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    FAQ/Walkthrough by Ed Osciak III

    Version: Final | Updated: 04/13/04 | Search Guide | Bookmark Guide

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            \_____\ \_/____/(____  /\___  >__|_ \\___  >__|  /____  >
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    Version:  Final - April 13, 2004
    Creator:  Ed Osciak III
    Alias:  Psycho0022
    Platform:  Dreamcast
    Email:  Psycho0022@hotmail.com
    
    
    Copyright 2004, Ed Osciak III
    This walkthrough may not be changed, reproduced, or printed in any form 
    without the author's expressed permission.  This FAQ is owned and made 
    by me.  Feel free to print out and distribute this FAQ as long as 
    nothing is changed.  However, if you wish to post this guide on your 
    website, please email me first!
    
    
    =================
    TABLE OF CONTENTS
    =================
    
    Section 1: The Kidnapping of Daisy Duck
    Section 2: Cast of Characters: Donald Duck and Friends
    Section 3: Cast of Characters: Enemies of Donald Duck
    Section 4: Controlling Donald Duck 
    Section 5: Collectables
    Section 6: The Mood Swings of Donald Duck
    Section 7: The Walkthrough
    
    World 1: Duckie Mountain
         World 1.1: Forest Edge
         World 1.2: Dangerous Cliff
         World 1.3: The Track
         World 1.4: The Gorge
         Bonus World 1: Bear's Path
         World 1.5: Boss Battle Bernadette The Bird
    
    World 2: Duckberg
         World 2.1: First Avenue
         World 2.2: Urban High-Rises
         World 2.3: Roof Tops
         World 2.4: The Roofs
         Bonus World 2: Main Street
         World 2.5: Boss Battle Beagle Boys
    
    World 3: Magica de Spells' Manor
         World 3.1: Haunted Hall
         World 3.2: Ghostly Path
         World 3.3: Creepy Corridor
         World 3.4: Earie Alley
         Bonus World 3: Under'Hand'Ed
         World 3.5: Boss Battle Magica De Spell
    
    World 4: Merlock's Secret Temple
         World 4.1: Temple's Entrance
         World 4.2: Ancient Fate
         World 4.3: Murky Way
         World 4.4: Artifact Way
         Bonus World 4: Head Alley
         World 4.5: Boss Battle Merlock   
             
    Section 8: Acknowledgements 
    
    
    =======================================
    SECTION 1: THE KIDNAPPING OF DAISY DUCK
    =======================================
    
         The famous reporter, Daisy, was reported missing yesterday, after 
    the transmission of the most daring report of her career was 
    inexplicably interrupted.  To everyone's amazement, Daisy had succeeded 
    in getting into the secret temple of Merlock, the terrible magician.  
    Yesterday morning, millions of television viewers were watching her 
    live report on the local network.  Unfortunately, just as Daisy was 
    about to show us the fearful Merlock in his temple for the first time, 
    catastrophe struck: Merlock discovered her.  The picture broke up and 
    no one knows what has become of Daisy.  The population is dismayed.  
    Rumor has it that the illustrious Donald Duck is hot on the trail to 
    rescue Daisy.  We hope to have more details soon.
    
    
    ======================================================
    SECTION 2: CAST OF CHARACTERS: DONALD DUCK AND FRIENDS
    ======================================================
    
    
    +++++++++++
    DONALD DUCK
    +++++++++++ 
    
         Donald is impatient and aggressive, it's true!  And what a temper, 
    wow!!  But, more importantly, Donald is also a devoted and sincere 
    friend.  He won't let anything strop him from helping them.  Daisy's in 
    trouble?  Donald is already on his way!  It's no secret: Donald loves 
    Daisy.  The problem is that his cousin, Gladstone, fancies her, too!  
    But, Donald shouldn't worry too much: Daisy loves being with him...when 
    he doesn't lose his cool!  He'd better keep an eye on himself!  
    
         Today: Donald will go to the ends of the earth to save Daisy!  And 
    it's not just to impress her.  He really loves her, and will rest, only 
    when he knows she's safe...
    
    
    ++++++++++
    DAISY DUCK
    ++++++++++
    
         Daisy is an understanding reporter, respected by everyone.  She is 
    a perfectionist, and never stops working on something until it's 
    exactly the way she wants it.  She's the same way with Donald.  After 
    all these years, she still thinks she can change Donald's character!  
    Donald should watch out; Daisy can have violent fits of temper!!!
    
         Today: Daisy has one thing in mind: Getting the news scoop of the 
    century by sneaking into the temple of Merlock, the terrible magician!
    
    
    ++++++++++++++
    GYRO GEARLOOSE
    ++++++++++++++
    
         Gyro likes to believe he "invented it all"!  Unfortunately, his 
    inventions often look strange and unreliable.  But, with a little help 
    from Donald, they should be able to get them to work.  For Donald, Gyro 
    is a trusted guide an ally.
    
         Today: Daisy's his friend, and she's in trouble!  Thanks to his 
    invention, the Gyro-Gamma-Tubal-Teleport, Gyro guides Donald to the 
    ends of the earth to save Daisy.
    
    
    +++++++++++++++++++++
    HUEY, LOUIE, AND DUEY
    +++++++++++++++++++++
    
         The nephews are inseparable, and love to play practical jokes!  
    Their target is almost always Uncle Donald!  They do it because they 
    really love to push Donald's buttons.  They're not really mean and they 
    do love their uncle.  The nephews are also very smart and creative.  
    They developed and installed some sort of device is Gyro's teleporter!!  
    No one knows what it does!  It's a secret...
    
         Today: Donald is about to go on a dangerous trip around the world.  
    The nephews think it's "cool"!!  They'll help him be the most "cool" 
    yet!!!...
    
    
    ++++++++++++++++
    GLADSTONE GANDER
    ++++++++++++++++
    
         Gladstone is Donald Duck's cousin.  Like Donald, Gladstone is 
    ready to try anything to win Daisy's heart.  Needless to say, this 
    could cause some unnecessary competition between the two.  Gladstone 
    and Donald don't like each other a whole lot!!  Gladstone is also the 
    world's luckiest duck!  But for his luck, he never seems to be able to 
    soften Daisy's heart...
    
         Today: Like Donald, Gladstone is going on a dangerous trip around 
    the world to save Daisy.  But, he should've listened to Gyro first...
    
    
    =====================================================
    SECTION 3: CAST OF CHARACTERS: ENEMIES OF DONALD DUCK
    =====================================================
    
    
    +++++++++++++++++++
    BERNADETTE THE BIRD
    +++++++++++++++++++
    
         Bernadette is a strange bird.  Mountain legend says that the 
    summit is inaccessible because a giant bird rules over it.  You know 
    what?  It's true!!!
    
         Today:  She guards the top of Duckie Mountain.
    
    
    +++++++++++++++
    THE BEAGLE BOYS
    +++++++++++++++
    
         The Beagle Boys are a bunch of thieves.  They dream of owning all 
    the riches of the world.  They're ugly, empty-headed and bumbling... But, 
    there are a lot of them, which makes them dangerous.  Donald should 
    watch out.  Recently, the Beagles managed to take over the tallest 
    building in the city!  Maybe times have changed...
    
         Today: They protect their hideout, located in the tallest building 
    in Duckburg!
    
    
    +++++++++++++++
    MAGICA DE SPELL
    +++++++++++++++
    
         Magica De Spell is a formidable witch.  She lives in a sinister 
    flying mansion.  Her magical powers are awesome, but her uncontrollable 
    hatred for Donald Duck often drives her to make stupid mistakes!  
    Unfortunately for her, her mistakes always ruin her most diabolical 
    plans!
    
         Today: No one really knows what she does.  It's a mystery...
    
    
    +++++++
    MERLOCK
    +++++++
    
         Merlock is an evil and unscrupulous breed.  He dreams of taking 
    over the world.  Thanks to the jewel he wears around his neck, his 
    magic powers are awesome and startling.  He is very sly, and is always 
    transforming himself to surprise his prey.  He lives in an imaginary 
    ancient temple that's almost impossible to find.  According to him, 
    he's the one who caused Atlantis to sink.
    
         Today: Merlock is building a strange machine.  When it's finished, 
    he wants Daisy to tell the whole world how powerful he is...
    
    
    ==================================
    SECTION 4: CONTROLLING DONALD DUCK
    ==================================
    
         Use the Analog Thumb Pad to control Donald Duck's movements in the 
    game.  This will cause him to run or walk in any direction.
    
    Y BUTTON            - Bring Up Inventory Screen
    X BUTTON            - Not Used
    B BUTTON            - Punch Attacks
    A BUTTON            - Jump 
    A BUTTON + A BUTTON - Double-Jump (High or Long Distance)
    DIRECTIONAL PAD     - Move or Run in Any Direction
    LEFT TRIGGER        - Not Used
    RIGHT TRIGGER       - Bring up Inventory Screen
    START BUTTION       - Pause the Game
    
    
    =======================
    SECTION 5: COLLECTABLES
    =======================
    
         Throughout the game, Donald will find many items to collect on his 
    quest to save Daisy.  Some collectables grant extra lives while others 
    power-up Donald Duck.  Here is a listing of each collectable that can 
    be found in the game and a small description of what they achieve for 
    you.
    
    YELLOW STARS: Each yellow star that is collected equals 1 and collect 
    100 Stars to get an extra-life!!
    
    BLUE STARS: One Blue Star equals 10 Yellow Stars.
    
    RED STARS: One Red Star equals 20 Yellow Stars.
    
    COURIER BOX GADGET: You can find them in the air or on the ground.  
    Destroy the box and you will find Stars.  Try to get them all:  They 
    will show you the way to go.  In Time Attack Mode, they will grant you 
    valuable Extra Seconds.
    
    CHECKPOINTS: This is an auto save mechanism which saves Donald's 
    position inside a level.  If Donald passes out, he will reappear at the 
    location of the last checkpoint he passed.
    
    TOY: In each level, you must find three of the nephews captured Toys.  
    Most of them are found in hidden sections.  Finding all 12 of these in 
    each world will allow you to gain access to the Bonus Portal.
    
    MERLOCK'S SPELL BOOK: Destroy the Magic Book before getting a toy.  
    It's the only way to break Merlock's spell on the toy!
    
    EXTRA LIFE: Collect a free life by picking up the Donald Duck Icon.
    
    MILKSHAKE: It's a power-up allowing Donald to get in a better mood.  He 
    is very keen on it and he becomes super fast and strong for 10 seconds 
    and will be able to knock enemies out of the way.
    
    WARP BOSS ICON: You must collect all 4 of these in each world to open 
    up the Boss Portal.
    
    
    =========================================
    SECTION 6: THE MOOD SWINGS OF DONALD DUCK
    =========================================
    
    
    HAPPY: This is Donald's normal status.  You have to keep him Happy as 
    long as you can.  HIT POINTS: 2.
    
    HYPER DONALD: When Donald is Hyper-Donald (achieved when finding a 
    Milkshake), he becomes super fast and super strong for 10 seconds and 
    will be able to knock enemies out of his way.  HIT POINTS restored to: 
    2.
    
    ANGRY: Be careful, Donald is angry because he has been hit once.  If he 
    is hit another time, he will pass out.  HIT POINT: 1.
    
    BERSERK: When Donald is hit, he becomes Berserk.  He is invincible for 
    3 seconds, so enemies beware!  HIT POINTS: 2 to 1.
    
    
    ==========================
    SECTION 7: THE WALKTHROUGH
    ==========================  
    
         GYRO GEARLOOSE: "Okay Donald, Here's The Plan!  You have to go to 
    the top of DUCKIE MOUNTAIN and put a reflector dish on the summit.  
    This will produce enough energy for me to teleport you to DUCKBURG."
      
    
    ++++++++++++++++++++++++
    WORLD 1: DUCKIE MOUNTAIN
    ++++++++++++++++++++++++
    
         With that being said, head through the first portal.  Then talk to 
    Huey.  He will tell you more about what the portal lights mean.  HUEY: 
    "Oh hi Uncle Donald!  What's up?  You wanna know what these lights 
    mean?  Well, when the Yellow Light Bulb lights up, it means that you 
    have found a piece of the Boss Warp Pad.  When the Green Toy lights up, 
    it means you recovered all our toys from Merlock's evil spell on that 
    level.  And when the Blue Clock lights up, it means that you beat 
    Gladstone's Record Time on that level.  Oh yeah!  One more thing!  
    Complete all four levels to fix the Boss Warp Pad.  That's how you get 
    to meet the Big Boss!
    
    
    ()()()()()()()()()()()
    WORLD 1.1: FOREST EDGE
    ()()()()()()()()()()()
    
         This level is more of a tutorial level more than anything else.  
    It will help get your feet wet.  Run straight ahead and step on the 
    Gadget Panel.  Press A and Gyro will give you some advice for your 
    journey.  He will tell you to visit all of his Compacto Screen-O-Matics 
    along the way for a different piece of information.  Continue running 
    along the path and hop over the log and step on the Gadget Panel.  He 
    will tell you about the collection of Stars that you will find along 
    the way.  Continue along the path and hop over the log to collect 3 
    Yellow Stars.  Then, jump over the next log and collect the next 3 
    Yellow Stars before Stepping on the Gadget Panel.  Here, Gyro will 
    teach you about the technique of the Double Jump.  Next, double jump up 
    to the next ledge and continue along the Forrest Path.  
    
         Collect the 3 Yellow Stars and the Red Star and step on the next 
    Gadget Panel.  Gyro will then inform you of the Courier Box Gadgets 
    that you will encounter along the way.  The one in front of you is 
    called the Hopper Unit.  The ones that you encounter in the air are 
    called Flapper Units.  Run up to the Hopper Unit and Punch it open.  
    The double jump across to the next cliff and collect the 3 Blue Stars 
    that came out of the Hopper Unit.  Then follow the forest path as it 
    winds to the right.  Jump onto the Flapper Unit and jump across the gap 
    top collect the 2 Yellow Stars and the 3 Blue Stars.  Next, continue 
    along the forest path and double jump onto the next cliff.  Pick up the 
    3 Yellow Stars as the path winds to the left and smash the Hopper Box 
    along the way.  Collect the 3 Blue Stars and continue along the path as 
    it winds to the right.  Also pick up the Red Star and step on the 
    Gadget Panel.  Gyro will introduce you to his friend Checker.  
    Basically it keeps track of your Checkpoint progress.  So if you die 
    before you finish a level, you will start at the last Checkpoint that 
    you've crossed.
    
    CHECKPOINT 1
    
         After crossing the checkpoint, collect the 3 Yellow Stars along 
    the way and step on the next Gadget Panel.  Here, Gyro will tell you 
    all about attacking the enemy.  Afterwards, cross the bridge and punch 
    out the moose along the way.  After crossing the bridge, follow the 
    path as it bends to the left and hop over the log.  Then, hop on the 
    skunk to squash it.  Then, hop up the three forest steps and collect 
    the 3 Yellow Stars as you do this.  Continue along the path through the 
    cavern and step on the Gadget Panel.  Here, Gyro will tell you about 
    what the Milkshake enable you to do and all tell you about collecting 
    Free Lives.  Drink the milkshake and Donald will enter hyper mode.  
    Also, collect the Extra Life Icon along the way.  Continue running 
    along the forest path at top speed and knock out the skunk along the 
    way.  When you reach the Hopper Unit, run right through it and follow 
    the path as it bends down towards the right.  Collect the 3 Blue Stars 
    and run across the next Checkpoint.
    
    CHECKPOINT 2
    
         After crossing the checkpoint, step on the next Gadget Panel that 
    you see and Gyro will pop up again.  This time, he will tell you about 
    Merlock's Spell Books.  Hitting the book makes the spell temporarily 
    broken so that the toy can be rescued.  Continue along the path cut 
    through the tree and collect the 3 Yellow Stars along the way.  Jump 
    over the next log that you encounter and collect the next 3 Yellow 
    Stars that you see.  Continue along the path and punch the Merlock 
    Spell Book.  A timer will appear showing how many seconds you have left 
    to rescue the toy.  Run along the forest path and rescue the 1st Teddy 
    Bear.  
    
         Afterwards, make your way to the plank bridge and jump on the 
    skunk to squash it.  Then run across the bridge and when you get to it, 
    punch open the Hopper Box to show you the way.  Collect the three Blue 
    Stars that pop out and double jump up to the next platform that you 
    see.  Finally, run across the next Checkpoint.
    
    CHECKPOINT 3
    
         Straight ahead you will see another Merlock Spell Book.  Punch it 
    and run to the ledge.  Double Jump across and land on the moose so that 
    it is squashed.  Then, double jump across the next gap that you see and 
    rescue the 2nd Teddy Bear.  Next, hop up to the next platform and grab 
    the Milkshake that you see.  Now that you are Hyper Donald, run 
    straight ahead and plow through the skunk as the path bends to the 
    right.  Next, bust open the Hopper box to reveal the way to go.  Run 
    across the wooden bridge and collect the 3 Blue Stars that popped out.  
    When you make it across, you will see a Red Star above you and a Teddy 
    Bear.  First, grab the Warp Boss Icon on the left and Donald will do a 
    victory dance.  
    
         Then, punch the Merlin Spell Book that is straight ahead and back 
    track to the boxes below the Red Star.  Use you double jump onto the 
    crates, to the right, and rescue the 3rd Teddy Bear of this level. 
    Another victory dance will follow.  Grab the Red Star and jump back 
    down.  Head through the tree house path and step on the Gadget Panel at 
    the end of the level.  Gyro will congratulate you on completing your 
    first level.  Finally, step on the end portal.  This marks the end of 
    FOREST EDGE.
    
    
    ()()()()()()()()()()()()()
    WORLD 1.2: DANGEROUS CLIFF
    ()()()()()()()()()()()()()
    
         When you start off in this part of the forest you will notice that 
    this is a side scroller level.  Run to the right and pick up the 3 
    Yellow Stars leading up to the Hopper Box.  Punch open the Hopper box 
    and jump across the gap to the right and collect the 3 Blue Stars on 
    the way down.  Bop the skunk with a punch and jump up onto the next log 
    to the right.  Pick up the 3 Yellow Stars along the way and hop on the 
    Hopper Box.  Then, jump onto the Helicopter Stump and let it take you 
    to the top.  When you are nearing the top, double jump to the left and 
    collect the 3 Blue Stars.  Next, jump onto and squash the park ranger 
    who is trying to catch a fly.  Afterwards, jump up on the ledge to the 
    left and break open the Hopper Box.  Then, Jump up onto the ledge to 
    the right and collect the 3 Blue Stars that are sitting hitting here.  
    Next, double jump over the thorn bush and snag the 3 Yellow Stars on 
    your descent.  
    
         Run to the left and crack open the Hopper Box to uncover more Blue 
    Stars and the next way you should go.  Double jump onto the Helicopter 
    Bridge, moving back and forth, and then double jump to the right to 
    land on the other side of the broken bridge.  When you reach the other 
    side, collect the 3 Yellow Stars and punch the skunk along the way.  
    Next, jump down to the right and use the 4 Yellow Stars as a guide on 
    where to land.  When you land, run to the left and destroy the Merlock 
    Spell Book that is in this small area.  Then, quickly run to the right 
    and jump up onto the next ledge to the right.  Run up the hill to the 
    right and collect the 3Yellow Stars on route to the first Teddy Bear 
    Toy.  Follow the path to the right while collecting Yellow Stars along 
    the way.  Double jump and land onto the lumberjack to squash him.  
    Finally, jump up to the next cliff and follow the 3 Yellow Star path 
    towards the first Checkpoint.
    
    CHECKPOINT 1
    
         After checking in, double jump onto the tree branch to the left 
    and take the Red Star that sits here.  Then, double jump onto the ledge 
    to the left thereby collecting the 3 Yellow Stars located here.  Punch 
    out the Hopper Box that sits to the right and then hop across the gap 
    and collect the 3 Blue Stars that just appeared.  Double jump over the 
    thorn bush to the right and be sure to kick open the Flapper Box when 
    doing so.  Continue your progress to the right and double jump onto the 
    next ledge.  Collect the 3 Blue Stars along the way and then jump down 
    towards the bridge to pick up the Milkshake.  Now that you are 
    temporarily invincible to enemies and very strong, run underneath the 
    ledge to the left to knock out the Merlock Spell Book and run across 
    the bridge to the right.  Knock out the lumberjack along the way and 
    run up the ramp to the right to collect the 3 Yellow Stars.  Hop down 
    and make your way to the left to rescue the 2nd Teddy Bear Toy.  
    
         Punch out the lumberjack that is pacing to the right and continue 
    your progress to the right.  Stand near the ledge and wait for the 
    Helicopter tree stump to make it way level with you and double jump 
    onto it while collecting the 3 Yellow Stars.  As it makes it way to the 
    top, double jump to the right to avoid the thorn bush that is below 
    you.  Then, run under the ledge to the right and collect the 2 Yellow 
    Stars and the Extra Life Icon that is yours for the taking.  Then, 
    double jump up onto the ledge to the right and kick the park ranger 
    that is swatting at the butterfly.  Hop over the rocks and run through 
    the stream to the right.  Pick up the 5 Yellow Stars along the way and 
    cross through the next Checkpoint.
    
    CHECKPOINT 2
    
         Wait for the Helicopter Bridge to swing back your way and double 
    jump onto it.  When it starts moving to the right, double jump to the 
    right to snag the Red Star in mid air and you will land safely onto the 
    next Helicopter Bridge to the right.  As it starts moving to the right, 
    double jump towards the skunk that is patrolling the cliff to eliminate 
    the threat.  Next, hop up onto the log to the right and double jump 
    onto the Helicopter Bridge that pacing back and forth.  When it moves 
    to the right, double jump onto the next Helicopter Bridge platform.  
    Then, double jump to the right safely onto the next ledge.  
    
         Run across the waterfall path and jump onto the Helicopter Tree 
    Stump that rises to the right.  Double Jump to the right and make sure 
    you use the 4 Yellow Stars as a guide to land safely a green patch of 
    land.  Wait for the Helicopter Tree Stump to make its way down and jump 
    onto it.  Double jump to the right as the Platform rises and be sure to 
    land on the lumberjack to squash him.  Continue to the right and bust 
    open the Hopper Box to uncover 3 Blue Stars.  Double Jump onto the 
    Helicopter Tree Stump top the right while collecting the 3 Blue Stars.  
    Finally, jump onto the next cliff to the right and cross the third 
    Checkpoint.
    
    CHECKPOINT 3
    
         Continue running to the right and gulp down the Milkshake along 
    the way.  Now that you are Hyper Donald, rush up the sturdy tree branch 
    and collect the 4 Yellow Stars that you see along the way.  Run off the 
    tree branch to the right and you will see the third Teddy Bear that 
    needs to be rescued.  Run to the left and bash the Merlock Spell Book.  
    Then, run back to the right and double jump onto the ledge to the right 
    and rescue the 3rd and final Teddy Bear Toy.  Then, hop back down and 
    run to the right to find a secret area of 4 Yellow Stars and an Extra 
    Life.
    
         Next, make your way back to where you rescued the Teddy Bear 
    double jump up to the tree branch to the left and jump onto the branch 
    that is to the upper left.  Collect the 4 Yellow Stars that you see 
    along the way.  When you reach the top, double jump onto the park 
    ranger and squash him like a bug.  Then, double jump up onto the next 
    ramp and hop onto the Helicopter Tree Stump.  Take this Tree Stump all 
    the way to the top.  When you reach the top, double jump to the left 
    where you will discover the Warp Boss Icon.  Watch Donald do the 
    celebration dance.  Then, double jump back onto the Tree Stump Platform 
    and double jump to the right to collect the 3 Yellow Stars and the 
    coveted Milkshake.  Run to the right while crashing into the Hopper Box 
    in the process.  Run towards the right and collect the 3 Blue Stars and 
    run over the 2 skunks that try to impede your progress.  Finally, pick 
    up the 3 Yellow Stars to the right and step on the end portal.  This is 
    the finish line of DANGEROUS CLIFF.
    
    
    ()()()()()()()()()()
    WORLD 1.3: THE TRACK
    ()()()()()()()()()()
    
                  
         Donald Duck dives into another side scroller mission to kick this 
    level off.  Start this level by running to the right and smashing the 
    Hopper Box open.  Jump over the small gap and collect the 3 Blue Stars.  
    Double jump over the next gap and land on the Helicopter Tree Stump and 
    then double jump onto the skunk when you reach the top.  Next, run 
    across the rickety bridge and smash open the Hopper Box.  Collect the 3 
    Blue Stars by running to the right and double jump over the bear trap 
    to avoid being trapped.  Perform a double jump onto the next Hopper Box 
    you see, squash the skunk, and collect the 3 Blue Stars by hopping onto 
    the moving bridge platform.  Let it take you across the huge gap and 
    then double jump off to the right and collect the 3 Yellow Stars along 
    the way.  Then, hop onto the rising and falling Helicopter Tree Stumps 
    and make your way across the huge gap.  Finally, when you reach the 
    other side, pick up the Red Star, punch the Hopper Box, and run across 
    the checkpoint to the right.
    
    CHECKPOINT 1
    
         Your next move will be to jump across the small gap to the right 
    and collect the 3 Blue Stars that were uncovered from the box.  Then, 
    jump double jump across the next small gap so that you land directly on 
    top of the park ranger.  After he has been removed from your path, jump 
    onto the next Helicopter Tree Stump and jump onto the next cliff to the 
    right.  Punch out the Hopper Box and then double jump across the next 
    gap to ensure picking up all 3 Blue Stars and the mighty Milkshake.  
    After becoming Hyper Donald, run through the two park rangers to the 
    right and make sure to sail over the thorn bush by using a double jump.  
    But instead of jumping up onto the next cliff, run underneath of it to 
    find a secret place which hide 2 Yellow Stars and an Extra Life.  Now 
    backtrack and double jump up onto that next cliff.  Be sure to jump 
    over the thorn bush and to collect the 2 Yellow Stars as well.  Also, 
    get ready to double jump over 2 thorn bushes that are next to each 
    other.  Finally, pick up the 2 Yellow Stars and cross the next 
    checkpoint.
    
    CHECKPOINT 2
    
         From the checkered line, double jump downward and make sure you 
    squash the skunk below you.  Then, break open the next Hopper Box that 
    you see and make sure to use the 3 Blue Stars as a guide as to where to 
    jump next.  Once you've landed, take out the skunk with a punch and 
    punch out the Merlock Spell Book.  Then, quickly jump onto the 
    Helicopter Tree Stump to the right and when it reaches the bottom, jump 
    onto the nook to the left to pick up 3 Yellow Stars and rescue the 1st 
    captured Teddy Bear Toy.  Hop back onto the Helicopter Tree Stump and 
    when it reaches the top, jump onto the small bridge to the right.  
    Then, wait for the Helicopter Bridge Platform to reach you and hop 
    aboard.  When it reaches the next Helicopter Tree Stump jump on it and 
    it will rise to the top.  Jump over to the next cliff to the right and 
    run across the checkpoint.
    
    CHECKPOINT 3
    
         You will see a log in front of you as well as a moose.  Perform a 
    double jump over the log and make sure that you land on the moose to 
    eliminate the threat.  Repeat this process again and trample on the 
    next moose.  Jump down to the next level of the track and collect the 2 
    Yellow Stars.  Then hop over the thorn bush and collect 2 more Yellow 
    Stars.  Jump onto the park ranger and continue running to the right.  
    Collect 2 Yellow Stars, jump over the thorn bush, and wait for the 
    Helicopter Tree Stump to be all the way down before double jumping onto 
    it.  The first level contains the 2nd Captured Teddy Bear, but you want 
    to ride it to the top level and jump off to the right.  Collect the 3 
    Yellow Stars lading up to the Merlock Spell Book and knock it out.  
    Continue running to the right and drop down.  When you land, run to the 
    left by collecting the 3 Stars and rescue the 2nd Teddy Bear Toy.
    
         Then, hop back onto the Helicopter Tree Stump and take it back up 
    to the top level and jump back onto the cliff to the right.  Run to the 
    right and double jump onto the log up and to the right.  Collect the 3 
    Yellow Stars as you make your way to the top and trample the skunk at 
    the end of the log.  Then jump down to the next part of the track and 
    collect the Red Star before crossing through the next checkpoint.
    
    CHECKPOINT 4
    
         After crossing through the checkpoint, hop onto the Helicopter 
    Tree Stump and make sure that it is at the top of its ascent before 
    double jumping to the next one to the right.  After safely navigating 
    the two stumps, hop onto the park ranger and continue your progress to 
    the right.  Jump down into the bottom part of the track to find and 
    pick up the Warp Boss Icon.  A victory dance follow suite.  Run to the 
    right and hop aboard the Helicopter Tree Stump as it is parallel with 
    the cliff.  As it reaches the top, double jump onto the ledge to the 
    right.  Collect the 4 Yellow Stars as you make your way up to the White 
    Tree Path.  Double jump onto the moose to clear the way to the right.  
    Double jump up onto the next platform and take out the moose with 
    another double jump.  After eliminating the moose, crack open the 
    Hopper Box and pass through the next checkpoint.
    
    CHECKPOINT 5
    
         The 2 Blue Stars show you the next way to go, so with that in 
    mind, jump onto the Helicopter Bridge Transport and jump onto the next 
    one as it nears closer.  The reward at the end of crossing these two 
    transporting bridges is a Milkshake for Donald.  Run across the white 
    tree to the right and you will see the 3rd Captured Teddy Bear as well 
    as a skunk to run through.  When you reach the end of the white tree, 
    run to the left as Hyper Donald and Punch out the Merlock Spell Book.  
    Now quickly run back to the right and run across the white tree to the 
    left to save the 3rd and final Teddy Bear Toy on this level.  Continue 
    your progress to the right and make sure to double jump over the bear 
    trap so that you will also land on the skunk on the other side of it.  
    Finally run down the path and collect the 2 Yellow Stars and the Red 
    Star and step on the end portal.  This marks the end of THE TRACK.
    
    
    ()()()()()()()()()()
    WORLD 1.4: THE GORGE
    ()()()()()()()()()()
    
         This level starts you off at another part of the forest.  Begin 
    this level by running forward and collecting the 2 Yellow Stars in 
    front of you.  Next, smash open the Hopper Box and then jump across the 
    gaps straight ahead.  Along the way, pick up the 2 Blue Stars and 
    continue jumping until you reach the skunk.  Jump onto the skunk to 
    squash him and then continue running straight ahead and chug down the 
    Milkshake.  Punch out the next Hopper Box that you see and continue 
    running straight ahead.  Busting open the Hopper Box will reveal 3 Blue 
    Stars and the skunk for you to squash.  Then, double jump over the tree 
    wall and continue running straight ahead.  Punch out the Hopper Box 
    that you see and carefully jump over the bear trap.  Collect the Red 
    Star and carefully jump over the next bear trap you see.  Next, collect 
    the 3 Blue Stars and perform another double jump over the next tree 
    wall.  Continue moving straight ahead and be sure to jump on the Ranger 
    who is trying to catch a butterfly.  Finally, run through the 
    checkpoint that is straight ahead.
    
    CHECKPOINT 1
    
          After crossing the checkpoint, crack open the Hopper Box that is 
    in front of you.  Double jump across the gap, collect the 3 Blue Stars, 
    and then immediately double jump across the next gap to perfectly land 
    on the head of the Ranger.  Continue running forward and perform a 
    double jump on the head of the next Ranger you see.  Punch it out the 
    Hopper Box that you see in front of you and jump across the moving 
    platform.  While on the platform, collect the 3 Blue Stars as you make 
    your way across to the next platform.  Then, double jump onto the green 
    stairs straight ahead and run past the 1st captured Teddy Bear.  Then 
    jump up to the next green platform, and pick up the Red Star and 
    continue along the path until you reach the Merlock Spell Book.  Punch 
    out the Merlock spell book, and double jump on the tree stumps to reach 
    and rescue the 1st Captured Teddy Bear.  After Donald does his dance of 
    joy, double back and continue along the path to where you will see the 
    moving platform.  Hop onto it and run across the chasm and double jump 
    onto the charging moose.  Then, break open the Hopper Box and jump over 
    the chasm onto the moving platform and collect the 3 Blue stars that 
    appear.  Next, double jump on the walkway to the right and continue go 
    straight while punching out the Hopper Box along the way.  Finally, 
    collect the 3 Blue Stars and crossover the checkpoint.
    
    CHECKPOINT 2
    
         Carefully run forward and double jump onto the moose to eliminate 
    it.  Then, collect the 6 Yellow Stars that you see along the way.  
    Continue running along the path and double jump over the bear trap 
    along the way.  Then, double jump over the gap and gulp down the yummy 
    Milkshake.  Now that Donald is all fired up, run straight through the 
    Ranger, punch open the Hopper Box that lies straight ahead, and plow 
    through the 2 skunks that happens to be in the way.  Jump up into the 
    tree house, collect the 3 Blue Stars, and pick up the Boss Warp Icon 
    located to the left.  Donald will do the butt dance.  Afterwards, 
    continue along the path straight ahead.  Next, punch out the Merlock 
    Spell Book and double jump across the gap to pick up to the Red Star.  
    You will have double jump across two more gaps to rescue the 2nd 
    Captured Teddy Bear.  Afterwards, double jump onto the Ranger's head 
    and make your way across the next checkpoint.  
    
    CHECKPOINT 3
    
         Your next move will be to jump over the tree stump and to ride the 
    next moving platform across large gap.  When the moving platform gets 
    closer to the platform on the left, double jump onto it and punch out 
    the Hopper Box.  Double jump onto the moving platform, to the right and 
    double jump onto the moving platform, walk collecting the 3 Blue Stars.  
    Ride the moving platform to the next walkway and then pick up the 
    almighty Milkshake!  After becoming hyper Donald, run straight ahead 
    and plow through the two moose that are charging about.  Collect the 3 
    Yellow Stars along the way and double jump over as the tree branches 
    that lie straight ahead.  Next, Punch out the Merlock Spell Book and 
    double jump to the next platform where the Hopper Box is placed.  Then, 
    whack the Hopper Box and double jump to the next platform to save the 
    3rd Captured Teddy Bear.  After Donald celebrates, double jump onto the 
    next platform, crush the skunk, and double jump onto the next platform.  
    Finally, collect the 6 Yellow Stars and step on the end portal.  This 
    marks the end of THE GORGE.
    
    
    ()()()()()()()()()()()()()
    BONUS WORLD 1: BEAR'S PATH
    ()()()()()()()()()()()()()
    
         Now that you have rescued all of the toys from all four sub 
    levels, walk up to and talk to your nephew, Huey.  He will thank you 
    for rescuing all of his toys.  He will leave the portal so that you can 
    jump right in.  After Donald reemerges he will walk into the mine shaft 
    and will disturb a bear that has been hibernating.  Get ready, because 
    it is time to start running for your life!  In this level, you will be 
    running towards your screen.  This means that you will be seeing 
    yourself from the front and not viewing the action from the back of 
    Donald.  With that in mind, here we go!
    
         Start running by running from the mineshaft entrance.  Jump down 
    the path and follow the dirt path, while collecting 6 Yellow Stars 
    along the way.  Jump over the log and use the Stars as a path on where 
    to run next.  Collect another 3 Yellow Stars and double-jump over the 
    two stacked logs.  Next, jump over the gap and land on the Hopper Unit 
    to release 3 Blue Stars.  Follow them and pick up the Milkshake along 
    the way.  It will give you a sugar rush.  Hop over the next log in the 
    path and then run along the log bridge.  Hopping on the hop box will 
    release another 3 Blue Stars to show you the way.  Collect them all as 
    you sprint across the log bridge to the left.  Afterward, continue 
    along the path and snag the 3 Yellow Stars that are located here.  
    Then, double-jump over the stacked logs and pick up the next 3 Yellow 
    Stars that you see.  Finally, cross over the 1st checkpoint as the bear 
    is slowed down by a hive of angry bees.
    
    CHECKPOINT 1
    
         When you start moving forward again, jump onto the Hopper Box and 
    collect the 3 Blue Stars that show you the way.  Pass through the gates 
    and continue your progress along the gray path while picking up Yellow 
    Stars along the way.  Be sure to double-jump over the bear traps and 
    continue to collect those Yellow Stars.  Next, double jump over the 
    next stack of logs and time your next double-jump so that you clear the 
    bear trap and collect the Red Star at the same time.  Then, strike the 
    Hopper Box with your fist and release the 3 Blue Stars that pour out.  
    Collect and chug down the Milkshake along the way and collect the Blue 
    Stars as you obtain a speed boost.  As you are jogging along, double-
    jump over the porcupine and collect the next 3 Yellow Stars.  Then hop 
    over the next bear trap and collect the next 6 Yellow Stars that you 
    see along the way.  Next, hop over the small gap and bust open the 
    Hopper Box to unleash the 3 Blue Stars from within.  Then, collect them 
    as you run across the wooden bridge to the left.  When it breaks to the 
    right, double jump up onto the grass path to the right, grabbing the 
    Red Star along the way and then dodge the porcupine by double jumping 
    over it again.  Keep moving by double jumping to the left where the 
    dirt path picks up as indicated by the 2 Yellow Stars along the way.  
    Next, double jump over the stack of logs and collect the 3 Yellow Stars 
    that are placed after it.  Watch out for the thorn bush.  Continue 
    along the path as it winds to the left.  Double-jump over the stack of 
    logs and collect the next set of 4 Yellow Stars as you cross the next 
    checkpoint.
    
    CHECKPOINT 2
    
         The bear is stalled for the moment as he tries unsuccessfully to 
    raid another honey combed beehive.  After you have caught your breath, 
    continue along the path by collecting the 3 Yellow Stars that you find 
    in the patch of white flowers and path through the next set of wooden 
    fences.  Grab the Red Star and punch out the Hopper Box along the way.  
    Collect the 3 Blue Stars that emerge from the box and run across the 
    wooden plank.  Then, run to the left of the thorn bush and then to the 
    right of the next thorn bush to avoid being pricked.  Next, jump over 
    the log and collect the 3 Yellow Stars and the Milkshake at the end of 
    the gray path for another speed boost.  Double jump over the next 
    porcupine that you meet and collect the Red Star that presents itself.  
    Run along to the right and double-jump over the next porcupine that is 
    stationed here.  Follow the path to the left and collect the 2 Yellow 
    Stars that precede another thorn bush that must be jumped over.  
    Continue along the gray path and successfully jump over the bear trap 
    to obtain another Red Star.  Afterwards, collect the next 2 Yellow 
    Stars and hop over the thorn bush that is located to the right.  Then, 
    collect the next 3 Yellow Stars that you see and be sure to double jump 
    over the next gap to avoid falling in.
      
         As you emerge from the cavern, collect the Donald Duck Icon to 
    receive an extra life!  Next, run across the plank bridge.  Along the 
    way, double jump over the porcupine, smash open the Hopper Box and 
    collect the 3 Blue Stars that gush out, double jump over the gap of the 
    broken bridge, and jump over the thorn bush as you reach solid ground 
    again.  Collect the next 3 Yellow Stars that you see and double-jump 
    yet again over the next stack of logs.  Collect the next 3 Yellow Stars 
    that you see as you cross the next checkpoint.     
                                           
    CHECKPOINT 3
    
         The bear doesn't learn from past mistakes because he is again 
    enticed by another bee hive.  Continue run along the dirt path and 
    crack open the Hopper Box that you see straight in front of you.  
    Follow the path and pick open the 3 Blue Stars that you see along the 
    path.  As you pass the first tree on the left, double-jump and obtain 
    another extra life by picking up the Donald Duck Icon.  As you pass the 
    second tree, double jump over yet another stack of logs and pick up the 
    Milkshake to raise your spirits!  Collect the 3 Yellow Stars to the 
    right and double jump over to the path to the left and jump over the 
    porcupine along the way.  Then double-jump up onto the path to the 
    right, collect the Red Star, and double-jump over the thorn bush and 
    the porcupine.  Bust open the Hopper Box and run across the next bridge 
    that you see.  Collect the 4 Blue Star and watch a cut-scene ensue that 
    is mildly entertaining.  After you watch the bear do his best Wiley E. 
    Coyote impression, follow the path and talk to Gladstone.  
    
         Gladstone: "Hey Donald! What's up?  You have finally caught up to 
    me!  What do you say you and me have a little competition?  If you can 
    beat all my time records in this area, then I'll give you something 
    worth running for.  OK Donald? By the way...Good Luck!!!!  You are going 
    to need it to break my records!  That being said, exit through the 
    portal.  This marks the end of BEAR'S PATH.
    
         At this point, it is optional and it is up to you whether you want 
    revisit each level to beat the time trials.  Complete all four stages 
    by beating the time posted before talking to Gladstone again.  Below, I 
    have posted the times that you will need to beat for each level.
    
    FORREST EDGE   : 1minute and 50 seconds
    DANGEROUS CLIFF: 2 minutes
    THE TRACK      : 2 minutes and 15 seconds
    THE GORGE      : 1 minute and 55 seconds
    
         After you have beaten all four levels by beating all of 
    Gladstone's time record return to him and he will reluctantly give you 
    a package containing a new costume for Donald!
    
    REWARD: Hawaiian Tourist Donald Duck
    
    
    ()()()()()()()()()()()()()()()()()()()()()
    WORLD 1.5: BOSS BATTLE BERNADETTE THE BIRD
    ()()()()()()()()()()()()()()()()()()()()()
    
         It is time to jump on through the boss warp located in the center 
    of the stage.  As you emerge, Big Bernadette is happy to see that her 
    lunch has come along just in time and duck is on the menu.  To defeat 
    Bernadette, run around the tree stump either way to avoid being hit by 
    eggs that drop out of the sky.  When all three eggs have been hatched, 
    double-jump onto the chickens to squash them.  Keep moving to avoid 
    Bernadette's second wave of attacks.  When see pounds the ground with 
    her body, make sure that you are not under her when she lands.  If she 
    lands to the left of you, move to the right.  If she lands to the right 
    of you, move to the left.  She will hit the ground four times.  After 
    you have avoided her for the fourth time, she will be tired out.  This 
    leaves her open to an attack of your own!  Double-jump and land on her 
    head to score a successful strike!  Then she will return to her tree 
    stump.  
    
         Repeat the same process that is described above by moving to avoid 
    the eggs that are dropped from the sky.  The difference here is that 
    Bernadette will pound the ground with her body five times before she 
    tires herself out.  Double-jump onto her head for strike two!   The 
    process described above will repeat one more time.  The difference here 
    is that Bernadette will pound the ground with her body six times before 
    you can deliver the final double-jump knockout pounce onto Bernadette.  
    Strike three Bernadette is out!  Donald will then set up the reflector 
    dish on top of the mountain.  This moment marks the conclusion of WORLD 
    1: DUCKIE MOUNTAIN.
      
    
    +++++++++++++++++
    WORLD 2: DUCKBURG
    +++++++++++++++++
    
         Upon re-entering the lab, be sure to save your game progress.  
    Then, talk to Gyro Gearloose.  Gyro will thank you and will state that 
    he can now teleport you to Duckburg.  Dive into the portal and you will 
    be presented with a new set of levels to conquer.  Head on through the 
    first portal that you come across to the left entitled, First Avenue.
    
    
    ()()()()()()()()()()()()
    WORLD 2.1: FIRST AVENUE
    ()()()()()()()()()()()()
    
         Welcome to First Avenue.  Head through the side streets by going 
    straight ahead and pick up the 2 Yellow Stars along the way.  Hop over 
    the crates and Double-jump onto the worker holding the ladder.  Jump 
    onto the belly of the napping worker and pick up the 3 Yellow Stars on 
    the awning.  Then, jump down and pick up the Red Star and the Milkshake 
    below to become supercharged.  Next, run along the sidewalk to the left 
    and closeline the Hopper Box along the way.  Run and collect the 3 Blue 
    Stars and jump kick the ladder worker.  Finally collect the 3 Yellow 
    Stars and cross over the first checkpoint.
    
    CHECKPOINT 1
    
         As you cross over the first checkpoint, dropkick the Hopper Box 
    and collect the 3 Blue Stars by jumping over the gate to the left.  
    Continue your progress to the left by hopping over the next gate 
    leading up the stairs.  As you make your way to the top, double-jump 
    from the crate to land on the green balcony and then double-jumping 
    across to land on the blue balcony to the right.  Break open the Hopper 
    Box and double-jump toward the Blue Stars on the left where the crates 
    lie.  You will see a Merlock Spell Book to the right and the 1st Toy 
    Train of this level.  Tag the Merlock Spell Book and rescue the 1st Toy 
    Train.  After Donald jumps for joy, snag the Red Star for your 
    collection and hop into the hole in the floor.  Ignore the jackhammer 
    worker and stand on the pavement platform to the left.  Next, double-
    jump across the gap onto the next pavement platform.  Try not to get in 
    the way of the jackhammer working and grab the Red Star by double 
    jumping over the voltage meter.  Then, jump over the next wall of 
    crates straight ahead and cross over the next checkpoint.
    
    CHECKPOINT 2
    
         Do not enter the water because it is electrified!  Instead, walk 
    across the wood plank bridge and crack open the Hopper Box that is 
    sitting at the other end.  Double jump over the next gap and collect 
    the 3 Blue Stars that you see.  Then, hop over the voltage meter that 
    is sitting here and walk across the next wood plank bridge.  Next, 
    double-jump over the ladder worker and then collect the Red Star that 
    you see by double jumping over the voltage meter onto the next segway.  
    Collect the Milkshake for a tasty sugar rush and hop over the crates 
    that lie straight ahead.  Double jump over the next voltage meter to 
    enable the crossing over of the third checkpoint.
    
    CHECKPOINT 3
    
         As you continue along the treacherous path, double jump and knock 
    out the trash can that swings a broom by landing on it.  Next, hop over 
    the gate and crack open the Hopper Box to reveal 3 Blue Stars.  Then, 
    run up the steps top the left and double jump at the top of them to 
    collect the Red Star.  Exit through the opening to the right and double 
    jump to the left ledge to collect the group of 3 Yellow Stars.  Then, 
    jump over to the ledge to the right to collect the next group of 3 
    Yellow Stars.  Continue the quest by running and double jumping over 
    the yellow gate that lies ahead and collect the 3 Yellow Stars by going 
    down the steps.  Also make sure that you take out the jackhammer worker 
    by pouncing on him.  Continue along the pathway and hop over the storm 
    drain and up onto the next path.  Get a running start and jump out for 
    distance by double jumping onto the swinging broom trashcan and then 
    double jumping onto the next pavement.  Timing is crucial.  Next, hop 
    over the yellow gate and pounce on the Flapper Box.  It will shell out 
    3 Blue Stars.  But before collecting them, hop over the napping worker 
    and hit the Merlock Spell Book.  Then, backtrack and jump onto the 
    belly of the napping worker to collect the 3 Blue Stars and the 2nd 
    Train Toy.  Donald will do a jig.
      
         Afterwards, hop down straight ahead towards the Hopper Box and 
    collect the 3 Blue Stars by bypassing the ladder worker.  Next, run 
    along the sidewalk past the blue car on the right and double jump 
    across the stream onto the crates.  Ignore the ladder worker by double-
    jumping over him and punch out the Hopper Box that you see.  Time you 
    jump so that you clear the gray pipe and squash the jackhammer worker 
    all in one motion.  Afterwards, collect the 3 Blue Stars that lie 
    straight ahead and hop over the next yellow gate.  Finally, follow the 
    pipes and jump across the gap to the left and collect the 3 Yellow 
    Stars before passing over the next checkpoint.
    
    CHECKPOINT 4
    
         From here, make your way across the wooden plank and hop onto the 
    Flapper Box to free the 3 Blue Stars.  Then, jump over the voltage 
    meter and continue to run across the wooden plank while collecting the 
    3 Blue Stars.  Eliminate the jackhammer worker by double-jumping onto 
    him.  Then safely make your way to the next Hopper Box by running 
    across the pavement.  Before collecting the Blue Stars, jump through 
    the bush to the right and run down the hidden path.  Punch out the 
    Merlock Spell Book and quickly make your way back up.  Collect the 3 
    Blue Stars and quickly hop up onto the ledge to the right to save the 
    3rd Train Toy of this level.  Donald will shake his tail feathers.  
    Then, double jump onto the balcony to the left where you will discover 
    2 Red Stars and an Extra Life Icon.  After collecting them, jump down 
    to the pavement below and then double jump onto the platform, across 
    the gap, to the left.  Be careful, when jumping onto the next ledge 
    where the jackhammer worker is pounding.  It is easier to time your 
    jump as the worker is starting his move to the right.  Then quickly 
    jump to the next ledge and finally onto the belly of the napping 
    worker.  Upon doing this, aim to the right so that you land onto the 
    ledge of the room housing the Boss Warp Icon.  Afterwards, double jump 
    over to the ledge to the left and collect the 3 Yellow Stars in the 
    process.  Then, double jump straight ahead onto the crate over the 
    electrified water.  After collecting the 3 Yellow Stars, step onto the 
    end portal and warp on out of here.  This is the finish line of FIRST 
    AVENUE.
    
    
    ()()()()()()()()()()()()()
    WORLD 2.2 URBAN HIGH-RISES
    ()()()()()()()()()()()()()
    
         The action will scroll from left to right as you start this part 
    of the level high up above Duckburg.  Run to the left on the ledge and 
    collect the 3 Yellow Stars.  Then jump down onto the springboard to the 
    right by using the next 3 Yellow Stars as a guide on where to lane.  
    Propel yourself over the voltage meter and smack open the Hopper Box.  
    Collect the 3 Blue Stars by jumping onto the scaffold to the right.  
    Don't stand on it too long or it's a long way down.  Jump onto the 
    rooftop to the right and squash the ladder worker before proceeding to 
    the right. Wait until the smoke clears from the stack before jumping 
    over it.  Then pounce onto the next ladder worker that you see and land 
    on the Hopper Box as well.  Be careful of the smoke stack that emits 
    smoke.  After it blows it smoke, double-jump over it and land on the 
    bouncy awning to collect the 3 Blue Stars and successfully land on the 
    scaffold to the right.  
    
         Then, immediately double-jump onto the next rooftop to the right.  
    You should land right on the Merlock Spell Book.  Double-jump onto the 
    crates to collect the 3 Yellow Stars and drop down and rescue the 1st 
    Toy Train below you, hidden in the nook.  Next, double jump to the 
    balcony to the right to retrieve the Red Star.  Afterwards, fall down 
    to the left and collect the 3 Yellow Stars while taking the plunge.  
    This will leave you on an assembly line roller that rolls you to the 
    right.  Let it take you to the right and you will collect 4 Yellow 
    Stars along the way.  After getting off, double-jump to the next ledge 
    (collect the 3 Yellow Stars) to the right across the gap and time your 
    jumps over the two smoke stacks accordingly.  (Note: After the smoke is 
    emitted, jump over it.)  After punching over the Hopper Box, collect 
    the 3 Blue Stars as you cross over the first checkpoint.
    
    CHECKPOINT 1
    
         You will see a ladder worker to the right.  Double-jump onto him 
    and squash him to clear the path to the right.  Kick over the Hopper 
    Box and jump onto the crate to the right.  Then, double jump onto the 
    bouncy awning to the left while snagging the 3 Blue Stars.  Once you 
    hopping on the bouncy awning, bounce over the voltage meter to the left 
    and land on the next bouncy awning.  Repeat the same process again to 
    the left.  Then when you land on the third bouncy awning, bounce on 
    over to the left, collect the 3 Yellow Stars in mid air and land on the 
    springboard.  Then bounce on the springboard again and land on the next 
    rooftop to the right.  Here you will find a Milkshake and 2 Yellow 
    Stars.  Now that Donald is powered up, Charge to the left and plow 
    through the two ladder workers and the Hopper Box.  Collect the 3 Blue 
    Stars by jumping on the springboard and land on the chimney to the 
    right.  Double-jump over the voltage meter and pick up the Red Star.  
    To the left of the Red Star is a Merlock Spell Book to punch.  After 
    tagging it, run to the right Double jump over the ladder worker, land 
    on the grey looking platform, double jump across three scaffold 
    platform to the right and rescue the 2nd Toy Train right by the second 
    checkpoint.  After striking a victory pose, walk across the checkpoint.
    
    CHECKPOINT 2
    
         From here, jump down to the next rooftop by collecting the next 3 
    Yellow Stars.  Next run to the right and double-jump over the smoke 
    stack before it blows it soot.  Land on the crate below and collect the 
    2 Yellow Stars on the way down.  Wait for the smoke stack to the right 
    to blow and double jump over it.  Land on the small gray platform and 
    time your jumps carefully across the next two smokestacks that blow 
    smoke upward.  After you have cleared the second smokestack and have 
    land safely on the rooftop to the right, you will see another ladder 
    worker patrolling a plank to the right.  Double jump and dropkick him 
    and follow the crates to the right.  As you reach here, there will be 
    another ladder worker to pounce.  Next, double jump onto the ledge of 
    the house to the right to gain a Red Star.  After collecting the star, 
    drop down into the gap to the left and collect the 3 Yellow Stars on 
    the way down.  Upon reaching the bottom, you will reach the third 
    checkpoint.
    
    CHECKPOINT 3
    
         Now it is top to hop on the assembly line roller to the right.  
    This time, wait for the smoke stacks to blow before hopping on.  Then 
    make your move by dashing to the right collecting 3 Yellow Stars and 
    narrowly get sprayed by the second smoke stack from above.  At the end 
    of the line, double jump over the voltage meter and land on the next 
    small roller.  Dodge the smoke stack steam and continue onward.  Then, 
    kick open the Hopper Box and jump on the springboard to collect one of 
    the Blue Stars.  Instead of bouncing to the right though at the top of 
    your jump, double-jump to your left and land on the ledge to the left.  
    Run to the left and you will find yourself a Red Star and an Extra Life 
    Icon.  Now head back to the springboard and jump up onto the steel 
    girder to the right.  Collect the 5 Yellow Stars and pounce on the 
    ladder worker along the way.  After the smokestack blows its smoke up 
    and the stack to the right blows to the left, jump down into the gap 
    and land on the Hopper Box.  
    
         Follow the trail of Blue and Yellow Stars to the right and note 
    where the 3rd Toy Train is above you.  Jump onto the jackhammer workers 
    like they were steeping stone and tag the Merlock Spell Book to the 
    right.  Now quickly run back to the left and double jump your way and 
    rescue the 3rd Toy Train.  After Donald is done dancing around, make 
    your way back to where the Merlock Spell Book was.  Double jump towards 
    the path of the 3 Yellow Stars and hop onto the ladder worker.  After 
    the smoke from the smokestack is blown from the right, double-jump over 
    it to the right and walk along the steel girder   Punch out the ladder 
    worker and double jump up top the left at the end of it.  Pick up the 
    Red Star to the left and then double jump upwards to the right to 
    retrieve the Boss Warp Icon.  After Donald Duck gets down with his bad 
    self, Head back to the steel girder and double jump across two 
    scaffolds while collecting the 5 Yellow Stars along the way.  Once you 
    make it to the rooftop to the right, you will see the end portal where 
    you can end this level.  This is the end of URBAN HIGH-RISES.
    
    
    ()()()()()()()()()()()
    WORLD 2.3:  ROOF TOPS
    ()()()()()()()()()()()
    
         Welcome to the rooftops of Duckburg where the sun is setting.  
    Immediately look to the left and grab the Red Star.  Then run to the 
    right and jump on the Flapper Box located to the right and land on the 
    crates to the right.  Run up the ramp and collect the 3 Blue Stars and 
    double-jump over the voltage meter at the top.  Next, run down the ramp 
    and jump onto the scaffold to the right, collecting the 3 Yellow Stars 
    along the way.  Double-jump to the right and land on the rooftop to 
    collect the 3 Yellow Stars.  Squash the painter worker and jump onto 
    the next scaffold to the right.  Double jump to the next ramp to the 
    right, collect the 2 Yellow Stars, and double jump onto the jackhammer 
    worker to the right.  Time your jump over the smock stack right after 
    it emits its smoke.  Carefully walk down the ramp and progress to the 
    right after the smoke stack in the background blows its smoke.  Walk on 
    the treadmill to the right and double-jump onto the springboard to the 
    right.  Spring up on the springboard to the right and collect the 3 
    Yellow Stars and the Red Star at the top.  Here on this rooftop, you 
    will see the 1st Train Toy.  Don't forget to squash the ladder worker as 
    well.  Land on the Flapper Box below and collect the 3 Blue Stars to 
    the left.  They will lead you to the Merlock Spell Book.  Punch out the 
    book and double jump onto the springboard to the left and then double 
    jump on the springboard to the right to land on the rooftop.  Rescue 
    the 1st Train Toy and watch as Donald does a happy dance.  Finally, jump 
    down to the right and cross over the first checkpoint.
    
    CHECKPOINT 1
    
         After crossing the 1st checkpoint, double-jump on the bouncy awning 
    to the right and then double jump onto the sleeping worker to the 
    right.  Collect the 2 Yellow Stars and double-jump onto the bouncy 
    awning to the right and then onto the scaffold to the right.  Next, 
    jump onto the steel girder to the right and chug done the Milkshake 
    that you see.  After becoming supercharged, run to the right and 
    collect the 3 Blue Stars that emerge to the right.  Run up the ramp and 
    blast the jackhammer worker.  Run and double-jump over the voltage 
    meter to the right to clear it and collect the 2 Yellow Stars located 
    here.  Double-jump onto the springboard to the right and use it to leap 
    up onto the ledge to the right.  You might collect the Red Star in the 
    process.  Upon landing, immediately double-jump over the smokestack to 
    the right just as it blows its steam.  Then, double-jump onto the 
    balcony to the right and punch out the Hopper Box that is located here.  
    After the smokestack blows below you, double jump onto the ledge to the 
    right, while collecting 2 Blue Stars.  Then double-jump onto the ledge 
    to the left and collect the other Blue Star.  Then double-jump up to 
    the ledge to the right and squash the jackhammer worker that is 
    blocking the way to the checkpoint.  Finally, run through the second 
    checkpoint.
    
    CHECKPOINT 2
    
         After crossing the checkpoint, double-jump over the smokestack 
    after it emits the smoke and land on the 4 Yellow Stars below.  At the 
    bottom, you will land on a Hopper Box which will spew 3 Blue Stars to 
    the left.  Collect them and collect the Milkshake to power up.  Punch 
    out the Merlock Spell Book in the alcove to the left and then run like 
    crazy to the right.  Double-jump on the treadmill to the right and then 
    double-jump again over the voltage meter up the ramp.  Collect the 2 
    Yellow stars and rescue the 2nd Train Toy.  Afterwards, double-jump over 
    the voltage meter and land on the treadmill.  Next, immediately double-
    jump up onto the gray steel pipes to the right.  Next, pounce on the 
    ladder worker to the right and then double-jump over the voltage meter 
    to the right.  Land before the smoke stack and then time your jump over 
    the smoke stack.  Break open the Hopper Box and retrieve the 3 Blue 
    Stars by running down the ramp.  Then, double-jump onto the balcony to 
    the right, collect the 2 Yellow Stars, and double-jump towards the 
    Hopper Box to the right which is located on a steel girder.  Double 
    jump onto the jackhammer worker and run down the girder.  When you 
    reach the end, double-jump onto the balcony to the right and get in 
    between the two smokestack blowers.  You will also collect an Extra 
    Life Icon in the process.  After passing by the second smokestack, 
    double-jump onto the ledge to the right and cross over the third 
    checkpoint.
    
    CHECKPOINT 3
    
         From here, jump up onto the crates to the right and bust open the 
    Hopper Box to spill its Blue Stars.  Collect the 3 Blue Stars by 
    double-jumping to the right and then fall back down to the left to 
    pounce on the Merlock Spell Book below you.  Jump back onto that ledge 
    that was toy the right and double-jump over the ladder worker.  Fall 
    down to the left of the napping worker and run to the right to rescue 
    the 3rd Train Toy.  Here comes a tricky jump.  Double-jump onto the 
    belly of the napping worker to the right and then land on the Flapper 
    Box to the right and then Land on the 3 Blue Stars on a landing to the 
    right.  After the 3 Blue Stars are collected, fall down on the landing 
    to the right and collect the 3 Yellow Stars.  Then run off the ledge to 
    the right and you will safely land on the steel ramp to collect the 
    Boss Warp Icon.  Next, jump back onto the ledge to the left and then 
    double-jump up onto the ledge to the right.  Collect the 3 Yellow Stars 
    and then double-jump onto the bouncy awning to the right.  Make sure to 
    land on the Flapper Box and then land on the ramp to the right to 
    collect the 3 Blue Stars.  Knockout the jackhammer worker and then jump 
    onto the Flapper Box that is located in the gap.  Land onto the 
    scaffold by timing the jump correctly and then double-jump onto the 
    napping worker to the right.  Collect the 3 Blue Stars and double-jump 
    over the voltage meter to land safely onto the treadmill.  Jump onto 
    the Flapper Box and clothesline the jackhammer worker to the right.  
    Collect the 3 Blue Stars by running up the ramp and then double-jump 
    across the gap onto the balcony.  Run to the right and jump into the 
    end portal.  The level of ROOFTOPS is now concluded.
    
    
    ()()()()()()()()()()
    WORLD 2.4: THE ROOFS
    ()()()()()()()()()()
    
         This level is another 3-D semi free roaming level once again.  
    Also, it is now nightfall.  So with that in mind, here we go.  Run 
    forward from the fences and run down the ramp straight ahead.  Punch 
    out the Hopper Box and run straight ahead by collecting the 4 Blue 
    Stars.  At the end of the ledge, wait for the smokestack to blow and 
    then double-jump across the roof tops.  Pick up the shake and gain a 
    sugar rush.  Now, run straight ahead on the ledge and bulldoze the 
    jackhammer worker.  Double-jump across the next gap to land on the 
    ledge and then double-jump again across the gap to safely land on the 
    scaffold.  Then, jump across again to the next ledge.  Pick up the 4 
    Yellow Stars straight ahead and jump from ledge to ledge.  Next, 
    double-jump over the voltage meter and then jump onto the duck so that 
    you do not get pecked.  Run to the right around the fence and backtrack 
    to collect 2 Yellow Stars and 1 Red Star.  Backtrack to where the duck 
    was previously at and at the end of the ledge, wait for the steel 
    girder to be facing towards you.  When it does, jump onto it.  When it 
    is parallel to the next ledge, run across and double jump onto it.  
    When you land safely, collect the 4 Yellow Stars (and the Red Star only 
    if you are feeling confident in your jumping ability) by jumping over 
    the voltage meter.  Finally, cross over the first checkpoint of this 
    level.
    
    CHECKPOINT 1
    
         Run to the edge of the ledge and wait for the hanging steel girder 
    to become parallel with the other double-jump across both of them and 
    wait for the latter to be line up with the next ledge that is straight 
    ahead.  When it lines up properly, safely double-jump across the gap 
    onto the ledge.  Your next move will be to double jump over the voltage 
    meter straight ahead.  If you time it right, you will also pounce on 
    the jackhammer worker after clearing the voltage meter.  Who 
    jackhammers at night anyway?  Follow along the ledge and steel girder 
    by double-jumping over the voltage meter.  You will come across a 
    Merlock Spell Book.  Tag the book and then double jump across the gap 
    onto the next ledge.  Jump onto the scaffold, then jump onto the ledge, 
    then the scaffold, and then to the next ledge to rescue the 1st Toy 
    Train.  After Donald jumps for joy, continue forward by double-jumping 
    over the voltage meter and then by double jumping over the smoke 
    emitted by the smoke stack.  Continue along the ledge and break open 
    the Hopper Box that is located here.  Upon breaking open the contents, 
    collect the 3 Blue Stars, double-jump over the smokestack, and collect 
    the Red Star.  Then double-jump over the next smokestack, collect the 2 
    Yellow Stars, and when you reach the end of the ledge, jump onto the 
    scaffold.  From the scaffold, jump onto the ledge and then onto the 
    crate but don't fall into the water because it is electrified.  Run 
    down the ramp and double jump over the voltage meter and safely make it 
    to the ramp on the other side.  Finally run up the ramp, collect the 3 
    Yellow Stars and cross over the next checkpoint.
    
    CHECKPOINT 2
    
         After crossing over the checkpoint run to the ledge and double-
    jump onto the hanging steel girder when it become parallel, double-jump 
    onto the next scaffold and jump onto the next ledge where the Hopper 
    Box is located.  Collect the 3 Blue Stars that emit from the Hopper Box 
    and be sure to double-jump over the jackhammer worker as he comes near 
    you.  When you make it over him you will see a Merlock Spell Book.  
    Punch it and double-jump onto the scaffold, leap across to the next 
    ledge, and follow the path by collecting the 3 Yellow Stars in between 
    the water traps.  Then, run and double-jump over the voltage meter onto 
    the scaffold, double jump onto the wooden bridge, double-jump over the 
    voltage meter and rescues the 2nd Train Toy.  After Donald celebrates 
    his small victory, double-jump over the next voltage meter and grab the 
    Red Star while doing it.  Then, walk over to the wooden plank to the 
    right and collect the 2 Yellow Stars.  As the jackhammer worker 
    approaches, double-jump over him to clear him and finally make it 
    safely across the next checkpoint.
    
    CHECKPOINT 3
    
         Whew that was close!  Take a deep breath for it gets trickier 
    here.  When you get to the ledge, you will have to double-jump across 
    four swinging girders.  Take your time getting across and make sure 
    they are lined up or close to lined up before making your move.  When 
    you land on the last hanging girder, double jump up onto the platform 
    and grab the Extra Life Icon.  Then, jump up onto the ledge and run 
    down the steps to collect 2 Red Stars.  Continue along the corridor and 
    jump over the small hole in the floor to obtain the Boss Warp Icon.  
    After Donald shakes his tail feathers, jump down into the hole and you 
    will fall right into 4 Yellow Stars.  While in the hallway, punch out 
    the Hopper Box and run up the stairs and collect the 3 Blue Stars at 
    the end of the balcony.  When you reach the balcony, double jump onto 
    the next two scaffolds and safely make it across to the next ledge.  
    Collect the 3 Yellow Stars that are in front of you and double-jump 
    over the jackhammer worker.  Then jump onto the plank to the right and 
    avoid the other jackhammer worker.  Finally, run across the next 
    checkpoint.
    
    CHECKPOINT 4
                   
         After cross the checkpoint, collect the 3 Yellow Stars as you do 
    this.  Then double jump long distance over the gap so that you land on 
    the duck that is trying to peck at you.  Then, jump onto the hanging 
    jackhammer worker as it line up parallel to you.  Double-jump onto the 
    next hanging girder and then double-jump onto the steel platform.  Your 
    next move will be to double-jump again to the next wooden plank.  From 
    the wooden plank, double-jump over the voltage meter, double jump over 
    the steam stack, and then punch the Merlock Spell Book.  Afterwards, 
    run past the smokestack, double jump over the gap to the wooden plank, 
    and double-jump over the duck in the nest.  After pouncing over jumping 
    over the duck, double jump over the gap to the next plank and rescue 
    the 3rd Train Toy.  After Donald is done dancing, follow along the plank 
    and double jump onto the duck in the nest.  This will propel you to the 
    next ledge.  Collect the 3 Yellow Stars and double jump over the gap 
    while collecting the Red Star.  Finally, after landing safely on the 
    next ledge run to the end portal and jump right in.  This marks the end 
    of the level called THE ROOFS.
    
    
    ()()()()()()()()()()()()()
    BONUS WORLD 2: MAIN STREET
    ()()()()()()()()()()()()()  
    
         Now that you have rescued all of the toys from all four sub 
    levels, walk up to and talk to your nephew, Duey.  He will thank you 
    for rescuing all of his toys.  He will leave the portal so that you can 
    jump right in.  After Donald reemerges he will roll out of the portal 
    and will be in front of a stack of huge crates.  He will be 
    disoriented.  When he finally regains his composure a big Mac Truck 
    will bust through the crates and it will be bearing down on you.  Get 
    ready, because it is time to start running for your life!  In this 
    level, you will be running towards your screen.  This means that you 
    will be seeing yourself from the front and not viewing the action from 
    the back of Donald.  With that in mind, here we go again!
    
         With that truck bearing down on you, run across the small wooden 
    bridge to the left and collect the 3 Yellow Stars in front of you.  
    Jump over the crates and leap over the next crate while collect the 
    next Yellow Star.  Bust open the Hopper Box and follow the 3 Blue Stars 
    across the girder beam to the right.  Keep running and collect the next 
    2 Yellow Stars and leap over the next stack of crates.  Follow the path 
    of Yellow Stars and cross the steel beam to the right while collecting 
    them.  After making it across, race to the edge and jump across to the 
    concrete to the left.  Continue moving and collect the 3 Yellow Stars 
    on route to an Extra Life Icon.  Afterwards, double-jump onto the next 
    slab of concrete and punch out the Hopper Box along the way.  Follow 
    the path of 3 Blue Stars that pop out and run across the beam and leap 
    over the crates at the end to collect them.  Then double-jump onto the 
    platform to the right and then jump again to the next slab of concrete.  
    Stay to the left afterwards to avoid being stung by the steel grate and 
    collect the 4 Yellow Stars to the left.  Finally, cross through the 
    first checkpoint by going through the big steel gates.
    
    CHECKPOINT 1
    
         The truck will get stuck momentarily and will try to ram the gates 
    down with brute force.  Collect the 4 Yellow Stars and also grab the 
    Red Star in the fenced in area to the left.  Start running down the 
    alleyway again and collect the 3 Yellow Stars that are up ahead.  Leap 
    over the wall of crates and you'll notice that the truck has broken on 
    through.  Double jump over the water to collect the Red Star and land 
    on the path of 3 Yellow Stars to the left and continue running.  
    Collect the next 4 Yellow Stars to the right to steer clear of the 
    steam grate to the left.  Hope over the red safety gate and dash across 
    the steel beam while collecting the 3 Yellow Stars.  At the end of the 
    beam is a Milkshake for you to chug.  With super speed enabled, collect 
    the 3 Yellow Stars ahead of you and jump across the small water gap to 
    collect 2 more.  Jump across another small gap again and collect the 3 
    Yellow Stars along the path while running.  Steering clear of the steel 
    grate to the left, Collect the next 4 Yellow Stars that you see.  
    Finally, hop over the wall of crates and the next crate and pass 
    through the next big steel gate which is the next checkpoint.
    
    CHECKPOINT 2
    
         With the truck stuck at the gate again, collect the 4 Yellow Stars 
    and the Extra Life Icon that is fenced in to the left.  Then, make your 
    way down the step to collect a trio of Yellow Stars.  Collect the next 
    3 Yellow Stars on the path to the right and double-jump over the water 
    and the voltage meter at the edge so that you land on the ledge to the 
    left.  Collect the 3 Yellow Stars and double-jump towards the ledge to 
    the right, while collecting another 3 Yellow Stars.  Jump from ledge to 
    ledge and collect the next set of 3 Yellow Stars.  Run across the steel 
    beam to the right and jump across to the beam to the left while 
    collecting the Extra Life Icon.  Quickly run across the steel beam 
    while collecting the 3 Yellow Stars and double-jump across the gap to 
    land to the right of the steel grate.  Run forward and grab the 3 
    Yellow Stars and throw down a frosty Milkshake to power Donald up.  
    Then, jump over the wall of crates and run across the steel beam to the 
    right.  Collect the 3 Yellow Stars and break to the left when you cross 
    to collect another 3 Yellow Stars.  Pas the steel grate to the left and 
    rush down the stairs.  At the bottom, you will pass through another big 
    steel gate which is the checkpoint.
    
    CHECKPOINT 3
    
        As the truck gets held up again, collect the 4 Yellow Stars that 
    are located here and also don't forget to grab the Red Star that is 
    fenced in.  Continue your progress on the path to the left and obtain 
    the 3 Yellow Stars that are located to the left.  When you reach the 
    edge, jump to the next concrete path, collect the Yellow Star, jump to 
    the next concrete pond, and collect the Yellow Star.  From here, jump 
    across to the next concrete pond, double jump to reach the Red Star and 
    land on the concrete pond to the left, collect the Yellow Star, and 
    land on the path to the left.  Continue running like crazy and avoid 
    the steel grate by side stepping it.  Race across the next steel beam 
    that you see to the right and pocket the 3 Yellow Stars along the way.  
    Then, run across the bridge in the middle from right to left and also 
    obtain the 4 Yellow Stars while doing so.  Then, run across the bridge 
    from left to right and snag the 4 Yellow Stars along the way.  Repeat 
    the process one more time from right to left and forget about trying to 
    reach the Red Star for it is not worth it.  Finally, run under the 
    titanium tower and the truck will not be able to break on through with 
    its brute force.  Follow the path and talk to Gladstone.        
         
      Gladstone: "Hey Donald! What's up?  You have finally caught up to me!  
    What do you say you and me have a little competition?  If you can beat 
    all my time records in this area, then I'll give you something worth 
    running for.  OK Donald? By the way...Good Luck!!!!  You are going to 
    need it to break my records!  That being said, exit through the portal.  
    This marks the end of MAIN STREET.
    
         At this point, it is optional and it is up to you whether you want 
    revisit each level to beat the time trials.  Complete all four stages 
    by beating the time posted before talking to Gladstone again.  Below, I 
    have posted the times that you will need to beat for each level.
    
    FIRST AVENUE    : 2 minutes
    URBAN HIGH-RISES: 1 minute and 50 seconds
    ROOF TOPS       : 2 minutes
    THE ROOFS       : 2 minutes and 50 seconds
    
         After you have beaten all four levels by beating all of 
    Gladstone's time record return to him and he will reluctantly give you 
    a package containing a new costume for Donald!
    
    REWARD: Magician Donald Duck
    
    
    ()()()()()()()()()()()()()()()()()
    WORLD 2.5: BOSS BATTLE BEAGLE BOYS
    ()()()()()()()()()()()()()()()()()
    
         It is time to jump on through the boss warp located in the center 
    of the stage.  As you emerge from the portal, a Beagle Boy will be 
    waiting for you in a wrecking ball unit.  He is ready to mash you into 
    duck soup.  The first pattern of the Beagle Boy's attack is simple, run 
    along the rooftop in a circle (from corner to corner) and stay out of 
    the shadow of the wrecking ball.  The key here is to keep moving.  Once 
    the ball has hit the roof three times, the wrecking ball unit will 
    malfunction.  When the Beagle Boy starts to get out of the unit to 
    repair it, run up to him and double-jump so that you can give him a 
    swift kick in his butt.  He will fall back into the wrecking ball unit.  
    He will get ticked off and will start throwing sticks of dynamite at 
    you.  Run back and forth to dodge the red ones.  They will explode.  
    When he lobs out a green one, run up to it and pick it up to throw it 
    back at him.  This will damage the unit.  Strike one!
    
         Here comes the second wave of his attack.  He will begin to re-
    operate the wrecking ball unit.  Try to dodge it the same way before by 
    staying out of it shadow.  This time is a little different through.  As 
    the wrecking ball hits the roof three times, the center, the back right 
    corner, and the back left corner will cave in.  Once the ball has hit 
    the roof three times, the wrecking ball unit will stall again.  When 
    the Beagle Boy starts to get out of the unit to repair it, run up to 
    him and double-jump so that you can give him a swift kick in his butt.  
    He will fall back into the wrecking ball unit.  He will get ticked off 
    and will start throwing sticks of dynamite at you.  Run back and forth 
    to dodge the red ones.  They will explode.  When he lobs out a green 
    one, run up to it and pick it up to throw it back at him.  This will 
    damage the unit yet again.  Strike two!
    
         Time to anticipate the final wave of his attack.  He will begin to 
    re-operate the wrecking ball unit.  Try to dodge it the same way before 
    by staying out of it shadow.  This time is a lot different through.  As 
    the wrecking ball hits the roof three times, the front left corner and 
    the front right corner will cave in.  So you will have to double-jump 
    from spot to spot to avoid the ball.  Once the ball has hit the roof 
    three times, the wrecking ball unit will give out again.  When the 
    Beagle Boy starts to get out of the unit to repair it, run up to him 
    and double-jump so that you can give him a swift kick in his butt.  
    Except this time he will lose his balance and yell "What?!! Beaten by 
    Donald Duck!!! AARRRRRGGGGGHH!!!!"  He tries to hold on but he and the 
    unit are taking a ride all the way to the ground floor.  Strike three, 
    Beagle Boy is down and out!  Donald will then set up the reflector dish 
    on top of the rooftop.  This moment marks the conclusion of WORLD 2: 
    DUCKBURG.
    
    
    ++++++++++++++++++++++++++++++++
    WORLD 3: MAGICA DE SPELLS' MANOR
    ++++++++++++++++++++++++++++++++
    
         Upon re-entering the lab, be sure to save your game progress.  
    Then go talk to Gyro Gearloose.  Gyro will thank you and will state 
    that he can now teleport you to Magica De Spells' Manor.  Dive into the 
    portal and you will be presented with a new set of levels to conquer.  
    Head on through the first portal that you come across to the left 
    entitled, Haunted Hall. 
    
    
    ()()()()()()()()()()()
    WORLD 3.1 HAUNTED HALL
    ()()()()()()()()()()()
    
         This level starts you off in a hallway where lightning crashes 
    through the windows.  It is also a 3D level.  With that in mind, run 
    straight ahead and break open the Hopper Box.  Then, collect the 3 Blue 
    Stars that cover the hallway and double-jump across the gap in the 
    floor.  On the other side, you will have to content with a Frankenstein 
    guard who is blocking your progress.  Two punches will take him out.  
    The first will knock him on flat on his butt.  While he is dazed, punch 
    him again to dispose of him.  Head through the doorway and knock open 
    the next Hopper Box you see.  Run up the stairs to the right and 
    collect the 3 Blue Stars along the way.  Run along the narrow hallway 
    and sneak attack the Frankenstein guard by double jumping and pouncing 
    on his back.  Then, collect the Red Star behind the bookcase to the 
    right before the gap.  Afterwards, double-jump across the gap and when 
    you land, one two punch the Frankenstein guard.  Jump through the 
    window into the secret passageway and collect the 3 Yellow Stars.  
    Crack open the Hopper Box and follow them by jumping onto the skull 
    hand platform to collect them.  It will give you a free ride to the 
    wooden platform on the left.  Jump to the left to land on the Red and 
    Yellow Star respectively.  Then, wait for the Skull Hand platform to 
    get into range before jumping onto it.  Jump aboard and take it across 
    to the next window and jump on through.  Perform a double-jump and land 
    on the Frankenstein guard below.  Then collect the 4 Yellow Stars by 
    following the green checkered path.  Finally, jump across the small gap 
    and land on where the path continue to the left and pass over the first 
    checkpoint.
    
    CHECKPOINT 1
    
         After you cross the first checkpoint, either run by or pounce on 
    the invisible man to the left.  Afterwards, if you have the skill, jump 
    over and collect the Extra Life Icon and then at the height of your 
    jump, jump back towards the path.  Collect the 2 Yellow Stars around 
    the corner and follow the green checkered path.  When you get to the 
    edge, wait for the swing spike ball to pass to the right and leap 
    across the gap.  Wait for the next spiked ball in front of you to swing 
    back away from you and collect the 2 Yellow Stars by ducking in the 
    space to the right.  When it misses you, run and collect the next 2 
    Yellow Stars and duck into the space to the right just as the spike 
    ball narrowly misses you.  Then, run along the path straight ahead.  
    Punch out the Hopper Box and follow the path of 3 Blue Stars to the 
    left.  Then punch out the Merlock Spell Book and avoid the spike ball 
    by ducking into the space to the left.  Then run to the next swinging 
    spike ball and duck into the space again to the left.  Grab the 
    Milkshake to the right, and quickly run sown the steps to the left, 
    while collecting the 2 Yellow Stars en route to the 1st Toy Gun.  After 
    Donald is done jumping for joy, backtrack and jump onto the box to the 
    right and collect the 2 Yellow Stars.  Punch out the Frankenstein guard 
    straight ahead and double-jump over the next gap and collect the 3 
    Yellow Stars along the wooden path.  Finally, as it wraps you to the 
    left, cross over the second checkpoint.  
    
    CHECKPOINT 2
    
         Go to the edge and wait until the skull hand platform moves 
    towards you.  Hop aboard and ride it to the ledge to the left.  Collect 
    the Extra Life Icon and double-jump onto the platform to the right 
    holding the Red Star.  After snagging it, punch out the invisible man 
    and continue your progress straight ahead.  Double-jump onto the moving 
    skull hand platform and it will take you safely across the gap.  
    Double-jump into the next part of the hallway and collect the Red Star 
    in the groove to the right.  Then, run up the stairs to the left and 
    collect the 3 Yellow Stars.  Get a running start and double-jump onto 
    the moving skull hand platform in the middle.  Upon landing on it, 
    double-jump again onto the next steel beam pathway.  Collect the next 2 
    Yellow Stars and double-jump over the two flaming skulls that litter 
    the passageway.  When you have leapt over the second flaming skull, the 
    path break to the left revealing the next checkpoint.  Finally, run 
    across it.
    
    CHECKPOINT 3
    
         After crossing over the checkpoint, punch out the Merlock Spell 
    Book, double-jump over the flaming skull, and land on the Red Star to 
    collect it.  Then, double-jump over the next flaming skull, run along 
    the wooden path, and double-jump over the next large gap.  Punch out 
    the hopper Box that you see, double-jump onto the invisible man, and 
    rescue the 2nd Toy Gun in the space to the left of the stairs.  After 
    jumping for joy, run up the stairs and collect the 3 Blue Stars along 
    the way.  When you reach the top of the stairs, knock out the 
    Frankenstein guards with some punches and double jump across the two 
    skull hand platforms and wait on the second platform until the skull 
    hands start moving back to the left.  You don't want to be Donald Duck 
    pate!  Safely jump on the third skull hand platform and double-jump 
    onto the next part of the wooden pathway.  Thus, collect the Red Star 
    en route to cross the next checkpoint.
    
    CHECKPOINT 4
    
         After collect the Milkshake and powering up, run along the plank 
    bridge to the right and break the Merlock Spell Book along the way.  
    Run under the spike ball before it drops, punch out the invisible man, 
    and run under the next spike ball before it hits the ground.  Then, 
    punch out the Hopper Box, run and jump over the flaming pumpkin, and 
    leaping across the gap in the pathway.  Collect the 3 Blue Stars that 
    were emitted from the box and rescues the 3rd Toy Gun of this level.  
    After Donald is done his celebration dance, you will see the end portal 
    at the end of the pathway but don't go through it yet.  Instead, 
    Double-jump up onto the stairs to the left and run up the steps to 
    obtain the Boss Warp Icon.  Then, make your way back down the steps and 
    head on over to the end portal.  Leaping into the end portal marks the 
    end of HAUNTED HALL.
    
    
    ()()()()()()()()()()()
    WORLD 3.2 GHOSTLY PATH
    ()()()()()()()()()()()
    
         This stage moves from left to right.  Knowing that, run to the 
    right and smash open the Hopper Box to the right.  After spilling out 
    the 3 Blue Stars, collect them by running down the steps and then jump 
    over the gap to pick up the walkway.  Jump onto the piano chair and 
    then onto the piano to collect the Yellow Star.  Then, double jump up 
    onto the chandelier to the left and collect the 2 Yellow Stars while 
    doing so.  Don't stand on it too long because it will not support your 
    weight.  Immediately double-jump to the right to land on the second 
    floor balcony.  Out muscle the Frankenstein guard by throwing a couple 
    of jabs and jump up onto the piano to the right.  Then use the spider 
    web to the right as a trampoline and collect the 3 Yellow Stars on the 
    way down and land on the steel ledge on the way back up.  Double-jump 
    onto the bat to clear the way to the right.  Then, jump on the 
    chandelier to the right and then double-jump again to the next steel 
    incline.  Collect the next 3 Yellow Stars and wait for the wheelchair 
    man to wheel away from you before you sneak him punch to the back of 
    the head.  The sword he swings is deadly.  After dealing with this 
    nuisance, hop up onto the chair and double-jump over the spike ball as 
    it pounds the ground, land on the Hopping Box, and use it as a 
    springboard over the flaming pumpkin.  Leap up onto the next part of 
    the path, collect the 3 Blue Stars that were emitted from the Hopper 
    Box and duke it out with the Frankenstein guard.  
    
         Then, wait for the Frankenstein guard to pass below you to the 
    right and jump onto him, therefore squashing him.  Make a leap of faith 
    by falling in the gap to the right and you will land on a spider web to 
    bounce you onto the next passage way.  Here you will find a Merlock 
    Spell Book.  Break the spell by smashing it, and hop on the couch to 
    the right.  Leap over the flaming pumpkin and land on the spider web 
    trampoline.  Land on the ledge and run under the bat, and continue 
    running to the right to rescue the 1st Toy Gun on this level.  After 
    Donald leaps for joy, run back to the ledge to the left of the bat.  
    When it get halfway through its flight, pounce on it and collect the 
    Extra Life Icon sitting in the alcove.  Then, Run to the right and jump 
    up onto the broken steps above where you've rescued the toy.  Finally, 
    start to run down the step and double-jump over the flaming pumpkin to 
    cross over the first checkpoint.
    
    CHECKPOINT 1
    
         It doesn't get any easier from here.  Jump onto the magic carpet 
    and use the Yellow Stars as a guide on where to jump.  Ride the carpet 
    to the right.  As the spike ball pounds the platform, double-jump 
    across to the right and land on the next magic carpet.  Then take it 
    across the small gap and leap onto the path to the right.  Punch away 
    at the Frankenstein guard and jump onto the web springboard to the 
    right.  Then land on the Hopper Box and safely land on the platform to 
    the right.  Collect the 3 Blue Stars by double-jumping onto the magic 
    carpet, as it rises to the top, double-jump and sail over the flaming 
    pumpkin to the right.  The next jump to the right is tricky.  Jump to 
    high and you will get whacked by the flaming pumpkin.  Instead, when 
    the carpet passes below you to the right, just step onto it and jump up 
    onto the next walkway to the right.  From the platform, jump onto the 
    magic carpet to the right and when it reaches the top, double-jump onto 
    the spider web to the right, and land safely onto the walkway to the 
    right.  Finally, after breathing a little easier, run across the next 
    checkpoint.
    
    CHECKPOINT 2
    
         After crossing over the checkpoint, knock out the Merlock Spell 
    Book and double-jump across the gap to the steel ledge, then hop on the 
    Hopper Box and land on the platform above it to the right.  Collect the 
    3 Blue Stars by double-jumping onto the magic carpets up and to the 
    left.  After leaping off of the second carpet, rescue the 2nd Toy Gun of 
    this level.  After Donald gives a thumbs up, jump back down, using the 
    two carpets and land on the platform to the right.  Make your way down 
    the path and punch out the wheelchair sword wielder from the back along 
    the way.  Then, pounce on the springboard spider web down and to the 
    right and land on the next up and to the right.  From there, double-
    jump towards and up to the left to collect the 5 Yellow Stars stashed 
    away up on this pipe ledge.  Make your way back to the Hopper Box and 
    smash it open.  Wait for the swinging spike ball to swing away from you 
    to the right and fall down to the bottom of the stairs.  Collect the 1st 
    Blue Star and wait for the spike ball to swing to the left above your 
    head before running up the step to collect the other 2.  When you reach 
    the top, wait for the spike ball to pound the ground before attempting 
    to double-jump over it.  Punch out the Hopper Box that is sitting on 
    the shelf and leap onto the flying carpet so that you will collect the 
    3 Blue Stars as you move to the right.  Then, double-jump onto the 
    bookshelf to the right and be prepared to drop kick the Frankenstein 
    guard patrolling here.  Finally, leap onto the magic carpet and it will 
    take you across to the next checkpoint which is passed by jumping to 
    the right.
    
    CHECKPOINT 4
    
         After leaping across the checkpoint, wait until the swinging spike 
    ball swings back to the right before attempting to double-jump over it.  
    Land on the hopper Box and fall down into the gap to the right to 
    collect the 3 Blue Stars.  As you land on the chandelier, take it down 
    and leap to the left to grab the Extra Life Icon.  Looking to the right 
    and wait until the wheelchair man is in range.  Time your double-jump 
    to the right so that you not only clear the gap but also land on this 
    nuisance at the same time.  Continue your progress to the right along 
    the steel path and jump onto the spider web springboard.  Use the webs 
    above you and scale the wall like Ryu from Ninja Gaiden.  When you 
    reach the top, there will be a tasty Milkshake for you to chug on the 
    balcony to the right.  After becoming super charged, bust open the 
    Hopper Box to the right and run down the stair while collecting the 3 
    Blue Stars.  Halfway to the bottom, double-jump over the spike ball as 
    it pounds the ground and run up the steps to the right.  Leap onto the 
    piano chair to the right and double-jump over the spike ball as it 
    pounds the ground, onto the next balcony to the right.  At the end of 
    the busted balcony, fall down and collect the 3 Yellow Stars in the 
    alcove to the left.  This part gets a little tricky here.  Run along 
    the carpet to the right and wait for the Swinging spike ball to swing 
    back to the right.  When it does, fall in the hole to the right and 
    collect the Red Star.  Finally, after the ball swings above you to the 
    left, double-jump out of the bunker and cross over the next checkpoint.
    
    CHECKPOINT 5
    
         Upon crossing the checkpoint, run down the steps and punch out the 
    Hopper Box that is sitting here.  Hop on the flying carpet and then 
    jump onto the spider web springboard to collect the 3 Blue Stars.  Land 
    on the roof shingles straight up and to the right.  Run to the right 
    and bust open another Hopper Box.  Double-jump over the flaming pumpkin 
    so that you not only collect the 3 Blue Stars but also land on the 
    spider web springboard.  You will land on a chimney but don't fall down 
    through it yet.  Instead jump onto and run down the ramp to the right 
    to collect the Boss Warp Icon.  After Donald shakes his tail feathers, 
    backtrack to the chimney and fall through it.  When you reach the 
    bottom, run and pass through the checkpoint to the right.
    
    CHECKPOINT 6
    
         Hop aboard the magic carpet ride and when it take you to the 
    right, double-jump up on the Merlock Spell Book to crash it above you.  
    Run down and fall into the passageway.  Run to the right and fall into 
    the small bunker so that you do not get slashed by the wheelchair 
    swordsman.  As he passes overhead to the left, jump out of the bunker 
    ands fall into the next bunker to rescue the 3rd and final toy of the 
    level.  After Donald finishes his victory celebration, jump to the 
    platform to the left and double-jump up onto the wooden platform to the 
    right.  Fall down to the right and land on the purple carpeted path.  
    Punch out the Hopper Box and collect the 3 Stars by running down the 
    steps.  Finally jump into the end portal at the bottom to end the level 
    of the GHOSTLY PATH.
    
    
    ()()()()()()()()()()()()()
    WOLRD 3.3: CREEPY CORRIDOR
    ()()()()()()()()()()()()()
    
         You begin this stage by being greeted by the pouring rain.  This 
    level also moves from left to right.  The water shouldn't bother you 
    too bad, you're a duck!  Head to the right and collect the 4 Yellow 
    Stars along the way.  When you get to the edge, double-jump over the 
    flaming pumpkin and land on the spider web trampoline and then land on 
    the Flapper Box which will bounce you onto the ramp to the right.  
    Collect the 2 Blue Stars and knock out the Hopper Box sitting at the 
    top.  Run down the next ramp while collecting the 2 Yellow Stars and 
    when you reach the edge, double-jump over the flaming pumpkin to 
    collect the 2 Blue Stars.  If you time your jump right, you should be 
    able to pounce and squash the Frankenstein guard below.  Run up the 
    next ramp and leap onto the skeleton hand platform.  Ride it across to 
    the right and punch out the Flapper Box along the way.  Leap across to 
    the ramp to the right to pick up the next 2 Blue Stars.  AT the top of 
    the ramp, leap out onto the next skull hand platform.  Half way across, 
    double-jump up to grab the Extra Life Icon.  Finally, double-jump 
    across the gap to land on the balcony and cross over the first 
    checkpoint.
    
    CHECKPOINT 1
    
         Upon crossing the checkpoint, run to the right and double-jump 
    over the wheelchair assassin.  Run up the small ramp on the balcony to 
    the right and leap onto the skull hand platform.  As it takes you 
    across to the right, double-jump over the flaming pumpkin while collect 
    the Red Star.  Don't forget to land back on the hand!  As you approach 
    the next balcony to the right, double-jump safely onto it.  Pounce or 
    punch out the invisible man and run down the steps to the right.  Jump 
    over the flaming pumpkin and time your jump so that you can pounce on 
    the wheelchair assassin.  When you reach the edge, double-jump on top 
    of the magic platform.  (Note: Only jump onto it when the sign has the 
    green arrow to the right and not the red skull and crossbones!)  
    Quickly leap on the stable wood platform to the right and break open 
    the Hopper Box.  Double jump across the next to magical platforms to 
    collect the Blue Stars and fall down to the right of the Red Barn.  Use 
    the spider web trampoline to the left and double-jump onto the red barn 
    to the right.  Break the Merlock Spell book and fall back down to the 
    left.  Then, run to the right and rescue the 1st Toy Gun.  Make your way 
    back to where the Merlock Spell Book was and jump up onto the roof 
    shingle steps.  As you are jumping up the series of shingles to the 
    right, be sure to kick out the invincible men along the way.  Finally, 
    when you reach the last shingle as denoted by the balcony to the right, 
    leap across and cross over the next checkpoint.
    
    CHECKPOINT 2
    
         After crossing over this checkpoint, you will have to leap across 
    a series of skull hand platforms that rise and fall.  Be sure not to be 
    caught on one that rises to the top or you will be impaled by spikes.  
    After maneuvering across the rising and falling platforms, leap across 
    the pathway to the right and wait for the swinging spike ball to come 
    towards you.  After it swing back the other way, walk into the small 
    pit and collect the 2 Yellow Stars.  When it swing back to the left 
    overhead, jump out and kick the invisible man in the butt.  Then, wait 
    again for the next swinging ball to swing your way before dropping into 
    the next hole.  Collect the 2 Yellow Stars and jump out on the other 
    side as the ball swings to the left over your head.  Punch out the 
    Hopper Box and run down the ramp to collect the 2 Blue Stars that it 
    releases.  Then, leap onto the skull hand platform and let it take you 
    across to a magical platform.  Double-jump onto it when the sign is a 
    green arrow and land on it.  Finally, double-jump to the right to pass 
    by the next checkpoint.
    
    CHECKPOINT 3
    
         After passing through the checkpoint, run up the path to the right 
    and along the way, engage in fist o cuffs with the Frankenstein guard.  
    With him out of the picture, run up the path to the right, collect the 
    2 Yellow Stars and then double-jump over the flaming pumpkin.  When you 
    reach the edge to the right, fall down to the right and land on the 
    spider web trampoline.  Grab the Milkshake to the right and slam it 
    down to send Donald into a brain freeze frenzy!  Run to the right and 
    bulldoze the Frankenstein guard.  Then, crash into the Merlock Spell 
    Book and scale the spider web trampolines above you.  Collect the 2 
    Yellow Stars and land up and to the left ledge.  Run to the left to 
    collect the Red Star and the Extra Life Icon.  Now, head back down from 
    where you have just bounced up and break the Merlock Spell book yet 
    again.  Repeat the same process but after landing on the second 
    trampoline, rise and leap onto the ledge to the right and rescue the 2nd 
    Toy Gun.  
    
         After Donald leaps for joy, run to the right and double-jump onto 
    the ledge where the invisible man is patrolling.  Punch him in the body 
    and jump onto the magical platform to the right when the sign is a 
    green arrow.  Fall off to the right and you will land on the spider web 
    trampoline.  Then, bounce to the next one to retrieve the Red Star, the 
    to the next one up you, and then to the ledge on the right.  When the 
    wheelchair assassin rolls by to the right below you, walk to the left 
    and you will find and Extra Life Icon in the alcove.  Run to the right 
    and smack the wheelchair assassin in the back of the head.  Then, run 
    to the right, where the wall is and double-jump up and to the left to 
    pick up a Red Star.  Leap across the gap to the right and then fall and 
    squash the wheelchair assassin below you.  Finally, now that the path 
    is clear, leap over the orange steel pipe to the right and run across 
    the next checkpoint.  
    
    CHECKPOINT 4
    
         You will see the Merlock Spell Book as you cross over the 
    checkpoint.  Bust it out and jump onto the big steps to the right.  
    When you reach the top, double-jump over the spike ball as it is 
    pounding the ground and land on the spider web trampoline behind it.  
    Then bounce over the second pounding spike ball and by landing on the 
    second spider web trampoline.  You will collect 6 Yellow Stars in the 
    process.  Then land, not across the balcony by down into the opening 
    where you will collect 3 more Yellow Stars and find safe ground.  Run 
    to the right to rescue the 3rd Toy Gun.  After Donald does the Donald 
    dance, hop on the spider web trampoline to the left and bounce up onto 
    the balcony that is still to the right.  Run along the purple path to 
    the right and deck the invisible man along the way.  When you reach the 
    edge, jump onto the Flapper Box to the right while collecting the 3 
    Yellow Stars on the way down.  Collect the 2 Blue Stars by landing on 
    the next Flapper Box below and then collect the 2 Blue Stars by landing 
    on the spider web trampoline and bouncing and double-jumping to the 
    left first!  Double-jump onto the small opening to retrieve the Boss 
    Warp Icon.  Finally, run to the right, jump onto the spider web 
    trampoline and safely dismount onto the balcony to the right with the 
    end portal.  Leaping into the end portal will conclude the level called 
    CREEPY CORRIDOR.
    
    
    ()()()()()()()()()()()
    WORLD 3.4: EARIE ALLEY
    ()()()()()()()()()()()
    
         From the looks of this place, you will begin this level back in 
    the mansion.  Run straight ahead and pick up the 2 Yellow Stars.  Then, 
    leap across the gap and take out the invisible man along the way.  
    Break open the Hopper Box and follow the trail of 3 Blue Stars as it 
    wraps you around to a carpet to the right.  Drink up when you obtain 
    the Milkshake.  After becoming speedier, run across the carpet, collect 
    the 3 Blue Stars, and leap over the small orange obstacle.  Run in 
    between the holes and bulldoze through the invisible man.  Then jump 
    onto the spider web trampoline and land on the balcony above you.  Drop 
    kick the invisible man and begin your ascent up the steps while 
    collecting the 2 Yellow Stars.  Hop over the missing steps on the way 
    up and leap over the green gas the is being spewed by the candle.  
    Punch open the Hopper Box, jump over the green smoke emitted from the 
    candle by landing on the right ledge, and run along it to collect the 3 
    Blue Stars.  Then, double-jump over the wooden obstacle and the candle 
    blowing smoke and continue along the corridor.  Next, leap over the 
    green smoke from the candle and bust open the Hopper Box in the 
    distance.  Again, break open the Hopper Box and collect the Blue Stars 
    by running up the stairs.  Finally, collect the Red Star at the top and 
    cross over the first checkpoint.
    
    CHECKPOINT 1
    
         After crossing over first checkpoint, run to the edge and leap 
    onto the spider web trampoline, then onto the Flapper Box, then onto 
    the spider web trampoline, and finally onto the next part of the path.  
    You will collect 2 Blue Stars along the way.  Wait for the wheelchair 
    assassin to come towards you and simply double-jump over him.  Leap up 
    to and over the fallen bookcases and collect the 3 Yellow Stars while 
    doing so.  Punch open the Hopper Box  and collect the Blue Star on the 
    ledge by jumping onto it and then jump down into the green checker path 
    to collect the other Blue Star.  Punch out the Merlock Spell Book and 
    backtrack to the ledge.  Jump onto the ledge and then jump towards the 
    next Hopper Box.  Punch it out along the way, collect the 2 Blue Stars, 
    and rescue the 1st Toy Gun.  After Donald celebrates, run along the edge 
    of the corridor to the right and watch out for the swinging spider.  
    Collect the 3 Yellow Stars as it swings to the right.  Finally, run 
    through the doorway and run past the next checkpoint.
    
    CHECKPOINT 2
    
         From here, walk to the edge of the platform and leap onto the 
    skull hand platform when it comes to the edge.  Ride it to the next 
    moving skull hand platform and leap onto it as well.  Don't stay on it 
    too long so that you will not be impaled by the spikes on the right.  
    Finally, leap straight ahead to where the next Hopper Box is sitting.  
    Smash open the Hopper Box and walk across the narrow passageway to 
    collect the 3 Blue Stars.  As the spider swings to the right follow the 
    passageway while collecting the 3 Yellow Stars.  Leap across the gap 
    and do the same to the other to spiders by inches you way across.  When 
    you make it across, bust open the next Hopper Box and as the way wrap 
    around to the left, cross over the next checkpoint.
    
    CHECKPOINT 3
    
         Leap onto the skull hand platform and ride it across the gorge to 
    collect the 3 Blue Stars.  When you leap onto the edge, go in the 
    secret passageway to the right and wait for the wheelchair assassin to 
    move towards the screen before sneaking up on him and smacking him from 
    behind.  He is guarding the 2nd Toy.  Run back to the platform and 
    double-jump across the gap to break the Merlock Spell Book.  Now head 
    back and rescue the 2nd Toy Gun now that the path is cleared!  After 
    Donald celebrates, backtrack again to where the Merlock Spell Book was 
    just located.  Here you will be able to pick up the Extra Life Icon.  
    Run up the steps and retrieve the 3 Yellow Stars along the checkered 
    green path.  Double-jump over the wheelchair assassin along the way.  
    Leap over the orange obstacle and continue along the green checkered 
    path.  Along the way, double-jump over the sword of the wheelchair 
    assassin.  Finally, cross over the next checkpoint.
    
    CHECKPOINT 4
    
         Upon crossing over the checkpoint, immediately look to your left 
    and jump into the hidden passageway.  It is here that you will find the 
    final Boss Warp Icon.  After Donald is done celebrating, continue along 
    the checkered green path.  Tread carefully, and run past the pounding 
    spike ball as soon as it touches the ground.  Grab the Red Star and 
    continue past the next pounding spike ball in the same fashion.  When 
    you reach the edge, double-jump past the last pounding spike ball and 
    land to the left of it.  Next, leap onto the fallen bookcase and 
    collect the 3 Yellow Stars that are on top of it.  Then, pounce on the 
    lizard holding the ball and chain and retrieve the Red Star.  Double-
    jump onto the ledge to the right and double-jump onto the wheelchair 
    assassin.  Then, walk to the edge and double-jump across the gorge to 
    land on the next part of the path.  Pounce on the lizard swinging the 
    ball and chain and run up and under the next pounding spike ball.  
    Finally, run over the next checkpoint, straight ahead.
    
    CHECKPOINT 5
    
         Upon crossing the checkpoint, leap onto the skull hand platform 
    and take it across the gorge.  Leap onto the passage way to the right 
    and run up to and destroy the Merlock Spell Book.  Then double-jump 
    around to the left and then squash the lizard man with a double-jump, 
    land on the ledge to the left, Run and pounce on the lizard man 
    straight ahead, and land on the ledge to the right where you will be 
    able to rescue the 3rd Toy Gun.  Might take you a couple of tries to do 
    it but it can be done.  After Donald is done dancing around, double-
    jump into the next passage way straight ahead towards the Red Star.  
    Jump over the end portal to retrieve it.  Finally, leap into the end 
    portal to conclude the level of EARIE ALLEY.
    
    
    ()()()()()()()()()()()()()()
    BONUS WORLD 3: UNDER'HAND'ED
    ()()()()()()()()()()()()()()     
    
         Now that you have rescued all of the toys from all four sub 
    levels, walk up to and talk to your nephew, Louie.  He will thank you 
    for rescuing all of his toys.  He will leave the portal so that you can 
    jump right in.  After Donald reemerges he will roll out of the portal 
    and will be back in the manor.  With the hand with claws trying to grab 
    and squeeze you to death, it is time to start running!  
    
         Run down the steps and collect the 3 Yellow Stars and head through 
    the door.  Double-jump over the gap and punch out the Hopper Box.  
    Continue running and double-jump over the flaming pumpkin to snag the 3 
    Blue Stars.  The narrow path will bend a little to the right and then 
    left.  Collect the 3 Yellow Stars and run along the edge to the right.  
    Then, double-jump over the couch and pounce on the Hopper Box.  It will 
    emit 3 Blue Stars.  Collect them by running and then double-jumping 
    over the huge gap in the floor.  Stay to the left of the flaming 
    pumpkin, collect the 2 Yellow Stars and double-jump to the pathway to 
    the right to collect 2 Yellow Stars and a frosty Milkshake along the 
    way.  When you reach the edge, double-jump over to the ledge to the 
    left while you are super charged.  Collect the 4 Yellow Stars and run 
    along the right to collect the Red Star.  Then, immediately double-jump 
    over the green gas to the right.  Finally, run down the stairs and pass 
    through the first checkpoint gate.
    
    CHECKPOINT 1
    
         You can catch your breath for a second here, while the hand is 
    getting shocked by the electricity gate.  Here we go.  Run straight 
    ahead and knock out the Hopper Box.  Follow the 3 Blue Stars where they 
    land and grab them by heading up the steps to the right.  After 
    retrieving the third star, double-jump over the flaming pumpkin.  
    Collect the 2 Yellow Stars by heading down the stairs.  Next, you will 
    reach a huge gap.  No problem, double-jump on the spider web 
    trampoline, collect the Extra Life Icon with the first jump and tap 
    jump again to sail over the flaming pumpkin to reach the second spider 
    web trampoline.  Then land safely on the next part of the path.  
    Collect the next 3 Yellow Stars by using them as a guide and you will 
    avoid the green smoke being blown from the right.  Next, double-jump 
    into the hole in the floor and land on the spider web trampoline to 
    safely make it across.  Run along the path to the right to grab the 2 
    Yellow Stars and then double-jump over the green wall of gas.  Along 
    the way, punch out the Hopper Box and then double-jump over the flaming 
    pumpkin.  Again, collect the 3 Blue Stars by double-jumping over the 
    gas being emitted from the vent.  
    
         Next, pick up 3 Yellow Stars by continuing to run and when you 
    reach the huge hole in the floor, double-jump over to the right to pick 
    up the path.  Collect the Red Star and then double-jump across the gap 
    to land on the exposed floor to the left.  Collect the 3 Yellow Stars 
    by hugging the way and the double-jump over the vent that is spewing 
    green gas straight upward.  Then, punch out the Hopper Box, run halfway 
    down the stairs, and double-jump over to the stairs to the right to 
    avoid the flaming pumpkin wrath.  Collect the 3 Blue Stars by running 
    up the stairs and at the top, there will be a tasty Milkshake for 
    Donald.  Then, leap onto the spider web trampoline and not only will 
    you pick up an Extra Life Icon but you should be able to sail over the 
    small gap and the vent that is emitting green gas.  Finally, run 
    through the next checkpoint gate.
    
    CHECKPOINT 2
    
         After the big hand is sitting there getting electrocuted again, 
    jump up onto the couch to the left to collect the 2 Yellow Stars.  
    Then, run along the carpeted floor, pick up the 3 Yellow Stars, and 
    double-jump across the gap of the bridge.  Next,  pick up the 3 Yellow 
    Stars again and double-jump across the gap to the next part of the 
    bridge.  Once again, collect 3 more Yellow Stars and double-jump across 
    the gap to the next part of the bridge but make sure you sail over the 
    flaming pumpkin on the other side as well.  Then, double-jump to the 
    left toward the gap and then land behind the vent of green gas to the 
    right.  Next, knockout the Flapper Box, double-jump over the flaming 
    pumpkin, and collect the 4 Blue Stars behind it.  Once again, double-
    jump over the flaming pumpkin and continue to run along the narrow 
    passageway.  When you get to the edge, double-jump over the huge gap 
    and then get ready to do it again.  Finally, cross over the next 
    checkpoint gate.  
    
    CHECKPOINT 3
    
         Once again the hand will be shocked and will be unable to move.  
    With that in your favor, run up the huge steps, through the hallway, 
    and then down the bib steps.  Finally, when you come to a bridge you 
    will have to double0jump across and over the huge gap.  When you pass 
    through the finally gate, the hand will be zapped and will shrink.  A 
    cut-scene will ensue and the hand will scamper away into a hole in the 
    wall.  Continue running down the hall and meet up with Gladstone.
    
    Gladstone: "Hey Donald! What's up?  You have finally caught up to me!  
    What do you say you and me have a little competition?  If you can beat 
    all my time records in this area, then I'll give you something worth 
    running for.  OK Donald? By the way...Good Luck!!!!  You are going to 
    need it to break my records!  That being said, exit through the portal.  
    This marks the end of UNDER'HAND'ED.
    
         At this point, it is optional and it is up to you whether you want 
    revisit each level to beat the time trials.  Complete all four stages 
    by beating the time posted before talking to Gladstone again.  Below, I 
    have posted the times that you will need to beat for each level.
    
    HAUNTED HALL   : 2 minutes and 30 seconds
    GHOSTLY PATH   : 2 minutes and 20 seconds
    CREEPY CORRIDOR: 2 minutes and 20 seconds
    EARIE ALLEY    : 1 minute and 55 seconds
    
         After you have beaten all four levels by beating all of 
    Gladstone's time record return to him and he will reluctantly give you 
    a package containing a new costume for Donald!
    
    REWARD: Bedtime Donald Duck
    
    
    ()()()()()()()()()()()()()()()()()()()
    WORLD 3.5: BOSS BATTLE MAGICA DE SPELL
    ()()()()()()()()()()()()()()()()()()()
    
              It is time to jump on through the boss warp located in the 
    center of the stage.  As you emerge from the portal, a Magica De Spell 
    will be floating in front of you and will welcome you to your doom for 
    this will be your tomb. This is my favorite boss battle of the game.  
    This is the first part of the attack.  You will start off on a wooden 
    floor.  Magica will throw a pumpkin at you.  Make sure that you do no 
    get hit by it.  When it lands, keep punching away at it until it gets 
    knocked off of the floor into the pit.  So punch, move in a little 
    closer, punch, move a little closer and so on.  Here is the second 
    part.  Magica will wave her wand and project bolts of electricity at 
    you.  Simply dodge them by double-jumping to the left and then to the 
    right.  You will have to avoid 3 bolts of electricity.  The third part 
    of her attack is that four coffins will appear in the pit.  Double-jump 
    onto the one that is closest to you.  There are four of them.  A wall 
    appears in front of Magica.  Watch the coffins as they light up.  The 
    last one that lights up is the one that you need to jump to.  The other 
    three will have spikes that pop up from the coffin.  In my game, it was 
    jump to the one that is north.  A skull bomb will appear.  Punch it to 
    knock it into the gate to damage it.  The lights will blink around the 
    coffins again and you need to jump to the one where the last one that 
    lights up.  In my game, it was the one to the west or left.  Hop on to 
    it and when the skull bomb appears, punch it to knock it into the gate 
    to damage the gate yet again.  The lights go round and round one more 
    time.  Where the light lands last is where you jump to.  In my game, it 
    was double-jump to the one to the east or to the right.  When the skull 
    bomb appears, punch it into the gate to send it crashing through to 
    knock Magica off balance.  One life bar down, two more to go!
    
         Here we go again.  Double-jump over to the coffin closest to the 
    next wooden platform and then onto the platform itself. Magica will 
    throw a pumpkin at you.  Make sure that you do no get hit by it.  To 
    reiterate, this is the first part of the attack. When it lands, keep 
    punching away at it until it gets knocked off of the floor into the 
    pit.  The difference this time is that you will have to knock off two 
    pumpkins successively.  In case you need it, here is the second part.  
    Magica will wave her wand and project bolts of electricity at you.  
    Simply dodge them by double-jumping to the left and then to the right.  
    Except this time, you will have to avoid 4 bolts of electricity.  Now 
    comes the third part again.  Five coffins will now appear in the pit. 
    Double-jump onto the one that is closest to you. A wall appears in 
    front of Magica.  Watch the coffins as they light up.  The last one 
    that lights up is the one that you need to jump to.  The other four 
    will have spikes that pop up from the coffin.  In my game it was, it 
    was double-jump to the one that is north/northeast or upper right.  A 
    skull bomb will appear.  Punch it to knock it into the gate to damage 
    it.  The lights will blink around the coffins again and you need to 
    jump to the one where the last one that lights up.  In my game, it was 
    the one to the west or left.  Hop on to it and when the skull bomb 
    appears, punch it to knock it into the gate to damage the gate yet 
    again.  The lights go round and round one more time.  Where the light 
    lands last is where you jump to.  In my game, it was double-jump to the 
    one to the east or to the right.  When the skull bomb appears, punch it 
    into the gate to send it crashing through to knock Magica off balance 
    once again.  Two life bars down, one more to go!
    
         One more time.  Double-jump over to the coffin closest to the next 
    wooden platform and then onto the platform itself.  It seems this 
    platform is a little bit smaller.  Magica will throw a pumpkin at you.  
    Make sure that you do no get hit by it.  To reiterate, this is the 
    first part of the attack. When it lands, keep punching away at it until 
    it gets knocked off of the floor into the pit.  The difference this 
    time is that you will have to knock off three pumpkins successively.  
    In case you need it, here is the second part.  Magica will wave her 
    wand and project bolts of electricity at you.  Simply dodge them by 
    double-jumping to the left and then to the right.  Except this time, 
    you will have to avoid 5 bolts of electricity.  Now comes the third 
    part again.  Six coffins will now appear in the pit. Double-jump onto 
    the one that is closest to you. A wall appears in front of Magica.  
    Watch the coffins as they light up.  The last one that lights up is the 
    one that you need to jump to.  The other five will have spikes that pop 
    up from the coffin.  In my game, it was double-jump to the one that is 
    north or upper middle.  A skull bomb will appear.  Punch it to knock it 
    into the gate to damage it.  The lights will blink around the coffins 
    again and you need to jump to the one where the last one that lights 
    up.  In my game, it was the one to the southwest or bottom left.  Hop 
    onto it and when the skull bomb appears, punch it to knock it into the 
    gate to damage the gate yet again.  The lights go round and round one 
    more time.  Where the light lands last is where you jump to.  In my 
    game, it was double-jump to the one to the southeast or bottom right.  
    When the skull bomb appears, punch it into the gate to send it crashing 
    through to knock Magica off her broomstick once and for all!
    
         Donald will then set up the reflector dish in the middle of the 
    manor after Magica De Spell curses her bad luck and drop through the 
    hole in the floor.  This moment marks the conclusion of WORLD 3: MAGICA 
    DE SPELLS' MANOR.
    
    
    ++++++++++++++++++++++++++++++++
    WORLD 4: MERLOCK'S SECRET TEMPLE
    ++++++++++++++++++++++++++++++++ 
    
         Upon re-entering the lab, be sure to save your game progress.  
    Then go talk to Gyro Gearloose.  Gyro will thank you and will state 
    that he can now directly send you to Merlock's Secret Temple.  Dive 
    into the portal and you will be presented with a new set of levels to 
    conquer.  Head on through the first portal that you come across to the 
    left entitled, Temple's Entrance.
    
    
    ()()()()()()()()()()()()()()
    WORLD 4.1: TEMPLE'S ENTRANCE
    ()()()()()()()()()()()()()()
    
         This level is a 3D level and start at the entrance to Merlock's 
    Temple.  With this little tidbit of information, let the adventure 
    begin.  Run straight and punch out the jester along the way.  Then, 
    double-jump over the yellow laser beam and destroy the Hopper Box.  
    Next run to the edge and double-jump onto the springboard hand and land 
    on the next part of the path.  Collect the 3 Blue Stars and double-jump 
    over the obstacle as the duck patrols to the left.  Upon landing, punch 
    out the next Hopper Box and run to the edge.  Double-jump onto the 
    springboard hand to the left, collect the Blue Star, double-jump onto 
    the springboard hand to the right, collect the Blue Star and double-
    jump over the lava and onto the set of stairs.  Punch out the jester 
    while running to the edge.  Then, quickly double-jump onto the moving 
    duck platform and collect the Red Star at it moves you around.  Next, 
    double-jump onto the next ledge when it is closest to you and punch out 
    the Hopper Box.  Then, double-jump over the yellow laser beam and land 
    on the springboard hand to collect the 3 Blue Stars.  Next, bounce and 
    double-jump over the next yellow laser beam to land on the ledge to the 
    right.  Finally, run over the first checkpoint and punch out the Hopper 
    Box along the way.  
    
    CHECKPOINT 1
    
         Continue running straight ahead and double-jump over the spearman.  
    Collect the 3 Blue Stars by running across the plank bridge.  Run 
    through the gate after all the lasers have completed their circuit and 
    immediately double-jump over the spinning spearman.  Then quickly, 
    double-jump over and through the gate right as the laser complete their 
    circuit.  Next, run across the small bridge straight ahead and avoid 
    touching the lava piranha.  Double-jump through the next gate after the 
    lasers complete their circuit.  Head up the stairs and punch out the 
    dragon before it can let a breath out.  Then, break the Merlock Spell 
    Book to the right and double-jump to the next platform, avoid the 
    piranha and double-jump to the swiveling platform.  Collect the Red 
    Star as it swivels you around to the next platform.  Double-jump and 
    land on the lava piranha or the platform and then double-jump to the 
    next part of the path.  Punch out the green dragon and then leap over 
    the obstacle to rescue the 1st Toy Plane.  After Donald tips his hat, 
    double-jump towards the next springboard hand, bounce on it, safely 
    land on the steps while avoiding the lava piranha.  Run up the steps 
    and watch out for the statue spewing fireball intermittently to the 
    left.  After making it past the statue, collect the 3 Blue Stars and 
    double-jump across the lava onto the springboard hand and then bounce 
    safety onto the next set of steps after the lasers complete their 
    circuit.  Finally, punch out the spinning spearman after it start 
    spinning and double jump onto the next platform to cross the over the 
    next checkpoint.
    
    CHECKPOINT 2
    
         As you cross through the checkpoint, the camera will pan above 
    you.  Below, you will have to run past three statues that spew fire.  
    Wait for each of them to spit the fire before running past them.  Then, 
    smash the Merlock Spell Book and rescue the 2nd Plane Toy by double-
    jumping up onto the gate bridge and by touching the toy!  After Donald 
    yells for joy, run off the gate bridge and continue along the path as 
    it winds to the left.  Break open the Hopper Box and continue running 
    along the path to collect the 3 Blue Stars.  Wait for the twin 
    fireballs to wiz above your head before leaping over the barricade.  
    Collect the 3 Yellow Stars huddled here and wait again for the twin 
    fireballs to wiz by.  Leap again over the next barricade to collect the 
    Red Star.  After the twin statues fire once more, leap over the 
    barricade and continue along the path to the left.  Bust open the next 
    Hopper Box you see and collect the 3 Blue Stars along the way.  Run to 
    the edge and perform a long distance double-jump onto the swiveling 
    platform.  Avoid the statue's fireball from the right and double-jump 
    and kick out the dragon on the next platform.  Then, double-jump onto 
    the next swiveling platform and jump into the nook to the right.  In 
    this small passage way, you will find 3 Yellow Stars and an Extra Life 
    Icon.  Next, jump back onto the swiveling platform and double-jump 
    through the gate after the circuit of lasers is completed.  Finally, 
    double-jump onto the next to platforms above the lava after the 
    fireball from the statues have passed over to cross over the next 
    checkpoint.
    
    CHECKPOINT 3
    
         After passing over the checkpoint, stay in the middle and run 
    straight ahead, double-jumping over the fireballs in the middle and 
    avoiding the two on the outside.  Pass through the gate after the laser 
    circuit is completed and you are halfway there.  Forget the 2 Yellow 
    Stars along the way.  Then double-jump over the trio of statues and 
    knockout the Merlock Spell Book.  Collect the Milkshake and chug it 
    down to become super charged.  Bulldoze through the dragon and then 
    jump over the gap in the bridge.  Run through the next dragon that you 
    see, jump up over the big step, and rescue the 3rd Toy Plane first 
    before double-jumping up and grabbing the Boss Warp Icon.  After Donald 
    does his victory celebrations, collect the 4 Yellow Stars as it leads 
    you around to the left to another Milkshake.  After brain freeze sets 
    in, bulldoze through the red dragon, break open the Hopper Box, and 
    leap up to continue along the path.  Finally, collect the 3 Blue Stars 
    before running past the next checkpoint.
    
    CHECKPOINT 4
    
         After crossing over the checkpoint, wait for the spearman to stop 
    spinning and deck him to clear the path.  Leap onto the Flapper Box and 
    bounce over the lava to land on where the path picks up.  Collect the 3 
    Blue Stars by continuing along the path and punch out the green dragon 
    along the way.  When you reach the next yellow laser beam, double-jump 
    over it, after the lava piranha flies over it, and double-jump over the 
    next yellow laser beam.  Bust open the Flapper Box and double-jump over 
    the next lava gap to collect the 3 Blue Stars which lead to the end 
    portal.  Leaping into the portal is the finish line for TEMPLE'S 
    ENTRANCE.
    
    
    ()()()()()()()()()()()
    WORLD 4.2 ANCIENT FATE
    ()()()()()()()()()()()
    
         This stage moves from left to right.  Right from the get go, run 
    to the right and pummel the walking dragon.  Then run across the bridge 
    as it crumbles behind you.  Then, double-jump across the gap after the 
    lava piranha leap upward to try and bite you.  Then walk to the right 
    and watch out for the column pounder.  After it hits the ground, run 
    underneath of it.  Then, leap up to the next platform and then double-
    jump up to the next platform to the right.  Use the  3 Yellow Stars as 
    a guide for where to jump up to next and double-jump up onto the 
    platform to the left and then again double-jump up onto the platform to 
    the left.  Run left to the end and hop on the elevated platform and 
    double-jump up onto the next path to the right.  Collect the 3 Yellow 
    Star and drop kick the Hopper Box.  After the statue shoots it 
    fireball, drop down and double-jump over it to collect the 3 Blue 
    Stars.  Run to the edge of the path and leap on to the elevator 
    platforms.  Use all three of them by leaping onto them to make it 
    across to the next Hopper Box.  Punch out the Hopper Box and run across 
    the treadmill to collect the 3 Blue Stars.  Then, wait for the statue 
    to the upper left to belch out a fireball before double-jumping up to 
    the right to kick out the green dragon pacing back and forth.  Leap up 
    the step and leap onto the moving platform to collect the 3 Yellow 
    Stars.  When the next platform to the right is close enough leap onto 
    it and ride it to the right.  Finally, leap to the right and cross over 
    the first checkpoint.
    
    CHECKPOINT 1
    
         Run to the edge and drop down below to drink up the tasty 
    Milkshake.  Now that you are supercharged, leap onto the green platform 
    below and collect the 3 Yellow Stars.  Then leap across the lave to the 
    next green platform to collect 3 more.  Double-jump across to where the 
    path picks up and land directly on the Merlock Spell Book.  Hop onto 
    the treadmill and run across it to the right while picking up 3 Yellow 
    Stars.  When you reach the edge, leap down and land on the green dragon 
    to squash it.  Then, leap across the gap to rescue the 1st Plane Toy.  
    After Donald shows that he is proud of himself, leap across to the next 
    rock platform and bust open the Hopper Box.  Double-jump again across 
    the lava to collect the 3 Blue Stars and to safely land on the green 
    platform.  Then, double-jump onto the treadmill and collect the 3 
    Yellow Stars en route to running and double-jumping to the right onto a 
    frail bridge.  Finally, run across the crumbling bridge and leap over 
    and past the next checkpoint.
    
    CHECKPOINT 2
    
         After crossing over this checkpoint, run to the right, leap up to 
    the left ledge, and then leap up onto the right ledge.  Punch out the 
    Hopper Box and fall into the opening to the right after the statue 
    spits a fireball.  Collect the 3 Blue Stars along the way and run to 
    the right.  Run underneath the column pounder and wait for the next 
    pounder to pound the ground before doing the same.  Do this one more 
    time and then continue your progress to the right.  Hop up onto the 
    ledge to the right and wait for the lava piranha to leap out of the 
    lava.  Then, double-jump onto the ledge to the right to collect the 3 
    Yellow Stars.  Run across the crumbling bridge and double-jump onto the 
    next crumbling bridge to score 3 more Yellow Stars.  Then, double-jump 
    over the lava to the right to land safely.  Double-jump up onto the big 
    step and then leap across to the small platform.  After you see a 
    fireball hit the wall below you, jump down and tag the Hopper Box.  Run 
    to the right and after the fireball passes above your head, double-jump 
    onto the next ledge by collecting the 3 Blue Stars.  Afterwards, fall 
    down to collect the Red Star and leap across the next checkpoint.
    
    CHECKPOINT 3
    
         From the checkpoint, double-jump across the gap and land on the 
    crumbling bring bridge while kicking out the Flapper Box.  Then, 
    double-jump across to the next crumbling bridge to collect the 3e Blue 
    Stars and land on the next moving platform.  Then, ride it across to 
    the right and leap onto the next platform to the right.  Next, leap 
    onto the green platform and hop onto the next stone platform.  
    Immediately leap off of it to the next part of the path to avoid the 
    column pounder and you will automatically pick up a tasty Milkshake!  
    After obtaining the sugar rush, run t5o the right and blast the green 
    dragon in the mouth.  Then double-jump up and to the right to crash 
    into the Merlock Spell Book.  Drop down to the left and the run to the 
    right to clothesline the green dragon along the way.  Then, double-jump 
    up to the left and grab the Red Star while avoiding the fireball from 
    the statue to the left.  Next, double-jump across the gap to the right 
    and rescue the 2nd Plane Toy and watch as Donald lets out a "Yeah!"  
    Finally, double-jump onto the platform to the right and race across the 
    next checkpoint.
    
    CHECKPOINT 4
    
         Then, double-jump the gap to the right and land on the crumbling 
    bridge and collect the 3 Yellow Stars in mid-air.  After landing, 
    double-jump to the right and land on the crumbling bridge below while 
    also picking up 3 more Yellow Stars.  Next leap across the gap and land 
    on the stone ledge.  This part is a little tricky.  Leap onto the green 
    platform and it will start to take you across.  Jump over the bar wire, 
    collect the Red Star in mid air, and jump again to land back on the 
    platform.  You will have to do this two more time before finally making 
    it across the chasm.  When you reach the next platform to the right.  
    Watch as the green elevator platform moves up and down.  When it is all 
    the way down, double-jump onto it and ride it to the top.  When it 
    reach the very top, double-jump over the spikes to the right and land 
    on the green elevator platform and take it down.  When it reaches the 
    very bottom and the moving green platform to the right is close enough, 
    hop on it to the right.  Be careful not to jump too high or you will be 
    cut by the spikes.  Ride this platform across to the right and jump 
    onto the platform containing the 3rd Toy Plane.
    
         Now we got to find the Merlock Spell Book.  After the statue to 
    the right spits out a fireball, double-jump into the pit, run to the 
    right, and collect the 3 Yellow Stars along the way.  Then, after the 
    column pounder pounds the floor, grab the Milkshake, become super fast, 
    and knockout out the Merlock Spell Book.  Now, run back to the left, 
    underneath the column pounder after it pounds the ground and double 
    jump over any fireballs along the way.  Then, leap over the statue and 
    rescue the 3rd Plane Toy.  After Donald is done dancing for joy, 
    backtrack to the right by avoiding the fireballs, after the column 
    pounder pounds the floor run under it, and jump up to the right to 
    cross the line of the next checkpoint.
    
    CHECKPOINT 5
    
         Leap onto the green platform to the ride and ride it across to the 
    elevator green platform.  Jump onto the elevator green platform and 
    take it to the top.  Leap across the next green elevator platform 
    rising next to it to the right.  Then, a green moving platform will 
    close in from the right.  Hop onto it and ride it to the right and leap 
    onto the elevator platform as it stops for you momentarily.  Ride it up 
    and double-jump up onto the platform to the left while collecting the 3 
    Yellow Stars.  Ride it to the left and double-jump straight up to 
    collect the Extra Life Icon.  Then, ride it back to the right and 
    double jump up onto the platform to the right and ride it to the right 
    before leaping on the gray rock platform to the right.  Whew! You made 
    it.  Finally cross over the next checkpoint.
    
    CHECKPOINT 6
    
         Run down the stony ramp and collect the Milkshake.  After chugging 
    it down, run over the crumbling bridge to the right and grab the 3 
    Yellow Stars along the way.  When you reach the edge, double-jump to 
    the right to follow along the path.  Double-jump down into the gap and 
    you will land on a crimson platform.  Then double-jump up and land on 
    the column platform.  Don't dawdle here and double jump onto the statue 
    that is spitting fireball at you.  Then, double-jump up and to the left 
    and you will be able to pick up a Red Star and an Extra Life Icon!  
    Afterwards, double-jump up to the right to obtain the Boss Warp Icon.  
    After Donald is done shaking his tail feathers, backtrack back to the 
    statue, run to the right, double-jump into the 3 Yellow Stars, and land 
    safely.  Finally, leap in to the end portal to finish the level called 
    ANCIENT FATE.
    
    
    ()()()()()()()()()()
    WORLD 4.3: MURKY WAY
    ()()()()()()()()()()
    
         Welcome back to the temple, this level all moves right to left.  
    Shall we?  Run to the right and punch out the Hopper Box.  At the edge, 
    double-jump up and to the right to collect the 3 Blue Stars that were 
    emitted.  Upon landing on the next part of the path, run to the right, 
    punch out the green dragon along the way, and double-jump over the gap 
    to the right after the statue spits out a fireball.  Grab the Red Star 
    and then fall into the pit to the left while collecting the trail of 
    Yellow Stars on the way down.  When you reach the bottom, run to the 
    right to cross over the first checkpoint.
    
    CHECKPOINT 1
    
         Run to the right and double-jump across the gap to land directly 
    on then tribal duck.  Then, leap on the next tribal duck and leap 
    across the fan located to the right to collect the next trio of Yellow 
    Stars.  As the bridge crumbles, run and double-jump to the right to 
    land on the next crumbling bridge.  Quickly run across it and double-
    jump across the gap to land directly on the tribal duck below.  Then, 
    double-jump across the gap, land on the tribal duck, bounce over the 
    fan to collect the 3 Yellow Stars, and land on the next crumbling 
    bridge to the right.  Finally, double-jump across the gap to cross over 
    the next checkpoint.
    
    CHECKPOINT 2
    
         After crossing over the checkpoint, run up the ramp and grab the 
    Milkshake to gain a burst of speed.  Then, run through the Merlock 
    Spell Book, run up the ramp past the fireball spitting statue.  
    Continue leaping up the steps while avoiding the wrath of the fireball 
    spitting statues. (3 in all)  When you reach the top, run to the right 
    and leap down to the next part of the path to rescue the 1st Plane Toy.  
    After jumping for joy, fall down to the right and then run to the left.  
    Kick open the Hopper Box and wait for the fireball from the statue to 
    hit the wall before collecting the 3 Blue Stars by walking off to the 
    left.  After landing, run to the right, land on the path, and run to 
    the left.  Punch open the Hopper Box and wait for the fireball from the 
    statue to hit the wall before dropping down to collect the 3 Blue Stars 
    to the left.  Dropping down to the left will count as crossing over the 
    next checkpoint.
    
    CHECKPOINT 3
    
         From this point, run to the right and knock out the green dragon 
    patrolling here.  Leap through the opening to the right and pounce on 
    the Merlock Spell Book and over the fireball that is projected from the 
    statue in the background.  Run to the right and double-jump over the 
    spinning fan while collect the 3 Yellow Stars.  Continue running to the 
    right and leap over the fireball that is spewed from the statue in the 
    background.  Again, double jump over the spinning fan to the right 
    while snagging the 3 Yellow Stars.  When you land on safe ground, you 
    will automatically rescue the 2nd Plane Toy.  After Donald tip his hat 
    in approval, double-jump onto the treadmill that is moving forward.  
    Run down it and collect the 3 Yellow Stars by land on the next 
    treadmill that moves you to the left.  Move to the left and fall of to 
    collect the 3 Yellow Stars.  The next treadmill will move you to the 
    right.  Finally, get off and land safely across the next checkpoint.  
    That last area was like a pachinko machine.
    
    CHECKPOINT 4
    
         Before running to the right after the checkpoint, run under the 
    treadmill to the left to sang the Extra Life Icon.  Now, run to the 
    edge and double-jump onto the tribal duck, bounce onto the next tribal 
    duck to the right, bounce again onto the tribal duck to the right, 
    bounce on the next tribal duck to the right, again bounce on the next 
    tribal duck to the right, and finally land on the platform to the 
    right.  This will give your double-jump skills a workout.  After 
    landing successfully on the platform, double-jump up onto the column to 
    the right, and then double-jump onto the platform to the upper left to 
    collect the Red Star.  After collecting the Red Star, wait until the 
    pillar moves all the way out to double-jump up onto.  Collect the 3 
    Yellow Stars and double-jump up onto the next column.  Repeat this 
    process three times until you are looking down a hallway straight 
    ahead.  
    
         The next part will remind you of something that is taken almost 
    right out of Ninja Gaiden.  Double-jump onto the pillar when it slides 
    out up to the left, then double-jump up to the right, and then up to 
    the left, up to the right, up to the left, and then up to the left to 
    grab the Boss Warp Icon in the nook to the left.  After Donald is done 
    strutting his stuff.  Double-jump across the chasm to the right to grab 
    the Red Star and to make your way across the next checkpoint.
    
    CHECKPOINT 5
    
         After crossing over this checkpoint, smack the green dragon with a 
    punch and run to the right.  Double-jump onto the pillar when it comes 
    out.  Then immediately jump out to the left and jump to the right to 
    land on the next pillar before it retracts back into the way.  Quickly 
    double jump back up to the right to reach the next part of the path.  
    Run to the right and knockout the Merlock Spell Book.  Double-jump onto 
    the pillar up and to the right, then up and to the left, then up and to 
    the right, then up and to the left to rescue the 3rd Plane Toy.  If you 
    miss time it the first time don't worry, just go back and hit Merlock 
    Spell Book and try it again until you get it.  Afterwards, double jump 
    to the right to collect the Milkshake and bulldoze past the green 
    dragon.  Then leap onto the green platform, collect the 3 Yellow Stars, 
    jump onto the next green platform, collect the 3 Yellow Stars and 
    double-jump onto the crumbling bridge.  Run across it and double-jump 
    over the fan and land on the green platform.  Collect the 3 Yellow 
    Stars, run to the edge and make a double-jump across the water and land 
    on the next part of the path.  Finally, jump into the end portal.  This 
    concludes the level MURKY PATH.
    
    
    ()()()()()()()()()()()
    WORLD 4.4 ARTIFACT WAY
    ()()()()()()()()()()()
    
         Back in another part of the temple again.  Here we go, run down 
    the corridor and collect the 3 Yellow Stars along the way.  When you 
    reach the edge, wait for the lava piranha to flop on back and double-
    jump across to land on the hanging platform.  Then double-jump again to 
    land through the gate.  Punch out the Hopper Box that you see and 
    collect the 3 Blue Stars by running down the steps.  Wait for the 
    pillar to come out to the left, leap on top it and then double-jump 
    over the lava to land safely on the next part of the path.  Collect the 
    2 Yellow Stars by running down the steps and sneak up behind the crab 
    to punch it.  Then, double-jump on the handy springboard and leap 
    across the lava, while taking the 2 Yellow Stars.  Finally, after 
    landing safely across, walk across the first checkpoint.
    
    CHECKPOINT 1
    
         After crossing over the first checkpoint, double-jump onto the 
    ledge to the left and run across it to collect the 3 Yellow Stars.  
    Make your way to the edge and double-jump over the lava to land on the 
    swiveling platform.  You may or may not grab the Extra Life Icon.  If 
    you do, great.  If not don't worry about it.  After it brings you 
    around, run and leap over the swinging spearman.  Then, double-jump 
    over the yellow laser beam and land on the steps while grabbing the 2 
    Yellow Stars.  Then double-jump again over the next yellow laser beam 
    at the top of the stairs.  Make your way to the edge and then double-
    jump across to the next green platform.  To stay to long because they 
    will start to sink.  Double-jump again to the next green platform and 
    then long distance jump to the next part of the path which is a little 
    to the left.  Immediately after landing, drop kick the cobra before it 
    can bite you.  Next, run up to the Merlock Spell Book and tag it.  
    Double-jump across the next handy springboards while collect 2 Yellow 
    Stars along the way.  After landing safely across, jump up the steps to 
    the left to collect the Yellow Star and to rescue the 1st Plane Toy in 
    the alcove.  Finally, jump back down and ruin across the next 
    checkpoint.
    
    CHECKPOINT 2
    
         After crossing over the checkpoint, run across the plank bridge, 
    collect the 2 Yellow Stars and leap across the gap.  Next, run across 
    the bridge and collect the 2 Yellow Stars and then knock out the Hopper 
    Box.  After it spills its 2 Blue Stars, double-jump on the handy 
    springboard, collect the Blue Stars while doing so and bounce to the 
    platform to the left.  Then, wait until the pillar extends out from the 
    left, leap onto it, and then double-jump towards the path that is 
    straight ahead.  Run up the ramp and punch out the crab.  Then, take a 
    breath and double-jump for distance to land on the swiveling platform 
    below.  As it take you around, double-jump onto the platform containing 
    the 3 Yellow Stars.  Collect them and double-jump on the handy 
    springboard and use it to bounce across to the next archway.  Punch out 
    the Merlock Spell Book and the double-jump over the yellow laser beam.  
    Then run up the steps, collect the 2 Yellow Stars, and punch out the 
    cobra before it can poison you.  Run along the steps up to the left and 
    rescue the 2nd Toy Plane.  Finally, after Donald leaps for joy, double-
    jump over the small gap, crash through the Yellow Stars, and cross over 
    the next checkpoint.  
    
    CHECKPOINT 3
    
         After crossing the checkpoint, wait until the spearman stops 
    swinging and land on the hanging platform that he is on.  Then, bop him 
    in the head, and repeat the process towards the next hanging platform.  
    Afterwards, double-jump across the platform where a tasty Milkshake is 
    sitting.  After experiencing a pick me up, run straight ahead to 
    collect the 3 Yellow Stars.  Then, bulldoze through the cobra and make 
    your way to the bridge.  Run and double-jump across the gap and land 
    safely across.  Next, double-jump onto the handy springboard and leap 
    across to the next part of the path.  Then, double-jump over the yellow 
    laser beam, collect the 2 Yellow Stars, run under the laser beam to 
    forget about getting the Red Star, and double-jump over the next laser 
    beam on to the steps.  Finally, run up the steps and cross over the 
    next checkpoint.
    
    CHECKPOINT 4
    
         Run up to the yellow laser beam and double-jump over it to land 
    directly on the swiveling platform.  Wait until the next one lines up 
    beyond the yellow laser beam and safely land on the next swiveling 
    platform by double-jump over to it.  Wait again till the swiveling 
    platform lines up to the sinking green platform and double-jump onto 
    it.  Then, double-jump across to where the Red Star is located and grab 
    it.  This will be a test of your long distance jumping skills.  
    Finally, jump onto the Flapper Box and bounce across to the next part 
    of the path, collect the 2 Blue Stars, and cross over the next 
    checkpoint.
    
    CHECKPOINT 5
    
         From here, double jump onto the first hanging platform and then 
    double-jump onto the next closest one to collect the Red Star and land 
    safely.  Then, leap across to the next archway and blast the cobra with 
    a left hook.  Then, walk to the edge and wait for the pillar to slide 
    out to the right.  Double-jump onto it and then jump over to the next 
    platform.  Collect the 2 Yellow Stars and double-jump onto the beam to 
    the left to collect the Red Star.  Next, wait for the spearman to stop 
    spinning and double-jump over to him to dropkick him.  Afterwards, run 
    up the steps and double-jump over the yellow laser beam.  Collect the 3 
    Yellow stars along the way and bust open the Hopper Box.  As it spills 
    the Blue Stars, wait for the spearman to stop spinning and double-jump 
    onto the hanging platform to whack him.  Then, jump up onto the 
    balancing beam and run across to collect the 3 Blue Stars.  Finally, 
    when you reach the end, you will reach the next checkpoint.
    
    CHECKPOINT 6
    
         From here, double-jump onto the crab that is on the stone platform 
    to the left.  Then, jump onto the platform that contains the 4 Yellow 
    Stars and the Boss Warp Icon to the right in the small space below.  
    Collect them all and celebrate a little.  Then, make your way to the 
    edge and double-jump to the next pillar and then to the ledge to the 
    right.  Run down the corridor and tag the Merlock Spell Book.  Then 
    backtrack and jump to the platform to the left and to the left.  Land 
    and then double-jump over the yellow laser beam to land on the next 
    platform.  Once there, rescue the 3rd Toy Plane.  After Donald does the 
    butt, run to the edge, double-jump over the lava gap, collect the 2 
    Yellow Stars behind the pillars, and leap into the end portal. This 
    moment concludes ARTIFACT WAY.
    
    
    ()()()()()()()()()()()()
    BONUS WORLD 4 HEAD ALLEY
    ()()()()()()()()()()()()
    
         Now that you have rescued all of the toys from all four sub 
    levels, walk up to and talk to your nephew, Huey.  He will thank you 
    for rescuing all of his toys.  He will leave the portal so that you can 
    jump right in.  After Donald reemerges he will roll out of the portal 
    and will be back in the temple, yet again. After shaking off his 
    disorientation the temple will start shaking, the pillars will drop and 
    the monkey head will start rocking back and forth.  Get ready to start 
    running, Indiana Duck!
    
         Start running down the path and collect the 3 Yellow Stars on 
    route to the stairs.  Run down the stairs and double-jump over the 
    spikes to collect the Yellow Star.  Continue running down the steps and 
    collect the trio of Yellow Stars at the bottom.  Run along the path and 
    double-jump over the yellow laser beam to land and collect the 2 Yellow 
    Stars.  Run along the path and double-jump over another yellow laser 
    beam.  To collect 5 more Yellow Stars.  Grab the Milkshake to go and 
    follow the path of 2 Yellow Stars to the right.  Double-jump over the 
    Yellow Laser Beam and collect the 2 Yellow Stars on the other side.  
    Then, run and jump over the obstacle and collect the Extra Life icon 
    and the 2 Yellow Stars as you dash across the bridge.  Finally, jump 
    run over the small gap and cross over the first checkpoint as the 
    bridge collapses to take down the monkey head.
    
    CHECKPOINT 1
    
         Take a deep breath and collect the 2 Yellow Stars to the left and 
    the Red Star as well.  Then, run to the edge and double-jump across the 
    gap to land on the handy springboard.  Then double-jump from the bounce 
    and land on the next path.  Double-jump over the yellow laser beam and 
    collect the Milkshake.  After you power up the monkey ball comes out of 
    nowhere.  Run like hell by collect the Yellow Stars.  When you reach 
    the edge, double-jump over the yellow laser beam and land in between 
    the two yellow laser beam beyond the gate.  Then, jump over the edge 
    onto the handy springboard and double-jump over the yellow laser beam.  
    Run in between the shaking statues to collect the trio of Yellow Stars.  
    When you reach the next edge, double jump over to the rock ledge to the 
    right and forget about grabbing the Red Star.  Jump over the obstacle 
    and run down the stone ramp.  When you reach the yellow laser beam, 
    double-jump over it and run across the crumbling bridge to run past the 
    next checkpoint just as the monkey head drops out of sight.
    
    CHECKPOINT 2
    
         Now that you are safe for the time being, collect the 4 Yellow 
    Stars and run up the steps to grab the next 4 Yellow Stars that you 
    see.  When you reach the edge of the rock path leap over onto the handy 
    springboard and bounce across to the next platform.  The monkey head 
    won't let up so keep moving.  Double-jump up onto the next platform and 
    leap over the spikes.  Continue running and leap over the next gap.  
    Collect the next 6 Yellow Stars by running in between the shaky statues 
    and run up to the right along the stony path.  When you reach the edge, 
    double-jump onto the next four sets of platforms while collect the 4 
    Yellow Stars as well.  Finally land on the crumbling bridge and run 
    through to the next checkpoint to avoid the monkey head.
    
    CHECKPOINT 3
    
         Take a breather once again and then collect the quartet of Yellow 
    Stars.  Afterwards, double-jump up onto the rocks to the right to 
    collect 3 more.  Then, quickly run down the path and run underneath the 
    first yellow laser beam and double-jump over the latter to collect 3 
    more Yellow Stars.  Jump onto the handy springboard to collect the 
    Extra Life Icon, and then bounce across onto the next one, and then to 
    the path.  Double-jump to the left to collect the Red Star and then 
    around to the right because the statue is in the way.  Run along the 
    narrow path and jump over the spikes to retrieve the Red Star.  Then 
    leap through in between the yellow laser beams and collect the 3 Yellow 
    Stars by running to the left of the shaky statue.  Quickly run across 
    the bridge and jump down to where Gladstone is standing.  Oh about the 
    monkey head?  It gets stuck and can no longer chase you!
    
                 Gladstone: "Hey Donald! What's up?  You have finally 
    caught up to me!  What do you say you and me have a little competition?  
    If you can beat all my time records in this area, then I'll give you 
    something worth running for.  OK Donald? By the way...Good Luck!!!!  You 
    are going to need it to break my records!  That being said, exit 
    through the portal.  This marks the end of HEAD ALLEY.
    
         At this point, it is optional and it is up to you whether you want 
    revisit each level to beat the time trials.  Complete all four stages 
    by beating the time posted before talking to Gladstone again.  Below, I 
    have posted the times that you will need to beat for each level.
    
    TEMPLE'S ENTRANCE: 2 minutes and 10 seconds
    ANCIENT FATE     : 3 minutes and 20 seconds
    MURKY PATH       : 2 minutes
    ARTIFACT WAY     : 3 minutes and 15 seconds
    
         After you have beaten all four levels by beating all of 
    Gladstone's time record return to him and he will reluctantly give you 
    a package containing a new costume for Donald!
    
    REWARD: Indiana Donald Duck
    
    
    ()()()()()()()()()()()()()()()
    WORLD 4.5: BOSS BATTLE MERLOCK
    ()()()()()()()()()()()()()()()
    
        The only thing left to do now is to head back and save your game 
    progress at Gyro's Lab.  After saving your game progress, leap back 
    into the portal and the leap into the Final Boss Portal located in the 
    center of the stage!  When you reemerge, you will be in the center of 
    Merlock's lair.  Merlock will greet you and state that Daisy is hanging 
    around the lair somewhere...Merlock will state that you will never be 
    able to see her again.  Merlock will than morph into the all powerful 
    dragon!  
    
         After seeing the sight with your own eyes I will lay out the first 
    wave of Merlock's attack.  Quickly run to the edge and double-jump over 
    the gap to the next path.  The fireball will nearly miss you.  Then, 
    double-jump to the next path nearly avoiding the fireball spit from 
    Merlock's mouth.  Continue running along the path to avoid being singed 
    for the third and fourth time.  When you see the lever to the left, 
    punch it and continue moving.  Double-jump again to avoid the fireball 
    again and run like crazy along the path.  He will spit fireballs 
    another two time before you reach the edge.  Double-jump across the 
    path and hit the second lever on the right.  Then, immediately double-
    jump over the gap to avoid being singed by the fireball.  Run along the 
    path and avoid another two bursts of fireball from Merlock.  When you 
    see the next lever on the left, punch it and the electricity ray will 
    be fully charged to wallop the Merlock Dragon.  As the dragon is being 
    electrocuted, run along the path quickly and you'll notice a laser ray 
    machine has risen up from the ground!  Get into it by double-jumping 
    over the gap and landing into it.  Strap in and fire away and target 
    the amulet that is around the Merlock's neck.  Keep firing until he is 
    knocked into a yellow color.  One direct hit down, two more to go!
    
         Quickly run to the edge and double-jump over the gap to the next 
    path and prepare for the second wave of Merlock's attack.  The fire 
    wall of flame will nearly miss you.  Anytime you see this wall of flame 
    hurling towards you, double-jump over it!  Then, double-jump to the 
    next path nearly avoiding the fire wall of flame from Merlock's mouth.  
    Continue running along the path, dodge the fire springs and avoid being 
    singed for the third and fourth time.  When you see the lever to the 
    left, punch it and continue moving.  Double-jump again to avoid the 
    fire wall of flame again and run like crazy along the path by avoiding 
    the fire springs.  He will spit fire walls of flame another two times 
    before you reach the edge.  Double-jump across the path, strafing to 
    avoid the fire springs and hit the second lever on the right.  Then, 
    immediately double-jump over the gap to avoid being singed by the fire 
    wall of flame.  Run along the path and avoid another two bursts of fire 
    walls of flame from Merlock.  When you see the next lever on the left, 
    punch it and the electricity ray will be fully charged to wallop the 
    Merlock Dragon once again.  As the dragon is being electrocuted, run 
    along the path quickly and you'll notice a laser ray machine has risen 
    up from the ground!  Get into it by double-jumping over the gap and 
    landing into it.  Strap in and fire away and target the amulet that is 
    around the Merlock's neck.  Keep firing until he is knocked into a red 
    angry color.  Two direct hits down, one more to go!
    
         Here comes the final wave of Merlock's attack.  Double-jump over 
    the gap quickly to avoid Merlock rising fire sweeping attack.  Double-
    jump over the gap and then double-jump again to avoid the fire wall of 
    flame after landing safely on the next platform!  Dodge the rising fire 
    sweeping attack by staying on the inside of the track.  Double-jump 
    over the fire wall of flame and whack the first lever to the left along 
    the way.  Run along the path and stay to the inside of the track to 
    avoid the rising fire sweeping attack.  Run across the bridge and 
    double-jump over the fire wall of flame.  Keep moving and stay inside 
    while double-jumping over the gap to reach the next path and avoid the 
    rising fire sweeping attack.  Punch out the next lever to the right and 
    then double-jump over the gap.  Be prepared to double jump again to 
    avoid the fire wall of flame.  Then, stay to the inside of the path to 
    avoid the rising fire sweeping attack.  And then hit the third lever on 
    the right by punching it out.  Watch as the electricity ray will be 
    fully charged to wallop the Merlock Dragon once again.  As the dragon 
    is being electrocuted, run along the path quickly and you'll notice a 
    laser ray machine has risen up from the ground!  Get into it by double-
    jumping over the gap and landing into it.  Strap in and fire away and 
    target the amulet that is around the Merlock's neck.  Keep firing at it 
    until the amulet is hit for the third and final time!  The amulet will 
    then be destroyed and Merlock will return back to normal.  He will then 
    curse you for ruining his plan and he will the disappear before your 
    eyes.
    
         Congratulations! You have beaten the game.  Sit back and relax and 
    enjoy the final two minute ending sequence.  You've earned it!  Don't 
    forget to save your game progress after the credits roll.
    
    
    ===========================
    SECTION 8: ACKNOWLEDGEMENTS
    ===========================
    
         First of all, I would like to thank gamefaqs.com for their 
    continued support of my work as well as the work of other gamers.  
    Second I would like to thank Disney for coming out with such a great 
    Donald Duck game.  Donald Duck is one of my favorite Disney characters 
    and I feel that this game definitely did him justice for the Dreamcast.  
    With that said, see ya next guide... 
    

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