hide results

    FAQ/Walkthrough by Nai255

    Version: 1.0 | Updated: 12/20/17 | Search Guide | Bookmark Guide

    Shantae: Half-Genie Hero
    Friends to the End
    
    Guide by Ian Watkins (Nai255)
    Version 1.00: 12/20/2017
    
    
    !!! SPOILER ALERT !!!
    
    This guide is technically spoiler-free, though the identity of the final boss
    could still be considered a spoiler as detailed in the following sections
    of this guide:
         [4g] - Nightmare Realm
         [7f] - Nightmare Realm Enemies
    
    
    ---CONTENTS---
    
    {0. Guide Information}
         [0a] - Version History / Credits
         [0b] - About This Guide
         [0c] - Legal Bits
         [0d] - Contact Info
    
    {1. Game Information}
         [1a] - Story
         [1b] - Controls
         [1c] - Status Display
         [1d] - Pause Menu / Stage Select
         [1e] - Notes For Speedrunners
    
    {2. Characters and Abilities}
         [2a] - Sky
         [2b] - Bolo
         [2c] - Rottytops
    
    {3. Items}
         [3a] - Jugs and Pickups
         [3b] - Dream Squids
    
    {4. Main Walkthrough}
         [4a] - Prologue / Tutorial
         [4b] - Main Street
         [4c] - Mermaid Falls
         [4d] - Tassel Town
         [4e] - Cape Crustacean
         [4f] - Hypno Baron's Castle
         [4g] - Nightmare Realm
    
    {5. Extras and Unlockables}
         [5a] - Ending Pictures
         [5b] - Hidden Achievements
    
    {6. Dream Squid Location List}
         [6a] - Main Street Squids
         [6b] - Mermaid Falls Squids
         [6c] - Tassel Town Squids
         [6d] - Cape Crustacean Squids
         [6e] - Hypno Baron's Castle Squids
    
    {7. Bestiary}
         [7a] - Main Street Enemies
         [7b] - Mermaid Falls Enemies
         [7c] - Tassel Town Enemies
         [7d] - Cape Crustacean Enemies
         [7e] - Hypno Baron's Castle Enemies
         [7f] - Nightmare Realm Enemies
    
    
    
    	{{{ 0. Guide Information }}}
    
    
    
    		*** [0a] - Version History / Credits ***
    
    * Version 1.0 - 12/20/17 *
    
    Initial Release.
    
    
    * Credits *
    
    NONE YET
    
    
    
    		*** [0b] - About This Guide ***
    
    This is a general walkthrough for the "Friends to the End" DLC mode
    in Shantae: Half-Genie Hero, which follows Sky, Bolo, and Rottytops:
    three friends on a quest to help Shantae during her darkest hour.
    
    
    Looking for a particular section?
    Open your browser's search function (Ctrl+F), then just type in the appropriate
    bracket code as shown in the Table of Contents.
    Example: for "[4d] - Tassel Town", type: [4d]
    
    
    
    		*** [0c] - Legal Bits ***
    
    Shantae and all related elements (C) 2002-2017 Matt Bozon, WayForward.
    This guide (C) 2017 Ian Watkins.
    
    If you wish to use this guide on your website,
    please contact me and request permission in advance.
    Hosting this guide without giving credit is a violation of copyright.
    
    Websites currently authorized to use this guide:
    * GameFAQs.com
    * Shantae.net
    * NeoSeeker.com
    * CheatCC.com
    
    
    
    		*** [0d] - Contact Info ***
    
    Comments and suggestions are always welcome!
    
    E-Mail: DoomedQuaker (at) hotmail.com
    Steam: Nai255
    
    
    
    	{{{ 1. Game Information }}}
    
    
    
    		*** [1a] - Story ***
    
    When a dark force threatens to overwhelm Shantae, it's up to her three best
    friends to team up and delve into the darkness to save her.
    Join Sky, Bolo, and Rottytops on a journey that will take them through
    Shantae's memories as they experience firsthand all the danger she's danced
    through, to see the half-genie hero to a full recovery!
    
    
    
    		*** [1b] - Controls ***
    
    (Default controls for XBOX / Windows Gamepad)
    
    Directional Pad 
    or Left Stick:  Moves your character. Press Left or Right to run,
                    Up to enter doors and climb up chains, 
                    and Down to crouch and climb down chains.
    
    A Button: Jump. Hold for a high jump, or tap for a small jump.
              Press while holding Down to drop through thin platforms.
    
    X Button: Basic Attack.
    
    B Button: Use Dream Magic.
    
    Y Button: Special Ability.
    
    LB / RB: Switch characters.
    
    LT: Not used.
    
    RT: Not used.
    
    Start: Pause the game.
           Also used to skip cutscenes and character dialog.
    
    
    
    		*** [1c] - Status Display ***
    
    Track your friends' status with the displays in the corners of your screen!
    
    * Life *
    Your life energy is represented by the three hearts in the upper-left
    corner, which will decrease when you take damage. If your life runs out, 
    the game is over and you will have to continue from your last save.
    Life is shared between all three friends.
    
    * Dream Magic *
    The purple-blue meter in the upper-left corner shows how much dream magic
    you have left, which is used for Dream Magic techniques.
    Each friend has their own separate stock of dream magic.
    
    * Gems & Gem Level *
    Also in the upper-left corner, the numbers next to the gem icon show how many
    gems you currently have, and the amount needed to increase your Gem Level.
    Each friend has their own separate stock of gems and Gem Levels.
    Increasing your Gem Levels will power up your basic attacks.
    
    * Dream Squids *
    The display in the upper-right corner shows how many of the 3 Dream Squids
    you have collected in the current stage area.
    
    * Character Palette *
    The display in the lower-right corner shows at a glance which character you
    are currently using, and which characters you will switch to upon pressing
    the Character Switch buttons.
    Selections wrap from right to left and vice-versa, in this order:
    Bolo -> Rottytops -> Sky
    
    
    
    		*** [1d] - Pause Menu / Stage Select ***
    
    Press Start during the game to pause and access the Pause Menu.
    "Friends to the End" does not have an inventory screen in its Pause Menu,
    but does have a Stage Select should you wish to leave the current stage
    and choose a different one from the stages you have already been to.
    You can switch stages at any time, which can be handy if you find yourself
    low on life or magic against a tough boss or other sticky situation.
    You can also check how many of each stage's Dream Squids you have collected
    from the Stage Select menu.
    
    Stages are listed as numeric worlds on the Stage Select menu, as follows:
    World 1: Main Street
    World 2: Mermaid Falls
    World 3: Tassel Town
    World 4: Cape Crustacean
    World 5: Hypno Baron's Castle
    World 6: Nightmare Realm
    
    
    
    		*** [1e] - Notes For Speedrunners  ***
    
    100% item completion requires collecting all 48 Dream Squids.
    
    The in-game timer stops while the game is paused.
    Time does NOT stop during cutscenes.
    
    This is not meant to be a pure, fully optimized speedrun guide, but is made
    more with simply meeting the unlock criteria for the different ending pictures
    in mind (See section [5a] - Ending Pictures).
    
    Listed here are the times I logged while doing these speedruns to give a 
    rough idea of how long it should take to clear each section of the game as
    outlined in the routes I took below.
    
    (PAR TIMES after each section)	(Any%)	(100%)
    Main Street		 	 0:05	 0:06
    Mermaid Falls                    0:13	 0:15
    Tassel Town		 	 0:24	 0:27
    Cape Crustacean		 	 0:32	 0:39
    Hypno Baron's Castle	 	 0:39	 0:49
    Nightmare Realm			 0:50	 1:01
    
    
    
    	{{{ 2. Characters and Abilities }}}
    
    
         
    Each of the three friends has their own unique basic attack,
    special ability, and Dream Magic, all of which are key
    to their success as a team.
    
    
    
    		*** [2a] - Sky  ***
    
    Sky is a birdkeeper who hails from Desert Town out West (or East).
    With her avian expertise, she's far from a sitting duck in combat.
    
    * Basic Attack: Seagulls
    Attack birds with limited power but excellent range that boomerang out
    and back towards Sky when deployed. They pass through solid terrain,
    and can hit multiple enemies at once.
    This attack can be used while moving left or right.
    Does 2 damage per hit, regardless of Gem Level.
    Higher Gem Levels increase this attack's speed, range,
    and the number of seagulls that can be out at a time.
    
    * Special Ability: Platform Egg
    An egg Sky tosses that can hatch into a bird usable as a midair platform.
    Tossed up at an angle by default, but can also be tossed straight up by
    holding Up while pressing the Special button. Once the egg is in the air,
    press the Special button again anytime to hatch your bird platform,
    which acts the same as a thin platform.
    One bird platform can be out at a time, which disappears after a couple
    seconds if nobody is standing on it. It is possible to switch to another
    friend to make use of the platform while it is out, and it will not
    disappear until you have jumped off. If an egg hits a surface or enemy,
    it will break without hatching.
    Does 1 damage.
    
    * Dream Magic: Bird Barrier
    Three birds fly around Sky, damaging nearby enemies.
    Does 1 damage per hit.
    Consumes Dream Magic while active:
    press the Magic button again to turn it off.
    
    * Jumping Technique: Wrench Glider
    Hold Jump in midair to glide and gain a little extra distance on your jumps.
    
    
    
    		*** [2b] - Bolo  ***
    
    Bolo is a fighter from Water Town who spars with Shantae in his spare time.
    His head isn't always in the right place, but his weapon usually hits home.
    
    * Basic Attack: Bolo Chain
    A weapon that Bolo whips straight ahead. Has decent range and power.
    Can also break through big cracked blocks and stone heads.
    Tapping the Attack button will reduce this weapon's recovery time if it hits
    an enemy at close range, unless you are too close to the enemy.
    Does 3, 4, 5, or 6 damage based on Gem Level.
    Higher Gem Levels also increase this attack's speed and range.
    
    * Special Ability: Spring Claw
    An extendable claw that can be used to grapple onto diamond-shaped pegs,
    as well as ring hooks. Shoots up at an angle by default, but can also
    be aimed straight up by holding Up while pressing the Special button.
    Press Left or Right to swing from a grapple point, and
    press Up or Down to adjust the length of the claw's chain.
    Press Jump to detach and jump from your grapple point.
    The claw can also slightly damage any enemy it hits.
    Does 2 damage.
    
    * Dream Magic: Bolo Ball
    A spiked projectile tossed down at an angle that bounces off floors,
    walls, and ceilings. Up to two can be out at a time.
    Does 5 damage.
    Consumes Dream Magic with each use.
    
    
    
    		*** [2c] - Rottytops  ***
    
    Rottytops is a lively zombie girl who roams the land with her brothers.
    Wherever she goes, all sorts of comic mischief tends to follow.
    
    * Basic Attack: Club Foot
    A strong, short-range swipe from Rottytops' foot.
    Has limited horizontal reach, but good vertical reach.
    Does 5, 6, 7, or 8 damage based on Gem Level.
    Higher Gem Levels also increase this attack's speed.
    
    * Special Ability: Head Toss
    Rottytops tosses her head in an arc, warping to its location if it lands on
    solid ground. Can be used to warp past nightmare barriers and enemy attacks,
    as well as reaching distant areas.
    Hold the Special button, then use the D-Pad to choose one of three angles,
    or the Left Stick for precision aiming: release the Special button to toss,
    or press any other button to cancel.
    Rottytops will not take damage during a head toss as long as the head itself
    doesn't hit spikes or fall into a pit. The head will pass through
    thin platforms from below, and also damages any enemy it hits.
    Does 5 damage.
    
    * Dream Magic: Brain Food
    Looks icky but tastes dreamy, and fully restores all life hearts.
    Requires 1/2 of a full Dream Magic meter.
    
    
    
    	{{{ 3. Items }}}
    
    
    
    		*** [3a] - Jugs and Pickups  ***
    
    The following pickups will sometimes drop from defeated enemies, and can be
    found inside jugs when broken open. Bigger jugs tend to have better pickups.
    
    Heart: Restores 1/2 of a life heart.
    
    Big Heart: Restores all life hearts (big jugs only).
    
    Magic Jar: Green jars that restores some dream magic.
    
    Big Magic Jar: Fully restores dream magic. 
                   (Can drop from Wetmen, Scorpion Queens, and Bonelegs)
    
    Gems: Collect these to increase your Gem Level and power up your basic attacks.
          Big gems are worth 5.
          Every 50 gems raises your Gem Level by 1, up to Gem Level 4.
          Taking damage will cause you to lose a few gems,
          which can lower your Gem Level.
          Gems can also drop during most boss battles.
    
    
    
    		*** [3b] - Dream Squids  ***
    
    There are 48 Dream Squids to find throughout your friends' journey:
    3 per stage section. Collecting them all is optional,
    but required for 100% item completion.
    
    
    
    	{{{ 4. Main Walkthrough }}}
    
    
    
    NOTE: You will be able to save your game progress any time you reach the end
    of a stage area, defeat a boss, or select a stage from the Stage Select menu.
    [DREAM SQUID] locations are highlighted within this walkthrough in brackets.
    
    All the friends' life and Dream Magic is fully restored every time you defeat
    a boss. Gems and Gem Levels carry over between bosses, as well.
    
    
    
    		*** [4a] - Prologue / Tutorial ***
    
    After the opening cutscene, the three friends will find themselves together in
    a tutorial zone broken up into four areas. Uncle Mimic will give you the scoop
    on each friend's special ability, which you can then try out for yourself.
    You'll practice with Bolo's Spring Claw in the first area, followed by Sky's
    Platform Egg and Wrench Glider, Rottytops' Head Toss, then a combination of
    all three friends' abilities in the last area.
    
    You can skip this tutorial and jump right into the main game anytime by
    pausing the game and selecting "Skip Tutorial" from the Pause Menu.
    
    NOTE: There are no Dream Squids to find in the Tutorial, despite the
    Dream Squid indicator being visible on the status display in the fourth area.
    
    
    
    		*** [4b] - Main Street ***
    
    		* Main Street 1 *
    
    Once more into the burning town. All the cannonball pods that drop from the sky
    will simply explode instead of unloading Tinkerbats. Most of the pods shouldn't
    hit you, but can do 1 damage if they do. The gems dropped from jugs and enemies
    will power up the basic attack of whoever collects them. Focus mainly on
    getting Bolo up to at least Gem Level 3 before the boss of this stage,
    and one of the other two friends up to Gem Level 2 if possible.
    
    The Crabs in this area are easily eliminated with any basic attack.
    Have Bolo grapple onto the peg from the left by the first wall, then swing
    right and jump up over the wall. On the other side, have Sky hatch a Platform
    Egg to the right to reach the first wood platform over the water, then have her
    jump and glide to the second wood platform across the water. Have Rottytops
    toss her head through the nightmare barrier blocking the way ahead, then
    have Bolo grapple the peg from the left and swing over the wall on the right.
    
    Past a few more Crabs will be a big cracked block. Jump from there onto the
    wood platform above, then have Rottytops toss her head onto the wood platform
    on the left where [DREAM SQUID 1] is waiting.
    
    The Starfish just past the big cracked block are best handled with Rottytops'
    basic attack, which will defeat them in one hit regardless of her Gem Level.
    If any of them latch onto you, press buttons and directions to shake them off.
    Movement is hindered and you cannot switch characters when Starfish latch on. 
    
    Past these Starfish and some Crabs is a second body of water. A Leaper jumps
    out of the water between the two grapple pegs above the water: the safest way
    to navigate this area is to enter the water, then jump out and have Bolo
    grapple either peg from below with a spring claw shot aimed straight up.
    Swing to the left from the left peg to reach two big jugs. Swim or swing past
    the Leaper when there's an opening, grab [DREAM SQUID 2] from the rightmost
    corner of the water below, then jump and grapple straight up to the peg on the
    right to swing over the wall.
    
    A cannonball pod will come down near the next pair of jugs on the floor ahead.
    Move to where the jugs are before stopping to break them and avoid damage.
    Two Mermaids will jump out as you cross the bridge: one on the bridge itself,
    and another on a wood platform above the bridge's end. Bolo or Rottytops
    can safely get in and defeat a Mermaid with their basic attack if either one
    is Gem Level 2 or higher. Otherwise, allow some space to jump between the
    spread of bubbles they shoot before retreating. From the second Mermaid's
    platform, Sky's platforms and Rotty's head can be used to reach the big jugs
    up to the left over the bridge. At the next body of water, have Bolo jump past
    the Leaper and grapple swing from the ring up on the right, over the wall.
    
    Knock out the Starfish and Crabs on the other side with Rotty's basic attack,
    and give her head a good toss past the nightmare barrier ahead, past which
    will be a Tinkerbeast burping up cannonballs. Jump over the cannonballs
    as they roll forward, then move in to attack the Tinkerbeast. Once it's beaten,
    have Bolo grapple swing across the three pegs over the next body of water.
    Watch out for a Leaper between the first and second pegs. Whack more Starfish
    with Rotty's foot going down the stairs, then have Bolo or Rotty shove the
    crate at the bottom of the stairs to the right with their basic attacks. Jump
    atop the crate once it's close to the wall and toss Rotty's head through the
    nightmare barrier above.
    
    Towards the end of this section on the other side is a wood platform with a big
    jug. Use Sky's Platform Egg to reach it, then have her jump and glide to grab
    [DREAM SQUID 3] just to the right.
    
    
    		* Main Street 2 *
    
    Jump over the flame travelling along the floor to the right. Just past it is a
    whole row of jugs to power you up before beginning your climb upward with
    Sky's Platform Eggs. Starting from the elevated bump in the stone floor, toss
    an egg forward to reach the wood platform, then toss an egg straight up to
    reach the next stone ledge above. From its edge, toss an egg forward to reach
    the wood platform on the left. Now switch to Bolo and grapple the peg up on the
    right. Swing under and onto the wood platform above and continue right. Jump
    over the flame and defeat the Tinkerbat on its platform nearby.
    
    From the Tinkerbat's platform, jump to the other wood platform on the left and
    have Bolo grapple the peg above. Swing left and jump onto the structure above.
    From there, grapple and swing on the two pegs further left to reach
    [DREAM SQUID 1] in the upper-left corner of this area.
    
    A Naga patrols the area ahead. Watch for a blue glow when they stop moving:
    if it's up high towards her face, her shots will travel high and can be safely
    crouched under. If the glow is down low, the her shots will travel low:
    quickly retreat or jump over before she fires. With some careful platforming,
    it's possible to jump on the left edge of the wood platform with a moving
    flame, then onto its right edge as the flame comes to the left, and over to
    more platforms with jugs, skipping the Naga entirely. Whether you go high
    or low, watch for a Bat just ahead.
    
    Stand at the edge of the nearby staircase past the Bat and hatch one of Sky's
    Platform Eggs off to the right to jump atop the wall with jugs up on the right
    (use Rotty's head toss from Sky's bird platform if you need more reach).
    Wait for the moving flame below to come towards the left, then jump
    to the right edge of the floor below. Have Bolo grapple the peg on the right.
    Extend the grapple chain as far down as possible and swing over to grab
    [DREAM SQUID 2], then swing back left while still attached and jump high
    over the flame and back atop the wall on the left.
    Watch out for the Naga below if you fall.
    
    Tinkerbats will jump in to ambush as you go down the next three staircases.
    Give them a smack with Rottytops' foot and proceed downward. Past a pair of
    Tinkerbats at the bottom, use Rotty's Head Toss to pass through a set of three
    nightmare barriers. Another Naga waits beyond the barriers. After dealing with
    her, have Bolo grapple the peg above. Swing and grapple to another peg up to
    the left onto a platform with big jugs. From there, you can grapple the ring
    hook up to the right, and swing up to the left to reach more jugs above,
    or up to the right to grapple another ring hook and swing across.
    
    Switch to Sky for the last part of the stage here: her seagulls can easily
    pick off any Bats and Tinkerbats in your way as you jump atop the wood
    platforms, starting with the one with a moving flame. Staying atop the
    platforms will let you skip another Naga and get to some extra jugs.
    Defeat the Tinkerbat tossing torches on a platform ahead with Sky's seagulls,
    then jump and glide from the right edge of the Tinkerbat's platform to grab
    [DREAM SQUID 3] and safely pass over and under the Naga on her platform nearby.
    Loot the jugs down to the left, and grab a Big Heart from the big jug
    on the right before facing the boss just ahead.
    
    
    		* BOSS: Tinkerslug *
    
    Risky's Tinkerslug has two big cannons as its main means of attack. One shoots
    cannonballs one after another, aiming from right to left. The other shoots
    fireballs that ignite into flames you will have to jump over. Ring the bell in
    the lower-left corner with an attack to bring in a red powder keg up on
    the top-left. Climb the chains up to the powder keg, but watch for Risky to
    shoot at you with a 3-way spread shot. Dodge between her fire and hit the
    powder keg to send it at the Tinkerslug, which will keel over and become
    vulnerable to a good series of attacks to its face. After the Tinkerslug
    recovers, be ready to dodge another one of Risky's spread shots, and any
    additional cannon fire while the crane in the top-left returns to its ready
    position. Then ring the bell to call in another powder keg and repeat this
    process.
    
    This battle should be familiar to you by now, though one major change besides
    the Tinkerslug's attacks doing more damage is the grapple peg you'll need to
    use to reach the chains leading up to the powder keg. The bell will also drop
    gems when used to call in a powder keg. Stick with Bolo for this fight,
    positioning him so his head is next to the Tinkerslug's leftmost eye as you
    attack while it's stunned to get in multiple hits at once. If Bolo is at
    Gem Level 3 or 4, the Tinkerslug should be toast after 2 or 3 rounds.
    
    
    
    		*** [4c] - Mermaid Falls ***
    
    		* Mermaid Falls 1 *
    
    You don't have to use the three grapple pegs above the first body of water,
    but it is the quicker way across. You can safely defeat the Archer up ahead
    from the first step in the ground using Bolo or Sky's basic attack.
    Speaking of basic attacks, you may be able to get everybody's Gem Level
    close to the maximum of 4 by the time you reach this stage's boss.
    At the very least, get Rottytops up to Level 3 and Sky up to Level 2.
    Proceed right into the next area.
    
    You'll find Slimegals in this area: attack them or run past while they're in
    slime form and can't hurt you, then back away when they become human-shaped
    to avoid their grab attack. If one does grab you, press buttons and directions
    to bust free and prevent further damage.
    
    Just past the second Slimegal is an Archer atop the next platform over: wait
    for her first set of arrows to pass, then jump in close and defeat her with
    crouching attacks. If you jump into the water to the right of the Archer's
    platform and hold Right, you will dive into a secret nook where you will find
    [DREAM SQUID 1]. Jump back into the water while holding Left to dive back down
    onto the other side.
    
    Past another Slimegal up to the right is a ring hook you can jump on to reach
    the platform up on the left. From there, jump to another platform up to the
    left. This long platform has a short platform above its middle, and a Mermaid
    that will jump out towards the left end when you get close. From the right end
    of the long platform, use Sky's eggs and/or Rotty's head to reach the short
    middle platform. From this short platform, you can reach a lot of big jugs
    past a nightmare barrier using Rotty's head toss to reach the ledge
    on the right. And from the left edge of the short platform, use Sky's Platform
    Egg and Rotty's Head Toss to pass through the nightmare barrier up on the left.
    Past the barrier, have Bolo smash the big cracked block with his basic attack,
    then have Rotty toss her head past another nightmare barrier to reach
    [DREAM SQUID 2]. You can then safely drop down through the gap on the left.
    If you're not going for Dream Squid 2, use Sky's Platform Egg and glider to
    cross the gap past the Mermaid to the left, hatching your platform under the
    Archer's line of fire to the left, then crouch onto your bird platform until
    she fires again. If dropping in from above Dream Squid 2,
    you'll land to the left of her.
    
    Past the Archer, have Bolo grapple and swing from the two pegs on the left to
    cross the gap  below and jump up to the thin platform above. A platform 
    directly below this thin platform leads to more jugs on the left.
    From the thin platform, use Sky's eggs and/or Rotty's head to climb up the
    steps on the left. From the step highest up, have Bolo jump and grapple the peg
    up to the right. Swing to the right and jump straight up onto the platforms
    above. Quickly defeat the Mermaid that jumps onto the platform past the one
    with the jug.
    
    The path splits from here, with the upper path containing the last Dream Squid.
    Have Bolo jump and grapple straight up to the peg above the Mermaid and pull
    yourself up toward the peg, but wait for the Archer above to fire before
    jumping to her platform. Jump and grapple to the ring hook below the moving
    platform, swing to the right and grapple another hook below another moving
    platform. Swing and jump atop the moving platforms, riding the one without a
    hook on it towards the big jugs on the platform up to the right. Drop down from
    the moving platform furthest to the right and grapple the peg below. Extend
    your chain downwards, then swing right and jump into the nook containing
    [DREAM SQUID 3] to the right. Hold Right as you drop down to the left and
    you'll fall safely near this area's exit.
    
    If you ignore the peg above the Mermaid and take the low road, you'll still
    find a good amount of jugs on the platforms ahead that can be reached with
    Sky's eggs and/or Rotty's head. Watch out for a Mermaid under the lowest
    platform, and an Archer towards the top. From the highest platform in the set,
    you can also reach the second moving ring hook that goes towards Dream Squid 3
    up to the right. From the edge of the lower path, you can toss Rotty's head up
    onto the thin platform on the other side of the gap near this area's exit.
    Be careful not to fall as you move up to the edge and ready your throw.
    
    Whichever path you take, loot the four jugs on the floor nearby at the end
    and proceed right into the next area.
    
    
    		* Mermaid Falls 2 *
    
    You can jump onto or grapple any of the ring hooks moving along the conveyors
    in this area so long as they're not... occupied. Smash through the big cracked
    block with Bolo's basic attack and run under the first two Bats, then toss a
    Bolo Ball to hit the third Bat and ride the hooks on the next conveyor over
    the water ahead. Jump over the Flying Fish that jumps out of the water and back
    onto your hook as you travel forward.
    
    At the end of the line will be a Wetman.
    These one-eyed wonders may drop a Big Magic Jar when defeated, though it's
    usually best just skipping past them by tossing Rotty's head over them. If
    you're going to fight one, quickly alternate standing and crouching attacks
    to break through their guard, and be ready to jump over their dash attack when
    they raise their claw and clack it four times. Ride the next hook conveyor
    over the water to the right, jumping over another Flying Fish on the way as
    you make your way into the next section to the right.
    
    Switch to Sky, then jump and glide from the edge of the thin platform over the
    water and the Flying Fish in the water's center onto the edge of the next
    thin platform. Quickly jump over the first Gator Guard that charges forward as
    he sees you, then jump and glide from the edge of this platform and over the
    second Gator Guard on the next platform over. Swim along the water to the
    other side.
    
    In the room just to the right, toss one of Sky's eggs forward from the edge of
    the thin platform. Hatch a platform Rottytops can use to toss her head through
    the nightmare barrier on the right and reach [DREAM SQUID 1].
    Then toss her head back through the barrier and onto the thin platform.
    Back outside the Dream Squid's room, jump to the platform up to the right using
    one of Sky's platforms or a hook from the nearby conveyor moving to the right.
    
    Switch to Bolo anytime you're using the hook conveyors to move through here:
    his ability to grapple and swing from ring hooks can lend itself to some
    slick shortcuts. This includes a cache of several big jugs directly above.
    Jump onto the hook conveyor above going to the left. At the top of the curve
    going up to the left, jump to the right and onto a nearby hook on the conveyor
    above. Quickly jump and grapple to the next hook that comes down this line,
    then jump and grapple the peg to the right to reach the jugs.
    Continue riding these conveyors over to the left.
    
    Loot some jugs and take out a Bat as you climb up. Further right are more jugs
    tucked away in the nooks below. Wait on the thin platform down to the left of
    the Gator Guard's platform, then jump past him after he starts walking back to
    the right. Switch to Bolo and jump onto one of the hooks on the conveyor 
    going up to the left. Jump to grapple to the peg above towards the end of the
    line, then jump and grapple to another peg up to the left.
    
    From this second peg, it is possible to take a shortcut by swinging to the left
    and jumping up to grapple a hook on the conveyor above going to the left.
    If you go this way, skip the rest of this paragraph.
    Otherwise, take a big swing to the right and jump to the platform up on the
    right. If the Gator Guard there is on the leftmost edge of the platform, you
    should just clear him. Jump over his charges if he spots you and head right.
    From the thin platform above one of the big jugs below, toss one of Sky's eggs
    forward and hatch a platform next to the wall. Jump to your bird platform
    and have Bolo jump and grapple straight up to the hook above. From the thin
    platform up to the right, jump and grapple straight up to a peg above to reach
    the huge jug above. Grapple and jump up the ring hooks leading up to the left,
    then drop and grapple to the peg nearby, swinging left and jumping onto the
    thin platform just up to the left of the peg. Ride a hook on the nearby
    conveyor down to the left.
    
    Climb up the thin platforms to the left and loot the jugs, then grab a hook
    on the conveyor going up to the right. Make a light jump at the end of the line
    onto the thin platform above the Gator Guard and below the Bat. Use Bolo's
    Spring Claw to attack the Bat from above if needed, then jump up to the right.
    Another Wetman awaits up to the left. Fight him head-on or toss Rotty's head
    overhead and onwards. To the far left past another Gator Guard, toss Rotty's
    head straight up through the thin platform above.
    
    From atop this thin platform, toss one of Sky's eggs straight up and hatch a
    platform above that Rottytops can use to toss her head straight up onto the
    thin platform higher up to the left. Have Bolo jump and grapple to a ring hook
    up to the right. Swing to the right and jump to the thin platform above the
    hook, then toss one of Sky's eggs straight up from the right edge of the
    platform. Jump from your bird platform to the next highest thin platform up
    to the left. Toss Rotty's head from the right edge of this platform up to the
    left between the nightmare barriers above, then toss her head up onto the thin
    platform up to the right past the barriers to reach [DREAM SQUID 2]. On your
    way back down, toss Rotty's head so it bounces from a wall and onto solid
    ground below, passing below one barrier at a time.
    
    Ride the nearby hook conveyor up to the right, jumping to the thin platform on
    the right at the end of the line, onto the hook up to the left and onto the
    platform to the left. Jump or grapple up the next three sets of hook conveyors
    above, riding the third one up top to the right. From the left edge of the thin
    platform below the end of the third conveyor, toss one of Sky's eggs to the
    left, hatching a platform you can use to jump and glide to reach
    [DREAM SQUID 3] on a platform up to the left. Proceed to the right.
    
    Two Gator Guards patrol the hall to the right. You can drop below the thin
    platforms for cover, or try tossing Rotty's head straight ahead through both
    of them as they charge forward. Loot the jugs by the Bat on the other side,
    toss Rotty's head through the nightmare barrier and grab a Big Heart from the
    big jug on the other side. Take the slide on the right into the next area.
    
    
    		* Mermaid Falls 3 *
    
    Time for some belt-scrolling action. As you move down the line, you can still
    move left and right, jump, and use your attacks in midair on the occasional 
    Gator Guard that swings in from left to right. If not dealt with, they'll toss 
    fish your way in an arc that must be avoided. Mainly though you'll be jumping 
    over barrels as they roll in from either side of the screen, along with a few 
    pits that aren't too hard to clear. Be ready to jump a pit
    whenever you see yellow and black caution stripes on the slide.
    If you do fall, you'll take some damage and restart from the top of the slide.
    Rottytops' Dream Magic cannot be used on the slide:
    be careful not to take too much damage on the way down.
    
    Sky will be the MVP here. Her glider makes jumping over the barrels easier,
    and her birds can reach the Gator Guards from afar while still defeating them
    in a single hit. The glider is not needed for any of the pits, however.
    
    Keep an eye out for this area's Dream Squids as you go!
    The slide's obstacles are laid out in this order:
    three drums,
    two pits + [DREAM SQUID 1] (hold Right jumping from the edge of the first pit),
    Gator Guard,
    three pits + [DREAM SQUID 2] (between the second and third pit, up above),
    three drums, three drums, four drums, pit,
    two pits, two Gator Guards,
    three pits + [DREAM SQUID 3] (at the edge of the platform between the second
    and third pit).
    
    
    		* BOSS: Giga Mermaid *
    
    This battle has two phases: first, attack and break the six locks
    binding the Giga Mermaid in place while avoiding her attacks: she'll shoot a
    thunder beam that sweeps across the area, a big lightning ball that moves
    towards you from the top of the screen, or a group of small lightning balls
    that quickly fly towards you. Bolo's spring claw is very useful for this phase,
    letting you attach to the ring hooks above to avoid the Giga Mermaid's
    attacks, and quickly reach the locks in the top corners which you should focus
    on first when you've got an opening between attacks. If Rottytops is at least
    Gem Level 3, she can break the locks quickly with her basic attack. Rottytops
    can also toss her head through the Giga Mermaid's thunder beam if it closes in.
    Gems will drop from each lock you break, as well.
    
    Once the locks are destroyed, the Giga Mermaid will face you head on.
    From either side of the screen, she'll call down lightning marked by targets
    on the ground. Run to anywhere there isn't a target, then she'll crash down
    on either side followed by a structure of platforms and hooks that emerge
    from the background. She will shoot a beam of lightning shortly after
    the structure comes up. The actual hitbox on the lightning beam doesn't come
    out until a split-second after, so be ready to jump or dodge as necessary.
    Rotty's Head Toss may help with dodging the lightning attacks.
    When she's not repeating this process, the Giga Mermaid may try to smite you
    with her tail from the background. Just run away off to either side when the
    tail stops moving and this attack will miss. Gems will also drop when she
    slams her tail down. As for attacking the Giga Mermaid,
    Bolo Balls will make this quick since you can just toss them rapidly to hit
    the gem in her forehead from ground level when she crashes down
    from either side. If Bolo's running low on magic though, you'll have to time
    jumping basic attacks to hit the gem as she crashes down on either side,
    or climb the structures that rise up from the background (made easier with
    Bolo's Spring Claw) and attack the gem from atop the structure.
    One way or another, this whale of a mermaid will wind up all wet before long.
    
    
    
    		*** [4d] - Tassel Town ***
    
    		* Tassel Town 1 *
    
    If Sky is at least Gem Level 2, her basic attack can easily clear out the
    Skeletons that charge at you from either side past the big jug at the start
    of this area. Focus on getting Sky up to at least Gem Level 3 with the others
    by the end of this stage if she isn't there already.
    
    Have Bolo grapple and swing off the peg and atop the wall ahead,
    then swing from the second peg over the water. The purple Sandworms up ahead
    must be attacked to make them retreat into the sand before they will take
    damage, but Bolo can defeat them in a single hit with his basic attack (that
    weapon of his hits like an elephant, huh?). The segments of defeated Sandworms
    can also be attacked for extra gems. Past the first two Sandworms here will be
    a Spikebug. They take a moment to wind up their spiky spread shots, but it's
    safe to rush in and attack them with Bolo or Rotty if you're quick. Otherwise,
    hang back and use Sky's seagulls, giving yourself room to jump between their
    spike shots.
    
    Past the Spikebug, have Bolo grapple the peg above the quicksand (tap Jump if
    you slip in to escape!) and jump up to the right to reach [DREAM SQUID 1] above
    a nightmare barrier with another Spikebug nearby. Swim through the water ahead
    and rush the Spikebug on the other side, then use Rotty's head toss to reach
    the jugs to the left above the water. Use Sky's Platform Egg to reach the
    midair jug to the right, and use Rotty's Head Toss from its platform to
    pass through the nightmare barrier above to the right.
    Watch out for a Spikebug on the other side.
    
    Past a small body of water and another Spikebug is a wall you can climb onto
    using Sky's Platform Egg and/or Rotty's Head Toss. Wait atop the wall for a
    Scorpion Queen to approach, then toss Rotty's head over her to safely skip her.
    Toss Rotty's head again past a nearby nightmare barrier so it flies over the
    quicksand and lands in the corner to the right. As with Wetmen, you're usually
    best off skipping past Scorpion Queens, but they too may drop a Big Magic Jar
    when defeated. If you ever fight a Scorpion Queen, attack them a few times
    to knock them back a bit as they block, get in an attack or two as soon as
    their blocking animation finishes, and move back before they charge forward
    with their sword or stinger.
    
    Stick to the high road up ahead atop the platforms, using Bolo's basic attack
    to knock out the Sandworm, then use Sky's Platform Egg to jump to the next
    platform while the Skeletons below harmlessly pass by. Use Sky's Platform Egg
    to pass over the next wall with another Sandworm nearby. Defeat the Spikebug
    below to the right, then use Sky's Platform Egg to hatch a platform over the
    small quicksand pit to the right to reach [DREAM SQUID 2] above.
    
    Jump across the bigger quicksand pit nearby and have Bolo grapple straight up
    onto the peg above. Lower the grapple chain and wait for the Spikebug above to
    fire its spikes before pulling yourself up to jump over and attack. Jump onto
    the platform nearby and wait on its rightmost edge for another Scorpion Queen.
    Toss a Bolo Ball at her from above to provoke her into coming forward, then 
    use Rotty's Head Toss to safely skip past. Jump atop the floor next to the
    nearby nightmare barrier, and toss Rotty's head through both the barrier and
    the Sandworm on the other side. Grab [DREAM SQUID 3] from the quicksand pit
    ahead, but have Sky's seagulls deal with the Spikebug on the other side first.
    Past one last Spikebug will be the entrance to the next area.
    
    
    		* Tassel Town 2 *
    
    Switch to Bolo, then proceed to the right and get ready to do some climbing.
    A massive sandworm will chase you all the all up this area. If it catches you,
    you'll lose 1/2 a heart and start this area over from the bottom, but you will
    keep any Dream Squids you've collected here as well. The sandworm will be gone
    after beating the boss of this stage should you wish to come back here later
    to grab the Dream Squids on your own time.
    
    Start by smashing the big cracked block above with Bolo's basic attack, which
    can also smash through the fire-breathing stone heads you'll find on the way.
    Past the big block, use Sky's Platform Eggs or Rotty's Head Toss to climb left
    and up to the right. Ignore the jugs and jump atop the thin platforms on
    the far right. Have Bolo jump and grapple a ring hook above the third platform,
    and continue left jumping up more thin platforms. Watch out for the Archer's
    arrows from the right while jumping up the platforms, then detour up to the
    right by the small jug. Jump from the edge of its platform to reach
    [DREAM SQUID 1] above to the right once there's an opening between the stone
    head's fireballs nearby, then hurry back left.
    
    Use Rotty's Head Toss to climb the rest of the thin platforms by tossing her
    head straight up, and continue right once atop the last thin platform.
    Use Rotty's head and/or Sky's eggs to continue climbing up to the left,
    have Bolo smash the big cracked block with his basic attack and climb up by
    grappling the two pegs above. Loot the three big jugs to the right if you have
    time, then continue up the chain. Keep jumping up the chain as you climb it
    to avoid the stone heads on either side, hit the Sandworm with Bolo's
    basic attack, and climb upward grappling the two pegs above. Take out the
    Skeleton that jumps forward as you come near, then grapple the peg above,
    swing and jump up to the thin platform on the right. Jumping from there to the
    purple platform against the wall. Jump to the next highest thin platform not
    against the wall and have Sky toss a Platform Egg to the left and hatch a
    platform between this thin platform and the one just below [DREAM SQUID 2] on
    the left. Jump across your bird platform to reach the Dream Squid, then hatch
    another platform in the same spot to jump and glide back to the right.
    
    Continue jumping up the thin platforms, zigzagging left, up, and right. Knock
    out the stone heads with Bolo's basic attack to make the trip easier, or just
    wait for an opening between their fireballs: you can crouch under the first
    stone head's fireballs. Jump up to the ring hook above and take care of the
    Archer ahead, then have Sky hatch a platform to the right from the edge of the
    Archer's perch that Rottytops can use to toss her head up to the thin platform
    up to the right where [DREAM SQUID 3] is waiting. Hurry back to the left,
    jumping and climbing up the chain. Have Bolo break through the big cracked
    blocks lining the zigzag path with his basic attack, then use the grapple pegs
    up to the right to continue climbing.
    
    Jump to the thin platform just above the nearby Spikebug, and toss Rotty's head
    onto the purple platform to the left. Jump to the next thin platform and have
    Bolo grapple the peg up to the right. Take a big swing left or right, then jump
    up to the next thin platform without a jug. Jump to grapple a peg up to the
    left, take a big swing and jump up to the purple platform above. Past another
    Archer, use Sky's eggs and/or Rotty's head to continue climbing upwards. Have
    Bolo grapple a peg atop the thin platform past the purple platforms to reach
    another thin platform higher up. Toss Rotty's head straight up to continue
    climbing the thin platforms above and past a nightmare barrier.
    
    The path splits here. The left path is quicker, while the right path has a big
    jug. If you go left, have Sky toss an egg straight up next to the Sandworm
    nearby to start your climb. Don't attack the Sandworm: its segments can
    actually prevent Sky's eggs from hatching if Bolo were to defeat it. Finish
    climbing the left side with Sky's eggs and/or Rotty's head.
    If you go right, take out the Spikebug and toss Rotty's head straight up onto
    the thin platform above. Have Bolo smash the stone head to the right, then
    jump to the purple ledge on the left. Toss Rotty's head straight up onto the
    thin platform with the big jug. Jump to the next thin platform and toss Rotty's
    head through the nightmare barrier, making sure it lands on one of the thin
    platforms to the left.
    
    Climb up the chain at the end of either path, loot the jugs to the right
    if you have time, then toss Rotty's head from the left edge onto the thin
    platform above, going up to the right. Up ahead to the left are three stone
    heads in a staircase formation. Switch to Bolo and wait for the lowest stone
    head's fireball to pass under you and hit the wall on the right, immediately 
    jump to the left and jump again between the next pair of fireballs. Destroy
    the stone heads, then toss Rotty's head from the top of the stairway straight
    up to the thin platform above. Take out one last Skeleton before moving on to
    the right, outside into the next area.
    
    
    		* Tassel Town 3 *
    
    Jump across the first two platforms and past the Leaper, then use Sky's
    Platform Egg to reach the next platform further right. On the next platform,
    jump and toss an egg so it passes the Leaper on its way down. Hatch a platform
    on the other side of the Leaper, jumping from it to a small block and another
    platform. Toss an egg forward from the rightmost edge of the platform and hatch
    it next to the left side of the Leaper ahead, then jump from your bird platform
    to the small block above. Toss and hatch another platform forward to the right,
    then jump and glide from your bird platform to the other side. Jump over the
    Naga nearby and loot the jugs between the curbs. If the Naga turns around
    to attack, you'll be safe from both her high and low shots if you crouch
    between the curbs. Use Bolo to swing across the two grapple pegs below the
    curbs to the left to reach [DREAM SQUID 1].
    
    Jump past the Leaper nearby and have Bolo grapple to the ring hook. Swing to
    the right and jump to the next set of platforms above. From the lowest platform
    in this set, have Sky hatch a Platform Egg just above it, then jump on as
    Rottytops and toss her head through both nightmare barriers into the next
    section on the other side.
    
    Past the Naga and big jug ahead, switch to Bolo and jump over the Leaper on its
    way down, then grapple the peg to the right and swing to the ring hook ahead.
    Stay on the high path to jump over the Naga below, then grapple and swing
    across the next three pegs. You can land on the dark platforms between pegs,
    but they will fall away shortly after you jump onto them. Crouch down and use
    Sky's seagulls to attack the Naga past the nearby Leaper. Toss a Platform
    Egg straight up and hatch a platform under the Dream Squid above, then jump
    from the platform slightly higher up just to the right and onto your bird
    platform to reach [DREAM SQUID 2] up above. Toss an egg straight up
    from the platform on the right and hatch a platform to reach the jugs above.
    
    Crouch and use Sky's seagulls from the jugs' platform to safely take out 
    another Naga, then help yourself to more jugs down to the right under the 
    nightmare barrier above. It is possible to jump from the edge to this platform
    to the one up on the right, then to the platform down to the right with a
    Spikebug. Have Rottytops rush in to beat the Spikebug, then toss her head past
    the nightmare barrier nearby. From the jug on the platform below, toss Rotty's
    head onto the platform up to the right with another jug. You don't have to
    fight the Naga up to the left, but she may still try to shoot you as you cross
    past the Leaper to the right. Do a small jump as she reaches the edge of her
    platform to provoke her into attacking, then have Sky toss an egg past the
    nearby Leaper as her shots pass overhead and hatch a platform you can jump on
    to reach a dark platform. Quickly jump and glide across
    before it falls to reach the next section ahead.
    
    Jump across the next two platforms past the big jug, then have Bolo jump past
    the nearby Leaper and grapple the peg to the right. Swing and jump onto the
    dark platform up to the right, quickly jump from it to the ring hook nearby.
    Past the three Spikebugs ahead, drop to the lower platform and toss Rotty's
    head left to reach [DREAM SQUID 3]. Toss Rotty's head back over to the right,
    then up to the left. Switch to Sky and use her seagulls to pick off any Birdmen
    that fly in from the right as you jump across the small blocks and past another
    Leaper. Stay on the high road to reach a few jugs while skipping under a Naga
    and Spikebug. Jump and glide from the edge of the jugs' platform onto the
    small platform to the right. Hatch a platform to the right, jump from it and
    glide to the small block ahead. Jump and glide across the rest of the platforms
    past the Leaper, loot the jugs on the other side and grab a Big Heart from the
    big jug to the right on your way to the boss.
    
    
    		* BOSS: Wilbur *
    
    Wilbur opens up with a round of eye bullets from the background. These are
    easily avoided by just staying on the move and away from the targeted areas.
    Next, Wilbur will shoot a series of rocks from its mouth that will rain down
    in random locations. Watch for their shadows on the ground to avoid the blue
    rocks, and run towards the red rock. Don't touch it or you'll take damage.
    Instead, attack the red rock to load it into one of the nearby cannons in the
    floor (gems will also drop from the red rock when it is hit).
    Then run to either floor switch between the cannons and stay put while
    the cannon does the rest. Don't stand on the switch until the rock enters the
    cannon and you see a golden glow: otherwise the rock will break and you'll
    have to wait for another one.
    
    Once shot with the red rock, Wilbur's eye will fly out and be vulnerable.
    Stand off to the side of where the eye comes down, and it will start rolling.
    Be ready to hit it as it rolls back towards you on the other side, then again,
    and again, getting faster with each attack. After enough hits, Wilbur's eye
    retreats and this battle routine repeats.
    Sky's seagulls work best against the rolling eye due to their long reach.
    The eye will always start rolling off to the left, and starts rolling
    very quickly the second and third times it flies out, so be ready.
    Victory is yours once the fourth red rock connects.
    
    
    
    		*** [4e] - Cape Crustacean ***
    
    		* Cape Crustacean 1 *
    
    Climb aboard your carpet and get ready to race! And by race, we mean hopping
    across everyone else's carpets, smacking them with your weapon of choice.
    The carpet riders can't hurt you, but may still drop the occassional gem if
    one of your friends is only a few away from leveling up. If you fall to the
    bottom of the screen in this area, you'll take some damage before bouncing back
    up. If you are scrolled off the left edge of the screen however, you'll start
    this area over from the beginning after taking damage. Keep moving!
    
    Past the first wave of carpet riders is a big airship platform. Switch to Bolo,
    drop from the right side of the airship and grapple forward to catch the first
    of the two balloon hooks, swinging forward to grab [DREAM SQUID 1] before you
    jump or grapple to the second balloon hook and over to the multi-tier airship
    ahead. Balloon hooks (and balloon pegs) will rise straight up when you jump
    onto or grapple them. Multi-tier ships will start sinking as they explode:
    just keep jumping to climb up their platforms as they go down.
    
    Past a couple more carpet riders and balloon hooks will be a set of three
    multi-tier ships, past which is another airship platform. Jump up to grab
    [DREAM SQUID 2] in the center of this airship, then switch to Bolo and get
    ready to grapple.
    
    Wait for the first balloon peg to come towards the center of the screen before
    you grapple on. Swing over and grapple onto the second balloon peg ahead, wait
    for [DREAM SQUID 3] to come into view up on the right, then swing right and
    jump high to grab it along with a nearby balloon hook. Let this balloon hook
    carry you up a bit, then jump and grapple another balloon peg to the right and
    swing over and jump to one of two last balloon hooks: ride the first one up
    a bit before jumping onto the second, which will go DOWN when you grab it, so
    quickly jump off and onto the carpet nearby. Wait on this carpet for one last
    carpet to show up, then jump on and get ready for an airborne boss battle.
    
    
    		* BOSS: Twitch and Vinegar *
    
    You'll have a set of three carpets to take on these two as both the girls
    and your carpets rotate in place, switching their rotational directions
    now and then. Keep towards the front and get in your attacks while
    the girls are rotating in place, then be ready to avoid their assaults when one
    stops and the other retreats into the background. The girl in the long ship
    shoots sets of rapid-fire rounds in a line at varying heights, while the girl
    in the tall ship throws bombs towards you in arcs.
    
    Eventually the two will combine and fire big beams across the screen at varying
    heights. The carpets will slow down and alternate directions to help you stay
    clear of the beams, or use Rotty's Head Toss to retreat to a different carpet. 
    Get in your attacks when it's safe and allow a moment to gauge where best to
    jump to safety when an attack is coming your way. Sky's seagulls work great
    for safely racking up damage on these two if as she's at least Gem Level 3.
    No gems will drop during this boss battle.
    
    Once either girl goes down, the other will take her place attacking non-stop
    without retreating. Bolo Balls can be useful against the remaining girl
    for getting in hits while staying out of her way, as they will still bounce
    off the edges of the screen despite this battle taking place in midair.
    After beating both of them, you're off to the next area.
    
    
    		* Cape Crustacean 2 *
    
    Time to start making your way across an entire azure armada. At the right end
    of the first ship past a lone Soldier, another ship will come into view. Jump
    across and have Rottytops safely club the Kitty Cannon from the jugs' ledge.
    The black floor hatches like those on this ship can be dropped through by
    pressing Jump while crouched above them to access the inside of the ship below.
    You can then jump back up through the hatches from below, but watch out through
    the ship's windows for enemy Soldiers to do the same. Through the door inside
    this ship is a room with electric barriers. Rottytops can toss her head through
    these electric barriers just like their nightmare counterparts to reach the
    jugs and [DREAM SQUID 1] tucked away. Once you're ready to leave, toss Rotty's
    head from the left edge of the thin platform on the upper right towards the
    corner of the floor near the door up to the left (it's a bit of a reach, but
    you can just make it across from there).
    
    Back outside on the edge of this ship, hatch one of Sky's platforms off to the
    right, and toss Rotty's head from your bird platform to the flying carpet
    ahead. Hatch another platform from the edge of the carpet, then jump and glide
    from your bird platform to another ship further right. Toss Rotty's head
    through the two electric barriers one at a time, and jump to the next ship.
    Have Rotty or Sky take on the stream of Soldiers coming from above on the next
    ship, then hurry forward once there's an opening and jump to the next ship.
    Watch for more Soldiers to drop down and charge you while waiting to jump.
    On the next ship, have Rottytops club the nearby Kitty Cannon from below,
    then drop through one of the black hatches and enter the door below. Inside,
    toss Rotty's head through the electric barriers making your way from the
    thin platform towards the middle to the ledge up on the left with
    [DREAM SQUID 2].
    
    Back outside the door, jump up through the black hatch past the big jug and
    wait to jump to the next ship. The Flame Cannon on this ship does not have to
    be destroyed, just crouch under its shots or simply jump on top, it will never
    turn around. Wait at the edge of this ship past the Flame Cannon for another
    ship with a Kitty Cannon on its edge. Take it out from up close before jumping
    on board. Switch to Sky, crouch down a little to the right of the big jug
    ahead and toss seagulls to take out the line of three Kitty Cannons to the
    right: their shots should just miss you. Jump to the next ship and toss
    Rotty's head through the row of four electric barriers. Jump to the next ship
    and have Rotty club the Kitty Cannon from below. Take out a second Kitty
    Cannon to the right and jump to the next ship. Below the black hatches and
    inside the door of this ship is a room with a couple big jugs that Rottytops
    can reach by tossing her head past the pair of moving electric barriers.
    Toss her head through both barriers at once as they come together.
    
    Back outside, deal with the Soldiers above before waiting to jump to the next
    ship which has a Grenadier aboard. Wait for him to toss a grenade, then jump
    in to attack. Wait for the set of four electric barriers to move to the right,
    then drop through the first black hatch and enter the door. Inside, have Bolo
    grapple and swing from the peg to reach [DREAM SQUID 3] past the gap on the
    right. Back outside, move up towards the electric barriers as they move to the
    right, then toss Rotty's head past them. Finally, have Bolo grapple and swing
    across two pegs to reach the last ship below to the right.
    Drop through its hatch into the next area.
    
    
    		* Cape Crustacean 3 *
    
    Past the Bat and spike pit at the beginning are a few big jugs to the right.
    From the rightmost edge of the curb on the right side of the spike pit, toss
    and hatch one of Sky's eggs forward to the right. Jump onto your bird platform
    and have Bolo jump and grapple the peg above. Swing to the right and jump up to
    reach the next room.
    
    Switch back to Sky and have her run forward, tossing seagulls nonstop to take
    out the Soldiers running on the ground. Keep moving and the Grenadiers on their
    platforms shouldn't be able to touch you. From the second Grenadier's platform,
    jump to the platform with a jug and switch to Bolo. Climb the chain above and
    smash through the steel boxes with Bolo's basic attack. Toss Rotty's head
    straight up and onto the platform above and enter the door by the huge jugs.
    Inside, have Bolo break the topmost steel crate, then jump onto the other
    steel crate and toss Rotty's head through the laser barrier and onto the thin
    platform with [DREAM SQUID 1]. If you accidentally break both crates, hatch
    one of Sky's platforms near where the top of the lower crate was,
    and toss Rotty's head from there.
    
    Continue down to the right back outside. Avoid touching the laser barriers that
    flicker on and off, or you will take damage and be sent back to an earlier part
    of this area. You can toss Rotty's head through the lasers, but she will not
    teleport if her head falls offscreen. Continue down past the lasers and a Bat
    into the room below. Wait just left of the first laser for the Grenadier above
    to toss a grenade over you, then run up next to him and attack when the laser
    turns off. Toss Rotty's head over the Grenadier, through the second laser and
    past the Bat nearby, then run right into the next room.
    
    Deal with the two Soldiers that rush forward. If you're not worried about
    Dream Squids, hatch one of Sky's platforms directly above you next to the
    spiked wall, then have Bolo jump from your bird platform, grapple the peg
    above to take a shortcut and skip the next paragraph. 
    
    Otherwise, stay on the floor below and toss Rotty's head through the laser on
    the right, then drop down through the thin platform on the other side to a
    room below with lots of huge jugs. Loot up and head right into the next room.
    Jump into the water to dive under the wall to the right and jump out onto the
    platform under the first waterfall. Hatch one of Sky's platforms directly
    above you, have Bolo jump to your bird platform and grapple a peg up above
    behind the first waterfall. Swing to the right and jump to the thin platform
    above. Hatch one of Sky's platforms directly above you, jump from your bird
    platform to the right, and toss Rotty's head through the laser in front of the
    third waterfall (it's kinda hard to see) so it lands on the ledge to the right.
    Drop down and have Bolo grapple the peg to the right by firing his Spring Claw
    as soon as you run off the ledge. Swing to the right, jump up to grapple
    straight up to another peg above. Loot the jugs on either side, then hatch one
    of Sky's platforms straight above you next to the left side of the peg. Jump
    onto your bird platform and toss Rotty's head up onto the thin platform above.
    Help yourself to the loads of jugs to the left and [DREAM SQUID 2] at the end
    of the path. Drop down the left edge and back outside. Jump up the thin
    platforms back to the room above. Wait at the topmost thin platform for the
    Grenadier up to the left to toss a grenade, then jump forward and deal with
    him. Toss Rotty's head to the left past the pair of lasers, then have her jump
    and club the other Grenadier nearby at close range from below.
    
    From atop the Grenadier's thin platform, have Bolo jump and grapple to the peg
    above. Quickly swing right and jump to the thin platform up on the right. The
    Bat to the left shouldn't follow you. If it does (or you want to reach the huge
    jug up to the left of the peg), toss a Bolo Ball down on it. The safest way
    past the two pairs of lasers ahead is to have Sky toss an egg forward as the
    first pair come on, then hatch a platform between the two pairs of lasers. Jump
    to your bird platform as the first pair of lasers turn off, then toss Rotty's
    head past the second pair of lasers and onto the thin platform next to the
    Grenadier. Take him out and proceed right into the next room.
    
    Switch to Sky, using her seagulls and Bird Barrier to deal with the Grenadiers,
    Bats, and running Soldiers in the hallway ahead. Drop down to the right, then
    jump onto the edge of the Grenadier's thin platform and take him out up close,
    then deal with the nearby Bat before jumping down to the left. Toss Rotty's
    head over the bed of spikes below, then run under the Grenadier on the right
    into the next room.
    
    This room contains several Bats and Grenadiers that can easily ambush you from
    above if you're not careful. Toss Rotty's head from the rightmost edge of the
    small thin platform onto the thin platform to the right, above the one with a
    pair of jugs. From the rightmost edge of the jugs' platform, toss Rotty's head
    into the passage on the right and grab [DREAM SQUID 3]. Wait for a grenade to
    be tossed and explode next to the leftmost edge of this passage before tossing
    Rotty's head left back to the thin platforms. Toss one of Sky's eggs straight
    up from the middle of the upper thin platform, hatching it so you can reach
    the Grenadier and his platform above. Have Rottytops take him out with a couple
    jumping clubs, but be sure to do small jumps by lightly tapping the Jump button
    so your bird platform doesn't disappear on you. Take out the Bat on the left
    from the Grenadier's platform, then toss one of Sky's eggs forward to the left.
    Hatch a platform so you can jump from it to the thin platform above to the
    right. Take out the Bat above with a couple vertical hits from Bolo's Spring
    Claw, then hatch one of Sky's platforms up towards the right. Jump to your
    bird platform and towards the Grenadier when it's safe, then rush in to defeat
    him before moving to the last room on the right. Grab a Big Heart from the jugs
    to the right, then jump up the thin platforms and outside.
    Destroy the engine nearby, then get ready for a boss battle.
    
    
    		* BOSS: Ammo Baron *
    
    Sky's seagulls and Bird Barrier can quickly clear away the soldiers Ammo Baron
    summons to his side to keep himself protected as they shuffle and swirl around
    him. When the Ammo Baron points, he'll order some of the soldiers to fly 
    towards you (or simply point in vain if you've wiped them all out already).
    After taking enough damage, the Baron will order soldiers to dive bomb you
    from above. Move away from the targeted area, then be ready to move away again
    when the targeted area changes and there's a break between the air raids.
    This routine repeats two times, with the Baron summoning more layers of
    soldiers each time. Clear out the majority and go for the Baron once whatever
    few are left no longer pose a direct threat. If Rottytops is at Gem Level 3
    or 4, use her basic attack on the Ammo Baron as he's calling in the first air
    raid: you may be able to damage him enough to where he skips summoning the
    second wave of soldiers and goes right into the second air raid!
    Just keep Rottytops away from the targeted areas during the air raids
    and she can easily handle any stray divebombers that may fly in too close
    while she's attacking the Baron himself. Gems will drop from every soldier
    you defeat: both the divebombers and the soldiers surrounding Ammo Baron.
    Keep unloading on the Ammo Baron and he'll soon surrender.
    
    
    
    		*** [4f] - Hypno Baron's Castle ***
    
    		* Hypno Baron's Castle 1 *
    
    You'll meet your first Batgal near the start of this area. These naughty
    nightmares have a long reach with their whips, and turn into a bat to escape
    damage as you draw near, whipping down at an angle from above. They may also
    whip upwards if you try to jump over them when they're on the ground. Also,
    all of the chests in this area contain an Ikki instead of actual treasure.
    When the chests these ghostly gals hide in are opened, they will float around
    nearby, tossing projectiles at you periodically when they're not fading out to
    avoid your attacks altogether. Take out the chests they emerge from to prevent
    additional Ikkis (Ikki?) from spawning.
    
    Past the first Batgal, use Sky's eggs or Rotty's head to reach the platform
    with the Ikki chest up to the right. Toss Rotty's head through the nightmare
    barrier to the right. Watch out for a Bat nearby as you enter the doorway on
    the right next to some jugs. Through the doorway in the next section past
    a Bat and Slimegal, jump to the thin platform on the right. Toss one of Sky's
    eggs to the left and hatch a platform Rottytops can use to toss her head
    to the thin platform above to the right.
    
    Have Bolo jump and grapple a peg up to the left. Swing to the left to reach
    the doorway on the left by a huge jug which leads to the next section of the
    castle. If you swing to the right from the peg, you can jump up to a room
    above with a few jugs and an Ikki chest.
    
    Past the big cracked block to the right is a Batgal and a couple of Bats. To
    the far right is a doorway that leads to a room with [DREAM SQUID 1].
    The chain above this doorway can be reached by hatching one of Sky's platforms
    below the chain, which leads to a room with a few big jugs.
    
    Coming into the next section of the castle, you'll find a Slimegal moving along
    a wood banister. Past the Slimegal, jump and use Sky's seagulls to knock down
    the blue lights hanging from the ceiling. These will normally fall and cause
    damage if you try to run under them. The flames that come out of fallen lights
    can also cause damage to both friend and foe: jump over these flames or wait
    for them to die out. From the left edge of the smaller banister to the left,
    toss Rotty's head onto the thin platform up to the left. The path further left
    below is a dead end containing only a couple enemies and a small jug.
    
    From the center of the thin platform, toss Rotty's head past the nightmare
    barrier up to the left (the path up to the right only contains more enemies and
    one big jug in the room through the doorway on the right). Past the Batgal to
    the left is a doorway next to a huge jug that leads to the final section of
    this area. Skip the next two paragraphs if you're not hunting Dream Squids.
    
    Have Bolo jump and grapple the peg above to the right of this doorway, then
    jump on the thin platform up to the left next to two big jugs. Grapple and
    swing across the next two pegs to the right, taking out the Bat above with a
    well-timed basic attack as you jump from the second peg to the area across.
    Past a Batgal to the right is a big cracked block. Smash through with Bolo's
    basic attack and grab [DREAM SQUID 2] on the other side.
    
    To the left of Dream Squid 2's location, toss one of Sky's eggs straight up off
    to either side of the thin platform below, and hatch a platform you can use to
    jump on. Hatch another platform from the thin platform to jump up and onto the
    castle roof outside. The left side only contains a Batgal and some jugs.
    To the right is another Batgal, past which will be a big cracked block.
    Past this block is a chain leading down to a room with [DREAM SQUID 3] down to
    the right. Use Sky's eggs or Rotty's head to start heading back outside to the
    thin platform at the roof entrance on the left (there is only a small jug on
    the far right end of the roof), then drop down to the left
    and proceed through the doorway on the far left.
    
    Defeat the Slimegal nearby, then toss Rotty's head through both nightmare
    barriers on the left. Defeat the Bat on the other side and attack the light
    before jumping over its flames and into the gap leading down. Take out the Bat
    below to the left and start going right. Past one last Batgal will be a pair of
    Slimegals with a pair of lights hanging overhead between them. After defeating
    the first Slimegal, you can safely toss Rotty's head forward between the lights
    and second Slimegal, then grab a Big Heart from the big jug near the exit.
    
    
    		* Hypno Baron's Castle 2 *
    
    Past the first two jumps is a Voltbat. If Bolo or Rottytops tries to hit one
    with their basic attacks (or the Spring Claw) while they're surging with
    electricity, you'll take damage. Safely pick them off with a ranged attack
    such as Sky's seagulls, Bolo Balls, or even Rottytops' head if need be.
    
    At the edge of the third platform, hatch one of Sky's platforms forward to the
    right. Jump and glide from your bird platform to the platform on the right.
    Toss Rotty's head through the nightmare barrier up to the right so it lands on
    the platform under the Voltbat. Have Bolo grapple and swing across a set of
    four pegs to the right, being careful not to hit the spiked walls.
    
    Past the four pegs is a Bonelegs, a strong spider woman who blocks most attacks
    and will swipe you away if you try jumping over her. Rottytops can safely toss
    her head over a Bonelegs as it approaches so long as her head doesn't hit the
    Bonelegs herself and is bounced back by her blocking. Bonelegs may drop a Big
    Magic Jar when defeated, so if you must fight one, attack to get them into a
    blocking animation, then start attacking again as soon as the animation
    finishes. Be careful of their short-range swipes and long-range venom shots.
    
    Use Sky's seagulls to take out the Bat over the pit past the next Voltbat, then
    hatch a Platform Egg forward to the right. Jump and glide from your bird
    platform to a dark platform below a spike wall. Quickly jump to the floor on
    the right before it falls, then hatch another platform just above the leftmost
    edge of the floor to jump up and reach [DREAM SQUID 1] to the right of the
    spike wall.
    
    Wait for the next Bonelegs to come towards you, then toss Rotty's head over her
    from the higher portion of the ground. Birdmen will start flying in from above,
    dropping lights that burst into flame when they get directly above you. Switch
    to Sky and run forward, using her seagulls and Bird Barrier to deal with the
    pair of Bats past the next Voltbat. Jump onto the highest end of the floor next
    to the nightmare barrier nearby, then toss Rotty's head straight through under
    the Voltbat on the other side to reach the next section on the right.
    
    Switch to Bolo and start running off the right edge of the floor under the
    spike wall. Grapple the peg nearby as soon as you start falling, then swing
    to the right, jump to the dark platform, and jump between the spike blocks
    onto the floor below before the dark platform falls. Swing to the right from
    the next grapple peg and jump onto the platform between the spike walls ahead.
    Toss one of Sky's eggs straight up from the rightmost edge of the platform,
    and hatch a platform that will let you jump over the second spike wall. Jump
    and glide from your bird platform to the dark platform, then jump and glide to
    the platform on the right before it falls. From the middle of this platform,
    toss one of Sky's eggs forward to the left, hatching it just underneath
    [DREAM SQUID 2], so you can jump on and grab said Dream Squid safely while
    jumping back to the platform.
    
    Past the next jump, use Sky's seagulls and Bird Barrier to rush forward and
    deal with the Bats above and Skeletons below. Switch to Rottytops as another
    Bonelegs comes into view, then toss her head over the Bonelegs and make your
    way to the next section on the right.
    
    Don't jump onto the dark platform ahead. Instead jump and toss one of Sky's
    eggs from the edge of the floor and hatch it as far out to the right as
    possible. Jump to the rightmost edge of your bird platform, then toss Rotty's
    head over the spike wall and onto the second dark platform to the right.
    The dark platforms will not start to fall until Rottytops finishes teleporting
    and you regain control. Jump to the upper-right corner of the L-shaped floor,
    then toss Rotty's head into the nearby Bat through the nightmare barrier ahead,
    and onto the dark platform on the other side. Carefully jump from the dark
    platform to the platform under the spike wall and toss Rotty's head over the
    next gap to the right. Switch to Bolo and take out the Bat ahead before
    swinging across the next four grapple pegs. Toss Rotty's head through one more
    nightmare barrier past the pegs. Take out the two Bats ahead and grab a Big
    Heart from the big jug next to the exit on the right leading to the boss.
    Before you go in, hatch one of Sky's Platform Eggs next to the top of the
    door's archway so you can jump up to reach [DREAM SQUID 3] atop the door.
    
    
    		* BOSS: Hypno Baron's Monster *
    
    The Baron's Monster will run in place, then charge forward, bouncing between
    the walls. Sky's glider will help you stay above the Monster as it bounces
    about. She can also toss out a seagull between jumps for a bit of extra damage.
    Then the Monster will bounce around some more while floating upwards,
    shooting projectiles down from one side to another. Use Bolo Balls to tack on
    damage while it's dropping projectiles from above. After a few passes, it will
    bounce around some more on its way back down. Now the Monster will stomp
    around, which is when it's most vulnerable to attack.
    Watch for it to jump up high and come crashing down though once it's done
    stomping about, and be ready to run underneath to safety if it has you
    cornered, or use Rotty's head toss to escape to the other side. 
    It will stomp about and jump up high one more time, then repeat its routine.
    The circular shockwave when it crashes down from its high jumps is
    only cosmetic and doesn't hurt, just don't let the Monster itself land on you.
    The Monster will drop some gems after taking enough damage.
    
    Upon its initial defeat, the Monster will pair up with the Hypno Baron and
    attack you together as a team. First, the Baron will fly up high out of reach,
    trying to slam his Monster down onto you. Dodge out of the way and attack his
    Monster from the side. After a few slams, Baron and Monster will separate.
    The Baron will float around the room in a circle, then over to the other side,
    alternating between both sides of the room while throwing green flames that
    explode into tall pillars of fire, while his Monster alternates leaping down
    from one side of the room to the other, sending shockwaves along the floor
    when it lands. Focus on attacking the Baron's Monster during this phase.
    You can safely crouch under the Hypno Baron if he tries to swoop down
    and run into you.
    
    Soon the Baron will retreat to one side while his Monster jumps into the air
    and crashes down, sending more shockwaves off to either side. Focus you attack
    on the Baron himself now during this phase, but also watch out for him to rise
    up into the air and shoot a spread of shots down from the upper corner of the
    room before flying off to the other side. Their battle routine will repeat
    from here. The Hypno Baron and his Monster will each drop some gems after
    taking a certain amount of damage, and once either one goes down, the other
    will enrage and start attacking more recklessly until defeated. Try to defeat
    the Monster first: it's arguably more difficult to deal with when enraged.
    Keep up the good fight and this gruesome twosome will be sent packing,
    one-way coach.
    
    
    
    		*** [4g] - Nightmare Realm ***
    
    The friends' endgame consists of three areas, each of which will test your
    skill with the group's special abilities by themselves, one at at time.
    Each area is divided into three sections, with a jug containing a Big Heart at
    the beginning of each area and between section checkpoints. You can wait to
    break a jug and save the Big Heart inside until you're low on life
    if a certain section is giving you trouble.
    
    		* Nightmare Realm 1 *
    
    On that note, Bolo's area is up first. Jump and grapple to the peg on the
    right, swing and jump to a ring hook nearby and onto the platform with a
    Big Heart jug. Jump from the right edge of this platform to grapple and swing
    across two more pegs to a lower platform. From there, grapple onto the ring
    hook above, swing to the right and make a big jump to the thin platform ahead.
    Jump and grapple to the peg over the spikes, but be sure to pull your grapple
    chain in a bit as you swing to the right so as not to bump into the spikes.
    From the next solid platform past the two thin platforms, grapple the peg and
    swing right, then back left and jump up left to reach [DREAM SQUID 1]. Swing
    from this peg and a second peg to the right to reach a ring hook next to the
    end of this section.
    
    *CHECKPOINT*
    
    Go right as far you can past the small jugs and wait next to the spikes
    for a peg to move below you from the right. Jump and grapple straight up, then
    pull your chain all the way up before the peg moves back to the right. Drop to
    the ring hook below once the peg is clear of the spikes, then grapple another
    peg that moves in from the right. Extend your chain all the way down to avoid
    the mines. Once you pass under the mines, swing right and jump just high enough
    to grab [DREAM SQUID 2] between your peg and another one to the right without
    hitting the spiked ceiling. Pull your chain all the way up after grappling the
    second peg before it moves right to avoid more mines. Jump from this peg to a
    ring hook, and wait for another ring hook to come in above from the right.
    Grapple to that ring hook and extend your chain all the way down to avoid more
    mines before the ring hook moves right. Finally, swing a bit to the right and
    jump just high enough to reach the floor on the other side without hitting the
    spiked ceiling.
    
    *CHECKPOINT*
    
    Just past the Big Heart jug at the start of the last section will be three
    ring hooks that alternate moving up and down. Jump or grapple to the third ring
    in the set, then jump to the right above the spiked block when it moves all the
    way up to grab a fourth moving ring hook. As the fourth hook starts to move up
    from its lowest position, jump between the next two spiked blocks and grapple
    the peg to the right. Swing from this peg and three more to a thin platform on
    the right. From the thin platform, jump and grapple to two last ring hooks
    leading to this area's exit on the right. Swing and jump as far to the right
    as you can from the second ring hook to grab [DREAM SQUID 3] up to the right
    on your way out.
    
    
    		* Nightmare Realm 2 *
    
    Now it's Rottytops' turn. Keep in mind that damage taken when Rotty's head is
    tossed into a pit or spikes will not send her back to a previous checkpoint in
    this area. If you're trying to save her healing magic for the upcoming boss,
    consider jumping Rottytops herself into a pit or spikes on purpose if you need
    to fall back to a Big Heart jug and have 1/2 a heart to spare. Also, the
    low/medium/high angles referenced in this section refer to the preset angles
    you choose when aiming Rottytops' head with the Directional Pad.
    
    Jump to the first platform past the Big Heart jug and toss Rotty's head at a
    medium angle up to the thin platform above. From the right edge of this
    platform, toss your head at a medium angle to land atop the wall to the right.
    Jump to the next platform down to the right. From the right edge of this
    platform, toss your head at a medium angle to the next platform, then toss your
    head at a medium angle through the nightmare barrier nearby. Jump atop the wall
    to the right and toss your head from its rightmost edge at a medium angle to
    the next platform. Toss your head at a medium angle onto the thin platform,
    then toss at a high angle next to the wall to land atop it. Jump from this wall
    and through the passage down to the right. Toss your head at a high angle
    through the thin platform above to the right, then jump atop the leftmost edge
    of the wall and toss your head at a medium angle between the spike blocks and
    onto the floor down to the right. From the leftmost edge of this floor, toss
    your head at a medium angle to the left to reach [DREAM SQUID 1], then toss
    your head at a low angle back to the right. Proceed right to the next section.
    
    *CHECKPOINT*
    
    Past the Big Heart jug, move under the thin platform and toss your head at a
    high angle to land atop it from below. From the right edge of this platform,
    toss your head at a medium angle to land on the next platform as it moves
    towards the left, just before it crosses your aiming line. Ride the moving
    platform the right and jump to the next platform. From the right edge of this
    platform, toss your head at a medium angle to the next moving platform once
    it's near the bottom of its path. Wait for this platform to move back up, then
    toss your head at a low angle on its way back down so that your head passes
    between the next two spike walls and bounces on the small thin platform,
    skipping off it and onto the second thin platform to the right. Jump up to the
    right edge of the next platform and toss your head at a low angle through the
    gap in the spike wall ahead. Jump to the next moving platform on its way down,
    then toss your head at a medium angle over the spike block and onto the second
    moving platform while it's on its way up. Wait on this moving platform to start
    heading back down and toss your head at a low angle through the gap in the
    spike wall. Toss your head at a medium angle onto the floor to the right.
    From the leftmost edge of this floor, toss your head at a high angle once the
    thin platform above moves as far right as possible, landing atop as it's on
    its way back to the left. Ride this platform to the left to jump and reach
    [DREAM SQUID 2], then proceed right into the next section.
    
    *CHECKPOINT*
    
    Jump to the platform with the Big Heart jug. Toss your head at a medium angle
    from its rightmost edge to reach the moving platform as it comes to the left
    before crossing your aiming line. Toss your head at a low angle from the right
    edge of this platform to land on a second moving platform just as it moves as
    far left as possible. From the second moving platform, toss your head at a
    medium angle atop the wall to the right.
    
    From the leftmost edge of this wall, toss your head at a medium angle to land
    on the small thin platform up to the left. From the center of this platform,
    toss your head at a medium angle onto the next small thin platform to the left,
    then jump to grab [DREAM SQUID 3] while landing on the moving platform below.
    
    From atop the wall, jump to the next moving platform on its way down, then toss
    your head at a medium angle onto the next moving platform to the right. Jump
    atop the next wall and toss your head at a medium angle onto the C-shaped
    structure. From the left edge of this structure, toss your head at a low angle
    so it bounces off the wall to the right and through the nightmare barrier
    below, landing inside the C-shaped structure. Toss your head at a low angle
    through the barrier onto the next platform, then toss your head at a high angle
    up onto the thin platform from below. Jump to the moving platform on its way
    down, then toss your head at a medium angle from the right edge of this moving
    platform onto another moving platform up to the right as it comes towards the
    left before crossing your aiming line. Jump down to the floor on the right and
    proceed to the exit.
    
    
    		* Nightmare Realm 3 *
    
    Last but not least is Sky's area. From the edge of the platform with the
    Big Heart jug, hatch Platform Eggs forward to cross the first three gaps.
    Toss an egg straight up next to the wall to climb atop, then toss an egg
    from the rightmost edge of this wall and hatch a platform down low. Jump onto
    your platform and glide over to the floor on the right. From the edge of this
    floor, toss an egg forward and hatch a platform so you can reach the ring hook
    above. Jump and glide from this ring hook to another two down to the next floor
    with a Leaper jumping between it and a tall wall. Jump and toss an egg over the
    Leaper when it's on its way back down, and hatch your platform as close to the
    wall as possible. Jump past the Leaper, onto your platform and atop the wall.
    
    Toss an egg forward from the left edge of this wall so it falls between it and
    the ceiling wall on the right, hatching a platform just above the pit between
    both walls. Drop down to your platform, jump forward, and toss another egg
    straight up to get atop the next wall. From the rightmost edge of this wall,
    toss an egg forward and hatch a platform off to the right. Jump and glide from
    your platform to the right onto the floor leading into the next section. From
    the leftmost edge of this floor, toss an egg left and hatch a platform between
    the lower floor and upper path. Jump on your platform and onto the upper path
    where you will find [DREAM SQUID 1].
    
    *CHECKPOINT*
    
    Jump past the Leaper next to the Big Heart jug and onto the thin platform to
    the right. Wait for a horizontal moving platform to come in from the right and
    jump onto it. Toss an egg forward as the platform moves towards the right,
    hatch a platform and quickly jump onto it before the moving platform goes back
    to the left. Wait on your bird platform to jump to a diagonal moving platform
    on the right. Ride this diagonal moving platform to a second diagonal moving
    platform, and toss an egg forward as the second diagonal moving platform moves
    towards its topmost point. Quickly jump to your bird platform before the
    diagonal platform moves back down and glide over to a thin platform
    on the right. From the rightmost edge of the thin platform, toss an egg
    forward and hatch it as low as possible. Jump to your platform and onto the
    next thin platform without hitting the spiked wall. Toss an egg straight up
    from this thin platform and wait on your bird platform for a horizontal moving
    platform to come in from the right. Carefully jump through the spiked passage
    from your bird platform to the moving platform. 
    
    To reach [DREAM SQUID 2] nearby, toss an egg towards the right as the moving
    platform is moving towards the left, then hatch the platform as the platform
    gets close to the spikes and starts moving back right. Jump from the moving
    platform to your bird platform, up and left to the Dream Squid and back onto
    the moving platform as is goes back towards the left.
    
    Back on the moving platform, toss an egg forward and hatch a platform as you
    move towards the right. Quickly jump to your bird platform and glide across
    to reach the floor leading to the next section.
    
    *CHECKPOINT*
    
    At the edge of the floor by the Big Heart jug, jump and toss an egg forward
    over the Leaper on its way back down, then hatch a platform on the other side
    of the Leaper to jump across to a thin platform. Repeat for the next Leaper on
    the edge of the thin platform, then jump and grab the ring hook nearby. From
    the first ring hook, jump and glide to the second ring hook. Wait here for the
    moving platform below to get as far left as possible, then jump down onto its
    rightmost edge as it starts moving right. Quickly crouch on this platform to
    pass under the spike wall on the ceiling, then jump to another moving platform
    as it moves towards the top of the following spike wall. Drop from this second
    moving platform before it gets too close to another spike wall on the right,
    and carefully glide onto the thin platform below. From there, toss an egg
    forward and hatch a platform to jump up to the first ring hook in a set of
    four. You can safely jump and glide to each ring hook,
    but the third one will move left and right. 
    
    If you're looking to complete your Dream Squid collection, this is where things
    get tricky: first, wait on the fourth hook until the third hook comes onscreen
    from the left. Then quickly jump and toss an egg to the left, grabbing the
    third hook on its way over with your egg still in the air. Jump back to the
    fourth hook and hatch your platform so it is level with the fourth hook,
    letting you jump and glide from the fourth hook to your bird platform and reach 
    [DREAM SQUID 3], landing back on the third or fourth hook on your way down
    if possible.
    
    From the fourth hook, jump to the moving platform on the right, then
    down to a second moving platform before the first one hits a spike wall,
    then from the second moving platform to a moving ring hook above, and ride the
    hook over the spike walls. The hook will go as far as just above the bigger of
    the two spike walls below: jump and glide to the floor on the right to finish
    this area, meet back up with your friends, and prepare for one last battle...
    
    
    		* BOSS: Nega-Shantae *
    
    Time to dance with darkness! Nega-Shantae will run a certain distance
    off to either side before she starts dancing, which is when she's
    most vulnerable to attack. When she stops dancing, she'll turn into one of 8
    forms and start attacking before transforming back and repeating this pattern:
    
    Monkey: Nega-Shantae spins in place, then darts forward in a random direction,
    stopping to spin around and dart off a few more times.
    
    Elephant: Nega-Shantae disappears as a red, smoky shadow appears somewhere
    on the floor. Move away from the shadow, as that's where Nega-Shantae
    will land... hard.
    
    Spider: Nega-Shantae leaps off-screen as venom rains from above. Dodge between 
    the shots, then use Rottytops' Head Toss when the venom rain stops to avoid
    Nega-Shantae as she drops down from below.
    
    Harpy: Nega-Shantae flies up and swoops in from off-screen a few times in 
    random arcs, from one side of the screen to another. Jump over her aerial
    assaults, or crouch if she goes high.
    
    Mermaid: Nega-Shantae leaps up high, then shoots three spreads of bubbles
    down at an angle before dropping back down. The safe spots alternate between
    bubble spreads. Nega-Shantae may only take on this form if she's dancing in
    the far-left or far-right corner: give yourself time to distance yourself from
    her to avoid the bubbles more easily.
    
    Crab: A pair of waterfalls flow up on either side as Nega-Shantae moves
    up and down along one before diving straight across to the other waterfall,
    repeating this a few times. Watch for the foam moving up and down to see
    where Nega-Shantae will dive from, then jump or crouch as needed.
    
    Bat: Nega-Shantae bounces around the room as the area goes dark except for a
    small spotlight around Nega-Shantae. Stay towards one corner and use Sky's
    seagulls for a few free hits. Nega-Shantae will drop gems
    when damaged in Bat form.
    
    Mouse: Nega-Shantae quickly scurries left and right along the ground, stopping 
    to pop up and attack in human form a few times. Keep moving and jump away
    from Nega-Shantae's pop-up attacks: she can't hurt you in Mouse form.
    
    This boss can be tricky: it helps to come into this fight will full life,
    high Gem Levels, and a full Dream Magic meter on Rottytops for healing.
    If the Nightmare Realm took its toll on your way here, you can always pop back
    into a previous stage from the Stage Select menu to load up on supplies,
    like with the jugs just to the right at the start of World 1-2,
    a possible Big Magic Jar from the Wetman near the beginning of World 2-2,
    and a Big Heart from the jug at the beginning of World 6-2.
    Then just select the World 6 Boss from the Stage Select to jump right back
    into the fight once everyone's ret-2-go.
    
    Contact with Nega-Shantae as a Monkey, Crab, or Spider will hurt the most,
    each doing 1 heart of damage (not counting the Elephant attack which does
    2 hearts, but is relatively easy to avoid). Thus you will want to use
    Rottytops' Brain Food magic to heal up when you're down to 1 heart or less.
    When in doubt, try (ab)using Rottytops' Head Toss to dodge out of the way of
    Nega-Shantae's trickier attacks. Play defensively and get in most of your hits
    when Nega-Shantae stops to dance or is in Bat form, and you should win the day
    before long.
    
    CONGRATS! Friendship has bested the worst of enemies.
    
    
    
    	{{{ 5. Extras and Unlockables }}}
    
    
    
    		*** [5a] - Ending Pictures ***
    
    Upon beating the game, you may be presented with one of three bonus pictures
    after the credits based on your clear time and item collection:
    
    1. Finish the game with 100% items
    2. Finish the game with 100% items within 2 hours (unconfirmed)
    3. Finish the game within 1 hour (unconfirmed)
    
    Finishing the game for the first time or meeting the criteria for pictures
    2 or 3 will place one of three stars under Friends to the End Mode
    on the file select screen.
    
    
    
    		*** [5b] - Hidden Achievements ***
    
    Friends to the End has one hidden achievement:
    
    * True Friends!
    Obtain all win screens of Friends to the End.
    
    This achievement is earned by unlocking all three bonus pictures
    described above in Section 5a - Ending Pictures.
    
    
    
    	{{{ 6. Dream Squid Location List }}}
    
    
    
    The following list details the locations of all the Dream Squids
    separate from the main walkthrough. 
    Each area of every stage contains 3 Dream Squids.
    
    
    
    		*** [6a] - Main Street Squids ***
    
    			--Main Street 1--
    
    * Dream Squid 1 *
    From the wood platform above the first big cracked block, toss Rottytops' head
    onto this Dream Squid's wood platform to the left.
    
    * Dream Squid 2 *
    In the lower-right corner of the body of water
    just to the right of Dream Squid 1's location.
    
    * Dream Squid 3 *
    Use one of Sky's Platform Eggs to reach the wood platform
    at the end of this area, then jump and glide to this Dream Squid.
    
    
    			--Main Street 2--
    
    * Dream Squid 1 *
    Jump up to the left across the wood platforms from the first Tinkerbat's
    location. Have Bolo swing from the peg above onto the building up to the left,
    then swing across two more pegs further left to find this Dream Squid.
    
    * Dream Squid 2 *
    From the edge of the first staircase, use one of Sky's Platform Eggs to hatch a
    platform Rottytops can use to toss her head atop the wall to the right with the
    big jugs. Have Bolo swing from the peg on the other side to reach this
    Dream Squid.
    
    * Dream Squid 3 *
    Towards the end of this area, have Sky jump and glide atop the wood platforms
    overhead to reach this Dream Squid just above the area exit.
    
    
    
    		*** [6b] - Mermaid Falls Squids ***
    
    			--Mermaid Falls 1--
    
    * Dream Squid 1 *
    Towards the lower-right corner of this area, jump into the water and hold Right
    to dive under a wall and reach this Dream Squid on the other side.
    
    * Dream Squid 2 *
    Just past the first ring hook up to the left is a small platform above the
    middle of a larger platform to the right of the first Mermaid. Toss Rottytops'
    head onto the small platform, then hatch one of Sky's eggs towards the left so
    Rottytops can toss her head through the barrier up to the left. Have Bolo smash
    the big cracked block with his basic attack, then toss Rotty's head through the
    other barrier to reach this Dream Squid to the left.
    
    * Dream Squid 3 *
    Have Bolo swing from the ring hooks below the moving platforms at the top of
    this area to jump up atop the moving platform without a ring hook furthest to
    the right. Drop down and grapple the peg below, extend your chain all the way
    down and swing to the right to jump and reach this Dream Squid
    in the nook to the right.
    
    
    			--Mermaid Falls 2--
    
    * Dream Squid 1 *
    From the start of this area, keep going straight ahead to the right until you
    enter a room with this Dream Squid behind a nightmare barrier. Hatch one of
    Sky's Platform Eggs over the water that Rottytops can use to toss her head
    through the barrier and reach this Dream Squid.
    
    * Dream Squid 2 *
    Go left past the second Wetman to a pair of small jugs, and toss Rottytops'
    head straight up onto the thin platform above. Use Sky's eggs and Rotty's head
    to reach another thin platform higher up. Have Bolo jump, grapple and swing
    from the ring hook up to the right onto the thin platform above. Use Sky's eggs
    and Rotty's head to finish climbing up past the nightmare barriers where
    this Dream Squid is waiting.
    
    * Dream Squid 3 *
    Head left onto the thin platform near the upper-right corner of this area after
    riding the last set of three conveyor hooks up here, before the last hallway
    with two Gator Guards. Toss one of Sky's Platform Eggs to the left and hatch
    a platform you can jump onto in order to jump and glide
    to this Dream Squid's platform up to the left.
    
    
    			--Mermaid Falls 3--
    
    * Dream Squid 1 *
    Just past the first pit beyond the first three barrels. Hold Right while
    jumping from the edge of the yellow-and-black striped platform.
    
    * Dream Squid 2 *
    Past the first Swingin' Gator Guard is a series of three pits.
    Jump towards the right to reach this Dream Squid above the platform
    between the second and third pits.
    
    * Dream Squid 3 *
    Past the next two Swingin' Gator Guards is another series of three pits.
    Grab this Dream Squid from the far right edge of the platform
    between the second and third pits.
    
    
    
    		*** [6c] - Tassel Town Squids ***
    
    			--Tassel Town 1--
    
    * Dream Squid 1 *
    Have Bolo grapple the third peg in this area, located above a quicksand pit.
    Swing to the right and jump up to reach this Dream Squid atop its platform
    below a nightmare barrier.
    
    * Dream Squid 2 *
    Past the first Scorpion Queen in this area, before the second Scorpion Queen.
    Use Sky's Platform Egg to create a platform above the small quicksand pit
    below this Dream Squid to reach it.
    
    * Dream Squid 3 *
    Just past the second Scorpion Queen between a platform and quicksand pit.
    Grab this Dream Squid as you rapidly jump forward across the quicksand.
    
    
    			--Tassel Town 2--
    
    * Dream Squid 1 *
    Atop the wall directly above the first Archer towards the beginning
    of this area.
    
    * Dream Squid 2 *
    Above a thin platform up towards the left past the first Skeleton.
    Use Sky's Platform Egg and glider to reach it from the thin platform closest
    to the purple platform in the rightmost wall.
    
    * Dream Squid 3 *
    From the second Archer's location before the set of three big cracked blocks,
    hatch one of Sky's Platform Eggs up to the right that Rottytops can use to
    toss her head onto the thin platform near this Dream Squid up to the right.
    
    
    			--Tassel Town 3--
    
    * Dream Squid 1 *
    Past the first Naga in the first section of this area is a pair of pegs Bolo
    can grapple and swing across to reach this Dream Squid down to the left.
    
    * Dream Squid 2 *
    In the second section of this area high above one of the Nagas.
    Toss one of Sky's Platform Eggs straight up and hatch a platform under
    this Dream Squid, then jump from the platform slightly higher up
    just to the right and onto your bird platform to reach the Dream Squid.
    
    * Dream Squid 3 *
    Inside a C-shaped structure in the third section of this area. Toss Rottytops'
    head across the gap located down to the right of this Dream Squid.
    
    
    
    		*** [6d] - Cape Crustacean Squids ***
    
    			--Cape Crustacean 1--
    
    * Dream Squid 1 *
    Have Bolo grapple onto the first balloon hook just past the first airship
    platform, and swing to the right to claim this Dream Squid.
    
    * Dream Squid 2 *
    Jump and grab this Dream Squid above the middle of the airship platform
    just past the set of three multi-tiered airships 
    that explode and start to fall.
    
    * Dream Squid 3 *
    From Dream Squid 2's location,  wait until the balloon peg to the right of the
    airship is toward the middle of the screen before having Bolo jump and grapple
    to it. Swing, jump and grapple to the next balloon peg, then swing and jump to
    the right to grab this Dream Squid just above the next balloon hook.
    
    
    			--Cape Crustacean 2--
    
    * Dream Squid 1 *
    Inside the first ship with black floor hatches is a door leading to a room
    with this Dream Squid. Use Rottytops' Head Toss to pass through the electric
    barriers and reach the Dream Squid up to the right.
    
    * Dream Squid 2 *
    Inside the second ship with black floor hatches is a door leading to a room
    with this Dream Squid. Use Rottytops' Head Toss to pass through the electric
    barriers and reach the Dream Squid up to the left.
    
    * Dream Squid 3 *
    Inside the fourth ship with black floor hatches is a door leading to a room
    with this Dream Squid. Have Bolo grapple and swing across the peg to the right
    to reach the Dream Squid.
    
    
    			--Cape Crustacean 3--
    
    * Dream Squid 1 *
    At the end of the first hallway full of Soldiers and Grenadiers is a jug
    sitting atop a thin platform. Jump from this platform to the chain above and
    have Bolo break the crates at the top with his basic attack. Toss Rottytops'
    head onto the platform above and enter the door. Inside, break the topmost
    crate and toss Rotty's head from atop the bottom crate onto the platform with
    this Dream Squid.
    
    * Dream Squid 2 *
    From Dream Squid 1's location, go down and right, dropping through the thin
    platform in the floor next to a laser beam. You will find this Dream Squid
    in the next room to the right.
    
    Jump into the water to dive under the wall to the right and jump out onto the
    platform under the first waterfall. Hatch one of Sky's platforms directly
    above you, have Bolo jump to your bird platform and grapple a peg up above
    behind the first waterfall. Swing to the right and jump to the thin platform
    above. Hatch one of Sky's platforms directly above you, jump from your bird
    platform to the right, and toss Rotty's head through the laser in front of the
    third waterfall (it's kinda hard to see) so it lands on the ledge to the right.
    Drop down and have Bolo grapple the peg to the right by firing his Spring Claw
    as soon as you run off the ledge. Swing to the right, jump up to grapple
    straight up to another peg above. Hatch one of Sky's platforms straight above
    you next to the left side of the peg. Jump onto your bird platform and toss
    Rotty's head up onto the thin platform above.
    The Dream Squid is located to the left past all of the jugs nearby.
    
    * Dream Squid 3 *
    Located in the lower-right corner of the room just before the last room
    in this area with a Big Heart in one of its jugs that leads up and outside.
    Toss Rottytops' head from the edge of the thin platform furthest to the right
    above the spike floor to reach this Dream Squid's hiding place.
    
    
    
    		*** [6e] - Hypno Baron's Castle Squids ***
    
    			--Hypno Baron's Castle 1--
    
    * Dream Squid 1 *
    From the start of this area, go through the doorway on the right, then go up
    and past the big cracked block on the right. The doorway further to the right
    will take you to a room with this Dream Squid.
    
    * Dream Squid 2 *
    From the start of this area, go through the doorway on the right, then go up
    and through the doorway on the left. Continue left, up, and left past the
    nightmare barrier, then have Bolo grapple and jump from the peg near the
    doorway to the left to reach two more pegs above leading to the right.
    Further right past the pegs is a big cracked block Bolo can break
    with his basic attack to find this Dream Squid on the other side.
    
    * Dream Squid 3 *
    From Dream Squid 2's location, use Sky's Platform Eggs to reach the thin
    platform above just to the left of where the big cracked block was.
    Go to the right atop the castle roof until you see a chain, then just
    jump down into the room containing this Dream Squid below to the right.
    
    
    			--Hypno Baron's Castle 2--
    
    * Dream Squid 1 *
    In the first section of this area hidden behind tree leaves in the foreground,
    to the right of a spike block at the top of the screen just before
    the second Bonelegs. Use Sky's Platform Egg to reach this Dream Squid.
    
    * Dream Squid 2 *
    Down to the left of a platform in the second section of this area. Toss one of
    Sky's Platform Eggs to the left from the middle of the platform, and hatch a
    bird platform just underneath this Dream Squid.
    
    * Dream Squid 3 *
    Directly above the door at the end of the third section of this area
    leading to this stage's boss. Use Sky's Platform Eggs to hatch a platform
    just to the left of the door's archway, then jump up and grab the Dream Squid 
    hiding above the door.
    
    
    
    		*** [6f] - Nightmare Realm Squids ***
    
    			--Nightmare Realm 1--
    
    * Dream Squid 1 *
    In the first section of Bolo's area, jump and grapple onto the peg to the right
    of this Dream Squid, then just swing to the left and jump up to grab it.
    
    * Dream Squid 2 *
    From the first ring hook in the second section of Bolo's area, jump and grapple
    to the peg that moves in up above to the left and extend your chain as far down
    as possible. As the peg moves to the right and passes under the cluster of
    Mines, swing to the right and jump just high enough to grab this Dream Squid
    without hitting the spikes on the ceiling, then quickly grapple
    to the next peg on the right after collecting it.
    
    * Dream Squid 3 *
    At the end of the third section of Bolo's area are two stationary ring hooks
    past the first four ring hooks that move up and down. Grapple and swing wide
    across the stationary ring hooks, jumping up to the right as high as possible
    from the second hook to grab this Dream Squid up by the area exit.
    
    
    			--Nightmare Realm 2--
    
    * Dream Squid 1 *
    At the end of the first section of Rottytops' area, toss her head from the left
    edge of the floor at a low angle so it lands on the ledge just below this
    Dream Squid to reach it, then toss her head at a low angle back to the right.
    
    * Dream Squid 2 *
    At the end of the second section of Rottytops' area,
    toss your head at a high angle from the left edge of the floor once the
    thin platform above moves as far right as possible, landing atop as it's on
    its way back to the left. Ride this platform to the left to jump and reach
    this Dream Squid above.
    
    * Dream Squid 3 *
    Near the beginning of the third section of Rottytops' area, up high next to a
    pair of small thin platforms to its right. From the left edge of the wall
    further to the right of these platforms, toss your head at a medium angle so it
    lands on the first thin platform. From the middle of this platform, toss your 
    head at a medium angle onto the second thin platform, then jump to grab
    this Dream Squid while landing on the moving platform below.
    
    
    			--Nightmare Realm 3--
    
    * Dream Squid 1 *
    From the leftmost edge of the floor at the end of the first section in Sky's
    area, toss an egg left and hatch a platform between the lower floor 
    and upper path. Jump to your bird platform and onto the upper path
    where you will find this Dream Squid up to the right.
    
    * Dream Squid 2 *
    In the second section of Sky's area, up high next to a spike wall.
    From the moving platform before this Dream Squid, toss an egg towards the right
    as the platform is moving towards the left, then hatch your platform as the
    moving platform gets close to the spikes and starts moving back right.
    Jump from the moving platform to your bird platform, up and left
    to the Dream Squid and back onto the moving platform
    as is goes back towards the left.
    
    * Dream Squid 3 *
    Above the set of four ring hooks in the third section of Sky's area.
    Wait on the fourth hook until the third hook comes onscreen from the left, 
    then quickly jump and toss an egg to the left, grabbing the third hook
    on its way over with your egg still in the air. Now jump back to the
    fourth hook and hatch your platform so it is level with the fourth hook,
    letting you jump and glide from the fourth hook to your bird platform
    and reach the Dream Squid, landing back on the third or fourth hook
    on your way down if possible.
    
    
    
    	{{{ 7. Bestiary }}}
    
    
    
    Listed here is detailed information on the game's enemies and bosses, ordered
    in the areas where they first appear. Below each enemy's name is the following
    information:
    
    HP: The enemy's life points. For reference, Bolo's standard attack
    does 3 points of damage at Gem Level 1.
    Damage: Damage done by the enemy with its various attacks. For reference,
    1 point of enemy damage equals 1/4 of a heart on the life meter.
    
    HP listings may not be 100% accurate.
    
    Please refer to the main walkthrough for in-depth boss strategies.
    
    
    
    		*** [7a] - Main Street Enemies ***
    
    * Crab
    HP: 2
    Damage: 2 (contact)
    
    A basic red crab that moves back and forth on land.
    
    
    * Starfish
    HP: 5
    Damage: 0 (contact)
    
    Colorful one-eyed starfish. You won't take damage if they latch onto you,
    but your movement will be hampered and you cannot switch characters until
    you can shake them off by rapidly pressing buttons and directions.
    Dies after being shaken off.
    
    
    * Leaper
    HP: N/A
    Damage: 1 (contact)
    
    One-eyed creatures with pincer-like jaws that leap up and down out of water
    and pits. Cannot be defeated, so jump past as they fall back down.
    
    
    * Mermaid
    HP: 12
    Damage: 2 (contact, bubble)
    
    Emerges from various locations when you draw near, firing a spread of bubbles
    shortly afterward before leaping away, then coming back to fire more bubbles.
    If your Gem Level is 1, allow some space to jump between their shots
    before they attack.
    
    
    * Tinkerbeast
    HP: 55
    Damage: 2 (contact), 1 (cannonball)
    
    A big beast with a ship full of Tinkerbats atop it.
    Sits in place while burping up cannonballs that roll forward.
    
    
    * Tinkerbat 
    HP: 4
    Damage: 1 (contact, torch)
    
    A common grunt in Risky's pirate crew. Some of them jump in to ambush from
    the foreground or background. Others sit in place tossing torches in an arc
    that burst into flame upon hitting the ground.
    
    
    * Naga
    HP: 20
    Damage: 3 (contact), 2 (projectile)
    
    Snake women clad in red armor that shoot a rapid-fire stream of projectiles
    when they stop moving.
    
    
    * Bat
    HP: 4
    Damage: 2 (contact)
    
    Purple bats that float towards you when you approach their perches.
    
    
    * Tinkerslug [BOSS]
    HP: 200
    Damage: 4 (cannonballs)
    	2 (Risky's pistol) 
    
    Impressively enormous scourge of the seas, though more bulk than bite.
    Ring the bell in the lower-left with an attack to call in a powder keg
    up top you can hit at the Tinkerslug to stun it, leaving it open to a good
    series of strikes to the face.
    
    
    
    		*** [7b] - Mermaid Falls Enemies ***
    
    * Archer
    HP: 15
    Damage: 2 (contact, arrow)
    
    Female fletchers that unload arrows in a straight line, three at a time.
    Crouch under their arrows, then move in to attack.
    
    
    * Slimegal
    HP: 20
    Damage: 3 (contact, grab)
    
    Pink and squishy, they move quickly along the ground in slime form, becoming
    human-shaped when they get close to grab hold of you if you don't retreat.
    If grabbed, rapidly press buttons and directions to bust free and prevent them
    from doing more damage, defeating them in the process.
    Can't harm you while in slime form.
    
    
    * Wetman
    HP: 25
    Damage: 3 (contact)
    
    Big, blue water warriors. Quickly alternate between standing and crouching
    attacks to break through their guard, then be ready to jump their
    charge attack after they raise their claw and clack it four times.
    Rottytops can skip over them with a head toss aimed above,
    but they may drop a Big Magic Jar when defeated.
    
    
    * Flying Fish
    HP: N/A
    Damage: 1 (contact)
    
    Jumps out from the surface of the water in the second area of Mermaid Falls.
    Cannot be defeated, so avoid them instead.
    
    
    * Gator Guard
    HP: 16
    Damage: 2 (contact)
    
    Patrols back and forth, giving chase when they spot you.
    Sometimes better to avoid fighting them altogether.
    
    
    * Swingin' Gator Guard
    HP: 1
    Damage: 2 (contact, fish)
    
    Swings in from above on the slide leading to the boss of Mermaid Falls,
    tossing fish in arcs at you if given a chance.
    
    
    * Giga Mermaid [BOSS]
    HP: 35 (locks), 80 (Giga Mermaid)
    Damage: 2 (small lightning ball)
    	4 (big lightning ball)
    	4 (thunder beam)
    	1 (contact)
    	6 (tail)
    	4 (lightning column)
    
    Gigantic and electric. Destroy the six locks binding her, then aim for the
    jewel in her forehead once she's free, ideally with Bolo Balls.
    
    
    
    		*** [7c] - Tassel Town Enemies ***
    
    * Skeleton
    HP: 4
    Damage: 2 (contact)
    
    Armored undead that run straight ahead, jumping when they reach a ledge.
    Also climbs and jumps from chains.
    
    
    * Sandworm
    HP: 40
    Damage: 4 (contact)
    
    Retreats into the ground as it is attacked, becoming vulnerable once its
    body sinks down completely. Its sections fly apart when defeated,
    which can be attacked repeatedly for extra gems.
    Bolo's basic attack will take them out instantly.
    
    
    * Spikebug
    HP: 10
    Damage: 2 (contact, spike)
    
    Small spiky critters that shoot a spread of spikes when approached.
    
    
    * Scorpion Queen
    HP: 40
    Damage: 3 (contact), 4 (sword, stinger)
    
    Giant female scorpions with a sword as sharp as their stinger.
    Is vulnerable to attack when they lean back and glow, but make sure
    to retreat before they charge forward.
    Rottytops can skip over them with a head toss aimed above,
    but they may drop a Big Magic Jar when defeated.
    
    
    * Stone Head
    HP: N/A
    Damage: 2 (fireball)
    
    Statues in the shape of dragon heads. Sits in place while shooting fireballs.
    Use Bolo's basic attack to break them.
    
    
    * Birdman
    HP: 1
    Damage: 2 (contact), 3 (bomb)
    
    Winged warriors that fly overhead, dropping bombs or enemies down
    from above once in range.
    
    
    * Wilbur [BOSS]
    HP: 4 hits
    Damage: 3 (eye projectile)
            4 (falling rocks)
    	1 (rolling eye)
    
    A massive sandworm. Dodge its attacks, then attack the red rock when it lands
    to load it into one of the floor cannons, and move onto one of the switches
    on the ground to strike back. When its eye flies out, hit it back and forth
    until it retreats and repeats its routine.
    
    
    
    		*** [7d] - Cape Crustacean Enemies ***
    
    * Carpet Rider
    HP: 1
    Damage: N/A
    
    Not so much an enemy as they are something to hit while jumping across
    their carpets. Hmph, some friends you three are.
    
    
    * Twitch & Vinegar [BOSS]
    HP: 150 (Twitch, wide ship), 140 (Vinegar, long ship)
    Damage: 1 (contact)
    	1 (Vinegar blaster, Twitch grenade)
    	3 (combo beam)
    
    These two take turns attacking before combining to fire powerful beams.
    Return fire with Sky's seagulls.
    
    
    * Ammo Soldier
    HP: 4
    Damage: 2 (contact)
    
    Soldiers of Ammo Baron's army that charge forward, usually in groups. 
    They don't fire their guns, making a point with their bayonets instead.
    
    
    * Ammo Grenadier
    HP: 12
    Damage: 2 (contact), 3 (grenade)
    
    Soldiers that sit in place throwing grenades in an arc. Get in close
    between their grenade attacks so they'll harmlessly sail past you.
    
    
    * Kitty Cannon
    HP: 20
    Damage: 3 (contact), 4 (cannonball)
    
    Stationary cannons that sit atop some airships, firing cannonballs in an
    arc similar to the Grenadier's attacks. Get in close to attack so their shots
    will miss you.
    
    
    * Flame Cannon
    HP: 20
    Damage: 4 (fireball)
    
    Pops up from the surfaces of some airships to shoot fireballs two at a time.
    You can safely crouch under their shots.
    Jumping on top of these cannons won't hurt you, either.
    
    
    * Ammo Baron [BOSS]
    HP: 430 (Ammo Baron), 6 (soldiers)
    Damage: 2 (Ammo Baron, soldiers)
    
    Lets his surplus of soldiers do all the dirty work, which swirl and shuffle
    around him when he isn't ordering them to fly into you. Sky's seagulls will
    help thin out the herd and give you clearance to unload on the Baron himself.
    
    
    
    		*** [7e] - Hypno Baron's Castle Enemies ***
    
    * Ikki
    HP: 40 (chest), 18 (Ikki)
    Damage: 3 (contact, projectile)
    
    Ghostly gals that lurk inside of the chests in Hypno Baron's Castle,
    hovering about and tossing projectiles once you draw near or attack the chest
    they dwell in. Also phases out to avoid attacks. The same chest will spawn
    additional Ikkis unless it is destroyed quickly.
    
    
    * Batgal
    HP: 45
    Damage: 4 (contact), 2 (whip)
    
    Naughty nightstalkers with a long whip and a short fuse. Turns into a bat
    to escape damage and flies away to whip at you from a downward angle above.
    Also whips at an upward angle from the ground.
    
    
    * Voltbat
    HP: 2
    Damage: 2 (contact)
    
    Yellow bats that float in place and periodically surge with electricity,
    which will shock Bolo and Rottytops if they try to hit them with their
    standard attacks or the Spring Claw while they're sparking.
    Pick them off with Sky's attacks, Bolo Balls, or Rottytops' head
    if you can't avoid them.
    
    
    * Bonelegs
    HP: 25
    Damage: 3 (contact, venom), 4 (swipe)
    
    Half-woman, half-spider, all trouble. Can easily block most attacks, shoots
    venom from a distance, and will swipe at you if you get close or jump over.
    If you must fight one, let her blocking animation finish completely
    before resuming your attack.
    Rottytops can skip over them with a head toss aimed above,
    but they may drop a Big Magic Jar when defeated.
    
    
    * Hypno Baron's Monster [BOSS]
    HP: 100
    Damage: 2 (contact, projectile)
    
    Bounces around the Hypno Baron's chamber, floating up into the air to drop
    projectiles down from above before bouncing back down. Will then start to stomp
    around which is when it's most vulnerable.
    
    
    * Hypno Baron & Monster [BOSS]
    HP: 150 (Monster), 115 (Baron)
    Damage: 2 (contact: Monster)
    	4 (contact: Hypno Baron)
            3 (Monster shockwave)
            4 (Baron spread shot)
            2 (Baron fireball)
    	2 (green flame)
    
    Baron and Monster attacking in tandem.
    Once one of them is gone, the other will enrage and attack more recklessly 
    until defeated. Try to defeat the Baron's Monster first.
    
    
    
    		*** [7f] - Nightmare Realm Enemies ***
    
    * Mine
    HP: N/A
    Damage: 2 (contact)
    
    Round, spiky, and sits in place. Cannot be harmed, just avoid them.
    
    
    * Nega-Shantae [BOSS]
    HP: 585
    Damage: 2 (contact: default form)
            4 (monkey bullet)
            8 (elephant stomp)
            2 (spider venom)
            4 (spider drop)
            3 (harpy dive)
            2 (contact: mermaid form)
    	2 (mermaid bubble)
            4 (crab dash)
    	1 (crab waterfall)
            2 (bat dance)
            2 (mouse dance)
    
    The dark half of a half-genie. Get in your attacks when she pauses to dance,
    then be ready for anything once those hips stop shaking.
    
    
    
                                                                               ~Fin

    View in: