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TY the Tasmanian Tiger 3: Night of the Quinkan
Platform(s): Playstation 2, GameCube, X-Box
Developer/Publisher: Krome Studios, Pty, Ltd./Activision, Inc.
Guide Author: SilverPhoenix (K. Martin)
Version 1.00, 03-Nov-05
----------===.===----------
Mission Listing/Walkthrough
 Comprehensive Game Guide
----------===.===----------

If you don't know from other guides, the 'gibberish' letters following the
chapter names are Ctrl-F keywords; press Ctrl-F, type one in, and press Enter
twice. There you are, at the beginning of the section you wanted. Easy, huh?

+-----------------------------------------------------------------------------+
|                                   Contents                                  |
+-----------------------------------------------------------------------------+
   1. Disclaimer [DSCL]
   2. Legalese [LGLS]
   3. Getting Started
      3.0 Story [STRY]
      3.1 Health [HLTH]
      3.2 Controls [CNTR]
   4. Walkthrough [WLKT]
      4.0.0 Prologue: There and Back Again
        4.0.1 Save the Dreamtime [SADR] ............. {Shadow Bunyip (partial)}
        4.0.2 Rescue the General [RESG]
      4.1.0 Chapter 1: Reforming the League [REFL]
        4.1.1 The Big Race [THBR] ................... {Carts}
        4.1.2 Rescue Julius [RESJ] .................. {Battle Arena}
        4.1.3 Brown Kiwi Down [BRKD]
      4.2.0 Chapter 2: BRL Back in Action [BBIA]
        4.2.1 All Your Base [CATS] .................. {Gunyip}
        4.2.2 Experi Mental Cart [EXMT] ............. {Carts}
        4.2.3 Quinkan Armada [QARM] ................. {Shadow Bunyip}
        4.2.4 Egg Hunt [EGHU] ....................... {Extreme Bunyip}
        4.2.5 Heinous Hexaquin [HHEX]
      4.3.0 Chapter 3: Beyond New Burramudgee [BENB]
        4.3.1 Meet Shazza [MSHA]
          4.3.1.5 New Burramudgee Collection Agency [NBCA]
        4.3.2 Go find Boss Cass [GFBC]
      4.4.0 Chapter 4: Cass' Errands [CAER]
        4.4.1 Redback Stash [RSTA] .................. {Carts}
        4.4.2 Power Struggle [POWS] ................. {Shadow Bunyip}
        4.4.3 Aero Coast Guard [AECG] ............... {Gunyip}
        4.4.4 Sea Change [SCHA]
        4.4.5 Demolition Derby [DEMD] ............... {Carts}
        4.4.6 Battle Arena Gamma [BTAG] ............. {Battle Arena}
        4.4.7 Meltdown [MLTD] ....................... {Extreme Bunyip}
        4.4.8 Wrath of the Dragonquin [WOTD] ........ {Gunyip}
      4.5.0 Chapter 5: The Legendary Weapon [THOR]
        4.5.1 The Search for Steve [TSFS]
        4.5.2 Respect Effect [RSPE] ................. {Carts}
        4.5.3 Forest Firepower [FOFI] ............... {Gunyip}
        4.5.4 Find the Shadowring [FTSH]
      4.6.0 Chapter 6: Taking the Battle to the Enemy [TBTE]
        4.6.1 Battle Arena Zeta [BAZE] .............. {Battle Arena}
        4.6.2 Dennis Dilemma [DNDI] ................. {Carts}
        4.6.3 Ranger Endanger [RAEN] ................ {Shadow Bunyip}
        4.6.4 Redback Rundown [RDBR] ................ {Extreme Bunyip}
        4.6.5 Quinking [KING] ....................... {Gunyip (partial)}
   5. Boomerangs & Bunyip Stones [BRNG]
   6. Minigames & Vehicles
      6.1 Cart Racing [KRTR]
      6.2 Gunyip Battles [GYBT]
      6.3 Bunyip Mechs [MCHS]
   7. Collectibles [CLCT]
   8. Codes [CDES]
   9. Credits/Contact [CRED]
------------------------------------------------------------------------------


+-----------------------------------------------------------------------------+
|                               Disclaimer [DSCL]                             |
+-----------------------------------------------------------------------------+

TY, "Night of the Quinkan", and *all* related names, objects, etc., are TM and
copyright 2005 Krome Studios. Activision is TM and copyright 2005 Activision,
Inc. No copyright infringement is intended, implied, or claimed. Any
webarticles referenced are copyrighted to their original authors.  No copyright
infringement is intended, implied, or claimed.

By the very nature of the document, it is riddled with **SPOILERS**, though I
have tried to keep them to a minimum. Please consider yourself warned. :)

This document covers the Xbox, GameCube, and Playstation 2 versions of the
game. The GameBoy Advance version is not covered.

+-----------------------------------------------------------------------------+
|                                Legalese [LGLS]                              |
+-----------------------------------------------------------------------------+

This document is copyright to K. Martin, a.k.a. SilverPhoenix, phoenix4777-at-
msn-dot-com (etc.), as of 10-15-05; updates are also copyrighted. It may only
be hosted at www.gamefaqs.com, ign.com, and pyrephoenix.com. Krome Studios
(www.kromestudios.com, www.nightofthequinkan.com) and the 'Down Under' fansite
(http://www.planetnintendo.com/ty/) are also welcome to use any portion of this
guide as part of their site design; I only ask that they let me know. If you
find this guide someplace other than these three sites, please let me know.
Please do not request to be allowed to host it on your site, as I may update
without warning and I don't want outdated versions floating around the Net. You
may download and save a copy for your own personal use, and may print out a
single copy, also for your own personal use. It may not be distributed in any
media, written or electronic, whether or not for profit, without my prior
written permission.

+-----------------------------------------------------------------------------+
|                                Getting Started                              |
+-----------------------------------------------------------------------------+

===============================================================================
                                The Story [STRY]
===============================================================================

When last we saw Ty, he had defeated Boss Cass and sent him back to the big
house. Then, "called to the Dreamtime by the Bunyip Elder, TY must help to rid
their world of their sworn enemy, the Quinkan - beings of darkness that exist
to suck the joy out of people's lives. Although successful in his task of
getting rid of the Quinkan, TY has unwittingly sent them on a collision course
with Earth. Arriving home, tired and battle weary, TY discovers that the
Quinkan have invaded and subjected everyone to their cruel occupation."

Ty must reunite the Bush Rescue League members and keep the Quinkan and their
leader, the Quinking, from destroying Southern Rivers. Along the way you'll
find loads of new 'rangs, some new friends, and of course some awesome all-new
and upgraded mechas. They're all ready and waiting to give you a hand stopping
the Quinkan ... What are you waiting for? Time's running out! Get in there!


===============================================================================
                                  Health [HLTH]
===============================================================================

Scattered throughout Burramudgee and the surrounding areas are picnic baskets.
Bite down on one to grab it and release the health ration within. They'll
randomly have either a pawprint, for one health point, or a Ty-head for full
health recovery.

Continue points in Ty 3 are the dunny shacks in various locations. If you lose
all your health, you'll respawn at the last dunny you passed.


===============================================================================
                                    Controls [CNTR]
===============================================================================


    |---------------------------------------------------------------------|
    |                  Playing the PlayStation 2 version                  |
    |------------+-------------------+------------------+-----------------|
    | X=X button | T=Triangle button | []=Square button | O=Circle button |
    |------------+-------------------+------------------+-----------------|
    |L1, L2, R1, R2=shoulder buttons | L3, R3=left & right analog sticks  |
    |--------------------------------+------------------------------------|

              |---------------------------------------------------|
              |           Playing the GameCube version            |
              |------------+------------+------------+------------|
              | A=A button | B=B button | X=X button | Y=Y button |
              |------------+------------+------------+------------|
              |  L, R=shoulder buttons  | C-stick: 'camera' stick |
              |-------------+-----------+-------------------------|
              | Z=Z trigger |   D-pad=the plus(+)-shaped button   |
              |-------------+-------------------------------------|

             |-----------------------------------------------------|
             |              Playing the Xbox version               |
             |------------+-------------+------------+-------------|
             | A=A button | B=B button  | X=X button | Y=Y button  |
             |------------+----+--------+------------+-------------|
             | Wh=White button |   D-pad=8-way directional button  |
             |-----------------+-----------------------------------|
             | Bl=Black button | LA, RA=left & right analog sticks |
             |-----------------+-----+-----------------------------|
             | L, R=shoulder buttons |       Back=Back button      |
             |-----------------------+-----------------------------|


                          |  GameCube   |  Playstation 2  |     XBox    |
General Controls:         |-------------+-----------------+-------------|
             Move Camera: |   C-stick   |       R3        |      RA     |
             Zoom Camera: |  D-pad U/D  |    D-pad U/D    |  D-pad U/D  |
          Access Minimap: |  D-pad L/R  |    D-pad L/R    |  D-pad L/R  |
       Display Callsheet: |      Z      |     Select      |     Back    |
      Display Pause Menu: |    Start    |     Start       |     Start   |

                          |  GameCube   |  Playstation 2  |     XBox    |
On the Pause Menu:        |-------------+-----------------+-------------|
          Choose Submenu: | Ctrl St., A |     L3, X       |    LA, A    |
             Resume Play: |     Y       |       T         |      Y      |

                          |  GameCube   |  Playstation 2  |     XBox    |
As just TY:               |-------------+-----------------+-------------|
                Walk/Run: | Ctrl Stick  |        L3       |      LA     |
                    Jump: |     A       |        X        |      A      |
             Double-jump: |  A, Tap A   |    X, Tap X     |  A, Tap A   |
                    Bite: |     X       |        O        |      B      |
               Dive-bite: |  A, Tap X   |    X, Tap O     |  A, Tap B   |
                   Glide: |  A, Hold A  |    X, Hold X    |  A, Hold A  |
                    Dive: |     X       |        O        |      B      |
Toss/Smack w/a Boomerang: |     B       |        []       |      X      |
 Left Slash, Right Slash: |  B, Tap B   |   [], Tap []    |  X, Tap X   |
   Left, Right, Uppercut: |  B, B, B    |   [], [], []    |  X, X, X    |
          Bite, Uppercut: |  X, Tap B   |    O, Tap []    |  B, Tap X   |
    Jump, Finishing Move: |   A, X+A    |     X, O+X      |   A, X+A    |
         Swim Underwater: |   Hold A    |      Hold X     |    Hold A   |
             Swim Faster: |  A, Hold A  |    X, Hold X    |  A, Hold A  |
       First-Person View: |     L       |        L2       |      L      |
      Talk/Skip Dialogue: |     Y       |        T        |      Y      |
         Weapons lock-on: |     R       |        R2       |      R      |

                          |  GameCube   |  Playstation 2  |     XBox    |
In the Crabmersible:      |-------------+-----------------+-------------|
              Enter/Exit: |     Y       |        T        |      Y      |
                    Move: | Ctrl Stick  |        L3       |      LA     |
                    Jump: |     A       |        X        |      A      |
             Fire weapon: |     B       |        []       |      X      |
        Claw attack/Dive: |     X       |        O        |      B      |

                          |  GameCube   |  Playstation 2  |     XBox    |
In the Bunyips:           |-------------+-----------------+-------------|
       Enter/Exit Bunyip: |     Y       |        T        |      Y      |
                    Move: | Ctrl Stick  |        L3       |      LA     |
               Jump/Swim: |     A       |        X        |      A      |
       Glide/Swim faster: |  A, Hold A  |    X, Hold X    |  A, Hold A  |
                    Fire: |     B       |        []       |      X      |
                   Punch: |     X       |        O        |      B      |
          Switch Weapons: |     Y       |        T        |      Y      |

                          |  GameCube   |  Playstation 2  |     XBox    |
In the Gunyip:            |-------------+-----------------+-------------|
                   Steer: | Ctrl Stick  |        L3       |      LA     |
                    Fire: |     X       |        []       |      X      |
              Fire Bombs: |     B       |        O        |      B      |
                   Boost: |     Y       |        T        |      Y      |
           Loop-the-Loop: |     A       |        X        |      A      |
           180-deg. Turn: | Ctrl.Up + A |    L3 Up + X    |  LA Up + A  |
                     Dip: | Ctrl.Dn + A |    L3 Dn + X    |  LA Dn + A  |
              Roll Right: | Ctrl.Rt + A |    L3 Rt + X    |  LA Rt + A  |
               Roll Left: | Ctrl.Lt + A |    L3 Lt + X    |  LA Lt + A  |

                          |  GameCube   |  Playstation 2  |     XBox    |
Cart Racing:              |-------------+-----------------+-------------|
                   Steer: | Ctrl Stick  |        L3       |      LA     |
              Accelerate: |     A       |        X        |      A      |
     Fire Primary Weapon: |     B       |        []       |      X      |
   Fire Secondary Weapon: |     X       |        O        |      B      |
           Brake/Reverse: |     Y       |        T        |      Y      |
                     Hop: |     R       |        R2       |      R      |
              Powerslide: |   Hold R    |      Hold R2    |    Hold R   |
           Change Camera: | C-st. Up/Dn |   D-pad Up/Dn   | D-pad Up/Dn |


===============================================================================
                                  Shops [SHPS]
===============================================================================

There are two shops in town, and there are others around the Southern Rivers.
All of the town shops are run by familiar faces: Di & Bri still sell 'Rangs and
have added Bunyip Stones to their inventory, and Naomi sells Bunyip weapon
upgrades. Keith & Sneath have given up the mechanic work for now and also trade
in 'Rangs and Stones.

Di & Bri's 'Rang Shop:
   Duo Chassis   | @3000
   Lash Chassis  | @5000
   Fire Stone*   | @1500
   Water Stone*  | @2000
   Mega Stone*   | @2500
   Ultra Stone*  | @4000

Keith & Sneath's 'Rang Shop:
   Duo Chassis   | [should already have]
   Lash Chassis  | [should already have]
   Mega Chassis  | @10000
   Smash Chassis | @15000
   Ring Chassis  | @20000
   Doom Chassis  | @25000
   Air Stone*    | @3000
   Magnet Stone* | @3000
   Warp Stone*   | @3500
   Earth Stone*  | @4000
   Zoom Stone*   | @5000
   Chrono Stone* | @5000
   Multi Stone*  | @6000
*starting price; each time you buy a stone, the price is increased by 1.5 times
 the purchase amount.

Naomi's Mobile H.Q. (also available in other areas):
   Shadow Beam       | @3000
   Grav Grenade      | @5000
   Satellite Strike  | @5000
   Thermo Cannon     | @6000
   Nucleon Shield    | @7000
   Orbidrills        | @7000

Parrotbeard's Treasure Chest (Map upgrades; all items @10,000)
   Missing Persons Map (Bilbies)
   Shiny Thing Map     (Kromium Orbs)
   Sekrit Map          (Gooboo Steve)
   Priceless Art Map   (Picture Frames)
   Forbidden Fruit Map (Gooboo Berries)

+-----------------------------------------------------------------------------+
|                              Walkthrough [WLKT]                             |
+-----------------------------------------------------------------------------+

===============================================================================
Prologue: There and Back Again
===============================================================================
The scene opens on the Bunyip Elder, Nandu Gili, visiting Ty and Shazza at Bush
Rescue HQ. He asks them to come with him to the Dreaming in order to help the
Bunyips. Being the upright citizens they are, Ty and Shazza immediately agree.

On their arrival, they see the threat: the Quinkan, evil spirits fighting "a
senseless war." Ty is ready to take them on right away, but the Elder stops
him. Nandu Gili points to a high tower and tells him that without the Bunyip
Gauntlet stored within, he would have no hope of victory.

===============================================================================
Save the Dreamtime [SADR]
===============================================================================
Mission object: Save the Bunyips from the evil Quinkan.
------------------------------------------------------------------------------
After the introductory videos, you find yourself in an open plaza. This level
will serve as a tutorial (or refresher, if you've played Ty 2) for the basic
controls of the game.

Follow Shazza up the narrow passage, tossing your 'Rang at the enemies along
the way. Climb the stairs, jumping over the gap in the middle, and continue
past the tree in the center of the small open area. Past some more stairs you
find a plaza with three pillars that have Spy Eggs between them. Hop onto the
lowest pillar and bite your way through the Eggs to reach the middle one, then
again to the tallest one. From here, jump over to the moving platform that will
take you across to the tower chamber holding the Gauntlet. Before jumping from
the platform, toss a 'rang at the bars to break them, so you'll have someplace
to land. Now, grab that Gauntlet!

As you hop down, Mallyaan appears and tells you to keep going; now that you can
fight the Quinkan, you need to close the portal to their world. When he gets
done talking, Protoquin begin to appear. They're considerably stronger than the
Frills you're used to, and will take several hits to defeat. As you get close
to each one, a health bar will appear above its head and show you how much life
they have left. Defeat six of this new enemy to open the door to the next area.

At the end of a short L-shaped hallway (filled with Protoquin, of course),
Thigana appears and tells you that even the Bunyip Gauntlet can't destroy the
Quinkan Vortex on its own. The Shadow Bunyip mech can, though. Hop in, and beat
your way through several waves of Uberquin (the large spiky Quinkan). When no
more appear, switch your weapon to the Shadow Beam and use it to break through
the next door. Head on up the long curvy hallway to reach the Quinkan Vortex.

Inside this room, just run around and punch at every enemy in sight. When
they're all gone, switch to first-person view and target the big purple ...
things that are attached to the Portal via green lasers. Two hits on each of
the four should do it. When they're all gone, enjoy the cut-scenes while you
wait to return home.

===============================================================================
Rescue the General [RESG]
===============================================================================
Mission object: Save New Burramudgee with Ridge and rescue The General.
------------------------------------------------------------------------------
Ty and Shazza got separated while in the return portal, and Shazza exits much
earlier than Ty. When he finally arrives, he awakens just in time to see a
group of Zombie Frills appear. An unfamiliar Tasmanian Tiger does too; he yells
at you for "being out on your own." Help him defeat six Protoquins in order to
open the gate to the next area.

Once you're inside, the new Tiger asks you to hold off more Quinkan long enough
for him to get the controls for the town gate working. They'll appear in three
waves of three each: the first set right ahead of you between the houses, the
second set will be around the corner of the left-hand house (and up on the
second-storey porch), and the final trio will be in the clearing ahead of you.
Watch out for Zombie Frills while you're fighting, as well.

Once the ninth Protoquin goes down, the gates are closed, the new Tiger
introduces himself as Ridge. The General is introduced too... Surprise--it's an
old friend!


===============================================================================
Chapter 1: Reforming the League [REFL]
===============================================================================

Missions can be done in pretty much any order and at any time you like once
you've been told about them; most of the time as you clear one Maurie or Dennis
will pop up and tell you about another one. To find a mission, go to the
callsheet and select it as the primary mission. Then look on your map for the
star that has a red circle around it; this is that mission's location.

Dennis is amazed to see Ty alive. He reveals that Ty's been missing for six
months, and in that time the Quinkan have pretty well disrupted the Southern
Rivers way of life, including destroying Burramudgee. The town as you see it is
what's left. Dennis, Ty, Shazza, and Sly all agree that the best way to fight
back, now that Ty and the Bunyip Gauntlet are available, is to reform the Bush
Rescue League. Dennis says the best place to start is by finding Maurie. Before
you head off to the races, take a few minutes to explore the new Burramudgee.

------------------------------------------------------------------------------
Burramudgee Town
------------------------------------------------------------------------------
Bunyip Stones: 3 [] On a high ledge on the western end of town.
                 [] In the branches of the tree behind Ranger Ken.
                 [] Behind a rock wall by the ramp to the upper levels.
Kromium Orbs:  2 [] On top of the rock spire in the center of town.
                 [] Behind a rock wall by the waterfall.
Bilbies:       4 [] On a ledge near some drying clothes by the waterfall.
                 [] On a ledge overlooking the tree in the center of town.
                 [] On the backside of the silo in the southwest corner.
                 [] Behind the houses in the Razorback Stream area.
Gooboo Berries:  [] On a high ledge in the northeast corner of town.
Gooboo Steve:    [] On a hidden ledge behind the waterfall.
Photos:       10
------------------------------------------------------------------------------
Despite everything that's happened, Burramudgee is still a open, friendly
place. At least with familiar faces. Many people are ready and waiting to say
'hello' and welcome you back to the land of the living. Start things off by
wandering around the large lower area of town; it's the big orange plaza on the
south end of the map. Ty's parents have their 'Rang shop here, and Shazza's
sister Naomi sells Bunyip mech upgrades out of the van parked near the War H.Q.
The second-storey porch at the back of the house near Naomi's shop has a
picture frame, and if you hop from the roof over to the top of the town gate,
you can grab a second one. Drop back down to ground level. Behind the house
which houses the 'Rang Shop, and tucked into a little corner, you should find a
green trampoline. Bounce on it for yet another picture frame. Next, go just a
little bit north, and duck behind the waterfall. Inside this alcove you should
find a ladder; climb it, then turn around to face the wall opposite. Jump over
to that ledge to meet Gooboo Steve. Talk to him for a few Opals, then climb
back up the ladder and out onto the ledge of the waterfall.

Jump over to the wooden bridge, and get to the clothing rack on the little
pillar for a fourth picture frame. Stay up here for a moment, and look straight
down off the edge to find a Bilby stuck on a ledge. Drop down to rescue him,
then jump straight back up. Cross back to the main land, and follow the edge of
the cliff toward the left. Where the ledge meets the wall, jump across the gap
to reach a second ledge where a wooden crate awaits. Go ahead and smash it,
then turn around and climb the ladder to find your first Kromium Orb. Look in
the branches of one of the trees above you to find a wooden crate. Smash it to
find a picture frame... that won't come down. You'll have to wait until you've
gotten further to grab that (you'll need at least a pair of Magnet Stones).
From here, glide on down to the blue Bunyip Stone you probably saw stuck in the
tree branches on the way up. It's a Water Stone; when you've got it, hop over
and nab the picture frame as well, and drop back to the ground.

Climb the S-shaped ramp nearby; at the top, you should see a picture frame
floating high up inside the narrow passage under the rock spire you just jumped
from. Jump and glide over to grab it; as long as you're close, it'll come to
you. Head back to the top of the ramp, and continue toward the east side of
town.

Right around the corner, you'll see a small silver camper parked next to a
tall, skinny blue house. Jump onto the camper, then to the roof of the blue
house's porch. Get on the roof from there, and hop over to the nearby ledge
with a pink fruit hovering above it. This is your first Gooboo Berry. Aw, how
cute. :)

Moving on. Head on south; the house tucked into the next corner has an Opal Bag
stashed atop it, so grab it if you want. Then cross the ledge above the town
gate. Turn to the left once you're across to find an alcove where a tall silo
awaits, with single Opals floating around it. If you look carefully you'll see
a Bilby hanging out on the back side. You'll need an Air Stone to reach the
poor creature, so mark it and come back later. When you do come back, hit the
small generator just to the east of the silo with an Air-equipped 'Rang to
power some platforms that will move in and out to create a staircase; this will
also let you access a 200-Opal bag on the roof.

Heading northward now, the next building you'll come across is a small silver
camper with a Bunyip Stone on a ledge above it. It's out of reach for the
moment--you'll need that Air Stone again here. Take a look off the cliffside.
You should see a Bilby hanging out on a ledge which juts out from the rock wall
above the lower town (if you can't see him, walk a little way south and look
again). There's also a second ledge just below it; hop to that one, then jump
up to the one where the Bilby awaits you. Once you've saved him, jump back to
where you were, and continue north.

When you reach the next building (this is the new police station), walk around
behind it (to the left). Pass the broken-down truck, and go down the narrow
passage to find a picture frame. Go back to the house you just passed, and
climb the stairs to its roof. Jump from there to a small ledge with yet another
photo frame, then glide back. At the western corner of the S-shaped ramp,
there's a trampoline on the ground in front of a wooden A-frame. This A-frame
has a set of planks balanced on top of it; use your 'Rang to spin the planks
until one end is near the trampoline, then bounce up there. Once you're on it,
carefully stand in the middle, and use first-person view and your 'Rang to spin
the planks so that one end is pointing toward the pair of blue storage trailers
to the north. Carefully run across the planks and jump over to the top of the
trailers; if you overbalance the planks before you can jump, they'll fall out
from under you, but they'll regenerate in just a few seconds.

Once you're atop the trailers, head to the western end, and look up into the
tree to find one final photo frame. To reach it, look down at the southern edge
of the trailer roof. See the small brown awning? Jump on it and it'll act like
a trampoline and bounce you up to where you can reach the photo.

After all your wandering, you should have plenty of Opals; enough to buy at
least one new 'Rang chassis, and a Stone to go in it. Which you buy I leave up
to you; you already have a Water Stone, so you could buy a second one to
increase your Ice strength, or a Fire Stone so that you have one of each type.
I bought the Lash Chassis and a Fire Stone.

Head on out of town (to the south) and step into the elevator. When it lets you
off, walk through the gate and follow the yellow arrow up the slope to the
right. Over the top of the hill ahead of you, you'll find a canyon-like area
with three mission stars on the map. We'll do them in order, which means
bypassing the first one you actually find. Follow the right-hand wall of the
canyon to the north. To the left is a pair of abandoned housed with some 'Quin
hanging around. If you get up on top of one of them, you'll see a Bilby on a
ledge, with a Warp Crystal near him. You'll have to wait until you get a Warp
Stone to rescue him though. As you start heading east, a note should pop-up on
screen that says 'Maurie's Watering Hole'. Follow this path to the south until
you find a group of small buildings, with Maurie himself sitting on a signpost
(he'll have a big green arrow pointing to his head). Before talking to Maurie,
get up on top of the largest of the three buildings down here. Look very
carefully at midair, back toward the way you came. You should be able to see
the outlines of an invisible platform. Jump up onto it, and find four more
along that same path to reach a Fire Stone. (You don't have to get it now; when
you complete this mission, the Stone you get will make the job slightly
easier.) Once you have it, drop back down and go see Maurie.

===============================================================================
The Big Race [THBR]
===============================================================================
Mission object: Defeat Maurie and the other racers in an outback demolition
derby, so Maurie will return to Bush Rescue.
Prize: Ultra Stone [x1]
------------------------------------------------------------------------------
This mission takes place on the track called, not surprisingly, 'The Big Race'.
You have 5 minutes to defeat, or at least outlast, the other 7 racers. There is
a gauge on the top left of the screen which will show you how many of your
opponents have had all their health depleted; once the counter reaches 7,
you've won.

Most of the work in knocking the other racers out of the running will be done
for you, so your task is simple: grab powerups, and use them to attack
opponents directly or create hazards on the track to damage them indirectly.
Powerups come in large yellow crates floating above the track, which randomly
contain one of Flame, Frosty, Zappy, Ultra, Warp, or Doom. The first three
shoot a projectile of their respective element, or create a patch of lava or
ice, or a mini-thunderstorm if fired as a secondary weapon. Ultra shoots a wide
beam which travels along the track, damaging anyone in its path, or when used
as a secondary gives you a temporary shield plus a speed boost which also
knocks other carts out of your way. Warp catches you up to the next racer ahead
of you, unless you're already in the lead, or turns you invisible when used as
a secondary.

Finally, Doom fires a 'skull' which causes one hit of non-elemental damage to a
pre-determined target. In the words of one of the designers: "If the primary
attack is used it targets the leading cart, unless its you, in which case it
works like the secondary attack [targets the next cart behind you]. If the
secondary attack is used it targets the cart behind you unless you are the last
cart, in which case it works like the primary attack [targets the cart in first
place]."

When you win, Dennis shows up in a cutscene to help you talk to Maurie.
Eventually the bird agrees to come back with you. When the scene is over,
Dennis comes online and tells you about Julius. Seems he's been kidnapped by
Karlos, and is being forced to work in his uncle's Battle Arena. If you didn't
get the Fire Stone before coming down to run the race, equip your new Ultra
Stone on a 'Rang and use it to see the platforms above Maurie's house now.

Head north from Maurie's watering hole to find the entrance to Karlos' lair.
Before you enter the airlock, however, take a couple of short detours. First,
on the ground outside the airlock you should see a square plate. Step on it
while facing the water to lower a floating platform from among the dozens
above. Quickly hop onto it before it rises back up. Once you're in the air, hop
from platform to platform to reach a Kromium Orb at the back of the lake.
There's a trick to this, however: if you jump to a platform with sparks coming
from it, it'll vanish from under you and deposit you in the drink! Only jump to
platforms that aren't sparking.

When you've gotten the Orb, swim back to dry land and head just a little bit
southwest. Equip a 'Rang with a Fire Stone (or two, or even three if you've got
'em); you're gonna take on some spiders, and they hate fire. :D Head on down
the narrow alley, using your lock-on and throwing fire-rangs at anything that
moves. Flame the hanging webs to clear them out of the way. When the smoke
clears, you'll find Gooboo Steve. Talk to him for a Fire Stone.

Go on back to the water's edge and enter the airlock there.

===============================================================================
Rescue Julius [RESJ]
===============================================================================
Mission object: Rescue Julius from one of Karlos' feared Battle Arenas.
Prize: Water Stone [x1]
------------------------------------------------------------------------------
The first round pits you (in the Shadow Bunyip) against ten Quinkan enemies; a
mix of Uberquin and Electroquin. Round 2 sees you fighting 20 enemies:
Uberquin, Uberfrills, and Pyroquin. In round three, you're back to just ten
enemies; this time it's Uberquin and Pyroquin. You can either wade in and beat
all the enemies to a pulp, or you can try to shoot them down from a distance.
Do whichever you're more comfortable with; I went with a mix of the two.

Once you win, the Battle Arena is unlocked for later visits; you can win some
pretty good cash for a minimal outlay, since you also keep whatever Opals the
enemies drop when you kill them. I went in with 2500, and came out with just
over 12,000 after playing through each mode once.
Modes:
 Battle Arena: pay 250, win 1000 (same as the original mission)
  Timed Arena: pay 500, win 1500 (you have 5 minutes to clear the 40 enemies)
  Melee Arena: pay 500, win 1000 (can only punch enemies; look out for crates!)

You can also nab yourself a Fire Stone while you're in here. Make your way to
the extreme south end of the arena, and walk into the little hallway. Punch or
fire at the starburst-switch several times, until you hear a confirmation
noise. When you come back out, you'll see two platforms moving in and out on
one wall; climb them to reach a third where the Stone awaits.

When you're done beating up Quinkan, leave the same way you came in. (Take a
note of those steel crates by the exit; you'll have to come back for them
later.) Make your way back to the south and enter the airlock leading to the
final mission for this chapter. On your way, you may notice the Grind-rail
above you; don't worry about it. Like many such things, it's going to be a
while before you can get up there. It leads to a Multi Stone, if you're
wondering.

===============================================================================
Brown Kiwi Down [BRKD] | Map Location: Cinder Canyon
===============================================================================
Mission object: Duke has crashed his Helicopter in Quinkan territory. Find and
rescue him.
------------------------------------------------------------------------------
Bunyip Stones: 2 [] On a ledge down the canyon past the houses.
                 [] Behind a rock wall just before the end of the level.
Kromium Orbs:  4 [] On the rock pillars near the beginning.
                 [] Floating above the canyon by the first point-of-no-return.
                 [] In an invisible crate high above the two houses.
                 [] Behind a rock wall below the steel-gantries.
Bilbies:       3 [] At the end of the alley by rock pillars at the beginning.
                 [] Behind some bushes at the northwest of the steel gantries.
                 [] On the ledge with Opal bags, reachable via Warp Stone.
Gooboo Berries:  [] Above the west end of the 1st point-of-no-return canyon.
Photos:        5
------------------------------------------------------------------------------
As you enter the airlock, you'll see a scrapwood barricade ahead of you. Not to
worry--look to the right and you should find an open passage there. Drop downto
the lower level, and run around the corner to the left to find three floating
platforms. Use them to reach a second airlock door. While you're waiting for it
to open, equip a 'Rang with at least one Water Stone; you're going to be
fighting Lavaquin, so the Ice ability will come in handy. Keep a second 'Rang
set up with a Fire Stone; there are also spiders in here, and we've discovered
how much they like BBQ. For the moment, keep the Firerang equipped.

Through the doorway, you should find a low open area with spiderwebs scattered
around the far end. Flame them and the critters that wove 'em to find a button
on the wall. Smack it to temporarily activate a set of platforms that lead to a
high permanent one with an Opal bag on it. Hop on up, and from the top, glide
south to the ledge you should be able to see a picture frame on. Don't worry
about the high ledge behind this one; we'll get there later.

Drop back down to ground level, and cross to the northern side of this area and
climb the ledges. Look at the wall behind the bushes to the right just as you
reach the top; see the cracks in the rock? You can't do much about them now,
but when we get an Earth Stone we'll be back (this also applies to the Grind-
rail you should see overhead). Head deeper into the canyon, and take out the
Zombie Frills, then switch to the Icerang if you haven't yet and go after the
Quinkan. Just past the dunny ahead of you awaits a wooden yellow arrow pointing
to the left. Ignore it for the moment and go down the narrow alley behind it.
More spiders; flame them all to rescue the Bilby trapped in a web on the back
wall.

Go back out to the main area, and climb the rock pillars. Cross the first set
of Spy Eggs, then set the Ultra Stone into a 'Rang. Use first-person view to
look past the tree into the passage that the spiders were in. You should be
able to see the corner of an otherwise invisible platform; jump and glide over
to it. Once there, follow the path of platforms around the corner to find a
ledge on the side of the southern wall with an Opal bag. Grab it to score 3000
Opals! (This, incidentally, is a good way to gain some decent cash early--go in
and out of the airlock a few times, grabbing the Opal bag each time.)

Once more, head back to the rock pillars. Climb the first one and cross all
three sets of Spy Eggs this time to reach a Kromium Orb. Drop down and take out
the various enemies. If you have the Lash Chassis, you can grab some more Opals
now; otherwise you'll have to come back. Using whichever 'Rang you put the
Ultra Stone on, look around to find three invisible platforms, arranged in a
step-formation. Climb them, and at the top use your Lasharang to swing westward
across several Lashhooks. At the last one, turn and swing toward the north to
reach the high ledge. There are three 100-Opal bags right in plain sight, and
if you go behind the bushes at the west end of the ledge you'll find a 500-Opal
bag.

Drop to the mid-level ledge (where the truck carcass is parked), and head west
to reach another set of rock pillars. Climb them for a photo frame, then drop
all the way to ground level and head south. Just before reaching the wooden
arrow pointing into the tunnel, duck behind the bushes on the right for a
couple more 100-Opal bags.

Make your way through the narrow canyon, and stop when you reach the two
Uberfrills at the edge of a high ledge. See those two small sign posts with
skulls on them? That means this is a 'point of no-return'--if there's something
you want to grab before going off that edge, do so now 'cause the only way to
come back is by doing this all over again. Case in point: Look in the sky, back
the way you just came from. You should see some floating platforms with a
Kromium Orb above one. Walk back down the trail until you're about even with
the platform furthest from the Orb, then look at the wall across the gap using
the Ultra Stone. You should find an invisible button; hit it to make the
platforms drop to where you can climb them. When you've got the Orb (and
anything else you might want), go drop off that cliff ahead.

Climb the rock pillars, then hop across the moving platforms for a photo frame.
The Opal bags you can see on the high ledge opposite will have to wait until
you have a Warp Stone (there's also a Bilby up there, so it's worth your while
to come back), and the same with the breakable rock wall just before
the narrow path leading south out of this area. If you look up, you'll see a
Gooboo Berry on a platform, with a Grind-rail leading to it. That's also an
item for a return visit.

Continue into the next area; when you reach the houses where a lot of
construction koalas are grouped, take a moment and climb up to the roofpeak of
one of them. Use your Ultra Stone and look nearly straight up to find an
invisible crate that contains a Kromium Orb. Grab it, then continue east down
yet another point-of-no-return canyon. There are a series of unreachable high
ledges in this one; at the end is a Fire Stone. When you get an Air Stone, come
back and hit the generator sitting on the porch of one of the houses to
activate platforms between the ledges to let you get over there. At the top of
the east-most end of this canyon, you'll find Duke, as well as a cutscene.

When the scene ends, fight off a wave of Zombie Frills, then a wave of Frills
and Lavaquin. When they're all gone, Duke will follow you north to escape.
Before heading out, grab the photo frame hidden near the downed chopper. To
continue, smack the explosive crates from a safe distance to break through the
stacked barrels. In the next area, you need to turn the broken sections of the
bridge so that Duke (who seems to be running just fine, if you ask me) can
cross. Hit each with a 'Rang to set it straight. Somewhere along the process,
drop down to the lower level and grab the photo frame waiting near the
beginning of the bridge. You might also notice a blue turkey hanging out down
there; if you can catch him he'll give you a Water Stone. When you and Duke are
both all the way across the bridge, head around the corner to find a steel
gantry... thing.

'Talk' to the signpost by the beginning to find out what to do. As you climb
the pathway, smack each target-symbol with a 'Rang to drop the bridge. Watch
out for the Electroquins waiting for you on the pillars around the area. At the
highest level of this structure, as the walkways cross the high ledge in the
northwest part of the area (just after the first piece that needs to be knocked
down), you should be able to find a Bilby hiding behind some bushes. When you
reach the bottom, just to the right of the path to the next section is a
breakable rock wall; you should be able to see a Kromium Orb behind it. One
more thing to come back for. If you took damage, there's a picnic basket on the
ledge to the left of the path.

In the final section, you must stand on the pressure switches to lower
platforms that Duke can ride. I'd recommend running through the area and
killing off all the Electroquin and Zombie Frills, but you don't need to. Three
switches, three moving platforms, and Duke is a free bird. At the top of the
final ledge is yet another breakable rock wall, this one with a Fire Stone
behind it. Follow Duke down the final canyon passage and watch the cutscene.

===============================================================================
Chapter 2: BRL Back in Action [BBIA]
===============================================================================
If you haven't already, return to New Burramudgee to buy supplies. Stop by the
'Rang shop and buy the Duo or Lash Chassis, if you didn't get them earlier,
then head over to Naomi's van; pick up at least the Shadow Beam (it was
available for the Dreamtime fights, but it's not regular equipment until you
buy it) and the Grav Grenade.

Head on out of town, and you'll find that the once-boarded-up gate to the
overworld map is now open. Press the Action button to board the new
Crabmersible. This little vehicle is a blast to cruise around in: unlimited
ammo, crabclaws, and a slightly silly exterior all combine just right. Spend
some time wandering around the roads of the new Southern Rivers area, just to
get used to the controls. The purple goop on the roads will slow you down, and
the green-and-purple 'mats' act as land mines and will explode if you walk over
them. The two 'shop' icons in the southern area of the overworld both indicate
places where Naomi has parked her Bunyip supplies van. When you're ready to
move on, head for a mission star.

===============================================================================
All Your Base [CATS]
===============================================================================
Mission object: Save Southern Rivers from the onslaught of the Quinkan
Airstrikes.
Prize: Fire Stone [x1]
------------------------------------------------------------------------------
Gooboo Berries:  [] Behind the Spy Wing, between the rocks.
------------------------------------------------------------------------------
When you first enter the area, don't talk to Duke right away. Load up your Lash
Chassis with three of either Fire or Water Stones (whichever you have), and
walk around behind the Spy Wing. You'll find a small crowd of Crabquin
guarding a Gooboo Berry. Attack them carefully; they'll do a lot of guarding
with their claws, and you won't do a lot of damage right away (but they can!).

This is the first of the Gunyip missions, which, like the Crabmersible, are a
really fun addition to the Ty series. You're in a fighter jet, trying to take
down 6 airborne Quinkan Fortresses while avoiding the Spiderquin, Skyquin, and
homing missiles. Nothin' to it.

You have three lives in which to shoot out the six 'eyes' of each Fortress; you
can also shoot the 'mouth' to keep it closed. The Spiderquin will take two hits
each, and Skyquin can be shot down fairly easily. There are various powerups
hanging around the field; like in the cart-racing, they'll be random. Here they
consist of Shields, Lasers, Fire Bombs, Guided Missiles, and Maximum Health.
Shields protects you from damage for ten seconds and Maximum Health (perhaps
obviously) refills your health completely. Lasers and Guided Missiles replace
your standard machine gun fire with the indicated weapon, and Fire Bombs does
the same to your normal air-to-surface bombs.

===============================================================================
Experi Mental Cart [EXMT]
===============================================================================
Mission object: Test the new Experimental Racing Cart that the Redbacks have
built. [TIP: The Cart turns differently from a normal Cart, so it'll be hard to
win!]
Prize: Fire Stone [x1]
------------------------------------------------------------------------------
The game isn't kidding--the cart really does turn differently. The slightest
touch on the steering and it nearly spins in place. The key to winning this
race will be catching the shortcut that's about one-third of the way along. As
always, using your powerups wisely and hitting the boost arrows will be a big
help too.

Good luck!

===============================================================================
Quinkan Armada [QARM] | Map Location: Backwood Blizzard
===============================================================================
Mission object: Prevent the Quinkan from amassing another attack.
------------------------------------------------------------------------------
Bunyip Stones: 1 [] Below the bottom platform accessible via 8-hit switch.
Bilbies:       1 [] Break the ice, then smash a steel crate.
Photos:        2
------------------------------------------------------------------------------
This is, relatively speaking, a very short level, at least on this visit. Next
time you're here there'll be quite a bit more to do. If you didn't earlier, buy
the Grav Grenade.

Start off by taking out a small group of Uberquin. When they're gone, look
around on the ground for a patch of ice that looks different from the rest of
the area, and drop a Grav Grenade on it. Fall into the resulting hole and smash
the steel crates to find a Bilby. Step on the triangular pad to be launched
back out. Head up the steel walkway; halfway up, stop and face the big switch
mounted to the side. Punch or shoot it eight times to drop one of the floating
platforms to a height where you can jump over to it. Cross the rest of these
floating platforms to reach another eight-hit switch, and activate it as well.
Just stand still while the retracting platforms pull themselves out from under
you; at the bottom you'll find a Water Stone, then fall onto another jump pad.
You'll land on an island in the lava with another jump pad on it; step on that
one to be taken back to the original walkway. Continue to the top.

At the top you should see a number of Uberquin waiting for you on the other
side of a narrow passageway. Walk on through and take them out--there's 15 of
them, but they won't all come at you at once. When they're all gone, you can
punch through the ice wall opposite the way you came in to find several wooden
crates and a picnic basket. Continue on into the level by stepping out onto the
ice-covered path leading from this area. You'll be ambushed by 10 Lavaquin;
kill them all to open the door to the next room. If you want to grab an Opal
bag before moving on, stand at the midpoint of the ice bridge, and jump off the
side. Land on the island directly below it, and look around. The steel crates
here can be broken for a photo frame, and there are two pressure plate
switches. Step on the one that's close to a square platform in the lava, and
jump to that platform when a timer starts ticking. Quickly drop a Grav Grenade
on the platform to raise it, and jump across to a second one. Grenade that one
too to make it rise to the level of the high ledge under the beginning point of
the bridge; if you got up here before the timer stopped, you'll get a 500-Opal
bag. Glide back down and step on the triangular launch pad, then again on the
next island to be sent back to the steel walkway. Head around and cross the ice
bridge to find a room where you'll face 15 more Uberquin. Boy, these guys sure
don't want you getting through.

When they're gone (be careful not to fall in the lava!), hop up the ledges to
the northeast (the door to the west won't open right now) and jump and glide
across the moving pillars sticking out of the lava on the other side. Jump to
solid land from the last one to face the Quinkan Commander.

This fella has three stages, and will take three hits to finish each stage.
(and as always, when you've done 1/3 or 2/3 total damage, if you die he'll
still be missing that amount of energy. During Stage 1, he'll just swing his
tentacles at you and throw a fireball now and then. Stage 2 will add a
shockwave to the tentacle swing, and to start off Stage 3, he'll summon several
Lavaquin to help him out. I found the easiest (though probably the longest) way
to beat him was to avoid his initial attacks and climb the ledges across from
where you enter the area (smash the steel crate on the way up for a picture
frame). Stand atop the ledge that's two steps higher than the silver and
green... um, thing, and use first-person view to shoot him whenever he turns
his back. Make sure you're standing far enough back that his fireballs can't
hit you. When the Commander calls out the Lavaquin, he may stop trying to hit
you--if he doesn't, just keep shooting at him. If he does stop, you need to
destroy the Lavaquin before he'll resume. Use Grav Grenades to hit them; four
or five each will do it. When the last one is gone, the Commander will start
swinging his tentacles again; repeat your actions from the beginning of the
fight and he'll be done in no time.

If you've taken care of all the missions up 'til now, the next active one will
be in the far north-eastern corner of the map. Don't go there just yet.
Instead, set 'Egg Hunt' as the active mission, and notice that it's right where
you're standing. Buy the Satellite Strike upgrade from Naomi, if you haven't
already.

Go talk to Sly.

===============================================================================
Egg Hunt [EGHU] | Map Location: Backwood Blizzard
===============================================================================
Mission object: Burn off all of the remaining Quinkan Hatcheries to halt the
Quinkan invasion. [RECOMMENDED EQUIPMENT: Satellite Strike]
------------------------------------------------------------------------------
Bunyip Stones: 2 [] In the southernmost chamber, past a lava tunnel.
                 [] On a platform above the north-western end of the lava lake.
Bilbies:       3 [] On a ledge in a small chamber on the west side of the map.
                 [] On a rock above the east end of the lava lake.
                 [] In a tree behind a rock wall.
Photos:        5
------------------------------------------------------------------------------
This time, you'll be in the Extreme Bunyip, which can step in, and even swim
in, the lava scattered around this level. The first part is pretty much exactly
the same run as on your first visit. In the starting chamber, take out the
Uberquins, then look for the pink pile of eggs. Use your new Satellite Strike
ability and fire on it. Continue from here until just after you reach the ice-
covered bridge (which will now try to fall out from under you, so be careful
crossing it).

The chamber after the bridge still has a squad of Uberquins, so take them out.
The door in the west is open, so go in there and destroy the 'quins, the egg
cluster, and the hole in the ice. Drop into the hole and break open the steel
crates down there for a photo frame, then hit the jump pad to get out. Jump
into the lava in this room and dive under the surface (use the Bunyip's
'Punch' button). Swim along the tunnel to the south, ignoring the side passage
that leads east. Surface at the end, and hop onto the little rock platform so
that you can jump onto dry land.

Make your way around the room, taking out Uberquins, another egg cluster, and
the two ice walls to reveal two more of those 8-hit switches. Activate both of
them to set the floating platforms above your head moving, then jump up them to
reach a stationary one that has a Fire Stone on it. Drop back down into the
lava, and return to the chamber you came from. Near the middle of the northern
wall, there's a spray of ice crystals. Walk past it to find a series of ledges
leading down to another chamber. When you get in there, blow up the egg
cluster, then hop across the lava to rescue a Bilby. Next, dive into the lava
itself, and follow the tunnel all the way to the east.

As you exit the tiny chamber the tunnel opens into, you'll find an egg cluster
just to your left. Blow it up, and ignore the jump pad for now. Go all the way
to the east end of this ledge, and use the 'Left Hook' tool to cross the gap to
a pair of ledges. Smash the crates for a photo frame, then jump to the higher
ledge to rescue a Bilby who's sitting on top of a rock. Drop back down, and
Left Hook back across to use the jump pad. The one on the next island will take
you back to the steel walkway from the beginning of the level; walk up and
around onto the ice bridge, but this time let it fall out from under you. Land
on the island directly underneath it, and break some crates for a photo frame.
Step on the western pressure switch, and quickly cross the rock
platforms that it causes to move. At the far end, you'll find a rock platform
with a Fire Stone, and two floating platforms from which you can reach a ledge
that has an egg cluster and several crates, one of which has a photo frame.
Cross back to the island below the ice bridge, and step on the western jump pad
to get back onto the ice bridge.

Head to the southern chamber. Climb the ledges on the eastern side, and when
you reach the top, look toward the southeast to find a wall that can be blown
open via Satellite. Do so to find some Opal bags, a photo frame, and a Bilby
hanging in the tree. From here, cross the lava below you to reach what used to
be the Commander's chambers. Walk all the way to the west to find an egg
cluster tucked into the shadow of the wall and destroy it, then climb the
ledges in the center of the room to find the final set of eggs.

When you've exited, head up north to take on Hexaquin.

===============================================================================
Heinous Hexaquin [HHEX]
===============================================================================
Mission object: Stop the vile Hexaquin.
------------------------------------------------------------------------------
This guy's pretty easy. The first portion of the 'fight' is basically a 'run
away' session. Stay ahead of him, and when you see a yellow button on the wall
to the right of the screen, thwack it with a 'Rang just as Hexy comes through
the opening to drop a door on him. Three of these hits and he'll move the
battle into the large central pit, where his attack method changes drastically.

Hexy will spit some kind of earth projectiles at you. Avoid them until he
splits in half; the halves will move to the top and bottom of the arena and
create a laser beam between them, then start running counter-clockwise. Hop
over it until Hexy gives up, and smack one of the halves. He'll reform and
repeat this pattern through two more hits.

Finally, Hexaquin will charge and try to stomp on you, creating a shockwave in
the process. Hop over the shockwave, and wait until he splits again. The two
halves will each spit those earth projectiles, so just avoid them until they
give up and begin to melt to reform the big guy. Then hit one of the halves.
Two more repetitions of this and Hexy's history.

===============================================================================
Chapter 3: Beyond New Burramudgee [BENB]
===============================================================================
If you haven't already, buy yourself a second Ultra Stone and set both of them
into the Duorang; this will make invisible objects show up without using a
first-person view. With Hexaquin defeated, you can reach the north-eastern map
area; if you're starting from New Burramudgee, drive east and north to reach
the arena where Hexaquin was, then continue past that stop-point and into the
tunnel which is marked on the map as a U-shaped bend in the road. You'll emerge
into a gloomy, swampy overworld, and aside from breaking a few boxes, there's
only one thing you can do right now: exit the Crabmersible at Dead Dingo Marsh.

===============================================================================
Meet Shazza [MSHA] | Map Location: Dead Dingo Marsh
===============================================================================
Mission object: Go and meet Shazza in Dead Dingo Marsh.
------------------------------------------------------------------------------
Bunyip Stones: 3 [] On a ledge above the starting pathway.
                 [] In midair above the 'junkyard'.
                 [] Chase down the turkey.
Kromium Orbs:  4 [] On a ledge just before the junkyard.
                 [] On a high ledge over the junkyard.
                 [] On a pedestal in the round area to the southeast.
                 [] Underwater at the west end of the river.
Bilbies:       3 [] On the south side of the round area to the southeast.
                 [] On a tree branch above the river.
                 [] In a tree near the invisible crate north of the river.
Gooboo Berries:  [] Above the east end of the river.
Gooboo Steve:    [] On a ledge southwest of the battle pit.
Photos:       20
------------------------------------------------------------------------------
Just the name of this location is ominous, never mind the environment itself.
Watch the opening cutscene for a surprise... Don't chase them right away.
Instead, jump onto the shrub-laden ledge to your right, and hop onto the light-
green vine to grind along it. Use a 'Rang fitted with an Ultra Stone (this is
why I suggested buying a second one) to see the floating platforms ahead of
you. Hop between them, ignoring the steel crate on the ledge, until you run out
of platforms.

Switch to the Lasharang and swing across several hooks to reach a second ledge
with the first Earth Stone. Snag it, then jump down to ground level and
continue chasing the 'Quins past a set of swinging spiked logs and some
sharpened stakes to reach a log fallen across the path. Switch back to the
Ultrarang to see an invisible platform at one end of the log; climb the ledges
at the other end, then run along the log to reach the platform. Use it to
access a second grind-vine, and slide along it to get a Kromium Orb. Grind back
to avoid facing the stakes a second time.

Just the other side of the fallen log is a mini-junkyard. To your right is a
button on a sapling; hit it to activate two floating platforms that will let
you reach the picture frame on a pedestal in the midst of the junk. Don't hop
down; look in the trees off to the left of the junkyard to spot a second
button. Toss a 'Rang at it to create three more platforms. Cross them to kick
free a rope ladder, then look into the trees on the left for one more button,
which will activate two final platforms. Use them to reach the ledges set into
the wall, and hop up to grab a second Kromium Orb. Then, if you're using the
Ultrarang, there's an invisible platform moving between you and a Mega Stone
hanging in midair. Jump down and go cross the bridge after the 'Quins.

Ty makes a desperate bid to catch the 'Quins... and is tackled and challenged
to a mecha-fight. He runs over and hops into an abandoned Jungle Bunyip, which
handles exactly like your Shadow Bunyip, though without any weapons except the
basic laser.

This guy isn't all that tough. Keep an eye on him and avoid his uppercuts. Keep
an eye on the glow surrounding him; when he punches at you and misses, the glow
goes away for a moment. Fire quickly at him to do a bit of damage. Three of
these hits and Purple will try a new tack. He'll run around the edge of the
arena, then dive in toward you when he gets close. Dodge the dive, and start
firing as soon as you've done so. Several hits will break through Purple's
shield and cause another point of damage. Three hits here will cause him to
switch tactics yet again. Now he'll randomly combine strategies from the first
two rounds, either trying an uppercut (and hopefully missing) or running a lap
and diving at you. Either way, you're used to it--just avoid him and strike
back three times to finish him off and find out what's going on (via cutscene,
of course).

When the smoke clears, you'll be back outside the battle pit, facing the wooden
bridge. You might have noticed a photo frame overhead during the battle; run
around the pit counter-clockwise to find a grindrail. Ride it down in to reach
a ledge and kick down some rope ladders, then hop to the lower of the two
ledges to grab the frame. Climb back up and grind out, then continue southwest.
There's a squared-off part on the map; go over there to find that it's a ledge.
Hop up to meet Gooboo Steve, who'll give you a Water Stone.

Jump down and head south to the small ring of stakes around a floating
platform. Just before you reach it, look around with the Ultrarang to find an
invisible crate for three photo frames. Then hop onto the platform to be lifted
to yet another one. Exit this area to the east to find a turkey standing in the
path. If you've played Ty 1, you know what to do--chase him around (and around)
through the trees until you're close enough to hit him with a bite. You'll get
another Water Stone for the trouble. While you're chasing the bird, you'll be
attacked by Drop Bears, which will try to land on your head and hit you. If one
does catch you, wiggle the left thumbstick in circles to shake it off, then hit
him with a 'Rang. You should also be able to find a photo frame at the top of a
series of ledges (along the southern 'wall' of the area) and a button (on the
map, it's on the south side of the smallest tree trunk.

The button causes a rope ladder to drop east of you. Go climb it, and look
south to find a series of Lash-hooks. Swing along them to grab another photo
frame, then swing again from that platform to get up and over the barricade
preventing you from walking south into the circular area on the map. Once
you're in, you'll find two signs on either side of a set of stair-like
platforms; one mentions Zoom Stones (which you don't have yet), and the other
Earth Stones (which you do). Go look in the bushes at the southern-most point
of the area to find a Bilby, then set your Earth Stone into a 'Rang and stand
to the north of the pillar to the east that has the steel crates on it. Toss
your 'Rang to break the crates and reveal a button; you should be able to hit
it from here. It will create three moving platforms between the stair-pillars
and the three you're near. Cross them to reach a Kromium Orb on the northern
side and a photo frame on the south, then head back to the barrier and climb up
and over it (there are stairs on this side).

Walk north to the river, and hop out onto the lower pillar with the sign and
photo frame on it. Read it to get a hint--you can create ice platforms in the
water if you use a 'Rang equipped with a Water Stone. Do so to the west to
reach a Bilby stuck in a tree branch under a second photo frame. If you're
having trouble, get back to shore, and jump to the nearest floating platform.
It'll start to move; jump to the next one, then to the one to the west. Hop to
the tall stone pillars to knock free some rope ladders, and climb to the top.
Equip that Ultrarang to see an invisible platform. Jump and glide westward,
then turn around so you're gliding toward the invisible platform. If your
height is right, you won't grab the edge but you'll go right through where the
Bilby is hanging. Once youve gotten both the Bilby and the photo frame, climb
the tall pillars again. Lash your way west; the fifth hook will slide down a
rope. Lash to a sixth hook at the end, then swing to a pedestal for a Gooboo
Berry. Dive into the water to swim back; grab the photo frame next to the
sunken plane on the way. Climb the tall pillars once more and lash-hook your
way to the last one before the rope; turn your swing and glide down to a final
photo frame, then swim back to the floating platforms. Use them this time to go
east to some more tall pillars.

These pillars have trampolines on top; bounce to the top of the fourth one,
then glide east to land inside a circle of netting. Dive underwater to reach a
Kromium Orb, then surface and hop onto the platform. Hit the button to get out
of the net, and swim back to where the floating platforms are. Climb the ladder
on the north side of the river. Use the Ultrarang to find the invisible crate
with two photo frames in it, and look on the other side of the path for a Bilby
in a tree. Continue back toward the beginning of the level. Remember the steel
crate we ignored on the way to get the Earth Stone? Make your way back up to
that ledge and break it for a whopping five photo frames, then head on outside.

Before heading off to the next mission, you might want to go back to New
Burramudgee and do some collecting. If not, just skip past this next section.

===============================================================================
New Burramudgee Collection Agency [NBCA]
===============================================================================
Mission object: Backtrack and grab some stuff you couldn't before.
------------------------------------------------------------------------------
Keep your 'Rang setups the same way they were for the Marsh level. Start out in
New Burramudgee itself. Head over to the waterfall and look just to the left to
find a cracked rock wall. Break it open for a Kromium Orb, then head to the
other side of this lower level and open the second rock wall to grab a Fire
Stone. Next, head for Cinder Canyon (where Duke was).

Just as you enter the level, hop up the ledges to the right and look behind the
tree. Open the wall to find a button; hit it from as far away as you can,
because the platforms it creates don't stick around that long. Use them to get
up to the grindrail that leads into the level, and you'll reach a high ledge
holding a 500-Opal bag. Go grab that 3000-Opal bag again, if you want. Next,
head into the level until you reach the valley past the first point-of-no-
return ledge. At the end, just past the Lavaquin but before heading into the
narrow passage, you should find another rock wall. Open this one for a 500-Opal
bag on the ground, and another on a high ledge. Look behind the bushes to find
a trampoline that'll get you up there.

Head into the narrow, twisty passage. At the end, stop halfway up the ledges
that lead to the area with two houses and look at the map. Throw your Earthrang
at the rock wall to the west. Go into the new passage to find three 200-Opal
bags at the end, as well as another rock wall, which will open to reveal five
more photo frames. Turn around and face the way you came in to find a
grindrail. Hop on, and be prepared to jump across gaps. When you reach the end,
you'll find a Gooboo Berry!

Keep going until you get to the section with steel walkways that you had to
knock down. Get down to ground level, and just before heading into the
pressure-switch section, open the wall to the right for a Kromium Orb. That's
it for this level. There were some steel crates in Karlos' lair; you can go
grab them if you want, but they're only Opals.

Next, head out to the highway. Travel west and south from the Burramudgee gate,
and take the first eastward roadway. Just before the road starts to bend south
again, you should find a series of wooden platforms with some blue platforms
moving between them. Jump up and make your way across for a Kromium Orb.

Head south into the riverbed to find some Quinkan and Frills attacking a
Burramudgee-ite outpost. Defeat 20 enemies to open the gates behind the
defending forces for some cash. Next, continue south along the highway, and
head east when you can. At the next intersection, go north to the sharp eastern
bend; you should see an access gate. Exit the Crabmersible to find a series of
wooden and floating platforms. Make your way around the series to rescue a
Bilby; there are some very long jumps, so be careful! Continue your way east
across the map until you reach 'Quinkan Pass'. At the three-way intersection
(at the top of the S-shaped curve in the road) you should find a pair of wooden
pedestals, with some blue floating platforms near them. When you hop on the
taller pedestal, the platforms will move to line up for you temporarily. Hop
across them quickly for a Kromium Orb.

That should do it. Head back north to reach the swampy side of Southern Rivers.

===============================================================================
Go find Boss Cass [GFBC]
===============================================================================
Mission object: Go to Cassopolis and seek out Boss Cass!
------------------------------------------------------------------------------
Bunyip Stones: 4 [] Hidden in a maze of tree roots.
                 [] On a ledge on the north corner of the central square.
                 [] On a very high ledge in the eastern alley.
                 [] On a floating platform, reached via warp portal.
Kromium Orbs:  2 [] On a high ledge above red button #3.
                 [] On the southern wall of the central square.
Bilbies:       3 [] On a ledge above the entrance door.
                 [] On a ledge by the 'Rang shop.
                 [] Behind some steel crates in the eastern alleyway.
Gooboo Berries:  [] Just as the road turns south the first time.
                 [] At the very north end of the northern hallway.
Photos:       15 (5 outside, 10 inside)
------------------------------------------------------------------------------
The barrier that was preventing you from going much further than Dead Dingo
Marsh is gone, but there are some others designed to keep you going where you
need to. Check your map to find the mission star. It's right next to, and
almost covering, a little house-icon set nearly in the center. Pilot the Crab'
on down. On the way, though, keep your eyes open for collectibles. In the midst
of the big U-turn heading south, among the tree roots you can find a Gooboo
Berry. South of that, at the big Y-shaped intersection (straight ahead when you
first find deep water) you'll find a maze made of more tree roots. Navigate it
to find two 500-Opal bags, a photo frame, and your first Warp Stone. Try to go
west from here along the roadway; you'll be blocked just after the water's
edge. Drop northward off the road and walk through the shrubbery here to snag
another picture frame, and there's another one back at the Y-intersection, in
the bushes just above where the road heads east.

As the location 'Pippy Beach' pops up onscreen, you have a choice of paths; you
can stay on the roadway or wade through the river. Either way you choose, as
you get to the barrier keeping you from exploring to the north you'll find a
large bush just at the end. Walk through it for yet another picture frame, then
follow the road east and south. Before you go into the deep water, make sure
you're ready to fire off some missiles; there are sharks here! Walk on into the
depths, and look around to grab your first Multi Stone. The yellow crates are
normal Opal-holders; claw or missile them as usual. Head for the mission star
and the access gate; before you go in, explore the bushes just to the east for
one more picture frame.

Once you get through the tunnel, you'll find the town consists of basically a
big square room, with a couple of little side-spots. There's lots to collect
here, though. We'll start right at the door you come in by; look straight up at
the doorframe to find a red button. Hit it to trigger a counter (1/5) at the
bottom of the screen. Just as the wall breaks away to reveal a sunset over the
ocean, you'll find a dancing girl lizard. Talk to her if you want, then look up
to find a second red button. Continue east; you should see a green light
signifying a shop entrance at the top of a small set of stairs. Walk up to find
a pair of steel crates; one holds a photo frame. Grab it, then enter the shop.

It's Keith and Sneath, running a 'Rang shop. If for some reason you haven't
gotten the Duorang or Lasharang yet, they're available here, as are the next
four chassis; Mega, Smash, Ring, and Doom. They also sell all eleven types of
Bunyip Stones. Unless you skipped something, you should have at least one of
each Stone--with the exception of Air, Chrono, Zoom, and Magnet--already. You
should have enough Opals to buy at least one new 'Rang Chassis (Smash or Ring
are my recommendations), and pick up one Air Stone and one Magnet Stone so you
can get used to them. Exit the shop, and rather than going down the stairs, hop
over the wall to the east to find a 500-Opal bag. Drop down to ground level for
several steel crates; one of them is holding a picture frame, so grab it. Jump
up the rubble in the southeast corner of this alcove to reach a Bilby and
another 500-Opal bag, then drop down and head north to the next alley. On the
way, look between the two pipes just south of it for a third red button.

As you enter, look at the ledges overhead. Break the steel crates on the lowest
one for a photo frame, then head the rest of the way in. Hop up the moving
platforms in here (jump when the light turns from green to yellow) to enter
first the small tunnel partway up and liberate a Bilby and a picture frame from
steel crates. Keep climbing to reach a small ledge in a very high corner for an
Ultra Stone, then drop back down. Walk north to find Shade (the daughter of
Shadow, one of the bosses from the first game) at the next corner; talk to her
if you like. Button #4 is on the ceiling just south of the hallway leading out
of this main room to the north. Hit it, then continue west; we'll come back for
the hallway.

On the western wall, you'll find Naomi's Bunyip van; if you feel like shopping
there and haven't already gotten everything, go for it. Just south of her is a
yellow button; thwack it to drop a ladder. Climb up and get ready to run. Oh,
and do *not* jump-and-glide during this bit; it'll slow you down and you'll end
up on the floor. Step on the pressure plate to trigger a fast-moving series of
platforms that'll keep going, whether you're on 'em or not. Run across, jumping
on the bounce pad that comes out of the north hall for a moment, and jump
around the pipes near the east end of the wall. Run into the warp portal, and
don't stop moving out the other side, 'cause the platforms won't. Jump across
the southern doorway, grabbing a picture frame in the process, and cross the
final set of platforms to reach a Bilby and another warp portal.

Step in to grab your first Chrono Stone, then drop down and return to the
north-west corner of the room. Break the steel crates to find yet another photo
frame, then talk to the guy in a lizard suit. Look over his head for button #5,
which will activate some platforms on the south side of the big square block in
the middle of town. Go climb them for a Kromium Orb. Drop straight down to
ground level and blow up the explosive crates to find a photo frame. Next, go
into the alcove at the southwest of the room to find the robot CY; climb a
ladder in one of the corners to collect a pair of photo frames from steel
crates.

Leave, and head to the southwestern corner. Climb across the moving platforms
to find a pressure switch on a ledge. Step on it to clear the jump pad on the
southwest corner of the central square, then head over there. Step on the jump
pad to be bounced around the whole room, and finally land on the ledges around
the corner from button #3. You'll grab a Kromium Orb while you're up here, and
if you look around you should see an invisible button. Hit it to activate some
platforms in front of you; cross them to find a yellow button inside a cage.
Hit it to drop a ladder elsewhere, then look at the ceiling. Cross the lash-
hooks until you run out; swing over to a bouncepad, and as you're being
bounced, throw your lash again to grab a final hook. Use it to swing into a
warp portal, which will land you on the walkway onthe northeastern corner of
the central square. Grab the Water stone, then break the crates for a final
photo frame.

Head for the northern hallway. Just inside the door, climb the ladder (this is
the one from the yellow button) to a walkway; at the end, hop across the moving
platforms and onto a grindrail which will deposit you on a second walkway on
the far wall. Hop across two more platforms, and onto a bounce pad to reach the
west side of the hall. From here, break the crates, and cross three platforms.
On the last one, jump to the hanging platform in the middle of the hallway to
grab a Gooboo Berry.

Drop down to ground level and head north out the door to initiate a cutscene.

===============================================================================
Chapter 4: Cass' Errands [CAER]
===============================================================================
Before you head for the races, we're going to take a side-trip. Head back to
the roadway and head north. As the road turns to the west (just south of the
large watery area in the northeast portion of the overworld), the barrier that
was here is now gone, and you should see an access gate to the north. Pilot the
Crab' over, and head on into the beach.

We're really only here for one thing at the moment, and that's the shop in the
north-west area. Just head straight there for now; if you see any collectible
you want to grab on the way, go for it, but I'm not going to list most of them
out until later. When you're swimming in deep water, make sure you dive. Auto-
target any sharks that get close, and toss a 'Rang at them to fend 'em off.

The shop turns out to be run by Parrotbeard. He's selling map upgrades, which
will show the locations of each of the five collectibles on your map screens.
The don't come cheap, though--10,000 Opals each. I suggest picking up the
'Priceless Art' map; it shows picture frames, and they're what you're missing
most of. Also buy the 'Missing Persons' map if you can afford it, to see where
Bilbies are hiding. On the off chance you have yet more money lying around, you
might as well buy the 'Shiny Thing' map, though unless your wallet is ready to
burst you should hold off on the 'Sekrit' and 'Forbidden Fruit' items for now;
Steve's only in three more places, and the berries only four.

When you exit the shop, look around. Climb the ladder leading up the tree that
the shop is built into, and walk to the right to find a Gooboo Berry. Keep
going to find a 200-Opal bag, then jump down. Climb to where you can reach the
wooden bridge above you, and walk across it. Head straight across this grassy
knoll, and when you reach the edge, look around your feet to find a Bilby. When
you've got him, look across the water due south. You should be able to see
someone on a high ledge. Jump in the water and swim to the western end of the
shoreline, then get to the grassy area and walk east. Pass between two tall
rocks, and turn slightly north to find Gooboo Steve, who'll give you a Water
Stone.

Explore around if you want; when you're ready, head back to the roadway, then
west to the racetrack.

===============================================================================
Redback Stash [RSTA]
===============================================================================
Mission object: Claim the Redback's stash of Thunder Egg fragments and win the
race.
Prize: Earth Stone [x1]
------------------------------------------------------------------------------
When the race first loads, you're treated to a preview lap. Watch it all the
way through and take note of where the six Thunder Egg shards are. Most are to
the outside of the course (the left side of the track), but there's one on the
inside, and it's on a grindrail at that. During your first lap, concentrate on
getting the shards; if you miss one or two just note the location and grab it
on the second lap. Use the second and third laps concentrating on staying in
the lead.

When you win, you'll get an Earth Stone for your trouble.

===============================================================================
Power Struggle [POWS] | Map Location: Winter Woods
===============================================================================
Mission object: Turn on the power generators in Quinkan Territory. RECOMMENDED
EQUIPMENT: Grav Grenade, Shadow Beam.
------------------------------------------------------------------------------
Bilbies:       2 [] On a ledge above the north-central lava.
                 [] On a tree branch in a lava pit.
Photos:        3
------------------------------------------------------------------------------
You should have long since purchased both of the recommended upgrades. However,
if you haven't, Naomi has her van parked right nearby for you. Next, use a
'Rang with an Ultra Stone or two and stand on the roof of the van. Jump to the
invisible platforms, then up to the roof of the Rescue Wing for a photo frame,
then go talk to Sly.

You start the level on the central west side of the map. Don't worry about most
of the collectibles scattered around the level; we'll make a second trip here
later, and grab them at that time. For now, just get the generators working, so
Cass' icecream doesn't melt.

First thing you should see is a lone Uberquin, guarding one of those green and
silver things from the Backwood Blizzard level. Apparently those are power
generators; the sign next to it says to use either your normal laser or the
Shadow Beam to turn it on. I found it much easier to use the laser, as the Beam
just takes way too long to recharge. Fire at it until the counter on the bottom
of the screen changes to 1/6, then head due east until you find a wooden arrow
pointing north. There's a stone door near the arrow, but you can't break
through it. We'll come back.

Drop down the ledges, and when you have a choice, turn east. The lava to the
west can't be crossed right now. Drop down another level, and read the sign to
the south of this room. The grey square on the ground is a platform which can
be raised by hitting it with a Grav Grenade; stand on it and use one. You'll be
lifted to a high ledge with several Uberquin and another generator. Turning it
on lifts a platform out of the lava somewhere else in the level; for now, jump
back down to the lower level and climb the floating platforms to the north. The
Grav platform in here will lift you to where you can stand on the lower of the
two rock pedestals; they're too far apart for you to reach the higher one.
Stand on the lower one and power up the generator perched on the far side of
the upper pedestal, then drop down and continue north.

The Grav platform in this room is slightly misleading. It won't lift you high
enough to make it over the rock wall, but it will get you high enough to
activate the generator. Fire a Grav Grenade, and while its in midair, switch
back to the pulse laser. Use your first-person view and shoot the generator as
quickly as you can; if you don't power it all the way you'll have to repeat
this. When you're done, return south and head east to the lava you couldn't
cross earlier; this is where that platform appeared.

Hop onto said platform and Grenade it. At the top, jump to dry land, then
Grenade or Shadow Beam the giant pile of rocks right in front of you to reveal
generator #5. Power it up, then walk north to the edge of the cliff overlooking
the lava. Jump and glide down in, so that you land on the first Grav platform.
Hit it to be lifted up to the level of a picture frame; jump and glide over to
a second frame, and drop straight down onto a second platform. Hit that one to
be lifted again--if you didn't get the second frame while gliding, you will
now--and jump across to a narrow ledge to grab a Bilby. Cross the platforms
back, and jump to a moving one to get back onto normal soil.

Head west, and drop down the ledges. As you enter the doorway, it'll close on
you, trapping you in a room with a number of waves of Electroquin. Take them
out as usual, and when you've gotten the last one, the entry and exit doors
from this room will open. Climb the high ledges to the north to find a chamber
with three yellow buttons (one next to the green-lit box, one above the entry
door, and one on the wall directly north of the box). Hit them all to open the
green-lit box and reveal the final generator; power it up to get a cutscene of
a stone door opening to reveal a Magmaquin. Oh, goody...

Go back to the room where the Grav platform was hovering over the lava. Jump
and glide out over the lava, and land on one of the platforms that's floating
on the surface. Cross the others, headed north, and on the north-most one you
should find a Bilby clinging to a tree branch. From there, jump southwest to a
launch pad to return to the room to the south. Remember I mentioned a door you
couldn't blow open, next to the yellow arrow? Walk east to find that door open
now.

Drop into the room with the Magmaquin; stay close to the doorway. Once again,
this guy has three 'rounds' worth of tactics. First, he'll snap his tentacles
at you, then toss a fireball. After the fireball, he'll turn around and expose
his back; hit him in the back three times to begin round 2.

He'll next slam one of his tentacles down near you to cause a shockwave. Jump
over it, and by the time you land he'll have turned his back toward you again.
Hit him the standard three times, and in round 3 he'll swing both tentacles
across the floor toward where you're standing. Jump over them and fire at his
back; three final hits will take him down and trigger a cutscene.

Actually, it'll trigger two: when you've exited the mission, and heard the
briefing for the next one, you'll see a short cutscene showing the inside of
the Quinkan lair, and hinting about their plans.

===============================================================================
Aero Coast Guard [AECG]
===============================================================================
Mission object: Defend Cass' Robobug from the Quinkan attack.
Prize: Ultra Stone [x1]
------------------------------------------------------------------------------
There are a couple of Warp Crystals overhead; climb the platforms on the tree
trunk, and use a 'Rang with Warp Stones to travel between the crystals. You'll
land on one wing of the Rescue Wing; walk across to the far wingtip for a photo
frame.

For the most part this is pretty simple. Cruise through the course, using bombs
to blow up anything on the ground that might be a threat (i.e., Spiderquin and
those gray-and-glowing-purple things that are giant versions of the ones that
shoot at the Crabmersible). You should be able to pretty much ignore the
Robobug for most of the mission; just let it get stuck at the first stone arch.
After all the ground threats are gone, blow up the stone arches to clear the
'Bug's path, then just fly around protecting yourself.

Duke has some cute lines during the cutscenes, by the way (I think he's a
little... confused). When the Robobug reaches the end of the waterway, you'll
get an Ultra Stone.

===============================================================================
Demolition Derby [DEMD]
===============================================================================
Mission object: Defeat the Redback Gang in Chocker's Annual Demolition Derby.
Prize: Earth Stone [x1]
------------------------------------------------------------------------------
Kromium Orbs:  1 [] On an island in the farthest northern waters.
Bilbies:       2 [] On top of the Rescue Wing.
                 [] Just south of the Rescue Wing, in some grass.
Photos:        4
------------------------------------------------------------------------------
You'll run smack into this mission on your way to find the Drop Ship for Cass,
so you might as well get it out of the way. The two missions are both located
in the northern area where we bought the maps; I didn't mention all but three
of the collectibles that are here when we were last, so if you can't find one
now, it's probably because you picked it up earlier.

Upon entering the area, you can see the mission point straight ahead, through a
tunnel in the sand. Walk through the tunnel, but turn to the right on the other
side and climb the grassy slope. Go up and over the tunnel's roof to find a
picture frame, then get back to ground and go talk to the Redbacks.

Much tougher than the last demolition derby-style race, since the other racers
are content to ignore each other for the most part. This makes you just about
completely responsible for the destuction portion of the race--on all seven of
your opponents. The field will be narrowed somewhat by various hazards created
when another racer drops a secondary weapon, but overall it's in your hands.

You get an Earth Stone for the win. From here, swim due north into a little
cove with a tall island in the center. There's a photo frame on top of it,
which you can't reach without a two-Magnet Stone 'Rang; if you don't have one,
take note and come back when you do. From this island/cove, head southwest to
the land that's between you and the next mission. Take down the Electroquins,
then hop onto the little shack for a 200-Opal bag. Walk between the sand-hills,
and climb the back of the right-hand one for another photo frame. If you don't
have three Magnet Stones or two Water Stones, don't worry about the next couple
of paragraphs; just head straight for the beach where the mission star for 'Sea
Change' is.

If you do have those Stones, swim to the north, past the Map Shop (buy
another one or two, if you want and have the money). See the Kromium Orb on the
island in the middle? If you want to get it with Magnets, equip three of them
on one 'Rang; stand on the beach north of the shop, and as close to the island
as you can get. Use first-person view, zoom in on the Orb, and toss a 'Rang.
The Orb should come right over to you. If you don't have enough Magnet Stones,
set two or three Water Stones, and throw the 'Rang at the water to create ice
platforms. Hop across them to reach the island. Next, swim back south to the
mission star.

There's a photo frame in the tunnel below the sand dune, and a couple of
Bilbies right around here too. One of them is on top of the Rescue Wing; use an
Ultra Stone to see an invisible platform that will let you get on top of the R-
Wing. The other Bilby is between two trees on the grass to the south, right out
in plain sight. When you're ready, talk to Duke.

===============================================================================
Sea Change [SCHA] | Map Location: Kaka-boom Island
===============================================================================
Mission object: Recover Cass' equipment from the crashed Drop Ship at Mt. Boom.
------------------------------------------------------------------------------
Bunyip Stones:   [] Underwater just to the south of the buzz-saw gate.
                 [] In midair above the final picture frame.
Kromium Orbs:  4 [] In midair just past Dennis' starting location.
                 [] Underwater just left of the buzz-saw gate.
                 [] Underwater in a channel south of the buzz-saw gate.
                 [] Underwater in the far south-east corner.
Bilbies:       3 [] In a tree north of the starting point.
                 [] On a ledge overlooking the starting beach.
                 [] On the water's surface in the far north-east corner.
Gooboo Berries:  [] Around the corner from Steve.
Gooboo Steve:    [] Between some rocks above the starting beach.
Photos:       15
------------------------------------------------------------------------------
You'll have Dennis along for the ride on this mission. Oh yay...

To start things off, walk into the water and head north around the big egg-
shaped rock. There's a picture frame underwater all the way north, and if you
look in the tree growing on the north side of the egg-rock, you'll see a Bilby.
Hop onto the lobster trap sitting on the beach, and from there to the ledge
above it to reach him. While you're here, switch to an Ultrarang and look up
for an invisible crate, which should have 5 picture frames in it.

Head south to talk to Dennis (who apparently -really- likes blowing things up);
just past him you should have noticed a Kromium Orb in midair. Switch to an
Ultrarang to see the invisible platform underneath it, which is activated by an
invisible button in the lobster traps nearby. There's a picture frame
underwater just west of here, and another one to the south. Grab them, then
continue following Dennis. ("It's fun to be safe! *bang*") Just past the dunny
is a cracked rock wall. Blow it open and explore between the rocks behind it to
find a Gooboo Berry, Gooboo Steve, and a Bilby on a ledge overlooking the
starting beach. Head back to Dennis.

Around the corner onto the southern beach you'll find a giant rolling-log,
complete with spikes. Turn around and look for a picture frame along the
treeline by the brown rocks, then head past the spiked log. You'll find a red
button on the frame of a buzz-saw; hit it to stop both the saw and the log.
Just past where the saw was, look over the edge to the left to find a Kromium
Orb, then jump over the rocks to the south and into the water. Dive for a
Magnet Stone, and swim all the way to the west of this channel for a Kromium
Orb. Return to where you got into the water and climb the ladder to return to
the path.

Dennis takes his leave right around the next corner, so follow the path on your
own. Watch out for the boulders being thrown by the volcano. At the bottom, hop
over two flows of lava, then swim out into the water to grab a picture frame on
the island just to the east, another one underwater to the south, and a Kromium
Orb underwater all the way to the south end of the cove. Head back to the lava
and continue north. Jump past the little lava-spouts, and grab the photo frame
on the other side.

Walk along the treeline to collect a second picture frame, and continue all the
way north from there to find another one underwater. Head east; somewhere along
the way you'll trigger a cutscene with Dennis. Turn around and swim over to a
small island on the south side of the lava channel for a photo frame, and use a
'Rang with three Magnet Stones, if you have one, to grab an Earth Stone. Then
head back to Dennis and dive into the big underwater pit to activate a second
cutscene... and a miniboss fight.

This overgrown hermit crab is pretty easy. Keep moving at first to avoid his
beam weapon; when he stops, auto-target him and toss a 'Rang. Swim toward him a
little, to keep him in range. Watch his eyestalks; when they're extended,
autotarget and 'Rang them. Three hits to each one and Crabby's toast. If you
need health, swim through one of the streams of bubbles coming from the ocean
floor.

Before you leave the level, head to the northeast-most corner and play
lifeguard to a Bilby on the surface of the water just past the small island.

===============================================================================
Battle Arena Gamma [BTAG]
===============================================================================
Mission object: Battle in Karlos' horrifying Battle Arena Gamma.
Prize: Air Stone [x1]
------------------------------------------------------------------------------
This time you're on your own; no Bunyip to help out. There are five rounds;
three each of ten various Quinkan ground troops, one round with 20 Zombie
Frills, and one round with four Lavaquin. Use the explosive crates liberally
until you reach the third round; the Frills only take one hit each, so they
won't take long, and if you put three Water Stones on a single 'Rang, the
Lavaquin will go down in only a couple of hits each.

There are a number of invisible crates scattered around the arena, including
three in the northern hallway. All only have Opals stashed inside. Once again,
you can nab a Bunyip Stone while you're in here; hop across the platforms
toward the north alcove, and jump across the floating ones above you to reach a
Water Stone on the highest one. While you're up there, swing across Lashhooks
toward the center of the arena to grab a 200-Opal bag, as well.

Once you win, you open the arena for prizefights.
Modes:
 Battle Arena: pay 250, win 1000 (same as the original mission)
  Timed Arena: pay 500, win 1500 (you have 5 minutes to clear 5 rounds)
  Melee Arena: pay 500, win 1500 (can only 'Rang enemies; crates don't hit 'em)

===============================================================================
Meltdown [MLTD] | Map Location: Winter Woods
===============================================================================
Mission object: Reheat the remainder of Cass' power generators. [RECOMMENDED
EQUIPMENT: Thermo Cannon.]
------------------------------------------------------------------------------
Bunyip Stones: 2 [] In the northern lava tunnel.
                 [] In the southern lava tunnel.
Bilbies:       2 [] Underneath an ice ramp.
                 [] On a tree branch above the western-most generator.
Photos:        8
------------------------------------------------------------------------------
Well, I said we'd make a second trip here. The Quinkan have gotten to Cass'
generators again; this time they've messed around with the thermostats. You
need to heat them back to normal operating temperatures. Buy the Thermo Cannon
before talking with Sly to head out.

You'll start off in the same place as on the last mission; head east and use
your Left Hook to cross the first lava pit to the north. The first of the six
generators is straight ahead of you; walk up the small hill and take out the
little 'Quins guarding it, then switch to the Thermo Cannon and breathe fire on
the thing until the familiar counter at the bottom of the screen goes up by
one.

Head back south, and jump down into the lava. Swim underneath, and look around
at the floor of the lavalake. You should see a hole; swim down into it to find
three picture frames and an Earth Stone. Swim back to the surface, and get over
to the launch pad to land back on solid ground, and where you started on the
south side of the lava pit. Head east, and then north down into the narrow
passage. Beat up the 'Quins, and head around the corner to the west and
continue north. Hop up the floating platforms to find several small 'Quin
defending... a pair of rock pillars? Defeat them all, and look around in first-
person view. Check the top of the taller pillar to find a lash-hook. Use it to
reach generator #2, then retrace your steps all the way back to the beginning;
head for the southern lava pit this time.

Don't cross it just yet; jump down in, and once again dive under and look for a
hole in the floor. Swim into the tunnel to find three more photo frames and a
Zoom Stone this time. Return to the surface, and use the ledges at the north
end of the lava lake to get back to a useful height. On your way up, turn
southwest and fire your Left Hook to cross to a platform midway across, then
again to reach the western side of the pit. Look to your north, and blow open
the ice wall.

Drop down in to find an icy slope. Head down it, then look underneath to find a
Bilby. Cross the small ice bridge to find a set of ice walls. Don't open them
yet; climb to the top to find another Bilby stuck in a tree. Help him out, then
start blowing ice up (or melting it with your Thermo Cannon). Underneath the
ice you'll find a Mega Stone and a third generator.

Cross both ice bridges, and head south. The fourth generator is at the top of a
series of catwalks. To get past the swinging spiked logs, simply jump and glide
over them. Drop back to ground level when #4 is on, and continue south. Step
down into the chasm, and follw the river of ice eastward. For an easier time
defeating the Lavaquin here, stand at a distance (before they realise you're
there) and use the Satellite Strike on 'em.

At the end, fire your Left Hook to reach the high ledge, and take out some
Electroquin and Pyroquin. Climb the crumbly catwalks above you, grabbing the
two picture frames on the way. Be careful, because the sections the frames are
on will drop open under you. To drop the panel that's flipped up, simply punch
it and it'll fall into place. Cross it and heat up generator #5.

Jump down and return to the west end of the ice river. Hit the yellow button on
the wall and quickly jump up the steps next to it. Run through the next area,
ignoring the 'Quins, and when you reach the edge of the ledge, jump and glide
to a red platform; you should just make it on before it starts to rise again.
At the top, fire up generator #6 to complete the mission.

===============================================================================
Wrath of the Dragonquin [WOTD] | Map Location: Skies of Cassopolis
===============================================================================
Mission object: Save Shazza from the Dragonquin.
------------------------------------------------------------------------------
Kromium Orbs:  2 [] In the southern-most portion of Platypus Cove.
                 [] On top of the Rescue Wing outside the mission.
Photos:        2 (in Southern Rivers on the way there)
------------------------------------------------------------------------------
Let's do some exploring on the way to the airfield... it's as good a time as
any. From the access gate of the last mission, head east and follow the roadway
into the small culdesac (Platypus Cove). Turn south when the roadway open out
again; in the bushes just north of the western waterway is a picture frame.
Head out to the open portion, and drive all the way south. Dive underwater when
it gets deep to grab a Kromium Orb, then go to the land in the center of the
cove. From the southern-most point, get a running start and jump on the nearest
of the wooden platforms. Jump again to cross the next three gaps and land on a
rock pedestal with a Bunyip Stone atop it. Head back west, and go south with
the road. Follow the southern river east, then north; when it turns east again,
look in the clump of bushes for yet another picture frame.

That's pretty much it for the moment. Head all the way to the northeast corner
of the overworld map. When you get there, take a look at the Rescue Wing to
find a Kromium Orb sitting on top. Walk along the grassy land along the outside
of the area to reach a height where you can jump and glide over to the R-Wing's
far wing; just walk across from there to claim the Orb. Drop down and look in
the dark cave to the north for a 500-Opal bag, then go talk to Duke.

This is another Bunyip mission, and it's probably the easiest of the four, even
though the Dragonquin has more hit points than any other boss so far. Chase DQ
around the city, firing at him as much as possible. Machine gun fire will
whittle away at his health, but your best friend in the first portion of the
fight is going to be the 'Guided Missiles' powerup; if you can get it, get
close to DQ and let him have it full-bore when the lockon pops up. When you've
taken off one-third of his health, he'll randomly fly up above you and try to
laser you down, then return to normal altitude. At two-thirds, he'll no longer
fly at the same level as you; instead he'll fly directly under you, so drop
air-to-surface bombs on him. Each hit will cause him to swoop up and try to
laser you for a few seconds, so watch for it. If you have guided missiles
during this last portion, use the 'reverse direction' button combo to face him,
then use the 'dip' combo. While you're ship is bucking, fire off missles to hit
him while he's above you.

Winning will return Shazza to the team. Sweet!

===============================================================================
Chapter 5: The Legendary Weapon [THOR]
===============================================================================
But Shazza has brought some dire news home with her. Finish watching the
cutscene that began when you defeated the Dragonquin, and get ready to learn
about a familiar face's mysterious past...

===============================================================================
The Search for Steve [TSFS] | Map Location: Gooboo Gully
===============================================================================
Mission object: Find Steve to discover the secret to defeating the Quinkan.
------------------------------------------------------------------------------
Bunyip Stones: 4 [] On the platforms outside & to the south.
                 [] Behind the platform with the first Kromium Orb.
                 [] Behind a ten-second door.
                 [] Behind a ten-second door.
Kromium Orbs:  4 [] On top of a platform at the first corner inside.
                 [] Underwater at the west end of the river.
                 [] In an invisible crate on the north side of the river.
                 [] On top of Steve's house.
Bilbies:       3 [] Behind a fallen log.
                 [] Behind a door just after seeing Gooboo Steve.
                 [] In a tree branch high above the main path.
Gooboo Berries:  [] On a ledge above the north side of the river.
Photos:       10
------------------------------------------------------------------------------
The cutscene from Shazza's revelation leaves you just outside New Burramudgee,
so hop in the Crab' and drive over to the airlock to Cassopolis, then from
there to the far southeast. Once down there, head for the southern side of the
loop and look in the bushes for a picture frame, then get onto the wooden
platforms and cross them to get a Chrono Stone.

From there, head just a little bit north to the access gate and airlock, and
walk on through... to find Shazza and Fluffy arguing. Ty'll separate them, and
they'll go on ahead. This means the level is pretty much a cakewalk as far as
enemies go--the girls are in a competition to see who can kill off more.

Head south to start off. As you round the first corner, look a little bit
behind you, and toward the left-hand wall. You should see a gap in the grassy
walls, with two tree-roots blocking it. Jump up and over the roots to find a
beautiful tree with a platform surrounding it. Hit the explosive crates on the
platform to destroy the tree and reveal a Kromium Orb, then jump down on the
far side of where you came in to find a Fire Stone.

Continue along the pathway and under a wooden bridge. When you come to a mossy
log fallen across the path, check the tall grass on the other side to find a
well-hidden Bilby. From here, just follow the girls around and up until you see
a quick cutscene featuring Gooboo Steve. Go underneath where he was, and up a
short incline. Equip your 'Rang with Ultra Stones, and go around the next
corner. You should see an invisible button on the left side of the pathway;
it'll open a doorway on the opposite side to reveal a Bilby.

Keep climbing; at the next corner, giant boulders will be bouncing down the
path toward you. Dodge from side to side to make your way up, stopping in
alcoves along each side to grab photo frames. If you look up, you should see a
Bilby and a photo frame in high tree branches; you'll get them in a few
minutes. At the end, the camera will pull back to show Steve on a bridge above
you; run through the spiral on the map to get up there. Along the way you
should be able to find an invisible crate with a whole load of Opals inside.
Just past the bridge you'll find a yellow button being guarded by an Uberfrill
or two. Take them down, then hit the button.

It'll expose a grind-rail headed back down the path; hop on, and while you're
sliding you'll see a new button on the wall ahead of you. If you can hit it
before reaching the end of the rail, you'll hop right onto the new one, and a
third yellow button will appear along the wall near the second rail. Hit that
one to be able to keep grinding. If you fall off the rails, hit the yellow
buttons anyway, then go back to the top of the first one and start grinding
over again (you won't have to hit the buttons a second time). If you stay on
the rail, you'll pass right through that picture frame and Bilby you skipped a
few moments ago.

Return to where Shazza and Fluffy are waiting to find a river area. Hop onto
the first and second platforms, and while on each, look carefully at the bushes
in the southeast corner of the area; you should be able to see a 200-Opal bag
floating behind each. Grab them, then get on the stump to the south of the
river. Hop onto the round moving platform, and ride it through two photo frames
across to the next tree. Climb to the upper platform for a third frame, then
look north and a little west. Jump down to the first of two square platforms,
then jump quickly to the second and again to the ledge with a Gooboo Berry.
Jump back to the tree (if you miss, there's a ladder on the shore by where the
girls are waiting) and climb back up to the upper platform. Lash onto the hook,
and let it slide down and swing you across the net to the west. Dive underwater
for a Kromium Orb, and break open the southern crate for two picture frames.
Use the vines on the western wall to climb up and out (when you reach the end
of the vines, just drop off).

Switch to your Ultrarang to find an invisible crate which holds a Kromium Orb,
then cross the river back to the south and continue. Beat up some Crabquin and
look at the western wall--take note of the doorway--then jump across some
sharp-spike fences. When you reach one with Uberquin on the other side, take
them out but don't cross the fence yet. Look carefully at the right-hand wall,
and hit the yellow button there. This gives you ten seconds to recross the
spike fences and enter the door (which will be guarded by Crabquin again--just
ignore them for the moment) for two Bunyip Stones; a Zoom and another Ultra.

Cross the stakes one more time and round the corner. You've found Gooboo Steve,
but before you go talk to him, switch to the Ultrarang and look just past the
dunny on the left to find an invisible button... which will create invisible
platforms. Go figure. Anyway, cross them to the roof of the little house to
grab the last Kromium Orb of the level.

When you try to say hi, Steve just dances around. See that purple thing on a
pedestal to the south? Go stand on the pedestal to go to a minigame where you
have to shoot down 18 Skyquin. Don't hold down the 'Fire' button--repeatedly
tap it to build up power. When all 18 are gone, you'll automatically go to a
cutscene with Steve.

===============================================================================
Respect Effect [RSPE]
===============================================================================
Mission object: Earn the respect of the Redbacks by defeating them in a race
without using any powerups!
Prize: Ultra Stone [x1]
------------------------------------------------------------------------------
Bilbies:       1 [] Behind the broken-down Jeep in the entrance area.
------------------------------------------------------------------------------
As you enter the area, go over to the run-down brick building. Look behind the
jeep in the yard to find a Bilby, then go talk to the Redbacks. Russ wants to
challenge you to a one-on-one race, just you and him... and Jack and Thorn. Oh,
and four other racers, just so that there's the normal eight contestants.

Catch is, you can't use any powerups (though everyone else can!). Don't try to
aviod the powerup crates though; you can't pick them up even if you drive right
through 'em.

To catch and keep the lead, learn where the turbo patches and shortcut are, and
use them on every lap. Also try to catch the grindrail that begins on the far
left side of the track, just before the start line. Look out for the other
racers targetting you (especially with Doom, as nearly everything else can be
dodged). The only way to escape a target lock is to to outdistance it or round
a corner far enough ahead that the lock is lost.

This is the hardest race so far in the game, and may even be the hardest
mission overall. It took me several tries to finally complete it in first
place, and even that was due to luck from not getting hit more than once along
the way. Good luck!!

===============================================================================
Forest Firepower [FOFI]
===============================================================================
Mission object: Seek and destroy the Quinkan flying fortresses that are
approaching the defenseless town of Thylacine.
Prize: Zoom Stone [x1]
------------------------------------------------------------------------------
This mission is almost exactly like the first Gunyip battle, with one important
difference: there are nine Fortresses this time. The good news is that only
some of them will be on the field at any given time. The same basic tactics
from the 'All Your Base' mission apply; shoot out the yellow 'eyes' on the side
closest to you, then fly past and turn around to be able to shoot the eyes on
the other side. The main difference this time around is that the Fortresses
will move and turn a little faster, trying to keep their undamaged eyes away
from you.

There aren't as many Spiderquins (or they aren't as aggressive) but there are a
lot more Skyquins (the black and purple fliers) around, and there are a number
of Winquins (the tiny green-and-black fliers that are hard to hit) too.

The collision detection is a little wonky, so be careful--if you run into a
Fortress hard enough, you can actually get stuck inside it, where you'll bounce
around until you pop back out. This will damage your ship, but the extent
depends on how long you're stuck for.

When you've taken down all nine, you'll get a Zoom Stone, and a speech from
Duke, who's kinda silly.

===============================================================================
Find the Shadowring [FTSH] | Map Location: Mt. Boom Basin
===============================================================================
Mission object: Find the long lost Shadowring in the dangerous Mt. KaKa Boom!
------------------------------------------------------------------------------
Kromium Orbs:  4 [] Hit a hidden switch in the first lava area to raise it.
                 [] Above the lava near the first Magmaquin.
                 [] Behind a timed door; defeat 30 frogs to get it.
                 [] Behind a breakable wall just past the second Magmaquin.
Bilbies:       4 [] Before entering, in a tree behind R-Wing.
                 [] Just after landing, by the bush behind R-Wing
                 [] On a platform in the chamber before you meet Fluffy.
                 [] In front of the first Bunyip Cannon.
Gooboo Berries:  [] At the top of a hidden room near the last Magmaquin.
Gooboo Steve:    [] At the end of some platforms in the first lava area.
Photos:       10
------------------------------------------------------------------------------
Immediately upon entering the access area, run over by the Rescue Wing and
check the tree to find a Bilby, then go talk to Duke.

When the R-Wing touches down at Mt. Boom, run around to the south side and look
behind a shrub to grab a second Bilby, then head north and around the corner.
Defeat the 'Quins here, and break open the steel crates for four picture
frames. Jump up the ledges to reach a pool with several frogs in it; smack 'em
around, then continue upwards. A second frog-pool leads you to another ledge;
jump from there to a purple mushroom, which turns out to act as a trampoline.
Use it to reach a high ledge, then turn around. On the far wall you should see
a Bilby on a rock outcropping, accessible via purple mushrooms. Bounce your way
over to him, then come back to this point.

Walk a little further in to meet Fluffy, who's being overly dramatic. Before
you follow her deeper into the level, look south over the lava. Head on down
in, and at the first rock platform (not the two moving ones) you'll find a
plate-switch with a skull on it. Step on it to raise some small platforms out
of the lava temporarily. Cross them quickly to reach another large platform,
where you'll want to get a 'Rang set up with Water Stones before making the
next crossing. Study the pattern of the next set of small platforms, and cross
them when you're ready. On the third, toss a 'Rang at the red platform ahead of
you to cool it down before jumping to it. Hop across the final set of platforms
the same way, and jump to a final large platform to meet Steve for the sixth
and final time. Step in the red flower to be returned to the platform with the
skull switch.

Before heading back to Fluffy, step on the skull switch again. Jump onto the
closest small platform that appears, and turn around. Hit the red button, then
jump back up. This will make two more small platforms appear toward the center
of the area, one of which has a Kromium Orb on it.

Get out, and follow Fluffy to a large circular area... with a pissed-off
Magmaquin in the middle. Run all the way around the grassy ledge to reach the
Bunyip Cannon, all the while fighting off Lavaquin and avoiding MQ's fireballs.

When you reach the Cannon, aim it just over Maggie's head. He'll throw
fireballs at you, in sets of three, four, or rarely five; shoot them down until
he turns his back on you, then hit him. Remember to quickly tap the Fire button
rather than just holding it down, so that enough power builds up in the Cannon
to hurt the Magmaquin. Five hits and you'll receive a piece of the Shadowring.
Get off the Cannon platform, and walk around onto the ledge in front of it to
find the fourth Bilby of the level.

Before continuing deeper into the level, make your way back around to the
northwestern part of the area. You might have noticed a Kromium Orb over the
lava there. Hop down and make your way between platforms to grab it. Once
you're back on dry land, use an Ultrarang and look up to find an invisible
crate with two photo frames inside. Return to where Fluffy's waiting, and carry
on.

When the path splits, to an open area or into a tunnel with spiders, take the
spiderside first. Step on a skull-plate and start running along the path; your
goal is to reach two more skull-plates and a round doorway before the timer
runs out. Once you get inside the door, a counter will pop up at the bottom of
the screen. Defeat 30 frogs to lower a platform holding a Kromium Orb. Return
to the open area side of the fork in the tunnel and go out to find a second
Magmaquin. The tactics are exactly the same; the Cannon's only a short way away
this time, thankfully. Take out the Lavaquin and hop on the Cannon. Five hits
and Maggie #2 is history, and you've got a second piece of Shadowring.

Jump on the grassy pedestal rising from the lava, and it'll slowly sink down.
Cross the two moving platforms to reach a second pedestal which will lift you
to where you can reach the ledge on the far side of the lava. Look around with
the Ultrarang for an invisible crate with two more photo frames. The red flower
on the ground will return you to the Cannon side of the lava, if for some
reason you need to go back. Just before going through the door, look to the
left and blow opwn the cracked wall for a Kromium Orb--if you've gotten all the
others you've come across so far, that's the last one. Congrats!

Go through the door and down the tunnel. Just before reaching the end, you
should see a path to the right that has spiderwebs near the ceiling. Go on in,
and hop over the purple crystal spikes that pop in and out of the floor. When
you reach the end of the tunnel, get through the buzz-saw and defeat the 'Quins
that are here. Jump onto the central pedestal and step into the red flower to
reach a high ledge. Lash your way to a second ledge, and climb the short
ladder. From here, cross the vanishing platforms to reach the (tenth and final,
if you've been following right along) Gooboo Berry on the far side. Jump down
to ground level and return to the main tunnel. Head out into the final open
area to find Maggie #3.

Before getting on the Cannon, look above it with the Ultrarang to find a third
invisible crate with two final photo frames inside. From there, grab the Cannon
and blast away! Just five hits stand between you and the Shadowring... when
you've gotten it, enjoy the cutscenes.

===============================================================================
Chapter 6: Taking the Battle to the Enemy [TBTE]
===============================================================================
Bonza, mate! You've got the Shadowring. Now you just need to retrieve the
Shadow Stones to give it the ability to defeat the Quinking: without that, it's
just another 'Rang.

Let's go get the Stones.

===============================================================================
Battle Arena Zeta [BAZE]
===============================================================================
Mission object: Battle in Karlos' zealous Battle Arena Zeta.
Prize: Shadow Stone
------------------------------------------------------------------------------
Only three rounds this time, but you're in the Extreme Bunyip. The first round
is against ten Uberquin; just punch your way through them. Next up is ten
Electroquin on the outside platforms; jump over to them and smack the explosive
crate to blow them up. The third round is against 20 mixed 'Quins; switch to
Satellite Strike and let them have it.

When you win, the Arena is opened for normal fights.
Modes:
 Battle Arena: pay 250, win 1000 (same as the original mission)
  Timed Arena: pay 500, win 1500 (you have 5 minutes to clear 30 enemies)
  Melee Arena: pay 500, win 1500 (can only punch enemies; crates will hit too)

===============================================================================
Dennis Dilemma [DNDI]
===============================================================================
Mission object: Retrieve all of Dennis' Thunder Egg Shards from the other
racers and win the race!
Prize: Shadow Stone
------------------------------------------------------------------------------
On the way in, you should notice a wooden platform behind Redback Russ; there's
a Bilby on top. Head to the eastern corner of the area, and jump across the
platforms and lashhooks to reach him, then jump down and talk to Russ.

This is another 'collect six Thunder Egg shards' race... but it's made more
difficult by the fact that three of the shards are held by other racers! That
won't last long; within the first lap enough powerups will have been used to
knock the shards loose. Of the three remaining shards, one is on the regular
course, one is in the shortcut, and one is outside the course, on a grindrail.

You still need to both collect all six shards and place first; do your best to
get all six before the end of the second lap. You'll get the second Shadow
Stone, as well as learn Redback Russ' real name, for the win.

===============================================================================
Ranger Endanger [RAEN] | Map Location: Frozen Forests
===============================================================================
Mission object: Rescue Ranger Ken from the Quinkan. [RECOMMENDED EQUIPMENT:
Shadow Beam]
------------------------------------------------------------------------------
Bilbies:       2 [] Behind a stone wall in the east.
                 [] On a platform just before the end.
------------------------------------------------------------------------------
You should have long since bought the Shadow Beam. But, if you didn't, Naomi is
here to sell it to you. Get it if you need to, then talk to Sly.

Chase Ken into the level until you get trapped in a room with a 15-Quinkan
counter on the bottom of your screen. Take out the 15, and when the door opens
head north, then east. When you reach the square platform hanging in midair,
drop a Grav Grenade to bring it down and step on. From it's upper position,
jump across to a vanishing platform and immediately jump again to an upper
ledge to the east. When you find the yellow egg-like plant, hit it with a few
Grenades to break it and the stone wall behind it open. Nab the Bilby in a
bush, then drop back down to the pathway.

Walk northwest to find another room with 15 Quinkan that need discipline, then
head through a narrow ice corridor with an iceblock tower (ignore it for now)
and onto a ledge overlooking the big lava lake. Hop to the first platform to
get a cutscene showing a wall growing into place separating you from Ken.
Before continuing, go over to the west end of the ledge and glide across to the
platform just to the north to get a Bilby. Hop onto the Grav platform to
return, then go back to the new wall. Blow the yellow egg and the wall itself
up with some Grenades.

Head down the corridor behind the wall to catch up to Ken and the runaway
Quinkan. The 'Quin will drop the Shadow Stone, and you're good to go.

===============================================================================
Redback Rundown [RDBR] | Map Location: Frozen Forests
===============================================================================
Mission object: Retrieve the Redback's new nuclear powered Cart from the
Quinkan. [RECOMMENDED EQUIPMENT: Thermo Cannon, Satellite Strike.]
------------------------------------------------------------------------------
Bilbies:       1 [] Above the lava river in the far north.
Photos:        5
------------------------------------------------------------------------------
You don't have to go anywhere to get to this mission from the last one, as it's
a return to the level you just left. If you haven't gotten them yet, buy the
last two Bunyip upgrades (Orbidrills and Nucleon Shield). Once more, talk to
Sly.

You start out where you left the last time, except in the Extreme Bunyip this
time. Retrace your steps to reach the lava lake, and jump on down. Dive in and
swim down into a long tunnel that will take you to the large round chamber to
the west. Once there, fight your way around the ledges to reach ... five
picture frames. Kind of a disappointing prize, even if it is the last five you
need. Oh well. Return through the tunnel and climb onto a platform that has a
launch pad to return to the large western ledge overlooking the lava.

Use the Left Hook to reach a high platform to the east for a Water Stone, then
go into the small chamber to the west to find that ice tower we ignored. Use
your Left Hook to break upper sections and create 'steps' so you can reach the
Magnet Stone on top. If you break the wrong thing, step on the pressure plate
to the north to reset the whole thing. When you're ready, head north.

Cross the ledge and pass through the narrow stone doorway, then head north so
that you're overlooking the small lava river. Carefully look east and down to
find a floating platform near a stone pedestal; you should be able to see a
Bilby on the pedestal. Jump and glide down to the platform, and from there to
the Bilby. You can swim through the lava all the way back to the lake by the
start, and from there the launch pad will let you get back to this point
quickly.

From here it's just a matter of continuing to backtrack--head east, then south
into the large chamber where you first fought 15 Quinkan, then go through the
southeast exit and jump and glide around the corner to reach the original
corridor. At the end waits the experimental Cart.

===============================================================================
Quinking [KING]
===============================================================================
Mission object: Stop the Quinking at all costs.
------------------------------------------------------------------------------
If there's anything you have left to collect, go get it now. Coming into the
level, you should be at 97% completion, and the only thing missing on your game
totals screen should be one mission. That mission... is this one. In the words
of Ridge: go get 'em, Tiger!

Head to the mission star, located at the southern end of the Cassopolis-side
map. Before entering the access gate, break through the brush to the east of
the fence to find an Air Stone. Head in and talk to Sly. Watch the cutscene,
and if you're like me, be impressed at the way everyone pulls together.

The first half of the mission is a long, narrow canyon full of Quinkan
Fortresses, Spiderquin, Wingquin, and Skyquin. You've got unlimited air-to-air
missiles in place of twin machine guns, so don't let off that fire button!
Powerups are plentiful, though they'll still be random. You'll get Max Health,
Fire Bombs, Turbo Laser, or Warp. If you get Lasers, shoot anyway; it won't
take long. If you get Warp, it'll mainly make things difficult; just avoid
enemies while you wait for it to wear off. Shield, unless you get it just
before getting hit, probably won't really do much for you, as it doesn't last
very long.

You have to get past the Fortresses, Spiderquin, and... um... those purple and
grey things. (Apologies; I still don't know what they're called.) Most of the
places where the Fortresses are waiting are very narrow, so squeeze by
carefully. I'm a perfectionist, so I did my best to destroy everything here,
but it's not necessary. When you reach the end, you'll enter a Portal.

The stage on the other side of the Portal is full of various Quinkan ground
troops. The Shadowring will inflict one-hit kills on just about everything, but
if you don't want to get close enough for that, use a 'Rang with three Earth
Stones set in; this'll take out crowds of 'Quin at any given blow. Make your
way to the mission star at the far north end to be warped to the final battle.

After a short scene, the Quinking tells Ty that to defeat him, he's taken the
form of "the most powerful creature on the planet." Which happens to be a
purple and orange... actually, it looks a heck of a lot like Ty himself. Switch
to the Shadowring, if you didn't use it on the way here. Run in and trade blows
with Q. Dodge his uppercuts, then bring the smackdown. Soon he'll start to glow
orange after every hit, then red. When you've taken about two-thirds of his
health away, he'll get fed up and change form.

Now he's a big, spikier version of the little guy; his tactics are wildly
different, however. He'll stomp and send out a shockwave; just jump over it.
After he gets tired of doing that, he'll lean over and spit missiles at you.
Dodge them, and make your way around behind him while you're doing so. When he
stands up, the tip of his tail will glow red. Auto-target it and smack him. Do
this twice more... and he's toast.

Watch the cutscene, and stick around after the credits for an extra scene if
finishing this mission gave you 100%.

Congratulations, you've completed Ty 3! Well done.

+-----------------------------------------------------------------------------+
|                      Boomerangs & Bunyip Stones [BRNG]                      |
+-----------------------------------------------------------------------------+

'Rangs are the primary weapon for the discerning Tasmanian Tiger. There are
nine available in Ty 3; you start with two, and finding the rest will take you
that much closer to 100%. Seven of them can have Bunyip Stones attached to
increase their power or add a special ability.

-  Mono Chassis (1 slot)
  You start with this rang. Because it's only got one slot, you probably won't
  use it all that much once you've bought a stronger 'Rang.
[] Duo Chassis (2 slots)
  You can purchase this from your parents' shop in Burramudgee. There's not
  really anything special about it, but you can double up on your Bunyip Stones
  for twice the punch of the Mono Chassis.
[] Lash Chassis (3 slots)
  You can purchase this from your parents' shop in Burramudgee. The cable built
  into it lets you swing from Lash-hooks scattered through the Southern Rivers.
  It won't work with a number of the available Stones.
[] Mega Chassis (4 slots)
  Purchased from Keith & Sneath's shop in Cassopolis.
[] Smash Chassis (5 slots)
  Purchased from Keith & Sneath's shop in Cassopolis.
[] Ring Chassis (6 slots)
  Purchased from Keith & Sneath's shop in Cassopolis. The best combo-making
  'Rang, bar none.
[] Doom Chassis (4 slots)
  As in past games, you have some control over where this 'Rang flies. However,
  its Stone compatibility is limited.
[] Shadow Chassis (0 slots)
  This is a special 'Rang, and you can't purchase it. You'll be sent on a
  mission to find it near the end of the game.
-  Aquarang (0 slots)
  You start the game with this 'rang. It's automatically equipped when you swim
  underwater, and it won't appear on your status screens. You can't use it
  anywhere else, though why would you want to with no upgrade slots?

Bunyip Stones, as mentioned, add extra 'bang' and/or special abilities to your
attacks. There are eleven different types of Stone to find or purchase.

When attaching a Stone to a 'Rang, be sure to check its colour afterwards--if
it's green, you're all set. However, if it turns red, it won't work on that
'Rang or with one of the Stones already in place. For instance, don't bother
attaching a Mega Stone to the Lash Chassis; since they're designed to come
right back to you via the built-in cables, they can't bounce around and hit
multiple enemies. Similarly, if you add a Stone and both that Stone and another
one already on the 'Rang turn red, they won't work in combination. If you add a
Fire Stone to a 'Rang that already has a Water Stone on it (or vice-versa),
they'll both turn red and cancel each other out; you won't get either flame or
ice effects.

More than one of any given type of Stone (up to three) will increase the power
of that Stone's effect.

- Fire Stone
  Creates a burst of flame upon impact.
- Water Stone
  Puts a freeze on enemies, or creates ice platforms on the water's surface.
- Air Stone
  The power of lightning... in a rock.
- Earth Stone
  Big explosive power, itty bitty package.
- Chrono Stone
  Slows down time for anything you hit with 'em.
- Warp Stone
  Teleport between those purple Warp Crystals, and bend light.
  1: Warp Crystals can be used like Lash-hooks.
  2: makes you invisible while standing still or walking slowly.
  3: gives an energy shield.
- Ultra Stone
  Lets you see invisible crates, platforms, and buttons.
  1: Invisible items will be visible and beep in first-person view only.
  2: Invisible items will be visible and beep anytime.
  3: Collectibles will have a colored beam of light pointing to them.
- Mega Stone
  Will hit more than one enemy with each throw.
- Multi Stone
  Lets you throw 'Rangs faster.
- Zoom Stone
  Gives a longer range and a sniper-style zoom feature. Two or three of these
  will increase your range even further.
- Magnet Stone
  Causes collectibles to 'stick' to your 'Rangs in mid-flight.
  1: grabs Opals.
  2: same as just one stone, plus picture frames and Opal bags.
  3: same as two stones, plus Stones and Berries.

The following chart is only for single pairings; I didn't test, say, a Zoom
Stone and a Magnet Stone together (which works) and see what other Stones did
or didn't work with that specific pair. There are literally hundreds of
possible combinations; try some and see what works. Note that if a Stone is
listed as not working on a given 'Rang, it will never work with it, no matter
what combinations you try.

      |Fire|Water|Earth|Air|Chrono|Warp|Ultra|Mega|Zoom|Multi|Magnet|
Fire  |  + |  XX |  XX | XX|  XX  | XX |  ff | ff | ff |  ff |  ff  |
Water | XX |  +  |  XX | XX|  XX  | XX |  ff | ff | ff |  ff |  ff  |
Earth | XX |  XX |  +  | XX|  XX  | XX |  ff | ff | ff |  ff |  ff  |
Air   | XX |  XX |  XX | + |  XX  | XX |  ff | ff | ff |  ff |  ff  |
Chrono| XX |  XX |  XX | XX|   +  | XX |  ff | ff | ff |  ff |  ff  |
Warp  | XX |  XX |  XX | XX|  XX  |  + |  ff | XX | XX |  XX |  ff  |
Ultra | ff |  ff |  ff | ff|  ff  | ff |  +  | ff | ff |  ff |  ff  |
Mega  | ff |  ff |  ff | ff|  ff  | XX |  ff |  + | ff |  ff |  ff  |
Zoom  | ff |  ff |  ff | ff|  ff  | XX |  ff | ff |  + |  ff |  ff  |
Multi | ff |  ff |  ff | ff|  ff  | XX |  ff | ff | ff |  +  |  ff  |
Magnet| ff |  ff |  ff | ff|  ff  | XX |  ff | ff | ff |  ff |   +  |
------+----+-----+-----+---+------+----+-----+----+----+-----+------+
Mono  | OO |  OO |  OO | OO|  OO  | OO |  OO | OO | OO |  OO |  OO  |
Duo   | OO |  OO |  OO | OO|  OO  | OO |  OO | OO | OO |  OO |  OO  |
Lash  | OO |  OO |  OO | OO|  XX  | OO |  OO | XX | XX |  XX |  OO  |
Mega  | OO |  OO |  OO | OO|  OO  | OO |  OO | OO | OO |  OO |  OO  |
Smash | OO |  OO |  OO | OO|  OO  | OO |  OO | OO | OO |  OO |  OO  |
Ring  | OO |  OO |  OO | OO|  OO  | OO |  OO | OO | OO |  OO |  OO  |
Doom  | OO |  OO |  OO | OO|  OO  | XX |  XX | XX | XX |  XX |  OO  |

XX=Stones cancel out/no effect on this 'Rang
OO=will work on this 'Rang
ff=can combine with this Stone
+=up to three can combine to 'stack' the effects

Recommended setups (from VladYvhv):
1. Explosive Megarang: Mega Chassis, 1 Mega Stone, 3 Earth Stones. Quick kills
   without having to fight. Also useful for hitting switches.
2. Warperang Revisited: Lash Chassis, 3 Warp Stones. Lasharang with the ability
   to catch ahold of warp crystals, invisibility while standing still, personal
   forcefield.
3. Itemgetter 1: Ring Chassis, 3 Magnet Stones, 1 Mega Stone, 2 Zoom Stones.
   Looong range rang with the ability to seek out and snag stuff (opals, opal
   bags, picture frames, berries, and stones).
4. Itemgetter 2: Itemgetter 1 with an Ultra Stone replacing one of the Zoom
   stones. Not as long-ranged, but will allow you to find invisible stuff in
   Ty's View.

+-----------------------------------------------------------------------------+
|                             Cart Racing [KRTR]                              |
+-----------------------------------------------------------------------------+

There are six cart-racing tracks in the Southern Rivers area. They are:
The Big Race, Demolition Derby, Dennis Dilemma, Experi Mental Cart, Redback
Stash, and Respect Effect. You'll come across each track in the course of the
game, and once you complete the mission (that is, place first), it'll be
unlocked as a regular race course, so that you can go back anytime you like.
You can also play the cart-racing in two-player mode; plug in a second
controller, and choose 'Mini Games' from the main menu (rather than 'Load
Game'), and then 'Cart Racing'.

Some general tips: Try to stay to the inside on any given corner, and hit any
and all turbo-patches (the glowing yellow arrows on the courses). Sometimes
you'll come across a grind-rail; hop on it to get a jump on your competition
(if they haven't taken it too!).

Controls are as follows: accelerate is the Jump button (A or X), brake-and-
reverse is the Rang-select button (Y or T), the Rang button (B, [], or X) fires
your primary weapon, the Bite button (X, O, or B) fires your secondary weapon,
R or R2 makes your kart 'hop' (tap the button) and powerslide (hold it), and
the analog stick steers. Be careful when powersliding, as it effectively brakes
at the same time. To change the camera, press up or down on the D-pad.

Most of the work in knocking the other racers out of the running will be done
for you, so your task is simple: grab powerups, and use them to attack
opponents directly or create hazards on the track to damage them indirectly.
Powerups come in large yellow crates floating above the track, which randomly
contain one of Flame, Frosty, Zappy, Ultra, Warp, or Doom. The first three
shoot a projectile of their respective element, or create a patch of lava or
ice, or a mini-thunderstorm if fired as a secondary weapon. Ultra shoots a wide
beam which travels along the track, damaging anyone in its path, or when used
as a secondary gives you a temporary shield, plus a speed boost which also
knocks other carts out of your way. Warp catches you up to the next racer ahead
of you, unless you're already in the lead, or turns you invisible when used as
a secondary. While you're invisible, if you bump into other racers you'll knock
'em over.

Finally, Doom fires a 'skull' which causes one hit of non-elemental damage to a
pre-determined target. In the words of one of the designers: "If the primary
attack is used it targets the leading cart, unless its you, in which case it
works like the secondary attack [targets the next cart behind you]. If the
secondary attack is used it targets the cart behind you unless you are the last
cart, in which case it works like the primary attack [targets the cart in first
place]."

Here are maps for each track, including shortcuts. 'START' is, perhaps
obviously, the start/finish line, and the arrow next to it shows the direction
of travel. "Darker" pathways are the main track, while "lighter" paths indicate
shortcuts.

The Big Race:
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Redback Stash:
   Note: {TES} on this course marks the location of the six Thunder Egg
         shards you must retrieve during the mission that takes place here.
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+-----------------------------------------------------------------------------+
|                            Gunyip Battles [GYBT]                            |
+-----------------------------------------------------------------------------+

In-game, the Gunyip battles are an essential part of the fight to take back the
Southern Rivers from the Quinkan. As a single- or two-player battle, the
minigame consists of seeing who can reach ten 'kills' first. There are four
available fields: All Your Base, Wrath of the Dragonquin, Forest Firepower, and
Aero Coast Guard. You also have a choice of which plane to use: the Gunyip,
Bush Whacker, Revolution, BeeCat, Skull Turbo, or Dishinden.

There are various powerups hanging around the field; like in the cart-racing,
they'll be random. Here they consist of Shields, Lasers, Fire Bombs, Guided
Missiles, Maximum Health, and Warp. Shields protects you from damage for ten
seconds and Maximum Health (perhaps obviously) refills your health completely.
Lasers and Guided Missiles replace your standard machine gun fire with the
indicated weapon, and Fire Bombs does the same to your normal air-to-surface
bombs. Warp increases your speed (and range?) for several seconds.

[If anyone would like to submit tips or tricks, you will be duly credited.]


+-----------------------------------------------------------------------------+
|                           The Bunyip Mechs [MCHS]                           |
+-----------------------------------------------------------------------------+

The two Bunyip Mechs you can pilot throughout the game are upgraded versions of
some of the ones available in Ty 2. The Thermo Extreme Bunyip has become just
the Extreme Bunyip, while the Shadow Bunyip hasn't changed its name. The
Extreme can also swim in, and under, lava; controlling it is just like
controlling Ty himself underwater.

Each Bunyip can punch at enemies, and each has four weapons available. They
start with one each, and once more are purchased, you can swap back and forth
using the 'chage 'Rangs' button. The Shadow Bunyip starts with the Pulse Laser,
and can add the Shadow Beam, Grav Grenade, and Nucleon Shield, while the
Extreme Bunyip starts with the Left Hook (which can also be used to grab Lash-
hooks), and will add Satellite Strike, Thermo Cannon, and Orbidrills.

Each weapon, including the defaults, uses the white power gauge attached to the
health meter in the upper left corner of the screen. The Nucleon Shield and
Orbidrills act as a personal defense system; when enemies get too close, the
weapons will inflict damage. Satellite Strike and Grav Grenades each have an
aiming reticule, and can do damage to enemies or environments up to several
feet away from you; Grav Grenades can also activate special platforms. The
Thermo Cannon is basically a flamethrower, and the Shadow Beam is a full-bore
version of the Pulse Laser; it can take out multiple enemies with one shot.
Purchasing each of the six upgrades will add to your game total percentage.

Shadow Bunyip:         Extreme Bunyip:
[] Shadow Beam         [] Satellite Strike
[] Grav Grenade        [] Thermo Cannon
[] Nucleon Shield      [] Orbidrills

+-----------------------------------------------------------------------------+
|                             Collectibles [CLCT]                             |
+-----------------------------------------------------------------------------+

Like most platform-genre games, Ty 3 is all about the collecting. Gypsy
lizards, berries, Bilbies, 'kromium orbs', and even portraits litter the
landscapes of the game, and finding them all is an essential part of getting
100%. Not to mention getting paid--Bilbies, Berries, and Orbs will each give
you 250 Opals, and Steve will give you either Opals or a Bunyip Stone.

===============================================================================
                                  Gooboo Steve
===============================================================================

Gooboo Steve is one of the more colorful characters you'll meet in your
travels. He tends to ramble on, but if you hear him out you'll be rewarded. You
can meet Steve in 6 different spots.

[] On a hidden ledge behind the waterfall in Burramudgee.
[] Down the spider-filled passage outside and to the left of Karlos' lair.
[] Dead Dingo Marsh: On a ledge southwest of the battle pit.
[] On a beach southeast of Parrotbeard's shop.
[] Kaka Boom Island: Hidden in some rocks above the starting beach.
[] Mt. KaKa Boom: At the end of a 'suicide run' in the first lava area.

===============================================================================
                                 Gooboo Berries
===============================================================================

Gooboo Steve has hidden these unusual pink berries all over Southern Rivers.
You can collect ten of them throughout the course of the game.

[] On a ledge in the northwest corner of Burramudgee.
[] Cinder Canyon: Above the west end of the 1st point-of-no-return canyon.
[] All Your Base: Above the water between the rocks behind the Spy Wing.
[] Dead Dingo Marsh: At the eastern end of the river.
[] By some roots where the road first turns south, east of Dead Dingo Marsh.
[] Cassopolis: On a platform in the northern hallway.
[] On top of Parrotbeard's treehouse.
[] Kaka Boom Island: Hidden in some rocks above the starting beach.
[] Gooboo Gully: On a ledge above the north side of the river.
[] Mt. KaKa Boom: At the top of a hidden room near the last Magmaquin.

===============================================================================
                                    Bilbies
===============================================================================

These mouse-like little guys seem to have a thing for getting themselves stuck.
You'll find them in spiderwebs, up trees, even inside crates! Find all forty to
take another step toward 100%.

[] Burramudgee: On a ledge near some drying clothes by the waterfall.
[] Burramudgee: On a ledge overlooking the tree in the center of town.
[] Burramudgee: On the backside of the electric silo in the southwest corner.
[] Burramudgee wilderness: on a high ledge near the entry to Cinder Canyon.
[] Cinder Canyon: Down an alley filled with spiders near the beginning.
[] Cinder Canyon: Behind some bushes at the northwest of the steel gantries.
[] Cinder Canyon: On the ledge with Opal bags, reachable via Warp Stone.
[] Burramudgee Highway
[] Backwood Blizzard: Break through the ice patch, then smash a steel crate.
[] Backwood Blizzard: On a ledge in a small chamber to the west of the map.
[] Backwood Blizzard: On a rock above the east end of the lava lake.
[] Backwood Blizzard: In a tree behind a rock wall.
[] Dead Dingo Marsh: In a bush near the Fluffy battle pit.
[] Dead Dingo Marsh: On a tree branch above the river.
[] Dead Dingo Marsh: In a tree near the invisible crate north of the river.
[] Cassopolis: On a ledge above the entrance door.
[] Cassopolis: On a ledge by the 'Rang shop.
[] Cassopolis: Behind some steel crates in the eastern alleyway.
[] Just west of Parrotbeard's, hanging from a ledge.
[] Winter Woods: On a ledge above the north-central lava.
[] Winter Woods: On a tree branch in a lava pit.
[] On top of the Rescue Wing, before entering Kaka Boom Island.
[] On the grass just south of the Rescue Wing that goes to Kaka Boom Island.
[] Kaka Boom Island: In a tree north of the starting point.
[] Kaka Boom Island: On a ledge overlooking the starting beach.
[] Kaka Boom Island: On the water's surface in the far north-east corner.
[] Winter Woods: Underneath an ice ramp.
[] Winter Woods: On a tree branch above the western-most generator.
[] Gooboo Gully: Behind a fallen log.
[] Gooboo Gully: Behind a door just after seeing Gooboo Steve.
[] Gooboo Gully: In a tree branch high above the main path.
[] Respect Effect: Behind the jeep in the mission entrance area.
[] Mt. KaKa Boom: Before entering, in a tree behind the R-Wing.
[] Mt. KaKa Boom: Just after landing, by the bush behind the R-Wing
[] Mt. KaKa Boom: On a platform in the chamber before you meet Fluffy.
[] Mt. KaKa Boom: In front of the first Bunyip Cannon.
[] Dennis Dilemma: On a platform in the entrance area.
[] Frozen Forest: Behind a stone wall in the east.
[] Frozen Forest: On a platform just before the end.
[] Frozen Forest: Above the lava river in the far north.

===============================================================================
                                 Kromium Orbs
===============================================================================

There are thirty of these silver-and-red 'donut-like' objects in the game. They
give you 250 Opals each, but otherwise don't really serve any purpose.

[] On top of the rock spire in the center of Burramudgee.
[] Behind a rock wall near the Burramudgee 'Rang shop.
[] At the end of the platforms puzzle outside Karlos' lair.
[] Cinder Canyon: On the rock pillars near the beginning.
[] Cinder Canyon: Floating above the canyon by the first point-of-no-return.
[] Cinder Canyon: In an invisible crate high above the two houses.
[] Cinder Canyon: Behind a rock wall by the steel-gantries.
[] Burramudgee Highway
[] Burramudgee Highway
[] Dead Dingo Marsh: On a ledge just before the 'junkyard'.
[] Dead Dingo Marsh: On a ledge above the 'junkyard'.
[] Dead Dingo Marsh: On a pedestal in the round area to the southeast.
[] Dead Dingo Marsh: Underwater at the west end of the river.
[] Cassopolis: On a high ledge above red button #3.
[] Cassopolis: On the southern wall of the central square.
[] On an island northeast of Parrotbeard's shop.
[] Kaka Boom Island: In midair just past Dennis' starting location.
[] Kaka Boom Island: Underwater just left of the buzz-saw gate.
[] Kaka Boom Island: Underwater in a channel south of the buzz-saw gate.
[] Kaka Boom Island: Underwater in the far south-east corner.
[] Cassopolis Outback: Underwater in 'Platypus Cove'.
[] Cassopolis Outback: On top of the R-wing, outside the Dragonquin mission.
[] Gooboo Gully: On top of a platform at the first corner inside.
[] Gooboo Gully: Underwater at the west end of the river.
[] Gooboo Gully: In an invisible crate on the north side of the river.
[] Gooboo Gully: On top of Steve's house.
[] Mt. KaKa Boom: Hit a hidden switch in the first lava area to raise it.
[] Mt. KaKa Boom: Above the lava near the first Magmaquin.
[] Mt. KaKa Boom: Behind a timed door; defeat 30 frogs to get it.
[] Mt. KaKa Boom: Behind a breakable wall just past the second Magmaquin.

===============================================================================
                                 Picture Frames
===============================================================================

There are 120 yellow picture frames scattered about the levels of Ty 2; each
one unlocks a frame of concept art on the main menu. There are discrepancies
between this list and the lists at the start of some missions; this is because
here I combined any frames found before actually entering a mission (talking to
Duke or Sly, or entering an airlock) into the 'Cassopolis Outback' slot. In the
walkthrough I just say to grab each frame as you come across it, no matter
where it is, and I combined those right into the mission header list.

[10] New Burramudgee Town (one will have to wait until much later)
 [5] Cinder Canyon (pretty much in plain sight)
 [6] Backwood Blizzard (all in steel crates)
[20] Dead Dingo Marsh (most are in the open, but five are in invisible crates)
 [5] Cinder Canyon (this is not a typo--you have to go back for them later)
[10] Cassopolis (all but one in steel crates)
 [2] Winter Woods (two in first mission)
[15] Cassopolis Outback (includes the northern watery area with sharks).
[15] Kaka Boom Island (most are obvious, 5 in an invisible crate at the start)
 [8] Winter Woods (6 under lava, two in the air)
 [9] Gooboo Gully (most are obvious, two in a crate at the river)
[10] Mt. KaKa Boom
 [5] Frozen Forest

+-----------------------------------------------------------------------------+
|                                  Codes [CDES]                               |
+-----------------------------------------------------------------------------+

A word of caution: Using these codes (especially the 'Rangs code!) will allow
you to get items much sooner than you normally could have. This has the
potential consequence of not allowing you the full experience that the game has
to offer. Use them at your own discretion.

Enter during normal gameplay. Where brackets are around more than one button,
it indicates you should press the appropriate button for your console. If you
don't hear a confirmation noise, you entered the code too fast or too slow.

Press Start, Start, [Y/T], Start, Start, [Y/T], then the four buttons for the
specific code and console below.

All Rang Chassis: X, B, X, B (GCN)
                  O, [], O, [] (PS2)
                  B, X, B, X (XBX)

Get 100,000 Opals: X, A, X, A (GCN)
                   O, X, O, X (PS2)
                   B, A, B, A (XBX)


+-----------------------------------------------------------------------------+
|                Acknowledgments/Credits/Contact/Version [CRED]               |
+-----------------------------------------------------------------------------+

Outside sources:
1. The game itself, of course, as well as the booklet.
2. Gamefly.com (control layouts, though some of their details are wrong):
   http://www.gamefly.com/products/detail.asp?pid=114845&tab=5 (PS2)
   http://www.gamefly.com/products/detail.asp?pid=114850&tab=5 (XBox)
   http://www.gamefly.com/products/detail.asp?pid=114855&tab=5 (GCN)


Thanks to Krome Studios for creating and Activision for publishing the
game, of course.

TY, "Night of the Quinkan", and *all* related names, objects, etc., are TM and
copyright 2005 Krome Studios. Activision is TM and copyright 2005 Activision,
Inc. No copyright infringement is intended, implied, or claimed. Any
webarticles referenced are copyrighted to their original authors.  No copyright
infringement is intended, implied, or claimed.

And CJayC of GameFAQs for hosting this guide :)

Special thanks go to my wife, 'bmartin426' on the GameFAQs boards :)

Credit is also due to the following:
- delljr1967, for help in a number of areas.
- 'Sly Cooper', Kotzu, and LoisW for help with the controls.
- VladYvhv of the GameFAQs boards, who contributed the recommended 'Rangs.
- 'pokemega32', for pointing out a tactical error.

The ASCII art was created using ASCII Generator (http://go.to/ascgen/).

When emailing!: Please remember to include a Ty-related subject line! At
the very least, use the subject 'Ty 3'; I have very strict spam controls in
place and I'd hate to miss a question because it gets trashed before I find
it. Also please make a basic attempt at decent spelling when emailing for
help; most mail programs, including AOL, have a spellchecker. I can't help
if I can't read your question.

Emails I *won't* answer:
   1. Requests to host the guide anywhere other than GameFAQs, DU, or IGN. The
      answer is 'No'. Don't bother wasting time writing.
   2. Questions clearly answered in the guide.
   3. Outright flames ("Your guide is awful! it plain bites!").
   4. Spam.
   5. Demands ("Help me. Now!"). This includes emails referring to anything I
      haven't had a chance to respond to yet.
   6. Requests that I can't read (see above).
   7. Requests for Gameshark/ActionReplay codes. So far, anyway, I don't know
      of any. I'll consider including them in a later version. Maybe.
Emails I *will* answer:
   1. Requests for help that aren't answered in the guide.
   2. Contributions, corrections, and *constructive* criticism.

Email me with questions, corrections, and comments at: terra_nouveau-at-yahoo-
dot-com (preferred) or phoenix4777-at-msn-dot-com. Keep in mind that if I know
it, it's most likely already in this guide; please read it first.

This document is copyright to K. Martin, a.k.a. SilverPhoenix, phoenix4777-at-
msn-dot-com (etc.), as of 10-15-05; updates are also copyrighted. It may only
be hosted at www.gamefaqs.com, ign.com, and pyrephoenix.com. Krome Studios
(www.kromestudios.com, www.nightofthequinkan.com) and the 'Down Under' fansite
(http://www.planetnintendo.com/ty/) are also welcome to use any portion of this
guide as part of their site design; I only ask that they let me know. If you
find this guide someplace other than these three sites, please let me know.
Please do not request to be allowed to host it on your site, as I may update
without warning and I don't want outdated versions floating around the Net. You
may download and save a copy for your own personal use, and may print out a
single copy, also for your own personal use. It may not be distributed in any
media, written or electronic, whether or not for profit, without my prior
written permission.

-- EOF --