

***Extra Content***

Go to the end of this rafter and thin out the spider web then jump across to
the next rafter, it is probably best to befriend the Sweeper across from you
to save hassle. With that done, continue forward, through another spider web
to claim some EXTRA CONTENT, Library.

***The Hatchet***

Look right and thin the spider web, without hitting the now friendly Sweeper.
Jump across and continue over the platforms to a big spider web beyond. Thin
out this web and jump down, spin the Sweeper off here and stay back from the
wall, listen and you will hear a Spashdoosh about to explode so stay back.
The wall here will be destroyed by the thinner explosion and you will see
another Spashdoosh, do as you will to him and turn left to deal with yet
another. Paint the floor and chest back in and open the chest to find THE
HATCHET. Spin attack the coffins here if you need health or fluid and then
drop through the floor back to the ground floor.

Deal with the sweepers you knocked down here and head through the projector


++++++The Haunted House Part II++++++

Go right, staying high to avoid the gaps in the floor, when you get to a
spider hanging by a thread jump under it and then wait until the skeleton
crouches down and jump onto the pot on its head. Jump across to the other
skeleton and then ride it right and jump to the top of the clock. Jump up onto
the high windowsill, under the spider and onto the next windowsill. Be
careful here as a flock of bats will fly out of the wall and knock you down as
you jump if they touch you.

Go over to the next windowsill and then over the next spider to make a big
jump to the next ledge containing the FILM REEL, Haunted House Part II. You
may need to use the double jump and spin to reach it.

Jump down and go left along the bottom if you want to collect E-tickets,
otherwise, head out of the projector screen.

The Ballroom

~New Quests~
Play the Pipe Organ

Play a Tune

~Donalds Arm~


***Play the Pipe Organ***

Walk forward to the organ ahead of you and Gus will say something about
helping it. Walk up to the organ and stand on the platform. Agree to help and
then you have to jump on the keys in the right order to finish his song. It
is pretty easy and if you fail you can always try again with no penalty. When
you play the tune correctly you will get the Play a Tune PIN.

***Bronze PIN***

Climb the pipes now behind the organ, go as far right as you can then look to
see a platform which you can jump to. Jump there and there is one of those
spider Beetleworx. It is hard to fight in this space so I suggest just
thinning the wall next to you quickly, go into the room here and then paint
the wall back in, trapping it on the other side. Open the chest in here to get
the Bronze PIN.

***Donald Part***

Thin out the curtain opposite the chest and you should see a blue chest across
the way. Go and jump over to it to collect the DONALD PART. You need to go
onto the next ledge now where another Spider Beatleworx is waiting. You can
either avoid it like last time or defeat it. The camera angles really suck up
here though, so it is up to you.

***Free the Gremlins***

Either way, thin out the curtain here to find a trapped Gremlin. Free him and
he will give you some more anvil sketches. Go back to the pipes and back to
the pipe before the one that you jumped off to get to the balcony. Look up and
you will see another trapped Gremlin but you cannot reach it. The trick here
is to place a TV sketch or an anvil on this pipe and then stand on it, double
jump and spin to release Gremlin Stuffus who will offer to help fight the Mad
Doctor for 100 E-tickets. Sounds like a bargain, so accept.

You will see a chest above which you could probably get to using another
sketch, but it looks like just a normal chest and I didn't need anything that
badly to warrant using my sketches. Go back to the left, on the pipes, and
when you reach pipes going up to the left, take them to get to the projector


++++++The Haunted House Part III++++++

Move right but stand back from the door to avoid the door knob that comes
flying off. Keep going right until you come to a windowsill, jump on that to
get over the gap in the floor.

Wait here and you will see chandeliers that lower from the ceiling. Jump
across making sure you do not linger too long as they will fall. You will then
reach a ledge containing the FILM REEL, Haunted House Part III. Drop down and
go through the window to the projector screen.

The Mad Doctor

~New Quests~
Battle the Beetleworx
Go Back to Mean Street

~Extra Content~
The Mad Doctor Pod

Mad Doctor

~Donald's Right Leg~
~Rocket Part 3~


***Battle the Beetleworx***

Go through a cut scene and the Gremlins will help you disable two of the three
beetleworx machines. Now there are two ways to tackle the rest of this room.
As we are following the paint path, I will walk you through the paint way.

Walk forward, avoiding the carts and when you get to the second part of the
tracks, quickly drop an anvil on the beetleworx on the platform ahead of you.

Go to the left to see a TV plate and then right to find a pressure plate on a
platform. Look across the thinner pool to see another pressure plate. It is
important that you figure out your route here before starting, because you are
going to need to be quick. It may take you a few times to get it right but you
will succeed eventually. 

NOTE: You can use a watch sketch here to slow everything down but I didn't as
I feel disorientated with it on, so it is achievable without.

Start bu dropping a TV on the power plate, then run right and go up the sloped
track over the thinner pool, near the platform with the other pressure plate.
Look across the thinner pool and drop an anvil on the pressure plate where the
Mad Doctor and enemies are and then quickly run back and up onto the pressure
plate on the platform. This will cause the whole track to be fixed and the
cart will run around the track and crash into the final generator, disabling
it. You will receive the Mad Doctor PIN and your Paint capacity will be
increased again. You will also now have all the ROCKET PARTS.

Before we head to the projector screen out of here, climb up the machinery on
the left here to get the EXTRA CONTENT, the Mad Doctor Pod. Jump to the right
to get on top of some more machinery and go all the way to the far wall to
find a chest containing a Gold PIN.

***Donald Part***

Go back to where we started and paint in a wall near the first part of the
track, climb on this wall and jump to the overhead track. walk along the track
and jump up to the rafter at the end. Look right and you will see a blue chest
containing Donald's RIGHT LEG.

Time to make our way to the projector and out of here, back to Bog Easy

Oops I forgot to put a checklist earlier and cannot be bothered counting back
so here is what you should have now

*Checklist      *
*67 pins        *
*29 Film Reels  *  

Back to Bog Easy

~New Quests~
Fix Donald's Boat
Fix the Bridges
Help Bertrand Open his Store
Restore the Bell
Investigate Donald's Pains
A Keeper for Donalds Doll

~Extra Content~
Bog Easy

Well read
Animatronic Donald
Lonesome Manor

~Donald's Torso~


***Donald Part***

When you arrive you will be given the final Donald Part, DONALD'S TORSO, for
fixing the organ.


Talk to Ian here near the mansion and he will give you the Well Read PIN. Make
sure you talk to him now otherwise he can disappear and you will not be able
to collect the pin. Go and speak to Donald and he will assemble himself and
you will receive the Animatronic Donald PIN. Talk to Donald again and he will
give you a gear to give to Moody in OsTown.


Talk to Metairie hanging about here and she will give you a quest to fix all
the bridges. Talk to Bertrand who asks you to find his sign by Louis's Shack
and when you get there Louis will give you a quest to gather pieces of a bell.

Go to the shack, fixing the bridges as you go. After talking to Louis about
the bell, go around the back of the shack to find Bertrand's sign. Head back
over the bridges. when you get back there will be a cuts cene about Donald
and a voodoo doll. Talk to Donald and you will get another quest.

Go back towards the shack and you will see another cut scene where a Spatter
eats the doll. The Spatter will be on the rock to the left of you. Spray it
with thinner to get the voodoo doll back. Take the doll back to Donald and he
will ask you to find someone to keep it safe.

Go over to Bertrand now and give him his sign, he will re-open the store here
now and will give you some E-tickets. Head over to the store to buy the
Lonesome Manor PIN and the Bog Easy EXTRA CONTENT for 200 E-tickets each.

Now go and fill in all the remaining bridges, don't forget the one right at
the start where you first entered here and return to Melairie for a POWER
SPARK and a Bronze PIN.

Go over to the sunken ship where we got the courage badge and you will find
Gilda for another time trial race. Win it to get a POWER SPARK and some

You are done here for now so go back through the projector screen to Mean

*Checklist      *
*71 Pins        *
*29 Film Reels  *

Mean Street Again

~New Quests~
Oswald Needs Help
Secret Door
Detective Mickey IV
Bunny Roundup IV

~Extra Content~
Mickey and Oswald

Case Closed
Mean Street

~Bell Fragment~


Oswald wants you to go with him to Mickeyjunk Mountain which we will, but
first we have a few things to clear up.

***The Usher***

Talk to The Usher to receive the ability to carry more Anvils, talk to him
again for an extra health pip, you will now have 8!

***Gremlin Markus***

Go across and talk to Markus who will tell you he can do something to the
machine for 30 Power Sparks, you should have more than enough, if not you
can buy them from the Emporium. Give them to him and then go over to the Fire
Station and thin out the front. Jump up to the window using the box nearby and
go inside. You will be in Walt Disney's Apartment where you will find
E-tickets and a Mickey and Oswald EXTRA CONTENT.


Go to Horace, he will give you another quest for Bog Easy. Talk to him again
to hand over the hatchet, you will get a POWER SPARK and a Case Closed PIN.


Go talk to Pete in the City Hall and you will get another Bunny Roundup Quest.
Talk to him again before going to find the bunnies and you will give him the
Colonel Pete Cartoons which will net you another POWER SPARK and some

Go out and stand still for a few mins, a Bunny will run over to you. Go up the
ramp to the train station, go behind it to find two more. Take them to the
pipe 3 down, 5 to go. If you linger around near the Ice cream Parlour, two
more bunnies will come to you, send them through the pipes and jump up onto
the Cinema Rooftop where you will find another Bunny, take this back to the
pipe and you just have two left to find. 

Jump on the canopy next to the Sound shop and then up to the next ledge and
onto the rooftop, go left to Horace's Detective Agency Roof and you will find
another Bunny, go back to the left and follow the roofs round to find the
final Bunny. It can be really difficult to get the Bunnies off the roof. One
of them doesn't seem to want to 'attach' to you. I think the best way to do it
is get one to attach to you and jump off the roof with it, taking it over the
pipe and then go back up and spin the other one at the right times to push it
off the roof. It may land on the ledge here, if so, just spin again to push it
down to the floor where it will then attach to you and you can take it to the

Go back to Pete and collect your POWER SPARK.


Go the Emporium where you can find a section of the Bell from Bog Easy on
sale for 300 E-tickets and the Mean Street PIN for 200 E-tickets.

We are just about done here now, so before heading to Mickeyjunk Mountain,
let's travel around a bit and finish up some loose ends. Start by going
through the projector screen to Ventureland.



~Bell Fragment~


Got to the Tiki Hut Shop and buy the Bell Fragment for 300 E-tickets.

***Botanists Darvin***

Go speak to him over by the tree house to get a POWER SPARK and some
E-tickets for painting in the plants at Bog Easy.

***Jim the Puzzled***

Go find Jim The Puzzled and he will give you a Gold PIN and some E-tickets
for finding the radio.


Give Daisy the Voodoo Doll to keep safe. She will give you a load of
E-tickets in return

Go back to Mean Street now and straight over to Bog Easy

Bog Easy


***Bell Fragments***

Hand over the bell fragments to Louis who will be at his shack. As soon as
you get here you will see the blue footprints coming from his Shack, we will
deal with that now.

***Detective Mickey IV***

Now we need to paint in all the footprints. There ae four in total on the
deck here then one on the next bridge heading to the left. Two more can be
round on the rock that the last footprint was pointing at, on the right hand
side of the rock. Another two can be found on the next, smaller rock, towards
the centre. Another one can be found on the right edge of the next big rock
platform and then another on the painted in part of the bridge and another
on the edge of this bridge. One is just on the right hand side of the main
path as you jump over. From there, there are  four more footprints, which are
pretty easy to follow to the woman knocking on the door.

Talk to her and if you filled in all the footprints she will give you the
candle for Horace. If not, she will sell it you for 50 E-tickets.

***Finishing up***

Now we need to go back to Mean Street and give Horace the candle for a
POWER SPARK. I wont make this a new section as that is all you have to do
there. When you have done it, make a final stop to OsTown and give Moody the
gear from Donald to raise his boat. You will find a golden E-ticket on it.

Time to head to Mickeyjunk Mountain, so go over the bridge here and jump into
the active projector screen.

Oswald's Fortress

~New Quests~
The Shadow Blot

~Extra Content~
Oswald Poses

Mickeyjunk Mountain


***Extra Content***

Go over to the Mickey statue on the left as you enter and grab the Oswald

***Hidden Area***

Now before, when we were here last. We wanted to save Gilda's axe and so we
could not do a section, that we can now do here .... oddly.

Thin out the big patch of floor here and go down the slope. Gus will say that
the door needs wedging open and that we can use Gilda's Axe but wont be able
to return it, accept, and although you have already given the axe back to
Gilda ... you can use the axe to wedge the door open ... odd, methinks this
is a glitch but hey, why not take advantage of it and grab a couple more

Look through the opening and look up to the right, thin out Oswalds ears to
stop the thinner spray. Go past and do the same with the next one to some
breakable chests. Look onto the wall behind the next spray here and spray the
head with thinner, it will stop the spray and spin around. 

Jump over and you can paint in a Mean Street model, which is pretty cool. You
now need to move around this area and paint in all the wasteland world models.
Jump up onto the left wall of Mean Street and follow the platforms round,
filling in the models as you go. Make sure you fill the whole model in and
do not leave any parts, like the fence in front of Lonesome Manor. Stand on
the Tomorrow city Model, up to Dark Beauty Castle. Thin out one of the towers
and climb to the centre of the castle. 

Thin the blue roof piece up here and jump onto it. Look across and see the
Mickey model and next to it a chest on a mesh platform. Double jump to it and
spin at the end just to make sure. Open it for a GOLD PIN. Jump on Mickey's
ear and back over to the top of Dark Beauty Castle. Now, thin out Mickey,
thinner will fill the chamber, undoing all your hard work and the platform
where you just got the pin will rise, exposing the area below. Jump down
there and go right to find another PIN, this time of the Silver variety.

Look at the thinner river here and jump on some floating debris, you will
have to be quick and thin the barrier ahead, then jump over several barriers.
at end you will see another chest on a mesh platform, jump up and open it to
collect the Mickeyjunk Mountain PIN. Go right and you will be back where you

Head out and back up to the top and go to the projector screen in the room
up the ramp. Have a chat with Oswald and jump through the projector screen.


++++++Ye Olden Days++++++

Jump onto the 'horse' and then off left to the small ledge. Jump across onto
the swinging chandelier and off onto the next ledge. Go up and left, waiting
before you go past the window for the knight to pull up his spear. Go left
onto a tree branch and quickly right onto a small ledge as the tree branch
will droop down. Wait for the knight to stop poking his spear upwards and
jump across, on to another ledge, on to a tree branch and then up to the

Watch out for the bones being chucked here and make your way left, the up and
left when the knight goes back behind the window. When the window closes
again jump right and them up to a leaning tower. When the dog shuts the 
window on the left, jump up and activate the switch to make the grates open
and close. Make your way up through them carefully, when you get to the top
you will find the FILM REEL, Ye Olden Days. Spin the switch to open the way
to the projector screen and leave.

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Boss Fight: Shadow Blot

~Extra Content~
Spatter Puddle

Me and My Shadow


Jump over the platforms quickly or they will fall and take you with them.

When you arrive on the main platform quickly go left and thin a box there to
reveal Spatter Puddle EXTRA CONTENT. collect it and get on with the fight.

Shadow Blot's attacks are very easy to avoid.

1. He will start by throwing thinner at you, To avoid this, always keep to
one side or the other when possible so that you can just run in a straight
line to the other side as he is throwing it at you.

2. He will swoop down and across the platform, just jump out of the way.

3. He will throw out a spatter, just deal with it as normal

4. He will throw out a green ball ... which is easy to avoid

5. When he is about to land (when you will finally be able to harm him). He
will fly up and throw out thinner which has a better aim than previously but
can easily be avoided by running in a circle.

Look out for his shadow when he is flying above and throwing out thinner,
avoid the shadow and he will crash down on the platform. When he puts his
head up he will try and suck you in, just fill him with paint.

Repeat three times and you will have him down and out. He will also be your
friend. For befriending him you will get a Me and My Shadow PIN.

After a cut scene you will be transported back to OsTown

The Battle of OsTown

~Health Pip~

Befriend the Spatters then look at the big Bloticles. You can see green
blisters on them, these are what you need to aim for with paint. There are
two on each Bloticle by the bridge and you can only hit the ones that are
raised, as soon as you hit one the other will raise so you can hit it. The
Bloticle near Clarabelle's house has three blisters and you will have to go
to the edge of the pit in her garden to reach it.

When they are all gone, the characters from OsTown will return and you can
repaint the town if it makes you feel better. Time to go to Mean Street, go
to the usual projector screen and Gus will be there to give you another
health pip

The Battle of Mean Street

~Extra Content~
Blot Mirror

Repair Mean Street


After the cut scene with Oswald go to the centre of town and befriend all the
Spatters, ignore the big Slobber for now. when you have befriended them all
send a guardian or two to attack the Slobber and he will be friendly too. You
will have seen a Spashdoosh on your way here, just leave him be, he is no


When you are done, get rid of the blisters on the Bloticle. As before, 
you can only do one at once, with each on rising after another has been
'popped'. There are four on this one, when you have them all it will go away
and a Repair Mean Street PIN will be where it once stood. Collect it.

***Extra Content***

We are off to Ventureland now, but before we go, pop by The Usher and he will
reward you with Blot Mirror EXTRA CONTENT.

The Battle in Ventureland

Befriend the Spatters and Sweeper here and then start on the Bloticles. Same
rules apply. Nothing more to see here, once they are all down go to the
projector back to Mean Street and then on to Bog Easy.

Battle in Bog Easy

No More Bloticles


The 'battle' here is the same as the others. you will see a bloticle in front
of you as you arrive so spray the green blister to pop it, then go left and
get a second one. Go to the rock platforms where you will see two Splatters.
Stay on the wooden deck and spray them with paint until they become good,
then jump on the rock and quickly turn left to spray a Sweeper. 

Continue on past two Splashdooshes, use your guardians on them. Spray the
green blister nearest the furthest Spashdoosh, then one to the left of it.
Look up and a little further to the left to hit another, then one more lower
down on the far left. That's one down.

Continue towards the centre of town befriending another Sweeper along the
way.  Run past a Splashdoosh and off towards Louis's Shack. Jump on the first
wooden bridge part and turn around to see your first blister. Pop it with
paint, jump over onto the rock and get the next one and another. Go back
round to the bridges you took to get from the projector screen and you will
see another blister, ready to pop. Spray it and then two more that come up
after it and go back towards Louis's Hut.

The bridges here are out of action so go onto the first bit of bridge and
then left onto the big rock to deal with a Sweeper. Throw a guardian at the
Splashdoosh on the next rock and hop over there. Take out the Spatter on the
next rock and jump over there then go left, onto the bridge and forward onto
the deck around Louis's Shack to get the first blister. Keep bursting them to
the left and when you run out, look behind you. Jump on the rock with the
Spatter and get rid of the blister and one more to the right. Then you are

Go back to Mean Street, on your arrival go over the Tomorrow City Projector
Screen and pick up the No More Bloticles PIN.

Battle in Tomorrow City

You usual assortment of enemies are here. Head up the ramp, befriending the
sweeper at the top. The track is electrified which is annoying. The first two
blisters can be dealt with on the platform with the sweeper, for the next one
jump on the track, avoiding the electricity and run to the left to the
platform here, spin attacking the Sweeper off the platform, then turn back to
the Bloticle you were dealing with and hit three more. 

Look opposite the platform for the next one and follow the blisters along,
getting rid of them all. The last one appears to be out of reach but if you
spray in the general direction of it, you will get it without having to stand
on the tracks.

Jump onto the track and avoiding the electricity, run around to the other
platform over here. Spray the first four blisters from here, standing right
on the right, nearside corner. Then you will have to jump down on the track
and go back to the other high platform. From here, jump on a rocket, making
sure it is one that is flat and then jump off and into the middle to net
you final blister.

Make your way down the track, avoiding the electricity to get to the exit
projector screen. 

The Battle in Space Voyage

Guess what? We have more Bloticles to take care of. There are the nasty 
Beetleworx here, my advice is to leave em alone. Go right first and into an
alcove with the space pod lift. Ride it up and go up the pipes to the top.
There are some E-tickets on the television pad, take them and place a TV on
there to activate the crane.

From this platform, look down to see a bloticle on the left. Jump down and
spray all the blisters.

the next one is over to the left, run around the central circuit, avoiding
the enemies and go to the side of the bloticle that you cannot see. Now you
will see all the blisters, work on them, standing on the very edge for the
first one and moving your camera around for the others

Just one more left. From here, look at where the next bloticle is. Drop down
and run to the crazy pistons that we calmed last time we were hear. Travel up
them in their crazy state and fill in the path at the top to get to the other
side. Tune around and you will see the bloticle. Spray the first blister
whilst standing on the very edge and then jump over to the centre and get rid
of all the others quickly before you are spotted. Phew, you are done!

You will have a cut scene now where you blast off in the rocket back to Dark
Beauty Castle.

Dark Beauty Castle

~New Quests~
Meet Oswald in the Control Tower


***Paint the Pipes***

Go left, over to the platform here with the broken control panel and a
Sweeper. Deal with the Sweeper the go down the ramp and use the low wall to
jump onto the small platform in the thinner, then over to the next area. Thin
the stained glass window to find a machine that will drain the thinner,
however, you have only 45 seconds to patch 5 pipes in the drained area, to
permanently free the room from thinner.

This can be really tricky and will probably take you a few times to
familiarise yourself with the locations of the pipes before you can actually
fix them. 

***Pipe One***

Start by going right (with your back to the machine) and dropping
down one level, head towards the green room you see here, but before you get
there you will see a pipe in the open on the right. 

***Pipe Two***

Now go back to the left and jump down to the lowest section when you can to
find an alcove with another pipe, fill it in.

***Pipe Three***

Go left a little more on the same level to find another alcove, fix the pipe.

***Pipe Four***

Go left some more and jump up to the ramp above you to find another pipe in
another alcove, you have to go into this alcove to fix the pipe, otherwise
you will just fill in a Oswald image at the front.

***Pipe Five***

Go right to find another pipe close by and fix it, you are done. 

Good luck, it can be frustrating but is not so difficult when you have done a
couple of runs to locate the pipes. You can use your watch sketch of course
to slow things down a little, but as I have said before, I find this
disorientating and more difficult.

With this done the thinner will be drained permanently from the room and a
door will open releasing a Slobber and a couple more blotlings. We will deal
with him soon but first we can go and collect a pin.

***Bronze Pin***

Go left, if you have your back to the machine, and down the stairs to that
room with the green tanks in that I mentioned earlier. Go to the back of that
room and paint in a chest. In it you will find a Bronze PIN.

***Fight the slobber***

This is really easy ... just hit him with two guardians. You can go the long
route and fill his mouth with paint or thinner as he tries and sucks you in
but what is the point in having guardians if you do not use them? Pick up the
key he drops and use it on the door ahead to find the projector screen out of

Fill in some of the thinned out areas here to build your guardians back up
and break some stuff to collect health and paint if you need it. When you are
done, go through the door and the projector screen.


++++++Sleeping Beauty++++++

Go right, keeping high and pick up the FILM REEL, Sleeping Beauty at the end
by a dragon. Drop down to the left and go right to find the projector screen.

*Checklist     *
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Throne Room

~Extra Content~
Throne Room
Oswald and Ortensia



***Extra Content***

Start by throwing two guardians at the Slobber and then go over to the
throne. Thin out the painted wall on the left and the wall beyond that to
get a watch sketch if you need one. Head up the ramp avoiding the bloticles.
You can paint in the gaps that they are coming through to stop them for a few
seconds but you still need to be quick. Thin out the floor at the top, below
the boulder and look down to jump down and collect the EXTRA CONTENT, Throne
Room. Thin out the wall here and go back to the Throne Room.

Go back to the throne and this time, go right, through an open archway. Walk
a couple of steps up the ramp and a boulder will start rolling down. Quickly
turn around and go out of the archway again, back to the Throne Room. With
the boulder down, you can now go back in and up the ramp. As you are
ascending, thin the wall on the left and go in to collect the Oswald and


Go to the top and out onto the upper level. Deal with the Sweeper, taking
care not to fall down the thinnable floor if he shoots thinner at you. With
the Sweeper taken care of, thin the path now and look down. You will see a
Gold PIN above the projector screen alcove. Drop down and double jump to
reach it.

***Activate the Gargoyles***

Now to get on with the rest of the room. As usual, there is a thinner path
and a paint path. We are of course taking the paint path. Start by filling in
all the paintings on both floors to activate some gargoyles.

Paint in the big window at the top to lower a Crystal

***Direct the Beam***

Face the window and go left to the gargoyle at the end here. A beam of light
will emit from it. Spin the right hand side gargoyle to make the beam shoot
over to the left centre gargoyle. Line up the other gargoyle on this side so
that it can catch a beam soon and then spin the left centre gargoyle to throw
the beam right, then spin the top left gargoyle to throw the beam to the
top right gargoyle. Sounds confusing, but if you get it wrong just play about
with spinning gargoyles and the beam will be created and will open the big
window, creating a drawbridge to get to the projector screen. Jump through the
projector screen, into Fantasia.


++++++Fantasia Part II++++++

Use the stars to get up, watching out for the ones that disappear. When you
get to a cloud that moves right the path will split into left and right. To
get to the Film Reel we need to go left, over a sparkly star platform which
will appear and disappear. Keep going up and staying left and at the top you
will reach the FILM REEL, Fantasia Part II. It is worth noting that instead
of E-tickets, which are useless now, you can pick up a variety of sketches
instead as you travel around.

From the platform where you are stood you can just face right and press A
to enter the projector screen, even though there is a barrier between you and

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Fireworks Control Tower

~New Quests~
Defeat the Blot

~Extra Content~
Sleeping Ortensia
Horned Blot



***Collect stuff***

Oswald will greet you, when he has finished, talk with him again to recieve
the Oswald PIN. Go behind the control panel to find Sleeping Ortensia EXTRA

***Up the Tower***

Go through the open door and you will be trapped inside. Jump onto the
chandelier and then paint the gear on the wall to the left to raise the
chandelier and quickly jump over to the next chandelier before it falls

Wait for the bloticles to retract and quickly make your way to the next
chandelier. Look across and see another thinned chandelier. Paint it in then
paint in the gear on the wall, timing it right for you to get onto the next
chandelier without being hit by the bloticle, then jump down onto the piece
of ground below.

Note: You will see that many of the bloticles are behind faded coats of arms.
paint them in to give you a couple of extra seconds of peace.

Thin the wall here and make your way through more pesky bloticles and thin
the wall ahead of you to reveal a chest containing a Silver PIN. Go back the
way you came, back to the ledge outside.

Jump onto the swinging chandelier just as it starts swinging towards you and
thin out the wall, then jump through onto the next swinging chandelier. Jump
to the next chandelier and then onto the floor. Run up to avoid the bloticles
and you will arrive at a staircase.

Proceed up the staircase, being careful as it will crumble in places and
painting it in as you go and avoiding the bloticles. The view is horrible up
here. When you get to the top you need to jump off on the chandelier and onto
the next set of stairs. Continue making your way up in the same way and you
will reach the top.

***Arm the Fireworks***

You will find a Phantom Blot up here, you just need to avoid him. What you
need to do is rotate the gargoyles up here and fill in their heads so that
they all face the centre crystal. When all five are facing the crystal the
fireworks will be armed.

Go through the door towards the projector screen and turn left to find the
Horned Blot EXTRA CONTENT. Fill up with paint, thinner and health, then jump
through the projector screen.


++++++Fantasia Part III++++++

Climb up avoiding the brushes, which do not hurt, but do knock you back. When
you see a book on the left, jump right onto a higher platform and wait for
the brush to walk down. Jump over the brush to the left and up onto a book.

Ride the book up and then jump onto the platform on the right. Now you will
have to avoid water spouts. Make your way up until you come to a couple of
books which are rotating around a platform. Climb up to the left and jump on
a book, ride it to the right of the platform and jump across to collect the
FILM REEL, Fantasia Part III.

Jump down and go back to the left, ride a book up and then off, left to
another book. it can be quite tricky to get the timing right to avoid the
water spout, but it is not too difficult. When you get to the top, jump right
and wait for the water spout to pour into the pool before you continue right,
to the projector screen.

*Checklist      * 
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*33 Film Reels  *


Grief Tower

~Extra Content~
Blot Attack
Slobber Charge



***Gold Pin***

Before going forward, turn right through an archway, next to a golden knight
you will see a thinned chest, paint it and open it to find a Gold PIN.

***Extra Content***

Now go forward and enter the next tower. Make your way up carefully, painting
in the shields on the wall to give you a few seconds rest from the bloticles.
As you are walking the path will be destroyed at certain points, just take
your time and hang back so that you don't get caught and fall down. There
will also be sections of pathway that you need to fill in to continue up.

As you go up you will see some EXTRA CONTENT, Blot Attack just floating over
a gap, jump over and collect it.

Just before you reach the top there will be a barrel on the right hand side,
break it for some health.

***Arm the Fireworks***

When you get to the top, you will have to repeat the same process as you did
at the top of the last tower. Fill in the heads of the Gargoyles and spin to
shoot the beam at the crystal. This time Shadow Blot will reach in and swipe
you like last time, but you will see him move to the side of the tower, as he
does this run up to the back of the tower to avoid him. He will also send
blotlings to attack you, try and avoid them, push them off, or convert them.
If you convert some they will keep the others off your back for a while at
least. When you have done all four gargoyles, the fireworks will be armed and
you can continue to the final tower.

Before you go through the projector screen, look for the barrels on the left.
Jump on top of them and jump up into the air to find the Slobber Charge


++++++Fantasia Part IV++++++

As you climb this level the water will begin to rise, it will rise slowly so
don't panic. 

Jump onto the barrel and wait for it to rise so that you can reach the higher
platform on the right. Wait for the water spout to stop and jump over. Now
pretty much ignore the ledges and make your way up on the books until you
come to a ledge with two barrels on it and will see the film reel above if
you jump.

Jump onto the barrel on the right and wait for the water to rise. it will
take you and the barrel up to the FILM REEL Fantasia Part IV. Jump back to
the barrel and then left over another barrel and onto the final barrel here.
Ride it up and jump over the broom to the projector screen.

*Checklist      *       
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Loss Tower

~Extra Content~
The Blot

Gold x2


As usual, make your way up, avoiding the bloticles. Fill in the first gap and
jump over the next. Look up to see some thinned archways, fill them in and
go up one more ledge. Turn around and go up the platforms you just made and
into the tower. You will be locked in and have to fight two Spatters and a
Sweeper, pretty easy. When you are done a gate will open. Collect some health
from the breakable objects around this room if you need it and head out.

The pathway will crumble but you can see some thinned out platforms to the
right, fill them in as you climb up, being careful on the last one where
bloticles will come out. Head inside and this time there will be two Sweepers
and a Spatter to deal with, do so and another gate will open.

As you head out, again the pathway forward will crumble so paint in the
platform on the right again. When you are stood on the second platform, look
down to see a chest. Jump down to it carefully and open to find a Gold PIN.
You will see more platforms that you can paint in here on the right. Use them
to make your way to the top. 

This time you will have to fight two spatters and a Slobber. Try and get rid
of the spatters first and then throw two guardians at the slobber.

***Extra Content***

Climb up to the top of the tower at last and this time, the Shadow Blot will
not attack you ... odd .. so spin the gargoyles as usual and the fireworks
will be armed. Walk towards the projector screen and at about the halfway
point the Blot will collapse the tower and make the crystal fall to the floor.
approach the crystal and you will start falling down, as you get to the
fourth floor you can grab The Blot EXTRA CONTENT at the bottom left corner,
but be quick before the floor collapses.


As you land on the bottom floor you will see a chest, open it to get the
Skydiver PIN.

Look through the door to see a hallway with some bloticles coming through the
wall on the left hand side and a chandelier in front. Walk forward slowly as
the floor will collapse. Paint in the shield over the bloticles and then jump
across onto the small platform, then off on the next walkway. You will appear
to be trapped, but don't fear. Thin out the wall beside you and go outside.
Climb up the ramp and thin out the wall here too. Ignore the cogs and jump up
onto the chandelier, through the gap. Look forward and jump onto the next
chandelier, making sure you pick up the Silver PIN.

From here jump to the swinging chandelier below. Look ahead to see a hallway
above. Double jump and spin to get up there and fill in a chest to claim a
Gold PIN. Go past the hole in the floor and right to find EXTRA CONTENT, Blot
Attack II.

Drop down the hole and go forward. A hole will break in the wall on the left.
Go through and you will have to fill in the platforms to go forward, however,
bloticles will quickly thin them out again so do not dawdle. Go through the
hallway and jump onto the swinging chandelier, fill in the shield on the wall
to hold the bloticles back for a few seconds and make the long jump to the
next chandelier.

fill in the platforms and paint the shield to stop the bloticles as you
progress around the corner. You will come to a broken chandelier, jump on to
it and it will weigh down if you linger too long, so keep jumping to the edge
of the chandelier and, making sure both chandeliers are level, jump quickly
off onto the other chandelier and onto the floor on the left.

Go through the door to find Oswald.

*Checklist       *
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Inside Phantom Blot

~Extra Content~
Lonesome Manor III

Gremlin Guardian


***Mickey's Heart***

Great, now you are in Shadow Blot's belly. Jump across the platforms, dealing
with the Splashdooshes, it is probably better to use guardians if you have
them or spray them from a distance to prevent being hurt when they explode.
You come to some ledges going up. Climb up them and you will find Gus. 
If you speak to him again and have freed all the trapped gremlins in the game
he will reward you with the Gremlin Guardian PIN.

Deal with the next Spashdoosh ahead and drop down after it staying on this
side of the thinner floor then turn around to paint in a chest and get a
Bronze PIN. Keep moving forward over the thinner river and you will see your
heart trapped in the bloticles. 

***Bloticle One***

Deal with the blotlings and then pop the two blisters that you can see here.
One on the right and one by the Splashdoosh. Before going on, go right over
the bloticle and drop down to collect the Lonesome Manor III EXTRA CONTENT.

Go back up and hit another blister above the Splashdoosh and then go up,
through the opening. Take out the blisters as you progress here, but be
careful of the bloticles. You can get the first two from the safety of the
doorway then time it to get between the bloticles to the nest one. Spray it
quickly as you are jumping to the ledge. Move along to the edge of this
platform, staying low and close to the big bloticle and spray the blister
right on the end to open a way ahead. Wait for the bloticles to retract then
jump off onto the platform on the right and left, through the opening.

In the next room are the lost essence of cartoon characters consumed by the
blot. You cannot hurt them so you just have to dodge them, which can be
difficult and they will hurt you just by touching them so stay away. 

Head to the platforms in the centre of the room and jump to the lowest ledge
spray the all the blisters you can from here. You will have to be quick to
get the ones above due to the baddies up here. Just run around avoiding them
and spray the blisters, when the bloticle is gone the baddies will disappear.
That's one big blocticle down. Make your way back to where your heart is

***Bloticle Two***

Spray as many of the blotlings as you can from this ledge and then let them
fight the others. When they kill another blotling it will leave behind some
health for you, so if you are low on health, this is a good strategy to use.

Hop up to the right and travel another corridor, spraying blisters and
dodging blocticles to open the way ahead. Jump over onto the moving ledge and
then onto the next, stable ledge. Spray your first two blisters from here
and then jump up to the next ledge, quickly spraying the blister and avoiding
the lost cartoon here, jump up to the top and spray the final three blisters.

Backtrack to the main room, avoiding the bloticles and now the crushing
rocks. The will crash in spurts of two and then slowly retract leaving you
time to get through. Wait on the higher ledge and watch the rock crashing
as it crashes down for the second time, jump down and run through. Make your
way to two sliding rocks and run to the far right to avoid the first on and
then left to avoid the second one hitting you. 

***Bloticle Three***

When you are through into the main room, you will see there are even more 
Blotlings. Deal with them as we did last time taking care to avoid the
Sweeper shots. When you are done, climb up again past the Splashdoosh and use
the moving platforms to get up to the right and through another opening into
another passageway with blisters and bloticles.

stand on the ledge of the door to get the first blister and watch the
bloticles so that you can avoid them as you make your way through. stand on
the edge up here and spray the second blister then jump onto the rising
platform and over onto the next one. As this one falls, spray the next one
and then jump onto the darker platform and spray another before quickly
jumping onto the floor before this platform sinks into the thinner. Stand on
the edge of the next door and look into the big room, filled with lost

Jump down and avoiding the Lost Cartoons, jump onto the platform nearest the
walkway, from here, if you stand close enough to the edges you can shoot all
the blisters on this bloticle. with that done, we just need to carefully head

***Bloticle Four***

When we get back, there are of course, more blotlings. This time there is a
slobber in the mix. From this high ledge, spray the sweepers under the ledge
here and the Splashdoosh, then jump down and spray another one to the left on
a lower ledge. Spray the blister across from you, then two below you, then
jump down. Wait until the blotlings below go to the other end of the room
then drop down and drop a TV sketch to distract some sweepers, run over and
send two guardians to befriend the slobber and then work on the rest of the
blisters quickly.

60. The End

You are done, enjoy the ending which will differ depending on your actions
through the game.

At the end I had 

91/105 Pins 
34/36 Film Reels, 
46/50 Concept Art 
38/39 Movies
1/1 Credits
2/2 Cartoons

I think that you may have to replay the game again using the thinner path to
collect them all ... or maybe I missed some. I will play through again
sometime using the thinner path and update this guide with the remaining


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copyright 2011 kymtendo

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