Walkthrough - Guide for Glover
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GLOVER FOR NINTENDO 64 WALKTHROUGH Created November 17, 1999 by Greg Moriarty (firstname.lastname@example.org) Version 1 TABLE OF CONTENTS 1. Description 2. Mini-FAQ 3. Walkthrough 4. Codes 5. Legal notice DESCRIPTION In the game of Glover, you play the role of a wizard's magical glove. The story goes that the wizard is mixing potions one day when an accident occurs. The potion causes an explosion. One of his magical gloves is thrown out the window while the other falls into the potion and is transformed into an evil glove named Cross-stitch. The explosion also causes the kingdom's six magic crystals to fall from their towers. The good glove, named Glover, quickly transforms these crystals as they fall into rubber balls. These six balls bounce to far away locations throughout the kingdom. You must rescue all six crystals in six different realms of the kingdom: Atlantis, Carnival, Pirates, Prehistoric, Fortress Of Fear, and Out Of This World. Each realm has three regular levels, a boss level, and a bonus level that only opens when you collect all garibs in the three regular levels. Once you do so, the wizard, who has been transformed into a water fountain at the bottom of the castle, will be rescued and order will be restored to the kingdom. This game is extremely easy and straightforward. Few levels present difficult puzzles and extra lives are more than plentiful. It is almost undeserving of a walkthrough, but I made one nonetheless. I'm guessing that if you downloaded this walkthrough, it is because you either cannot figure out how to kill a boss, or cannot finish a bonus level, or cannot find all the garibs in a certain level, or wish to know the secret codes. MINI-FAQ Q. Can you kill the shark? A. No. You can only stun it. Q. What happens if I eat a bug when playing as Froggy? A. You get an extra life! Q. What happens if you solve all levels, including the bonus level? A. Nothing. There is no Yoshi awaiting you as in Super Mario 64. The final screen before the credits will simply say "Congratulations!" with no "But you missed..." after it. Q. How long are those credits anyway?! A. Yes, Glover might have the dubious honor of being the game with the longest credits in the history of video games. I timed it at eleven and a half minutes. They thank everyone from the company's website support person to those that contributed one line of code. If you like watching the Academy Awards, you'll love this ending! Q. Is there anything worthwhile at the end of the credits? A. No. Don't bother waiting for the end. WALKTHROUGH In this walkthrough, I have provided a description of how to complete each level and the locations of all the garibs. However, I may have skipped some extra lives. Garibs are enumerated in parenthesis followed by a dollar sign, e.g. (5$). Atlantis Realm Level One (50 garibs) Start off by going to the far corner of the waterfall to get an extra life. Then, grab your ball and collect the nine (9$) garibs near the shark. Beyond this is a pool of water surrounded by five (5$) garibs. On the floating platforms are eight (8$) garibs. Beyond the pool is a black and white checkered floor. Two (2$) garibs are visible. Two (2$) more are underneath the boxes (fist slam to break them) and one (1$) can be gotten from killing the bull. To the left of the checkered floor is a column. Jump against this several times to knock it over. This will reveal three (3$) garibs and an extra life. Bounce or throw the ball through the save point, and collect the twelve (12$) garibs on the second set of floating platforms. Once on the other side of the second pool, fist slam the star button to open the doors to the exit. Two (2$) garibs are on each step, while the final six (6$) are on the top platform. Double jump to get these. Finally, jump on top of the archway and double jump to get the third extra life. Then exit. Level Two (60 garibs) Break the boxes next to the pool of water. This will empty the pool and raise a platform. Before jumping on it, break the vases next to the shark to collect two (2$) garibs. Between the four columns in the wall, you will see a cracked wall. Transform the rubber ball into a bowling ball and slap it against the wall. This will reveal a secret room with a pyramid. Nine (9$) garibs surround the pyramid, with one (1$) on top of it. Exit the room and return to the elevator platform. Maneuver Glover and the ball on to it. Once at the top, collect the three (3$) visible garibs. Break the vase for a fourth (1$) and kill the purple enemies for three more (3$). Behind the wall are five (5$) garibs and on the brown roof above are five (5$) more. Bounce the ball through the save point. Before going onto the orange and green checkered floor, walk around to the left to find four (4$) hidden garibs. Return to the checkered floor to get ten (10$) visible garibs and three (3$) by killing the three bulls. Beyond the checkered floor is a pool. Have Glover cross this and fist slam the star button. Return to the newly emptied pool and put the ball onto the target button. This will open the door to the exit. Bounce the ball through the save point. On the narrow ledge are five (5$) garibs. Below it are two (2$) more. Find the red potion to make Glover big and strong. This will allow you to move the ledge with the arrows on it. Move it all the way towards the exit. Before exiting, you will need to get the seven (7$) final garibs on the blue area above the arch. To get up there, position the ball near the star button. Have Glover stand on top of the ball, jump, and then fist slam. This will give you the height needed to reach the top of the arch. Once you get these final garibs, exit. Level Three (80 garibs) As you start out in this level, there will be an island to the left with eight (8$) garibs. On the sand bar are four (4$) garibs, and a fifth (1$) can be gotten by killing the purple enemy. Before climbing the stairs, enter the water and go through the tunnel. Turn right and walk around the fortress wall. A purple enemy will give you one (1$) garib. Beyond it is a water fall with four (4$) garibs behind it and an extra life. Three (3$) more are just a little ways further. Return to the tunnel and this time go to the left. Follow the fortress wall to find four (4$) garibs. Now, return to the stairs. On the stairs are five (5$) garibs and a save point awaits you at the top. Release the ball and follow the arrow to the left. Beyond the spikes in the ground are four (4$) purple enemies and a speed potion. Consume the potion and quickly run back to your ball. Follow the new arrow and cross the rapidly flowing water. Once on the other side, you can relax and wait for the potion to wear off. Continue along this ledge and cross the stream to the target button. Place the ball on top of it to start the plus shaped obstacle rotating. Return in the direction you came from. Below the rapidly flowing water is a ledge with six (6$) garibs on it. Grab these and then return to the plus shaped obstacle. Jump onto it to get to the other side. In the tunnel beyond are five (5$) visible garibs, three (3$) purple enemies, and a second save point. In the pool with the fish in it are nine (9$) garibs. Beyond this are some stairs and a shark walking on a black and white checkered floor. Before walking onto this floor, go to the left around the fortress wall. Eight (8$) garibs are around the corner. Return to the shark and this time take your ball and go to the right. Place the ball on the target button around the corner. This will eject some platforms below you. Jump on them to the alcove below where you will find five (5$) garibs and two (2$) purple enemies. Also in the alcove is a black monolith (perhaps an homage to the movie 2001: A Space Odyssey?). Behind the monolith is an extra life. Jump into the monolith to be transported to a secret room. In this secret room, fist slam the star button to reveal another extra life. Grab the sticky feet potion and climb to walls to the ceiling to grab eight (8$) garibs. Return to the checkered floor. Cross it and climb aboard the fish hot-air balloon to exit the level. Boss Level At the top of the screen is the boss power meter. You will need to hit the blue fish three times, the red crab once, and the orange fish once. Start off by transforming the ball into the bowling ball. Slap the bowling ball against the blue fish three times to kill it. Then, slap it against the crab once to kill it. The flying orange fish will remain. When it slams the ground, avoid the shock wave and fist slam it to finish the boss. Grab your ball and exit via the newly revealed target spot. Take the ball to the fountain under the castle and it will transform into a crystal and take its place in one of the six receptacles. Bonus Level (25 garibs) This is certainly the most difficult level in the entire game. I once concluded it was impossible and gave up on it. However, after finishing every other level in the game, I returned to it and spent a considerable amount of time trying to solve it (on the order of 50-100 attempts). Eventually, I developed a technique that allows me to solve it at will. However, even after developing the technique, it is still a very annoying level to solve. If you become frustrated at all with it, I suggest you don't bother and move on. Finishing all levels in the game, after you have rescued the wizard, will grant you no additional bonus. There are no secrets to solving this level. It is all in the technique. Continue reading for valuable advice. In this level, you are a frog. You have six minutes to collect twenty-five garibs grouped in sets of five. However, time is the least of your concerns. What makes this level so difficult is that it is VERY unforgiving. One wrong jump will land you in the water and you'll have to start over. To begin with, learn your moves. The A button gives you a long jump, while the B button gives you a short hop. The Z button will be very valuable as it releases your rather lengthy tongue that will be used to gather garibs as you pass by them. You will start off by going to the left. Whenever you jump on a lily pad, it will begin to sink in a matter of a second or two. Thus, NEVER remain still on a lily pad for longer than a second! As soon as you see it sinking, it may be too late to jump off of it. The logs, fortunately, do not sink, and you can remain on them as long as you wish. For this reason, stay off the lily pads and on the logs as much as you can. In fact, THE LILY PADS SHOULD REALLY ONLY BE USED TO ADVANCE FROM ONE SET OF LOGS TO THE NEXT. In addition, always jump onto the last pad. You will need to jump forward onto the front pads as each one sinks. Anytime you jump onto a lily pad or log or a safe point, CENTER YOURSELF by short hopping. I cannot stress this enough: ONLY use the A button to jump from one pad to another, or from a pad to a log, or any object to any other object. Once on an object, move around by using B. The exception to this rule may be the logs, where you can hop up or down it with A. But, even here, you'll want to use B to get yourself close to the edge to jump from one log to the other. The garibs alternate. There are five (5$) on the left, followed by a safe point. Then there are five (5$) on the right, followed by a safe point. Five (5$) more are on the left, followed by a safe point. You will then have to backtrack on a log from this fourth safepoint to get the fourth set (5$) of garibs. Along the way to the fifth safepoint, you will see the exit that you will have to return to. Once at the fifth safepoint, you will receive an extra life. The five (5$) remaining garibs are nearby. Carnival Ream Level One (65 garibs) Find your ball, killing the red enemy (1$) along the way. Go to the red target on the wall and throw the ball against it. This will reverse the direction of the moving sidewalk. Climb the sidewalk to the top, where you will find four (4$) garibs. Release the ball and do a cartwheel through the bars. Fist slam the star button to lower the bars. Immediately to the left past the two tents is a yellow ramp that leads to an extra life. Continue on and you will find eight (8$) garibs and a save point. Go up the green ramp. Jump against the purple bridge several times to cause it to fall. Cross the bridge and go up to the trampoline. Bounce the ball and then throw it onto the middle platform. Have Glover jump onto the platform as well and use the save point. Place the ball onto the target button to open a door. Return to the trampoline. Release the ball and have Glover jump onto the right platform. Fist slam the star button. This will open a second door. Return to the trampoline and take the ball and Glover to the third platform on the left. Fist slam the star button to open the blue and white door. Go down the slide collecting eight (8$) garibs as you go. Once at the bottom, get onto the elevator to take you back to the first save point. Go through the opened blue and white door. On the other side, ride the elevator, and climb the long and winding green ramp. Use the save point near the top. Place the ball on the red target and have Glover go by himself onto the moving platform. At the other end will be a whack-a-mole game with eight (8$) red enemies popping in and out of eight holes. Fist slam each one as the come up. A star button will then appear. Use it and return to your ball. Go back down the green ramp and descend the pink stairs. At the bottom is a plinko game. Transform the ball into the ball bearing and place it on the red target. Fist slam the stop button. This will activate the magnet. When the magnet reaches the top, you will need to use the left and right buttons to move the magnet back and forth. Pound the stop button a second time to release the ball. There are four exit points in the plinko game. You will need to play the game several times to pass all four exits. The right three give you three garibs each for a total of nine (9$). The left-most exit gives you two (2$) garibs and an extra life. In addition, it will reveal a star button. Use it. Walk around the carnival grounds to find seven (7$) free garibs. Go to the slot machine. Using the check mark buttons and the Go button, spin the slots until you get three crowns. This will grant you a potion to make Glover big and strong. Go to the strong man contest. Throw the ball bearing onto the hammer and then go get the potion. Fist slam the star button to get four (4$) garibs and an extra life. Now go find Dennis (the blue bouncy blob guy). Jump onto him and ride him around. To jump high, hold down the A button. Next to Mr. Tip there are shadows of four (4$) garibs. Jump high to reach them. Go back to the slot machine and spin it until you get three garibs pictures. This will reveal ten (10$) garibs for you to collect. Do not spin the slots to get the question mark. This will reveal a bee enemy. Now fist slam the star button next to the slot machine. This will open the top to the rocket. Climb the ramp and exit the level. Level Two (80 garibs) As you start off this level, grab the single (1$) garib behind the tent. There is also an extra life on top of it. Then walk on the yellow and orange checkered platform to get ten (10$) garibs. Kill the red enemy (1$) and collect the four (4$) garibs nearby. Slam the star button to summon the carriage. Place the ball in the back seat and have Glover get in the front. You will be whisked away to a platform with a save point, a red enemy (1$) and four (4$) free garibs. Jump onto the blue rotating flower. Four (4$) garibs are near the center. Jump over the hole in the center if you want the extra life. After the rotating flower are a half-pipe and a save point. Right before the clown face, you will notice the shadows of four garibs (you may need to zoom in with the C up button to see the shadows). Remember this spot; you will need to return here later. Transform the ball into the bowling ball and grab the star shaped potion. Slap the ball into the clown's teeth to break them. Walk through the mouth. Stop on the checkered platform and wait for the potion to wear off. Slap the bowling ball into the water. When it sinks to the bottom, it will be transported to another place. Jump onto the rotating teacups and collect the six (6$) garibs. Then, jump into the water and be transported. Kill the two (2$) red enemies and follow the arrow. Slip your way down the three pivoted checkered platforms collecting the six (6$) garibs along the way. Once at the bottom, step on the blue and light blue rotating disk and collect the eight (8$) garibs positioned around it. In the middle is a Ferris wheel. Climb on it. At the top you will be sucked into a transparent tube and hit a save point. Twelve (12$) garibs are nearby. Place the ball on the target button to stop the fan. Slip your way down the three red pivoted platforms collecting the six (6$) garibs along the way. Go to the fan and use the save point. Slab the rubber ball into the water and jump in. Eight (8$) garibs are at the bottom as well as a helicopter potion. (Two garibs are superimposed on one another, so it looks as if there are only seven.) Use it and quickly fly back to the clown's face to collect the four (4$) garibs and an extra life high up in the air. Return to the pool. The floating elephant will have consumed your ball by now. Grab the helicopter potion again and follow the arrow to the hovering platform with the bee on it, collecting the three (3$) garibs along the way. Grab the frog potion and transform the bee into a frog. When the elephant is safely above the platform, transform it as well and your ball will be released. Go down the blue striped slide to the exit. Level Three (80 garibs) Start this level by jumping onto Dennis. Before jumping over the wall, turn around. There is a platform hovering off in the distance. Gain some height with the blue guy and jump over to this platform for four (4$) garibs and three extra lives. Return to the beginning and jump onto the tent to the left of the revolving door. In the air above are three (3$) garibs and another extra life. Jump off the tent to the area beyond. Kill the two (2$) red enemies and pound the star button to activate the revolving door. Retrieve your ball and go up the green ramp. Collect three (3$) garibs and pass the save point. Work your way past the swinging ships and onto the blue platform. Go down the slide collecting thirteen (13$) garibs and two extra lives on the way. At the bottom is a pool of water with eight (8$) garibs around it and a save point. Work your way past the black and white checkered seesaw (don't worry, you won't slide off it as it pivots). After this is a funnel with nine (9$) garibs in it and an extra life in the middle. Fall through the funnel. On the other side of the green wall are four (4$) garibs. Past the next wall is a target button. Place the ball on it and the blue and white hands will open. Past the final green wall are four (4$) more garibs and a swirling teleporter. Walk through it. You will return to the newly opened blue and white hands. On the other side is a red enemy (1$) and a save point. Beyond this is a merry-go-round inside a blue disc. Three (3$) red enemies circle this merry-go-round, and twenty (20$) garibs are on it. On one side of the disc are blue and white uneven steps. At the top, you will see the shadow of a sticky feet spell. Place the ball on the shadow and have Glover jump on top of the ball. First jump and then fist slam. At the top of your jump, double jump to reach the spell. Leave the ball and enter the tumblers. As you spin around, one extra life awaits you at the top of each tumbler. Retrieve your ball and pass the tumblers. Avoid the holes in the blue and white checkered floor, gathering the six (6$) garibs as you do. An extra life is above the last hole. Exit. Boss Level This time you face a giant clown in a circular swirling room. You will need to damage the clown three times. Throw the ball against the target on the wall and a bomb will come out of the door with the question mark on it. After the clown is hurt, another target will appear on the wall. Throw the ball against it again and this time a boxing glove will come out of the other question marked door and hit the clown. Finally, throw the ball against the blinking red light above the door. A piano will fall on the clown killing him for good. Exit the level and return the ball to the fountain below the castle. Bonus Level (20 garibs) In this bonus level, you command a cannon. You have one and a half minutes to hit all the targets. Concentrate on the garibs first, and then knock out the targets. Essentially, this is just a button-mashing event, and you should clear this with no problem. Pirates Realm Level One (70 garibs) Jump off the plank to get your first four (4$) garibs. If you miss some, don't worry; you'll have another opportunity to grab them. As you splash into the water below, walk to the other side of the sunken ship to the left. There are four (4$) garibs between the ship and the wall. Then walk to the beach and exit the water. Turn back towards the water and jump across the floating crates and planks to get to the left side of the tall building you jumped off of. Your ball is there as well as a star button. Slam the button. Jump back into the water and walk on top of the ball toward the sunken ship. Place the ball on the target switch. At this point, if you missed any of the garibs at the beginning, you can use the newly activated elevator to get to the top of the building. Go to the beach again, and this time enter the other side of the beach. There is an extra life under the plank leading into the water if you want it. On the opposite side of the water is a raised platform with eight (8$) garibs and a yellow enemy (1$). Throw the ball against the target switch on the wall to open a treasure chest underwater. Transform the ball into the ball bearing, so it will sink, and enter the water. Grab the extra life in the treasure chest. Walk counter- clockwise around the island and kill the crab (1$). Follow the sign to the jet stream. Get as near to the wall as possible and enter the stream so that the ball will pass over the target switch. This reveals another target switch by the other jet stream on the opposite side of the treasure chest. Go to it and activate this switch too. This second switch activates a waterspout on the island. Go to the island and ride this spout. On the platform at the top is a save point. Beyond are two set of four garibs (8$). At the lighthouse, walk to the left behind the house. There are six (6$) garibs hidden behind it. Go back to the lighthouse and break down the door with the bowling ball to get an extra life. Kill the crab (1$) and yellow enemy (1$) patrolling the corner. If you wish to kill the annoying treasure chest enemy, you can do so by using Swish (the walking sword). See Mr. Tip for help. At the back of the lighthouse is a target switch. Throw the ball against it and steps will pop out of the lighthouse. Put the ball in a safe place and climb these steps. Six (6$) garibs are on the steps. At the top of the lighthouse is a star button. Slam it. Descend the lighthouse and jump onto the swinging boats. There are five (5$) garibs on the first and four (4$) on the second. After the ships is a slanted path. Avoid the spikes while grabbing the four (4$) garibs and passing the save point. When you reach the crates, break them and all the others beyond for seven (7$) garibs. There are also four (4$) free garibs behind the house. Under one of the crates you break is a target switch. Place the ball on it. Go down the ramp, collecting six (6$) garibs as you go. At the bottom is a swinging ship and the exit. Level Two (60 garibs) Take the elevator up. Next to the hut are three (3$) garibs and an extra life is behind it. Kill the yellow enemy (1$) and take the next elevator up. Kill the crab (1$) and work snake your way around the tree. At the split, there are four (4$) garibs on a falling platform on the left fork. A save point is directly past this. Work your way past the slicing swords until you reach another hut. An extra life is behind this one as well. Past the hut are four sets of three garibs (12$) on falling platforms. Keep going and you'll pass a save point. On the steps directly beyond are four (4$) garibs. At the bottom is a moving sidewalk with a yellow enemy (1$) on it. After this are three elevators with three garibs on each (9$). At the pool, grab the extra life behind the hut, transform the ball into something sinkable, and activate the target switch at the bottom of the pool. Exit the pool and to the left is a yellow enemy (1$). Continue down this path and jump onto a revolving platform to reach the star button. Slam the button, kill the yellow enemy (1$), and grab the four (4$) garibs. Return to the pool and grab the four (4$) garibs by the treasure chest enemy. Follow the arrow to the large moving platform. Kill the two yellow enemies (2$) and grab the eight (8$) free garibs as you ride this platform. At one end is a target switch that you will need to activate to open the exit door. A crab (1$) protects this switch. Before you exit, there are four (4$) more garibs. Level Three (80 garibs) Jump over the two rolling barrels, grabbing the four (4$) garibs as you do. When you reach the green patch, take the elevator down and take the two (2$) garibs. At the bottom of the elevator, jump into the alcove and walk against the back wall. This will teleport you to the other side. Grab the sticky feet potion and walk the walls to the ceiling. Eight (8$) garibs and an extra life are at the top. Return to the green patch and continue to the right. At the top of the ramp, you can jump back onto a ledge to get an extra life. Jump over the gap to the save point. Fall down to the two (2$) garibs below and back up to the six (6$) around the corner. Climb the ramp to the four (4$) garibs in front of the house. Cross the bridge and avoid the cannonball enemies. Pound the star switch and say goodbye to the cannonballs. Double back and follow the sign down to the star switch. Pound it to lower the net under the bridge. Jump onto this net and kill the bouncing crab (1$). Grab all sixteen (16$) garibs. On the far end is a ledge with an alcove. Enter the alcove to teleport you back to the bridge. Cross the bridge again and follow the sign (who changes these?). Four (4$) free garibs lead the way to another save point. Follow the sign to the crab (1$) and four (4$) free garibs. Take your ball with you and descend the elevator, taking the two (2$) garibs as you go. At the bottom, break the gate with the bowling ball for an extra life. Descend the ramp to the right. Get on top of the platform immediately at the bottom. Have Glover jump on the ball. Jump, fist slam, and double jump to get on to the net, grabbing four (4$) garibs as you do so. Once on the net, hold down A to gain some height so that you can reach the big and strong potion above. Use this potion to move the large crates down below. This will reveal a target switch on the wall. Throw the ball against it and return back up the elevator. Climb on top of the house and climb the new stairs to the other house. Run across the bridge. Four (4$) garibs await you on falling planks. Beyond is a save point. Jump across the rolling barrel. Jump against the vertical wood slab to cause it to fall. Two (2$) garibs are underneath it. Cross the bridge and place the ball on the target switch. This activates an elevator back by the rolling log. Take it to the top where a yellow enemy (1$) and four (4$) free garibs are. Go to the right. Past the smoking chimneys are three (3$) garibs. Three yellow enemies (3$) patrol the steps beyond. On the other side of the steps are three (3$) free garibs. Right before the arch, have Glover jump on top of the ball. Jump, fist slam, and double jump to reach the top of the arch where two (2$) garibs and an extra life are. Cross the bridge and exit. Boss Level In this level, you must damage the swinging monkey three times. To do so, you must first throw the ball against the monkey while it is swinging. To do this, get close to it, bounce the ball, and then hold the B button to hover in the air. Aim and release. When you hit the monkey, it will swing all the way around the branch really fast until it falls off onto its back on the ground. When it is on its back, fist slam its belly to damage it. You will have to do this sequence three times. However, each time the monkey is damaged, it will grow smaller, so that it becomes more difficult to hit it. Note that if you get too close, the swinging monkey will come down off the branch and chase you around. Thus, the trick is to get close enough to hit the monkey, but not so close as to cause it to come down and chase you. This will be particularly difficult for the third and final damage. The two monkeys running around on the sand are merely there to impede your progress. If they grab your ball, simply fist slam the ground next to them to knock them out. When you damage the swinging monkey three times, the treasure chest behind it (which looks more like a rock) will open and the exit will appear. Bonus Level (50 garibs) In this bonus level, you have three minutes to grab all the garibs, raise the water level to the top, and exit. At the bottom of the pool is a jet stream pushing water up. This will give you a needed boost to jump onto the barrels. Once on a barrel, fist slam it to break it and the water will rise to the next barrel. You will definitely want to start off by killing the fish so that it doesn't bother you. To do so, you must jump off a barrel and fist slam it. There isn't too much strategy I can help you with on this level. It is mostly a matter of skill and speed. Generally, your primary concern should be with raising the water. Only attempt to grab the garibs as you fall or are waiting for the water to rise. When you use the jet stream, you will need to sink a while outside of it. That way, you can build up speed and gain some height when you shoot out of the water. As you sink, you can also grab any garibs you have missed. There are eight barrels to smash. At the top, you will have to jump onto your ball and grab the remaining garibs that are above the high water mark before exiting. Prehistoric Realm Level One (80 garibs) In this level, you explore a snowy wonderland. As you roll your ball on any snowy surface, it will gather snow and grow into a large snowball. When your ball is covered in snow, it will not bounce and is more difficult to throw. As a result, you must constantly bounce your ball to shake off this snow. Start off by killing the brown furry enemy (1$). Collect the three (3$) free garibs. Jump up the steps to the three (3$) garibs above and fist slam the ice cube to rescue your ball. Jump off of this ledge and break the icicles with the bowling ball. On the other side are two (2$) garibs leading down to an icy pond. On one island in this pond are five (5$) garibs and on the other are eight (8$). Frozen in the ice on one side of the pond are three (3$) garibs. Fist slam to break the ice and grab them. On the other side of the pond are three (3$) more. Past the pond are some ledges. Underneath them are three (3$) free garibs. Jump onto the first ledge for two (2$) more. Avoid the snowballs that occasionally pass between the ledges and jump to the second ledge for two (2$) more garibs. Once you reach the top, go to the right and slide down the small icy ramp. Three (3$) garibs and a save point are at the bottom. Slap the ball back up the ramp. To the right of the sign is an alcove covered with ice. Break the ice with the bowling ball to get the eight (8$) garibs and the extra life inside. Next, you will have to ascend a zigzag trail. This can be very annoying, because if you get touched by the snowballs that roll down the path, you will be absorbed by it and roll all the way back to the bottom. Anyway, the trick is to move up one ramp, bounce the ball (perhaps twice if it has snow on it), and then hold the B button to hover in the air at the top of your bounce. Then wait for the snowball to pass and quickly go up the next ramp and repeat. After the third resting spot, you may wish to run the rest of the way up, since for some reason you usually cannot get enough height at the fourth resting spot. When you do eventually reach the top, gratefully use the save point and grab the four (4$) garibs. Past the save point is a slippery ice bridge. Wait for the snowballs to pass and then follow them. Eight (8$) garibs are on this bridge. On the other side is a roaring dinosaur protecting six (6$) garibs. The far wall is breakable. Slap the bowling ball against it until you discover the secret room hiding twelve (12$) garibs and an extra life. Return to the ice barrier and break this with the bowling ball as well. Collect the two (2$) garibs, break the next ice barrier, and collect two (2$) more before exiting the level. Level Two (80 garibs) Follow the arrow down the ramp to five (5$) garibs. Bounce across the lava to the roaring dinosaur. Grab the twelve (12$) garibs and continue on. Past the lava waterfall is a step leading up to another level. Behind the step are two (2$) garibs. Climb the step to the higher level and follow the sign. Right before the furry enemy is collapsible wall. Jump against it several times to cause it to fall. Five (5$) garibs and an extra life are on the other side. Return to the furry enemy and kill it (1$). Descend the ramp with four (4$) garibs. Jump past the blue pivoted platforms for the save point. Then work your way down the blue platforms gathering five (5$) garibs as you do so. Follow the sign past the roaring dinosaur to the target switch. Place the ball on the switch and grab the single (1$) garib next to it. Turn around and pass the dinosaur again to a second sign. Four (4$) garibs are next to this sign. Jump onto the new island in the lava and on to the other side. Five (5$) garibs are on the other side. Place the rubber ball next to the wall. Have Glover stand on the ball. Then jump, fist slam, and double jump your way to the top. Grab the extra life and pound the star button. This will lower the ledge you are standing on. Retrieve your ball and place it on the target switch. Return to the second sign and follow the new direction it is pointing in. On the large island are four (4$) garibs. Once you pass the lava there will be four (4$) garibs surrounding a lizard lady. In addition, there is a single (1$) garib in-between the two palm trees. A furry guy (1$) circles a save point. On the other side of the skull is a single (1$) garib. Beyond this location is a path leading up with boulders rolling down it. Avoid the boulders and collect the three sets of three garibs (9$) on the path. At the top is a save point. Jump across to where the sign is and kill the furry enemy (1$). In the depression beyond are eleven (11$) garibs and two extra lives. Avoid the boulders rolling down this depression. On the other side are four (4$) free garibs. Follow the narrow path down to the exit. Grab the extra life in the alcove before you finish. Level Three (80 garibs) Start off by collecting the sixteen (16$) garibs that surround the lounge lizard lady. As she chases you, run behind the palm tree with the heart carving in it. As she hits this tree, eight (8$) garibs will magically appear as well as an extra life. You can also use the death spell if you wish to rid yourself of your lizard stalker. Right next to the palm tree are ten (10$) garibs on the border of a lava lake. Follow the sign to the star button. Instead of pushing it, take the path to the left into the water. Walk in this stream until it U-turns. In the wall and under the water is a secret entrance to a room with seven (7$) garibs and an extra life. Consume the speed potion and head back to the star button. Pound the button to activate the rotating stone slabs. With your ball, ascend the ramp to these slabs and work your way past them. As you do so, you will collect five (5$) garibs. After the save point is a Stonehenge like monument. Kill the two furry enemies (2$). Throw the ball into the liquid rectangles on each of the four megaliths. Each time you do so, lightning will strike and the stone in the middle will lower. Place the ball on the target switch to lower the lava pool. Return to this pool. Taking the ball with you, jump up the stairs of pads to the top. You will pick up three (3$) garibs as you do so. At the top are a save point and a target switch. Place the ball on the switch and return back down to the starting point. To the right is an island in another lava pool. Jump onto it and grab the eight (8$) garibs. Pound the star button to raise the platforms beyond. Climb these until you hit the save point. Kill the furry enemy (1$) that patrols this area and grab the fifteen (15$) garibs that are found around the ring. In the middle of this ring is a platform that rises and falls. Place the ball on the target switch on the platform to activate an elevator. Use this elevator to reach the first ledge which has two (2$) garibs and an extra life and the second ledge which has three (3$) garibs. At the top floor is the exit. Boss Level This is perhaps the easiest of all levels in the game. Your object is to damage the dinosaur three times. Simply slap the ball onto the incline. It will gather snow as it rolls and damage the dinosaur when it reaches the bottom. Whether you miss or hit the dinosaur, your ball will be magically returned to you at the top. Avoid the fireballs the dinosaur spits at you and avoid sliding down the hill yourself at all costs. Bonus Level (60 garibs) In this bonus level, you control the rubber ball. You have one minute to collect all the garibs you can while staying ahead of the wall of lava. There are no secrets or strategy to employ. Simply try the level several times and memorize the path. At the very beginning, start by pushing directly down on the joystick since the first two garibs are in the air and you'll need to be bouncing when you reach them. Of course, ignore the extra lives. There will be two obstacles to jump over and a few lava pools to avoid, but in general this level is relatively easy to solve. Fortress Of Fear Realm Level One (60 garibs) The ball is on the ledge to the left of you. Retrieve it and grab the first four (4$) garibs in-between the streams of electricity. Place the ball in-between the two streams and stand on top of it. Jump, fist slam, and double jump to reach the top level. One (1$) garib and an extra life are hidden up there. Jump back down and continue across the bridge. Turn right and descend the ramp. Jump to the platform below which has four (4$) garibs on it. To get back up, stand on the ball, jump, and fist slam. Then consume to star potion to summon your ball. Go back up the right and cross the bridge with the three (3$) garibs on it. By the star button are two (2$) garibs. Pound the button to raise two coffin elevators. Jump across them, collecting the six (6$) garibs in the air above the second coffin. Past the second coffin is a save point. Jump across the third coffin and grab the three (3$) garibs. Consume the helicopter potion and fly directly up. On the floating platform are four (4$) garibs and two extra lives. Consume the helicopter potion here to get safely back down to the ground. Climb the ramp. Avoid the walking shoes and get the six (6$) garibs. As you turn right, there is a potion to transform your ball into a beach ball. The beach ball bounces really high and floats slowly back down. Use it to get the five (5$) garibs that are in the air. Past these is a foggy area with a green enemy (1$). Eight (8$) garibs form a circle on the ground. On the near ledge are three (3$) garibs and three (3$) more are on the far ledge. One target switch can be found on the wall on each side of the door. Throw the ball against both to lower the door. Once you pass through the door, use the save point to the left. To the right, there is a vertical wood plank. Jump against it to tip it over. Collect the five (5$) garibs as you cross this bridge. On the other side is some pipework. To the far right is a building with a ledge around it. Walk around the building to grab a single garib on opposite sides (2$) and an extra life. Return to the pipework. Next to the three enemies with maces are three blocks. Push each one into the gap between the pipes. You may wish to knock the enemies out before pushing the block. After all three blocks are in place, lightning will strike the sarcophagus, revealing a star button. Pound this button to lower the drawbridge. Cross the drawbridge to the exit. Level Two (60 garibs) The first five (5$) garibs are against the wall. Next to the door is something that looks like a stained glass window. Get on the left side of it and push it towards the door. This will reveal a target switch on the wall. Throw the ball against it. Seven (7$) garibs and an extra life will fall from the sky. Next, stand on the ball and double jump your way up to the ledge. Five (5$) garibs are on it. If you walk around the top of the wall, there is an extra life as well. Jump back down to the floor. Avoid the swinging blade and exit this room. In the next room are tiles that fall when you stand on them. Quickly move around the room collecting all six (6$) garibs and the extra life. After you exit this room there is a save point. Jump across the swinging platforms and gather the three (3$) garibs. On the other side of the swinging platforms are two sets of five garibs (10$). Release the ball and continue on, avoiding the spikes. You will encounter a jumping stick of dynamite. When you hear him start to hiss, find a safe location, duck, and wait for him to explode. Then take the five (5$) garibs organized in a circle. Jump up onto the ledge directly above and pass Mr. Tip to two (2$) garibs and an extra life. Jump back down and get the three (3$) garibs on the other side of the carpet. To the right of the gate is a small hole in the wall. Have Glover jump through this hole to the other side. Push the large lever you find on the other side to raise the gate. Retrieve your ball and use the save point next to the lever. In the adjacent room is an object with two electrified trapezoids revolving around it. Avoid the electric streams and gather the ten (10$) garibs. Kill the green enemy (1$) on the other side. Bounce your way past the moving platforms to the final platform. Grab the three (3$) free garibs. Then fist slam the mummy. This will knock it on its back. Then, fist slam it again to kill it. The gate will open and allow you to exit. Level Three (70 garibs) Start off by jumping across the gap. Ascend the ramps and collect the two (2$) garibs on the falling triangle. Collect three (3$) more on the wooden platform. Collect another three (3$) underneath the guillotine. Beyond this is a block revolving around an electrified centerpiece. Avoid the electric stream and grab the eight (8$) garibs. Kill the green enemy for one (1$) more. On the other side are two green enemies (2$) guarding two (2$) free garibs. Immediately beyond this is a save point. Continue on until you come upon two sliding coffins. Four (4$) garibs are above the first coffin. On the other side of the coffins are ten (10$) garibs surrounding a square hole. Past this is a save point. If you really want the extra life in the middle of the spikes, release the ball and have Glover sacrifice a heart to get it. Continue to the left, past the swinging platform and up the ramp. Grab the two (2$) garibs in front of the gate and release the ball. Return back down the ramp and across the swinging platform. Grab the four (4$) garibs and consume the beach ball potion. Quickly return to your ball. Bounce the beach ball, and at the top of your jump, throw the ball over the gate. The gate will then open for you. Ascend the ramp and jump onto the swinging platform, where you can gain four (4$) garibs. Continue on to the platform where the cannonball enemy is. On the other side is a sliding castle wall platform. Ride it. Place the ball on the target switch to lower the spikes. Return to where the spikes were and touch the dark wall in the alcove. You will be teleported. Walk down the path to the save point and five (5$) garibs. Jump across the rising and falling coffins to the roof. On one side of the roof are three (3$) garibs and on the other are three (3$) more. Jump across the rotating wooden wheel to another roof. This roof is a four-sided pyramid. On each side are two garibs for a total of eight (8$). Avoid the electric streams and collect the garibs. Beyond this is a jaw-like structure that opens and closes. Grab the extra life while jumping across this structure. On the other side is another roof. Three (3$) garibs are on one side and three (3$) more are on the other. Jump down off the roof and run away from the bouncing stick of dynamite. To the left of the two rolling barrels is a save point. Past the barrels are three spiked death traps. Quickly run past these. At the top of the wooden ramp, you can jump onto the walls on each side. Two extra lives are on one wall and three are on the other. Two spinning cannonball enemies guard the exit. Boss Level This level is fairly easy, once you figure out what you need to do. But it can be time consuming, especially the annoying intro! Anyway, your goal is to reach the target switch, which is on the ledge high above on the wall against which you start. To do so, you must pound each stack to form a stepping stairway. But each time you pound a stack down, the stack on the opposite end moves up. You also have a Frankenstein inspired monster walking around in the middle. He will occasionally electrocute a stack. While a stack is alive with electricity, you cannot be on it or else you will be hurt. To begin, leave the ball safe in a corner. Then jump onto the lowest stack near the starting point. Jump your way around to the opposite side. Pound this stack twice. Then jump to the stack left of it. Pound it twice. Then jump twice to the right. Pound this stack twice. Jump left and pound twice. You should now have a nice stepping stairway to climb. Grab your ball, and go to the lowest stack (the last one you pounded). Work your way around the left side by bouncing your ball from one stack to another. When you place the ball on the switch, electricity will arc out of every stack, killing the monster. If you ever mess up, you can also reset all stacks by pounding the star on the ground. Bonus Level (56 garibs) In this bonus level, you control the rubber ball and must navigate a maze. Collect all garibs and exit before your one and a half minutes are up. There is no strategy or secrets. You must simply work fast and will probably have to try this several times. Work up a pattern if needed. The maze is symmetrical, so anything you do on one side, you should immediately repeat on the other. Out Of This World Realm Level One (50 garibs) Start off this level by descending the hill directly in front of you to the neon sign. Hidden behind this is a single (1$) garib. Next to the sign is a star button. Kill the blue enemy (1$) circling it and slam the button. This will activate the jet streams. Patrolling each of the four jet streams is a blue enemy to kill (4$). Enter each jet stream and fly to the top for three garibs each (12$). Next, follow the signs and ascend the ramp in the sea of green goo. Near the top are two (2$) garibs. At the top are a save point and a target switch. Place the ball on the switch and a platform will descend. Bounce the ball onto this platform and collect the garib (1$) there. Place the ball at the center of this rotating platform and stand on it. Jump, fist slam, and double jump your way to the second rotating platform. Another garib in on this one (1$), as well as the third (1$) and fourth (1$) rotating platform. After the fourth platform are some green ledges against the wall. Jump onto these to reach the star button. Pound this button and return to your ball. Descend the ramp and jump onto the new floating platforms. Jump across them and onto the stairs. At the top of the stairs is a target switch. Place the ball on this to summon the flying saucer. On the top of the saucer is a window. Fist slam this to smash it open and enter the saucer. Inside are sixteen (16$) garibs. Pound the star button to launch the rocket that will break open the door to the exit. Exit the saucer by touching the red pad. Once outside, collect the ten (10$) garibs around the saucer. You may now exit. However, you may wish to explore a secret room hidden in the wall to the left of the exit. Jump up onto the green path against the wall. Find the spot with the discoloration and break the wall with the bowling ball. Behind this wall is a room with hieroglyphics. Fist slam the block in the middle of this room to reveal some floating platforms. Jump up on these to the top where an extra life is. Back outside, there is also an extra life on top of the crashed spaceship. Level Two (50 garibs) Start off this level by turning around. Follow the path around the corner for three (3$) garibs. Return to the starting point and pass the target switch. Kill the four blue enemies (4$). Up to the right is a level platform. Climb the slope to get up there and grab the single (1$) garib on the platform. Place the ball on the target switch. This activates a pair of spiked horizontal crushers. Leading down the slope to the crushers are three (3$) garibs. Pass the crushers and continue down the blue path. Next is a set of three vertical crushers. Carefully pass these and kill the two blue enemies (2$) on the other side. Leading up the slope on the right to the arch above the vertical crushers are three (3$) garibs. Walk across the arch and collect the three (3$) garibs. At the end of this path is a target switch. Place the ball on it to raise a bridge across the green goo. Past the switch towards the green goo is another arch. Jump and cross this arch to get five (5$) garibs. Return to the area in-between the horizontal and vertical crushers. On one side of the canyon is a ledge with spiked horizontal pushers. In-between these two pushers are three (3$) garibs. Jump on top of the pusher with a flat surface. Jump from this onto the arch over the vertical smashers. Take the five (5$) garibs on this arch. Now return to the first target switch. Jump up the canyon wall to a narrow ledge. Walk along this ledge past the speed potion. Grab the six (6$) garibs on the bridge. Return to the speed potion and consume it. Step on the square next to the potion. This lowers a secret door on the opposite canyon wall. Quickly run across the bridge and turn right and jump through the door before it closes. Follow the path to the pyramid. Collect the twelve (12$) garibs surrounding the pyramid. When you do so, the pyramid will lower and reveal an extra life. Take this extra life. Gladly surrender yourself to the evil robot and have him throw you off the edge. After you reincarnate back at the starting point, place the ball on the target switch. This opens the doors to the exit. However, this exit is on the far end of the canyon and the doors only stay open for a short time. Thus, you must roll your ball down the blue path as fast as you can. The blue surface you are on is very slippery, your time is limited, and speed is essential to making the jump. Thus, never slow down. Beating the smashers will most likely be just a matter of luck. So, you will probably have to try this several times. Unfortunately, you must kill the four blue enemies at the starting point each time you make a new attempt. When you do manage to pass all the obstacles and beat the closing doors, you will be able to exit the level. Level Three (80 garibs) Turn around and go to the fence. Release your ball and leave it there for safety. Turn back around and walk through the tunnel. On the other side is an enemy. Fist slam the area next to it to knock it out temporarily. You will need to push the enemy through the tunnel to the danger area with no fence, and then off the edge. If it wakes up, you will loose ground, so continuously fist slam to keep it unconscious while you push. Once the enemy is disposed of, retrieve your ball. Place the ball on the target switch and have Glover get on the star button. Pound the star button and the door will open. On the other side is a ramp with seven (7$) garibs and a save point. On the blue ramp past the windmill are two sets of five garibs (10$). Get onto the conveyor belt. After the second belt is a floating platform to the right. Jump on this and grab the three (3$) garibs above the red pad. Get back onto the conveyor belt moving the opposite direction. To the right is another floating platform with a star button on it. Pound this button to lower the sign with the blinking lights. Get back on the conveyer belt and take it to the end. Stay to the left so you will hit the platform at the end of the belt. Jump across the red rotating plus-shaped obstacle to the platform beyond. Collect the twelve (12$) garibs and the extra life. Then jump off the edge and plummet to your bloody death. Get back on the conveyor belt and this time go in the original direction past the two office buildings. On the right side of the slowly moving fan is a ramp leading down to a green teleporter. When you materialize, there will be a red button to the right. Pound this button to turn on the fan. Walk off the edge and ride the wind. Gather the nine (9$) garibs and step to the other side. Use the save point. Take the ramp leading up to the red button. Bounce the ball to the gondola. Release the ball and return to the red button. Pound the button and quickly jump onto the gondola and rejoin your ball. Ride it to the other side. With ball in hand, jump off the gondola to the red grate below. This will bring together the two jigsaw shaped platforms. Leave your ball here and double jump to the closest platform. Take a left and gather the eight (8$) near the star potion. Consume the potion to summon your ball. Return in the direction you just came from and continue on past the evil robot. You will come upon a target switch. Place the ball on the switch to open the glass doors. Beyond is a ring with six (6$) garibs on the right edge and seven (7$) garibs on the left edge. In-between the buildings to the right is some pipework enclosed in glass. Jump on top of this and to the ledge containing the six (6$) garibs on the other side. Return to the ring and continue on to the save point. Past the save point is a series of three conveyor belts. Each has four garibs on it (12$). On the other side of the belts is a ramp leading down to a glass plane. Break this plane with the bowling ball and exit. Boss Level This is the final battle in the game. Beat Cross-stitch and the wizard will be freed. You start off facing a giant robot. Your goal is to get in between its legs and enter the door marked by the two arrows. Once inside the robot, you will face Cross-stitch who commands his own robot. You have to damage Cross-stitch three times. This is essentially just a button-mashing event and is horrendously easy for the final battle of the game. When you defeat Cross-stitch, return the final crystal to the fountain and watch the closing cutscene. Bonus Level (50 garibs) You have two and a half minutes in this level to pilot the Glovercopter around the room and collect as many garibs as you can. To get all fifty garibs, follow a pattern. Start off with the outside columns. Choose the closest one and move around until you hit the top garib. Then let go of the button and glide down to get all the garibs in the column. Move on to the next column and this time start at the bottom. Use your shadow as a reference and center yourself in the middle of the fan. Then press the A button and climb to the top of the column. Repeat for the remaining four outer columns. Then move on to the center columns. Again, use your shadow as a reference. The columns are on each corner of the hexagonal fan. Since running out of magic is essentially a death sentence, grab every potion as you pass by it. This includes the ones on the ground as well as the ones at the very top of the outer columns. When you have all fifty garibs, find the exit near the top of the room. CODES These codes are given during the final credits. To use the codes, pause the game and then enter the code using the yellow buttons. Call Ball (instantly obtain the ball by pressing L button) C-UP, C-LEFT, C-LEFT, C-UP, C-RIGHT, C-LEFT, C-DOWN, C-UP Checkpoints (opens all checkpoints for quick movement through a level) C-DOWN, C-DOWN, C-RIGHT, C-LEFT, C-UP, C-UP, C-DOWN, C-LEFT Infinite Lives (no decrease in lives upon dying) C-UP, C-UP, C-UP, C-UP, C-UP, C-RIGHT, C-DOWN, C-RIGHT Powerball (turns ball into a small pink super bouncy ball) C-UP, C-DOWN, C-UP, C-DOWN, C-UP, C-DOWN, C-LEFT, C-UP Control Ball (Glover disappears and you instead control the ball) C-LEFT, C-RIGHT, C-LEFT, C-RIGHT, C-UP, C-DOWN, C-RIGHT, C-RIGHT Infinite Energy (no decrease in hearts upon being hit) C-RIGHT, C-RIGHT, C-DOWN, C-RIGHT, C-RIGHT, C-RIGHT, C-UP, C-LEFT Enemy Ball (turns ball into cannonball enemy) C-LEFT C-DOWN C-UP C-RIGHT C-LEFT C-LEFT C-DOWN C-DOWN Low Gravity (creates low gravity conditions) C-LEFT, C-LEFT, C-UP, C-LEFT, C-RIGHT, C-UP, C-UP, C-UP Big Ball (makes the ball big!) C-DOWN, C-DOWN, C-UP, C-DOWN, C-DOWN, C-LEFT, C-RIGHT, C-DOWN Fish Eye (turns on wide angle lens) C-LEFT, C-RIGHT, C-LEFT, C-RIGHT, C-LEFT, C-RIGHT, C-LEFT, C-RIGHT Camera Rotate Right (tilts camera ninety degrees clockwise) C-LEFT, C-RIGHT, C-UP, C-UP, C-DOWN, C-RIGHT, C-DOWN, C-RIGHT Camera Rotate Left (tilts camera ninety degrees counterclockwise) C-RIGHT, C-DOWN, C-RIGHT, C-DOWN, C-UP, C-UP, C-RIGHT, C-LEFT Mad Garibs (turns garibs into Douglass Adams Don't Panic guy) C-DOWN, C-RIGHT, C-DOWN, C-UP, C-LEFT, C-DOWN, C-LEFT, C-UP Death Spell (gives you the death spell) C-UP, C-LEFT, C-LEFT, C-LEFT, C-LEFT, C-UP, C-RIGHT, C-UP Frog Spell (gives you the frog spell) C-DOWN, C-LEFT, C-DOWN, C-DOWN, C-LEFT, C-DOWN, C-UP, C-LEFT Hercules (makes Glover big and strong) C-DOWN, C-DOWN, C-DOWN, C-LEFT, C-LEFT, C-DOWN, C-RIGHT, C-LEFT SpeedUp (gives you the speed spell) C-LEFT, C-LEFT, C-RIGHT, C-UP, C-RIGHT, C-LEFT, C-DOWN, C-DOWN Boomerang Ball (gives you the star shaped boomerang spell) C-RIGHT, C-UP, C-UP, C-UP, C-UP, C-LEFT, C-LEFT, C-DOWN Vanish Ball (ball disappears) C-DOWN, C-DOWN, C-LEFT, C-LEFT, C-UP, C-UP, C-DOWN, C-UP Froggy (turns Glover into a frog) C-UP, C-RIGHT, C-DOWN, C-RIGHT, C-UP, C-LEFT, C-LEFT, C-UP Secret Cheat (unknown) C-DOWN, C-UP, C-RIGHT, C-RIGHT, C-DOWN, C-LEFT, C-RIGHT, C-RIGHT All Cheats Off (turns all cheats off) C-DOWN, C-DOWN, C-DOWN, C-DOWN, C-DOWN, C-DOWN, C-DOWN, C-DOWN Level Select (unknown) C-UP, C-RIGHT, C-RIGHT, C-DOWN, C-LEFT, C-DOWN, C-UP, C-RIGHT Open Portals (opens all realms) C-UP, C-RIGHT, C-RIGHT, C-DOWN, C-LEFT, C-DOWN, C-UP, C-RIGHT Open Levels (opens levels in all realms) C-DOWN, C-DOWN, C-LEFT, C-UP, C-UP, C-UP, C-RIGHT, C-DOWN Locate Garibs (allows you to locate garibs in normal mode by pressing the R button) C-LEFT, C-UP, C-RIGHT, C-DOWN, C-LEFT, C-UP, C-LEFT, C-LEFT LEGAL NOTICE This walkthrough was authored by and is copyrighted 1999 by Greg Moriarty (email@example.com) for the use by GameFAQs.com. Any other reproduction or distribution without the author's permission is prohibited. If you wish to improve upon this walkthrough, I may very allow you to. However, you must receive permission from me first. Glover is a trademark of Hasbro, Inc. The game is copyrighted 1998 by Hasbro, Inc. and is licensed by Nintendo.