Disney's Treasure Planet
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___________ \__ ___/______ ____ _____ ________ _________ ____ | | \_ __ \_/ __ \\__ \ / ___/ | \_ __ \_/ __ \ | | | | \/\ ___/ / __ \_\___ \| | /| | \/\ ___/ |____| |__| \___ >____ /____ >____/ |__| \___ > \/ \/ \/ \/ __________.__ __ \______ \ | _____ ____ _____/ |_ | ___/ | \__ \ / \_/ __ \ __\ | | | |__/ __ \| | \ ___/| | |____| |____(____ /___| /\___ >__| \/ \/ \/ Treasure Planet for PlayStation 2 FAQ/Walkthrough Version 1.00 February 4, 2003 by gamers_anony (see last section for email address) ------------------------------------------------------------------------------- This guide is copyright 2003 gamers_anony. It was written _exclusively_ for GameFAQs, http://www.gamefaqs.com. No other non-private use is permitted. The contents of this guide have not been registered with the United States Copyright Office. ------------------------------------------------------------------------------- Table of Contents I. Introduction II. General Game Explanation II.a) Controls II.b) General Moves II.c) Advanced Moves II.d) Morph Abilities II.e) Health II.f) Trick Points II.g) Other Objects III. Areas III.a) Montressor III.a.1) Clifftops III.a.2) Ore Refinery III.a.3) Hydro Dam III.b) Crescentia Spaceport III.b.1) Loading Tower III.b.2) Dockside Race III.b.3) Crescentia Nightside III.b.4) Ferry Port III.c) RMS Legacy III.c.1) Super Nova III.c.2) Meteor Belt III.c.3) Arcturian Trader III.c.4) Scroop III.d) Treasure Planet III.d.1) Jungle Floor III.d.2) Jungle Race III.d.3) Helium Swamp III.d.4) Gateway To Below III.e) The Centroid Of The Mechanism III.e.1) Rapid Descent III.e.2) The Centroid III.e.3) Ancient Machines III.e.4) Silver III.e.5) Final Escape IV. Enemy List V. Wrap Up (you can find a specific section by searching for "II.a" or "Controls" or better yet "II.a) Controls" -- just copy-and-paste!) ------------------------------------------------------------------------------- I. Introduction First, and foremost, this game is NOT just a second-rate, movie-tie-in money grab. It actually has gameplay, voice acting (not just some people saying lines), and FMVs (full-motion videos) from the movie. If you cannot get past your preconceived notions now, then you might as well not even try the game. That said, the game starts out pretty easy for a platformer. Even Super Mario World (my personal gauge for any platformer, 2D *OR* 3D) started easy but then quickly ramped up. By the end, you will be trying over and over again some of the tasks, until you can get them. Each "level" of the game is grouped into an area, starting with the planet, Montressor (rhymes with "the dresser"). Within each level, you have specific tasks you need to accomplish to be awarded a beacon. Collect enough beacons, and a new level opens up. In case you didn't notice, each section will be set off with the line of hyphens, so you can quickly scan through looking for the correct section. I will NOT tell you any of the plot details here, as I prefer spoiler-free (as much as possible) walkthroughs, and I don't need someone to type in summaries (or the actual script!!) of each cutscene. As I get to that part, I want to see it for myself, not read it in the walkthrough. Um, hmm, back off the soapbox. Anyway, each level will have the number of beacons required, what kind of level it is: - [P]latformer, meaning you jump, run, and hit bad guys - [S]olar [S]urfer level, meaning you ride your board around - [B]oss level, which is like a platformer but you have to defeat the boss. I also list of tasks you have to perform and a short description of each, and any strategies I think you might need. Some of the levels are pretty straight- forward, so I'll just put a terse message saying this. Also, make sure you are viewing this in Notepad or something that uses a fixed- width font, so the following lines are the same length: MMMMMMMMMMMMMMMMMMMMMMMMMMMMM ............................. Revision History ---------------- 02/04/2003 - 1.00 - Yay! Finished all tasks and minimum beacons. Added the point values you get for tricks. Added Other Objects section to explain about mines, barrels, etc. 02/01/2003 - 0.30 - Finished the tasks in the second area. 01/31/2003 - 0.20 - Adding minimum beacons for the first two areas, and listing the tasks, with some notes. 01/30/2003 - 0.10 - First pass through, wrote the Introduction, the General Game Explanation, the boss battles, and some notes on some of the more confusing levels. Most of the minimum beacons are missing, I'll have to replay the game to find them. ------------------------------------------------------------------------------- II. General Game Explanation II.a) Controls -------------- I was not going to put a list of buttons here, as your instruction manual will have a list. However, I then remembered the last game I rented from [insert major video chain here, rhymes with "Lock Duster" ;-)], and they do NOT give you instructions. When asked, people did not return the instructions with the games. Instead of charging the people for this, they just do not give out the instructions. Stupid policy. Hey, where did that soapbox come from? Depending on the kind of level (Platformer, Solar Surfer, Boss), your controls will be a little different. I list the buttons and what they do in each type of level below. Control Platformer / Boss Solar Surfer ----------------- ----------------------------- ----------------------------- Left/Right Arrows Run / look in that direction Turn in that direction Up/Down Arrows Run / look in that direction Tilt board forward / back Left stick Run / look in that direction Turn / tilt board Right stick Spin camera L/R, zoom in/out Not used Start Pause / show menu Pause / show menu Select Not used Not used X Jump / double-jump / Accelerate jump up from edge O Spin kick Grab Square Punch Brake Triangle Free look mode (1st person) Sail Spin L1 Crouch / Sneak Drop sail / Grind R1 Crouch / Sneak / Pick Up Jump L2 Show remaining tasks Show remaining tasks R2 Center Camera Show remaining tasks L1 + Triangle Not used Spin L1 + R1 Not used Inverted Spin Also, you can use the analog sticks while levels are loading. The left analog stick "aims." The right analog stick up and down speeds up and slows down, while left and right spins counter-clockwise and clockwise respectively. Not useful at all, but it gives you something to do. II.b) General Moves ------------------- Most of the moves are self-explanatory, but I thought it would be nice to list each of them, and what they do. See the next section for advanced moves (like combos). You do NOT get extra moves as the game progresses (like *RASH *ANDICOOT or *PYRO), although you do not see some of Morph's Abilities until later (Speedy Boots comes to mind). Platformer moves: Punch: Jim punches forward, moving himself about a half-step forward. This can drop you off of a ledge if you are not careful. You can explode a mine. Spin kick: Jim spins in place, doing a "Chuck Norris"-style roundabout. You can get some "kickback" from this if it is not the finishing kick, which could force you off a ledge, but only if you are pretty close already. Crouch: When you hold [R1] and you are not moving, you crouch in place. This can hide you behind boxes and let you duck under shots or lasers. Sneak: When you hold [R1] and you are moving, you crouch a little and walk softly (where is your "big stick?" ;-)). You can also use this to walk slower if near the edge (or you could just push the analog stick a small amount forward). Pick Up: When you have the Cyborg Arms (see Morph Abilities, below), Jim picks up a barrel (not the metal ones) or a mine. When you let go of the [R1] button, you throw the barrel or mine. You can jump while holding; if you throw, it goes farther. You cannot Double Jump, Punch, or Spin Kick. You also walk slower. The mines do not explode while you hold them, but will when they hit anything (a wall, an enemy, a tree). Solar Surfer moves: Grab: Jim grabs the side of the board a little. This slows you a little. If you do not let go before hitting the ground, you execute what my son calls the, "Dead Fish," and the board flops over sideways. Sail Spin, Spin: The board spins under Jim's feet. This slows you a little. Inverted Spin: Jim turns upside down and spins around the sail. This slows you a lot, but can gain you a lot of points as you continue to spin (Tony Hawk, eat your heart out!). Drop Sail: This lets you slide under things, but will also smash through some things (boxes, boarded-up holes, etc.). II.c) Advanced Moves -------------------- This section is to give you some advanced moves to make the game easier. 1) Triple Jump The "Triple Jump" (as I call it) is a double-jump (X then X), then a Spin Kick. This will net you a little more distance, and is invaluable when you need that little extra because you mis-timed a jump. I use this everywhere, and I think some of the paths I take are a little easier because I can short-circuit a path when jumping (A to C instead of A to B to C). I can also judge where I will land a little easier, so I could pull back on the stick as landing if needed. Another advantage is that I am already holding the O button, so if I need to kick a bad guy, I'm already spinning or I can Spin Kick again after I land. 2) Quadruple Jump I used this a few times, but it is very hard to use except when you are quite a bit off of the ground. First, do a Spin Kick, which will raise you off of the ground just a little bit. Quickly press X to Jump, then X again, then finish it off with another Spin Kick (O). This gets you a full three jumps (the Spin Kick is only about a half of a jump), but it was never really necessary, I was just testing how much freedom I had. As an aside: After the Double Jump and Spin Kick, you CAN NOT do another jump or kick. But hey, try it yourself. Prove me a liar, and send me an email! II.d) Morph Abilities --------------------- Morph is the little creature that follows you around being annoying. However, he (I think) comes in handy because he has special abilities. All except the Hammer are timed, so you have to use them before the time runs out. You press the X button while on a pad to "activate" the ability, and the timer starts as soon as you leave the pad. If you run across the pad while the time is going, it will reset (so you do not have to stop and press X again). Hammer: (You always have this move) Jump (X) or Double-Jump and press Square while in the air. Jim grabs Morph and they smash whatever is in front of them. This activates certain round pads (you will know when you see one). Cyborg Arms: Morph turns into superman arms. Your Spin Kick turns into a spin attack that hits harder, but you do not leave the ground. You can carry barrels and mines and throw them. Helping Hand: Morph turns into a hand and follows you. When you get to a switch to throw, stop and press the X button. Sometimes you have to spin a dial; grab the analog stick and spin it around. This part is not timed, so if it takes a few seconds to figure out what you are trying to do, it won't matter. Jetpack: Morph is a fire-belching jetpack! You can get a lot of altitude with this, but is usually very limited time. Press [R1] to boost yourself up. You cannot boost unless your feet are on the ground (hey, don't ask me, I didn't make up the rules!). Speedy Boots: Morph covers your feet and makes them run faster. He also protects them from burning in lava (although he does let off some steam). You do NOT have to hold the X key as the manual says, just run (or, as Weird Al would put it, "run, run, run, like a constipated weiner dog"). Glider: Now you have bee wings. Press X to get into the air, then hold X to glide (it actually seems to go faster than just "gliding," but we will humor the designers). You can let go of X to fall, then hold X again, but you only get one of these; the second time you let go, you fall all the way to the ground. II.e) Health ------------ The health system is so much fun, I had to give it it's own section. You start with three "bars" in a circle around your icon. When you collect small health dots, you get additional numbers. If you get to 30, you get an additional bar (up to 3, sorry). If you get hit, you either lose all the dots above zero (if you have more than 0), or you lose a bar (if you have 0). So keep collecting dots as you go through. Some barrels will give you a big blue dot, this gives you 30 (a whole bar back). If you get down to no bars, then you die. However, you don't have to start back at your last save point, you go back to one of several checkpoints -- the last one you touched. This can be aggravating if you came clear across the level but missed the one closest to where you were when you died, but at least you don't have to start the level all over again. When Solar Surfing, you keep the Drubloons you collect, but you lose the green energies you collected if you didn't get all 10. The same for rings, or the time trial checkpoints, but that is how you would expect those to work. II.f) Trick Points ------------------ Some of the surfing levels make you do tricks to get a beacon. When doing this, you can hold or do more spins for more points. I list the points below for a single move; as you add more time or more of the same move while still in the air, you get lots more points. The times are approximate, I didn't use a stopwatch (or even a watch!). Grab (X) - 500 (for up to 1 second, then +500 every 1/2 second) Sail Spin (Triangle) - 1,000 (x2 = 3,000) Spin (L1+Triangle) - 1,500 (x2 = 4,500) Inverted Spin (L1+R1) - 2,000 (for one spin, then +200 every extra spin) The best trick if you have time is the Inverted Spin, it adds the most points for the time it takes. However, any trick is good, as the number of points you have to get for a beacon is very low. II.g) Other Objects ------------------- You can interact with other objects while playing. These are listed below, with descriptions and how they act. I am sure there are more that this, but these are the ones that I thought of. Closed Crate - These are the crates you cannot see in. You can stand on them, but not destroy them. Open Crate - These crates have spaces between the boards, and sometimes contain things. Press L1 to smash through them. Barrel - Rounded and wooden, contains either blue dots or Dubloons. You can break any way you want. You cannot stand on them, you slide off. Metal Barrel - Rounded but made of metal, you can only destroy these by blowing up a mine (throwing one or hitting one nearby). Mine - The yellow almost-barrels, they blow up when you hit it (after a second), when you throw it and it hits something, like the ground, or even while you are carrying. If you stand on it, it will blow up after a second. Useful for opening metal barrels, blowing up enemies, or breaking windows or doors with a picture. Ships Wheel - This shows up usually after a helping hand. Spin the analog stick to make it spin, usually no time limit. Lever - Use a Helping Hand to pull these. Window - A slightly see-through window with a picture on it. The picture tells you what you need to break it (cyborg arms, mine). Door with Picture - Some doors have pictures on them like windows, use the appropriate tool to open these. Boarded-up Doorway - Some doorways are boarded up, but there are cracks between the boards. This is your cue to smash your Solar Surfer to open the way. Mushroom - These are either stationary or moving. You can stand on them. Some will sink when you stand on them, to get you to a new area. Green Laser - This obstacle will hurt you (like an enemy hitting you), and sometimes knock you off of things. Red Laser - DANGER! PELIGRO! If you touch a red laser, you are fried. Dead. Finis. Bought the big burrito. Lava Pit - DANGER! PELIGRO! If you touch a lava pit, you are fried. Sometimes you can boost your way off an edge, but if you touch the lava, POOF! ------------------------------------------------------------------------------- III. Areas Each area has three to five levels. Each level has five beacons you can activate, and you must activate a minimum number of beacons before you can enter each level. Each level has some tasks that change the environment. For example, on some of the Solar Surfer levels you race three laps, but the course changes each lap. Once you finish, the course will always have those changes. Another example is if you have to finish off all of one kind of enemy. Once you finish this task, that enemy is always "finished" (some are gone, others you knock out). Each level name is followed by P, S, or B, for [P]latformer, [S]olar [S]urfer, or [B]oss level, and the minimum number of beacons you have to active to enter that level. ------------------------------------------------------------------------------- III.a) Montressor Montressor (mahn-TRESS-ur, rhymes with "the dresser") is your introductory area. The game walks you through several of the actions you will have to do the rest of the game. You don't see all the Morph Abilities, but you get the idea on how to use them. III.a.1) Clifftops - P - 0 -------------------------- Pretty basic level, although there are places to fall. Tasks: Reach The First Beacon Smash The Red Crates (7) Catch Dalilah Find 10 Green Energies Collect 100 Drubloons To catch Dalilah, you need to outwit her. She runs pretty slow on the metal platform, and you can double-jump over the corner. The other place is the last turn before you get back to where you started, you can double-jump to the top of the next ledge, instead of jumping down and then back up (like Dalilah does). III.a.2) Ore Refinery - S - 3 ----------------------------- Your first surfing level is pretty simple, just to get you used to the controls. Some of the green energies will be hard to get to, so you'll have to keep practicing and going fast in places. Remember, you can turn around to find some of them. Tasks: Duck, Jump, Smash Race 1 Lap Around The Valley Race 3 Laps Around The Valley Find 10 Green Energies Collect 100 Drubloons As I mentioned before, the environment changes as you go around each lap. The first lap you only have the one arm that shoots out that you have to duck under; the second lap adds a second arm, as well as a giant buzz saw you have to deal with; the third lap adds a third arm, and the buzz saw is moving. Once you finish the third lap (to get the beacon), then you always have three arms and the rotating buzz saw. III.a.3) Hydro Dam - S - 6 -------------------------- Another surfing level, to introduce the rest of the surfing concepts. You will fly through the rings, which you do on just about all the rest of the levels, and you have some grinding. Tasks: Fly Through The Energy Rings Jump To Hit The Rock Sack Grind To Lower The Reservoir Find 10 Green Energies Collect 125 Drubloons I would suggest doing the first two tasks before the third, as once the water goes down, you can slip off the track and then fall into the reservoir. You can still do it, but you have to be a little more precise. The hit the rock sack, you have to hit the two boosts at the end, and just as you get to the rock (actually any time, but I never remember until it is almost too late), press [L1] to drop the sail and smash. Otherwise, you just hit the rock and bounce off. If you cannot find how to get to the rock, try to fly through the rings. As you hit the last ring, you will be pointing right at the rock -- you can probably hit the rock right after you fly through the rings. ------------------------------------------------------------------------------- III.b) Crescentia Spaceport OK, we changed worlds here. Same basic principles, though. III.b.1) Loading Tower - P - 9 ------------------------------ Lots of places to fall and die here, so "look before you leap." Tasks: Wake The Sleepy Snuffs Climb The Crates Explore The Steel Mill Find 10 Green Energies Collect 125 Drubloons You have to wake the Sleepy Snuffs using the cyborg arms, and they all have to be woken up with the same time (you cannot wake up some, then run around, and wake the rest up). When you step on the platforms, some of them will collapse, so either double-jump over them or try to use them wisely. When you finish the Climb The Crates task, it will give you two more floating platforms, so you can move easier from one place to another. When you finish the Explore The Steel Mill task, it will open the doors to the first area, so you can go in a full circle. III.b.2) Dockside Race - S - 12 ------------------------------- A "half-bowl?" This surfing level is fun, although the rings are harder. Several places have boxes to smash through (L1) or else you can hit them and get stopped. You have to nail the final jump to get those last three drubloons. Tasks: Earn 10,000 Trick Points Fly Through The Rings (30) Grind To Launch The Ships (5) Find 10 Green Energies Collect 100 Drubloons For the "Grind..." task, there are two in the first "half" of the circuit, and two more in the second "half" (that the rings would take you through). To find the final one, in the second "half" the path splits near the beginning. The rings would lead you to the upper trail, but there is a lower trail also. The last grind is down there. Some of the green energies are tough, making you jump across three hard jumps. You can hit the first one, then quickly stop. There is just enough room to accelerate and jump to the second one, but trying to hit all three while zooming at full speed just didn't work for me. III.b.3) Crescentia Nightside - P - 15 -------------------------------------- Everything is a little dark here, but pretty much the same. You have your first sneaking level, I'll discuss it below. Tasks: Race Through The Rings Shuffle The Boats Sneak Past The Robot Cops Find 10 Green Energies Collect 100 Drubloons To Shuffle The Boats, you have to stand on one side of the boat to make it move in that direction, but time it so you do not hit the laser beams -- they hit you like an enemy would. You have to have the jet pack to get up so you can get to the next boat, but you have a good amount of time, so do not rush it. Once you finish this, you get the cyborg arms (to get out), and then you can get the arms to throw the mines around (to break the metal barrels). To Sneak Past The Robot Cops, you only have to go from one "safe area" to the next. If you are detected, see if you can jump over or around the cops to get past them. If not, then they will send you back to the beginning. They only see where the yellow beam is shining, so if you get behind a corner, like this: (X) = cop moving ---> ---------------+ | | (you) | the cop will not see you as he walks by (I usually duck, just in case), unless he turns toward you. Also, you can stand on boxes next to them, and they will not see you. They hear footsteps, but not Jim's grunts as he jumps -- although they will see you jumping if they are looking at you. All the energies are pretty close together, so they should not be a problem. III.b.4) Ferry Port - P - 19 ---------------------------- The platform levels are getting a little tougher, more jumping around. Tasks: Dodge The Traffic Smash The Traffic Lights (4) Stop The Electrobots (100) Find 10 Green Energies Collect 100 Drubloons In the Dodge The Traffic task, you have to run between traffic, like Frogger (can I say that in a FAQ?). While running through, make sure to get all the Drubloons, unless you *LIKE* running through the traffic. There are only two places that you have to use the boats to get across, most of the time you can jump the gaps with a double- or triple-jump (see "Advanced Moves"). Check how many Drubloons you have before going in, you should find 31 Drubloons as you go through dodging, not counting the 3 you find just AFTER the beacon. If you missed some (and it is easy to miss them), come back around and try the traffic again. The Drubloons are sometimes hard to spot, you might have to run left or right on the "sidewalk" to see them. Between traffic areas are bad guys and barrels with blue dots. To Smash The Traffic Lights, you can use a Spin Kick. You have obstacles in the way as the moving platform goes along that you have to jump or double-jump over. You can also jump over to the side and run along with the platform. There are three moving platforms (or maybe four), so if you miss the one you were on, just wait for the next one. There are Drubloons on the sides, so you will want to go over there at some point. The last Traffic Light is easiest to get if you start at the "save point" (where the beacon is), and just double- jump over to the other edge. Then, run around until you are just after the two-obstacle section. Then, jump onto the moving platform, which will take you up to the arched section, and then onto the last Traffic Light. To Stop The Electrobots, you have to hammer them (using Square). They come at you pretty fast in the middle, but they have a set pattern they walk before falling into the hold. Just keep moving the hammer around the edge once they start coming really fast; the hammer hits pretty fast, so you can keep pounding the Square. Keep practicing, you should get it after a few tries. The green energies are pretty easy, except one. From the upper part, you can see it, on a platform above where the boats are. You have to double-jump around the corner to get to it. Then, not die as you jump down to continue. You could also just get it last, in which case it doesn't matter if you die trying to get down. ------------------------------------------------------------------------------- III.c) RMS Legacy Three levels, and your first boss battle. III.c.1) Super Nova - P - 24 ---------------------------- This level was confusing to me. The first beacon you find is the last one you can activate, and the goal is right where you can see it, but you have to go all the way through the rest of the level before you get to it. Tasks: Activate The Hammer Switch Clear The Legacy Of Meteors Destroy The Stone Salamander Find 10 Green Energies Collect 150 Drubloons Like I said before, the Activate task is not the first thing you can do. If you look from the edge, you can see the blue glow of the hammer switch. However, you cannot reach it yet. Follow the cavern around doing the other tasks first, you will eventually reach the back side of the ship, and can jump up onto the overturned ship (watch out for the Meltdown) and then jump to the hammer switch. Clear The Legacy is similar to the "Stop The Electrobots" task from the previous level, except you move the ship like the Labryinth game to get the meteors to fall through the hole. I usually tried to get the lower ones first, then the ones on the upper deck (through the chute). Not too difficult, just keep trying. To Destroy The Stone Salamander, you have to get up to the cannon. First, you must get the cyborg arms, to punch through a door at the end. There are platforms that fall about a second after you touch them. The best strategy here is to double-jump onto the far end of the platform, so you have more time to contemplate the next jump. Halfway through the platforms is a Meltdown, the platform it is on does not fall. Don't rest too long, your cyborg arms do not last long. Finish jumping, and then punch the door. At the top of the ramp is the cannon. The Salamander flies back and forth, you have to hit all of his legs and the tail. The hardest part is figuring out where the cannon is aiming. Do not worry, you will be using this skill again soon. The green energies are all near the ground, just double- or triple-jump around collecting them, avoiding the flames or jumping lava balls. III.c.2) Meteor Belt - S - 27 ----------------------------- Now the surfing is getting hard. Tasks: Ignite The Craters (7) Fly Through The Energy Rings (30) Race Through The Gates Find 10 Green Energies Collect 100 Drubloons To Ignite The Craters, you have to figure out where all seven are. They make a figure-eight. I tried to make a text diagram below, so you can visuallize: p i ______ p / 7 --__ e| /---__ -- /---------\ >|==| --(bridge) / 1 LL \ (Time Trial start -->) |8 | /-----\ \ \ \__||-- 6 | 2 | \___9_||__ /LL / ^arch ===(pipes)___/ / | 5|| \\ 3 / \__||_4____\\___/ || or == or \\ means a pipe sticking out or arch, you have to drop sail (L1). LL means a lava pit; if you hit it, you die. I numbered them in the order that I got them in. If you don't like it, use your own order. I used this order so I could negotiate the lava first; that way, if I died, it would be quick, not after getting all the other craters. You only have 15 seconds or so to get all of the craters before the first one goes out and you have to make the circuit again. The Fly Through The Energy Rings task was a little harder this time. At rings 7 and 23, there are boosts nearby, but you need to avoid them, as they give you too much speed to turn to get the next ring. The last ring, 30, is above a rock, you have to jump (R1) from the rock to get it. The Race task is not very difficult. There are some masts sticking out that you have to drop sail to get under, and some jumps that if you hit wrong you run into things, so try not to jump (R1) -- it just sends you higher into the air, slowing you down. The only hard green energy was near the end of the Race task. You can see it near the beginning of the Rings starting place, but it is way up in the air. You have to drop down from above, but you cannot see it from up there, so find a good landmark and drop down onto it. III.c.3) Arcturian Trader - P - 30 ---------------------------------- Lots of jumping with nothing below you -- fun! Ignore the pink ribbon things, they are for the glider, I'll discuss it below. Tasks: Face Mr. Hands Explore The Engines Destroy The Meteor Shower Find 10 Green Energies Collect 150 Drubloons The first task, Face Mr. Hands, is like a boss battle. Grab the cyborg arms (you can damage him some with these, but he ends up hitting you -- not worth it), and run to the mine. Pick it up and throw it at him. After about four hits, he is dead. If you start running out of health, probably due to the horrible camera, throw the mine at one of the four metal barrels. The one to your right closest and the one to your left farthest away both have big dots, the other two have a few dots. On your way to the next place, you get to use a glider. However, make sure you fall down, as there are some Drubloons (and a Noggin) hiding down there. You can see them with Free Look (triangle). To Explore The Engines, go to platform number 6 in the back, where the engines are firing (the one you start on is number 1, for those of you who program in C, not zero). You will see a platform floating in space directly outward from the platform. Double-jump, then watch for the "tail" to come down; OK, it is not a tail, but it looks like the tail of a whale. Jump onto that, and get all the Drubloons, then jump to the moving platforms to get more Drubloons, and to get to the next tail. Up into the ship again, avoiding the lasers, and the beacon is up there. This will activate a vertical platform to get you back down. Do not miss the two Drubloons in the engine exhaust, back toward where you started. Continue around on the platforms, and you can use the cyborg arms to smash the window, and then you will use them again to throw a mine into another window to continue the path (watch out for the Meltdown, he is a good aim). You will have to jump around onto platforms that stay out while the cannot shoots, then drops. At the top, there is a cannon (next to the beacon), where you have to use the cannon to shoot meteors. The meteors are random, and sometimes the pattern is almost impossible. Also, the aim is a little different from the Stone Salamander level. You have to stop the meteors from crashing into the ship for 60 seconds. The green energies are easiest if you wait until you get to the last glider. Glide right toward the pink ribbon to get one, then hard right around the building to get the second, then drop right above the Meltdown for the third. You need to glide into the circular building (hope you already broke the window) to get a big mass of Drubloons. All the other green energies are either in that same "room" where you were gliding, or partway down the corridors. None are back with the engines or the cannons. The Drubloons are pretty easy; as I said before, the only ones that I thought were "hiding" were below the first glider. You also have to use the second glider to get to the tethered ship, not just the platform. If the ship is about halfway going down, then you jump, you should be able to glide right onto the back (the part closest to you). III.c.4) Scroop - B - 36 ------------------------ In case you are looking, you have to get six more beacons than the last level, so if you are trying to just get the minimum number, you have to work a little harder now. Awww. Your first boss fight (there are only two, so don't sweat it). The controls are just like the other platform levels, you just have to learn how the boss behaves. The boss, in this case, is a spider. The "level" is a small square, with helping hands on one side, and a lever on the other. In the middle is a hatch (opened by the lever), and four squares around the hatch open to reveal hammer pads. On all the stages, you can hit Scroop to stun him, but he doesn't take any damage (notice the damage bar in the lower left corner). The only way to damage him is to open the hatch while he is standing on it, then hit the hammer pad(s). My general strategy was to get the helping hands, jump over Scroop to get near the lever, wait for him to get over the hatch, then Spin Kick to stun him. Double-jump to the lever -- watch out, you can fall, as there is a space between the stage and the boat that the lever is on -- and pull it with X. This lifts Scroop into the air. Then, jump back down to the hammer pad and jump (X) and hammer (Square). After you hit Scroop this way, he will lose 1/4 of his damage bar, and run away to his Snuff buddy, who then sends lines of damaging force across the floor. You can jump or double-jump over these. Scroop comes back for more! Stage 1: One hammer pad, and a single line going across one way. It also opens up some fire pits for you to avoid, and gives you a big blue dot (30 points), in case you need it. If not, save it for another stage. Stage 2: Two hammer pads (after the first is hammered, the second opens), and two damage lines criss-cross toward each other from opposite sides, then come back after reaching the edges. More fire, and another dot. Stage 3: Three hammer pads (get the pattern?), more damage lines, more fire, and another dot. The damage lines go from adjacent corners, then again, then you get a line starting from all four sides back and forth. Lots of jumping! Stage 4: Last one! You have four hammer pads, but you should be getting the swing of things. No more damage lines, as Scroop is defeated. For fun, before leaving, you can jump on, or kick, Scroop. He twitches! ------------------------------------------------------------------------------- III.d) Treasure Planet You have to have defeated Scroop before any of these levels will open, even if you have enough beacons. That's OK, as Scroop is pretty easy -- once you know how to defeat him (see above). III.d.1) Jungle Floor - P - 36 ------------------------------ Wow, we are at the planet already! And a couple of different enemies are introduced (Sneak*, Aborigine*, and Goblin* -- the asterisks are because I made up the name, they do not give them names in the manual). For strategies on the new enemies, check out the "Enemies" section near the end. Tasks: Reach The Laser Towers (2) Glide Through The Rings (12) Race Down The Corridor Find 10 Green Energies Collect 150 Drubloons The first task you can do is Glide Through The Rings. Not too hard, as you got to use the glider in the Arcturian Trader level. You have to glide and run, and make sure you run across the glider pads as you come to them, as you will need the extra time. You will end up back at the beginning, so you will want to go back in to get any Drubloons you did not have time to get while doing this task. To Reach The Laser Towers, you have to run around avoiding the laser beams sweeping around. If they hit you, they will probably sweep you off of the edge of the path. The best strategy for the first tower is to wait until just after the fast laser goes by (stand on the Helping Hands pad, so your time does not start yet), and then run counter-clockwise (the same direction as the lasers). You should reach the opposite side without encountering any of the lasers, and you can jump onto a mushroom and then be off of the mushroom before the fast laser gets you (it is higher up than the others, and will sweep you off the mushroom). The second tower is a little harder, and this time I went "backwards," against the flow of the lasers. Double-jump over them, the mushroom is a little closer to this direction, but still almost exactly opposite where you start on the circular path. After pulling the lever, you have to jump up onto the ledges that you removed the red lasers from, and touch the beacon to activate it. To Race Down The Corridor, first get the cyborg arms and smash the window, to reveal some Speedy Boots (yay!). These protect your feet from lava, as well as letting you run *VERY* goofy looking (oh yea, and fast too). Don't worry about getting the feet, you have to use the Helping Hands just outside of the cave to stop the lasers, then go get the Speedy Boots. You can just try to avoid the enemies (some will try to block you, but you can fake them out), and just run across the lava. The lasers still hurt, so jump over them. When you get the beacon, the red lasers stay off (the green ones stay), so you can go get any Drubloons you missed. The green energies are all in the same place, just explore. Lots of jumping onto mushrooms. The Drubloons are pretty easy, do not miss the ones where you glide, or the ones near the portal, up on ledges. III.d.2) Jungle Race - S - 39 ----------------------------- An easier surfing level, and another trick opportunity. Tasks: Race 3 Laps Round The Forest Fly Through The Energy Rings Earn 20,000 Trick Points Find 10 Green Energies Collect 100 Drubloons As before, each lap the track changes some, adding some obstacles. Not too hard for you now. You cannot be inside the "Race" task and doing tricks also, so I would just go ahead and do the "Race" task first. The energy rings are not too difficult, you just have to practice it to get when you have to jump. To Earn 20,000 Trick Points, you have to do tricks while running around. You have 90 seconds, which is more than enough time. Just for a challenge, I tried this only doing grabs -- no problem. The hardest part is not dying. The green energies are not very difficult to find; some require big jumps, so keep trying. The Drubloons are not hiding, either, just keep going around looking. Again, some require big or weird jumps (through the tunnel with three roots, then over the jump but go left or right). III.d.3) Helium Swamp - P - 42 ------------------------------ Lots of plant-covered ledges with nothing between them or below them; you have to be careful not to fall. Another "shoot the rings" without your Solar Surfer, and some giant cacti -- woo hoo! Tasks: Cross The Giant Cacti (2) Knock Out The Spore Plants (5) Race Through The Rings (10) Find 10 Green Energies Collect 150 Drubloons As you start, you will see the giant cacti. Jump up to the mushrooms and watch the near cactus, it has spikes on the "arms" that go up and down regularly. You have to time your jump correctly; jump just before they go down, and you should land with the most amount of time to spin the camera and get ready for the next jump. After a few tries you will get the rhythm down. The beacon is straight out past the second cactus, across some ledges with a Sneak. Do not forget to fall down under the cacti, as there are barrels below them with Drubloons in them. Under the second cactus is a jet pack pad, also. You need it to get on top of the second cactus, which has some Drubloons above it. In the next area are five Spore Plants; ignore the ElectroWolves and hit the plants one time each to knock them out to get another beacon. The Race Through The Rings task is not too difficult, you get Speedy Boots to move faster, and there are only 10 rings. The only hard part is near the end, where you run quickly around a sharp corner and the camera does not follow you. You need to manipulate it, or you are running blind and will probably fall off. The green energies are near the Spore Plants, none too difficult to find. The Drubloons are obvious, except for three that are hiding on a platform that is directly under the path with the rings. If you are standing on the Speedy Boots pad, you can see it right under a sharp turn around a big tree. Find a landmark, and go get 'em! III.d.4) Gateway To Below - P - 46 ---------------------------------- Lots of jumping, and the return of the Electrobots -- they seem much easier now. More spore plants, but you cannot knock them out permanently, just for a while, then they wake up. Tasks: Glide To The Far Beacon Cross The Flooded Chamber Smash The Red Crates (5) Find 10 Green Energies Collect 150 Drubloons The first task you will do is to Smash The Red Crates. Work your way through the level until you get to the cyborg arms. There is a red crate right next to you, one a little further that you can jump to, and then yet another one. You can get them all with one set of arms, or you can get them separately. For the fourth one, you can follow the green vine path up to it. To prepare for the last crate, follow the vine path to the end, where it has a glider. If you look straight and down, you can see an island. This jump is make-able, so get your cyborg arms, and run up the vine until the end, then triple-jump out, and keep holding the analog stick foward. You should make it easily. Then, jump onto the two circling mushrooms to get the last crate. The next task should be Glide To The Far Beacon. You already passed the glider pad, so get back up there. Before taking off, Free Look to see the 5 Drubloons that are hanging in space, to the right edge of the cavern. You will want to glide through them on the way to the far platform. If you miss some, the easiest way is to just fall into the water, which should put you back up to where the glider pad is, and try again. Jump up the platforms to touch the beacon. To Cross The Flooded Chamber, you will have to jump across many mushrooms. As you jump across, do not forget to look around, as there are places with Drubloons floating in space (one has a metal platform, one has a circling mushroom), as well as Drubloons that are hard to reach jumping one way, but easy to reach going back. At the end of the "path" is a corridor to the flooded chamber. You will need to polish up your jumping-and-camera skills here, as you have to jump in a half-circle, but the camera doesn't always follow you well. Jump around to the hammer switch, turn around to go back, and *THEN* hit the hammer switch. The camera always centers after the bridge goes across, and you only have a limited time to get across. Do not forget about the moving mushrooms, you may have to rest waiting for the mushroom to get closer to the next platform. Touch the beacon to activate it. Do not jump down too quickly, as there is a jet pack to let you get some hard-to-reach Drubloons (see below). The green energies are pretty obvious, and all near each other. Jumping onto moving platforms is good, and good for you! The Drubloons are scattered everywhere here. When you finish the Cross The Flooded Chamber task, you will get to a jet pack. If you stand on the ledge right there, you can see a mushroom and some Drubloons above it. You will need to get the jet pack, and run down the path about halfway before pressing L1 or R1 to light the pack. You should have just enough juice to get to the mushroom, but if you are really close but not quite, press O to Spin Jump and you will get a little more distance. The rest of the Drubloons are pretty obvious. ------------------------------------------------------------------------------- III.e) The Centroid Of The Mechanism Not sure about the name here, it might be "The Center of The Mechanism." Either way, the last set of levels. III.e.1) Rapid Descent - S - 50 ------------------------------- Probably the hardest level. You really have to practice going around the obstacles, and when to boost. Tasks: Fly Through The Energy Rings (35) Catch The Longboat Race Through The Gates Find 10 Green Energies Collect 150 Drubloons The energy rings here are HARD! My strategy is to not boost going downhill, and boost going uphill. Ring 15 you have to jump going over the ramp, and some of the later ones you have to be boosting. And watch out for the rising and falling obstacles, they change just as you are aiming for them. To Catch The Longboat, you have to go faster than him at some point, similar to Catch Dalilah in Clifftops in Montressor. He will wait for you if you hit something and slow down, but is pretty hard to catch. Just try to boost downhill (like I told you NOT to do with the rings), I usually catch him while going down. Another strategy is to take a different path, like the hard jump to go down the chute with all the horizontal beams (with 3 green energies). Race Through The Gates is going backward through the track (from the direction you are facing at the beginning). Hard. Practice. 'Nuff said. The easiest way to get the green energies is to go backwards, the same direction that you go for the Race task. At the split with all the horizontal beams, you will find three energies. Go all the way to the ledge that is so hard to hit forward, and there is a green energy just waiting for you to grab. Brake and turn around, hit the boost and jump, and you should hit the second energy. Keep thrusting until you are above the third energy, you might have to brake to hit it. If you miss, go back up to the ledge and try again. Continue once you get these, and you should find them all. The Drubloons are not too difficult, some require precision jumps; if you miss, just turn around and try it again. III.e.2) The Centroid - P - 53 ------------------------------ Wow, the soul of the machine? And lots of coins, but I guess you do not really care about them. If you played *rash *andicoot 2 or 3, you will love the Find 10 Green Energies task! Tasks: Find 10 Green Energies Sneak To The Lanterns Explore The Centroid Defeat The Pirate Gang Collect 150 Drubloons Whoops, the green energies task is first? Yes, because it is a very different task. Find the pirate in a chair with a green energy above him. Follow the path down, and you will find Speedy Boots. Grab the boots, and start running. After the first lava stream, the camera changes, and the boat starts moving. Yikes, a *RASH *ANDICOOT chasing level! Yes, you pull DOWN to go foward, and try to get all the green energies. The first time, just run and try to get used to the path. You come out near the start again, and can run again. Keep trying to get the 10 green energies, then go back for the Drubloons, as you can die and keep the Drubloons. You will find a green glowing pit; jump down for the Sneak To The Lanterns task. There are four lanterns you have to "touch" to light them, but you have Robot Cop (or Constable, as the manual calls them) patrolling. The first thing to do here is to grab the cyborg arms and punch the door with the arms on it, this reveals the last lantern. Now, sneak around until you are near the lantern -- but do not touch it yet. When the Robot Cop is far down on the same side as you, touch the lantern, which will alert the cop. Now, just run. For the other three, try to sneak and run to light them. You do not have enough time to just sneak. I usually try to light the lantern you run past second, then the back one, then the one near the cyborg arms (in the front). If you get too close to a cop that is alerted, he will throw you out, and you will have to start lighting lanterns again. To Explore The Centroid, you have to ride around on the moving platforms. The lowest platforms run into other platforms on the outside edge, and also the highest platforms, but none of the others do, making it much easier. Once you go around the outside getting Drubloons, get into the center of the spinning platforms, and then jump up, up, and up, get the last of the Drubloons, and then go out. You have to jump down, fighting enemies (ElectroWolves, Tortillas, and Meltdowns), and collecting coins. Do not miss the coins that are in the ledge near the middle of the lasers, and you have to smash the window to get to a room filled with Drubloon-filled barrels. At the top, you need a Helping Hand to pull a lever, then spin the wheel, and go hit the hammer switch before time runs out. This lets you out to get the beacon. From up here, you can jump across the posts that move the lasers up and down, to get more Drubloons. The Defeat The Pirate Gang task is not too hard. You get into a closed room and have to fight four Meltdowns, then four ElectroWolves, and finally four Tortillas. Each time you defeat the four, you get a big blue dot and some of the floor falls away. Again, the Drubloons are scattered everywhere, you will find twos and threes in lots of spots. Just keep looking. III.e.3) Ancient Machines - S - 56 ---------------------------------- Your last real surfing level; to me, this was not as hard as the Rapid Descent level. Tasks: Defeat 10 Meltdowns Race Through The Gates Catch The Gunboat Find 10 Green Energies Collect 100 Drubloons Remember, any beacon you activate leaves the environment as it is, so first, go after the Meltdowns. They shoot right at you, so aim a little to their left or right, then as you get to them, turn into them to bump them. Poof! The third and fourth are up on platforms, so you have to jump and turn into them. The sixth one is near the right edge, so stay on the right edge of the platform, so when you turn into him, you do not fall off. You have two up on blocks, you will have to jump (R1) to get to them, and the last one is on a ledge, so if you miss, you have to go all the way around again. Now, you can race and find without having them shooting at you. Race through the gates is pretty straightforward. Boost when you can, and do not fall off (duh!). To Catch The Gunboat, you have to chase him around. However, this time he shoots at you! Keep a good clean line, but try not to line up with him as he shoots (you hear a tone when his weapon is ready to fire, and he always fires). This is very hard, but the course is very short, so you get used to it quickly. The only hard energies are ones that are hiding under the big ball-looking thing. You can also get to this circular area near where the Meltdowns were standing on blocks, just jump the inside rail. The Drubloons are pretty easy to see, some of the jumps are a little hard. III.e.4) Silver - B - 61 ------------------------ Yes, the minimum number of beacons went way up again. The other boss battle. Similar to Scroop, you have a small stage to run around on. Silver shoots things at you, you have to avoid them. Between each type of weapon, his arm jams, you can see the electricity in his arm. You use the Cyborg Arms to spin attack him. If you are fast, you can get two spin attacks in before he recovers. Press into him during the attack, sometimes you get a second hit with the spin, also. His different attacks repeat until you have given him enough damage; for example, on Stage 1, he uses his Gun, then the Buzz Saw, then back to the Gun, etc. His different attacks, and strategies for each, are listed below: Gun: Shoots somewhat slow bullets that go straight where he aimed. Just run left or right. Buzz Saw: A buzz saw on a pole comes out of his arm. Jump or duck; the pattern is different for each level (see below). Homing Missiles: He fires three homing missiles; the first goes straight toward you, the second goes up, and third goes up also. I avoided by starting on the lower left corner, and after the second missile, I ran to the right, then circled toward Silver, but not so close he could hit me. Then, I just continued the circle (counter-clockwise); the missiles got bunched into a group, and kept following until they gave up. Line of Fire: Similar to the damage lines in Scroop, but much taller. You have to grab the JetPack and boost while it goes past. Stage 1 ------- (see above for the overview on how Silver attacks) Gun Buzz Saw - it goes to the lower left corner and sweeps low (jump over it), then gets higher and comes back (duck under). (repeat until you get him 1/3 down) The platform starts disintegrating, and you have to Glide to the next stage. There are four big blue dots, if you hit one or two you are doing well. Stage 2 ------- Buzz Saw - it starts to the right, and makes an "O" shape as it moves to the left. Time it and just run under it. When it reaches the left, it comes back, so do it again. Gun Homing Missiles - Just three this time (repeat until you get another 1/3 down) Some circular columns fall down, and the platform will disintegrate. Jump to each column until you reach the last stage. Each column has a big blue dot, so you should be at full health for the final stage. Stage 3 ------- Line of Fire Homing Missiles - Usually, Silver would shoot a second round of three missiles before changing arms, so be ready. His arm only jams when he changes attachments. Buzz Saw - This time, the saw comes right at you, even if you move left or right. However, it comes out to you and then right back to Silver. You have to jump over it as it gets to you; you can double-jump to give yourself more time. Silver "shoots" the saw at you twice. (repeat until Silver is defeated) III.e.5) Final Escape - S - ? ------------------------------ You must defeat Silver before this level opens up. You have 110 seconds to go through this level. No tricks, no rings, just boosts, bars (L1 to drop the sail), jumps (R1 with the sail up), and some falling columns. You have to hit most of the boosts to keep your speed up, and you cannot hit too many walls that slow you down. There are two big jumps; you *HAVE* to jump to clear the first one. Near the end, you have two columns that fall across the path sideways, completely blocking the way. They both have a small space to go under, the first is toward the left, the second is toward the right. Obviously, you have to drop your sail to get under them. I looked at the clock, it showed 14 seconds as I came to the last big jump, and I hit the portal at 1.1 seconds. I didn't look at the time at the first big jump. ------------------------------------------------------------------------------- IV. Enemy List There are not many different kinds of enemies, but each has a different attack pattern and number of hits to kill. A punch and kick seem to deliver the same amount of damage, so I usually just kick. I don't have to aim as much, and I can usually jump over them and kick while coming down. The cyborg arms make you hit much harder, it only takes one hit to kill any of these if you have the arms "installed." The names below are from the manual, or I made up the name if it has an asterisk (*) next to the name. Format is: Name* (# hits) - description and behavior. Electrobot (1) - Small with two legs, and a single eye. They run up to you, pause, then explode. Noggin (2) - Short and chubby, carries a club. Just run up to him and punch or kick. Robot Workers (3) - Has wheels and a pretty good reach with his wrench. Rolls up to you and attacks pretty fast, so be ready. Robot Constable (?) - You cannot attack, just avoid and sneak around. If you are fast, you can accomplish your task while he tries to run after you. The yellow beam shows what he can see. Meltdown (2) - Short and fat, carries a large gun and shoots lava balls at you. Don't run straight at him. If you get too close, he will hit you with his gun. Miner* (3) - Big eyes, only wearing pants -- and pretty goofy looking. Easy to double-jump over, and gets tired of chasing you quickly. Swings his arms over his head to try to hit you. Sneak* (2) - This red guard turns invisible to try to get behind you. It looks like a cockaroach in armor (skinny arms). You can see it some, and it pauses just before hitting you, so you can hit it first. Aborigine* (3) - Thin and grey, this enemy can throw his small knife at you from a distance, and it returns like a boomerang. While the knife is in the air it is vulnerable. Can block if you are close and in front of it. Goblin* (3) - This enemy is green with floppy ears, carries a spear, and has a very long reach. However, he gets his spear stuck on the ground, giving you a chance to hit him. His spear whirls around to hit you, but you are safe on his left side. Spore Plant (1) - This plant spits spores up in the air, which kick up dust that damages you. Hit the plant once to knock it out. ElectroWolf* (3) - This wolf howls when it sees you, and charges up an electrical burst that sends shock waves across the ground. Jump over the shock wave, and he cannot charge up again for a few seconds. Tortilla (3) - A spindly buccaneer with two swords, can block your hit when you attack him from close up. Has a jump move that strikes above and in front of him, so get behind him. Birds* (?) - There are several flying creatures that can hurt you if you run into them, but do not actively attack you. ------------------------------------------------------------------------------- V. Wrap Up Credits ------- - Disney Interactive and Bizarre Creations: duh! - CJayC: *THE* walkthrough site! Contact me ---------- Love it? Hate it? Send me an email, but remember to put "Treasure Planet" in the subject line, or else I might think you are trying to sell me Viagra. My email address is: Prosthetic [underscore] Lips [at] weirdal.zzn.com I also check the GameFAQs boards infrequently, my nick is gamers_anony. -- end of file --