Disney Epic Mickey: Junction Point Guide System: Nintendo Wii Started: 7/27/2011 Finished: 8/3/2011 Created by William Donehoo (thegamemaster8) e-Mail: thegamemaster8@hotmail.com Version: Final Guide Copyright 2011 for GameFAQs only Game Copyright 2010 for Disney Interactive Information Gathered from my own Gameplay was used in this Guide. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ Corrections (Updated 9/8/12) A) I stated that I'm not currently going to do any more Guides for this Game. However, as immersed in this Game as I am now, I'm currently working on 2 more Guides. One covers Quests, while the other covers Collectibles. As with this Guide, they won't be full walkthroughs, but rather, they'll be more like a hint Guide of sorts. I should hopefully be done with them by next week. B) I'm sure someone noticed the mistake I made concerning the Animatronic Daisy Part you get from Smee. Smee doesn't give you the Part if you didn't shut off Hook's Machine or if you used a combination of Paint and Thinner in the Pumps. This mistake has been corrected. Sorry for any mix-up. While gathering info for my next 2 Guides, I actually figured out my typo. C) In the Animatronic Donald Chapter, I originally stated that you couldn't get Bertrand to reopen the Bog Easy Emporium if the Ghosts were still in Bog Easy. Another typo. It's been fixed. Also fixed is the fact that the Ghosts won't give you Donald's last part if you didn't fix the Pipe Organ in Lonesome Manor. This too has been fixed. D) While fiddling around with the Pipe Organ, I found something interesting concerning what happens when you Thin the Keys on it's keyboard. This info has been added to the Ballroom Organ Chapter. E) Okay. So I've received, on two seperate occasions over the past year and a half, e-mails pertaining to a glitch concerning your battle with Captain Hook. I've receieved this info twice from GameFAQs Members. RJ Eng first told me about this Glitch last year, but I never updated any of my 3 Guides for this Game to cover it and suggested he submit the Glitch to the Cheats Section of the Game's GameFAQs Page. Four days ago, ShadwSonic e-mailed me with the same glitch which tells me that no one has submitted to the Cheats Page for this Game yet so I'll cover it here. Apparently this Glitch allows you to trash Captain Hook, but still rescue Pete Pan's Sprite. As RJ Eng explains: "I was doing a Thinner run, and used the bash-to-pieces method to defeat Hook. After defeating him, on a whim, I painted the steps in and took the path up, getting the Hidden Content on the back of the ship, but going further and releasing the Sprite, AFTER the battle. Pete Pan showed up with a "Thank you, I'll take it from here" (?) and the Quest was marked as completed even though he had no impact on the fight. Upon getting back to Mean Street and talking to Big Bad Pete, he thanked me for "Putting the fight back in Pete Pan", and gave me (I think) 30 E-tickets and a Power Spark, no Pin though. I know 30 is loose change to anyone who has the Wallet Upgrades, but it might still be worth a mention." As ShadwSonic explains: "Just wanted to let you know that it is possible to both free the Sprite and defeat Hook yourself in the same playthrough! Simply beat Hook, then climb the rigging like normal and you'll be able to reach the Sprite! This counts as completing the Petes' Quests (getting the related rewards), but also counts as beating Hook yourself (thus getting the Thinner Upgrade and the "Bad" ending for that part." I've personally never tried the Glitch myself, so I can't say for certain whether it works or not, but I suppose it's worth mentioning since more than one person has found this Glitch. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ This Guide is to be shown only on GameFAQS or any site they are affliated with. The Game is copyright to it's respective owners so this Guide cannot be sold. Just don't do it. I am but a small man. I cannot defend myself against a big company like Disney! I should also note that this Guide has some major spoilers in it so use it at the risk of your own curiosity. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ Table of Contents: (Use Ctrl + F to skip Chapters with ease by typing in the 5 Lettered words in the brackets next to each Chapter listing in the search box.) 1) Introduction [INTRO] 2) Small Pete [SMPET] 3) Clock Tower Boss [CLKTR] 4) Big Bad Pete [BBPET] 5) Horace Horsecollar [HORAC] 6) Animatronic Goofy [GOOFY] 7) Moody [MOODY] 8) Petetronic Boss [PETRO] 9) Animatronic Daisy [DAISY] 10) Gentleman Starkey [STARK] 11) Hook's Machine [HMACH] 12) Captain Hook Boss [CHOOK] 13) Bog Easy Residents [BOGES] 14) Animatronic Donald [DONLD] 15) Ballroom Organ [ORGAN] 16) The Mad Doctor Boss [MADDR] 17) The Shadow Blot [SBLOT] 18) Throne Room [THRNE] 19) FAQ [FAQ] 20) In Closing... [CLOSE] ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 1) Introduction [INTRO] Hello and welcome to my first FAQ/Guide. I will be covering the aspects of this excellent Game that determine what Ending you get, what Upgrades you get and/or what Missions become available to you. Keep in mind that this is not a full walkthrough, but merely and a small Guide to help you out in knowing where your actions cause the most difference in the Game. It should also be noted to all you completists out there, that you'll have to play through this Game no less then 3 times to get every last collectible in this massive Game. Also note that this Guide contains massive spoilers so read on at your own risk. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 2) Small Pete [SMPET] Location: Gremlin Village - World of Gremlins Description: When you exit the Jungle Boat ride, Small Pete will confront you. He'll ask you to find his Ship Log Book in his crashed Boat to clear his name after it was slandered by the Gremlins who thought the boat crash was on purpose. Once you arrive in the World of Gremlins, patch the Pipes with Paint, and shut off the Thinner destroying Gus's home, the Carpet and Airplane Rides will reactivate. Carefully hop onto the Plane Ride and use it to reach a small ledge to the left of the Boat. Head onto the Boat and find a Valve Wheel near it's front and Spin Attack it. The back area will open up revealing a Chest. Inside is Small Pete's Ship Log. Once in your posession, you can either use it to clear Small Pete's name or get a rare Special Pin. To clear Small Pete's name, find Gremlin Bennet in the area where you patched the pipes with Paint. Give the Log to him, and he'll spread the word that Small Pete is innocent. If you choose to fail the Mission, you can either ignore it or trade it for a the Gremlin Pin. To get the Gremlin Pin, find Gremlin Shaky near the Clock Tower. Give the Ship Log to him and he'll fork over the rare Pin. If you gave the Ship Log to Grmelin Bennet already, Gremlin Shaky will not give you the Gremlin Pin. Effect: How you complete this Junction Point effects two things in the Game. If you redeemed Small Pete and gave his Ship Log to Gremlin Bennet, Small Pete will thank you in the Colosseum in the European Boat Ride. He will then open a secret room where you can collect a Bronze Pin and the Inky Mickey Extra Content. Big Bad Pete on Mean Street will also give you the Small Pete Pin and the Ending will show Small Pete helping the Gremlins repair their village. Fewer Toon Residents will appear in the Shadow Blot at the end of the Game if you help out as well. If you instead choose to ignore the Mission or traded the Ship Log to Gremlin Shaky for the Gremlin Pin, Small Pete will be angry with you at the Colosseum. He will send out a huge group of Blotlings that you'll have to defeat before you can leave. The ending will also show Small Pete sulking in the Colosseum. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 3) Clock Tower Boss [CLKTR] Location: Gremlin Village - The Clock Tower Description: At the Clock Tower, you face the first Boss of the Game, the Mad Clock Tower. In Boss Battles, you can choose to beat the Boss with Paint for a permanent Paint Capacity Upgrade or destroy the Boss with Thinner for a permanent Thinner Capacity Upgrade. The Clock Tower's attacks are simple. It will try to bash you with it's fists. When it does, stay clear of the shadows on the ground to avoid getting pounded. On occassion, it will try to use both fists, but the same rule applies...dodge the shadows. Even if the fist doesn't hit you, the impact can knock you back if you're too close to the fist. The fists always crash down closest to your current position so don't stay still for too long. Paint/Thinner Refills appear from the sides of the Arena close to where the fists come down. Small World Dolls hold Health Pip Refills so only break them loose as needed. If you choose to beat the Tower with Paint, here's how you do it. First spray Paint on either fist, but don't coat it completely. Alternate between spraying both fists until they're almost completely covered in the Blue Paint. If you focus on only one fist before the other, the fist will shake off the Paint before you can coat the other. Finish coating both fists with Paint to shut them down temporarily. Jump into the open palm of the second fist you disbabled and it will bring you up to the Clock Tower's face. Hit the face with Paint until it restores the Clock Tower's sunny smile. If you instead choose to beat the Tower with Thinner, here's what you do. First, spray a fist with Thinner until the machine work is visible, then prime the exposed fist to crash down onto the Arena to break it. Now do the same thing with the other fist. Once both fists are destroyed, focus on the forearms with Thinner while avoiding the spraying Thinner coming from the arms. As with the fists, expose the machinery with Thinner and get the forearm to slam the Arena to break it. Once both forearms are destroyed, the Clock Tower malfunctions and you win. Effect: As mentioned before, if you used Paint, your Paint increases. If you used Thinner, your Thinner increases. Also, if you used Paint, you get the Stop the Music Pin and the Ending shows the Gremlins happily playing with the Clock Tower. If you used Thinner, you get the Unwind the Clock Pin and the Ending shows the Clock Tower simmering in the Thinner River. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 4) Big Bad Pete [BBPET] Location: Mean Street Description: Hunker down. This is a long one. Big Bad Pete is one of the few Characters in the Game who you'll visit on several occassions for Missions and Items. When you first meet him near City Hall on Mean Street, he'll either reward you if you helped Small Pete, or scold you if you didn't. He'll then refer you to Gilda for one of Gears needed to get the OsTown Projector Screen working. As you progress, talk to Big Bad Pete to see what new Missions he has for you. Listed below are all the Missions Pete has to offer in the order you can do them. A) Small Pete: BB Pete will reward you with the Small Pete Pin if you helped Small Pete Earlier in the Game. Otherwise, he'll flap his jaw about not messing with him and his fellow Petes. B) Bunny Roundup I: After returning from your first trip to Mickeyjunk Mountain, Pete will ask you to find and capture Bunny Children causing havoc on Mean Street. To complete this Mission, find Bunny Children and let them latch onto you. Then drag them over to the pipe in between the Fire Station and City Hall to capture them. When you've captured enough, Gus will tell you to return to BB Pete who will give you a Power Spark. C) Confront Petetronic: Before you head off to Tomorrow City, talk with BB Pete. Petetronic is giving all the other Petes a bad name and he wants you to put a stop to it. If you beat Petetronic with Paint, BB Pete will be happy and give you the Redeem Petetronic Pin. If you beat Petetronic with Thinner, you fail the Mission, but BB Pete will give you the Defeat Petetronic Pin. D) Bunny Roundup II: After your first trip to Tomorrow City, BB Pete will have this Mission for you. This Mission is the same as the first one, but you have more Bunny Children to find this time and they're hidden a little better. Use the same tactics as before to complete the Mission and score another Power Spark. E) Restore Pete Pan: Before heading to Pirates of the Wasteland, talk to BB Pete to get this Mission. Pete Pan has lost his ability to fly and can't fight against Captain Hook anymore. If you help Pete Pan by getting the Sprite atop the Jolly Roger, BB Pete forks over the Hook Vs. Pete Pan Pin. If you defeated Captain Hook yourself, BB Pete will be furious and won't give you anything but lip. F) Bunny Roundup III: As with the other Bunny Roundup Missions, find them and capture them. You have more to capture this time and they're all hiding in Barrels that have appeared all over Mean Street. Bust the Barrels with a Spin Attack to reveal the Bunny Children and capture them all for another Power Spark. G) History of Colonel Pete: Before you head to Lonesome Manor, get this Mission from BB Pete. In the Foyer of the Lonesome Mansion, thin out the wall behind the collapsible stairs to find a Film Reel needed to complete the Mission. Hand it to BB Pete when you return to Mean Street for another Power Spark. H) Bunny Roundup IV: The final Bunny Roundup Mission is available after you return from Lonesome Manor for the first time. You have a lot of Bunny Children to catch this time. Some are out in the open. Some are on the rooftops and in bustable objects. Find and capture them all for BB Pete's final Power Spark. Effect: Completing all of BB Pete's Missions not only scores you several rare Pins and a bunch of Power Sparks, it also makes the bully more friendly in the Game's Ending. Failing too many Missions, or skipping them all together makes BB Pete resort to being an even bigger bully in the Game's Ending. Fewer Toon Residents will appear in the Shadow Blot at the end of the Game if you help out as well. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 5) Horace Horsecollar [HORAC] Location: Mean Street Description: Like Big Bad Pete, Horace Horsecollar is one of the few Characters you'll have to visit several times throughout the Game as he has plenty of Missions for you to complete. Unlike Pete however, Horace's Missions need a bit more footwork put into them to complete them. When you first meet Horace he'll ask for help in findng his lost Book before he'll hand over the Gear needed to repair the OsTown Projector Screen. As with Pete, check in with Horace after each major area to get more Missions. Here's what to expect from Mickey's old friend. A) Recover Horace's Book: Horace will turn over the Gear to the OsTown Projector Screen if you find his missing Book. First talk to Casey at the Mean Street Emporium to find that Casey lent the Book to Paulie at the Ice Cream Shop. Get the Book from Paulie and return it to Horace to get the Gear you need. B) Detective Mickey I: Once your return from your first trip to Mickeyjunk Mountain, you find that Horace's Book has gone missing again. Horace asks you to solve the mystery of his missing Book. Use Paint to fill in the transparent footprints that lead from Horace's Detective Agency and up to the rooftop of the Cinema. Atop the Cinema, you'll find Shifty. If you filled in all the footprints with Paint, Shifty will turn over the Book and apologize for taking it. If not, Shifty denies taking it claiming it's a similar Book. He'll then sell it to you for 50 E-Tickets. With the Book in hand, return it to Horace for a Power Spark. C) Find Dog Tags: Get this Mission from Horace before heading to Tomorrow City. One of Horace's clients lost a dog there and some dog tags would help Horace solve the mystery a lot easier. While in Tomorrow City's Space Voyage area, you'll find some dog tags behind a glass box near the elevator pod you rode to reach the TV Panel that operates the crane there. When you use the pod, the dog tags will be accessible. Take them to Horace for the Mystery Solved Pin. D) Detective Mickey II: After your first visit to Tomorrow City, you get this Mission from Horace. Someone stole a special flower from Clarabelle Cow's home in OsTown. Go to OsTown and Paint in the footprints leading from Clarabelle's house to Ezra who's standing behind Mickey's house. You must Paint in all the footprints to make Ezra fork over the Flower. Now take it back to Horace to get a Power Spark and the Symphony Sunflower Pin. E) Find the Missing Pirate: Before heading to Pirates of the Wasteland, talk to Horace to get this Mission. Take note that this Mission is available regardless of whether you drop the Safe on Moody in OsTown or not (See Chapter 7). Horace is looking for a missing Pirate named Rigger Greene who didn't flee from Tortooga to Ventureland with the rest of the Pirates. To complete this Mission, you'll need help from a Gremlin. First, get to the Pirate Voyage section of Pirates of the Wasteland. Get past the gate by filling all 3 Paint/Thinner Pumps. Now get aboard one of the Boats. When you reach the whirlpool, jump onto the ledge on your left and Thin out the jail cell bars to access and release Gremlin Erik. He'll open up a jail cell across the Thinner River on the otherside of the whirlpool. Carefully navigate the Boats in the whirlpool to reach the other cell and talk with Rigger Greene. Now, once you return to Mean Street, talk with Horace and he'll give you a Power Spark for your efforts. F) Detective Mickey III: Once you've bested Hook in the Pirates of the Wasteland Area, talk with Horace to recieve another mystery. Someone in Ventureland stole a Tiki Mask from Tiki Sam. Paint in the footprints that start near the Tiki Hut Shop and end when you come up to Dolly Dalmatian. Make sure you've filled all the footprints or Dolly will hang on to the Tiki Mask. Once you have the Mask, take it Horace to receieve another Power Spark. G) Find the Hatchet: Before you travel to Lonesome Manor, chat with Horace to get this Mission. A long time ago, it was believed that Constance Hatchaway did away with all of her husbands using a hatchet. But the Hatchet was never found and Constance got away with the murders (Very nice for an E Rated Game right?). Horace wants you to find that Hatchet. Once you arrive at the Library area of Lonesome Manor, climb up to the rafters above the Library itself and take out any Sweeper Blotlings you find up there. On the first rafter you can reach, look back towards the Library's entrance. You'll find a giant spider web to the left of a large Toon wall. Thin out the web and Toon wall to access a secret room with 3 Spladooshes and a Chest. Deal with the Spladooshes, then grab the Hatchet from the Chest. Once you're back on Mean Street, hand the Hatchet to Horace to get another Power Spark and the Case Closed Pin. H) Detective Mickey IV: Horace's final mystery for you takes you back to Bog Easy in Lonesome Manor. It seems that Louis lost a special candle. Head to Louis's Lonely Shack. Now, start Painting in the footprints that cover Louis's Shack area, the small land masses in the bog, and finally end in front of the lady who's knocking on the door of the empty house. If you filled in all the footprints, the lady will hand over the Candle. Take it Horace to get his final Power Spark. Effect: Completing all of Horace's Missions nets you several Power Sparks and rare Pins. It also makes Horace into a hotshot detective in the Game's Ending. If you failed too many Missions or ignore Horace all together, the Game's Ending will show Horace couped up in his office wishing for better days. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 6) Animatronic Goofy [GOOFY] Location: OsTown Description: Oswald wanted a friend like Goofy so he and the Mad Doctor built an animatronic version of Mickey's haphazard buddy. While working on the cranes for the Notilus in Tomorrow City, Goofy was busted into pieces by the Mad Doctor. All 4 of Goofy's Parts are scattered in Tomorrow City and it's up to you to find them. To start this Mission, talk to Goofy in OsTown, then head for Tomorrow City when you can. Here's where to find Goofy's Parts. A) Goofy's Right Leg: You'll find Goofy's first part in the Notilus area. You'll find it in a blue Chest behind a Toon wall that needs to be Thinned out near the first crane. B) Goofy's Torso: Goofy's Torso is easily missed if you favor Thinner more than Paint when dealing with enemies. In the Great Big Tomorrow area, you'll face your first Slobber Blotling. If you defeat it with Thinner, you only get a Gold Pin. However, if you befriend it with Paint, you'll get Goofy's Torso as your reward instead. C) Goofy's Left Leg: This part requires a little more footwork and some risky jumping in the Tomorrow Square area. First, thin out the floor under the People Mover to find a secret room. Inside, Paint in the 2 Gears and Spin Attack the main gear to get the Trams working again. Now, on your way to activate the Rocket Ride, stop near where the balcony curves. Time a jump so you land on top of the Tram that passes by. Jump from Tram to Tram to reach the area near the area's entrance that you couldn't get to before. Take out the Hopper Beetleworx there and retrieve Goofy's Left Leg from a blue Chest near the ledge. D) Goofy's Arm Goofy's only arm can be found in the Space Voyage area. In the upper areas, you'll find an Elevator Pod similar to the one you used to reach the TV Panel that powers the Crane. Ride it to reach the blue Chest with this part in it. If you didn't retrieve all of Goofy's parts in Tomorrow City, you can buy the parts you missed for 1000 E-Tickets each at the Mean Street Emporium. Once you have all 4 parts, speak with Goofy in OsTown to reassemble him. Effect: If you helped repair Goofy, you get the Animatronic Goofy Pin and Goofy unlocks Ortensia's House in OsTown which allows you to access Ortensia's Locket. Give the Locket to Oswald on Mean Street for an extra Health Pip or to Laralee at the Museum for E-Tickets. You also see Goofy living a happy life in the Game's Ending. If you didn't reassemble Goofy or ignored him all together, the Game's Ending will show a depressed Goofy still trapped in his glass case. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 7) Moody [MOODY] Location: OsTown Description: Moody is the Pirate pointed out by Gus when you first arrive in OsTown. He stands underneath a safe which hangs from the Gag Factory. How you deal with Moody doesn't really effect the Game's Ending, but it does effect Missions you can recieve from him and Animatronic Donald. If you choose to help Moody, talk with him and he'll ask you to Paint in his house which stands to the right of Mickey's house. Afterwards, Moody will give you the safe's combination so you can free Gremlin Prescott when you get close to the safe from the Gag Factory's roof. Doing this and helping recover all of Donald's parts also opens a second Mission involving Moody later on in the Game. Donald will give you gear that Moody can use to raise Donald's Tugboat out of the Thinner. At the front of the Tugboat is a Gold E-Ticket worth 100 E-Tickets. If you choose not to help Moody, you won't be able to save Gremlin Prescott unless you Thin out the support beam that holds the safe. If you do this however, you squash Moody and your chances of getting any future Missions involving him will be gone. Effect: The effects of helping or squashing Moody are listed above in this Chapter's Description. However, helping Moody scores a movie for your Extras where Mickey is beaned with the safe door while saving Gremlin Prescott. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 8) Petetronic Boss [PETRO] Location: Tomorrow City - Petetronic Description: You're second Boss Battle is against Petetronic. This robotic/Tron-like version of Pete resides within Tomorrow City in an area named after the big bully. As with your battle with the Mad Clock Tower in the Gremlin Village, how you deal with Petetronic determines your Paint/Thinner Capacity increase and the Game's Ending. Petetronic has a 3 Phase attack you must muddle through before you can access the Paint/Thinner Pump on his back. Petetronic starts by firing Thinner shots which dissolve the floors around you. Paint back missing sections to avoid dropping into the Thinner pool below and grab Health Pip Refills that appear randomly above the raised platforms as needed. Once Petetronic is done firing, he'll stomp the ground which lowers the raised platforms and knocks you down for a second if you don't jump as Petetronic lands. Finally, Petetronic throws his Disk at you. Spin Attack it to hit Petetronic and expose the Pump on his back. Fill it with Paint or Thinner until Petetronic finally takes damage from the assault. You must fill the Pump 3 times with either Paint or Thinner to beat Petetronic. After your first assault on Petetronic, the Tron reject will fire more Thinner shots. You'll also have to hit him 2 times with the Disk to expose the Pump. The first Disk hit is easy, but the second time, you'll have to keep bouncing the Disk back and forth between you and a force field until it connects with Petetronic. The Disk increases in speed each time it hits the force field. After your second assault, Petetronic fires even more Thinner and you have to hit him 3 times with the Disk with the second and third Disk tosses being blocked by Petetronic's force field. If you're using Thinner, you'll have to hit Petetronic with his Disk one last time to beat him once the Pump is full. This time however, it takes only one hit, there's no force field, and the Disk moves at a snail's crawl. Effect: If you filled Petetronic with Paint, he becomes a powerful ally and you'll recieve a Paint Capacity Upgrade from Gremlin Gus and the Redeem Petetronic Pin from Big Bad Pete on Mean Street. The Game's Ending will also show Petetronic enjoying a carefree life with the Gremlins in Tomorrow City. Fewer Toon Residents will appear in the Shadow Blot at the end of the Game if you redeem Petetronic as well. If you filled Petetronic will Thinner instead, you'll defeat the overgrown android. As a result, you'll get a Thinner Capacity Upgrade from Gus and the Defeat Petetronic Pin from Big Bad Pete on Mean Street. The Game's Ending will also show a darker future for Tomorrow City via Petetronic's creulity. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 9) Animatronic Daisy [DAISY] Location: Pirates of the Wasteland - Ventureland Description: To help keep Animatronic Donald happy and his temper in check, Oswald built Animatronic Daisy. You'll meet her near the Projector Screen to Tortooga. She'll tell you that her parts have been scattered all over place in Pirates of the Wasteland. Make sure to take her Mission to find her parts before you head out to Tortooga. From there, here's where to find her parts. A) Daisy's Right Arm: Daisy's first part is in the Jungle Area. To reach it, you need to find all 5 Mystery Gems throughout the area. The first Gem is near a Spladoosh at the end of a secret passage hidden behind a Toon wall at the area's entrance. From there, jump down and look for steps leading to an arch and use Paint to reveal platforms and trees leading to the second Gem. You'll find a third Gem behind a Toon wall near Gentleman Starky. The fourth Gem is found behind the Hangman's Tree. The final Gem is in a boat in the Thinner River close to the Stone Heads. Take all 5 Gems and put them in the empty eyes of the Stone Heads while Painting in the transparent Gems already inside the Heads. This opens the well at atop the land mass the Heads are affixed too. Head down the well to find Daisy's part in a blue Chest. B) Daisy's Right Leg: All though Daisy's second part is in Tortooga, it won't appear until you've finished up your business in the Jungle. It appears in a blue Chest on the docks where you first met Beluga Billy. C) Daisy's Left Leg: Daisy's third missing part is in a blue Chest in the same area as Pete Pan in the Skull Island area. To reach the Chest and Pete Pan, you have to scale Skull Island by climbing the rocks, ledges, and sunken ships that surround the Island. D) Daisy's Left Arm: You'll recieve Daisy's last part if you shut down Captain Hook's Beetleworx Machine in the Skull Island Area (See Chapter 11). Smee will hand over the last part when you return to Ventureland afterwards. If you didn't retrieve all of Daisy's parts in Pirates of the Wasteland, you can buy the parts you missed for 1000 E-Tickets each at the Tiki Hut Shop in Ventureland. Once you have all 4 parts, speak with Daisy in Ventureland to reassemble her. Effect: If you repaired Daisy, you'll get the Animatronic Daisy Pin. You'll also change the Game's Ending where Daisy shops for a Tiki Mask with a familiar face on it. Daisy also has a new Mission for you. She wants you to find her scrapbook. Talk to Big Bad Pete on Mean Street to get it. Give the scrapbook to Daisy for a Power Spark. If you did not repair Daisy or ignored her all together, the Ending shows her still in her glass case being harrased by a Pirate. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 10) Gentleman Starkey [STARK] Location: Pirates of the Wasteland - Jungle Description: On your way to confront Captain Hook, you have to find Gentleman Starky in the Jungle area as he's the only one who knows the secret password that opens the Projector Screen to Pirate Viyage in Tortooga. However, there are two ways of getting Starky's help. The first involves the first Mission Starky gives you. You need to find 3 secret symbols which are hidden under Toon moss covered rocks. The first is behind the Hangman's Tree. The second is on a high ledge near the Stone Heads. The last one is located in a hidden cavern behind a Toon wall near the area's entrance. Use Thinner on the rocks to collect the symbols and report back to Starky. He opens the upper path way of the Hangman's Tree that leads back to Tortooga. The second way involves defeating all the enemies in the Jungle and finding all of the secret Pirate symbols. You should know how to deal with the Spladoosh Blotlings all over the place by now. The only enemy you really need to watch is the Beetleworx Basher near the Stone Heads. Stay away from it and coat it in Thinner until it's armor is gone, then Spin Attack the green core on it's back when it's not waving it's sword. Do this 3 times to destroy it. Destroying all the enemies in the area (or befriending most of them in the Spladooshes' case) opens the lower path of the Hangman's Tree that leads back to Tortooga. Effect: If you only do the first method, Starky will not be able to follow you back to Tortooga. When you arrive back in Tortooga, the place will be overrun with Beetleworx and Blotlings. You must then beat the Blotlings to free Beluga Billy so you can move on to the Pirate Voyage area. If you chose the second method, Starky will follow you back to Tortooga. By the time you return there, Starky and the other Pirates there will have elimated all the surrounding enemies. Pirates you freed from Prison when you visited Tortooga the first time will give you Sketch and Thinner Refills. Starky himself will also open the way to Pirate Voyage and give you the Pirate Hero Pin for your efforts. Helping Starky or leaving him behind doesn't effect the Game's Ending. It only effects how easy your return trip to Tortooga is. -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- 11) Hook's Machine [HMACH] Location: Pirates of the Wasteland - Skull Island Description: When you talk to Smee after arriving in Pirates of the Wasteland's Ventureland, he tells how Captain Hook's Beetleworx Machine is turning his former crew mates into horrible androids. Smee begs you to shut down the Machine. The Machine is in the Skull Island area and is operated by 4 Paint/Thinner Pumps. If you choose to shut down the Machine, you'll need to access each Pump and fill it with Paint or Thinner. To complete this Mission successfully you must fill each Pump with all Paint in each one or all Thinner in each one. Don't fill one Pump with Thinner and another one with Paint or the Machine may not shut down properly. Here's where the Pumps are. A) Pump 1: To reach the first Pump, first head towards the sandy beach at the front of the Island. From there, find large steps carved into the Island and climb them. Now hop over to a nearby ledge to find the Pump. Be wary of a Sweeper Blotling that guards the Pump. B) Pump 2: From Pump 1, head up the nearby walkway and jump onto a nearby ledge to find the second Pump. C) Pump 3: Find your way to the pier with the metal sheds. The third Pump lies just past the sheds themselves. D) Pump 4: Follow the walkways around the Island which are patrolled by Splatter Blotlings. Use Thinner to eliminate Toon walls and barriers blocking your way. The last Pump is at the end of this walkway. Effect: If you shut down the Machine, you'll gain a new Movie for your Extras where all the Pirates that were transformed into Bashers are returned to normal. In addition, all the Pirates will be able to return to Tortooga allowing you to access Missions from Jim the Puzzled and from Botanist Darvin. You can also access a rare Pin near the Machine if you used Paint to shut it down. If you didn't shut down the Machine, Smee and the others will be to frightened to return to Tortooga and will remain in Ventureland. If they remain, you can access two new Missions from Damien Salt and Henrietta (If you gave Salt the Flowers) and one from Bosun Blake (If you gave Salt the Ice Cream). Of particular note is Smee. If you used Paint in one Pump and Thinner in the others or any combination of the two, or you didn't shut off Hook's Machine, Smee won't give you Animatronic Daisy's Left Leg. The ending is not directly effected by your decision to shut down or ignore the Machine. -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- 12) Captain Hook Boss [CHOOK] Location: Pirates of the Wasteland - The Jolly Roger Description: The infamous Captain Hook, or rather an animatronic version of him, is the Game's thrid Boss. There are 3 ways to deal with the robotic Pirate, The Paint Path takes 1 way, while the Thinner Path takes the other 2 ways. If you wish to take the Paint Path, you got some climbing to do. The Paint Path involves helping Pete Pan who you met at Skull Island. Pete Pan lost his Sprite which is held in a cage atop the Jolly Roger. Begin by ignoring Hook and using Paint to restore the stairs Hook took out with Thinner when he appeared. Get to the helm and Paint in some boxes nearby and hop atop them. When you get close to one of sail you need to reach next, Hook Thins the sail preventing you from reaching it. Paint the sail to turn it around within jumping distance and jump on it. Paint in the sail on the second mast while avoidng Hook's Thinner shots and keeping the first sail Painted in. Once on the second sail follow the same stradegy as you did on the first sail as you jump onto the platform on the third mast. Once there Paint in the Gear to raise the sails and your current platform. Once you're up higher, head to right side of the platform and Thin out a net with some boxes in it to a lower a platform to the right giving you access to the second sail. Be sure to Paint in the sail so you can reach it from the platform. Once on the sail, Hook drops 2 sandbags on the first sail. Go to the left side of the sail and Paint in a transparent sandbag hanging above you. This drops a platform down to your right. Double jump to the platform. If you think you may not make it, try Thinning the sail to make the it rise making it a bit easier to reach the platform. Once on the platform, jump to the next platform where the 2 sandbags are. Thin out the sandbags and Paint in the Gear to raise the platform. From here, Paint in the first sail to make it lower so it's easier to reach. Once on the sail, thin it out to reach the Sprite and Spin Attack it's cage to release it. The Thinner Path puts you up against Hook in two ways. Either bash him to pieces or make him "Walk" the Plank. Before going into it, you need to know how to deal with Hook and his attacks. Hook has 4 attacks that he always does in this order, Thinner, Bomb, lots of Thinner, and finally several Bombs. Hook will fire a single shot of Thinner. After he reloads his gun, he'll fire a green Bomb that will flash for a second or two before exploding. After another reload, Hook will fire 3 shots of Thinner at the same time. After another reload, he'll fire several Bombs that explode shortly after landing. One thing to keep in mind is to keep moving. Each attack closes in on your current position. Be careful when getting close to Hook too. He'll slash you with his cutlass if you're too close for too long. After he fires his projectiles, he'll leave and reappear in another Barrel in an irregular pattern. To prep Hook for damage, Thin out his Barrel, then his armor. When he's vulnerable, Spin Attack him to send him spinning down the current track he's on. The track is how yu deal with Hook in the long run. To make Hook "Walk" the Plank, the Tracks should be set to make him do just that after a little work over on the Captain. First, don't Spin Attack any of the Deck Wheels as they change the tracks current direction. For your first move on Hook, wait until he appears in the Barrel at the bottom-left hand of the deck. Thin the Barrel and Hook, then Spin Attack Hook. The Captain goes flying into a gear that rolls out the plank itself. Now dodge Hook's attacks until he appears in the Barrel at the bottom-right hand of the deck. Thin, Thin again, and Spin Attack to send Hook into another gear which completes the track to the plank. Now, when Hook appears in the only Barrel in the top area of the deck, repeat the Thin, Thin, Spin pattern to send Hook into the drink with the Animatronic Crocodile. To bash Hook to pieces, you need to switch the tracks using the deck wheels scattered about. By spinning the wheels, you alter Hook's path when you Spin Attack him which can send him crashing into one of the masts, the door to the Captain's Cabin, or into a breakable wall which holds a Chest. The wheels in question control whatever track turntable their close too. The top Barrel leads to the wall, the bottom-left Barrel leads to the cabin door, and the bottom-right Barrel leads into the mast. Follow the same Thin, Thin, Spin pattern once the track and Hook are in position. After crashing several times, Hook falls apart. Effect: Taking the Paint Path nets you a Paint Capacity Upgrade from Gus and the Hook Vs. Pete Pan Pin from Big Bad Pete on Mean Street. The Ending will also show Hook enjoying his renewed rivalship with Pete Pan. Fewer Toon Residents will appear in the Shadow Blot at the end of the Game if you helped Pete Pan as well. Taking either Thinner Path nets you the Captain Hook Pin and nothing else. The Ending also shows Hook's Ship sinking while his hook does likewise. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 13) Bog Easy Residents [BOGES] Location: Lonesome Manor - Bog Easy Description: When you first arrive at Bog Easy, a Ghost anmed Gilbert will approach you and ask you to help him scare someone. A Bog Easy resident named Metairie asks you to help residents Bertrand and Louis stand up to the ghosts when you talk to her in Bog Easy Square. No matter what side you choose, you'll still be able to move forward onto the Manor House area. If you want to side with Gilbert, head to Louis's Lonely Shack and Thin out all 3 lanterns hanging from his home. Gilbert then scares Louis and shortly after, the ghosts open the way to Manor House. To really be a creep about it though, get Louis's Badge of Courage from the Steamboat near the area's entrance by Thinning it's top to access the door leading inside it. Now sell it to the ghost named Ian for 200 E-Tickets. If you decide to side with the Bog Easy residents, first get the Badge of Courage from the Steamboat as mentioned above. This time however, refuse Ian's offer to sell it and instead, return it to Louis. Now talk with Bertrand in Bog Easy Square. He'll ask you to Paint in 8 lanterns around the Square. Effect: You'll be able to move onto the next area regardless of whose side you take and your choice doesn't effect the Ending. However, if you sided with ghosts, you won't be able to get a Gold Pin from Metairie that you would have gotten if you helped Louis and Bertrand. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 14) Animatronic Donald [DONLD] Location: Lonesome Manor - Bog Easy Description: Oswald, like with Goofy and Daisy, wanted a friend like Donald. He got him as a tempermental animatronic. During the Mad Doctor's uprising, the Doc dismantled Donald and hid his pieces all over Lonesome Manor. Help the automated duck get his feet back by following the instructions below to get his parts back. A) Donald's Left Leg: In the Library area, head to the Library's Lobby, then face the area's entrance. In one of the corners close to where you are is Toon wall near some shelves. Thin it out to find a secret room with a blue Chest containing the first part. B) Donald's Arm: In the Ballroom area, you come across a balcony near the organ pipes. Jump to that balcony. As you explore the balcoy, you'll come across a gap. On the other side is a blue Chest. Jump to the Chest and open it to get Donald's Arm. C) Donald's Right Leg Donald's third part can be found in the Mad Doctor's Attic. Luckily, it's in an area of the place that not even the Doc's Beetleworx can get to. First, Paint the large trunk near the trolley tracks. Jump atop it and onto a trolley track hanging from the ceiling. From the track, jump to the pipes and then from there, on to the rafters above the pipes. Navigate the rafters until you find a blue Chest with Donald's Right Leg in it. D) Donald's Torso: This last part will be given to you from the ghosts if you repaired the Organ in the Ballroom area (See next Chapter.), otherwise you'll have to buy it from the Bog Easy Emporium once you help bertrand reopen it. If you didn't get all of Donald's parts, you can still buy them, but only if you help Bertrand. Talk with Bertrand. He wants to reopen his shop. Find the shop sign he needs behind Louis's Lonely Shack and give to Bertrand. Afterwards, Bertrand will open for business in the Bog Easy Emporium and will sell any parts you missed for 1000 E-Tickets a pop. Effect: If you repaired Donald, you'll be able to access 1 or 2 new Missions. 1 Mission if you dropped the safe on Moody in OsTown. 2 Missions if you helped Moody. The first Mission involves Donald's Tugboat in OsTown. Give the gear he gives you to Moody to raise the Tugboat. The seocnd Mission involves a VooDoo Doll and a Splatter. Beat the Splatter near Louis's Lonely Shack and give the Doll to Donald. He'll ask you to find someone to hold on to it. If you repaired Daisy, she'll take good care of it. If not, only Big Bad Pete will hang on to it. Either choice doesn't effect the Ending, but simply repairing Donald does. If you repaired Donald, the good Ending shows him trying to clobber some ghosts. If you didn't repair Donald, he remains in his glass depressed and somewhat calm in the bad Ending. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 15) Ballroom Organ [ORGAN] Location: Lonesome Manor - Ballroom Description: One of the ghosts in Bog Easy needs help. The ghosts have come to Bog Easy because the Demon in the Ballroom Organ is acting up. The ghost wants you to repair the Organ so the ghosts can leave Bog Easy and return home. When you reach the Ballroom area, there is an easy way (Fix the Organ.) and a hard way (Ignore the Organ.) to leave the Ballroom and head to the Mad Doctor's Attic. If you choose to fix the Organ, stand on the podium in front of the Organ an accept it's request to help it. To help it, it wants you to press the keys of it's keyboard where music notes appear in a timely fashion. When the note starts to fade before you hit the key or the note disappears completely, you'll have to start over. The keystrokes follow the same pattern each time so as with real music, practice makes perfect. If you're still having trouble, use a Watch Sketch or two to smooth things over. Helping the Organ stops the Organ Pipes making it easier to scale them to the next area. If you choose to ignore the Organ, start climbing the Organ Pipes while jumping at the right time to avoid getting blasted by steam. Use Watch Sketches if you're having any trouble. Of particular note is the Keyboard. If you Thin enough of the Organs Keys, it breaks down in which case you will have to contend with some Tanker Beetleworx which spout from Generators behind the Toon walls on the ground level. Either Thin the red eyes of the Generators or hit the Anvil Switches with Anvil Sketches to allow poltergeists to possess tables in the area which you can use to reach the balcony above the Area. From there, you can climb the rest of the Organ's Pipes to reach the Area's exit. Effect: Helping the Organ sends the ghosts back to the Manor netting you Donald's Torso and giving the Bog Easy residents some peace and quiet. Some additonal Missions will also unlock courtesy of Bertrand and Metairie. Completing Bertrand's Mission reopens the Bog Easy Emporium. Ignoring or breaking the Organ makes the ghosts stay in Bog Easy, but unlocks some new Missions courtesy of ghosts Ian and Gilbert. Your choice doesn't effect the Game's Ending however so do what you want. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 16) The Mad Doctor Boss [MADDR] Location: Loneosme Manor - Mad Doctor's Attic Description: It should be said right now that if you want to take the Paint Path in this Boss Battle, save as many TV, Watch, and Anvil Sketches as you can. The Thinner Path merely requires a nice amount of Thinner and Watch Sketches. Both Paths share one thing in common though, you're fighting skills against the Doc's Beetleworx army. This Boss Battle is a bit unconventional in that it's mostly an endurance test rather than a full one-on-one battle. The Doc doesn't even attack you, but everything around him does. Since you should know how to handle the Spinner, Basher, and Tanker Beetleworx by now, I won't go into fighting details. I will say this however. DO NOT fight multiple Beetleworx at the same time. It wastes preecious Health Pips as they can easily gang up on you. Try to isolate one, demolish it and move on. The main objective of this battle is to disable the 3 Beetleworx Generators in the area. The first 2 are near the area's entrance, while the third one is to the right of the Doc's flying pod. How you disable them determines your Paint/Thinner upgrade. While the battle is grueling, it can go a bit smoother however. As you know, by disbaling a Generator, you ensure more Beetleworx don't replace ones you've already destroyed. This can be hard, but not with some Gremlin know-how. If you rescued Gremlin Jarvis from the Library's Rafters, he'll shut down one of the Generators. If you rescued Gremlin Stuffus from the Organ Pipes in the Ballroom and paid him 100 E-Tickets, he'll also shut down a Generator. By rescuing both, you'll make it so only the Generator near the Doc's pod has to
be taken care of. For the Paint Path, you'll need quick reflexes, and plenty of each Sketch. In front of the Generator on the left is a TV Panel. In front of the right is an Anvil Plate. Another Anvil Plate is near the Generator near the Doc. First, place a TV on the TV Panel. Now quickly drop an Anvil on the Anvil Plate near the right Generator and quckly activate a Watch Sketch. Now as fast as you can, head over to the Switch near the Doc and jump on it. If you went quick enough, the Trolley system will send a Trolley headed right at the Doc and shut down everything. This make take several tries. Since the Game auto-saved at the beginning, kill yourself if things aren't going to well and you'll restart the area with all the Sketches and Health Pips you had when you first entered the area. The Thinner Path is even more diffiuclt if you didn't rescue the Gremlins mentioned above. Each Generator has a red eye you must thin out to shut it down. Each Generator also is only vulnerable to Thinning when spawning a new enemy, otherwise it's protected by a metal shield. Bashers come from the left Generator. Spinners come from the right Generator. Tankers come from the one behind the Doc. Start with the Basher one if the Gremlins didn't dismantle it. Things will be a bit easier without numerous Bashers in the area. Once you beat one, quickly activate a Watch Sketch to give you some time to Thin out the red eye of the Generator before it's shield closes. Now focus on the Generator on the right. Take out a Spinner, the use a Watch Sketch, then Thin out the eye. The final one is hardest if you're not careful. One Basher, Spinner, and Tanker guard it. Rather than risk Health Pips to beat the Tanker there, use Watch or Anvil Sketches on the lone Tanker standing on the platform near the Thinner pool that seprates the Doc's area from the rest of the Attic. Carefully bash the Tanker. When it's about to blow after the third strike to it, quickly activate a Watch Sketch and speed over to the Generator while dodging enemies. When the Generator opens up, Thin the third eye to shut down everything. Of particular note is that the Beetleworx drop Sketch Refills when defeated. Spinners drop Watch Sketches, Bashers drop TV Sketches, and Tankers drop Anvil Sketches. If you need the Sketches to complete either path, adjust your tactics carefully to avoid being blasted to bits. Effect: How you defeat the Mad Doctor doesn't have an impact on the Ending, but your Paint/Thinner upgrade does. If you hit the Switches and TV Panel to shut things down, your Paint Capacity Increases. Using Thinner on the 3 Generator eyes will increase your Thinner Capacity instead. You'll also recieve the Mad Doctor Pin regardless of how you defeat the Doc. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 17) The Shadow Blot [SBLOT] Location: Mickeyjunk Mountain - The Shadow Blot Description: Your showdown with the Shadow Blot takes place on the summit of Mickeyjunk Mountain. This counts as a Boss Battle so naturally, whether you use Paint or Thinner determines your Capacity Upgrade. First and foremost, Thin out any Toon objects you find. It may seem like a good barricade against the Blot's attacks, but in reality, it makes it harder to dodge attacks without running into something that will slow you down and leave you open to attack. Secondly, any Blotlings you encounter, regardless of which path you take, don't kill them with Thinner. Instead, befriend them with Paint. The Blot only makes more if you Thin them. As allies, they make great distractions to the Blot. Finally, make sure you have plenty of Watch Sketches. You're going to need them. The Blot has several attacks that are easily dodged if you know how to spot them. If the Blot raises it's arm, it will toss a Thinner shot at your current location so don't stay still for long. When the Blot brings both hands to it's side and starts charging his Thinner shot, run. When it releases the shot, it covers a nice chunk of the arena and is pretty hard to dodge if you don't move quick enough. When it raises both arms and expels black ooze from it's hands, it's going to summon Blotlings. As stated before, befriend the Blotlings to avoid letting more come into play. If you can't befriend them without the Blot interfering, swat the Blotlings aside with your Spin Attack while you focus on the Blot. If the Blot hovers a tad higher than normal and roars, run. It's about to charge at your current location. Like it's charged Thinner shot, it's hard to dodge if you're not fast enough. The one move you need to watch for is when the Blot flies off screen as it's about to make a mistake that will let you damage it later on. As it flies off, watch it's shadow on the fround and keep moving. It will drop loads of Thinner that always land on your current location. When the Blot's Shadow get's bigger, it's getting ready to land in the spot where the Shadow is. Get some distance and get your Paint or Thinner ready. When the Blot lands, it will behave like a Slobber and try to suck you in. Activate a Watch Sketch just as the Blot's face starts to reform, but before it starts sucking and get to a spot where Toon objects won't block your way. When the Blot starts sucking, feed it Paint or Thinner and don't let up unless you get to close. If you get too close, the Blot will try to rake you with it's claws. When it looks like it's choking when you hit it with enough Paint or Thinner, it counts as a solid hit. You need 3 of these hits to beat the Blot and all 3 must be done with all Thinner or all Paint. Once you score the final hit, how the Blot falls depends on how you fed the beast with your Magic Brush. Effect: If you fed the Blot Paint, you see a cutscene of the Blot being friendly and you recieve the Me and My Shadow Pin. If you fed the beast Thinner, you see a cutscene of the Blot being a sore loser, and you get the Shadow Boxing Pin. Your choice of how to deal with the Blot doens't really have an effect on Game's ending so act accordingly to your instincts. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 18) Throne Room [THRNE] Location: Dark Beauty Castle - Throne Room Description: When you arrive in the Throne Room which comes before your meeting with Oswald in the Fireworks Control Tower, you'll have two choices of how to move on. As you may have guessed, there's Paint Path and a Thinner Path. Taking the Thinner Path takes you through the Fantasia Part I 2-D Stage to reach Oswald. The Paint Path takes you through the Fantasia Part II 2-D Stage to reach Oswald. First, with all the Blotlings in the area to make things a bit more smoother. To access Fantasia Part I, you need to find and Thin out 4 Chain Pulley to break open a chamber leading to Fantasia Part I's Projector Screen. A) Pulley 1: To find the first Pulley, head to the right side of the far back wall if the area's first floor. Thin out the Toon wall. Inside the room you reveal is a cracked wall you can break with a Spin Attack. Past that is the Pulley. Thin it out and seek out the next Pulley. B) Pulley 2: On the first floor, Spin Attack the wall behind the middle painting on the wall on the right to reveal the second Pulley. Thin this one too. C) Pulley 3: Thin a Toon wall to the left of Throne. The room beyond it has a ramp with tentacles poking out of the walls. Dodge the tentacles as you head up the ramp. At the top, Spin Attack a cracked wall to reveal the third Pulley and Thin it. D) Pulley 4: Next to where you found Pulley 3, thin out a Toon floor. Drop down to not only find the Throne Room Extra Content Page, but find another cracked wall. Spin Attack the wall and Thin out the Pulley behind it. Once every Pulley is Thinned out, the chandelier in the area drops revealing the Fantasia Part I Projector Screen in a hidden aclove. To get to the Fantasia Part II Projector Screen, you'll need plenty of Paint. Go to each Painting and fill them in with Paint. There 12 in all. The large one behind the Throne, the 8 dome-shaped ones (4 on each floor), and 3 small Paintings located in some of corners on both Floors. Doing this activates light, a gem, and several gargoyles. The gargoyles near the walls must be Spin Attacked until they emit a bright light towards the gargoyles. further down the balcony of the second floor. Now Spin Attack the gargoyles on the balcony until they both reflect the light off the gem floating above the room. Doing this opens a secret aclove with Fantasia Part II's Projector Screen. Effect: How you solve the Throne Room puzzle doesn't effect the Game's Ending, but it does effect how Oswald responds to your tactics. Oswald doesn't really say much if you used Thinner to leave the Throne Room. If you used Paint however, Oswald thanks you for restoring the Throne Room by giving you the Oswald Pin. It should be noted that which Fantasia 2-D Stage Part you access is dependant on your decision to use Paint or Thinner. You'll have to play through the Game on the same Save File a second time to access the other Fantasia Part. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 19) FAQ [FAQ] Q: What's all this talk about playing through the Game almost 3 times? A: If you're a completist, I'm afraid it's true. Because certain game aspects and Missions are dependant on your choices throughout the Game, you'll need to play at least 3 Times to collect every Pin, Film Reel, Movie, and Cartoon. As for Extra Content, if you're sly, you can get all 50 Extra Content Pages in the first playthrough. Q: Follow-Up Question. I noticed all the Paint/Thinner Path things, but I still don't get why I have to play 3 times when it looks like I only have to play 2 Times. A: Blame Ventureland in Pirates of the Wasteland. The Missions with Damien Salt, Henrietta, Bosun Blake, and Hook's Machine create 3 Playthroughs of varying factors. I show you based off of my playthorughs: I) First Playthorugh: This was my all Paint Path. Got Damien Salt and Henriettta the Flowers and shut down the machine to get the Special Pins and Movies involving both. II) Second Playthrough: This was my all Thinner Path. Got Salt and Henrietta the Flowers, but ignored the machine. Then I was able to complete 2 Missions they had that scored me 2 Silver Pins. III) Third Playthrough: This was my whatever path. Got Salt and Henrietta the Ice Cream to score my last Movie for my Extras. Ignored the Machine again so I could get the Mission from Bosun Blake for my last Silver Pin. Q: Some of the details seem...vague. A: Keep in mind that this isn't a full walkthrough. It is merely a Guide to aid you in knowing the crucial points in Game where your decisions create an impact on the Game's future events. Q: Will you do a full walkthrough? A: Probably not. Two GameFQAs members have done some nice Walkthroughs that should get you through just about every tight spot in Wastleland. However, one favored Thinner while the other favored Paint. This Guide is basically to serve as sort of a sidebar to them so you can make your decisions a bit more precise. Q: Doing anything else for this Game? A: At first, I wasn't. The very answer to this Question has been changed. As stated in the corrections at the beginning of the Guide, I'm currently working on a Quests Guide and a Collectibles Guide. They should hopefully be done by 8/6/11 if not sooner. Q: What's all this about "Toon Residents in the Blot?" A: In the final area of the Game, you actually go inside of the new more destructive Shadow Blot where you must destroy Bloticles that have entrapped Mickey's Heart. In several sections in the area, remnants of the Wastelanders absorbed by the Blot appear and try to stop your progress. You can't defeat them, they hound you endlessly, and if enough crowd you, your Health Pips go "POOF!" in several seconds flat. You can reduce how many are absorbed by helping Small Pete in the Gremlin Village, completing all of Big Bad Pete of Mean Street's Quests throughout the Game, using Paint to redeem Petetronic in Tomorrow Coty, and saving Pete Pan's Sprite from Captain Hook in Pirates of the Wasteland. Q: You said "Play through on the same Game File." How's that work? Does it start me over when I beat it? A: Yes. When you complete the Game the first time, a Mickey Icon appears on your Save File showing the Game was beaten at least once. When you select that File, you'll start over at the beginning of the Game. All your collectibles will be intact. Pins already found will replaced with a Pin Symbol with a Checkmark. Also, the only Capacity Upgrades you keep are the ones for your E-Tickets Wallet and Sketches. Paint, Thinner, and Health Pip Upgrades must be collected all over again. Q: I understand most of the Game's locations are based off of past and present attraction at Disney Theme Parks. Is that true? A: Yes. If you look up Disneyland on Wikipedia and read through the entry, several photos and bits of info will help create a link between past and present rides and attractions found in Disneyland. Even the E-Tickets are remnants of Theme Park's past. Something similar to E-Tickets were used instead of money in the Parks' earlier days. The Theme Parks are also known for having hundreds of collectible Pins hence you can collect 105 Pins in this Game. Q: I noticed so many corrections. What's up? A: While working on my Collectibles and Quests Guide, I had to try different variations of my actions to get as much info as possible. Thankfully, the only areas I've really had to do this are for the Pirates of the Wasteland and Lonesome Manor sections. I would like to apologize to anyone who got confused by the lack of proper info. All corrections have been made. Q: One last question. Autosave? A: This is one thing that sucks about the Game is that it Autosaves at certain points of the Game. If it saved, but you failed something, you don't have the option to go back and try again. One thing I've learned is to check to Status Bar in the upper-left corner of the screen. Sometimes when the Game is Autosaving, the Epic Mickey Symbol appears under the Status Bar showing it's laoding or saving something. One thing I've tried that's worked for me is that when you enter or exit a 2-D Section of the Gmae, it Autosaves. What I then do is quit the Game and copy the Games Svae info onto my SD Card. By doing this, I can get a do over. If I mess up in the section I'm in, I erase the save info off my Wii and copy the save info from my SD Card onto the Wii again until I get it right. The loading time is killer, but it's worth it when trying to stick to a certain path. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 20) In Closing... [CLOSE] Well, that wraps up this Guide. I hope this Guide helps in some small way. As I said however, this isn't a full walkthrough. On GameFAQs, psychogurl and kymtendo have written some extensive walkthroughs on the Game. The one by psychogurl covers an all Thinner Path while kymtendo's covers an all Paint Path. This is the only version of the Guide and I have tried to make sure it's as accurate as possible. I would also like to thank RJ Eng and ShadwSonic for telling me about the Pete Pan Sprite Glitch even though I was a bit late in adding it. See you next time, --Bill--