Bunny Must Die: Chelsea and the 7Devils http://www.murasame.com/ Author: Quadrapod Email: JakeT12@msn.com The Table of Continents: Version 2.01 as of 2/11/08 I. Overview II. Installing A. A Possible Error ---Part One--- Bunny Must Die: III. The Walkthrough: White Section A. Basic Controls B. First Boss C. Second Boss IV. Red Section A. Useful Secret Item B. Third Boss V. Green Section A. Fourth Boss VI. Blue Section A. Fifth Boss VII. Yellow Section VIII. Teal Section A. Sixth Boss B. Seventh Boss C. Eighth Boss D. Ninth Boss IX. Purple Section A. Section Completion B. Shortcuts C. Tenth Boss D. Additional Bonus X. Full Item List with Descriptions XI. Boss Strategies XII. All Item Locations A. Inventory Items B. Hearts C. Hourglassi D. Dolls XIII. Bunny Must Die FAQ ---Part Two--- Chelsea and the 7Devils: XIV. Overview XV. Basic Controls XVI. White Section XVII. Yellow Section XVIII. Green Section XIX. Red Section XX. Teal Section XXI. Purple Section XXII. Boss Strategies XXIII. Item Descriptions XXIV. Closure XXV. Update Info XXVI. Copyright and Request Info ============================================================================== I. Overview ================================================================== ============================================================================== Chelsea and the 7devils: Bunny Must Die is a platform game created by Platine Dispositif some time around 2006. The game's fusion of Metroid and Castlevania gameplay creates a fun exploration style that undoubtedly has a very high difficulty. The cute anime style may throw off some players initially; this game is not for beginners. I decided to write this walkthrough due to the sheer confusion many players have over the game's objectives and progression. The game may appear simplistic and unchanging, but the ten to twenty hours of game play are truly unique and addicting. This walkthrough is the exact method used for my second time around the game, and should be very accurate despite a few possible improvements. If you have any questions or comments you can email me at jaket12@msn.com for a reply within (about) two or three days. The walkthrough is written in a natural method. I will explain a room or two in each paragraph, depending on their contents, in relation to the previously explained room. This allows readers who wish to follow a complete treasure hunting style to find everything with ease. The Color Sections represent the colors on the map, to which I have divided the major parts of the walkthrough. If you are stuck, match the colored section and read for the specific room. Every difficult obstacle is explained in exact detail. Easier obstacles may be ignored so that this guide takes up minimum space. ============================================================================== II. Installing: ============================================================== ============================================================================== A large portion of the official Platine Dispositif page cannot be accessed at the time of writing, although the main and some subsequent pages can be accessed at http://www.murasame.com/ The first time the game is run it will ask two questions in Japanese. Say Yes (button furthest left) to the first to create a config file. The second question chooses full or windowed screen. Yes(left) is for full, no(right) for windowed. You will then be placed into the main screen. A Possible Error: If you are not, then there is a language problem. When I tried to play the game, it would only go so far as the 7Devils screen and then crash. The reason is that the computer does recognize the characters (letters) being processed. A program called Microsoft AppLocale can solve the problem. http://www.microsoft.com/globaldev/tools/apploc.mspx Install and then run it. Click browse and search for the exe bmd. Click next. On the drop down window, choose the very last option and finish. It will ask if you want to make a shortcut so that you don't need to run AppLocale every time you want to play. If you choose yes, a folder in the start menu is created. This should make the game work. Another (easier) route is to enable Foreign Languages in the Windows XP control panel. Open Regional and Language Options. Select the Advanced tab. Select Japanese under the Language for Non-Unicode Programs. This may require a restart and/or the Windows CD. Credit to XKilla. On the main screen you can choose to Play, View Achievements, set Options, and Quit. Achievements are challenging or goofy things you can do within the game. ============================================================================== III. The Walkthrough ========================================================= ============================================================================== White Section (Level 1, or "The Junk Yard"): You start out with a goony Japanese-style intro. Once thrown into the Game get a feel for the controls (if you haven't checked the options menu, pressing A pauses the game and allows them to be viewed or changed). For only God knows why, Bunny doesn't have the capability to move right. Go left and jump into the square with gears inside (If Bunny must go right, try jumping while holding that direction). This is the tutorial for movement and allows Bunny to move right. Only it's in Japanese... So: Arrow keys move Bunny. Default actions are Z, X, and C to Shoot, Jump, and use Time, respectively. A brings up the pause menu and S takes a screenshot (Bunny will pose for you!). I reconfigured my keys at the start into ASD for Jump, Shoot, and Time. QW are pause and screenshot. Therefore, I will only use the ability names, not the keys. Bunny can shoot in 7 directions (not down) either by facing that way or holding the arrow keys. Holding Shoot allows a constant stream of attacks faster than mashing allows. When a specific target is too difficult to hit, move left or right during a jump to spin. While Bunny may not go as high in comparison to a normal jump, attacking during a spin will fire a sphere of attacks, provided the weapon is capable of it. An advanced ability is Defend. Whenever a projectile is heading towards Bunny, pressing the direction she is facing will 'Defend' against damage, in addition to damaging the damage slightly. The downside is that Defending is rather difficult, and I don't know the perfect methods myself execute flawlessly. Keep in mind that any damage can be Defended against. This includes projectiles, monsters running into Bunny (or vice versa), and even spikes. With all of this in mind, continue going left despite the tempting nature of a new found plane of existence. Jump on the 'spring' that sits on the floor. These springs are Switches (I will call them Switches throughout this walkthrough) that open bronze Gates up, just like the one to the left (cause left is awesome) of the Switch. Most of the gates are timed and this one gives 5 seconds. If a Gate closes it can almost always be reopened by another Switch in the room (all Switches open all Gates in a given room). Go through the Gate to get the Heart in a purple box within the next room. This will increase Bunny's life by 50% and is much needed for the challenges ahead. An impossible task blocks Bunny from progressing left any further, so head back to the starting point. Attack the pillar of brown blocks which obstruct Bunny's path to clear the way. Holding down while in front of the purple moon altar will save the game and recharge Bunny's life and time. You can save as many times as you want, only so long as the altar has left the field of sight first. Keep heading right into the next room and get the obvious Hourglass below. 1st Hourglass: Stop Time. Pressing the Time button will halt all movement (except Bunny's) in the room. The Time meter below Bunny's life will go down at a steady rate until time is resumed or the meter runs out. Killing monsters or torches creates purple triangles which restore the Time meter (these triangles will always fly directly to Bunny; there is no need to chase after them). Pausing Time may affect specific events in unique ways. Continue on (save if you want) and ignore the doll above! Unless you are some amazingly skilled creature, it is not yet possible to reach. Enter the next room across from the moving platform. Note that the room is vertical and poses a challenge when rushing through. Go up to find the Ball and Chain hiding inside a torch just below the top floor's next room. Now go all the way down to the bottom. Remember: It is safe to fall on an enemy or projectile while doing a standard jump (not holding a direction which makes Bunny spin). Bunny will damage the object with her stiletto heels. Note the Red Door to the right. These doors will prove a pain to anyone who forgets they are needed. Anyways, enter the next room on Bunny's left. Save here (Do it!) and enter the first boss chamber. 1st Boss "Flying Devil": I assume the short conversation had something to do with this fight. Avoid the arcs of blue fire she will send Bunny's way by staying about half a screen away or Defending. Every five to seven arcs sent signal a horizontal diving attack. It's fine if Bunny gets a concussion by a flying female, but jump over if you have the reflexes. The Ball and Chain (Bunny calls it a psycho hammer?) can be lethal to any boss provided that it is used correctly. To owninate this boss, Pause Time when the girl completely lands on the ground to launch a line of red fire at Bunny. Swing the Ball and Chain and unPause Time right as the ball is behind the boss. Now just sit there and watch massive chunks get taken off very quickly. To make it faster, gauge the chain's length so it just barely passes the boss at its max reach. The more recoil the ball has after a hit, the slower the damage rolls in. It is possible to have the ball actually stuck within any boss (if you are lucky). This causes instant death provided that the boss does not move. Bunny receives the red dash shoes in the next room. Why do they make her so fast? Red Shoes: Press left or right twice to dash. Bunny can jump long distances but not great heights. While dashing, an attack will cause Bunny to do a flying flame kick, instantly killing most enemies in her path. Holding Up while kicking gains altitude. An upwards Dash Kick can give more horizontal distance than a jump. On long flat surfaces, she can kick infinitely with only a millisecond of downtime. This makes her nearly unstoppable. With these shoes, Bunny can leap the gap at the very top of the vertical room. Save and then use the platform with a Turret Tank to Dash Jump over the gap. The next room has a bunny sign for instructions. The Electric Traps turn off whenever time is stopped, but will turn back on whenever Bunny crosses them, touching it or not. In the next room, go all the way up and save (Do it!). Enter the next boss room and see if Bunny's feet are lucky. 2nd Boss "Flame Tank": No weapons are needed. Just have at least one heart increase (that one to the left of where Bunny first started) to take on the onslaught of flame. Dash all the way to the Tank at the other end and mind the floor traps. Dash Kick the Tank quickly and back off just enough to Dash Kick again. Bunny will plow through the flames during a kick. They can mess up the sequence if they damage her, however. About four hits should do it. If Bunny gets cornered by an Electric Trap and the boss, she will nearly die. -- An alternate method: The first time player will typically use normal attacks against this boss at a medium distance. While the flames are easier to dodge, bounce, and defend by this method, the fight takes much, much longer. If Dash Kicking is not a viable method for one reason or another, take it slow and do it right. -- Bunny receives the red orb in the next room. Orbs: Place at colored doors by their altars. In this case, the door would be red. All doors are quite visible and also appear on the map. Place them by holding down (just like saving) over 'altars' nearby the door which have a circular indentation on them. The orb in Bunny's inventory list will fade out, indicating it has been placed. Bunny can also pick them back up. Remember this because they will always be needed again. Alright now. Head back down to where that Red Door was I said to take note of. Look on the map if you forgot. This red pillar of some sort is a door. Place the Red Orb on the altar beside it and go through. Bunny will receive more Time in the next room, along with the next ability: 2nd Hourglass: Reverse time. Undo all previous actions caused by everything when the Time button is held. Bunny does not move in reverse, but her blue streak may do so. Switches that have been triggered will have time added to them. Take back the Red Orb. Head back to the start location and enter that room with the one second Switch. Bunny can now gain access to the NEXT LEVEL!! Hit the Switch on the far right side of the room and Dash all the way to the left Gate. No matter what, Bunny cannot succeed unless time is Reversed while nearby the Gate. ============================================================================== IV. Red/Green Section (Level 2, "The Garden with a Mail Box"): =============== ============================================================================== This second area sucks because it's so short for now. Just above the entrance is a save room to the left with a Heart inside. There is a secret room behind the spikes on the ground. Break the spikes below by attacking from above (hold down and left to attack diagonally) to Dash safely to the floor. Break the wall to the left and enter the secret room. Bunny can get the 'Pumps' after a kind of difficult platform course. Use the top two platforms to get to the item, and the bottom platform to get back. It may take awhile before the platforms synch together. Jump on and off of them until there is a good chance. I paused the room twice and made it out with ease. A purple door in the above section of the Section blocks Bunny from the rest of the Section... So, go inside the Red Door at the very bottom. You brought that Red Orb with you, right? Enter Section 3 by going through the blue tunnel. I want to call them tubules. Red Section (Level 3, "How Chibis Are Made"): The monsters in here get quite tough for beginners. To start off, jump right above the door Bunny just entered. Hit the right wall to find a doll. Bunny Dolls act as an extra life. If Bunny dies, pressing the Time button will 'Recall' the room. Everything will be set back to how it was when Bunny entered the room, with her included. Each Recall uses one doll which cannot be recovered. There are 22 dolls in total. Ignore the Laser Tank and head all the way to the left exit. Ignore the switch in the top left corner for now and clear all the monsters in the entire room. There is a LIGHT SWORD!!! within a torch where Bunny reaches what seems to be too small a passage for her to enter. Use the Light Sword to break the false wall to make a larger gap. Further below is a doll in the middle of the room blocked by a Gate. To reach it, hit the switch that was all that way up top and then drop down quickly. Reverse Time when Bunny gets close to the gate so more time is added or the Gate reopens. Obtain the second of many Dolls and drop down to the save point. Just above and left of the point is a pillar of brown blocks that conceal a secret room. Break the brown blocks and walk through the wall. Get the easy Heart and leave. Below the save point is a split drop. Take the path to the right. At its bottom is a Switch. Use the moving platform to get back up. Bunny can stand underneath the platform and she will pop up on top safely. Continue hitting the Switches that keep the Gates open until she reaches the next room at the very bottom. Save your game (DO IT!) and hit the torch to the left for the boomerang (Gatsu Begu?) only if you want it. The wall to the right is breakable and leads to the next boss (save again after killing the Eye for reduced stress). There is a Light Sword in the torches that can speed up the Eye fight immensely. This one is sure to amuse you. 3rd Boss "Kitty": The cat in the background isn't the target; his paws are. The paws will come up wherever a red fire appears at the bottom of the screen. Fire where it will come up and don't wait. Jump over the red fires it shoots, both high and low. At about half life another paw will appear. They do funky cat stuff together. The fire is still just as easy to dodge, but sometimes the paws will slam together or attempt to pummel Bunny. Simply jump up (don't spin) and Bunny can bounce off of them safely. Try not to fall into the fire as Bunny can get stuck underneath the platforms. -- An alternate method: Dash Kick the Kitty Paws as they are rising from the flames. If done correctly, the paws do not even attack because they sustained too much damage before they had a chance. This works great when only one is up and can cut the fight time in half. With two paws it becomes more difficult to complete a flawless kick, so I would advice against it. -- An alternate to the alternate: The Light Sword owns. Bunny can get double to triple attacks off by jumping. Jump into the air a short distance and swing the sword. Holding the attack button will make Bunny swing again right as she lands, resulting in a quicker swing. She can jump again after this to continue attacking at double rate. When two paws are up, getting wedged between them allow double damage. The Light Sword reaches both paws when Bunny is attacking between them dead center. -- After the kitty (which Bunny gets pissed at in the 'cut scene' just like every other boss), get to the save in the next room by Dash Kicking upwards from the ledge above the entrance. A grey block hanging on a chain is just to the left of the moving platform above. Dash Kick from the moving platform in an upwards fashion to the left. If done correctly, Bunny will fly into the third miniature Bunny Doll that is can't be seen. Use the Light Sword (found to the right of the save point) to kill the Laser Cannon (as it can go through walls), and take the Hourglass to the top right. Alternatively, Bunny can get swing the Sword while in midair to fizzle out the laser. Proceed up. 3rd Hourglass: Unknown at the moment. This vertical room splits two ways at the top. Take the left to get the Purple Orb after a simple platform course. Pause Time if it's too hard. Now go back and take the right passage. Skip the monsters in this room, and Head On (apply directly to the bunny...) into the next room. In here, drop into the fire pit and head to the right wall. Break it open to find a hidden fourth Doll. Go all the way up carefully (gauge the platforms by jumping as they begin to move towards Bunny, not as they stop). Note the gray pillar on the right side of the final moving platform when it is at its lowest point. This is a secret, super useful shortcut to the final section (walking through the wall on the top right). But, Bunny cannot get in yet. Take the top room (note the Green Door) and get the fifth easy Doll above in the tubule. Chelsea, Bunny's feminine rival, charges through the Gate at the bottom. Gates around the game will appear broken from now on, so Bunny won't need to use the Switches for them. To the left is Section 2, where you will now go! ============================================================================== V. Green Section (Level 2, "Why is it after 3?"): ============================ ============================================================================== Take back the Red Orb below and proceed up with Purple Orb in paw. Before going in the Purple Door, however, there is a secret room between the Cannons at the top right. Clear the blocks that have an unusual ledge to the right (they are all the same type of block laid horizontally) and enter. Pause Time to land on the platforms safely (the first one Bunny can Dash Jump onto if two spikes are on the left of it). Pause Time before the top platform reaches the gap on the right to leap to the right wall. Go to the top level and get the Hourglass. The Switch opens the gate to the left. 4th Hourglass: Pausing Time uses a set amount of the meter. It no longer wears down. Damaging enemies reduces the Time meter while Paused. Now go into the Purple Door and move on up. Pausing Time in this Section at any point reveals ghost pumpkinsuckers. It's hard to kill them and they aren't worth it. Just left above the platform with the save point and cannons is a ledge leading to a secret room. Kill all pumpkinsuckers, they aren't needed. Jump onto the middle right block, and then hop onto the block above and to the right. Bunny should be quite high. Quickly Dash Kick upwards towards the left and Bunny will easily land on the Heart's ledge. Go to the very top right of the previous vertical room to get the hidden Doll. Hit the purple blocks above the passage to find it. There is a Boomerang just before Bunny enters the next room, inside the torch. Clear the way (slowly!) to the right side of the room (the Armored Knights can crush Bunny between a wall, killing her instantly. Think of the bunny!). Note the skylight opening in the middle (for later on). To get the Doll in this room, break the pillar that is just past the brick wall in the background to take a hidden passage. Continue on. In the next room is another platform course. Pause Time whenever it has a benefit. Note the gate below, inside the ledge to the right. There is a false floor on top which will throw Bunny back to the White Section. Avoid it for now. In the next room are the Spring Boots which allow Bunny to climb walls. Bunny can jump off of walls or climb them depending how the jump and direction button is used. Spring Boots: Allows Wall Kicks. Perform a Wall Jump by moving into a wall in midair. Hold the direction facing the wall and press the jump button to move upwards in a diagonal fashion. Perform a Wall Climb by moving into a wall in midair. Press (and do not hold) both the jump button and the direction the wall is facing to bounce against a wall. This allows Bunny to gain height off any flat wall. (If you head back to that skylight and jump the way up, note the Yellow Door here. This is a very important place, so remember it!) Drop down the false floor in the previous room, but try to not fall very far. It's a pain getting back up. Clear the top half of the room and note the Switch above, and the Doll below. A yellow block to the right of that Doll signifies a hidden gate which the Switch opens. Plan out a fall pattern and Dash Kick to the ledge below the gate; Reverse Time if necessary and enter. A hidden switch to the left (because left is still bad ass) allows Bunny to leave. Drop down into the White Section. Head left back into the Green Section to reclaim the Purple Orb. Bunny can now get a hidden doll to the left room of the Kitty boss (where that Eye was) in the Red Section. On the furthest left of that room are flames that occasionally erupt. Get the normal Sword (maniba shuta!) within one of the torches and stand inside the very left flame pit and fire upwards into the ceiling (only the normal sword weapon can reach). A Doll is hidden within the ceiling. Use the 'Pumps' to bounce off of the torch nearby the wall, and then use the Spring Boots to Wall Jump into it. Reload the room if a mistake is made. Take back the Red Orb if you used it. Now go back to the White Section (again, ugh!) and head to the right. Note the first doll you've ever did seen. Use the Spring Boots to Wall Jump (not climb) into it with incredible ease. Use the LEFT ledge to Wall Jump. Bunny should now have 9 clones of herself, which is a great amount to have for various reasons. Try not to use them please! Grab the Light Sword in the torch just above the passage to the vertical room. To the top right of the vertical room is a Purple Door above. Enter it and begin the next level! ============================================================================== VI. Blue Section (Level 4, "This Reminds Me of Castlevania!"): =============== ============================================================================== This first room is a pain in the ass. Clear the three pumpkinsuckers up top and go to the Switch on the bottom right. Hit it, then Dash Kick all the way over to the gap in-between the two floating platforms. Wall Jump on the left (so that Bunny moves towards the right) and Reverse Time until 2 to 4 seconds are left on the Gate. Dash Jump or Kick past the Gate (hopefully, as it isn't easy) and enter the next room. Watch your step carefully! If Bunny dies you must do it all again! The Dual Laser Cannons can be killed after an extended duration and are not worth it for the most part. There is a golden ball at the bottom right ledge of this room that gives time when hit (if needed). Pausing Time alternates those grey/purple Time Blocks so Bunny can pass through. To get the Doll, get rid of the Dual Laser Cannon first and then pace a Dash Jump to Pause Time just as Bunny passes the first wall. It might take a few tries. (Also, there is a kinda secret shaft to Wall Jump up at the passage leading to the previous room. It can save effort.) To enter the gate in the top left corner, a hidden Switch is just above the passage on the right side of the screen. Reverse Time to make it through and break the torch the get the Ball and Chain. Get the easy Heart. Exit to the vertical room, and enter the passage behind the Time Blocks on the left. Be extra careful with this Mobile Cannon! When it shoots at Bunny, take a normal jump to bounce onto the laser. Striking it will cause it to go into defense. It takes some time to kill and does massive damage, so be careful! However, if Bunny has the Ball on a Chain, one shot will remove the sucker. Clear the Cannons and solo pumpkinsucker here. The Switch up to the top right opens all gates in the room, and the one on the bottom resets them all if you screw up (hold left and jump a lot to free the bouncing bunny). Dash across the bottom floor and jump onto the ledge to cut out the hard Gates. Save if you like. There is a hidden switch to the left of the save point, giving another 9 seconds. A Doll is hidden just above the Gate which is on the right side of the save point. This Gate is the rightmost one where the leftmost brick wall in the background ends. Jump above this Gate (don't go through it) to find a false ceiling. Continue on, and go through the false Gate on the top left (by the Green Door) and 'use' the bronze Button by holding down on top of it. Ride the platform over the spikes and get the Ball and Chain inside the torch. Do NOT try to enter the next room. There is a Time Bunny above the passage that resets the whole room, including Bunny, if she passes under him. Kill him with the Ball and Chain (nothing else works) and then enter. Clear the suckers here, and use the boss killing Ball and Chain on the Scythe Devil (a programmer mascot I assume). Bounce on the first laser she fires, and then leap up before she fires the second. Bunny will land either well below the laser or bounce on top of it. Take the Light Sword in the torch to the left of the spikes after the Scythe Girl. Use the save (DO IT!) and put your thinking caps on for a humorous, yet horrendous boss. 4th Boss "Mr. Flash": Flash got his name for a reason. He will shoot a laser out of his Elvis hairdo, fireballs launch from within his crotch, and will teleport about the room after every attack or two. On the first encounter Bunny might die, even at full life. Same goes for the second, third, and fourth try. Every time Flash summons fireballs from the ground a bright red glow surrounds him, killing Bunny instantly. What he is doing, is flashing her. Yes, he is showing his glorious naked self to poor, innocent Bunny. The only way to save her virgin eyes is to not look in his direction while he flashes, or just have him outside the screen. Wear him down with the Light Sword cautiously (by standing right beside him and facing the same direction he is to swing) and this impossible boss is actually quite easy! For those who wish to know, his death sequence shows a pixilated crotch zone. Save in the next room and then proceed down. If Bunny has the "Pumps" she can reach the Heart within the room nearby the Mobile Cannons. Dash Jump into the room and hold the jump button. Bunny hits the first torch, she will miss the second, and fly right into the Heart. Use the middle torch to get back. There is a hidden section at the very bottom in what appears to be a drain. Use the Button in here and then enter the next section! ============================================================================== VII. Yellow Section (Level 5, "Bunny Likes the Men"): ======================== ============================================================================== In this section, all torches give a light radius. The room will dim if they are removed. Using all the Buttons in a given area will turn light bulbs on. There is a visible Button in the initial room. Use it and then proceed left. In this downward room, there is a hidden room just below (land on the right wall's ledge) with a Button in it. Use it, and drop down to save. Ignore the Yellow Door. At the very bottom right of the room is a passage which leads to a darkened room. Attack blindly to hit a ball which emits a flash of light. Look for the Button on the ground, use it and then leave. Take the left passage above the Gate. Kill ALL the monsters in this massive room by jumping on them while Time is Paused. It's hard not to break torches, but it can be done. Use the Button at the very end. Go back to the bottom right of the room and trigger a hidden Switch (it's partially surrounded by that purple goop floor) to open the Gate at the left. Reverse Time to open the gate if necessary. Wall Jump from the Gate's door and continue Jumping upwards until Bunny reveals a small, hidden room on the left side of the wall. Above the Switch is a hidden pathway to reach a Doll (13). Once that is achieved, head into the next room below. To get the Heart, kill anything in here for ease. Pause Time when the moving platform is furthest left. Wall Jump off of the wall right of the platform to land on top of the platform. Dash Kick upwards (hold up while kicking) to reach the Heart, and unPause Time while in midair. Exit back to the previous vertical room. The Gate below is now open. (Save if you want above) Place Bunny on top of the black thing sitting nearby the light bulb to enter a hidden room. There is a chick having a seizure from a TV with a mouse on it (I assume everyone takes a screenshot of this). Proceed to the right and get another laugh. Dash Run through the corridor and Reverse Time when the Million Man March of Manly Bunnies enter the scene. They will reverse movement and exit the room, allowing our fearless Bunny to trek onwards. Clear the next room. Don't forget the Button on the left side of the screen, just below the passage Bunny came in. There is a Purple Door at the bottom. Bunny can't go through. Go up and hit the Switch on the right side to go through the Gate. There is a Doll in the next room and a glowy ball thingy. There will be a tradeoff to this soon enough. (If you notice, the game seems to pause a moment after the Doll is obtained. I wonder who did that?) Go back through the Manly Bunny room and head down to the bottom of the room following it. The Purple Door is gone for some reason. Save in the spike filled room and get the easy Button to the left (Wow, That Was Easy!). There is a section of spikes on the ground (just right of this Button) which is elevated slightly higher than the others at a dead end. A hidden Doll can be found underneath them in the false ground. They are real spikes and hurt pretty bad, but can be destroyed when attacked. Dash and Wall Climb back to safety. Exit to the next room by an upward Dash Kick. Save if Bunny makes it. Take the left passage, tubule thing, and shoot upwards at the red stuff on the ceiling, just left of the Quadcannon (go Quadcannons!) to find a Doll. Use the lasers it shoots to bounce up to it. (Bunny can wander further into this secret passage to find a yellow tank with numbers on it. What these do, I couldn't tell. If Bunny passes through the Gate that is in the White Section, she cannot go back. Remember that!) Go back into the previous goopy room. At the bottom of the room is another Button along with the next boss. 5th Boss: There is no fifth boss. The room is empty, and Bunny is proud. Continue on to the next room. Get the obvious Button and save. Drop down to the vertical purple bar on the left side of the screen, below the Button. Within the floor hides another Doll (17). Keep going down, and get freaked right the fuck out. Malformed Cabbage Patch Heads will hop around and blow up with massive damage. They rise from the depths of chibi hell itself whenever Bunny nears too close to a light source (bulbs!). In addition, they also are immune to Time effects. In the room to the bottom right is the Yellow Orb. Get it and go back to save. Clear this room again (including the torches at the bottom half), and then turn the Button at the very top OFF. The lights will cut out and Bunny must drop all the way down to the bottom Gate. A power supply at the bottom (is that what the black things are?) turns the Button back to ON, and will then open the Gate for a few seconds. Enter it and pass through the false wall for an easy Heart. But that's not all! Save up top of the vertical room again. Return to the Yellow Orb room and go through a hidden passage in the spikes (which are fake). Pause Time when the platform gets low and Dash to it. Pause Time again when it's at mid-height and Dash Jump to the Switch. This requires a perfect landing, and it's tough. If there is Time to spare, Pause Time when the platform is low again, and then Pause Time once more right before the platform reaches its maximum height. Dash Jump into the Doll (18). Be very, very careful getting back to that save point. It's hella hard with plant babies in yo face. Turn that Button back ON. Work Bunny's butt up to the Yellow Door previously ignored in this Yellow Section. Place the Yellow Orb and then save. Turn the secret button OFF that's right above the save point, and then make way into the Yellow Door. The button triggers the Gate on the far right to open with one second. The fire spitting Dolphins may be cute, but they can cause more agony than their worth to Sea World. Dash Run (not kick, jump, or bounce) past the dolphins in the fire. Yes, Bunny gets burned. She also gets a face full of 3rd degree Dolphin kisses. Bounce on the top of the last Dolphin to get onto the pillar. Dash Jump to the floating platform and Reverse Time on it to open the Gate and jump in. This is a very hard task, so don't beat yourself up over it. If you happen to fail getting the Hourglass, go back to use the Button in the previous room for every attempt. The gate will kindly stay open once Bunny takes the Hourglass. Get the Yellow Orb back and SAVE!!! 5th Hourglass: Slow Time. While Dashing, pressing the Time button will slow all Time, including Bunny. The meter wears down. This is good for times when precision is required. (In addition, the Bunny Suit begins to use time.) This completes the Grape Flavored Madness. If you want to complete the next Section (is it green? Teal?) without much hassle, I suggest backtracking all the way to the Green Section (Level 2), with the Purple and Yellow Orb. Jump up that skylight I previously mentioned and use the Orb on the Yellow Door. In here, Time and torches must be used wisely! Dash through the first Gate without Pausing Time. Dash Kick across the conveyor belt to the second Gate and Reverse Time just enough to get in. Dash or walk wisely through the next one, reverse if necessary. Use all the torches in the final room and hit the next switch. Dash Jump into the purple Bunny Suit. You might not understand the Japanese information. You will, however, notice a 'sizeable' change. Bunny Suit: Bunny um... gets older? By holding Down and the Time button, Bunny transforms into Bountiful Bunny. A peculiar increase in weapon skill gives double damage or projectiles. Because of her added body padding, Bunny receives much less damage from many attacks. Spikes do half damage and can easily be survived. However, because of her massive melons, Bunny's weight prevents her from jumping to her usual heights. Jumping twice while standing still will allow her to reach normal heights, creating a loud slam as she hits the ground. Those bunny beach balls must be made of iron... Press Down and Time again to remove the transformation. After a certain amount of Time is collected the transformation to and back from Bunny eats up some Time. Bunny will always need at least 1 Time to transform. Hit the Switch in this tiny room to open all Gates for 9 seconds. Guide Bunny's tail out as quickly as possible. Do NOT hit any switches or the time goes straight to 2. Take back the Yellow Orb and SAVE! Cro7ss the platforms in the room to the right and drop down the false floor. If all the switches in the Blue and Yellow Sections have been turned on, a secret room by the tiny moving platforms will be open. Go over to them and jump headstrong into the right wall. There is a hidden room with some peculiar rolling balls (I call them thorny coconuts... Thornconuts) and a Time Bunny. Get the easy Doll(19) and leave. Drop all the way down into the White Section. (Don't forget the Purple Orb either!) Head over to the Blue Section now (with the Orbs of course). After passing the boss room save and hit the Switch nearby. Wall Jump up to the Gate and enter it once it reopens. Jump to the next Gate and Reverse Time to get through the next three. Continue on up (there is a Light Sword in the lone torch) and at the very top is the next Section. (If Bunny happens to stand on the left platform with spikes on the side, a spaceship will come down and suck her up for reasons unknown. This is an achievement in the game too. Save first if you want to see it, because it counts as a death.) ============================================================================== VIII. Teal (is it green?) Section (Level 6, otherwise known as "OMFGWTFBS!"):= ============================================================================== Right from the start, you will experience an OMFGWTFBS moment. Using the altar will place the Yellow Orb down. The Red Door will not open. Bunny will take a moment to think while you give up in frustration. Don't worry. Pick up the Yellow Orb. Go directly below the altar, behind the pillar, and hold Down. There was a Red altar there the whole time! Save, and enter your doom. Dash Jump past the Sword Bunny (They have a ton of life and deal massive damage). Work her high heels up the tower slowly and avoid getting hit the best you can. Try taking on the second Sword Bunny. If you kill it, stand on the black thing to the left and a rocket platform will rise. Jump off midway and stand on the black thing again to fall into the ground that hides a Doll (20). Get out quick because Bunny can get stuck. Pausing Time opens a hidden wall in this same area. Bunny can enter the area with a door in the background, for a Light Sword (don't take it!). Continue up, and watch for the spikes. At the top, save (Dear God... DO IT!). You will now face what is known to me as Pope Pumpkinsucker. Transform with the Bunny Suit before entering. 6th Boss "Pope Pumpkinsucker": If you have the Bunny Suit and the initial sword weapon, they will save a ton of grief. Stay at the door and fire swords only for protection. Killing all the Altar Boy Pumpkinsuckers will take the Pope's shield down. The best method is to wait until there are only two to four spawned and kill those. Don't waste time when too many are out firing. Once the Altar Boys are down, the Pope will fire mercilessly on Bunny's bouncy, purple rump. The Pope will always move to the right side of the screen first, back to the middle, the left, and back to the middle again. Use this as an advantage by firing where it is going to stop, rather than where it is. -- Alternate method: If the Bunny Suit has not been discovered yet, the same tactics still apply. Be more careful about the damage, however. With the lower damage output coming from Bunny, direct hits are required more. -- 7 It might take two tries, but this is only a warm up. Go back into the previous room and save! (DO IT!) Transform back to normal and go into the next room. Avoid the first torch so Bunny does NOT get the boomerang. Kill off all the Cannons and the pumpkinsucker above. Dash Jump to the ledge with a Switch on the right, but ignore it as it won't be needed. Wall Climb up to get the Doll(21) and do the same (or Wall Jump) on the other end of the room to continue up. Take time getting to that save. If Bunny gets one too many pumpkins to the face, the Sword Bunny will typically get the first hit in. Save! (Christ almighty, DO IT!) Face the second boss of the arguable color Section, King Pumpkinsucker. 7th Boss "King Pumpkinsucker": Using Time at any point will crush Bunny in a wall of time blocks. Try it. It's fun having to start over. The regular sword weapon is ideal. Have Bunny become of legal age before starting the battle and head towards the center of the room. Fire callously into the air and don't bother to move (unless it speeds things up). King will fly around while saintly pumpkins drop from the heavens, but it always rubber bands back to the middle if it goes too far. At 1/4th life the King will fall to the ground and shoot a circle of... is it candy corn? Regardless, Bunny will take little to no damage in this fight. Just shoot up. (Note: When using the Bunny Suit, jumping can break thin floors beneath her. In the Pumpkinsucker battles this is a terrible thing!) Return to the previous room and save (do ... it). -- Alternate method: T7his is highly useless, but if you want to show off, Bunny can Dash Kick the boss whenever it falls to the ground. It does more damage, but can screw up the rhythm of the fight. -- Enter the next room and take a break. You (the player) will need to be at zero stress. Kill EVERYTHING in the room, and don't worry too much if you make a bunny flop every step of the way. The Bunny Suit will speed up the fights, but never use it while moving. Get to the second most difficult save point and SAVE! (Only Satan can save you now... DO IT!!!) Enter the next room to meet the lord of all candy corn time has forgotten: "Corn Clog" Jester Pumpkinsucker. 8th Boss "Jester Pumpkinsucker": You MUST practice the initial entrance and stick the mount every time or you will fail miserably. Start as normal Radiant Red Bunny and Dash Jump to the middle platform the moment the room Loads (if you don't flames will shoot up and hit her). Switch to Provocative Purple Bunny just before the corn hits her from the left. Transforming makes Bunny temporarily invincible and this dodges a guaranteed hit while saving time. Bide time whittling away Jester's life. Getting hit with corn isn't a major problem. Getting hit into the spikes is unspeakably bad (you will probably say something out loud, but it won't make much sense). Always, Always! Stay in the middle and jump to dodge. About halfway through the fight Jester's cornballs on the ceiling will lower themselves down and shoot fireballs. Bunny can bounce off of these. If she gets hit at an edge there is a good chance you will have to start over. The cornballs will follow Bunny's Y axis, so watch out for variable shots. Take only clean shots at Jester until it's down to about a fifth in life. The very moment it begins to lower to the middle of the screen, take a high normal jump nearby him (Bunny ca7nnot be in the dead center of the room. Move slightly to the side). Hold that jump button and ride the Sucker for what it's worth (about twenty five cents in candy corn). Bunny must hit the pumpkin, not the hands, to do damage. While Jester moves to the left, avoid being on its left side. The corn will fly almost vertically and knock the bouncing bunny ball down to her death. If you manage to kill it (with the grace of Satan), continue FORWARD so that you can SAVE! -- Alternate method: It is possible to Slow Time in this fight to create a vastly more manageable transition to the final stage. It requires knowing when that stage begins. -- Alternate method: If you can manage getting the Light Sword to him (way back before the first boss), it can make the fight easier. Using the bunny Suit, jump and swing as much as possible whenever the sucker happens to be. The fight will go very quick. If care isn't taken to avoid flying corn, Bunny will typically hit the spikes. -- Use Time as much as you need to get to that save point. There is a Ball and Chain within the last torch below the save point and you need that too. Use the Laser Cannon here to bounce Bunny up to the platform. Time the bounces on the next cannon so that Bunny will be to the right side of the laser going downwards. Use that laser to bounce up when possible and by chance she can land on the third laser which goes up. But it doesn't end here. There is a final downward laser to bounce up, and the final pumpkin boss room is to the left. This fight is no where near as hard as the last one. (Th77ere is a Light Sword on the highest torch on the far right. It is more effective than the Ball and Chain for those inexperienced with its cheesiness.) 9th Boss "Pumpkin Girl": As a rule: Tits or gtfo. Dash right into her and begin the cut scene (why does Bunny get angry in every one of these?). -- Method one: If you have the Ball and Chain: Time those shots perfectly. Her slow movement can lock the ball within her and deal a whirlwind of damage that cannot even be seen. You can waste her without a sweat given this possibility. -- Method two: If you have the Light Sword: Swing it as much as possible ignoring any damage Bunny will take, but only if a hit will land on the Girl. -- Method three: It is possible to Dash Kick in this fight at the cost of life. Try it if either weapon above fails to work. -- There isn't much to be surprised about in this fight. Defend against the flames and watch out for random ugly fireballs. She teleports about the room creating pumpkinsuckers along the way. Eliminate the ones on the ground as soon as possible to prevent a stun lock on Bunny. Moving towards her general location at all times is a good idea. Compared to the previous boss, this one is no challenge. Once she is defeated by the help of Bunny's personal padding, take a chance and get the green orb in the next room or go back and save (which I suggest). The room isn't all that difficult but fighting the boss again is aggravating. Wall Jump to the top level and Dash Kick into the Orb. Now leave the Teal Section by doing it all in reverse! In the vertical room just before the Jester is a hidden passage. Turn Purple and fall all the way down. Hop along the middle to find a faulty floor and walk into the right wall below. The Hourglass in this room needs a spike hit or two as the entire ground is covered by them. Get Bunny close to the left side of the room to Wall Climb up to the Hourglass. 6th Time: Hold Up and the Time button to heal Bunny at the cost of Time. Very useful! Bunny's bosom will be in an unstable state while healing, disallowing her to move. Once out of this hell hole, take the hidden Red Orb (and Yellow if it's still there) and leave. With every item in hand, you can choose to go treasure hunting within the remaining Green Doors for the Time, Life, and dolls missed. Or, cut to the chase and enter the final section. An Hourglass in the Blue Section requires the Green Orb. Wall Climb to get to it. The map has had a purple dot inside the White Section for some time now. Head over to that room and Pause Time in front of the purple clock. What is it there for? It should cause a cut scene with Chelsea. There is a gate above the Red Door just outside. It is now broken. Enter it without using the Red Orb. Avoid getting Bunny tenderized on her way down the Armored Knights beneath the false floor. (If you want to go back up, you need the Light Sword to get past the final Knight) Place the Green Orb down to access the final Section. Are you ready? ============================================================================== IX. Purple Section ("The Cannons Taste Like Hurting"): =======================
==============================================================================
I have to tell you that there is both an easy and a hard way to 'finish' this
section. I have sent you down the hard way to get the final Hourglass. Skip
this part and read the Easy Way if that isn't a necessity to you.
---The Hard Way:---
Place the Purple Orb above its Door and turn the Button on. Take the Purple
Orb back and save if you want. Dash Kick and Jump to the next room. All
passages are blocked by doors that completely rip off Metroid. Hit them with
anything and they will open.
Transform while on the elevator to take less damage. Killing the Cannons is
helpful but not required. Exit to the next room on the right.
Transform back to normal :( and place the Yellow Orb down. Pause Time when
No Fire Traps or pumpkins block the path ahead and then Dash Jump across.
Mind Bunny's speed. Falling into the fire makes a difficult second attempt.
Enter the next elevator room.
This elevator has a door at the middle, yet it doesn't stop. Make sure to
have a decent amount of time (take out the Cannons and re-enter the room to
get more) to Pause Time just when the elevator gets below (not above) the door
and the Switch. Toggle Time to hit the switch and run to the door. Now
attempt to reach a difficult Hourglass.
Pause Time!! Use the torches to bounce towards the faulty platform (which will
not move while time is paused!) if possible, but I've only been able to do so
once. Take a hit from the spikes (in either form). The moment Bunny lands on
the platform she must Dash Jump into the top right wall and Wall Jump into the
next platform. Dash Jump or Kick upwards past the floating spikes and make
SURE to get the Hourglass! The wall to the left is fake. If
Bunny missed the Hourglass the room must be done all over again! Be sure to
save. This will be the final Hourglass if Bunny also took the Easy way first.
Now continue down (Bunny can squeeze through the bottom door if she is quick
enough). The next room will prove a challenge based on pure chance. Toggle
Time to leap from each pillar, and don't fall in the fire. It won't hurt too
Much, but it is a great annoyance. At the other end is the final save point
(if you don't do it, I will lose all hope for you) and a Purple Door. Enter
it, drop down the hole, and prepare for the final boss.
Alternatively! You can also do the easy way. This REQUIRES that Bunny
reclaims each and every Orb. That means going all the way back to the White
Section again...
(All the Orbs will be placed by now, remember this! That means if you need an
Orb it MUST be taken back! The Easy way doesn't need any to get through, so
you'll be pissed off if you don't have them all...)
---Easy way:---
Go to where the Green and Red Section meet and head towards the Red Door. The
Gate is broken above, so don't use the Orb (it's needed). Enter the Gate and
drop down to save. Enter the Green Door if you wish.
To get the Hourglass in the Green Door, a large amount of Time is required.
Break the false ground to the left side of the screen and hit the Switch
underneath. Enter the hidden gate to the right to continue. Kill the Laser
Cannon and Dash Kick to the faulty platform (Jump if it's easier). Pace the
bunny hops carefully. Pause Time to get through the Time Blocks. Cut down on
the Time use by Wall Jumping or Climbing here. Take the Hourglass and
then hit the Switch above it. Bunny has 9 seconds to reach that first gate
entered, plus another 9 by Reversing Time. Be careful not to Reverse so far
back that the gate closes permanently! There is a hidden Time ball... thingy
below the 3 second Switch nearby the entrance.
Exit to the previous room and save (get the Green Orb). Drop down to the
moving platforms at the bottom and go into the secret room to the right, which
is at the right side of the top platform at its lowest height. Get the final
Hourglass here and wall jump to the top right of the screen. Walk through the
wall and enter the next room.
This is the last Hourglass and gives a full Time meter. Bunny discovers an
additional ability!
10th Hourglass: Bunny gains titular radar while wearing the Bunny Suit,
allowing her to sense hidden and fake objects. They are noted by flashing
exclamation boxes on the screen.
Pause Time and leap to the far top right of the room. Drop down until there
are two tanks on the right side of the screen. The bottom most tank has a
Doll (22) hidden in a nearby block within the second ledge on the wall.
Randomly shoot around if you cannot find it. Watch for the spikes at the
bottom of the room while going down. The next room has the final Doll (23)
hidden underneath the first moving weight. Work through as best as possible
without getting hit and reach the final room.
--End of Easy Way-
Heal up before dropping down the long hole in the ground, and place the Red
Orb to enter. (If there is something you forgot, Dash Kick upwards to the
grey block on the ceiling to Wall Jump back up.) Without placing the Purple
Orb down in the top right room, that path is blocked. Chelsea waits for
Bunny!
-- Search of Noteness --
10th Boss "Chelsea": This one isn't easy. This is the first time you will
encounter a true multi-staged boss. Use your preferred weapon of choice, they
all vary. However, I suggest using the normal Sword and switch to the Light
Sword for the final two parts. Stick to the Light Sword if you plan to fight
without using a Doll.
Stage 1: (Any weapon, Dash Kick works. Use the Bunny Suit.) See if you can
corner Chelsea into the wall at either side of the room by Wall Jumping past
her. She will not move very much which makes an easier fight. Try doing this
for the third stage as well. Chelsea will fire a trio of candy corn and
fireballs at the bunn with a constant rate. Bunny's older, more 'gifted' self
can take her on well enough. Defend the attacks, but don't be scared to
ignore them. Dash Kicks may give variable, effective results. When Chelsea
charges her laser, hop up and attempt to bounce on it. If that doesn't work,
it is possible to defend against it given enough luck. Once Chelsea loses all
of her life she gets another bar, and flies off the screen.
Stage 2: (Any weapon, Dash Kick works. Do not use Bunny Suit) Look at the top
of the screen. A 'Danger!' will appear anywhere above Bunny. Moments later,
a giant weight falls that will either cause fire to erupt from the ground or
have fire expelled from the platforms. When the weight lands on the ground,
Chelsea will fire a barrage of corn at you. The best (although painful)
method is to let Chelsea fall at one end of the screen while Bunny Dashes to
the other side. Normal Bunny is at an advantage here due to her agility. Use
some quick heals if there is time. Wall jump to the upper level to Dash Kick
into Chelsea with the strength of a female bunny dog. It's hard to stay on
top, let alone have Chelsea land on the ground, but it is possible with timing
jumps while on the second level. Or can also Wall Jump off of either side's
wall just before Chelsea lands.
At a fourth life, weights will surround Bunny, falling either on the ground or
the top level. Do not get wedged between them by dashing away. If Bunny
happens to find herself caged in, hop on top of the fire that waves back and
forth to minimize damage. Take time out to get up top and Dash Kick her
again. If Bunny happens to fly upwards with Chelsea as the weight goes off
the screen, she will die.
Time for stage 3.
Stage 3: (Regular Sword preferred. Use Bunny Suit) Chelsea drops to the
ground and gets a few new attacks. She will hurl grenades at Bunny's button
nose (wait... does she have a nose?!), which cause decent damage. If you are
looking at the screen (and not reading this), a green scope sight chases
Bunny. If it hovers over her for a split second, it will 'lock' and fire.
The moment the sight fires is when the crosshairs stop spinning, every 180
degrees. Bunbun can jump up and down to dodge the scope, but don't get too
cocky (fluffy?). Move when you have to, and attack only at an advantage. One
hit from the scope is a Head Shot! that kills Bunny instantly. Dispositif
must have played CounterStrike a tad too much during wabbit season.
At half life, Chelsea now has TWO scopes for her! I would suggest Slowing
Time (Dash and Time) to lower the pressure for moving precisely. Bunny slows
as well, but this gives a better reaction time. Every successful hit to
Chelsea returns Time, so only a little will be lost. Move like crazy and fire
at the rare chances allowed. Bunny cannot Dash Kick her safely.
Stage 4: (Any weapon. Bunny Suit ok) Chelsea removes all obstacles in the
room and summons blue fluffy explosions to protect her. She will begin to
strafe left and right to aim terribly drawn fireballs at Bunny. After two
attacks the blue balls will lay down on the ground in a fashionable order.
Use this moment to attack Chelsea directly below her. If a fluffy ball is
destroyed Bunny obtains some Time to heal with. If Bunny has the Light Sword
she can jump while attacking and hit Chelsea at any point in the fight. This
makes it go much faster.
Stage 5: (Any weapon. Don't use Bunny Suit) Chelsea leaves the screen as
numerous swords fall downward. Fire rises from the floor which deals decent
damage to a Bunny who doesn't like being poked or poached. Chelsea will now
fly around with a circle of swords protecting her from any damage while little
fuzz balls gently float down. These balls explode and hurt Bunny a hella lot.
But this is an easy stage. Go about stomping the swords into the ground
until they don't go in further. For some reason this damages Chelsea. While
Bunny is in no immediate danger she can heal (Up and Time) while standing on a
sword. Move on to Stage 5 when ready.
Stage 6: (Light Sword practically required. Use Bunny Suit) The walls close
in and Chelsea appears in the middle with a not so friendly vortex. Have you
ever wondered where all that candy corn comes from? If you stare into the
center for long enough, they say it's possible to see Halloweens of the past.
Always use the Bunny Suit here, however Bunny may not have the proper weapon.
The Light Sword does great damage while she spins above Chelsea. Sit in
either corner and swing wildly for protection. The time to attack Chelsea is
whenever the candy corn spirals or lasers are fired. Use these attacks to
bounce up and over her. Bunny may only get one or two hits in each cycle, but
she can win sure enough.
If you don't have the Light Sword (Just leave the room if Bunny dies and check
the torches), you're in for a hard fight. She can bounce on Chelsea for minor
damage at her own expense, or pray that some ranged attack will get through.
Homing Missiles are completely useless here (like they are everywhere), as is
the Ball and Chain. There is just too much stuff flying around.
Stage 7: Let this be their final battle! Chelsea will use as many attacks as
she can against our likeable lapin, but nothing never seen before. Oh yeah,
except she can stop time just like Bunny! Dash Kicking her is effective once
again. Bounce on the lasers, defend against the fire, and when time is
frozen, Bunny can still move and make actions. You just won't see it. After
she is taken out, Bunny has proved who the dominant species is. Move onward
to the next room.
Another cut scene commences. From what I can tell, this bunny man doesn't
look all that happy. Find out what happens next, and check your stats! I got
100% by following this guide. Thanks for reading, send a comment if you like
it!
==============================================================================
X. Full Item List with Descriptions: =========================================
==============================================================================
Gears: Able to move Bunny to the right. Probably an explanation to movement,
it does nothing else.
Heart: Increases Life substantially. Each heart adds another 'box' to Bunny's
life. There are nine to find.
Hourglass: Increases time meter. Each hourglass adds another box to the
meter, and most also come with an additional ability.
======= Time Abilities: =========
1st: Stop Time. Press the time button to halt all movement on the screen
(minus Bunny) until the bar runs out. Press the time button again to resume
time.
2nd: Reverse time. Undo all actions caused by everything BUT you. You do not
move backwards. Switches that have been triggered will have time added to
them, which is great.
3rd: Unknown at the moment.
4th: Pausing time uses a set amount. It no longer wears down. Damaging
enemies reduces the meter.
5th: Slow Time. While Dashing, pressing the Time button will slow all Time,
including Bunny. The meter wears down. This is good for times when precision
is required. (In addition, the Bunny Suit begins to use time.)
6th Time: Hold Up and the Time button to heal Bunny at the cost of Time. Very
useful! Bunny's bosom will be in an unstable state while healing, disallowing
her to move.
7th: Gate time is reversed at a higher rate. This is a sometimes effect.
8th and 9th: No effect is given.
10th Hourglass: Bunny gains titular radar while wearing the Bunny Suit,
allowing her to sense hidden and fake objects. They are noted by flashing
exclamation boxes on the screen.
===============
Red Shoes: Obtained by first boss. Press left/right twice to dash. You jump
long distances but not great heights. While dashing, if you press attack
Bunny will do a flying flame kick, instantly killing most enemies. You can
increase altitude by holding up while kicking. On long flat surfaces, you can
kick infinitely, with only a milisecond of downtime. This makes her near
unstoppable.
Red/Green/Purple/Yellow Orb: Place at the corresponding colored door on the
altars. Do this by holding down (just like saving). Bunny can also pick them
back up. Remember this because you will always need them again.
Spring Boots: Allows Wall Kicks.
Perform a Wall Jump by moving into a wall midair. Hold the direction facing
the wall and press the jump button to move upwards in a diagonal fashion.
Perform a Wall Climb by moving into a wall midair. Press (and do not hold)
both the jump button and the direction the wall is facing to bounce against a
wall. This allows Bunny to gain height off any flat wall.
"Pumps": Damage torches by jumping on them and increase bounce damage. This
allows Bunny to get a small height boost which some areas require. This is
not a necessary item.
Bunny Doll: Allows Bunny to come back to life within the same room once per
doll. She will enter the room at the same location, form, life, and time she
initially came in with. Dolls are usually hidden as they are useful for times
just after a boss without saving. Use dolls only under extreme circumstances,
as they are essential to the last boss (3 at least).
Bunny Suit: Bunny um... gets older? By holding Down and the Time button,
Bunny transforms into Bountiful Bunny. A peculiar increase in weapon skill
gives double damage and projectiles. Because of her added body padding, Bunny
receives much less damage from many attacks. Spikes do half damage and can
easily be survived. However, because of her massive melons, Bunny's weight
prevents her from jumping to her usual heights. Jumping twice while standing
still will allow her to reach normal heights, creating a loud slam as she hits
the ground. Those bunny beach balls must be made of iron... Press Down and
Time again to remove the transformation. After a certain amount of Time is
collected the transformation to and back from Bunny eats up some Time. Bunny
will always need at least 1 time to transform.
==============================================================================
XI: Boss Strategies: ========================================================
==============================================================================
1st Boss "Flying Devil":
I assume the short conversation had something to do with this fight. Avoid
the arcs of blue fire she will send Bunny's way by staying about half a screen
away or Defending. Every five to seven arcs sent signal a horizontal diving
attack. It's fine if Bunny gets a concussion by a flying female, but jump
over if you have the reflexes. The Ball and Chain (Bunny calls it a psycho
hammer?) can be lethal to any boss provided that it is used correctly. To
owninate this boss, Pause Time when the girl completely lands on the ground to
launch a line of red fire at Bunny. Swing the Ball and Chain and unPause Time
right as the ball is behind the boss. Now just sit there and watch massive
chunks get taken off very quickly. To make it faster, gauge the chain's
length so it just barely passes the boss at its max reach. The more recoil
the ball has after a hit, the slower the damage rolls in. It is possible to
have the ball actually stuck within any boss (if you are lucky). This causes
instant death provided that the boss does not move.
2nd Boss "Flame Tank":
No weapons are needed. Just have at least one heart increase (that one to the
left of where Bunny first started) to take on the onslaught of flame. Dash
all the way to the Tank at the other end and mind the floor traps. Dash Kick
the Tank quickly and back off just enough to Dash Kick again. Bunny will plow
through the flames during a kick. They can mess up the sequence if they
damage her, however. About four hits should do it. If Bunny gets cornered by
an Electric Trap and the boss, she will nearly die.
--
An alternate method:
The first time player will typically use normal attacks against this boss at a
medium distance. While the flames are easier to dodge, bounce, and defend by
this method, the fight takes much, much longer. If Dash Kicking is not a
viable method for one reason or another, take it slow and do it right.
--
3rd Boss "Kitty":
The cat in the background isn't the target; his paws are.
The paws will come up wherever a red fire appears at the bottom of the
screen. Fire where it will come up and don't wait. Jump over the red fires
it shoots, both high and low. At about half life another paw will appear.
They do funky cat stuff together. The fire is still just as easy to dodge,
but sometimes the paws will slam together or attempt to pummel Bunny. Simply
jump up (don't spin) and Bunny can bounce off of them safely. Try not to fall
into the fire as Bunny can get stuck underneath the platforms.
--
An alternate method:
Dash Kick the Kitty Paws as they are rising from the flames. If done
correctly, the paws do not even attack because they sustained too much damage
before they had a chance. This works great when only one is up and can cut
the fight time in half. With two paws it becomes more difficult to complete a
flawless kick, so I would advice against it.
--
An alternate to the alternate:
The Light Sword owns. Bunny can get double to triple attacks off by jumping.
Jump into the air a short distance and swing the sword. Holding the attack
button will make Bunny swing again right as she lands, resulting in a quicker
swing. She can jump again after this to continue attacking at double rate.
When two paws are up, getting wedged between them allow double damage. The
Light Sword reaches both paws when Bunny is attacking between them dead
center.
--
4th Boss "Mr. Flash":
Flash got his name for a reason. He will shoot a laser out of his Elvis
hairdo, fireballs launch from within his crotch, and will teleport about the
room after every attack or two. On the first encounter Bunny might die, even
at full life. Same goes for the second, third, and fourth try. Every time
Flash summons fireballs from the ground a bright red glow surrounds him,
killing Bunny instantly. What he is doing, is flashing her. Yes, he is
showing his glorious naked self to poor, innocent Bunny. The only way to save
her virgin eyes is to not look in his direction while he flashes, or just have
him outside the screen. Wear him down with the Light Sword cautiously (by
standing right beside him and facing the same direction he is to swing) and
this impossible boss is actually quite easy! For those who wish to know, his
death sequence shows a pixilated crotch zone.
5th Boss:
There is no fifth boss. The room is empty, and Bunny is proud.
6th Boss "Pope Pumpkinsucker":
If you have the Bunny Suit and the initial sword weapon, they will save a ton
of grief. Stay at the door and fire swords only for protection. Killing all
the Altar Boy Pumpkinsuckers will take the Pope's shield down. The best
method is to wait until there are only two to four spawned and kill those.
Don't waste time when too many are out firing. Once the Altar Boys are down,
the Pope will fire mercilessly on Bunny's bouncy, purple rump. The Pope will
always move to the right side of the screen first, back to the middle, the
left, and back to the middle again. Use this as an advantage by firing where
it is going to stop, rather than where it is.
--
Alternate method:
If the Bunny Suit has not been discovered yet, the same tactics still apply.
Be more careful about the damage, however. With the lower damage output
coming from Bunny, direct hits are required more.
--
7th Boss "King Pumpkinsucker":
Using Time at any point will crush Bunny in a wall of time blocks. Try it.
It's fun having to start over. The regular sword weapon is ideal. Have Bunny
become of legal age before starting the battle and head towards the center of
the room. Fire callously into the air and don't bother to move (unless it
speeds things up). King will fly around while saintly pumpkins drop from the
heavens, but it always rubber bands back to the middle if it goes too far. At
1/4th life the King will fall to the ground and shoot a circle of... is it
candy corn? Regardless, Bunny will take little to no damage in this fight.
Just shoot up. (Note: When using the Bunny Suit, jumping can break thin
floors beneath her. In the Pumpkinsucker battles this is a terrible thing!)
Return to the previous room and save (do ... it).
--
Alternate method:
This is highly useless, but if you want to show off, Bunny can Dash Kick the
boss whenever it falls to the ground. It does more damage, but can screw up
the rhythm of the fight.
--
8th Boss "Jester Pumpkinsucker":
You MUST practice the initial entrance and stick the mount every time or you
will fail miserably. Start as normal Radiant Red Bunny and Dash Jump to the
middle platform the moment the room Loads (if you don't flames will shoot up
and hit her). Switch to Provocative Purple Bunny just before the corn hits
her from the left. Transforming makes Bunny temporarily invincible and this
dodges a guaranteed hit while saving time. Bide time whittling away Jester's
life. Getting hit with corn isn't a major problem. Getting hit into the
spikes is unspeakably bad (you will probably say something out loud, but it
won't make much sense). Always, Always! Stay in the middle and jump to dodge.
About halfway through the fight Jester's cornballs on the ceiling will lower
themselves down and shoot fireballs. Bunny can bounce off of these. If she
gets hit at an edge there is a good chance you will have to start over. The
cornballs will follow Bunny's Y axis, so watch out for variable shots. Take
only clean shots at Jester until it's down to about a fifth in life. The very
moment it begins to lower to the middle of the screen, take a high normal jump
nearby him (Bunny cannot be in the dead center of the room. Move slightly to
the side). Hold that jump button and ride the Sucker for what it's worth
(about twenty five cents in candy corn). Bunny must hit the pumpkin, not the
hands, to do damage. While Jester moves to the left, avoid being on its left
side. The corn will fly almost vertically and knock the bouncing bunny ball
down to her death. If you manage to kill it (with the grace of Satan),
continue FORWARD so that you can SAVE!
--
Alternate method:
It is possible to Slow Time in this fight to create a vastly more manageable
transition to the final stage. It requires knowing when that stage begins.
--
Alternate method:
If you can manage getting the Light Sword to him (way back before the first
boss), it can make the fight easier. Using the bunny Suit, jump and swing as
much as possible whenever the sucker happens to be. The fight will go very
quick. If care isn't taken to avoid flying corn, Bunny will typically hit the
spikes.
--
9th Boss "Pumpkin Girl":
As a rule: Tits or gtfo. Dash right into her and begin the cut scene (why
does Bunny get angry in every one of these?).
--
Method one: If you have the Ball and Chain: Time those shots perfectly. Her
slow movement can lock the ball within her and deal a whirlwind of damage that
cannot even be seen. You can waste her without a sweat given this
possibility.
--
Method two: If you have the Light Sword: Swing it as much as possible ignoring
any damage Bunny will take, but only if a hit will land on the Girl.
--
Method three: It is possible to Dash Kick in this fight at the cost of life.
Try it if either weapon above fails to work.
--
There isn't much to be surprised about in this fight. Defend against the
flames and watch out for random ugly fireballs. She teleports about the room
creating pumpkinsuckers along the way. Eliminate the ones on the ground as
soon as possible to prevent a stun lock on Bunny. Moving towards her general
location at all times is a good idea. Compared to the previous boss, this one
is no challenge.
10th Boss "Chelsea": See just a few pages above in the walkthrough by using
your internet browsers Search function. Search for the word Noteness. I
don't think I've used it anywhere else. It's a lot of typing. No need to add
more copy paste.
==============================================================================
XII: Item Locations: =========================================================
==============================================================================
Useable Items:
1. Red Shoes: Obtained after the first boss in the White Section.
2. Spring Shoes: In the Green Section's very top-rightmost room.
3. 'Pumps': Within a hidden room in the Green Section's save room (with a
Heart in it). Breaking the spikes in the room allows entrance through a wall
at the bottom left.
4. Red Orb: Obtained after the second boss in the White Section.
5. Purple Orb: Obtained after the third boss in the Red Section. It's inside
a room past (above when viewing the map) the boss, but close enough to it.
6. Green Orb: In the Teal Section after the very last boss in there. It's
within the last room to this linear Section.
7. Yellow Orb: In the Yellow Sections bottom-rightmost room.
8. Cog Wheels: Dead left of the starting location.
9. Dolls: Obtained in various locations.
-----
Hearts:
1. Directly left of the starting point in the White Section has a room with a
Heart in it. There is no challenge.
2. The first room in the Green Section connects to a save room. Left of the
save point, past the brown block pillar, is the second Heart.
4. In the Red Section a vertical room with a Save Point before the Kitty boss
(left side) has two pillars on opposite sides. The left side is breakable
brown blocks that have a hidden room in the wall. The Heart is simple enough
to get.
5. In the Green Section is a hidden room to the left of the second save
point, going up. Walk through the wall with a ledge where a platform is,
along with some cannons facing left.
6. In the Blue Section, just above where Doll #11 is, hides a hidden Switch
above the right side passage. Enter the Gate to the left (Reverse Time) to
receive an easy Heart.
7. In the Blue Section, just after the 4th Boss is a vertical room that
connects to a room on the right with spikes on the floor. Dash Jump into the
room and hold the jump button. Bunny hits the first torch, she will miss the
second, and fly right into the Heart. Use the middle torch to get back.
8. In the Yellow Section, just below where Doll #13 is below and left of the
Yellow Door. To get the Heart, kill anything in here for ease. Pause Time
when the moving platform is furthest left. Wall Jump off of the wall right of
the platform to land on top of the platform. Dash Kick upwards (hold up while
kicking) to reach the Heart, and unPause Time while in midair.
9. In the Yellow Section is a Heart to the left of the Yellow Orb room.
Break all of the torches in the first half of the vertical room, and then turn
the Button at the very top OFF. Drop down and the Gate will open. Walk into
the wall for an easy Heart.
-----
Hourglassi:
1. The first is obtained in to the right of the starting point, under a ledge.
There is no challenge.
2. To the right of the first boss room in the White Section is a Red Door.
The room that the Door blocks holds the second one.
3. In the room just after the Kitty Boss has a Laser Cannon to the right. Use
the Light Sword while in midair to safely cross the laser and grab the
Hourglass.
4. In the first room to the Green Section connects to a hidden room far up
top. There are purple blocks on the right side of the room that all match in
a horizontal manner. Breaking them reveals in the entrance to the third one.
5. In the Yellow Section is a Yellow Door. Turn the secret button OFF
that's right above the save point in the vertical room, and then make way into
the Yellow Door. The Button triggers the Gate on the far right to open with
one second. The fire spitting Dolphins may be cute, but they can cause more
agony than their worth to Sea World. Dash Run (not kick, jump, or bounce)
past the dolphins in the fire. Yes, Bunny gets burned. She also gets a face
full of 3rd degree Dolphin kisses. Bounce on the top of the last Dolphin to
get onto the pillar. Dash Jump to the floating platform and Reverse Time on
it to open the Gate and jump in. This is a very hard task, so don't beat
yourself up over it.
If you happen to fail getting the Hourglass, go back to use the Button in the
previous room for every attempt. The gate will kindly stay open once Bunny
takes the Hourglass.
6. In the vertical room below the third boss in the Teal Section is a false
floor. Destroy the ground below the tri-cannon and walk into the right wall.
Wall Climb the left wall to get the Hourglass.
7. An Hourglass in the Blue Section requires the Green Orb. Wall Climb to
get to
it.
8. In the Purple Section's second elevator is a Switch and a Gate at the
middle. Go inside by Pausing Time on the elevator to get the Switch and Gate.
Inside the room, Pause Time!! Use the torches to bounce towards the faulty
platform (which will not move while time is paused!) if possible, but I've
only been able to do so once. Take a hit from the spikes (in either form).
The moment Bunny lands on the platform she must Dash Jump into the top right
wall and Wall Jump into the next platform. Dash Jump or Kick upwards past the
floating spikes and make SURE to get the Hourglass! The wall to the left is
fake. If Bunny missed the Hourglass the room must be done all over again!
9. In the Red Section is a Green Door. To get the Hourglass in the Green
Door, a large amount of Time is required. Break the false ground to the left
side of the screen and hit the Switch underneath. Enter the hidden gate to
the right to continue. Kill the Laser Cannon and Dash Kick to the faulty
platform (Jump if it's easier). Pace the bunny hops carefully. Pause Time to
get through the Time Blocks. Cut down on the Time use by Wall Jumping or
Climbing here. Take the Hourglass and then hit the Switch above it. Bunny
has 9 seconds to reach that first gate entered, plus another 9 by Reversing
Time. Be careful not to Reverse so far back that the gate closes permanently!
There is a hidden Time ball... thingy below the 3 second Switch nearby the
entrance.
10. Just below the Green Door in the Red Section (Hourglass 9) are moving
platforms. Use the topmost platform to reach a hidden room at the platforms
lowermost height. Break the pillar that juts out of the right wall to get the
final Hourglass. Bunny MUST have removed the purple dot on the minimap before
this can be done.
-----
Dolls:
1. The first obtainable Doll is in the beginning to the Red Section. Just
above the passage are purple blocks that can be destroyed, revealing the Doll.
2. The second is behind a Gate in the Red Section's leftmost vertical room.
Use the Switch at the top of the room to open the Gate at the midsection.
3. The room just after the Kitty Boss has a hidden Doll directly left of the
moving platform. Dash Kick upwards and to the left BELOW the ledge to pass
over the grey block and into the Doll.
4. In the Red Section is a vertical room on the right side of the map (with a
green door). At the very bottom is a fire pit. To the right side of this pit
is false wall that hides a Doll.
5. The room where the Red and Green Sections meet (the right side, NOT the
entrance with the Red Door) has a Doll inside a tubule. Get it by completing
the Red Section first.
6. In the Green Section there is a Doll at the very top of the second room
with a save point. The blocks just above the passage are breakable.
7. In the room just after #6 is a Doll trapped in-between spikes. Break the
pillar that is just outside the brick wall in the background to find a hidden
passage.
8. The Green Section has a false floor just before the room with the Spring
Boots (further right than #7). A yellow block to the right of that Doll
signifies a hidden gate which the Switch opens. Plan out a fall pattern from
the Switch above and Dash Kick to the ledge below the gate; Reverse Time if
necessary and enter.
9. The Red Section has a hidden doll to the left room of the Kitty boss (where
that Eye was). On the furthest left of that room are flames that occasionally
erupt. Get the normal Sword within one of the torches and stand inside the
very left flame pit and fire upwards into the ceiling (only the normal sword
weapon can reach). A Doll is hidden within the ceiling. Use the 'Pumps' to
bounce off of the torch nearby the wall, and then use the Spring Boots to Wall
Jump into it. Reload the room if a mistake is made.
10. The White Section has a Doll to the right of the starting point above a
spike pit. Use the Spring Boots to Wall Jump (not climb) into it with
incredible ease. Use the LEFT ledge to Wall Jump.
11. The Blue Section has a vertical room with Three Dual Laser Cannons and
Time Blocks just after the Section's entrance. A Doll is in a peculiar area
on the bottom. Remove the Dual Cannon and then Pause Time. Dash Jump over
the gap and unPause Time the moment Bunny passes the first wall.
12. The room just past #11's Blue Section bunny has another Doll. It is
hidden just above the Gate which is on the right side of the save point. This
Gate is the rightmost one where the leftmost brick wall in the background
ends. Jump above this Gate (don't go through it) to find a false ceiling.
13. In the Yellow Section there is a 2x2 room to the bottom left of the
Yellow Door. Wall Jump from the Gate's door on the far left side and continue
Jumping upwards until Bunny reveals a small, hidden room on the left side of
the wall. Above the Switch is a hidden pathway to reach a Doll
14. In the Yellow Section is a room below the Yellow Door with Manly Bunnies.
Above the Manly Bunny passage is a Doll. Simply use the Switch in the room to
the right to open the Gate which leads to it. Time will pause here. Chelsea
has learned a new ability!
15. In the Yellow Section where the second Save Point is located are spikes
across the ground. At the far left is a Button. To the right of that Button
are spikes elevated above the others. Break the spikes to reveal a Doll
hidden underground.
16. Just to the right of #15 is a tubule passage that leads to a secret area.
Shoot upwards at the red mark on the ceiling (left of the QUADCANNON!!!) to
find a Doll. Bounce on the laser to reach it.
17. In the Yellow Section is a false Boss room. To the right of it is a
vertical room with a Button at the top. Directly below the Button is a purple
bar of some sort. Break the ground to the right of the bar to find a Doll
underground.
18. In the Yellow Section where the Yellow Orb is, are spikes on the ground.
Walk through the spikes and into the right wall. Pause Time when the platform
gets low and Dash to it. Pause Time again when it's at mid-height and Dash
Jump to the Switch. This requires a perfect landing, and it's tough. If
there is Time to spare, Pause Time when the platform is low again, and then
Pause Time once more right before the platform reaches its maximum height.
Dash Jump into the Doll (18). Be very, very careful getting back to that save
point. It's hella hard with plant babies in yo face.
19. If all the switches in the Blue and Yellow Sections have been turned on,
a secret room in the Green Section will be open in the hidden vertical room
that leads to the White Section. By the tiny moving platforms will be a
hidden passage. Go over to them and jump headstrong into the right wall.
There is a hidden room with some peculiar rolling balls (I call them thorny
coconuts... Thornconuts) and a Time Bunny. Get the easy Doll without great
hassle.
20. In the Teal Section, in the first vertical room, Dash Jump past the first
Sword Bunny. Work up the tower slowly and avoid getting hit the best you can.
Try taking on the second Sword Bunny. If you kill it, stand on the black
thing to the left and a rocket platform will rise. Jump off midway and stand
on the black thing again to fall into the ground that hides a Doll.
21. In the Teal Section, just after the first boss is a vertical room. A
Doll sits inside a ledge. Wall Climb to get it. Easy stuff.
22. In the hidden Section between the Red and Purple Sections is a vertical
room. Pause Time and leap to the far top right of the room. Drop down until
there are two tanks on the right side of the screen. The bottom most tank has
a Doll (23) hidden in a nearby block within the second ledge on the wall.
Randomly shoot around if you cannot find it.
23. In the hidden Section that connects both the Red and Purple Sections is
the final Doll. Go to the room where four weights are (there is a yellow
thing with numbers above) and a fire pit. The corner of the floor on the left
of the fire pit (where the first weight is landing) hides the final Doll.
Break the ground to get it!
==============================================================================
XIII: FAQ: ===================================================================
==============================================================================
1. I can't get the game to start!
Read the second part to this walkthrough that you so blindly ignored!
Reading is good!
2. How do you move right?
You press the right arrow key. Aside from that, Bunny needs the
Cogwheels that are found just to the left of the starting area. They allow
her to move right.
3. How do I defend?
It's difficult, but just press the direction Bunny is facing right
before the attack lands. You could also read the very first part of the
walkthrough to get more information. You know... Basic Controls?
4. How do I get that Doll at the start?
You don't. Wait until you are further into the game to get it in a
much easier fashion.
5. What do the orbs do?
They open their respective colored doors. Place them on the altars
right by the door to open it. Remember that the orbs can be picked up again!
6. How do I get past the electric walls?
Pause Time. They go away until Bunny crosses them.
7. How do I get through that 1 second door in the White Section?!
Hit the Switch, Dash to the left Gate, and stand still. Hold the
Time button to Reverse Time and the gate will open.
8. How come I can't go anywhere in the Yellow Section, with all the purple
goop stuff?
Find the hidden Buttons all around the place. There should be at
least one per room. They turn on the lightbulbs, which open the Gates.
9. Where are those other shoes?
I hear they're called "Pumps". I could be wrong, so too could my
sources. Either way, they are found in the Green Section. There is a hidden
room below where the Heart can be found in a save room. They are not
required, by the way.
10. How do I get past those godlike male bunnies?!
Reverse Time when you see them. They may be godlike, yes. I think
the attraction between them and Bunny is mutual.
11. How do I wall jump?
Press the Jump and direction against a wall. Read the information
about the Spring Boots in the Full Item List for a better description.
12. How do I get into the frikkin Red Door to the Teal Section?
Attach frikkin lasers to the frikkin bunny!
Seriously, take back the Yellow Orb, and go directly below the altar, behind
the pillar. Hold down and the Red Orb will be placed.
13. How do I transform?
You can alter Bunny's age by pressing Down and Time, provided the
Bunny Suit is in possession. I get the feeling a lot of jokes can be made
with this item...
14. How do I do anything in the Purple Section?!
Have every Orb in possession! Seriously. Go to the purple dot on
the map and Reverse Time on it. The Gate above the Red Door to the right room
will be broken. Do NOT use the Red Orb to get to the Purple Section.
=======================================================================
Part Two: Chelsea and the 7Devils
=======================================================================
=======================================================================
XIV. Overview ===========================================================
=======================================================================
With the second story, slight differences will be found that make the
game nearly the same, but unique none-the-less. It is also arguable
that this style of play is more difficult (although I disagree).
Because you must have cleared around 50% of Bunny's story to access
this part of the game, I will assume that you know the basic layout,
Sections (by color on the map), and generic knowledge required to get
here. This walkthrough is much more cut and dry than the previous. I
shouldn't have to explain as much, due to the player already completing
more than enough already.
As a side note, the Intro 'Movie' reveals that Bunnies control time,
and Elf Women Control magic! It all makes so much sense now!
=======================================================================
XV. Basic Controls ====================================================
=======================================================================
Chelsea doesn't act in the same way Bunny does, which really stirs up
confusion. Her play style differs drastically, and it may take time to
adapt.
Arrow keys are typical movement. When items are obtained, they are
sometimes used by a movement key combination. Whenever an item
requires something unique, I will list it in the description.
Z is the basic attack. Holding Down will make her crouch and Rapid
Fire two to three times the normal rate. Under most circumstances this
deals more damage.
Chelsea can attack while in mid air by either jumping straight up and
firing, or performing a spin jump and attacking, which results in a
short range explosion for decent damage. Her attack rate is reduced
while not grounded.
After every major boss Chelsea gains a more powerful attack. It is
automatically used, and cannot be lost.
X is jump. Chelsea is much lighter than Bunny. If the button is held,
Chelsea can slowly float to the ground, giving her much more horizontal
distance. However, her bounce attack has very little value compared to
Bunny. Use it for mobility rather than damage.
C is unique to Chelsea. Instead of Time stopping abilities, Chelsea
will find special powers that are WELL hidden within the game. Only
three or so are actually needed to complete the story.
In most cases, Chelsea will use an ability by selecting the icon in the
inventory by pressing C. Once selected, pressing Z while holding Up
will use that ability. You can pause the game and view the Chelsea
Manual for more precise information on that particular item. If it has
an active use, it will be in a brown text. The japanese might throw
you off, so I have the descriptions explained.
Orbs are not placed on altars. Instead, they allow Chelsea to destroy
the doors. Attack them in any manner.
Remember: Chelsea is much more about damage over agility. She is
rather stationary.
=======================================================================
XVI. White Section Level 1 ============================================
=======================================================================
Go left and get the Heart (instead of the gears. The lack of gears
will make sense later on). Chelsea can always move right. Get the
Mana in the next room, where the first Hourglass was for Bunny. Ignore
the Chelsea Doll thing in this room (I like to call them Communisms.
It's what they remind me of for some reason). Float over the spikes by
holding the Jump button.
Drop all the way down to the first boss of the Section. Keep in mind
that Chelsea is not only more girlish than Bunny, but it also lighter.
While holding the jump button, Chelsea will float down at half the
falling rate (during normal jumps). Use this when it is needed.
1st Boss "Flying Devil": To take out the first boss, jump and shoot
once or twice to get a hit in. Avoid her diving attack by floating
over. When she tosses lines of fireballs Chelsea can attack in midair
three times and get all hits in. When the boss lands to fire, float
behind her and hold down and fire to execute a rapid fire. Chelsea
doesn't attack through projectiles so don't waste time attacking her
front. This is a wear down fight so don't expect anything amazing.
Go into the next room and take the Ladder.
Ladder: When selected (right now it always is), pressing up and attack
springs a Ladder out of Chelsea's puffy pants. It not only does it
deal massive damage to whatever it hits, but it also serves as a nifty
way to get around places. Some surfaces do not allow the Ladder to be
placed. Remember that. Only one Ladder can be out at a time, so press
Down while at the base of the Ladder to stick it back in her pants.
Yes, it's a ladder. No, she is not happy to see you.
Use the Ladder to get on the ledge above the Gate in this room. Go
back to the starting area with spikes to take the weird 'doll' of
Chelsea. They look strange. I call them Communisms. Use the Ladder
to get altitude and float over. Easy stuff.
Communisms/Dolls: Whenever Chelsea's life reaches zero, this will be
used without a choice. She will return to full life, and the game will
resume as if nothing happened. Once used, these do not come back.
Remember this, because they are worth much more than Dolls were for
Bunny!
Go back into the vertical room on the right. At the very top are grey
blocks that jut out of the right wall. The bottom-most one has a
Communism in it. Enter the next room on the top left.
Note the wire that is hanging vertically just like the Electric Traps
are in this room. Use the Ladder to break the ceiling (the unique
block on top) to run across the room safely. Break the block on the
left side by jumping and holding Down to attack.
Use the ladder in this next room to reach the second boss. Save at the
top, but do not enter just yet. In the vertical room just before that
boss, there is a hidden passage. Land on the ledge below the highest
Mobile Cannon (tank) and walk into the wall. Chelsea cannot take the
Heart for some reason. Dispositif thought the game was too obvious, so
he placed false Hearts and Mana around the map. However, there is a
Heart at the far left of the false one. Jump up, and attack down to
break the ground to take it.
Now save (eh, just for safety) and head to the boss.
2nd Boss "Tank": The tank boss hasn't changed. Get some space between
Chelsea and the Tank, and just Rapid Fire it (Down and attack). Blast
through all the blue fire it shoots, but jump over any large red flames.
Nothing tricky at all. Chelsea might not even get hurt.
With the boss defeated, fire a few bits of candy corn off. It turns
out that Chelsea gets an upgrade to her default attack after every
major boss!
1st Upgrade: Chelsea can fire dual candy corns out in a single shot!
The double damage is nifty, but the attack must be very precise. When
the corn was being baked, it fused together.
Take the Purple Orb in the next room and save. Yep. The Purple Orb.
Not the Red.
Orbs: The difference with Chelsea in comparison to Bunny is that she
doesn't open doors. She breaks them. Where the cog item used to be
for Bunny, a colored square appears. The colors indicate which doors Chelsea can destroy with a normal attack. Repeatedly hit a door until it breaks. If a room is reset, the door will return. Chelsea runs through the game all fubar'd up. Instead of heading to the Green Section, go to the Blue. Blast the door to gain entrance. Blue Section Level 2 Ignore the monsters in the first room if you want. Go to the far right and use the Ladder to simply leap over the gate. In the next room is another easy Heart. Use the Ladder at the edge of the platform Chelsea enters from. Go up and take this pathetic sucker. Now go over to the right side (floating) and climb the Ladder up. Take it back and go a little further up, just below the second Dual-Cannon. Place the Ladder at the far right of the screen (there's a tiny ledge) and climb up to the next passage. This room will be done a tad different. The faulty platforms do not fall when Chelsea stands on them (she might be part bird, and therefore has light bones). The Ladder can destroy them temporarily. Do this and save. Attacking the platforms from above also destroys them. Head back down and then to the right side. Clear the Cannons and stand to the right of where the Cannons were. Looking up, you will notice a part of the ceiling above doesn't fit quite rightly into the rest. Use the Ladder below and it will shoot through the ceiling to give Chelsea an exit. Head into the passage to the right. Ignore the monsters if you can and head into the next room, where Mr. Flash used to be. Strangely enough, the Scythe Devil along with Flash seems to be missing. Take it as a stroke of luck and continue on. Go down to the Yellow Section. You did practically nothing and are finished. Weird, eh? ======================================================================= XVII. Yellow Section Level 3 ========================================== ======================================================================= The same rules apply here for Chelsea as they do for Bunny. Torches give light. Buttons turn on lightbulbs and sprout cabbage patch heads or secrets. Get the Switch on the far left and enter the next room. Get the secret Switch within the ledge Chelsea enters the next room on. Drop down and save if you want. Head all the way down, and into the big room on the left that is a pain in the ass. Use the Button on the far top left by using the Ladder on the lone purple block. Return to the previous room. Go to the passage on the right now, and hit the final Button. The Gate to Chelsea's left is now open. Jump up and shoot downwards at the black thing behind the Gate to fall through. Greet the Manly Bunnies. In the Manly Bunny room, note the lone purple block on the ground. Chelsea cannot place the Ladder on the purple goop, but she can on these blocks. Use the Ladder here and climb up, protecting her from a fatal game of Bunny Rugby. Eventually the Manly Bunnies will stop. Continue onwards. Use the Button just below Chelsea and head down. Get to it by using the Ladder on the purple block below the ledge. Break the Purple Door to continue. Go through the next room and have fun with how trivial it is for Chelsea (she can float!). Use the Button on the far right by the spikes and keep on truckin. Save, clear the room, use the Button at the very bottom. Just below the save point is a lightbulb and a Tank. Use the Ladder directly under it to break the block that supports the bulb and take the Communism. Save again, and head to the bottom passage for a unique, although easy, boss. 3rd Boss "Their Eyes Were Watching Chelsea": I don't know what his beef is, but those eyes are out to get her. Just move to the furthest side of either room and Rapid Fire the bottom eyes. When none are present, jump and attack the ones that are above. As its life goes down more eyes appear, increasing the flames launched in Chelsea's direction. They probably won't ever hit her, so long as the corn is always flying. Bask in your next victory and move on. -- Alternate method: The Ladder can be used to attack any eye at any location if it is placed in the middle of the room. The fight will go much faster, but the chances of getting hit are very high. -- 3rd Attack! : Chelsea now fires dual candy corn that is spread apart. The manufacturer fixed the mold issue. Do not use the Button in the next room yet, but do save. Drop all the way down to the next room and get the Magic. Now go back up (while breaking all torches) to use the Button (and save?). Greet the Mutated Cabbage Patch Heads. Two hits will kill Chelsea, so watch out! Drop all the way down without any threats and break all of the torches. Euthanize the mutants, and go back to turn that Button off. Drop back down again, and the lights will turn back on, and the Gate will open. Enter it to find a passage to the left. Get your shiny new weapon! Bomb: To equip, use the Magic/Time button. Pressing Up and Attack will cause an explosion directly in front of Chelsea, destroying enemies and bronze Gates alike. This ability uses one point of magic. Use it to return to the save point (turn the Button on too). It's bizarre, but this section is almost complete. Just below the Button in this room, and where the wire is for the lightbulb, is a secret passage. Walk through the purple vertical rod for a Communism. Bomb the four gates to reach it. If you followed this guide, Chelsea cannot get it yet. So remember this location, I'll get back to it when possible. Go to the room previous of the boss, and enter the tubule to the top left. Break the left wall and then go up into the secret room. There isn't any use to this other than a short, so go back into the Yellow Section. (this is here just for completionists) Now get the following items: Head all the way back up to the Manly Bunny room. Use the Bomb to destroy the Gate in the above section to get a Communism. Go into the pain in the ass room to the left of the Manly Bunnies, and destroy the Gate to the far left. Kill the bottom pumpkinfucker, and use the middle fucker to bounce onto the top fucker. Float into the Communism. It might be difficult, but there have been harder challenges. Now head over to the Blue Section (so that you can work your way to the White). Go to the room with the Dual-Cannons (vertical room below the Green Door). Use the Ladder to get up to the Gate at the top, and then use the Bomb to remove the Gate. Get the Mana. Pass through the White Section to those Gates at the starting area with connect to the Green Section. Past the first one is the room with the 1 second switch for Bunny. Use the Ladder to break the part of the ceiling that is the lowest in this room for a Communism. Head left and into the Green Section ======================================================================= XVIII. Green Section Level 4 ========================================== ======================================================================= Chelsea runs this section through clean, instead of Bunny's 'ignore-it' method. Head up, save in the room to Chelsea's direct left, and get the Magic in that same room. No secret at the bottom here! Exit to the previous room. Continue upwards and break the Purple Door. Once inside, walk all the way to the left of the room and fall down a secret passage. Break the wall to the right, shoot downwards, and then to the left to get to this sneaky Heart. Go all the way up the previous room and enter the next room. Clear your way past the Armored Knights and ignore the Mana for now. Go in the room to the right. Use the pumpkinfuckers to bounce over the spikes and go to the rightwards room (or, kill them and use the Ladder to float over). Try to avoid the third fucker, as it only causes trouble. Get the Bitch Boots on the pedestal. Bitch Boots: Just like the "Pumps" for Bunny, Chelsea receives increased bounce damage and can bounce off of torches. Unlike Bunny, they must be toggled on or off. They are not a passive bonus. Remember this! Also, Chelsea happens to become totally immune to all spikes. Just a side note there. Return to the previous room with the Mana and use the boots to walk on spikes. She's so hardcore now! Before you leave, try falling into the spikes towards the left. Chelsea can fall through the ground and enter a dark room that takes a bit of trial and error. Walk to the right side of the room to move down, and then go left until she seems to hit a wall. Shoot to the left to break away the invisible wall. One "square" right of the purple blocks that hold the item is the ideal place to jump. Move up to the top of the room (but stay UNDER the very top part) and use the Bomb to walk through the purple blocks. Eye on the Prize: Equipping the pyramid will allow Chelsea to see most (not all!) hidden secrets in the game. This is just like Bunny's bosom power, but does not reveal hidden passages and a few other miscellaneous things. I wish it was passive, but it isn't. If you read this guide, it's mostly useless. To get back up, do NOT just jump out of the room. Set the Ladder, and switch to the Boots. Otherwise Chelsea will get hit upon entering! Go back up and to the room on the right, and break the floor on the rightmost ledge nearby the Gate. Fall through into the vertical drop. Look for the Mana that is behind a hidden Gate. The Gate is actually below where you would assume it to be. Get on the ledge just under the bronze block, and use the Bomb to break the wall. Jump up to get the Mana. Drop down to the White Section and then re-enter the Green Section. Go to the bottom of the first Green room and Bomb the left Gate. In this room are Gates on two different levels. Take the top level and Bomb the second one (the right end of the tubule). Use the Ladder directly below it (or just shoot above the Gate) to find a Heart. Continue on to the Red Section. ======================================================================= XIX. Red Section Level 5 ============================================== ======================================================================= Go down and save. Continue on down and enter the secret passage (on the right side of the screen, destroy the grey pillar that juts out with a ledge). Destroy the gate and get the Mana. (I think Chelsea says "You got some Mana for me!" Cute!) Enter the previous room, go to the bottom, and take the left passage. Ignore the monsters and go into the next room. Use the Ladder right by the door Chelsea just entered from. The ceiling will give way to a small room above. Walk into the right wall. Shoot like crazy and Chelsea can get the hidden Communism. Take the top left passage in the vertical room. Get to the left side of the room and fail at getting that Mana. It's actually located 4 squares to the right of it (just to the right of the grey metal jutting from the top of the room) use the Ladder to break the ceiling and take it! Reenter the previous vertical room. Drop down into a vertical cannon room. Ignore the whole damn thing (why place a useless room?) and drop into the next room. Save at the bottom right (Do it!). Head up above the save point and jump past the Laser Cannon when it fizzles out at the bottom. Chelsea should stand to its left and attack it. The ceiling that it was on is fake. Use the Ladder directly below where the Laser Cannon used to be to find a Heart. Save if you haven't done so. Now enter the boss room to the left and face the kitteh! 4th Boss "Kitty": Same deal as with Bunny, attack the paws. But Chelsea has Rapid Fire! She can blast a paw down before it fires by normal or Bomb attacks, so don't get too scared. Bounce on the paws when they slam together or try to pummel her. It isn't a difficult fight. (However, the next room is!) Chelsea gains a new attack! Tri-Corn: Shoot as much corn as there are colors on them (that's a whopping three disgusting colors). The corn flies in front, above, and below Chelsea. This gives a versatile attack that can hit more enemies at once. It actually sucks because this kind of use doesn't happen often enough. Playing like this is almost a handicap! Save. Save. Be sure to save in the previous room. The next one after the cat has that giant Eye. Bunny handled it no problem. Chelsea can't. When the battle first begins, Rapid Fire to the left of the grey metal on the ground until Chelsea begins to take damage from the increased speed of the flames, or she just doesn't do any damage. When the Eye reaches low health it will fire mercilessly. Jump and float for a second! Doing so will make the Eye fire go up, giving Chelsea space to attack while grounded. Be patient and take only clean shots. Go back and save if you win (Do it!). Move onwards to the left, and don't expect any secrets. Not until you reach the next Gate, that is. Take the passage to the left of the Eye, and then jump up into the next room. Instead of going through the Gate, go to the right side of this small room and use the Bomb on the wall. There is (was) a hidden Gate here. Walk into the wall and use the Ladder. Above is a Communism. Take the left Gate now. Go up this vertical room and completely ignore the right side (At the very bottom is a false floor, just above a gate Chelsea can't seem to get to. Fall down into the ground, and walk towards the gate. Chelsea will fall into the previous room, hidden at the top right corner of the screen. What is this for?!). Use the Ladder to head up as normal. Save when you reach the point. Just above is the Red Orb. Its glorious, yet subtle shine eludes Chelsea for only a mere moment. Using the Ladder doesn't give her the needed lift to reach the Orb from below (Bunny gets plenty of lift and support for her Orbs...). Continue upward and break the Gate to the right of the Orb. Take it, and more locations are now granted to Shelly! Keep on going up though, as there is more to be seen. Use the Ladder at the far left edge where the Mobile Turret is to create a pathway. Use the Ladder again, to kill the Laser Cannon (the grey block is breakable). Exit at the top right. Right as she enters the next room, use the Ladder where a yellow/brown pillar is in the background. It's right in front of Chelsea. There is a Communism at the top. Exit the Red Section and return to the White Section. Break the Red Door near the first boss room to get more Mana. Go to the Blue Section. Head to where Flash used to be in the Blue Section, and the Scythe Demon will return. Take her down and save (Do it!). If you got the right mindset, toggle the Boots to remove spikes and then use the Ladder on the Devil. Otherwise just play it save on the far left ledge. Hey look, Flash has returned too! 5th Boss "Flash": This fight is no different than Bunny's. Look the other way when Flash commits his unspeakable crime, and hit his head at all other times. Although he may attempt to insta-kill Chelsea more often (he must have the hots for her), he'll go down with no issue. Chelsea gets a new attack! She now fires three elongated corns directly in front of her, giving a wide shot that is easy to aim. Her rate of fire increases slightly as well. I like this one the best. Go into the room to the right and save. The room just below is where Chelsea must bounce off the torches to get a Heart. This is so easy with her floating ability, hardly any work is required. Save, and go to the Teal Section just above. (The UFO does not appear) (In this final room of the Blue Section, a Communism is at the very top right. This is the only item I don't know how to get.) ======================================================================= XX. Teal Section Level 6 ============================================== ======================================================================= Remember how hard this one was? It's so much easier now! Break the Red Door and go past (or kill, your choice) the Sword Bunny. Hit the Time Bunny at the top with one corn. Hitting Time Bunnies will change Time Blocks. Float into the wall to the left of that strange door below Chelsea. In the brown block is a Communism. This may take a few tries being that Chelsea fires three hits every time. Save (Do it!) and enter the next room above for the first pumpkin boss. 6th Boss : Set the Ladder to the left of the Pope and only kill the pumpkins when two or four appear. Once they are dead, climb the Ladder and fire at the Pope until it almost hits Chelsea. It's possible to take 3/4 of its life off in one cycle. Two Ladder strikes should take it down. Go back and save! In the next room is an easy Mana just above. Use the Ladder to get the precise air time to make your way up the whole room. Save at the top and prep for a unique fight. 7th Boss : King Pumpkinfucker cannot be hit with Chelsea's corn. There isn't a feasible way to do it. So, use the Ladder to strike it when it is above Chelsea. This takes off a box of life every hit. The Ladder may take out any falling pumpkins in one hit as well (don't sweat it). Go back and save. I'm sure you remember this next room. Sorry, but it's just as aggravating as ever. Chelsea can break the platforms and make it that much more difficult. Kill whatever is in her way first. At the bottom is a ledge on the left wall which can be broken. Walk through the wall and Chelsea will fall to the very bottom. Use the Ladder, and attack where the platforms are facing to reveal a Communism! Take it and save (Do it!). Float over to the next boss. 8th Boss "Jester Fucker": Go Go Little Girl Ladder! Just like King, it's the only method for a safe attack. Use it for the first two stages. Jump on top of Jester for the third stage to avoid the distasteful death just like Bunny would. Toggle on the Boots for a shortened battle. Dodge whatever is possible, health is an issue here. Use the Ladder in the next room to break the platform above, and get the easy save point. Bounce Chelsea's booty up to the top, or use the Ladder when safe (very unlikely). Either way is easy with floating. The next boss isn't so easy, however. 9th Boss " " : Rapid Fire the Girl whenever possible. Use the different platform levels when helpful. Above all, try not to get hit! Her four directional attacks will hit eager players that don't stop in time, and her rising fires assure a hit if Chelsea isn't nearby their spawn point. Getting long streaks of Rapid Fire is great, but it's only by chance. Chelsea gets a new attack! Five Way Corn: Give trick or treaters the punishment they deserve! Chelsea now rapidly fires in five directions (whichever way she's facing). Rapid Fire launches a concentrated corn wall like before. Unlike the three way, this is useful. Claim Chelsea's newest ability in the next room! Explode: When selected, pressing Up and Attack will cause Chelsea to unleash a devastating explosion that goes beyond the screen. Most enemies will be eliminated, including false walls and special platforms. This spell can break metal blocks that typically prevent Chelsea from going somewhere. Each use consumes three Mana points. Equip the Boots and fall through the spikes and prepare for an aggravating drop. When the room loads, float right and pass under the stationary fire. Float underneath the first fire to find a Communism sitting on a ledge. Go all the way down, and enter left. Float to the room on the right. There is a Gate blocking the Communism trailed by fire on the ground. It closes immediately whenever Chelsea touches the fire. Bounce on the torches all the way over to get it. Return to the previous room. While dropping with the pumpkinsuckers, float all the way right with Boots equipped. Use the Boots to shield Chelsea from spike damage on a far right ledge. Hit the wall to find a Communism. Now drop down and Chelsea enters the Blue Section. With the Teal Section complete, head to the Red Section again. Take the right passage to reach the Red, and use the hidden shortcut in the vertical room on the right to reach the Purple Section. On the top right of the screen is a hidden passage which takes Chelsea to the Purple Section. ======================================================================= XXI. Purple Section Level 7 =========================================== ======================================================================= Drop all of the way down, and try not to get hit. It's a painful drop. Exit to the next room and go through the Metroid door (what a ripoff!). Do NOT use Explosion in here until you save! In the next room to the right is a save point. Use it! At this point, Chelsea has everything she needs to take on the final boss. If you wish to give it a go, use Explode where I said not to, and scroll down about two pages. If you want to be a completionist, continue on to find some new stuff. Save past the Purple Door and time the jumps past the fire pits. Floating really helps here, so try and go over the weights instead of under them. Right as Chelsea enters the elevator room, use the Ladder on the pillar. There is a Communism in the ceiling. There is also a Gate in here. Get inside it to enter the room with the Green Orb. Drop into the spikes with the Boots equipped and use the Ladder to break the platform. Climb the Ladder quickly and jump into the Orb. Walk into the left wall and use Explode to remove the Laser Cannons to safely float downwards. The rest of the Section is blocked by a Yellow Door. Exit back to the Red Section with the Green Orb. By the above save point in the Red Section is a Green Door. Save first and then enter. Break the hidden Gate to the left of Chelsea. Walk left and take out the Laser Cannon above. There is a Tri-Cannon above the spike pit. Don't get hit by it! Take it out by safely shooting it from the right, or use the Ladder underneath it while toggling the Boots. Use the Ladder on the spikes to climb past the floating spike wall above. Don't forget those Boots. Walk around the Time Blocks. Damaging a Time Bunny will switch the blocks. Get the final Heart and make your way back. If Chelsea gets stuck, try using a Bomb between a time block and Bunny. Otherwise try an Explosion. Go and save if Chelsea survives. Go to the next Green Door that is in the Blue Section. Chelsea can reach the door either by break the platforms and Gates, or just crossing the spikes above. To get the Button that is above the Door, use the Ladder to break the ceiling right by the passage to the next room. In this room are invisible barricades that make a confusing path. Fire corn into the night sky. Where ever the corn stops will be a wall. Use Explosion to break a pillar to the left once you have learned where the blocks are, and float over to the bottom left. Jump up and move one square left. Float into the broken pillar and jump into the Yellow Orb. All doors are now open! Head to the Green Section's Yellow Door, which is in the very top-most room. Get in by using the Ladder where the Armored Knight is. Before jumping up, switch to the Boots. Hold Jump as Chelsea switches rooms. She will bounce just high enough to get on the ledge. Save, and go into the Yellow Door. I don't remember Sword Bunnies in here before... Clear them out as safely as possible. Break the Gates that are required to be opened. Two of them are useless. Use the Boots to cross the spikes and get the diamond. Diamond Thing: Pressing Down and Jump will cause Chelsea to freakin fly across the ground. Much like Bunny's Dash Kick, she moves at (greatly) above normal speed. However, this movement does no damage. Chelsea will be injured by anything like she normally would. Move to the Yellow Section's Yellow Door. (Before entering the Section, use the Button below its entrance. The small pit is now open to the secret passage) In the room with the Yellow Door is a save point and there is a hidden Button above. Turn that Button OFF and enter the Yellow Door. If Chelsea touches the blue fire at any point, the Gate closes and she must turn that previous button back OFF again. Bounce on the cute little dolphins to get into the Gate for the Metroid spin-attack look alike. Spin Jump: While Chelsea is in a spin jump, pressing Jump again will make her go to a higher altitude. This does no damage, and is of minimal effect. It also uses one Mana per jump which makes it even more worthless. Go to the very bottom of the Yellow Section now, to the vertical room past the boss. Under the Button and left of the lightbulb is a purple bar. Walk through the purple bar to enter a secret room. Bomb the Gates and get the Communism. Go into the room previous of the boss room, and take the top left tubule for a shortcut (to add more to map completion). Goin up the White Section will find the final Mana above the Armored Knights. Go back into the Blue Section and enter the room right of the Green Door (where the scythe devil was). Use the Ladder above the left passage to enter a hidden room above. This is the final item, and it's hella hard to get. Use the Ladder at the rightmost edge of the ledge (at the very bottom). Toggle to the diamond fly-off-the-damned-screen item, and jump off of the Ladder. If Chelsea made a straight, normal jump, she can dash in midair (at her highest altitude) into the item by pressing down and jump. Remember, I said it's really hard, so don't expect it to be done in the first ten tries. Gauge the room required to make the proper jump off the Ladder, and know when to dash over. Demon Head: Select da head on press Up and Attack to pause time. The screen will turn red and a yellow gauge appears at the bottom of the screen. Time will only pass while Chelsea is in motion or attacking. When the yellow gauge is gone, time is resumed. This is good for moments when you need to think. Requires one Mana. There is a mailbox in the first vertical room (the bottom-most room). I got the Communism behind the box once, but I don't know what triggers the ceiling to break. Head to the Red Door in the White Section now. Break the Green Door and enter. Use the Button to open the Gate, or just break it. Enter the elevator room. At the bottom of the elevator is a Communism on the bottom left wall. Head to the White Section's Green Door. The elevator must NOT be on the bottom to get it. Exit and then re-enter the room to trigger the elevator, and immediately run off of it. Break the wall and take it. The next room is full of fire and pumpkins. Below the right passage is a Communism in the ceiling. Use the Ladder on the ledge that is in the fire to find it right below the door. Use the elevator in the next room down, and save past the next room with the Purple Door. Time for the final boss! Go save at the Purple Door and use Explosion in the room where Bunny fell to meet Chelsea beforehand. Fall down and break the torches. Get ready for a looong fight! First Stage "Red": Use the Ladder about half a screen away from the red dragon. Get a little above the middle of the ladder to attack, and just keep firing until the dragon flies away. When it leaves, TAKE the Ladder and drop to the ground. The dragon will soar across the room from either the left or right side, dropping fuzz balls as it goes along. Shoot at the most three times to remove a couple fuzz balls. The dragon will now rise from the ground and Chelsea must stay away from the flame that indicates where it is. Place the Ladder in the safest spot available, and repeat the cycle until the next phase. Second Stage "Green": Place the Ladder in the middle of the room. You won't even need it really. Rapid Fire the Green dragon as it rolls towards Chelsea. Jump over it when it gets too close. Next, move towards the left and then five-way shot to cancel the random corn spiraling down. Resume Rapid Firing the dragon once safe. Repeat until dead. This stage is all about timing. Third Stage "Silver": The dragon transforms into a silver dog. Use the Ladder in the middle of the room to attain almost maximum height for safety. Attack only while on the Ladder in the general area of dog. Whenever it reaches a wall, it will flip around. This is about that only time Chelsea can manage to hit it on the Ladder. Whenever a blue fireball is on the screen, be sure to destroy it. All Chelsea needs to do for this stage, is to stay very high on the Ladder and shoot the dog whenever there are no blue fireballs present. She should not have to move off the Ladder at all. Fourth Stage "Blue": The dragon turns blue, and will move at much greater speeds, circling around Chelsea. Avoid it as much as possible unless you have memorized its movement patterns. Dashing will help gain or lose distance immensely. If she has it, that is. Five way shots will clear out the corn filled screen. So whenever Chelsea cannot damage the dragon, fight corn with corn. Don't be afraid to jump over the dragon when it's low to the ground, as it's typically the only way to not get hit while it snakes towards her. Hit either the Circular Disk or the Head to damage it. Strangely, as time goes on the dragon gets easier. Fifth Stage "Gold": Nope. It's not over yet. The gold dragon is only vulnerable on its head. You know, the part waaay up there? Get major distance and use the Ladder to Rapid Fire. Bounce off the flames every time, or the damage will add up too quickly. Chelsea can hop off of the Ladder, bounce on a flame, and grab the Ladder again without losing much time. The dragon will eventually crush Chelsea against a wall if the fight takes too long. She can float at the height where the dragons neck and disk meet and take no damage while going to the other side. This stage isn't hard once you figure out the technique. After killing this FINAL dragon... Bunny appears? Teh fook?! At least Chelsea has the upper hand with all those additional items she has, right? Bunny: Chelsea is healed to full at the start. Every ability that Bunny had can be used with a little more flair. She can jump incredible heights, fire a bazillion weapons all at once, and move at top speed. Her love for the Dash Kick is her fault. Use Chelsea's Dash to fly into one corner of the room while Bunny is in the other. Bunny will Dash Kick after about three seconds to close the gap. This can easily be dodged by bouncing on her as she climbs the wall, or Dashing to the other side of the room. Bunny will Dash Kick furiously after Chelsea each and every time. This allows for a simplified fight. However, as her life dwindles Bunny swaps out different items. Remember how I said the ball and chain was cheesy? Now you'll know. Bunny Suit: What good is Bunny without her memorable suit? There are no downsides to her new costume, but she only uses one attack. She will hop about the screen dropping lots of happy little bunny balls (when I was kid, I had a rabbit who did that). They will explode into what probably smells like roses. Stick to a corner and five way shoot constantly. When Bunny hops over to Chelsea's side, bounce on her as she climbs the wall to prevent getting cornered. Shoot while floating in the air to ensure a safe landing. Bunny's Ocher Outfit Barrage Stage: Good luck! If Chelsea gets too close to Bunny, time will stop and Bunny pummels Chelsea to death. Bunny now sports a nifty yellow outfit (this girl just loves to change clothes). Her only attack is to fire giant swords that insta-gib when touched. Stay to a corner and only move when a sword is sure to hit. Bunny will flop around the screen the whole way, and probably miss Chelsea more often than not. Five-way shoot the whole time, unless there is a chance to be hit. Don't try to rush this one; Chelsea is the Elf, Bunny is the Hare. Congratulations! You beat up a little girl. Bunny's "spirit" (or whatever it is) leaves her body and flies into the next room. Follow it so you can beat that up too. That's why Chelsea is such a hardass. Turns out that guy bunny was waiting around, and Bunny possesses him! Time for a ninth boss. This is getting a bit too long. Chubby Bunny: The fight is nothing challenging. There are no one hit kills or fast moving objects. Fuzz balls drop from the sky to cause trouble for Chelsea. They can be removed by using the Ladder, which is optimal. Climb the Ladder with a safe distance to Rapid Fire Chubby's head or upper body. Jump over the fire that he aims and resume attacking. Whenever Chubby hops off the ground he will land with incredible force. Chelsea will be hurt if she is on the ground at this time, and her Ladder will disappear if it is up. This is a good thing though. Stick to a corner and place the Ladder. Rapid Fire until Chubby gets too close for comfort. Float over him and get to the other side, ignoring the Ladder. Chubby will deactivate her Ladder so that it can be placed on the other end. Continue doing this (while paying attention to the fuzz balls) until he is defeated! At some point, I would think people just die. Erect Bunny: For the tenth boss in a row, Chubby grows too big for the screen. Fuzz balls rain down at a high rate while he launches a ceaseless ray of fire. Try and dodge it all to see how long Chelsea can last. No matter how it goes, Chelsea will lose. Bunny has regained consciousness in the other room and decides to help! With her ultimate powers, Bunny gains complete immunity to all attacks. Doing a spin jump allows Bunny to launch a circle of swords. Get some room and fire upwards into this Asian Easter Bunny. This is the easiest fight ever. After all ten fights, Chelsea and Bunny are friends. Hooray! Now go watch the credits (for all of three people) and be happy I wrote fourty pages. Just for you. ======================================================================= XXII. Boss Strategies ================================================= ======================================================================= 1st Boss "Flying Devil": To take out the first boss, jump and shoot once or twice to get a hit in. Avoid her diving attack by floating over. When she tosses lines of napalm-like fireballs Chelsea can attack in midair three times and get all hits in. When the boss lands to fire, float behind her and hold down and fire to execute a rapid fire. Chelsea doesn't attack through projectiles so don't waste time attacking her front. This is a wear down fight so don't expect anything amazing. 2nd Boss "Tank": The tank boss hasn't changed. Get some space between Chelsea and the Tank, and just Rapid Fire it (Down and attack). Blast through all the blue fire it shoots, but jump over any large red flames. Nothing tricky at all. Chelsea might not even get hurt. 3rd Boss "Their Eyes Were Watching Chelsea": I don't know what his beef is, but those eyes are out to get her. Just move to the furthest side of either wall and Rapid Fire the bottom eyes. When no eyes are present, jump and attack the ones that are above. As its life goes down more eyes appear, increasing the flames launched in Chelsea's direction. They probably won't ever hit her, so long as the corn is always flying. Bask in your next victory and move on. -- Alternate method: The Ladder can be used to gain height, allow an attack against any eye at any location if it is placed in the middle of the room. The fight will go much faster, but the chances of getting hit are very high. 4th Boss "Kitty": Same deal as with Bunny, attack the paws. But Chelsea has Rapid Fire! She can blast a paw down before it fires by Bomb attacks, so don't get too scared. Bounce on the paws when they slam together or try to pummel her. It isn't a difficult fight. (However, the next room is!) Miniboss "The EYE!": Bunny handled it no problem. Chelsea can't. When the battle first begins, Rapid Fire to the left of the grey metal on the ground until Chelsea begins to take damage from the increased speed of the flames, or she just doesn't do any damage. When the Eye reaches low health it will fire mercilessly. Jump and float for a second! Doing so will make the Eye fire go up, giving Chelsea space to attack while grounded. Be patient and take only clean shots. Go back and save if you win (Do it!). 5th Boss "Flash": This fight is no different than Bunny's. Look the other way when Flash commits his unspeakable crime, and hit his head at all other times. Although he may attempt to insta-kill Chelsea more often (he must have the hots for her), he'll go down with no issue. 6th Boss "Pope": Set the Ladder to the left of the Pope and only kill the pumpkins when two or four appear. Once they are dead, climb the Ladder and fire at the Pope until it almost hits Chelsea. It's possible to take 3/4 of its life off in one cycle. Two Ladder strikes should take it down. Go back and save! 7th Boss "King": King Pumpkinfucker cannot be hit with Chelsea's corn. There isn't a feasible way to do it. So, use the Ladder to strike it when it is above Chelsea. This takes off a box of life every hit. The Ladder may take out any falling pumpkins in one hit as well (don't sweat it). 8th Boss "Jester": Go Go Little Girl Ladder! Just like King, it's the only method for a safe attack. Use it for the first two stages. Jump on top of Jester for the third stage to avoid the distasteful death just like Bunny would. Toggle on the Boots for a shortened battle. Dodge whatever is possible, health is an issue here. 9th Boss "Girl": Rapid Fire the Girl whenever possible. Use the different platform levels when helpful. Above all, try not to get hit! Her four directional attacks will hit eager players that don't stop in time, and her rising fires assure a hit if Chelsea isn't nearby their spawn point. Getting long streaks of Rapid Fire is great, but it's only by chance. 10th to way too many bosses: Scroll up just above this section for information. ======================================================================= XXIII. Item Descriptions ============================================== ======================================================================= Ladder: When selected (right now it always is), pressing up and attack springs a Ladder out of Chelsea's puffy pants. It not only does it deal massive damage to whatever it hits, but it also serves as a nifty way to get around places. Some surfaces do not allow the Ladder to be placed. Remember that. Only one Ladder can be out at a time, so press Down while at the base of the Ladder to stick it back in her pants. Yes, it's a ladder. No, she is not happy to see you. Communisms/Dolls: Whenever Chelsea's life reaches zero, this will be used without a choice. She will return to full life, and the game will resume as if nothing happened. Once used, these do not come back. Remember this, because they are worth much more than Dolls were for Bunny! Bomb: To equip, use the Magic/Time button. Pressing Up and Attack will cause an explosion directly in front of Chelsea, destroying enemies and bronze Gates alike. This ability uses one point of magic. Bitch Boots: Just like the "Pumps" for Bunny, Chelsea receives increased bounce damage and can bounce off of torches. Unlike Bunny, they must be toggled on or off. They are not a passive bonus. Remember this! Also, Chelsea happens to become totally immune to all spikes. Just a side note there. Eye on the Prize: Equipping the pyramid will allow Chelsea to see most (not all!) hidden secrets in the game. This is just like Bunny's bosom power, but does not reveal hidden passages and a few other miscellaneous things. I wish it was passive, but it isn't. If you read this guide, it's mostly useless. Explode: When selected, pressing Up and Attack will cause Chelsea to unleash a devastating explosion that goes beyond the screen. Most enemies will be eliminated, including false walls and special platforms. This spell can break metal blocks that typically prevent Chelsea from going somewhere. Each use consumes three Mana points. Diamond Thing: Pressing Down and Jump will cause Chelsea to freakin fly across the ground. Much like Bunny's Dash Kick, she moves at (greatly) above normal speed. However, this movement does no damage. Chelsea will be injured by anything like she normally would. Spin Jump: While Chelsea is in a spin jump, pressing Jump again will make her go to a higher altitude. This does no damage, and is of minimal effect. It also uses one Mana per jump which makes it even more worthless. Demon Head: Select da head on press Up and Attack to pause time. The screen will turn red and a yellow gauge appears at the bottom of the screen. Time will only pass while Chelsea is in motion or attacking. When the yellow gauge is gone, time is resumed. This is good for moments when you need to think. Requires one Mana. ============================================================================== XXIV: Closure: ================================================================ ============================================================================== I'd like to thank Dispositif for making this addicting game most of all. The VGCats forums not only showed me this game, but also gave much needed aid. Thanks to: Kash, XKilla, Chowder, TheNinjew, Scopes, Ragin2340, Narok, Hamsterman, Jenova Spawn. In no specific order. That's just by the dates they posted. ============================================================================== XXV: Updates: ================================================================= ============================================================================== 1/17/08: Version 1.00 100% of Bunny's item list located and in walkthrough. The walkthrough can complete the game by reading it beginning to end. All bosses have useful information which explain tactics. Some need reworking. All Hearts and Hourglasses revealed. Items are explained in detail. Item list noted at bottom for speed reading. 1/26/08 Version 2.00 Reworded minor details for clarification. Added additional boss methods. Corrected an error in the Green Section. Placed the missing stage to the Chelsea fight. Locations of all items in their own section for speed reading. There will be no further updates unless I am notified of an error, improvement, or alternate method. E-mail me at JakeT12@msn.com if there is something I should know! 2/11/08: Version 2.01 At the behest of GameFAQS, I have combined both Bunny Must Die and Chelsea and the 7Devils walkthroughs for a 'complete' version. ============================================================================== XXVI: Copyright and Request Info: ============================================= ============================================================================== The document above is copyright to the original owner, Jake Turner (c) 2008. Do not copy, distribute, host, or alter the contents for public use without permission by the owner. To gain rights to distribute, contact me (Quadrapod) at JakeT12@msn.com for permission.