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