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FAQ/Walkthrough by DomZ Ninja

Version: 1.0 | Updated: 09/22/17


------------------------------------------------------------------------------
           Winner of the GameFAQs FAQ of the Month for August 2017
------------------------------------------------------------------------------


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______________________________________________________________________________
==============================================================================

                              WORLD TO THE WEST
                              -----------------

                               FAQ/Walkthrough
                         Copyright (c)2017 DomZ Ninja

==============================================================================

 Author: DomZ Ninja
 E-mail: domzninja[at]hotmail[dot]com
 Updated: 09/21/17
 Version: 1.0

 NOTE: This guide does contain spoilers!


______________________________________________________________________________
==============================================================================

                              TABLE OF CONTENTS

==============================================================================

See that series of numbers to the right of each section? If you want to find 
a specific section in the FAQ, press CTRL + F to open a search box. Type in 
the series of numbers for the desired section that you're trying to find and 
press Enter. Whabam! The search function will take you there in an instant.


 [1] VERSION HISTORY.................................................. [0100]
 [2] CONTROLS......................................................... [0200]
 [3] THE BASICS....................................................... [0300]
 [4] WALKTHROUGH...................................................... [0400]
 
      Chapter I: Chasing Mother....................................... [0401]
      Chapter II: A Kid and His Shovel................................ [0402]
      Chapter III: Mesmerizing Mercenary.............................. [0403]
      Chapter IV: Tally Ho!........................................... [0404]
      Chapter V: The Lord and the Ferret.............................. [0405]
      Chapter VI: The Chase........................................... [0406]
      Chapter VII: The Chase.......................................... [0407]
      Chapter VIII: Return to the Moon................................ [0408]
      Chapter IX: The Great Adventure................................. [0409]
      Intermission: Treasure Hunting.................................. [0410]
      Chapter IX: The Great Adventure (Cont.)......................... [0411]

 [5] COLLECTIBLES..................................................... [0500]
 
      Batteries....................................................... [0501]
      Health Shrines.................................................. [0502]

 [6] BESTIARY......................................................... [0600]

      Enemies......................................................... [0601]
      Bosses.......................................................... [0602]

 [7] TROPHIES......................................................... [0700]
 [8] THANKS/CREDITS................................................... [0800]


______________________________________________________________________________
==============================================================================

[1] VERSION HISTORY                                                     [0100]

==============================================================================

FAQ/Walkthrough #77
-------------------

 Version 1.0 (08/31/17) - FAQ/Walkthrough complete and submitted.


______________________________________________________________________________
==============================================================================

[2] CONTROLS                                                            [0200]

==============================================================================

.-----------------------------.----------------------------------------------.
|  D-Pad                      |  Move                                        |
|-----------------------------|----------------------------------------------|
|  Left Analog Stick          |  Move                                        |
|-----------------------------|----------------------------------------------|
|  Right Analog Stick         |  Pan Camera                                  |
|-----------------------------|----------------------------------------------|
|  Touch Pad                  |  Toggle Map                                  |
|-----------------------------|----------------------------------------------|
|  Options                    |  Pause                                       |
|-----------------------------|----------------------------------------------|
|  Triangle Button            |  Special Ability                             |
|-----------------------------|----------------------------------------------|
|  Square Button              |  Movement Ability                            |
|-----------------------------|----------------------------------------------|
|  Circle Button              |  Use                                         |
|-----------------------------|----------------------------------------------|
|  X Button                   |  Attack                                      |
|-----------------------------|----------------------------------------------|
|  L1 Button                  |  N/A                                         |
|-----------------------------|----------------------------------------------|
|  R1 Button                  |  Hint                                        |
|-----------------------------|----------------------------------------------|
|  L2 Trigger                 |  N/A                                         |
|-----------------------------|----------------------------------------------|
|  R2 Trigger                 |  N/A                                         |
'-----------------------------'----------------------------------------------'


______________________________________________________________________________
==============================================================================

[3] THE BASICS                                                          [0300]

==============================================================================

=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-
 The Characters
=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-

 o-----------------o
 | The Teslamancer |
 o-----------------o

 Lumina, the Teslamancer, is a young girl who wields the power of electricity.
 The search for her father leads to an accident involving a teleporter as she
 is transported to a strange realm with no way of returning to her home. Her
 quest to return home ultimately hits many dangerous roadblocks.
 
 Teslastaff: Press X to swing with your Teslastaff. It is your main melee
             weapon and can be used to damage enemies and trigger switches.
 
 Blink: Press Square for Lumina to teleport a few spaces in the direction she 
        is facing. This movement ability is typically used to cross gaps and
        reach areas otherwise inaccessible, but can also be used to dodge
        enemy attacks.

 Hover: Press Circle when standing on gold hover pads to levitate in the air
        for a brief amount of time.

 Ball Lightning: Press and hold Triangle to conjure up a lightning projectile
                 from your staff, and release to fire it. This is a powerful
                 long-range attack, and can also be used to trigger devices
                 from afar. After receiving the Teleport upgrade, you can
                 supercharge a Ball Lightning. Press Square after shooting a
                 fully charged projectile to teleport to its location. Fully
                 charged projectiles can also destroy boulders.


 o--------------o
 | The Survivor |
 o--------------o

 Knaus, the Survivor, is an orphan boy forced to work manual labor along with
 many other children. He is led to believe that he is on the surface of the
 moon by his ruthless bosses, though he soon comes to learn shocking secrets
 that will change his life going forward.
 
 Shovel: Press X to swing your shovel. This attack does no damage and can only
         stun enemies momentarily. Press Circle when standing on soft ground
         to dig a hole; you can tunnel underground, provided that the earth is
         not firm (soft dirt or sand is viable).

 Crawl: The Survivor can crawl through small holes and tunnels.
 
 Ice Boots: Press Square to activate your Ice Boots and skate across a stream
            of automatically-formed ice. This ability has a cooldown (reduced
            when skating on water). Incredibly useful and allows Knaus to
            explore many aquatic areas other heroes cannot reach.

 Dynamite: Press Triangle to drop a bundle of live dynamite at your feet. Good
           for defeating enemies or destroying boulders. You can also perform
           a Dynamite Launch by hitting the bundle with your shovel. This
           turns it into a projectile-based attack.


 o----------------o
 | The Mindbender |
 o----------------o

 Miss Teri, the Mindbender, is a no-nonsense mercenary that only follows the
 call of money. A routine job gets turned upside down when her employer isn't
 the man who she thinks he is, and ends up in some hot water.
 
 Scarf: Press X to swing The Mindbender's scarf forward like a whip. You can
        stun enemies with it as well as swing to wooden poles found throughout
        the map. 

 Sprint: Press and hold Square to sprint as Miss Teri. An oldie but goodie.
 
 Hypnotist's Mask: Stun an enemy with your scarf to possess it. The target is
                   given its own health pool and you can control its movements
                   and whatnot. If Teri takes damage the perspective will
                   shift back to her. Possessed enemies can be used to solve
                   puzzles, retrieve items, and fight other enemies. Press
                   Triangle to switch back to the Mindbender. You cannot
                   hypnotize Robot Cyclopses.

 Monster Bag: Press and hold Triangle to access your Monster Bag, which can
              can carry and dispense monsters on command. The Monster Bag can
              only claim Flailmunks, Blamlings, Shoot Rascals, and Root
              Rascals. When controlling one of these creatures, approach Teri
              and press Circle to add them to your collection.


 o---------------o
 | The Strongman |
 o---------------o

 Lord Clonington, the Strongman, is a cloned aristocrat that hails from a
 distant land. He, along with his maker, arrive in town and Clonington is
 almost immediately entangled in the local drama which drags him away from his
 lax nature and drops him into perilous situations.
 
 Fists of Fury: Press X to use melee attacks and chain them together for a
                combo. Hold and release X to deliver a powerful wind-up punch.
                Later on you receive an upgrade which allows your charged
                punch to destroy boulders.

 Bull Rush: Press Square for the Strongman to charge forward with great speed
            and force. You can slightly shift his direction when moving, but
            you won't have very good range of motion. Use Bull Rush to sprint
            past certain traps and to break down chained doors, or use it in
            combat (hit X during a Bull Rush to deliver a devastating slam).
            When using Bull Rush off a ledge you can leap across small gaps.
 
 Climb: Simply press Circle when near a low wall or ledge to scale it. Basic,
        but very effective. During your travels this ability upgrades,
        allowing you to scale higher walls.


=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-
 Game Map
=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-

 World to the West reminds me of some of the early Legend of Zelda games (in
 particular, Link's Awakening). You are plunged into a world shrouded by
 mystery and are given very little direction from beginning to end. It is a
 vague game and you won't find much assistance other than the occasional blip
 on the world map or NPC dialogue.

 The world map is loosely based on a grid system, so the ASCII maps below are
 pretty accurate replicas. Initially, the world map is shrouded in clouds and
 only become revealed when you enter each individual screen - you'll have to
 explore the entire map to unlock it. 

 There are two regions in World to the West: the overworld and the underground
 (after accessing the map by hitting the Touch Pad, you can switch between the
 two maps with Square). There are many different routes between the two
 regions, including caves, pits, and secret hatches.


 o---------------o
 | Overworld Map |
 o---------------o

         A      B      C      D      E      F      G      H      I      J
    
                                  +------+------+------+------+------+
 1                                |      |      |      |      |     x|
                                  |   x  |      |   x  |  x   | x    |
      +------+------+------+------+------+------+------+------+------+------+
 2    |      |      |x     |  x   |      |      |      |      |      |      |
      |      |      |      |      |      |  x   |    x |      |  x   |      |
      +------+------+------+------+------+------+------+------+------+------+
 3    |   x  |      |    x |  x   |      |      |  x   |      |      |      |
      |      |      |      |      |      |      |      |      |      |   x  |
      +------+------+------+------+------+------+------+------+------+------+
 4    |   x  |      |      |    x |      |      |   x  |      |  x   |      |
      |      |  x   |      |      |x     |      |      |  x   |      |      |
      +------+------+------+------+------+------+------+------+------+------+
 5    |      |     x|      |      |    x |      |  x   |      |      |      |
      |    x |      |   x  |      |      |    x |      |      |   x  |      |
      +------+------+------+------+------+------+------+------+------+------+
 6    |      |  x   |      |      |    x |      |      |      |x     |      |
      |  x   |      |      |      |      |      |      |      |      |      |
      +------+------+------+------+------+------+------+------+------+------+
 7    |      |      |      |  x   | x    |
      |      |      |  x   |      |      |
      +------+------+------+------+------+


  Popular Locations:
    J-3 = town                                   x = totem
    H-3 = temple


 o-----------------o
 | Underground Map |
 o-----------------o

         K      L      M      N      O      P      Q      R      S      T
         
                                                +------+------+
 8                                              |      |      |
                                                |   x  |      |
      +------+------+------+------+------+      +------+------+------+
 9    |      |      |      |    x |   x  |      |      |      |      |
      |      |      |      |      |      |      |      |  x   |      |
      +------+------+------+------+------+      +------+------+------+
 10   |      |      |      |   x  |      |             |      |
      |   x  |      |      |      |      |             |      |
      +------+------+------+------+------+      +------+------+------+------+
 11          |x     |   x  |      | x    |      |   x  |   x  |      |      |
             |      |      |      |      |      |      |      |    x |      |
             +------+------+------+------+------+------+------+------+------+
 12          |      | x    |      |      |      |      |      |      |
             |      |      |      |      |   x  |      |      |      |
             +------+------+------+------+------+------+------+------+
 13          |  x   |      |  x   |      |      |      |x     |      | 
             |      |      |      |    x |    x |  x   |      |      |
             +------+------+------+------+------+------+------+------+
 14                 |  x   |      |      |             |    x |      |
                    |      |   x  |      |             |      |      |
                    +------+------+------+             +------+------+
 15                               |      |
                                  |      |
                                  +------+

  Popular Locations:
    R-11 = Miss Tenoc (blue lady)                x = totem


=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-
 Game Basics
=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-

 o--------o
 | Totems |
 o--------o

 Totems have three main functions in the game: save points, switching between
 characters, and means of transportation. Your game automatically saves when 
 approaching a totem, and if you press Circle next to a totem you can fast
 travel to any previously found totem or switch between characters (switching
 is sometimes disabled for storyline purposes).

 The kicker is that you must unlock the same totem for multiple characters in
 order to fast travel, meaning that you cannot fast travel as the Strongman to
 a location unlocked by the Teslamancer; you must unlock it with the
 Strongman as well. This is an annoying component of the game which requires
 frequent backtracking when unlocking the same totem with all four characters,
 but it ultimately prevents lazy shortcuts.


 o-------------o
 | Exploration |
 o-------------o

 Each of the four characters have their own special perks and abilities,
 meaning that you may be able to access an area with a certain character and
 not others. For example, the Strongman can break down fortified doors while
 the Survivor can skate across water.

 In order to fully uncover the map you'll have to explore the four corners of
 the map with all characters. On top of that, progress through the story to
 unlock everyone's abilities to discover new areas.

 While exploring the game world you'll come across different collectibles. One
 type of collectibles are called Health Shrines, which increase the max health
 of the character that acquires it. You can also find mysterious Batteries
 which can be obtained by multiple characters depending on your playstyle or
 strategy. There is a finite number of collectibles and (regarding Batteries)
 it does not matter which character picks it up.


______________________________________________________________________________
==============================================================================

[4] WALKTHROUGH                                                         [0400]

==============================================================================

 NOTE: This game reminds me of the earlier Legend of Zelda games in that you 
       are dropped into a large in-game world and given few hints and little
       direction on where to go next (for the majority of the game). The
       game's vagueness and lack of hand holding is both invigorating and
       frustrating, so consult the game's maps and the map diagrams provided
       for you in this guide when needed.


=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-
 Chapter I: Chasing Mother                                              [0401]
=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-

 Take control of Lumina and follow your father into the household. Talk to
 your sister Ohm ahead to take part in the Blink course. As a Teslamancer, you
 can press Square to quickly teleport forward in the direction you are facing
 (called Blink). Blink across the pit onto the platform, and continue Blinking
 along the pillars on the right.
 
 Step onto the golden hover pad and press Circle to begin levitating in place,
 allowing you to reach the elevated ledge next to you. From here, Blink across
 the series of columns to the finish line. If at any point you fall, you can
 restart the course without consequence. Follow your twin siblings into the
 next room. As demonstrated here, Blink can be used to bypass gold fences like
 the one covering the doorway.
 
 Blink off the balcony and approach the teleporter. It is deactivated at the
 moment, so walk towards one of the gold blocks at the base of the staircase.
 Hold down Circle to push the block into the slot in the wall, then do the
 same with the remaining 2 blocks. Ascend the stairs and step on the teleport
 pad to trigger a scene.
 
                                    ~ ~ ~

 You emerge in a strange realm and suddenly discover that you are trapped here
 with no return plan in sight. Decipher the blue tablet on the left for some
 light reading, then head south. Watch out for the roaming Flailmunks (small
 chipmunk-like critters) and shoo them away with your Teslastaff (press X for
 a melee attack).
 
 Go east and look for a hover pad, then use it to get onto the ledge. Blink
 across to the treasure chest and open it for some rupees. Drop back down and
 follow the path south and then west to another hover pad. Kill the pair of
 Flailmunks (and walk through the heart flower for health), then hover up and
 over the hill to reach a Grue's lair.
 

 ~~ BOSS: Grue ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 The Grue, a reptilian-like canine monster, is dangerous at the early stages
 of the game but eventually transitions into a common enemy. All it really
 does is run around and attempts to bite you. Blink if it tries to lunge at
 you and give it a good whack on the head. It'll likely retreat, then circle
 around and charge at you. If you ever get hit, walk through the heart flower
 to regain your health.
 
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 The exit opens up, allowing you to continue south to the next screen. Go
 forward and read the tablet to start a cutscene. Look out below...!
 

=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-
 Chapter II: A Kid and His Shovel                                       [0402]
=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-

 The scene shifts to a young boy named Knaus, whose hard life of labor is
 under the false belief that he is on the moon. However, the discovery of a
 tree and sunlight provides a chink in the armor of the myth he has been
 spoon-fed by his superiors.
 
 From the tree, walk southwest and look for a hole in the wall. Knaus, the
 Survivor, is small enough to squeeze through holes like this in order to
 reach new areas. Talk with your mining compadres, then head north down the
 tunnel to the next screen.
 
 Chat with all the other children in the tunnel, then approach The Big Kids.
 You are not permitted any further without a shovel in hand, so turn left and
 get one from the general store. Your conversation with the shop manager is
 interrupted by a cave-in, meaning that the path you just took is now blocked.
 Fortunately, you can dig holes with the shovel and tunnel underground!
 
 Press Circle to dig a hole with your shovel. You can only dig holes in soft
 parts of the earth (usually lighter in color). Take a few steps south towards 
 the patch of light dirt and dig a hole, then travel underneath the crates and 
 emerge in a small alcove. In the center is a  pink block on a pedestal. This 
 is a [HEALTH SHRINE], and collecting these increase your maximum health.
 
 Return to the general store and tunnel underneath the counter. Smash the pots
 with your shovel and tunnel under the boulders ahead. You'll spot another
 Health Shrine nearby, but it is currently unattainable. Drop off the ledge to
 the work area and talk to Ratrich of The Big Kids. He disagrees with Knaus's
 opinions on the moon theory and subsequently kicks the Survivor to the curb.
 
 Return to the previous screen and tunnel back to the tree. Head south and dig
 under the rocks to approach several sleeping Grues. Jump down from the ledge
 and immediately dig a hole so you can sneak past them without disturbance.
 The northern path leads nowhere, so head south and exit to the next screen.
 
 Follow the pathway to the right and go through the hole in the wall to bypass
 the Grue. Enter the next hole to reach the ledge and follow it south. The
 Survivor notices a backpack with dynamite in the distance, but has no means
 of reaching it. Jump down below with the Grue. Your shovel can be used to
 stun enemies temporarily, so smack the pesky creature and crawl to safety. 

 Continue through the maze-like room, crawling through holes and avoiding
 Grues. You cannot dig here, so instead use the shovel to stun your enemies.
 Proceed to the next screen.
 
 Walk past the huge door and climb the stairs to be greeted by an odd blue
 woman. She shows you a totem, which bears the face of the Survivor...


=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-
 Chapter III: Mesmerizing Mercenary                                     [0403]
=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-
 
 The infamous Tychoon holds a meeting with a mercenary named Miss Teri, and
 briefs her on a mysterious artifact supposedly found to the northwest. The
 temple's location is pinned on your map for reference.
 
 Speak with Tychoon's valet outside his room, then head towards the mansion's
 exit. Teri's passive skill is a sprint that can be performed by holding down
 Square. Leave the mansion, then exit the village through the western gate.
 
 The Mindbender cannot kill enemies and can only directly stun them with her
 scarf. Press X to stun the roaming Flailmunks. In the first area here, you'll
 notice a Health Shrine behind a wall with a triangle keyhole. Naturally, a
 triangle key is needed to unlock the keyhole. It is currently out of reach,
 but just know that you will come across these types of keyholes frequently.
 In fact, there is another one southwest of here. Stun the Flailmunk carrying
 the square key and pick it up, then unlock the stone gate and proceed to the
 next screen.
 
 Head west into the temple. Use your scarf to grab hold of the wooden pole
 across the ledge and swing across (another use for your scarf) to overhear
 the conversation between the Survivor and the strange old woman. Teri
 dismisses the concept of companionship and leaves the two behind. West of the
 totem is a column containing a square key. Swing over and pick it up, then
 continue down the path (backtracking the Survivor's journey) to the square
 door. Unlock it and go to the next screen.
 
 Here you find a circle door and a second totem. Stand across from the wooden
 pole and hit X to swing across, and continue until you can go no further. 
 Turn around towards the totem for the Survivor and the weird hag to appear
 out of thin air! The blue lady talks to Knaus and pins a location on the map
 for him, then disappears. Time for cooperation puzzles!
 
 You can use totems to switch between available characters and to teleport
 between totems that your character has previously visited. Use Circle when
 standing in the totem's vicinity and switch to Knaus. As the Survivor, crawl
 through the nearby hole and push the stone slab out of the way. Now switch
 back to Miss Teri and follow her path to the circle key. Open the circle door
 and exit the underground.
 
 You now end up in G-3 of the overworld. Approach the totem to save your game
 and unlock its location for the Mindbender. Now since teleporting is
 character-specific, you must unlock it with the Survivor as well. Using this
 totem, switch to Knaus and follow Teri's footsteps to the overworld. Now with
 this totem unlocked by the Mindbender and Survivor, they can each personally
 use it.
 
 You want to head north, but it is currently blocked by a circle keyhole. As
 the Mindbender, go south to find a square door and swing across the gap to
 bypass it. Sprint past the Flailmunks and inspect the fiery wreckage for a
 treasure chest; open it for the Hypnotist's Mask! This must be the treasure
 Tychoon's valet was talking about...
 
 Now you truly live up to your title! Now with your new gadget, any creature
 that gets hit by your scarf falls under your spell. Hit one of the Flailmunks
 to take control of it. Press Triangle at any time to return to controlling
 Miss Teri. Enemies have their own health bar when under your control, and
 dying causes you to revert back to the Mindbender. Always be careful when 
 hypnotizing an enemy, because it leaves the Mindbender free for incoming
 attacks.
 
 But the world's monsters all have their own special talents, so it is up to
 you to find out what they can do. For starters, small critters like the
 Flailmunk can fit through holes just like Knaus - guide it through the hole
 and have it pick up the square key. Return to Teri and hit Square to drop the
 key, then regain control of Teri and open the door.
 
 Stay put and hypnotize a Flailmunk once more. Proceed back to the chest and
 use X to jump across the water to the island. As a Flailmunk, you can jump
 with the X button; holding it down creates a longer jump and showcases your
 range. Pick up the circle key and leap back across, then drop it off at your
 master's feet. With the circle key in hand, return to the totem and swing 
 across the poles to the island. Open the circle door and go north.
 
 This area is filled with various enemies, including a Grue. Since Miss Teri
 cannot directly kill enemies, the easiest way to deal with hostile wildlife
 is to control them and (if possible) have them commit suicide by jumping into
 water or down a hole. Do so with the Grue here.
 
 Climb up the stairs to the north and swing over to the totem on your right.
 There are a pair of doors in this screen: a triangle door and a circle door.
 Take control of a Flailmunk and have it scoot through the hole below the
 totem. This takes you up to the totem where you can jump onto the platform
 containing the triangle key. Jump down and, as Teri, use the key to unlock
 the triangle door on the west end. 
 
 You won't be able to progress on your own, so go back to the totem and switch
 to the Survivor.
 
 As Knaus, dig a hole and tunnel under the blocks north of the totem, then
 proceed to G-2. Go through the same hole as the Flailmunk to access the
 totem, then proceed past the triangle door and go through the hole. Smash all
 the pots here. There are two holes: for the sake of completion, go through
 the one on the left, then tunnel under the blocks and go west to F-2. Unlock
 the totem here at the farmhouse, then use the totem to switch to Teri.
 
 With the pots out of the way, possess a Flailmunk and go through the hole
 past the triangle door. Use the northern hole to reach the ledge above and
 jump across the pool to reach the circle key. Retrace your steps, then return
 to the Mindbender and claim your prize. Open the door and run north to wind
 up at the temple Tychoon mentioned.
 
 Save your game at the totem. The temple is highly secured and requires you to
 open multiple doors to get to the treasure deep inside. Swing over to the
 west end and possess the Grue, then lead it off the cliffside. Swing north
 and take control of the Flailmunk. Go through the hole on the right and
 navigate the walkway, jumping from platform to platform until you reach the
 circle key. Regroup and open the first door back at the entrance.
 
 The circle door opens to reveal... another circle door. Get used to it.
 Return to the Flailmunk and take control of it once more, then have it go
 to the entrance and then head east through the hole. Pick up the circle key,
 and stay put at the entrance. As the Mindbender, go to the entrance and use
 the key on the second door.
 
 Head up the stairs to a square door. Go right and swing to the pole, then
 ignore the Flailmunk and swing south. Hypnotize the Grue and send it down a
 hole, then use the Flailmunk to go south and squeeze through the hole. On
 the platform, jump south to the square key. Unlock the square door.
 
 Take control of a Flailmunk again and head back towards the door, following
 the perimeter ledge. Jump across to the left of the door and follow the hole
 here to find the square key. With the second square door unlocked, you'll
 find yourself at a triangle door. Only one more to go!
 
 Head east and follow the winding path, disposing of the Grue along the way.
 Backtrack to the triangle door and use the hole on the left. There is a Grue
 here, and with no means of killing it you'll have to simply flee. Use your
 long jumps to get away from it and follow the road west and then south to
 another hole. Go through and leap onto the gold platform. Line up your jumps
 for the next couple ones, since they are long jumps. Jump across to the
 walkway and follow it to another hole.
 
 Up on the third level, leap to the first gold platform and again carefully
 maneuver across the platforms to the triangle key. Once it's in your
 possession, hop down and camp out at the door. Have Teri open the door and
 retrieve the strange artifact from the treasure chest. All of a sudden, an
 alarm sounds as the temple goes into lockdown. Electric barriers and nasty
 Robot Cyclopses are among the perils in the fortified temple.
 
 Despite all this, your escape is an easy one. Follow the border walls to get
 past the now-locked doors and jump down to the bottom level. Swing across the
 poles and simply retrace your steps to the entrance and stop at the totem.
 Teleport to the first totem in the underground (at R-11). From here you can
 begin backtracking to town.
 
 Hang tight once you get to I-3 (the screen immediately west of town). There
 is a triangle door that you can now open with your Hypnotist's Mask. To the
 left of the door is a slightly intricate path leading to the key. Possess a
 wandering Flailmunk and send it through the hole west of the door. Climb the
 stairs to the stone walkway and jump to the southern portion, then drop down
 and go through the hole here to reach the triangle key. Return to Miss Teri
 and open the door for a [HEALTH SHRINE].
 
 Back in town, report to Tychoon for a cutscene. Gosh, who knew that the main
 bad guy couldn't be trusted?!
 
                                    ~ ~ ~
 
 With the Mindbender out of the picture, the only character available now is
 Knaus the Survivor; you automatically take control of him at his last known
 location (probably F-2). Remember that the blue woman marked a spot on your
 map, so you have a destination in sight as the little guy. Go west to E-2,
 then search the area. There isn't anywhere to go aside from the concealed
 hole in the center of the screen. Tally ho!
 
 You wind up down in O-10 (check the ASCII maps for further reference). Back
 underground, follow the path and tunnel past the pack of Grues to the next
 screen. Here in N-10, immediately walk north to reach a totem. Jump down to
 the left and pluck one of the Heli Seeds out of the ground. These things
 whisk you up in the air and allow you to flutter around like a helicopter for
 a limited time. Use it to reach the upper ledge on the left and proceed to
 the west.
 
 Continue down the winding path. Avoid pulling up the plants, for they are in
 fact Root Rascals, annoying enemies that live under the earth. Stun the Grue
 and hurry past to find a Heli Seed (they are the purple seeds with spinning
 leaves). Pull it up and hover across the water to the left. Drop down with
 Circle and use the next one to continue past the water to the left (you can
 fly up to the southern ledge, but this path is only accessible by the
 Mindbender at this time).
 
 Use the Heli Seeds to reach the upper ledge and follow the bridges east and
 northeast. Avoid the Grue and go across the next bridge to the west to
 eventually reach an exit to the overworld.
 
 Here in the snowy region of C-2 is another totem. Save and go west to the
 next screen. Use the Heli Seed to get to the upper level and walk south. The
 icy portions can cause you to slide around, so be careful when engaging in
 the Grues here. Circle around to reach a giant pit and jump down.
 
 After regaining your footing, open the chest at the top of the stairs to
 receive the Ice Boots! This marvelous piece of footwear allows you to skate
 across water by pressing Square. A great traversal gadget! The old hag Tenoc
 was right with her treasure prediction after all.
 
 The Ice Boots open up a number of optional routes for the Survivor. Go south
 and approach the water's edge, then press Square to create a row of ice pads
 that you skate across. This ability has a cooldown (much longer when used on
 land) and the ice pads disappear over time, so don't spend all day lingering
 out on the water.
 
 Skate south, then east to reach a waterfall. Disembark on the small patch of 
 land and go through the hole to find a chest containing rupees. Skate west
 until you reach a stretch of land and get on. Go north for another chest,
 then continue south to L-11. Unlock the totem here and skate across the
 water, avoiding the pesky Fat Fish. Make sure to check the treasure chest in 
 the middle island for some more cash and proceed east to M-11.
 
 Walk southeast; the stack of blocks prevents you from continuing on land.
 Take to the waters and skate to the totem on the central island. To the left
 of the totem is a Health Shrine that is currently out of reach. Instead,
 skate north to a chest on an island and then onto the nearby patch of land.
 Climb up the hill around the waterfall and skate north to M-10.
 
 You're back at one of the earlier screens with the Heli Seeds, but down in
 the canals. Continue skating across the water and follow the water north to
 M-9. This screen is a small dead end containing a [HEALTH SHRINE]. Take it
 and go all the way back down to M-11.
 
 Back at M-11, skate east. There's nothing to do here now in N-11, so keep
 going east. Unlock the totem here at O-11. Alright, time for your first major
 detour: exit the cave to the overworld.
 
 Here in E-3, dodge the angry Mandrill and skate to the chest on the right.
 Open it for some rupees and skate north to find a Mandrill guarding another
 chest. Stun the beast and take your reward, then skate north. Back in E-2,
 collect the health flower if you need a boost and skate across to F-2.
 
 Stop at the totem near the farmhouse in order to save/regain lost health and
 follow the dock south to the large hill. Go through the hole to wind up on
 the east end, then skate around the bend to reach the middle hole. Go through
 to end up on top of the hill and get the [HEALTH SHRINE].
 
 Skate south to F-3 and speak with the kid on the island. Icnoyotl is a
 scientist that likes to "figure stuff out". He implores you to bring him
 anything you don't understand. Right now he isn't of any help, so walk to the
 south edge and skate south to F-4. Keep on skatin' until you end up at an
 island with a hole in the middle. Climb down said hole; down here you'll find
 your first [BATTERY]. The game's Trophies are tied to these Batteries, so to
 unlock all Trophies you must find each and every single one (plus it has
 storyline purposes as well).
 
 It's important that you get this Battery now while you can - it becomes
 accessible late in the game. You still have a ways to go before it is
 unobtainable, but might as well get it out of the way early.
 
 Jump down below and open the chest, then continue east to reach a [HEALTH
 SHRINE]. Two for one deal! Take it, then hop down once more and skate west to
 the totem. Activate the totem and keep skating east until you wind up back at
 your first cooperation puzzle at Q-11. Go east one screen to R-11 and talk
 with crazy blue lady. 
 
 
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 Chapter IV: Tally Ho!                                                  [0404]
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 The scene shifts to a travelling boat carrying Lord Clonington and the
 scientist Hypodermia. Speak with your creator, then approach the front of the
 boat for a scene. Once you have docked at the town, follow Hypodermia (but
 not before unlocking the totem here on the docks). 
 
 Go to J-4 and follow your maker for a quick tutorial. Use the Strongman
 Aristocrat's brutish strength to pummel the local Flailmunk and then test
 your strength on the barricaded door. Punch the door down (you can hold down
 X for a wind-up punch) and resume your fists of fury campaign until you bump
 into a Grue. Defeat it and proceed north as you exterminate the local
 wildlife.
 
 An additional combat tip is that you can pick up tiny enemies with Circle and
 bash their puny heads in. Clear out the baddies and open the chest at the
 north end, then continue southwest to the next screen. There are more Grues
 in this area for you to fight. Take down all the enemies and continue west, 
 then south. You will eventually find a totem and an exit.
 
 Walk north and break the barricaded door on the right. You cannot proceed any
 further here, so jump down and follow the main trail as it dumps you into a
 ravine. Motion sensors litter the pathway and will trigger laser blasts as
 you step across. Put your Bull Rush ability to good use by running across the
 sensors and avoiding the lasers. You can use this technique to outrun traps
 like these as well as stun enemies. Bull rush straight past the lasers and
 to the next area.
 
 Enter the temple and break down the doors to meet up with the blue lady. You
 cross paths with the Teslamancer and the old sage gives the two of you some
 quests.


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 Chapter V: The Lord and the Ferret                                     [0405]
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 The two characters each have their own goal: the Strongman has found the
 location of his prized hunt, and the Teslamancer can obtain something that
 will help her return home. As the Strongman, smash down the doors to the east
 and exit the temple. From here, go east and destroy the barricaded doors at
 the northern end. Activate the totem at I-2 and switch to Lumina.
 
 Follow the same path as the Strongman. At I-3, look around the area for a
 gold fence you can Blink past. Use the first two hover pads and Blink to the
 third one. Press Circle to hover, then aim for the ledge and Blink in midair
 to reach the [HEALTH SHRINE] here. Jump down and head to I-2 to meet up at
 the totem.
 
 Switch to the Strongman and use his power to eliminate all the Grues. Open
 the chest in the northwest end, then head up the ramp overlooking the totem.
 Jump down at the north end and hop into the Grue-filled pit. See the stone
 door with the weird eyespots on them? Each spot represents an enemy and will
 disappear one the enemy has been killed. In short: defeat all enemies present
 to open the door.
 
 Once at I-1, punch down the barricaded doors and climb the hill to the totem.
 Change places and follow the same path as the Teslamancer. However, when on
 the ramp overlooking the totem, you can Blink to some grey ledges that leads
 you to a second chest high up on a tower. Proceed to I-1 and activate the
 totem alongside the Strongman.
 
 Go with Strongman and knock the lights out of the Robot Cyclops here on the
 ground. One of Sir Clonington's passive abilities is to climb low ledges with
 Circle. Hoist yourself up to the next level and cross the bridges east. The
 Robot Cyclopses have shields up front, so wait for them to lower it before
 attacking. Climb up and then head west, and kill all the Grues at the next
 pass to lower the door. At the top of the mountain is another totem.
 
 Switch to the Teslamancer and make your ascent up the mountain, this time
 using the hover pads. With all the enemies gone it should be a more pleasant
 climb. Stick with Lumina once you reach the top totem, grab the chest, and
 enter the cave to S-9.
 
 Stay on the upper pathway and Blink between platforms to the south side. Go
 down the hall, kill the three Grues, and exit to the west. Rest at the totem
 here and switch to the Strongman. He'll have to take the lower path in the
 cavern, so jump down and kill the Grues. Smash down the doors to the
 southeast and exit west. Meet up with the Teslamancer at the totem in R-9.
 Only one path is accessible, so stay as Strongman and jump down into the pit.


 ~~ BOSS: Mama Grue ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 The Mama Grue is accompanied by two regular-sized Grues for this fight.
 By now you may recognize the Grue's battle pattern: attack, run and keep
 their distance, then lunge forward and strike again. Use wind-up punches and
 wait for the Grue to close in on you before swinging wildly.

 Realistically, there is nothing strategic about this boss battle since all
 the Strongman can do is punch, punch, and punch some more. Try to work on the
 two normal Grues first, then focus on big mama. 
 
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
 Lord Clonington will claim his trophy and set his sights on returning to
 town. As Lumina, head down to the pit and pass by the Strongman, using the
 hover pad to exit west.
 
 Q-9 serves as a standard Blink obstacle course, with numerous hover pads and
 gaps to cross. It's all fairly basic, but make sure to line yourself up when
 Blinking in midair. When you reach the narrow walkway, follow it north to a
 totem, then walk back south and use the hover pad to access the west wing.
 
 Jump down onto the square orange platform to begin a more dangerous obstacle
 course with lightning projectiles. Go through the course slowly and carefully
 while timing the projectile cannons. When you reach the second orange square
 you begin the second half (which features more projectiles). Make it to the
 end to receive a [HEALTH SHRINE].
 
 Go back to the totem and exit north to Q-8. This large room is solely
 comprised of pillars, most of which have hover pads on the top. The dangerous
 electrical current rises and lowers, covering and exposing the pillars like
 the ocean tide. You have to strategically Blink across the platforms and rest
 at the tallest ones before the current rises up and shocks you.
 
 It seems like there are many routes to reach the humongous hover pad in the
 middle, but the only way to get there is from the east end. Stay on the east
 side of the room and travel to the northeast corner, then head west to reach
 a staircase leading to the room's center.
 
 Rise up to the top level and inspect the golden structure at the north end
 to receive the Ball Lightning upgrade! With this, you can charge and release
 powerful lightning projectiles with the Triangle button.
 
 Go up to the western branch and fire a projectile at the spherical switch in 
 the distance. The second one requires you to ricochet the projectile off of 
 walls; stand on the marking on the floor and aim diagonally so the Ball 
 Lightning bounces off and hits the switch in the distance.
 
 Now make your way to the eastern branch to find two more switches. Blink over
 to the two hover pads and stand on the first one; aim northeast and bounce a
 projectile to the switch. Stand on the other hover pad and hit Circle, then
 charge up and shoot a projectile while in midair at the fourth switch. Return
 to the central area and head south to find the fifth switch to open the exit.
 
 Lumina winds up in the old ruins at G-1; Lumina inspects a piece of blue
 cloth draped over the opened chest...
 
 The alarm is still blaring from Miss Teri's infiltration, but luckily you
 have the means of shutting it down. Make your way to the southern end and
 Blink across to the west. Use the series of hover pads to reach a hidden room
 with a switch. Hit it to deactivate the security measures, then activate the
 totem in the foyer and exit to G-2. Turn to the right and Blink across the
 pool for a treasure chest, then use the totem here to teleport back to the
 old woman down in R-11.
 
 The old blue lady mentions Miss Teri and tells Lumina to find more answers in
 town. Head east to the town of Carte Blanche, only to be turned away at the
 gates. From the west gate, look for a gold fence to the south nearby and
 Blink through. Use a Ball Lightning projectile to trigger the switch and exit
 south to I-4.
 
 Walk south, then pass by the laser trap into the western alcove. Open the
 chest on the ground, then hover and Blink to the second chest. From up here,
 carefully Blink across the stone columns to the right to get to the [HEALTH
 SHRINE]. It may take some practice. Activate the totem at the south end of
 the screen, then continue east.
 
 Use the hover pad at the northern end to access two treasure chests on the
 upper cliffs, then enter the town from the south.
 
 Step on the totem down on the docks and enter the inn. Talk to the innkeeper
 on the second floor to find out more about the blue scarf, then go south to
 enter the affluent part of town. The front entrance to Tychoon's mansion is
 locked, so set your sights on the balcony. Walk east and Blink onto the red
 roofed house, then follow the rooftop path up to the mansion's balcony
 entrance.
 
 One thing leads to another, and you wind up in the dungeon with Teri the
 Mindbender. Fortunately Lumina has the power to teleport through the cage
 bars! Teri directs you to a lever that will lower the cage bars; start by
 heading to the southeast corner, then following the beachside north (the
 staircase here leads back to the town docks).
 
 Continue along the beach to reach a hill and Blink across the platforms to
 the lever. Next you gain control of Miss Teri. Hop down and possess the Fat
 Fish, then press Circle to hop on its head. Swim to the northern bank and
 yank the lever to open the door to the docks.
 
 Once you have returned to the docks, save your game at the totem. The
 Mindbender suggests taking an airship to the desert in the far west, so speak
 with the captain when you are ready to disembark.
 

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 Chapter VI: The Chase                                                  [0406]
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 Take control of the Teslamancer and Blink through the gate. The desert region
 is populated by explosive Blamlings. They detonate when killed or on command,
 which can destroy stone blocks. Knock a Blamling into the blocks to the east
 to open a path leading to the oasis. Climb the ramp and go across the wooden
 walkway, then hit the switch to lower a wall for the Mindbender.
 
 Switch to the Mindbender and head west to A-4. Activate the totem and walk
 south. There are a number of Rock Spiders here is this area - arachnids that
 burrow in the sand and resemble rocks only to ambush unsuspecting prey.
 Fortunately you can use them to their advantage, as the rocks on their backs
 act as makeshift lifts.
 
 Take control of a Rock Spider and have it bury itself against the western
 ledge (they can only bury in sand and other soft soil). Revert back to Miss
 Teri and stand on top of the spider to have it hoist you up to the ledge.
 Follow the path north, past the totem, to the next area.
 
 Use the Rock Spider to get onto the upper ledge and save at the totem. Switch
 over to the Teslamancer and join up at A-3 (her journey is much easier due to
 Blink).
 
 Use the Teslamancer to open the door next to the totem and go through as the
 Mindbender. Possess the Rock Spider and use it to access the chest on the
 pillar. Next, take control of a Blamling and send it through the tunnel next
 to the pillar to reach the upper level. From here you can walk around and
 destroy a row of boulders blocking your progress.
 
 Next, use the Rock Spider to reach the destroyed blockade at the north end of
 the area. The exit is locked, so retrieve the circle key on the cliff using
 one of the Rock Spiders and unlock it. At A-2, enter the front door of the
 snow temple.
 
 This underground chamber (located at K-10) is designed with the Teslamancer
 in mind. Bring her down here and save at the totem. The northern passage is
 heavily reinforced, leaving you to the side chambers. Enter the northwest
 hall and activate the switch with Ball Lightning, as voices in the distance
 murmur on...
 
 Go back to the hub and proceed southeast this time. Take down all the Robot 
 Cyclopses in the room and open the chest at the southern end. There are two
 switches on the left and right side of the area for you to activate, with the
 assistance of the glass columns. You can ricochet projectiles off them,
 allowing you to bounce shots off to unreachable spots.
 
 On the left side, push the column up a couple spaces so your shot takes a 
 90-degree angle south. On the right side, push the left column so it's below 
 the right one so it'll bounce off both and hit the switch. With both of 'em
 activated, a doorway here opens. Continue through and whack the third switch,
 then return to the hub.
 
 Go southwest this time, pushing the pillars out of the way to another room
 with glass columns and a switch. Defeat the baddies, then line up the columns
 appropriately (it's not exactly difficult to figure out the configuration).
 A door will open up leading you to a similar, but larger chamber. Again, it
 shouldn't take much effort to line up the appropriate columns (you only need
 to interact with two of the three columns on the left side). This room takes
 you to one more switch. Hit it and backtrack to the foyer once more.
 
 The northern exit is now open, meaning you can Blink your way through to K-9.
 Here you'll encounter the source of the voices from earlier: one of Tychoon's
 henchmen!
 

 ~~ BOSS: Tesla Knight ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 The Tesla Knight wears a thick suit of armor, complete with a jetpack and a
 rocket-boosted glove. There are only two attacks you need to scout during
 this battle. The boss attacks by propelling forward with its big fist three
 times. Blink each time to avoid her, or else you'll take damage and she will
 repeat the sequence. After the third lunge, the suit malfunctions and gives
 you time to attack.
 
 Once you damage the Tesla Knight, she retreats and creates an avalanche of
 boulders to rain from the sky. Look out for and avoid the shadows on the
 ground and continue dodging the obstacles until it subsides. The boss then
 returns to the arena and cycles through its main attack pattern. Rinse and
 repeat until victorious.
 
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
 Your foe retreats, allowing you to proceed to the next area.
 
 In L-9, restock on health and open the chest to receive an upgrade to your
 Ball Lightning ability. With this unique ability, you can further charge your
 projectile to create a larger ball. When released, you can then press Square
 to teleport to the location of the projectile (provided the projectile is
 above land). It takes a bit to get used to but is incredibly useful.
 
 Teleport to the ledge on the right, then go south. Kill the Grue and continue
 south to the platforms. Navigate across the yellow ones to the southern exit.
 
 Teleport up to the chest and open it, then go left. Your new upgrade can also
 destroy boulders, so use an overcharged projectile to destroy the row and
 subsequently teleport across the gap. Climb the stairs and teleport south.
 Drop down and defeat the two Robot Cyclopses. Use your projectile to teleport
 south, then aim northeast to the small alcove to reach a [BATTERY].
 
 Return to where you destroyed the boulders. Also note that the Ball Lightning
 teleport feature does not work on ledges on different elevations, so you
 cannot teleport onto a location on a lower elevation than your current spot.
 Go through the doorway here.
 
 You arrive back in K-10, in an unrecognizable room featuring a puzzle similar
 to the ones you experienced earlier on. There is a glass column and a block,
 and an alcove containing a [BATTERY]. Push the pillar so it is left of the
 staircase and line the block up with it, but in Blink range of the alcove.
 Bounce a supercharged projectile off the glass column and teleport on top of
 the block, then Blink into the alcove and claim your prize.
 
 Follow the passage to reunite with the Mindbender. The duo agrees to return
 to the weird blue lady.


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 Chapter VII: The Chase                                                 [0407]
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 The scene shifts to the Strongman's adventure. He dumps the Mama Grue in the
 aristocrat chamber and gloats, only for one Lord Qashpile to take notice.
 Participate in his obstacle course (your Climb ability now allows you to go
 twice as high). The race begins once you cross the starting line.
 
 The obstacle course is pretty simple: use Bull Rush on the straightaways and
 slowly navigate the mushroom field. Bull Rush through the gates and past the
 laser traps, and you should beat the 70-second time limit. 
 
 Most are impressed by your accomplishment, but one stickler challenges you to
 a boxing match. Agree to fight the madman.


 ~~ BOSS: Rich Dangerous ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 He's Rich. He's Dangerous. He's Rich Dangerous! (and bad at coming up with
 names)
 
 So this guy has a health meter, but this boss fight doesn't require much
 brainpower. You have no means of blocking, so all you really need to do is
 mindlessly pummel him; switch up between basic strikes and your windup punch
 until the wealthy snob is black and blue.
 
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 Lord Clonington's demands for Tychoon are unsuccessful, as he finds out that
 Tychoon is visiting the circus to the south. Onward then! Save your game at
 the totem on the southern dock and exit the town south.
 
 With your increased Climb ability you can fully explore the region here at
 J-4. Open the treasure chests here before exiting to the west. Next, go north
 and climb up the wall to find a ladder leading down a hole. Jump down to wind
 up on a hidden underground island containing a [BATTERY]. Return to the
 surface and go west to H-4.
 
 There is a high wall immediately to your left, but ignore it and proceed 
 north to the shrine at H-3. Once here, climb to the top of the pyramid and
 collect the [HEALTH SHRINE]. Backtrack to H-4 and climb up the wall, then
 continue south to the next area.
 
 Unlock the shrine near the bridge and follow it down south. Climb the wall on
 your right to eventually go back underground to area R-12. Make a pit stop at
 the shrine and open the two chests (one behind a door), then return to the
 surface. Return to the bridge and cross the one to the left, eventually 
 leaving the area to the south. Here, climb up on the gray wall and cross the
 walkway to a cavern guarded by Grues. Defeat them and step inside.
 
 You are now in R-14. This area is incredibly dangerous and houses about two-
 dozen Grues. You are best off running through the area rather than taking 'em
 all head on. Use Bull Rush to exit this area as quickly as possible. This
 place contains more Grues as well, but they are more spaced out. Kill any
 that get in your way as you climb up and over the ledges towards the cave
 opening on the northwest end.
 
 You return to the Overworld at I-6. This seaside region is home to several
 Mandrills; these foes match the Strongman in strength and fighting skills.
 First save your game at the shrine, then begin climbing across the cliffs and
 defeating the Mandrills at each station. Continue until you can reach the
 northern path leading to the circus.
 
 Save your game here and cross the bridge leading into the circus tent. Lord
 Clonington has fallen into Tychoon's trap, and the beasts are unleashed.
 

 ~~ BOSS: Mandrill Troop ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
 The circus operators send out individual Mandrills to attack. Beware of their
 hand swipes and overhead slam (usually preceded by a defensive blocking
 stance). Defeat the first one, and two more will follow as the ground under 
 you is elevated. Each one should fall after two charged punches.
 
 The final threat is a gigantic Mandrill - at least twice the size of the
 regular enemies. However, it still possesses the same attacks and movement
 speed. It has much more health than the normal-sized monkeys, but your 
 strategy should remain the same. Focus on using charged punches and 
 immediately back away after landing a hit.

 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
 After surviving the skirmish, escape through the open animal pen. Down here,
 walk past the sad sap circus employees and go north, opening a chest before
 leaving through the doorway. Lord Clonington ambushes his captors, who
 surrender and give away the Rock Breaking Cuffs. Now your heavy attacks can
 break rocks! A very useful technique moving forward.
 
 Return to the cavern and use a heavy attack to break the rocks behind the
 two clowns. You arrive at the northern portion of R-12, leaving you no choice
 but to smash the rocks and exit north. This next region of the underground
 features many thin columns that will create a rockslide if destroyed. The
 Rock Spiders here tend to accidentally cause cave-ins, so watch out for their
 jumping slam attack.
 
 At S-12, intentionally destroy the columns blocking your way and run through
 the area to avoid the ensuing cave-in. At S-11, Bull Rush north to avoid the
 lasers but stop short before colliding with the columns. You must be very
 careful not to cause any rockslides here. Destroy the singular block on the
 left and follow the pathway. Carefully destroy the rows of boulders leading
 you to a [BATTERY]. If you destroy any of the columns, the ensuing chaos will
 topple the bridge leading to the Battery.
 
 Once back at the intersection, go left to return to the blue lady's quarters.
 
  
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 Chapter VIII: Return to the Moon                                       [0408]
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 Your destination is the mining area where you first met the Survivor. Head 
 west and bring Knaus to R-10. Follow the path until you reach a stream - now
 with your Ice Boots you can skate across. Before you cross, skate down the
 river to the left and follow the water to an island with a [HEALTH SHRINE].
 Return to where you were and skate to the northern patch of land, crawling
 through the tunnel to stumble upon a pack of dynamite.
 
 With the Dynamite upgrade you can now destroy rocks and kill enemies with the
 simple press of a button! Hit Triangle to drop a bundle and make sure to give
 a wide berth before it goes off. You can also use Dynamite Launch with your
 shovel to knock it to a location of your desires.
 
 Crawl through the long tunnel to the exit, which has been blocked as a result
 of a cave-in. Blow up the rubble with your dynamite and proceed north.
 Continue through the caverns, using your dynamite to clear out any blockades.
 Hit a stick of dynamite onto the Grue island to clear them out, then skate
 past. At the fork, go south and squeeze through the hole to reach the area
 with the tree from the beginning of the game. Skate across the water to the
 east to end up in a hidden branch in S-9. Open the chest and blow up the
 boulders to reveal a [BATTERY].
 
 Return to the fork and go north this time to R-8. It's time to finally
 confront the deceptive leader of The Big Kids, and Tychoon's right hand man!
 
 
 ~~ BOSS: Ratrich ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
 Ratrich and his two henchmen control a large mining machine that they use
 against you in this perilous battle. The large mech has two vacuum appendages
 and a machine gun turret positioned at the base.
 
 The boss's main attack is a machine gun fire, which starts with the turret 
 rotating before it takes aim and fires. The arena provides no cover, so the
 best way to avoid getting hit is to dig underground to hide. The only way to
 defeat Ratrich's mech is with your trusty dynamite, but watch out for when it
 tries to suck up your dynamite with its vacuums. The boss can spit it right
 back at you (and becomes immune to Dynamite Launch). Wait for the vacuums to
 turn off before attempting a shot.
 
 After three successful dynamite explosions, one of the henchmen is launched
 out of the arena and the boss adopts a new attack: a nasty drill projectile
 that is intended to fish you out of hiding underground. This attack usually
 follows the machine gun fire, so when you see the drill land in the ground
 quickly return to the surface and stand on one of the dark patches (where it
 is unable to reach you).
 
 Hit the boss three more times and it'll be a "fair" one-on-one battle.
 Ratrich begins moving the mech and chasing you with it, using the vacuum
 appendages more often. The battle gets a bit more hectic, but follow the
 same defensive pattern: hide in a hole when the machine gun begins spinning,
 dodge the drill, wait for the vacuums to switch off, then hit some dynamite
 at the mining machine. Three more times is all you'll need.

 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 With Ratrich out of the picture, exit the arena to the roaring applause of
 the other miner kids. The kids get sent away at the approval of weird blue
 lady, but the guardian she put in charge seems familiar...
 
 Long at last, all four heroes are united together with Miss Tenoc. The ol'
 crone gives her story and sheds some light on Tychoon's true motives. The
 band is back together!


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 Chapter IX: The Great Adventure                                        [0409]
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 The four adventurers are brought by Miss Tenoc to her village. She implores
 you to catch up with her; you cannot save or stop at any totems, so indeed
 make a beeline north to the campfire she set up. She tells you more about
 Tychoon's evil plot to use a powerful weather machine to cause total
 destruction. The weather machine lies dormant at the bottom of a lake, and
 the heroes must claim three control cores that power the machine before
 Tychoon can take them for himself.
 
 The blue lady only has a slight inclination where the control cores may be.
 It is assumed that one was stolen at the snow temple by the Tesla Knight, so
 Tenoc marks the other two temple locations on the map.
 
 Meanwhile, in town, the Mindbender is stopped by an odd shopkeeper who
 specializes in selling animal pets. He gives her a Monster Bag as charity.
 You can now capture possessed monsters and store them in your bag for quick
 use (when controlling a target, stand next to Teri and hit Circle to collect
 them). Hold Triangle to open the bag to use its contents. The only monsters
 you can collect are Flailmunks, Blamlings, Root Rascals, and Shoot Rascals.
 The shopkeeper has them for sale if you are ever in desperate need.
 
 After, stop at the village totem. For the first time, all four characters are
 available at once! You currently reside at F-5. You can visit the two temples
 in any order. One is underground and guarded by strange keys, and the one in
 the southwest has a deep-sea threat. There are also a number of Batteries and
 Health Shrines each of the four characters can collect in this region.
 
 Switch to the Teslamancer and go south to the next area. The village is being
 powered by the two windmills here, but only one is working. Destroy the
 boulder blocking the second windmill, then return to F-5. Search the west end
 to find a hover pad near a switch. Levitate and hit the switch with Ball
 Lightning; doing so powers up the village and opens a hatch nearby. There is
 nothing of current use down at the bottom - the path is locked. Go back up to
 the village and switch to the Survivor.
 
 Time to gather some goodies! Go east to G-5 and follow the staircases, then
 crawl through the two hollow logs. Defeat the Grue here on the cliff (drop a
 stick of dynamite, then stun it with your shovel so it doesn't escape). There
 is a nearby Battery behind a gold fence, so naturally you can't get that as
 the survivor. Instead, pluck the Heli Seed and fly over to the platform north
 of the gold fence (it has a tunnel etched out on the side). There is another
 Battery here on a high ledge, but you cannot reach it even with the Heli
 Seed. Instead, go through the tunnel to find a third [BATTERY].
 
 Ignore these other two Batteries; we'll get them in a minute. First, activate
 the totem at the north end of the area, then exit east and destroy the rocks 
 in the way. This area may be familiar because it was a route leading to the 
 circus back in Chapter VII. Now you can clear out all the rubble as Knaus. 
 Destroy the rocks at the southern end which opens a path for the Mindbender, 
 then blow up the rocks to the west and exit to G-6.
 
 Save at the totem here and approach the water's edge. Dodge the Mandrills and
 skate across the water to the west, heading to F-6. Keep on skatin' to reach
 a secret beach below the windmills and pick up the [BATTERY]. Backtrack to
 the last totem and switch back to the Teslamancer.
 
 As Lumina, go to G-6 and Blink across the islands to reach the [BATTERY]
 behind the gold gate. Activate the totem here for her and exit north to G-4.
 Walk through the forest and kill the Grues, then open the chest on the
 southeastern path. Teleport to the island and use the hover pad to get onto
 the column. Bounce a Ball Lightning off the wall and teleport to the chest
 and teleport to the northern coast. Save at the totem and destroy the rocks
 to create a shortcut. Furthermore, if you exit north to G-3 and break the
 boulders it opens a path leading back to where you got the Hypnotist's Mask.
 
 Switch to the Strongman and enter G-5. Simply waltz through the area and
 climb up the ledges to reach the other [BATTERY] in this area, then activate
 the totem. Remember to activate as many totems you can with different
 characters to create useful shortcuts, so feel free to activate the one at
 G-4 with the Strongman and the other two characters as well. It's tedious,
 but a good habit to get into.

                                    ~ ~ ~
 
 With the temples back on our mind, lets focus on the underground one since it
 is closest.
 
 Return to the village, then go south to the windmills at F-6. Climb up the
 mountain to find a pair of treasure chests (the third chest in this area can
 be opened by the Teslamancer), then proceed west to E-6. This is a pretty
 important puzzle area that requires teamwork, so save at the totem here and
 bring the three remaining characters to this location.
 
 Everyone can maneuver across the traps here in the ruins: the Teslamancer and
 Survivor can take the upper path and the Mindbender and Strongman can take
 the lower path. Near the southern exit is a pile of boulders that, when
 destroyed, reveal a hidden hole. Drop down and follow the cavern to a ladder
 leading up to a [BATTERY].
 
 Pick the Strongman and open the treasure chest in the alcove just above the
 totem. Bull Rush past the first two lasers and climb your way north to the
 blocked door. The exit is sealed with four barriers, with each one capable of
 being lowered by one of the four characters. The first barrier can be punched
 to smithereens by the Strongman.
 
 Go back to the totem and switch to the Mindbender. Sprint past the laser
 traps and possess a Flailmunk, then pack him in your Monster Bag. Possess the
 Rock Spider nearby and position it underneath the high wall and boost Teri
 up. Swing across the poles to get to the north end. Take the Flailmunk and
 send it to the northwest tunnels to retrieve the square key. Insert the key
 into the lock to lower the second barrier.
 
 Now use the Teslamancer to make your way to the north wing. Focus on the
 pillar puzzle here next to the door. There are two columns, but the only one
 you need is the one that's two blocks high. Push it so it's as close to the
 hover pad as possible, then use the pad and Blink on top of the column. From
 here, aim a Ball Lightning northwest so it bounces off the wall and hits the
 switch. Third barrier down!
 
 Return to the totem and take control of the Survivor. Skate across the water
 and crawl through the tunnels to reach the northern end. Head to where you
 found the square key and pull the lever here to lower the final barrier. Head
 through as Knaus to enter E-5. You encounter nasty Goretusks here. For now,
 avoid the nasty creatures and drop into the ravine, passing through the
 tunnel towards the totem. Activate the totem, then bring the remaining three
 party members to this totem.
 
 The Mindbender is the only one that has a more difficult path. Once in the
 area, swing over to the northwest sector. Possess a Mandrill and press Circle 
 to have Teri ride the beast. With this, you can use the Mandrill to climb up 
 high ledges just like the Strongman. Avoid the other two monkeys and climb 
 onto the platform to get the [HEALTH SHRINE]. Now drop down to the center and
 pull yourself up to the totem.
 
 With everyone together, move the group into the cave entrance and the totem
 down here. Pick up the [BATTERY] and hit the gong to lower the wall, creating 
 a shortcut back to the Miss Tenoc's village. The other door here requires a
 Battery to be opened, which explains the freebie. 
 
 Pick whomever and open the 1-Battery door, then the 4-Battery door ahead. If
 you are following this guide, you should currently have 12 Batteries. Proceed
 along all the way to N-14 and activate the totem (also grab the chest along
 the perimeter wall). Ideally you'll want to bring all four heroes down here.
 You can open the 9-Battery door here, but the one beyond that requires 15
 Batteries. No luck. Let us worry about the other temple now.

                                    ~ ~ ~
 
 Teleport to the totem at E-6, and proceed south to E-7 and have everyone
 reunite here at the coastal caverns. This area is fragmented into many
 islands, but intertwining doors and tunnel networks connect them together.
 Each character has a different route to take, including Heli Seeds, Rock
 Spiders, mini tunnels, and hover pads. You should not have much difficulty 
 navigating through here to D-7 (which contains another totem). The Strongman
 can simply drop down the steps and then climb up to the western exit.
 
 When you are bringing the Teslamancer through E-7, make sure to check the
 eastern side of the area to find a [BATTERY] at the end of a Ball Lightning
 teleport course.
 
 If you're stumped on how to bring the Survivor through this area, go through
 one of the two starting tunnels and emerge through the available doorway to
 reach an island with a Heli Seed. Grab the seed and fly northwest to the
 island, then continue to another Heli Seed and fly west to the exit.
 
 Proceed through D-7 en route to C-7. During your travels, the Survivor can
 sneak through a hollow log to find a chest and the Strongman can open up a
 pathway to D-6. Use the Strongman to take a detour to said area. In D-6, kill
 all the Grues present to open a series of doors leading to a hole in the
 ground. Slide down to end up on a plateau overlooking N-14. Pick up the
 [BATTERY] here and return to D-7.
 
 As a group, begin making your way into the desert realm. Group up at the
 totem in C-7, then destroy the boulders nearby. Again, with the current theme
 of sticking together, all characters must progress through the desert to the
 temple ahead. As a result, most areas feature totems and multiple routes for
 character travels.
 
 The Teslamancer is probably the most well rounded character in terms of 
 mobility and combat, so I usually use her as a "pioneer" when exploring new
 areas. From the totem, Blink west and follow the trail to an open area
 containing a massive number of Blamlings. Don't set off an explosive chain
 reaction! Quickly run north to the next area.
 
 Here in C-6, run north down the path to the totem, and return to the entrance
 after activating it. Go east this time and up the mound, then Blink across to
 the high ledge. Blink west and follow the path north as if you were going
 back to the totem. To the northwest is a [BATTERY] atop a cliff, so teleport
 there, pick it up, then return to your previous location. Exit north.
 
 Avoid the many Shoot Rascals here, then look for a hover pad near the central
 bridge. Hover up onto the bridge and head west to the exit. A raging
 sandstorm takes place here in B-5, so watch your footing or else you'll get
 pushed down into certain death. The gusts of wind change direction, which can
 be used to your advantage or disadvantage. Go in a counter-clockwise
 direction, passing through the northern exit to open a shortcut leading back
 to B-4.
 
 Go back to B-5 and head south this time. Kill the Mandrills and walk up the 
 hill, then teleport onto the platform with the wooden bridge. Exit west.

 Unfortunately, the sandstorm continues in A-5 as well. This area is a bit
 more dangerous due to the patches of cacti. Carefully move to the west side
 and hover up to the northern cliffside. Pop open the chest and kill the two
 Robot Cyclopses, then drop down to the glass columns.
 
 Push one down to the eastern slot and line up the other one with it near the 
 southern ledge. From the southern ledge you should be able to bank a Ball
 Lightning shot around the wall to your right and teleport here. Wipe out the 
 baddies and then attempt the same shot, but from the north. This will allow
 you to teleport onto the hover pad and ultimately get to the [BATTERY]. With
 that out of the way, leave south to the next area.
 
 Fight your way through the gusts of wind (ugh) to the totem in the middle of
 A-6. This area contains two Battiers; one of which you can get with Lumina.
 Head up on the perimeter wall and look west. The row of lasers make it
 impossible to walk across, so instead teleport to the back corner. Then
 face south and do the same to avoid the next row of lasers to reach the
 [BATTERY] safely.
 
 Go south to A-7 and proceed east. Take down the Mandrill and stand on the
 high ground, teleporting to a similarly-elevated platform south of you. Do
 this once more and follow the trail to a [BATTERY] near a stone building.
 Return to where you were and go west to B-7.
 
 From this spot, shimmy along the cliffside as it takes you north to B-6.
 This route allows you to teleport your way to the seaside temple entrance.
 Save your progress at the totem... this is a great place to reunite the team,
 so I suggest bringing the other heroes to this location. Depending on the
 character, the path taken will be different.
 
 The Strongman must follow the same route as the Teslamancer, so pick him
 next. Stick around in C-7 for a bit, cuz you can get a Battery here. Climb up
 to the Blamling minefield and clear them out (best to let 'em suicide, or
 even have the Mindbender capture them). Once the Blamlings are out of the
 way, you must kill the six Rock Spiders which lowers a door to the [BATTERY].
 Technically you can get this Battery with any of the four, but combat duties
 usually are best with Lord Clonington. Alternatively, you can use the
 Blamlings to your advantage if you are looking for a more chaotic strategy.
 
 You may find yourself stuck as the Strongman when in C-5. It's never bluntly
 explained, but when you Bull Rush off a ledge you can perform a bunny hop to
 any nearby ledges or platforms. When entering the area, go up the hill and
 Bull Rush towards the row of columns (with the wooden poles on them) and Lord
 Clonington can jump across each one. With that said, you can get to the
 western exit.
 
 Upon reaching A-6, climb onto the eastern wall and loop around to reach the
 line of lasers. Wait for the wind to blow south/southwest before executing a
 Bull Rush down to the [BATTERY]. Save at the totem and continue south. You
 can get through A-7 by climbing up the rock walls, and once in B-7 follow the
 cliffside to the north all the way to the totem at B-6.
 
 Switch to the Mindbender, who should be way back at C-7. Swing across to the
 left and possess a Mandrill, then have it take you up the ledge to the west
 exit. Here in B-7, you can find another Mandrill down on the beach. Hypnotize
 it and approach the upper crag across from the [BATTERY]. The Mandrill can't
 make the jump, but instead stand at the edge to have the monkey throw Miss 
 Teri across! The Mandrill toss is a pretty helpful ability to get those
 really out-of-reach goodies.
 
 If you are a bit more evil, you can get across while bringing back bad
 memories of Mario and Yoshi... jump off the edge while riding the Mandrill
 and press Circle in midair to kick yourself off your ride and get that extra
 boost while sending it down to its death. 
 
 Miss Teri follows the same trail as the Teslamancer and Strongman. Go back to
 C-7 and continue north through the areas. Once you reach B-5, be on the
 lookout for a stray Mandrill to hypnotize. Grab one and hitch a ride towards
 the wooden bridge to the west. Go across to the northwest corner and perform
 another assisted sacrificial jump to reach the [HEALTH SHRINE].
 
 The rest of the way is bleak and uneventful, so follow the same exact path
 that you did with the other two heroes. When you shimmy along the cliffs to
 B-6, you can find some stray Catfish along the coast that, when possessed,
 will take you to the others.
 
 Last but not least, the Survivor has the quickest and easiest route. From the
 totem at C-7, go north near the chest and crawl through the hole. The walkway
 takes you to B-7. Now all you need to do is approach the beachside and skate
 your way to the temple entrance at B-6. Voila!
 
 There are four gongs inside the temple that must be activated in order to
 obtain the control core. Start bringing each of the four inside the temple
 (referred to as L-13 on the map) and reside at the totem on the central
 hill.
 
 As the Strongman, climb up the ledge on the left and follow it north to the 
 totem. Just before the staircase leading to a totem is the first gong atop a 
 ledge - scale the wall and punch the gong.
 
 As the Survivor, enter the temple and look for a tunnel northwest of the
 front door. Go through, then jump down to the platform below and skate across
 the water to the northern wing and the totem. The Survivor can actually
 trigger 2 of the 4 totems: crawl through the hole on the east side and toss a
 bundle of dynamite over to the gong. Next, skate to the west end and crawl
 through the hole here. You can use Dynamite Launch to knock some explosives
 over the gold gate and hit the third gong. Stop at the totem and switch
 characters.
 
 The Mindbender has a free trip to the temple totem since the Survivor did the
 heavy lifting, so climb the stairs, swing across, and ride some Catfish to
 your destination. As the Teslamancer, use the hover pads and Blink past the
 golden gates to the final gong. Hover and use Blink to reach it, and give it
 a whack to open the passage to the treasure.
 
 Only the Mindbender can reach the newly-opened door, so switch to her and
 ride a Catfish over to the opening. You are almost at the long-lost control
 core! The only thing standing in your way is a giant lake occupied by a
 monstrous Leviathan! To cross the lake, use your scarf and swing between the
 lily pads; if you see the water bubbling from underneath you, try and
 escape immediately before you are engulfed by the beastly lake resident. Once
 you make it across in one piece, open the chest for a control core.
 
 Make your exit to the east, and note the blocked door. We'll come back here
 later...
 
 Area M-12 is a big, tiered area that can be traversed via Heli Seeds. After
 flying to the totem in the middle, focus on getting to the southern exit 
 (luckily there is no fall damage in this game). Pass through the ceremonial 
 chamber in M-13 to return to your friends at the seaside temple interior.
 
 Switch to the Survivor and retrace the Mindbender's steps through M-12 and to
 the blocked door. Remove the rubble in front to open up a shortcut leading
 back to B-4. Make sure to go above ground and activate the totem for Knaus!
 
 With all that said and done, you should have a total of 21 Batteries in your
 possession - return to N-14 and get to work opening that door. Again, stick
 with Lumina for this next portion.

                                    ~ ~ ~

 Back at the underground temple, open the 15-Battery door and proceed north to
 N-13. If you search west to M-13, you will promptly be halted by a gargantuan 
 36-Battery door. Keep it in the back of your mind, but it'll be a long while
 before you get to pry this bad boy open. Back at the totem in N-13, save and
 follow the pathway north and use the hover pad to access the square arena.
 
 
 ~~ BOSS: Tesla Knight ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
 Ack, it's the Tesla Knight again! The exacts her revenge on Lumina for her
 earlier defeat, though retains the same battle tactics ast the first fight
 between the two of yo.

 The Tesla Knight wears a thick suit of armor, complete with a jetpack and a
 rocket-boosted glove. There are only two attacks you need to scout during
 this battle. The boss attacks by propelling forward with its big fist three
 times. Blink each time to avoid her, or else you'll take damage and she will
 repeat the sequence. After the third lunge, the suit malfunctions and gives
 you time to attack.
 
 Once you damage the Tesla Knight, she retreats and creates an avalanche of
 boulders to rain from the sky. Look out for and avoid the shadows on the
 ground and continue dodging the obstacles until it subsides. The boss then
 returns to the arena and cycles through its main attack pattern. Hit her six
 times to win the fight.
 
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
 The Tesla Knight retreats with the core (and reveals herself as the
 "orphanage lady" from the end of Chapter VIII). With only one out of the
 three control cores, return to the totem and warp to the sage's village at
 F-5 to trigger a cutscene.
 
 Tychoon has activated the weather machine despite missing one of the control
 cores, resulting in a very unstable piece of machinery. To save the land from
 certain doom, the four heroes must drain the water in the lake - the controls
 for the water flow are located north of the lake.
 
 The exact location is marked on your map at E-1, though it'll take quite a
 bit of work to get there with all four characters. A good place to initially
 group up is the farmhouse at F-2. If you warp to G-2, you can destroy the
 rocks to the west so everyone can get there safely.
 
 From this spot, start moving people west and drop 'em down in the concealed
 hole to O-10. Go west to N-10 and follow the road north to the totem (pick up
 the treasure chest while you're here as well).
 
 This portion of the Overworld is left undiscovered, so let us begin a bout of
 exploration once more. Bring the Strongman west once screen to M-10, then
 take the cave opening to the surface. Here at C-2, break the rocks near the
 totem and proceed east to D-2.
 
 This rocky area contains several goodies, but for now save at the totem. Now
 go southeast from the totem and drop down to the ground, exiting south. You
 enter a jungle region filled with Mandrills, rock walls, and log bridges.
 With some tough climbing and careful Bull Rush jumps, you can make it to the
 western, southern, and eastern exits.
 
 Once you end up on the high ground here, go south to unlock the totem at D-4, 
 then turn back and go east to destroy a barricade. A nearby cave takes you
 down to O-11. More importantly, climb above the cave opening to find yourself
 a [BATTERY]! Turn back once more and complete the trifecta by going west to
 area C-3.
 
 This area contains a lot of Goretusks and Heli Seeds, but Lord Clonington can
 climb to the peak on his own. There is nothing particularly useful for the
 Strongman here aside from a totem, so instead go south.
 
 Area C-4 is coincidentally appropriate given the fact that it is swarming
 with Blamlings. This area is very similar to C-7 in the sense that there is a
 door that will only open once all the Rock Spiders in the vicinity have been
 exterminated. The main issue is that the Blamling totals are much greater
 here, and there are tons of Root Rascals that may become disturbed in the
 ensuing chaos. Defeat all eight and grab the [BATTERY] before backtracking to
 C-3. Continue west to B-3.
 
 This icy wasteland's main feature is a humongous frozen Mandrill in the
 middle of a frozen lake. In addition to a pair of living Mandrills, the area
 is crawling with Grues. Be careful when walking across ice patches so you do
 not lose your footing. Have the Strongman travel counter-clockwise around the
 area, jumping and climbing his way to a [HEALTH SHRINE] at the south side.
 
 The journey is annoying, but bring the remaining three characters, at the
 very least, to the totem at D-2. There is a [BATTERY] in the northeast corner
 of D-2 that either the Teslamancer or Survivor can get (it's on a secluded
 island). There are more upgrades in the jungle region that I implore you go
 get with the other party members.
 
 As the Teslamancer, make your way to the frozen graveyard at B-3. The easiest
 way to get there is to go south at C-2, then west. Once there, ride the hover
 pad to the northern wall and teleport to the west end. Defeat the Grues and
 look for a nearby mound (use your camera to pan) you can teleport to. Kill
 the Root Rascals that populate these hills until you get to the [HEALTH
 SHRINE] on the east end back near the entrance.

 As the Mindbender, follow the same short route to B-3. Navigate to the
 southwest corner to find a Mandrill and hypnotize away. Climb up on the wall
 here and kill the second Mandrill. Face the edge diagonally to the northwest
 when performing the Mandrill Toss (press Square while at the edge) and you
 should get enough height and distance to reach the [HEALTH SHRINE].
 
 Bring everyone to D-2. This rocky area contains several goodies, one for each
 character. First, switch to Strongman and climb up the rocks right behind the
 totem. Execute a running jump across to the hover pad, then pull yourself
 onto the stone bridge on your left. Hoist yourself onto the rocks above the 
 small tunnel to get to the [HEALTH SHRINE].
 
 Next, switch to the Teslamancer and begin climbing up the stone ramp. When at 
 the top, teleport to the platform with the Rock Spider, then to the one with 
 the hover pad. Use the pad and teleport to the [HEALTH SHRINE] in the alcove.
 
 Switch to the Survivor and move northwest. There is a hidden hole underneath
 the broken portion of the stone bridge (you can see the trail of dirt which
 always signifies a nearby hole). Go through to reach the bridge, then crawl
 through the other hole to find yourself next to a [HEALTH SHRINE].
 
 Finally, go to the Mindbender. Exit west and pick up a Mandrill, then ride it
 back to D-2. Yep, another annoying feature the game fails to tell you is that
 you can bring hypnotized monsters from one screen to another. Have the
 Mandrill toss you up to the platform with the Rock Spider, then possess it so
 that it burrows up against the wall. Boost yourself up and swing over to the
 [HEALTH SHRINE]. Phew!
 
 With this new trick in mind, go south to D-3 as the Mindbender. Clear out the
 Goretusks and grab a Mandrill to do your bidding. Bring it to the northeast
 coast and use Mandrill Toss to get to the [HEALTH SHRINE] overlooking the
 stream. To get back, go east and have the Mandrill here toss you right back
 across.

 The surrounding jungle and tundra regions should be complete, so let's get
 back on track. Exit D-2 to the east by climbing the stone ramp. The sunken
 castle has two main entrances to accomodate the skillsets of the four heroes;
 everyone except the Strongman can fly to the middle door, whereas Lord
 Clonington can climb his way to the eastern entrance. Join up together at the
 totem here in O-9.
 
 Similar to the underground temple, you must unlock a series of doors before
 you can reach the central room. The sunken castle, as its description would
 imply, features lots of water.
 
 Start out with the Teslamancer and start with the door in front of you. It
 can be opened by hitting the two switches with your Teslastaff. What you'll
 need to do is position the blocks in a line so that you can Blink from the
 balcony onto the first block and across. Once both switches are triggered,
 enter the room and yank the first of four levers.
 
 With that out of the way, begin searching the east wing. Stand and face right
 from the hover pad and bank some lightning shots so you can teleport to the
 platform north of you. Ignore the Flailmunk and use fully powered Ball
 Lightning to activate the 3 gongs on the far right wall. While you're here,
 use the hover pad to reach the second hover pad. Rise up to the platform and 
 bank a shot down the hallway to teleport into an alcove containing a [HEALTH
 SHRINE].
 
 Teleport back to the previous spot, but stay up here on the elevated walkways
 and make your way to the foyer. Scale the walls and head to the west wing,
 where you can spot a [BATTERY] within reach high atop one of the walls.
 
 Switch to the Strongman and climb over to where you shot the gongs. Climb up
 to the now-open room and pull the lever. Two down, two to go!
 
 We used the Teslamancer and Strongman to get the first two levers, and the
 Survivor/Mindbender pair will be put to the test for the last two. Pick up
 the Survivor and skate down through the west wing to the next area. In N-9,
 skate across the water en route to a treasure chest at the bottom, then
 return to land and ascend the stairs to a totem. Crawl through the tunnel and
 use your dynamite against the Robot Cyclopses, then pull the lever at the
 end of the path.
 
 Now use the Mindbender to follow Knaus to N-9 (use the Catfish to navigate
 the waters). Stop at the totem and then explore the west end. The final lever
 is past a nasty obstacle course: two narrow walkways are lined up side-by-
 side and have a row of electric fences that move down the walkways like
 conveyor belts.
 
 You must use the wooden poles to swing from catwalk to catwalk in order to 
 avoid the electricity. It's pretty tricky and requires you to be on point 
 with your sprints and scarf swings. The final pole is the hardest and it
 requires you to move back and forth between the two walkways in order to find
 a good window of opportunity.
 
 
               ----------------------------------------------
               ** You have reached the point of no return! **
               ----------------------------------------------


 The main door opens after pulling the fourth lever. Through it lies a
 powerful boss. After defeating the boss, the heroes will drain the Great Lake
 in the northern part of the Overworld.
 
 The sunken castle is the last main "dungeon" before the endgame sequence.
 Draining the lake means the point of return for some collectibles, so I
 highly suggest scrounging the world map for the final Batteries and Health
 Shrines before proceeding with the main story. 


=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-
 Intermission: Treasure Hunting                                         [0410]
=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-

 There are still a lot of goodies left undiscovered, so that is the focal
 point of this section. There's no post game or New Game+ available, so if you
 want everything then you'll have to get it before completing the main story.
 There's no proper order or direction in this section; just random mop-ups in
 random areas.
 

 ~~ 11 More Batteries! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 F-1: Warp to area Q-8's totem as the Teslamancer, then stand on the western
      cliff and teleport across the wide gorge. Step outside to end up on a
      plateau in F-1. Pick up the [BATTERY] here.

 A-4: Switch to the Strongman and warp to B-5, then go north to B-4 and
      activate the totem (you'll need to do so for a Health Shrine down the
      road). Leave the area to the west and, when in A-5, climb up to the wall
      on the west end and Bull Rush through the door to the [BATTERY] (there's
      also a treasure chest in this area that the Strongman can get).

 J-6: Have the Strongman destroy the boulders at J-4 to allow the Mindbender
      access to the southeast corner of the Overworld - one of the last
      uncharted areas left on the map. The Mindbender can then use the wooden
      poles to swing to the boulder spot and ride a Catfish to J-5.
      
      At J-5, use a Catfish to get across the lake to the chest on the west
      end. Hop off and go south to find a Heli Seed; take it to the southern
      exit, then use another seed to find a second chest to the west. Exit
      south to J-6. Use a Flailmunk (one is present here) and pan the camera
      to the right to find a [BATTERY] on a rock island. Retrieve it with
      the Flailmunk and bring it to Miss Teri.

 S-13: You'll need to use Lumina the Teslamancer to get to this area. From
       F-5, make the journey east and into the cave to the Grue pit at R-14
       (if you haven't already) and emerge aboveground at I-6. From here you
       can safely make it to the circus and into the main tent. Enter the
       access chute from inside to wind up at S-13. Blink past the gold gate
       on your right to find the [BATTERY] behind a pair of Grues.

 H-1: If you have not opened this area up yet, do so by using the Teslamancer
      to hit the switch in area I-1. Bring the Strongman to this area and
      activate the totem in the southwest corner. From the totem, go south and
      climb up the steps and follow the walkway north to the [BATTERY] atop a
      climbable wall.

 H-1: The second [BATTERY] is attainable only by the Survivor. He'll have to
      go west from the town at J-3, then north until he is at I-1. Scale the
      mountain using the holes and exit west to H-1. There is a hole at the
      northwestern corner that takes you up to a tall cliff. Grab the Battery
      before returning to the ground.

 N-12: Select anyone other than the Strongman and warp to M-12. Use the Heli
       Seeds to flutter to the eastern exit and take it. Area N-12 features
       more Heli Seeds and thorny pillars that send you swimming if you
       accidentally collide with one. Carefully fly across the islands to the
       northeast alcove and snag the [BATTERY].

 S-9: Warp to I-1 as the Survivor and enter the cave opening next to the
      totem. Fend off the Grues to get to the southern end and go up the
      incline. Continue west until you reach a stream and skate across to the
      [BATTERY] on the other side.

 R-10: Warp the Teslamancer to R-9 and go south. Use the hover pad, then Blink
       across the river. Stay on the upper level near where Knaus found the
       Dynamite, then Blink southeast. Walk along the top of the wall and
       teleport south, then go west and loop 'round north to wind up across
       from the [BATTERY]. One more Blink and it's all yours.

 D-5: Probably the most convoluted [BATTERY] to get in the game. First you
      must get the Mindbender to this area (done so via Mandrill Toss from
      E-5). Said Battery lies behind several locked doors and you must use
      your powers of manipulation to retrieve several keys.
      
      First use a Flailmunk to go through the hole and get the circle key for
      you. Open the circle door and proceed through. Next, possess a Rock
      Spider and have it burrow at the base of the ledge containing the square
      key. Proceed accordingly to get the square key and unlock the door.
      
      In here, hypnotize and ride a Goretusk back to the first door and mow 
      down the chained door on the left. In here you'll find a circle key 
      needed to open the third door. Next, ride a Mandrill and climb up to get
      the key south of the triangle door. Open the triangle door.
      
      The funny part is that, after all that work, the Mindbender cannot even
      get the Battery. With all the doors open, return to the totem at E-5 and
      switch to the Teslamancer. She can now navigate through the area and
      Blink her way to the Battery.
 
 ** At this point you should have all but one Battery. The final one can only
    be gotten after draining the Great Lake. 


 ~~ 18 More Health Shrines! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 Q-9: As the Teslamancer, walk to the right of the totem for a novice Blink
      course. Drop down to the lower platforms and use teleport to reach the
      first hover pad, then take the others to the [HEALTH SHRINE].

 L-11: This one is a bit of a chore. Warp to B-5 and go north to B-4. Next to
       the totem is a secret entrance to the seaside temple (you should have
       opened it already if following this guide) that you need to go through.
       Proceed to M-12, then use a Bull Rush jump to reach the center of the
       area. Now climb up all the steps to the northern exit, and continue
       all the way to L-11. The [HEALTH SHRINE] is atop a climbable ledge.

 M-11: Use the Teslamancer and warp to C-2. Enter the cavern and progress
       through M-10 en route to the totem at L-11. Blink through the area to
       get to M-11. Use your powers to hit the pair of switches and raise
       bridges out from the water. Switch to the Strongman and bring him here
       so he can cross the bridge and climb up to the [HEALTH SHRINE].

 A-2: As the Survivor, warp to B-4 (via the seaside temple shortcut) and make
      your way north to A-2, using the various holes and tunnels to get there.
      Once at the entrance to the snow temple, go to the right and blow up the
      block to reveal a hole. Crawl through to end up on the upper level and
      destroy another block to reveal yet another hole. Crawl to the top floor
      and walk around to discover a [HEALTH SHRINE].

 H-3: Use the Strongman to destroy the two boulders on the southern entrance
      of the temple (the boulders are on an incline so I never had luck using
      the Teslamancer to break them); doing so reveals a hover pad Lumina can
      use. Once up on the steps of the temple, go to the northeast corner and
      drop down to the second step, then teleport northeast to the ledge and
      Blink past the golden gate. The [HEALTH SHRINE] here is yours.

 T-11: If you didn't get this during your first visit in Tychoon's underground
       dungeon (like myself), you can get it now. Use Miss Teri to hypnotize
       Catfish and slowly make your way to the western bank for the [HEALTH
       SHRINE]. This is one of the rare occurrences where multiple characters
       (Survivor and Teslamancer) can reach this upgrade, but the game only
       allows the Mindbender to collect it.

 J-6: This next [HEALTH SHRINE] requires you to be the Survivor, and the only
      way for Knaus to access area J-6 is from the west. Warp to G-6 and go
      east until you reach the subterranean area of R-14. Drop down and tunnel
      underneath the Grue pit, reaching S-14. Dodge the Grues and use the
      Heli Seed near the northern exit to escape to I-6. From here you can
      skate east to J-6; once you reach landfall crawl into the hole to the
      shrine.

 R-14: Use the Teslamancer and follow the same route you just used as the
       Survivor to get to R-14. Lumina must slay all of the Grues down in the
       Grue pit in order to get to the area's [HEALTH SHRINE]. It's a tall
       task, but Blink is a great evasive tool and Ball Lightning can down a
       Grue in one shot. Once everyone is dead, use the hover pad to reach
       your trophy. While you're here, pass through S-14 and unlock the totem
       at area I-6.

 S-14: Now that you have the Rock Breaking Cuffs and upgraded Climb ability,
       the Strongman can get the [HEALTH SHRINE] at the far east side.
      
 G-5: Bring the Mindbender to the east end of this area. Hypnotize the Grue
      running around and dump him in the north end so he won't bother you.
      Next, possess one of the Rock Spiders and lay it down in the canyon so
      you can get up onto the rock steps. Bounce up and swing across the poles
      until you are at the northwest corner with the Mandrill. Use him to
      reach the [HEALTH SHRINE] above you. 

 H-5: Immediately following the retrieval of the Health Shrine in G-5, bring
      the Mandrill with you to H-5. Cross the bridge and defeat the Grues in
      the way, then use Mandrill Toss so you can obtain the [HEALTH SHRINE]
      here as well.
 
 Q-9: Despite being marked on the map as area Q-9, you cannot get to this
      [HEALTH SHRINE] by conventional means. Have the Teslamancer warp to I-1
      and shoot the crystal switch on the northwest corner if you haven't
      already. This opens a path to H-1. Continue towards the totem down in
      the southwest corner and ride the trio of hover pads towards a Battery
      that Lumina cannot get to. Proceed south and use one more hover pad to
      enter a secret passage leading to G-1. Follow the perimeter wall to a
      doorway leading into a hidden chamber in Q-9. What a hassle!

 H-1: Bring the Strongman here from I-1. There is a [HEALTH SHRINE] in the
      southeast corner on top of some climbable rocks.
      
 R-8: Return to where you defeated Ratrich and his gang. Tunnel underneath
      the general store and skate across the lake, then bomb the rocks to get
      to the [HEALTH SHRINE]. Before you leave, check the eastern side near
      where you entered to find a large treasure room behind some rocks!

 M-12: Warp the Survivor to area M-11 and take the southern exit. From the
       wooden planks, skate to the left until you come to a [HEALTH SHRINE].

 B-3: Arrive in B-2 as the Survivor and skate down the river at the southwest
      corner to end up at B-3, where you can find a [HEALTH SHRINE] on a tiny
      island.

 J-3: Enter the town as the Survivor (you must get in from the southern
      entrance) and go inside the inn. Go past the band and sneak through the
      hole to the left of the Tychoon statue. Exit the room to end up in a
      fenced-in area back outside with a [HEALTH SHRINE].

 L-9: This final [HEALTH SHRINE] is... BUGGED... The Health Shrine at L-9 is
      reserved for Miss Teri, but there is no possible way to reach this area
      as the Mindbender. Reports suggest that a Mandrill is supposed to spawn
      in K-9, but this area is glitchy and the lack of this enemy means it's
      impossible to get this Health Shrine. As of August they haven't patched
      it, so hopefully soon...


=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-
 Chapter IX: The Great Adventure (Cont.)                                [0411]
=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-

 Once you have 35/36 Batteries and all of the attainable Health Shrines, warp
 to O-9 and go through the door as Lumina. Drop down onto the ominous, skull-
 shaped series of islands to begin the penultimate boss fight.


 ~~ BOSS: Guardian Eye ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
 This golden eye emerges from the "eye socket" island and turns its attention
 to the Teslamancer. This giant golden eye does not leave its island and
 attacks with long-range maneuvers. The boss begins by slowly spinning around
 whilst firing a laser beam. The only way to avoid the laser is by running in
 the same direction as the boss or Blinking past it.
 
 During each stage of the battle you must weaken the Guardian Eye by breaking
 its three panels of armor; this can be done with a projectile or a swing from
 your Teslastaff. Once you destroy all three pieces, the boss is left open for
 a direct hit.
 
 Afterwards, the boss begins firing projectiles at you not unlike your own
 Ball Lightning shots. Stay in a state of perpetual motion by Blinking between
 islands and keeping yourself out of its sights. 
 
 Another attack you need to worry about is the booby trapped islands. When an
 island begins to glow blue, retreat to a safe haven as the island erupts in
 electricity. These traps prevent you from being stationary for too long,
 especially when directly attacking the boss or its armor.
 
 Each stage of the fight pairs you against the Guardian Eye and its three
 pieces of armor, while it rotates between attacks (and the electric islands).
 Later on the red laser beam becomes much larger and prevents you from
 Blinking through it, so you must simply run away from it. The key to this
 skirmish is to keep moving while taking a second to knock off a panel before
 going on the move again. The ability to fight back up close and from afar
 makes you too resourceful not to come out on top.
 
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 With the Guardian Eye destroyed, the Great Lake drains and you are left
 stranded. Hit the two switches to raise a ramp leading back to the totem,
 then warp to I-4. Jump down into the dried lakebed to find a secret door that
 leads you to the final [BATTERY]. Now that you have all 36 Batteries, warp
 to N-13 and make your way to M-13.
 
 Open the 36-Battery door and activate the totem ahead. This is the fabled
 treasure room that contains four legendary treasures for the four heroes.
 Hoever, these treasures are useless on their own and require some assistance
 to unlock their true potential. Bring all four characters to this area.
 
 - As the Teslamancer, Blink and teleport to the northwestern end for the
   Blink Boots. Now go to the farmhouse at F-2 and speak with the cat to get
   the Blink upgrade, which significantly lowers Blink's cooldown!
 
 - As the Survivor, use the holes to get to the chest at the southwest side
   and open it for Powder. Warp to F-2 and go south down the bridge, using
   the holes to reach the child scientist Icnoyotl. He uses the Powder to give
   you the Dynamite upgrade, which increases its explosive radius!
 
 - As the Mindbender, possess the Rock Spider so you can get up to the 
   southeast side, and collect the Glowing Green Rod. Bring it to Hypodermia
   at the northeast end of J-3 and she will give you the Monster Bag upgrade!
   Your pet monsters now deal more damage.
 
 - As the Strongman, climb the walls to the northeast side for the Blue Fruit.
   Go to Hypodermia at the northeast end of J-3 to receive the Bull Rush
   upgrade, which allows you to run faster and control Lord Clonington easier!
 
 With the four legendary upgrades in your possession, it is now time to tackle
 Tychoon atop his dastardly weather machine. Pick whatever character you'd
 like and warp to F-2. Enter the emptied lake and go east, then south, and
 then west to reach the base of the weather machine at F-3. The game gets
 especially buggy after draining the lake, so I'd avoid doing too much
 exploring at the lakebed (especially since there is nothing of worth in the
 vicinity).
 
 All four heroes group up at the weather machine and go their separate ways,
 leaving you in control of Lord Clonington. Climb to the top of the machine to
 confront Tychoon.


 ~~ BOSS: Tychoon ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
 The final battle is split into four phases, with each hero getting their
 piece of the pie in bringing down the evil Tychoon. First up... is the
 Strongman!
 
 - Phase 1 is a one-on-one brawl between Tychoon and Lord Clonington. He has
   the same techniques as a Mandrill, but significantly more health. Your
   most successful strategy is to stay on the defensive, keeping your distance
   and using a charged punch, then retreating. Don't go haywire or else the
   boss will block your attacks and retaliate with a downward slam.
   
   After depleting his health bar, Tychoon ultimately gets the upper hand and
   retrieves the final control core. Lumina drops down to take a stab at the
   nutjob. 

 - Phase 2 is a dangerous affair involving bombs and other large explosives.
   Tychoon hides behind a hatch on the side of the large drilling mechanism
   and only pops out to toss bombs at you. Between bouts of this, bundles of
   dynamite are dropped onto the circular arena. The explosive radius are
   oftentimes very large, so waste no time in getting away from them as they
   land. Wait for Tychoon to step out of the hatch and give him a good bonk on
   the head.
   
   After getting hit three times, Tychoon locks himself inside the drill and
   refuses to come out. Knaus flutters down onto the scene and sneaks inside.

 - In Phase 3, Tychoon stays hidden underneath the floor and pops up out of
   the manholes scattered around the room, like whack-a-mole. However, your
   target is the computer terminals here in the control room. Approach the
   first one in the center and deactivate it with a stick of dynamite.
   
   There are eight terminals in total that you must destroy. Tychoon doesn't
   stand idle, of course: he will throw wrenches at you from his manhole, or
   sometimes use a vacuum to suck up the dynamite bundles and spit it
   elsewhere. Still, it's relatively easy to roam around and dump explosives
   off at their designated locations. Tychoon escapes the ruined drill and
   goes face to face with Miss Teri.

 - Phase 4 is incredibly simple: hypnotize Tychoon and interact with the
   control cores to shut down the weather machine for good! Ah... the power of
   mind control...
 
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
 The weather machine is destroyed, Tychoon is no longer a threat, the Great
 Lake has been refilled, and all is right in the world! Congrats on beating
 the game - sit back and watch the epilogue. The game reverts to your most
 recent save before fighting Tychoon following the credits. 


______________________________________________________________________________
==============================================================================

[5] COLLECTIBLES                                                        [0500]

==============================================================================

=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-
 Batteries                                                              [0501]
=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-

 Batteries are glowing collectibles shrouded in mystery and whose uses are not
 fully explained until the end of the game. Strangely, they don't resemble
 batteries on the in-game screen and more resemble shiny cards. While viewing
 the map you can also switch over to see which Batteries you have claimed and
 the pieces of lore they reveal.
 
 Most Batteries involve some sort of puzzle solving in order to claim them,
 and require a specific character or technique in order to unlock. There is a
 bit of flexibility and some Batteries can be claimed by more than one hero
 depending on your playthrough, though there is no consequence or outcome
 based on which character you use to collect them. Below I describe which
 characters are *best suited* to get each Battery, though some outside-the-box
 thinkers can collect them with unconventional strategies.
 
 By collecting all 36 Batteries you are given details about the game's
 backstory. Here is a transcript of the lore, in chronological order:
 
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
             "The founder came on a ship, spotting fertile land.
             
                  By her command, the people made it theirs.
                  
               She laid the roots of her greatest masterpiece.
               
                 Four wise disciples gathered under her word. 
                                 
        Michlan loved death and life, and Xinu loved future and past.
        
      Chal and Tlaloc loved rain, sun and sky, and each other even more.
      
 Then at last the founders' work bore fruit, and in that she had great hope.
 
            Through the essence blue, it might grant endless life.
            
             But the truth of this boon, was yet to be revealed.
             
    In time, her mind grew powerful, but her thoughts grew dark and grim.
    
    The keeper of time, her most trusted one, was appointed in her stead.
    
           Xinu ruled as best he could, and the people flourished.
           
       Of the disciples, one felt that his counsel was much overlooked.
       
        And he gave the disciples the fruits from the founder's tree.
        
             Alone on his throne, Xinu now felt despair descend.
             
          He worried for the future, what was to be his final fate?
          
            A lens he crafted, to see the threads of time unfold.
            
              Through the lens, Xinu saw only ruin and despair.
              
     He brought his vision to the founder, and pleased for her to return.
     
       Together they toiled, attempting to change their people's fate.
       
            The land became neglected as the great task commenced.
            
             Their beloved people fell by the wayside, forgotten.
             
               Michlan's most dreaded vision was now complete.
               
         Michlan, Chal and Tlaloc moved to cast Xinu from his throne.
         
               The founder fled in the chaos, never seen again.
               
     Michlan, in his anger, struck Xinu down, his endless life now ended.
     
             Horrified at the brutality, Chal and Tlaloc railed.
             
        Chal was shocked by Michlan's action, and she bade Tlaloc act.
        
        They had the people take Michlan, and punish him for his deed.
        
         So Michlan rotted in the dark, while Chal and Tlaloc ruled.
         
        Through their power, Chal and Tlaloc gave bounty to the land.
        
 But Tlaloc's mind grew dark, and the people's gifts would please him no more.
 
     For long dark years he would used his might to make his wrath known.  
        
         No single word from Chal would end Tlaloc's terrible reign. 
         
   In the end, Chal would call down the sky to end the blue fruit's cycle.
   
  And so the world ended. Just a handful were left to start the world anew."

 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 o---------------o
 | Overworld Map |
 o---------------o

         A      B      C      D      E      F      G      H      I      J
    
                                  +------+------+------+------+------+
 1                                |      |      |      |#31   |      |
                                  |      |   #26|      |#30   |      |
      +------+------+------+------+------+------+------+------+------+------+
 2    |      |      |      |   #24|      |      |      |      |      |      |
      |      |      |      |      |      |      |      |      |      |      |
      +------+------+------+------+------+------+------+------+------+------+
 3    |      |      |      |      |#22   |      |      |      |      | town |
      |      |      |      |      |      |      |      |      |      |      |
      +------+------+------+------+------+------+------+------+------+------+
 4    |#27   |      |#23   |      |      |      |      |      |      |      |
      |      |      |      |      |      |      |      |      |      |      |
      +------+------+------+------+------+------+------+------+------+------+
 5    | #16  |      |      | #35  |      |      |#7  #9|      |      |      |
      |      |      |      |      |      |      |   #10|      |      |      |
      +------+------+------+------+------+------+------+------+------+------+
 6    |#17   |      |#15   |      |      |      |      |      |      |      |
      |   #20|      |      |      |#11   |  #8  |      |      |      |   #28|
      +------+------+------+------+------+------+------+------+------+------+
 7    |      |      |  #19 |      |   #13|
      | #18  |   #21|      |      |      |
      +------+------+------+------+------+




 o-----------------o
 | Underground Map |
 o-----------------o

         K      L      M      N      O      P      Q      R      S      T
         
                                                +------+------+
 8                                              |      |      |
                                                |      |      |
      +------+------+------+------+------+      +------+------+------+
 9    |      |      |      |      |      |      |      |      | #6   |
      |      |      |      |      |      |      |      |      | #33  |
      +------+------+------+------+------+      +------+------+------+
 10   |      |      |      |      |      |             |#34   |
      |   #3 | #2   |      |      |      |             |      |
      +------+------+------+------+------+      +------+------+------+------+
 11          |      |      |      |      |      |      | blue |  #5  |      |
             |      |      |      |      |      |      | lady |      |      |
             +------+------+------+------+------+------+------+------+------+
 12          |      |      |   #32|      | #1   |#36   |      |   #4 |
             |      |      |      |      |      |      |      |      |
             +------+------+------+------+------+------+------+------+
 13          |      |      |      |      |      |      |      |      | 
             |      |      |      | #12  |      |      |      |   #29|
             +------+------+------+------+------+------+------+------+
 14                 |      |#14   |      |             |      |      |
                    |      |      |      |             |      |      |
                    +------+------+------+             +------+------+
 15                               |      |
                                  |      |
                                  +------+


 o------------o
 | Battery #1 |
 o------------o

 Location: P-12
 Obtained By: Survivor

 This Battery is located underground at P-12 but is accessible by skating
 across the giant lake in the overworld. The easiest way to get this is after
 first unlocking the Ice Boots; your journey back to the blue lady Tenoc takes
 you to O-11. From the totem here, exit north to the overworld. Skate around
 the lake to F-4 where you'll come across an island with a hole in the middle.
 Climb down to wind up on an elevated platform in P-12. Here you can grab the
 Battery.
 
 It's important you get this Battery as soon as possible because it becomes
 inaccessible late in the game when you drain the lake.


 o------------o
 | Battery #2 |
 o------------o

 Location: L-10
 Obtained By: Teslamancer

 After obtaining the Ball Lightning upgrade, you'll wind up in L-10. When you
 reach the spot with the boulder barricade, use your super-powered projectile
 to destroy them. Teleport across, then go up the stairs and teleport south.
 Defeat the two Robot Cyclopses down here, then teleport to the southern ledge
 and then finally the northeast alcove containing the Battery.


 o------------o
 | Battery #3 |
 o------------o

 Location: K-10
 Obtained By: Teslamancer

 Found in the area accessible from L-10. You wind up in a room with a glass
 column and a moveable block. This puzzle is a similar concept to the ones
 earlier solved in this room, but your goal is to teleport on top of the block
 so you can reach the Battery nearby.
 
 Push the glass column so it is to the left of the staircase and line up the
 block with it, so that the block is two squares away from the gold gate.
 Charge a projectile and bounce it towards the block, then teleport on top of
 the block. You should be able to Blink west, through the gate, to the
 Battery.
 

 o------------o
 | Battery #4 |
 o------------o

 Location: S-12
 Obtained By: Strongman
 
 After receiving your upgraded Climb ability during Chapter VII, make your way
 to I-4 and climb the wall at the northern end. Descend the ladder to end up
 underground with the Battery on a small island.


 o------------o
 | Battery #5 |
 o------------o

 Location: S-11
 Obtained By: Strongman

 Once you have escaped the circus and subsequently obtained the Rock Breaking
 Cuffs, your travels will take you to S-11. In this area, Bull Rush past the
 laser traps and immediately stop before slamming into the columns. You must
 avoid destroying any columns in this area, for the ensuing rockslide will
 knock down the bridge leading to the Battery. Follow the path and break the
 rocks until you get to your prize.


 o------------o
 | Battery #6 |
 o------------o

 Location: S-9
 Obtained By: Survivor
 
 During your travels in Chapter VIII, head to the spot with the underground
 tree. Skate across the pool of water to the right to exit to S-9. Follow the
 water (open the chest along the way) and use your dynamite to destroy the
 rocks sealing in the Battery.


 o------------o
 | Battery #7 |
 o------------o

 Location: G-5
 Obtained By: Survivor

 From the village at F-5, enter this area and ascend the stairs. Go through
 the two hollow logs and pick up the Heli Seed. Float to the cliff north of
 the gold fence, then crawl through the hole in the wall to reach a Battery
 hidden in a cluster of trees.


 o------------o
 | Battery #8 |
 o------------o

 Location: F-6
 Obtained By: Survivor

 This Battery is on a tiny, secluded sandbar down in the water below the two
 windmills. It is accessible by skating across the water from area G-6. To get
 there, go east from the village at F-5, then south and west.


 o------------o
 | Battery #9 |
 o------------o

 Location: G-5
 Obtained By: Teslamancer
 
 This Battery is on a platform behind a golden gate. Head here from F-5 as the
 Teslamancer and Blink across the ledges to reach it.


 o-------------o
 | Battery #10 |
 o-------------o

 Location: G-5
 Obtained By: Strongman

 This Battery is high atop a ledge on the same cliff as Battery #8, though you
 can only get it by using Strongman's Climb ability. Simply enter the area
 from the west and climb up to it.


 o-------------o
 | Battery #11 |
 o-------------o

 Location: E-6
 Obtained By: All

 Near the southern exit of E-6 is a pile of boulders in the lefthand corner.
 Destroy them to reveal a hole in the ground and drop down into an access
 tunnel. Follow it to a ladder leading up to a Battery. This can be obtained
 by anyone that is able to destroy boulders (including the Mindbender with a
 Blamling assist).
 
 
 o-------------o
 | Battery #12 |
 o-------------o

 Location: O-13
 Obtained By: All

 After solving the puzzle at E-6 and entering the cavern at E-4, the Battery
 is found in the middle of the ground next to the totem. Freebie!


 o-------------o
 | Battery #13 |
 o-------------o

 Location: E-7
 Obtained By: Teslamancer

 Use the Teslamancer and move to the eastern side of the area. Use the hover
 pad to get up to the ledge, then use Ball Lightning to teleport to the
 opposing platform and Blink your way to the Battery.


 o-------------o
 | Battery #14 |
 o-------------o

 Location: N-14
 Obtained By: Strongman

 While this Battery is found in N-14, it is only accessible by the Strongman
 via D-6. First off, break down the wall leading to D-6 with the Strongman and
 enter the area from the south in D-7. Next, slay all the Grues in the area in
 order to open a path leading to a hole in the ground. Drop down to end up in
 N-14 next to the Battery.


 o-------------o
 | Battery #15 |
 o-------------o

 Location: C-6
 Obtained By: Teslamancer, Survivor

 You must get up on the elevated land west of the totem. Blink your way up
 there, then look to the northwest corner of the area to spy the Battery on a
 cliff - reachable with your Ball Lightning teleport ability. Use the Heli
 Seed to return to safety post-collecting.
 
 Alternatively, you can get this with Knaus by skating across the water from
 B-6 to reach a Heli Seed, and then ascend to the cliff. 


 o-------------o
 | Battery #16 |
 o-------------o

 Location: A-5
 Obtained By: Teslamancer

 This Battery is found at the end of the glass column puzzle at the north end
 of A-5. With the high winds in your face, push one column down the eastern
 track and line the second one up with it. Facing the column from the south,
 ricochet a projectile in order to teleport to the east. Defeat the enemies
 and then face the same configuration from the north this time. The ricochet
 allows you to teleport to the nearby hover pad, which in turn takes you to
 the Battery.


 o-------------o
 | Battery #17 |
 o-------------o

 Location: A-6
 Obtained By: Teslamancer

 The Teslamancer can get the Battery on the west side of this area. The trail
 here is littered with laser traps in close proximity, making Ball Lightning
 teleport the only way to get across. Keeping the wind direction in mind,
 teleport to the northwest corner, then face south and teleport once more to
 the Battery.


 o-------------o
 | Battery #18 |
 o-------------o

 Location: A-7
 Obtained By: Teslamancer, Mindbender
 
 From the A-6 entrance, head east and kill the Mandrill here. Teleport along
 the upper ledges south and then southwest to reach the island at the southern
 end of the area. It is found in the middle of the island. You can also get to
 the island as the Mindbender by using the Mandrill Toss ability.


 o-------------o
 | Battery #19 |
 o-------------o

 Location: C-7
 Obtained By: All
 
 The Battery is sealed behind a door that only opens after killing the six
 Rock Spiders in the vicinity. Clear out all the Blamlings first, then target
 the arachnids one at a time. Anyone can technically obtain this Battery, but
 pick your most suitable fighter to get the job done.


 o-------------o
 | Battery #20 |
 o-------------o

 Location: A-6
 Obtained By: Strongman
 
 As the Strongman, climb up onto the eastern wall and then pull yourself up to
 the top ledge. Go 'round the corner and drop down to the line of laser traps.
 Wait for the wind to blow south/southwest before attempting a Bull Rush and
 you can bypass the lasers en route to the Battery.


 o-------------o
 | Battery #21 |
 o-------------o

 Location: B-7
 Obtained By: Mindbender
 
 Access this area from C-7, then go down to the beach and take control of the
 Mandrill. Ride it up the hill towards the Battery on the pillar. The jump is
 pretty far, but if you press Circle to ditch the Mandrill mid-leap you'll be
 able to reach the other side. If you are more kindhearted, you can hit Square
 while at the edge to perform a Mandrill Toss, where... well the Mandrill
 throws you across the gap and onto the pillar. Grab your prize and use the 
 pole to swing back across.


 o-------------o
 | Battery #22 |
 o-------------o

 Location: E-3
 Obtained By: Strongman
 
 On the southwest corner of this area (accessible from D-3) is a cave opening.
 Climb above the cave entrance to locate the Battery along the edge of a
 river.


 o-------------o
 | Battery #23 |
 o-------------o

 Location: C-4
 Obtained By: All
 
 The Battery is sealed behind a door that only opens after killing all eight
 Rock Spiders strewn across the area. Of course, other perils include a huge
 amount of roaming Blamlings and hiding Root Rascals. Strongman is your best
 available option when it comes to dishing out damage.


 o-------------o
 | Battery #24 |
 o-------------o

 Location: D-2
 Obtained By: Teslamancer, Survivor
 
 Stranded on a small island in the northeast corner, you can collect the
 Battery by having the Survivor skate across the water or the Teslamancer
 use Blink.
 

 o-------------o
 | Battery #25 |
 o-------------o

 Location: O-9
 Obtained By: Teslamancer

 High atop the western wall in the sunken castle, but you can only get there
 from the east wing. Use the hover pads to reach the top of the walls, then
 teleport and Blink your way across the foyer and to the left to eventually
 get to the Battery.


 o-------------o
 | Battery #26 |
 o-------------o

 Location: F-1
 Obtained By: Teslamancer

 Once you have the teleport ability, warp to the totem at Q-8 and stand on the
 western cliff. Teleport across the gorge and exit outside to F-1, where the
 Battery lies.


 o-------------o
 | Battery #27 |
 o-------------o

 Location: A-4
 Obtained By: Strongman
 
 You can easily get to this area from the earlier totem at B-5. Pass through
 B-4 to get here, then climb up to the western end and bulldoze through the
 chained-up door for your reward.


 o-------------o
 | Battery #28 |
 o-------------o

 Location: J-6
 Obtained By: Mindbender
 
 Found on the edge of the world, you must first use the Strongman to destroy
 the boulders at J-4 to allow the Mindbender access. Return here as Miss Teri
 and ride a Catfish down to J-5. Use the Heli Seeds to proceed through this
 area until you get to J-6. Once here, scour the eastern coast for a rock
 island containing the Battery - use a Flailmunk to retrieve it for you.


 o-------------o
 | Battery #29 |
 o-------------o

 Location: S-13
 Obtained By: Teslamancer
 
 You'll have to enter the circus as the Teslamancer in order to get this
 Battery. Go to H-6 and enter the cave, then proceed underground until you end
 up at I-6. From here you can easily get to the main circus tent. Enter the
 access tunnel and Blink past the golden gate on your right to find the
 Battery.


 o-------------o
 | Battery #30 |
 o-------------o

 Location: H-1
 Obtained By: Strongman, Teslamancer

 From I-1, go west into H-1 and proceed to the totem at the southwest corner.
 South of the totem are some low ledges you can climb to reach the side of the
 pyramid. Follow them to a Battery on top of a wall. You can also get this as
 the Teslamancer with some Ball Lightning teleport shenanigans.


 o-------------o
 | Battery #31 |
 o-------------o

 Location: H-1
 Obtained By: Survivor

 Bring the Survivor to this area (bit of a trek - start at the town in J-3 and
 proceed north to I-1, then west). There is a hole in the northwest corner
 near the treasure chest that brings you to the Battery up on a cliff.


 o-------------o
 | Battery #32 |
 o-------------o

 Location: N-12
 Obtained By: Teslamancer, Survivor, Mindbender
 
 Anyone who can use Heli Seeds can get this Battery. It lies in N-12, so warp
 to M-12 and ride the Heli Seeds east to the entrance. In N-12, use the Heli
 Seeds to maneuver around the thorny columns and the Battery will be in the
 northeast corner.


 o-------------o
 | Battery #33 |
 o-------------o

 Location: S-9
 Obtained By: Survivor

 The quickest way to get to this location is by warping to I-1. Take the cave
 above the totem and proceed through the Grue-infested room. Walk up the hill
 on the southern end and approach the river nearby. Skate across to the
 Battery on the other side.


 o-------------o
 | Battery #34 |
 o-------------o

 Location: R-10
 Obtained By: Teslamancer
 
 Enter the area from R-9, use the hover pad and Blink across the river. Stay
 on the upper level (near where Knaus found the Dynamite) and Blink southeast.
 Go south along the top of the wall and teleport south, then walk west and
 then north to eventually reach the Battery in an alcove.


 o-------------o
 | Battery #35 |
 o-------------o

 Location: D-5
 Obtained By: Teslamancer

 The Battery is physically obtained by the Teslamancer, but 99% of the work
 needed to get it is done by Miss Teri. From E-5, use a Mandrill to get the
 Mindbender to the western exit. D-5 is comprised mostly of sealed doors that
 you must unlock using your Hypnotist's Mask and various monsters.
 
 The first key can be retrieved using a Flailmunk. Open the first door and
 then use a Rock Spider to open the second door. Possess a Goretusk and ride
 it back to the first door and smash down the chained wall to find the third
 key. Lastly, the fourth key can be collected by riding a Mandrill. With all
 four doors unlocked, switch to the Teslamancer and let her Blink her way to
 the Battery.


 o-------------o
 | Battery #36 |
 o-------------o

 Location: Q-12
 Obtained By: All
 
 The final Battery can only be obtained after draining the lake. Once done,
 warp to I-4; there is a hidden doorway at the bottom of the lakebed that
 takes you to a secret underground room containing some treasures, including
 the Battery.


=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-
 Health Shrines                                                         [0502]
=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-

 Health Shrines serve as an upgrade to your health pool. Like Batteries, they
 are scattered across the Overworld and Underground, and many require some
 head-scratching in how to obtain them. The total number of Health Shrines in
 the game equates so that all four characters have 15 health slots when 100%
 completed. On rare occasions some Health Shrines can be accessed by multiple
 heroes, but the game dictates which hero can actually obtain them.
 

 o---------------o
 | Overworld Map |
 o---------------o

         A      B      C      D      E      F      G      H      I      J
    
                                  +------+------+------+------+------+
 1                                |      |      |      |      |      |
                                  |      |      |      |   #33|      |
      +------+------+------+------+------+------+------+------+------+------+
 2    |#25   |      |      |#16-19|      |   #4 |      |      |      |   #35|
      |      |      |      |      |      |      |      |      |      |      |
      +------+------+------+------+------+------+------+------+------+------+
 3    |      |#37   |      |   #20|      |      |      |#9    | #2   | town |
      |      |#13-15|      |      |      |      |      |#26   | #6   |#38   |
      +------+------+------+------+------+------+------+------+------+------+
 4    |      |      |      |      |      |      |      |      |#8    |      |
      |      |      |      |      |      |      |      |      |      |      |
      +------+------+------+------+------+------+------+------+------+------+
 5    |      |#12   |      |      |#11   |#30   | #31  |      |      |      |
      |      |      |      |      |      |      |      |      |      |      |
      +------+------+------+------+------+------+------+------+------+------+
 6    |      |      |      |      |      |      |      |      |      |  #28 |
      |      |      |      |      |      |      |      |      |      |      |
      +------+------+------+------+------+------+------+------+------+------+
 7    |      |      |      |      |      |
      |      |      |      |      |      |
      +------+------+------+------+------+




 o-----------------o
 | Underground Map |
 o-----------------o

         K      L      M      N      O      P      Q      R      S      T
         
                                                +------+------+
 8                                              |      |#34   |
                                                |      | #1   |
      +------+------+------+------+------+      +------+------+------+
 9    |      |#39*  |   #3 |      |   #21|      |   #22|      |      |
      |      |      |      |      |      |      |#7 #32|      |      |
      +------+------+------+------+------+      +------+------+------+
 10   |      |      |      |      |      |             | #10  |
      |      |      |      |      |      |             |      |
      +------+------+------+------+------+      +------+------+------+------+
 11          |#23   |#24   |      |      |      |      | blue |      |      |
             |      |      |      |      |      |      | lady |      |#27   |
             +------+------+------+------+------+------+------+------+------+
 12          |      |#36   |      |      |  #5  |      |      |      |
             |      |      |      |      |      |      |      |      |
             +------+------+------+------+------+------+------+------+
 13          |      |      |      |      |      |      |      |      | 
             |      |      |      |      |      |      |      |      |
             +------+------+------+------+------+------+------+------+
 14                 |      |      |      |             |      |   #29|
                    |      |      |      |             |      |      |
                    +------+------+------+             +------+------+
 15                               |      |
                                  |      |
                                  +------+


 * Health Shrine #39 is bugged and cannot be obtained by any character


 o------------------o
 | Health Shrine #1 |
 o------------------o

 Location: R-8
 Obtained By: Survivor
 
 Can be obtained at the start of Chapter II. After acquiring the shovel, go
 south of the general store and dig in the light patch of dirt against the
 wall. Tunnel underneath the boxes and pop up in the alcove containing the
 Health Shrine.


 o------------------o
 | Health Shrine #2 |
 o------------------o

 Location: I-3
 Obtained By: Mindbender
 
 You can get this at any point after obtaining the Hypnotist's Mask. Here on
 this screen is a triangle door with the key lying in an intricate path
 directly west of the door. It is only accessible via a hole, and the Survivor
 is ruled out due to the elevated platforms and gaps. This means you have to
 use a Flailmunk to enter the maze, climb the stairs, jump south to the ledge,
 go through the second hole, and follow the steps to the key. Return to Miss
 Teri with the key and have her unlock it for the Health Shrine.


 o------------------o
 | Health Shrine #3 |
 o------------------o

 Location: M-9
 Obtained By: Survivor

 After getting the Ice Boots, head to M-9 and skate across the water while
 simultaneously exploring the northern region of the screen. There is a river
 that takes you north to M-9; a very small area that is nothing more than a
 tiny island containing a Health Shrine. This area is tucked away and easy to
 miss.


 o------------------o
 | Health Shrine #4 |
 o------------------o

 Location: F-2
 Obtained By: Survivor

 Once you have the Ice Boots, return to the farmhouse at F-2 and follow the
 dock south. Go through the hole to wind up to the right of the tall hill,
 then skate down and around to reach the middle hole. Going through this takes
 you to the top of the hill where you'll find the Health Shrine.


 o------------------o
 | Health Shrine #5 |
 o------------------o

 Location: P-12
 Obtained By: Survivor

 This Health Shrine is best collected immediately after finding the Battery
 in this area (accessible from F-4 in the overworld). After getting the
 Battery, drop down and follow the path to the Health Shrine. Alternatively,
 you can skate through the spike-filled canals from the south.


 o------------------o
 | Health Shrine #6 |
 o------------------o

 Location: I-3
 Obtained By: Teslamancer

 Head to this area as Lumina and Blink past the golden gate. Simply use the
 series of hover pads to reach the Health Shrine (for the last one you must
 use Blink while in midair).


 o------------------o
 | Health Shrine #7 |
 o------------------o

 Location: Q-9
 Obtained By: Teslamancer

 Found at the end of the Blink obstacle course on the west wing. Simply make
 it to the end of the perilous course to claim your prize.


 o------------------o
 | Health Shrine #8 |
 o------------------o

 Location: I-4
 Obtained By: Teslamancer

 Check the western alcove to find a pair of treasure chests. From the upper
 chest, Blink across the pillars to the right and carefully follow the path to
 the Health Shrine on top of the large pillar. It takes some practice to
 figure out the distance and direction, but it's doable. 


 o------------------o
 | Health Shrine #9 |
 o------------------o

 Location: H-3
 Obtained By: Strongman

 Simply climb up the steps of the shrine to reach the top of the pyramid,
 where the Health Shrine awaits.


 o-------------------o
 | Health Shrine #10 |
 o-------------------o

 Location: R-10
 Obtained By: Survivor
 
 Coming in from the south, follow the path until you reach a stream. With your
 Ice Boots, skate down the stream to the left and follow the water until you
 come to an island, which contains the Health Shrine.


 o-------------------o
 | Health Shrine #11 |
 o-------------------o

 Location: E-4
 Obtained By: Mindbender

 Once you lower the four barriers to reach this area, swing over to the
 northwest branch and hypnotize one of the Mandrills. With it standing next to
 you, press Circle to ride the monster. Lumber down the trail and climb up on
 the ledge, then get off and open the Health Shrine.


 o-------------------o
 | Health Shrine #12 |
 o-------------------o

 Location: B-5
 Obtained By: Mindbender

 Hypnotize a Mandrill and ride it up and over the west wall to the wooden
 bridge. Go across to the northwest corner of the area and face the Health
 Shrine atop the column. Press Square at the edge to get thrown across by the
 Mandrill. Eureka!


 o-------------------o
 | Health Shrine #13 |
 o-------------------o

 Location: B-3
 Obtained By: Strongman

 Found at the south end of the Mandrill graveyard area. Traverse the icy
 region in a counter-clockwise manner, climbing onto rocks and using Bull
 Rush jumps to get between ice patches. It lies atop a large rock structure.


 o-------------------o
 | Health Shrine #14 |
 o-------------------o

 Location: B-3
 Obtained By: Teslamancer

 Located in the same area as the previous one, but only attainable by the
 Teslamancer. Ride the hover pad to the northern wall and teleport to the west
 end. Walk along the perimeter wall and look for an elevated mound you can
 teleport to. From here teleport from rock to rock until you get to the Health
 Shrine on the eastern end.


 o-------------------o
 | Health Shrine #15 |
 o-------------------o

 Location: B-3
 Obtained By: Mindbender

 There is a Mandrill at the southwest corner that needs to be hypnotized; once
 you put it under your spell, ride it back to the entrance and climb up the
 wall behind the hover pad. Fend off the other Mandrill here, then position
 yourself so you are diagonally facing the Health Shrine on the upper level.
 When facing the right direction you should get enough height on the Mandrill
 Toss to land next to the shrine.


 o-------------------o
 | Health Shrine #16 |
 o-------------------o

 Location: D-2
 Obtained By: Strongman
 
 From the totem, climb up on the rocks behind it and use a Bull Rush jump to
 get across to the platform. Hoist yourself onto the stone bridge overhanging,
 then climb up the rocks here to reach the Health Shrine.


 o-------------------o
 | Health Shrine #17 |
 o-------------------o

 Location: D-2
 Obtained By: Teslamancer
 
 Walk up the stone ramp so that you are high enough to teleport to the ledge
 with the Rock Spider. Teleport next to the hover pad and use it to get to the
 alcove containing the Health Shrine.


 o-------------------o
 | Health Shrine #18 |
 o-------------------o

 Location: D-2
 Obtained By: Survivor
 
 This one is located on a very high cliff on the west end of the area. To get
 there you must enter a series of tunnels as Knaus. The first one is the
 trickiest: it is hidden under the broken part of the bridge overlooking the
 area's center (look for the trail of dirt/pebbles). From here it's smooth
 sailing to the top.


 o-------------------o
 | Health Shrine #19 |
 o-------------------o

 Location: D-2
 Obtained By: Mindbender
 
 This one is probably the toughest, purely because you have to think outside
 of the box. You must go west to C-2 and hitch a ride on the Mandrill here,
 then ride it back to D-2 (you can bring hypnotized monsters between areas).
 Have the Mandrill toss you up to the Rock Spider, then use the spider to
 bounce you up to the shrine.


 o-------------------o
 | Health Shrine #20 |
 o-------------------o

 Location: D-3
 Obtained By: Mindbender

 Grab a Mandrill in the area (clear out all other enemies on the ground level
 first) and ride it northeast to the riverbank. Use Mandrill Toss to have it
 hurl Miss Teri across the water to the Health Shrine. Now in order to get
 back, go east and grab the Mandrill here, then repeat the process.


 o-------------------o
 | Health Shrine #21 |
 o-------------------o

 Location: O-9
 Obtained By: Teslamancer
 
 In the east wing of the sunken castle interior. Teleport to the ledge with
 the three gongs and use the hover pad here to reach the second hover pad.
 Levitate onto the column and bank a shot up the hallway to teleport into a
 hidden alcove where the shrine lies (pan the camera to view your landing spot
 when readying a Ball Lightning shot).


 o-------------------o
 | Health Shrine #22 |
 o-------------------o

 Location: Q-9
 Obtained By: Teslamancer

 Can obtain any time after getting the Ball Lightning Teleport upgrade. Go to
 the right of the totem and drop down to the bottom platform, teleporting to
 the first hover pad and riding the rest of 'em to the shrine.


 o-------------------o
 | Health Shrine #23 |
 o-------------------o

 Location: L-11
 Obtained By: Strongman
 
 The Health Shrine is simply atop a high ledge near the area's totem. The
 tough part, however, is getting the Strongman to this area to begin with.
 You first need to activate the totem at B-4; the closest totem you already
 have is at B-5.
 
 At B-4, use the secret shortcut leading back to the seaside temple and enter 
 M-12. Use a Bull Rush jump to get down to the main portion of the area, then
 climb atop all the ledges to the northeast exit. Now in M-11, follow the
 straightforward path to L-11 and snag the Health Shrine.


 o-------------------o
 | Health Shrine #24 |
 o-------------------o

 Location: M-11
 Obtained By: Strongman
 
 The Health Shrine is atop a column, but you need the Teslamancer's help to
 get there. Bring the Teslamancer to this area (easiest way is starting at
 C-2, then going underground and taking the east exit from L-11) and activate
 the two switches to raise up a pair of bridges. With the bridges available
 the Strongman can waltz over and hoist himself up.


 o-------------------o
 | Health Shrine #25 |
 o-------------------o

 Location: A-2
 Obtained By: Survivor

 Warp to B-4 (accessed via the seaside temple shortcut) and proceed to the
 snow temple - you can get there pretty easily using all the tiny holes in the
 connecting areas. Once you get to the entrance, blow up the boulder to the
 right and crawl through the hole here. Destroy the next rock to reveal a
 second hole; this one bringing you to the shrine.

 
 o-------------------o
 | Health Shrine #26 |
 o-------------------o

 Location: H-3
 Obtained By: Teslamancer
 
 Lumina needs Sir Clonington's help for this Health Shrine. As the Strongman,
 destroy the two blocks outside the southern entrance of the temple to reveal
 a hover pad. Switch to the Teslamancer and levitate onto the side of the
 temple. Drop down to the second step and walk to the northeast corner, then
 aim northeast and teleport onto the grassy ledge. Walk to the golden gate and
 Blink through to the shrine.
 
 
 o-------------------o
 | Health Shrine #27 |
 o-------------------o

 Location: T-11
 Obtained By: Mindbender
 
 Found in Tychoon's underground dungeon, you can use possessed Catfish to get
 to the Health Shrine on the western bank. You can reach this area as the
 Teslamancer and Survivor as well, but the game only allows the Mindbender to
 collect it (seeing as the game has a specific number of Health Shrine
 upgrades for each character).
 
 
 o-------------------o
 | Health Shrine #28 |
 o-------------------o

 Location: J-6
 Obtained By: Survivor
 
 Getting to the corner of the world as the Survivor is a bit of a trek. Go
 east from Miss Tenoc's village and enter the cave at H-6. Drop down into the
 Grue pit and tunnel underneath the sleeping monsters. Once in S-14 you can
 navigate across and use a Heli Seed to get to the exit. From here you can
 skate across the water east to get to J-6. The Health Shrine is found atop a
 stone pillar accessible by a crawlspace. 
 
 
 o-------------------o
 | Health Shrine #29 |
 o-------------------o

 Location: S-14
 Obtained By: Strongman
 
 Located on the east side of the area, atop a high ledge and behind some
 boulders. You can get this one any time you have the upgraded Climb ability
 and Rock Breaking Cuffs.
 
 
 o-------------------o
 | Health Shrine #30 |
 o-------------------o

 Location: G-5
 Obtained By: Mindbender
 
 Hypnotize one of the Rock Spiders chillin' on the right side of the area and
 have it burrow in the canyon near the rock steps. Use him to boost up here
 and swing across the wooden poles to reach the Mandrill on the northwest
 rock. Hypnotize the monkey and climb to the ledge above you for the shrine.


 o-------------------o
 | Health Shrine #31 |
 o-------------------o

 Location: H-5
 Obtained By: Mindbender
 
 Immediately after claiming the previous shrine, bring the Mandrill with you
 east to H-5. Take down the Grues in your way and cross the first bridge.
 Scale the ledge and use Mandrill Toss to reach the Health Shrine out on the
 island.
 
 
 o-------------------o
 | Health Shrine #32 |
 o-------------------o

 Location: Q-9
 Obtained By: Teslamancer
 
 Arguably the trickiest Health Shrine to get in the game. Teleport to H-1,
 then ride the hover pads to get to the side of the pyramid. There is a hidden
 entrance in the southwest corner that takes you to G-1. Once here, Blink
 north along the perimeter wall until you reach a door that takes you into a
 secret chamber in Q-9 with the Health Shrine in the center.


 o-------------------o
 | Health Shrine #33 |
 o-------------------o

 Location: H-1
 Obtained By: Strongman
 
 Go to H-1 and search the southeast corner to spot the Health Shrine atop some
 climbable rocks. If you haven't unlocked the totem here, you can get to this
 area from I-1.


 o-------------------o
 | Health Shrine #34 |
 o-------------------o

 Location: R-8
 Obtained By: Survivor
 
 Return here after defeating Ratrich. Tunnel under the general store and skate
 across the lake, then use your dynamite on the boulders to gain access to the
 Health Shrine.
 
 
 o-------------------o
 | Health Shrine #35 |
 o-------------------o

 Location: J-2
 Obtained By: Strongman
 
 Cut through Tychoon's mansion to get to the obstacle course. You must beat
 the new record of 50 seconds in order to get the Health Shrine. It shouldn't
 take you more than 2 or 3 attempts to break it.
 
 
 o-------------------o
 | Health Shrine #36 |
 o-------------------o

 Location: M-12
 Obtained By: Survivor

 Warp to M-11 and go south to the next area. Here, stand on the wooden bridge
 and skate west to eventually reach a Health Shrine.
 

 o-------------------o
 | Health Shrine #37 |
 o-------------------o

 Location: B-3
 Obtained By: Survivor

 This Health Shrine is accessible by going to B-2, then skating across the
 water at the southwest corner. This brings you to a small area at the top of
 B-3 where you can get the shrine.


 o-------------------o
 | Health Shrine #38 |
 o-------------------o

 Location: J-3
 Obtained By: Survivor
 
 You can spot this Health Shrine on the west side of town, behind a fence. In
 order to get behind the fence you must go inside the inn. Head to the band
 playing and continue left, then slip through the hole in the wall to the left
 of the Tychoon statue. Exit out of the room to get to the shrine.


 o-------------------o
 | Health Shrine #39 |
 o-------------------o

 Location: L-9
 Obtained By: Mindbender
 
 The final Health Shrine is bugged. The developers are supposedly aware of the
 issue, but there is no possible way to obtain it. I think there is supposed
 to be a Mandrill spawned in K-9 that allows the Mindbender to get to L-9,
 but as of right now it is impossible to get by anyone.


______________________________________________________________________________
==============================================================================

[6] BESTIARY                                                            [0600]

==============================================================================

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 Enemies                                                                [0601]
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 o-----------o
 | Flailmunk |
 o-----------o
 
 Little, limbless chipmunks. They are the weakest enemies in the game and are
 not much of a threat unless you manage to get hit by their sluggish lunge
 attack. When possessed, they can crawl through holes and jump across gaps.


 o----------o
 | Blamling |
 o----------o

 These combustible hamsters are often found in large groups and will self-
 destruct when threatened or following defeat. As a result, they can be very
 dangerous and oftentimes create volatile chain reactions. Run up and bait
 them to using their kamikaze attack before retreating. When possessed, they
 can blow up boulders and other obstacles.


 o-------------o
 | Root Rascal |
 o-------------o

 These green plant-like creatures hide underground and are disguised as plant
 roots. If you try to pluck them from the ground they'll ambush you. Root
 Rascals only have a melee attack and are pitifully weak.


 o--------------o
 | Shoot Rascal |
 o--------------o

 These monsters resemble Root Rascals but are blue in color. They have the
 same habits and mannerisms, hiding underground until an unsuspecting hero
 tries to unearth one. The main difference is that Shoot Rascals have a
 projectile attack.


 o------o
 | Grue |
 o------o

 These four-legged, multi-eyed... things are fast and dangerous. They are
 usually found sleeping in groups of three or more. A Grue's main attack
 strategy is to circle its prey before rearing its mouth and charging forward
 with a nasty bite. Wait for the Grue to move in before retaliating. Sometimes
 you can bypass sleeping Grues completely if quiet enough.


 o---------------o
 | Robot Cyclops |
 o---------------o
 
 This mechanical foe wields a shield that covers the entire front of its body,
 and will only lower it to attack. It only has one attack: a slow jab with its
 rapier. Simply goad it into stabbing you before interrupting with an attack
 of your own. The Robot Cyclops cannot be hypnotized.


 o-------------o
 | Rock Spider |
 o-------------o

 Rock Spiders resemble a normal stone slab until stepped on, when they emerge
 from the ground and reveal themselves. They are defensive creatures that use
 the rock on their back as a shield, forcing you to attack from behind. They
 can also use a jumping attack to damage opponents. Otherwise they are calm
 creatures that only attack when roused.
 
 When possessed, you can press Square to burrow underground in certain 
 locations. If you step on a Rock Spider you will receive a boost in the air 
 which allows you to reach ledges and other elevated areas.
 
 
 o----------o
 | Mandrill |
 o----------o
 
 A regular, ol' Mandrill. These large, colorful monkeys can go toe-to-toe with
 the Strongman in a fistfight. They have nasty slaps, can block your attacks,
 and have a nasty downward slam maneuver. They can also climb ledges just like
 Lord Clonington. Arguably the most resilient and dangerous enemy in the game.
 
 When possessed, press Circle next to Teri to have her ride the Mandrill. Use
 X for melee attacks and Circle to climb. If you press Square while standing
 next to a ledge, the Mandrill will throw the Mindbender - Mandrill Toss is
 essential to reach islands and high ledges that Teri normally couldn't do.
 

 o---------o
 | Catfish |
 o---------o

 This critter is literally a fat cat that resides in water. It has a strange
 antennae not unlike an anglerfish and attacks by smacking you with its
 elongated tongue. Catfish usually are slow and otherwise nonthreatening; it
 is easier to ignore them than confront them. When possessed, you can ride a
 Catfish in order to cross bodies of water.


 o----------o
 | Goretusk |
 o----------o
 
 Goretusks resemble tapirs but have long elephant-like tusks that are used for
 skewering its prey. When approached, a Goretusk will rear back and charge you
 with incredible speed. These secretive animals are only found in a handful of
 areas. When possessed, Teri can ride a Goretusk and use its charge attack to
 collapse chained doors.


=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-
 Bosses                                                                 [0602]
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 ~~ BOSS: Grue ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 The Grue, a reptilian-like canine monster, is dangerous at the early stages
 of the game but eventually transitions into a common enemy. All it really
 does is run around and attempts to bite you. Blink if it tries to lunge at
 you and give it a good whack on the head. It'll likely retreat, then circle
 around and charge at you. If you ever get hit, walk through the heart flower
 to regain your health.


 ~~ BOSS: Mama Grue ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 The Mama Grue is accompanied by two regular-sized Grues for this fight.
 By now you may recognize the Grue's battle pattern: attack, run and keep
 their distance, then lunge forward and strike again. Use wind-up punches and
 wait for the Grue to close in on you before swinging wildly.

 Realistically, there is nothing strategic about this boss battle since all
 the Strongman can do is punch, punch, and punch some more. Try to work on the
 two normal Grues first, then focus on big mama. 


 ~~ BOSS: Tesla Knight ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 The Tesla Knight wears a thick suit of armor, complete with a jetpack and a
 rocket-boosted glove. There are only two attacks you need to scout during
 this battle. The boss attacks by propelling forward with its big fist three
 times. Blink each time to avoid her, or else you'll take damage and she will
 repeat the sequence. After the third lunge, the suit malfunctions and gives
 you time to attack.
 
 Once you damage the Tesla Knight, she retreats and creates an avalanche of
 boulders to rain from the sky. Look out for and avoid the shadows on the
 ground and continue dodging the obstacles until it subsides. The boss then
 returns to the arena and cycles through its main attack pattern. Rinse and
 repeat until victorious.


 ~~ BOSS: Rich Dangerous ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 He's Rich. He's Dangerous. He's Rich Dangerous! (and bad at coming up with
 names)
 
 So this guy has a health meter, but this boss fight doesn't require much
 brainpower. You have no means of blocking, so all you really need to do is
 mindlessly pummel him; switch up between basic strikes and your windup punch
 until the wealthy snob is black and blue.
 

 ~~ BOSS: Mandrill Troop ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
 The circus operators send out individual Mandrills to attack. Beware of their
 hand swipes and overhead slam (usually preceded by a defensive blocking
 stance). Defeat the first one, and two more will follow as the ground under 
 you is elevated. Each one should fall after two charged punches.
 
 The final threat is a gigantic Mandrill - at least twice the size of the
 regular enemies. However, it still possesses the same attacks and movement
 speed. It has much more health than the normal-sized monkeys, but your 
 strategy should remain the same. Focus on using charged punches and 
 immediately back away after landing a hit.


 ~~ BOSS: Ratrich ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
 Ratrich and his two henchmen control a large mining machine that they use
 against you in this perilous battle. The large mech has two vacuum appendages
 and a machine gun turret positioned at the base.
 
 The boss's main attack is a machine gun fire, which starts with the turret 
 rotating before it takes aim and fires. The arena provides no cover, so the
 best way to avoid getting hit is to dig underground to hide. The only way to
 defeat Ratrich's mech is with your trusty dynamite, but watch out for when it
 tries to suck up your dynamite with its vacuums. The boss can spit it right
 back at you (and becomes immune to Dynamite Launch). Wait for the vacuums to
 turn off before attempting a shot.
 
 After three successful dynamite explosions, one of the henchmen is launched
 out of the arena and the boss adopts a new attack: a nasty drill projectile
 that is intended to fish you out of hiding underground. This attack usually
 follows the machine gun fire, so when you see the drill land in the ground
 quickly return to the surface and stand on one of the dark patches (where it
 is unable to reach you).
 
 Hit the boss three more times and it'll be a "fair" one-on-one battle.
 Ratrich begins moving the mech and chasing you with it, using the vacuum
 appendages more often. The battle gets a bit more hectic, but follow the
 same defensive pattern: hide in a hole when the machine gun begins spinning,
 dodge the drill, wait for the vacuums to switch off, then hit some dynamite
 at the mining machine. Three more times is all you'll need.


 ~~ BOSS: Tesla Knight ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
 Ack, it's the Tesla Knight again! The exacts her revenge on Lumina for her
 earlier defeat, though retains the same battle tactics ast the first fight
 between the two of yo.

 The Tesla Knight wears a thick suit of armor, complete with a jetpack and a
 rocket-boosted glove. There are only two attacks you need to scout during
 this battle. The boss attacks by propelling forward with its big fist three
 times. Blink each time to avoid her, or else you'll take damage and she will
 repeat the sequence. After the third lunge, the suit malfunctions and gives
 you time to attack.
 
 Once you damage the Tesla Knight, she retreats and creates an avalanche of
 boulders to rain from the sky. Look out for and avoid the shadows on the
 ground and continue dodging the obstacles until it subsides. The boss then
 returns to the arena and cycles through its main attack pattern. Hit her six
 times to win the fight.


 ~~ BOSS: Guardian Eye ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
 This golden eye emerges from the "eye socket" island and turns its attention
 to the Teslamancer. This giant golden eye does not leave its island and
 attacks with long-range maneuvers. The boss begins by slowly spinning around
 whilst firing a laser beam. The only way to avoid the laser is by running in
 the same direction as the boss or Blinking past it.
 
 During each stage of the battle you must weaken the Guardian Eye by breaking
 its three panels of armor; this can be done with a projectile or a swing from
 your Teslastaff. Once you destroy all three pieces, the boss is left open for
 a direct hit.
 
 Afterwards, the boss begins firing projectiles at you not unlike your own
 Ball Lightning shots. Stay in a state of perpetual motion by Blinking between
 islands and keeping yourself out of its sights. 
 
 Another attack you need to worry about is the booby trapped islands. When an
 island begins to glow blue, retreat to a safe haven as the island erupts in
 electricity. These traps prevent you from being stationary for too long,
 especially when directly attacking the boss or its armor.
 
 Each stage of the fight pairs you against the Guardian Eye and its three
 pieces of armor, while it rotates between attacks (and the electric islands).
 Later on the red laser beam becomes much larger and prevents you from
 Blinking through it, so you must simply run away from it. The key to this
 skirmish is to keep moving while taking a second to knock off a panel before
 going on the move again. The ability to fight back up close and from afar
 makes you too resourceful not to come out on top.


 ~~ BOSS: Tychoon ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
 The final battle is split into four phases, with each hero getting their
 piece of the pie in bringing down the evil Tychoon. First up... is the
 Strongman!
 
 - Phase 1 is a one-on-one brawl between Tychoon and Lord Clonington. He has
   the same techniques as a Mandrill, but significantly more health. Your
   most successful strategy is to stay on the defensive, keeping your distance
   and using a charged punch, then retreating. Don't go haywire or else the
   boss will block your attacks and retaliate with a downward slam.
   
   After depleting his health bar, Tychoon ultimately gets the upper hand and
   retrieves the final control core. Lumina drops down to take a stab at the
   nutjob. 

 - Phase 2 is a dangerous affair involving bombs and other large explosives.
   Tychoon hides behind a hatch on the side of the large drilling mechanism
   and only pops out to toss bombs at you. Between bouts of this, bundles of
   dynamite are dropped onto the circular arena. The explosive radius are
   oftentimes very large, so waste no time in getting away from them as they
   land. Wait for Tychoon to step out of the hatch and give him a good bonk on
   the head.
   
   After getting hit three times, Tychoon locks himself inside the drill and
   refuses to come out. Knaus flutters down onto the scene and sneaks inside.

 - In Phase 3, Tychoon stays hidden underneath the floor and pops up out of
   the manholes scattered around the room, like whack-a-mole. However, your
   target is the computer terminals here in the control room. Approach the
   first one in the center and deactivate it with a stick of dynamite.
   
   There are eight terminals in total that you must destroy. Tychoon doesn't
   stand idle, of course: he will throw wrenches at you from his manhole, or
   sometimes use a vacuum to suck up the dynamite bundles and spit it
   elsewhere. Still, it's relatively easy to roam around and dump explosives
   off at their designated locations. Tychoon escapes the ruined drill and
   goes face to face with Miss Teri.

 - Phase 4 is incredibly simple: hypnotize Tychoon and interact with the
   control cores to shut down the weather machine for good! Ah... the power of
   mind control...


______________________________________________________________________________
==============================================================================

[7] TROPHIES                                                            [0700]

==============================================================================

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 Bronze Trophies
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 o-------------------o
 | Founder's Travels |
 o-------------------o

 The founder came on a ship, spotting fertile land.
 
 - Collect the Battery at E-4.
  
   After solving the puzzle at E-6 and entering the cavern at E-4, the
   Battery is found in the middle of the ground next to the totem. Freebie!


 o-------------------o
 | Founder's Landing |
 o-------------------o

 By her command, the people made it theirs.
 
 - Collect the Battery at G-5 as the Strongman.
 
   This Battery is high atop a ledge on the same cliff as Battery #8, though
   you can only get it by using Strongman's Climb ability. Simply enter the 
   area from the west and climb up to it.


 o--------------------o
 | Founder's Settling |
 o--------------------o
 
 She laid the roots of her greatest masterpiece.
 
 - Collect the Battery at H-1 as the Teslamancer or Strongman.
 
   From I-1, go west into H-1 and proceed to the totem at the southwest
   corner. South of the totem are some low ledges you can climb to reach the 
   side of the pyramid. Follow them to a Battery on top of a wall. You can
   also get this as the Teslamancer with some Ball Lightning teleport 
   shenanigans.


 o---------------------------o
 | Faithful Michlan and Xinu |
 o---------------------------o
 
 Michlan loved death and life, and Xinu loved future and past.
 
 - Collect the Battery at N-12 as the Teslamancer, Survivor, or Mindbender.

   Anyone who can use Heli Seeds can get this Battery. It lies in N-12, so
   warp to M-12 and ride the Heli Seeds east to the entrance. In N-12, use the
   Heli Seeds to maneuver around the thorny columns and the Battery will be in
   the northeast corner.


 o---------------o
 | Changing Mind |
 o---------------o

 In time, her mind grew powerful, but her thoughts grew dark and grim.
 
 - Collect the Battery at G-5 as the Teslamancer.
 
   This Battery is on a platform behind a golden gate. Head here from F-5 as 
   the Teslamancer and Blink across the ledges to reach it.


 o----------------o
 | Changing Ruler |
 o----------------o
 
 The keeper of time, her most trusted one, was appointed in her stead.
 
 - Collect the Battery at G-5 as the Survivor.

   From the village at F-5, enter this area and ascend the stairs. Go through
   the two hollow logs and pick up the Heli Seed. Float to the cliff north of
   the gold fence, then crawl through the hole in the wall to reach a Battery
   hidden in a cluster of trees.


 o-------------------o
 | Spreading Dissent |
 o-------------------o

 Of the disciples, one felt that his counsel was much overlooked.
 
 - Collect the Battery at L-10 as the Teslamancer.
 
   After obtaining the Ball Lightning upgrade, you'll wind up in L-10. When
   you reach the spot with the boulder barricade, use your super-powered 
   projectile to destroy them. Teleport across, then go up the stairs and 
   teleport south. Defeat the two Robot Cyclopses down here, then teleport to 
   the southern ledge and then finally the northeast alcove containing the
   Battery.


 o-------------------o
 | Spreading Despair |
 o-------------------o
 
 Alone on his throne, Xinu now felt despair descend.
 
 - Collect the Battery at S-11 as the Strongman.

   Once you have escaped the circus and subsequently obtained the Rock
   Breaking Cuffs, your travels will take you to S-11. In this area, Bull Rush
   past the laser traps and immediately stop before slamming into the columns.
   You must avoid destroying any columns in this area, for the ensuing
   rockslide will knock down the bridge leading to the Battery. Follow the
   path and break the rocks until you get to your prize.


 o--------------------o
 | Contemplate Future |
 o--------------------o

 He worried for the future, what was to be his final fate?
 
 - Collect the Battery at S-9 as the Survivor.
 
   The quickest way to get to this location is by warping to I-1. Take the
   cave above the totem and proceed through the Grue-infested room. Walk up
   the hill on the southern end and approach the river nearby. Skate across to 
   the Battery on the other side.


 o-------------o
 | Xinu's Plea |
 o-------------o

 He brought his vision to the founder, and pleased for her to return.
 
 - Collect the Battery at K-10 as the Teslamancer.

   Found in the area accessible from L-10. You wind up in a room with a glass
   column and a moveable block. This puzzle is a similar concept to the ones
   earlier solved in this room, but your goal is to teleport on top of the 
   block so you can reach the Battery nearby.
 
   Push the glass column so it is to the left of the staircase and line up the
   block with it, so that the block is two squares away from the gold gate.
   Charge a projectile and bounce it towards the block, then teleport on top
   of the block. You should be able to Blink west, through the gate, to the
   Battery.


 o---------------o
 | Xinu's Labour |
 o---------------o
 
 Together they toiled, attempting to change their people's fate.
 
 - Collect the Battery at B-7 as the Mindbender.

   Access this area from C-7, then go down to the beach and take control of
   the Mandrill. Ride it up the hill towards the Battery on the pillar. The
   jump is pretty far, but if you press Circle to ditch the Mandrill mid-leap
   you'll be able to reach the other side. If you are more kindhearted, you
   can hit Square while at the edge to perform a Mandrill Toss, where... well
   the Mandrill throws you across the gap and onto the pillar. Grab your prize
   and use the pole to swing back across.


 o--------------o
 | Sudden Death |
 o--------------o

 Michlan, in his anger, struck Xinu down, his endless life now ended.
 
 - Collect the Battery at A-6 as the Teslamancer.

   The Teslamancer can get the Battery on the west side of this area. The
   trail here is littered with laser traps in close proximity, making Ball 
   Lightning teleport the only way to get across. Keeping the wind direction
   in mind, teleport to the northwest corner, then face south and teleport
   once more to the Battery.


 o-------------o
 | Sudden Fury |
 o-------------o

 Horrified at the brutality, Chal and Tlaloc railed.
 
 - Collect the Battery at A-6 as the Strongman.

   As the Strongman, climb up onto the eastern wall and then pull yourself up
   to the top ledge. Go 'round the corner and drop down to the line of laser
   traps. Wait for the wind to blow south/southwest before attempting a Bull
   Rush and you can bypass the lasers en route to the Battery.


 o----------------o
 | Michlan's Bane |
 o----------------o

 They had the people take Michlan, and punish him for his deed.
 
 - Collect the Battery at P-12 as the Survivor.

   This Battery is located underground at P-12 but is accessible by skating
   across the giant lake in the overworld. The easiest way to get this is
   after first unlocking the Ice Boots; your journey back to the blue lady 
   Tenoc takes you to O-11. From the totem here, exit north to the overworld. 
   Skate around the lake to F-4 where you'll come across an island with a hole 
   in the middle. Climb down to wind up on an elevated platform in P-12. Here 
   you can grab the Battery.
 
   It's important you get this Battery as soon as possible because it becomes
   inaccessible late in the game when you drain the lake.


 o----------------o
 | Michlan's Fate |
 o----------------o

 So Michlan rotted in the dark, while Chal and Tlaloc ruled.
 
 - Collect the Battery at N-14 as the Strongman.

   While this Battery is found in N-14, it is only accessible by the Strongman
   via D-6. First off, break down the wall leading to D-6 with the Strongman 
   and enter the area from the south in D-7. Next, slay all the Grues in the 
   area in order to open a path leading to a hole in the ground. Drop down to 
   end up in N-14 next to the Battery.


 o----------------o
 | Tlaloc's Wrath |
 o----------------o

 For long dark years he would used his might to make his wrath known.

 - Collect the Battery at Q-12.

   The final Battery can only be obtained after draining the lake. Once done,
   warp to I-4; there is a hidden doorway at the bottom of the lakebed that
   takes you to a secret underground room containing some treasures, including
   the Battery.


 o--------------o
 | Chal's Voice |
 o--------------o

 No single word from Chal would end Tlaloc's terrible reign.
 
 - Collect the Battery at S-12 as the Strongman.

   After receiving your upgraded Climb ability during Chapter VII, make your
   way to I-4 and climb the wall at the northern end. Descend the ladder to
   end up underground with the Battery on a small island.


 o------------o
 | Chal's End |
 o------------o

 And so the world ended. Just a handful were left to start the world anew.
 
 - Collect the Battery at F-1 as the Teslamancer.

   Once you have the teleport ability, warp to the totem at Q-8 and stand on
   the western cliff. Teleport across the gorge and exit outside to F-1, where
   the Battery lies.


=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-
 Silver Trophies
=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-

 o--------------------o
 | Faithful Disciples |
 o--------------------o

 Four wise disciples gathered under her word.
 
 - Collect the Battery at H-1 as the Survivor.

   Bring the Survivor to this area (bit of a trek - start at the town in J-3
   and proceed north to I-1, then west). There is a hole in the northwest
   corner near the treasure chest that brings you to the Battery up on a
   cliff.


 o--------------------------o
 | Faithful Chal and Tlaloc |
 o--------------------------o
 
 Chal and Tlaloc loved rain, sun and sky, and each other even more.

 - Collect the Battery at D-2 as the Teslamancer or Survivor.

   Stranded on a small island in the northeast corner, you can collect the
   Battery by having the Survivor skate across the water or the Teslamancer
   use Blink.


 o----------------o
 | The Blue Fruit |
 o----------------o

 Then at last the founders' work bore fruit, and in that she had great hope.
 
 - Collect the Battery at O-9 as the Teslamancer.

   High atop the western wall in the sunken castle, but you can only get there
   from the east wing. Use the hover pads to reach the top of the walls, then
   teleport and Blink your way across the foyer and to the left to eventually
   get to the Battery.


 o---------------o
 | The Blue Bane |
 o---------------o
 
 But the truth of this boon, was yet to be revealed.
 
 - Collect the Battery at C-4.

   The Battery is sealed behind a door that only opens after killing all eight
   Rock Spiders strewn across the area. Of course, other perils include a huge
   amount of roaming Blamlings and hiding Root Rascals. Strongman is your best
   available option when it comes to dishing out damage.


 o---------------o
 | Changing Rule |
 o---------------o

 Xinu ruled as best he could, and the people flourished.
 
 - Collect the Battery at E-7 as the Teslamancer.

   Use the Teslamancer and move to the eastern side of the area. Use the hover
   pad to get up to the ledge, then use Ball Lightning to teleport to the
   opposing platform and Blink your way to the Battery.


 o--------------------o
 | Spreading Eternity |
 o--------------------o

 And he gave the disciples the fruits from the founder's tree.
 
 - Collect the Battery at S-13 as the Teslamancer.

   You'll have to enter the circus as the Teslamancer in order to get this
   Battery. Go to H-6 and enter the cave, then proceed underground until you 
   end up at I-6. From here you can easily get to the main circus tent. Enter 
   the access tunnel and Blink past the golden gate on your right to find the
   Battery.


 o--------------o
 | Dread Future |
 o--------------o
 
 Through the lens, Xinu saw only ruin and despair.
 
 - Collect the Battery at S-9 as the Survivor.

   During your travels in Chapter VIII, head to the spot with the underground
   tree. Skate across the pool of water to the right to exit to S-9. Follow
   the water (open the chest along the way) and use your dynamite to destroy 
   the rocks sealing in the Battery.


 o-------------o
 | Xinu's Fall |
 o-------------o

 The land became neglected as the great task commenced.
 
 - Collect the Battery at A-7 as the Teslamancer or Mindbender.

   From the A-6 entrance, head east and kill the Mandrill here. Teleport along
   the upper ledges south and then southwest to reach the island at the 
   southern end of the area. It is found in the middle of the island. You can 
   also get to the island as the Mindbender by using the Mandrill Toss
   ability.


 o------------------o
 | Empire's Decline |
 o------------------o

 Their beloved people fell by the wayside, forgotten.
 
 - Collect the Battery at C-7.

   The Battery is sealed behind a door that only opens after killing the six
   Rock Spiders in the vicinity. Clear out all the Blamlings first, then
   target the arachnids one at a time. Anyone can technically obtain this 
   Battery, but pick your most suitable fighter to get the job done.


 o---------------o
 | Empire's Ruin |
 o---------------o
 
 Michlan's most dreaded vision was now complete.
 
 - Collect the Battery at C-6 as the Teslamancer or Survivor.

   You must get up on the elevated land west of the totem. Blink your way up
   there, then look to the northwest corner of the area to spy the Battery on
   a cliff - reachable with your Ball Lightning teleport ability. Use the Heli
   Seed to return to safety post-collecting.
 
   Alternatively, you can get this with Knaus by skating across the water from
   B-6 to reach a Heli Seed, and then ascend to the cliff. 


 o-----------------o
 | Empire's Revolt |
 o-----------------o

 Michlan, Chal and Tlaloc moved to cast Xinu from his throne.
 
 - Collect the Battery at A-5 as the Teslamancer.

   This Battery is found at the end of the glass column puzzle at the north
   end of A-5. With the high winds in your face, push one column down the 
   eastern track and line the second one up with it. Facing the column from
   the south, ricochet a projectile in order to teleport to the east. Defeat 
   the enemies and then face the same configuration from the north this time. 
   The ricochet allows you to teleport to the nearby hover pad, which in turn 
   takes you to the Battery.


 o---------------o
 | Sudden Flight |
 o---------------o

 The founder fled in the chaos, never seen again.
 
 - Collect the Battery at A-4 as the Strongman.

   You can easily get to this area from the earlier totem at B-5. Pass through
   B-4 to get here, then climb up to the western end and bulldoze through the
   chained-up door for your reward.


 o---------------o
 | Michlan's Sin |
 o---------------o

 Chal was shocked by Michlan's action, and she bade Tlaloc act.
 
 - Collect the Battery at E-6.

   Near the southern exit of E-6 is a pile of boulders in the lefthand corner.
   Destroy them to reveal a hole in the ground and drop down into an access
   tunnel. Follow it to a ladder leading up to a Battery. This can be obtained
   by anyone that is able to destroy boulders (including the Mindbender with a
   Blamling assist).


 o---------------o
 | Tlaloc's Rule |
 o---------------o

 Through their power, Chal and Tlaloc gave bounty to the land.
 
 - Collect the Battery at E-3 as the Strongman.

   On the southwest corner of this area (accessible from D-3) is a cave 
   opening. Climb above the cave entrance to locate the Battery along the edge 
   of a river.


 o--------------o
 | Chal's Flood |
 o--------------o

 In the end, Chal would call down the sky to end the blue fruit's cycle.
 
 - Collect the Battery at F-6 as the Survivor.

   This Battery is on a tiny, secluded sandbar down in the water below the two
   windmills. It is accessible by skating across the water from area G-6. To 
   get there, go east from the village at F-5, then south and west.


=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-
 Gold Trophies
=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-

 o---------------o
 | The Blue Boon |
 o---------------o

 Through the essence blue, it might grant endless life.
 
 - Collect the Battery at J-6 as the Mindbender.

   Found on the edge of the world, you must first use the Strongman to destroy
   the boulders at J-4 to allow the Mindbender access. Return here as Miss
   Teri and ride a Catfish down to J-5. Use the Heli Seeds to proceed through 
   this area until you get to J-6. Once here, scour the eastern coast for a 
   rock island containing the Battery - use a Flailmunk to retrieve it for
   you.


 o------------o
 | See Future |
 o------------o
 
 A lens he crafted, to see the threads of time unfold.
 
 - Collect the Battery at R-10 as the Teslamancer.

   Enter the area from R-9, use the hover pad and Blink across the river. Stay
   on the upper level (near where Knaus found the Dynamite) and Blink
   southeast. Go south along the top of the wall and teleport south, then walk
   west and then north to eventually reach the Battery in an alcove.


 o--------------------o
 | Tlaloc's Festering |
 o--------------------o

 But Tlaloc's mind grew dark, and the people's gifts would please him no more.
 
 - Collect the Battery at D-5 as the Teslamancer.

   The Battery is physically obtained by the Teslamancer, but 99% of the work
   needed to get it is done by Miss Teri. From E-5, use a Mandrill to get the
   Mindbender to the western exit. D-5 is comprised mostly of sealed doors 
   that you must unlock using your Hypnotist's Mask and various monsters.
 
   The first key can be retrieved using a Flailmunk. Open the first door and
   then use a Rock Spider to open the second door. Possess a Goretusk and ride
   it back to the first door and smash down the chained wall to find the third
   key. Lastly, the fourth key can be collected by riding a Mandrill. With all
   four doors unlocked, switch to the Teslamancer and let her Blink her way to
   the Battery.


=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-
 Platinum Trophies
=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-

 o-----------o
 | Omniscent |
 o-----------o

 To see the future clear at last, first you gather all the past.

 - Unlock all other Trophies.


______________________________________________________________________________
==============================================================================

[8] THANKS/CREDITS                                                      [0800]

==============================================================================

Of course, this guide couldn't have been made without some extra help. Here is
a shoutout to everyone who made this FAQ possible:

 CJayC: For being an awesome host of an awesome site.

 Eternal Czar Smapdi: For being the best co-author anyone could have, and for
                      being yourself.

 FESBians: Because you're cool.

 You: For reading this FAQ.

------------------------------------------------------------------------------
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This document is copyright (c) DomZ Ninja 2017. 

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 * Super Cheats - http://www.supercheats.com
 * Neoseeker    - http://www.neoseeker.com
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The latest update of this document can always be found on GameFAQs.

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If you have any questions, comments, or anything that you would like to add to
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"As if the first cut wasn't deep enough, I dove in again 'cause I'm not into
giving up."
- Paramore
______________________________________________________________________________
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