VV
          VVV
         VV                                                                     
        VVV                                            X   X               
       VVVV                                           XX    XX                 
       VVVVV                                         XXXX  XXXX
       V VVVV                                         XXXXXXXX
        V VVVV                                 X       XXXXXX
           VVVV              VVVVEEEEEEEEEEEE XX        XXXX
            VVVV            VVVV EEEEEEEEEEEEXXXX      XXXXXX 
             VVVV          VVVV  EEE          XXXX    XXXXXXXX
              VVVV        VVVV   EEEEEEE       XXXX  XXXX  XXXX
               VVVV      VVVV    EEEEEEE        XXXXXXXX    XX
                VVVV    VVVV     EEE  E       E  XXXXXX     X
                 VVVV  VVVV      EEE        EEE   XXXX
                  VVVVVVVV     E EEEEEEEEEEEEE   XXXXXX
                   VVVVVV      EEEEEEEEEEEEEE   XXXXXXXX
                                 E        E    XXXX  XXXX
                                            X XXXX    XXXX X
                                           X XXXX      XXXX X
                                           XXXXX        XXXXX                  
                                             XX           XX                   
                                               X         X                     

                    FAQ/Walkthrough written by: MrFelix0123
                       Contact: mrfelix0123@hotmail.com
                                  Version 0.4

>=============================================================================<
                                    LEGAL
                                    STUFF
>=============================================================================<

This FAQ is intended to help people get through the incredibly difficult game
of Vexx.  No one has written a FAQ yet, so I thought that I would have a go at
it.  Here is what I have so far.

Vexx is a trademark of Acclaim Entertainment Inc.  Created and Developed by
Acclaim Studios Austin (C) 2003 Acclaim Entertainment Inc.

Copyright (C) 2003 by Mrfelix0123

Only www.gamefaqs.com has permission to post this FAQ on their website

>=============================================================================<
                                   TABLE OF
                                   CONTENTS
>=============================================================================<

If you are using a PC, press Ctrl+F and type in the section to go to that
section.  You should Match Case to be sure you go to the right spot.

Name of Section       Sub Section of Section     Shortcut Key

Version History       N/A                        S01
Background to Vexx    N/A                        S02
Character Bios        N/A                        S03
Reia's Diary          N/A                        S04
Controlling Vexx      N/A                        S05
Creatures             N/A                        S06
Pick Ups              N/A                        S07
Level Overview        N/A                        S08
Walkthrough           N/A                        S09   UNDER CONSTRUCTION
Walkthrough           Timberdale                 S0901
Walkthrough           Dragonreach                S0902 UNDER CONSTRUCTION
Walkthrough           The Neverglades            S0903 UNDER CONSTRUCTION
Walkthrough           Tempest Peak Manor         S0904 UNDER CONSTRUCTION
Walkthrough           The Below                  S0905 UNDER CONSTRUCTION
Walkthrough           Daggercrag                 S0906 UNDER CONSTRUCTION
Walkthrough           Summit of the Sages        S0907 UNDER CONSTRUCTION
Walkthrough           Frostblight Mill           S0908 UNDER CONSTRUCTION
Walkthrough           Citadel of Shadows         S0909 UNDER CONSTRUCTION

>=============================================================================<
                                   VERSION
                                   HISTORY
                                     S01
>=============================================================================<

03/09/03-Version 0.1-First submit to GameFAQs.  Timberdale completed.

03/10/03-Version 0.2-Second submit.  Added a few more sections.  Still nothing
                     added to the walkthrough though.

03/16/03-Version 0.3-Dragonreach completed.

12/16/03-Version 0.4-Wow 9 months since the last update... Sorry to keep you
                     guys waiting!  I know you have all been anxiously checking
                     GameFAQs everyday for my newest update... Well anyways,
                     the wait is over!  I hope to finish this guide over
                     Christmas break, so check back soon and it may be done.

>=============================================================================<
                                  BACKGROUND
                                   TO VEXX
                                     S02
>=============================================================================<

The terror in Astara began when the powerful and sinister forces of the
Shadowraith Dark Yabu and his devoted minions came down from the skies.  They
descended upon the peaceful village of Overwood and wreaked havoc and
destruction.

Vargas, the aging guardian of Overwood, and his grandson Vexx were defiant yet
outnumbered and were enslaved with the other defenseless villagers under Yabu's
dark power.

Unable to bear it any longer, Vexx launched a futile assault on Dark Yabu.
Before Yabu had a chance to punish the boy, Vargas attacked the Shadowraith,
hoping to distract the evil lord long enough for his grandson to flee.  Yabu
turned his powers on Vargas and destroyed him as Vexx helplessly watched.

Stricken with grief, Vexx escaped through the tunnels, vowing to one day take
his revenge.  Fate would grant him not revenge, but fortune...the legendary
Astani War Talons.

Now armed with his war talons and his fearless determination, Astara's slave
turned savior will stop at nothing to overthrow the evil Dark Yabu, avenge his
grandfather's murder, and bring peoace back to his planet!

And now the game starts...

>=============================================================================<
                                   CHARACTER
                                     BIOS
                                     S03
>=============================================================================<

VEXX - Just a kid filled with entusiasm and reckless spirit, Vexx's peaceful
       childhood is destroyed by Dark Yabu's vile greed.  When Vexx discovers
       the Astani War Talons, his destiny will never be the same.  As he grows
       into a nimble and able combatant, can he harness the power of the Talons
       and his own rage to exact his revenge?

VARGAS - Vexx's tough old grandfather, Vargas, is the aging guardian of the
         village of Overwood.  Even as the years slow him, he never backs down
         from a fight, and he's taught his grandson to never take anyone else's
         gaff either.

DARBY - This old wanderer serves as Vexx's guide and mentor.  Having lost his
        once considerable powers, he now must rely on the yound Vexx to carry
        on the ancient traditions and right the wrongs that have plagued his
        existence.  A mysterious figure leading Vexx into an even greater
        mystery?  Perhaps.

REIA - The last of a proud and noble race, Reia maintains a lonely watch over
       Astara.  A mysterious figure whose ancient powers have waned, Reia moves
       through the shadows of Astara's dark history.

DARK YABU - There are none more evil than the Shadowraith Dark Yabu, a creature
            so vile and troubling that generations curse his name.  He is the
            cause of much misery, and the one Vexx is sworn to vanquish.  He
            will not be conquered easily...

>=============================================================================<
                                    REIA'S
                                    DIARY
                                     S04
>=============================================================================<

JOURNAL ENTRY 1:
This morning, Father gave me this journal.
It's a gift to mark this special day,
the day he was appointed Guardian of Astara.
Father has trained for years so his
wisdom and strength will nurture peace as we
seek greater discoveries and understanding.

Mother is so proud of him.
Now, our greatest scientists are
preparing a marvelous travel system.
I'm told it will open a giant hole in space,
so we can visit other worlds.

JOURNAL ENTRY 2:
I'm so scared; I can hardly hold the pen steady.
We had a big celebration and then
opened the rift.  But on the other side evil
creatures were waiting to attack.
A war has started.
Father went to fight these demons
that call themselves Shadowraiths.

I saw one Wraith named Yabu kill
my mother and my sisters.
I can't get it out of my mind.
I wanted to fight this Yabu,
but the Wraiths have absorbed all of the energy
from the Rift system and grown very strong.
Father locked me inside the Landspire,
and siad to not let anyone, or anything, inside.

JOURNAL ENTRY 3:
I can't sleep; all I hear are screams
and cries outside.  The Wraiths
are sucking the life force out of our world.
They drain the souls from their victims,
and keep them in these horrible jars.
I want to leave the Landspire
and fight with Father, but he said
I'm too young, and it's more important that
I keep the Keystaff safely away from the Wraiths.

Through the eyehole, I saw Father fighting another
Astana, But it turned out to be a Wraith.
He came back later, and told me to bring the
Keystaff our, but it wasn't really him.
It was another Wraith trying to trick me.
It's so hard to know who to trust when
these things can change shape like this.

JOURNAL ENTRY 4:
The screams have stopped; it's so quiet now.
I disobeyed Father, and went outside.
Our world is torn to bits,
and pieces of it are scattered across the sky.
My nightmares were true.  Father is dead.

I found him clutching a spire of rock.
The talons imbedded in it;
I guess he wanted to keep the War Talons
from the Wraiths at the end.
At least all of the Wraiths seem to be gond;
grotesque beating hearts
are all that remain of them.

JOURNAL ENTRY 5:
Dark Yabu is alive!  He's built a fortress
In the far reaches of Astara's Ruins.
In some twisted way, his Citadel actually
Lives and has sucked the energy out
Of the world around it like a parasite.
The land nearby has become even more
Desolate and cold than it already was.

Strangely, the thought of Yabu
Living consoles me.  Perhaps if he survived,
Some of my own people may live yet somewhere.
I now have a quest.  I will show Yabu
The same mercy he showed my family.

JOURNAL ENTRY 6:
I have visited what remains of Astara.
My people are gone.  I'm the last one.
The life that once lived here
Has become dark and twisted.
Those vile Wraithhearts still beat with life.

The Wraiths sucked the energy
Out of the Rift Gate System
And it seems to live on in these wicked vessels.
The Portal Gates still stand
And the system can be recharged;
The Main Portal could be opened again.
I can never let this happen.

>=============================================================================<
                                  CONTROLLING
                                     VEXX
                                     S05
>=============================================================================<

MOVEMENT:

RUN - Move the Left Analog stick.

JUMP - Press Jump button (X button).

LONG JUMP - Crouch while running and press the Jump button.

CROUCH/DUCK - Press the L1 button.

PULSE JUMP - Crouch while standing and press jump button (L1 button + X button)

WALL JUMP - Press Jump just as Vexx strikes a wall after jumping.
                               _
ATTACK - Press Attack button (|_| button).

3 HIT COMBO ATTACK - Press Attack three times.

CHARGED PUNCH - Press Attack twice, hesitate, then hold down Attack to charge
                the punch.  Release Attack to deliver the blow.

ALTERNATE SLASH COMBO - Press Attack twice, hesitate, then Attack twice again.

4 HIT COMBO - Perform the Charged Punch then press Attack again.

RAGE ATTACK - Attack an enemy and continue to rapidly press Attack.

FLARE KICK (tumble) - Press Attack while airborne.

GROUND POUND - Press Crouch while in midair.

UPPERCUT - Press Attack while Crouhing.

RECOVER - Move Left Analog Stick rapidly back and forth to recover from
          stun/inhibitor.

GRAB - Press Attack while directly in front of a grabbable object.

THROW - Press Attack while holding a grabbable object.

PUSH - Walk into a pushable object.

EDGE GRAB - Jump and intersect a grabbable edge.

EDGE SHIMMY - Press the Left Analog Stick while hanging from an edge.

CLIMB EDGE - Press jump while hanging from an edge.

CLIMB - Press the Left Analog Stick while on a climbable surface.

DANGLE (Dangle Climb) - Press the Left Analog Stick while hanging from a dangle
                        surface.
                 _                                      _
SWIM - Hold the |_| button while unerwater, or tap the |_| button on the
       surface.

SURFACE JUMP - Press Jump button while on the surface of water.

SLIDE (Controlled) - Jump, walk, fall onto sliding surface in direction of
                     slide.

SLIDE (Uncontrolled) - Jump, walk, fall onto surface facing opposite direction
                       of slide.

WALL SHIMMY - Press the Left Analog Stick to move into wall and move along it.

CLIMB POLE (shimmy) - Press up/down on the Left Analog Stick after running
                      into/jumping onto/falling onto pole.

PERCH ON POLE - Climb to top of pole.

ACTIVATE ELEMENTAL POWER - Stand on elemental pads.

JUGGLING - Once an attack has an enemy in the air (a Flare Kick, for example),
           continue the attack, keeping your enemy in the air by "juggling"
           him.  Juggling an enemy fills up your Frenzy meter.

Tips:
A big part of successful combat is finishing what you start.  Try to make your
enemies cry "unle" by combining moves while the enemy is in the air.  For
example, knock a guy off his fee with an uppercut or a flare kick and then keep
punching and kicking to juggle the unlucky chump.  The more you juggle, the
more goodies you can get.

To jump even higher than a pulse jump, pulse jump then flare kick at the peak.
This will give you the extra height you need for places you can't normally get
to.

SPECIAL TALON ATTACKS:

TALON CHARGES - Juggle enemies to release glowing blue energy.  Collect enough
                of this evergy and you can unleash the hidden power of the War
                Talons.

CHARGED TALON ACTIVATION - To activate the Charged Talons, press the R2 button.

TALON DASH - Once the Talons are charged and activated, press the Left Analog
             Stick to move around in a dash.

TALON BLAST - Once the Talons are charged and activated, press Attack to fire a
              Talon Blast.

>=============================================================================<
                                  CREATURES
                                     S06
>=============================================================================<

Here are some of the creatures you'll face in your adventures.
You will certainly find others, too.

PUGGLES - This scuttling little mound of warts known as the Puggle is a squeaky
          little testament to nature's cruel whimsy.  Armless, nearly legless
          and covered in slimy, bumpy skin, it should not be surprising that
          Puggles have a bad disposition.  Wait until a herd of them tries to
          bump you around and you'll see what we are talking about.

GRIMKIN - This strange race of half-wits may have, by default, inherited much
          of Astara, but just one look at them and you'll agree that they still
          got the short end of the post-apocalyptic mutation stick.  All that
          misspent evolution seems to have gone straight to their thick-skulled
          heads.  Watch out for that monstrous melon, by the way, the Grimkin
          are fond of delivering a jarring, thick-skulled head-butt.

SKINX - Thes hooded pests have a habit of showing up in the worst locations.
        They hover until an enemy comes in range and then use their swooping
        dive attack to know you off track.  The worst place to be during a
        Skinx attack , right underneath them, is also the best place to be.
        Keep that in mind.

SHADOWCREEPS - Vile creations of the Shadowrealm, these creeps are under Yabu's
               command and gleefully scurry about on his evil errands.  When
               you find them, you can be sure the dark one has been about.
               These guys burrow out of the ground, scurry about and leap into
               their attack.  They also like to travel in packs.

YABU'S GUARD - Dark Yabu's elite guards are big, bad and have an axe to
               grind...a big axe.  These guys swing with authority and are
               amazingly quick for their size.  When attacked, the guards block
               with their mighty axe head.  Your only hope may be to get them
               off their feet.

SHADOWMINION - Yabu's first waves of attack are these travel-size pawns.  What
               they lack in stature, compared to Yabu's elite cadre, these
               shock troopers make up for in viciousness and weaponry.  The
               minions command a variety of sidearms including swords, maces,
               and throwing stars.

BOULDERDASHER - These lumbering brutes are cut from the rugged stone of Astara.
                They have a bone-crushing ground smash attack and are damn near
                invulneralbe.  They're so massive, in fact, they seem to have a
                hard time getting back on their feet after a strike.  When
                you're in a rocky, mountainous environment, beware tremors in
                Astara, it may mean a Boulderdasher is near.

BLAST BUGS - Beware these scurrying insects that seem to have benefited from
             some very strange mutations over the past 700 years.  No one is
             sure why, but they generate electric blasts from their antennae.
             Stay away from the beams because the result can be devastating.
             Another head's up, they like to travel in pairs so they can bridge
             their beams.  Sometimes you'll find them in small packs.
             Together, they can dish out brutal punishment.

HOBBLETRODS - On their own, these critters seem pretty tame.  After all, their
              only attack is defensive: they fire out a single energy beam that
              grabs onto you and forms a sort of electric leash.  The problem
              is, this leash is kind ok debilitating as it inhibits your
              movements and attacks to the tune of half-speed.  No big deal,
              unless you are in the middle of a risky jump or facing a head-on
              with a horde of enemies, or desperately chasing a bit of
              health... well, you get the idea.  In short, these little guys
              are a big drag.  If you want to get free you'll have to shake
              your way out.

SHREEK - These guys seem to have gotten a raw deal.  Tethered to a pole and
         stuck in the middle of some forsaken spo, the Shreeks are miserable
         creatures.  The only thing that makes them feel better is to make you
         more miserable.  If you catch one napping, try and keep it that way.
         When it wakes up, a Shreek scans around and if you get caught in his
         headlight, he lets out a blood curdling scream that paralyzes you with
         a jolt of electricity.  If that isn't enough, his wail also summons a
         pack of other enemies, each of whom seeks to hurt you bad.

KRUNKS - These ornery beasts have a brutal dash attack and heads like an anvil
         to deliver it with.  Once they lower their heads and start their
         charge, there is nothing you can do but get out of the way.
         Apparently, they can be snuck up on and taken out while grazing, but
         we can't recommend such suicidal behavior.  If you meet a Krunk you
         will be either airborne or lucky.  Krunks tend to inhabit mountainous
         peaks and ledges (in other words, the last place you'd want to meet
         one, so consider yourself warned).

FLEMBLOSSOMS - As if the fauna around Astara wasn't bad enought, the flora can
               be worse.  Even the plants can kick your butt around here.  You
               can spot the strange Glemblossoms by their colorful leaves and
               their tendency to heave up and down right before they spit out a
               glob of searing plasma.  Plasma that can kill you if you get hit
               too many times.  After each shower, the blossoms gurgle up
               another round -- that would be a good time to get the hell away.
               At least two different varieties of Flemblossoms are known to
               exist, possibly each has a slightly different attack.

FLOPPERS/TRENCHIDS - The only thing worse than a vicious little enemy is a
                     vicious little enemy that attacks and then hides.  You'll
                     find these Trenchids burrowing underground and leaving
                     mounds of dirt in their wake.  They like to pop out right
                     where you are standing and send you sailing up into the
                     air, only to scurry back underground and escape your
                     wrath.  Oh, and here's the bad news: Trenchids like to be
                     where it is hot, as in lava pool hot.

GOOBEASTS - These slithering piles of slime like to be in the swamps where they
            can spawn their little goo babies in peace.  Watch out, because
            these guys will go to pieces when you pop them.  When attacked,
            Goobeasts break into several little goos who will rapidly grow to
            full size and increase the grief.  Fortunately, while they are
            small you can simply step on them and they'll go splat.

HULKS - These massive behemoths seem to be some strange mutant cousin of the
        Grimkin but, unlike those puny melon heads, these bruisers put their
        whole body into an attack.  These guys are tough and appear unfazed by
        extremes of temperature.  When you least want to meet one of these
        guys, you'll probably meet three.

SLYPHS - At least Slyphs are stuck in the ground.  They aren't going anywhere
         but whip and strike at anything that comes their way.  If you find
         them on a path you must traverse, you better hope they overextend
         themselves.

OTHER CHARACTERS:

SUMO-KIN - A walking, rocking, belly-knocking 2-ton slab of blubber.  Sumo-kin
           has waited 700 years for another challenger.  If you can battle the
           bulge you win a prize.  Watch it, Sumo-kin has some other tricks in
           his rolls of fat.

MUMMY OF ABERAXIS - A decrepit mummy who's till rollin' and aims to take you
                    out.  Can you unwrap the secret of his prize?

OLD ONE-EYED MONK OF NANYK - A man of peace and prayer, will you help him out
                             with a little wonton destruction?

REX - You may find your way to the legendary Tempest Peak Manor, the exquisite
      and imposing formor residence of the Storm Giant, an enigmatic figure who
      once ruled and raged around the peaks of Astara.  Leged has it the Giant
      was sucked through the rift to the Shadowrealm.  His poor pet was left
      behind and hasn't been fed in 700 years... so don't tempt him.  You might
      be able to outrun him, but if you think you can defeat him, here's a
      hint: you can't.

LEVIATHAN - A monstrous floating beasty with a surprise in his belly.

NASTY, BRUTISH, AND SHORT - Three clueless pirates wandering in a world without
                            booty.  Maybe you can help them out.

>=============================================================================<
                                   PICK UPS
                                     S07
>=============================================================================<

SHADOWRAITH HEARTS - When the Shadowraiths descendend upon Astara 700 years
                     ago, their ravenous appetite for power drove them to
                     devour the energy that fueled the Astani's amazing portal
                     system.  Now, nearly a millennium later, Vexx can restore
                     power to an incredible network of gates by returning the
                     hearts of the fallen Shadowraiths to the portal's Rift
                     Hub.  Once enough hearts are placed in the rift, portals
                     to new worlds will be unlocked.  Powering up the portal
                     system is the only way Vexx can travel to the Landspire to
                     catch Dark Yabu.

SOUL JARS - As the Shadowraiths pillaged Astara during the great cataclysm,
            each dark warrior carried a soul jar at his side.  Soul jars were
            used to contain the spirits of the fallen Astani so they could be
            devoured after the battle.  Many of these jars were left behind
            when the war was over and the dead of each side littered Astara.
            Vexx can collect six Soul Jars in each world and the freed souls
            from within them will reward Vexx with a Shadowraith Heart.

SHARDS - Some Shadowraith Hearts were broken into the many shards from which
         they were constructed.  Collect 100 shards in each world and you'll
         reveal a hidden Shadowraith Heart.

TALON CHARGE - Juggle your enemies and these wisps of blue energy will fly into
               the War Talons.

REIA'S SCROLLS - The history of Astara is written on a few precious scrolls.
                 Collect one in each world.

ELEMENTAL POWERS:

At key points throughout Astara, Vexx will find ancient power-up pads that the
Astani used to tap into the elemental forces of the War Talons.  One unlocks
the Air Suit and the other unlocks the Rock Suit.

For the pads to work, Vexx must first collect an elemental rune for each.  Once
the rune has been collected, standing on the Elemental Pads will unleash these
special abilities.

AIR SUIT - When Vexx unlocks the Air Suit, it allows him to glide through the
           air and land harmlessly on the ground, rather than plummet to his
           death.  With the Air Suit, Vexx will be able to reach heights he
           never could otherwise.  Be careful though, the Air Suit doesn't last
           forever.  A timer in the right corner tells you how much time you've
           got -- don't run out in mid-flight!

ROCK SUIT - The Rock Suit makes Vexx stronger, allowing him to smash through
            some very tough surfaces.  It also gives him temporary
            invulnerability and faster top speed (though it will take him
            longer to reach the top speed).  The Rock Suit will cause Vexx to
            sink to the bottom of water.  As with the Air Suit, the Rock Suit
            does not last forever so use it wisely.

HEALTH AND LIFE PICK-UPS:

HEALTH - Curiosity and courage can result in regained health.  Destroying an
         enemy can cause him to drop a health pick up, and certain objects can
         be smashed to reveal health pick ups, too.  Don't forget to check the
         spirit stones.  Always be on the lookout.

EXTRA LIFE - Gain an extra life by collecting this item.

DEVICES:

SUNDIAL - In many worlds, there is a sundial that can be used to actually
          change the time of day.  When Vexx jumps onto the sundial's center
          button the device is engaged.  Moving LEFT or RIGHT on the Left
          Analog Stick will spin the dial around.  As the dial spins, the
          pointer passes the hours of the day and Vexx can see the suns and
          moon chase each other across the sky as the day changes (this is VERY
          cool graphics).  This can come in very handy if the night creatures
          prove too dangerous.

SUNDIAL PORTALS - At certain hours of the day, these doorways reveal portals to
                  enigmatic worlds.  Check each sundial for markers hinting at
                  when these doors will open.

SHATTERSPHERES - Hit these mysterious bobbing orbs and they reveal precious
                 information that will make the wild world of Astara a tad less
                 daunting.

WORLD GATES - Your arrival point in each world; this is where the Rift Hub
              portals to.

BOUNCE PADS - These handy pads will give you an extra lift to get to hard to
              reach spots.  Just hop on, depress the pad and you are up and
              away.

SPIRIT STONES - These eerie memorials to the fallen Astani will give you a
                glimpse of the awful fate that awaited that proud race.  Give
                the stones a pop and they'll give you health.


>=============================================================================<
                                    LEVEL
                                   OVERVIEW
                                     S08
>=============================================================================<

Vexx,

Cruel fortune has cast you from your home and into the shattered world of
Astara.  The vicious Dark Yabu has destroyed all you've known and ever held
dear.  Now, thirst for vengeance is the fuel that drives you through these
forsaken remains of a once mighty planet.

On your quest you'll discover the ancient ruins and natural wonders of Astara.
From the towering, twisted arbor of Timberdale, the shadowy depths of the
Neverglades, to the frozen outlands of Frostblight Mill.  Through ancient
temples of wonder and chambers of mechanical horros to the massive foreboding
Tempest Peak Manor, over majestic summits and afloat upon treacherous winds.

As you discover your new powers, you'll dash through the deserts that rose out
of Astara's apocalyptic past, where holy shrines and prehistoric beasts both
succumbed to the cruelties of time.

Soar past the tattered edges of Astara and dive to the mysterious depths of the
Below.  Go where you must to collect the Wraithhearts and unlock the stote
chambers of the Landspire as you prepare for your final confrontation with Dark
Yabu.

But beware nightfall, when the six bells of the Landspire toll and creatures
become vicious shadows of their daylight selves.  And beware that which drives
you, young Vexx.  The ache for vengeance sits somewhere deep within the soul,
but a deeper mystery is about to be unraveled by your own Talon-clad hands.

Beware,

A friend

>=============================================================================<
                                 WALKTHROUGH
                                     S09
>=============================================================================<

In each section the number of Wraithhearts is stated.  There is the riddle to
each heart, a little something that helps you understand the riddle (if you
want to do it on your own), and a guide to get the heart.

>-----------------------------------------------------------------------------<
                                  TIMBERDALE
                                    S0901
>-----------------------------------------------------------------------------<

Hearts: 10
Hearts required to open this world: 1

|-----------------------------------------------------------------------------|
                                  Heart #1
|-----------------------------------------------------------------------------|

HIGH ATOP A VILLAGE
OF METAL, WOOD AND FLAME
A TWISTED TREE TO PILLAGE
A SECRET TO ATTAIN

This riddle explains that the heart is HIGH up.  The village is made of metal,
wood, and flame (i'm guessing here!).  I'm not sure about the twisted tree
but, the you learn the secret after you collect the heart.

You start out outside of the blind man's house.  And he tells you where the
first heart is.  If you follow his instructions, they lead right to the heart.
Ignore all of the fragments of wraithhearts and souls for now, because whenever
you get a wraitheart, they reset.  Keep following the arrows, they are the
biggest help in finding the wraithearts, they always poing in the right
direction.  Run across the bridge and keep following the dirt path.  You can
just run bye all of the enemies right now.  Cross the next bridge you come to,
and keep following the path.  Now when you get to the next bridge, the arrow
will be pointing towards it, cross it (remember the arrows are never wrong, if
you get lost, just find an arrow and follow it).  Bear right and follow this
somewhat rocky path.  Jump across the small gap and keep going.  These next
steps that you come to lower when you step on them, so do 2 quick pulse jumps
to get over them.  Keep going until you come to the end of the path with 2
arrows pointing upwards.  Wait until a platform comes down, then catch a ride
up.  When you reach the top, hop off and go up the ramp to the hut type
building.  Now keep following this path, and cross the bridge (the bridge moves
a little but it's no problem).  Keep going along the path until you reach 3
platforms hovering.  Pulse jump to the first, then just jump to the next ones.
Be careful of the boulders coming down so when you see one pass, jump down and
keep running.  Keep dodging the rocks and stop at the left hand side of this
little bridge.  As soon as a rock comes down, quickly run across it.  Keep
going and climb this wall ahead of you using your talons.  Continue along the
path, up the ramp, and to the top of this little structure.  And there you will
find your first heart.  When you touch it, it will transport you to the 'Hub'
and the old man will explain about the portals.

|-----------------------------------------------------------------------------|
                                  Heart #2
|-----------------------------------------------------------------------------|

HULKING SUMO CRASHES
STORMS HIS CLUTCHES BRING
TO WIN, ESCAPE HIS SMASHES
OR BE KNOCKED OUT OF THE RING

For this heart, you need to beat the Sumo!  You need to knock him out, or be
knocked out yourself.  In order to knock him out, you need to dodge him.

This time you start right at the Hub.  The arrows are still there but they are
pointed differently to guide you to the Sumo.  Continue along the dirt path,
and ride the platform across the water.  Now turn right and go across the
bridge.  Do exactly the same thing as you did on Heart #1.  Except when you
reach the wall to climb with your talons, turn left and climb that wall.  Now
it's time to fight the Sumo!!!!!  Jump on the middle platform and get ready to
fight.  You need to knock him off the middle platform 3 times before he knocks
you off 3 times.  If you lose, you start back at the Hub, so don't lose!

Tips on how to beat him:
When you start off, DON'T MOVE.  Wait for him to come towards you.  When he
reaches the edge of the inner circle drawn on the platform, quickly run to your
right.  If you did this right, he should jump at you but miss.  Quickly run
around him and attack him once in the back.  He should be right at the edge
dangling by his toes.  Hit him once more to send him and his blubber flying.
Repeat this twice more.

Notes:
If he does hit you but doesn't knock you off, you can still run around him and
do the same thing.

This might take some practice, but once you get it down, it is really easy.

The first time you knock him off, he lands on his butt.  The second time, he
lands on his face.  After the third time you knock him off, he goes flying over
the edge, and a wraitheart appears in the center of the ring.  Collect it and
you get warped back to the Hub.

|-----------------------------------------------------------------------------|
                                  Heart #3
|-----------------------------------------------------------------------------|

UPON A SPIRIT BREEZE
STONES DANCE AGAINST THE VOID
A PRIZE THERE YOU MUST SEIZE
A FALL YOU MUST AVOID

This heart is up in the sky.  There are stones that float up there, 'dancing'.
You must avoid falling to get this heart.

Again you start at the Hub, from now on that is always where you start after
you collect a wraitheart.  The arrows have changed again!  Walk outside the Hub
and make an immediate left off of the dirt road.  When you reach the next
arrow, jump up the steps.  Cross the gap, then climb up the wall with your
talons, but be careful of the rocks dropping down; as long as you stay to the
right side of the wall, you'll be fine.  When you reach the top, kill the
enemies, and climb the next wall; stay to the right on this one also.  Again
kill the enemies and jump the steps.  Now run up to the edge with the giant
pillar floating by.  Wait until it comes back around, and don't jump on top of
it (it's pretty hard, but do it if you want to), you can jump on the side and
cling on with your talons.  Climb to the top, and pull yourself up.  Now wait
to go by the next pillar, and do the same thing.

BIG SHORTCUT:
Once you get on the first pillar, when you start to pass a big pillar, bigger
than the other on that you can jump to, do a stretch jump and land on it.  Then
when you pass another big pillar, pulse jump to get on to that one.  Now you
can get the wraitheart when the pillar passes it.

If you don't want to do it that way (it is a bit tricky), jump on the pillars
that are the easiest to get to.  You always want to grab on to the side of the
pillar to make sure you don't fall off.  This way takes more pillars, but
ultimately ends in the same spot.

|-----------------------------------------------------------------------------|
                                  Heart #4
|-----------------------------------------------------------------------------|

BEYOND THE CURTAIN FALLS
MODEL CASTLE COMES TO LIGHT
TO SCALE THE TOWER'S WALLS
MIND WHAT IS OUT OF SIGHT

The curtain falls is refering to the water falls.  You get this heart in a
place behind the waterfall.  You need to get to the top of this crazy high
course to get the heart.  There are platforms and sprayers that you can't see,
so mind them!

Continue across the dirt road until you come back to the old man's house.
Cross the bridge, then take a left, and follow the path behind the waterfall.
Jump over the steps, then climb the wall, then jump over the gap, and jump the
steps.  Turn left and cross the bridge.  Keep going until you reach the arrow
that points right.  Jump on the small rock in the middle of the water, then
jump and climb the wall with your talons.  Climb to the top of the waterfall
then move left until you can drop safely down.  Now run into the darkness...

Run straight up the ramp, and through the portal type thing.  Then run into the
darkness again...

Jump onto the blue octagon, then the other, then the platform which will bring
you up.  If you step on a gray octagon, they will fall and so will you.  Jump
off the platform and run up the stairs.  Now wait at the edge for the mist to
spray the platform.  Wait for the mist to stop spraying because it will hurt
you if you touch it.  Pulse jump, then run to the opposite side of the
platform.  Do the same with this next platform.  Keep running, then jump on
this platform, then the path again.  Run along the edge being careful to run
a little bit into the wall so that you don't fall off.  Now slowly move up to
this platform.  Get as close to the edge as you can, then let it tilt down as
far as it can go.  Don't worry, you won't fall off.  Now quickly run to the
other side, but keep some distance between you and the edge or else when you
jump, you will hit the platform.  Now pulse jump up to the next platform.  Keep
running along the path, and stop right at the edge of the sprayers.  As soon
as they stop spraying, run like your pants are on fire!  When you reach the
second to last one, you can jump and reach the end.  This next platform is a
bit towards the center.  Jump on this one, then the next, then the path again.
Now line up your camera so that the yellow rope is directly in front of Vexx.
Now jump on it and climb up.  Reach the top and perch, then jump down and kill
the enemy.  Take your time on this next part.  This path is really tricky to
manuver on, but if you go slowly, Vexx can grab on if you fall off.  Reach the
end of it by running and jumping over the gap.  Now you have to watch the
sprayer across from you.  When it stops spraying, stretch jump over.  Wait for
the platform to come down a little, then pulse jump up to it.  Then pulse jump
to the next one, then back on the path.  This part is very hard.  You need to
time your runs perfectly or you'll be squashed.  When the rock raises, run!
Then stop inbetween and repeat.  There is a Shreeker here, so just run.  If he
sees you, keep running, you need to get out of his sight.  Now go into the
space behind the pusher thing for an extra life.  If the Shreeker saw you, then
the enemies will be lining up.  Wait for the pusher to go out, then run and
attack once.  Then come back in, and do it again.  Repeat until their gone.
This part also needs great timing.  Get as close as you can to the edge, then
wait for the pusher to go in.  Then run!!!  Now you can get the extra life
behind this next pusher, and repeat what you did before.  Go up to the edge
of the ramp, but don't go up it.  Press /\ and go into your first person view.
Look and wait for the yellow coming out of the shreeker's eye to go away.  Then
run up the ramp and right by him.  If you did this right, he won't see you.
Here's another tough part (why do I keep saying this, the entire thing was
hard!!!).  Wait for the sprayer to stop and the rock to stop moving.  Pulse
jump up, and keep jumping to avoid the sprayers and being twisted off the rock.
Hopefully you'll make it to the other side.  Now your almost done!  This next
part needs to be done fast because each time you step on each purple platform,
it falls, and you can guess what will happed to you if your still on it.  So
keep jumping from platform to platform, until you reach the top.  Now there are
platforms rotating around eachother.  Jump on the first one, then time yourself
to jump on the second.  Now you need really good jumping accuracy to get on the
rope.  Climb up the rope, but stop when the camera switches to the inside of
the room.  There is a sprayer there!  Wait for the sprayer to stop, then climb
up the rest of the way.  Jump off of the rope on to the walkway.  Walk up, and
jump on the center button.  The heart comes down, and you get teleported back
to the Hub.

|-----------------------------------------------------------------------------|
                                  Heart #5
|-----------------------------------------------------------------------------|

TO EACH WATERY TOWER
YOU MAY GET AROUND
GRAB A GIFT OF POWER
WHEN THEIR ANSWER IS FOUND

Watery tower informs you that this also has to do with water.  Where was the
place with the water??? Well you go up 3 different towers and unlock something
in each of them to reveal a heart.

Go back to the place where you went for Heart #4, except don't go into the
darkness after the waterfall.  Go through the portal and everything should be
green and happy.  This wraitheart requires 3 steps.

First, go into the portal on the left.  You start of in water.  Submerge and
follow the walkway along the outer rim.  Kill the enemies, jump over the gap,
and climb the rope.  Perch and jump straight up, and you land in water again.
Swim upwards and go through the ring.  A small '1' will appear signifying that
you did it.  Swim out through the bottom, and you land in water again.  Swim
back out to the main part.

Second, when you come out, go to the portal on your left.  You start in water
again.  Swim around the structure and submerge.  Jump on the outer rim, and run
around until you find a launchpad.  Jump on the launchpad, and go to your right
to land on the next launchpad.  Go to your right again to land on the next
launchpad.  NOTE: you can keep jumping to know where the next pad is.  You land
in water.  Don't dive or press any buttons, just move your left analog stick.
Position yourself over the hole in the structure, and press X.  You should
fall and go right through the other ring.  A small '2' will appear signifying
that you did it.  Swim out the bottom, and back out to the main part.

Third, when you come out, go to the portal on your left.  You start in water
again.  Swim up through the rotating openings, until you reach the circle.  Go
through it and a small '3' will appear.  Then it will say that a wraitheart has
been revealed outside.  So now go back down and back to the main part.  NOTE:
there is no air in this part, so you might lose at least one thing of health.

When you come out, you should see the wraitheart in front of you.  It is behind
the main portal that leads out.  Collect it and you are transported back to the
Hub.

|-----------------------------------------------------------------------------|
                                  Heart #6
|-----------------------------------------------------------------------------|

A REWARD IS CONCEALED
SOMEWHERE 'TWIXT PITCH AND KNOLL
FOR IT TO BE REVEALED
JUST KEEP IN MIND YOUR GOAL

I don't know about the 'twixt pitch and knoll, but the keyword here is:
'GGGGGGGGGOOOOOOOOOAAAAAAAAAAAALLLLLLLLLLL'!!!!!

Run outside and follow the arrows to the left.  They point you right to a ball.
You need to kick this ball to the goal that is located to the right of the Hub.
So get behind the ball and keep moving into it, you don't need to hit to move
it.  Kick the ball to the right side of the Hub, across that area, down the
steps, through the trees, until you reach the goal.  If the ball goes in the
water, stop, press start, warp back to the Hub, and do it again.  NOTE: to make
sure that the ball doesn't go in the water, kick it behind the Hub.  The goal
is a net held up by 4 sticks, that's shaped like a box.  It's on the right side
close to the end, in between 2 tress.  Once the ball goes in the goal, a
wraitheart appears.  Collect it and you are transported back to the Hub.

|-----------------------------------------------------------------------------|
                                  Heart #7
|-----------------------------------------------------------------------------|

A ONE-WAY PORTAL CALLS
SUNDIAL TELLS THE TIME
HIDDEN GATEWAY OPENS HALLS
MISSED CHANCE WOULD BE A CRIME

A certain time on the sundial reveals a one-way portal...

Go up the dirt path, across the water.  Keep following the arrows until one of
them points up.  Right above this arrow is a sundial.  First kill all of the
enemies around it, then walk on to it.  If you look at it, you should see 2
marks on the outside of it.  Keep rotating the sundial until the arrow is
pointed in between these marks, or until you see the door turn blue.  Sadieanne
pointed out that the sundial runs counterclockwise once you get off it.  And in
future levels you have to set the sundial a little early to give you enough
time to get to the portal.  Thank you Sadieanne! Once this happens, jump off
the sundial, and run through the door.  You are now telported to a secret
place.  Here's the path that you should take:
North
West
North
North
East
North
Jump on one of the moving platforms
Jump off the platform
North
Go up on the moving platform
Jump on to one of the platforms moving left to right
Jump on the next one
Jump on to the path
Up the pole
North
East
Wait for the platform, jump on it.  Each one of these platforms moves in twos.
Wait for the second move then jump on the next platform.  Follow this pattern
until you reach the wraitheart.  Collect it and you are transported back to the
Hub.

|-----------------------------------------------------------------------------|
                                  Heart #8
|-----------------------------------------------------------------------------|

CURSED HEART JUST OUT OF REACH
BEHIND A CRYSTAL VEIL
IF MOLTEN TRICK WE DIDN'T TEACH
THIS RUN WILL NOT AVAIL

A few more keywords here are Molten, and run.  The heart is in a crystal case
that can only be broken with strength.

For this wraitheart, you need the rock suit powerup.  Go back to the old man's
house and this time go inside.  Jump on to the middle fire platform, but be
careful to not touch the fire.  Face the edge that's closest to you.  You want
to be able to reach the edge above you.  Crouch, hold down forward, jump, and
flare kick at the peak of your jump.  If you did this right, you should be able
to grab on to the ledge and pull yourself up.  Up here there is an extra life,
and a portal.  Grab the extra life, then go through the portal.  The portal
takes you inside the tapestry.  Run up as far as you can go, then pulse jump
to get on top of the head.  Now jump to collect the fire powerup.  The game
should save and at the bottom it should say that you found the rock suit
powerup.  Now jump down off his head, and go through the bottom.  You now fall
from the ceiling (weird).  Now run out of his house and go back to where you
kicked the soccer ball into the goal (if your looking out of the Hub, it's to
your right).  Now look for a red pad on the ground.  Once you step on it, you
become Rock Vexx (that's just my name for it, I don't know what it's actually
called ^_^).  You are Rock Vexx for 30 seconds.  In that time, you are
invincible, sink to the bottom of water, run faster, but can't jump as high.
Now you need to get back to the old man's house in less than 30 seconds!  Ok
run towards the water but don't fall in, you should be able to jump the step to
your left.  Fall in the shallow water and run on to the baige colored rock.
Follow along this, cross the bridge, and run like there's no tomorrow!  Keep
running and you should make the wooden bridge with at least 7 seconds left.
Run across this bridge, go to the right, and run right into the blue container
holding the wraitheart.  You collect it and are transported back to the hub.

|-----------------------------------------------------------------------------|
                                  Heart #9
|-----------------------------------------------------------------------------|

SOULS OF ASTANI OLD
ARE TRAPPED IN THESE JARS SIX
TO GAIN THE PRIZE THEY HOLD
MAKE USE OF ALL YOUR TRICKS

This one is pretty easy to figure out.  You need to find the six jars of the
Astani souls, and you'll get a heart.

Start this at the old man's house.  I know this sounds weird but it's easier
for me to explain it from there, which means that it should be easier to
follow.

First jar:
Starting point: old man's house
Continue along the dirt path, until you see a waterfall.  Go a little farther
and you should see a gold ball to your right and a wall that you can climb with
your talons.  Climb up and release the soul.

Second jar:
Starting point: First jar
Jump down and Continue along the dirt path, until you reach a little bridge.
Stop before it and there is a gold ball floating there.  Pulse jump to reach
the ledge, climb up, and release the soul.

Third jar:
Starting point: Second jar
Continue along the path, and go up to the sundial.  There are a few ledges to
the right of it, pulse jump up them (you might have to add a flare kick in
also), and kill the enemy up there.  Stretch jump to the little piece of land
with hovering platforms.  Jump of these platforms to find the second jar, and
release the soul.

Fourth jar:
Starting point: Third jar
Jump down into the water, climb out on the side opposite the Hub.  Go a little
bit down this path until you see a gray platform spinning around.  Jump on it,
run to the center, and release the soul.

Fifth jar:
Starting point: Fourth jar
Jump off the other end of the platform to land on a baige rock.  Continue along
until you see a launchpad on an island to your left.  Jump in the water and
swim over to it.  Jump out and land on it.  Fly upwards, and release the soul.

Sixth jar:
Starting point: Fifth jar
Go back to the path you were on before and continue along.  Reach the end of it
and there is a wall that you can climb with your talons.  Climb up and there
are platforms going up and down.  Hitch a ride on one, and ride it up.
Continue along this path until you come to the movable bridge.  Cross it, and
go behind this structure.  You should see part of a yellow pole.  Jump on it
and slide down.  Now align yourself so you can jump to the next pole.  Then
do it again.  Climb up this pole and you end up in a room.  Jump off of the
pole and release the last soul.  This causes a small door to open and a
wraitheart to appear outside.  Collect it and you are transported back to the
Hub.

|-----------------------------------------------------------------------------|
                                  Heart #10
|-----------------------------------------------------------------------------|

WHEN HEARTS DID BURST ASUNDER
MUCH ENERGY DID SCATTER
TO RETURN THIS HEART ITS THUNDER
ONE HUNDRED'S ALL THAT MATTERS

Another easy one to decipher.  You need to collect 100 shards to get the heart.

In this one you need to collect 100 shards of a wraitheart.  Here are
instructions to find them.

Start off at the Hub.  Go to the left and follow the path like you were doing
Heart #3.  Get the first three then go back to the Hub.  You should end up with
3 shards.  Now go to the right and collect all of them in that area.  You
should end up with a total of 27 shards.  Keep going and swim across to the
other side of the launchpad.  Get those shards and keep going until you get
back to the dirt path.  You should have a total of 30 shards.  Get the shards
right in front of you.  36 shards.  Turn around and follow the path like you
were going to get Heart #1.  Reach the top getting all of the shards along the
way.  72 shards.  Get the Heart again, and you are transported back to the hub,
go back out and select Heart #10 and you still have your shards.  Go to the
sundial and collect the shards in that area.  78 shards.  Go along the path
back to the old man's house.  87 shards.  Go across the bridge and go along the
path like you were getting Heart #4.  97 shards.  Walk back along the edge, and
you should see a few shards off the edge.  Fall off, and do a flare kick before
you hit the ground.  Get the two in front of you, and wait for the platform to
come down.  Ride it up and get one more shard.  100 shards.  Wait for the heart
to appear and then collect it.

Good job you are now done with Timberdale!

>-----------------------------------------------------------------------------<
                                 DRAGONREACH
                                    S0902
>-----------------------------------------------------------------------------<

Hearts: 9
Hearts required to open this world: 2

|-----------------------------------------------------------------------------|
                                  Heart #1
|-----------------------------------------------------------------------------|

FIND A PULSING TREASURE
ON AN ANCIENT KNUCKLE
TAKE CARE IN EACH MEASURE
OR IT JUST MAY BUCKLE

Run out of the Hub and down the steps until you reach the first arrow.  Take a
right around this cliff and follow the path.  When you reach a giant bone path,
run up it.  Jump over the first gap then time your runs to get under this big
rocks.  Jump over this next gap and keep going.  In this next part, there are
two gaps that you need to stretch jump over, if you don't make it, you slide
back down and need to start over, so be careful!  Now make your way across
these spinning rocks, and up the steps.  Keep going and climb up to the top of
the first pole and perch.  Jump to the next one, climb, and perch.  Do this
until you reach the end.  Jump down to the ground and continue along until you
reach the arrow.  Turn right and go down off of the spine.  Turn left and keep
going.  Jump from platform to platform until you reach the bottom.  This part
is a little tricky.  The easy way to get across this is to just keep jumping
and moving forward.  If you do this right then it is really easy.  Keep going
and wait when you see the meteor in front of you.  This meteors rotate in a
pattern, so when the first one goes by, start to run.  You may catch up with
the rotation.  If you do, wait, then keep going.  Now you have to slowly inch
your way up the middle walkway to get the Heart.  It goes downward when you
step on it, so be careful!  Collect the Heart and you are warped back to the
Hub.

|-----------------------------------------------------------------------------|
                                  Heart #2
|-----------------------------------------------------------------------------|

BENEATH THE DRAGON'S GRASP
WHERE TIME DID MAKE HIM STOP
YOU MUST MOVE TWICE AS FAST
TO WIN AT DROP AND HOP

Run out of the Hub, and instead of going right around this cliff, go left.  Run
along the path until you reach the arrow pointing up.  Jump up these steps and
go across the small bridge.  Jump again and cross this bridge.  This one moves
a little and you want it to go down so you can reach the next ledge.  Jump up
these platforms and continue along.  Run right into the building in front of
you.  Now you have to win a minigame against your inner demons.  You need to
stay alive for 3 rounds to win.  You need to step on more tiles than your 
demons do.  When you step OFF of a tile, it turns red, then collapses into the
ground.  If you fall off, it takes a few seconds to come back on the game.  You
can jump and run in this game.

Tips:

Run to where there are a lot of blocks and few demons.
Keep moving and jumping unless you are on a block alone.
Try to stop the other demons from getting to your tiles by cutting them off.

If you follow these tips and keep at it, you can easily get this heart.  Once
you win all three rounds a heart will appear in the center of the game.
Collect it and warp back to the Hub.

|-----------------------------------------------------------------------------|
                                  Heart #3
|-----------------------------------------------------------------------------|

WHAT ONCE WAS ANCIENT SWELLS
A SEA DID DRAIN BELOW
TO FIND IT DOWN THE WELLS
YOU'LL FIND YOU HAVE TO GO

Go down the steps and take the left route around the cliff.  Dive into the well
and go down to get warped.  Swim to your left and run straight into the colored
cube.  Try to avoid the fish but it's no big deal if you get hit.  Then run
into the air bubbles until your health is all of the way up.  Come back and
continue along the path.  Take a left, then another left, and go through the
ring.  This causes a door to open.  Turn around and go through the gap in the
wall.  Turn right then right again, and go into the cube.  Now go back to where
you started, and warp back out by running into the door.

Keep going along the left path from the Hub and you should see a well in front
of you, down a small drop.  Go and jump in.  Take a left and get some air
bubbles if you need them.  Then go through the ring which opens a door.  Turn
back around and continue down the path.  Take a left then a left again, and go
through the hole in the wall.  Run into the cube and come back out the hole.
Keep going straight down the path and take a left.  Go through the hole in the
wall.  The easiest way to find these cubes is to follow the shards.  You need
to keep going along and find one along the outside, then another in the very
center.

Go back to the Hub and take the right path around the cliff.  Turn right when
you reach the spine and jump down the well.  Take a right and go through the
ring.  Come back and take a right, then another right.  Go through the hole and
run into the cube.  This causes a Heart to appear outside the door leading out
of the well.  Go and collect it and you are warped back to the Hub.

|-----------------------------------------------------------------------------|
                                  Heart #4
|-----------------------------------------------------------------------------|

WHERE DRAGON'S HEART DID BEAT
A DOORWAY WITH SUSPENSE
WITHIN THE TALONS' HEAT
TO LOOSE SOME THINGS IMMENSE

Run out of the Hub and go to the left side of the cliff.  And make your way
like you were going for Heart #2, but instead of going into the building, go
around the right of it.  Keep going until you reach a spinning platform.  Jump
on it and continue along the path.  On this platform there is a creature that
puts a 'leash' on you.  Quickly move the Left Analog Stick left to right.  This
will cause the creature to let go.  Run over to it and kill it.  Jump off of
the platform and take the moving platform over to the other side, then do it
again.  Walk across this small walkway and take the launchpad up to the top.
Run along the right of this small crater and go into the building.  Run
straight forward and slide to the bottom.  This next part requires you to break
4 ropes holding up blocks.

Block 1:
Go to your right and along the path.  Turn to your right when you come out of
the tunnel.  And wait for a platform to come down.  Pulse jump onto it, then
right it to the top.  This next part needs precise manuvering.  Jump to the
first walkway and continue along it until you reach the walkways moving back
and forth.  Wait for it to come in line with you and quickly run across it.  If
you ran fast enough, you should be on the next platform.  Go to the right side
of it and do the same as before.  Now run up to the rope and Flare Kick it.  It
falls and now you have 3 more.  Run off the edge, but don't jump.  Wait for
half a second after you fall off of the edge, then do a Flare Kick.  You should
hit the ground without losing life, if you did, no big deal.  Do this tip for
all of the blocks.

Block 2:
Come back through the same tunnel that you went through before.  When you come
out, keep going straight and turn a little to the left.  Jump on the boost pad
and fly up.  Jump up this ledge then jump on the small walkway.  Go forward
until you are inbetween legs of a spinning 'thing'.  Jump on one of the legs
and ride it until you reach the other end of the walkway.  Jump off, and jump
onto the platform with the rope.  Break the rope and fall down.

Block 3:
Run straight ahead and go through the tunnel opposite the one that you were in
before.  When you come out, turn right and run up this path.  You have to get
past these teetering walkways to get to the rope.  Don't worry, no matter how
far down they go, you won't fall off (unless you run off).  So jump on the
first one and let it go down a little.  Run to the other side and jump on the
next one.  Do the same thing until you reach the end.  Break the rope and fall
down.

Block 4:
Come back through the same tunnel that you went through for Block 3.  When you
come out, keep going straight and jump up the blocks to your left until you
reach the top.  This next part requires expert pole jumping.  You may fall
through the bottom a few times (i know i did!) but you don't die, you just lose
a health circle.  Anyways, if you are an expert pole jumper, then this should
be easy.  Jump on the first one, climb up, and perch.  Jump on the next one,
climb up, perch.  Keep doing this until you reach the rope.  Break the rope and
fall down.

Now jump up the blocks in the center of the room and collect the Heart.

|-----------------------------------------------------------------------------|
                                  Heart #5
|-----------------------------------------------------------------------------|

BEYOND THE FOSSIL'S GRASP
A SHIP FLOATS IN THE AIR
JUST THREAD THE BANDED PATH
WITH WINGS TO GET YOU THERE

For this one, you need the air suit powerup.  Run out of the Hub and take a
right around the cliff.  Now make your way along the path like you were going
for Heart #1.  When you reach the first set of yellow poles, go to the end of
them.  As soon as you land on the ground, run off the edge to the left.  You
should land on a platform with a teleport pad on it.  Step on the pad and you
are transported to a distant cliff.  Run along the right of it jump up to
collect the powerup.  Now you need to Warp To Hub in your pause screen.  Come
out of the Hub and continue along the path like you were getting Heart #1.
When you come to the part where you run off the right of the spine to get to
Heart #1, don't run off, keep going straight.  Slide down this part, and run
until you reach the Air Suit pad.  Face forward when you step on the Air Suit
pad.  You grow wings and can fly for 30 seconds!  DO NOT press forward on your
Left Analog Stick right away or you will fly straight off of the edge.  I found
that repeatedly pressing X helped me (it really doesn't but i have problems).
You need to fly through the rings to get more speed in order to reach the
floating ship.  You can miss a few and still make it however.  Crash onto the
'ship' and your wings go away.  Climb up and get the Heart.

|-----------------------------------------------------------------------------|
                                  Heart #6
|-----------------------------------------------------------------------------|

AGAIN A HEART IN SIGHT
IS LOCKED WITHIN CLEAR WALLS
WITHOUT YOUR MOLTEN MIGHT
IT REMAINS BEYOND YOUR CALLS

For this Heart, you need the Rock Suit powerup from Timberdale.  Run out of the
Hub, and take the left route around the cliff.  Keep going until you reach the
sand moving around a tall pillar.  To your left you should see a Heart trapped
in a blue case.  This is where you need to end up with the Rock Suit.  Get on
the moving sand.  Stay on it until you see some steps on your left that you can
climb up.  Reach the top and take a right.  Run to the left of the sundial, and
around the giant hole in the ground.  Jump over the bone, and step on the red
pad.  You can't jump over the bone when your in the rock suit.  So step a
little bit into the sand and run around it, be careful not to fall in.  Now
take the same path back.  Run past the sundial, take a left.  Go down some of
the stairs but DO NOT go into the sand.  Take a right and run on this level
until you reach the blue case.  Crash into it and the Heart is yours.

|-----------------------------------------------------------------------------|
                                  Heart #7
|-----------------------------------------------------------------------------|

WITHIN A CERTAIN SPIRE
WHILE MOVING HAND O'ER HAND
ACCESS YOU'LL ACQUIRE
TO A CASTLE OF SAND

Right now I don't have enough time to go through this Heart in detail.  Don't
worry, I WILL LATER.  Well right now I'm posting these instructions that I
found on the www.gamefaqs.com message boards.  This was posted by and full
credit goes to:
"Beware the Yabu" (a Vexx related name! :-)

"1) Go to Timberdale.

2) Go to the door leading to the room with the tapestries, where you first woke
up.

3) Instead of going IN the door, go to the side and climb up. You'll need to
climb some walls and jump some gaps until you get to the top.

4) Explore until you find a big hole by a waterfall. Enter it.

5) You should be in a big room with a large portal-like thing inside it. Enter
it.

6) You should be in an area with several doors. Just go straight forward into
the black door.

7) You should be in a large greenish shaft that extends upward for a long way.
Climb up until you find an area with narrow walkways zigzagging back and forth
through the middle of the shaft.

8) Find the gap in the walkway, where there are two platforms under the gap
ends. There's a button on the underside of one end of a walkway. Drop down on
the platform and jump up under the button to hit it. You should see a door open
in the wall.

9a) What you're SUPPOSED to do is jump to the other platform, then jump up and
hang underneath the walkway (not on the edge, on the underside), then move hand
over hand all along the walkway until you get to the door. However...

9b) ...that's difficult, so another way to do it is to go to the walkway right
above the door. Then walk slowly off the edge, you should grab onto the walkway
and be hanging right next to the door. Then just let go and do a midair kick
while pushing toward the door, you should slip right in.

10) You should find yourself in a shaft that looks a lot like the one you just
left, but is a sandy color. Notice that you're now in Dragonreach.

11) Climb to the top of this shaft to get the heart. (Careful at the very
start, the floor will collapse under you when you try to go to the platform.
Move quickly.)"

UNDER CONSTRUCTION

|-----------------------------------------------------------------------------|
                                  Heart #8
|-----------------------------------------------------------------------------|

THE SPIRITS OF THE DAMNED
TRAPPED IN ETERNAL PAIN
CAN BE FOUND THROUGHOUT THIS LAND
AMONG EARTHLY REMAINS

First Jar:
From Hub:
Run out of the Hub, and make your way like you were going to Heart #1.  Stop
when you reach the first set of yellow poles.  Instead of going on the poles,
go to the bone on your right (looks like a shoulder bone).  Run down, fall on
the next bone, and release the soul.

Second Jar:
From First Jar:
Keep going, and fall onto the next bone.  Run all of the way up and release the
soul.

Third Jar:
From Second Jar:
Fall off of this bone to the ground.  There is a soul jar on top of a finger
bone.  Run over to it and release the soul.

Fourth Jar:
From Hub:
Run back up the spine and go back to where you jumped on the right shoulder
bone.  This time jump on the left one.  Jump down to the next one and run down
it.  Reach the jar at the end, and release the soul.

Fifth Jar:
From Fourth Jar:
Keep going, and jump down to the next bone.  Run to the end of it, and release
the soul.

Sixth Jar:
From Fifth Jar:
Jump back down to the ground, and you should be right next to 3 finger bones.
Jump on the middle one.  Walk/jump to the end of it, and release the soul.

This causes a Heart to appear over the big hole in the ground.  Run over to it,
jump up the platforms, and collect the Heart.

|-----------------------------------------------------------------------------|
                                  Heart #9
|-----------------------------------------------------------------------------|

WHEN HEARTS DID BURST ASUNDER
MUCH ENERGY DID SCATTER
TO RETURN THIS HEART ITS THUNDER
ONE HUNDRED'S ALL THAT MATTERS

Run out of the Hub and take a left.  3.  Collect the shards around the well to
your right.  9.  Make your way to Heart #2 but stop at the building.  15.  Run
all the way around the building and end up back where you started.  27.  Keep
going like you were going for Heart #4 but stop outside of the building.  35.
Press start and warp back to the Hub.  Run to the left and keep going.  Get on
the moving sand, and ride it for a full circle.  41.  Keep going and get off
at the steps.  Climb up the steps.  44.  Warp back to the Hub.  This time go to
the right.  47.  Turn right before the Spine and collect the shards around the
well.  53.  Now run up the spine and stop right after the first set of yellow
poles.  78.  Run down along the spine until you reach the part where you slide
down to the Air Suit pad.  84.  Turn right and make your way to Heart #1.  Stop
when you reach the spinning rock.  94.  Warp back to the Hub.  Run back up the
spine.  When you reach the rocks coming down, fall off to your right.  If you
keep going, you'll see some grass.  Run along that path.  100.  Wait for the
Heart to appear and collect it.

Congratulations you finished Dragonreach!

>-----------------------------------------------------------------------------<
                               THE NEVERGLADES
                                    S0903
>-----------------------------------------------------------------------------<

Hearts: 10
Hearts required to open this world: 5

|-----------------------------------------------------------------------------|
                                  Heart #1
|-----------------------------------------------------------------------------|

RELICS WRECKED LAY IN ROT
WHAT MYSTERY TRANSPIRED?
HEADS UP, MIND THIS CAVEAT:
SOME ASSEMBLY REQUIRED

For this Heart you need to find three different colored heads and return them
to their counterparts.  One head is found on each fork in the road.  I'll start
with the left one because that is where the Heart is.

Blue Head:
From Hub:
Run out of the Hub and run across the stream.  Keep running until you see an
arrow that points left.  You are now at the Fork (this is what i'll call it).
I'll refer to the Fork for the next heads, and the directions are given like
you are facing the temple in the distance.  Ok, run to your left and you should
see 3 heads on the ground, and a giant rock head next to them.  Run past these
and do a stretch jump.  On this next part, you don't need to wait for the plat-
forms, you can just stretch jump over them.  Keep running along the path,
killing the enemies as you go.  Run down some steps, then keep going until you
reach the end.  You are now under one arm of a monkey statue.  Face the statue
and run to your right.  Jump up these steps and jump and run over the first
moving platform you see.  Keep going to the right and you should see a blueish-
green head.  Press square to pick it up.  Now you have to bring it back to the
three heads that you saw before.  You might come to some points where you can't
quite jump up a step with it.  You can jump and throw it by pressing square,
then go and get it again.  But if you leave it for about 5 seconds, numbers
will start coming out of it.  If those numbers reach 0, the head gets
transported back to where it was before.  When you reach the platforms moving
in a circle, jump on one, then ride it to the other side and jump off.  This
next gap is a little tricky.  Walk as close as you can to the edge, then jump
and throw the head, stretch jump over, and pick it up.  Run over to the blue
head and throw it.  The head stops on it, turns, then fires a beam at the big
rock.  1 down 2 to go.

Yellow Head:
From Fork:
Run straight, and keep going until you reach the first step.  The head is on
the platform to your left.  Jump on the small platform and pick it up.  Run
back to the three heads, run up to the orange one, and throw it.  The head
stops on it, turns, then fires a beam at the big rock.  2 down 1 to go.

Red Head:
From Fork:
Run to your right, and jump up the steps.  Stretch jump over the water and
continue along the path.  To get across these platforms you should:
Jump
Stretch Jump
Stretch Jump+Flare Kick
Stretch Jump
Stretch Jump
Pick up the head and you need to come back the way you came.  For each platform
you need to run to edge, jump, and throw the head.  Jump onto the platform, and
pick it up.  Here are the jumps you should do to get back:
Stretch Jump+Flare Kick
Stretch Jump
Stretch Jump
Stretch Jump
Jump
Then run and jump up the steps, throw the head over the water, stretch jump,
and run back to the heads.  Run over to the red head and throw it.  The head
stops, turns, then fires a beam at the big rock.  The mouth opens and a Heart
appears.  Collect the Heart, and get transported back to the Hub.

|-----------------------------------------------------------------------------|
                                  Heart #2
|-----------------------------------------------------------------------------|

A DROP INTO A WELL
IS FOLLOWED BY A SPLASH
BEWARE THE FISH ARE FELL
ELECTRIC IS THEIR LASH

Run out of the Hub and take the path like you were going to get the Blue head.
When you get to the first gap, run right.  Fall down to the ground and keep
going.  Follow the arrows and jump across the water.  Then fall into the well.
You end up in a watery area.  To get this Heart you need to get all 3 fish to
follow you, and lead them through the gold ring to lift the center platform.
This is hard to do and you might lose a few lives trying to get it.  Remember
you are in water, so you will lose health if you don't submerge every now and
then.  Ok, swim very slowly in the water in a clockwise direction.  There is no
way to tell where the fish will be, so keep swimming until you get all 3 of
them following you.  You should stay a safe distance away from them so that
they don't electricute you.  Once you have all 3 following you, keep swimming
in the same direction until you come to the gold ring.  Swim through it and
they will too.  You may have to swim back through it again or again until you
here a sound, and the platform rises.  But once you do get it, the platform
rises and you can jump on it.  So jump on it and press the button in the
center.  A Heart appears above you.  Collect it, and get transported back to
the Hub.

|-----------------------------------------------------------------------------|
                                  Heart #3
|-----------------------------------------------------------------------------|

THIS AGE-OLD CITADEL
DID TIME AND SAND DEVOUR
ITS HAZARDS YOU MUST QUELL
TO SCALE ITS INNER TOWER

Run out of the Hub, turn around, and go behind it.  Jump and scale this wall
with your talons.  In order to open this door, you must collect 3 circular
stones.  Run to the right of this door and jump up this step.  Keep going and
you reach a bunch of platforms in a sort of obstacle course.  In here are the
3 stones (i can't tell you right now cuz my door is open already).  Once you
find them, the door opens.  Run back to the door and go through.  Run to the
right of this half covered building to where the yellow pole is.  Run up the
walkway next to yellow pole that leads to the building.  You need to reach
close to the top of this building.  Run up the walkway and jump on the
platform.  Jump to the platform on your left with a pulse jump.  Keep jumping
from platform to platform until you reach a platform that moves up and down.
When you reach the top, jump to the platform on your left.  Now wait until the
spinning things in the center aren't blocking your path to the Heart, and
stretch jump over to it.  Collect it, and you are transported back to the Hub.

|-----------------------------------------------------------------------------|
                                  Heart #4
|-----------------------------------------------------------------------------|

THE TEMPLE OF NANYK
LIES BURIED IN THE SAND
HEAD UP TO MAKE THREE CLICKS
AND TRY FOR ONE LAST STAND

This Heart is in the same area as Heart #3.  Go back to the room where you got
the Heart #3.  This time you need to press three buttons to activate something
in the ground that causes the building to rise out of the sand.  There is one
button on each side of the building: West, North, and East. Run out of this
small tunnel and jump the steps to your right.  Keep going until you come to a
bunch of floating rings.  Stand under the first one and pulse jump.  Keep doing
this until you reach the top.  Jump on this button to light the statue's eyes.
Jump down and flare kick before you hit the ground to not take damage. Run to
the back of this building and there is another path that leads to another
statue.  Run up this path.  To get to the statue, you must run up these moving
platforms.  It is better to take your time than to fall off and die.  Jump on
this button and the statue's eyes light up.  Drop down to the platform under
you, and step on the teleport pad.  Keep going around the building and you
should find the next path.  Jump on the lauchpad to reach the ledge.  Then run
across the bridge and press the button.  This causes another bridge to fall.
Run across that one, climb the wall, and jump on the button.  The statue's eyes
light up and a button appears near the entrance.  Go and jump on that button.
This causes the building to come out of the sand.  Run around to the right of
the building, and you should find a ledge that you can pulse jump up to that
leads to a yellow pole.  Climb the pole and make your way up the building like
in Heart #3, except keep going instead of jumping in for the Heart.  When you
reach the end, wait for the platform to come down.  Jump on it, then jump on
the spinning center.  Jump to the top of this and collect the Heart.

|-----------------------------------------------------------------------------|
                                  Heart #5
|-----------------------------------------------------------------------------|

SHADOWED ALCOVE THROUGH
A GAME OF GATHERINGS
COLLECT MORE THAN A FEW
TO WIN AT TEMPLE RINGS

For this Heart, you need to defeat your inner demons in a game.  This game is
located in the temple.  You can see the temple when you are standing at the
Hub.  All you have to do is run straight from the Hub (you have to do some
jumping but that's it).  Run across the water, keep going, along the path
surrounded by water, up some steps (some of them move), up two ramps, and into
the temple.  When you end up inside, run straight again!  Just run into the
room in front of you.  If you hit the gold orb outside it says: "It is time to
fight your INNER DEMONS in a game of speed!  If you start to fall behind, use
your fighting skills to even the score!"  In this game you need to collect more
than the lowest demon to get into the next round.  The lowest gets eliminated,
so you need to win 3 times.  The strategy that I found the best, was to just
keep running in a clockwise or counterclockwise direction and collect the
rings.  But when you are about to run into a demon, jump over him.

NOTES:
These demons will hit you if you stay next to them too long and you lose rings
when you get hit.  You can hit them if your behind to collect more rings but it
is difficult to do because you have to use a flare kick or uppercut to get them
in the air.

More rings drop every 5 seconds.

If you fall, you come back on the screen, but it wastes a couple of seconds.

After you win the third round the Heart appears in the center, run over and
collect it.

|-----------------------------------------------------------------------------|
                                  Heart #6
|-----------------------------------------------------------------------------|

ABOVE DARK CAVERN FLOATS
HEART TEASINGLY SO NEAR
TO GET HIGH ABOVE THE MOATS
HOPE FLYING'S NOT YOUR FEAR

For this Heart you need the Air Suit Powerup from Dragonreach.  From the Hub,
run back to the temple from Heart #5 but don't go in the door to the temple.
Instead, go around it, and jump up the cliff behind it.  Go to your left and
you should see an Air Suit Powerup.  Before stepping on it, look towards the
giant monkey's head and you should see the Heart by the water fall, that is
where you want to go.  Now run behind the powerup and align your self with the
powerup and the Heart.  Run straight and get the suit.  DON'T TOUCH THE STICK.
The only movements you should make should be a little tweaking left or right.
When you are close to the Heart, start making a dive towards it.  You should
run right into it.  If you don't, don't be discouraged, just go back and try
again.

|-----------------------------------------------------------------------------|
                                  Heart #7
|-----------------------------------------------------------------------------|

OVER SHADOWED POOLS IN GLOOM
LIFELESS EYES ARE DARK
IN SOCKETS FIRE WILL BLOOM
IF LIGHTNING THERE DOES ARC

Go back to where the Air Suit Powerup was in Heart #6 but don't get the power-
up, instead go along the brown path to the left of it.  When you reach the next
platform, look to your right.  You should see many gray hexagonal platforms.
Jump down these until you reach the one with the blue 'smoke' coming out of it.
To jump to these platforms easily, you need a little faith.  Run to the edge of
one, jump and keep going forward.  This may seem decieving but you should land
right on the small or big ones this way.  When you reach the one with the blue
stuff, walk into the blue stuff.  This causes your frenzy meter to fill up.
Press R1 to charge your talons.  Press square to fire blue fire.  You need to
hit both of the monkey's eyes with this fire to make the Heart appear.  If you
run out of charge, move away from the blue stuff for 2-3 seconds, then run back
into it.  Once the Heart appears, pulse jump off of the platform and you should
land on a step right next to the Heart.  Turn around and collect the Heart.

|-----------------------------------------------------------------------------|
                                  Heart #8
|-----------------------------------------------------------------------------|

AN ANCIENT TEMPLE WALL
CONTAINS A MYSTERY
RETURN BEFORE THE FALL
AND JOIN ITS HISTORY

For this Heart you need to collect the 6 soul jars from tapestries hanging on
the temple's walls.  Go back to the temple where you fought your inner demons,
but instead of going in the room to fight them, go to the room to your left.
Run straight into the alcove in the wall in front of you.  This transports you
into the first tapestry.  You are in the bottom left next to a person laying on
the ground.  In these tapestries you have to be careful to not fall through the
bottom or else you start back in the room, and you have to go through all of
tapestries again.  NOTE:  Almost all things you can stand on, but there are
some things that you can't, so be careful.  OK, jump on the person's head then
do a pulse jump up to the tree above you.  Jump again to get the jar.  Now run
off the branch and onto the dome.  Drop down to the person's arm below you.
Stretch jump off of the arm and you should land on the person's shoulder or
head in the next tapestry.  Run up to the person's finger then pulse jump up to
get the next jar.  Now jump onto the little 3 step building to your right.  Get
up to the highest step and jump onto the next tapestry with a regular jump.
Jump onto the pole, perch, and jump onto the next one to collect the jar.  This
next part is the most difficult.  Drop down onto the person below you with the
staff.  Then jump back up to the ledge you were on but DO NOT get on the pole.
Walk to the very edge of the platform.  Hold down L1 and right (not tilted,
just right).  Then jump, when he comes out of the roll, press square to flare
kick.  He should just grab the ledge.  If he doesn't, just try again.  Pull
yourself up and continue along.  Jump on the first flying thing, then the next,
then jump over to get the jar.  Do a regular jump to land on the guy there.
Get over to his fist, then run down onto the guy below him and land on his
shoulder.  Do a regular jump to get on his head then run over and get the jar.
Pulse jump to get onto the woman above, then jump to the next tapestry.  BE
CAREFUL to not jump to far, or you fall through the hole and start over.  Jump
over the gap onto the next block, then pulse jump up to the pillar, then to the
next.  Jump onto the under side of the rock to your right, Vexx should stick.
Then climb hand over hand to the other side.  Fall off and collect the last
jar.  This causes a Heart to appear in a recess next to the tapestries.  Run to
the right, and you are transported back out.  Run to the recess and collect the
Heart.

|-----------------------------------------------------------------------------|
                                  Heart #9
|-----------------------------------------------------------------------------|

WHEN HEARTS DID BURST ASUNDER
MUCH ENERY DID SCATTER
TO RETURN THIS HEART ITS THUNDER
ONE HUNDRED'S ALL THAT MATTERS

Run out of the Hub until you reach the water.  Run along the ledge on the left.
3.  Stretch Jump to the next ledge in front of you and go down all of the steps
including the ones to the left towards the water.  9.  Jump back to the main
road.  Run all the way down this stretch towards the temple.  21.  Jump up the
steps and go to the left and right of the first ramp.  27.  Run up the ramp,
and go to the left and right of this ramp.  33.  Run up this ramp and go above
and behind the temple.  Go to the right and take this path until the end.  39.
Go back the way you came, past the temple, and continuing along.  Run across
the first tree.  45.  Take a left and follow this path until the end.  51.  Go
back the way you came until you come to the fork again.  Walk across the first
branch (57), take a right (63), come back, and take the other path.  69.  Run
off of the edge and collect all of the shards under water.  75.  When you reach
the last shard, jump out of the water to your right on the steps.  Walk/jump up
these steps.  81.  Jump down to the well on your right, BUT DON'T FALL IN! (If
you do fall in, just warp back to the Hub).  87.  Going the opposite way from
where you jumped, go up these steps.  Go down the path to your right, jumping
over obstacles and whatnot.  93.  When you reach the waterfall, jump down, and
collect the shards on the small island.  99.  Get back on the path and keep
going to collect the last shard.  100!  Wait for the Heart to appear and
collect it.

Great going you finished The Neverglades!

>-----------------------------------------------------------------------------<
                              TEMPEST PEAK MANOR
                                    S0904
>-----------------------------------------------------------------------------<

Hearts: 9
Hearts required to open this world: 11

|-----------------------------------------------------------------------------|
                                  Heart #1
|-----------------------------------------------------------------------------|

IF YOU PLAY IT CLEAN
DESPITE YOUR LACK OF SIZE
YOU'LL BREAK OUT OF THE SCREEN
A CONSOLE-ATION PRIZE

|-----------------------------------------------------------------------------|
                                  Heart #2
|-----------------------------------------------------------------------------|

EBONY, IVORY
AND EACH COLOR BETWEEN
DISSONANCE, HARMONY
'NEATH THE PIANO STRINGS

|-----------------------------------------------------------------------------|
                                  Heart #3
|-----------------------------------------------------------------------------|

TIME IT WAITS FOR NO ONE
THE WORKS OF PERIL SPIN
FACE GLOWING LIKE A SUN
HIDES REWARD WITHIN

|-----------------------------------------------------------------------------|
                                  Heart #4
|-----------------------------------------------------------------------------|

A HEART IS HELD CAPTIVE
TO FREE IT IS A PAIN
YOUR GOAL IS ADAPTIVE
YOUR WORK IS DOWN THE DRAIN

|-----------------------------------------------------------------------------|
                                  Heart #5
|-----------------------------------------------------------------------------|

IT'S IN PLAIN SIGHT TO FIND
BUT NOT WITHOUT SOME LUCK
IN THE INTEREST OF BEING KIND
THROUGH TOP OF BOX YOU DUCK

|-----------------------------------------------------------------------------|
                                  Heart #6
|-----------------------------------------------------------------------------|

THIS TOWER'S TINY CLONE
IS SLEEPING WITH THE FISHES
CATCH THE RINGS AS THEY'RE THROWN
DEFEAT YOURSELF FOR WISHES

|-----------------------------------------------------------------------------|
                                  Heart #7
|-----------------------------------------------------------------------------|

A ONE-WAY PORTAL CALLS
SUNDIAL TELLS THE TIME
HIDDEN GATEWAY OPENS HALLS
MISSED CHANCE WOULD BE A CRIME

|-----------------------------------------------------------------------------|
                                  Heart #8
|-----------------------------------------------------------------------------|

UPON A CHANDELIER
ARE TRAPPED THESE POOR SPIRITS
TO MAKE A HEART APPEAR
ALLOW YOUR STEPS TO STEER IT

|-----------------------------------------------------------------------------|
                                  Heart #9
|-----------------------------------------------------------------------------|

WHEN HEARTS DID BURST ASUNDER
MUCH ENERY DID SCATTER
TO RETURN THIS HEART ITS THUNDER
ONE HUNDRED'S ALL THAT MATTERS

>-----------------------------------------------------------------------------<
                                  THE BELOW
                                    S0905
>-----------------------------------------------------------------------------<

Hearts: 10
Hearts required to open this world: 18

|-----------------------------------------------------------------------------|
                                  Heart #1
|-----------------------------------------------------------------------------|

IN THE SLIGHTEST BUBBLE
YOU MAY BE ALERTED
TO SOME RUNNING TROUBLE
WHEN YOU ARE INVERTED

|-----------------------------------------------------------------------------|
                                  Heart #2
|-----------------------------------------------------------------------------|

A SHOCKING TASK EXISTS
THROUGH AN ESTUARY
MATCH YOUR WITS AGAINST
THIS PUZZLING STATUARY

|-----------------------------------------------------------------------------|
                                  Heart #3
|-----------------------------------------------------------------------------|

A MASSIVE STRUCTURE LOOMS
'NEATH THE HYDRO-CHARGER
ONE WRONG STEP SPELLS YOUR DOOM
UNLESS YOUR SKILL IS LARGER

|-----------------------------------------------------------------------------|
                                  Heart #4
|-----------------------------------------------------------------------------|

WITHIN THE FARTHEST DOME
A BRUTE DEMANDS A REMATCH
HIS MOVES YOU MAY HAVE KNOWN
NOW INCLUDE A DETACH

|-----------------------------------------------------------------------------|
                                  Heart #5
|-----------------------------------------------------------------------------|

DEEP IN A BOILING WELL
ABOVE THE GHASTLY STEAMER
CLIMB TO THE PEAK OF HELL
A HEART THERE SEEKS REDEEMER

|-----------------------------------------------------------------------------|
                                  Heart #6
|-----------------------------------------------------------------------------|

ABOVE A SEA OF FLAME
A GHOSTLY VESSEL DRIFTS
ON BOARD YOU'LL FIND A GAME
WHOSE COLORS SEEM TO SHIFT

|-----------------------------------------------------------------------------|
                                  Heart #7
|-----------------------------------------------------------------------------|

A ONE-WAY PORTAL CALLS
SUNDIAL TELLS THE TIME
HIDDEN GATEWAY OPENS HALLS
MISSED CHANCE WOULD BE A CRIME

|-----------------------------------------------------------------------------|
                                  Heart #8
|-----------------------------------------------------------------------------|

IN THE BELLY OF THE BEAST
SHORT'S CHEST DESERVES A LOOK
THE KEY TO ITS RELEASE
IS HIDDEN IN THE BOOK

|-----------------------------------------------------------------------------|
                                  Heart #9
|-----------------------------------------------------------------------------|

ALONG AN OUTER TRACK
HIDE THESE SOULS IN TROUBLE
TO SEND THE SPIRITS BACK
FREE THEM FROM THEIR BUBBLES

|-----------------------------------------------------------------------------|
                                  Heart #10
|-----------------------------------------------------------------------------|

WHEN HEARTS DID BURST ASUNDER
MUCH ENERY DID SCATTER
TO RETURN THIS HEART ITS THUNDER
ONE HUNDRED'S ALL THAT MATTERS

>-----------------------------------------------------------------------------<
                                  DAGGERCRAG
                                    S0906
>-----------------------------------------------------------------------------<

Hearts: 9
Hearts required to open this world: 26

|-----------------------------------------------------------------------------|
                                  Heart #1
|-----------------------------------------------------------------------------|

A MONK IS ILL AT EASE
IN HIS MEDITATION
A HORDE OF ENEMIES
NEED EXTERMINATION

|-----------------------------------------------------------------------------|
                                  Heart #2
|-----------------------------------------------------------------------------|

REWARD AWAITS DISCOVERY
BUT WHO WILL EARN THE CROWN?
ENEMIES MAY THWART RECOVERY
BUT DON'T LET THEM GET YOU DOWN

|-----------------------------------------------------------------------------|
                                  Heart #3
|-----------------------------------------------------------------------------|

A CHAMBER FULL OF BLOCKS
IS BUILT TO DRIVE YOU MAD
TO CLIMB THEM CHOOSE YOUR KNOCKS
OR YOU'LL FIND THAT YOU'VE BEEN HAD

|-----------------------------------------------------------------------------|
                                  Heart #4
|-----------------------------------------------------------------------------|

A SANDY THEME FOR CERTAIN
NEEDS A MUMMY TO TAKE A FALL
BEYOND THE STONY CURTAIN
YOU'RE SURE TO HAVE A BALL

|-----------------------------------------------------------------------------|
                                  Heart #5
|-----------------------------------------------------------------------------|

BEACON LAYING IN WASTE
APPEARS YOUR ONLY HOPE
TO REACH GOAL HIGHLY PLACED
IT FIRST MUST TELESCOPE

|-----------------------------------------------------------------------------|
                                  Heart #6
|-----------------------------------------------------------------------------|

A ONE-WAY PORTAL CALLS
SUNDIAL TELLS THE TIME
HIDDEN GATEWAY OPENS HALLS
MISSED CHANCE WOULD BE A CRIME

|-----------------------------------------------------------------------------|
                                  Heart #7
|-----------------------------------------------------------------------------|

SOME REWARDS YOU EARN
BY LEAPING, FIGHTING, DASHING
THESE SKILLS WERE WISE TO LEARN
BUT THIS ONE'S SIMPLY SMASHING

|-----------------------------------------------------------------------------|
                                  Heart #8
|-----------------------------------------------------------------------------|

OUTSIDE A HOLY SHRINE
THESE HOPELESS SOULS ARE TRAPPED
IF ALL SIX YOU CAN FIND
A HEART WILL BE UNTAPPED

|-----------------------------------------------------------------------------|
                                  Heart #9
|-----------------------------------------------------------------------------|

WHEN HEARTS DID BURST ASUNDER
MUCH ENERY DID SCATTER
TO RETURN THIS HEART ITS THUNDER
ONE HUNDRED'S ALL THAT MATTERS

>-----------------------------------------------------------------------------<
                             SUMMIT OF THE SAGES
                                    S0907
>-----------------------------------------------------------------------------<

Hearts: 8
Hearts required to open this world: 34

|-----------------------------------------------------------------------------|
                                  Heart #1
|-----------------------------------------------------------------------------|

THE HEAD OF THE MACHINE
WHERE GEARS AND PISTONS CHURN
ONE MUST BE QUICK AND KEEN
OR ELSE YOUR FLESH WILL BURN

|-----------------------------------------------------------------------------|
                                  Heart #2
|-----------------------------------------------------------------------------|

HEAD AWASH IN HAZARD
AWAITS TO TEST YOUR FEARS
GAIN A HEART IF YOU'RE NOT
WET BEHIND THE EARS

|-----------------------------------------------------------------------------|
                                  Heart #3
|-----------------------------------------------------------------------------|

IN THE LOWLY LAKE
LIE SOME RINGS SO CHEESY
A TASK YOU'LL THINK IS CAKE
YOU'LL FIND IS NOT SO EASY

|-----------------------------------------------------------------------------|
                                  Heart #4
|-----------------------------------------------------------------------------|

PILLAR ROWS STAND BELOW
IN EACH OPPOSING PHASE
A PUZZLE TO LAY LOW
AN ANSWER TO AMAZE

|-----------------------------------------------------------------------------|
                                  Heart #5
|-----------------------------------------------------------------------------|

A ONE-WAY PORTAL CALLS
SUNDIAL TELLS THE TIME
HIDDEN GATEWAY OPENS HALLS
MISSED CHANCE WOULD BE A CRIME

|-----------------------------------------------------------------------------|
                                  Heart #6
|-----------------------------------------------------------------------------|

IN SUMMIT OF THE SAGES
THROUGH PUMPHOUSE HIDDEN DOOR
FOR HEART THAT'S HID FOR AGES
JUST HOP AND DROP SOME MORE

|-----------------------------------------------------------------------------|
                                  Heart #7
|-----------------------------------------------------------------------------|

A SILENT GIANT'S HAND
REVEALS A MAGIC CUBE
IN EACH SIDE TAKE A STAND
AND PROVE YOU'RE NOT A RUBE

|-----------------------------------------------------------------------------|
                                  Heart #8
|-----------------------------------------------------------------------------|

WHEN HEARTS DID BURST ASUNDER
MUCH ENERY DID SCATTER
TO RETURN THIS HEART ITS THUNDER
ONE HUNDRED'S ALL THAT MATTERS

>-----------------------------------------------------------------------------<
                               FROSTBLIGHT MILL
                                    S0908
>-----------------------------------------------------------------------------<

Hearts: 9
Hearts required to open this world: 42

|-----------------------------------------------------------------------------|
                                  Heart #1
|-----------------------------------------------------------------------------|

AN ANCIENT MILL DEVICE
DRIVEN BY THE SKY'S BREATH
LEADS HIGH ATOP THE ICE
OR DOWNWARD TO YOUR DEATH

|-----------------------------------------------------------------------------|
                                  Heart #2
|-----------------------------------------------------------------------------|

ACROSS A WINDY LEDGE
IS ACCESS TO A SLIDE
JUST DON'T FALL OFF THE EDGE
AND YOU'LL SURVIVE THE RIDE

|-----------------------------------------------------------------------------|
                                  Heart #3
|-----------------------------------------------------------------------------|

WITHIN THE IGLOO'S WALLS
A HEART AWAITS THREE KEYS
IF ASSAILED BY SNOWBALLS
PERHAPS THEY'LL GAIN RELEASE

|-----------------------------------------------------------------------------|
                                  Heart #4
|-----------------------------------------------------------------------------|

A CHAMBER UNEXPECTED
LIES DEEP BENEATH THE ICE
IF YOU ARE NOT DEFLECTED
A HEART WILL BE YOUR VICE

|-----------------------------------------------------------------------------|
                                  Heart #5
|-----------------------------------------------------------------------------|

SPILLING 'CROSS THE SKY
PERILOUS PLATFORMS FLOAT
HEAR ICY GUSTS THEY FLY
IN FACT, ABOVE THEM NOTE

|-----------------------------------------------------------------------------|
                                  Heart #6
|-----------------------------------------------------------------------------|

A LABYRINTH OF ICE
A PRIZE WITHIN ITS WALLS
IF FIT TO PULVERIZE
YOUR OBSTACLES MAY FALL

|-----------------------------------------------------------------------------|
                                  Heart #7
|-----------------------------------------------------------------------------|

UPON A MOORING DOCK
EMPLOY YOUR SKILLS OF FLIGHT
AND SOAR AGAINST THE CLOCK
TO A HEART THAT'S OUT OF SIGHT

|-----------------------------------------------------------------------------|
                                  Heart #8
|-----------------------------------------------------------------------------|

THESE SOUL JARS ARE ENCASED
A VESSEL HOLDS THE KEY
TO FREE THEM FROM THEIR SPACE
COMMAND ARTILLERY

|-----------------------------------------------------------------------------|
                                  Heart #9
|-----------------------------------------------------------------------------|

WHEN HEARTS DID BURST ASUNDER
MUCH ENERY DID SCATTER
TO RETURN THIS HEART ITS THUNDER
ONE HUNDRED'S ALL THAT MATTERS

>-----------------------------------------------------------------------------<
                              CITADEL OF SHADOWS
                                    S0909
>-----------------------------------------------------------------------------<

Hearts: 8
Hearts required to open this world: 50

|-----------------------------------------------------------------------------|
                                  Heart #1
|-----------------------------------------------------------------------------|

USE ALL THE SKILLS YOU'VE HONED
WHILE GATHERING PRECIOUS THINGS
TO GET THIS ONE DETHRONED
AND BEST THE ENGINE RINGS

|-----------------------------------------------------------------------------|
                                  Heart #2
|-----------------------------------------------------------------------------|

ALONG ANOTHER TRACK
A WRAITHHEART YOU WILL FIND
JUST SURVIVE ATTACK
BY GRUESOME WRAITH DESIGN

|-----------------------------------------------------------------------------|
                                  Heart #3
|-----------------------------------------------------------------------------|

ACROSS THE DEADLY RUN
THE CORNER OF THE KEEP
HIDES ANOTHER ONE
WHERE THE REACTORS SWEEP

|-----------------------------------------------------------------------------|
                                  Heart #4
|-----------------------------------------------------------------------------|

THE FORTRESS' VILE HEART
HOLDS ITS GRISLY NAMESAKE
ITS GLOW WILL HELP, IN PART
IF DIRECTIONS YOU CAN TAKE

|-----------------------------------------------------------------------------|
                                  Heart #5
|-----------------------------------------------------------------------------|

ABOVE THE SMOLDERING MOUND
A TIME IS OUT OF JOINT
A REWARD CAN BE FOUND
NEARBY A COMPASS POINT

|-----------------------------------------------------------------------------|
                                  Heart #6
|-----------------------------------------------------------------------------|

A ONE-WAY PORTAL CALLS
SUNDIAL TELLS THE TIME
HIDDEN GATEWAY OPENS HALLS
MISSED CHANCE WOULD BE A CRIME

|-----------------------------------------------------------------------------|
                                  Heart #7
|-----------------------------------------------------------------------------|

AMONG THE ENGINE RINGS
THE SIX SOULD JARS YOU'LL FIND
TO GAIN THESE PRECIOUS THINGS
YOUR MOVES MUST BE WELL TIMED

|-----------------------------------------------------------------------------|
                                  Heart #9
|-----------------------------------------------------------------------------|

WHEN HEARTS DID BURST ASUNDER
MUCH ENERY DID SCATTER
TO RETURN THIS HEART ITS THUNDER
ONE HUNDRED'S ALL THAT MATTERS