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FAQ/Walkthrough by Sheepdude860

Version: 2.1 | Updated: 02/18/10

===============================================================================
                               VVVVVV Walkthrough
===============================================================================

Title: VVVVVV
Publisher: Distractionware
Platform: PC
Release date: January 2010

===============================================================================
                               Table of Contents
===============================================================================

- Walkthrough [QX00]
- Trinkets    [QX01]
- Extras      [QX02]
- Closing     [QX03]

===============================================================================
                               Walkthrough [QX00]
===============================================================================

-------------------------------------
 Ship
-------------------------------------

Captain Viridian: Uh oh...
Doctor Violet: Is everything ok?
Captain Viridian: No! We've hit some kind of interference...
Captain Viridian: Something's wrong! We're going to crash!
Captain Viridian: Evacuate!
Doctor Victoria: Oh no!
Officer Vermilion: Everyone off the ship!
Professor Vitellary: This shouldn't be happening!
Captain Viridian: Phew! That was scary!
Captain Viridian: At least we all escaped, right guys?
Captain Viridian: ...guys?

-------------------------------------
 Welcome Aboard
-------------------------------------

Move right one screen.

-------------------------------------
 Conundrum
-------------------------------------

Use the action key (Z, V, or Spacebar) to flip onto the ceiling. Move right.

-------------------------------------
 Solitude
-------------------------------------

Captain Viridian: I wonder why the ship teleported me here all alone.
Captain Viridian: I hope everyone else got out ok...

Flip onto the ground. Touch the C to save your checkpoint, then flip up.

-------------------------------------
 Leap of Faith
-------------------------------------

No choice but to continue floating upward.

-------------------------------------
 Traffic Jam
-------------------------------------

Grab the checkpoint. Jump onto the ceiling, and walk past the first STOP. Flip
onto the ground and walk past the second STOP. Flip onto the ceiling and
proceed past the final STOP. Exit left.

-------------------------------------
 Atmospheric Filtering Unit
-------------------------------------

Flip down into the pit.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 It's a Secret to Nobody
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Move left and flip onto the ceiling, then onto the floor, avoiding spikes. Once
you are on the ground platform between the spikes, run to the left and flip
onto the ceiling at the last second. If done correctly, you will be directly
above the blinking sphere. Flip down onto the sphere for the FIRST TRINKET.
Return to the previous room.

-------------------------------------
 Atmospheric Filtering Unit
-------------------------------------

Stand next to the ceiling checkpoint, then walk left and flip down to the
floor checkpoint. Walk left, flip up to the ceiling and exit left.

-------------------------------------
 Linear Collider
-------------------------------------

Flip onto the floor. Press Enter to check the research terminal if you'd like.

Wait until the upper obstacle is above you and begins moving left. Then flip
onto the ceiling, walk left, and flip onto the ground. Move left and flip onto
the ceiling past the upper obstacle again, then flip down and exit left.

-------------------------------------
 Security Sweep
-------------------------------------

Flip onto the ceiling. Wait for the obstacle to pass, then move left. Flip onto
the floor checkpoint, then wait until the obstacle passes above you, then drop
down. Exit down.

-------------------------------------
 Gantry and Dolly
-------------------------------------

Flip onto the ceiling while moving right, then onto the floor. The ceiling
platforms will disintegrate once you step on them so you must move quickly.
Flip onto the ceiling and exit right.

-------------------------------------
 Comms Relay
-------------------------------------

Doctor Violet: Help! Can anyone hear this message?
Doctor Violet: Verdigris? Are you out there? Are you ok?
Doctor Violet: Please help us! We've crashed and need assistance!
Doctor Violet: Hello? Anyone out there?
Doctor Violet: This is Doctor Violet from the D.S.S. Souleye! Please respond!
Doctor Violet: Please... Anyone...
Doctor Violet: Please be alright, everyone...
Captain Viridian: Violet! Is that you?
Doctor Violet: Captain! You're ok!
Doctor Violet: Something has gone horribly wrong with the ship's teleporter!
Doctor Violet: I think everyone has been teleported away randomly! They could
be anywhere!
Captain Viridian: Oh no!
Doctor Violet: I'm on the ship - it's damaged badly, but it's still intact!
Doctor Violet: Where are you, captain?
Captain Viridian: I'm on some sort of space station... It seems pretty 
modern...
Doctor Violet: There seems to be some sort of interference in this dimension...
Doctor Violet: I'm broadcasting the coordinates of the ship to you now.
Doctor Violet: I can't teleport you back, but...
Doctor Violet: If YOU can find a teleporter anywhere nearby, you should be able
to teleport back to me!
Captain Viridian: Ok! I'll try to find one!
Doctor Violet: Good luck, captain!
Doctor Violet: I'll keep trying to find the rest of the crew...

Drop onto the floor. Exit left.

-------------------------------------
 Gantry and Dolly
-------------------------------------

Wait for the platform to reach its rightmost position, then flip onto it. Wait
on the platform until it reaches the left side, then flip down.

-------------------------------------
 The Yes Men
-------------------------------------

Walk past the first YES, then flip onto the ceiling to pass the second YES.
Drop down when the third YES is out of the way, then walk past the fourth YES.
Flip onto the ceiling and walk past the fifth YES, then flip down.

Speed tip: As soon as you enter the room, wait until the first YES obstacle is
out of the way. You can then dash past all the obstacles in the room without
stopping.

-------------------------------------
 Stop and Reflect
-------------------------------------

Wait for the first platform to be below you, then walk off the edge and land on
it. Wait for the other platforms to be below you and then walk onto them to
reach the checkpoint. Exit right to try for a trinket.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Trench Warfare
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Captain Viridian: Oh! It's another one of those shiny things!
Captain Viridian: I probably don't really need it, but it might be nice to take
it back to the ship to study...

Wait next to the first obstacle until the platform is above you. Flip onto the
platform, then flip down and move right to land between the first two
obstacles. Wait for the platform to reach its leftmost position, then when it
comes back and is above you, flip onto it and quickly flip down onto the area
between the second and third obstacles. Wait for the platform to reach its
rightmost position, then flip onto it and then down to obtain the
SECOND TRINKET. You can take the platform back the way you came, or let your
character die to respawn at the checkpoint.

Speed tip: Enter the room, then wait for the platform to come back to the left.
As soon as the platform passes through the gap above you, flip up onto it and
then down between the first two obstacles. At this point, the platform will
reach its leftmost position and start coming back to the right. Flip onto the
platform as soon as it is above you, then flip down between the second and
third obstacles. At this point, the platform will be reaching its rightmost
position; flip up and right onto it, then down onto the trinket. Wait for the
platform to come back to the right, then do the same thing going to the left.

-------------------------------------
 Stop and Reflect
-------------------------------------

Wait on the checkpoint until the rightmost platform is above you, then move
left while flipping up to land upside-down on it. Wait for the middle platform
to be above you, then walk off onto it. Wait for the leftmost platform to be
above you, then then walk off onto it. When the leftmost platform reaches its
lowest position, walk off to the left onto the ceiling, then flip down.

-------------------------------------
 V Stitch
-------------------------------------

Flip onto the ceiling, floor, ceiling, avoiding the spikes. Exit right.

-------------------------------------
 B-B-B-Busted
-------------------------------------

Quickly move right and flip onto the floor to avoid the obstacle. Flip onto the
ceiling and exit right.

-------------------------------------
 The Sensible Room
-------------------------------------

Flip onto the floor and grab the checkpoint. Flip up into the pit.

-------------------------------------
 Boo! Think fast!
-------------------------------------

As soon as you land on the disintegrating platform above you, move right and
flip down onto the second platform, then flip up to the ceiling. Exit right.

-------------------------------------
 Driller
-------------------------------------

Flip down into the pit.

-------------------------------------
 Exhaust Chute
-------------------------------------

Move to the sides to avoid the spikes in the center.

-------------------------------------
 Sorrow
-------------------------------------

Move to the center to avoid the spikes on the sides. Flip up.

-------------------------------------
 Exhaust Chute
-------------------------------------

Move to the sides to avoid the spikes in the center, again.

-------------------------------------
 Driller
-------------------------------------

Move to the right as you come up. Grab the checkpoint and exit right.

-------------------------------------
 Quicksand
-------------------------------------

Flip down onto the stacked platforms. Stand on the center ones until they
disintegrate, then exit down.

-------------------------------------
 The Tomb of Mad Carew
-------------------------------------

Wait until the ghost is moving downward, then flip onto the ceiling. Walk right
and flip back onto the floor. Exit right.

-------------------------------------
 Brass Sent Us Under the Top
-------------------------------------

Pause for a fraction of a second when you enter the room, then dash right.
Do not stop moving right and you will be able to flip onto the ceiling and then
the floor without hitting the obstacles.

-------------------------------------
 A Wrinkle in Time
-------------------------------------

Captain Viridian: A teleporter!
Captain Viridian: I can get back to the ship with this!

Move right. Press Enter to take the teleporter back to the ship.

-------------------------------------
 Ship
-------------------------------------

Doctor Violet: Captain!

[Level Complete!]
[You have recued a crew member!]
[Four remain]

-------------------------------------
 Ship
-------------------------------------

Captain Viridian: So, Doctor - have you any idea what caused the crash?
Doctor Violet: There's some sort of bizarre signal here that's interfering with
our equipment...
Doctor Violet: It caused the ship to lose its quantum position, collapsing us
into this dimension!
Captain Viridian: Oh no!
Doctor Violet: But I think we should be able to fix the ship and get out of
here...
Doctor Violet: ...as long as we can find the rest of the crew.
Doctor Violet: We really don't know anything about this place...
Doctor Violet: Our friends could be anywhere - they could be lost, or in
danger!
Captain Viridian: Can they teleport back here?
Doctor Violet: Not unless they find some way to communicate with us!
Doctor Violet: We can't pick up their signal and they can't teleport here
unless they know where the ship is...
Captain Viridian: So what do we do?
Doctor Violet: We need to find them! Head out into the dimension and look for
anywhere they might have ended up...
Captain Viridian: Ok! Where do we start?
Doctor Violet: Well, I've been trying to find them with the ship's scanners!
Doctor Violet: It's not working, but I did find something...
Doctor Violet: These points show up on our scans as having high energy
patterns!
Doctor Violet: There's a good chance they're teleporters - which means they're
probably built near something important...
Doctor Violet: They could be a very good place to start looking.
Captain Viridian: Ok! I'll head out and see what I can find!
Doctor Violet: I'll be right here if you need any help!

Exit left. Exit down. Exit left and activate the teleporter, but don't teleport
anywhere. Exit right twice, then flip onto the ceiling and flip down.

You can now attempt to rescue any of the crew members. Rescuing crew members in
a different order will give you different dialogue sequences during the
intermission levels, so you can save the crew members in different orders
during different playthroughs to see what each member has to say. This guide
rescues the members in the order Victoria, Vermilion, Vitellary, and 
Verdigris.

Below are the names of the crew members and the name of the first room of the
dungeon they are in. Use Ctrl+F to search for the room names if you'd like to
save them in a particular order.

Victoria: Get Ready To Bounce
Vermilion: Teleporter Divot
Vitellary: Outer Hull
Verdigris: This is how it is

-------------------------------------
 Get Ready To Bounce
-------------------------------------

You can find the entrance to this dungeon about five screens below the ship's
teleporter on the world map. To get here, you will need to navigate a cave
downward that is directly below the ship's exit. You will pass some spikes and
a teleporter along the way.

In this room, flip around to the checkpoint and then exit down.

-------------------------------------
 It's Perfectly Safe
-------------------------------------

Wires will reverse your direction when you touch them. Wires that are
positioned vertically can be passed through, although passing through them will
still reverse your direction.

Fall down and hit the wire to flip up and left. Exit left.

-------------------------------------
 Rascasse
-------------------------------------

Flip down onto the wire while moving left and jump past the spikes. Flip onto
the floor, then use the wire to land between the spikes, and then past the
spikes to the exit.

-------------------------------------
 Keep Going
-------------------------------------

Just hold left and flip past the spikes to the left. Exit left.

-------------------------------------
 Single-slit Experiment
-------------------------------------

Flip onto the ceiling and hit the wire to flip down. Hit the floor wire in the
center of the room to flip up and left, then hit the second ceiling wire and
flip down. Exit down.

-------------------------------------
 Don't Flip Out
-------------------------------------

Simply move right. Exit right.

-------------------------------------
 Shuffled Hallway
-------------------------------------

Move right without stopping. Exit right.

-------------------------------------
 Double-slit Experiment
-------------------------------------

Grab the checkpoint and flip up into the pit.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Young Man, It's Worth the Challenge
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

While on the ceiling, move right and walk through the wire so that you are
standing on the floor between the wire and the wall spikes. Flip up, then
move left into the wire before hitting the ceiling spikes to flip down onto
the checkpoint. Flip up and hit the wire to the left to flip down. Hit the wire
below you to flip back up, then continue moving left and hit the final wire.
Land on the checkpoint and flip up to obtain the THIRD TRINKET. Return the way
you came.

-------------------------------------
 Double-slit Experiment
-------------------------------------

Flip up and to the right. Pass through the wire and land on the floor. Then
flip up and right to exit right.

-------------------------------------
 They Call Him Flipper
-------------------------------------

Flip down and pass through the two wires. Exit right.

-------------------------------------
 Three's a Crowd
-------------------------------------

Flip up and hit the wire while moving right to jump over the spike pits. Flip
onto the ceiling and do the same for the ceiling spike pits. Exit up.

-------------------------------------
 Hitting the Apex
-------------------------------------

Move next to the wire, then flip down and move right. As soon as you pass
through the wire, move left and hit the second wire to flip down onto the
floor. Exit left.

-------------------------------------
 Square Root
-------------------------------------

Walk off to the left onto the wire to flip up. Exit up.

-------------------------------------
 Thorny Exchange
-------------------------------------

When you hit the wire, move right and hit the second wire to flip up into the
next screen.

-------------------------------------
 Brought to you by the Letter G
-------------------------------------

When you hit the wire, move left and hit the second wire to flip up to the
checkpoint. Flip down and left onto the wire. Exit right.

-------------------------------------
 Free Your Mind
-------------------------------------

While on the floor, walk right off the platform. Keep holding right for the
next three screens.

-------------------------------------
 I Changed My Mind, Thelma...
-------------------------------------

Continue holding right.

-------------------------------------
 Indirect Jump Vector
-------------------------------------

Continue holding right.

-------------------------------------
 In a Single Bound
-------------------------------------

Continue holding right. You will pass by the spikes. Once you've cleared the
spikes, stop moving to get ready for the next jump.

-------------------------------------
 Barani, Barani
-------------------------------------

Move yourself close to the right wall spikes. Hit the wire to flip down. Wait
until you clear the ceiling spikes, then move right through the gap.

-------------------------------------
 Safety Dance
-------------------------------------

Move yourself close to the right wall spikes. Hit the wire to flip up. Wait
until you clear the floor spikes, then move right through the gap.

-------------------------------------
 Exhausted?
-------------------------------------

Use the wire to flip yourself up.

-------------------------------------
 Heady Heights
-------------------------------------

Continue up to the next screen.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Entanglement Generator
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Fall up onto the wire and flip down onto the teleporter. Move next to the left
wall spikes and flip up onto the ceiling. Continue left until you reach the
FOURTH TRINKET. Return to the teleporter and fall down to the right.

-------------------------------------
 Heady Heights
-------------------------------------

Keep falling, staying to the right.

-------------------------------------
 Exhausted?
-------------------------------------

Continue falling.

-------------------------------------
 The Tantalizing Trinket
-------------------------------------

Continue falling.

-------------------------------------
 The Bernoulli Principle
-------------------------------------

Exit down.

-------------------------------------
 Standing Wave
-------------------------------------

Flip up into the pit to attempt the next trinket.

-------------------------------------
 The Bernoulli Principle
-------------------------------------

Hit the wire and move left. Pass through the second wire and then move right to
pass through the third wire. Flip up into the next screen.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 The Tantalizing Trinket
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Obtain the FIFTH TRINKET. Exit the way you came.

-------------------------------------
 The Bernoulli Principle
-------------------------------------

Return the way you came.

-------------------------------------
 Standing Wave
-------------------------------------

Grab the checkpoint, then exit left.

-------------------------------------
 Topsy Turvyism
-------------------------------------

Exit left.

-------------------------------------
 Spike Strip Deployed
-------------------------------------

Grab the checkpoint. Flip down and use the wires to pass the spikes. Exit left.

-------------------------------------
 Vibrating String Problem
-------------------------------------

Wait next to the obstacles until they are passable, then move left past them.
Exit left.

-------------------------------------
 Merge
-------------------------------------

Grab the checkpoint. Exit left.

-------------------------------------
 Kids His Age Bounce
-------------------------------------

Wait until the obstacles come near you. Move left past the first one, then let
go of the left button (do not press right at any time). Move left once you hit
the wire and clear the other two obstacles. Exit left.

Speed Tip: In the previous room, start on the floor checkpoint. Walk off to the
left and hold left. You will clear the first obstacle easily. Pause for a
moment, then continue left past the remaining two obstacles.

-------------------------------------
 I'm Sorry
-------------------------------------

Flip down onto the wire. Get close to the left wall spikes. Just before you hit
the ceiling wire, move left, past the spikes. Get close to the second set of
left wall spikes, and move left past in the same manner. Exit down.

-------------------------------------
 Please Forgive Me!
-------------------------------------

Move close to the right wall spikes. When you get close to the wire, move right
past the first set of spikes. Repeat to reach the checkpoint.

Once you have the checkpoint, flip down and left to return to the middle pit.

-------------------------------------
 I'm Sorry
-------------------------------------

Get close to the right wall spikes while bouncing between this screen and
Please Forgive Me! As you approach the wire, move right and try to clear the
small gap between the wire and the spikes. If you're unable to do it, you can
skip ahead a bit and come back to this trinket later.

-------------------------------------
 Playing Foosball
-------------------------------------

Walk along the top of the screen to the right.

-------------------------------------
 A Difficult Chord
-------------------------------------

Exit right.

-------------------------------------
 The Living Dead End
-------------------------------------

Exit right.

-------------------------------------
 Anomaly
-------------------------------------

Exit right.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Purest Unobtanium
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Obtain the SIXTH TRINKET. Return the way you came.

-------------------------------------
 Anomaly
-------------------------------------

Exit left.

-------------------------------------
 The Living Dead End
-------------------------------------

Exit left.

-------------------------------------
 A Difficult Chord
-------------------------------------

Exit left.

-------------------------------------
 Playing Foosball
-------------------------------------

Exit left.

-------------------------------------
 I'm Sorry
-------------------------------------

Flip up and past the spikes. If you die, you will return to the checkpoint in
Please Forgive Me! anyway.

Time Trial tip: Good luck.

-------------------------------------
 Please Forgive Me!
-------------------------------------

Exit right.

-------------------------------------
 Playing Foosball
-------------------------------------

Flip onto the ceiling. Move right and pass through all the wires. Exit right.

-------------------------------------
 A Difficult Chord
-------------------------------------

Flip onto the ceiling and grab the checkpoint. Flip down. When you are about
halfway down the screen, move right into the wire and continue moving right to
clear all the wires. Exit right.

-------------------------------------
 The Living Dead End
-------------------------------------

Flip up. Pass through the halfway point of the wire. As you pass through the
final vertical wire, let go of the right button so that you stop before the
wall spikes. When you hit the wire and flip up, move left and pass through the
vertical wire at about the halfway point. Exit down the pit.

-------------------------------------
 AAAAAA
-------------------------------------

Continue falling down, staying in the center of the pit.

-------------------------------------
 Diode
-------------------------------------

Exit down.

-------------------------------------
 I Smell Ozone
-------------------------------------

Grab the checkpoint and exit left.

-------------------------------------
 Why So Blue?
-------------------------------------

Doctor Victoria: Oh no! Captain! Are you stuck here too?
Captain Viridian: It's ok - I'm here to rescue you!
Captain Viridian: Let me explain everything...
Doctor Victoria: What? I didn't understand any of that!
Captain Viridian: Oh... well, don't worry.
Captain Viridian: Follow me! Everything will be alright!
Doctor Victoria: Sniff... Really?
Doctor Victoria: Ok then!

Exit left.

-------------------------------------
 Philadelphia Experiment
-------------------------------------

Activate the teleporter and use it.

[Level Complete!]
[You have rescued a new crew member!]
[Three remain]

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Ship
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Go to the trinket room and talk to Victoria twice. She will give you the
SEVENTH TRINKET. You can return to her after you get a few more trinkets and
she will mark the locations of the remaining trinkets on your world map.

-------------------------------------
 Teleporter Divot
-------------------------------------

The entrance to this dungeon is about five screens right, two screens up from
the ship's exit. To get here, you must enter a cave that starts northeast of
the ship, near the upper-middle of the map.

In this room, flip past the checkpoint, avoiding the spikes. Exit right.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 The Tower
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

This is one room which vertically spans the entire map. The screen constantly
shifts upward, so you must move quickly to make it through the area. Beware
that there are spikes on the ceiling as well as the floor, so you may have to
wait in some spots until it is safe to move on.

There are two trinkets in this dungeon. The first is about a quarter-way
through, on the left side. To reach it, you must start from the checkpoint
below it. Flip up to the ceiling platform above and to the right of you and
wait until the ceiling spikes pass. Fall up to the ceiling above you, then flip
down onto the platform. Walk left off the edge to land on the small area to the
right of the spikes. Flip up then down while moving left to pass the spikes,
then quickly flip up to grab the EIGHTH TRINKET.

The second trinket is soon after. Grab the checkpoint after the left-right-left
section, and make sure not to grab any others. Starting from that checkpoint,
flip up and left. Do not go up the pit; instead, flip down and continue left,
then flip up and pass through the left side of the screen to the right side.
Move up then right to pass back into the left side of the screen. Flip up near
the wall spikes and land on the small edge jutting out from the wall. Wait for
the ceiling spikes to pass, then walk off to the left, through the screen, and
catch the small edge near the other set of spikes. Make sure the ceiling spikes
are out of the way, then fall up the pit to obtain the NINTH TRINKET.

-------------------------------------
 Seeing Red
-------------------------------------

Officer Vermilion: Captain!
Officer Vermilion: Am I ever glad to see you! I thought I was the only one to 
escape the ship...
Captain Viridian: Vermilion! I knew you'd be ok!
Officer Vermilion: So, what's the situation?
Officer Vermilion: I see! Well, we'd better get back then.
Officer Vermilion: There's a teleporter in the next room.

-------------------------------------
 Building Apport
-------------------------------------

[Level Complete!]
[You have rescued a crew member!]
[Two remain]

-------------------------------------
 Now Take My Lead
-------------------------------------

Officer Vermilion: Wow! Where are we?
Captain Viridian: This... isn't right... Something must have gone wrong with
the teleporter!
Officer Vermilion: Oh well... We can work it out when we get back to the ship!
Officer Vermilion: Let's go exploring!
Captain Viridian: Ok then!

Flip past the spikes and exit right. Keep in mind for these puzzles that your
partner will move toward you when you are on the floor and stay put while you
are on the ceiling.

-------------------------------------
 What Are You Waiting For?
-------------------------------------

Captain Viridian: Follow me!
Officer Vermilion: Aye aye, Captain!

Flip twice and exit right.

-------------------------------------
 Don't Get Ahead of Yourself!
-------------------------------------

Flip onto the ceiling. Position yourself above the center platform, then flip
down when the first obstacle is out of your partner's way. Flip back to the
ceiling and position yourself above the third platform. Flip down when the
second obstacle is out of the way, then flip back up to the ceiling. Move all
the way right and flip down when the third obstacle is out of the way, then
exit right.

-------------------------------------
 Very Good
-------------------------------------

Officer Vermilion: Hey Viridian... how did the crash happen, exactly?
Captain Viridian: Oh, I don't really know - some sort of interference...
Captain Viridian: Or something sciencey like that. It's not really my area.
Officer Vermilion: Ah! Well, do you think we'll be able to fix the ship and go
home?
Captain Viridian: Of course! Everything will be ok!

Grab the checkpoint and exit right.

-------------------------------------
 Must I Do Everything For You?
-------------------------------------

Move right until your partner is close to the first obstacle. Flip onto the
ceiling, then move all the way right. Flip down when the first obstacle is out
of the way, then walk left. Drop down, making sure you don't walk too far to
the left. Walk right until your partner is close to the second obstacle, then
flip onto the ceiling. Move all the way right, then flip down when the obstacle
is out of the way. Exit right.

-------------------------------------
 Now Stay Close To Me...
-------------------------------------

Officer Vermilion: Hi again! You doing ok?
Captain Viridian: I think so! But I really want to get back to the ship...
Officer Vermilion: We'll be ok! If we can find a teleporter somewhere we should
be able to get back!

Exit right.

-------------------------------------
 ...But Not Too Close
-------------------------------------

Flip onto the ceiling. Flip down onto the moving platform to position your
partner close to it. Flip back onto the ceiling, then move right. When the
platform reaches its lowest point, flip down to have your partner walk onto it.
Quickly flip up so that your partner remains stationary on the platform until
it reaches its highest point. Flip down and exit right.

-------------------------------------
 Don't Be Afraid
-------------------------------------

Simply walk off to the right and land on the ground. Slowly walk toward the
right edge and fall off so that neither of you hits the wall spikes. Exit
right.

-------------------------------------
 Do as I Say...
-------------------------------------

Officer Vermilion: Are we there yet?
Captain Viridian: We're getting closer, I think...
Captain Viridian: I hope...

Grab the checkpoint and exit right.

-------------------------------------
 ...Not as I Do
-------------------------------------

Flip onto the underside of the first platform. Quickly walk off to the second
platform before you hit the spikes. Walk off to the third platform, then wait
until it lowers and walk off onto the ceiling. Move all the way right, then
wait for the first platform to be below your partner flip down so that your
partner walks onto the platform, then flip up to keep them stationary. Repeat
this until your partner safely makes it across. Flip onto the ceiling, then
wait for the third platform to be above you and walk onto it. Make your way
back to the left side of the map, then walk across the topside of the platforms
to the right. Exit right.

-------------------------------------
 Mind Your Head
-------------------------------------

Captain Viridian: I wonder where we are, anyway?
Captain Viridian: This seems different from that dimension we crashed in,
somehow...
Officer Vermilion: I dunno... But we must be close to a teleporter by now...

-------------------------------------
 Do Try to Keep Up
-------------------------------------

Walk onto the topside of the platform when it is below you. Stop between the
first and second set of lowered ceiling spikes. Wait until the platform begins
moving down, then move slowly to the right so that Viridian is standing to the
right of the second set of lowered ceiling spikes and his partner is standing
to the left of them. Wait until the platform begins moving down again, then
move to the right and stop before the edge. Walk off to the right as soon as
the platform reaches the proper height, then exit right.

-------------------------------------
 You're Falling Behind
-------------------------------------

Walk to the exit. Flip onto the ceiling and walk back to the entrance. Flip
down. Walk back to the exit. Exit right.

-------------------------------------
 Class Dismissed!
-------------------------------------

Captain Viridian: We're there!
Officer Vermilion: See? I told you! Let's get back to the ship!

Activate and use the teleporter.

-------------------------------------
 Outer Hull
-------------------------------------

The entrance to this dungeon is in the upper-left corner of the lower-right
quarter of the map. To get here, you will need to travel left from the ship's
exit.

In this room, grab the checkpoint and exit left.

-------------------------------------
 The Filter
-------------------------------------

Exit up.

-------------------------------------
 Boldly To Go
-------------------------------------

Continue falling up.

-------------------------------------
 One Way Room
-------------------------------------

Continue falling up.

-------------------------------------
 Conveying a New Idea
-------------------------------------

This dungeon has conveyor belts which will move Viridian along in the direction
of their arrows. It is still possible to walk against the direction of the
conveyor, although Viridian will move slower.

Flip onto the ground and exit right.

-------------------------------------
 Upstream Downstream
-------------------------------------

Flip onto the ceiling, then the floor. Exit down.

-------------------------------------
 The High Road is Low
-------------------------------------

Wait until the platforms are above you, then flip onto the underside. Quickly
dash to the left before you hit the spikes. Exit left.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 One Way Room
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Obtain the TENTH TRINKET. Exit up.

-------------------------------------
 Conveying a New Idea
-------------------------------------

Flip down and left. Exit down.

-------------------------------------
 One Way Room
-------------------------------------

Continue falling down.

-------------------------------------
 Boldly To Go
-------------------------------------

Wait until the first TRUTH reaches its highest point. Dash across the
platforms to the right, then flip onto the ceiling. Exit right.

-------------------------------------
 Give Me A V
-------------------------------------

Flip down and right onto the disintegrating platform, the flip up and right.
Grab the checkpoint and exit right.

Tip: It is only possible to hit the first spike that is next to the conveyor.
Do not be afraid of the spikes on the right side of the screen and continue
holding right after the initial jump off the conveyor.

-------------------------------------
 Select Track
-------------------------------------

Walk right and flip down onto the uppermost conveyor. Exit right.

-------------------------------------
 You Chose... Poorly
-------------------------------------

You would have chosen poorly if you were on the bottom half of the screen.
Flip past the spikes and exit right.

-------------------------------------
 Hyperspace Bypass 5
-------------------------------------

Exit up.

-------------------------------------
 You Just Keep Coming Back
-------------------------------------

Flip down onto the checkpoint. Exit down and right.

-------------------------------------
 Hyperspace Bypass 5
-------------------------------------

Exit right.

-------------------------------------
 Plain Sailing from Here On
-------------------------------------

Walk across the moving platform. Exit up.

Speed Tip: As long as you are holding right when you enter the room, you will
walk off onto the platform.

-------------------------------------
 Ha Ha Ha Not Really
-------------------------------------

From the checkpoint, walk off to the left onto the disintegrating platform as
the moving platform is coming toward you. Flip down onto the moving platform,
then flip up when it reaches the left side. Exit left.

Speed Tip: When you enter this room, make sure you are all the way against the
right wall as you land on the conveyor. You will then be able to hold left as
soon as you land on the conveyor and be able to flip onto the platforms without
stopping.

-------------------------------------
 You Just Keep Coming Back
-------------------------------------

Flip onto the platforms as they pass. Exit left.

-------------------------------------
 Gordian Knot
-------------------------------------

Exit left. You cannot reach the bottom half of the screen yet.

-------------------------------------
 Backsliders
-------------------------------------

Grab the checkpoint and fall off to the left. Flip onto the conveyor and
carefully walk past the three obstacles. Exit right.

-------------------------------------
 Gordian Knot
-------------------------------------

Grab the checkpoint. Walk onto the underside of the platforms. Exit right.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 You Just Keep Coming Back
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Flip down to obtain the ELEVENTH TRINKET. Return the way you came.

-------------------------------------
 Gordian Knot
-------------------------------------

Return the way you came.

-------------------------------------
 Backsliders
-------------------------------------

Walk past the three obstacles, then flip up into the pit.

-------------------------------------
 The Cuckoo
-------------------------------------

Flip up onto the conveyor belt and use it to walk between the LIES. Flip down
and exit right.

Speed tip: You can hold right as soon as you enter this room and safely pass
through the obstacles.

-------------------------------------
 Clarion Call
-------------------------------------

Flip past the LIES when you have the opportunity. Exit left.

Speed tip: You can hold right and flip onto the ceiling as soon as you enter
this room to clear the first obstacle. You have to wait to clear the second
obstacle, but you can clear the third obstacle immediately after the second if
you move right and flip up as you land on the floor.

-------------------------------------
 The Cuckoo
-------------------------------------

Exit up.

-------------------------------------
 The Solution is Dilution
-------------------------------------

Move near the obstacles. Wait until right before an obstacle is about to
appear, then flip up and catch the left edge. Wait again until an obstacle is
just under you, then flip up and to the right.

Speed tip: Immediately after catching the left edge, walk off to the right and
catch the next right edge. You can do this for the next two rooms as well.

-------------------------------------
 Lighter Than Air
-------------------------------------

Again, wait until the obstacles are just below you, then walk off to the next
safest ledge. Exit up.

-------------------------------------
 Level Complete!
-------------------------------------

Activate the teleporter. Grab the checkpoint and exit down.

-------------------------------------
 Lighter Than Air
-------------------------------------

Exit right.

-------------------------------------
 Green Grotto
-------------------------------------

Vermilion: Hey Captain!
I saw something interesting around here - the same warp signature I saw when I
landed!
Someone from the ship must be nearby...

Flip up.

-------------------------------------
 The Hanged Man, Reversed
-------------------------------------

Exit right.

-------------------------------------
 Sorrow
-------------------------------------

Flip down.

-------------------------------------
 doomS
-------------------------------------

Grab the checkpoint. Exit down.

-------------------------------------
 Swoop
-------------------------------------

Flip onto the ceiling and exit left.

-------------------------------------
 Manic Mine
-------------------------------------

Grab the checkpoint. Flip down and right onto the platforms and down the pit.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Clarion Call
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Fall down when it is safe. Obtain the TWELFTH TRINKET. You can return the way
you came, or flip onto the ceiling near the spikes and return to Swoop.

-------------------------------------
 Swoop
-------------------------------------

Flip down if you want to uncover Chinese Rooms for your world map. Otherwise,
exit right.

-------------------------------------
 What Lies Beneath?
-------------------------------------

Flip onto the platforms and exit right.

-------------------------------------
 If You Fall Up
-------------------------------------

Fall down.

-------------------------------------
 Chipper Cipher
-------------------------------------

Exit left.

-------------------------------------
 Spikes Do!
-------------------------------------

Fall down onto the first conveyor. Wait until the path is clear, then flip up
onto the second conveyor. Wait again until you can flip onto the third
conveyor. When the path is clear, flip onto the fourth conveyor and quickly
move right and flip down onto the last conveyor. Exit right.

Speed tip: Hold left as you enter this room and you will be able to fall off
onto the conveyor without hitting the obstacles.

-------------------------------------
 Chipper Cipher
-------------------------------------

Wait until you have a chance, then flip onto the ceiling and quickly dash
right to fall up.

-------------------------------------
 If You Fall Up
-------------------------------------

Fall up.

-------------------------------------
 Just Pick Yourself Down
-------------------------------------

Fall onto the moving platform. Flip down into the first pit, then flip onto
the ceiling. When the platform passes, flip down onto it, then flip up into
the second pit. Flip onto the floor, then onto the platform when it passes
again. Fall up.

-------------------------------------
 The Warning
-------------------------------------

Exit left.

-------------------------------------
 Parabolica
-------------------------------------

Exit down.

-------------------------------------
 $eeing Dollar $ign$
-------------------------------------

Flip up past the first obstacle. Flip down onto the middle floor conveyor and
wait near the center until the two obstacles come close to one another, then
run and flip past when they start to move apart. Flip up and run past the last
obstacle. Exit up.

Speed tip: Stand to the right of the obstacles on the floor. Just before the
lower obstacle reaches its lowest point, flip up onto the conveyor and then
fall between the two obstacles and move right. You will land on the ceiling
in the center of the obstacles.

-------------------------------------
 Parabolica
-------------------------------------

Exit right.

-------------------------------------
 The Warning
-------------------------------------

Exit right.

-------------------------------------
 Getting Here is Half the Fun
-------------------------------------

If you want to attempt the hardest trinket in the game, you can flip down into
the spiked pit. Otherwise, exit up.

-------------------------------------
 A Wrinkle In Time
-------------------------------------

Exit left.

-------------------------------------
 Brass Sent Us Under The Top
-------------------------------------

Dash quickly to the left and fall into the pit. When the path is clear, flip
down onto the floor then flip left and up onto the ceiling and dash for the
second pit. Wait until the obstacle is out of the way, then exit left.

-------------------------------------
 The Tomb of Mad Carew
-------------------------------------

Exit left.

-------------------------------------
 Exhaust Chute
-------------------------------------

Approach the platforms while on the floor. Flip onto the leftmost platform,
then walk right onto the other platform. Wait until it passes the gap, then
flip down and exit left.

-------------------------------------
 The Sensible Room
-------------------------------------

Exit down.

-------------------------------------
 The Hanged Man, Reversed
-------------------------------------

Exit up and left.

-------------------------------------
 The Sensible Room
-------------------------------------

Grab the checkpoint, then flip down and exit left.

-------------------------------------
 B-B-B-Busted
-------------------------------------

Dash left and flip onto the ceiling to avoid the obstacle. Flip down and exit
left.

-------------------------------------
 V Stitch
-------------------------------------

Flip past the spike pits. Exit left.

-------------------------------------
 Prize for the Reckless
-------------------------------------

Grab the checkpoint. If you don't want to attempt the trinket, continue left
and grab any checkpoints you want along the way. Otherwise, walk through the
next few rooms without grabbing any checkpoints. Exit left.

-------------------------------------
 A Deception
-------------------------------------

To pass this room without touching a checkpoint, wait near the conveyor until
the uppermost obstacle is moving right and passes over you. Then, flip up and
quickly flip down and left. Rapidly flip up and down to the left to avoid both
obstacles. Exit up.

-------------------------------------
 Down Under
-------------------------------------

Stand on the floor. When the first platform hits its lowest point and begins
moving upward, flip up and onto the underside of it. Quickly ready yourself to
walk off onto the next platform before you hit the spikes.

On the second platform, wait near the right edge until it reaches its highest
point. As it begins to move down, and just before it reaches the raised spike
to the right, walk off and onto the third platform. You must ready yourself to
quickly walk off onto the fourth platform before you hit the spikes, then fall
up toward the exit. Exit right.

-------------------------------------
 Shenanigan
-------------------------------------

Flip onto the ceiling. Move just past the edge. Flip down, then move left to
avoid hitting the checkpoint. Immediately flip up onto the second conveyor,
then flip down into the pit.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Prize for the Reckless
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

If you made it here without hitting any checkpoints along the way,
congratulations! If not, you can come back and do it later.

Step on the platform to disintegrate it, then fall into the spike pit. You
will respawn on the bottom half of the room. Flip up onto the moving platform
to obtain the THIRTEENTH TRINKET. Make your way back to the top of the room,
then exit up.

-------------------------------------
 Shenanigan
-------------------------------------

Continue falling up.

-------------------------------------
 Frown Upside Down
-------------------------------------

Professor Vitellary: Ah, Viridian! You got off the ship alright too?
Captain Viridian: It's good to see you're alright, Professor!
Professor Vitellary: Is the ship ok?
Captain Viridian: It's badly damaged, but Violet's been working on fixing it.
Captain Viridian: We could really use your help...
Professor Vitellary: Ah, of course!
Professor Vitellary: The background interference in this dimension prevented
the ship from finding a teleporter when we crashed!
Professor Vitellary: We've all been teleported to different locations!
Captain Veridian: Er, that sounds about right!
Professor Vitellary: Let's get back to the ship, then!
Professor Vitellary: After you, Captain!

Exit left.

-------------------------------------
 Energize
-------------------------------------

Activate and use the teleporter.

[Level Complete!]
[You have rescued a crew member!]
[One remains]

-------------------------------------
 Whizz Down The Shaft
-------------------------------------

Captain Viridian: Uh oh...
Captain Viridian: Not again!
Captain Viridian: Vitellary? Where are you?
Professor Vitellary: Captain!
Captain Viridian: Hang on! I'll save you!

Walk right, then flip up.

-------------------------------------
 Whee Sports
-------------------------------------

Exit down.

-------------------------------------
 Whizz Down The Shaft
-------------------------------------

Exit down.

-------------------------------------
 The Gravitron
-------------------------------------

Dodge the obstacles for as long as you can. Every time you avoid the obstacles
for five seconds, the time will save. Once you've dodged obstacles for sixty
seconds, you can continue.

-------------------------------------
 Tunnel of Terror
-------------------------------------

Professor Vitellary: That was interesting, wasn't it?
Captain Viridian: I feel dizzy...

Exit down.

-------------------------------------
 House of Mirrors
-------------------------------------

Activate and use the teleporter.

-------------------------------------
 Ship
-------------------------------------

Talk to Victoria in the trinket room to mark the locations of trinkets on your
map.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 This is how it is
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The entrance to this dungeon is in the center of the upper-right quarter of
the map. To get there, you must start from above the ship and continue left
past some spikes. You will pass several warps on the way.

After you've gone through the teleporters and are in the grid maze, make sure
you look around for the FOURTEENTH TRINKET.

In this dungeon, there is only one exit per room. You can pass through the
edge of the screen to the other side 

In this room, exit right.

-------------------------------------
 A Bisected Spiral
-------------------------------------

Exit down.

-------------------------------------
 Take the Red Pill
-------------------------------------

Grab the checkpoint. Wait until the obstacle reaches its leftmost point and
begins moving right, then drop down to the right. Dash right and drop down
again. Exit right.

Speed tip: Fall down next to the obstacle as soon as you enter the room. Flip
up and right onto the ceiling above the obstacle and wait for it to pass by
to the left, then flip down past it.

-------------------------------------
 Short Circuit
-------------------------------------

Grab the checkpoint. Position yourself below the moving obstacles. Wait until
the fourth obstacle passes, then flip up and left into the pit.

-------------------------------------
 As you like it
-------------------------------------

Grab the checkpoint. Fall down (or up) and wait until you are next to the
spikes, then move right through the gap. Exit right.

Speed tip: Once you pass the middle set of spikes, you can hold right until
you reach the exit (assuming you are falling down).

-------------------------------------
 Maze With No Entrance
-------------------------------------

There is only one path to take. Exit up.

-------------------------------------
 As we go up, we go down
-------------------------------------

From the checkpoint, flip down and move right to land on the platform on the
top of the screen. Flip up and right to land on the platform on the bottom of
the screen. Do the same for the final two platforms, then exit right.

-------------------------------------
 Time to get serious
-------------------------------------

Depending on whether you entered the room from the top or the bottom, you will
be on one of the two checkpoints. Wait until the first obstacle is at its
halfway point and is moving away from you, then flip onto the central platform.
If you are on the bottom, you will have to pass the second obstacle twice: once
to reach the second platform, and again to reach the bottom exit. If you are
on the top central platform, you can simply flip down into the exit.

-------------------------------------
 Wheeler's Wormhole
-------------------------------------

Activate the teleporter, then exit right.

-------------------------------------
 Ascending and Descending
-------------------------------------

Position yourself on the ceiling above the obstacles. Flip down and dash right
when the lower obstacle is at its leftmost point and begins moving right. Flip
up onto the ceiling when the obstacles are to the sides. Wait until the upper
obstacle is at its halfway point and is moving left, then flip down and dash to
the right. Exit down.

Speed tip: Flip up onto the checkpoint as soon as you enter the room, and flip
down past the obstacles as soon as you touch the ceiling. Wait until the
obstacles are clear from the middle, then flip up, move right, and flip down
without stopping.

-------------------------------------
 Shockwave Rider
-------------------------------------

Stand on the checkpoint. When the lower obstacle is at its halfway point and
moving right, flip up. Walk to the right and flip down, making sure the upper
obstacle is not below you. Walk right and flip back up to the bottom of the
screen, then wait for the upper obstacle to pass by to the left. Flip back down
and grab the second checkpoint.

Flip onto the ceiling past the spikes, then flip down onto the small platform.
Wait until the obstacle just passes you, then fall down to the left. Hold down
the left button and pass through the gap to the second pitfall, then exit left.

-------------------------------------
 Sweeney's Maze
-------------------------------------

Simply drop down when the obstacles move past and make your way down. Beware
that the obstacles move in increments rather than continuously, so walk at a
moderate pace to make sure you don't run into them. Exit right.

Speed tip: As long as you don't stop, you can walk through the room without
hitting any of the obstacles.

-------------------------------------
 Mind The Gap
-------------------------------------

Flip up onto the ceiling platform. Wait until the closest obstacle passes above
you, then fall up to the left. Exit left.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Edge Games
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

If you want to attempt one of the hardest trinkets, here's your chance.
Otherwise, flip up through the central gap.

Getting to the trinket requires a lot of flipping. Start by standing near the
research terminal. As the second obstacle passes, flip up and dash left.
Quickly flip up into the second corridor. Stay above the gap between the two
corridors, but position yourself on the left side of it. As the second set of
obstacles approaches, flip down into the first corridor between the first set
of obstacles. Quickly flip up so that you are between the second set, then flip
down, then up again. The second set of obstacles will have passed at this
point. Dash right and flip up into the third corridor, positioning yourself
above the left half of the gap. Use the same flipping pattern to dodge both
sets of obstacles, then dash left when the path is clear. Fall up to obtain the
FIFTEENTH TRINKET.

-------------------------------------
 The Brown Gate
-------------------------------------

Flip down and move left. Exit through the warp.

-------------------------------------
 To The Batcave!
-------------------------------------

Flip down onto the right platform on the bottom of the screen. Walk off to the
right and land on the platform. Flip up, then exit through the warp.

-------------------------------------
 This will make you flip
-------------------------------------

From the checkpoint, flip up and to the left to land on the platform. Flip down
and to the left and fall through the gap. Flip up and to the right, then exit
through the warp.

-------------------------------------
 Twisty Little Passages
-------------------------------------

Grab the checkpoint. Flip onto the ceiling, then walk left and flip down. Flip
up and to the right onto the platform, then flip down and right and walk
through to the left edge of the screen. Flip up and right to land on the final
platform, then flip down and take the warp.

-------------------------------------
 I Love You
-------------------------------------

From the checkpoint, walk all the way left. Wait until the last of the three
moving obstacles passes under you, then flip down. Make sure the leftmost
obstacle is out of the way, then flip up and left past the touching spikes.
Walk through to the right edge of the screen, then flip down. Wait until the
last of the three obstacles and the vertically moving obstacle have passed by
you, then drop down and catch the platform on the right. Walk through to the
left side of the screen, then flip past the touching spikes when the path is
clear. Exit through the warp.

-------------------------------------
 That's Why I Have To Kill You
-------------------------------------

Grab the checkpoint. Flip past the touching spikes when the path is clear and
stop before you drop down. Wait until the horizontally moving obstacles pass
by, then drop down and dash left. Flip into the pit, then wait until the path
is clear and flip into the warp.

-------------------------------------
 It's Not Easy Being Green
-------------------------------------

Chief Verdigris: Captain! I've been so worried!
Captain Viridian: Chief Verdigris! You're ok!
Chief Verdigris: I've been trying to get out, but I keep going around in
circles...
Captain Viridian: I've come from the ship. I'm here to teleport you back to it.
Chief Verdigris: Is everyone else alright? Is Violet...
Captain Viridian: She's fine - she's back on the ship!
Chief Verdigris: Oh! Great - Let's get going, then!

Exit right.

-------------------------------------
 Green Dudes Can't Flip
-------------------------------------

Exit right.

-------------------------------------
 Murdering Twinmaker
-------------------------------------

Activate and use the teleporter.

[Level Complete!]
[You have rescued a crew member!]
[All Crew Members Rescued!]

-------------------------------------
 Ship
-------------------------------------

Doctor Violet: Welcome back!
Doctor Violet: ...
Doctor Violet: Um, where's Captain Viridian?

-------------------------------------
 Temporary Fault
-------------------------------------

Captain Viridian: ... Hello?
Captain Viridian: Is anyone there?

Exit right.

-------------------------------------
 Do Not Adjust the V-hold
-------------------------------------

Exit right.

-------------------------------------
 Regular Service Will Return Shortly
-------------------------------------

Exit right.

-------------------------------------
 Origami Room
-------------------------------------

Flip up and hold right. You will pass the spikes without hitting them. Flip up
and exit right.

-------------------------------------
 Try Jiggling the Antenna
-------------------------------------

From the checkpoint, flip up and hit the wire. As you turn around, move left
and pass through the vertical wire. Proceed through the rest of the wires in
the same way, then exit up.

-------------------------------------
 Please enjoy these repeats
-------------------------------------

Wait near the obstacles. When they reach their lowest point and begin moving
up, dash to the left and stop between the two sets of obstacles. Flip onto the
ceiling and run by the second set when they reach their highest point and begin
moving down. Exit up.

Speed tip: If you don't stop upon entering the room, you can clear the first
set of YES men.

-------------------------------------
 1954 World Cup Vinyl
-------------------------------------

You will hit spikes when you enter this room unless you move to the side. Flip
through the wires and exit up.

-------------------------------------
 The V Stooges
-------------------------------------

Flip back and forth through the gaps until you are in position to move past the
spikes. Exit left.

-------------------------------------
 The Untouchables
-------------------------------------

Use the wires to flip past the spikes to the left. Exit left.

-------------------------------------
 On The Waterfront
-------------------------------------

On the first checkpoint, wait until the lower obstacle reaches its rightmost
position. Just before it does, dash left and hold it. Exit left.

-------------------------------------
 Gvnsmoke
-------------------------------------

Grab the upper checkpoint. Exit left on the outside of the wires.

-------------------------------------
 Vwitched
-------------------------------------

Exit left.

-------------------------------------
 Television Newsveel
-------------------------------------

Grab the top checkpoint. Exit left while falling down.

-------------------------------------
 Vertigo
-------------------------------------

Wait until you've fallen through the screen four times. Pass through the gap,
then wait until you've fallen through the screen twice. Pass through the gap
and exit left.

Speed tip: On the previous screen, flip onto the ceiling above the checkpoint.
Flip down and hold left and you will be able to pass through the first gap
immediately.

-------------------------------------
 The Voon Show
-------------------------------------

Position yourself next to the obstacles. As soon as you are below them and are
just below the center of the screen, dash left and hold it. Exit left.

-------------------------------------
 Rear Window (Vindow)
-------------------------------------

Grab the checkpoint. Flip through the spikes and exit left.

-------------------------------------
 1950 Silverstone Grand V
-------------------------------------

Flip past the spikes using the wires. Exit down.

-------------------------------------
 DIY V Repair
-------------------------------------

*DIMENSIONAL STABILITY GENERATOR*
[Currently Generating]
Maximum Stability
[Status]
Online
Ready _

Captain Viridian: Aha! This must be what's causing the interference!
Captain Viridian: I wonder if I can turn it off?

WARNING: Disabling the Dimensional Stability Generator may lead to instability!
Are you sure you want to do this?

Captain Viridian: Yes!

Seriously! The whole dimension could collapse! Just think about this for a
minute!

Are you really sure you want to do this?

Captain Viridian: Yes!

-= WARNING =-
DIMENSIONAL STABILISER OFFLINE

Captain Viridian: Uh oh...

Exit right.

-------------------------------------
 Party Time!
-------------------------------------

Flip past the spikes and exit right.

-------------------------------------
 Upstairs, Downstairs
-------------------------------------

Wait until the lower obstacle reaches its leftmost position, then flip down and
hold right. Exit right.

Speed tip: Flip immediately as you enter the room. Continue right without
stopping and you will be able to clear the obstacles.

-------------------------------------
 Timeslip
-------------------------------------

Flip onto the conveyor and carefully walk past the three obstacles. Exit right.

-------------------------------------
 Three's Company
-------------------------------------

Flip onto the wire and land on the small platforms. Exit up.

-------------------------------------
 The 9 O'Clock News
-------------------------------------

Flip down onto the small platform next to the wires. Exit right, between the
wires. The next room is easier if you hold right once you walk off the
platform.

-------------------------------------
 Dial M for Murder
-------------------------------------

Flip past the first obstacle, then let go of the right button (do not press
left at any time). Move right past the rest of the obstacles, then exit right.

-------------------------------------
 Gunsmoke 1966
-------------------------------------

Exit down.

-------------------------------------
 Cosmic Creepers
-------------------------------------

Wait on the conveyor until the bottom moving platform is at its rightmost
position. Drop down and flip past the distintegrating platforms onto the moving
platform. Flip onto the upper moving platform when it reaches its leftmost
position, then exit right.

Speed tip: You can move through this room without stopping.

-------------------------------------
 The Villi People
-------------------------------------

Flip up and pass through the wire at the lowest point possible without hitting
the spike. Hold right and flip through the wires. Get ready for a Tower-like
level in reverse. Exit right.

-------------------------------------
 Panic Room
-------------------------------------

Run through to avoid the approaching ceiling spikes, but make sure to pace
yourself so that you don't run into the floor spikes. When you reach the small
square platform in the center of the screen, you will be tempted to fall off to
the left onto the next platform. However, you must stay on that central square
platform until a platform appears on the right side. Drop down onto the right
platform, then flip up and exit right.

-------------------------------------
 In the Margins
-------------------------------------

Flip down, then exit left back into Panic Room.

-------------------------------------
 Panic Room
-------------------------------------

Drop down and exit right.

-------------------------------------
 In the Margins
-------------------------------------

Exit down.

-------------------------------------
 Heaven's Gate
-------------------------------------

Use the wires to flip past the spikes. Prepare yourself for another Tower
level. Exit right.

-------------------------------------
 The Final Challenge
-------------------------------------

Flip up quickly. Make your way through a couple checkpoints. You will arrive at
a tricky set of wires. From the checkpoint, fall up and bounce off the wire,
then pass through the vertical wire to the left and use the wire above you to
flip down onto the second platform. Flip up and around the spikes to land on
the small ceiling platform, then quickly flip down and right to continue. Exit
left.

-------------------------------------
 In the Margins
-------------------------------------

Flip up and exit right.

-------------------------------------
 The Final Challenge
-------------------------------------

The screen will stop moving at this point. Flip past the spikes, making sure
not to fall into the pits above. Exit right.

-------------------------------------
 The Last Straw
-------------------------------------

Flip onto the distintegrating platforms and exit right.

-------------------------------------
 W
-------------------------------------

Keep flipping through the platforms to the right.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 V
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Flip down to grab the SIXTEENTH TRINKET. Exit up.

-------------------------------------
 VV
-------------------------------------

Fall up.

-------------------------------------
 VVV
-------------------------------------

Fall up.

-------------------------------------
 VVVV
-------------------------------------

Fall up.

-------------------------------------
 VVVVV
-------------------------------------

Fall up.

-------------------------------------
 VVVVVV
-------------------------------------

Fall up.

-------------------------------------
 Outer Space
-------------------------------------

[Game Complete!]
[All Crew Members Rescued!]

Walkthrough gameplay stats:

Trinkets: 16 out of 20
Time: 2:15:19
Total Flips: 2915
Total Deaths: 402
Hardest Room (with 36 deaths): The Tower

-------------------------------------
 Ship
-------------------------------------

Professor Vitellary: Any moment now...
Captain Viridian: Hello!
Crew: Captain!
Doctor Victoria: You're alright!
Doctor Victoria: I knew you'd be ok!
Doctor Violet: We were very worried when you didn't come back...
Chief Verdigris: ...but when you turned off the source of the interference...
Professor Vitellary: ...we were able to find you with the ship's scanners...
Officer Vermilion: ...and teleport you back on board!
Captain Viridian: That was lucky!
Captain Viridian: Thanks guys!

Professor Vitellary: It looks like this dimension is starting to destabilise,
just like our own...
Officer Vermilion: ...we can stay and explore for a little longer, but...
Professor Vitellary: ...eventually, it'll collapse completely.

Chief Verdigris: There's no telling how long we have here. But the ship's
fixed, so...
Doctor Victoria: As soon as we're ready, we can go home!

Doctor Violet: What now, Captain?
Captain Viridian: Let's find a way to save this dimension!
Captain Viridian: And a way to save our home dimension too!
Captain Viridian: The answer is out there, somewhere!
Captain Viridian: Let's go!

Thanks for playing!


===============================================================================
                                Trinkets [QX01]
===============================================================================

The first sixteen trinkets are covered in the walkthrough. Use Ctrl+F to search
for FIRST TRINKET, SECOND TRINKET, etcetera. You can also search for the tilde
(~) symbol.

Make sure to talk to Doctor Victoria in the ship's trinket room. She will give
you a trinket and mark the locations of remaining trinkets on your world map.
You need around 13 trinkets before Victoria will mark trinket locations.

SEVENTEENTH TRINKET: This trinket is on the world map, near the upper-left
corner. You have to fall past some spikes to obtain it.

EIGHTEENTH TRINKET: This trinket is on the world map, just to the left of the
ship. To reach it, you must get above the ship and travel left. You will pass
a few spike pits on the way.

NINETEENTH TRINKET: This trinket is on the world map, dead center. It is to the
right of the red Tower dungeon and to the left of the yellow conveyor dungeon.
To reach it, you must exit the ship and travel left to the right side of the
world. From there, continue left until you pass the conveyor dungeon, then go
up. You will pass a glowing elephant on the way.

TWENTIETH TRINKET: This trinket is located in the yellow conveyor belt dungeon
on the right side of the world map. Travel to the room called Getting Here is
Half the Fun and fall down the spiked pit. To reach the trinket, you must flip
up and navigate a tricky set of rooms filled with spikes, land on the
disintegrating platform at the halfway point, then flip down and navigate back
the way you came before landing on the trinket.


===============================================================================
                                   Extras [QX02]
===============================================================================

-------------------------------------
 Jukebox
-------------------------------------

You can play music from the game by visiting the jukebox room inside the ship.
Collecting trinkets will unlock more songs to play.

-------------------------------------
 Time Trials
-------------------------------------

There are six time trials that are unlocked as you play the game. Time trials
challenge you to complete a particular dungeon with certain criteria: time
taken to complete it, number of deaths, and trinkets obtained. Completing the
trial without clearing any criterion earns you a B rank; A rank for one, S rank
for two, and V rank for completing it in time with no deaths and all trinkets.

-------------------------------------
 Secret Laboratory
-------------------------------------

The secret lab is unlocked when you obtain all 20 trinkets. The lab contains
two areas of note: the trophy room and the super gravitron.

-------------------------------------
 Trophy Room
-------------------------------------

The trophy room is part of the secret lab and is unlocked when you obtain all
20 trinkets. Trophies representing various in-game achievements are displayed
here. The achievements are as follows:

GAME COMPLETE: Complete the game
FLIP MODE COMPLETE: Complete the game in flip mode
Last 5 seconds on the Super Gravitron
Last 10 seconds on the Super Gravitron
Last 15 seconds on the Super Gravitron
Last 20 seconds on the Super Gravitron
Last 30 seconds on the Super Gravitron
Last 1 minute on the Super Gravitron
SPACE STATION 1 MASTERED: Obtain a V Rank in this Time Trial
LABORATORY MASTERED: Obtain a V Rank in this Time Trial
THE TOWER MASTERED: Obtain a V Rank in this Time Trial
SPACE STATION 2 MASTERED: Obtain a V Rank in this Time Trial
WARP ZONE MASTERED: Obtain a V Rank in this Time Trial
FINAL LEVEL MASTERED: Obtain a V Rank in this Time Trial
Win with less than 500 deaths
Win with less than 250 deaths
Win with less than 100 deaths
Win with less than 50 deaths
MASTER OF THE UNIVERSE: Complete the game in no death mode

-------------------------------------
 Super Gravitron
-------------------------------------

The Super Gravitron can be accessed from the secret lab after obtaining all 20
trinkets. You can use it to try for the Super Gravitron trophies. The Super
Gravitron in the secret lab is more difficult than the one encountered during
normal gameplay, and since both count toward the achievements, it may be easier
to just replay the game instead of using the secret lab.

-------------------------------------
 Flip Mode
-------------------------------------

Flip Mode is unlocked after completing the game. Enabling this mode turns
everything upside-down. There is no gameplay difference other than appearing
more disoriented. There is a trophy achievement for completing the game in Flip
Mode, and Flip Mode can be applied to any game mode, including the Time Trials.

-------------------------------------
 No Death Mode
-------------------------------------

No Death Mode is unlocked after achieving an S-Rank in at least four Time
Trials. With this mode turned on, the game will end after one death. There is
a trophy achievement for completing the game with this mode enabled.

-------------------------------------
 Options
-------------------------------------

At any point you can enter the options and unlock any of the modes or features
that are normally unlocked during gameplay. The options also provide
accessibility options for disabled gamers, such as turning off effects and
animations, slowing down the game, and providing character invincibility.


===============================================================================
                                Closing [QX03]
===============================================================================

-------------------------------------
 Walkthrough Version
-------------------------------------

Version 2.1 (current)
25 July 2010

-Time Trial section removed, as it was left in by mistake

Version 2
18 February 2010

-Erroneous Edge Games instructions changed
-Various changes to walkthrough for consistency and clarity
-Time Trial Speed Tips added to some rooms


Version 1 (initial)
16 January 2010

-Walkthrough, Trinkets, Extras, Closing completed

-------------------------------------
 Author
-------------------------------------

Sheepdude@gmail.com

-------------------------------------
 Closing
-------------------------------------

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