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    FAQ/Walkthrough by SilverPhoenix

    Version: 1.00.3 | Updated: 02/17/07 | Search Guide | Bookmark Guide

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    TY the Tasmanian Tiger 2: Bush Rescue -- NTSC version
    Platform(s): PlayStation2, GameCube, X-Box
    Developer/Publisher: Krome Studios, Pty, Ltd./Electronic Arts, Inc.
    Guide Author: SilverPhoenix (K. Martin)
    Version 1.00.3, Feb-17-07
        Mission Listing
    Comprehensive Game Guide
                 This Guide is dedicated to the memory of one of the
                greatest FAQers ever, Kao Megura. May he rest in peace.
    If you don't know from other guides, the 'gibberish' letters following the
    chapter names are Ctrl-F keywords; press Ctrl-F, type one in, and press Enter
    twice. There you are, at the beginning of the section you wanted. Easy, huh?
    |                                   Contents                                  |
       1. Disclaimer [DSCL]
       2. Legalese [LGLS]
       3. Getting Started
          3.0 Story [STRY]
          3.1 Health [HLTH]
          3.2 Controls [CNTR]
       4. Walkthrough [WLKT]
          4.0.0 Prologue: Firefight [FRFT]
          4.1.0 Chapter 1: Burramudgee Town/Bush Rescue HQ
            4.1.1 Bush Rescue Training Program [BRTP]
            4.1.2 Tree Rescue [TRER]
            4.1.3 Ghostbuster! [GHBU]
            4.1.4 That's a Croc [THCR]
            4.1.5 Spy Hunter 1 [SPHU]
            4.1.6 Spy Hunter 2 [SPH2]
            4.1.7 Crouching Birrel, Hidden Squeaver [CRBR]
            4.1.8 Explosive Cargo [EXPC]
            4.1.9 Metal Menace [MEME]
            4.1.10 Patchy [BSS1]
          4.2.0 Chapter 2: Heating Things Up
            4.2.1 Training Ground 1 [TRG1]
            4.2.2 Training Ground 2 [TRG2]
            4.2.3 Dennis Freeway [DEFR]
            4.2.4 Croc Stock Pile [CRSP]
            4.2.5 Grub Grab [GRGR]
            4.2.6 Volcano Rescue [VORE]
            4.2.7 Canopy Capers [CANP]
            4.2.8 Ripper Nipper [RINI]
            4.2.9 Oil Rig Fire [OIRF]
            4.2.10 Buster [BSS2]
          4.3.0 Chapter 3: Cass' Plans Take Shape
            4.3.1 Sheep Dip [SHDP]
            4.3.2 Teeter Tottering Inferno [TETN]
            4.3.3 The Deadly Stone Beetle of Rhinokarnook [DSBR]
            4.3.4 The Temple of Carnook [TECR]
            4.3.5 Crocodile Chaos [CRCH]
            4.3.6 Tourist Trap [TOTR]
            4.3.7 King Squeaver and Birrel Hood [KSBH]
            4.3.8 Deep Sea Scare [DSSC]
            4.3.9 Sea Lab [CLAB]
            4.3.10 Bush Fire [BUSF]
            4.3.11 Fluffy [BSS3]
          4.4.0 Chapter 4: It's the Final Countdown
            4.4.1 Fire Fight [FRFG]
            4.4.2 Lava Chill Out [LVCO]
            4.4.3 Rocky Road [RCKR]
            4.4.4 Dennis Dash [DNND]
            4.4.5 Birds of Paradise [BIPR]
            4.4.6 Big Bang [BBNG]
            4.4.7 Truck Tragedy [TRTA]
            4.4.8 Attack of the 50-ft. Squeaver [ATSQ]
            4.4.9 Plutonium Panic [PLPA]
            4.4.10 Truck Stop [TRTS]
            4.4.11 Need a Spare [NSPR]
            4.4.12 Boss Cass Bust-Up [BSS4]
       5. Cart Racing [KRTR]
       6. Collectibles [CLCT]
       7. Codes [CDES]
       8. Outside Sources [OTSS]
       9. Credits/Contact [CRED]
    |                               Disclaimer [DSCL]                             |
    TY, "Bush Rescue", and *all* related names, objects, etc., are TM and
    copyright 2004-7 Krome Studios; Electronic Arts is TM and copyright Electronic
    Arts, Inc. All webarticles are copyrighted by their original authors.  No
    copyright infringement is intended, implied, or claimed.
    By the very nature of the document, it is riddled with **SPOILERS**. Please
    consider yourself warned. :)
    This document covers the Xbox, GameCube, and Playstation 2 versions of the
    game. The GameBoy Advance version is not covered.
    |                                Legalese [LGLS]                              |
    This document is copyright to K. Martin, a.k.a. SilverPhoenix, as of 01-09-05;
    updates are also copyrighted. It may only be hosted at www.gamefaqs.com,
    ign.com, and pyrephoenix.com. If you find this guide someplace other than these
    three sites, please let me know. Please do not request to be allowed to host it
    on your site, as I may update without warning and I don't want outdated
    versions floating around the Net. You may download and save a copy for your own
    personal use, and may print out a single copy, also for your own personal use.
    It may not be distributed in any media, written or electronic, whether or not
    for profit, without my prior written permission.
    |                                Getting Started                              |
                                    The Story [STRY]
    When last we saw Ty, he was defeating Boss Cass' giant robot and reuniting with
    his family. Well, Cass has some pretty loyal henchmen (and women), and they're
    staging a comeback for the evil cassowary!
    Luckily, Ty has some loyal friends (and relations) too--not to mention loads of
    new 'rangs, new vehicles, and all-new mechas! They're all ready and waiting to
    give you a hand stopping Boss Cass in his plans to take over the world. It
    won't be easy, and time's short. So what are you waiting for? Get crackin'!
                                      Health [HLTH]
    Scattered throughout Burramudgee and the surrounding areas are picnic baskets.
    Bite down on one to grab it and release the health ration within. They'll
    randomly have either a pawprint, for one health point, or a Ty-head for full
    health recovery. It's also rumored that you can find a health gauge upgrade or
    Continue points in Ty 2 are the dunny shacks in various locations. If you lose
    all your health, you'll respawn at the last dunny you passed.
                                        Controls [CNTR]
        |                  Playing the PlayStation 2 version                  |
        | X=X button | T=Triangle button | []=Square button | O=Circle button |
        |L1, L2, R1, R2=shoulder buttons | L3, R3=left & right analog sticks  |
                  |           Playing the GameCube version            |
                  | A=A button | B=B button | X=X button | Y=Y button |
                  |  L, R=shoulder buttons  | C-stick: 'camera' stick |
                  | Z=Z trigger |   D-pad=the plus(+)-shaped button   |
                 |              Playing the Xbox version               |
                 | A=A button | B=B button  | X=X button | Y=Y button  |
                 | Wh=White button |   D-pad=8-way directional button  |
                 | Bl=Black button | LA, RA=left & right analog sticks |
                 | L, R=shoulder buttons |       Back=Back button      |
                              |  GameCube   |  Playstation 2  |     XBox    |
    General Controls:         |-------------+-----------------+-------------|
                 Move Camera: |   C-stick   |       R3        |      RA     |
                 Zoom Camera: |  D-pad U/D  |    D-pad U/D    |  D-pad U/D  |
              Access Minimap: |  D-pad L/R  |    D-pad L/R    |  D-pad L/R  |
          Display DRA Screen: |      Z      |     Select      |     Back    |
      Display DRA-Map Screen: |    Start    |     Start       |     Back    |
                              |  GameCube   |  Playstation 2  |     XBox    |
    On the DRA Screen:        |-------------+-----------------+-------------|
                 Change View: |   L & R     |    L1 & R1      |    L & R    |
                 Resume Play: |     Y       |       T         |      Y      |
                              |  GameCube   |  Playstation 2  |     XBox    |
    As just TY:               |-------------+-----------------+-------------|
                    Walk/Run: | Ctrl Stick  |        L3       |      LA     |
                        Jump: |     A       |        X        |      A      |
                 Double-jump: |  A, Tap A   |    X, Tap X     |  A, Tap A   |
                        Bite: |     X       |        O        |      B      |
                   Dive-bite: |  A, Tap X   |    X, Tap O     |  A, Tap B   |
                       Glide: |  A, Hold A  |    X, Hold X    |  A, Hold A  |
                        Dive: |     X       |        O        |      B      |
            Toss a Boomerang: |     B       |        []       |      X      |
             Swim Underwater: |   Hold A    |      Hold X     |    Hold A   |
                 Swim Faster: |  A, Hold A  |    X, Hold X    |  A, Hold A  |
           First-Person View: |     L       |        L1       |      L      |
          Talk/Skip Dialogue: |     Y       |        T        |      Y      |
             Weapons lock-on: |     R       |        R2       |      R      |
                              |  GameCube   |  Playstation 2  |     XBox    |
    In a vehicle:             |-------------+-----------------+-------------|
          Enter/Exit vehicle: |     Y       |        T        |      Y      |
                       Steer: | Ctrl Stick  |        L3       |      LA     |
                  Accelerate: |     A       |        X        |      A      |
     Gain Altitude (Chopper): |     A       |        X        |      A      |
               Brake/Reverse: |     B       |        []       |      X      |
                 Fire weapon: |     L       |        L2       |      L      |
      Powerslide (land only): |     R       |        R2       |      R      |
                              |  GameCube   |  Playstation 2  |     XBox    |
    In the Bunyips:           |-------------+-----------------+-------------|
           Enter/Exit Bunyip: |     Y       |        T        |      Y      |
                       Steer: | Ctrl Stick  |        L3       |      LA     |
           Jump (land-based): |     A       |        X        |      A      |
       Vertical Thrust (Sub): |     A       |        X        |      A      |
       Hover (Battle/Thermo): |  A, Hold A  |    X, Hold X    |  A, Hold A  |
        Spin Attack (Thermo): |     X       |        O        |      B      |
               Lift (Lifter): |     X       |        O        |      B      |
         Power Slam (Battle): |     X       |        O        |      B      |
            Punch/Fire/Throw: |     B       |        []       |      X      |
                                      Shops [SHPS]
    There are four shops in the game: Trader Bob's General Store, Madame Mopoke's
    Mysterious Manor, the Burramudgee Rang Shop, and Sly's Rang Shop. Items
    available range from rangs and Bunyip keys to health and map upgrades. In the
    following lists, '@' means the amount of Opals needed for purchase.
    Trader Bob's:
       Sub Bunyip Key            |  @5000
       Thermo Extreme Bunyip Key |  @5000
       Lifter Bunyip Key         |  @5000
       Gold Paw*                 | @20000
       Platinum Paw*             | @75000
    * The Gold and Platinum Paws each double the number of hits you can take before
      you 'die'; Gold increases it to 8, and Platinum increases it to 16.
    Madam Mopoke's (All items 10 Kromium Orbs ea.):
       Mysterious Anomalies Map (Gooboo Steve)
       Cog Map (Platinum Cogs)
       Missing Persons Map (Bilbies)
    Rang Shop:
       Frostyrang | @2000
       Flamerang  | @2000
       Lasharang  | @3000
       Zappyrang  | @4000
       Infrarang  | @4000
       Smasharang | @5000
       Megarang   | @6000
    Sly's Rang Shop*:
       Freezerang  |  @8000
       Lavarang    |  @8000
       Multirang   |  @8000
       Warperang   | @10000
       Thunderang  | @10000
       X-Rang      | @11000
       Kaboomarang | @12000
       Omegarang   | @14000
       Deadlyrang  | @30000**
       Doomerang   | @75000**
    There are three other 'Rangs in the game which cannot be bought--this brings
    the total to twenty-one. They are (courtesy of pokemega32):
    Aquarang: It looks exactly like the boomerang but it is a different rang
    because if you have a different rang out and go in the water it switches to
    Blastorang: This is another rang that looks exactly like the boomerang. It's
    the one you throw while riding the Fourbie that explodes.
    Torpedorang: This is the kind of rang that you shoot out of the Sub Bunyip. It
    says it on screen on Julius' facts when you first use the Sub Bunyip.
    * Sly's rangs can only be purchased after the equivalent rang is bought at the
      regular shop.
    ** These two Rangs can only be purchased once all others have been.
    |                              Walkthrough [WLKT]                             |
    Prologue: Firefight [FRFT]
    Missions: 1 [] Currawong Jail Break
    This level serves as a starting tutorial for the controls and environment of
    the game. The 'tutorial' is continued in the first stages of Chapter 1.
    And away we go! Watch the short intro movie to learn Shazza's idea of a
    shortcut, then listen to Maurie to hear what's going on. The town of Currawong
    is under attack by Frill lizards. You join Shazza and Ty's brother Sly in
    heading up the roadway to take the Frills out. Throw your boomerangs at
    anything that's green and moving; grab any opals (that's the red jewels) that
    get dropped.
    Once you come to the first roadblock (a wall of fire, with a Fire Bunyip
    highlighted in green in front of it), kill any remaining Frills in the area.
    Talk to the koala manning the Bunyip to watch the fire go out. Head on up the
    roadway as a tree falls across it to learn how to jump, and fight the giant
    Frills carrying cannons on the other side. Past them (when the dropship lifts
    out of the way) watch the bridge get blown up, and climb down into the ravine
    ahead of you. Sly explains about Battle Bunyips; go climb into the one he
    points out, and use it to clear the cars off the other side of the fallen
    Continuing on up the hill, punch at the now-tiny Frills, and wiggle the analog
    stick around in circles if any grab on to the Bunyip. Use Ty's Bite button to
    do a Power Slam to take out crowds. Just before the gates, jump onto the
    hillside to the right and go into the forest to find a hut surrounded by five
    or six 10-Opal bags.
    Through the gates, watch the koala cop get lasered, then go to the glowing
    green spot and start knocking your way through walls to the upper platform.
    Pick up the Battle Mortar and blow shells at the giant mecha that lasered the
    cop. Aim for its head for a quick victory. You'll get a short cutscene, then
    you'll see two more mechas come into view. Shoot them down quickly, then use
    your radar to find the three drop-ships and blow them up too. Once they're
    gone, a second wave of ships and mechas appears. Ignore the dropships and shoot
    down the two mechas; they're in the same place the first pair was.
    When you've shot down the five mechas without dying, you jump down from the
    Battle Mortar and a new enemy appears--Fluffy, in a Bunyip-style suit of her
    own. Follow her through the gate and avoid the giant purple proximity mines she
    throws at you. At the top of the roadway, she breaks through another gate, and
    you finally get your chance to beat her down. Use your Power Slam to take off
    large chunks of her health bar at a time. When you win, Fluffy finishes
    breaking Cass out, and a cutscene ensues.
    Chapter 1: Burramudgee Town/Bush Rescue HQ
    Missions can be done in pretty much any order and at any time you like once
    you've been told about them; most of the time as you clear one Maurie will pop
    up and tell you about another one. I'm going to explore the Headquarters and
    town areas first, then get into the mission listings. To find a mission, check
    your callsheet (pause the game and switch one screen to the right) and locate
    the colored star next to the mission listing. Go to the map and find that color
    star, then drive to that location. If the colored star isn't on the map, either
    it's on the Southern Rivers map and you're in town, or vice-versa, or it's
    within the same level as one of the other missions. If you don't immediately
    see it, try leaving or entering town and checking the map again.
    A real easy (if boring) way to get Opals fast is to save your game, then exit
    to the main menu and reload your game. You'll end up back at BRHQ, and all
    those Opals, Opal Bags, and crates will have reappeared. Between HQ and east
    and west Burramudgee, you can collect around 6000 Opals each time you load your
    Bush Rescue HQ
    Missions:     1 [] Bush Rescue Training Program [BRTP]
    Cogs:         1 [] on a high platform reached via 3 invisible platforms.
    Kromium Orbs: 1 [] Under wooden pedestal in water; use Frostyrang to reach.
    Bilbies:      4 [] Top of HQ, behind the small round 'turret'.
                    [] on the high round rock under the airstrip.
                    [] on top of the lookout tower.
                    [] on a ledge on the cliffs behind the observatory.
    Photos:      43
    Explore around the Bush Rescue League headquarters to find a truck-load of
    opals (by the time you head to town you should have nearly 4500, including the
    ones you get during the jailbreak fight), and talk to Keith and Sneath to be
    invited to run the gauntlet through their training program. If you're new to
    the game, go do it now; if you've played before, you can leave this for later,
    or speed through now by pressing the 'skip dialogue' button to skip the
    You should, in your explorations, also be able to find four Bilbies and a
    Platinum Cog; look very carefully at the thin air between you and the cog's
    platform to see the invisible platforms that will let you get there.
    In the water, near the east end of the area, there's a wooden platform with a
    Kromium Orb underneath it. There are a couple of ways to get the Orb: you can
    do as the sign suggests, and use Frostyrangs once you've bought them, or if you
    get Lasharangs first, there's a platform on the east side of the airstrip with
    lash-hooks above it and a sign explaining them. From the second hook, rather
    than swinging to the third, you can drop and glide to the Orb.
    When you get the Lasharang upgrade, called the Warperang, you can get behind
    the fence with the glowing purple crystal.
    When you're done in the HQ area, head down the roadway toward town.
    Burramudgee (East)
    Missions:     3 [] That's a Croc
                    [] Spy Hunter 1
                    [] Spy Hunter 2
    Cogs:         1 [] on a floating platform by the two-story house near the
                       bridge out of town; bite spy-eggs to get it.
    Kromium Orbs: 3 [] floating platform by bridge. Glide from spy-egg-Cog, or hit
                       switch near Dennis' house.
                    [] ledge above entrance to town; glide from top of police HQ.
                    [] Lasharang around from the roof of the building closest to
                       Dennis' house
    Gooboo Steve:   [] In the sewers
    Koalas:       2 [] Next to the bridge leading out of town
                    [] By the sand piles to the north of the General Store
    Photos:      24
    One of the first things you'll notice about Burramudgee is that it's a right
    friendly place. Everyone you pass will cheerfully holler 'Hallo', and most
    people are more than willing to tell you about their lives. When you first get
    into town, Julius radios you to tell you that the green light ahead of you is a
    'Rang shop. Stop in to see what's available if you like, but don't buy anything
    just yet; explore around town until you have 5000 Opals. Your goal is to be
    able to purchase the Smasharang first; this will significantly increase your
    ability to collect Opals, because the Smasharang is the only Rang that can
    break the steel crates right now.
    Explore the east half of the town, noticing the various floating platforms and
    hooks as you do. Climb up to the top of the very first house on the left as you
    come into town, and face west (toward the tunnel back to HQ). You should see a
    line of Opals along the fence; jump up there. Follow the ledge toward the
    entrance to town, and cut around the corner to find your first Kromium Orb (the
    round silver things with a red center). These are used at the Map shop on the
    west side of town.
    Jump down to ground level, and head back into town. Go to the south-eastern
    corner, near the bridge out of town, and climb to the top of the black two-
    story house. From the roof, jump east to a floating platform. Use the spy-eggs
    here to carry you across to a second platform, where you'll find a Platinum
    Cog. Below you, out over the river, you should be able to see yet another
    floating platform; this one has a Kromium Orb on it. It's just barely possible
    to glide over to it from the platform you're on now, though that's not what was
    intended. The "real" method involves getting back down to street level, and
    running north. There's a button on the side of a rock outcropping; when you
    press it, moving platforms will appear over the river. You climb the rocks to
    reach the first one, and when you jump out toward it, a timer starts. You have
    several seconds to jump across three platforms to reach the one with the Orb;
    if you don't make it, the platforms disappear.
    The house just to the north of the button on the rocks is Dennis' place, and
    across the street from him is the Burramudgee Hospital (this is the barn-roofed
    building). Now would be a good time to go get the Lasharang, if you have enough
    money. If you don't, you can run through the 'save and reload' trick a couple
    of times, or just go complete a few missions, since you get paid for those.
    Once you have it, climb up to the roof of the Hospital, and jump to the west
    onto the floating platform. From here, use your new Lasharang to swing from the
    loops across town to another platform. Jump to the platform rotating around the
    house, then switch to first-person view and get ready to Lash to another run of
    loops. At the end, hop off onto yet another platform holding a Kromium Orb.
    The building to the west of the Hospital has a General Store in the lower level
    (they sell Bunyip Keys at 5000 Opals apiece, among other things) and the town's
    police station on the upper floors. There's a police koala standing outside
    what the sign labels the 'Cop Shop'; go talk to him [SPHU]. Turns out there's a
    spy in town, and you need the Infrarang (or its upgrade, the X-Rang) to find
    him. Go buy the Infrarang, then equip it and use first-person view to check out
    everyone. You might not realize you've found him at first; his clothes will
    stay the same, but his height and face will change. Once you spot him, he'll
    realize his cover is blown, and come after you. Swat him with a rang, grab any
    Opals he drops, and go back to talk with the koala-cop. You've completed the
    'Spy Hunter' mission. Nice work.
    While you've got your attention on the Infrarang, why not put it to some good
    use? Make your way to the bridge leading out of town, and go down into the
    riverbed. When you see Ranger Ken, don't talk to him yet: While you were
    getting the Kromium orb over the river earlier, you probably noticed a rope
    along the eastern bank. Head to the far north end of the river to find a button
    on the wall at the end. This button sets a timer to lower a platform at the
    southern end of the river. Hit the button from as far away as possible, to give
    yourself plenty of time to get onto the platform. Hop onto the rope, and press
    upon the analog stick to speed up. Once you reach the end of the rope you
    should have enough time to run over and grab the Opal bags from the platform
    before the timer ends. Use the Infrarang to find several invisible crates with
    25-Opal bags inside, then head back to where Ken is waiting. You're still going
    to ignore him, however.
    Head on into the sewers next to Ken and explore around, using your Infrarang
    frequently to find invisible crates. Most, if not all, of them hold portrait
    icons--you should be able to find 24 total. The reason you didn't talk to Ken
    yet is so there aren't any crocs in here just now, and you can explore
    comfortably. Make sure to talk to Gooboo Steve while you're in here. When
    you're done just exploring, go back out and talk to Ken [THCR] to get a counter
    at the bottom of the screen. Clear out eight crocs, at three rang-hits each, to
    complete the mission. Finally, if you've also completed the 'Spy Hunter'
    mission, talk to Ken yet again to be told that there are a whole gang of spies
    in and around the town [SPH2]. As you play through the game, keep an eye on the
    construction-worker koalas; some just might be Cass' cronies using
    Disguisatrons! There are two right here in town, despite what Ken says.
    That's about it for the east end of town. Head on up the access road to the
    Burramudgee (West)
    Missions: 2 [] Tree Rescue
                [] Ghostbuster!
    Cogs:     2 [] on a platform by the first building you see in western town
                [] On top of the Haunted Manor
    When the gate falls, you'll see a fork in the road. The right-hand fork leads
    to a couple of mini-missions, while the left one leads into the west side of
    town. Head left first.
    The first building you see has a large ground floor, and two two-story houses
    built on top of that. If you look straight up, you should see a floating
    platform near the rooftop closest to the entrance to town. The second half of
    this house is connected to the building behind it with an overpass-bridge, that
    leads to the foot of a raised gazebo-like structure. The gazebo has a steel
    crate inside; break it to reveal a button on the ground. Before you hit it,
    practice jumping from the floor with the button up to the roof, because this
    next bit takes some practice. When you get up top, look at the peak and find
    the rope attached up here.
    Hit the button to move the platform you saw on the way into town, and jump to
    the roof, then jump from there to grind the rope. While grinding, use your
    analog stick to speed up, so that you'll get to the end of the rope in time.
    Just before you fall off the end, jump and glide to the platform ahead of you
    to grab a Platinum Cog.
    Also in this area, you can find Madame Mopoke's Mysterious Manor, where for 10
    Kromium Orbs apiece you can buy map additions: locations of each Bilby, Cog,
    and Steve.
    Head back down toward the entry tunnel, and instead of heading back to town, go
    up the roadway you haven't visited yet. Around the corner, fencing on the right
    encloses a cemetery; go on in to find several Opal bags, and the object of the
    'Tree Rescue' mission [TRER], Boonie, behind a tree in the back left corner.
    Talk to him to complete the mission, then go back to the road and continue up
    the slope. Through the tunnel, and at the top of the hill, awaits Dennis'
    nephew, Clarence. He doesn't want to go back on the manor grounds because the
    ghosts are upset. Seems there's an intruder among them. If you bought the
    Infrarang already, you can take on the 'Ghostbuster!' mission [GHBU]. Go on in
    and look around in first-person view to find the phony, and use the zoom
    feature of the Infrarang to smack him. While you're doing so, the real ghosts
    will hit back, so be wary.
    When you've disposed of the fake ghost, go back and talk to Clarence to clear
    the mission. Don't leave just yet. Go around the back of the mansion, and look
    up. Tag the button, then go out to the driveway and jump onto the wooden pillar
    that's rising and falling. At the top, jump to the moving platform, then over
    to the roof. Climb to the peak for a Platinum Cog.
    That's it. Go on back to town proper to get started on some "real" missions.
    Southern Rivers
    Any missions not right in town involve driving the Fourbie across the
    countryside around Burramudgee Town, and entering various outskirt areas.
    Occasionally while driving, Frills on motorbikes will come after you; fire off
    a rang or two at them. Until you've completed Chapter 1, approximately two-
    thirds of the map will be closed off.
    As you travel around the Southern Rivers, you'll occasionally pass an area gate
    which has little checkered flags posted on either side of it, as well as a flag
    icon on your map. There are seven of these, and each one leads to a cart-racing
    track. See the section on racing, located just after the main walkthrough, for
    more details.
    Crouching Birrel, Hidden Squeaver [CRBR]
    As you enter, a squirrel and a beaver come running past, yelling about being
    attacked, and a counter pops up on the bottom of the screen. Use your
    Smasharang for this mission, as it'll give you one-hit kills. Run around, using
    the auto-lock (the R or R2 button, depending on console) to find and defeat 20
    When you've defeated them all, the squirrel and beaver introduce themselves,
    and their director steps in... to yell at you?! Oh well. Live and learn; on to
    the next mission.
    Explosive Cargo [EXPC]
    Koalas: 1
    Check the group of construction-worker koalas outside the airlock to find a
    spy, then head on through and talk to the foreman.
    Your help is needed to get "highly unstable dynamite" to its destination. Pilot
    the helicopter up a gorge with various obstacles in the way. Every so often a
    55-gallon-drum will appear; grab them if you need fuel. About halfway along,
    you find the dynamite cargo. Pick it up, and two doors open in the rock wall
    ahead of you. It doesn't really matter which side you go through, as they both
    lead to the same place.
    Try to keep the chopper from running into anything on your way up the oil
    pipeline; the game says the dynamite is unstable, but I haven't seen any
    evidence of that. Your helicopter, on the other hand, is extremely prone to
    take damage. Watch for the fuel-drums on the radar if you get low, and when you
    get close to the little house icon, start looking for the gray helipad to
    deposit your cargo.
    Metal Menace [MEME] | Map location: Outback Oasis
    Cogs:         4 [] Behind a breakable boulder in the eastern area.
                    [] Behind some rocks in the same area as the first Bilby.
                    [] On the other side of a rock wall, near some koalas.
                    [] Just before the Training Ground.
    Kromium Orbs: 2 [] On the ledge with the Battle Bunyip.
                    [] On a floating platform above a land bridge halfway through.
    Gooboo Steve:   [] Hidden in the lake halfway through.
    Bilbies:      3 [] In a tree in the east, where giant Frills live.
                    [] Hanging from the airlock at the entrance.
                    [] On a wooden platform in the north-western room.
    Koalas:       4 [] At the picnic table just before the entrance.
                    [] On the ledge with the Battle Bunyip.
                    [] At the wooden platforms by the rock wall with a Cog
                    [] On a ledge in the north-western room.
    Photos:      13
    Just before you go through the entrance airlock, look over to the left and
    check the group of koalas at the picnic table for a spy.
    As you enter the main area, pull out your Smasharang, and look to the right.
    See that glowing rock? Introduce it to your Rang, and go through the resultant
    opening. Follow the water to the north, and in the second deep area, hop out of
    the water onto a lilypad. Use your Infrarang to find 5 invisible crates, then
    drop back into the water and continue.
    Back on dry land, take the first right and break through the small glowing
    boulder to find a Platinum Cog. Keep going up the passageways until you find a
    set of wooden platforms, and climb them to a high ledge where you'll find
    several construction-worker koalas and a Battle Bunyip. When you climb into the
    Bunyip, you'll get a timer at the bottom of the screen; use it to take out six
    giant Frills, and a Kromium Orb will appear back on the ledge where the koalas
    are. While you're getting it, check the koalas for a spy.
    In the dead-end where the last of the giant Frills was, there's a star-shaped
    drum on the ground. Jump on it, and you'll bounce up into the trees. Use this
    bounce to find a Bilby, and look for some rocks at the north end of this same
    area. Hop over them to find a Platinum Cog, then make your way back to the
    beginning of the stage.
    Back at the start, get through the first of several giant saw-wheels, then turn
    to the left and hop onto the boulder. From here, get on top of the saw-housing,
    and jump to the grind-rope in midair. Follow it around to a hanging platform,
    then turn around and jump to the top of the doorframe by which you come in.
    There's a Bilby hanging on to the right-hand edge, so walk down there and grab
    Finally! we can head on into the level proper. Go through the saw-blade again,
    and as you hop up the first ledge, look to the right. There's a fence there,
    behind which is a glowing purple crystal and three picture frames, as well as
    several Frills. Remember this spot for when you get the Warperang--that'll be
    the only way of getting in there (and once you do, the red flower is the only
    way out). Continue climbing ledges until you find three koalas hanging out by a
    couple of wooden platforms. Check them to find a spy, then climb the platforms
    and jump over the rock wall for a Platinum Cog. Step into the big red flower to
    get back.
    Past three more buzz-saws, you'll find a lake split in two by a land-bridge,
    with a pair of wooden pedestals on it. Climb them, and hop onto the moving
    platforms above the taller one; you should see a Kromium Orb above another
    platform in the center. Let the platform you're on circle most of the way
    around the central one, and use your Infrarang to find an invisible platform to
    use as a stepping stone to get over to it. Jump on down and cross to the far
    end of the land bridge.
    Climb the ledges (use your Smasharang to get one-hit kills on the stone-
    throwing Frills), and hit the big yellow button on the fence to open a gate.
    Just on the other side, a dunny pops up; turn right just past it and go into
    the dark opening in the cliffside.
    Several things to do in this large room. First, at the gap in the fence, jump
    out to the closest floating platform, then turn to the left. Use your Infrarang
    to take a look at the koalas standing on the far ledge, and take out the spy.
    Next, hit the button on the central pillar to start two platforms phasing in
    and out below you. Jump down to the stable one nearest the first phased
    platform. Jump across quickly to the platform with a giant block of ice on it,
    and use your Smasharang to break it. Repeat on the next pair, and finally jump
    to the wooden ledge ahead of you for a Bilby. Before jumping back, use your
    Infrarang to look down to the floor, and break any invisible crates you see.
    If, on your way back to the start, you fall to the floor level, avoid the giant
    Frills and use the red flowers to get back up.
    From the starting ledge, hop back out to the first floating platform, then
    glide across to the stable one nearest the central pillar. Lasharang your way
    to the nearest lash-hook, and extend your rope. Swing until you can jump to the
    rope stretched between the central pillar and the far wall, and grind along it.
    Jump off to reach the platform circling this rope. When you get onto the
    platform, look to the left. Use your Infrarang to zoom in on the wooden
    platform, and to trigger the button that's on the wall above it. Once that's
    done, you should get a cutscene of an underwater door, and you can leave this
    room any time you'd like. Head back to the lake and the land-bridge.
    Crossing the land-bridge in a southern direction, look to your left into the
    water. You should see the door you just opened. Go ahead and swim through the
    tunnel, and find Gooboo Steve on the other end.
    Back at the land-bridge, find the northern exit to the area, and go there.
    Climb the wooden scaffolding, and turn right at the top. Cross the moving
    platforms to another wooden pedestal, then carefully cross three phasing
    platforms to reach a Platinum Cog. Drop down to ground level and go in the
    Just drop level to level until you're on the floor in the next room. Take out
    any Frills you might care to, then start climbing the ledges on the far side of
    the room. Avoid the sliding blocks, as they'll push you off an edge, and once
    you're at the top, go down the short hallway to talk to Julius. He wants you to
    test out a training routine.
    You must defeat 10 Frills, 10 mini-cannons, and 5 robo-tigers. Use your
    Infrarang for the first two rounds, as it has the best range. When fighting the
    robo-tigers, your rangs are ineffective; target them and use your bite. When
    you finish all three rounds, you've cleared the mission--and if you followed
    right along, you've also cleared most of the level (don't forget to come back
    when you have the Warperang). Well done.
    Patchy [BSS1] | Map location: Steele Springs
    Patchy is a ankylosaur that's been armored and trained by Fluffy and Cass to
    attack you. There's three stages to defeating him; head, tail, and back. Each
    'stage' you complete will allow you to start from that point if you should die.
    Start out by auto-targeting the beast, then avoid his charges and smack him
    around. Three to five hits should knock the armor off his head and take you to
    stage two, which is the most difficult part of the fight.
    Patchy will charge at you, then stop and bang his tail into the ground. Avoid
    the charge, and jump over the shockwaves that the tail-banging produces.
    Quickly target his tail and toss a Rang or two at it. Repeat this as necessary
    until you move on to round three.
    Cannon ports on Patchy's back will open up, and along with charging and
    smashing his tail, he'll now shoot at you. Use your auto-target, jump, and
    throw a Rang from mid-air. It should only take three final hits for the poor
    beast to go down permanently.
    Chapter 2: Heating Things Up
    Now that you can access more of the Southern Rivers map, we can do some
    exploring. You should have plenty of Opals; let's get a Rang upgrade or two.
    Get to the exit to town, and hop into the Fourbie. Check your map. See the
    'Shop' icon in the south-west? Drive there. You'll know you're in the right
    area when you see a giant rock tower off to your right; that's your
    Enter the area and climb the tower. At the top, before you go inside, circle
    around to the far side of the platform from the entrance. Hey, look--Gooboo
    Steve really gets around. He gives you the usual bucketload of Opals, so go on
    inside. My recommendation for a first purchase is the X-Rang. It's the upgrade
    to the Infrarang, and you don't need to use first-person view to be able to see
    invisible crates and platforms; just having the X-Rang equipped does the trick.
    If you have enough money, also grab the Warperang while you're here. Back
    outside, get up onto the roof, and circle around back. Hit the button on the
    side, and use the spy-eggs that show up to get across to a Kromium Orb. Head on
    back to the Fourbie.
    Now, drive all the way to the eastern-most point of the map. Just east of the
    beach entrance is a pair of rock pillars which you can enter. Go on in for one
    of the four optional missions of the game; a second Training Ground area to
    clear [TRG1]. This one's really easy--hop in the Battle Bunyip and punch
    anything that moves. The only thing you really need to look out for is the
    flame-throwers scattered around the arena.
    One last stop before heading back into the mission list. Check your map to find
    the 'Dennis Freeway' mission marker. Head over there, but stop at the grey star
    just to its north. Knock off any Frills that try to stop you from reaching the
    airlock-gate at the back of the area, and go on through it. Climb the logs to
    find Gooboo Steve standing beside a hollow log. Talk to him, and enter the log
    to find the third and final Training Ground. Fight through the three rounds to
    clear a second optional mission [TRG2]. The first two rounds consist of
    defeating 8 Frill warriors, then 4 Cannon Frills. In the third round, you fight
    6 Uber Frills. To defeat them easily, lure them close to one of the explosive
    crates around the area, then toss a rang at the crate. One explosion will take
    each Uber Frill down. If you have one (or more) of Sly's Rangs, you can also
    use them directly.
    Dennis Freeway [DEFR]
    Kromium Orbs: 1 [] On a floating platform; you need the Warperang to reach it.
    Koalas:       1 [] On the hillside on your way in to the area.
    When you first enter the area, look to the left. You should see a truck leaning
    up against a steep hillside, with some koalas discussing it. Check them to find
    a spy. There's also a series of purple crystals floating high above you; if you
    have the Warperang, you can use it to swing from one to another, and eventually
    reach a Kromium Orb on a floating platform.
    Through the airlock, you'll find Dennis with a quick-and-easy helicopter
    mission. Fly around the stage, grabbing fragments of highway and transporting
    them to their correct spot in the roadbed. Use the helicopter's cannon to take
    out any birds that get too close.
    There are six fragments; as you pick each one up, its icon on the radar will be
    replaced by that of a house, which will clue you in to where it goes.
    Croc Stock Pile [CRSP]
    Another fairly easy helicopter level. Your help is needed to pick crocodiles up
    from a swampy area and bring them to Ken's mobile tagging station, which is
    being piloted around the water. The only difficulty here, besides remembering
    to grab fuel when it's needed, is not flying into the trees.
    As in the other helicopter missions, the delivery point will show up on your
    radar as a small icon of a house.
    When you're done, return to town to buy some Bunyip keys; get at least the
    Thermo Extreme, and you might as well buy the other two if you have enough
    Opals. While you're in town, head on over to Dennis' house to start the next
    Grub Grab [GRGR] | Map location: South Beach/Wobbygon Bay
    Cogs:         3 [] On the northern shore of the southern-most island.
                    [] Underwater, next to the boathouse on the middle island.
                    [] Underwater, roughly in the middle of the open water
    Kromium Orbs: 2 [] Underwater between the north and middle islands.
                    [] Underwater just west of the west-most island.
    Gooboo Steve:   [] Underneath the bridge at the east end of the beach.
    Bilbies:      3 [] Just outside the kart-race cage.
                    [] Next to the tree on the middle island.
                    [] Underwater, just south of the boathouse.
    This is your first timed mission. Talk to Dennis at his house in Burramudgee
    Town to receive a package of food for the construction workers, and five
    minutes to deliver it in. Run to the Fourbie, and take a quick look at the
    missions list. Find the mission star color, and locate it on the map in the far
    southeast. Drive down to that location, and find the entrance to the beach.
    Once inside, facing the water, run to the left along the fence, and talk to the
    koala standing near the corner of the area to clear this mission.
    While you're here anyway, you might as well do some exploring. You're standing
    near a highway extension that turns into an overpass as the sand drops to meet
    the water. Walk on down toward the water, and look under the bridge to find
    Gooboo Steve. Dive into the water, and swim to the closest island. At the
    north-eastern corner of the cage stands a Bilby. Go in the cage to do some
    cart-racing if you like, then dive into the water to the south to find a
    Kromium Orb. The next island along has a tree with a Bilby standing in the
    shade, and a boathouse anchored to the southern shore. Dive in to the west of
    the boathouse, and look down toward the seabed to find another Platinum Cog.
    Look toward the seabed just south of you. Just at the point where the coral
    ends, you should be able to see a Bilby hanging out. Nab him, then head south.
    There's a Platinum Cog on the southern-most island, between one of the support
    pillars and the main building. It's on the northern face of the island. There's
    nothing else of interest further south, so get back in the water and head west.
    Swim around the base of the west-most island to find a Kromium Orb, then round
    the island and swim out into the open water. In the center of the area, near
    the ocean floor in a patch of coral, you should find a Platinum Cog, the last
    item in the area. Head back to the Fourbie, along the way noting the location
    of Rex in the small wooden shack near the entrance.
    Volcano Rescue [VORE] | Map location: Mount Boom
    Cogs:         3 [] Behind the blue door in the lava tunnel.
                    [] As you exit the lava in the red door room.
                    [] On a high ledge in the red door room.
    Kromium Orbs: 2 [] Behind the yellow door in the lava tunnel.
                    [] At the end of the lava tunnel in the red door room.
    Gooboo Steve:   [] Behind the yellow door in the lava tunnel.
    Bilbies:      2 [] Hanging from a wall near the green-button catwalk.
                    [] Hanging from a ladder in the red door room
    Koalas:       2 [] "Helping" survey the beginning of the level.
                    [] With the trapped workers near the end of the level.
    Photos:       1    On a ledge at the end of the level.
    Before you start this mission, take a quick detour to Sly's shop and buy the
    Warperang if you haven't already; you'll need it to clear the level in one
    Jump down into the hole behind Dennis, and head into the airlock. Out the other
    side, turn to the left and run to the edge of the ledge to grab a 500-Opal bag.
    You can run back and forth through the airlock if you want; the Opal bag will
    regenerate each time. When you're ready to move on, equip your X-Rang and go
    straight out from the airlock door down the little peninsula of land; there's a
    spy hanging out at the tip. Return to the airlock door one more time and hop
    into the Thermo Bunyip.
    Head down the ledge you haven't visited yet, and get an explanation of how to
    move the floating platform. Hop on, and water the button next to you; then hop
    to the ledge on the other side. Travel along this ledge, knocking around the
    Frills in their mech-suits on the way, until you reach the end. Spray down the
    yellow button, then hop out of the Bunyip and use your Warperang to trigger the
    switch above your head (the hanging loop). Climb the ladder that falls when you
    do, and step into the red plant to be tossed across the area.
    At the far end, step into the new Bunyip suit, then travel down this ledge.
    Just before you round the final corner, there's a turbine next to a green
    light. Spray the turbine to turn the light on, in the process also activating
    all the other green lights in the level and opening several doors under the
    lava. Keep going around the final corner of the ledge, and hit the red button.
    Return to the starting end of the ledge, and you should notice a ladder leading
    up to the floating balcony. Climb up there.
    There are three green buttons and one yellow one up here. The green buttons
    move one of three floating platforms below you, while the yellow one resets all
    three back to their original positions. The challenge here is to move the three
    platforms to create steps between the starting platform and the platforms next
    to ledges along the walls of the crater. For the left-most ledge, trigger the
    middle green button, and hit it again when you want to stop the platform (you
    can move it again later if you like). Next move over and trigger the left-hand
    button. Let the platform move a little farther left than you think you need it
    to; you'll see why in a moment.
    Return to the Bunyip, and use it to cross the platforms. At the final platform,
    use first-person view to spray down the turbine and light the first blue light.
    Cross back toward the starting point; when you get to the first platform you
    moved, jump off and use your Warperang to cross a set of Lasharang hooks. At
    the third one, stop and extend your rope to its maximum, then swing toward the
    wall. You should be hanging low enough to swing into the Bilby, rather than
    having to jump off and hope to slide into him. If you still have the Lasharang,
    you'll have to hope for good aim, and you'll have to climb back up to the
    higher ledge. Either way, return to the hanging balcony with the three green
    buttons, and use the yellow one to reset them.
    For the middle and right-hand ledges, you'll have to use all three green
    buttons. Start with the middle button again; stop it when it's as close as it
    can be to the stable platforms by the ledge you're aiming for. Repeat this with
    the left-most green button, then move to the right-hand one. Once you've set up
    each bridge, go back to the Bunyip and hop across to the respective ledge; the
    first jump between platforms is going to be a long one, so be sure to glide.
    When all three blue lights are glowing, make sure you're in the Bunyip suit,
    and jump down into the lava. The controls for the suit while in lava are just
    like the standard controls for Ty when he's in the water, including the ability
    to dive. Go ahead and dive down, then swim under the surface toward the north.
    When you see a round portal in the floor, swim down into it, and head north
    again. Make your way through the green-lit door at the far end of the chamber,
    and immediately turn right to go through a blue-lit door.
    Continue to the end of this new tunnel, and swim up to surface in a small round
    chamber. Get on dry ground, and climb the ledges to a pair of purple crystals
    separated by a fence. Use your Warperang to, well, warp through the fence. Grab
    the Platinum Cog, then hit the button on the opposite wall to turn on a red
    light and open another door. Warp back to the first crystal, get back to the
    Bunyip, and return to the original tunnel.
    Continue along until you find a door with a red light on your right. Go through
    it and surface to find a Platinum Cog close to the lava; grab it, and douse the
    turbine behind it. Head over to the purple crystals, and warp through the
    fence. Looking around, you'll find a number of hanging catwalks, a high
    platform with a Platinum Cog on it, and a breakable wall which you can bust
    through now  or wait a moment. Climb the ladder near the entrance, and swat the
    button near the end of the catwalk to drop another ladder for a few seconds.
    Climb it quickly, and head down the walkway. Move quickly, because there's a
    section that will try to fall out from under you. At the end, you'll find a
    Lash-hook switch. Pull it to drop yet another ladder, this one above the
    unstable section of walkway.
    At the top, head on down to the far end, once again avoiding the unstable
    section. Before going off the far end to the lower catwalk, look to the left
    and swing to the Lasharang hook, and from there to the platform with the Cog.
    Swing right on back, then hop down to the lower level. Turn around, and walk to
    the edge. Jump a little bit to rescue the Bilby hanging from the ladder (you
    don't have to actually jump to the ladder). Go to the other end of the catwalk,
    and hop onto the platform. Look straight up, and hit the button to go up. At
    the top, go get into the Bunyip, and jump all the way back down to dry land.
    Activate the turbine behind the first catwalk, and break the smashable wall if
    you haven't already to be able to activate the turbine behind it. This will
    open the door in the lava pool next to you. Dive in, and swim to the end of the
    tunnel for a Kromium Orb and a 3000-Opal bag(!). Head all the way back to the
    entrance to this side-area, and continue on up the original lava tunnel.
    When you exit the lava onto land, turn around and notice the small islands
    sticking up from the surface. Switch to Frostyrangs or Freezerangs, and toss
    one at the first island to cool it down enough for you to stand on. Jump to it,
    then switch to first-person view and toss a rang at the next one. Continue
    doing this, taking rest stops at the ledges on the walls of the area, until you
    reach the ledge at the back wall. There's a button up here; toss a rang at it
    to turn on a yellow light, then step into the red plant to return to where you
    left the Bunyip. Go back into the lava tunnel you came here from, and enter the
    doorway with a yellow light next to it, on the right side of the passage. Exit
    the lava in the chamber on the other side of the door to find a Kromium Orb and
    Gooboo Steve, then retrace your path back up the tunnel, heading north.
    Final step of the level. At the dry ground where you left your Bunyip the first
    time, hop out and switch to X-Rangs, then get back in. Make your way up the
    ledge, using your punch or water jets to take out enemies along the way. At the
    top, you'll find the missing vulcanologists, who thank the heavens for your
    appearance. Hop out of the Bunyip, and discover a Frill spy has been hanging
    out with them. One last thing to do here. See those little piles of dirt by the
    edge of the ledge? Step up onto the higher one, then use your Warperang to
    swing across to the far ledge with the picture frame on it. If you don't have
    the Warperang, jump and glide straight down off the edge to find a ledge with a
    red flower on it. This will propel you on top of the platform with the lashhook
    for 200 Opals, and either way you can reach the ledge with the frame. From
    there, glide down to the ledge with the flower to gain enough height to get
    back to the original ledge. Head through the airlock.
    As you exit, you'll discover you're, not surprisingly, in a different spot from
    where you went in. In fact, you're across the street from Frill Neck Forest.
    That makes things easy; we have a mission there. Drive right on over. However,
    if you don't mind a detour, head back to town to buy a map upgrade from Madam
    Mopoke. I'd recommend the Bilby map right now. I'd also be surprised if you
    don't have enough Opals for a new rang, or if you have 20,000, you can get a
    health upgrade at the General Store in town. The Gold Paw will double the
    number of hits you can take until your health runs out.
    Canopy Capers [CANP] | Map location: Frill Neck Forest
    Cogs:         1 [] Behind the tree trunk at the start, up a grindrail.
    Kromium Orbs: 1 [] On a lone platform, near the exit.
    Gooboo Steve:   [] Outside the entrance, around the side of the tree.
    Bilbies:      2 [] Just inside the start, at the top of a series of vertical
                    [] At the end of the level, on the back of the exit tree.
    Koalas:       2 [] Outside the entrance, as you're climbing the ledges.
                    [] About two-thirds of the way through.
    Photos:      15
    Get out of the Fourbie, and start climbing the ledges in front of you to reach
    the actual start of the level: the giant tree at the top of the hill. Keep an
    eye out for the little robocannons. On the second ledge up, look to your left
    to find a koala spy, then keep going. When you reach the tree, the door is on
    the far side of the tree from the road. Don't go in just yet; rather, when
    facing the door, walk around the tree to the left to find Gooboo Steve. Nothing
    else out here; head on in.
    You start inside a hollow tree trunk, with vines climbing one wall so that you
    can climb too. Go ahead on up, and when you reach forks in the vines, go left
    first to find five picture frames. Backtrack, then head up the right fork.
    Enough repetitions of this, and you'll find the exit from the trunk at the top.
    Despite what it looks like when you first step onto the platforms, this is a
    very straightforward level; just follow the trail of Opals through the tree
    branches, and if you happen to fall to the netting below, find the nearest
    ladder and try it again. Of course, there's more detail to it than that, and if
    you'd like to make sure you get all the picture frames, Bilbies, and the 3000-
    Opal bag (yes, really), keep reading.
    When you first exit the trunk, hop off the platforms and run around the trunk
    to the right. Find the grind-cable, and go on up to find a Platinum Cog on a
    platform. Grind back down, and at the start-point of the cable, look ahead and
    to the right a little. See the platforms on the tree near you? Jump on the
    lowest one, then start jumping up and out, and curve back in to grab the edge
    of the next one up. At the top, hop to the last platform to rescue a Bilby,
    then make your way back to the catwalks you came in on.
    Follow the opals along the platforms until you get to a darker brown one, with
    a broken bridge leading away from it. No problem--just jump the gap. If you
    don't quite make it, the half of the bridge that's hanging on the other side
    will serve as a ladder. Keep climbing, and when you reach a quarter-circle
    platform, rather than gliding down to where a dunny-shack platform waits, turn
    to the right and look for a Lash-hook. Use it to swing over and grab the Opal
    bag, then come on back the same way.
    A whole bridge and a broken bridge further on, you'll find a broken tree trunk
    with a rope leading from it to a high platform you can't reach any other way.
    Grind up there for a picture frame, and either grind or glide back. At the top
    of a second bridge, you should notice a small platform sticking out from the
    side of the main path. There's a Lash-hook above it; swing across to grab a
    picture frame on a tiny platform opposite. When you return to the main path, at
    the end of the next bridge look to your left to see a red Opal-bag on top of a
    broken tree-trunk. Grind up and jump at the end to grab the 500 Opals inside;
    it might take a few tries.
    Continue on down the main path. Your next major obstacle is a swinging bar with
    spikes on it. Time it, and run past to the far tree trunk. Go around this tree
    counter-clockwise to find a ladder; climb it for a picture frame, then drop
    back down. Face the swinging spike again, and this time go left. Stand near the
    edge of the platform around the back of the trunk, so it doesn't hit you. Jump
    to the tiny (unstable) platform, and quickly jump again to the next one so you
    don't get dumped to the netting. Follow the Opals until you reach another
    fully-round platform, and go around the tree again to find a ladder. Climb it
    for a bird's-eye view of a round platform with a red Opal bag, and a picture
    frame on a small platform underneath that one. Glide over for the Opal bag, and
    if you can jump out and glide around to the lower platform do so; otherwise get
    back to the top of the ladder you just left and glide down instead.
    From the next full-round platform, grind down the rail with the opals and
    trigger the rope ladder, then grind back up. Use the Lash-hooks above you to
    swing to a trunk-top with a 500-Opal bag, then turn right and look down at a
    platform with a Kromium Orb on the edge, and a lower one with a picture frame.
    Grab the Orb, then jump out and glide to the lower platform. From here, drop to
    the netting and run over to the base of the tree trunk that had the Opal bag
    atop it for yet another picture frame.
    Head over to the ladder you just dropped, and get back up to the main path.
    Avoid the spike on the next bridge, and smack the koala spy around when you
    reach the platform beyond. Home stretch, here we come.
    Cross the bridge with the middle broken out, and hop to the trunk top for a
    picture frame. At the end of this bridge, swing from the Lash-hook to a
    platform on the side of the exit tree for a Bilby, then swing your way back.
    Just as you round the first corner of the next bridge, jump up to the platform
    above rather than following the Opal trail. Jump up a level again, then turn
    right and jump to the full-circle platform on the dark-brown tree. From there,
    turn left and glide to a half-platform. One more jump, to a final full-circle
    platform, and walk around behind the trunk for the 3000 Opals I promised at the
    beginning. Glide back to the main path, and go meet Bruno. You're done. Nice
    Ripper Nipper [RINI]
    A second timed mission to notch your belt with, but don't let the clock get to
    you. It's a short trip.
    The kids are having a surf carnival and forgot their suntan lotion. Luckily,
    Rex and Elle have a fresh tube ready to deliver--and they need you to get it
    there before the start of the event. You have five minutes to drive down to the
    beach area. No worries! This is probably one of the easiest missions in the
    Oil Rig Fire [OIRF] | Map location: Wulli Wulli Oil Rig
    To find this mission, check the map to find a dead-end road running past the
    beach area. Drive down this to find the airlock that leads to the oil rig.
    Head through it to find Shazza, who tells you to find the main switch and hit
    it, or else the whole thing's gonna explode. The first two rooms are about as
    straightforward as they come--fight through the Frills to get into the
    structure, and hop into a Thermo Bunyip when you do. Punch your way through the
    enemies, putting out any and all fires as you go. When you reach a wall of fire
    with four koalas and several 100-Opal bags behind it, and a steel door next to
    it, hop out of the Bunyip and backtrack across the room to find a ladder
    leading to a series of catwalks. Make your way past Frills and an unstable
    floor, and up two more ladders. At the top, a pair of motorized platforms
    await; one is moving in and out, while the other just sits there. The plain one
    has a 500-Opal bag, and a switch to open the door. Trigger it, and glide back
    down to your Bunyip.
    The room the door was blocking is pretty small; put out the two fires, and
    climb the platforms of the far wall back and forth for a couple of Opal bags.
    Get back in the Bunyip and head through the next doorway, to cross a platform
    into a room that's also very very standard. Put out all the fires in here, and
    climb some ladders and catwalks for a pair of 500-Opal bags if you want--if you
    go for it, the toughest spot is two motorized platforms that slide in and out
    of the wall. Keep an eye out for unstable floors while you're up there, but
    they shouldn't pose a threat. When you're ready, go through the next door and
    In the next room, work your way to the end, and hop out and stop climbing
    ladders and catwalks. Your goal is to reach the opening at the end of the
    catwalks. When you reach the top level, you'll see five koala cops and five
    Frills shooting it out; give the cops a hand and rang off the Frills. Cross the
    remaining catwalks--it's a straight run for the doorway--and drop down in.
    This room has fire shooting up from the floor. Watch the pattern and dash by
    the first two waves. At the third segment, you can just scoot past it--there's
    plenty of room between the fire and the wall. Head up the corridor on the other
    side of the wall, and use the pipe on the right side as a stepstool to bypass
    the next set of flames. When you get to the ramp, stick to the right-hand side
    again; at the switch-back point, you can look out over the original room to a
    series of platforms which lead to three 25-Opal bags. Personally, the risk
    isn't worth the reward, but of course it's up to you. Either way, keep climbing
    from here to the end of the ramp. At the top of the ramp, before entering the
    next room, look back over your left shoulder and you will see a platform
    sticking out from the wall.  Jump back to that platform, then jump to the
    successive platforms to an ending platform containing several 500-opal bags.
    Fight and douse your way through the next room, and cross another balcony.
    Through the next door, a crowd of Frills run to man laser-stations, to try to
    shoot you down. Use the Bunyip's jump to avoid their attacks, and punch through
    the Frills themselves. Cross the balcony outside the door, taking care of the
    tree-frog ninjas on the way, and take out anything that moves in the next room.
    When nothing's left that can fight back, find and water the two turbines to
    light the green bulbs that are next to them, then get to the far end of the
    room to find a ladder. Use the three levels of catwalks and the moving
    platforms to reach a red button near the roof; hitting it will open the door by
    the end of the room with the ladder.
    Go on through and cross the balcony. The next room has three turbines; squirt
    each one to turn on the green light next to it, and drop a ladder back at the
    beginning of the room when the third one comes on. Climb it and cross the
    catwalks--no enemies, and only a couple of drop-away floors--to reach the next
    doorway/balcony. Take out the Frills that are on the balcony, and drop into the
    next room. Find the three red buttons to open the final door and reveal the
    main switch that Shazza told you to look for.
    When you trigger the final switch, Fluffy shows up, with a tennis-ball-like
    thing, and lots of little yellow creatures. She and Ty briefly discuss nano-
    technology, and she decides to leave. Ty says "Not without a fight!"--and she
    takes him up on it. You immediately head into the fight with Buster.
    Buster [BSS2]
    This big brute is really no huge challenge. Keep your auto-target on him
    whenever he's in 'robot' form. He'll chase you around for several seconds,
    smashing his way through boats, landings, and houses. Keep your distance long
    enough, and he'll get upset and scream at you. When he does, his mouth opens
    wide enough to expose the core; toss a rang at it to knock off a chunk of life.
    This will turn Buster into a "puddle" of nano-bots. Don't get too close while
    he's in bits and pieces; instead of reforming the robot, he'll try to spike up
    at you to damage you. Rob N. tells me that you can use first-person view (the
    left shoulder button) and fire as fast as you can into the middle of the mass
    to kill the individual bits; this will weaken him gradually.
    Damage him enough, and Buster will gain a second tactic. When he reaches about
    one-third of his life left, he'll form a giant ball rather than a robot, and
    bounce around trying to catch you. Just stay out of the way, and eventually
    he'll go back to robot form, at which point it's more rinse and repeat tactics.
    Three more hits to the core, and Buster's busted.
    An alternate "tease the robot form" tactic, courtesy of Rob N.: While Buster's
    in robot form, rather than playing keep-away, run in circles around his legs
    until he loses his balance and falls over. This breaks him into the 'bits and
    pieces form', and you can then attack the little guys.
    Chapter 3: Cass' Plans Take Shape
    Sheep Dip [SHDP]
    Koalas: 1 [] Outside the entrance
    In this helicopter mission, your goal is to grab all eight escaped sheep and
    drop them off at the shearing post in the center of the area. Very simple, and
    not timed as the pilot implies. If a mini-cannon gives you trouble, simply fire
    at it a couple of times and down it'll go. Just keep your fuel up, and watch
    out for trees.
    Map location: Sulphur Rocks
    Missions:     3 [] Teeter Tottering Inferno [TETN]
                    [] The Deadly Stone Beetle of Rhinokarnook
                    [] The Temple of Carnook
    Cogs:         9 [] On a wooden platform which you have to swing to.
                    [] On a ledge near the blue wall with a button near the start.
                    [] Behind the first buzzsaw.
                    [] Behind the boulder by the Lifter Bunyip.
                    [] Above the passage leading to the lost hiker.
                    [] On a ledge above the water near the Stone Beetle run.
                    [] On top of a pedestal in the lake near the Stone Beetle run.
                    [] On a pedestal outside the Stone Beetle run.
                    [] In the lava room of the Temple.
    Kromium Orbs: 7 [] Outside the airlock.
                    [] By an UberFrill, about halfway through the level.
                    [] On a stone platform in the lava area with the hiker.
                    [] On a platform above the river leading to the temple.
                    [] On a high ledge across the water on the way to the temple.
                    [] On a high ledge, halfway through the Temple.
                    [] At the end of the path in the southern area.
    Gooboo Steve:   [] Behind a door in the water at the west of the map.
    Bilbies:      5 [] On a wooden platform behind a fence.
                    [] On a floating platform by the first buzzsaw.
                    [] On a wooden platform below the first Kromium Orb.
                    [] On a ledge opposite the first Kromium Orb.
                    [] On a wooden platform in the river.
    Koalas:       3 [] On top of the highest hillside as you enter the level.
                    [] Behind one of the two fences by the Temple (use lashhook).
                    [] At the eastern-most point of the southern area.
    Photos:      22
    This is the second largest level in the game, with a pair of optional missions
    besides the main and lots of collectibles.
    When you exit the Fourbie and run up the hill, you're going to find several
    things to do before heading through the airlock. Right by the top of the entry
    hill, there are two tall wooden pedestals. If you step into the red flower
    that's immediately visible, you're just going to be deposited back in the
    middle of the main path. Instead, go around behind them to find a second
    flower. This one will toss you to the top of one pedestal, from which you can
    jump to the other for a 200-Opal bag.
    Next, as you reach the crowd of Frills, you should see a set of floating
    platforms to the right. Climb up to them, and as you hop on the first one ([1]
    in the following diagram, where [S] is the start), six of the others will
    vanish. As you jump onto each successive platform, two others will appear past
    it. Take the 1-4-5-6-9 path, and hop to the [KO] for a Kromium Orb.
    [1] [2] [3]
    [4] [5] [6]
    [7] [8] [9] [KO]
    Drop down to ground level and head through the airlock. Once in the level, look
    at the fence to your left. The lowest green section is actually a flap you can
    walk through, in this case to find a Battle Bunyip and a crowd of Frills. Hop
    into the Bunyip and take out the enemies (and steel crates if you want), then
    jump back out and go back through the fence. Climb to the low hilltop next to
    you, and cross the wooden pedestals to the left. From there, jump down onto the
    ledge to your right.
    Follow the yellow arrows around the corner and up the fenced-ramp, and cross
    the bridge at the top. Take out the Frill-warriors on the other side of the
    bridge, then hit the red button on the side of the blue wall to drop a rope
    ladder. Facing the blue wall, go to the left side of it, and walk down behind.
    There should be yellow patterning on the green portion of the wall; this is
    netting that you can climb. Do so, and hop out to the top of the blue wall for
    a 3000-Opal bag, then drop down on the opposite side from where the button was
    to find three picture frames and a Platinum Cog.
    Jump down into the small gully below you, and head out toward the middle of the
    wide area. Climb the wooden platforms onto a large brown box. From here, first
    jump toward the platform that leads back toward the beginning of the level,
    then to another yellow-netting ladder. Use your X-Rang to jump to the invisible
    platform, then across to the upper hillside for a koala spy and a 500-Opal bag.
    Trace your steps back to the brown box, and facing into the level, turn left
    and climb the black ladder. Head to the right on this new ledge, and at the
    end, use your Warperang to swing out and around the corner to the left. At the
    end of the lash-hooks, jump and glide down to a platform with a Platinum Cog,
    then drop to ground level and head back toward the brown box.
    Remember the ladder that dropped when you hit a button? It's right out in this
    area. Kill off the Frills if you haven't already, then climb the ladder. At the
    top, turn to the right and walk back toward the area with the blue wall. Look
    down inside the fence to find several Frills and a Bilby on a wooden platform.
    Do what comes naturally, then use the Bilby's platform to climb out, and get
    back to ground level by the brown box.
    Climb the ladder again, and this time go to the left at the top. Jump and glide
    out to an invisible platform. Hop to the platform to the right for a Bilby,
    then jump over the buzzsaw to grab another Platinum Cog. Before going back
    through the saw, hit the explosive crate to take out most of the enemies in the
    lower area, and head on down to the short fence (just some sticks, really), and
    go through it.
    Stay on ground level; at the dunny, go to the right. You'll find a fence with a
    green door-flap; pass through and use a rang to knock the UberFrill back far
    enough that you can hit the explosive crate behind him. Collect any Opals you
    want, then keep going around the central hill on the left. When you get to the
    next yellow arrow, past the sand piles, you have a choice of right and up a
    ladder, or left and over a fence. Go left first.
    Drop down and find the Bilby on the central platform, then go over the next
    fence. Climb the wooden platforms you ignored earlier, and use the vine to the
    left to reach the upper ledges. Follow the yellow arrow and cross the bridge,
    then make your way past the swinging spikes. After the fourth one, turn right
    and climb to the upper ledge to find a 1000-Opal bag, then cross back over the
    bridge. Hop up to the wooden ledge, then back down on the other side and cross
    the bridge here. Take down the UberFrill, climb the wooden pedestals for a
    Kromium Orb, and drop back down. Jump across to the bridge from the other side
    of this hill, and look to the left. See the small rock ledge? Jump over to it
    for a Bilby, then come back and cross the bridge.
    Go through the fence and climb up to a Lifter Bunyip. Hop in, and go down the
    small passage to the right of where you came in. Pick up the rock and carry it
    with you; auto target as you round the corner, and toss it at the Frills
    waiting for you. Grab the Platinum Cog, then head back to the bridge that led
    you in here.
    Drop all the way down to ground level, and head to the right. This time, take
    the ladder you didn't climb before. In this new area, climb the wooden
    platforms behind the first red arrow. When you reach the dunny, switch to your
    Warperang and use it. You'll be pulled up to a high ledge with yet another
    Platinum Cog; grab it, then drop back down. Go down the passageway with the
    green arrow.
    When you reach the lava, switch to your Frostyrang or Freezerang. Use it to
    cool down any of the low platforms that are red-hot. There are also a few long,
    skinny platforms that you can hit with a rang, which will turn them so that one
    end is close enough for you to jump on. Cross the platforms until you reach the
    second spinnable one, and look around. You should see a Kromium Orb down a
    narrow passageway. You can't get it just yet; get to the next platform that
    needs to be chilled, and instead of crossing further toward the hiker, hop up
    to the nearest stone ledge behind it. From there, hop and use your Warperang to
    swing between platforms around through the passage. When you get the Orb, trace
    your steps back, then hop across just a few more hot and stone platforms to
    reach the hiker. Talking to him puts you back out at the dunny by where you
    entered the passage to come down here.
    Next, head on down the passage with the yellow arrow (to the left of the
    dunny). Pass the buzzsaw, and at the next dunny, go down the short path to the
    left. At the end, hop up onto the wooden platform, and jump out to the floating
    platform. Turn right, and jump to the next platform when it's lower than the
    one you're on, and from here jump and glide to the platform that's circling the
    pillar out in the center of the area. If you miss, swim over to the water's
    edge on the far right, and kill off the Frills over here. Keep going to the
    right to find the dunny where you first turned off to reach the floating
    When you reach the circling platform, jump off and glide to the upper section
    of the central island. Climb the vines for a Platinum Cog, then look around.
    Trigger the button high on one of the rock faces to open a door. Get back onto
    the platform that's now circling you, and when it swings close enough, jump
    onto the spinning platforms to the north. From there, hop to the stone ledge
    for another Platinum Cog, then drop into the water and swim up the passage to
    the north-west to find the door you opened a moment ago.
    Inside is Steve! Talk to him for some Opals, then go back to the island on the
    water and kill off the three crocs on it. Hop to the pedestals leading to the
    south, and head down the passage there. Just before you reach the end, look
    behind a green bush on the ground for a red flower. Step into it to reach the
    top of a stone pedestal, then use your Warperang to swing over to a second
    pedestal for a Platinum Cog. Hop on down and go talk to the Marsupial Lion at
    the end of the passageway to attempt the Stone Beetle of Rhinokarnook
    When running the rails against the Stone Beetle [DSBR], stay to either the left
    or right sides of the track; get there by holding the analog stick either left
    or right and pressing the jump button.
    Avoid all columns and torches; you can jump over the torches. If you happen to
    jump into a corner you can jump around columns while staying on the same track,
    but overall your best course is to hop back and forth between the center track
    and one of the sides. Hitting any obstacle slows you down; to regain your speed
    hold the analog stick in the direction of travel. Try to develop a pattern for
    yourself as you go (for example: "I need to jump left just after this torch,
    then right again after the next column..."), and follow this, adding to it each
    time you find something new that works. With some practice you'll have a path
    for the whole course.
    When you reach the end of the course (the large hole in the floor) be sure
    you're on the left or right rail--the center rail just drops you into the pit.
    When the game spits you back out into Sulphur Rocks, be sure to talk to the
    lion-guy again to score the mission on your totals. Make your way back up to
    where you first came down here (by the dunny with the green and yellow arrows
    above it).
    Climb to either the top of the fence (via yellow netting) or onto the wooden
    platform to its right. Either way, glide across to the ledge opposite, and from
    there to the wooden pedestal, then one more jump to the lower pedestal. The
    long wooden plank near you can be spun with your boomerang, just like the rocks
    above the lava. Turn the plank so that it's pointing toward you, then jump on
    and run across. Hop to the brown box-structure, and climb the wooden pillars to
    reach a 1500-Opal bag, then return to where you were. Use your X-Rang if you
    aren't already, and cross the platforms above the water to reach a Kromium Orb.
    Next, look straight down and locate the platform with a Bilby, then glide down
    to him. You can hop across the lilypads with the hovering Opals to reach land,
    or just swim over.
    Continue on down this canyon, taking out the UberFrills on the way. When you
    reach the bridge, ignore it for now. Climb the fence beyond it, and before
    dropping to the other side, target and take out the two spiders waiting for
    you. Hop up the platforms to the ledge, and make your way down it to the left.
    Use your Warperang to cross to the next ledge, and grab the Kromium Orb at the
    end. Drop off the edge, down into the area where the bridge ends.
    As you enter the area, switch to your Kaboomerangs or Omegarangs to be able to
    take out the maximum number of enemies at a time. Drop off the ledge to your
    right, and make your way through the canyon. You should find three picture
    frames and a spy. When you reach the starting point, travel along the upper
    ledge to an opening in the fence with a flap over it. Head through and climb
    the platforms; autotarget and take out any enemies you encounter. From the top-
    most platform, glide across to the far ledge; try to end as far to the right as
    possible, preferably to the right of all the fire-propellers. Make your way
    past the swinging spikes, being careful not to get knocked into the lower
    canyon--if you do you'll have to walk all the way back to the start point to
    come back to this point. Don't bother climbing up the ladder in the next
    section; just walk around the passage to the left. Take out all the enemies in
    the final bit before attempting the "puzzle" there. When they're gone, step on
    the plate with a skull on it to start a timer, then jump up to the first pillar
    and make your way around the circle. You don't have time to stop and aim your
    jumps, as the timer destroys each pillar just after you reach it. On top of the
    last pillar (it won't blow up) is a Kromium Orb. Jump down and step into the
    red flower to be returned to the starting point.
    Finally, go back across the bridge and walk back up to the left, past the fence
    the spiders were behind. The next segment of fence has a lash-hook above it;
    snag onto it and swing over to find a koala spy, then climb the fence to get
    out. Use your X-rang to find a couple of invisible crates above you, then climb
    the last little bit of the slope to be challenged to run the Temple of Carnook
    Say yes, then run forward and climb the ladder. At the top, get your Warperang
    ready and hop onto the grindrail. As you slide down, use your rang to hit the
    crates lining the walls. The grindrail will deposit you above a room full of
    spiders; use the Kaboomerang to take them out quickly. When they're gone, jump
    down and run across all the skull-plates on the floor to activate a wooden
    pillar that will rise and fall. Jump onto it, and at the top-most height, jump
    off to enter a new passage.
    As you enter the next chamber, several Frill warriors will attack. One or two
    swats with the Kaboomerang will take out all of them at once. Past the buzzsaw,
    another group of seven, complete with a counter, will drop in. Take them out to
    be able to continue. Pass the second buzzsaw and walk on down into a round
    chamber. Kill off the enemies in here, then find the starting point of the ramp
    that circles the room and start climbing. Jump the gaps, and get past the
    skull-blocks quickly or they'll knock you back to the floor level. At the top,
    cross the bridge and use your X-Rang to find the invisible platform. Use it to
    get over to a ledge where a Kromium Orb awaits, then jump back and cross the
    other bridge into the next section.
    Oh, look, lava. Joy. Cross the closest platforms, using your Frostyrang as
    necessary to cool the red ones. Inside the first passage, use the Kaboomerang
    to defeat the enemies, then before crossing the next section of lava, turn the
    rock in the center so that you can reach it. Cool the first platform, and hop
    on across. In the next hallway, repeat the 'kill all enemies' process, and grab
    the Platinum Cog. Pass the buzzsaw and hop across the final three platforms
    into another hallway.
    Destroy the enemies in the large chamber at the foot of the passage, then go to
    the left and make your way down the green hall. Avoid the rolling spiky pillars
    in their various positions (hop the ones in the floor by jumping right from the
    edge of the pit, and walk carefully between the cycling ones at the last), and
    jump across the three unstable platforms at the end of the hallway. Cross the
    narrow bridge above the lava and talk to the princess again to clear the
    mission and the level. Phew!
    You should have enough Kromium Orbs by this time to be able to purchase a
    second map upgrade from Madame Mopoke. If you already got the Bilby map, go for
    the Cog map this time, and vice-versa.
    Crocodile Chaos [CRCH] | Map location: The Wetlands
    Cogs:         6 [] Behind a rock wall near the beginning.
                    [] Hit three switches in the western area at the beginning.
                    [] Behind a gate in the secret area.
                    [] On top of a platform in the northmost area.
                    [] On the side of a tree just before a buzz-saw.
                    [] Inside the croc pen at the end of the level.
    Kromium Orbs: 1 [] On a platform above the crocs at the end.
    Gooboo Steve:   [] Near the end of the level, behind a lot of spiders and webs.
    Bilbies:      3 [] Inside a hollow log near the cogs at the beginning.
                    [] Behind a spiderweb in the secret area.
                    [] Behind a giant tree before a buzz-saw.
    Koalas:       2 [] Near the beginning, next to a button.
                    [] By the crocpit at the end of the level.
    Photos:      13
    A pretty easy level, though that's not to say there aren't a lot of enemies.
    It's worth it, though, for the high number of collectibles found here. Use your
    Omegarang or Kaboomarang on the way in, to take out large groups of enemies
    quickly, and use the Infrarang or X-Rang on the way out so that you can spot
    invisible crates.
    Heading into the level, take your first left, next to the koalas. When the
    available path goes right and left, head to the right and hit the button on the
    wall of the dead-end. This should bring up a counter, showing that you need two
    more buttons. On your way back to the split-paths, check the rocks on the
    right, and blow them open to find a Platinum Cog.
    Head down the path you didn't take on the way down here, and continue until the
    path forks again. Go into the little dead-end on the right, and look inside the
    fallen log to find a Bilby. Go on back to the fork and walk on down the left
    side. Check the koalas here for a spy, then swat the button for #2.
    Head on back toward the entrance, and watch the map. There's a huge tree-root
    you can go under on what's now your right (it's not very far); climb the ledges
    behind it. At the top, hit button #3, and watch the platform come down. Glide
    on over for a second Cog, then head back to the spot where you came into this
    Continuing on, you're going to arrive at an open gate with a number of Uber-
    Frills and several explosive crates on the far side. Rather than trying to kill
    the Frills one by one, aim at one of the crates. One hit will do in the whole
    crowd for you. Take the exit to the left, and immediately go up the little
    passage to the right. Several spiders hiding down here; use your Flamerang to
    burn off the webs, and bite the spiders themselves to kill them. When the
    passage dead-ends, burn off the web inside the hollow log, then walk in
    yourself to find a Battle Bunyip.
    Climb on into it, and head on up the pathway. Take out all the Frills and the
    three Uber-Frills, then hop out of the Bunyip. Grab the Platinum Cog behind the
    gate, then head back toward the entry point. You should see a tree-root blocked
    off by a spiderweb. Burn your way through it, and the one behind it, to find a
    Bilby. Go on back to the hollow log, and warp back out.
    Head on back to the main path, and make your way to the next wide-open area.
    Use your Warperang to get into the hollow tree-trunk, and climb the vines for
    several picture frames and a 3000-Opal bag. Drop back down and warp out. Around
    the next corner, there is a platform just out of jumping reach with a Platinum
    Cog on top. Go directly across the area, to find a little side path with a
    button at the back. Hit the button to make a floating platform appear for a few
    seconds. Run back out and jump on up to the upper platform.
    At the next turn, a giant tree has several spiderwebs on it. Burn them away,
    and go around the back of the tree to find a Bilby stuck in a bush. Rescue him,
    and continue on around the tree to find some more webs. When you're clear of
    the tree, don't go through the buzz-saw just yet. Look up, and bite your way
    through the spy-eggs above you to grab yet another Platinum Cog.
    Just the other side of the buzz-saw, look to the left to find a small
    passageway with lots of spiders and webs. Make your way through to find Gooboo
    Steve, then head back to the main path, and down into the final area. You find
    Dennis' brother and nephew standing above a muddy patch, with six crocodiles
    wandering around. They ask you to herd the crocs back into their pen. Use your
    Omegarang for a real quick end to the mission. Once the crocs are all in, you
    can hop into the pen with them for a Platinum Cog, then jump back out.
    Finally, look across the area to find some koalas; one is a spy. Use your
    Warperang to latch onto a swing-hook above you so that you can reach the
    platform with a Kromium Orb. Don't forget to switch to the Infrarang or X-Rang
    on your way out; there are quite a few invisible crates.
    Tourist Trap [TOTR] | Map location: Faire Dinkum
    Cogs:         3 [] Behind a breakable rock just before the first buzzsaw.
                    [] On a tree ledge around the corner from the first buzzsaw.
                    [] On a floating platform, near the final button-switch.
    Kromium Orbs: 2 [] Just outside the ghost-town, on a ledge.
                    [] Behind the last dunny, on the ground.
    Bilbies:      4 [] Outside; use invisible platforms and spy-eggs to reach him.
                    [] On a ledge just as the catwalks begin.
                    [] In a spiderweb just before the second buzzsaw gate.
                    [] Behind the fence by the final generator button.
    Koalas:       1 [] Underneath the catwalk just past the first fire-propeller.
    Photos:      14
    When you first step out of the Fourbie, you'll see a wooden pedestal rising and
    falling just in front of a swampy section of ground. The purple things in the
    water are leeches; use your Kaboomarang or bite to take them out. Hop up onto
    it and equip your X-Rang. When it raises to its fullest height, jump straight
    up and use the spy-eggs to get across to the now-visible floating platforms.
    Cross them and hop quickly across the small unstable wooden platforms just
    beyond them. When you reach the last of the small platforms, jump straight up
    again, and bite your way through a second set of spy-eggs to reach a Bilby. Hop
    across a few more invisible platforms if you like, for a small Opal bag, then
    go through the airlock.
    Head down the twisting path, and when it opens out into the main level, look
    out and down over the rope to your right. See the picnic basket? Remember where
    it is, and continue on into the level. As you reach the bottom of the ramp,
    just to the left you should see your sister Betty and her boyfriend standing
    behind a rope fence. Go on over and talk to them. Seems the power's out, and
    they need you to kickstart an emergency generator, via eight button-switches.
    Start with the one that appears behind them. Head back toward the entrance to
    the area--there's a switch next to the picnic basket I told you to remember a
    moment ago--then back out into the main level.
    You're starting off in a tiny 'ghost-town'. First, get into the midst of the
    cottages and hit the next button-switch. Make your way up to a roof, and hop
    between them grabbing picture frames. When you're done, climb to the highest
    peak, and jump out onto the floating platform. It'll start moving when you
    land; at the far end of its trip, hop off onto a small wooden platform for a
    Kromium Orb. Jump down to ground-level and go back through the fence for a
    moment. There are several 100-Opal bags scattered around town, and if you smack
    the ticket booth just outside the fence you just came through with your rangs,
    you'll get several Opals out of it, too.
    Enter the gate in the fence. You might notice an Opal bag floating in midair
    just beyond the dunny. To get it, look inside the hollow log on the left side
    of the pathway, and hit the button to generate a platform. Climb onto the ledge
    on the tree root nearby, and hop to the platform from there. You'll be raised
    to the Opal bag. Jump down, and deal with the ninja tree-frogs, then go around
    the corner to the left to find the fourth button-switch just past another tree
    Take out the two crocs, then ignore the wooden catwalk. First, walk under it,
    and follow its path until you reach a button. Hit it, then return to the start
    of the catwalk and use it to reach the platform you just activated. From the
    platform, jump to the wooden ledge on a tree for another Bilby, then hop down
    and walk along the catwalk. When you get to the flaming propeller, look below
    the catwalk on the far side of it to find a koala spy, then wait for the
    propeller to slow down and jump across the gap.
    At the second propeller, don't worry about trying to cross; just hop down into
    the mud. Take out the crocs and tree-frog ninjas, then activate the fifth
    button-switch. Continue along the path. When you get to dry ground again, look
    to the left at the first corner for a glowing rock you can blow open for a
    couple of picture frames and a Cog.
    Head on up the path and through the buzzsaw gate. Drop down to the lower level
    and head around the corner. Avoid the flaming propeller and kill off the crocs,
    then get up to the wooden platform. Look at the trees across the way from you
    to find a tiny metal cage enclosing a button. Jump over to the small platform
    in front of the cage, then hit the button from there. Jump to the floating
    platform that is activated, and ride it along to where you can hop to a tree
    for a second Cog. Make your way back to where you were, and take out the
    UberFrill just before the tree root.
    Head on up through the tunnel, and edge your way past the pair of flaming
    propellers. At the top of the hill, hit the seventh button-switch, then take
    out the Frill warriors. In the corner, you should see some spiderwebs behind a
    tree root. Deal with the spiders guarding the webs, then use your Flamerang to
    burn away the webs to find a Bilby. Back on the main path, hop down the small
    ledge and head on up the hill. Just past the dunny, grab the Kromium Orb on the
    ground, then go through the buzzsaw to find the final button-switch. Hit it to
    clear the mission, and then stick around for a moment. See the Bilby behind the
    fence right here? We're going to get him before we leave.
    Get around the other fence, on your right as you come through the buzzsaw. Use
    your Kaboomarang (or Smasharang, if you haven't gotten the other yet) on the
    rock pile next to the wooden pedestals. Hit the button that's revealed to
    activate a floating platform. Use the pedestals to reach the new platform, then
    hop to the one beyond it. This one will move. Ride it over to a pedestal with a
    caged button; when you hit it, yet another platform will lower. This one has a
    Platinum Cog on it. Glide over there and snag it, then drop to ground level. Go
    around the far fence to break into the steel crates if you want (walk through
    the bush next to them for a 200-Opal bag), then climb the pedestals and
    platforms again. On the moving platform, wait until it flies as far as it can
    to the right, then hop off and glide down outside the fence for that Bilby.
    Head on back to town or go find your next mission.
    King Squeaver and Birrel Hood [KSBH]
    You're going to really dislike these two by the end of the game. Somebody
    called in a report that they're in trouble again. Same drill as the first one;
    take out 20 ninjas before the ninjas take out Birrel and Squeaver. If you have
    Omegarangs yet, use those for a very quick fight.
    When you win, you're going to start wondering who's calling in the trouble
    reports on these two--they don't seem to really need help...
    Deep Sea Scare [DSSC] | Map location: South Beach/Wobbygon Bay
    Rex has gotten trapped underwater by a school of sharks, and your help is
    needed to rescue him. Pilot the Sub Bunyip north through the water until you
    reach Rex's location.
    Controls for the Sub are exactly like those of the helicopter. If a shark gets
    too close, the auto-target will tag him, and you can fire off a missile. The
    area snakes back and forth in an 'S'-shape; check your DRA for where you are
    currently in regards to where you need to go. This is an extremely easy
    mission; just remember to grab fuel every now and then.
    Sea Lab [CLAB] | Map location: South Beach/Wobbygon Bay
    Seems Boss Cass has decided to tear apart pipelines supplying an underground
    lab with air. Your task is to put the various pieces back in their proper
    This mission is basically an underwater rehash of the 'Dennis Freeway' one.
    Look on your radar for one of the pieces of piping, pilot on over and nab it,
    then fly it to where the little 'house' icon appears. Sharks that get too close
    will be auto-targeted and can be shot down. Don't forget fuel-refills, and you
    should be quickly done.
    Bush Fire [BUSF]
    Gunna Gunna village is being plagued by a raging fire. Hop in a Thermo Bunyip
    and extinguish the fires on each of thirteen cabins. They show up as flame
    icons on your radar, and most of them are in groups of two or three
    Each cabin location has several Frill warriors around it, so be wary of them
    when heading for a group of cabins. Also, there's an area in the north-west
    that's trapped behind three walls of flame; there's nothing major in there but
    several wooden crates.
    The three turbine switches scattered around the map activate floating platforms
    leading to Opal bags overhead; also of note are the various Opal bags
    underwater. You can douse flames on pretty much anything alight in the map;
    shrubs and trees are a handy way to show yourself where you've already been.
    Fluffy [BSS3]
    You finally get the chance to fight Fluffy directly, rather than one of her
    minions. She climbs into her mecha-suit, so of course you get one too.
    This fight takes place on pedestals and platforms above the water. As you begin
    the battle, you should notice giant mechas surrounding the arena. Go ahead and
    track down Fluffy, and hit her a time or two. She might hit back, and she might
    not, but either way a beam of electric energy will shoot from one or another of
    those giant mechs to Fluffy. They're refilling her life meter--that's not fair!
    Julius will radio you with a quick battle tip--take down the mechas, and they
    won't be able to recharge Fluffy.
    Make your way to one of the three Battle Mortars at the corners of the arena,
    and when you reach it, take aim at the closest mecha. When you've destroyed it
    (aim for the head for a quick victory), Fluffy will use her suit's laser cannon
    to blow up the Battle Mortar. Get over to one of the remaining two, and repeat
    the process. Fluffy will blow this one up too. One more Mortar, one more
    mecha--go get 'em.
    Once all three mechas are downed, Fluffy's fully vulnerable. Just hang out on
    the platform you're currently on, and when she leaps to join you, smack her
    around. Four hits should be all it takes to destroy her mecha-suit and give you
    the victory.
    Back at Bush Rescue HQ, Julius explains that you stopped Fluffy from stealing
    something called a Shadow Drive, and you also managed to turn the tables and
    snag a Data Nut from her. The Nut might hold the key to Cass' plans, while the
    Shadow Drive is going to be put to good use "in a little bit".
    Chapter 4: It's the Final Countdown
    Just eight more areas to clear, though one is the largest level in the game,
    before you get to go fight Boss Cass himself.
    Fire Fight [FRFG]
    The last of the helicopter missions. You have a bucket suspended from the
    chopper this time; fly down so that it dips underwater, then fly back up to
    fill it. Find one of the cabins on fire, and fly over it; the bucket should
    automatically empty. Repeat this for all eight cabins, and you've completed the
    Big Bang [BBNG]
    This is a fairly simple timed mission; talk to Julius at Bush Rescue HQ to get
    started. You have six minutes to take some explosives from HQ, where Julius
    just got done manufacturing it, to the Min Min Mining camp, in the north-west
    corner of the map. It should take you about a minute and a half to get to the
    airlock leading out of town; from there, check your map and callsheet to find
    the mission star location. If you drive fairly well and don't get too stuck by
    running into scenery, you should reach the mining site with about 2 minutes to
    Attack of the 50-ft. Squeaver [ATSQ]
    One final go-round with the now-infamous duo of Birrel and Squeaver. They've
    come under attack once more, and you're needed to bail them out yet again.
    You should know the drill by now; get to the site, take out the baddies
    attacking them, and get... wait, congratulated? These Hollywood-types are nuts,
    Plutonium Panic [PLPA]
    From the mission with Birrel and Squeaver, head just a little bit south to find
    this timed run. Julius needs a replacement plutonium rod, and you have six
    minutes to get it to him. Just a quick run back to town and into the HQ area,
    and you'll have another mission cleared. Don't try to 'cheat' by using the
    'Exit Level' option in the menu--it'll just exit the mission entirely.
    Truck Stop [TRTS]
    An easy mission, this one gives you seven minutes to wander around in the
    Lifter Bunyip, finding five crates of donuts and replacing them onto the
    trailers. There are two behind the fence on the eastern side of the area, two
    out in plain sight on the west, and one behind the huge pile of rocks in the
    south-west. If you need to put a crate down someplace besides one of the
    trailers, it'll smash. You can get a replacement crate in the spot where you
    originally picked it up.
    Truck Tragedy [TRTA]
    Koalas: 1 [] As you enter.
    A short timed mission; a town official was driving a prison truck and got
    caught by a landslide. The prisoners he was delivering escaped, and they're
    trying to push his truck off a cliff. You need to get past the boulders and
    save him.
    Right inside the gate, use your X-Rang to check the koalas standing there for a
    spy, then hop into the Lifter Bunyip and start climbing and moving rocks. Give
    any Frills that attack the beat-down, and get to the top as quickly as you can
    (given that the Bunyip handles like it's in molasses).
    Need a Spare [NSPR]
    Koalas: 1 [] As you enter.
    The final timed mission, you get five minutes to lug a spare spark plug from
    Keith and Sneath in Bush Rescue HQ to an entitlement queen who's broken down in
    Dusty Burrows. It's the same dead-end where you fought Patchy way back at the
    end of Chapter 1, but you're going to the gate straight ahead rather than to
    the gully on the right. Don't forget to nab the koala spy while you're here.
    Map location: The Never Never
    Missions:     4 [] Lava Chill Out
                    [] Rocky Road
                    [] Dennis Dash
                    [] Birds of Paradise
    Cogs:        16 [] On a floating platform just before the first buzzsaw.
                    [] On a platform in the trees past the first buzzsaw.
                    [] On a platform in the trees; climb a ladder to reach it.
                    [] On a floating platform just before the end of the trees.
                    [] On a platform near the button for the previous Cog.
                    [] On a floating platform above the singing bird.
                    [] On top of a tree below the singing bird.
                    [] On a ledge above the lava.
                    [] On a pedestal reached via spy-eggs.
                    [] On one of the ledges reached by spinning rocks.
                    [] On one of the ledges reached via grind-rail.
                    [] On a floating platform above the lake.
                    [] On a floating platform above the lake.
                    [] Behind a breakable rock wall.
                    [] At the top of floating platforms by the end of the bridge.
                    [] In a tree in the corner by the treehouse.
    Kromium Orbs: 7 [] In a tree in the swamp past the first buzzsaw.
                    [] Behind some glowing rocks near a dunny.
                    [] On a ledge by two rock pillars; lash-hook to it.
                    [] Near the glowing rocks above the singing bird.
                    [] On the ledge at the end of the long grindrail.
                    [] Underneath the bridge, reachable via lash-hook.
                    [] Inside the fence next to the waterwheel.
    Gooboo Steve:   [] Through the lava, in the same area where the 'caravan' is.
    Bilbies:      4 [] At the bottom of a tree with a Cog in it.
                    [] On a ledge in the lava area.
                    [] On a ledge in the dino area, reachable via grindrail.
                    [] At the end of the level, on a high ledge.
    Koalas:       4 [] At the entrance to the level, at the bottom of the hill.
                    [] About a third of the way into the level, behind a dunny.
                    [] Above the water, near the airlock leading to Dennis.
                    [] At the end of the level, by some vines.
    Photos:      30
    As you enter, at the bottom of the hill inside the gate area, you'll find three
    koalas. Check them to find a spy, then continue along the path. Inside the lava
    cave, if you want the 200-Opal bag on an upper platform, switch to your
    Frostyrang and cool the rocks in the lava, and hop along them to the grindrail.
    When you've rounded the last corner of the rail, toss your rang again to cool
    the last lavarock before you land on it. From there you can hop to the first of
    the floating platforms, and on up to the Opal bag. Jump back down to dry land
    and go through the airlock.
    Welcome to the largest level of the game, though it's not quite as involved as
    Sulphur Rocks was. Right off the bat, open the invisble crates floating above
    and ahead of you, then go down the small side-passage on your right. Hit the
    button here to lower a platform, then go back out to the watery area below
    where the crates were. Hop up the three floating platforms to reach the first
    Platinum Cog of the level. Jump down to the ledge below you, and go through the
    At the dunny, go down the tiny passage on the left, and turn right at the end.
    Hop onto the platform on the tree, and from there alternate between this tree
    and the next until you reach a picture frame. From the frame, use the Warperang
    to swing across to another one, then jump and glide to a lower tree-platform
    with a Kromium Orb. Next, jump to the right and down to a set of floating
    platforms. Hop up them to reach a Platinum Cog, then hop back down to the
    lowest one and jump up the platforms around the tree next to it. Jump and glide
    to the top of the hill with the steel crates on it, then to the full-circle
    platform on the neighboring tree. Climb the ladder and step off at the top to
    find another Platinum Cog, then drop back down to where the steel crates were.
    Hop across to the rock pillar to grab a picture frame, then drop to ground
    level and go to the base of the tree you climbed a moment ago to find a Bilby.
    Go back to the rock pillar, and follow the yellow arrow and the path it points
    to up the hill and through a narrow passage. On your way you should see a
    floating platforms with a Platinum Cog on it; we'll come back in a moment.
    When the pathway opens out again, you'll be in a small area with some glowing
    rocks. Clear off the Frills that run at you, then blow open the rocks for a
    Kromuim Orb. Behind the dunny and yellow arrow, you should find some koalas
    which you can check to find a spy. On the rock wall above and behind them is a
    button. Trigger it to drop a floating platform in the area you came from a
    couple of moments ago. Go back there to find that you can now reach the
    Platinum Cog you skipped on the way here, then return to the dunny.
    Follow the path up the hill and through yet another narrow path through the
    rocks to reach a pair of rock pillars. Jump up to the higher one and look out
    over the area you just came from. There's a floating platform there with a
    Platinum Cog on it; it's a long jump-and-glide, but it's the only way to get
    there. Once you get it, climb back up to the taller rock pillar and jump to the
    ledge that's behind you if you're facing the Cog's platform. Before following
    the yellow arrow, look to the right to find a lash-hook, leading to a Kromium
    Orb. Grab it and lash back, then continue up the path.
    Through the gate, and off the left side of the stone bridge, is a ledge with a
    weird bird and five singing eggs [BIPR]. The bird will sing three notes and
    create colors in the air; use your rang to hit the eggs that correspond to the
    colors in the same order. Repeat this for four notes, then again for five
    notes, and you'll have cleared the mission... such as it is. Once the bird
    moves aside, use its nest to hop back up to the rock bridge, and head down the
    hill and around the corner to find Snappy.
    Snappy lives up to his name, as he snaps at you impatiently quite a bit. He
    needs you to get his... err, "caravan" started [LVCO]. Though there's a Thermo
    Bunyip right near you, don't bother with it for the moment. Instead, use your
    Warperang and just lash your way across the lava. Stop on the ledges halfway
    across for a Platinum Cog to the right and a Bilby to the left. When you reach
    the "caravan's" ledge, hop down to the tiny ledge below it to the left to grab
    a picture frame, then jump back up and go right to the vehicle itself to clear
    the mission. Lash your way back across, then hop into the Bunyip. Jump down
    into the lava, and swim under. Follow the map to the south and down into a
    hidden tunnel, at the end of which you'll find Gooboo Steve's last hiding spot.
    When you return to your starting point, hop into the red flower on the ledge
    above the Bunyip to be launched to the top of a nearby stone pillar. Bite the
    spy-eggs up here to grab another Platinum Cog, then hop down. Walk toward, and
    past, the first stone pillar to find a low ledge. Hop up it and the next one to
    find an open area with several invisible crates and a glowing rock. To the
    right of the rock is a niche between the rock walls, with a Kromium Orb inside.
    Grab it, then go blow up the wall.
    Go through the opening and turn left to find an ankle-height fence guarding a
    row of floating platforms. Jump quickly from one to the next to reach a
    Platinum Cog; if you aren't quick enough, they'll drop down several feet, and
    you won't be able to reach the next one; either drop to ground level and look
    for a new red flower, or jump across to the singing bird's ledge and continue
    from there. When you get to the end, look straight down to notice another Cog
    in the branches of a tree. Glide down to it, then drop all the way to ground
    level. You don't have to walk all the way back up, don't worry; next to a
    yellow arrow, a red flower has sprouted that will launch you back up to that
    low fence. When you get back, go back to the rock pillars with the spy-eggs
    above them, and follow the path to the left.
    When you reach the water, explore around for several picture frames. Don't miss
    the one on the top of the ledges around the corner to the right of the airlock.
    Underneath the waterfall at the back of the area, hit the button to open a
    door, then swim back and talk to the girl at the edge of the water [RCKR]. Her
    sister is on one of the ledges at the back of the area. A sign right by the
    water explains how to get over to her; use your rangs to spin the rocks
    balanced on the pillars in the water. At times, you may even have to spin the
    one you're on. Cross the platforms to reach first one, then the other of the
    ledges. The left-hand one, where the button opened a door, is where Peppa is
    stuck. She won't pay any attention to you at first, so toss a rang at the
    crates behind the door to startle her and reunite her with Pippa. The other
    ledge has a Platinum Cog and a koala spy on it; grab them, then get back to the
    airlock and head on through to find Dennis.
    Turns out there are some dinosaurs (Muttaburrasauruses, but they just look like
    brown T-Rex'es to me...) keeping Dennis from reaching the Bush Rescue office
    [DNND]. Hop in the Battle Bunyip and keep the dino's from eating Dennis alive.
    This is actually a pretty simple task: run ahead and kill off all the dino's.
    Then head back down and find Dennis, and escort him up to the end of the area
    where the Bunyip can be used; you may have to knock down trees for him on the
    way. Once the mission is clear, the dinosaurs will regenerate; make your way
    back to the starting point and take them all out once more. Hop out of the
    Bunyip, and go to the water's edge. See that button nearby? Switch to your
    Omegarang and hop onto the grindrail. When you come around the first bend, so
    the button is in view again, fire off several rangs; one of them will hit the
    button. From here, press the analog stick forward to speed up so that you land
    on the platform before the timer runs out. When you land, jump forward to the
    next platform for a Platinum Cog.
    Get back to where the Bunyip is, and head up the hill. Just past the dunny at
    the peak of the bridge, you'll find a small group of yellow-headed lizards.
    Take them out, and look to the left to find a patch of vines and a glowing
    rock. Break open the rock for a picture frame, then climb the vine. Hop on the
    grindrail at the top, and be prepared to hop off it three times on the way
    down. The first ledge you'll get off for holds a Platinum Cog, the next one has
    a Bilby, the third has a picture frame, and the ledge where the rail ends holds
    a Kromium Orb. Ride the grindrail back to its other end for a much quicker trip
    than walking back.
    When you return to where the vine-ladder is, continue on down the hill. Take
    out all the enemies at the bottom, then blow up the glowing rock to grab a
    Platinum Cog. Look up; see the series of floating platforms? Look over to the
    other side of this little valley; see the small dark cave in the wall? Walk
    into the cave, and stand in the ring of mushrooms for a moment. You'll be
    transported to an upper ledge with a button on a tree, and a 3000-Opal bag. Hit
    the button, and those platforms will start moving. Glide down, and climb them
    for a Platinum Cog. Instead of jumping directly back to ground level, look at
    the ledge above the rocks you blew up a moment ago--glide over there to find
    the final Bilby!
    Jump down to ground level, and follow the arrows on down the path. At the next
    dunny, turn left and head past the waterwheel. On the island in the middle of
    the water, look up using the X-Rang for a couple of invisible crates. Climb the
    ramp onto the ledge, and take out the enemies up there. Turn to face the
    waterwheel, and use the Warperang to grab onto a lash-hook above the fence.
    Make the rope as short as you can, then swing up and over the fence for a
    Kromium Orb. Stand on the rock pedestal the Orb was on, and hop over the fence
    to get out. Climb back up the ramp, and go to the treehouse in the far corner.
    Jump onto the platform at the back of the house, and from there into the
    treetop for a platinum Cog, then drop down into the water below it and look on
    the back of the tree trunk to find a button. Hit it to create a couple of
    platforms. Check underneath the waterfall for a 500-Opal bag, then go to the
    platforms on the front rock wall and climb out.
    Back at the dunny, look up under the bridge. Use your Warperang to latch onto
    the closest lash-hooks, and get over to the one nearest the Orb. Swing back and
    forth until you reach the Kromium Orb, which should be number 30, and the
    picture frame. Drop off the hook, and switch to the X-Rang to find the final
    koala spy in the game (at which point Maurie radios you to say 'congrats').
    Climb the vines behind him for a few picture frames, which should be the last
    few of those you need as well.
    Drop down to ground level, and follow the pathway back toward the airlock. When
    you reach the dunny on top of the hill, look out over the lake just past it to
    find the platforms that were created by the button under the treehouse. Hop
    across them for a 500-Opal bag, and use your X-Rang to see the invisible
    platforms that will let you reach a Platinum Cog and clear the level.
    That's it. Unless you skipped missions or collectibles here and there, you
    should now return to Bush Rescue HQ for your final mission.
    Boss Cass Bust-Up [BSS4]
    Cogs: 1 [] In a corner of the room with the cracked rocks and lava
    Somewhere in the midst of the final chapter, Maurie will radio to let you know
    that Julius decoded the Data N.U.T. that Fluffy dropped. Head back to HQ to
    talk to Julius.
    As he finishes telling you about Cass' plans and the decision is made to start
    deciding how to stop them, it's too late--Cass' troops invade Burramudgee! Use
    the explosive crates lying around HQ to take out 8 UberFrills. When the last
    one goes down, Shazza comes running in. She's discovered that Cass's goons have
    kidnapped everyone in town in order to create an unstoppable Frill army!
    You're going to use Bush Rescue's dropship to head on down to Cassopolis to
    rescue the townsfolk. Go talk to the pilot, standing next to the cargo plane.
    to get started.
    When you first put down, after the cutscenes, you have the option of exploring
    around or just bulling your way straight through to Cass. If you decide to just
    bull on through, then in the second open area you'll fight both Patchy and
    Buster. Of course, in this cool new Bunyip, they're pushovers; Patchy takes
    just one hit to each of head and tail, and two to his back, and Buster's even
    easier--just two hits to the core-CPU. The door will open, you can go through,
    and from there it's just a straight follow-the-map run down to where you enter
    Cass' inner sanctum. Skip down several paragraphs for the boss strategy.
    For those of you who want to explore and have some fun with the Shadow Bunyip
    ("Bunyip envy, Sly?"), there's... well, okay, not a lot to do, but you can
    knock over trees, use the laser charge to take out groups of enemies, and find
    a couple of Opal stashes that'll fatten your wallet.
    From the drop zone, head south. To the far east of this first section is a
    slender rock spike with a 3000-Opal bag suspended on top. Grab it, then
    continue to fight your way past laser-wielding Frills and big ugly UberFrills.
    When you reach a doorway, fight your way through the short building behind it,
    then hop up the spiral stairs at the end. Out the next door, the exits will
    slam shut and you'll fight Patchy and Buster. Use the auto-target feature, and
    just shoot at them and stay out of their way; chances are they won't even be
    able to touch you.
    When both fights are done, go north to the little square island, and look at
    the waterfall to the east. There's a button above the door; shoot it to reveal
    four other buttons scattered around the area. One is above the waterfall just
    to the north of you, one is around the corner to the right of the door that
    exits this area, one's on the back side of the bunker building where you
    entered, and one is on the north-western wall near the bunker.
    Shooting all four buttons opens that northern door; go inside and fight to the
    end of the tiny path to find a 10,000-Opal bag. Drop down to ground level and
    head for the exit to this area. Fight through the building, and climb the
    spiral stairs at the far end. Exit the bunker at the top.
    Fight your way due north until you reach a rocky area with cracks full of lava
    running across it. Don't be so eager to leave this 'room' that you miss getting
    the Platinum Cog in the northern corner. Grab it and find the exit in the east.
    Walk up the narrow hallway until you reach a lava pit, with a big ol' hole in
    the middle. Ty sends Sly and Shazza off to rescue the townsfolk. He (and you)
    are going after Cass. Jump into the hole.
    Boss Fight: Boss Cass
    You land on a large round platform, and Boss Cass comes floating in on a little
    ride-on chair and taunts Ty a bit, and Ty gives it right back. If at any time
    you run low on health, jump off the edge of the platform, and glide to a lower
    one. You'll find up to four health baskets down there, and they'll replenish if
    you wait long enough. Hop on one of the floating platforms around the sides of
    the arena to get back up.
    Round 1: Cass sends a horde of nano-machines after you; they'll alernately try
    to spin you around several times or just hit at you. Keep away from them, and
    keep your auto-target on Boss Cass. Try to shoot him, unless he gets close
    enough for you to punch. If you try to punch at him, you need to hop into the
    air just a little, so that you're at the same height as he. I found that if I
    jumped to land on him, I could easily hit him as I was falling off. Three hits,
    whether shots or punches, will take you to round two.
    The nanobots gather up to Cass to create a large mecha, and the stony outer
    ring of the platform falls away. The mecha will try to lunge at you, throw its
    arms wide and spin in circles, or raise its arms high and slam them down at
    you. Avoid all three of these attacks, and wait for its arms to slam down and
    get stuck. Run up and hit him. When you've knocked this new form down to half
    the total health, you'll move on to round 3.
    Cass will end up back in his little floaty chair, and summon rings of fire
    around himself. He'll then shoot it at you; run around him clockwise or double-
    jump and float to avoid it. When he stops shooting, land, face him, and quickly
    first-person aim and fire at him. You can also try to run up and punch him.
    Either way, three more hits, and the floating chair is destroyed. Cass drops to
    the platform and starts running around. Auto-target to be able to keep track of
    where he is, and just hit him. Three final hits, and you've won.
    Enjoy the battle's end cutscene, and the ending movies. If you had everything
    except the Cass battle done (all collectibles, cart-racing trophies, and 43
    missions) when you entered the level, after the credits play you'll get a
    special, short movie, that hints at what might be in store for Ty next?
    |                             Cart Racing [KRTR]                              |
    There are seven cart-racing tracks in the Southern Rivers area. They are:
    Parrotbeard Cove, Hearty Beach, Refinery Run, Outback Dash, Turbo Track, Lava
    Falls, and Never Never Road. You can also play the cart-racing in two-player
    mode; plug in a second controller, and choose 'Cart Racing' from the main menu
    rather than 'Load Game'.
    Part of getting 100% is placing first at all 7 tracks, which can be very
    tricky (it gets easier with practice). On my first win, I made it by .03
    Some general tips: Try to stay to the inside on any given corner, and hit any
    and all turbo-patches (the glowing yellow arrows on the courses). Sometimes
    you'll come across a grind-rail; hop on it to get a jump on your competition
    (if they haven't taken it too!). When grabbing powerups, try to snag either a
    shield or a turbo-boost. Use turbo-powerups if you're in a good spot. Hold on
    to shield powerups until you see one of the other racers targeting you. For
    most other powerups, go ahead and use them whenever you feel it's tactically
    appropriate--just before you're about to go past another set of powerups, or
    just as someone passes you into first place.
    stlscott222 adds: "In many of the races there are shortcuts on the track [five
    of the seven tracks have one]. Learn to hit these and the races become much
    easier. [Also,] you can build your lead. Unlike many other races in other
    games, where the competition always seems to maintain a certain minimum
    distance behind you, in TY 2, the bigger your lead, the better. Once you
    achieve a comfortable first place, just relax, drive smoothly and keep from
    hitting stuff."
    Controls are similar to the Fourbie; accelerate is the Jump button (X or A),
    brake-and-reverse is the Rang button (B, [], or X), the left shoulder button
    uses powerups, the right shoulder button makes your kart 'hop' (tap the button)
    and powerslide (hold it), and the analog stick steers. Be careful when
    powersliding, as it effectively brakes at the same time.
    Here are maps for each track, including shortcuts. 'START' is, perhaps
    obviously, the start/finish line, and the arrow next to it shows the direction
    of travel. "Darker" pathways are the main track, while "lighter" paths indicate
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    |                             Collectibles [CLCT]                             |
    Like most platform-genre games, Ty 2 is all about the collecting. Koala spies,
    gypsy lizards, Bilbies, cogs, 'kromium orbs', and even portraits litter the
    landscapes of the game, and finding them all is an essential part of getting
    100%. Not to mention getting paid--each collectible that you pick up, except
    frames, will contribute a few Opals to your wallet.
                                     'Koala' Spies
    Boss Cass has sent 25 spies wielding 'Disguisatrons' into Burramudgee and the
    Southern Rivers areas. One of your missions is to find them using the Infrarang
    and/or X-Rang. Locations marked with an 'M' are those where a mission lacking
    its own map took place, such as the helicopter missions.
    Remember, the way to start this mission is by first talking to the cop standing
    on top of the General Store building. After finding the lone spy (near Dennis'
    house), talk to the koala cop again to clear the mission. Next, you must talk
    to Ranger Ken by the sewer entrance in Burramudgee Town (under the bridge
    leading out of town); if you haven't done the crocs-in-sewers mission yet,
    complete it, then talk to Ken again until he tells you there are more spies
    hanging around (you may need to save and reload your game). Then, and only
    then, will you be able to uncover the twenty-five spies listed below.
    [2] Burramudgee Town     [1] M: Explosive Cargo    [4] Outback Oasis
    [1] M: Dennis Freeway    [2] Mount Boom            [2] Frill Neck Forest
    [1] M: Sheep Dip         [2] The Wetlands          [3] Sulphur Rocks
    [1] Faire Dinkum         [1] M: Truck Tragedy      [4] Never Never
    [1] M: Need a Spare
                                     Gooboo Steve
    Gooboo Steve is one of the more colorful characters you'll meet in your
    travels. He tends to ramble on, but if you hear him out you'll be rewarded. You
    can meet Steve in ten different spots.
    [] Burramudgee Town Sewers              [] Outback Oasis
    [] Training Grounds (outside)           [] Top floor of Sly's shop
    [] Under the bridge at the beach area   [] Inside Mt. Doom
    [] Outside Frill Neck Forest entry      [] The Wetlands
    [] Behind a door in Sulphur Rocks       [] In Never Never, through the lava
    These mouse-like little guys seem to have a thing for getting themselves stuck.
    You'll find them in spiderwebs, up trees, even underwater! Find all thirty to
    take another step toward 100%.
    [] Bush Rescue HQ: Top of HQ, behind the small round 'turret'.
    [] Bush Rescue HQ: On the high round rock under the airstrip.
    [] Bush Rescue HQ: On top of the lookout tower.
    [] Bush Rescue HQ: On a ledge on the cliffs behind the observatory.
    [] Outback Oasis: In a tree in the east, where giant Frills live.
    [] Outback Oasis: Hanging from the airlock at the entrance.
    [] Outback Oasis: On a wooden platform in the north-western room.
    [] Wobbygon Bay (South Beach): Just outside the kart-race cage.
    [] Wobbygon Bay (South Beach): Next to the tree on the middle island.
    [] Wobbygon Bay (South Beach): Underwater, just south of the boathouse.
    [] Mt. Boom: Hanging from a wall near the green-button catwalk.
    [] Mt. Boom: Hanging from a ladder in the red door room.
    [] Frill Neck Forest: By the start, at the top of a set of vertical platforms.
    [] Frill Neck Forest: At the end of the level, on the back of the exit tree.
    [] The Wetlands: Inside a hollow log near the cogs at the beginning.
    [] The Wetlands: Behind a spiderweb in the secret area.
    [] The Wetlands: Behind a giant tree before a buzz-saw.
    [] Faire Dinkum: On a pedestal before entering the airlock.
    [] Faire Dinkum: On a tree-ledge, just before the wooden catwalks.
    [] Faire Dinkum: In a spiderweb just before the second buzzsaw gate.
    [] Faire Dinkum: Behind the fence by the final generator button.
    [] Sulphur Rocks: On a wooden platform behind a fence.
    [] Sulphur Rocks: On a floating platform by the first buzzsaw.
    [] Sulphur Rocks: On a wooden platform below the first Kromium Orb.
    [] Sulphur Rocks: On a ledge opposite the first Kromium Orb.
    [] Sulphur Rocks: On a wooden platform in the river.
    [] The Never Never: At the bottom of a tree with a Cog in it.
    [] The Never Never: On a ledge in the lava area.
    [] The Never Never: On a ledge in the dino area, reachable via grindrail.
    [] The Never Never: At the end of the level, on a high ledge.
                                     Platinum Cogs
    Silvery, sparkling cogs, roaming wild in the landscapes, romping freely through
    the lush forests... oh, wait. Sorry. Um... The 50 Cogs available in the game
    serve no other purpose than to be collected and add a little weight to your
    [] Bush Rescue HQ: On a high platform reached via 3 invisible platforms.
    [] Burramudgee: On a floating platform near the bridge out of town.
    [] Burramudgee (Upper): on a platform by the first building you see.
    [] Burramudgee (Upper): On top of the Haunted Manor.
    [] Outback Oasis: Behind a breakable boulder in the eastern area.
    [] Outback Oasis: Behind some rocks in the eastern area, where the Frills are.
    [] Outback Oasis: On the other side of a rock wall, near some koalas.
    [] Outback Oasis: Just before the Training Ground.
    [] Wobbygon Bay (South Beach): On the northern shore of the southern island.
    [] Wobbygon Bay (South Beach): Underwater, next to the boathouse.
    [] Wobbygon Bay (South Beach): Underwater, in the middle of the open water.
    [] Mt. Boom: Behind the blue door in the lava tunnel.
    [] Mt. Boom: As you exit the lava in the red door room.
    [] Mt. Boom: On a high ledge in the red door room.
    [] Frill Neck Forest: Behind the tree trunk at the start, up a grindrail.
    [] The Wetlands: Behind a rock wall near the beginning.
    [] The Wetlands: Hit three switches in the western area at the beginning.
    [] The Wetlands: Behind a gate in the secret area.
    [] The Wetlands: On top of a platform in the northmost area.
    [] The Wetlands: On the side of a tree just before a buzz-saw.
    [] The Wetlands: Inside the croc pen at the end of the level.
    [] Faire Dinkum: Behind a breakable rock just before the first buzzsaw.
    [] Faire Dinkum: On a tree ledge around the corner from the first buzzsaw.
    [] Faire Dinkum: On a floating platform, near the final button-switch.
    [] Sulphur Rocks: On a wooden platform which you have to swing to.
    [] Sulphur Rocks: On a ledge near the blue wall with a button near the start.
    [] Sulphur Rocks: Behind the first buzzsaw.
    [] Sulphur Rocks: Behind the boulder by the Lifter Bunyip.
    [] Sulphur Rocks: Above the passage leading to the lost hiker.
    [] Sulphur Rocks: On a ledge above the water near the Stone Beetle run.
    [] Sulphur Rocks: On top of a pedestal in the lake near the Stone Beetle run.
    [] Sulphur Rocks: On a pedestal outside the Stone Beetle run.
    [] Sulphur Rocks: In the lava room of the Temple.
    [] The Never Never: On a floating platform just before the first buzzsaw.
    [] The Never Never: On a platform in the trees past the first buzzsaw.
    [] The Never Never: On a platform in the trees; climb a ladder to reach it.
    [] The Never Never: On a floating platform just before the end of the trees.
    [] The Never Never: On a platform near the button for the previous Cog.
    [] The Never Never: On a floating platform above the singing bird.
    [] The Never Never: On top of a tree below the singing bird.
    [] The Never Never: On a ledge above the lava.
    [] The Never Never: On a pedestal reached via spy-eggs.
    [] The Never Never: On one of the ledges reached by spinning rocks.
    [] The Never Never: On one of the ledges reached via grind-rail.
    [] The Never Never: On a floating platform above the lake.
    [] The Never Never: On a floating platform above the lake.
    [] The Never Never: Behind a breakable rock wall.
    [] The Never Never: At the top of floating platforms by the end of the bridge.
    [] The Never Never: In a tree in the corner by the treehouse.
    [] Cass' Run: A corner in the second to last room, where the lava cracks are.
                                     Kromium Orbs
    There are thirty of these silver-and-red 'donut-like' objects in the game. You
    can exchange them for one of three different map upgrades at Madam Mopoke's
    shop in Upper Burramudgee, at the low price of 10-for-1.
    [] Bush Rescue HQ: In the water
    [] E. Burramudgee: Ledge above entry
    [] E. Burramudgee: Use Lasharang starting from NE building
    [] E. Burramudgee: Hit button near Dennis' house to reveal platforms
    [] Outback Oasis: Kill six UberFrills in the eastern area.
    [] Outback Oasis: On a floating platform above the lake that leads to Steve.
    [] Sly's Shop: On a floating platform; use spy-eggs to reach it.
    [] Outside the Dennis Freeway mission; use the Warperang to reach it.
    [] Wobbygon Bay (South Beach): Underwater.
    [] Wobbygon Bay (South Beach): Underwater.
    [] Mt. Boom: Behind the yellow-light door.
    [] Mt. Boom: Behind the red-light door and through a lava tunnel.
    [] Frill Neck Forest: On a platform near the exit.
    [] The Wetlands: On a platform at the end of the level.
    [] Faire Dinkum: Just outside the ghost-town, on a ledge.
    [] Faire Dinkum: Behind the last dunny, on the ground.
    [] Sulphur Rocks: Outside the airlock.
    [] Sulphur Rocks: By an UberFrill, about halfway through the level.
    [] Sulphur Rocks: On a stone platform in the lava area with the hiker.
    [] Sulphur Rocks: On a platform above the river leading to the temple.
    [] Sulphur Rocks: On a high ledge across the water on the way to the temple.
    [] Sulphur Rocks: On a high ledge halfway through the temple.
    [] Sulphur Rocks: At the end of the path in the southern area.
    [] The Never Never: In a tree in the swamp past the first buzzsaw.
    [] The Never Never: Behind some glowing rocks near a dunny.
    [] The Never Never: On a ledge by two rock pillars; lash-hook to it.
    [] The Never Never: Near the glowing rocks above the singing bird.
    [] The Never Never: On the ledge at the end of the long grindrail.
    [] The Never Never: Underneath the bridge, reachable via lash-hook.
    [] The Never Never: Inside the fence next to the waterwheel.
                                     Picture Frames
    There are 175 yellow picture frames scattered about the levels of Ty 2; each
    one unlocks a frame of concept art on the main menu.
    [43] Bush Rescue HQ (mostly in steel crates; there might be a couple in
            invisible crates, but I don't think so. The last 3 are behind the fence
            by the Observatory.)
    [24] Burramudgee Town Sewers (all in invisible crates)
    [13] Outback Oasis (10 in invisible crates the room with all the ropes, and 3
            behind a fence with a Warperang crystal right behind the first buzzsaw)
    [1]  Mt. Boom (on the ledge at the end)
    [15] Frill Neck Forest (5 in the entry tree trunk, and 10 around the rest of
            the level. One of those 10 is at the base of a tree trunk on the
            second-to-last netting section.)
    [22] Sulphur Rocks (scattered, and for the most part in invisible crates)
    [13] The Wetlands (scattered, I believe all in invisible crates)
    [14] Faire Dinkum (scattered; they should all be out in relatively plain sight)
    [30] Never Never (scattered; mostly in invisible crates, though there are
            several out in plain sight)
    |                                  Codes [CDES]                               |
    There are currently five known codes. Enter each of these during normal
    gameplay. Where brackets are around more than one button, it indicates you
    should press the appropriate button for your console. If you don't hear a
    confirmation noise, you didn't enter the code quickly enough.
    Press Start, Start, [Y/T], Start, Start, [Y/T], then the four buttons for the
    specific code and console below.
    1. All Bunyip Keys: B, X, B, A (GCN)
                        [], O, [], X (PS2)
                        X, B, X, A (XBX)
    2. All First-level Rangs (from Burramudgee shop): X, B, X, B (GCN)
                                                      O, [], O, [] (PS2)
                                                      B, X, B, X (XBX)
    3. All Second-level Rangs (from Sly's shop): B, X, B, Y (GCN)
                                                 [], O, [], T (PS2)
                                                 X, B, X, Y (XBX)
    (Note that you don't have to enter the first-level code before using this one.)
    4. Get 100,000 Opals(!): X, A, X, A (GCN)
                             O, X, O, X (PS2)
                             B, A, B, A (XBX)
    5. Highlight all collectibles: Up, Down, Left, Right (All consoles)
    |                             Outside Sources [OTSS]                          |
    1. The game itself, of course, as well as the booklet.
    2. Gamefly.com (control layouts):
       http://www.gamefly.com/products/detail.asp?pid=111230&tab=5 (GCN)
       http://www.gamefly.com/products/detail.asp?pid=111235&tab=5 (PS2)
       http://www.gamefly.com/products/detail.asp?pid=111240&tab=5 (XBox)
    |                Acknowledgments/Credits/Contact/Version [CRED]               |
    Thanks to Krome Studios for creating and Electronic Arts for publishing the
    game, of course.
    TY, "Bush Rescue", and *all* related names, objects, etc., are TM and
    copyright 2004-7 Krome Studios. Electronic Arts is TM and copyright 2007
    Electronic Arts, Inc. No copyright infringement is intended, implied, or
    And CJayC of GameFAQs for hosting this guide :)
    Special thanks go to my wife, 'bmartin426' on the GameFAQs boards :)
    Credit is also due to the following:
    - delljr1967, for several various tips
    - Glomerate, for finding at least one of the GameCube codes
    - Idioasis, for one of the PS2 codes
    - stlscott222, for some racing tips.
    - Knuxscheats, for correcting the Bunyip controls. Twice (*sigh*).
    - Michael, for pointing out a couple of wrong picture counts.
    - Thomas, for an Opal-bag location in the Oil Rig.
    - pokemega32, for the final three 'Rangs.
    - Rob N., for revealing an omission, and the alternate Buster tactic.
    The ASCII art was created using ASCII Generator (http://go.to/ascgen/).
    When emailing!: Please remember to include a Ty-related subject line! At
    the very least, use the subject 'Ty'; I have very strict spam controls in
    place and I'd hate to miss a question because it gets trashed before I find
    it. Also please make a basic attempt at decent spelling when emailing for
    help; most mail programs, including AOL, have a spellchecker. I can't help
    if I can't read your question.
    Emails I *won't* answer:
       1. Requests to host the guide anywhere other than GameFAQs or IGN. The
          answer is 'No'. Don't bother wasting time writing.
       2. Questions clearly answered in the guide.
       3. Outright flames ("Your guide is awful! it plain bites!").
       4. Spam.
       5. Demands ("Help me. Now!"). This includes emails referring to anything I
          haven't had a chance to respond to yet.
       6. Requests that I can't read (see above).
       7. Requests for Gameshark/ActionReplay codes. So far, anyway, I don't know
          of any. I'll consider including them in a later version. Maybe.
    Emails I *will* answer:
       1. Requests for help that aren't answered in the guide.
       2. Contributions, corrections, and *constructive* criticism.
    Email me with questions, corrections, and comments at: terra_nouveau-at-yahoo-
    dot-com (preferred) or phoenix4777-at-msn-dot-com. Keep in mind that if I know
    it, it's most likely already in this guide; please read it first.
    This document is copyright to K. Martin, a.k.a. SilverPhoenix, phoenix4777-at-
    msn-dot-com (etc.), as of 01-09-05; updates are also copyrighted. It may only
    be hosted at www.gamefaqs.com, ign.com, and pyrephoenix.com. If you find this
    guide someplace other than these three sites, please let me know. Please do not
    request to be allowed to host it on your site, as I may update without warning
    and I don't want outdated versions floating around the Net. You may download
    and save a copy for your own personal use, and may print out a single copy,
    also for your own personal use. It may not be distributed in any media, written
    or electronic, whether or not for profit, without my prior written permission.
    -- EOF --

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