There's supposed to be a special boomarang to help defeat him - the
'doomarang' - but they can't find it. Anyone point me/them in the
right direction?
And if someone can point me to a site that shows where to find all the
Bilbies and cogs in each level, that'd be good too.
Please remove 'YOURSOCKS' before replying...
found at www.gamefaqs.com, they did not have an Xbox Specific one
Ty The Tasmanian Tiger Walkthrough for Gamecube
-----------------------------------------------
Intro:
------
"G'day mate! Things can be a bit disorienting here in the land down under,
so let me remind you of who you are and what you're doing here.
You are TY, one of the last of the Tasmanian Tigers - or so you think.
Raised by a family of Bilbies - what's a Bilby you ask? I'll cover
everything in good time young 'un. As I was saying As I was saying, you
have only vague memories of your family and friends. You've always
believed that the other Tazzy Tigers died long ago, leaving you all alone.
But then one day (by chance, some would say, but I say it's fate) you met
the Bunyip Elder, and this strange character told you that your family is
still alive! But, they're trapped in the otherworldly realm of the
Dreamtime. Now, don't get upset, they're not stuck there forever or at
least they needn't be... if you can save them.
For deep in the Australian outback there's a rocky outcrop, and this rocky
outcrop is the portal - that's a doorway, my young cobber - to this
Dreamtime realm. Carved into the ground is an image of the Tasmanian Tiger
family, and surrounding that are five sockets in which ancient magical
Talismans once lay. All you have to do is find these Talismans and place
them in the sockets, and the portal to the Dreamtime realm will open.
Now don't go running off just yet, you little larrikin! I've not told you
the bad news. You see, these Talismans have also caught the eye of Boss
Cass. Yes, that Boss Cass - the same one who trapped your family in the
Dreamtime realm after they defeated him in battle many moons ago. What's
worse, he's also locked up some of your Bilby family in cages across the
outback. If you want to open the portal to the Dreamtime realm and rescue
your family and friends, you must face Boss Cass and all the nasty
henchmen he'll send your way.
Don't worry, mate, you won't be alone. An upstanding lad like yourself
will always have friends to help him out along the way - including me,
your old mate Maurie.
Now get out there and find those Talismans!"
And now, an intro from me. TY the Tasmanian tiger is a fairly generic
platformer, but sometimes after too many games involving brains and skill,
even the simplest of games can be a refreshing break, especially if it
pulls you in as strongly as this one. While offering a few new components
to the genre, such as the idea of Boomerangs as weapons, creating a fully
renewable (they always come back) ranged weapon as well as the idea of an
almost invisible in-game Gallery, the game also sticks to it's roots as a
3D platformer, such as far too many pick-ups (never a bad thing IMO) and
cleverly designed bosses, sub-games and a good deal of exploration of a
weird and wonderful world.
TY the Tasmanian Tiger breaks no new walls, but without walls how could we
hold up our houses (first tip: try to ignore any analogies I make, the
game's made you plenty confused as is :) )
Important Stuff
---------------
Characters
----------
No spoilers, I don't want you to get part of the story without earning it,
so I'll just name the characters who appear in and out of the levels with
as little narrative as possible.
* TY
----
TY is the main character, the last(?) Tasmanian Tiger in existence. He
fights with his Boomerangs (fire with B button, target with L collar
button) for ranged attacks and a deadly Bite attack (X button, hold to
charge for a Super Bite with enough Opals - more later). He also Jumps
(A), can switch Boomerangs (D-Pad Left and Right) and more, as the game
progresses.
* Maurie
--------
Maurie is a Sulphur-breasted Cockatoo, a native to the land down under,
and an advisor to TY. If anything needs to be explained in the level,
Maurie will be close by. Just use the Y button near a sign with the Y
button printed on.
* Boss Cass
-----------
Head boss. You'll only meet him at the end of the game, but you can see
his progress in the cutscenes before you start a new level in a new area.
More details in his Boss section.
* Julius
--------
A Koala bear who is also a brilliant scientist, Julius will craft
Technorangs for you for the price of Golden Cogs (more later...) He also
opens the boss levels with enough Thunder Eggs.
* Bilby
-------
Because the Bilbies raised you, you have an obligation to free them from
their cages every level. More on them in the collectible section.
* Bunyip Elder
--------------
The Bunyip Elder is a mysterious ghost-like figure who gives you advice,
and if you bring 25 Rainbow Scales to him, he'll give you a very useful
gift for dealing with Boss Cass.
* Shazza, Dennis, Ranger Ken, Lenny, Rex, Elle, Sheila, Aurora
-------------------------------------------------------------- These are
all friends of TY, and they give him tasks to do on certain levels which
can vary from a treasure hunt (find (or fight) so many of one thing on the
level, usually near the source of the quest), a race, a sub-game or
something miscellaneous like finding a group of bats and leading them out
a cave. Shazza is a dingo (and is hinted at as the romantic interest for
the hero)and quests with her tend to involve watching her back. Dennis is
a tree frog who only appears on the Bridge Over The River Ty level. Ranger
Ken appears a few times as the general (and possibly entire) enforcer of
nature who asks for your help in preserving the land (a positive message
for those kids playing the game). Lenny is a very annoying Lyrebird (more
in level details). Rex and Elle are Platypuses (Platypi?) who appear on
water levels and Sheila is a female Koala who tends to lose her 8 kids a
lot on snowy levels.
* Sly, Bull, Crikey, Neddy, Shadow, Fluffy
------------------------------------------ Bosses. They will have their
own descriptions in the boss walkthrough.
Collectibles
------------
Every level, there are a whole assortment of items to collect. Here's a
checklist.
**OPALS - 300 of each per level, Opals can be colored to suit the present
area. First they are fire/red, then ice/blue and finally thunder/yellow.
Collecting all 300 will give you a Thunder Egg at the Opal Machine (one
per level) which is a big blue glowing thing, usually near the end.
2700 total. That's a lot of pick-ups, but you'll be all right if you
follow the guide closely.
**BILBIES - Bilbies are indigenous creatures of the outback, and each
family is identical on each stage. You must collect all 5 to receive the
Thunder Egg. Of all the collectibles, these are the hardest to find so I
suggest you search everywhere! They usually appear in the level in order,
so if a gap in the order appears re-trace your steps.
45 total, for the nine stages.
**THUNDER EGGS - 8 of each per level. 1 Egg for getting 300 Opals
1 Egg for getting 5 Bilbies
1 Egg for winning the level's race (opened after the main quest egg) 1
Main Quest Egg (explained at the beginning of each level) 4 Extra Quest
Eggs (for side-quests, or just while exploring the level)
72 total, and you need 17 between the three stages of an area for each
boss level.
**GOLDEN COGS - 10 per level. These are very well hidden, or up on podiums
that require some problem solving to reach. These are unessential to the
quest, but you need them to make Technorangs, which are non-story related
(you can get through the game without them) but are very useful for
beating enemies and what have you (more later).
90 Cogs total in the game. For all 6 Technorangs, you need to get them all
(each one requires 15 Cogs to unlock). You REALLY need the Infrarang to
get the next set of items down by the way.
**PORTRAITS - These are pictures that fall from transparent blue boxes
throughout the level. These are hard to find because not only are they
nearly invisible (though a keen eye could see them) but because the
statistics screen don't indicate how many need to be found in any level in
the game. Just keep a constant lookout (or follow the guide) for all the
locations.
N.B. I may not have every single picture location yet, so keep a check on
updates. Also make sure to get the Infrarang (one of the Technorangs) for
extra help in finding them.
There are 250 total in the game, nearly half of which to be found in the
'bonus level' so don't get discouraged by the low total when nearing
completion.
**RAINBOW SCALES - There are 25 of these and they can only be found in
Rainbow Cliffs (the game's hub). They are well hidden and you need some of
the special 'rangs in order to reach them.
**TALISMANS - The Talismans are required to free your family and you get
one after each boss, five in total. These are story-related so there's no
chance of you missing one.
'RANGS
------
A full description of each is in the instruction book, and you get a
description once one is gained. Here's just a little refresher and what
you need to collect/defeat in order to get them:
** Boomerangs - You start with one, and get the second at the end of TWO
UP. These rangs do everything you'd expect and have no special powers.
** Aquarangs - You find these on SHIP REX after talking to Rex after
giving you a lesson on swimming. They're the same as Normal rangs, except
they only work underwater. Since no other rangs work underwater, they're
essential.
* Elemental Rangs - You get one of these after every boss. They are needed
to proceed to the next area of levels, and are needed to get some Thunder
Eggs during those levels.
** Flamerang - Used for destroying webbing and ice obstacles, they can
also defeat some baddies immune to normal rangs. They take forever to burn
away normal obstacles and enemies though, so you might want to switch to
normal rangs to save time.
** Frostyrang - Used for freezing patches of water, and can freeze enemies
and put out obstacles on fire. They don't do any damage however, so you
will need to switch them to beat normal enemies.
** Zappyrang - These are the most powerful elemental rangs for enemies,
and they can zap machines back to life too.
* Technorangs - Go to Julius in his shack in Rainbow Cliffs when you have
enough Golden Cogs and he'll make a set of Technorangs for you. These tend
to be great baddy-beaters, if unessential to finishing the game.
** Zoomerang - This neat little boomerang has a zoom function (use C Stick
Up/Down to Zoom In/Out) for beating enemies at a distance. It's also very
useful for far away switches and especially far away portraits! Needs a 15
Cog total minimum.
** Multirang - These are excellent at clearing an area of Frill lizards or
other enemies because you can keep firing them. Needs a 30 Cog total
minimum.
** Infrarang - These are incredibly useful for finding those pesky blue
portrait crates. While looking through them, the world looks different and
green but those crates show up clearly. Also, whenever a crate is nearby,
the Infrarangs make a noise to make you aware of their closeness. 45 Cog
minimum.
** Megarang - This little heat-sensor will auto-aim for the nearest enemy
or box whenever it is thrown. It's useful if you don't feel like aiming at
everything manually. 60 Cog minimum
** Kaboomarang - Just fire these into the nearest wall and you'll clear
whole areas or badies and crates in one go. They're essential for clearing
the way on the last levels. 75 Cog minimum.
** Chronorangs - Don't use these much but they can effectively slow the
process of time for anything it hits, giving you plenty of time to finish
them off with a bite. This is most effective against those rang-immune
baddies. All 90 Cogs must be found for this.
Enemy Walkthrough
-----------------
This is a guide on how to defeat most enemies in the game. Obviously,
bosses aren't discussed here but in the main level walkthrough below. Just
scan down to that boss's level for details on beating them.
* Frill Lizards - The average Frill lizard is a green lizard with a frill,
hence the name. These are ubiquitous in the game and can easily be
defeated by a bite or rang attack. Make sure not to get surrounded by
them, as they can often sneak up on you.
* Blue Tongue - These large blue lizards are tougher then Frills and
require twice as many attacks to bring them down. As well as hitting you
up close they can also throw rocks at you from a distance, make sure to
take them out before doing anything else.
* Red Kangeroos - These baddies also require two hits to be defeated, they
use a powerful kick to hurt TY. Just beat them as you would a Blue Tongue.
* Leeches - Leeches are immune to rang attacks, and will latch onto TY and
suck his health away. You must twiddle the Control Stick to lose them. To
defeat a leech, bite it; it should explode into a purple mist.
* Rhino Beetle - These giant red beetles appear in A WALK IN THE PARK.
They are completely invincible up front, but can be felled by a bite
attack from behind. This is the only way of defeating them.
* Sharks - These guys are completely immune to your attacks and can hurt
you considerably if you get too close. Use the shark cages to avoid them
when in SHIP REX.
* Eels - These are easy enough to avoid in SHIP REX as they stay near
their holes. In REX MARKS THE SPOT, they can be defeated by a single rang
attack.
* Scuba Lizards - These guys swim around watery levels and try to harpoon
you. Hit them once with the Aquarangs to defeat them.
* Barracudas - These long fish will attack you in the water, and they're
hard to see until they're close.
* (Giant Fish) - These are the fish that swallow you whole and spit you
out in SHIP REX. If anyone can give me a better name, please do.
* Giant Crabs - These crustaceans can only be defeated by a bite attack.
Watch out for that charge attack and pincers.
* Bats - In the billabong level, these airborne creatures will try to
attack you by swooping in. Hit them with the Flamerang to put them out of
business.
* Trapdoor Spiders - These spiders can be defeated only with the
Flamerang, though if there's a lot of them, you might be better off using
biting attacks. This goes for snow spiders too.
* Skinks - These are the cricket-gear lizards, I think. Hit them once with
the Flamerang to set their cricket bat on fire. You can finish them off
with a normal attack.
* Snow Roos - Exactly like their Red counterparts, except they'll throw
snowballs at you. They only appear in snow levels.
* Biker Frills - These appear briefly in OUTBACK SAFARI. Snag them with
the Lassorang to make them crash.
* Tics - These little yellow insects act the same way as leeches, and
they're all over the rainforest level LYRE, LYRE PANTS ON FIRE. They can
be defeated the same way too - a bite attack.
* Little Neddy - These are the shield lizards I'll mention in the
walkthrough of the LYRE, LYRE level. You need to use a strong attack (like
a bite) to get rid of the shield first.
* Ninja Geckos - These small pesky lizards are incredibly quick, so use
the Frostyrang or Chronorang to slow them down. Otherwise, they're fairly
weak.
Levels - Walkthrough
--------------------
In this guide, I will occasionally write (*n) for your current Opal total,
and (&n) for Golden Cogs. (^n) is the Bilby total and (£n) is the amount
of Thunder Eggs you should have. Recap - (*) = Opals
(&) = Cogs
(^) = Bilbies
(£) = Thunder Eggs
(@) = Portraits
RAINBOW CLIFFS - When the game starts, Maurie will explain the 'Y signs'
to you. They pop up a lot in TWO UP, the first real level. When you get
control, trot back up to the starting circle (where the talismans need to
go) and stand in the centre. Look right up (using L button targeting) to
see one of those telltale light blue boxes and hit it with the boomerang.
Remember what they look like and walk back to Bli Bli station.
BLI BLI STATION LEVELS
----------------------
Right at the start, go half along way the path to where a small, many
branched tree stands to the right of the path and look up. You might be
able to see another blue box, but don't worry if you can't - just come
back with the Infrarang later. Go over to Julius for an introduction to
him (thanks to Maurie's pestering). He'll tell you to find Thunder Eggs
after some technobabble.
TWO UP
------
First, walk around and collect the opals on the ground (*8) Also, check
the sky for another portrait (@1) around here. Then jump up the platforms
for the Egg (£1) (they'll get a lot harder to find, don't worry!). Jump
down and activate the dunnie (Outhouse) for a restart point which I hope
you won't be needing... gather the opals lying around and bust the crate
open for some more (*22). Jump down the pit and get three more crate's
worth of opals after Maurie shuts up about your Bite attack (*37). Beat
the lizards after Maurie mentions the rangs and get all the opals in and
out of the crates (*50).
Before you go down where the arrow points, scan the sky. You'll see a blue
box floating near the waterfall (@2). Heading down the platforms, get 3
opals (*53) and free the Bilby (^1 Bilbies can only be freed by a Bite
attack).
Go into the waterfall for the first Golden Cog (&1). Leave that one on the
nearby platform, you can only get it after the second boomerang is found
later on. Get the cogs on dry land before you go onto the jetty (*60) and
talk to Maurie about Camera angles (useful for looking for items while
moving) get three more opals on the bridge (*63) and listen to Maurie talk
about the 300 opals needed for an Egg.
Gather more opals until the Roo encounter (*73). After beating the Roos,
go up the banking on the left to find a portrait box (@3) and collect all
the opals you can without going up the next set of platforms (*91). Bite
all the spycams in quick succession as Maurie says to get the next Egg
(£2).
Up the platforms, get the opals and you should now have (*117) before
activating the next dunnie. Heading down, get the next bunch of crate
opals (*136) and free the next Bilby (^2). Down again, and gather the
opals while beating the enemies until you meet Julius (*163). He'll
explain the Golden Cogs to you, pick up the one he was talking about, and
also the one on a high ledge a little further back (&2 and &3). Jump and
grab the other high platform for the third Bilby (^3). Moving along, and
up, gather more opals (*195) and the Cog (&4) before entering the cave
(you can't get those high ridge opals yet, wait for the next boomerang).
There is also a portrait box in the air near the tree in the centre (@4).
Through the cave, getting the opals, go over the bridge until you hit the
200 mark (*200). Turn left before moving on and collect a Cog (&5) and a
Bilby (^4). Go up the path and left, biting the big crabs, until you get
to where you picked up the Cog (*216). Now take the right path (where the
arrow suggests) for opals, enemies and another Cog and keep going until
the next dunnie (*231 &6). Search around for a portrait here (@5). Get the
opals up to the picnic basket on the bridge (*241) collect more opals
until, finally, you get that second boomerang (*257).
Your first task with your new rang is to beat a bunch of Frills for an
Egg, do so while getting more opals and a Cog (*276 &7 £3). Carry on up
for a gliding explanation (which you need to learn for getting the other
items on the level, as well as this Egg) (£4). You'll see the opal
machine and the warp home, but you don't want to leave yet do you?
Walk into the bunch of green mushrooms to appear at the start and take the
Time Attack race. After an easy jog around (just follow the ringed
checkpoints around the course), you'll get another Egg (£5). Move around
the empty level until you find that Cog you couldn't reach earlier near
the first waterfall. Just glide across to pick it up (&8). Move along
until you get to the cave entrance and glide across for a cluster of opals
(*286). Jump down the other side and head left and left again for a Cog
(*288 &9). Go forwards up to the crates (*300), also getting the nearby
portrait (@6) and backtrack across the platforms to see a wall with 3
switches. Hit them all using the L button and jump across the iron
platforms for an Egg (£6). Jump into the waterfall for the last Bilby on
the level (^5 £7). Near the platforms is another portrait, really high in
the air. You'll need the Zoomerangs or to be standing right underneath to
get it (@7). Jump across the platforms in the crocodile water to get the
last Cog (&10). Go to the end of the level and use the opal machine to get
the final Egg (£8). Warp out of there.
RAINBOW CLIFFS - Watch the first of the Boss Cass cutscenes. The rest of
Bli Bli is opened up now, including the next two levels - WALK IN THE PARK
and SHIP REX. Also, if you search behind the houses, you can get 2 Rainbow
Scales (full guide to find these later on). You may find some portraits
too, but again I'll cover them later. Head for WALK IN THE PARK.
WALK IN THE PARK
----------------
Turn around right away and look up for a box (@1). Collect all the opals
surrounding the start and head down the path, getting the Cog (&1) as you
go until Maurie will give you the main quest about helping Shazza (*21).
Keep going around the path, getting another Cog high up (&2) until you
reach the first green bridge (*40). Cross it an cross another one for a
crate of opals (*54). Up again for some crossroads, kill the beetle as
Maurie suggests and collect a Cog (&3). Up the bridge again for a dunnie
and a few more crates (*78). Before attempting the turning bridge collect
everything around and across the other beetle bridge for another Cog (*106
&4).
Fall off the same beetle bridge for a Bilby (^1) (remember to glide down
for no damage) go through the chasm back to the start (ignoring flowers)
to find another Bilby (^2). Backtrack up to the turning bridge and cross,
getting up to the waterslide (*112). Instead of going down the slide, find
the Cog (&5) in the waterfall, and take the steps down (near the turning
bridge) for another Bilby (^3). Go through the muddy cave for a Cog (&6).
Take the slide down, getting all the opals, until you hit the level bit
(*149). Talk to Ranger Ken (the big guy). Head down the muddy cave and go
left into a basin. Exploring this area, you should find 2 beetles to kill,
an extra life and a portrait box (@2). You should also see a bunch of bats
on the ceiling, keep them moving by boomeranging them every time they stop
until you get them out. Receive an Egg off the Ranger (£1).
Instead of the slide, jump down the waterfall into the chasm for a lot of
items. You should find an Egg from jumping the green branches, as well as
a Cog, opals and a Bilby (£2 *155 &7 ^4). Also, there is a portrait box
(@3) high up halfway through the chasm. Take the muddy cave route to get
back, smashing the next portrait box (@4) as you go.
Back on the slide, collect all the opals you see once again. If you miss
one or more (which you will since the course splits), take the green
mushroom warp back to the start of the slide. Including the opal at the
bottom, you should be at (*211). Get the Cog (&8) and carry on up the
path. You see an Egg, but a turkey runs off with it, after him! In this
little maze area, you'll find many opals, the Egg after defeating the
turkey (sneak up and use a Bite attack) also you should find an Egg after
getting the last Bilby in the hollow tree, an Egg at the top of said tree
(use the purple things to spring up to the top). At the dunnie near the
rock rolling, you should have (£5 *266 ^5). Check around the big tree
here for a portrait box (@5) and two more opals (*268).
Collect opals while dodging the rolling boulders, and get the Cog at the
top (*278 &9). Now you must dodge bouncing boulders (slightly easier)
while getting all the opals (*285). Activate the dunnie and talk to
Shazza. Protect her by throwing rocks on the Blue Tongues as they pass
under you (if you're having trouble, memorise where the rocks land and how
long it takes to land for better timing). After 10 Blue Tongues, she'll
give you an Egg (£6). Carry on up the path, ignoring the warp home to
collect all the remaining opals and deposit them in the machine for
another Egg (*300 £7). Look underneath the bridge for the final Cog
(&10).
Go back to the start (exiting and entering again, or just walk back - jump
past the opal machine for a short cut) and race the wombat for the last
Egg on this level (£8). Tips on racing: Hold forward, and hug corners.
Take the left route at the split. Make sure to avoid all the rubble on the
track. Exit level.
RAINBOW CLIFFS - You might want to get the Zoomerang now, if so go to
Julius's shack though it's quite a walk. You may feel like waiting until
after the next set of Cogs to get both Technorangs at once (Zoom and
Multi). In either case, head for the final level of the zone - Ship Rex.
SHIP REX
--------
Search the start area, jump on sunbeds to get the higher opals and the
Cog. Collect everything before hitting the stairs and talking to Rex.
There should be three portraits around the start area too, 2 in the
balcony of the house behind you and above the little hut by the pool (@3
*19 &1). Rex, helpfully, will give you the main quest, a swimming tutorial
and the Aquarangs! TIP: Anytime you get injured, dive underwater and
resurface. Since your health is also your breath meter, it should
replenish fully every time.
Go into the pool and get your Aquarangs, and then follow the path of opals
into the water and hit the switch (*25). The seahorse should give you the
route to Danger Spike. Follow the path of opals to the island and collect
them all up to the dunnie (*38). Follow the path through the mines (just
keep tapping A and you'll outrun them) and stop before swimming through
the eel chasm (*54).
Check the map. You'll see this level is very open in all directions, which
means more freedom, but harder exploration. I have numbered the map like
this: Area 1 is the start (that little alcove on the left of the map) Area
2 is this area you're in now, up to the eel chasm (the blue water area
which makes up the lower left side of the map). Area 3 is the shallow area
in the north (a gray water area on the middle-north bit of the map). Area
4 is the sinking sand beach (green/gray strip near the top, should have 2
'?' marks there) Area 5 is the shipwreck pool (blue area at very top of
map). Area 6 is the shark and eel waters (big blue area bottom right of
map). Area 7 is the Danger Spike (right of map, fairly contained pool with
mountain in the center) and Area 51 is the area where the aliens are kept
under wraps (not on map, please excuse).
Area 1: Should be all ready clear, check above.
Area 2: From where you looked at the map a paragraph ago, there should be
a little gray island just above you. Head there. The small island on the
left has a few crates (*69) and a portrait (@4) and the left island should
have a Cog (&2). Go underwater to enter Area 3.
Area 3: Time to get these 3 short areas out the way before taking on the
massive area 2. Head to the furthest point on the right, biting the crabs
as you pass them. At the very end of the grass ridge there is a portrait
box (@5) another is near the platforms (@6). Jumping up the platforms
gives you a Bilby (^1). Check the map, and see where the five pools are in
this area. The bottom, left pool has a Cog (&3). The one above it is the
empty pool that had the underwater path inside from Area 2. It also links
to the middle, bigger pool: also empty. Of the two left pools, the bigger
has the path to Area 5 (the shipwreck) and the last little one furthest
left has an extra life. Before hitting the beach, use the geyser (stand on
it) to get the opals and Cog on the iron platforms. (*85 &4). Head for the
beach (Area 4).
Area 4: Get the crates and try not to sink in the brown sand (*99). Get
the life on the pillars on the left. Head into the right area with the
skulls. More crates later and with an activated dunnie, head into the tar
areas (*114). To get across safely, hit the coconuts in the trees above
and jump across on them before they sink. If you miss them, twiddle the
Analog stick to free yourself and get to the nearest dry land. Keep going
to get the first Egg (£1). Go back to Area 3.
Area 3: Go into the pool with the underwater path to Area 5.
Area 5: While in the water, go to the shipwreck and search for a
window-like hole on the far side of the ship (away from where you came
in). If you look through the ship, you'll see a switch inside. Hit it and
go around to the other side of the ship to see it has opened up. Go inside
and get the Egg (£2). Surface, and head for the small island on the right
of the pool on the map. Get 5 opals and the portrait (@7) and head for the
shore (*119). Get the three crates of opals and the Cog on the raised
platforms on the left, heading along the shoreline will get you 5 more
opals (*139 &5). Go up the raised cliff area near where you find the Cog
to see two high platforms either side and a ridge in front. Up the ridge
is a portrait box (@8) and down a path next to the right precipice is a
Bilby (^2). Going up the right precipice, you will find another two higher
places, the left will get you more opals (*154) and the right will get you
an Egg (£3). Head all the way back to Area 2, and to the big green
central island.
Area 2: From the green island, head left for 6 opals over sunbeds and
three crates (*175) and head for the south island for another 6 on sunbeds
(*181). Head for the pillars to the west and get a Cog (&6) Go up the
nearby wooden platforms to get a Bilby (^3). Search the small pools near
Area 1 for a Cog (&7). Scan the water for a bright purple glowing and talk
to it's source, Aurora. Now you must find 8 of her children, who are all
around the water in Area 2. I recommend that you search carefully,
checking the outside walls of the area for most of them. Remember to beat
those scuba Frills + barricudae and avoid the big fish. You will get an
Egg for getting them all back to Aurora (£4). Now head towards the eels
to pass through to Area 6.
Area 6: Follow the opal trail while avoiding the eels, when the trail
stops (*195) and the seahorse mentions the sharks, swim back and take the
tunnel north past the big fish. On the island at the end there is a Bilby
(^4). Back to the sharks, follow the course around to each cage with opals
until you reach the platform at the end (*219). On the platform, hit the
switch to open the gate and swim through to Area 7.
Area 7: Follow the opal trail until you activate the dunnie on the surface
(*232). Bust the crates (*247) and walk around the base of the mountain
collecting the last Bilby (^5 £5). Before going up the mountain, swim to
the northern shore and get the opal crates and Cog (*262 &8). Swim to the
southern part of the area and hit a nearby underwater switch to activate
the platforms to another Cog (&9). Follow the path all the way up the
mountain until you reach the level bit where Elle is standing (*300).
She'll give you the main quest Egg which opens the Time Attack (£6).
Around the base of the final climb is another portrait (@9). Climb up the
last bit for the last Cog (&10) and jump off and glide down to the opal
machine you saw earlier on the north shore for the opal Egg (£7). Back to
Area 1.
Area 1: Challenge Rex to a race. He'll speed past anytime you're
underwater, but he's a slow surface runner. If you can still see him by
the time you get to the mountain, you'll outrun him on the way up, so no
worries. Get the final Egg (£8) and exit the level.
RAINBOW CLIFFS - Talk to Julius and activate the machine. Prepare for a
boss fight.
BOSS - BULL'S PEN
-----------------
Bull, who is a wild warthog like animal, will charge you as you start. He
can also shout at you, flinging you back. To hurt him, you'll need to lure
him into charging the many rock spikes sticking up from the ground, which
actually turn out to be anthills. After two hits, he'll start pounding the
ground for a circular attack, which you must jump to avoid. After the
third hit, he'll do the pound attack three times and then throw rocks,
move around to avoid these. After the fourth hit, he'll repeat the
process. After 5 hits, he gives up the Talisman.
You'll get a cutscene, after which you'll gain the useful Flamerang. Get
the Zoomerang and Multirang while you're here.
RAINBOW CLIFFS- After getting the new 'rangs, you might possibly get some
of the Rainbow scales in this area (see checklist later on), otherwise
head for the cave that looks like a blue block on the map (northwards).
After a cutscene with a mysterious lookalike, you can try the next set of
stages. Before you start, stand one the closest of the little island and
look up for a portrait. Go for BRIDGE ON THE RIVER TY.
PIPPY BEACH LEVELS
------------------
BRIDGE ON THE RIVER TY
----------------------
When the cutscene finishes, turn around and get the crate (*5). Walk down
the path until Maurie tells you about Dennis (*10). Search around the big
tree to the left for a portrait (@). Cross the bridge, and swim under it
for more opals (*19). Follow the path between the two ridges and get the
Cog (&1), and climb the left ridge for opals and a portrait (*28 @). To
defeat the cricket-gear enemies, bite them or use the Flamerang. Jump the
gorge and carry on up the path until you reach the waterfall, at this
point turn left and clear the webbing with your Flamerang for a Cog (*36
&2).
At the waterfall, collect all the opals in the water, as well as the Bilby
in the cave upstream (*48 ^1). Go across the bridge and follow the trail
of opals around the tree, getting the portrait there too. Keep going until
you hit the dunnie (*80). Turn around and glide off the cliff (after the
other portrait) to get that Cog you saw before (&3). To the right of the
dunnie is another spider web passage, use the Flamerangs to burn through
and get a Bilby (^2). Continue along the path to the left of the dunnie,
down the stream and right until the next dunnie (*92).
After the 94th opal, turn around and collect everything in that little set
of ridges (*104 &4). Up the path, go left before the jump to find a
portrait box and a Bilby behind a web (@ ^3). Carry on down the path,
getting the crate, until you meet Dennis (*123).
You need to light all the beacons with the Flamerangs in order for him to
follow you. Keep to the trail and don't deviate for now, until he gets
back ([including crates] *186 £1). Talk to Dennis again for another Egg
quest, you must light 8 pilot fires with the Flamerangs. Starting from his
cave, gather the portrait box above the lilies, the Cog near the top of
the structure and the first pilot flame (@ &5 PF1).
Go back to where you first met Dennis by leaping off the bridge. Search
around the steps where you came in to find a Cog (&6). Above the small
pool near the opal machine is a portrait box. Jump to the left of the
dunnie onto the raft for another portrait box. Jump across to the island
for a Bilby and opal crates (*196 ^4). Jump in the water, avoiding the
crocs, for three rings of opals (*211). Following the left hand wall, hit
the two pilot flames (PF2+3) until you reach the little island. On this
island is another flame (PF4), a portrait and Rex. Talk to Rex for the
Super Tower dive challenge for another Egg (£2).
Walk back to the opal machine and follow the beacon trail to the floating
iron platforms. Use these to light two more pilot flames (PF5+6) and jump
down for some crates at the shore's end. Also at the very end is another
portrait box (@ *221). Along the beacon trail some more, and you'll find a
Cog underneath one of the small bridges (&7). Around the little south
island, you'll find more crates (*231) and a path to a Cog (&8). You'll
need to hit an underwater switch to activate a platform nearby (it's
between those logs). Go underneath the large bridge area for a lot of
opals (*256), and jump on the now moving raft as it floats by to reach
that Cog under the bridge (&9).
Move onto the large bridge and go forwards, in the other direction from
the beacon trail. Hit the portrait box before the jump, and then jump the
gap. Maurie will tell you about Neddy. In this area, before fighting
Neddy, there are a few items to collect: a couple of opal crates, a Bilby
and a pilot flame (PF7 ^5 £3 *276) There's also a portrait near the
crates on the bridge.
Go into Neddy's arena. To defeat him, throw Flamerangs at the 3 straps on
his back, while avoiding his charges. After he is defeated, he'll give you
an Egg (£4). Check around the sky here for 4 portraits! Leave the island
and jump onto a raft suspended by a rope over the gap in the bridge. Hit
the rope and the raft should fall, and move around so you can get the
opals above the water. Once you get them all (*285) jump off the raft into
the southern area and fight the turkeys again. This might take a while, as
you'll have to defeat each turkey 5 times in alternating order to get the
Egg. Pick up the last of the opals and the last pilot flame here too (*300
£5 PF8). While on the way back to Dennis, get the Egg from the opal
machine, and jump off the bridge to get the last Cog in a tree after
getting the Egg off Dennis (£6+7 &10). To get the last Egg, go back to
the start and take the Time Attack (£8). Exit the level.
RAINBOW CLIFFS - Next stop, OUTBACK SAFARI. You should be leaving this
till last, but you'll need the Infrarang for the many snow covered
portrait boxes (almost impossible to see them without it) on the next
level, SNOW WORRIES.
OUTBACK SAFARI
--------------
For this unique level, you ride on your old nemesis Bull. Every crate has
a single opal and the rang is all but useless (except for the emu
gathering and Shazza protecting Eggs). Demolish the starting area for
opals (*8). Don't go for the two quests here yet, instead go around the
two twisty roads and come back to the start area. You should have found,
in total (*122) as well as three Cogs (2 hidden in hay bushels and one in
a metal shed) (&3) and the little girl Bilby (^1). Due to the openness of
this course, I can only provide occasional checkpoint totals.
Next, follow the tunnel up into the mountain which is the northern route
from the crossroads on the map. Before you leap into the water, you should
have (*178) and two more Cogs (&5). Explore the water region carefully,
and check under waterfalls for opals , a Bilby (^2) and an Egg (£1). In
total, you should now have (*204 ^2 &7 £1) before reaching Ranger Ken.
He'll tell you to destroy the polluting pipes. Do so by boomeranging the
pipe areas with skulls on them 3 times (6 different pipe sections in all)
while also hitting the lizards, who will walk on-screen to repair them. He
will give you an Egg on successful completion (£2).
Finish off the two other stretches of road before tackling the southern
bit (*230 ^4 &8 £2). While running around the southern roads, avoid those
anthills. You know how painful they are for poor old Bull. Before entering
the town, you should have (*263 ^4 &9 £2).
Ranger Ken will tell you to put out fires around town. Smash into the
water towers to douse the flaming buildings. he'll give an Egg for dousing
all four fires (£3). Exploring the town, you should find all the
collectibles that are left (*300 ^5 &10 £4).
Return to the start, and help Shazza round up the emus. Tips on emu
lassoing: Get close before trying to snag them, don't worry about time,
you're given a huge time limit. Make sure you don't leave that southern
road area, they're all around there. After all eight are caught, go back
to Shazza for an Egg (£5). Race Shazza for another Egg (£5), just keep
on the course and make sure not to go near the twisters as they'll slow
you down. Talk to Maurie outside the start area for another race, this
time the idea is to lasso the lizard bikers before they attack Shazza. Get
another Egg for your troubles (£7).
Finally, return to the opal machine in the water area for the last Egg
(£8). Exit the level.
RAINBOW CLIFFS - Go and fetch the Infrarang before going into the SNOW
WORRIES level. Also, repeat any previous level if you weren't able to find
a portrait I noted. They should be easy to find now, with the Infrarang
equipped.
SNOW WORRIES
------------
This level is a terror, especially for doing a thorough walkthrough. The
level is split up in three sections; the slope, the frozen lake and the
sawmill cliff. Get the quest off Sheila the Koala to find her 8 young
'uns. Keep close to the back wall and follow it all around, and then scan
the middle. Make sure you always have the Infrarangs on, except when you
quickly need to switch to the Flamerangs for clearing ice. The approximate
places for all 8 children are: 1) Under a snow dune, near the one
surrounded by kangaroos 2) Under the dune surrounded by kangaroos 3)
Another kangaroo surrounded dune, near the top of the level 4) On top of
pillars on the south area of map 5) Same as previous 6) Behind the icicle
field, under a dune 7) Another kangaroo dune, slightly south of start 8)
Yet another dune, partially surrounded by kangaroos on the dirt path. Go
back to the start for an Egg (£1). Before touching the iced over river,
you should have these totals (*87 &3 £1 ^3) and an amazing 18 portraits
(@18). The snowy region made the somewhat sadistic programmers hide all
their almost impossible to see portrait crates here.
Moving onto the ice, you should be able to pick up more opals around the
surface (*106) plus more on top of the middle island and a Cog (*118 &4).
To get the Cog over the lake, build up some speed on the ice and glide
part way across it. Now, very slowly, head for the Cog and when you're
right underneath it, jump up and collect it. If you break the ice, head
for shore and wait a few seconds for it to re-freeze. After getting the
Cog, dive underwater and collect all the opals. Make sure to hit the
switch to open a way to more opals and a Cog. After exploring underwater
thoroughly, you should have (*149 &7). To get the Egg off the Yabbie, trap
him by hitting him into the little cave and collapsing the five
stalactites above him. he'll give up the Egg (£2). This is easier if you
constantly hit him, making him go berserk.
Exit the water, and the ice lake, and head up the mountainside. Before
heading up the steps, which is where Maurie mentions the sawmill, check
the shoreline for five more portraits (@23 *161). Go up the steps, and at
the cross-roads, turn around and jump on the snow mound. Jump off this to
get the Cog (&8). Take the left path (the flat slope) until you reach more
steps (*194). Turn around and get the Cog on the wooden beam (&9). Now, go
down the steps, past the Cog, into an arena like area. The door will close
and you'll need to kill a lot of spiders and Frills with the Flamerangs.
You'll also get a lot of opals (*219). Back up the stairs until you reach
the summit and get the Egg after killing the Blue Tongues (*231 £3).
Travel all the way to the cross-roads and take the high route this time.
Get the Bilby (^4) but ignore the wooden sawmill chute for now and head up
the stairs. More crates and another chute entrance (*241), head for the
stairs. On this mini-plateau, there are two cave entrances and a group of
ice platforms and another portrait (@24). Go up the platforms for the last
Bilby (^5 £4). Head into the far, smaller cave entrance for opals and the
last Cog (*255 &10). Head into the big cave entrance to play musical
icicles. Hit the icicles in order of spectrum color (Red, Orange, Yellow,
Green, Blue) and get the Egg after it all comes down (*265 £5).
Back down the stairs, take the first sawmill chute you see going down
(it's furthest to get back to, you see). Dodge the blades and you'll
emerge at the top of the mountain again. You'll now notice a platform that
appeared out of nowhere. Go back and do the same with the other two
chutes, and also get the opals in the round white region of the map, you
might need to jump off the chutes to get them. After all three platforms
are activated, you should have all the opals (*300). Use the platforms to
get the Egg and also get an Egg from the opal machine (£6+7). Use the
mushrooms to get back and do the Time Attack for the final Egg (£8). Exit
level.
RAINBOW CLIFFS - Julius will now open the way to the second boss in
CRIKEY'S COVE
CRIKEY'S COVE
-------------
To defeat this underwater menace, bash the food tanks littered around on
the surface to distract him. While he's chewing away, swim underwater and
look for bubbles. The source of the bubbles will be an oxygen tank which
you will hit to make it float to the surface. Crikey the shark will now
home in on these, providing you're out of harm's way. For anyone who's
seen Jaws the next step is obvious and for those who haven't seen
Speilberg's classic, aim for the tank while it's in the shark's mouth with
the Flamerang. After a second hit, mines will appear in the water.
After three hits, the shark will swim away; free of it's mechanical,
mind-controlling armor. You now have two Talismans. And after the
cutscene, you'll have a new boomerang: The Frostyrang!
RAINBOW CLIFFS - With your new rang (and get the Megarang while you're in
Julius's shack), go to the new region, Lake Burril, by dousing the flaming
wreckage. Find the two new scales and enter LYRE, LYRE PANTS ON FIRE.
LAKE BURRIL LEVELS
------------------
LYRE, LYRE PANTS ON FIRE
------------------------
Remember to have the Infrarangs equipped at all times because there's a
portrait above your head as you start. Meet Lenny the Lyrebird, the most
annoying creature in the world. Everytime he gives you 'advice': do the
opposite. He isn't called a Lyre bird for nothing. Follow the trail of
opals to the two logs (*10) Notice which log he points to, and jump in if
you feel like it. Once you reappear at the start you might decide that
following his instructions may not be the best idea. Go through the left
log instead to emerge somewhere new. Follow the trail of opals again, and
get the Cog by biting the spycams (&1). Once you get to the door (*28),
don't hit the big obvious red button, instead, hit the blue one behind it.
Carry on up the trail and attempt to jump the bridge (*36). You won't make
it, but gather the opals and the portrait above you (@2). Get the Cog here
and ride the flower further downstream for another Cog (&2+3). Also get
the Bilby, near the flower in a little niche (^1). By the time you reach
the right place to jump, you'll be at (*54).
Jump the gorge to find Lenny waiting for you. Collect all the opals down
the right path and also get the Cog in ice (use Flamerangs to break it)
(&4). Bite the spycams that are further away, to the right to appear
around the corner. Keep on going around, activating the dunnie, until you
reach the bridge (*82). Turn left and take the high path and get the opals
in and out the tree, the portrait and the Cog at the top of the tree (*97
&5 @3) Look around the tree for a Bilby (^2). Hop down to where the
spiders are and get the crates (*112). Also look for a passage concealed
by a web for a switch. After hitting the switch, go back to the two pairs
of spycams and munch the other set instead, this'll lead you to the muddy
area where the (now) moving platform will take you to an Egg (£1). Go
back, and cross the bridge - following the trail down towards the river
(*124). Remember to get a portrait near the dunnie, and a Cog and Bilby on
the way down (The Bilby is behind the waterfall) (&6 @4 ^3).
Take the long waterslide to the bottom, repeating as necessary for all the
opals. There are three splits at one point, so you'll need to repeat it at
least twice. AT the end you should have (*244) total before moving on. At
the bottom, collect another portrait and take the right path, past the
shield lizards. Get the Cog (&6) and come back to the trail until you hit
the dunnie (*265). Keep going up the trail, going off track for the Cog
and Bilby (&8 ^4). Stop after the split at the roundabout and go into the
log to emerge into a dry landscape with Sheila (*282). Talk to her about
the place, and promise to hit the five pumps. Go back and follow the trail
up until Lenny makes his excuses and leaves. You should hit the (*300)
mark. Backtrack a little and down the path with more shield lizards to
find the last Bilby (^5 £3) Backtrack some more to find the opal machine
and get your Egg (£3).
Now, go up the iron railings and turn left. Jump off the end to get a Cog
(&9). Turn right and left this time and hit the five pumps as you pass
them. Jump off the bridge at the end onto another walkway, and again into
the pipe. You'll appear in a circle of pillars that you must climb to get
the Egg at the top. (£4). On the way back, go through the other pipe to
find the dry wasteland is now a lush spring. Talk to Sheila for an Egg
(£5). Back onto the iron walkway, and go left. Jump on the platforms, and
then aim for the final Cog below you, near where you emerged from the
slide (&10). Back up the walkway, head for the first door to find Sly
waiting for you.
Sly is another Tasmanian Tiger, like yourself only pure evil. I'd imagine
that he was raised by Boss Cass after your family disappeared, just like
how you were raised by Bilbies. He attacks you and the best way to defeat
him is to freeze him with the Frostyrangs and switch to the Megarang to
damage him. Keep going until he runs off and leaves an Egg (£6). Back
outside, find Larry in another entrance to the big building. He recommends
you heat the furnace so guess what? freeze it with the Frostyrangs until
you get an Egg (£7). Go back to the start for a race down the rapids and
the get the winning prize of the last Egg (£8). Tip for racing: Take the
two left paths to save time. Otherwise follow what I said for A WALK IN
THE PARK. Exit the level.
RAINBOW CLIFFS - Enter another of those abominable snow levels, BEYOND THE
BLACK STUMP.
BEYOND THE BLACK STUMP
----------------------
Again, the little koala tykes are lost. You must find all 8 like last
time. Fortunately, the level is a little more spaced out this time. Go
round the house at the start to find a portrait (@1) and follow the opals
until you see the arrow (*10). Don't pass it and stick around this area to
find all the kids. Look up for a portrait (@2) and turn right. Look right
here to find the first two kids down a hole with spiders (KK1+KK2). Keep
going a south direction until you get some crates (*25) and also a
portrait (@3) and hit the flower. Get the koala kid (KK3) and jump to the
other flower to get a Bilby (^1). At the cross-roads (the pit with ice and
a tall pillar with a flower) go south and get another portrait (@4). Break
the ice blocks for a Cog (&1). Jump on the log and put out the fires. Free
the koala kid (KK4) that appears. Go north at the cross-roads to reach a
lake. Go left and clear the flaming debris for a portrait and a koala kid
(@5 KK5). Also, continue down the path near the start for another portrait
(@6). Across from the wreckage is a hole in the hillside, go in it for a
Bilby and crates (*35 ^2). take the small winding path up the top of the
cave for a Cog (&2). Exit the hole and go back to the lake, swim to the
centre island for a koala kid (KK6). Before getting the Cog where you come
out, head south and get the portrait (@7). Go left for opals and a Cog
(*50 &3), the right will get you a koala kid (KK7). Take the Cog over the
flower for a quick warp back to start and the final koala kid (&4 KK8).
Get back to Sheila for an Egg (£1) and resume the trail of opals. Before
climbing the cliffs, check around the ground for a Bilby in a web (^3) and
a couple of portraits (@8+@9 *55). Carry on up the cliff following the
trail and picking up the Cog until Maurie tells you about Boonie, the
koala kid with the Egg (*77 &5). Keep following the trail, picking up a
portrait after a slippery bit (@10) until you see Boonie on the ice.
Explore everywhere before meeting him, you should find a path that leads
to an Egg surrounded by pillars. Further down the passage is a Bilby and a
Cog. Before he starts running, you should be at (@11 £2 *168 &6 ^4). Try
to catch the little guy now by touching him, and he'll give up his Egg
(£3). Also, free the last Bilby while chasing him (^5 £4) and get more
portraits (@15) and opals before talking to Ranger Ken (*191). He'll tell
you about the cable cars. On the hut, you should find another portrait
(@16 *196).
Jump to the cable car, and pelt the Frills as they go past. Don't worry
about those ridges yet, just concentrate on getting to the top and hitting
the Frills. Get the opals and a Cog at the top and pass through the cave
(*200 &7). Glide down onto the platforms, getting all the opals. If you
miss some, use the flowers to get back to the top. There is a portrait and
a Cog on the way down (*247 @17 &8). At the bottom, there is another Cog
and a portrait (@18 &9). There's also a snow mound, under which is the
last Cog (&10). Go to Ranger Ken for a snowball flinging sub-game, after
which you'll get an Egg (£5). Look for two portraits here too (@19+@20)
Check you have (*285) and head back using the flowers and explore each
ledge down to the bottom, where Ranger Ken will give you the Cable Car Egg
(*300 £6 @26).
You need to return to the start for the opal and Time Attack Eggs
(£7+£8). After both are yours, quit the level. Tips on the race: He's
faster on ice, but slower on snow. Keeping ahead should be easy enough and
make sure to glide down the first bit, a painful landing could hurt your
time also.
RAINBOW CLIFFS - Get the Kaboomerang if you feel like it, otherwise
continue to the last stage: REX MARKS THE SPOT.
REX MARKS THE SPOT
------------------
Joy. Another open-world water level. I'll take this island by island, and
since each one has a name it'll be easier to follow. Check the map right
after appearing. Skull Island is the big one to the lower left of the map
and nearest to you, so we'll start there. Listen to Elle talk about
treasure, then follow the underwater trail of opals. Believe me, it'll be
hard pointing these out later. Avoid everything but the trail and the
treasure chests which blink on the map - everything else will be covered
in the island guide and I don't want the totals messed up. Emerge on Crab
Island (northernmost island on the map) and get the chest (*24). Follow
the trail to Anchor Rock Island (the green island at the east most point
with a quick detour on Volcano Island, on the map as the only red island).
As long as you're avoiding crates, you should be at (*55) when you reach
the next treasure chest. After hitting Bald Island's chest (The mostly
yellow island to the south-east of the map) carry on to Coconut Shore (the
long green island on the map). At the chest on Coconut Shores (*71) the
trail ends, so you must find the shipwreck using the map. At the wreck,
you must swim back to Skull Island for the treasure. You'll see the trail
restarts at the bottom of Coconut Shore and continues to the treasure, get
the Cog while passing through the mines. Surprise, surprise, the treasure
is another Egg (*85 £1).
Skull Island: The opal machine is here, which is worth remembering.
Explore up the path to find that Rex and Elle need help keeping an
8-legged menace at bay. After helping them get three handfuls of treasure
(you almost thought you'd have to wait for them to get the whole lot for a
second, right?) they'll give you an Egg as reward (£2). While jumping the
pillars to the Cog, hit the portrait box and come back for it (&2 @1).
Also, jump on the nearby pillars in the sea to launch from the flower and
get the first Bilby (^1) That's it for Skull Island, move onto Spoon
Island (Spoon Island is what I call that two island place near Skull
Island. Yeah, my names suck).
Spoon Island: The bigger section of the island has a total of (*125 @3).
Use the iron platforms to get the Cog, and be sure to time your jumps
carefully (&3). On the smaller island, you should have (*145 @6). Move to
Capsule Island (the round island on the middle, so called by me for it's
shape).
Capsule Island: Around the island, pick up (*190 @9 ^2). Walk across to
Crab Island.
Crab Island: (*205 @12 ^3). Use the land-bridge from Capsule Island to go
to Volcano Island.
Volcano Island: On the little island next to it: (*210 &4). Before
continuing onto the main island, talk to Aurora under the Frills' boats.
Hit the Frills with the Zoomerang while they hold the depth charges above
their heads to sink them. Get all three and return to Aurora for a Egg
(£3). Back on the island, explore everywhere up to the entrance for (*260
@13). Inside, dodge all the obstacles for a portrait, a Cog and the Egg
(@14 &5 £4). Explore the northern sea for a Cog (&6) and swim over to the
little island near Coconut Shore.
Coconut Shore: Around the first little island you'll find nothing. Hop
over to the little lonely island for a crate (*265) and a Bilby, which you
need the geyser to reach (^4). Use the geysers on the land-bridge for
another Egg (£5). Exploring the main island, you'll find the last opals
and Bilby (*300 ^5 £6 @17). You can get another Cog where Coconut Shore
is closest to Spoon Island, just activate the underwater switch first
(&7). Go to Bald Island now, stopping in the sea just left of it to find a
Cog hidden in some reef (&8).
Bald Island: Search the island to find a portrait and a Cog, after
activating the switch on the nearby cliff-side (@18 &9).
Anchor Rock Island: Go here to find the final Cog (&10).
Go back to Skull Island to get the opal Egg and the Time Attack Egg. Since
you have more water in this race, it's harder to beat Rex through the
course than it was in SHIP REX. Keep a good lead while over dry land and
you'll be fine (£7+£8). Exit the level to find you have a full set of
everything (except Talismans, Portraits and Scales)!
RAINBOW CLIFFS - Prepare for a tough boss! When you're ready, go find
Julius to enter FLUFFY'S FJORD.
FLUFFY'S FJORD
--------------
This guy is huge! To fight him, throw a Flamerang at various body parts -
his chest, his two arms and two legs. Try to dodge his fists of doom by
continually moving. When he loses all his fur, he'll reveal himself as a
giant robotic monster. It'll still try to pound you with his fists and
occasionally pelt you with snowballs from it's chest cavity. To beat the
new form, throw your Flamerangs through the oil fires that occasionally
fire up. This will cause damage to it and after 5 hits it will melt into
the snow. It looks like you've won, but the pilot will come out in a
cut-scene to threaten you. To defeat it's final form, hit the flaming
funnel on it's head with Frostyrangs until it is destroyed.
RAINBOW SCALES - One more cutscene later, and now you can gather all the
remaining rangs and Rainbow Scales. Use the below checklist for all the
locations of the scales. As soon as you pick them all up, you'll find you
have a very helpful gift! I won't spoil it for those reading ahead (though
you really didn't read this FAQ without wanting some spoilers...), but
it's really useful for the action packed last levels. Activate the Gate
Zone area by using the new Zappyrang on the small blue machine nearby.
GATE ZONE LEVELS
----------------
CASS'S PASS
-----------
Fairly easy route through forests and a waterslide. There aren't any
collectibles other than health and lives. Just follow these and previous
tips and you'll be fine. I recommend using the Kaboomerangs as they clear
huge areas of baddies at once, keeping you safe. Don't worry about looking
for portraits, there aren't any more for the rest of the game (or at
least, until you unlock the Bonus World). If you still need help getting
through, here's a step-by-step guide.
CASS'S CREST
------------
Going through the cave system, you'll meet Shazza who has a Talisman for
you. Unfortunately she'll be captured by Shadow, the she-bat. Defeat her
by progressing through the level and hitting the switch near where she
stands. This will make the steam exhaust under Shadow roast her slightly,
causing her to fly deeper inside. After you get to the top and hit her for
the final time, you'll get a Talisman.
You'll meet Sly again, and almost beat him in a cool Matrix-like exchange.
You save his life in the last second however. Continue through the door to
face the final boss.
FINAL BATTLE
------------
This boss has three stages, like Fluffy. First, try and get to one end of
the giant robot and take out the flame-throwers by freezing them first,
and biting them. After all of them are destroyed, hit either of the two
grates next to the head and go into the machines innards. You'll need to
hit all the power cables with the Flamerang or Zappyrang while avoiding
the never-ending stream of Frills and Blue Tongues.
Finally, when all the cables are gone (it will give you a total after each
cable is destroyed) you'll need to finish off Boss Cass once and for all.
Use Sly's Doomerang on the gaping hole and guide it through the many pipe
systems until the cutscene appears.
Sit back and watch the end credits!
RAINBOW SCALES CHECKLIST:
* In Bli Bli Station area after opening the gate, they're both behind
houses. * See above.
* From the shack, climb up the platform to the wheel and collect it. *
From the shack, go around to the left side of the shack to find this one.
* Check around the shore area south of the map, one is there. * Using the
half submerged pillars on the east side of the map, jump them up and into
the waterfall for another scale. This is where the Bonus World will
eventually be. * While in the waterfall, press the switch and get on the
moving raft as it floats near land. Wait until it stops for a scale. This
is the hardest scale to get by far. * Look around beneath the submerged
pillars for a scale. * Look underneath where the raft was for a scale. *
There is another underwater scale further upstream. * Along the most
northern path, there are 2 scales and an extra life. * See above.
* To the left of the Pippy Beach entrance (it looks like a dragon head
cave) there is another scale. * Just before the portals in Pippy Beach,
there is a scale. You can't miss it. * There is a scale as you enter Lake
Burril (you need to douse a fire to pass). * There are 2 scales as you
enter Gate Zone. * See above.
* There are three scales to collect every time Julius moves his machine. *
See above.
* See above.
* There is a scale in mid-air which you get by gliding off the Talisman
tower in the middle. * There is a scale on a ledge near the top of the
Talisman tower. Glide down to get it. * There is a scale in a tunnel
inside the Talisman tower, glide down and turn into it. * Between the
pillars and the entrance to Pippy Beach, there is a scale on a ledge. * In
Lake Burril, there's a scale on a high platform.
RAINBOW CLIFF PORTRAIT CHECKLIST:
@ Above the Talisman circle.
@ On the way into Bli Bli Station.
@ Between the houses in Bli Bli, fairly high up. @ Inside Julius's shack,
near the middle of the roof. @ Down the passageway with the extra life and
scales. @ Near the Pippy Beach levels, in the cave. @ Over the flaming
blockade on the way to Lake Burril. @ On the southern shore, where the 5th
scale is. @ There's one in the Gate Zone area.
BONUS WORLD
-----------
After finishing the game, you should have a 100% total if you followed the
guide precisely. Now head over to the waterfall in Rainbow Cliffs and use
the portal that has now appeared inside. In this strange, moonlit world
there are a total of 123 portraits (by my count, feel free to correct me),
all round the level. Use all the tricks you've learnt and keep an eye out
for switches. Use the Infrarang and Zoomerang to find every portrait. You
may still be a few portraits short however, like I did.
Feel free to investigate older levels (most likely the two snow levels) to
find the rest of them, I may include them in a later update if I find
them.
CONCLUSION
----------
That is it for this game I'm afraid. It has some replay value (i.e.
getting all the portraits), try to unlock the movie file on the main menu
to finish the game completely. I hope you found my walkthrough system
useful for getting through the levels, and also if you missed items the
first time round.
For more help, or if you found something I haven't and/or have a better
way of doing a race or a level e-mail me at mentob...@hotmail.com. I
may reply and I might update the FAQ with a credit from whomever sends me
a tip.
I'd like to thank (so far):
Krome Entertainment and EA Games, for making one ripper of a game. View
the 'Making Of' Documentary on the
disc for how they did it, and the Credits for individual thanks.
This is a FAQ made for these sites only: www.gamefaqs.com
A Mentobahamut Walkthrough.
--
David
http://www.mameworld.net/ MameWorld, The largest MAME resource on the net
http://www.mandrakelinux.com Activation Free since November 1998
http://www.tombstones.org.uk/burners.php - Free CD MAME ROM Offer
>
>found at www.gamefaqs.com, they did not have an Xbox Specific one
>
>
>
>Ty The Tasmanian Tiger Walkthrough for Gamecube
>-----------------------------------------------
>
[SNIP]
Wow - thanks for posting that.
I'd tried a search but hadn't been able to find a walkthrough.
Mark