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Cheats » Microsoft Xbox Cheat Codes » Games Starting with the Letter T » Ty The Tasmanian Tiger - Strategy Guide (Page 01)


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).

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