========================================================================= *********************** HERDY GERDY: FAQ/WALKTHRU *********************** ========================================================================= PlayStation 2 Herding Game; released 2002 UK (PAL) FAQ/WALKTHRU (Version 1.0) 19/03/2003 Author - falsehead (Sophie Cheshire). Contact me at falsehead@aol.com Copyright stuff; this is (c) Sophie Cheshire. If you wish to use this FAQ on your website, feel free to do so under the following conditions. a) You email me first and let me know where it will be appearing and b) you do not alter the content in anyway (if you need to change the formatting slightly for display purposes that's OK). This guide may NOT be used as part of a restricted Pay-to-Enter website or in print unless you are prepared to pay me riches beyond the dream of avarice for its inclusion. If I find out that any part of this FAQ has been lifted and used without credit to me, especially if you use it to earn money, then I will be annoyed. I didn't type all this up for the good of my health you know. ======================================================================== ********************************* CONTENTS ***************************** ======================================================================== 1) INTRODUCTION/REVISION HISTORY 2) CREATURES a) Doops b) Gromps c) Bleeps d) Honks and Honklings e) Ants f) Blurps g) Grimps h) Glooters 3) ITEMS a) Herding Stick b) Magic Boots c) Flute d) Horn e) Feather f) Gloves g) Magic Hammer h) Swimming Costume 4) WALKTHROUGH a) Gerdy's Hut b) Meadow Village c) Valley Floor d) Mid Mear e) Elven Wood f) Valley Floor (2) g) Gold Mine Gorge h) Belder's Spring i) Mountain Pass j) Moonlight Peaks k) Forest Glade l) Crystal Lake m) Mid Mear (2) n) Ancient Temple o) Pirate Cove p) Skrags Nest q) Crystal lake (2) r) The Great Forest s) The Lost Bear t) Beaver Creek u) Foxtown Bridge v) Foxtown w) The Docks x) Tournament Island y) Tournament Arena 5) SECRETS 6) GENERAL FAQ ========================================================================= *************************** 1) INTRODUCTION ***************************** ========================================================================= INTRODUCTION - Herdy Gerdy is a beautiful and very unique game for the PS2. It combines a puzzle based herding game with elements of an adventure platformer. I enjoyed this game a lot and although it can be frustrating in places I hope my guide will help you avoid some of the frustrations I faced when playing. This guide basically covers each and every level of the game. For each one I have given my advice on the best way to complete the herding challenges as well as the other tasks you must achieve to unlock the next areas. I have also included in my early level discussions what items you need to return with to collect all the bells found there. One of the frustrations of the game I found at first was collecting all the bells on a level except the ones I could not as I had not go the right equipment. As all the bells reset once you leave and that can be a lot of wasted time early on. As with other puzzle/strategy type games there is no one right way of doing something. But I have given the ways that worked best for me and hopefully for you as well. Enjoy! *********************************************************************** REVISIONS - (19/03/2003). Typed up full guide for all the levels and challenges. Detailed look at each creature type and the special items needed to get through the game. Listed what items are needed to get the bells on each level and the tasks you must perform in brief for quick reference at the beginning of each level guide. Guide comprehensive, so future updates likely to be just spell correcting, additions to the FAQ section and maybe alternate strategies. ========================================================================= ***************************** 2) CREATURES ****************************** ========================================================================= a) DOOPS You'll be herding lots of Doops, and they are actually one of the toughest to manage as well. Unlike most of the other creatures who react to the FLUTE and can be led along, these little pink sweeties must be herded in a more traditional fashion. To herd a Doop first gather them together into a small herd. Do this by plonking down the Herding stick then running behind any stray Doops until they are all milling around the stick. Now remove the stick and run slowly or walk behind them and they should all stick together and go in the direction you want. Don't run at them to quickly or they may scatter. If you need Doops to scatter to save them from a Gromp, i.e. into some water, use the Horn to frighten them in, Gromps won't get them in the water. Doops will ignore all other creatures and Gromps will stomp on them or eat them and Grimps will also eat them. Doops can't swim, but won't drown in water. If they end up in a stream they will bob down stream until they come to a patch they can climb out at. This is vital to herding some Doops on a couple of levels. Doops tend to avoid high places as long drops will kill them, but you may come across some on high ledges, so herd them VERY carefully away from them. You'll know when you are near a group of Doops as a sweet little tune will play. Doops are represented by Green dots and the Doop Pens by Green Squares. Each Doop pen can hold 15 Doops ------------------------------------------------------------------------- b) GROMPS The big pink meanies are also fairly common to all levels. They will chase Gerdy and punch him across the level if they catch him. They eat Doops and Bleeps and if you pen them too close to those animals they will take out a fishing rod and start eating your previously safely penned creatures! If a Gromp gets hold of the Herding Stick he will snap it in half and Gerdy will have to collect both bits to restore it. You can tempt out a Gromp with the Horn, then run as fast as you can through a Gromp trap, the dumb creature will follow you over it and be penned in. If two Gromps get close to each other they will fight allowing Gerdy 20 seconds to either herd some creatures past or make his escape. Gromps can also be incapacitated by Blurps. Kick one nearby and they will eat it and turn green, giving Gerdy about 20 seconds to herd any creatures past it. Gromps will not cross water either so you can get Doops past them on some levels by floating them downstream. In a lot of levels it is best to pen as many Gromps as possible before you start shifting Doops and Bleeps about. If a Gromp pen is not available without you having to shift some nearby Doops, then it's a good idea to have a Gromp chase you into a far corner of the map and punch you out. If a Gromp gets too far away from its original position then it will sit down in its new spot. So that can be a strategy to employ when juggling creatures and pens. You can then go back and pen it later when you have made the path to a Gromp pen free of other creatures. Gromps are represented by a red dot on the map and the Gromp pens by Red Squares. Each Gromp pen will hold 1 Gromp only. ------------------------------------------------------------------------- c) BLEEPS Bleeps are cute little purple bears that just love music. They tend to be found in small groups in high places. They are quite easy to herd as they will follow you anywhere you go as long as you are playing the flute, though only 8 at a time will follow you. They will also gather round the Herding Stick, but this is often not needed, as they tend to stay put wherever you leave unlike Doops who wander about. They also can survive long drops as they use their tails to float to the ground. However they drown in any kind of water (this makes Belders Spring a NIGHTMARE level!). Bleeps will ignore Gromps, who will happily squish and eat them; also Grimps like to make a meal of Bleeps. Herding Bleeps is like a puzzle, you really need to clear a path and herd them last of all, as their pens also tend to be in awkward to reach places. They will usually stay put if you need to leave them somewhere out of the way, but they have an annoying tendency to get separated. Bleeps are represented by blue dots on the map and Bleep pens by Blue squares. Each Bleep pen can hold 8 Bleeps. ------------------------------------------------------------------------- d) HONKS and HONKLINGS Honks are sort of Duck creatures that can swim in water. You herd them like Bleeps with the FLUTE and they will trot along behind you. They can fall a little way, but can only survive large drops if they fall in water (like Doops). If you jump into to deep water while herding Honks, even though you have stopped playing the Flute they should swim after you for a way. You then need to leap out and lead them again with the Flute before they lose interest. Honklings are little Honks that start out in egg form, to get them to hatch simply lead a Honk past them and they will pop out and follow the Honks! Honk and Honkling pens look like small pools with a little wooden diving board attached. Gromps don't appear to be interested in Honks but Grimps will make a meal of them given the chance. Honks are represented by Yellow dots on the map and Honk pens by Yellow squares. Each Honk pen can hold 8 Honk and 8 Honklings. ------------------------------------------------------------------------- e) ANTS The Ants are fairly straightforward to herd and sadly you'll only meet them on one level (Gold Mine Gorge). You need to find the correct coloured Music Ant and use your FLUTE to lead him to his similarly hued comrades. They will then all follow you to their Pens, which look like well, whacking great Anthills. You MUST however clear a path as they will attack Doops and Bleeps and will behave aggressively towards Gromps, once they are angry they can't be distracted back again. A Gromp won't attack them, but the Ants will stand shaking their spears at him, so preferably herd any Ants as late as you can on a level. Red Ants are represented by Dark Red dots and their Pens by Dark Red Squares. Brown Ants are represented by Brown Dots and their Pens by Brown Squares. Each Anthill/Pen can hold up to 12 Ants ------------------------------------------------------------------------- f) BLURPS You can't herd Blurps, but these sleepy little porcupines are very useful. They can be used to distract Gromps on many levels. They are poisonous to Gromps who still eat them regardless. If you lead a Gromp to a Blurp, or kick one nearby he will gobble it up then turn green. His dot on the map will also turn green and for about 20 seconds he won't attack you, so you can use that time to sneak creatures past him. To get a Blurp to curl up so you can kick it, blow your HORN at it. Then just walking or running towards it will make Gerdy kick it; although it's hard to control what direction it goes in. You can also gently shuffle them in the right direction by walking behind one playing the FLUTE which they don't seem to like and will amble away from. ------------------------------------------------------------------------- g) GRIMPS Eek! These jet-black nasties are pure evil (but cool looking!). They will eat anything they stumble across (except Gromps sadly) and will also chew up Gerdy as well (you don't die, but if you had led the Grimps away from a spot you'll be dumped back where you were and they will be back in their starting spot). They can only be herded with the FLUTE and you need to clear a path of any other creature before you can safely pen them. You can herd as many that are on the level at a time, but can only pen 9 at a time. They will refuse to go near water though, no matter how shallow. Grimps are represented by purple dots on the map and Grimp pens by purple squares. Each Grimp pen can hold up to 9 Grimps. ------------------------------------------------------------------------- h) GLOOTERS These rat-like pink critters only crop up on the Foxtown level. They are easy to herd, simply play your Flute and you can lead up to 10 at a time into their pens which look like pipes. Once they run in they get sucked out the other end and down into a cage in the water. As you don't meet any other creatures in Foxtown they don't pose a threat to anything else. They do however make a rather cute chirruping noise as the dance along behind you, so they ain't all bad! Glooters are represented by pink dots on the map and Glooter pens by pink squares. Each Grimp pen can hold up to 10 Grimps. ========================================================================= ******************************** 3) ITEMS ******************************* ========================================================================= a) HERDING STICK Your first tool and one of the most useful, simply beat Ydraggsils time in Meadow Village to acquire these. This stick works mainly with Doops but it is vital for keeping them under control (can be used with Bleeps as well). Simply use the square button to place the stick down and any Doops nearby will flock around it. You can use other items while the Herding Stick is stuck in the ground as well. So in many levels its main use is to keep a set of Doops safe out of harms way until you can clear safe passage to a Doop pen. You cannot place the stick into hard ground like rock or tiles though so in some levels you'll have to manage without it. ------------------------------------------------------------------------- b) MAGIC BOOTS You collect these in Meadow Village after you pen the Doops for Sara in a side area. These allow you to jump higher and also if you press R1 while running you can sprint even faster, useful for getting a bit of space between you can a Gromp! ------------------------------------------------------------------------- c) FLUTE Like the Herding Stick this is invaluable, you cannot herd most creatures without it. It's easy to get, just beat Red's herding challenge in Gold Mine Gorge. Once you have it you can herd Bleeps, Honks, Honklings, Ants, Grimps and Glooters. Your herded creature will follow you in formation as long as you keep playing. If you stop most will just stand still and stay where you leave them, except for the Grimps, they'll chew yah! ------------------------------------------------------------------------- d) HORN Another useful item, this is won from Efrin in the Elven Wood herding challenge. It's vital to get you past a sleeping Gypsy in Valley Floor, but also can be a useful part of your herding strategy. You can use it to attract Gromps attention so you can stand nearer the traps and lure them closer with less of a chase, also in the Forest Glade level it can be used to scatter Doops which are in danger from the Gromps. Bleeps and Doops are scared of the Horn so be careful when you blow it, in some levels you may unintentionally scare Bleeps into water which will kill them. ------------------------------------------------------------------------- e) FEATHER The feather is acquired in Belders Spring after you get all his bones for him. It's no use while herding, but comes in handy for getting those 100 Bells per level as you need it to climb long ladders. It's also vital for getting up to the Moonlit Peaks level at the end of Mountain Pass. ------------------------------------------------------------------------- f) GLOVES You'll notice in some levels large blocks with hand-prints on the side of them. If you press Gerdy against them he will try and push but to no avail. These blocks can only be moved once you have acquired the magic Gloves from the Mole's workshop on your first visit to Crystal Lake. Simply collect 50 Bells activate a switch to make a bridge to walk over to the Moles house. Talk to him, and then look for the secret Hole to climb down (well not so secret, there's a big red arrow pointing to it!) he'll give you these natty gloves. Now you can revisit earlier levels like Midmear and Mountain Pass and shift the previously unmovable blocks to get to new locations and get 100% herding scores. You can only move the blocks from the side with the handprints on though and in some levels you'll need to think hard about what order to slide the blocks in to be careful, you don't want to accidentally push a block into the wrong place! ------------------------------------------------------------------------- g) MAGIC HAMMER At the end of the Moonlit Peaks level you'll get a chance to nick Poric's Hammer (or Shillelagh). Just sneak down the path to his pot of gold to scare him off and get the hammer. This is no use for herding but by collecting bells in later levels you can activate Rainbow Switches. Clout these switches with the Hammer to move onto the next area or unlock a new section. ------------------------------------------------------------------------- h) SWIMMING COSTUME Yes by the last third of the game your pretty sick of Gerdy's ability to drown in a foot of water, so this rather natty swimming suit is acquired after beating the Skrag in the Skrag's Nest level. Toot your Horn behind it to get it to smash its eggs, and when three are gone it will leave allowing you to get the Swimming Costume. Now you can revisit earlier levels and collect all the Bells! Don't forget, pressing R1 will make Gerdy swim faster. ========================================================================= **************************** 4) WALKTHROUGH ***************************** ========================================================================= GETTING STARTED: When you begin the game you may find your life being made difficult by the awkward camera angles, which switch and swoop making you often run in the wrong directions. My first tip is learn to run and navigate the levels by using the map in the top right hand corner. (You can zoom the map in and out using the d-pad up and down button). Instead of looking at Gerdy, look at his marker on the map and steer using that, this can help a lot especially when running from Gromps. Traps for each creature are marked in different colours, as you get more comfortable with the controls use the map as your visual reference and you'll find the camera proves less of an annoyance and navigating becomes much easier. YELLOW DOT = Gerdy GREEN ARROWS = Level Entry and Exit points RED ARROWS = Entry and Exit Sub Level points YELLOW STARS = Characters you can speak with/Quicksave Moles GREEN DOTS = Doops GREEN SQAURES = Doop Pens BLUE DOTS = Bleeps BLUE SQUARES = Bleep Pens RED DOTS = Gromps RED SQUARES = Gromp Pens PURPLE DOTS = Grimps PURPLE SQUARES = Grimp Pens BROWN DOTS = Brown Soldier Ants BROWN SQUARES = Brown Soldier Ant Pens SCARLET DOTS = Red Soldier Ants SCARLET SQUARES = Red Soldier Ant Pens YELLOW DOTS = Honks and Honklings YELLOW SQUARES = Honk and Honkling Pens PINKS DOTS = Glooters PINKS SQUARES = Glooter Pens MULTI-COLOURED DOTS = Rainbow Switches Before you make a serious attempt at a level I always recommend you have a check around, look at the placements of traps/pens, the layout, what goes underground and over ground etc. When exploring a level, make sure you accidentally don't go into another area until you have competed the task in hand. ONCE YOU LEAVE AN AREA EVERYTHING WILL RESET!! BELLS, CREATURES, EVERYTHING!!! This can be annoying, so make sure you want to move on. You can enter some areas like the Mountain Pass and find that without the Feather you have spent ages herding stuff without being able to get out the other side. So I have made sure to point out where this can be done and to warn you where you should return at a later date. As levels get more complex you might find frustration starting to set in. However the herding goals to progress to the next area are fairly lenient throughout the game and as long as you know what items you need to collect the bells with you shouldn't find yourself expending too much time in fruitless collecting. Only a couple of levels are really frustrating (The Lost Bear and Foxtown are real pains) as they really only have one way of being solved. LOOK AROUND YOU! I want to stress this early on. This is a gorgeous game, so take time to appreciate it. The R3 button is something you'll be using a lot to control the camera views, but don't forget the L3 button to activate Gerdy's First Person Perspective view. Its really nice to look up close at the creatures, and also if you find a high spot the excellent draw distance will let you scan a level and figure out some idea of the layout. The real beauty of Herdy Gerdy is that most levels are pretty open in how you complete them; in the following walkthrough I have given the ways that worked best for me. You might develop your own herding system by the end of the game, I hope you do! Anyway, enough of the basic stuff, time to get stuck in to the game. ------------------------------------------------------------------------- a) GERDY's HUT ------------------------------------------------------------------------- NEEDED FOR 100 BELLS: None TASKS: None (Challenge Spike later in the game) Well your Dad is fast asleep so its time to find some help. First talk to the kid called Spike by a pen full of funny pink critters (Doops). He will tell you to talk to Grandma in the next village. You can get there by looking at the map, the green circle area with an arrow marks your way to the next area. Before you move on though, take some time to get used to the controls, moving the camera and changing viewpoints by pressing down on the analogue stick. You can collect all 100 Bells on this level as well. There is one on a mushroom that can be tricky to get without the Magic Boots, but its possible. If you do collect them all then a large Cowbell will appear, pick it up and when you are in Meadow Village take it to the man by the field of cows to get him to unlock Secrets in the Extras menu. Ok once you are done, talk to the Gypsy and go on into Meadow Village. SPIKES CHALLENGE: At a later date in the game if you return to this level, Spike will complain that all his Doops got out and challenge you to beat his time of 1.30. There are two sets of Doops, 7 near the pen and 8 on the other side of the stream. The ones nears the pen should be dropped quickly into the stream where they will float along and come out in some shallows. The same should be done with the others, but don't let them fall into the stream AFTER the shallow area, as they will just float out of the level and you'll lose. With a bit of practice they can all be herded within 1.30. ------------------------------------------------------------------------- b) MEADOW VILLAGE ------------------------------------------------------------------------- NEEDED FOR 100 BELLS: The Swimming Costume TASKS: Beat Ydraggsils 5:00 record for HERDING STICK Herd Doops for Sara to get MAGIC BOOTS There are lots of people to talk to here. The important ones are Grandma and the man by the field of cows (marked by yellow stars in red circles). Go and talk to him first and if you got the Cowbell in the last level he'll unlock SECRET 1 for you in the Extras menu, check it out when you quit the game! Ok now chat with Granny, and she'll tell you that you need to talk with Ydraggsil, so head up towards a red circular area with a Red Arrow. This takes you into a side area and to Ydraggsil. The task is simple, Herd the 15 Doops within 5.00. This is pretty easy, well if you played the demo a lot like I did it is. ^_^ But it's your first time herding and 5.00 is very generous, carefully round up the Doops into a group of 15. Don't rush them or they will scatter, carefully trot around them until they are all bunched together. Now slowly walk behind them towards the pen, as you get more confident with your control, you can experiment with short bursts of speed to hurry them along. You should have them all penned up with a couple of minutes (you can come back and try and beat this record any time). Once it's done, Ydraggsil will give you the HERDING STICK. This handy tool is great for keeping Doops in one place while you try and round more up. Now you can either leave back to Meadow Village's main area, or have another go herding if you want to practice. Once back in the Village talk to Granny again, she wants you to find Sara. Check you map and you'll see another area marked with a red circle at the end of a long path. Walk down that path and you'll find yourself in a small glade. There are 15 Doops and a pen and Sara. Herd the Doops and Sara will open a locked gate for you. Check you map for a red dot and you'll find a pair of MAGIC BOOTS on a bridge over a pool, grab them and a mole will pop up and tell you about them. They help you jump higher and run faster, very handy. Now its time to move on, so return to the main area and the Mole will pop up again and explain where the Gypsy is and how to leave. Head towards the Gypsy and you'll get another mole lecture. Finally talk to the Gypsy and leave for Valley Floor. ------------------------------------------------------------------------- c) VALLEY FLOOR ------------------------------------------------------------------------- NEEDED FOR 100 BELLS: Flute, Feather, Swimming Costume, rescue Jessica TASKS: Herd 30% of creatures Creatures on this level: 4 x Gromps, 60 x Doops, 8 x Bleeps This is a big level with lots to do on it, but for now you only need to herd 30% of creatures on the level. Take your time to explore, but steer well clear of the Gromps, these new creatures are pink and homicidal, and will chase you all over the place. Don't unwittingly lead them too near any Doops either, as they will stomp and eat them! You'll find a Talking Tree that will taunt you about not being able to cross the river and also a Sleeping Bear blocking the exit to another level. You can't do anything about them now, but bear them in mind for your next visit here. You should find the first Quicksave mole here as well, these handy chaps let you save halfway through a level, so if you balls up the second half of your herding attempt you can go back without having to start over. As you check the place out you'll probably see some funny little blue bear creatures marked with Blue dots. These are Bleeps and you can't herd them yet, so lets concentrate on getting 30% and moving on. Actually its easy to get the 50% we need to open up the second level exit as well here, so lets do that now as well to save a bit of time. First run past the group of Doops and keep to the right. You'll see a Gromp trap with 5 Doops milling about over it. Gently nudge them through the fence until the trap is clear. Now move towards the Gromp, and when he spots you, he will give chase, its funny but don't let him catch you or you'll be belted across the level. Anyway to trap him, run across the trap and as he follows, the trap will close up and voila, we just penned our first Gromp! Now herd those 15 Doops into the Doop pen nearby. Why didn't we pen the Gromp in the pen next to it I hear you ask? Well if you pen a Gromp too close to Doops he'll whip out a fishing rod and start reeling in your poor little Doops! Funny but frustrating, so bear it in mind when checking out where to pen Gromps and Doops. Now head up and you'll see about 20 Doops milling about. Ignore them for now and cross through the log into an area with a Gromp, Gromp trap, two Doop pens and a pen marked in Blue which is a Bleep pen. Lead the Gromp into the Gromp trap, and chase down the 5 Doops behind him. Pen them, then go to the group of 20 Doops and herd them through the log. If they scatter use the Herding Stick to gather them together. With all those Doops penned you should have not just 30% done but 50% also. Now locate the Gypsy on the map and talk to her, you will now go to Mid-Mear. ------------------------------------------------------------------------- d) MID MEAR ------------------------------------------------------------------------- NEEDED FOR 100 BELLS: Gloves, herd 100% of all creatures and talk to old man TASKS: Challenge Red and beat his 3.40 record for the FLUTE Herd 30% of creatures Creatures on this level: 8 x Honks, 8 x Honklings, 48 x Bleeps, 8 x Gromps 2 x Blurps There are some new creatures on this level, Honks, Honklings and Bleeps. We need to herd 30% of the creatures here, but first we need the FLUTE to do so. The only way to get this is to beat Red's challenge. So follow where Skybird (the old guy) points and that'll show you where Red is. Red is a magician and a Fox and his challenge is fairly simple. When the timer starts you must quickly round up all the Doops, you can't use the Herding Stick on the hard ground, so you need to make sure they don't scatter. When the Doop pen opens up, get them inside quick before the Gromps start to come out. Once the Gromps start to come out, let them chase you one at a time down the side paths to Gromp traps. Try not to let two meet up as they will brawl and cost you valuable seconds. You should be able to do this relatively easily, and once you do, you'll get the FLUTE. You'll get a tutorial on using this new item from the Mole, then its time to herd. This level has a more complex structure than the ones so far. Some of it is raised up, that's OK Bleeps can float down long distances. Below is the best strategy for a 100% completion, follow for as much as you need to do for 30% completion if you are in a hurry to move on. The best way to do this is to be methodical. Return to the first part of the level where they old guy is sat surrounded by Bleeps. First go up the ramp past the old man. Turn left at the top and walk past the Gromp trap and over the bridge. Lure the nearby Gromp back over and into the trap. Now go back down to the old man and play your FLUTE, wait for the Bleeps to line up behind. As long as you keep playing, they will keep following. Now climb the ramp again and lead them past the trapped Gromp, carry on across the bridge and you'll see a Bleep pen down on the ground. Simply jump down and make sure you stay in the fenced area, the Bleeps will use their spinning tails to float down after you. When they are all penned, put the flute away and hop out. Now carry on ahead and you'll see a Gromp and Gromp trap marked on the map above you. Hug the canyon wall and you'll see a tunnel leading up. Go up and head towards the Gromp. Leap past it then use the tunnel to lure it back into the trap. Now drop down, go back past the penned Bleeps until you find 8 Bleeps standing under a bridge and on a Gromp trap. Use the Flute to lead the Bleeps up through the tunnel and to where the Gromp was first sat. Carefully jump down the platforms and into the pen area. Stand a little to the side and close to the pen so the Bleeps fly down and land inside it. If some miss just lead them back up and round again. Now look on the map for a walled area. There is a Gromp lurking in the entrance. Lure him out and into the trap you just cleared of Bleeps under a bridge. Now go into the walled area and lure the Gromp by the Bleep pen NOT into the trap nearby, but one a little further away near the pond. Now look for the Gromp near the pool and trap him in the trap nearby. Go to the pond and climb down onto the wooden platform that runs around the edge. Move towards the back before you play the Flute for the Honks as you don't want the Honklings to hatch out too soon. Lead the Honks around the side of the pool and up past the eggs. Make sure all 8 Honklings have hatched out then take them to the pen. Now leave the walled area and look for a Gromp sitting behind this area near a Gypsy. Have him chase you past the Gypsy into an area with a Bleep Pen, two Gromp traps and a Gromp. Trap him in the first trap you come to. Now check out the map for 8 Bleeps up on a ledge area near the back of the canyon. Use the wooden ramps to get up there then lead them down, through the walled area and into the Bleep pen near the Honk pool. Look for 8 Bleeps near the walled area. Lead them up the ramp into the walled area and into that Bleep pen next to an empty Gromp trap. Now climb up again onto the ledge running round the canyon and you'll find another Gromp up there. Have him chase you along the edge until you see a hidden away Gromp trap. Trap him inside it and return to the ramp. Kick all the Blurps away at the bottom as you don't need them distracting the Gromp you are about to lure there. He's the one near the Bleep pen, just past the Gypsy. You know the drill, have him chase you back to the trap at the foot of the ramp and that's the last Gromp dealt with. Go back to the Honk pool and use the wooden ramps to climb up to a group of 8 Bleeps. Just behind them is a tunnel down to some wooden bridges, so lead along until you reach a Bleep pen you can drop down into. To get the last few, go back to the walled area and the section with the penned Bleeps and an empty Gromp trap. You'll see some broken pillars that will allow you to hop up onto some stone ramps leading up and across. Follow the path until you reach the final set of Bleeps. Lead them onto the bridge and right across a stone path. Lead them along until you reach the end with a canopy sticking out. Jump down here and have all the Bleeps follow you along the ground back to the last Bleep pen which is past the Gypsy, next to a trapped Gromp and empty Gromp trap. Well that wasn't so hard was it? Once you have penned all the creatures, visit the old man. He will give you a load of bells, which will always be there on subsequent visits. You can't get all 100 Bells yet anyway, so leave and head for the Elven Wood. ------------------------------------------------------------------------- e) ELVEN WOOD ------------------------------------------------------------------------- NEEDED FOR 100 BELLS: Can all be collected now TASKS: Herd all the creatures within 6.00 to get the HORN Creatures on this level: 3 x Gromps, 16 x Honks, 30 x Doops Now you'll meet Efrin who wants you to beat his challenge of herding all the creatures within 6.00. This will be your first true test of herding under a time pressure. Initially it might seem impossible but there are ways to cut the time down. First I would suggest you do what you should do on all levels, forget about the time pressure and just explore the level, checking out the placement of animals and pens. Now when you have done that either let the time expire or restart and get ready for your first proper attempt. It is possible to herd all the creatures separately and make it within the time limit, but you will cut it very fine. The key with this level is to herd two lots of creatures at once, it's a good trick to practice now as it will come in handy in later timed challenges. First go to where the pens are and trap the Gromp nearby. Now head up to where the 15 Doops are and put down the Herding Stick to get them to group together quickly. Now pick up the stick but leave the Doops there for now and go to the where there are 8 Honks on two raised areas. Use the Flute to get them to follow you and lead them to the Doops. Now with the Honks behind you and the Doops in front lead them into their pens. Now cross over to the other side and trap both the Gromps by the 11 Doops on the raised area. Now jump up and herd the Doops down off that raised part, then use the Flute to collect the other 8 Honks. Herd them and the Doops along the path collecting the final 4 Doops as you go. Now just pen them all in and hopefully you made it within the time limit! Once you have completed the challenge successfully Efrin will hand over the HORN. You can also collect all 100 Bells on this level if you so choose. You'll notice another exit from this level as well, but you can't access it until later in the game when you acquire the HAMMER. So for now, it's back to the Valley Floor. ------------------------------------------------------------------------- f) VALLEY FLOOR (2) ------------------------------------------------------------------------- NEEDED FOR 100 BELLS: Flute, Feather, Swimming Costume, rescue Jessica TASKS: Play Flute to Tree to access other side of area Rescue Jessica from Bee Maze Lead Bee to sleeping Bear by entrance to Mountain Pass Use Horn to wake Gypsy at entrance to Gold Mine Gorge Creatures on this level: 4 x Gromps, 60 x Doops, 8 x Bleeps First thing to do is to play your FLUTE to that rude Talking Tree. He'll fall over and now you can cross from one side of the level to another. Go into the Mill (the house with the Waterwheel). He'll want you to find his daughter, Jessica. Head down the passageway marked on the map with a big flower (its just close by). Head down it until you find a Bee. Play your FLUTE to have him follow you. But lead him out via the opposite exit, i.e. NOT the way you came in. You'll find a girl in the Bee area, its Jessica, talk to her to have her drop some Bells and she'll return home. Once out of the Bee area, he'll hover about outside the entrance. Using the FLUTE, lead him back to the tunnel area where there is a Sleeping Bear (its under 4 Bleeps on the map). The Bee will make the bear move so you can reach a Gypsy who will let you go through to the Mountain Pass. DON'T go there yet; you can't proceed to the area afterwards (Moonlit Peaks) without the FEATHER so you'd be wasting your time. Return to the area with the Mill, down past the Bee maze area is a sleeping Gypsy. Blow your HORN to wake her and she'll let you move on to Gold Mine Gorge. Oh if you go back to the Mill, the Miller will be grateful you got Jessica back, and will open a ladder up for you to climb up and collect more Bells, return when you have all the items you need to collect all the bells on this level - don't forget those ones now! [Hopefully you got the 50% needed on your first visit to Valley Floor, if not follow the instructions below for 100% Herding completion as much as you need to] Ok now we are going to try and get 100% Herding on this level. Its not too hard once you figure out the whys and wherefores, mostly it's just a case of keeping your Doops out of trouble, so lets go! First run past the group of Doops and keep to the right. You'll see a Gromp trap with 5 Doops milling about over it. Gently nudge them through the fence until the trap is clear. Now move towards the Gromp, and lead him into the Gromp trap and herd those 15 Doops into the Doop pen nearby. Now head up and you'll see about 20 Doops milling about. Ignore them for now and cross through the log into an area with a Gromp, Gromp trap, two Doop pens and a Bleep pen. Lead the Gromp into the Gromp trap, and chase down the 5 Doops behind him. Pen them, then go to the group of 20 Doops and herd them through the log. If they scatter us the Herding Stick to gather them together. Now look around for a solitary Gromp and trap near a solitary Bleep. Trap that Gromp by the waterfall, now only one more Gromp to go and he is over the other side. So cross the Talking Tree and you'll see some Doops wandering about over the Gromp trap. Herd them down to the house with the waterwheel. You'll find some more Doops near the doorway. Herd them together by the doorway and use the Herding Stick to keep them there. Now go and get the Gromp to chase you past the house and trap him in the pen. Hooray that's all the fuzzy meanies sorted out on this level! Herd those Doops down into the pen, now cross the small bridge and up the slanted log to a group of 9 Doops. DON'T take them down the log, herd them instead towards the Quicksave mole. There is a gap in the fence they can jump off, jump after them then herd them into the pen, that's another 15 down, only 5 more to go. Go right back to where the 4 Bleeps are sat up on a hill. Carry on past them and you'll find the final 5 Doops. Chase them over the edge and get them to fall into the water, they will bob down stream and get out onto land where the big group of 20 Doops was. Just herd them through the log, into the pen and that's all our Doops done. Now for those Bleeps. Go back to where the 4 Bleeps are. Whip out your Flute and keep walking along the edge of the level, through logs and across bridges. You should soon come to that solitary Bleep. Jump down and all five will follow, now just lead them across to the Bleep pen. Time to get the last three and its back over the Talking Tree. Go past the penned Doops and up. You'll locate the final 3 Bleeps in this area. Just jump down into the main area and they'll follow you back through where the large Doop herd was, through the log and into the Bleep pen. Phew! That's the level cleared, yay! We rock! ------------------------------------------------------------------------- g) GOLD MINE GORGE ------------------------------------------------------------------------- NEEDED FOR 100 BELLS: Feather TASKS: Herd 50% of creatures Creatures on this level: 5 x Gromps, 12 x Red Ants. 12 x Brown Ants 16 x Bleeps, 45 Doops, plenty of Blurps Lost of creatures to herd on this level and it's also got a tricky layout. There is an area separate from the main area that can only be accessed via a walkway. This can be ignored if you only wish to get the 50% needed to get onto the next area, BUT if you plan on 100% competition, then this area MUST be done first as the Doops within it can become prey to the Gromps there without you even being present! [Skip this part if you only need 50% completion] First we need to deal with the separate area, so quickly locate an area on the map that looks like two Gromp traps side by side with some Doops milling about. Actually it one Gromp trap, the other is above. Carefully (so you don't scatter the Doops) leap up the platforms. Ignore the Bleeps for now and run along the walkways. Don't go to near the Gromp at the end of the walkway, but drop down into the area with a set of Doops and two Gromps. Go to the Gromp by the Doop pen and get him to chase you to the other Gromp. While they fight you have to quickly round up the Doops and get them penned before the Gromps stop fighting, as you can't use the Herding Stick here this is a real test of control! Once the Doops are safely penned, lead the two Gromps into the traps. Then leap up the platforms to the top. You will have a hard time getting passed the Gromp; so let him punch you back into the main area. Now go back up there and fetch the Bleeps a little way along, to just before where three Blurps are. Leave them there and quickly run back to the Gromp, have him chase you back to the Blurps. He will be distracted by them so fetch back the Bleeps if they have wandered back a bit and quickly take them back past the Gromp and along the walkways until you reach the platforms down. Hop down letting the Bleeps float down behind you, and into their pen. Finally you should lead the Gromp into the Gromp trap that was just where the Bleeps were, you might get punched back into the main area if he had started to come back along the walkway, so just come up the platforms and lure him from behind. OK that's all the creatures penned in the side area! If you only need 50% completion then just go from here. First use the map to locate the Red Music Ant, use the Flute to lead him to his 12 Ants nearby. Lead them all to the anthill which is located down a tunnel nearby. Now you can safely herd the Doops that are by the Gromp trap and platforms into the nearby Doop pen. Now find the Gromp near the area full of Blurps and lead him into it, this should keep him distracted for ages and even when he has eaten all the Blurps, he should stay sat there. Now find the Gromp by the Bleep pen and have him chase you all the way to the Gromp trap that is where you go up to the higher level. Trap him then lead the Doops from around the Brown Anthill into the nearby Doop pen. And now you can fetch out the Brown Ants. You'll find them by checking the map. See where the Red Anthill is? There are some brown wooden tunnels marked. The Music Ant is at one end and the 12 Ants the other. Lead them out and to the Brown Anthill. Now collect the Bleeps and lead them through the dried up stream bed into the main area and into their pen. There should be just one Gromp left, and one Gromp trap. Get the Gromp from the Blurp area and have him chase you to the trap by the Doop pen, although he can catch Doops from here, because you penned him last you get 100% completion, yay! Now you can go onto Belder's Spring. Come back when you have the FEATHER, then you can climb the ladder by the Red Anthill and get the last few Bells for 100% Bell collection. ------------------------------------------------------------------------- h) BELDERS SPRING ------------------------------------------------------------------------- NEEDED FOR 100 BELLS: Can be collected now TASKS: Collect Belder's 3 Bones to get FEATHER Creatures on this level: 4 x Gromps, 32 x Bleeps This level can be hell, especially if you are aiming for 100% Herding completion. Although the number of creatures is small the tight spaces make the camera behave very badly and this is where you really need to get the hang of using the map to navigate. Now all you need to do is to herd creatures into pens that have a Bone suspended above them, in theory anyway. In practice its tricky to actually see which pens you need to fill AND they appear to randomise each time. So basically I have given the strategy for 100% Herding completion below, follow it as much as you need to if you are just after the FEATHER. Once you have herded enough creatures, the FEATHER will appear on top of the large mountain shaped area in the middle of the level, just climb up and collect it when it appears. Now the first thing to remember in this level is Bleeps are NOT waterproof. So don't ever use the HORN to attract Gromps, it will scare Bleeps and they'll jump into the water and die, argh! Also when herding Bleeps with the Flute be careful when you approach the rest of a group, the Bleeps will try and join you and again might end up in the water. Use the Quicksave Mole a lot if you are having problems. From the start of the level drop down and run up and along the large twisting walkway until you reach an area with a Bleeps pen and a Gromp. The wooden platform splits and the end lead the Gromp up it and down again into the trap. Now drop down and use the Flute to collect the two Bleeps down there, head over the two bridges and collect two more Bleeps. Now go back over a bridge and up and round and past the Quicksave Mole. Keep going across several bridges and you'll see four more Bleeps near a Gromp pen. Carefully drop down and make sure you now have all 8 Bleeps with you. Now look across past the waterfall pouring from the roof and you'll see a patch of light shining on the ground. Herd the Bleeps to this area then put the Flute away and leave them there. Now go back to the Gromp trap where you just collected the 4 Bleeps. You'll see a small waterfall with a cave behind it. Inside the cave is a Bleep pen with a Gromp sat beside it, you know the drill, get him to chase you out, round the small bridges and into the Gromp trap. Now go and fetch those 8 Bleeps you left by the patch of light and lead them into the cave and into the pen. Now go back to where those Bleeps were and you'll have noticed another set of 8 Bleeps on a piece of land nearby. Scout around and you'll see a tunnel. Use the Flute to lead the Bleeps through the tunnel, across two bridges and into a pen that lies directly underneath the central mountain part of the level. Now come back out and look around the areas near this central area. You should see some Bleeps, a Gromp trap and a Gromp. The Gromp trap is actually on a thin raised pathway. Get the Gromp to chase you up and trap him. Now return to the Bleeps and lead them past the trapped Gromp. When you are just past him, all drop down and locate a long wooden bridge. Follow this until you reach a Bleep pen out in the water, pen the Bleeps safely inside. Now the final Gromp may have shifted from his original starting spot, but he is usually lurking near the beginning of the winding walkway. Lure him away and he'll usually sit and scratch his head near a small hole in the nearby area. Collect the 4 Bleeps by the start of the winding walkway then use the map to locate 4 Bleeps on a Gromp trap and use the walkways to lead the rest to them. Now double back to the start of the winding walkway and carry on all along it (its better to collect the first lot of Bleeps and backtrack, because otherwise you end up with them trying to hurl themselves towards your Flute noise and they can end up in an awkward spot or drown). Take you final 8 Bleeps along the winding walkway, being careful not to let any fall and pen them in that first Bleep pen you lured the first Gromp away from. And that's how you get 100% in Belder's Spring! You can also collect all 100 Bells in this area now if you want. Lots are tucked away in awkward dark corners and four can only be collected from an area a Gromp punches you onto. Don't miss the few under the bridge near where the long walkway to a Bleep pen is. Once you have done as much as you need to do in Belder's Spring its time to go to the Mountains Pass. So go back to the Valley Floor and to where you woke the Bear with the Bee. Now you can enter as you have the ability to get out of the other side of the level. ------------------------------------------------------------------------- i) MOUNTAIN PASS ------------------------------------------------------------------------- NEEDED FOR 100 BELLS: Swimming Costume TASKS: Herd 50% of all creatures Creatures on the level: 7 x Gromps, 32 x Bleeps, 60 x Doops YOU CANNOT Herd 100% on this level with out the GLOVES! If you want to try for 100% herding completion here right now, well forget it. You need the Gloves to move several stones blocks about to free Bleeps later in the level. So lets just get our 50% for now, it's a complex level with a confusing layout, but with a bit of practice, it's doable. Below is the strategy for 100% completion, follow it as far as you need to, then when you are done, go right up as far back and as high up the level as you can and you'll find a ladder you can now climb. Go up and the Gypsy will let you past into Moonlit Peaks. First of all you'll see a Doop pen and a Gromp trap and a Gromp. Don't pen the Gromp near the Doop pen, instead have it chase you further into the level and into the first Gromp trap you come to. Now collect the 15 Doops nearby and herd them back to the start and into the pen. Now find a Gromp near a Bleep pen and trap him in another trap nearby. Head up into the snowy part of the level and to a group of 15 Doops. Shepherd them back into the grassy part of the level, past the second trapped Gromp and into the Doop pen. Go back up and let the first Gromp you come to chase you all the way back down into the grassy part of the level and into the final Gromp trap down there. Now head back up to the Doop pen and waterfall and check behind the pen. You'll find a small tunnel. Head up this and at the top look for two sets of Doops and 3 Bleeps lurking around a Gromp trap. Take the 3 Bleeps and leave them somewhere safe off any pathways that a Gromp might use. Then herd all the Bleeps together and take them further up the hill out of sight as your going to be bringing a Gromp up here in a sec. Now do just that, head back to the Gromp sat near the windy path and the waterfall and have him chase you all the way back up to the trap. Now collect the Doops and herd them all the way down into the pen with the tunnel behind it. Now its time to sort out the last three Gromps and set of Doops. Head up into the upper part of the level. You'll see a solitary Gromp sitting out of the way and on the map it looks like he is near a trap, actually of course you have to get him to chase you round the windy paths into that trap. So do it! Now move on into the very top part of the level. You'll see a set of Doops over a Gromp trap, a Gromp sat by the ladder up to the Gypsey and a Gromp trap, a Gromp sat behind a bit of fence and some Bleeps. First simply have the Gromp under the gypsy run into the tap in front of him. Now collect the Doops and have them follow you up past the Gromp behind the bit of fence (he can't get you, too stupid!). Through the short tunnel, past the trapped Gromp and past the Bleeps and yep, chuck 'em over the edge! Don't worry they will float all the way down to the bottom of the level and you can pen them in the final pen down there. So while they bob down its time to sort out the Bleeps. First shift the block holding the nearby set in and just pen them around the corner. Now work you way down the level, collecting them and penning them as you go. Shift blocks to make access easier and create shortcuts. You should quickly get down to the final pen with your last 8 Bleeps and pen them in the grassy area. Now its just a case of going back to the large log at the start of the level and crossing over to pen the 15 Doops who have made it safely downstream! Result! ------------------------------------------------------------------------- j) MOONLIT PEAKS ------------------------------------------------------------------------- NEEDED FOR 100 BELLS: Can all be collected now TASKS: Herd 50% of all creatures Sneak up and steal the HAMMER from Poric First of all check the layout via the map. You'll see two lots of Grimps, three Gromps. On in the centre, one by the upper Grimp pen and one by the Grimp pen past the herd of Doops. You'll also see a Doop pen that is underground and Bleeps and a Bleep pen that are on raised areas. This is the first time you have met Grimps, they will eat anything but Gromps and will attack Gerdy and can only be herded with the FLUTE Now, it looks complicated, but actually once you know what order to herd in, the level is quite simple. First of all you need to break through the ground to open up the Doop pen. So run at the middle Gromp and let him punch you in the air three times. Each time you'll land on the ice covering the hole. The third time you'll break through. Now once in here look right to see a hole. Go through to see poor old Father Christmas frozen up. Use the HORN to free him. He will thank you and leave, with plenty of bells left as a reward. If you leave this area and revisit, the bells will always be here now. Now look at the map and notice two Gromp pens side by side, to get to them there is a tunnel near where the middle Gromp was/is sat. So get running and trap the middle Gromp in one of the traps. Now use your horn to lure out the Gromp sitting by the upper Grimp pen. Let him chase you up through the tunnel and secure him in the other trap. Now its time to pen the Grimps. Don't even approach them without playing your FLUTE or they will chew you. Collect the set of Grimps in the winding section (NOT the ones near the Doop pen) and bring them down to the Grimp pen where the Gromp just was. Once all nine are safely penned its time to fetch the Doops. There are fifteen Doops so make sure they all stay together, now you need to place these Doops somewhere safely while you remove the next set of Grimps. You should lead them to where the other Grimps are penned and pop the Herding stick down to keep them happy there. Now play your flute and draw the other nine Grimps to the other Grimp trap. There is a Gromp lurking there, but he is very stupid. If you keep yourself close to the left side you can reach the Grimp pen without him seeing you. Stand in the Grimp pen until all nine have been penned, then jump out and have the Gromp chase you all the way to the last Gromp pen. Now go and fetch the Doops and as all the meanies are locked up you can safely herd them down the hole and into the pen. Now you should have well over your 50% needed and a door at the top will open. But it's easy to get the 100% herding record here. Simply go back to the Grimp pen that was past the herd of Doops and climb the ladders until you reach the Bleeps. Lead them back down to the main area and through the tunnel and past the trapped Gromps. There are two ice ramps you need to jump off the end of, so carefully leap over and wait for the Bleeps to join you. This should easily take you to the Bleep pens and 100% herding completion! Now, climb up to the top of the area and look at the map to see a green area with a RED ARROW. Go to this place and choose to go inside. GETTING PORICS HAMMER - You have to frighten off Poric to get his HAMMER. This is pretty easy. You have a path in front of you with ten bells on it. Walk carefully along this path. Hold down L1 to keep Gerdy's pace slow. When Porics head moves towards Gerdy, stop still, or he will make you restart. Shuffle slowly along until you reach the Pot of Gold. This will scare off Poric. Go back to where he was and pick up the HAMMER. There will be a short lesson on collecting bells to produce switches, which you must hit with the HAMMER. You have collected ten bells so hit the switch and leave. Collect any remaining bells in the area for 100% Bell Completion if you wish (don't forget to get the cowbell and take it to the cowman in Meadow Village if you do). NEXT STOP: ELVEN WOOD All you have to do is collect 30 Bells and hit the switch that appears to Exit to a level that was previously blocked, which is FOREST GLADE. ------------------------------------------------------------------------- k) FOREST GLADE ------------------------------------------------------------------------- NEEDED FOR 100 BELLS: Swimming Costume TASKS: Herd 40% of the Doops Creatures on this level: 6 x Gromps, 105 x Doops, some Blurps You cannot herd 100% on this level without the SWIMMING COSTUME! You only need 40% here for now, come back later with the Swimming Costume to get 100% Bells and Herding. This level is a true test of your control and timing so make the most of it! First of all you'll see a pack of 20 Doops ambling about dangerously near a Gromp. In fact it is impossible to lure these to safety without the Gromp spotting you. However nearby is a Gromp trap. It looks like it's fenced off, but you can run through the bushy bit and trap him. So stand between the Doops and the Gromp. Get out the HORN and blow it so the Doops scatter away from the Gromp. He should get mad enough to turn on you, which is what you want so have him chase you into the trap (this can be tricky, but hit Restart Level if you mess it up to save time). Now with him trapped collect the 20 Doops together and herd them past the trapped Gromp and put 15 into the first Doop pen. Take the last 5 and take them through the fence and up the hilly bit and off the edge and into the Pen. Now return to where those 20 Doops were and check you map for a pond with a Gromp by it. Go there and hop up to where 10 Doops are. Herd them down and all the way to the pen with the 5 Doops in to fill it up. Now, go back to the main area and check out the Doop pen with a Gromp sat by it and a Gromp trap the other side. That's too near the Doop pen, so we need to lure him all the way out and into that trap by the pond. Do so, although you may need a few attempts to get him to come around the pond as water makes Gromps behave even more dumbly. Anyway once he is penned go up to where the 10 Doops were and up again and look for a group of 15 Doops down a sort of long gully. Herd them out of the gully, down past the Gromp trapped by the pond and into the Doop pen you lured him away from. This should give you your 40% and you can move on to Crystal Lake! Once you have the Swimming Costume you can come back and try for 100%. Basically do all the above to start with. Now move into the next main area and lure the Gromp there onto a trap on the bridge. The next bit is a tad complex, you'll see a ridge of land with 30 Doops, 2 Gromps, 2 Gromp traps, 2 Doop pens and some Blurps underneath. Jump up by the first Gromp and have him chase you to the second. They wall brawl. Wait for them to finish then whichever one spots you first, have him chase you into the furthest Gromp trap. Now come back and have the other Gromp chase you down to where you just trapped the other Gromp, either jump off the edge or let him punch you. He should now stay put in this area. Go back to those 30 Doops and quickly herd them into both pens before that other stupid Gromp decides to make his way back again. When they are safely penned. Return to the Gromp and have him chase you all the way back and round to that Gromp pen the 30 Doops were blocking the way to. Ok 30 Doops and one Gromp left. You'll see nearby a Gromp near a Doop pen, lure him across the river past another Doop pen and into the final Gromp trap. This Doop pen is just far enough away so he can't get your Doops. But pen them in last here anyway. Ok now you have the Swimming Costume, enter the river, as you swim up chase first one group of Doops into the water and then the last ones. They should all wash out into the main area. While the second lot are still bobbing down, lead the first lot across the bridge with a Gromp trapped on it and along and round and into a Doop pen. Now go back and collect the final 15 as they emerge from the water, lead them the same way, but carry on to the Doop pen where you penned the last Gromp. Get them safely inside and that's another level 100% complete. I think we're getting rather good at this! Make sure to collect all the Bells as well now you can swim too. ------------------------------------------------------------------------- l) CRYSTAL LAKE ------------------------------------------------------------------------- NEEDED FOR 100 BELLS: Can all be collected now. TASKS: Collect the GLOVES from the Mole Workshop Creatures on this level: 45 x Grimps, 57 x Honks This dark and gloomy level is packed full of Grimps and Honks. Luckily you don't have to herd any now. You just need to get the Magic GLOVES. Search around for a tall wooden structure, that's the Mole workshop. Collect Bells as you go as you can get 100 bells here on your first visit. Once you have talked to the Mole at his house he will challenge you to find his secret Hole entrance. This is easy; simply search round the edge of the level until you see a whacking great red arrow pointing down into a hole! It's easy to collect all the Bells on this level so you may as well do it while you are here. Go down into the hole, collect the bells in the main pool area then go down the side passage and talk to the Mole. You'll get the Gloves after this and the Mole will pop up and tell you how to use them. Now leave and return to Midmear. ------------------------------------------------------------------------- m) MIDMEAR (2) ------------------------------------------------------------------------- NEEDED FOR 100 BELLS: Herd 100% of creatures and talk to old man TASKS: Herd the Bleeps into special pens Creatures on this level: 8 x Honks, 8 x Honklings, 48 x Bleeps, 8 x Gromps 2 x Blurps On your return Skybird the old man has a challenge for you. Seems the Bleeps have the symbols necessary to open the locked door to the temple. So you need to pen three lots of Bleeps in the pens that have a shape suspended above them. Two pens are found in the walled area, one by a Gromp and Gromp trap (square) and the other by the Honk pool (circle). The final one is just outside the walled area at the end of some raised wooden walkways (triangle). This is pretty simple. First pen two of the Gromps in the walled area (ignore the one by the entrance for now). Lead the Gromp by the "square" pen back into the nearby trap NOT the one next to it and do likewise to the Gromp by the "circle" pen. Now stand outside the walled area near the "square" pen and you'll see a ramp leading up the wall and some Bleeps playing nearby. Just collect them and lead them over the wall into the pen. Now stand in front of the walled areas entrance and attract the Gromps attention. Have him chase you out and round past where those Bleeps just were and to the back of the level. Let him punch you and you should land back at the walled area entrance. Nearby you'll see more Bleeps by a Gromp trap. Collect them and lead them through the walled area into the "circle" pen. Now for the last lot. Climb up the wooden walkways over the Honk pool and collect the Bleeps up at the back. Carry on round, through the tunnel and along the stone then wooden walkway. Carefully jump down and stand in the "triangle" pen at the end and they should float down after you. That's all the shapes acquired; now you can go into the Ancient Temple. The entrance is where Skybird is sat. Just go inside and push the block until you can go right and talk to a Gypsy to get in. Now if you truly want to learn what hell is, try collecting all the bells on this level. You need to pen every creature on the level and also you need to be punched by a Gromp onto a raised area with a block you can now move with you gloves to find some more secret ones. Several are found on the stand alone canopy/pillar things that are dotted about near the walled area and reaching them requires many blind leaps from the edge of the canyon or from canopy to canopy. It is not fun, but if you manage to get the Cowbell, as usual cash it in Meadow Village for a new Secret. ------------------------------------------------------------------------- n) ANCIENT TEMPLE ------------------------------------------------------------------------- NEEDED FOR 100 BELLS: Can all be collected now TASKS: Collect bells and hit switches to progress Herd 60% of all creatures Creatures on this level: 4 x Gromps. 8 x Honks, 8 x Honklings, 18 x Grimps 8 x Bleeps Quite an unusual level this one, feeling rather like one of the Dungeons in Zelda: Ocarina of Time, with added herding! Bell collecting is the order of the day here, with every bell in one area being needed to be collected to gain access to the next part of the level via a Rainbow Switch. So lots of exploring to do as well. Go up the stone platforms and collect the bells from a small side room. Jump back across and go through the tunnel opposite. Turn left past the pool and into a room with four blocks and four holes. Due to the fact you can only push some sides of the blocks in certain direction they need to be shifted in a certain order, so here is some impressive ASCII art to try and make it clear! _______ _______ | | | | |Hole 1 | |Hole 3 | |_______| |_______| _______ _______ _______ | Block | | Block | | Block | | 1 | | 4 | | 2 | |_______| |_______| |_______| _______ | Block | | 3 | |_______| _______ _______ | | | | |Hole 4 | |Hole 2 | |_______| |_______| Basically the block I have marked as 1, should be the first to be moved into the Hole marked 1. Then Push the block marked here as 2 into the Hole marked 2. Then 3 into 3 and 4 into 4. Hopefully that made some kind of sense. Anyway when all the blocks are dropped into a hole a wall will open up to reveal some more Honks and Honklings as well as some more Bells. Leave them for now and move into the next section. Kick down a couple of Blurps to distract the Gromp. While he is sick jump the other side of the block and push it out far enough so you can trap the Gromp in the Gromp trap. When the Gromp recovers, trap him. Collect the bells in the pool area, push down the blocks so you can safely reach the suspended ones. You'll need 20 Bells to move on so make sure you have every one from these first areas. Once you have 20 a rainbow Switch will appear in the Puzzle room, so whack it to open up a passageway. Now return to the first set of Honks (move the block) and play your Flute to lead them into the puzzle room. Hatch the Honklings and you should now have combined 16 Honks and Honklings in tow. Go through into the room with the Blurps and a Gromp. It's a safe drop down as long as you use the large "step" down. Use the map to locate a side tunnel and lead your merry band down this, down a wooden ramp and all around into the Honk Pen. If some fall into the water don't worry, there is a place they can hop out at near the pen. Just be careful you have all the Honkling together before all the Honks are penned or the Honklings left behind won't go into the pen. Now collect all the Bells down here and leave via the tunnel directly opposite the Honk pen. Push the block in front of you and onto another block. Jump up and you'll see a switch needing 50 bells to access it. Explore this area until you have 50 and whack the switch. A teeny weeny passageway will open up in one of the left-hand columns. Go through it and push out the block at the end into the area with the Quicksave Mole. Push it against the two blocks on a ledge and climb up so you can push one of those blocks out of the way and jump down into a new area. Now trap the Gromp by racing around the tight little fenced in area (hee hee this reminds me of that bit in Shrek.. nevermind) then collect all the bells. Look to the bottom left of the large statue and you'll find a tunnel. Go though it and shift blocks out of the way and collect more bells. At the end jump up and push down the block. Now push that block over to the statue so you can climb up and hit the Rainbow Switch up there. This opens up a new passageway; watch out as you run along it as two big holes will send you back to the start of the level if you don't jump over them. You'll find yourself looking down over a huge room with several layers of green platforms sitting up the middle of the level and stone outcroppings off the edges. In here are 18 Grimps and 8 Bleeps and a Gromp. There are also lots of Bells to collect. If you fall to the bottom before you want to be there, you can climb up via a hill and tunnel on one side. Also at the top of this area is a Quizmaster, answer his questions (answers at the end of this section) to get the last few bells for this level! So first of all jump down onto the top green area and work your way down through the middle, when you reach the Grimps, play your Flute and look for a nearby side tunnel to lead them down. Pen them and this should give you your 60% needed to clear the level. If you wish to go now, check the map and you'll see a way out at the bottom in a room with a Gromp, there is also a Gypsy. If you want 100% then read on! Pen the 9 Grimps at the bottom, try to avoid the Gromp as they might start leaping up and down in front of him shaking their little fists (heh, I love the Grimps!). Pen those 9 Grimps down on the bottom. Now check your map for a side area with two Gromp traps. Take a look and you'll see one Gromp trap is down in a pit and the other is covered by a box. Deal with the one in the pit now. Have the Gromp at the bottom of the huge room chase you into that side area and he should fall into the pit, allowing you to trap him. Now make you way up to the top and take the Quizmasters Quiz to get bells, you'll need all 100 to trap the last Gromp. Now play your Flute and work your way down the middle area collecting Bleeps and Bells as you go. Once you have penned all the Bleeps at the bottom get all 100 Bells and a Rainbow Switch will appear. Go to the switch and whack it, this lifts the box of the Gromp trap and now you can trap him! Make sure you collect the Cowbell before you go, then talk to the Gypsy to leave for Pirate Cove. QUIZMASTERS QUESTIONS (AND ANSWERS) 1) Which creatures make the Gromp feel sick? Answer: BLURP 2) How many bells does the Miller's daughter keep in her basket? Answer: 20 3) How many of Belder's bones does he need back? Answer: 3 4) Can you tell me the name of the Miller's daughter? Answer: JESSICA 5) What colour is Spikes hair? Answer: ORANGE 6) What creature do you have to Pen to get the ingredients for the Witch? Answer: GROMP 7) What is Spikes best time on his challenge? Answer: 1.30 8) What dairy product is Grandma famous for? Answer: MILK 9) What colour is a nasty Gromp? Answer: PINK 10) What useful item do you get for rescuing Sara? Answer: MAGIC BOOTS 11) How many Doops does Ydraggsil get you to herd in his challenge? Answer: 15 12) What special object did you win from the mighty Efrin? Answer: HORN 13) How many little Doops can you fit in a pen? Answer: 15 14) How many Flute loving Bleeps can you fit in a pen? Answer: 8 15) What's the name of the baddy you've got to beat in the tournament? Answer: SADORF 16) What is the name of the Miner up in the Gorge? Answer: OL' JAKE 17) What colour is Sara's dress? Answer: PINK ------------------------------------------------------------------------- o) PIRATE COVE ------------------------------------------------------------------------- NEEDED FOR 100 BELLS: Can all be collected now TASKS: Beat the 7.00 herding challenge Creatures on this level: 30 x Doops, 2 x Gromps, 8 x Honks, 8 x Honklings At the start you'll have a chat with Ydraggsil and he'll set you the challenge of beating your Fathers best herding time here. Once you have figured out what to do its very easy! First take the right set of Doops, pop the Herding Stick down so they won't wander of the edge too soon. Now drop down to the ground and have the Gromp chase you up the passageway to the top, leap over the Blurp so you don't kick it away by mistake and the Gromp should stay up there sickened by the Blurp. Take the Herding Stick away and shove the Doops down into the pool below. Jump down after them and quickly herd them into their pen. The Blurp should be just wearing off now so go up and lure the Gromp into the trap overlooking the pond. Do exactly the same thing for the Gromp and Doops on the other side. Now use your Flute to gather the Honks together, the Honklings will hatch, but are separated by the fence so take the Honks up the tunnel to the top and down the other side. You'll probably meet the Honklings on the way up coming to meet you (aww!). Now just take all 16 back up to the top and into the Honk pen where you started from, you might need a trial run, but once you have it figured out you can get under 4.00 easily! Now the entrance to Skrags Nest will open up, so collect all the Bells here, and the Cowbell then use the Horn to wake the Pirate up and he'll take you to Skrags Nest. ------------------------------------------------------------------------- p) SKRAGS NEST ------------------------------------------------------------------------- NEEDED FOR 100 BELLS: Can all be got now TASKS: Scare off bird to get SWIMMING COSTUME All you have to do is climb up to the top of the nest. The bird will appear and knock you down. The Mole will pop up and tell you to use an item to scare it. Your HORN is what you need, so equip it and climb up. You need to run behind the Skrag and blow your Horn to scare it into breaking an egg. When 3 eggs are broken it will fly off. It will be aggressive to start with coming out of the nest and trying to stamp and knock you off. But if like me you were playing late and doing badly, a sort of adjustment sets in and you start off behind it after a while making it easy to break the eggs (ahem). Once it flaps off you get the SWIMMING COSTUME. Blimey with the costume and gloves Gerdy does look like quite the boy about town! Anyway, the Mole will appear again and tell you that this will allow you to swim like a fish. You can try it out now and collect the rest of the Bells here then your next port of call is Crystal Lake again. You may also want to go back and collect all the Bells from earlier levels as well and go for 100% Herding in Forest Glade. ------------------------------------------------------------------------- q) CRYSTAL LAKE (2) ------------------------------------------------------------------------- NEEDED FOR 100 BELLS: Can all be collected now TASKS: Herd 50% of creatures Creatures on this level: 45 x Grimps, 32 x Honks Now we are back at Crystal lake and with the Swimming Costume we can now get 50%, nay, 100% Herding here. Now though you will have to realise that much of this level involves having to shift Grimps about first. The Honks will respond to the Flute as you lead Grimps nearby, though usually they are safely in the water. This means that once all the Grimps are herded it is likely most of the remaining Honks will be way out of their starting positions. But as no threats remain they should be easily herded. From time to time make sure they are kept well away from any pathway you are leading Grimps along. If they hear and leap out of the water, the Grimps will chomp them. So check their placements from frequently. Ok with that in mind, lets get herding. First of all you may as well get the 100 Bells needed first of all to activate all the Rainbow Switches. Don't forget the Bells on the Moles House and behind the waterfall in his Hole. Once all the switches have been whacked its time to herd. First look for the Honk Pen located actually in the water. Leading away are some lily pads and shallow water. Follow this to a circular walkway with two blocks on the short walkways. Push the blocks down and then lead the nearest set of Honks to the pen. Use the map to locate the Red pointer to the Mole Hole and collect another 8 Honks there. Lead them to the same pen. Now head across the level. On the edge of the level is a tunnel with a Honk pen at the top and 9 Grimps lurking about. Collect all 9 and lead them down the tunnel into a Grimp pen. Now look for an island with 9 Grimps on it nearish to the Mole Hole. Lead them across the walkways, past the Mole Hole, up a ramp and then drop them down a hole to a waiting Grimp trap below (ha ha! they see stars when they fall). Go over to where the Moles house is and use your Flute to take the Honks there further away into the level, out of earshot of the Flute. Now leave them safe somewhere and collect 9 Grimps near to the Gypsy you can in via. Lead them across the walkways, through the tunnel and into the pen by the Moles House. You should now have the 50% required to leave. The Gypsy is in a cave surrounded by water and Grimps. If you want to carry on for 100% herding completion then collect another lot of 9 Grimps from the side of the level and lead them across the wooden walkways to another waiting pen. Next to those Grimps were the Grimps in the Gypsy cave. Lead them out, all around and down past the Mole Hole into the final Grimp pen. Now as I said before it's likely your remaining Honks have moved and scattered about the level responding to the Flutes music. But as the Grimps are safely penned in you should have no trouble collecting and penning however many Honks that are left. One Honk pen is at the end of a tunnel and two are up around the sides of the level so find shallow spots to lead them out by. They will react to the Flute from quite a long way a way so they never should end up in spots you can't extricate them from. ------------------------------------------------------------------------- r) THE GREAT FOREST ------------------------------------------------------------------------- NEEDED FOR 100 BELLS: Pen all the creatures and talk to the little Bear TASKS: Herd 70% of all creatures Creatures on this level: 4 x Gromps, 16 x Bleeps, 45 x Doops Well its back into the nice pastoral countryside for some more Doop juggling. Talk to the teeny Bear with a huge backpack at the start of the level, later on when you've penned all the creatures and collected all the other bells he'll open a secret place up for the last few bells. Now ignore the first set of Doops and carry on around. Talk to the man with the overturned cart, then pen all the Doops in the field behind him. Now look over to the nearby Bleep pen. Climb up the nearby ladders walk along the walkways to a waiting Gromp and have him chase you into the nearby trap concealed by some bushes. Now lead the nearby Bleeps back over the walkway and down and into the Pen Now rush about collecting 60 Bells and whack the three Rainbow Switches that appear. This will release two Gromp traps and a floodgate. Go all the way back to the start where you talked to the tiny bear. Now you can herd those Doops over the Gromp trap and into the water. Now quickly as they float down the river race back ahead of them to the place where they will climb out, there's a Doop pen and a Gromp. Quickly have the Gromp chase you all the way to that Gromp trap at the beginning of the level. Once he is trapped swim back down to where your Doops should be coming out of the water. Pen the little darlings and return to the area on the other side of the floodgate. Herd the first Gromp into the nearby trap. Ignore the ones by the Doop pen for now. Herd all the Doops as far away from that Gromp as possible and leave them right up against the back fence chilling round the Herding Stick. Now you can safely pen the Gromp in the trap, as he should be stuck in it before he spies the Doops. Now herd the Doops back past him and into the pen. That will take you well over 70%, but hey come on, just one lot of Bleeps to deal with so lets get 100%. Climb up the ladder near the Doop pen and locate 8 Bleeps. Play your Flute and lead them along and down through the first gap in the walkway you come to. Now just lead your last 8 Bleeps back to the Bleep pen near the start of the level and that's 100% done! Now if you have penned all the creatures and all the available bells then the small bear will open up his secret door from his hideaway at the end of the river. Once you have the Cowbell, talk to the Gypsy by the other exit and leave for the scary wood! ------------------------------------------------------------------------- s) THE LOST BEAR ------------------------------------------------------------------------- NEEDED FOR 100 BELLS: Can all be collected now TASKS: Trap 3 Gromps for the Witch Lead Baby Bear to safety Creatures on this level: 3 x Gromps First you must talk to the little girl bear to find her brother is missing, possibly taken by a witch. Zoom out you map so you can see the full area and you'll see a Red circle at the opposite end of the map. Make your way through the dark and twisting paths to the Witch. Yeah she has the little bear and will only release him on the condition you trap the 3 Gromps within 3.00. OK forget about the time limit. The path between each Gromp and trap are very confusing and twisty with entrances hidden by bushes etc. The best way to do this is first of all find the trap and work your way back along the pathway to the Gromp so you get a good idea of which way you need to go. When you look at the map the Gromps need to be trapped this way. The Gromp closest to the witch must be led around the path that ends in a drop. Just before the drop, take a right and double back up through a tree filled area and into the Trap The one at the furthest end of the map is easy to trap as he only need to be led into the nearby trap, just be careful as the bushes obscure the entrance to the trap area. Finally, the Gromp in the middle of the map must be placed in the final trap which is also down a long track and also is behind a load of bushes so don't run past them, run through them and that's the last one caught. You'll probably need a few goes as its easy to snag Gerdy on a tree or fence and get punched out losing valuable time, but its not impossible and soon you should be able to pen them in just over 2.00. So with them all penned the Witch has the ingredients for her potion and releases the Baby Bear. Now you have to lead him out of the forest. You'll see his face appear in the bottom left corner, as he gets scared a yellow bar will grow round it until it reaches the top and he will cry in fear and take you back to the Witches area. It's not so hard, jump down and you'll see he rather sweetly glides after you. You can only follow the path that goes off to the left and drops down. Along the path are Jack-in-the Boxes, which will scare the bear. Move close before them then run past them quickly and as far away from them as possible when they are down in their box. Once you reach the drop, you can jump down and the Bear will follow, he might get a bit more scared by the drop, but although you can push a nearby block down to reduce the drop.. its not worth the effort. Now check nearby for a jack-in-the Box near a small ramp over a fence. Run over the ramp into the fenced area and carry on towards the level exit. You'll see another ramp leading over onto the main path, go over it and soon the little Bear will be safe and well. As a reward they show you to the next area, Beaver Creek. You can go now, or stick around and collect all the Bells. When you want to leave, talk to the Bears. ------------------------------------------------------------------------- t) BEAVER CREEK ------------------------------------------------------------------------- NEEDED FOR 100 BELLS: Can all be collected now TASKS: Find 10 Beavers Pen every creature Answer three questions correctly You don't have to find all the Beavers to exit the level, but as they hold all the Bells you need to find at least eight of them to activate switches to herd all the animals. Well this is our first level where we have to get 100% of creatures penned safely. It's actually not too tricky, but there are a couple of Quicksave moles I suggest you make full use of! First of all talk to the Beaver just behind you. He'll explain that they are all holding ten bells each and there are nine more to find. He'll then give you your first ten bells. Scour round the edged for most of the other beavers. A couple are found centrally but usually by water so make sure to check up and down all the streams. Once you have got all three of the Rainbow switches to appear, DON'T HIT ANY JUST YET! First deal with the Gromps. You'll have probably noticed a mound area with a Gromp on top and three Gromp traps around its base. First of all get the Gromp from the top to come down and pen him in the trap directly at the bottom. Nearby is a Gromp by a pool with a large Beaver nest in it, have him chase you to either of the two traps at the bottom of the mound and trap him. Now look for the Gromp between two Bleep pens. He needs to be led across the river so whack the rainbow switch on the bridge nearest to lift it. Now lead him over it, along the river and back over another bridge and up into the final Gromp trap by the mound. The final Gromp is near the start of the level. A group of Bleeps are milling about on the nearby trap and some Doops are nearby also. Hit the Rainbow Switch to life the bridge and lead the Bleeps down and underneath and have them and the Doops chill round the Herding Stick well out of the way. Now you can let the Gromp chase you up and over and into the trap. Next remove the Herding Stick and play your Flute to lead the 8 Bleeps away from the Doops. If you carry along the fencing for a bit a gap will appear with a slope/stepped area down. Lead them down and across the bridges into the Bleep pen. Now go back and collect the second lot of Bleeps. Hit the switch to raise the bridge and lead them the same way you took the others and pen them. Now for the Doops. Go back to the ones you left with the Bleeps for a wile and herd them down the sloping bit. You'll join up with another 15 Doops to make a herd of 30. Take them past the first bridge and over the second (it's better to use the second as it is fenced off and you won't lose any Doops into the water) Now just take them over to the two pens and make sure you get 15 in each. Finally for the Honks. Look on you map and you'll see their yellow dots marked in the waterfall area. Go there and swim behind the water to find 8 Honks and the Quizmaster. Play your Flute to get the Honks attention then jump in the water. Although you aren't playing the Flute the Honks should follow you as you swim out for a short way. As soon as you can leap out onto dry land and start playing the Flute, the Honks will follow you as you walk next to the stream until they reach a place they can climb out and join you on dry land. Now just lead them to their pen and that's 100%! To finish the level go back under the waterfall and answer three questions correctly from the Quizmaster. Once you have done so he'll open up the way to Foxtown Bridge. You can go now or find the last couple of Beavers for 100 Bells. QUIZMASTERS QUESTIONS (AND ANSWERS) 1) Which creatures make the Gromp feel sick? Answer: BLURP 2) How many bells does the Miller's daughter keep in her basket? Answer: 20 3) How many of Belder's bones does he need back? Answer: 3 4) Can you tell me the name of the Miller's daughter? Answer: JESSICA 5) What colour is Spikes hair? Answer: ORANGE 6) What creature do you have to Pen to get the ingredients for the Witch? Answer: GROMP 7) What is Spikes best time on his challenge? Answer: 1.30 8) What dairy product is Grandma famous for? Answer: MILK 9) What colour is a nasty Gromp? Answer: PINK 10) What useful item do you get for rescuing Sara? Answer: MAGIC BOOTS 11) How many Doops does Ydraggsil get you to herd in his challenge? Answer: 15 12) What special object did you win from the mighty Efrin? Answer: HORN 13) How many little Doops can you fit in a pen? Answer: 15 14) How many Flute loving Bleeps can you fit in a pen? Answer: 8 15) What's the name of the baddy you've got to beat in the tournament? Answer: SADORF 16) What is the name of the Miner up in the Gorge? Answer: OL' JAKE 17) What colour is Sara's dress? Answer: PINK ------------------------------------------------------------------------- u) FOXTOWN BRIDGE ------------------------------------------------------------------------- NEEDED FOR 100 BELLS: Can all be collected now TASKS: Collect 100 bells This is a nice easy level and an easy one to get 100% herding on. First cross the bridge and find the Gromp trap with 2 Bleeps standing over it. Use the Herding Stick to hold them behind the trap, then go and lure the Gromp opposite over the bridge and into the trap. Although he'll slow down when he sees the Bleeps, if you position them right he'll walk over the trap before he can get to them! Play your Flute and lead the 2 Bleeps over to the Doop cage. Jump up over the cage and stand by the tall wall. Keep playing your Flute until all 6 of the Bleeps on the wall have floated down and joined the 2 you have. Now lead all 8 back over the bridge and into their pen. Collect 50 bells and hit the Rainbow Switch to open the Doop cage up. Herd the Doops out of the cage and over the bridge back to the Doop pen at the start of the level. Now go back and lead the Gromp into the trap in the Doop cage. Now find the Honks and play your Flute to get their attention. Jump out of the water and keep playing the Flute as you lead them downstream. Just past the bridge is a spot they can climb out at. Now just take them to their pen and that's 100% easy! Collect the rest of the bells (a hard to find one is in the bushes by the Doop pen) and hit the Rainbow Switch that appears. Collect the cowbell and then exit by the pipe that opened up. Swim a short way down it and talk to the Gypsy to exit to Foxtown. ------------------------------------------------------------------------- v) FOXTOWN ------------------------------------------------------------------------- NEEDED FOR 100 BELLS: Only 50 on this level and can all be collected TASKS: Collect 50 Bells and hit rainbow switches Pen all the Glooters Find the ingredients for the Baker Creatures on this level: 40 x Glooters Now we have got our work cut out for us. Ever played a little known game called Metal Gear Solid ;) Anyway you'll be needing to put your sneaking skills to full use here. First of all you'll have a long scene with the Baker. He'll tell you the Glooters have stolen all his bread he was baking for the Tourney. After he is threatened by the rather unpleasant Captain of the Foxtown Guards he agrees to take you to the Tourney in exchange for you rounding up all the Glooters. So time to check our map, it's going to be VERY useful. You'll see Foxtown encompasses a green area, a blue area and a pink area with a river running around the perimeter. The pink dots are Glooters and the Pink squares are Glooter traps. The Red Dots here are the Foxtown guards patrolling the streets. So as you herd the Glooters you must keep out of the guards eye line. A red bar will fill up if you are close by but they can't see you, they'll start to look for you when it reaches about halfway. If you run in front of them they'll put you in jail right away. First time you get busted the Mole will pop up and tell you off, you can then push your way out. Luckily it doesn't make you restart, all penned Glooters will still be penned and any you were leading away when you were caught will be where you left them, NOT back in their original spot. So lets get those Glooters! Zoom out the map and you'll see two sets of Glooters and two Glooter pens in this green area. The set by the black rectangle need to be swum to leave them for now. Go and get the other set of 5 and lead them around the streets, down past the baker and into either of the two pens by the river. Now check you map and you'll see in the blue area 5 more Glooters by a Quicksave Mole. Sneak round and get them and lead them past the baker and into one of the river traps. You'll see near them was a dead end street with a guard and 5 Glooters at the end of it. Use the set of boxes down the middle of the street to sneak past, then lead the Glooters past in the same way, all the way back past the Baker and into one of the River traps. Go back to the blue area and collect the nearest set of Glooters, sneak them down through the blue area and into a pen on the edge of the blue area by a Quicksave Mole. That's 20 now, halfway there! You should have collected enough bells to have opened up two Rainbow Switches. Walk to the top of the blue area and hit the switch by the double doors. They'll open and you can access the next section. Collect the Glooters in the area behind it and lead them back to the pen you just dumped the last lot in. Check you map and you'll see a Rainbow Switch near where the pink area joins the blue. Hit it to open up access to the pink area and swim over there. Use the boxes to avoid the guards and collect both sets of Glooters for a total of 10. Now lead them to the only trap in this area. If you don't have 50 Bells now, collect the last few you need. Some tricky to find ones are 4 on top of a walkway in the blue area which you can access from a pile of boxes by the top quicksave mole. Also there are 4 on a small wooden walkway opposite the two Glooter traps by the main river. Once you have fifty, go to the two Glooter traps and jump into the river. Swim around to the area with the final 5 Glooters and hit the rainbow Switch. Now you can easily lead them into one of the two riverside traps and that's them all caught! That's not the end of it though. The Baker now needs Eggs, Milk and Flour. Luckily when you check you map they are shown as flashing stars. However some of the guard patterns have changed so be careful. The eggs are in the blue area down the blind alley. The Milk is at the end of the blue area and to get past the two Guards blocking a previously accessible route use the walkway by the Quicksave Mole. Finally the Flour is in the Pink area, use the boxes to elude the guards and be quick! When you have the last one the baker will open up a gate and you can just sneak past the guard in the brown area and out to the Docks. ------------------------------------------------------------------------- w) THE DOCKS ------------------------------------------------------------------------- NEEDED FOR 100 BELLS: Only 50 on this level and can all be collected TASKS: Collect 50 Bells The Docks isn't really a level in it's own right, merely the second half of Foxtown. But it's quite a large area and some strategy is needed for getting all the bells and avoiding the guards. There is nothing to herd here though (boo!) First of all collect the nearby Bells then run down past the Quicksave Mole and turn right. Use the boxes to dodge the two guards then carry on round. Avoid the next one. Now you'll be looking down into some water below, with two guards patrolling the top. Turn sharp right and hug the wall along. Collect the Bells on the thin piece of wood at the end then crossover and sneak behind the guard to collect the Bells behind him. Now you should have 70 and a Rainbow Switch will appear below. Drop down and whack it to open up a tunnel entrance. The tunnel has two exits but you can only use the first for now. Don't forget to collect the 2 Bells by the Quicksave mole then carefully come out of the tunnel and run across to a pier type area with boxes down the middle. Collect the bells on it then drop down into the sea and swim about until you see a long wooden jetty with Bells on it. Collect them and then make you way back to the tunnel. Another Rainbow Switch will have appeared at the tunnels end. Hit it to open the gate and sneak out. You'll be in an area with one patrolling guard and one on the lookout. Go to the far side and sneak behind the boxes until you reach another tunnel (marked in brown on the map). Go through it and up the steps on the other side. Look for a tower with Bells around the base and one guard patrolling. Sneak behind his back to collect the Bells as you go and that should be all 100 Bells. Collect the Cowbell then go down and hit the final Rainbow Switch to meet up with the Baker and make your way to Tournament Island. Nearly there now! ------------------------------------------------------------------------- x) TOURNAMENT ISLAND ------------------------------------------------------------------------- NEEDED FOR 100 BELLS: Can all be collected now TASKS: Collect 100 bells to release all creatures Herd all creatures Creatures on this level: 1 x Gromp, 15 x Doops, 9 x Honks, 9 x Grimps Well we're on Tournament Island but we can't get in yet. So do as the grumpy guard says and herd all the creatures here. First collect 30 Bells and hit the Rainbow Switch. Herd the Doops out and over to a small patch of green grass by the Gypsy. Leave them grooving round the Herding Stick and collect more Bells. Once you have 50 bells hit the Rainbow Switch and lead the Honks out into their pen. Next make you total up to 80 bells and release the Grimps. Lead them into their pen, which is in the Honks cage. Collect the remaining bells. Pick up the cowbell then hit the Rainbow Switch to release a Gromp. Have him chase you into the Doop cage where his trap is located. Now just pick up the Herding Stick and chase the Doops into their pen which was where the Gromp was. Now Mr. Grouchy English person will let you into the Tournament Arena, Gerdy, your destiny awaits! ------------------------------------------------------------------------- y) TOURNAMENT ARENA ------------------------------------------------------------------------- Lead the baker a short way, then a movie will kick in showing Sadorf has already won. But no, Gerdy will challenge him so you now have three increasingly tricky Timed Challenges to complete before you can make Sadorf your bitch and get the Acorn back! TIMED CHALLENGE ONE: Herd all creatures within 3:00 First of all herd all the Doops quickly down into the stream. Now as fast as you can get the first Gromp to chase you back up and into the trap, then jump over and get the second one to chase you around into the second raised trap. Hopefully you'll manage to get to the second before the Doops come out of the water if not, they should flee from you anyway and the Gromp will chase you instead. Now go back and pen the Doops. In the area that is a series of corridors, pen the Doops that are opposite their pen. Now go to the last set of Doops and do one of two things. Either hold them behind the trap so the Gromp walks over it before the can get them (quickest way) or kick the Blurp down towards the Gromp and herd them past while he is incapacitated (safest way). Whatever you choose you should have them all penned in just over 2.00 easily! TIMED CHALLENGE 2: Herd all creatures within 9.10 First go to the opposite corner or the area and trap the Gromp by a Honk pen in the nearby trap. Now find the Gromp over by the stream and have him chase you up to that pen and around the perimeter of the level and down into another trap. Collect the 4 Honks nearby and take them towards the Honk pen near some Bleeps and a Gromp trap. Collect 4 more on the way and take them up and over and along past the Bleeps. Drop down and pen them. Look for 8 Honks in the central area around a Gromp trap. Lead them around the perimeter of the level and into the first Honk pen. Now jump up to where there are 16 Honks and blow your Horn to make the Blurps curl up. Kick one down to the Gromp below and while he is poisoned push the block out of the way. Now have him chase you over to the first Honk pen, around the edge and down into the trap you just cleared of Honks. Now take 8 Honks to the first Honk pen and the final 8 to the one by the Bleeps. Take the Bleeps and put them in a safe place (nearby the second Gromp you trapped is good). Now kick another Blurp up to the final Gromp and push the block while he is poisoned. Kick any other Blurps out of the way to prevent him being distracted and have him chase you all the way over to the trap you just cleared of Bleeps. Now collect your 8 Bleeps and lead them round to where that Gromp was first sat and over the edge and down into the Bleep pen. It looks impossible to start with but soon you'll have it down to under 8.00 very quickly! TIMED CHALLENGE 3: Herd all creatures within 5.00 Well this is it, time to put all that herding skill to good use in the final challenge of the game. Actually its not that complicated, but you have a double whammy of a very tight time limit and the fact for some reason the camera behaves the worst it ever does in the game, aaah! There is a trick to this level and this is how to get over half the creatures penned in just one minute. First drop down and push all the Doops through the gap in the boxes. Then quickly jump up to behind the Bleep pen and boot one Blurp over to the waiting Gromp. While he is poisoned, quickly lead the nearby Bleeps around him and into their pen. The Doops should have come out of the water by now but you can the Bleeps will scare them back a bit. Now let the Gromp chase you into the trap and pen the Doops, if you did it right barely a minute should have passed! Now take a shortcut back to the start of the level by letting a Gromp punch you up there. From here walk along the Bridge and collect 2 Bleeps. Take them to the nearby Gromp trap and the other 4 Bleeps will float down. Leave them behind the Trap and jump down to the Gromp waiting by the Bleep pen. Have him chase you all around and back up the bridge and into the trap. Now lead the 6 Bleeps round the bridge and into the pen. The last 2 Bleeps are on a nearby grassy area near the final Gromp trap. Lead them down and through a gap in the fence to quickly pen them. Now go back up to the Gromp trap and blow your horn. Boot ALL the Blurps well out of the way and go and find the final Gromp. Have him chase you all the way up to that final trap and trap him. You did it!!!! THE END Well Sadorf hands over the Acorn without much fuss and the game ends with you and all the friends you made on your journey (Red, Efrin, the Bears, Skybird the Baker etc) dancing around a fire while Gerdy's now recovered Father and Ydraggsil look on proudly. After this you can go back and get those 100 Bells per level, unlock all the extras, try and get 100% Herding completion on each level and better your Timed Challenges. It was a fun journey; I hope there will be a sequel don't you? ========================================================================= ****************************** 5) SECRETS ******************************* ========================================================================= Secrets are unlocked when you collect 100 Bells on each level. Collect the Cowbell that appears and return it to the Cow Herder in Meadow Village and he will unlock a secret for you in the Main Menu. SECRET 1 - "Creating Gerdy" Unlocked by getting 100 Bells on GERDY'S HUT level (six concept sketches and early ideas for Gerdy's appearance) SECRET 2 - "Creating a Movie" Unlocked by getting 100 Bells on MEADOW VILLAGE level (three movies showing progression from storyboard to final render) SECRET 4 - "Deleted Level - The Hive" Unlocked by getting 100 Bells on BEAVER CREEK level (six designs for a later abandoned level with explanations) SECRET 5 - "Character Designs" Unlocked by collecting 100 Bells on MOONLIT PEAKS level (six concept sketches of various characters in the game, eg: Red) SECRET 6 - "Gerdy Model Shots" Unlocked by collecting 100 Bells on GOLDMINE GORGE level (three sketches of Gerdy in development with explanations) SECRET 7 - "Background Character Designs 1" Unlocked by collecting 100 Bells on BELDERS SPRING level (six sketches of various unherdable fauna with explanations) SECRET 8 - "Deleted Characters 1" Unlocked by collecting 100 Bells on MIDMEAR level (six sketches of abandoned characters with explanations) SECRET 9 - "Coming Soon" Unlocked by collecting 100 Bells on ANCIENT TEMPLE level (six pictures from Tomb Raider: Angel of Darkness") SECRET 10 - "Abandoned Movie" Unlocked by collecting 100 Bells on PIRATES COVE level (wireframe animation showing Gerdy meeting the Queen Bee) SECRET 11 - "Background Concepts 2" Unlocked by getting 100 Bells on SKRAGS NEST level (three colour renderings of background detail with explanations) SECRET 12 - Unused Gerdy Animations" Unlocked by getting 100 Bells on ELVEN WOOD level (six wireframe animations and explanations of why they weren't used) SECRET 13 - "Production gallery" Unlocked by collecting 100 Bells on FOREST GLADE level (Four sketches of possible box art images") SECRET 15 - "Deleted Character Movies" Unlocked by getting 100 Bells on CRYSTAL LAKE level (six wireframe animations of rejected characters with explanations) SECRET 17 - "Deleted Levels" Unlocked by getting 100 Bells on the BEAVER CREEK level (Four pictures of designs for levels later abandoned in production) SECRET 18 - "Background Character Designs 2" Unlocked by collecting 100 Bells on FOXTOWN BRIDGE level (six sketches of various unherdable fauna with explanations) SECRET 19 - "Foxtown Character Designs" Unlocked by collecting 100 Bells on FOXTOWN/DOCKS level (six concept sketches of Foxtown inhabitants) SECRET 20 - "Sadorf Designs" Unlocked by getting 100 Bells on TOURNAMENT ISLAND level (three sketches charting the design development of Sadorf) ========================================================================= ************************** 6) GENERAL FAQ ******************************* ========================================================================= This is just a forum to address any oddities, glitches and persistent inquires about the game. Question: Can I input a code to unlock the levels and secrets? Answer: I have seen codes on websites that purport to allow you to open up all the levels and get all the secrets. None of them have worked for me. So you'll just have to do it the long way! Question: I have 99 Bells on the Meadow Village level, where is the last one? Answer: A sneaky solitary bell is hidden on a mushroom in a wooded area left of the bridge going up to the house on stilts. It's easy to miss! Question: I am missing a load of bells in Midmear, help! Answer. You need to get a Gromp to punch you into a high up area where you can shift a block with the gloves to get more bells. There is also one that you need to get by leaping from the canyon wall onto a canopied mound of rocks. Question: I'm missing one Bell on the Mountain pass level, I must know where it is! Answer: Another single bell is hidden through a wooded area. Find the Bleep pen in the green part of the level and head towards the river. There should be one bell sat on a mound facing the snowy part of the level. Question: I got the Cowbell on the last level, but after the game ended the guy said I didn't have one. Answer: Once you enter and finish the game on Tournament Island the game doesn't save afterwards so you'll lose the bell. So make sure you saved when you got to Tournament Island, then just reload your game go and collect the Bells, quit the level and then go to Meadow village. Question: I am playing the Flute but the Grimps are ignoring me! Answer: if you let the Grimps see a Gromp or other creatures on the other side of a fence or in the water they will ignore you and start belligerently shaking their fists and jumping up and down at them. You have no choice but to let them chew you so they'll reset to their original position and just be more careful where you lead them next time. Question: The tiny bear in Great Forest won't open his secret door for me! Answer: This is a weird one, sometimes no matter that you have done everything you should have done, he just won't open his door for you. Time to start again, bah. Question: Why has Gerdy frozen, he won't respond to my commands! Answer; This glitch happened a couple of times to me, both times when I was leading one Gromp to another for a fight. Gerdy adopted a cowering position and just.. froze. When the Gromps recovered and approached him when they touched him, they froze as well. It was very bizarre and only restarting the level was able to fix it. ----------------------------------------------------------------------- *********************************************************************** ----------------------------------------------------------------------- Feel free to email me about any aspect of this guide, any contributions you would like to make will be fully credited if used and are more than welcome. Please inform me of any errors, typos etc so I can rectify them immediately My email is falsehead@aol.com (Blatant plug: check out my games website at www.kungfuhamster.cjb.net for loads of info on Martial Arts, Beat 'em Ups, Kung Fu Movies and Pokemon!) Big Thanks to CjayC, the cool bloke who runs GameFAQs. You've given me the opportunity to reach more people with my stuff than I ever could have alone! Special thanks go out to: BillyKane, Magus747, Andy787, totalstuff and Pat Uhler for being such a laugh, and giving me the push to actually start contributing my own work back in the good old days of the DC board. Thanks also to my homies in the Review and FAQ boards for continuing support and being all round awesome dudes! bloomer, sashanan, ASchultz, MaxH, Vegita, the daremo, krustster, Adrenaline and Bobo The Clown Love yah all guys! ======================================================================= ***************************** THE END ********************************* =======================================================================