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    FAQ/Walkthrough by luckylink17

    Version: 0.6 | Updated: 05/10/03 | Search Guide | Bookmark Guide

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                           Vexx  x  Walkthrough/FAQ
                           version 0.6  x  5/10/03
    By Matt "luckylink" Bush  x  Contact: http://www.ebold.com/mattb/vexx
    NOTE: This Walkthrough/FAQ is based on the PlayStation2 version of 
    Vexx, but I included some of the changes in the XBox/GameCube versions 
    (such as controls) so it should be usable with all versions.
                              /\ LEGAL STUFF /\
    This FAQ is intended for personal use only. It can't be used for any 
    profitable purposes nor can it be published in any forms. It can't be 
    altered in any way nor can it be placed on any web site without my 
    permission. No parts of it can be taken without my permission. Any 
    offenders will be severely dealt with. It is protected by U.S. 
    Copyright law.
    VEXX and Acclaim (R) and (C) Acclaim Entertainment Inc.
    This FAQ Copyright (C)2003 by Matt Bush
    Only gamefaqs.com and ign.com have permission to post this FAQ.
    Please contact me if you want to include my FAQ on your site.
     \/                      TABLE OF CONTENTS/                       \/
     /\                          NAVIGATION                           /\
    To automatically skip to a section through "Find":
     x  If you are on a PC, press Control-F to find a section. 
     x  If you are on a Mac, press Command-F to find a section.
    Type in the section name you want to look up, or the section ID, to
    automatically jump to it. (you should probably "Match case" too.)
     A  VERSION HISTORY  See what changes I've made to this guide.
     B  ABOUT ME         About me, contacting me, my other walkthroughs.
     C  GAME BASICS      From the manual and my commentary.
       C-01  Introduction        C-04  Items
       C-02  Characters          C-05  Enemies
       C-03  Controls/Moves      C-06  Level/Hub System
     D  WALKTHROUGH      Guide to each level and boss.
       D-01  Training Level      D-07  The Below
       D-02  Timberdale
       D-03  Rift Hub            To be continued...
       D-04  Dragonreach
       D-05  The Neverglades
       D-06  Tempest Peak Manor
     E  FAQS             Frequently Asked Questions.
                  / F   HINTS/SECRETS    Things you may or may not know.
        under    /
    construction \           F-01  Gameplay Tips
                  \          F-02  Secrets
    G   CREDITS          Who helped me make/publish this FAQ
     \/                           Section A                           \/
     /\                        VERSION HISTORY                        /\
     3/29/03  x  version 0.1
    Started Writing the FAQ
     4/05/03  x  version 0.3  x  67K
    Wrote walkthrough up to Dragonreach
     4/14/03   x  version 0.5  x 105K
    Fixed several small errors
    Wrote walkthrough up to Tempest Peak Manor
    Wrote FAQS Section
     5/10/03   x  version 0.6  x  131K
    Wrote walkthrough up to The Below
     \/                           Section B                           \/
     /\                            ABOUT ME                           /\
    Hello, and welcome to my FAQ!! 
    I am Matt Bush (luckylink17 on GameFAQs boards), and you can go to
             -->     http://www.ebold.com/mattb/vexx     <--
    to contact me. It contains E-mail and Instant Messenger links.
    Feel free to contact me about this guide and with questions about
    this game that are not answered in the FAQ section.
    I have three other Walkthroughs/FAQs. 
    My HTML walkthrough for Jak and Daxter: The Precursor Legacy (PS2)
    is at http://www.ebold.com/mattb/jnd
    My walkthrough/FAQ for Harry Potter and the Sorcerer's Stone (PSX)
    is at gamefaqs.com, and a few other sites.
    My Enemy/Boss FAQ for Ratchet and Clank (PS2) is here at gamefaqs.com 
    and IGN.com.
     \/                           Section C                           \/
     /\                          GAME BASICS                          /\
    /\ C-01  Introduction /\
    |_   _|he terror in Astara began when the powerful and sinister
      | |   forces of the Shadowraith Dark Yabu and his devoted minions
      |_|   came down from the skies. They descended upon the peaceful
            village of Overwood and wreaked havoc and destruction.
     __  __
     \ \/ /argas, the aging guardian of Overwood, and his grandson Vexx
      \  /  were defiant yet outnumbered and were enslaved with the other
       \/   defenseless villages under Yabu's dark power.
     _   _
    | | | |nable to bear it any longer, Vexx launched a futile assault
    | |_| | on Dark Yabu. Before Yabu had a chance to punish the boy,
    |_____| Vargas attacked the Shadowraith, hoping to distract the evil
            lord long enough for his grandson to flee. Yabu turned his
            powers on Vargas and destroyed him as Vexx helplessly watched.
     / ___)tricken with grief, Vexx escaped through the tunnels, vowing
     \___ \ to one day take his revenge. Fate would grant him not
     (____/ revenge, but fortune . . . the legendary Astani War Talons.
     __  _
    |  \| |ow armed with his war talons and his fearless determination,
    | \ \ | Astara's slave turned savior will stop at nothing to
    |_|\__| overthrow the evil Dark Yabu, avenge his grandfather's
            murder, and bring peace back to his planet!
    Vexx is a challenging platform-genre game released in February
    2003. Released on PlayStation2, XBox, and GameCube (and will be
    on Game Boy Advance too, I think.)
    In my opinion, Vexx reminds me a lot of the Spyro games. Especially
    the latest addition to the Spyro series, Enter The Dragonfly. (They
    both use portals to get between levels, they both have a hub level
    and about nine worlds, with a certain amount of something to get
    into each level and reach the final boss, they both, unlike other
    recent platformers, still use "lives," and have similar gameplay
    and powerups.) On the contrary, the latest Spyro game completely 
    was a failure, but Vexx is great. It has great controls, original
    gameplay, huge, detailed levels, appropriate sound and storyline,
    and more. But what's with naughty camera's these days? This game
    has one of the worst cameras ever, at least you can move it around
    usually (often it will fix itself). There were also bad cameras
    in Ratchet & Clank and in Maximo.
    Well, enough with the game chitchat, here's the basics of storyline,
    controls, and concepts for Vexx!
    /\ C-02  Characters /\
    (From the manual)
    Just a kid filled with enthusiasm and reckless spirit, Vexx's peaceful
    childhood is destroyed by Dark Yabu's vile greed. When Vexx discovers
    the Astani War Talons, his destiny will never be the same. As he grows
    into a nimble and able combatant, can he harness the power of the
    Talons and his own rage to exact his revenge?
    Vexx's tough old grandfather, Vargas, is the aging guardian of the
    village of Overwood. Even as the years slow him, he never backs down
    from a fight, and he's taught his grandson to never take anyone's gaff
    The old wanderer serves as Vexx's guide and mentor. Having lost his
    once considerable powers, he now must rely on the young Vexx to carry
    on the ancient traditions and right the wrongs that have plagued his
    existence. A mysterious figure leading Vexx into an even greater
    mystery? Perhaps.
    The last of a proud and noble race, Reia maintains a lonely watch over
    Astara. A mysterious figure whose ancient powers have waned, Reia
    moves through the shadows of Astara's dark history.
    ==DARK YABU==
    There are none more evil than the Shadowraith Dark Yabu, a creature so
    vile and troubling that generations curse his name. He is the cause of
    so much misery, and the one Vexx is sworn to vanquish. He will not be
    conquered easily...
    /\ C-03  Controls/Moves /\
    Here are the controls for all platforms the game runs on:
       CONTROL    PlayStation2 Button   XBox Button       GameCube Button
        Move          Left Stick        Left Stick         Control Stick
        Jump            ( X )             ( A )                ( A )
       Attack         ( Square )          ( X )                ( B )
      Power Up       [R1] or [R2]         [ R ]                [ R ]
       Crouch        [L1] or [L2]         [ L ]                [ L ]  
      1st Person     ( Triangle )         ( Y )                ( Y )
    Center Camera     ( Circle )          ( B )                  ?
     Move Camera     Right Stick        Right Stick           C-Stick
     Zoom Camera      R3 (press)     Press Right Stick      Digital Pad
        Pause         [ START ]         [ START ]            [ START ]
      Inventory       [ SELECT ]         [ BACK ]              [ Z ]
    From now on, I will just refer to buttons by the name for them at
    the left (e.g. Crouch, Attack, Move Left) and button combinations as 
    Jump + Attack, etc., instead of using the names of the buttons.
    JUMP = Press Jump button.
    CROUCH/DUCK = Press the Crouch button.
    LONG JUMP = Press Crouch while running and press Jump button.
    PULSE JUMP = Crouch while standing still and press Jump button.
    WALL JUMP = Press Jump as Vexx strikes a wall after jumping.
    USE = Press Attack button.
    SWIM = Hold the Attack button underwater. Tap the Attack button when
           on the surface.
    SURFACE JUMP = Press jump when on the surface of water.
    PUSH = Walk into a pushable object.
    GRAB = Press Attack when in front of a pushable object.
    THROW = Press Attack when holding a grabbable object.
    RECOVER = Rapidly press Move button back and forth to recover from
    EDGE GRAB = Jump and intersect a grabbable edge.
    EDGE SHIMMY = Press Move when hanging from edge.
    CLIMB EDGE = Press Jump when hanging from edge.
    CLIMB = Press Move in any direction when on climbable surface.
    DANGLE CLIMB = Press Move in any direction when hanging from a dangle
    WALL SHIMMY = Move into a wall and press Move to walk along it.
    CLIMB POLE = Press Up/Down on the Move stick to climb up/down a pole,
                 Press Left/Right to rotate around the pole.
                 You can stand at the top and jump off any direction.
    ATTACK = Attack button
    3 HIT COMBO ATTACK = Press Attack three times
    CHARGED PUNCH = Press Attack twice, hesitate, hold down Attack to
                    charge, then release Attack to deliver the blow.
    ALTERNATE SLASH COMBO = Press Attack twice, hesitate, press
                            Attack twice again.
    4 HIT COMBO = Preformed the Charged Punch then Attack again.
    RAGE ATTACK = Attack an enemy and continue to rapidly press Attack.
    FLARE KICK (Tumble) = Press Attack while airborne.
    GROUND POUND = Press Crouch while in midair.
    UPPERCUT = Press Attack while Crouching.
    JUGGLING = Once an attack has an enemy in the air (a FLARE KICK or
               UPPERCUT works) continue the attack, keeping your enemy
               in the air by "juggling" him. Juggling an enemy fills
               your Frenzy Meter.
    TALON CHARGES = Juggle enemies to release glowing blue energy. Collect 
                    enough of this energy and you can unleash the hidden 
                    power of the War Talons.
    CHARGED TALON ACTIVATION = To activate the Charged talons, press the
                               Power Up button.
    TALON DASH = Once the Talons are charged and activated, press Move to
                 move around in a dash.
    TALON BLAST = Once the Talons are charged and activated, press Attack
                  to fire a Talon Blast.
    /\ C-04  Items /\
    APPEARANCE - Large, glowing, beating, red hearts.
    FOUND IN - After completing objectives in each level.
    Shadowraith Hearts are the goal of this game. There are 8-10 to
    collect in each level. With certain amounts of them, you can unlock
    new levels. With 60, you can access the final boss. With 81, you've
    collected them all.
    When the Shadowraiths descended upon Astara 700 years ago, their
    ravenous appetite for power drove them to devour the energy that
    fueled the Astani's amazing portal system. Now, nearly a
    millennium later, Vexx can restore power to an incredible network of
    gates by returning the hearts of the fallen Shadowraiths to the
    portal's Rift Hub. Once enough hearts are placed in the rift, portals
    to new worlds will be unlocked. Powering up the portal system is the
    only way Vexx can travel to the Landspire and catch Dark Yabu.
    ==SOUL JARS==
    APPEARANCE - Bright yellow jars, look like bottles with a skull
    FOUND IN - There are 6 in each level, in the levels that have them
    Find six of these Soul Jars in a level to reveal a Shadowraith Heart.
    If the Soul Jars in a level are spread out, I recommend saving this 
    challenge for later until you get other Hearts in the level, since 
    getting a Heart makes your Jar count go back to zero.
    As the Shadowraiths pillaged Astara during the great Cataclysm,
    each Dark Warrior carried a Soul Jar at his side. Soul Jars were used
    to contain the spirits of the fallen Astani so they could be devoured
    after the battle. Many of these jars were left behind when the war
    was over and the dead of each side littered Astara. Vexx can collect
    six Soul Jars in each world and the freed souls from within them will
    reward you with a Shadowraith Heart.
    APPEARANCE: Small shards of a heart, in a bright little bubble
    FOUND IN: Usually along paths in all levels
    I recommend saving this challenge for later until you get other 
    Hearts and Jars in a level, since getting a Heart makes your Shard
    count go back to zero. In a level there are usually more shards than
    you'll need, so don't worry, it's easy.
    Some Shadowraith hearts were broken into the many shards from which
    they were constructed. Collect 100 shards in each world and you'll
    reveal a Shadowraith heart.
    APPEARANCE: bouncing blue little balls
    FOUND IN: Defeating enemies, and finding spirit stones
    Curiosity and courage can result in regained health. Destroying an
    enemy can cause him to drop a health pickup and certain objects can
    be smashed to reveal health pick ups, too. Don't forget to check the
    spirit stones. Always be on the lookout.
    APPEARANCE: large magic bubbles of air
    FOUND IN: underwater in certain locations
    When you're underwater and need more health or air, go up to one of
    these bubbles to reset the swim-timer and get one point of health.
    ==EXTRA LIFE==
    APPEARANCE: A little gold card in the shape of Vexx's head
    FOUND IN: Hidden in certain parts of every level
    Gain an extra life by collecting this item.
    APPEARANCE: Small bursts of blue energy
    FOUND IN: Rewarded from enemies 
    Juggle your enemies and these wisps of blue energy will fly from
    the enemies into your War Talons, increasing your Frenzy Meter.
    APPEARANCE: small glowing scrolls
    FOUND IN: One in each world
    The history of Astara is written on a few precious scrolls. Collect
    on in each world.
    At key points throughout Astara, Vexx will find ancient power-up
    pads that the Astani used to tap into the elemental forges of the
    War Talons. One unlocks the Air Suit and the other unlocks the Rock
    For the pads to work, Vexx must first collect an elemental rune for
    each. Once the rune has been collected, standing on the elemental
    pads will unlock special abilities.
    AIR SUIT (Tornado Icon) - Allows Vexx to glide through the air and
      land harmlessly on the ground. Allows him to reach heights he
      never could otherwise.
    ROCK SUIT (Flame Icon) - Allows Vexx to smash through some tough
      surfaces, gives temporary invulnerability and faster top speed.
      Causes him to sink to the bottom of water.
    Both suits only last a certain amount of time, so be careful. A
    timer in the corner tells you how long you have.
    APPEARANCE: Flat little clocks on the ground
    FOUND IN: One in every level
    In many worlds, there is a sundial that can actually be used to
    change the time of day. When Vexx jumps into the center of a sundial,
    you can change the time of day by pressing Left and Right on the
    Move stick. Watch the suns and moons rise as the time rushes by.
    This device can come in handy when there are tough enemies at night
    or it's too dark to see your way around.
    NOTE: The sundial's hand turns counterclockwise.
    APPEARANCE: Small portals with a small sundial at the bottom
    FOUND IN: One in several levels
    At certain hours in the day, these doorways reveal portals to
    enigmatic worlds. Check each sundial for markers hinting at when
    these doors will open.
    APPEARANCE: Little black spinning capsules with runes on the side
    FOUND IN: Many places in a level
    Hit these mysterious bobbing orbs and they reveal precious
    information that will make the wild world of Astara a little less
    APPEARANCE: Hexagonal pads on the ground with a sun on them
    FOUND IN: Many places in a level
    These handy pads will give you an extra lift to get to hard to reach
    spots. Just hop on, depress the pad and you are up and away.
    APPEARANCE: Large gravestones
    FOUND IN: Different locations in some levels
    These eerie memorials to the fallen Astani will give you a glimpse
    of the awful fate that awaited that proud race. Give the stones a
    pop and they'll give you health.
    /\ C-05  Enemies /\
    All enemies and sections are those so far covered in the Walkthrough
    part of this guide. Enemy descriptions are from the game manual,
    everything else I wrote.
    Levels found in: Timberdale, Dragonreach, Tempest Peak Manor, The Below
    Health: Medium-Low
    Attacks: they run at you slowly, touch them to take damage
    Difficulty: Easy
    This scuttling little mound of warts known as the Puggle is a squeaky
    little testament to nature's cruel whimsy. Armless, nearly legless,
    and covered in bumpy, slimy skin, it should not be surprising that
    Puggles have a bad disposition. Wait until a herd of them tries to
    bump you around and you'll see what we are talking about.
    Levels found in: Timberdale, Dragonreach, The Neverglades, Tempest 
                     Peak Manor, The Below
    Health: Medium-Low
    Attacks: they run at you slowly, touch them to take damage
    Difficulty: Easy
    This strange race of half-wits may have, by default, inherited much
    of Astara, but just one look at them and you'll agree they still got
    the short end of the post-apocalyptic mutation stick. All that
    misspent evolution seems to have gone to their thick-skulled heads.
    Watch out for that monstrous melon, by the way, the Grimkin are fond
    of delivering a jarring, thick-skulled head-butt.
    Levels found in: Timberdale, Dragonreach, The Neverglades
    Health: Low
    Attacks: they squirt a glop of goo at you from a distance. Fairly
      hard but their aim isn't good and they have low health.
    Difficulty: Medium-Easy
    As if the fauna around Astara wasn't bad enough, the flora can be
    worse. Even the plants can kick your butt around here. You can spot
    the strange Flemblossoms by their colorful leaves and their
    tendency to heave up and down right before they spit out a glob of
    searing plasma. Plasma that can kill you if you get hit too many
    times. After each shower, the blossoms gurgle up another round --
    that would be a good time to get the hell away. At least two
    different varieties of Flemblossoms are known to exist, possibly
    each has a slightly different attack.
    Levels found in: Timberdale (Castle Tower), Tempest Peak Manor,
                     The Below (Estuary)
    Health: Medium
    Attacks: if they see you, they summon more enemies and stun you
    Difficulty: Medium
    These guys seem to have gotten a raw deal. Tethered to a pole and
    stuck in the middle of some forsaken spot, the Shreeks are
    miserable creatures. The only thing that makes them feel better is
    to make you more miserable. If you catch one napping, try and keep
    it that way. When it wakes up, a Shreek scans around and if you get
    caught in its headlight, he lets out a blood curdling scream that
    paralyzes you with a jolt of electricity (recover from it by jiggling
    the Move stick back and forth). If that isn't enough, his wail also
    summons a pack of other enemies, each of whom seeks to hurt you bad.
    Levels found in: Dragonreach, The Neverglades, Tempest Peak Manor,
                     The Below
    Health: Low
    Attacks: Gradually dive down and sting you
    Difficulty: Medium-Low
    These hooded pests have a habit of showing up in the worst locations.
    They hover until an enemy comes in range and then use their swooping
    dive attack to knock you off track. The worst place to be during a
    Skinx attack, right underneath that, is also the best place to be.
    Keep that in mind. (Use their shadow to tell where they are).
    Levels found in: Dragonreach (on the gear), Tempest Peak Manor,
                     The Below
    Health: Medium (by shaking it off you can defeat it really quickly, 
      but you can also try attacking it in your slow motion phase.)
    Attacks: Fire an energy beam that slows you down
    Difficulty: Easy
    On their own, these critters seem pretty tame. After all, their only
    attack is defensive: They fire out a single energy beam that grabs
    onto you and forms a sort of electric leash. The problem is, this
    leash is kind of debilitating as it inhibits your movements and
    attacks to the tune of half-speed. No big deal, unless you're in the
    middle of a risky jump or facing on with a horde if enemies, or
    desperately chasing a bit of health...well, these guys are a big
    drag. If you want to get free you'll have to shake your way out.
    Levels found in: Dragonreach (whirlpool area), Neverglades (citadel
    Health: Medium-Low
    Attacks: will creep out of the ground and attack you if you're not
    Difficulty: Medium-Easy
    Vile creations of the Shadowrealm, these creeps are under Yabu's
    command and gleefully scurry about on his evil errands. When you
    find them, you can be sure the dark one has been about. These guys
    burrow out of the ground, scurry about, and leap into their attack.
    They also like to travel in packs.
    Levels found in: Dragonreach (Haunted House area)
    Health: Low
    Attacks: If they hit you, they knock you to the ground AND disappear
      so you can't strike back and recover health.
    Difficulty: Medium-Hard
    (Not described in manual)
    Levels found in: Dragonreach (Underwater area), The Below (Dome)
    Health: (You can't defeat them since you can't attack underwater,
            so just swim away quickly to escape)
    Attacks: Swim after you really fast and bite
    Difficulty: Medium-Easy
    (Not described in manual)
    Levels found in: The Neverglades
    Health: Goobeasts are a little different. Each individual takes only
            one hit. When you hit a large one, it turns into two small
            ones. When you step on or hit a small one, it disappears.
            Small ones grow back into large ones after about 5 seconds.
    Attacks: If it touches you, you take damage.
    Difficulty: Medium-Easy (they give out a lot of health)
    These slithering piles of slime like to me in the swamps where they
    can spawn their little goo babies in peace. Watch out, because these
    guys will go to pieces when you pop them. When attack, goodbeasts
    break into several little goods who will rapidly grow to full size
    and increase the grief. Fortunately, when they are small you can
    simply step on them and they'll go splat.
    Levels found in: The Neverglades
    Health: Medium-Low
    Attacks: Blow fire at you if you stay near them long enough
    Difficulty: Medium-Easy
    (Not described in manual)
    Levels found in: The Neverglades (Well area)
    Health: (You can't defeat them since you can't attack underwater,
            so just swim away quickly to escape)
    Attacks: Shock you (or the ring you're trying to electrocute)
             from a slight distance
    Difficulty: They're kind of hard, but you have to use them as
                an ally in the Well Area challenge...
    (Not described in manual)
    Levels found in: Tempest Peak Manor (Floor Level)
    Health: Cannot be defeated
    Attacks: Eat you, you lose a life, if he catches you on the floor
    Difficulty: N/A
    You may find your way to the legendary Tempest Peak Manor, the
    exquisite and imposing former residence of the Storm Giant, an
    enigmatic figure who once ruled and raged around the peaks of
    Astara. Legend has it the Giant was sucked up through the Rift to
    the Shadowrealm. His poor pet was left behind and hasn't been fed
    for 700 years...so don't tempt him. You might be able to outrun
    him, but if you think you can defeat him, here's a hint: you can't.
    ==BLAST BUGS==
    Levels found in: Tempest Peak Manor (Floor Level)
    Health: Medium
    Attacks: Shock you from a short distance
    Difficulty: Medium-Hard
    Beware these scurrying insects that seem to have benefited from
    some very strange mutations over the past 700 years. No one is sure
    why, but they generate electric beams from their antennae. Stay
    away from the beams because they result can be devastating. Another
    heads up, they like to travel in pairs so they can bridge their beams.
    Sometimes you'll find them in small packs. Together, they can
    dish out brutal punishment.
    Levels found in: Tempest Peak Manor (Rafters)
    Health: Medium-Low
    Attacks: Touching you, and powerful charge
    Difficulty: Medium
    These ornery beasts have a brutal dash attack and have heads like
    an anvil to deliver it with. Once they lower their heads and start
    their charge, there is nothing you can do but get out of the way.
    Apparently, they can be snuck up on grazing, but we can't
    recommend such suicidal behavior. If you meet a Krunk you will
    be either airborne or lucky. Krunks tend to inhabit mountaineous
    peaks and ledges.
    Levels found in: Tempest Peak Manor (Sundial Portal)
    Health: Medium-High
    Attacks: Powerful body attack
    Difficulty: Medium-Hard
    These massive behemoths seem to be some strange mutant cousins of
    the Grimkin but, unlike those puny melon heads, these bruisers put
    their whole body into an attack. These guys are tough and appear
    unfazed by extremes of temperature. When you least want to meet
    one of these guys, you'll probably meet three.
    Levels found in: The Below (Hydro-Charger area)
    Health: Medium-Low
    Attacks: Grab you with their head if you're near, and throw you
    Difficulty: Medium-Hard
    At least Slyphs are stuck in the ground. They aren't going anywhere
    but whip and strike at anything that comes their way. If you find
    them on a path you must traverse, you better hope they overextend
    Levels found in: The Below (Hell and Sundial Portal)
    Health: High
    Attacks: Swing their axes
    Difficulty: Hard
    Dark Yabu's guards are big, bad, and have an axe to grind...a big
    axe. These guys swing with authority and are amazingly quick for
    their size. When attacked, the guards block with their mighty
    axe head. Your only hope may be to get them off their feet.
    Levels found in: The Below (Hell)
    Health: High
    Attacks: They either have a sword, swing mace, or throwing stars
      that they attack with.
    Difficulty: Hard
    What they lack in stature these shock troopers make up for in
    viciousness and weaponry.
    Levels found in: The Below (Hell)
    Health: Low
    Attacks: Crawl around under certain ground and attack you.
    Difficulty: Medium-Hard
    The only thing worse than a vicious little enemy is a vicious
    little enemy that attacks and then hides. You'll find these
    guys burrowing underground and leaving mounds of dirt in their
    wake. They like to pop out right where you are standing and send
    you sailing through the air, only to scurry back underground and
    escape your wrath. Oh, and here's the bad news: they like to be
    either where it is really hot or really cold.
    /\ C-06  Level/Hub System /\
    This game is separated into 9 levels. It has an area which you can
    go between levels, called the Rift Hub.
    Each level has a main area, usually the largest area, hosting the
    first heart described, the 100 Shards, the 6 Soul Jars, the sundial,
    and the access back to the Rift Hub.
    When you choose to visit a level from the Rift Hub, a screen pops up
    with the current Shadowraith Hearts collected from each level. The
    default heart selected is the first one from the left that you have
    not gotten yet, but you may choose any heart you wish to collect next.
    By pressing the Jump button the level will load with the arrows in the
    level guiding you to the heart you selected. Cool, huh? You can go
    back to this screen and switch the arrows around in the level by
    going to the Inventory (in Pause menu, and a button by itself.)
    The Rift Hub is like a base, and you can return to it anytime by
    accessing the Start Menu, and selecting "Return to Hub." You must be
    standing still on solid ground to select this.
    The Rift Hub also holds all the Hearts you have so far in the
    levels, and every time you get a new heart, you are warped back to
    the Rift Hub to deliver the Heart. At this point, the game will
    automatically save (THIS IS THE ONLY TIME THE GAME SAVES, apart from
    getting new Elemental Runes). You may not save the game manually.
    Also at this point, your Soul Jars and Shards will go back down to
    zero. So if you're going for a Heart already floating in part of the
    level, it's pointless to get all the shards or jars. (After you get
    a heart, a "shadow" of it that isn't glowing as bright appears where 
    you found it. By returning to the "shadow" and touching it, you will 
    be returned to the Rift Hub, but the game won't save nor will you be 
    The more Shadowraith Hearts you collect, the more levels you can
    Timberdale - first level in the game, visited before the Rift Hub
    Dragonreach - 2 Hearts required
    The Neverglades - 5 Hearts required
    Tempest Peak Manor - 11 Hearts required
    The Below - 18 Hearts required
    Daggercrag - 26 Hearts required
    Summit of the Sages - 34 Hearts required
    Frostblight Mill - 42 Hearts required
    Citadel of Shadows - 50 Hearts required
    The Shadowrealm - 60 Hearts required
     \/                           Section D                           \/
     /\                          WALKTHROUGH                          /\
    /\ D-01  Training Level /\
    After enjoying the opening CGI scene of the game, you'll be
    teleported here to the training level of the game. Here you can't
    die or get hurt in any way. If you fall off the platforms you just 
    get moved back to where you fell off. With that said, have fun and
    get used to the controls of the game, and its wacky camera.
    You learn how to do the following:
    Move                 Triple Attack
    Jump                 Uppercut
    Long Jump            Flare Kick
    Pulse Jump           Ground Pound
    Swim                 Collecting Shards
    Climb                Collecting Soul Jars
    So have fun! To skip the training level, go to the menu and select
    "End Dream."
    /\ D-02  Timberdale /\
    This is the first level. After the training level, you go into Darby's
    house, and then you head outside. Take in the breathtaking graphics of
    the game, and now you have a whole, fairly easy big environment to
    ENEMIES: Puggles, Grimkins, Flemblossoms, Shreeks (only in
                                              castle tower area)
    ==MAP OF TIMBERDALE==/ E tree 1 \ #  \    A-F = Soul Jars
      /8\_______________/__F   2     |   6    1-8 = Shadowraith Hearts
     /                rs _D_____  __/ep  |    b = Soccer Ball
    dh_ _______   __   sp #    |   |  (rh) 
      (____  \ \A/  \B_su      |   |     |    rs = Reia's Scroll
      /______/         \_\____/__C__\3_b_/    #  = Spirit Stone
      \__ ___)                               (rh)= Rift Hub Gate
        |__|       dh = Darby's House         sp = Sundial Portal
        utd  5     utd = Upper Timberdale     su = Sundial
         4         tree = Tree Area           ep = Earth Elemental Powerup
    It is fairly hard to die in this level, unless you fall of the level's
    edge. Usually you'll just take one hit of damage from an enemy or
    fall, but just go to a spirit stone and defeat an easy enemy to
    regain it. Also use the water that's in so much of the level to break
    your falls.
    Note my "level difficulty rating system." This is a grade out of five,
    five being the hardest, in how hard it was for me to do this task
    relative to the other tasks in the level. (So a five in the first
    level might still be easier than a one in the last level).
    Reia's first scroll is at the end of the main dirt path from Darby's
    house to the Tree area, near the base of the tree, in a circle of
    ==HEART #1 Climb the Tree==
    Difficulty: 1/5
    Riddle: High atop a village
            of metal, wood, and flame
            a twisted tree to pillage
            a secret to attain
    Objective: Climb to the top of the level's tree to get your first 
            Shadowraith Heart and be introduced to the Rift Hub.
    Location on the map: At the 1, is where the heart is located.
    Just follow the arrows from the entrance to most of the way up
    the tree, which is the Heart that Darby mentions before disappearing.
    Going up the tree is fairly easy. Remember that the Shards and
    Soul Jars get reset once you get a Shadowraith Heart, so don't
    bother collecting them yet. You will stay solely in one area in this
    challenge (there are also some sub-areas of Timberdale you can go to).
    After the part of the tree with the falling boulder, take a right
    turn to climb/jump up the rest of the tree and the Heart.
    (After your first heart, whether it's this one or a different one,
    you get transported to the Rift Hub, see the next section for more
    on the Rift Hub.)
    ==HEART #2 Sumo Match==
    Difficulty: 2/5
    Do this Heart first: Heart #1 Climb the Tree
    Riddle: Hulking sumo crashes
            Storms his crushes bring
            To win escape his smashes
            Or be knocked out of the ring
    Objective: Climb to the very top of the tree and defeat the Sumo
            in a minigame for your next Heart.
    Location on the map: Sumo and Heart are both at the 2.
    Follow the arrows again, this time to the top of the tree. Time for
    your first boss battle - the Sumo Wrestler! It's not hard at all.
    Keep moving to the side so he's never really facing you. When he
    starts "flaming", move out of the way so his powerful charge misses.
    Go up to him and strike him out of the ring as he's recovering, for
    a point. Repeat this twice to get the Heart.
    ==HEART #3 Dancing Rocks==
    Difficulty: 3/5
    Do this Heart first: Heart #1 Climb the Tree
    Riddle: Upon a spirit breeze
            Stones dance against the void
            A prize there you must seize
            A fall you must avoid
    Objective: Climb the rocks flying around the top of the level to
            get another Heart.
    Location on the map: You start climbing at 3 on the map.
    Climb the rocks near the Hub's entrance, also near the soccer ball.
    On the climb, you run into two "climbing walls," which can be hard
    with the plant enemies at the top, and some falling rocks. Once
    you reach the top of the cliffside, you must jump through the
    series of rocks. (The next rock you have to jump to is always to
    the side of your rock, not above.) Plan ahead for each jump, what
    angle you'll jump at, and when you should jump. You can climb up
    the side of the rocks, fortunately. If you fall, it should only
    take away one health point, so recover at the Spirit Stone near
    the Sundial and try again. The Heart is hovering where the last
    rock can reach it.
    =HEART #4 Castle Tower== (D-02.4)
    Difficulty: 5/5
    Riddle: Beyond the curtain falls
            model castle comes to light
            to scale the tower walls
            mind what is out of sight
    Objective: A hard task, you must venture deep into Timberdale to
            a tower with a Shadowraith Heart at the very top.
    Location on the map: Upper Timberdale Area.
    TO GET TO UPPER TIMBERDALE: Follow the path behind the first 
    waterfall by Darby's house. The path is fairly easy to see as it's 
    lined with Shards. After the first waterfall, walk the path towards 
    the falls' center, to the rock with the Shard, and climb up the wall 
    past the second waterfall into a cave in the wall. In the cave, go 
    straight, up into the mysterious portal, and soon you'll be in a 
    peaceful little village area.
    For the heart, go straight from the village area into the tall tower.
    This is probably the hardest challenge in the level. You have quite
    a ways to go up. Start with hopping only on the darker blue platforms
    onto the elevator. Don't touch the other platforms. Look at the
    following platforms/enemies/etc and their descriptions for more.
     Bottom Platforms - At the bottom of the area. Only jump on the dark
       blue ones. The other ones collapse and will no longer be able to
       save you if you fall from above.
     Air Blowers - Fairly easy to avoid, except when they're grouped up.
       They make the invisible platforms visible, but they also do damage.
     Invisible Platforms - They're always there, the air blowers only help
       you see them. Jump on them when the blowers stop.
     Rock Back and Forth Platforms - There's only one of these. Start on
       near end to make the far end go the highest (don't worry, it has a
       limit) then go to the other side and do a Pulse Jump to get up.
     Very Skinny Platforms - Be careful on these. They're not that hard
       if you go slowly, since Vexx will grab onto the edge if you begin
       to fall. NOTE the platforms under the large gap in this platform.
     Crushing Statues - LETHAL but easy to dodge. They crush downward.
     Hiding Statues - These ones crush towards the wall, but they don't
       deal damage. There are extra lives behind them, and it's fun to
       play hide and seek with the monsters the Shreeks hire.
     Rotating Wall Cubes - Jump onto the next one as they start turning.
     Purple Platforms - Jump to the next one before the one you're on
       falls down and disappears.
     Revolving Platforms - At the top of the level. You're almost there...
    Once you reach the top of the main chamber through the pole, just
    jump off the pole, climb up the spiraling platforms into the center,
    and finally a well-earned Heart for you.
    ==HEART #5 Water Towers==
    Difficulty: 4/5
    Riddle: To each watery tower
            You may get around
            Grab a gift of power
            When their answer is found
    Objective: Climb the three water towers in Upper Timberdale to get
            another Shadowraith Heart.
    Location on map: Upper Timberdale Area.
    Use the description from the last Heart challenge to get to Upper 
    Timberdale again. This time, note the towers to the left, right, and
    behind the tall tower from the last Heart. You need to swim through
    a ring in each of them to activate them. You can do them in any
    order, here they are:
     Tower to the left: Probably the easiest. Get out of the water, climb
       up to the pole, climb the pole, jump into the floating water, swim
       through the ring, go back down, exit.
     Tower in the center: Medium difficulty. Swim up to the surface of
       the water and find the first Bounce Pad. Jump up to a series of
       two more bounce pads, until you find yourself stuck to the 
       ceiling. Move the Move Stick until you're hanging over the center
       of the tower in the middle. Press X to drop through the ring, and
       swim back through the exit.
     Tower to the right: Probably the hardest. It's all water, no place
       to get air, so you have to be fast. Swim upward through the moving
       "blades" (they don't hurt you, just block you), being fast. After
       about four blades, you can swim through the ring at the top, back
       down, and outside.
    Once you've swam through the third ring, you get a message that a
    Shadowraith Heart has appeared outside. Go back outside and look
    around the back of the town square area for it.
    ==HEART #6 Soccer==
    Difficulty: 1/5
    Riddle: A reward is concealed
            somewhere 'twixt and knoll
            for it to be revealed
            keep your mind on your goal
    Objective: Kick the soccer ball across some of the level into the
            little goal. Fun and easy.
    Location on map: Soccer ball located at point "b". Goal area located
            at the 6.
    Kick the soccer ball, found near the Rift Hub and the entrance to
    the cliffside for heart #3. It moves just by running into it. Don't
    let it roll any hills out of your control! If it goes into water or
    off the edge of the level, use "Warp to Hub" and it should appear
    again at its starting point, or just go back to where it was and it
    should teleport there again. Make the ball keep steady to keep it
    from rolling out of control, and make it roll around the back of
    the Hub entrance so it's further away from all the water. The goal is
    located near the Earth Elemental Powerup, by the tree and the
    spirit stone in that area. Kick the ball into the goal and the Heart
    ==HEART #7 Sundial Portal==
    Difficulty: 2/5
    Riddle: A one-way portal calls
            Sundial tells the time
            Hidden gateway opens halls
            missed chance would be a crime
    Objective: Go through a platforming challenge in the Sundial Portal.
    Location on map: The sundial portal, next to the sundial, marked 
            with "sp".
    Go onto the sundial and set the time (left or right with your
    controller) so the nearby Sundial Portal is active, and go in.
    It's a platform jumping challenge. I had a lot of fun with this
    one. Like the Rock-Jumping challenge above the level, plan all your
    jumps onto and off of moving platforms. Pretty easy.
    ==HEART #8 Heart in Veil==
    Difficulty: 2/5
    Riddle: Cursed heart just out of reach
            behind a crystal veil
            if molten trick we didn't teach
            this run will not avail
    Objective: Activate the Earth Elemental Powerup of this level so
            you can get a heart encased in crystal.
    Location on Map: Earth Rune is in Darby's House
                     Earth Elemental Powerup is marked with "ep".
                     Locked Heart is located at the 8.
    See the encased heart near where you started the level (by
    Darby's house?) You need to break it's cover, which can only be
    done with the Earth Elemental powerup. Start by going back into
    Darby's house. Jump on the table in the center (watch out for the
    fire) then Do a Pulse Jump + Flare Kick in the air (Crouch + Jump +
    Attack) for the maximum air to reach the rafters. Get the extra
    life, then go into the whirlywindy thing to enter the fire tapestry.
    Climb up the animal's back to the powerup to now be able to activate
    any Earth powerup at any time now! The game should save auto-
    matically. Now go to where you can power up (near the soccer goal
    and the Hub Entrance). You can power up as many times as you want
    now. To get to the crystal veil in enough time, use this route:
      Go from the powerup into the shallow water by the giant waterfall.
      Jump from there to the lower part of the tree.
      Go towards the original dirt path you took.
    You should finish with around five seconds. Just run into the veil
    to release the Heart.
    ==HEART #9 Soul Jars==
    Difficulty: 3/5
    Riddle: Souls of Astani old
            are trapped in these jars six
            to gain the prize they hold
            make use of all your tricks
    Objective: Collect the six Soul Jars in the level for a Heart.
    Location on the map: They're marked A-F on the map.
    Soul Jar A: Climb the wall near the first Shattersphere (that,
    appropriately, tells you about climbing).
    EXTRA LIFE near this Jar, under the second waterfall bridge.
    B: Similarly, perform a pulse jump on the ledge by the second
    shattersphere (that tells you about Pulse Jumping).
    C: Similarly, find the third Shattersphere (do a Pulse Jump + Flare
    Kick (Crouch + Jump + Attack) on the high plateau near the sundial.
    This shattersphere tells you about long jumping. Long jump to the
    nearby platforms hovering over the large waterfall and climb up.
    D: This Soul Jar can be found in the middle of the very large
    rotating platform at the base of the big tree.
    E: Swim around the base of the tree to an island with a Bounce Pad.
    Climb up and launch to the Soul Jar.
    F: Hard! Climb the tree until you reach the platform about halfway
    up that rocks back and forth. On the tree stump area after this
    platform, you should see a pole sticking up off the other edge of
    this stump.  Jump onto this pole and climb down. This is the tough
    part - jumping to the other poles. Face the camera so the pole Vexx's
    on is the closest, and so Vexx is as close as possible to the other
    pole, and almost all the way up to the top of the earth where the
    poles are hanging from. Jump and hold down "up" all the way to get
    Vexx to grab onto the next pole. Repeat, climb up, good job.
    ==HEART #10 Shards==
    Difficulty: 2/5
    Riddle: When hearts did burst asunder
            much energy did scatter
            to return this heart its thunder
            one hundred's all that matters
    Objective: Collect 100 Shards for a Shadowraith Heart.
    Location on the map: Everywhere, in the main section.
    I recommend doing this challenge after you've done all the hearts
    (or at least all the ones on the main section of the map, since
    you may want to come back to the level to do #4 and 5 which are
    Just explore all around the main section of the map to get 100 of
    these. Revisit everywhere you've been, especially the route to Upper
    Timberdale, the areas with Soul Jars A, B, C, and E, the main dirt
    path of the level, and up, down, and all around the tree. If that
    still isn't enough, go up to Upper Timberdale's castle tower section
    for about 20 more, but you'd better not die up there.
    /\ D-03  Rift Hub /\
    After you collect your first heart, you will be transported here for
    the first time to offer the heart's power to the amazing portal
    system. With more hearts, more portals can be opened to new levels.
    You come to the Rift Hub every time you get a new heart in a level.
    The Rift Hub is connected to every level with a large metal entrance
    door. You can also Warp back to the Rift Hub by accessing the start
    menu (you have to be standing still on solid ground to do so).
    Even when you've just been to Timberdale, you can open two more 
    levels very easily:
    Dragonreach - 2 Shadowraith Hearts required
    The Neverglades - 5 Hearts required
    And the other levels open up after about every 8 hearts you get.
    Tempest Peak Manor - 11 Hearts required
    The Below - 18 Hearts required
    Daggercrag - 26 Hearts required
    Summit of the Sages - 34 Hearts required
    Frostblight Mill - 42 Hearts required
    Citadel of Shadows - 50 Hearts required
    To go to a new level, if you have enough hearts, just stand on the
    circle in front of the entrance to the level, choose a mission to
    do (this will determine where the arrows in a level point), and
    proceed into the open portal.
    For more on the Rift Hub and choosing levels and Hearts, see section
    C-06  Level/Hub System for more.
    /\ D-04  Dragonreach /\
    Hearts Required to Enter: 2
    This level is a little harder than Timberdale. There are no spirit
    stones, you must recover life by defeating enemies. The deserty level
    has kind of a circular layout, and three levels. The first level is
    low on the ground, containing three pools, the sundial, and the
    whirlpool. The second level has the large spinning gear, and entrances
    to two side areas (one with a fun minigame). The highest level is a 
    bone bridge that spans over the circle of the level, ending in the
    first Shadowraith Heart and in your ability to glide.
    Enemies: Puggles, Grimkins, Skinxes, Hobbletrods (on the gear), 
             Shadowcreeps (whirlpool area), Phantoms (Haunted House Area), 
             Sharks (Underwater Area)
    ==MAP OF DRAGONREACH==     /             \
            __4__             /            ep \_________
           /=====\___________|     whirl       =========\
        ###\==##############$$$#               /===####===\____
      ###   ###==/  \=/  \=/   |  su          /=======##===\   \
     ##   ###==/         ___rs |-|      |    /_________#===|rune\
     #   wp /       6   /gear\ /-/      |   /==========#===|____/
     #     |   (p3)     \====/ _/       /  /=========###===/
     #      \          ____         ___/  /======#####===/
    /|\      \     /  /=2==\     __/   \_  ===####=====/
     1   __   \____\  \====/____/      /====###======/
        /==\        \__                ######======/
        \5=/        (==)    (p1)    |     (p2)====/
                     |    \______/   \________/     -SURFACE KEY-
                    (==              /         # bone bridge (highest)
                       \___      ___/          $ pole part of bridge
                           \    /                (can both be passed under)
                            \rh/               = medium-high elevation
    1-6 = Shadowraith Hearts
    4 = Haunted House Area, with Heart #4
    (p1)(p2)(p3) = Underwater area, has pools with Heart #3
    rs = Reia's Scroll              gear = spinning gear with Hobbletrod
    su = Sundial                    whirl = sand whirlpool area
    wp = Wind-Elemental Powerup     rune = Wind-Element Rune (high up)
    ep = Earth-Elemental Powerup    rh = Rift Hub (ENTRANCE)
    In this level, Reia's scroll is located between the whirlpool area
    and the area with the locked heart, near the sundial.
    ==HEART #1 Bone Bridge==
    Difficulty: 3/5
    Riddle: Find a pulsing treasure
            on an ancient knuckle
            take care in each measure
            or it may just buckle
    Objective: Climb the lengthy bone bridge to introduce you to the
            level and receive a Shadowraith Heart.
    Location on the map: At the 1, is where the heart is located.
    By looking at the map and following the arrows, just go along the
    high Bone Bridge path to get to the heart. Stick to the heart and
    don't fall off. Here's some of what you'll run into:
     Crushers - If they crush you you die instantly, but it's easy to
       run past them in time.
     Skinxes - These annoying bee-like creatures are common along the
       bone bridge path. Practice attacking them, use an Uppercut
       (Crouch + Attack) and don't fall off!
     Opposite-Rotating Rocks - This pair of rocks are rotating in
       opposite directions on the path. Just jump forward a lot and you
       shouldn't be thrown off the path.
     Pole Sequence - Stay on the poles, go to the top of each one and
       jump off to the next one. If you fall off them you'll either slide
       to the bottom of the pole section or off the whole bone bridge.
     Large Rotating Cylinder - When you get to the top of the poles, 
       use the path to the right to finish the way to the first heart. 
       For this difficult section, run towards about 10:00 (from facing
       forwards) so you don't get thrown off the platform but are still
       proceeding forward.
     Revolving Meteors - It's easy to dodge these meteors revolving
       around the final section of the bone bridge. Usually you can just
       flat out run and not get hit.
    Soon, you'll reach a heart perched on a large claw-bone overlooking
    the level. Congratulations and welcome to Dragonreach!
    ==HEART #2 Drop and Hop==
    Difficulty: 1/5
    Riddle: Beneath the dragon's grasp
            where time did make him stop
            You must move twice as fast
            to win at drop and hop
    Objective: Play an Inner Demon minigame, and win to get a Heart.
    Location on the map: At the 2 you can enter the area with the 
    Follow the arrows along a fairly short path to the 2 on the map.
    It's a building, placed on an area of fairly high elevation.
    The first Inner Demon minigame is kind of like Snake, with you and
    three computer players. Once you run off a floor tile, it disappears
    and you get one point. Running in a straight line is effective.
    Your Inner Demons should be much slower than you at collecting the
    tiles, plus they can't Attack or Jump like you can. Which means you
    can almost trap them on a single tile by taking all the ones around
    them, and they don't jump off. There is no penalty for falling off,
    and you will be regenerated in a few seconds. The tiles grow back
    after about 5 seconds.
    Vexx is represented by a blue circle under him, so you can tell him
    apart from the demons. Each character's score appears above their
    Each round lasts 30 seconds. There are three rounds, and whoever has
    the LEAST amount of tiles at the end of a round gets disqualified for
    the next round. In the last round, there are only two participants.
    Survive three rounds in a row to be declared winner and receive the
    ==HEART #3 Well Cubes==
    Difficulty: 5/5
    Riddle: What once was ancient swells
            a sea did drain below
            to find it down the wells
            you'll find you have to go
    Objective: Descend into the three wells and activate several targets 
            underwater for a Shadowraith Heart.
    Location on the map: At the (p1), (p2), and (p3).
    To get this heart, dive into all three wells and swim down. There are
    a bunch of "Cubes" you have to activate, and you need to go into all
    the wells to access all the sections of the underwater area. There is
    a very handy map in the corner showing Cubes and Bubbles. Here are
    some of the enemies and items you'll run into:
     Glowing Cubes - This is the main goal of the section. You must go
       up to all the cubes in the area, simply swimming into them
       deactivates them. All active cubes are shown in the map in the
       corner, so it's easy to find them. Some cubes are hidden behind
       doors you can open, see Tall Door description.
     Air Bubbles - These are almost as important as the Glowing Cubes, as
       they'll keep you alive underwater. Run into them and the swim
       timer resets, and you'll get one point of health. They're also
       marked on the map.
     Switches - swim through the circular metal rings in the water to 
       open a nearby Tall Door.
     Tall Doors - You can see these doors by swimming fairly high, where
       their opening is. Open them with a switch. Swim through the small
       opening to reach some of the Cubes.
     Sharks - Swim away if they're chasing you until you reach an air 
       bubble. Don't let them slow you down. I guess they're just plain 
       annoying. If you don't swim away they'll take away some health.
     Exits - When you're done with a section or you chicken out, exit
       back to Dragonreach by swimming up high, where a large black
       opening in the wall is.
    Once you deactivate all of the Glowing Cubes, a Shadowraith Heart
    will appear by the current section's exit.
    ==HEART #4 Haunted House==
    Difficulty: 4/5
    Riddle: Where dragon's heart did beat
            a doorway with suspense
            within use talons' heat
            to loose some things immense
    Objective: Head into the "Haunted House" area and get a Shadowraith
            Heart by lowering a series of blocks.
    Location on the map: At the 4 where the Haunted House area is.
    Follow the arrows once this mission is selected. You'll go past the
    arena for Heart #2, go across a gear, and reach an elevated area with
    a hole in the wall leading to the Haunted House. Why is it haunted?
    It's full of Phantoms, who are very annoying. If they hit you, they 
    knock you to the ground AND disappear so you can't strike back and 
    recover health. In the house are four challenges, and four platforms
    to lower to reach the Heart in the main room. To get to the challenges,
    go left or right into hallways out of the main room, then left or
    right once you're outside. Here are the challenges, you can do them
    in any order, but these are in order of difficulty:
     1. Left hallway, turn right when you're outside. Platform jumping
        with platforms that rock back and forth. It's pretty easy.
     2. Right hallway, right turn. Platform jumping, with narrow platforms
        and some moving platforms. At times it's hard to see, but just
        imagine the platforms you can see go on in a straight line.
     3. Right hallway, left turn. Launch up. Once you reach the room, you
        can't see a thing, but stand on the edge, center yourself in the
        doorway facing into the room, and jump forward into the darkness.
        You should end up grabbing onto an edge. Continue forward slowly
        until you reach the fan. This is the hard part, you must jump over
        the fanblades rapidly, going around the platform, to get to the
     4. Left hallway, left turn. Hard. Pole-to-pole jumping with moving
        poles. Just patient and wait for the poles to position themselves.
        Climb to the top of the poles each time.
     NOTE FOR ALL CHALLENGES: The phantoms will not be able to damage you
        or knock you over when you're up high in the rooms. If you fall
        into the darkness, you will lose one point of health and be
        returned to the main room. When you reach the end of each
        challenge, use an uppercut or ground pound to cut the ropes and
        lower the platforms.
    Once all four platforms are lowered, return to the main room, climb
    up, and get the Shadowraith Heart.
    ==HEART #5 Flying Lessons==
    Difficulty: 3/5
    Do this Heart first: Heart #1 Bone Bridge
    Riddle: Beyond the fossil's grasp
            a ship floats in the air
            just thread the banded path
            with wings to get you there.
    Objective: Activate the Wind Powerup by obtaining the rune, and
            try it out to get a Shadowraith Heart.
    Location on the map: Rune is located at the "rune" (special way to
                           get there)
                         Powerup is located at the "wp"
                         Heart is located at the 5
    To get this heart you must do three things: Get the wind rune, get
    to the powerup, and fly to the heart.
    To get the wind rune, climb the bone bridge (that you used to get
    heart #1) until you reach the poles. Right after jumping off the
    final pole, jump down to the ledge on the left. You should see a
    platform that looks similar to a bounce pad, but it's really a
    teleport pad. Step on it and you get teleported to the plateau with
    the rune. Get the rune and the game auto-saves. Remember to come back
    here if you need Shards for Heart #9. Return to safe ground by using
    "Warp to Hub".
    To get to the powerup, climb the bone bridge again. Go straight when
    you get off the poles, and slide down the sand. (You should be glad
    the game saved when you got the rune - this can be hard). Step on the
    To fly to the heart, once you get gliding from the powerup,
    immediately fly towards the heart (straight forward, in the direction
    of the nearby rings.) Fly through the rings for a speed bonus, which
    you'll probably need to reach the platform with the heart in time.
    Once you land on the platform, get the heart!
    ==HEART #6 Heart in Veil==
    Difficulty: 1/5
    Do this Heart first: Timberdale Heart #8 Heart in Veil
    Riddle: Again a heart in sight
            is locked within clear walls
            without your molten might
            it remains beyond your calls
    Objective: Destroy another crystal veil protecting a Heart using the
            Earth Elemental Powerup
    Location on the map: Earth Elemental Powerup is located at the "ep"
                         Heart is located at the 6.
    This is pretty self explanatory. Remember the last heart when you
    did this? (If you didn't get the locked veil heart in Timberdale, get
    it now since you need the rune from it to do this one.)
    The Element Powerup is in the sand whirlpool area. The locked heart
    is near the third well (to the left of the Rift Hub.) Since the
    powered-up Vexx cannot jump out of the "moving sand" surrounding the
    mesa in the level, you need to get close to the far wall (away from
    the Rift Hub) so you have a fairly clean path to the Heart. Figure
    out a good path beforehand, and it's easy. The area you pass through
    should have the Sundial and Reia's Scroll.
    ==HEART #7 Sand Castle==
    Difficulty: 6/5 (It's so hard, maybe you should come back later,
                    definitely do all other level tasks before this one)
    Do this Heart first: Timberdale Heart #4 Castle Tower
    Riddle: Within a certain spire
            while moving hand o'er hand
            access you'll acquire
            to a castle of sand
    Objective: Venture into Timberdale, to the Castle, then to the Sand
            Castle for a difficult heart.
    Location on the map: Not on map because not in level.
    This is kind of confusing, since this heart isn't even part of
    Dragonreach. You have to go back to Timberdale. Go back to the Castle
    area by going to Upper Timberdale, and enter the tall tower.
    (For more on this area, visit Timberdale Heart #4, use the keyword
    D-02.4 in a Find search)
    Climb the tower once again. When you reach the area with the very
    narrow platforms going across the tower, find the gap in the platform.
    Jump to the small platform under the first side of the gap, and you'll
    notice a switch above your head. Jump to activate it and watch a
    nearby window open. Your destination is that window. You have two
    choices here, and start by jumping to the other lower platform. Either:
     - Jump up and claw to the bottom of the long narrow platform. This is
       really hard and you're likely to drop. Inch your way along with the
       move stick until you reach the window. OR:
     - Do a Pulse Jump - Flare Kick (Crouch + Jump + Attack) to get back
       onto the main platform. Make your way to above the window. Inch back
       to the edge of the platform until you're hanging from the edge.
       Align Vexx and the camera with the window, drop and quickly Flare
       Kick. (Down + Jump, then Attack button). You need good timing with
       your flare kick, but you should hang onto the edge of the window.
    Walk into the next room. Now you're back in Dragonreach. This is a
    nearly complete replica of the last room, with slightly bigger gaps,
    different enemies, faster-moving platforms, and different decorations
    (note the shells don't do anything, they can be distracting). If you
    go back through the exit, you will be teleported back to Dragonreach,
    instead of Timberdale's Castle Tower. Luckily, where you are is a
    restart point, just make sure you have some lives to spare. You will
    need to use Pulse Jump + Flare Kick (Crouch + Jump + Attack) and
    Long Jump + Flare Kick (Move + Crouch + Jump + Attack) a lot to get
    across some of the platforms. Start by doing a Long Jump + Flare Kick
    to get to the elevator platform without touching any of the hexagons
    on the ground. When the elevator arrives, do a Long Jump + Flare Kick
    again quickly to get to safe ground. Continue up, this is what you'll
     Giant Hobbletrods - Easy, as you'll be on solid land when you
       encounter them. Shake them off, or go up to them and attack them
       if you need health.
     Giant Flembossoms: Easy. One of them is facing away from you, and
       they go down in one hit.
     Bottom Platforms - At the bottom of the area. Don't jump on them
       unless you land on them from above.
     Air Blowers - Fairly easy to avoid, except when they're grouped up.
       They make the invisible platforms visible, but they also do damage.
       In the big group of them, you will have to take damage, but simply
       try to keep from falling off!
     Invisible Platforms - They're always there, the air blowers only help
       you see them. Jump on them when the blowers stop. Some of them are
       hard to see in this level, but you should remember where they are.
     Rock Back and Forth Platforms - There's only one of these. Start on
       near end to make the far end go the highest (don't worry, it has a
       limit) then go to the other side and do a Pulse Jump + Flare Kick.
     Very Skinny Platforms - Be careful on these. They're a little
       harder this time. Like the invisible platforms, there's a section
       that only shows up when grains are dropped on it (it's always
       there.) Inch along slowly so Vexx will catch the side if you start
       to fall. Once again, there's a midway gap you have to jump.
     Gray Rectangle Platforms - Jump to the next one before the one
       you're on falls down and disappears. Use a Pulse Jump + Flare Kick.
     Crushing Statues - LETHAL but easy to dodge. They crush downward.
     Hiding Statues - These ones crush towards the wall, but they don't
       deal damage. There is one extra life behind the second one.
     Rotating Wall Cubes - Jump onto the next one as they start turning.
       This time they turn fast. Get REALLY HYPER with Pulse Jumps to
     Gray Square Platforms - Jump to the next one before the one you're 
       on falls down and disappears. One of them is a little higher up,
       do a Pulse Jump to get to it.
     Revolving Platforms - At the top of the level. You're almost there...
       be careful jumping onto the pole, use a Flare Kick in your Jump if
       you don't think you're aligned right.
    ONCE (or IF) you reach the top of the main chamber through the pole, 
    just jump off the pole (Watch out for the Air Blower, climb up the 
    spiraling platforms into the center, and finally a very-well-earned 
    Heart for you. Now go take a break from the game!
    ==HEART #8 Soul Jars==
    Difficulty: 2/5
    Riddle: The spirits of the damned
            trapped in eternal pain
            can be found throughout this land
            among earthly remains
    Objective: Find the six Soul Jars in the level for a heart.
    Location on the map: All jars around the Whirlpool area.
    Find the six soul jars, they're all around the Whirlpool area, look
    around all the bone bridges. (One's a little far away, near the start
    of the big Bone Bridge, on a claw-bone.)
    ==HEART #9 Shards==
    Difficulty: 2/5
    Riddle: When hearts did burst asunder
            much energy did scatter
            to return this heart its thunder
            one hundred's all that matters
    Objective: Collect 100 Shards for a Shadowraith Heart.
    Location on the map: Everywhere, in the main section.
    I recommend doing this challenge after you've done some of the other
    hearts, such as #1 and #5 and #8 especially.
    Just explore all around the main section of the map to get 100 of
    these. Revisit everywhere you've been, especially the route to the
    Haunted House, the entire bone bridge, the high plateau with the
    Rune, the area around all the wells, and all the little places you
    haven't noticed before, that you can see by going to a high point
    like the bone bridge.
    /\ D-05  The Neverglades /\
    Hearts Required to Enter: 5
    This level isn't too hard. Spirit Stones come back. This level pretty
    much has three areas - A large temple in front of you, a castle area
    behind you, and a very watery area to the left. The sundial is at an
    upper area above the temple. And, once again, there is another Inner
    Demon minigame.
    ENEMIES: Flemblossoms, Goobeasts, Krunks, Skinxes, Shadowcreeps 
    (Citadel area), Shocking Sharks
    ==MAP OF NEVERGLADES==/****************#*****\
                        /****/~| |________| |\***|~~~~>
           h2| |~~~~~~~~<\**\~~~~~~|____|~~~~~/**|~~~/h3\
           | | |~~~~~~~~<<\**\~~~~~|____|~~~~~\**|~~~\___\
           |_| |~~~~~~~~<</***\~~~~h1 rs|~~~~~~~~~~~~~~~~>
           |6  |~(tc)~()<|*****\~~~|____|~~~~~~~~~~~~/   |
      _____|  /~~~~~~~~~<<\*****************\~~~~~~~~\___|
     / ______/~~~~~~/ 2 \<<|**\**************\~~~~~~~~~~~>
    |_/~~~~~~~~~~~~~\___/<<|**|~~~~|    |~\***|~~~~~~/   |
    |_|7~~~~~~~~~~~~~~~~</|****|~~~|    |~|***|~~~~~~\___|
    |_|~~~~~~~~~~~~~~~~~|#|****|___|    |_|***|_\^^^^~~~>
    |__________|~|_|~|__ 1 ________      ________)^^(__/
    |~~~~~~~~~~~~~~~~~~~\_/******\ |    | /*su*\^^^^^^/
     \~~~~~~~~~~~~~~(************/_|    | \****/^^^^^/    --CITA area--
      \~~~~~~~~~~~~~<<<<<<<<<<<<<~~      ~~>>>>^^^^^/        to main
                                   |    |             _______/ s1 \
          --TEMP area--           /| rh |\           / s2    \_||__\ 
            _C_____D_          __/ |____| \__       |               \
          B/    8    \        |              |      |     [ 3 4 ]    \
          /    ___    \E      |   __\  /__   |      |         ___    /
         |    / 5 \    |      |  |  CITA  |  |       \_______/ _____/
        A|___      ____|F      \  \______/  /                \     \
             \main/             \__________/                  \__s3/
    ** = High elevation area (can sometimes be passed under, accessed
                from top of temple stairs or climbing behind Rift Hub)
    ~~ = Calm water
    << ^^ >> = Water with currents (Left, Up, and Right, respectively)
    TEMP = Temple area (has its own map)
    CITA = Citadel area (has its own map)
    1-9 = Shadowraith Hearts        A-F = Soul Jars
    h1 h2 h3 = Heart #1 Heads       s1 s2 s3 = Heart #4 Head Switches
    rh = Rift Hub (ENTRANCE)        # = Spirit Stone
    rs = Reia's Scroll              su = Sundial
    wp = Wind Elemental Powerup     tc = Talon Charger Platform
    In this level, Reia's scroll is located along the path straight
    from the Rift Hub to the temple, at the base of the stairs.
    ==HEART #1 Stone Head Assembly==
    Difficulty: 3/5
    Riddle: Relics wrecked lay in rot
            What mystery transpired?
            Heads up, mind this caveat:
            Some Assembly Required
    Objective: Find the three stone heads around the level and place them 
            on the stone bodies to unlock a Shadowraith Heart.
    Location on the map: Locked heart and stone bodies located at the 1.
                         Three heads located at the h1, h2, and h3 in the
                          main section of the map.
    First, follow the level's default arrows to the little altar with the
    three stone bodies, and the Heart encased in stone. To get there, pass
    across the water at the beginning, and take a left turn at the stone
    intersection. Now it's time to get the three colored heads, and put 
    them on their corresponding bodies.
    Note - Carrying Heads: To carry a head, simply walk up to it and press
    the Attack button. You should grab onto the head and hold it above Vexx
    with your claws. To let go of the head, press Attack again. This will
    make Vexx throw the head. Vexx can do powerful throws by moving, and
    even jumping during a throw. You'll need to use this method to get the
    heads above several gaps. If you leave the heads alone for about 10
    seconds, they will disappear in a blue burst and return to their
    original position.
    Head 1 (Yellow): Simply go back to the Rift Hub, and take the path
    straight forward, to the base of the Temple stairs. You should see the
    Reia's scroll, and on a rock to the left, you should see a Yellow Stone
    Head. Go up to it and pick it up. Bring it back to the Altar by walking
    back along the path to there. To get the head up a high stair, just
    jump in front of the stair, throw, and the head should land at the top
    if you did it right. Go up and get the head again. When you reach the
    Altar, just go up to the Yellow Body and press Attack.
    Head 2 (Green): From the Altar, keep going forward into the water
    cave area. Simply follow the path lining the wall until you get to a
    slightly raised area with the Green Stone Head. Kill all the enemies
    along the way so you don't have to fight them on your way back with
    the head. Pick up the head. Heading back should be fairly easy. At
    the stairs, just Jump, Throw, Climb Up, Pick Up, repeat. At the 
    circular revolving platforms, just jump onto the rotating platform 
    when it comes, without Throwing the head, and jump off on the other
    side. At the large gap above the spirit stone: Jump up, but not out.
    Throw at the top of your jump, and go across. The Altar should
    be right in front of you, deliver the head.
    Head 3 (Red): From the Altar, turn around to the path back to the
    Rift Hub, but go straight until you reach a series of large platforms
    over open water. Jump across these with Long Jumps + Flare Kicks.
    At the end of the series is the last Head, which is red. Pick it
    up and Jump up (not in any direction) and throw to get the Head 
    across all the gaps, follow it, and repeat.
    ==HEART #2 Electric Sharks==
    Difficulty: 5/5
    Riddle: A drop into a well
            is followed by a splash
            Beware the fish are fell
            electric is their lash
    Objective: Go down into the well and use the electric sharks to charge
            up a platform that leads to a Shadowraith Heart.
    Location on the map: The well is located at the 2.
    This is an odd, kind of glitchy task that involves charging up a
    platform using electric sharks in a separate area. To get to this
    "Well" area, follow the arrows for Heart #2, or go to the Altar for
    Heart #1, continue to the cavern area, and take a right turn by the
    spirit stone, and look around in the water for the well. Go down.
    In the well area, you'll notice a ring in the water. This has nothing
    to do with you swimming through it. Also, in the center of the area,
    there's a little whirlywindy thing that will take you back to the
    main area, and a sunken underwater platform under it. You should
    also notice three bright sharks swimming around in different parts
    of the water. Be careful around these. They're what make this
    challenge difficult and scary. (If you're down to 1 or 2 pieces of
    health, warp out and fight a Goobeast to regain all your health.)
    What you need to do is swim around, fairly slowly but not too slow,
    and attract the sharks to you and make them follow you to the ring.
    If you think you can do this fairly easily, just go around in a
    circle around the center of the area, making all the sharks follow
    you, and swim through the ring. This will make all the sharks shock
    the ring with their electricity and will make the large sunken
    platform rise. You need all three sharks shocking at the same time.
    It's harder than it sounds. Just attract them all to the area with
    the ring. Try not to get shocked yourself in the process! Once the
    platform rises, climb up it and step on the switch to reveal the
    well-earned Shadowraith Heart.
    ==HEART #3 Open the Citadel==
    Difficulty: 2/5
    Riddle: This age old citadel
            did time and sand devour
            Its hazards you must quell
            to scale its inner tower
    Objective: Unlock the door to the Citadel area in back of the level, and
            go into the Citadel for an easy Shadowraith Heart.
    Location on the map: The Citadel entrance is located at the "CITA".
                         In the area, the Heart is located at the 3.
    The first task here is to unlock the door to the Citadel. Go to the
    wall of vines behind the Rift Hub gate and climb up. This is the door
    to the Citadel. You need to find three glowing relics around the
    castle wall to open up the door. Just go to the side of the tower and
    you'll see platforms along the side. Explore the area around there
    for three glowing relic things. Touch them to deactivate them and see
    a cutscene with a section of the door opening. Once you get all three
    of them the Citadel Door opens. Go inside.
    Now, go up to the structure in the middle of this dark, sandy area
    (Watch out for Shadowcreeps!) and look around it for a ramp going up
    onto it. There should be a ramp on the opposite side of the entrance
    to this area. From there, climb up the odd structure to the top, and
    jump down into the middle (Do a Flare Kick when you're at the same
    level as the Heart) to get a Shadowraith Heart floating in the
    middle of this structure.
    ==HEART #4 Nanyk Temple==
    Difficulty: 4/5
    Do this Heart first: Heart #3 Open the Citadel
    Riddle: The temple of Nanyk
            lies buried in the sand
            Head up to make three clicks
            and try for one last stand
    Objective: Get another heart in the Citadel area by exploring the large
            heads surrounding the buried ruins.
    Location on the map: The Citadel entrance is located at the "CITA".
                         In the area, the three heads are located at the
                         s1, s2, and s3, and the Heart is at the 4.
    You should do Heart #3 before this. Go back into the Citadel area.
    You need to turn on the eyes of three "head switches" at different 
    sides of this area to raise the tower in the middle out of the sand.
    Head Switch 1: From near the entrance, you should see a Bounce Pad
    on the ground on a slightly raised area. Go up to a bridge, cross
    the bridge to a switch on the ground that lowers another bridge.
    Cross the next bridge and climb up the wall to the Head Switch.
    Step on the ground switch to activate it.
    Head Switch 2: From Switch 1, go around to the right side of the
    structure in the middle to find another raised area. This time,
    there's a bunch of "temporary support" platforms that activate when
    you pass through from under them. Go up the series of these 
    platforms to reach another Head Switch. Activate it.
    Head Switch 3: Go to the back corner of the room, and climb up
    the ramp of sand. There should be a series of platforms going up
    and down. This is easy as long as you don't fall off, walk along
    until you reach the last Head Switch, and activate. To get back
    to the main area quickly drop down from the platform with the Head,
    you should see a teleport pad which will return you to the tower
    in the center.
    ==HEART #5 Temple Rings==
    Difficulty: 2/5
    Do this Heart first: Dragonreach Heart #2 Drop and Hop
    Riddle: Shadowed alcove through
            a game of gatherings
            Collect more than a few
            to win at Temple Rings
    Objective: Participate in another Inner Demon minigame in the temple
            and win three rounds for a Shadowraith Heart.
    Location on the map: The Temple entrance is located at the "TEMP".
                         In the area, the Heart is located at the 5.
    From the Rift Hub, just go straight. Straight ahead, across the
    bridge, up the stairs, up the ramps, and into the temple, and
    into the door straight ahead when you get into the temple. You just
    entered another "inner demon" minigame. Remember the last one?
    The second Inner Demon minigame is Ring Collecting, with you and
    three computer players. Each ring you collect is a point. A good
    way to do this is to run to where there's a lot of rings, and where
    your enemy could easily get them, but make sure he doesn't get them
    before you can! Your Inner Demons should be slightly slower than 
    collecting the rings, but this time they can do attacks. By 
    attacking or juggling your Inner Demons you can make them spill
    rings. But watch out, since they'll do the same to you. Make sure
    you don't lose control when you're near them. If you go near an
    enemy, attack it before it attacks you, even if you don't pick up
    what he drops, at least you'll stall him. There is no penalty for 
    falling out of the arena, and you will be regenerated in a few 
    seconds. A new bunch of rings falls about every 5 seconds, too.
    Vexx is represented by a blue circle under him, so you can tell him
    apart from the demons. Each character's score appears above their
    Each round lasts 30 seconds. There are three rounds, and whoever has
    the LEAST amount of rings at the end of a round gets disqualified for
    the next round. In the last round, there are only two participants.
    Survive three rounds in a row to be declared winner and receive the
    ==HEART #6 Fear of Flying==
    Difficulty: 2/5
    Do this Heart first: Dragonreach Heart #5 Flying Lessons
    Riddle: Above dark cavern floats
            Heart teasingly so near
            To get high above the moats
            hope flying's not your fear
    Objective: Use the Wind Elemental Powerup to glide to a floating
            Shadowraith Heart over the wet area to the left of the level.
    Location on the map: Flying powerup located at "wp".
                         Heart located at the 6.
    Make your way up the temple stairs ahead and jump up past the temple.
    Follow the path to the left, and you should soon see the level's
    Wind Elemental Powerup. Your objective is simple: Glide to one of the
    level's hearts floating in the air, above the water cavern section.
    The heart shines brightly, so you should be able to see it when you
    start gliding. If you can get good control of your glide, this should
    be easy. Simply touch the Shadowraith Heart to collect it.
    ==HEART #7 Talon Charger==
    Difficulty: 0/5 (so easy it should have been in the tutorial)
    Riddle: Over shadowed pools in gloom
            Lifeless eyes are dark
            In sockets fire will bloom
            If lightning there does arc
    Objective: Use the Talon Charging Platform to activate a large head
            relic and make it release a Shadowraith Heart 
    Location on the map: The Talon Charger is located at the TC.
                         The Heart is located at the 7.
    Make your way up the temple stairs ahead and jump up past the temple.
    Follow the path to the left, then take the right fork in the upper
    path. You should see a bunch of odd-sized platforms descending to
    the right. Climb down them to the bottom to get to the Talon Charger.
    Charge your Talons with the Attack button if they're not fully
    charged already, and Power Up. Face the large stone head that should
    be directly ahead of the camera and fire away with attack. A heart
    should quickly appear in the head if you hit the right places.
    Charge up again, but don't use the charge, and jump down into the
    pool and swim up to the Heart that you freed.
    ==HEART #8 Soul Jars==
    Difficulty: 3/5
    Riddle: An ancient temple wall
            contains a mystery
            return before the fall
            and join its history
    Objective: Go into the Temple area and check out the beautiful
            tapestries to find the six Soul Jars.
    Location on the map: The Temple entrance is located at the "TEMP".
                         The six Jars are marked with letters A-F.
    Getting the Jars is interesting this time. Start from the Rift Hub by
    going straight into the Temple area. Once you're in the inside area of
    the Temple, don't go into the Inner Demon Minigame, instead turn left
    by the Shattersphere and go into the other hallway.
    This is the temple wall with the Jars. Like getting the Fire-
    Elemental Rune, you must go in a series of tapestries to get this
    Shadowraith Heart. 
    The tapestries are separated but the design is continuous, so jumping
    or running from one tapestry will immediately place you on the next
    one. Surfaces you can run on are usually marked with bright lines.
    There is no penalty for falling off.
    Enter the tapestry puzzle by going into the at the dark doorway at the
    left of the room.
    Soul Jar A: Far Left Tapestry. Get to the top branch of the tree by
                climbing the pole.
    Soul Jar B: Center Left Tapestry. Top of watchtower in the middle,
                just jump to it.
    Soul Jar C: Center Tapestry. Top of second pole-ship. Just jump to
                it and climb if necessary.
    Soul Jar D: Center Tapestry. Top of Brick Tower to the right, to get
                over there do a Pulse Jump + Flare Kick while holding
                Right, with good timing, from Jar #C.
    Soul Jar E: Center Right Tapestry. Under the bird, just jump to it.
    Soul Jar F: Far Right Tapestry. End of the line, you have to use
                the "dangle surface" of the spaceship to get there.
    Get all of the Soul Jars and the Heart will appear in the middle
    of the room.
    ==HEART #9 Shards==
    Difficulty: 1/5
    Riddle: When hearts did burst asunder
            much energy did scatter
            to return this heart its thunder
            one hundred's all that matters
    Objective: Collect 100 Shards for a Shadowraith Heart.
    Location on the map: Everywhere.
    I recommend doing this challenge after you've done some of the other
    hearts, such as easy ones #6 and #7.
    Just explore all around the main section of the map to get 100 of
    these. Revisit everywhere you've been, especially the upper area with
    the Sundial and the Wind Powerup and all the paths to the stone heads 
    for the relics in Heart #1. Also swim around underwater in the cavern
    area for some, and revisit the Citadel area if you need to.
    /\ D-06  Tempest Peak Manor /\
    Hearts Required to Enter: 11
    This level is harder, but is a lot of fun. There are no spirit stones
    this time. This level is a whole different setup than the last three...
    the level's just a single room, but Vexx is tiny. Don't drop on the
    floor, since Rex (see enemies section) rampages around, and will eat
    you if he catches you. The game recommends using a Vent or a Cushion
    to get back to safe ground, but I recommend simply standing still,
    going to the pause menu, and Returning to Hub. You're out of danger 
    like that. Skinxes (flies) are very common in this level, but it's 
    mostly easy enemies.
    ENEMIES: Puggles, Grimkins, Skinxes, Hobbletrods, Blast Bugs, Krunks,
    Shreeks, Hulks
          _/ /******\******_$_*|                   ==LEGEND==
        _/  /********\      V ||_________
      _/   /**PIANO***\       |********| |  1-6 = Shadowraith Hearts
     /_   /************\      |***TV***| |  A-F = Soul Jars
    |S*| (*)  ___   __(*)     |********| |  
    |H*|     /*$*\ |CU|      _|________| |  ELEVATION
    |E*|     \***/  --      |CU| /*$*\   |  [**] = Higher Elevation (Wall)
    |L*|                     --  \***/   |  [  ] = Current Elevation
    |F*|                     |-|-------|-|  [^^] = Lower Elevation (Fall)
     \     _                 |***********|  
      \V _/*\                |***COUCH***|  PLATFORMS/SURFACES
       \/$***\           __   \********$/|  V = Vent
        \SINK*\         |CU| ____      V |  CU = Cushion (bouncy)
         \****/          -- /$***|   lamp|  $ = Ideal landing spot from a
          \*/  ___________  |CHAIR   ___ |      Vent or Cushion
           \  |***********| (***/    __ \|  @ = Moving platform comes here
            \  |**TABLE***|       ( CLOCK)
             \_|**********|________\____/   LEVEL LOCATIONS
                                            PIANO = Large Piano
    MIDDLE LEVEL (RIFT HUB)                 TV = Television
            ______________rh___             COUCH = Couch for the TV
          _/^_/ _su\________$_ |            SHELF = Bookshelf
        _/^_// / 2 \\@^^^^^ V ||_________   SINK = Kitchen Sink
      _/^^/ / /_rs__\\ \^^^^^^| ______ |^|  TABLE = Kitchen Table
     /_^^/ /___$______\ \^^^^^||**TV**||^|  CHAIR = Small Chair
    |6 | ( )^^___^^^^^( )^^^^^||******||^|  CLOCK = Grandfather Clock
    | 5|^^^^^/CU \^^^^^^^^^^^^|___$_cons^|
    |  |^^^^^\___/^^^^^^^^^^^^^^^/CU \^^_|  USUAL THINGS
    radio^^^^^^^^^^^^^^^^^^^^^^^^\___/^|*|  rh = Rift Hub (ENTRANCE)
    |__|@^^^^^^^^^^^^^^^^^^^^rem---$---avs  su = Sundial
     \^^^^^@^^^^^^^^^^^^^^^^^| |cont   | |  rs = Reia's Scroll
      \V _/ \^^^^^^^^^^^^^^^^| \_|_____/ |  (note that there are no
       \/$   \^^^^^^^^^^^^^^^^\________$/|   elemental powerups in
        \  4  \^^^^^^^^^^^^^^____^^^^^ V |   this level)
         \   _/^^^^^^^^^^^^^/CU| |^^^^^^^|
          \_/^^__^________^^|__/$/^^____^|  TV EQUIPMENT
           \^^|__|_       |^(___/^^/ __ \|  rem = Remote Control
            \^^| ( )ooo _ |@^^^^^@(  gc) )  cons = Game Console
             \^|_______(_)|^^^^^^^^\____/   cont = Game Controller
            ___________________             avs = Air Vent Switches
          _/^/      \^^^^^^^^^^|                 (Step and get blown upward,
        _/^^/        \^^^^^^^^^|_________         located at COUCH armrest)
      _/^^^/  PIANO   \^^^^^^^^^______^^^|  radio = Radio Antenna
     /_^^^/____________\^^^^^^^|  TV  |^^|       (Step on radio button
    |  |^^^^^^^^^^^^^^^^^^^^^^^|______|^_|        on radio on SHELF to raise
    |  |^^^^^^^^^^\A\|B|/C/^^^^^^^^^^^^| |        radio antenna to climb)
    |__|___________\__@__/_____________|_|  lamp = Lamp Elevator
    |____________________________________|       (Goes straight from floor
    |__|^^^^^^^^^^^/     \^^^|^^^^^^^^^__|        to high level by rafters)
     \^@^^^^^^^^^^/D/|E|\F\^^|^^COUCH^^| |
      \^^_/^\^^^^^^^^^^^^^^^^|^^^^^^^^^| |  OTHER AREAS
       \/^^^^\^^^^^^^^^^^^^^^^\^^^^^^^^| |  2 = Piano World for Heart #2
        \SINK^\^^^^^^^^^^^^^^^^^^^^^^^^|_|  gc = inside Grandfather Clock
         \^^^^/^^^^^^^^^^^^^/^^^^|^^lamp_|       (go out at top for H #3)
          \^/^^^^^^^^^^^^^^^|CHAIR^^____^|  sp = Sundial Portal (inside
           \^^|^^^^^^^^^^^|^(^^^/^^/3_/ \|       (gc area, not on map)
            \^^|^^TABLE^^^|^^^^^^^( (/gc )  4 = Drain Area for Heart #4
             \^|^^^^^^^^^^|^^^^^^^^\/___/   6 = Inner Demon Minigame for H #6
    Reia's scroll is a little harder to find, go up to the part of the
    piano, at the front of it, that would normally hold a book (and I 
    guess it does in a way). You should get it on your way to Heart #2.
    ==HEART #1 Console Gaming==
    Difficulty: 2/5
    Riddle: If you play it clear
            Despite your lack of size
            You'll break out of the screen
            A console-action prize
    Objective: Play a minigame on the level's TV, similar to "Breakout," 
            and earn a Shadowraith Heart by destroying all blocks.
    Location on the map: All on Middle Level: Console located at "cons",
                         Remote Control located at "rem", Controller 
                         located at "cont".
    This is an interesting task requiring three objects around the TV
    area. Follow the arrows to the front of the TV, and go to the game
    console. Turn it on by standing in front of it next to the controller
    wire and pressing Attack. Use the cushion on the footstool to get to
    the couch nearby. Get on the armrest of the couch where the remote
    control is hanging off the end. Stand on the remote and do a
    Ground Pound to turn on the TV. With the TV and console on, you
    should see an image of a video game. If you win the game, the Heart
    will pop out of the screen and land on the couch. If you get "Game
    Over, simply turn on the console again and return to the controller.
    Here is the game:
    There are nine blocks at the top of the screen. There is a pong-like
    paddle that you control at the bottom of the screen. A Shadowraith
    Heart will act as the ball. The ball needs to bounce off of you (the
    paddle) or you lose a "life" (one of them on the console game,
    marked with Vexx's head in the corner of the TV's screen.) You win
    when the ball bounces off all of the blocks at the top and makes
    them disappear. The ball (and music) get faster the more blocks
    you destroy. Have fun with this! Since the ball follows a geometric
    pattern, and the same pattern each time you play, you should win
    in no time.
    ==HEART #2 Piano World==
    Difficulty: 5/5
    Riddle: Ebony, Ivory
            and each color between
            Dissonance, Harmony
            'neath the piano strings
    Objective: Go into the challenging "Piano World" by going into the
            piano, and make your way to the top for a Heart.
    Location on the map: To get into the piano, go into the piano's
                         strings, located at the 2 on the Middle Level.
    This is a pretty tough task involving a side area. To get to the
    side area, follow the arrows, or go right from the start of the
    level, until you're in the strings of the piano (get Reia's scroll
    on the side of the piano now). If you touch the strings you get
    transported to the side area. This new area is just music and
    instruments. You have to stay stepping on them or you fall and
    die. There are sufficient extra lives in the area, though. Here's
    what you'll run into on this adventure, in order:
    Music Notes - This is the safe area with no properties. However,
      this is where all the enemies will appear. Be careful and go
      slowly since the camera can get annoying.
    Drums - These platforms are bouncy and pretty fun. Don't fly off!
    Xylophone - Don't let the stick moving back and forth push you 
      off. Otherwise a safe platform.
    Cymbals - Normal rotating platforms, often associated with poles.
    Bass - Large thick string that "vibrates" and pushes you away
      from where the keys strike it. Don't get crushed by the keys nor
      fall off the strings, and watch out for the circular platforms
      at the ends which are hollow in the middle.
    Trumpet - Simple lift at the end of the first bass.
    Piano - Press all three keys to get the cover to act as a lift.
    Saxophone - Normal platform after the piano. Get inside it from
      the piano and go all the way in for two extra lives!
    Horns - Above Saxophone. Wait for them to stop blowing before
      passing them, one at a time.
    Violin - Watch out for the bow and the Hobbletrod at first. Once
      you defeat the Hobbletrod, use the bow to get to the next areas
      by doing a Pulse Jump straight up standing on the strings when
      the bow will appear under you. To one side is an extra life in
      a bass drum, to another side is the path ahead.
    Large Note Platforms - The first set of these stay in place, but
      they sag down just a little when you step on them. The second
      set of them do not sag, but they move around.
    At the end of the line, on a drum, bounce up to get a well-earned
    Shadowraith heart.
    ==HEART #3 Climb the Clock==
    Difficulty: 3/5
    Riddle: Time as it waits for no one
            The works of peril spin
            Face glowing like a sun
            Hides a reward within
    Objective: Climb the inside of the grandfather clock to get a
            Shadowraith Heart at the top.
    Location on the map: Grandfather clock located at the "CLOCK".
                         Go to the "gc" in the Middle Level to enter.
                         Exit the clock at the Top Level to get the
                         Heart located at the 3.
    This task is similar to the last one, but not nearly as hard.
    Go to the Grandfather Clock by making your way across the TV and
    couch to the kitchen table, waiting on the edge of the table
    nearest the clock for the platform to come, and taking a moving
    platform to the base of the clock. Climb up the notches in the
    clock's table until you reach as high as you can go, and then go
    into the mouse hole into the clock. Here's what you'll find 
    inside the clock:
    Large spinning gear - Harmless, at the bottom of the area. This
      gear comes in handy, so you don't die every time you fall. But
      it's kind of badly textured, ya?
    Wall pushers - Watch out for them as you approach, don't let
      them push you off the wall.
    Small spinning gears - Harmless moving and spinning platforms.
      Don't get dizzy!
    Large yellow platform that rocks back and forth - self-explanatory.
      You can't fall off, and note the sundial platform to the right
      side of it.
    Up and Down pendulum - Normal platform after the back+forth one.
    Ferris wheel gear - Yay! Ride this gear at any point, try getting
      all the shards, and use it to get across the clock.
    Air Vent Switches - Stand on them and they blow you upward.
    Wire surface - Normal dangle surface, drop onto the small gear
      under it.
    After the last small gear, jump onto the wooden circular platform
    that leads back out of the clock. Go back into the main Tempest
    Peak Manor area, take a look around from so high up in the level,
    and get the heart waiting right there.
    ==HEART #4 Down the Drain==
    Difficulty: 1/5
    Riddle: A Heart is held a captive
            to free it is a pain
            Your goal is adaptive
            Your work is down the drain
    Objective: Go down the drain with the water in the Sink Area
            for a Shadowraith Heart trapped in another level.
    Location on the map: Go to the SINK area at the Middle Level.
                         The drain is located at the 4.
    This is a generally easy task. Make your way to the SINK from
    the SHELF or from the TABLE. Just go around the level following
    the arrows. Once you're at the sink, first go to the bottom of
    the sink bowl and blow off the drain cover by doing a Ground
    Pound (Jump + Crouch). Now go up to the button next to the
    faucet tap and do another Ground Pound to turn on the water.
    Jumping back into the drain will now take you to the drain
    world, a new area will load. 
    I'm not sure if you're supposed to do anything in this new
    area, you're just sliding down a tube. You can move side to
    side and jump. You may need to jump over a gap in the piping.
    After about 10 seconds, you will be forced into a new area,
    the game will load again. Now, for some reason, you're in
    Summit of the Sages in a small suspended cage, but you can get
    your Heart, which you're sharing the cage with.
    ==HEART #5 Heart Hiding in Box==
    Difficulty: 1/5
    Riddle: It's in plain sight to find
            But not without some luck
            In the interest of being kind
            Through top of box you duck
    Objective: Find a certain shoebox on the shelf and drop through
            the top for an easy Shadowraith Heart.
    Location on the map: Go to the SHELF area at the Middle Level,
                         the Heart is located at the 5.
    This task is easy, easy, easy. Go to the Shelf area from by
    the piano. As soon as you're on the shelf, you should hear the
    beating of a heart that you can't see. The box to your left,
    a green one that looks like a shoebox, should have writing on
    it. (I think it's Vexx writing for "Do Not Open.") Stand on the
    writing and do a Ground Pound (Jump + Crouch button) to open
    up the top of the box and get the Heart inside.
    ==HEART #6 Tower Rings==
    Difficulty: 2/5
    Do this Heart first: The Neverglades Heart #5 Temple Rings
    Riddle: This tower's tiny clone
            is sleeping with the fishes
            catch the rings as they're thrown
            defeat yourself for wishes.
    Objective: Play a Inner Demon minigame very similar to the last
            one for a Shadowraith Heart.
    Location on the map: Go to the SHELF area at the Middle Level,
                         the aquarium is at the 6.
    Another Inner Demon minigame! To get to it, go to the bookshelf
    area (go across the Piano), and climb up, using the Radio, to the
    top area. (Use the button on the radio to raise the antenna to
    climb.) Move the camera so you can see the fish tank under you.
    Jump down into the tank and swim into the tiny tower to start
    the game.
    This time the game is almost identical to the last one. Once
    again you're collecting rings with three inner demons, one
    eliminated after each round. See The Neverglades Heart #5 for
    ==HEART #7 Sundial Portal==
    Difficulty: 3/5
    Do this Heart first: Timberdale Heart #7 Sundial Portal
    Riddle: A one-way portal calls
            Sundial tells the time
            Hidden gateway opens halls
            missed chance would be a crime
    Objective: Go through another platforming challenge in a new 
            Sundial Portal for a Shadowraith Heart.
    Location on the map: Sundial in the PIANO area at the "su".
                         Sundial Portal in the CLOCK area, go in
                         at the "gc". (Both in Middle Level)
    First, go to the sundial. You can get there by going to the Piano, 
    going to where you would drop into the Piano World (the strings),
    but walk along the edge of the piano until you're at the back of
    it to find the sundial. You should see two notches at the "dawn"
    part of the day, so set the clock at exactly the one that's still
    at night. Now pause the game and select Return to Hub. (It's quicker
    to get to the next area).
    Now, go into the Grandfather Clock, like for Heart #3. Go up through
    the first few parts of the clock until you meet the large yellow
    platform that rocks back and forth. Quickly jump to the right, under
    the large yellow lift, and you should see the Sundial Portal. You
    have to go through the correct side of it if it is active. Go ahead.
    You're in the Sundial World now. This place is pretty easy. Like the
    last one, there are enemies, moving platforms, and a cool sky. This
    time, the moving platforms are poles (no different than normal
    platforms, just climb up to the top and jump), and there's an added
    enemy: Hulks. They're not that hard, just keep hitting them and they
    won't attack you, and they'll be down in no time.
    ==HEART #8 Soul Jars==
    Difficulty: 4/5
    Riddle: Upon a chandelier
            Are trapped these poor spirits
            To make a heart appear
            Allow your steps to steer it
    Objective: Climb up to the level's rafters and get all the Soul Jars
            on all ends of the unstable chandelier.
    Location on the map: In the center of the Highest Level is the rafter
                         and the chandelier with the Soul Jars (A-F).
    The main challenge here is getting to the rafters. There are three
    -Use the radio. Go to the SHELF area in the level (past the piano)
    and climb up until you reach a radio on the shelf. Press the button
    on the radio (jump on it or use a Ground Pound) to raise the antenna.
    Climb up the antenna, and after clearing the enemies there, look
    around to see the books you climb to get to the rafters. Go up to
    the beam and walk toward the center. There is a Shreek here. Be
    careful, just pass by it, and more importantly, don't fall off the
    -Use the air vent switches. Make your way to the armrest of the
    couch with the remote control. Go around the backrest until you're
    on the armrest closer to the wall. At the end you should see a
    switch on the ground. Step on it to be blown up to a small shelf on
    the wall with a flower pot. First, look around the back of the pot
    for an extra life. Then, blow up with a second switch and land in
    the pot. This causes the flowers to grow. Go back down to the
    switch, and blow up + flare kick to the flower leaf closer to you.
    Jump to the next leaf and then to the ledge on the wall. Simply
    use the final air switch to get up to the rafters, and walk to the
    -Use the lamp. Go to the Grandfather clock, you'll notice on the
    floor towards the chair there is a lamp/coat rack/something that
    has a section that can be used as a lift from the floor to near
    the rafters. Use the nearby Vent to get on, and be lifted up.
    Get over to the Air Vent Switch on the part of the wall to get
    up to the rafters.
    Once you're at the center of the rafters, time for business.
    This is fairly easy as long as you're slow. Look for a platform
    that will take you down to the chandelier. As unstable as the
    chandelier is and as annoying as the camera is, you won't fall
    off. Just walk slightly towards each Soul Jar, wait for the
    camera and chandelier to adjust, and walk slowly the rest of
    the way to each. Get all six and the Heart appears at the top
    of the rafters. Take the platform back up and enjoy.
    ==HEART #9 Shards==
    Difficulty: 3/5
    Riddle: When hearts did burst asunder
            much energy did scatter
            to return this heart its thunder
            one hundred's all that matters
    Objective: Collect 100 Shards for a Shadowraith Heart.
    Location on the map: Everywhere.
    I recommend doing this challenge after you've done some of the other
    hearts, such as easy ones #4 and #5.
    Just explore all around the main section of the map to get 100 of
    these. Revisit everywhere you've been, especially the entire piano,
    all of the shelf, and around the rafters. If you fall on the floor,
    be sure to use Warp To Hub, since if you die, it's all the Shards 
    down the drain. (speaking of down the drain, you won't find any down
    the sink's drain.) This time it's harder since you need to go to more
    places to get the Shards. You probably need to visit the Grandfather
    Clock area (get all the shards on the Ferris Wheel platform!) and
    the Piano World (be careful, easy to die in there!) Get in the
    Sundial Portal area if you can.
    /\ D-07  The Below /\
    Hearts Required to Enter: 11
    This level is full of a lot of difficult tasks. The level is a large
    underwater dome, but fortunately, none of the tasks in the level take
    place fully underwater. That would be scary. Most of the hearts in
    this level have their own little section. Overall, this is a well-
    designed level that's a step up from the last few. By the way, there
    are quite a few new tough enemies. There is one spirit stone in the
    level, and several rocks scattered on the land which you can also hit
    to gain health.
    IMPORTANT NOTE: There is a very easy way to get a lot of extra lives
    in this level. See Heart #3, and the FAQ's section.
    ENEMIES: Puggles, Grimkins, Skinxes, Hobbletrods, Slyphs, Floppers,
    Yabu's Guards, Shadowminions, Sharks
    ==MAP OF THE BELOW== /F '     __        \_
                 _______/\__/____(__)_D_____  \_
               _/~~~~~~~~~~~~~~~~/ /~~~~~\_ \   \
              /~~~~~___~~~~~~~~~(_)~___~~~~\ \_\ \
        _    /~~~~~/   \~~~~~~~~~~~/rs \~~~~\ \E__\
       /#\__/~bub~~| 3 _~~~~~~~~~~~| 4 |~~~~~\
      /(_)_/~~~~~~~\___/~~~~~~~~~~~\| |/~bub~~\ __
      |  \ |~~~~~~~~~~~~~~~~@@@~~~~~~~~~~~~~~~|/B \
      \   \|~~~~~~~~___~~~~@ 5 @~~~~~~~~~~~~~~|   |
       \ C \~~~~~~~/   \~~~~@@@~~~~/| |\~~~~~~/su |
        \__/\~~~~~~/ 1 |~~~~~~~~~~~| 2 |~~~~~/\   |
             \~~~~~~/__/~~~~~~~~~~~\___/~~~~/ /  /
              \_~~~~~~~~~bub~~~~~~~~~~~~~~_/ /  /
             /  \________________________/__/  /
             \_             |_|              _/
               \____       (___)      ______/
                        \   rh    /
    rh = Rift Hub (ENTRANCE)      # = Spirit Stone
    su = Sundial                  ~ = Water in Dome
    rs = Reia's Scroll            (_) = Access to dome from land
    A - F = Soul Jars             bub = Air Bubble in Dome
    1 - 5 = Shadowraith Heart Side Areas:
    1 = Dome with Inverted Area/Sundial Portal (Hearts 1 and 7)
    2 = Dome with Statuary Area (Heart 2)
    3 = Dome with Hydro-Charger Area (Heart 3)
    4 = Dome with Sumo Arena (Heart 4)
    5 = Underground area with Hell (Hearts 5 and 6)
    Reia's scroll is located under Tower #4, in a little alcove. Go for 
    a swim and dig it up from the bottom of the dome.
    ==HEART #1 Inverted==
    Difficulty: 2/5
    Riddle: In the slightest bubble
            You may be alerted
            To some running trouble
            When you are inverted
    Objective: Activate six pads while the camera is upside-down, in a
            certain time limit, to free a Heart in a side area.
    Location on the map: Inverted Challenge Area located at the 1. 
    From the Rift Hub, dive into the large pool, and once you swim into
    the dome, go to the large underwater tower to the left of you, which
    should be the closest one. Look on the left side of this tower to
    find a beam of light shining out the side of it, towards the bottom
    of the tower. Swim into the beam of light to get to the Inverted
    You'll find yourself in a new area, with a shallow pool of water
    below you, and some walkways in front of you. The circular pads are
    what you need to step on once the camera flips over. The button
    right in front of you flips the camera. All you need to do here
    is step on all of the pads while the camera is flipped over (there
    are six of them) and the force field around the Heart on the ledge
    above you will deactivate.
    Once you step on the button and flip the camera, you need to stay
    on the walkways and press the buttons. You can do this as many
    times as you want...the button-pads never deactivate themselves.
    So either stand on your head, or say "I'm too cool to do that, I
    want to take the challenge," and walk the plank to each pad. It's
    not that hard once you get used to it. The last pad can be hard to
    get, since you have to run to it before the "inverted timer" runs
    out. Once you activate all of the pads, go up and get the Heart on
    the nearby ledge.
    ==HEART #2 Statuary==
    Difficulty: 4/5
    Riddle: A shocking task exists
            Through an estuary
            Match your wits against
            This puzzling statuary
    Objective: Go into a side area and step on a series of switches
            for a Shadowraith Heart.
    Location on the map: Statuary Area located at the 2.
               __      __
            I /3 \    /11\ II        This Statuary area can be tough.
              \ v<\  /~/~/             You emerge in the middle, there
               \>^ \/~/~/              are six outer areas.
           _____\ 4  8 /_____        I = Gazebo with Shreeks
          /9 #   6 /\ 10||  1\ III   II = Lake with Cutting Things
       VI \__#__   \/  _||___/       III = Narrow Platforms with Puggle
                / 12 2 \~~~~         IV = Platforms with Poles
               /// /\ o \~~          V = Mechanic Area with Boxes
              / ///~~\ o \           VI = Arches with Climbing Surfaces
            V \7_/~~~~\_5/ IV          (~ = water, o = poles)
    This task can be very hard if you don't know what you're doing. I
    had to do a lot of trial-and-error to get all the switches in order.
    Anyway, to get to this area, from the Rift Hub, swim into the dome,
    and go to the tower to your right this time. Look at the back of it
    for the beam-of-light-entrance. You'll find yourself underwater, in 
    a well. Swim up. A strange camera-bot will join you. You can't defeat 
    it, so let it just follow you around.
    Take a look around and try to find all the areas mentioned on the
    mini-map above. There are six statues surrounding the fountain in
    the middle, and six more that are further out, past small challenges.
    You need to press these twelve switches in the right order, 
    alternating between an outer one, and one near the fountain. If you
    press the wrong switch the camera-bot will zap you and take away
    health, but you don't need to go back and press any previous switches.
    Here are the six outer areas in more detail (clockwise):
    Area I: There's a structure with Shreeks around. They're easy to avoid
     if you along the outer edge of the area. This is how you regain
     health if you've been zapped too many times.
    Area II: This area has those weird spinning disc enemies. To get past
     them, go up to the middle platform, get the attention of the spinning
     disc there, make it come towards you, then quickly go to a side
     platform, and jump into the middle platform, past the first disc.
    Area III: This area has a single Puggle and some orange-colored 
     narrow platforms. Just Long Jump + Flare Kick to get across and 
     don't let the naughty camera get to you.
    Area IV: This has a three poles, one of them moving up and down.
     Climb and jump to get to the top.
    Area V: This area has three boxes which you can push. Move the lower-
     left one first, then the lower-center one, then the small box on top
     of them, and push it in to clear the statue switch.
    Area VI: This area has a few arches and an extra life behind them.
     Look for the climbing surface, you'll have to do some climb-jumping.
    The order you do them in is (shown on the map):
    1: Area III exterior  5: Area IV exterior
    2: Area IV interior   6: Area VI interior
    3: Area I exterior    
    4: Area 1 interior
    Exterior means the one that requires the challenge. Activating this
    one correctly gives out a cool green spark.
    Interior means the one next to the fountain. This one should have
    a statue identical to the last one, and has a vivid yellow burst
    when activated correctly.
    Activate all of them to see that annoying camera-bot turn into a
    valuable Shadowraith heart!
    ==HEART #3 Hydro-Charger==
    Difficulty: 4/5
    Riddle: A massive structure looms
            'neath the Hydro-Charger
            One wrong step spells your doom
            unless your skill is larger
    Objective: Deactivate the Hydro-Charger in a side area and get the
            Heart inside.
    Location on the map: Hydro-Charger area is at the 3.
    Swim into the dome from the Hub, and go into the tower to the
    middle-left. The beam-entrance is on the right side. You'll love
    the area that you come in, it's full of waterfalls and palm trees
    (behind you.) This is a simple platform challenge, with few
    enemies, except the Slyphs. Watch out for the Hobbletrod and Grimkin
    to you left. Here's what you'll run into:
    Pole at the bottom - You'll see this at the end of the solid platform
      you're on at the beginning. You can jump down and get 2 extra lives.
      For more on collecting extra lives here, see the FAQs section.
    Purple Square Platforms - They sink down a little.
    Waterfall Water - When you're standing on the water, it moves you
      slowly towards the cliff edge. Run towards the cliff-wall to stay
      on it. (The water at the falls' bottom runs you off and kills you).
    Giant Crusher - Easy to avoid. Just go into the little ditches when
      it comes down on you.
    Platform above Platform - This is after the crusher, where there's
      thin-looking platform above another one. You can either wall-jump
      off the waterfall-wall to the left (hard), or just stand on the
      edge of the platform, pulse-jump up slightly to the left, and
      flare-kick to the right. With this method, if you fail, you'll
      just land where you started, instead of dieing.
    Slyphs - These mischievous snakes will grab you in their heads and
      throw you around to wherever they want, which is usually off the
      cliff. Avoid them by attacking them as soon as possible, they go
      down in one or two hits.
    Jutting Spikes - Easy to tell where they are on the cliffside, so
      go when they disappear.
    Narrow platform - This platform to the side of the waterfall is for
      a fairly pointless extra life.
    When you reach the top, defeat the Slyphs and look for the button to
    turn off the Hydro-Charger. Jump down and get a well-deserved Heart!
    ==HEART #4 Sumo Rematch==
    Do this Heart first: Timberdale Heart #2 Sumo Match
    Difficulty: 5/5
    Riddle: Within the furthest dome
            a brute demands a rematch
            His moves you may have known
            now include a detach
    Objective: Fight the Sumo again in an interesting arena for a Heart.
    Location on the map: Sumo arena located at the 4.
    BOSS BATTLE! Time to show the Sumo who's boss. The arena is much
    more dangerous this time.
    Start by swimming to the Sumo's tower. From the Rift Hub, it's the
    tower to the middle-right. Look under it for Reia's Scroll. Enter
    towards the front, in the beam of light. In the new area, run
    forward until a cutscene starts. It's show time!
    > Boss: Sumo-Kin
    Needs to be knocked out of the Arena 4 times in a row to be 
    > Arena: Water Arena
    Standing in the water very gradually makes you move towards the
    edge. Each time you knock the Sumo out of the ring, the arena
    gets a little smaller. If you get knocked out of the ring, the
    battle starts all over again.
    > Boss Attacks
    Push: Standard attack. It can be dangerous if you're very close
      to the edge, between it and the Sumo, but it's very easy to
      avoid, just by running. Long Jump to play it safe. The only
      risk of being hit is being knocked off the arena, it doesn't
      take away any health.
    Meteor Attack: This is a little tougher attack. It's easy to
      dodge, but if you get hit it takes away 2 points of health.
      This attack happens a lot, the Sumo will do a prayer-type
      thing, and you'll see a large green target moving towards
      you. You don't need to do anything until you see the target
      get really small, and the meteors will then crunch you. If you
      just run or jump out of the way at the last second, the attack
      will miss. You should just run around to play it safe. This
      attack will happen 3-5 times in a row.
    Flaming Push: This is the tough attack, that can knock you out
      of the arena easily if you're not careful. Usually after a
      Meteor Attack, the boss will stand in place with one arm down,
      you'll see a small burst of flame, and he will rush at you.
      As usual, you can run out of the way or jump at the right time
      to avoid it. If you survive this attack, this is when you
      strike him.
    > When to strike
    The way to knock Sumo-Kin out of the arena, which you have to do
    four times, is to wait until he's at the edge. There are two ways:
    - Survive his attacks until he does the Flaming Push. Make sure he
      misses, but stay near him, so you can quickly run up to him and
      push him off the edge of the arena.
    - Be offensive, and before he starts his Meteor Attack, go up to
      him and push him around until he's near an edge. The easiest
      place to push him is his butt, otherwise it doesn't affect him.
    The boss battle gets harder after time. I had a tough time
    surviving the final round when the arena's only so small. I did
    a Pulse-Jump over him to dodge his normal push, then frolicked
    around, surviving the Meteor Attack, and quickly moved out of
    the way for his Flaming Push before giving him a good final
    claw in the butt. After you do this, you'll get another good-ole
    Shadowraith Heart.
    ==HEART #5 Hell==
    Difficulty: 4/5
    Riddle: Deep in a boiling well
            above the ghastly steamer
            Climb to the peak of hell
            A heart there seeks redeemer
    Objective: Go to hell (and get a Heart after a lot of climbing.)
    Location on the map: Hell is located at the 5.
    To go to Hell, swim into the dome as usual, and in the middle of 
    all the underwater towers should be a large dark crater on the
    sea floor. Swim in to this crater to get to the new area.
    Hell is full of tough enemies:
    Shadowminions - These guys are medium-hard. They sometimes
      brandish a knife, a swing mace, or a kind of throwing-star. The
      ones in here only have knives or maces, which are easier. Just
      attack them, and jump up and do an overhead attack if you want.
      The easiest way with these guys is to send them into the air
      with an uppercut.
    Yabu's Guards - These guys, with their big axes, can be tough.
      It's best to Pulse-Jump up, avoid their axe swinging, and give
      them a pop on the head a few times.
    Floppers - If the floor under you has the lava-ey texture, then
      watch out for these guys. If you move around, you may see tiny
      orange bursts from the floor following you. If you stand in
      place and there's a Flopper around, he'll most likely pop out
      from under you, and when you land back on the ground with one
      less point of health he'll be long gone, but ready to attack
      again. Defeat them simply by preparing to attack them when you
      see the little orange bursts under you (attack with a jump + 
      Ground Pound.)
    And quite a few annoying-as-usual Skinxes, and Grimkins.
    If you land in the lava it's fatal. You may see some random
    switches around. You need to press three switches to get an extra
    life in the middle of the area, but it's not really worth it. To
    actually go somewhere, find the area with the platforms going up
    and down out of the lava.
    Go across this area and climb the poles, and go to the left once
    you're going along the walls, and it's basically a small spiral
    up to the top of the area from here, with simple challenges and
    enemies ahead. At the top of the area is the Heart you're wanting.
    ==HEART #6 Color Puzzle==
    Difficulty: 3/5
    Riddle: Above a sea of flame
            A ghostly vessel drifts
            On board you'll find a game
            whose colors seem to shift
    Objective: Go to hell until you get on the ship with a puzzle-
            game in it, in which you can earn a heart.
    Location on the map: Hell is located at the 5.
    Go back into Hell like you did for the last heart, and cross the
    platforms that are going up and down out of lava again. This time,
    after climbing the poles, take a RIGHT turn. Shortly along the
    path you should see a pirate ship floating in the lave. Jump into
    the hole that you can see on the deck to come to a new area.
    The puzzle that awaits you is an odd one. It took me a bit of
    patience and luck. There are sixty-four squares, like a checkerboard.
    When the game starts, all the squares are alternating colors, like a
    checkerboard. By stepping on a square, you switch its color. You win
    the game once all the squares are the same color (white or black).
    The large plate above the board comes down every 25 seconds (there is
    a timer in the corner). It switches the color of every plate, which
    doesn't really make a difference. Get out of the way before the plate
    comes down or you'll get crushed.
    The game would be easy to complete if it were not for the bombs that
    occasionally bounce across the game board on every other square in a
    row. Since that's so hard to correct when this is happening a lot, 
    my method for completing this minigame was, let the bombs complete
    it. By only stepping on the board a few times, I just let the bombs
    drop until they made the board all one color, since they correct
    their own mistakes.
    The only way to lose any health or die from this game is to be 
    crushed by the large plate. Good luck, this one can be confusing.
    You get your Heart out of the treasure box in the front once you
    win the puzzle.
    ==HEART #7 Sundial Portal==
    Difficulty: 4/5
    Riddle: A one-way portal calls
            Sundial tells the time
            Hidden gateway opens halls
            missed chance would be a crime
    Objective: Go through the Sundial Portal for a tough challenge in the
            Sundial Rift for a Shadowraith Heart.
    Location on the map: The Sundial Portal is located inside the 1 area.
    Go up to the sundial and turn it to the beginning of the Sundial
    Portal section that's marked (remember, turn it to the mark that's
    further clockwise, as the clock turns counter-clockwise.)
    Now get to the Sundial Portal. This is located in the "inverted"
    section, the tower to the far left when you swim into the dome.
    To get to the Portal in this area, ignore the "inverted" switch and
    climb up to the strange empty room past the heart. Turn around and
    look at the doorway you just came from, and right above it should
    be a little ledge. Jump up to the ledge, and follow the path that
    goes back into the main room, along the wall, until you reach the
    portal at the end. Enter.
    You know the Long Jump move, right? This sundial area is focused
    a lot on it. Here's what you'll run into.
    Giant Crushers - These machines will come down quick on you, but
      will take about 10 seconds to raise back up because of their
      size. There is one at the beginning of the level. Duck under it
      for a split second, move out of the way before it comes down,
      and use its delayed ascending time to Long-Jump + Long-Jump +
      Long-Jump continuously along the road unharmed until you're
      out of danger. There is one at the beginning of the area and
      at the end (the last one especially requires the Long-Jump.)
    Crusher-Platforms - The series of platforms right after the first
      Giant crusher. As soon as you step on it, nearby blocks come
      down on the platform and crush it into oblivion, so just keep
      running and long-jumping out of the way.
    Elevator - board it when the odd door opens.
    Stacked Logs - This is a challenging part. Vertical rows of log-
      like figures come at you, and you have to dodge them and get
      through them. Each time a log hits you, it disappears out of
      the way, but you lose. Trust me, you do NOT want to lose health
      when you see what you have next. To get through them, look at
      this diagram:
       (             )       (=============)       (=============)
       (======^======)       (             )       (=============)
       (=============)       (======^======)       (======V======)
       A. Several logs       B. Gap on top of      C: No gap in
       with a gap on top:    a single log:         the logs:
       Do a Pulse-Jump       Simply jump           You must attack the
       over the first few    through the gap.      log on the bottom
       or do method C.                             to make it disappear.
    Yabu's Guards - This is the really hard part, as it's a step
      up in enemies, and you have TWO PAIRS of them to take on. What
      I did was keep attacking them until they're both defending with
      their axes. Then Pulse-Jump up, and you'll avoid both of them
      swinging their axes, and on your way down pop one of them in
      the head with a Ground-Pound or a Flare-Kick, or both. Repeat
      and you shouldn't lose any health, and they should be gone after
      4 to 6 hits.
    Spiraling Tower - Climb up to reach the final section of the area.
      In the gaps in the platform, watch out for some spinning gears
      on the side of the tower.
    ==HEART #8 Pirates' Treasure==
    Difficulty: 1/5
    Riddle: In the belly of the beast
            Short's chest deserves a look
            The key to its release
            is hidden in the book
    Objective: Open the treasure chest in the belly of the whale with a
            certain combination.
    Location on the map: The whale is swimming all around the Dome area.
    Swim into the Dome, and look around the top of the dome for the
    Giant Whale, Leviathan. The whale won't hurt you. Swim in front of
    the whale's mouth and be swallowed. Once inside, you'll find yourself
    in a tiny boat inside the whale's stomach, with the three pirates,
    Nasty, Brutish, and Short. Go up to the treasure chest, and press
    Attack to start entering the combination.
    The combination for PlayStation2 is (X) (Square) (Circle). I'm not
    sure what it is for GameCube or XBox, but look in the game manual
    and you should see the possible buttons.
    If you get the combination right, the heart is yours! If you get it
    wrong, you are simply thrown out of the stomach and back into the
    giant Dome.
    ==HEART #9 Soul Jars==
    Difficulty: 2/5
    Riddle: Along an outer track
            Hide these souls in trouble
            To send their spirits back
            Free them from their bubbles
    Objective: Collect six Soul Jars from around the main section of the
            level for a Shadowraith Heart.
    Location on the map: At the A, B, C, D, E, and F.
    The Soul Jars this time are fairly easy. They're all scattered about
    the main part of the level in bubbles.
    A: To the left of the Rift Hub and pool.
    B: In an alcove by the sundial, which is to the right of the Rift
      Hub and pool.
    C: In a side area to the left of the giant dome. Go into the dome,
      and search the left edge for the other small exit. You'll emerge
      in a small pool by a spirit stone. Go to the left of the pool to
      encounter a weird enemy holding the bubble. Attack it and get
      Soul Jar C.
    D: There's another "side area" with D, E, and F. To get to this
      area, swim around in the dome behind Tower #4 (the Sumo). You
      should see on the sea floor an area with air under the water.(?)
      Swim down, and climb up the Launch Pads to the new area. The
      bubble's right by the entrance.
    E: This can be a little hard. From Soul Jar D, go to the right,
      and you'll see an enclosed area with a few Skinxes. Defeat the
      naughty bugs, climb up the ramp (where you can see the bubble),
      and do a Long Jump ahead, and a quick Flare Kick as you're
      about to touch the bubble. If you do it right, you'll get the
      Soul Jar, but you may fall down a mysterious hole in the level
      to your death.
    F: From Soul Jar D, go to the left to a weird structure. Go
      under the structure, and do an uppercut when you think you're
      under the bubble to get it.
    When you have all the Soul Jars, the Heart appears at the very
    top of the dome, which you have to swim to. This could be a
    hard part, swimming right to this Heart. Don't get swallowed
    by Leviathan the Whale along the way!
    ==HEART #10 Shards==
    Difficulty: 2/5
    Riddle: When hearts did burst asunder
            much energy did scatter
            to return this heart its thunder
            one hundred's all that matters
    Objective: Collect 100 Shards for a Shadowraith Heart.
    Location on the map: Everywhere.
    This could be a little harder this time. Most of the Shards in this
    level can be got by swimming around the Dome, hidden under the towers
    and in their "beams". Happy swimming. This will give you about 70
    Shards. To get more, visit Tower 2 (Estuary), which has a few.
    If you still need more, you can go to Hell (at the 5) and the
    Waterfall area (at the 3), but make sure you don't die in there or
    you'll have to start all over.
     \/                           Section E                           \/
     /\                FAQS - Frequently Asked Questions              /\
    Q: I heard this game is really hard, like Maximo. Is this true?
    A: This game is pretty hard, but not in the same way as Maximo.
       Maximo was hard because of the enemies and the way you defeat them
       and have limited opportunities to save/travel/etc. In this game,
       the variety in the gameplay and the difficulty of some platform
       jumping make it hard. The enemies are some of the easiest things
       in this game.
    Q: How big is this game / How long does it take to beat?
    A: This game is pretty big. Each world contains several tasks that
       can take from two minutes to two hours. Usually the whole game
       takes at least 30 hours, plus it has difficult gameplay.
    Q: How do I get more extra lives?
    A: There are several easy ways to get extra lives. At the beginning
       of the game, Timberdale's Castle Tower is the best way.
        -In the main area of Timberdale, there is an Extra Life under one
         of the waterfall bridges, and one of them up a ledge which you
         Wall Jump up.
        -In the "Water Tower" to the left of the castle tower in the
         Upper Timberdale area, there is an Extra Life floating under the
         floating water.
        -In the Castle Tower, there is an extra life off of the narrow
         platforms, and two extra lives behind the stones that close into
         the wall.
       Once you reach The Below, there is an even better method.
        -Go to the side-area where there's a large cliffside with several
         waterfalls, and the heart gets protected by an electrocuting
         beam. Go up to the edge of the man-made platform you're on, look
         at the waterfalls below you, and you should notice a cave in the
         wall with two extra lives. You can either pulse jump and land
         there, or notice a pole going down to an island that links to
         there. Simply get both extra lives, die, and you'll still have
         one extra life left and both lives will be back in the cave.
         So just keep collecting them and jumping off the cliff and you
         will collect them up quickly.
    Q: What is the purpose of Reia's Scrolls?
    A: They're just for collecting, there's no reward.
    Q: Is there any reward for collecting all 81 Shadowraith Hearts?
    A: No.
     \/                           Section F                           \/
     /\                         HINTS/SECRETS                         /\
    /\ E-01 Gameplay Tips /\
    (Under Construction)
    /\ E-02 Secrets /\
    (Under Construction)
     \/                           Section G                           \/
     /\                            CREDITS                            /\
    Most of the credit so far is to myself, as I bought the game and had
    the idea for this guide, and I've written almost all of it.
    Also credit to all the sites that have this guide on it:
     \/                             END OF                            \/
     /\                        WALKTHROUGH/FAQ                        /\

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