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    100 Acre Wood FAQ by Vrooney / Kngdmhrtsgmr

    Version: 2.60 | Updated: 02/17/06 | Search Guide | Bookmark Guide

    !!!!!Welcome to Vrooney & Kngdmhrtsgmr's 100 Acre Wood FAQ!!!!!
    This FAQ was produced using Expert setting on American-Version KH.
    Best viewed under 10-point Courier New (default fixed-width font).
    Quick Note: The abbreviations are there for you to search them (Ctrl+F) so you
    can skip right to the section you want. Be sure to include one or both
    (<[parentheses]>) so as not to find random parts of words!
    =========(LoFC)=========§ECTION 1:  List of FAQ's Content======================
    [1]           List of FAQ's Content       (LoFC)
    [2]    Foreword    ........................................................(FW)
    [3]    Where & What the 100-Acre Wood is, and how it works    ............(1AW)
                 A. All the characters and their roles in 100 Acre Wood  .<ATC>
    [4]    Torn Pages    ......................................................(TP)
                 A. How to attach them   .................................<HTA>
                 B  Where to find these pages   ..........................<WTF>
                 C. I can't find the page in (place)!   ..................<CF>
                 D. What the pages are once attached   ...................<POA>
                          I. Order of Unlocking  .....................[OU]
    [5]    Intro to mini-games    ............................................(ITM)
                 A. Mini-Game Hall of Fame   .............................<MG_HoF>
                          I. Qualifying Scores  ......................[QS]
    [6]    How to acquire Sora's Cheer Ability    ............................(SCA)
                 A. What is Sora's Cheer Ability?   ......................<WSC>
                 B. Required mini-game scores   ..........................<RS>
    	     C. I didn’t get Cheer, now what?   ......................<NW>
    [7]    Walkthrough    ...............................................(Wlkthrgh)
    	     A. Old Book Delivery   ..................................<OBD>
    	     B. Empty Meadow/Pooh's House   ..........................<EM/PH>
                 C. Hunny Tree   .........................................<HT>
                         I. Pooh's Hunny Hunt  .......................[PHH]
                         II. Naturespark Gem - Bambi Summon  .........[NsG]
                 D. Rabbit's House   .....................................<RH>
                         I. Block Tigger    ..........................[BT]
                 E. Wood: Hill   .........................................<WH>
                         I. Pooh's Swing    ..........................[PS]
                         II. Stop-upgrade ............................[SU] 
                 F. Giant Pot   ..........................................<GP>
                         I. Tigger's Giant Pot    ....................[TGP]
                         II. Rare Nut Gathering    ...................[RNG]
                 G. Muddy Path   .........................................<MP>
                         I. Pooh's Muddy Path    .....................[PMP]
    	     H. Merlin's House   .....................................<MH>
    [8]    Items' Locations    ................................................(IL)
                 A. Storyline Items   ....................................<SI>
                         I. Restorative Items  .......................[RI]
                         II. Item Synthesis  .........................[IS]
                         III. Power, Defense, and AP -Ups  ...........[PDA]
                         IV. Gummi Blocks  ...........................[GB]
                         V. Naturespark Gem  .........................[NsG]
                 B. Rare Nuts   ..........................................<RN>
                 C. Miscelaneous floaters   ..............................<MF>
                         I. One-time Only  ...........................[OtO]
                         II. Perpetual  ..............................[Prp]
    [9]    Extra Stuff    .....................................................(ES)
                 A. Increase in Altitude when gliding over pages   .......<IA>
                 B. Jump over Wall located at the Muddy Path   ...........<JoW>
                 C.  ~empty~
                 D.  ~empty~
    [10]     Credits, Copywrite, and Contact -Info    .......................(CC&C)
    [11]             FAQ VERSION HISTORY       (VH)
    * ** * ** * ** * ** * ** * ** * ** * ** * ** * ** * ** * ** * ** * ** * ** * *
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    ==============(FW)=============§ection 2:  Foreward============================
    This FAQ was made to help all gamers alike who have trouble or need help with
    a part of the 100-Acre Wood. It can be very confusing and sometimes even
    frustrating to get past the mini-games. That is why Vrooney and Kngdmhrtsgmr
    decided to team up and make this FAQ.
    * ** * ** * ** * ** * ** * ** * ** * ** * ** * ** * ** * ** * ** * ** * ** * *
    ** * ** * ** * ** * ** * ** * ** * ** * * * * ** * ** * ** * ** * ** * ** * **
    ===(1AW)==§ection 3:  Where and what the 100-Acre Wood is, and how it works====
         100 Acre Wood is  a sub-world + sidequest that does not affect the
    immediate storyline. It is located in a red-on-white colored book forelaying a
    table found in the Magician's Study of Traverse Town.  When you enter this
    world, you become small to fit inside the book and your sidekicks, Donald and
    Goofy, are left out; furthermore, the 'Attack' command becomes replaced by a
    more playful 'Hit'. Despite the absense of Heartless found here(which is unique
    to to this world alone), the 100-Acre Woods is, infact, just that; you actually
    have the goal in mind to seal the book, like you would and do with any other
    world excluding Monstro(which still has to be *completed*--You can instantly
    tell if this is the case by checking to see if there is a [/] by his name from
    the world menu indicating that he is in-fact complete~he *is* a he, ain't he?).
         And your sealing of the Book is required for you to see the secret bonus
    video following the end-game creds, 'Another Side, Another Story'. To do so,
    you must attach all five of its pages, done by playing all five of its mini-
    game (which can happen in a certain order only, since each area does not become
    available until you have a Torn Page in your inventory and the previous page
    has been attached[accomplished by playing that particular minigame]--see §4D).
    Regardless of the scores you obtained (no high-score needed!, just for getting
    Sora's Cheer Ability--see §6 for details), Sora will seal the Keyhole after
    completing the Muddy Path mini-game. In order to access all its different mini-
    games, however, you must attach further pages of the book to it(see §4A), and
    thereby progress its storyline. These pages are scattered every where over KH
    (See §4B for their locations); as you find them and excel at playing their
    individual mini-games, you thence open up more of the book, until you pass the
    *final* mini-game at which point you also attach the fifth page of the book.
    ** * ** * ** * ** * ** * ** * ** * ** * * * * ** * ** * ** * ** * ** * ** * **
        A. All the characters and their roles in 100 Acre Wood                <ATC>
             Here is a list of all the seven residents of 100 Acre Woods, as well
    as what each of their purposes is.
    -Sora: Sora, that’s you by the way, is the only non-native character in 100
    Acre Wood (or outsider). Being as odd and as big as he is compared to the
    others, they are all a bit weary of him at first; but he quickly fits in and
    they all appreciate him for his helping Pooh get Hunny, and things like that.
    By the end, they all are very grateful to him and way more than accepting.
    -Owl: He is the wiser one of the 1AW residents who lends you a welcoming wing
    from the start, and guides you through all of 1AW, giving you help along the
    way. He also trades in storative items for certain nuts with you at one point.
    -{Winnie the}Pooh: The stuffed teddy-bear whose only seeming purpose in life is
    to get his paws on hunny, and is constantly whining about not having enough of
    it, as if it were money during the Great Depression. He is also there to offer
    you three peculiar mini-games, and to bring some interaction to the other
    residents of 1AW.  Ohh,Poohbear,you load of stuffing you..
    In one of his letters to            In another one,
    Rabbit, he writes:                  his letter reads:
     Please join in our next             Everyone had a good
     game of hide-and-seek!              time with you. Even Owl!
     --Pooh                              --Pooh
    -Tigger: The happy and energetic tigger who just can't stop bouncing. His role
    is being the somewhat obstinate idol for Roo and providing you with two fun
    mini-games. Being as proud of a bouncer as he is, he gets jealous when beaten
    by you in the bouncing game, but is elated when he does well.
    -Roo: The baby kangaroo who hopes to someday be as proufound a bouncer as
    -Rabbit: The understandably skeptical rabbit who wants simply to live a
    peaceful life (such as not having his carrots bounced on by a certain tigger).
    You help him out of predicaments on a couple occasions, and for it he seems to
    be in eternal gratitude to you by the end.
    -Eeyore: The somewhat shy donkey who misplaces his tail at one point. He is a
    pessimist(someone who looks on the negative side of things).
    -Piglet: A terrified little pig when he first encounters you, a zesty seasoning
    to 100 Acre Wood, and good pal of Pooh. To pass time, he likes to sway his body
    from side to side in a sort of dance (see random note at end of PMP mini-game).
    Also, see what the journal has to say about them!
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    =============(TP)===============§ection 4:  Torn Pages============§4===========
    Torn Pages are sections of Pooh's world, The 100-Acre Wood, that have been torn
    out of his "story" and got scattered over the worlds. There are a total of five
    Torn Pages you acquire throughout the KH storyline: four to be found, one to be
    awarded. You can see if you have a Torn Page by entering the item inventory.
    ** * ** * ** * ** * ** * ** * ** * ** * * * * ** * ** * ** * ** * ** * ** * **
        A. How to attach its pages                                    §4A     <HTA>
             To attach 100 Acre Wood's 'torn pages' to it, you first must find
    them; each page can then be seen in your item inventory before it's attached,
    called 'Torn Page'. Then, once you have found all or some of the pages, the
    pages will automatically attach themselves to the book every time you
    successfully pass a mini-game for the first time. So a page gets attached upon
    'reading' an area of the book, which is done by completing its storyline, which
    happens upon playing its mini-game.
    Regardless of the score you obtained in the particular mini-game for your first
    time, the next area will then become available, replacing another one of the
    white blotches, so long as you have another page in your inventory; otherwise
    it’ll remain white. Everytime you pass an area's mini-game (or in-other-words,
    whenever you complete an area and attach its page), the next area will open up,
    assuming you have since found another page.
        B. Where to find them                                         §4B     <WTF>
             These are listed in the order that the worlds appear, or become
    available. For the two locations with a [*] next to them, it may be helpful to
    have the shared abilities High Jump, Glide, or Superglide to reach the chest,
    though isn't absolutely required. It is suggested that you collect the pages as
    you visit each world.
    -Agrabah: Cave of Wonders: Dark Chamber
         It is in a treasure chest in the middle island. Open the chest to receive
    your first Torn Page.
    -Monstro: Chamber 6 [*]
         On top of a platform on the side of the chamber. This platform is too high
    to reach with jump, so throw a barrel on the top step. Then jump onto the
    barrel and from there jump up to the platform to open the chest.  (You can also
    Superglide over from the opposite ledge if you have it learned).
    -Atlantica: Ariel's Grotto
        Go into Ariel's Grotto and simply open all the treasure chests. It should
    be near the top.     
    -Halloween Town: Research Lab
        Search the bookcase to find this Torn Page.
    -Total of 51 Dalmations [*]
        After finding a total of 51+ Dalmation pups (17+ chests' worth), head over
    to the Piano Room of the Dalmations' House (off of the 2nd District) and
    approach Pongo & Perdita; they will reward you with a Torn Page. You may have
    to collect previous prizes from them at this point if you haven't done so
        C. I can't find the page in [insert place here], where is it?  §4C     <CF>
    I have never heard of a case where a Torn Page hasn't appeared. So basically,
    if you have this problem, keep looking in the room elsewhere. If you still
    can't find it then you can officially cheat. 
        D. What the different pages are once attached                  §4D    <POA>
    You can unlock 1AW's "pages" (the different areas), all of which contain one
    mini-game each apart from the two innitial locations, only one at a time. So
    all other book areas except for the ones currently selectable will have a white
    spot there. After you complete one (done by passing its mini-game), the next
    area  becomes available, replacing a white blotch (presuming you have since
    found another Torn Page). Also, you can replay the mini-games at any time (same
    as with all other mini-games excluding the Barrel-Bashing Time-Trials at
    Olympus Coliseum which are temporary).
               Order of Unlocking                                  [OU]
         Areas        |     Mini-games
    0.) Pooh's House  | 0.) [none]
    0.) Wood: Meadow  | 0.) [none]
    1.)Hunny Tree     | 1.)Pooh's Hunny Hunt
    2.)Rabbit's House | 2.)Block Tigger
    3.)Wood: Hill     | 3.)Pooh's Swing
    4.)Giant Pot      | 4.)Tigger's Giant Pot
    5.)Muddy Path     | 5.)Pooh's Muddy Path 
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    =============(ITM)==========§ection 5: Intro To  the MINI-GAMES================
          There are several mini-games for the playing within 100 Acre Wood (five
    to be exact), accounting for about 50% of the ENTIRE selection of mini-games in
    KH, which, as a whole, make up most (or a hefty deal at least) of this world's
    actual substance, if not ALL once you've done everything else there is to do
    within 1AW, mini-games being so replayable as they are.
    As with all other mini-games (besides those serving the Time Trials at Olympus
    Coliseum which vanish after a point) in KH, your top five 1AW mini-game scores
    are permanately recorded to Jimminy's Journal upon saving (at least until you
    destroy those existing times). NOTE: your innitial scores always count toward
    your high scores (e.g, if you score 192 licks your first intro-play on Pooh's
    Hunny Hunt, that'll be your new high score in the Jounral and will stay there
    until you beat it atleast five times over).
    But these mini-games have a couple o' extra things other worlds' do not: one, a
    short cutscene relative to your your achieved score succeeds each 1AW mini-
    game, except for the two time-based ones (Pooh's Hunny Hunt & Tigger's Giant
    Pot) --the higher your score means the more positive the cutscene, the lower
    the more negative; and two, you can actually bring up the main menu screen
    during these mini-games by pausing, and hence switch your keyblade and equipped
    abilities around during the mini-game (which can come to your excellent
    advantage on occasions) --both of which are unique to the Hundred-Acre Wood.
    Each 1AW mini-game hosts about five different possible ending cutscenes,
    excluding the two mentioned (actually, Tigger's Giant Pot has two short ending
    scenes: one for finishing, another for being disqualified).
    ** * ** * ** * ** * ** * ** * ** * ** * * * * ** * ** * ** * ** * ** * ** * **
        A. 100 Acre Wood Mini-Game Hall of Fame                            <MG_HoF>
    Here you can see what it takes to be on the Mini-Game Hall of Fame, and the
    gamers who have succeeded the minimal requirements and went out of their way to
    achieve a high score. These scores can't be verified and any ridiculous e-mails
    such as "I got a time of 30 seconds on Pooh's Muddy Path" will not be posted.
             I. Qualifying Scores                                  [QS]
    (Arrayed in the same order that Jiminy's Journal has them by):
     Pooh's Hunny Hunt: 260+ licks
         1.           1guynamedchris         297 licks
         2.           Jarmo Uusitalo         295 licks
         3.           Tehknofrique           292 licks
         4.           karioth                287 licks
         5.           Kilgour                286 licks
         6.           Jechob                 282 licks
         7.           Kimberly_Ann           282 licks
         8.           Alvin                  272 licks
         9.           Dave B.                267 licks
      Block Tigger: 196+ points
         1.           ClobberGirl            240 points {15s x 16b}
         2.           Smallstar1             240 points {15s x 16b}
         3.           lazarus33pfj           240 points {15s x 16b}
         4.           Gamingdevil            225 points {15s x 15b}
         5.           Mystery_guy            225 points {15s x 15b}
         6.           Artscrafter            210 points {14s x 15b}
         7.           Gammontezuma           210 points {14s x 15b}
         8.           conkusky               210 points {15s x 14b}
         9.           karioth                196 points {14s x 14b}
         10.          Deadlyx                196 points {14s x 14b}
      Pooh's Swing: 45+ yards OR <15 yards
       45+ yards
         1.           Jarmo Uusitalo         100 yards
         2.           Smallstar1             80 yards
         3.           Ryan Needoba           75 yards
         4.           Shuji                  73 yards
         5.           JechtShotMarkIII       72 yards
         6.           karioth                69 yards
         7.           Kat                    68 yards
         8.           Xlorep DarkHelm        61 yards
         9.           Emeraldcannon          60 yards
         10.          Rory                   60 yards
         11.          ProZD                  59 yards
         12.          LonelyShadow           56 yards
         13.          EdgeoftheCrew          56 yards
         14.          Eric Nash              55 yards
         15.          Rirobuge               55 yards
         16.          1guynamedchris         54 yards
         17.          Tehknofrique           52 yards
         18.          Kyle                   50 yards
         19.          Keyblade_Master91      50 yards
         20.          Arci007                50 yards
         21.          Artscrafter            48 yards
         22.          Kilgour                48 yards
         23.          Ronduwil               47 yards
         24.          Tyrell                 47 yards
         25.          Alvin                  46 yards
       <15 yards
         1.           Smallstar              2 yards
         2.           Artscrafter            4 yards
         3.           Alvin                  5 yards
         4.           Xlorep DarkHelm        6 yards
         5.           Keyblade_Master91      8 yards
         6.           Chris "Ceta" Martin    13 yards
         7.           Azizul Hoque           13 yards
         8.           Shuji                  13 yards
         9.           Sumi the Great         14 yards
      Tigger's Giant Pot: under 00'05"50 with one Hit OR under 00'12"00 with two
       under 00'05"50 on first Hit
         1.           ShaggySnips            00'4"59
         2.           Keyblade_Master91      00'4"63
         3.           Artscrafter            00'4"84
         4.           Bandit Keith           00'4"86
         5.           generalgrim89          00'4"88
         6.           punkdoutpyro666        00'4"88
       under 00'12"00 on second Hit
         1.           Red                    00'08"98
         2.           Krepticor              00'11"24
         3.           Daniel                 00'11"34
         4.           MythrilChocobo         00'11"60
         5.           luckytom333            00'11"61
      Pooh's Muddy Path: under 03'00"00
         1.           Keyblade_Master91      2'06"26
         2.           Kilgour                2'20"14
         3.           Alvin                  2'31"36
         4.           scorp2290              2'33"48
         5.           Ivan                   2'51"91
         6.           karioth                2'53"18
         7.           Smallstar1             2'59"74
    * ** * ** * ** * ** * ** * ** * ** * ** * ** * ** * ** * ** * ** * ** * ** * *
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    ==========(SCA)=========§ection 6:  SORA's CHEER ABILLITY=============§6=======
       The Cheer Ability is an ability for which both Sora and his two primary
    teammates (that'd be D&G) acquire at some point in the game, all of whom learn
    it through surpassing a particular milestone such as defeating a specific boss
    or putting such`n'such mini-game scores to shame (as opposed to learning it at
    level-X). In Sora's case, it's the latter example, and the mini-game scores he
    must dominate are those from 1AW.
    Afterwards, he is to talk to Owl at the backyard of Pooh's house, and Owl is
    guarenteed to then grant him the ability given he met the score requirements,
    as a token of gratitude for all the aid he provided from the several residents
    of 100 Acre Wood to him.
    ** * ** * ** * ** * ** * ** * ** * ** * * * * ** * ** * ** * ** * ** * ** * **
        A. What is Sora's Cheer Ability?                                      <WSC>
    Sora's Cheer Ability is an ability that increases a summon's MP gauge thus
    allowing summons to stay on the field for longer. This ability consumes a mere
    1 AP once learned. Donald and Goofy also can acquire this ability by passing a
    particular milestone (beating a specific boss, completing mini-games etc.). If
    Cheer is activated on all three party-members (Sora, Donald and Goofy), it is
    the most effective.
    The discription of Cheer, excerpted from KH verbatim, is as follows:
    <Increases the summons' MP gauge, giving
     them more time to attack per battle.
     Equip to entire party to boost effect.>
    Again, Cheer costs only 1AP once you have learned it, the very minimum of any
    single Individual Ability.
        B. Required mini-game scores                                           <RS>
    To get Sora's Cheer ability, you must complete all five of the 1AW mini-games
    within a certain time period or get above a certain score, then talk to Owl.
    Here is an easy-to-read chart showing you what the scores of each 1AW mini-game
    you must dominate are (following Vrooney's 1AW mini-game strategies, they
    should be a synch to put behind you):
             |   {mini-game}    |       <required score>       |
    |        |Pooh's Hunny Hunt |100+ licks                 ** |
    |        |------------------|------------------------------|
    | POOH's |Pooh's Swing      |40+ yards                   * |
    |        |------------------|------------------------------|
    |        |Pooh's Muddy Path |05'00"00- (under 5 mins) *\** |
    |        |Block Tigger      |150+ points                ** |
    |        |Tigger's Giant Pot|00'30"00- (under 30 secs) *** |
    Difficulty Rater: 
    *- Easy
    Note: After you get the techniques down, all of these become rather easy.
        C. I did all the requirements but didn’t get Cheer, now what?          <NW>
    Now you must go to Pooh's house and talk to Owl.  He should give it if you met
    all the requirements.  If he doesn’t, check your Jiminy's Journal. It should
    tell you all of your records under the mini-game section.  If one of your
    records doesn't meet or beet the minimal requirement for Sora's Cheer Ability,
    then you must redo thatparticular challenge (or whichever ones' required scores
    you didn't meet or beat).
    Congratulations, you have earned Sora's Cheer Ability for reuniting Pooh and
    his friends!(ohhyeah, and for being such a great help to Piglet and them) ^&^  
    * ** * ** * ** * ** * ** * ** * ** * ** * ** * ** * ** * ** * ** * ** * ** * *
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    ============(Wlkthrgh)============§ection 7:  WALKTHROUGH======================
    Book Map of 100-Acre Wood:
    | |                      |          Exit  *      | |
    | |   * Rabbit's House	 |   *                   | |
    | |                      |     Honey Tree        | |
    | |                      |                       | |
    | |                      |                       | |
    | |	                 |                       | |
    | |                      |                       | |
    | |                      |                       | |
    | |     * Pooh's House   |                Save   | |
    | |                      |* Giant Pot          * | |
    | |			 |	    * Swing	 | |
    | |                      |                       | |
    | |                      |                       | |
    | |                      |              * Meadow | |
    | |                      |                       | |
    | |    Muddy Path        |                       | |
    | |  *                   |                       | |
    | |                      |                       | |
    * = specified-area's approximate location
    ** * ** * ** * ** * ** * ** * ** * ** * * * * ** * ** * ** * ** * ** * ** * **
        A. Old Book Delivery                                                  <OBD>
    Location: Traverse Town; 1st & 3rd Districts
            When you arrive at Traverse Town after sealing the Deep Jungle Keyhole,
    go see Cid in the Accessory Shop and chat with him. He then strikes a deal with
    you to attach your new Navi-G gummi (which you acquired at Deep Jungle) in
    exchange for a short errand: you must deliver a repaired Old Book to the
    Magician's House. He also says after the delivery to meet him in the Vacant
            If you haven't been to the Magician's House yet, go to District 3 and
    locate a stone door with a fire symbol on it. To make the door open, cast 
    Fire/a/aga on it. Walk in then jump your way across the pond by using the
    moving rocks. Once you reach the island, find the cloth door and make your way
    inside. A cutscene with Kairi will occur, followed soon after by one with
    Merlin. Just talk to Merlin to deliver the book. 
            Then you can either make your way back to Cid or enter the book. You
    won't be able to do much inside of the book, so I suggest heading over to Cid
    to continue the storyline. And don't come back until you're done Neverland so
    that you'll probably have all the Torn Pages by then. But if you decide to jump
    inside the book now, you can visit "Empty Meadow/Pooh's House".    
        B. Empty Meadow/Pooh's House                                        <EM/PH>
    Location: Empty Meadow & Pooh's House (See Map)
            After you enter the book, make your way to the Empty Meadow. Walk
    towards Pooh and he will explain that his friends are missing. After the
    cutscene look at the end of the log Pooh was sitting on and open the chest to
    receive a Mythril Shard. 
            Now make your way to Pooh's house. Before heading inside, go around
    back and hit the chimney. Music should sound indicating that there is now a
    Mega-Ether on the floor inside of Pooh's house. Now enter the house and talk
    to Pooh. After this conversation check out Pooh's Cabinets for an Elixir. Now
    leave the house and talk to Owl. He will explain to you exactly what the
    100-Acre Wood and explain Torn Pages. If you already have one page you can
    make your way to the first mini-game, Pooh's Hunny Hunt.
        C. Hunny Tree                                                          <HT>
    After entering the Hunny Tree area you will see piglet running around. No
    matter how much you chase him he will always be faster. So to catch him start
    running one way and quickly change directions. Then hit X when the command
    menu changes to 'Talk' instead of 'Hit' After this scene Pooh arrives. Now
    talk to Pooh. He will explain to that his "tumbly is rumbly" and he needs to
    eat some Hunny. Its awefully convient that there is a tree full of Hunny
    nearby. Simply agree to help him and listen to Owls instructions.
    PLAYER ADVICE: Dragonarh
    Instead of running around the tree to catch Piglet, you can sneak up behind
    him and then talk to him from a bush.
             I. Pooh's Hunny Hunt                                  [PHH]
             The in-game screen name (i\e Magician's Study) this mini-game
             is located at is called 'Hunny Tree', and in the main book is 
             the skinny balding tree at the top, just right of the book's seam,
             left of the save spot near the top-right corner. NOTE: For returning
             this page, you will be rewarded the Naturespark Gem, essence of the
             Bambi Summon.
      This mini-game may seem simple, even shallow, but is actually deeper than it
    first appears, and most definately has the quality of addiction with it (for
    me atleast).
    Your goal is to get the most hunny licks counted for Pooh within the two-minute
    time limit as as possible; Pooh does some of the work, you the most.
    Pooh's simple job is to lick hunny out of the four holes of the tree; and once
    he's obtained X-number of licks, he moves upward to the next hole to accumulate
    more hunny at a slightly faster rate from there.
    YOUR task is to protect Pooh's inflated balloon from getting popped by the
    bees; and at the same time, it's to rack up the number of licks on the lick-o-
    meter. Let me explain: every time you whack a swarm of bees coming Pooh's way,
    you gain some aditional points: 5 if you hit them in the air without propelling
    yourself upward any, 10 for whacking them from a branch in a way that causes
    you to pop up (which is almost always) --so it's best to swing at them when
    you're not airborn.
    The length of your keyblade is most important in this mini-game, since with
    further reach you can smack the bees from further distances (makes sense).
    Not having High Jump equipped makes it easier also, 'cause it's all too easy to
    OVERjump with it equipped in this mini-game; but you don't gotta feel too
    pinned down, since you can always change your abilities DURING the mini-game.
    Here is a walkthrough of how to score the most licks obtainable by end-game:
    ~Moment the mini-game starts, hop up to your immediate branch; note where the
    bees will come from by which honeycomb is swarming with them. Once they exit
    their hive, target-lock then swing at them from your branch and you'll score 10
    quick licks before Pooh takes even his first.
    ~As Pooh is taking his merry ole time licking hunny out of the tree, wait for
    the next swarm of bees to come; they'll exit from the hive on either your right
    or your left; then target and swing at them to add 10 more licks to the score.
    ~The next batch of bees, exiting from the opposite hive as last, will approach
    Pooh just as his balloon is taking him to the next level. Hit these bees with
    your key, and you should pop up to the next branch; if not, then just jump up
    to it yourself after you took care of the bees.
    ~The next swarms of bees will again alternate between two hives; repeat the
    first process, and Pooh should rise aloft to the highest branch upon swatting
    the fourth batch of bees from upon this branch.
    ~Once Pooh moves on to the final hole, hop up one branch (if you didn't pop
    upto it automatically from whacking the bees), staying one branch below Pooh as
    you were, and simply target-lock + swing the bees, all for which are now
    emenating from one hive and one hive alone, doing so at intervals of just over
    eight seconds (see first note). Just keep whacking some ninety seconds (till
    the mini-game ends).
    :Additional Advice:
    In the event that you do slip off your branch, I advise using manual branch
    hopping to reach Pooh if Pooh's only two branches high, but going instead with
    the somewhat unreliable Rush if he's way at the top (so that you can beat the
    bees in the race to Pooh's balloon); it is entirely possible, however, to not
    use Rush at all, even when you fall off from the highest branch, and still
    manage to extinguish those pesky bees via your handy Keyblade. Be aware that
    using the Rush Ability will subtract 5 points from your lick-o-meter.
    : -Things--To--Note- :
    *Each fresh swarm of bees leave their honeycomb exactly eight seconds after the
    former ones were offed by your blade; this being said, it is best to target-
    lock + strike the bees the moment they exit their hive, so as to swat the most
    batches o' bees so you can and in effect score more licks.
    *The bees are always produced from the hive swarming with them beforehand; the
    hive swarming with bees is the one the bees will emerge from.
    *When Pooh's balloon is popped and he falls down to the base of the tree, the
    next bees will come from the lowest honeycomb (rather than from the one nearest
    to Pooh's perspective destination).
    *In processes one and two, bees consistently alternate between two honeycombs
    as from where they exit each time, and come from one hive alone for process
    *The VERY first batch of bees have three seperate hives from which they can
    emanate: the one reachable from the next-higher brance, the one behind you, OR
    the one directly in front of you. After the first batch, though, the latter
    hive is excluded as from where the bees sprout.
    *Agility is key in this mini-game.
    *The hardest tree segment (or branch) to jump to is the very first one (easiest
    accesed with Rush, harder to do by manual Jump or High Jump), closely followed
    by the second-to-last branch (easiest accessed through whacking the bees, then
    by Rush, lastly by jump + glide).
    *It's easier & faster to swing bees from below (rather than above) them, though
    is irrelivant so long as you're within reasonable range of the bees from where
    you stand upon your branch.
    *Similarly, it's always better to hit the bees when standing on the branch one
    down from Pooh, since the bees, without exception, emanate from below him.
    *You should never jump-and-swing if you can help it; doing so earns you a mere
    5 licks, instead of 10 (and it's harder to do besides).
    *Do NOT combo the bees; you'll fall off your branch if you do, and score only
    5 points instead of 2X that amount.
    *Following these steps, your score should more than tripple or even quadruple
    from the time you start slicing bees in Process Three to the end (from <72
    licks to 285+).  When Pooh innitially starts grubbin'-down on Hunny in the
    First Process, he gets about only one lick every two seconds in; by the end,
    however, it's slighty faster than a lick per second.
    Here are our top scores:
    Vrooney-296 licks
    Kngdmhrtsgmr-287 licks
    Please note that in this game not falling will not get you a perfect score of
    300 licks (most likely score). For instance, both of us never fell from the
    tree, but apparently Vrooney was more efficient in hitting the bees. So the
    faster you swat the bees, the higher your score. I mean to say that there is
    only so much perfecting to be had.
    IF YOU SCORED OVER 260 Licks,LET Vrooney KNOW at HundredAcreWoodFAQ@Hotmail.com
    SO THAT YOU CAN BE IN THE Mini-Game Hall of Fame!! (Please include your highest
    score and name as you would like it to appear in this guide)
             II. Naturespark Gem                  {§7.C.II}        [NsG]
    (See also §8.A.V.) Now that you completed the Hunny Tree, exit to the Book
    Directory, and the torn page will morph into the Naturespark Gem. Leave the
    book, talk to the Fairy Godmother, and it'll become the Bambi Summon.
        D. Rabbit's House                                                      <RH>
    When you first get to the field, where Rabbit lives, you want to check
    the mailbox to read a letter from Pooh. After this, go behind the tree and talk
    with Pooh and Piglet. Then head into Rabbit's house for a talk with Rabbit.
    After the conversation push your R1 button to lock onto a Hunny pot in the
    rafters. Examine the pot and leave the house after doing so. Attempt to leave
    Rabbit's house. 
    Piglet will then come running after you tell you that something awful has
    happened. Enter the house to realize that Pooh has gotten himself stuck in the
    tunneling leading out of Rabbit's house. Exit the house and head around back to
    talk to Pooh. After talking with him, Tigger will appear, triggering a new
    mini-game. Listen to Owl for a complete description of how to play Block
             I. Block Tigger                                       [BT]
             The in-game screen name (i\e Third District) this mini-game is
             located at is called Rabbit's House, and
    In this mini-game, your goal is to protect Rabbit's fifteen carrots from being
    bounced on by Tigger. Your score is based upon how many times you block Tigger
    multiplied by the total number of carrots you save. Before a carrot is bounced
    on, it is poking through the ground same as would any other carrot. When Tigger
    bounces on it once, it is mashed into the ground a little bit. And if it gets
    bounced on twice, it is completely pushed into the ground and is beyond
    Like in Pooh's Hunny Hunt, this 1AW mini-game has the 'Rush' command replacing
    the question-mark at the bottom of the Command Menu. You can use this skill,
    when standing on a carrot which hasn't been bounced on twice, to sprint over to
    the next carrot before Tigger beats you to it to score point.
    And the key to succeeding in this mini-game is using Rush CONSTANTLY, from
    start to finish.
    It is rather difficult, however, to protect the first carrot. To do so, you
    must push up on the D-pad the very moment the mini-game starts while running
    into the play area onto the nearest carrot, then use Rush as it becomes
    So the course of the mini-game should go down like this: mini-game innitiates >
    you push up on D-pad while running onto nearest carrot > select Rush to run and
    block Tigger from first carrot > wait one second for Tigger to point in new
    direction while reselecting Rush > Rush to next carrot before Tigger and score
    point > reselect Rush > [repeat to end].
    To amplify the success rate of Rush, you must very quickly back-track whence
    you came the moment you land on the carrot you're to protect from Tigger.
    TIP: Sometimes Tigger does an extra bounce when adjusting the way he's facing
    just to psyche you out, especially when on boundary carrots. A lot of times he
    does this, the carrot he is about to bounce on is the very same carrot (he will
    do this only if he failed to bounce on the carrot his first try), but even so
    you should always take advantage of the Rush ability.
     Accommodating NOTE: If you haven't figured by now, the direction to which
    Tigger rebounces every time is determined by, equivelent to, the direction in
    which his head\body is facing after his re-positioning.
    Here are our top scores:
    Vrooney- 255 points (17 x 15)
    Kngdmhrtsgmr- 182 points
    The very highest achievable score in this mini-game presuming you played
    through it flawlessly, I believe, would be 270 points (18x15), and just
    possibly 285 points (19x15) under a special circumstance, or if you get lucky.
    If you matched or beat 196(14 x 14)points, inform Vrooney through e-mail at
    HundredAcreWoodFAQ@Hotmail.com, so that you can be in the Mini-Game Hall of
    Fame (great honor)!!
    TIP: This mini-game has quite a noticable snowball effect with it. That is to
    say, you either do well or you don't, typically.
        E. Wood: Hill                                                          <WH>
           Enter the area and you will see a scene where Pooh and Piglet see
    Eeyore in the water. Jump into the water to save him. After you save Eeyore he
    will explain that he has lost his tail. At this point talk to Owl and he will
    explain how to get Pooh to the top of the hill. To do this lock onto Pooh and
    lead him up the hill. Be careful; Pooh has trouble making it up the steep part
    of the hill. You may have to go around to the side in order to get him up the
    hill. Then Owl should explain the mini-game you are about to encounter.
             I. Pooh's Swing                                       [PS]
             The in-game screen name (i\e Vacant House) this mini-game is
             located at is called 'Wood: Hill', and in the main book is 
             the picture of the tall ledge with a tree on it, in the bottom
             right-hand corner. NOTE: For playing this mini-game, you
             learn a Stop-upgrade (your first time that is, regardless of
             your score).
    This one is quite simple really, it's just about timing. And the time to press
    R1 for the optimal swinging distance is right before Owl has brought his wings
    back together and they're about to hug his body again. If done smoothly, you
    can easily swing Pooh 43-46 yards forward on the fourth push. It is important
    to note, however, that the distance by which you swing Pooh is MOST dependent
    on the last push you give him, even though they all affect his yardage
    somewhat. Again, you should press R1 *just* before Owl's wings fold back
    together (at the last possible moment but not any later), to swing Pooh as far
    as you can.
    Player Advice: Jarmo Uusitalo
    Try pressing R1 every other time Owl bears his wings (rather than everysingle).
    Additional distance can be gained, if you sometimes hold R1 pressed for about
    one second when pushing Pooh. This makes Pooh stay longer in the lower swinging
    level and then you can press R1 shortly to put him to upper swinging level. It
    should take eleven pushes (five pushes in the lowest level, five in the middle
    level, always pushing only every other time Owl shows his wings) to score
    99-100 yards.
             *Furthermore, this 1AW mini-game has some of the funniest varying
             cutscenes depending on your score. land in the stream with 10-19
             yards, on the ground directly 'cross the stream with 20-29 yards,
             into a bush on that side of the stream with 30-39 yards, and
             clear outta the park with 40+ yards.
    If you have any of this info or close estimates, please contact us the info and
    credit will be given!
    Here are our top  scores:
    Vrooney- 49 yards
    Kngdmhrtsgmr- 52 yards
    Neither of us can seemingly dish out consecutive high swings. Both our scores
    seem to be fluked.
    IF YOU SWUNG POOH FURTHER THAN 45 yards, OR if you swung him UNDER 15 yards,
    LET Vrooney KNOW at HundredAcreWoodFAQ@Hotmail.com, so that you can BE IN THE
    Mini-Game Hall of Fame!!    (’Tis an immense honour!!)
             II. Stop-upgrade                                      [SU]
        At the end of the mini-game, you will receive a cutscene dealing with
    Eeyore finding his tail within his own home. The Torn Page will then turn into
    a Stop-upgrade; depending on what you already did, this could be Stop, Stopra,
    or Stopaga.  Congratulations, you attained the power of time!!!! Good Job.
         F. Giant Pot                                                          <GP>
     When you enter, walk up to Roo and Tigger. Talk to them. They will ask you to
    bounce with them. Agree to do so and talk to Tigger a second time. He will jump
    about the stumps around the area. Watch what he does and memorize it. To jump
    to each new stump, stand at the very front of the stump and jump to the next.
    At this point he will bounce a second, more complicated course. If you have
    trouble memorizing this one then follow these instructions:
    -Jump forward to the second stump.
    -Turn around and jump to the left stump.
    -Jump forward until the ledge is the last thing left.
    -Jump backward ONE stump toward the Giant Pot
    -Turn around again and go until the finish (the ledge).
    After you do this one he will do a third course in which Roo will
    launch you into the air. You will then land in a tree branch from there you
    must FALL not jump onto the stump below. If you cannot locate the stump use
    first person view (by pushing the select button) and find it. From there it is
    exactly the same as the first course you did. Warning! This course can and
    will get you frustrated.
    When you finish the last challenge talk to Roo to start another
    mini-game in this section. The challenge of this mini-game is to break a pot
    with nuts that Tigger throws out of it.
             I. Tigger's Giant Pot                                 [TGP]
             The in-game screen name (i\e First District) this mini-game is
             located at is called 'Bouncing Spot', and in the main book is 
             the area in the very center, just to the right of the book's seam.
    Now this one can be a bit tricky at first, but with knowledge of a few key
    points, really isn't hard at all and even easily masterable. All you have to
    do is score 20 or more nuts, prefferably within 30 seconds. Thes are the
    measures you take to achieve this goal...
    ~The first key point is using the LONGEST KEYBLADE (that you have in stock), as
    this has the longest reach and you therefore hit nutz when they're higher in
    the air (which packs you a greater nut count).  Also, this seems to loosely
    follow the weapons' strength (the higher the number the better). Therefore,
    Ultima Weapon = best.
    ~The second key point is equipping HIGH JUMP, since with it activated you'll
    jump exponentially higher than without, thus hitting the nuts higher in the air
    and in effect bagging you a more rewarding score.
    ~The third key point is NOT TARGET-LOCKING the nuts; doing so doesn't help any
    what-so-ever, it only makes it harder (the reason being that it is easy to
    target-lock other things in the general area by accident) --try it and you
    shall see.  *Note: Many prefer to target-lock the nuts anyways.
    ~Fourth is standing at the very BACK of the stump, then as the nuts come
    nearer, leaping forward and up with the powers of High Jump, followed by a
    nice powerful swing (and hopefully a hit); doing so ensures the maximum number
    of nuts to be counted, and at the same time makes it much easier to hit them
    (for some reason) but NOTE-- the length of your keyblade alters how far
    forward or backward on the stump you should optimally position yourself for
    each new batch of nuts (which is in the back when using longer keyblades).
    ~Fifth, I don't know if it is true or not yet, but you have a greater chance of
    scoring high with every batch of nuts if you activate Lucky Strike.
    ~Sixth and most obvious, whenever you should succumb to falling off your stump,
    simply hop right back on without touching the ground a second time, and you're
    still fully in the game (and up to bat again). If you miss the stump when you
    try to hop back on it, you will be automatcially disqualified and you'll get to
    see Sora scratch his head dumbly. :)  (So don't miss the stump!!)
    *Just take advantage of these four-to-six key points, and you should be fine.
    Using either of the two longest keyblades (names ommited for minor spoiler
    reasons), it is possible to score 20+ nutz on your very first hit, bringing the
    game to an end then and there with a remarkable time of only 00'04"79. Oh, and
       **Also to note, the way that Tigger pitches (or lobs) each batch
          of nutz varies. Different 'moves' of his sponsor different
          sounds, or whistles --there's about two or three. One may
        indicate a more outward throw, another a more up-and-down toss.**
    Our Top Scores:
    Vrooney- 00'04"79 (1 nut thrown)
    Kngdmhrtsgmr- 00'17"79 (3 nuts thrown)
    VROONEY KNOW AT HundredAcreWoodFAQ TO BE IN THE Mini-Game Hall of Fame!!
             II. Rare Nut Gathering                                [RNG]
    Now your business at the Giant Pot ain't over just yet. You still have some 
    purple nuts to gather. These rare purple nuts can be traded with Owl for
    different items (Gummis, -Ups, and Synthsis items).
    Rare Nut 1
    -Find Tigger and talk to him. Then jump on the seesaw and choose Roo. Locate
    the Rare Nut. Jump up to get the nut. Fall down and run to Owl. Give Owl the
    Rare Nut. You will recieve a Power Up for this Rare Nut.
    Rare Nut 2
    -Repeat the steps you just took to get Rare Nut 2. To get a Thunder-G fall
    down a branch and open the treasure chest (glide makes this easier). After
    giving it to Owl you will recieve a Defense Up.
    Rare Nut 3
    -Go to the back of the area and jump on the stump. A geyser will shoot up
    causing another stump to rise on the other side. Run over before the other one
    falls down and jump up on the tree to get another Rare Nut. When you give this
    Rare Nut to Owl he will give you a Mythril Shard.
    Rare Nut 4
    -To get Rare Nut 4 find Piglet, he will be standing by a platform of bark.
    Jump on a stump near Piglet to make a geyser shoot the platform into the air.
    Quickly jump on the platform and jump up to the branch. The Rare Nut should be
    right there. For this Rare Nut you get a AP Up.
    Rare Nut 5
    -To find the last Rare Nut go to the seesaw again and have Roo launch you into
    the air. From there look to the left. You will see the Rare Nut in a tree
    across from Sora. Glide (or Super Glide) over to the tree and get the last
    For finding the last rare nut, you get an Orichalcum.
    See §8.B
    TIP: There is one and only one purple nut which can not be gotten (it is just
    part of scenery). This nut is the one hanging from the end of a branch, next
    to the Roo & Tigger's teeter-totter.
        G. Muddy Path                                                          <MP>
    When you enter the 'Muddy Path', you will see Pooh walking around some sort of
    swamp plant. Walk towards him and watch the cutscene that rolls. After this
    scene, walk around the plant until the 'Examine' Option appears in the command
    menu's 4th option. Examine this part of the plant to find out that Eeyore is
    hiding inside of the swamp plant. Then just follow the mini-game instructions
    to pass the final 1AW mini-game, Pooh's Muddy Path.
             I. Pooh's Muddy Path                                  [PMP]
             The in-game screen name (i\e Moogles' Shop) this mini-game
             is located at is called 'Muddy Path', and in the main 1AW 
             book is the area in the lower left corner.. that's a muddy
             circular pathway amid wooded forest.
      This is the the fourth or fifth longest mini-game overall, after [MINI-GAME
    SPOILERS!!] Pooh's Hunny Hunt also at 100 Acre Wood, Jungle Slider(x40\50fruit)
    at Deep Jungle, and ofcourse Hades Cup + maybe Hercules Cup at Olympus Coliseum
    [/MINI-GAME SPOILERS], and that's only if you finish it with notable speed. To
    win it, or do well at least, you must use strategy --that's all there is to it.
    Your perspective goal is to find Pooh's five main 1AW friends, excluding Eeyore
    and himself (Tigger, Rabbit, Roo, Owl, and Piglet), by locating then talking to
    each one. They can be found in any order, but to finish in a fast time, the
    order is most important, and is advised to be executed in the above sequence to
    accomplish such a time.
    Here is a flowchart of how it should 'go-down' (doesn't have to be done in
    this exact order, but is reccomended you follow it closely; it's what the
    in-depth strategy that will follow is based off-of):
    Lead Pooh to Flowers and over ledge  »  chase after him + order him across log,
    then and talk to TIGGER(without falling-off log)  »  Hit Roo's branch  »
    Return to Pooh and lead him across branch  »  While he is crossing, hop down
    and catch RABBIT  »  Talk to ROO  »  Return to Pooh by using air-current and
    lead him over the small ledge to the third and final level, then make him
    frighten Piglet{now ditch Pooh}  »  Talk to OWL  »  Run over to PIGLET (on
    ground level) and find last friend
    Be sure to check over the notes and 2-D diagram at the end of this mini-game's
    Also, it may be to your helpful advantage to first print this out to refer to
    when playing the mini-game, as for quick easy reference so you don't hafta
    memorize the entire walkthrough to follow the steps laid out in sequential
    Notes and tips along the way are separated, or set apart, by {these things},
    and consume less width than does the rest\main body of the walkthrough; and ~
    denotes the next step or process toward completion.
    Now the question is, "What's the strategy??". Well the strategy that I use (and
    which always provides me with a time invariably under two minutes) is as
    follows, in a step-by-step walkthrough format:
    ~The moment this mini-game starts, target-lock Pooh with R1, and lead him to
    the the blue butterfly flowers (bbff) straight ahead and toward Sora's left
    (against a wall). While waiting for Pooh to hurry his waddling ass over,
    target-lock a honey-comb dangling high above your head, directly over the log,
    and cast either a Thunder or Gravity spell on it (Gravity works better), which
    will make it snap off and fall down into an out-of-sight hole in the log.
    {TIP\NOTE: In the right hole of the far-back wall is Rabbit. You,}
    {if you wanted to, could run up this and find him right away; but}
    {because doing so resets both you and Pooh back with Eeyore,     }
    {it is best to wait til later to talk to him.                    }
    ~Once the flowers have transported Pooh over the ledge and he is aimlessly
    standing upon the ground up there, do either of the following to reach him:
    A.Hop into the air current coming from the circular well with your back facing
    Pooh, and you should thereafter be blown onto the same level as him.
    B.Trot over to the wall Pooh was carried over, just to the left of the bush
    atop the ledge (near center of the wall, same as where Pooh got over); then
    jump up and swing your keyblade, and you should ergo land upon the ground up
    here the 'fast and easy' way. NOTE: In order to pull this off, you must jump up
    & swing at the precise part of this wall while directly facing it, and cannot
    be done with the taller wall at the other end of the log.. It may help to test
    it out on a dry-run before actually using this method in the mini-game. ^
      (SEE ALSO §9B)
    ~From here, target-lock Pooh in ordering him to cross the log while running
    towards it, and once the target-lock automatically clicks off of him, swiftly
    switch it to the raised honey comb hanging midpoint over the log with R2; cast
    Gravity\ra\ga upon it, and it'll fall down, plugging up the hole in the log and
    thus allowing Pooh to walk over it (if you hadn't already done so from the
    lower level, that is). ^SEE STRATEGY NOTE AT END
    {TIP: Make it a point never to target-lock Pooh by accident, and  }
    {not to target-lock him when closer to an edge than required; this}
    {can give him the wrong idea, leading him in a direction of the   }
    {same sort --and though this doesn't occur that often either way, }
    {it is quite a pain when it does.                                 }
    **Also, it doesn't hurt target-locking the spider web inside\within the log and
    destroying it with a [preferably Fire] spell, so that Pooh has an aditional
    route by which to get across (though this isn't at all needed, and does cost a
    few extra seconds) ^.
    ~Now, as Pooh is crossing (either through or over) the log, hop onto it
    yourself (careful to land on the log), and stand transiently stable as not to
    fall off, waiting for bouncing Tigger to come close enough for you to 'find'
    him by pressing X; doing so avoids a time-consuming cutscene of Pooh jumping
    down or stepping through at the other end, and at the same while finds the
    first of five friends.
    {TIP: If you choose, you can run up to Tigger when he's way}
    {at the other end of the log to find him quicker. Just make}
    {it a point not to fall!                                   }
    **Once Tig's back at the Friends' Grouping Station (FGS) with Eeyore, that's
    where you will be reset to, also --time to go harass the next friend!!
    ~Just to your left and back some, little Roo is sitting high upon an oddly-
    shaped tree root; jump up and whack it with X after target-locking it, which
    will cause him to spring off it the moment you step foot out of the muddy area
    (or rather after several seconds), for you to then talk to him --you can watch
    him jump down as you run onto solid ground with the camera angle facing Sora's
    face, if you want (but you can talk to 'im later, now to catch Rabbit).
    ~Ahead toward the right, inside the dextral hole of the back wall (there're
    three holes total), is Rabbit; run up to this hole and he will pop out of most
    likely the middle one --skirt over there and talk to him before he returns to
    that hole, and he will then be replaced at the FGS with Eeyore and Tigger,
    where you'll be reset to also.
    {NOTE: Rabbit doesn't *always* pop out of the middle hole; it   }
    {depends on what number he is to be found, along with a certain }
    {degree of randomness. For example, he is more likely to pop out}
    {of the middle hole earlier, but instead out of one of the other}
    {two later on after more friends have been found. It's not that }
    {big of a deal effect-wise, but interesting to notice.          }
    ~You can now talk to Roo without wasting any time otherwise; do so.
    {TIP: Roo is a small fella, and when you near him, Sora gets  }
    {in the way and Roo will no longer be visible. Since you can't}
    {see just how far you are from him, don't press X until you  }
    {actually  notice the execute command change to 'Talk' from   }
    {'Attack', so that you don't do anything prematurely.         }
    ~Once he's there with the other three friends in\at the FGS, head back to where
    Pooh is by  either 
    A. hopping into the air current facing the opposite direction as before, and
    you should in effect wind up on the same side as Pooh, this way; if you by
    chance land on instead the middle of the log or opposite end, simply cross on
    over, careful not to fall off.
    B. using the wall maneuver, then hopping across the log mindful not to fall
    ~Target-lock Pooh and lead him to the bbff near you two, and they'll take him
    up 'n over the small ledge onto the highest ground of 'Muddy Path'. Follow
    after him by jumping over the ledge.
    ~Up here you should find a small hole in a tree in which Piglet is stationed,
    and in a more secluded area Owl (with his back facing the camera); lead Pooh to
    the small hole, and Piglet will run down to the lowest level and then out a
    'mouse' hole next to the bbff down there (but you and Pooh will remain where
    y'all were).  -Pooh is no longer needed, abandon him.-
    ~Now jog over to the 'secluded' area and talk to Owl (if he isn't there at the
    moment, just wait a second or so for him to return); he'll then be relocated
    at the FGS with the other five, and likewise you will be, too.
    {NOTE: Do NOT find Owl before locating Piglet, as   }
    {doing so will cause you to be reset at the FGS and }
    {you will in effect hafta trek all the way back to  }
    {Piglet's innitial location to find the last friend.}
    ~Now run as fast as you are able over to little Piglet, talk to him, and TIME!!
    You have found all five friends who needed to be found.
        *Don't worry 'bout getting it right your first go; the very
         first time I played it, I got a time of 26'24"34 --26 minutes,
         for crying out loud!! But on my very second try, I was awarded
         a time of 06'53"56; then 5 minutes; then 3; and I finally
         plateaued somewhere under 2 (01'35"34 being my personal best).
         That was using no FAQ\Walkthrough\StrategyGuide.
         HundredAcreWoodFAQ@Hotmail.com TO BE IN THE MINI-GAME Hall of Fame!!
    Additional Advice:
    What abilities you equip or keyblade you use really has no effect on this one;
    however, you *will* need some simple magic spells (preferably Gravity & Fire),
    so you should assign them to the shortcut menu for convenience^; individual and
    shared abilities (i\e shared ability High Jump or Glide), though, don't even
    apply to this mini-game (meaning they are deactivated during the length and
    moreover while at Muddy Path). 
    ^ STRATEGY NOTE: Using the wall trick, you can actually take care of the
    honeycomb & spiderweb beforehand (actually, you can cast Gravity on the
    honeycomb from ground-level, but you might as well destroy the spiderweb as
    well), saving a considerable 2-5 seconds ingame time --y'oughtta try it out
    (there's no reason not to)! You can use this skill also to explore around the
    whole raised portion of the enclosed area that Muddy Path consists of when
    you're not being timed, such as Owl's little place and continuous course that
    he takes up into the air plus his descent back downard into his enclosed space.
      (SEE ALSO §9B)
    *Speed, strategy, and making as few errors\mistakes\accidents\spoof-ups as
    possible are the keys to a fast time in this game. There are several
    'shortcuts' (such as the wall-maneuver, bypassing a cutscene of Pooh jumping
    off a log, and some others) which may be difficult to pull-off.
    *The most frustrating incidences are when the wall maneuver fails on you,
    low-AI Pooh jumps off a wall (which is quite funny to watch when he does it
    from the tallest wall), you fall off the log, you hafta wait some seconds for
    Owl to return, and when you're stuck watching a retarded six-second cutscene of
    Pooh getting off or out of the log despite your knowing that it's avoidable.
    *Pooh is NOT replaced at Eeyore's house (a.k.a. the Friend's Grouping Station
    or FGS); only Sora is. Just be sure not to target-lock Pooh by accident after
    the friend is returned, or else he may jump off a wall o_o.
    *Piglet is the ONLY one whose being found requires Pooh's assistance. This is
    to say, that the ONLY thing that Pooh is needed-for is to frighten Piglet in
    the third-level; Pooh can then be discarded, since his purpose is then served.
    *This is irrelivant to the mini-game per se, but what is Piglet DOINg in that
    tree?? Looks like he's doing a little swaying dance. . .
    *If you stand right where Owl lands, stealing his little spot while he's in the
    sky, then when he comes to sit back down the camera will shake maddly out of
    control until you make Sora move a foot.
    *You can jump from the edge of the third level to the edge of the second level
    at the other end of the log, but not the other way around (almost).
    *Before Pooh crosses the log, if you jump into the air-current you will land on
    the same ground as Pooh. However, after he has crossed you can land on any of
    three places--Side-A, middle of the log, or Side-B. It is impossible to
    determine which of these you'll land upon; you don't have any 'pivot' control
    to speak of (I have tested the possibilities out).
    *You can stand on the lip of the well, interstingly enough. This is achieved by
    standing infront of it, jumping up, but NOT leaning up on the left analog stick
    until you're practically no higher than the lip, at which point you just gently
    push forward on the analog stick.  From there you can engage First-Person mode,
    and look deep down into the well, a good distance. If you look closely you can
    actually see moss growing inbetween the stones (which are unified to form
    nonagon, though I think it was intended to hold the form of a circle because
    some of the blocks 'bend'), the same moss you can see growing around the
    perimeter of the base-lip.  And notice the leaves with two or three different
    pigments of green, which look dead when not viewed up-close in First-Person
    Mode.  Neat, huh?
        2-D diagram of Muddy Path
                                         <>=entrance to the Muddy Path
                                         FGS=Friends' Grouping Station
                                         s=starting position with Pooh
                                     tT=Tigger bouncing across log
             .___P_____.              R=Rabbit's base hole
             |O       /$              rr=Rabbit's other two holes
        .___.rr__R....o$             K=Roo's location on tree root (K for kangaroo)
        |   p     | F |      KEY:    ^=Roo after he's jumped + his facing direction
        |   ¦F W  |   |               P=Piglet's innitial location
        |___+tTcwt|   |               p=Piglet after running down tree
            |     +___+              O=Owl's accessable location
            |        \|              o=Owl's peak point in the sky
            |  ..s..  |                   W=Well \ Air current
            |  .FGS.  |                   tTcwt=log
            |^ .FGS.  +___.               F=blue butterfly flowers (aka 'bbff')
            K  *---*   ¦<>                c=honeycomb hanging over log
            +__________¦<>                w=spiderweb inside log
                                     |=solid\impassable wall or boundary
                                     ¦=wall you can jump over
                                     ___=solid\impassable wall or boundary
                                     ...=wall you can jump over
    Our Lowest Times:
    Vrooney- 01'35"34
    Kngdmhrtsgmr- 02'41"47
    Both of these were obtained with no use of a FAQ\Walkthrough\Strategy Guide.
        H. Merlin's House                                                      <MH>
    Location: District 3; Magical House
    Now that you are back in action and life-size again, you can get some
    goodies from Merlin and the Fairy Godmother if you've completed certain
    requirements. Some you have completed in the 100-Acre Wood, some you haven't.
    First let's visit the Fairy Godmother since she will probably take the
    shortest amount of time. Just talk to her and show her the Naturespark Gem. She
    will say something about it and will go even *more* in-depth if you haven't
    given her any summon-gems yet. You can now summon Bambi who is an awesome
    summon when Item Synthesizing (Refer to the Magic/Summons FAQ for more detail).
    If this is your last summon, talk to her again and you will receive Donald's
    Lord Fortune which is a well-rounded, great staff to have.
    Now let's talk to Merlin. If you have learned all first-level spells (Fire,
    Blizzard, et cetera) then he will give you the Spellbinder keychain. If you
    have all the third-level spells, he will give you Donald's Dream Wand (which
    you have seen in the begining-tutorial of the game). Lastly, if you have all of
    the Spell Arts from the White Mushroom "mini-game" (see Mushroom Hunting FAQ
    for more details), you will receive Goofy's Dream Shield (which you saw earlier
    as well).
    Now you have completed the 100-Acre Wood and have Sora's Cheer ability,
    some more items, two gummi blocks, and have unlocked the secret bonus video
    directly preceding 'The End' screen, "Another Side, Another Story" (if you have
    sealed all other worlds, that is). Now go watch the Bonus Video which is a
    concept (note: I said CONCEPT, NOT TRAILER) video of Kingdom Hearts II.
    * ** * ** * ** * ** * ** * ** * ** * ** * ** * ** * ** * ** * ** * ** * ** * *
    ** * ** * ** * ** * ** * ** * ** * ** * * * * ** * ** * ** * ** * ** * ** * **
    ===========(IL)===========§ection 8:  ITEMS' LOCATIONS=========================
    What fun would 100 Acre Wood be if you couldn't obtain any goodies from it?!??
    This section should assist in your locating of all the gettable items in 1AW,
    from things obtained only at a point in 1AW's storyline such as the Naturespark
    Gem which is the essence of the Bambi Summon, to miscelaneous items found in
    nooks and nannies or hidden little places throughout 100 Acre Wood, to even the
    rare nuts that award you with semi-useful items when you trade in for them with
    ** * ** * ** * ** * ** * ** * ** * ** * * * * ** * ** * ** * ** * ** * ** * **
        A. Storyline Items                                                     <SI>
    -perhaps should expound upon how and when you receive specific
    items; elaborate.   E-mail Kngdmhrtsgmr (Screwloose3290@AOL.com) and\or
    Vrooney(HundredAcreWoodFAQ@Hotmail.com) with info(we’ll credit you, naturally).
             I. Restorative Items                                  [RI]
    	  -Elixir		×1
    	  -Mega Ether		×1
             II. Item Synthesis                                    [IS]
    	   -Orichalcum 		×2
    	   -Mythril Shard 	×4
    	   -Mythril 		×3
             III. Power, Defense, and AP -Ups                      [PDA]
    	  -Power Up		×1
    	  -Defense Up		×1
    	  -AP Up		×2
             IV. Gummi Blocks                                      [GB]
    	  -Dispel-G		×1
    	  -Thunder-G		×1
             V. Naturespark Gem                   {§8.A.V.}        [NsG]
    	  (See also §7.C.II)
        B. Rare Nuts   {§8.B}                                                  <RN>
    Rare Nut 1
    -Find Tigger and talk to him. Then jump on the seesaw and choose Roo. Locate
    the Rare Nut. Jump up to get the nut. Fall down and run to Owl. Give Owl the
    Rare Nut. You will recieve a Power Up for this Rare Nut.
    Rare Nut 2
    -Repeat the steps you just took to get Rare Nut 2. To get a Thunder-G fall
    down a branch and open the treasure chest (glide makes this easier). After
    giving it to Owl you will recieve a Defense Up.
    Rare Nut 3
    -Go to the back of the area and jump on the stump. A geyser will shoot up
    causing another stump to rise on the other side. Run over before the other one
    falls down and jump up on the tree to get another Rare Nut. When you give this
    Rare Nut to Owl he will give you a Mythril Shard.
    Rare Nut 4
    -To get Rare Nut 4 find Piglet, he will be standing by a platform of bark.
    Jump on a stump near Piglet to make a geyser shoot the platform into the air.
    Quickly jump on the platform and jump up to the branch. The Rare Nut should be
    right there. For this Rare Nut you get a AP Up.
    Rare Nut 5
    -To find the last Rare Nut go to the seesaw again and have Roo launch you into
    the air. From there look to the left. You will see the Rare Nut in a tree
    across from Sora. Glide (or Super Glide) over to the tree and get the last
    For finding the last rare nut, you get an Orichalcum.
        C. Miscelaneous Floaters                                               <MF>
    Some items are just.. there, to be found!!
             I. One-time only                                      [OtO]
    *in a green chest inside the hollow trunk where the giant pot used to be
    after completing the minigame. 
    *in a green chest inside the hollow trunk where the giant pot used to be after
    you complete the minigame. 
    Mythril: Inside a hollow log in the same area is a Mythril. You can see it if
    you get the camera to look through the log. Hit the center of the log with the
    Keyblade and it will break the log, giving you access to the Mythril.
    (above submissions curteous Artscrafter)
             II. Perpetual                                         [Prp]
    Potions: try pulling up the pumpkins and cabbages at Rabbits vegatable garden.
    An average of one out of every seventh pumpkin\cabbiage leaves a potion,
    sometimes an ether.
    -workinprogress (contact us if anyone wants to help in this part of the FAQ,
    it will involve just testing to see what area gets the most items and those
    * ** * ** * ** * ** * ** * ** * ** * ** * ** * ** * ** * ** * ** * ** * ** * *
    ** * ** * ** * ** * ** * ** * ** * ** * * * * ** * ** * ** * ** * ** * ** * **
    =============(ES)=============§ection 9: Extra Stuff===========================
    This section is where anything and everything not ESSENTIAL for completion of
    100 Acre Wood (note that 'completion' includes items) or which we couldn't find
    any other logical place of the FAQ to place goes. It may be mentioned earlier,
    however, if we deem it worthy or important enough to be mentioned a second time
    for more eyes to see... Be sure to e-mail either of us if you think-of or
    discover something (full credit ofcourse)!!  ~have fun~
    ** * ** * ** * ** * ** * ** * ** * ** * * * * ** * ** * ** * ** * ** * ** * **
        A. Increase in Altitude while soaring over main book pages             <IA>
    When you appear small immediately after having entered the book (or left an
    area of it), take yourself to either the top-left or top-right corner (as these
    are the two highest points of the book's exposed surface). From there, jump up
    (circle) and Glide (circle again); when you are in the air, you can actually
    'fly' so-to-speak in that you can climb in altitude. This is done by pulling
    down on the left analog stick. You can also descend more rappidly by pushing up
    on it. Using this method and with practice, you can stay aloft in here for,
    theoretically, an indefinite amount of time!!  NOTE: this does not work well
    with zippy but hard-to-control Superglide.
        B. Jump over Wall located at the Muddy Path               §9B         <JoW>
    (See also 'choice B' found early in the MP walkthrough and STRATEGY NOTE
    directly following 'Additional Advice': §7.G.I
    Also, check out this url:
    and search member 'Vrooney' for easement
     or head over to http://www.neoseeker.com/Games/cheats/PS2/kingdomhearts.html
    and Ctrl+F-search for 'Wall Maneuver'.
     or jott over to http://1up.com/do/gameCheats?Dispatch=Display&cId=2006486 (it
    should be on the bottom)
     Found on GF, as well: http://www.gamefaqs.com/console/ps2/code/516587.html)
    You know how when you play Pooh's Muddy Path, the game wants you to jump into
    that circular well out of which air is spurting, to get ontop of the ground up
    there?? Well, there is an EASIER and FASTER way to, a way which seems like (and
    probably is, considering that the game-designers mostly likely didn't intend
    for this *glitch* to exist) cheating, to get up there. This easier, quicker way
    is executed by standing near the middle of the wall--where Pooh is carried
    over--with Sora's face as close to it as possible. Then, normal-jump up (as
    shared abilities are deactivated while at most though not all of 100 Acre Wood,
    Muddy Path included), and at your PEAK HEIGHT swing your keyblade.
    Immediately after swinging it, if done correctly, you should land smoothly and
    barely onto the edge of the ground up here.
    Using this strategy, when executed smoothly (which isn't hard to do with a
    little bit of practice), you can get on top of the ground a mere two seconds
    after Pooh graces it with his bottom paws, compared to a whopping ten seconds
    if you choose to reach him by leaping into the well.
    Also, you can use this *glitch* to scope out the far corners of Muddy Path when
    you're not even being timed!! A real treat this *glitch* is..
        C. [empty slot]
        D. [empty slot]
    * ** * ** * ** * ** * ** * ** * ** * ** * ** * ** * ** * ** * ** * ** * ** * *
    ** * ** * ** * ** * ** * ** * ** * ** * * * * ** * ** * ** * ** * ** * ** * **
    ======(CC&C)====§ection 10:  Credits, Copywrite, and Contact -Info=============
    This Kingdom Hearts FAQ was written by and copyrighted to Victor Van Styn and
    Jeremy Neese. It was intended for conventional use, limited to directly helping
    you and others through conveying info (no selling this FAQ nor a reproduction
    of it!), as well as other PERSONAL uses. You do, however, have our full graces
    to host this FAQ on your own site (such as a special-interest webpage) if
    that is what suits your desire ('floats your boat'), SO LONG AS you meet the
    following requirements expressly stated below.
    You must meet atleast one of these two criterions in order to be lawfully
    eligable for hosting of this FAQ on your site:
    A) that site of yours is, and shall continue to be for whatever is the duration
    and period of time that you should host this FAQ on that particular site,
    strictly banner-ad supported, hence producing NO other means of revenue (pop-
    ups, pop-unders, prescription, pay-per-view, or any other non-banner-ad form of
    revenue), AND that you don't edit, omit, or insert a SINGLE CHARACTER from the
    original FAQ as you copied/transferred it (in other words, don't *touch* the
    faq); if the site you wish to host this FAQ on is a freely-based one with NO
    perspective means of profit streaming through it, or one in which the whole of
    its funding is through the site maintainer{s} ONLY, you remain alright to do
    so, same as you would given your site fit the stipulations stated above.
    B) you receive one of our specifically stated consents beforehand by asking for
    permission via e-mail, with the sentence "You hereby receive my, [Jeremy
    Neese's \ Victor Van Styn's], consent to host this FAQ on your site, [home-name
    of the site you wish to host this FAQ on or precise to-be url]." able to be
    directly pulled (excerpted) from one of the reply e-mails you receive in
    response to your request within thirty days of your most recent request for
    such permission, and is null and void if the reply you receive is visably to a
    request of yours that was from longer past than the like thirty days; and you
    MUST, under all circumstances, preserve the original ENTIRE document as you
    coppied it, and update it as the FAQ's creators themselves update it if at all
    Current Hosts-
    For most recent update of this FAQ, check GF: 
    We have people who are very sharp at spotting copyright infringements and we
    will contact you if there are any such infringements. 
    Apart from that, have fun!! ^_^
    Credit in producing this FAQ goes to 
    -Vrooney and Kngdmhrtsgmr for making the FAQ
    - Brady Games Guide for all references and some hints
    - Square Soft and Disney for making this superb game
    - Dragonarh for giving a hint to a part of the walkthrough
    - Artscrafter for pointing-out a Mythril location
    - Jarmo Uusitalo for providing excellent Swing strategy
    - Most of GameFAQs 
    Contact Kngdmhrtsgmr at Screwloose3290@AOL.com
    Contact Vrooney at HundredAcreWoodFAQ@Hotmail.com
    or  KH_100-Acre_Wood_FAQ@Hotmail.com
    ========(VH)====================FAQ Version History============================
    Innitially took up FAQ on March 10th, '05.
    Submitted to GameFAQs.com on 27/03/05.
    Last updated on Friday, 17th of February 2006:  Ver2.60 (more HoF'rs!!)
    Following is complete essential modification recordings of this guide :
                                         (Note--read from left-to-right)  :
     ---------------------------              ---------------------------
    |Initially started FAQ      |            |Date Submitted to GameFAQs |
     ----------------------------            -----------------------------
    |March 10th, '05            |            |March 27th '05    Ver. .96 |
     ---------------------------              ---------------------------
     ---------------------------              ---------------------------
    |Minor Changes\Improvements |            |Stop added and more detail |
     ---------------------------              ---------------------------
    |March 29th '05   Ver. .98  |            | March 31st '05  Ver. 1.02 |
     ---------------------------              ---------------------------
     ---------------------------              ---------------------------
    |New layout, more Item Info |            |Added first HoF'rs + fixed |
     ---------------------------              ---------------------------
    |April 5th  '05    Ver. 1.5 |            |April 30th  '05  Ver. 1.76 |
     ---------------------------              ---------------------------
     ---------------------------              ---------------------------
    |Required mg score corrected|            |Added 'Extra' Section      |
     ---------------------------              ---------------------------
    |May 30th  '05    Ver. 1.79 |            |June 11th  '05   Ver. 1.90 |
     ---------------------------              ---------------------------
     ---------------------------              ---------------------------
    |remodeling (contact problem|            |saved VH space by doubling |
    |taken care of)             |            |up, minor editing\revising |
     ---------------------------              ---------------------------
    |June 21st  '05   Ver. 2.00 |            |June 24th  '05   Ver. 2.05 |
     ---------------------------              ---------------------------
     ---------------------------              ---------------------------
    |minor revisions\some HoF'rs|            |revising; added two HoF'rs |
     ---------------------------              ---------------------------
    |July 11th  '05    Ver. 2.09|            |July 22nd  '05   Ver. 2.11 |
     ---------------------------              ---------------------------
     ---------------------------              ---------------------------
    |added scores-slot for Giant|            |lowered BT HoF score, added|
    |Pot mini-game in the HoF   |            |some more HoF'rs           |
     ---------------------------              ---------------------------
    |August 11th '05   Ver. 2.15|            |August 17th '05  Ver. 2.18 |
     ---------------------------              ---------------------------
     ---------------------------              ---------------------------
    |several HoF'rs added; new &|            |modified Torn Pages section|
    |better HoF scores achieved |            |, partsA&D (§4.A and §4.D) |
     ---------------------------              ---------------------------
    |Sept. 18th '05    Ver. 2.25|            |Sept. 26th '05   Ver. 2.30 |
     ---------------------------              ---------------------------
     ---------------------------              ---------------------------
    |added a little bit to 1AW's|            |much revising;modified §3's|
    |intro; couple new HoF'rs   |            |intro paragraph into two   |
     ---------------------------              ---------------------------
    |Oct. 14th '05     Ver.2.36 |            |Sept. 26th '05   Ver. 2.30 |
     ---------------------------              ---------------------------
     ---------------------------              ---------------------------
    |HoF'rs added; Changed main |            |Revising and such; added   |
    |contact e-mail to:  Hundred|            |Rare Nut tip to walkthrough|
    |AcreWoodFAQ@Hotmail.com    |             ---------------------------
     ---------------------------             |Dec. 25th '05    Ver. 2.55 |
    |Dec. 6th '05     Ver.2.50  |             ---------------------------
    |Congratulations new HoF'rs!|
    |Jan. 8th '06     Ver.2.58  |

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