Epic Mickey Walkthrough

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Published by Phil Hornshaw 10 years ago , last updated 2 years ago

Designed by Deus Ex mastermind Warren Spector, Epic Mickey offers a unique, almost gothic take on the world’s most iconic rodent. Featuring hours of inventive platforming powered by an inimitable painting mechanic, the game is a strong contender for your holiday shopping dollars. Wielding the Wiimote like a paintbrush, you’ll find that there are hours of fun contained within this “Epic” title.

The amount of content on offer is huge, and it might be hard to stay on top of it all. Thankfully, we’re riding to the rescue with a full walkthrough, which will be continuously updated below over the course of the coming days. Enjoy!

The Walkthrough

Leaving Dark Beauty Castle

  1. Welcome to Epic Mickey. Your first task is to stop that giant robot from killing you.
  2. Head to the right, up the stairs, and speak with Gus at the first console. He’ll introduce you to the Spin Move. Use it on the console, then keep moving to the right.
  3. Don’t stop or you’ll invite an attack from the robot. When the light it uses to scan turns red, it means you’re being targeted and need to get moving.
  4. Jump over to the second console and take it out to get yourself out of danger. Afterward, Gus points out a secret room that’s opened below. You’re headed there next.
  5. EXTRA CONTENT: Turn around from where you’re standing and jump down through the gap right behind you. You’ll land right in front of the newly opened door. Head inside and snag the Extra Content, Mad Doctor’s Lab II, from between the two suits of armor.
  6. PIN: You can also open the chest in the back of the secret room to snag your first Bronze Pin.
  7. You can explore the rest of the lab, but you don’t have the ability to do much right now. Head up to Gus at the door when you’re ready to leave.
  8. Follow the hallway as you’re given the quick tutorial on paint and thinner. From here on out, you’ll almost always have an option for how to solve puzzles: using paint, which is generally the “good” option, or thinner, which is generally “evil.”
  9. When you hit the next courtyard, you’ll have a chance to see the two in action. First off, go handle that Blotling, using either paint to make it an ally, or thinner to kill it. Once you’ve done that, you’re free to explore a little.
  10. PIN: Facing toward the exit door at the back of the courtyard, turn left and look for a wooden toon door set in the wall to the left of the ramp upward. Thin it to reveal a chest, which has the Dark Beauty Castle Pin inside.
  11. EXTRA CONTENT: Now turn right and thin out that toon ramp. Beneath it is the Dark Beauty Castle II Extra Content.
  12. Head to the right of the staircase, next to the big cage. This is a catapult — on the right side of it is a platform with a red e-ticket hovering above it. Go jump on that and spin when prompted.
  13. You’ll get a choice from here: you can choose to release the Gremlin on the catapult arm, or take the e-tickets in the chest inside the catapult. You can only do one, so choose wisely.
  14. PIN: If you free the Gremlin, he’ll dismantle the catapult and give you a Gold Pin for your trouble.
  15. Head up the ramp. At the top, you’ll be prompted to thin out some debris, and you’ll have to paint in sections of the walkway as you climb. Before long, you’ll hit a gear you need to activate with the spin move.
  16. From here, you’ll jump down to a lower section where there’s a chest between two Donald-shaped suits of armor. Turn left and you can go up or down; head down first by painting in the walkway, and you’ll find a chest and a toon rock you can thin out to find some e-tickets.
  17. Head back up. Paint in the walkway as you go. After you pass the green Turp guardians, you’ll hit a spot where a pile of rocks blocks the way. Thin the floor beneath them to let the rocks fall clear, then paint in the walkway to advance.
  18. Repeat the process with the second pile of rocks to reach the last gear. You’re about done here — you can explore a little more for a few more e-tickets, but when you’re ready, head down to the projector.

Mickey and the Bean Stalk

  1. This is the first of several 2D platforming sections you’ll be dealing with as you progress between areas. They’re usually pretty simple, but each one contains a Film Reel you’ll want to collect to use in quests later.
  2. Try to explore all paths before you exit the level. For example, you can jump onto a few big leaves as you move to the left at the bottom of the beanstalk, before you progress back to the right toward that bed that will lift you up higher. There are more e-tickets available if you explore.
  3. When you get to the thatch roof, drop down through the hole in the top to reach the lower path. Just advance to the left to snag the Mickey and the Beanstalk reel.
  4. Keep climbing until you get to the projector screen at the top of the level to exit.


  1. After passing through the projector, you’ll be in a big Gremlin factory called Slalom. Paint in the gears when prompted to open the door forward.
  2. EXTRA CONTENT: You’re tasked with repairing steam pipes as you move through Slalom. You don’t have to do it, but it’ll fulfill a quest and is to your benefit. The first is up ahead in the left corner — beneath it is a chest with e-tickets. You’ll get the Tunnels Extra Content for completing the quest.
  3. Move up. When you take the corner to the left, paint in the floor and advance until you’re told about your option to either repair the steam pipe or thin the gear. Do both — behind the gear are some e-tickets, and you can always put the gear back when you’re done if you’re trying take the “mostly paint” route through the game.
  4. Go forward again until you hit another gap in the floor. Paint the walkway forward, as well as two steam pipe patches on your left.
  5. Past that, you’ll reach a big rotating wheel. You can paint in additional platforms on it, and you’ll need to ride it to reach the next door. First, though, ride the wheel to the bottom and hop off, where you can snag some more e-tickets.
  6. Hop off when you get to the door. You’ll fight a couple of Spatters, who are basic enemies that you can zap with either paint or thinner. Afterward, you’ll get your collectible reward if you repaired the steam pipes. Head forward when you’re ready into Gremlin Village.

Ticket Booth

  1. There are a few quests you can complete here before you make your way forward, but saving Gremlin Tim from the Ticket Booth is the only one that you must complete before moving forward.
  2. Head toward the booth and zap the spatters.When they’re gone, return to Tim at the booth and speak with him to activate the boats you need to go forward. You can head to those boats any time to move up — the rest of this section is optional, but results in rewards.
  3. Speak with Tim again and he’ll tell you he’s missing his Gremlin wrench. He needs it to repair the rides here, which will get you to some cool things.
  4. Go to the left of the booth when you’re facing it, to the teacup ride. Look for the cup with a red stripe around the lip. Thin that cup out and you’ll find the wrench.
  5. Return the wrench to Tim, who is now over behind the elephant ride on the other side of this area.
  6. With the elephant ride started, you can jump on the various elephants to reach the tent nearby. Walk along the edge until you hit a bridge that leads over the thinner river below, where the boats are running, and inside the main building.
  7. Ahead is a series of gears attached to platforms. You’ll want to paint the gears in to allow the platforms to rotate until they’re flat, then thin the gears back out.
  8. Repeat the process until you can jump across. On the other side, hop to the bridge to the left of where you land and then turn right. Thin out the wall so you can access the Paint and Thinner Pump in the room beyond.
  9. Here you have a choice: after you repair the nearby pipe, you can fill the pump with either paint or thinner. Thinner destroys the ride, but you’ll be able to access a chest on top of the tea cup ride that contains 100 e-tickets.
  10. PIN: Filling the pump with paint, on the other hand, allows Tim to fix the ride for good. He’ll open a door near the boats for you that contains a Bronze Pin.
  11. EXTRA CONTENT: One more thing before you leave this area. Head over to the boats and spray thinner on the wall of the maintenance area on the other side of the thinner river. When a boat comes by, use it to jump across so that you’re on the ground level of the maintenance area. In the center of the room is a boat with an Extra Content icon on it. Jump over and grab it for the Spatter Springs Up content.
  12. You’re set to go. Hop on one of the boats and ride it into the tunnel. You’ll hit a logjam shortly afterward, and you’ll need to open the door ahead.
  13. You can do this one of two ways: one, with thinner by taking the patches off the steam pipes on the walls; or two, with paint, by putting heads on the thinner-spewing hippos rising out of the thinner river. Either way works.
  14. There’s nothing else to see here. Jump from boat to boat and either paint in the hippos or thin out the steam pipes to open the door to the next section.

Asia Boat Ride Tunnels

  1. Ahead of you as you enter this tunnel, a whirlpool will appear. You’ll need to take an overland route to proceed. First, grab the e-ticket voucher from the hippo’s mouth.
  2. Drop down and follow the platforms along the wall until you get to the sweeper enemy. You can stun it temporarily with the spin move (or knock it into the thinner at the same time) while you deal with it.
  3. Once you’re on the sweeper’s platform, thin the toon wall to the right and go through. You’ll find a gremlin to release on the other side. There are a few more ahead to find and release, which will earn you a Pinif you choose to do so.
  4. PIN: Paint in the bridge ahead of you and you’ll get a short cutscene showing a chest above you. Reaching it is easy — jump over the platforms ahead and paint in the missing gears from the wall of rotating platforms. That lowers the chest’s platform, allowing you to reach it and claim your Bronze Pin.
  5. You can now use the two pistons that were activated by turning on the gears to jump up to the upper level in this maintenance area. Head over to them (they’re on the wall closest to the exit) and hop on when they lower to your level. Then jump across and thin the wall to get back out over the boat ride below.
  6. NOTE: You can always take the lower route, without the jumping up to the higher level, if you want to skip the gremlin-saving. Just thin the wall past the gears, then take one of the boats that comes out of a nearby door. You’ll miss out on the reward, however.
  7. Up top, paint in the walkway as you move to the end of it. When you reach the end, zap the spatter below you, then jump down to the bridge there. Turn left, paint in the path, then jump to the platform to the left when you reach the wall to find your second gremlin.
  8. Fill in the platform to your right and jump to the next bridge. Turn and head down to the far end — you’ll have to zap a spatter — then jump to the platform to the left, which you’ll have to paint in. There’s your third gremlin.
  9. Continue moving forward to the last bridge and head down to the left side of it. You’ll see some yellow flowers you can jump to.
  10. EXTRA CONTENT: As you get onto the yellow flower, you should see that there are more you can paint in moving forward. You want to hit the upper platform behind the big giraffe and sun cardboard cutouts. The Pirate Gate Extra Content is waiting for you there.
  11. Now carefully drop down on the flowers to the bottom platform below you and free the last gremlin, who is hidden behind the giraffe.
  12. You’re done. Jump to the left to the next platform and follow it all the way to the end on the left side for an e-bucks chest. Then drop down into the pit to trigger a quick cutscene.
  13. PIN: The gremlins you freed will take care of the Blotlings in the area by lowering all the platforms they’re on, making your life a lot easier. When you get control, head to the right and thin out the yellow toon wall. You can now walk along a path set into the wall — time your movements so that the moving walls ahead don’t push you into the thinner, then run forward and hop onto the piston. At the end of the walkway ahead is a Silver Pin.
  14. All set. Jump down to the open door below and go through to advance. To open the next door, you’ll have to move fast to shut off all the steam valves. Step on the platform, then run up to the valve on the left and spin to close it. hop up and hit each valve going forward before the time runs out.
  15. Closing all the valves opens the door ahead. If you’ve been generally helping out, you’ll get some dialogue with a character named Small Pete, which will give you a quest when you arrive in Gremlin Village. Don’t worry about it for now.

Asia Boat Ride

  1. Start by painting in the bridge ahead of you, then deal with the two Blotlings on the platform ahead. When they’re down, run around the back side of the pagoda to find a gear. Spin to activate it.
  2. That should pull out two stones that give you the ability to climb the pagoda. Keep working your way up until you get to the gremlin at the top and free him.
  3. Climb back down the pagoda and jump on a boat heading toward the small tower that looks kind of like a three-tiered cake. On top, you can free another gremlin who can fix the whirlpool in the area for you, but it’ll cost you 100 e-tickets. Pay him if you want to get a Pin in this area.
  4. If you paid, paint in the bridge leaving the cake platform and move to the Great Wall display. Jump on and head to the right, where you can thin out walls and climb to the top. Once there, use the hole to drop inside.
  5. You need to close four steam valves throughout the wall — if you want to really expedite the process, go forward and thin out all the toon fan blades through each section. Then backtrack and activate the first valve with a spin.
  6. Time your jumps through the fan blades as you move forward and close all the valves. At the end, you’ll open the way to a chest on top of the Great Wall. Time to backtrack.
  7. PIN: Use one of the boats that now move freely around the cake platform to return to it, then cross the bridge and return to the top of the wall. Remember to climb up on the far right to avoid falling back inside the wall again. Jump the holes in the floor and keep heading forward until you get to the chest and the Bronze Pin inside.
  8. Drop back down and get on the boat, but ride it around the bend so that you can jump onto the platform to the right of the cake platform. This one has several gears on it. Move to the left to get started.
  9. Stand on the boat on the left edge of the platform and face the gears. Paint in the two connected to platforms and let them rotate so they’re both flat; then thin out the middle gear that connects them.
  10. Now climb the two platforms and jump to the right until you’re standing on a switch that slides down. That’ll raise the fire bridge, allowing you to continue.
  11. PIN: Before you go, you can access a pin here. First, paint in all the gears, including the two on the right. That lowers a door on the right wall, revealing a pin. Stand on the switch that just slid down and jump onto the rotating platform on the right as it rises, then quickly jump off to the ledge with the chest. A Gold Pin rests inside.
  12. Jump back to the gear platform, then carefully jump onto the fire bridge and take it to the exit door. The door is locked, but it’s not hard to open: move to the right of the platform when you’re facing the door and jump onto the rising red flower thing as it comes up.
  13. From the red flower, hop onto the platforms above the door. You’ll have to do it twice to activate both switches and open the exit.
  14. You’re done now, but there’s still a whole section of the ride we haven’t explored. Leave if you want, but if not, stand with your back to the door and face to the right. Look over the edge of the platform and you’ll see a capsized boat there. Jump down to it, then to the island beyond.
  15. Deal with the Blotlings, then move to the center of the island, where you’ll see a big wooden square structure. Go around the back to find a gear you can activate, lowering the front wall of the structure and revealing a gremlin. Save him.
  16. The gremlin makes it so you can climb the back wall of this area. Head to the far right to find the platforms to get to the top, then get rid of the sweeper when you reach the flat section above.
  17. EXTRA CONTENT: From here, stand facing toward the pagoda and you can paint in several flying carpets right in front of you. Board one and it’ll fly you to a platform to the left of the exit door. Thin the wall in front of you to access the World of Gremlins II content.
  18. TIP: There’s a pair of gears on the back wall you can thin when you reach the upper platform on that last island. If you thin them out, you’ll break the flying carpets and no longer be able to use them to get to the Extra Content. You can still snag it, however — go to the platform between the two switches that opened the exit door. Spray paint in the general direction of the wall with the Extra Content and you should paint in a cloud. Jump to it and you can reach the appropriate platform and your Content beyond.
  19. Time to go. Hop down to the exit door and enter the projector screen.

Steamboat Willie Part 1

  1. Move forward on the path until you see the cow being lifted by crane. Stand on the box in to the left of it with the chicken inside to be sprung up top get on the cow’s back.
  2. When the cow is lifted, jump to the roof of the boat’s cabin. Head to the right and jump on the back of the next cow. Ride that across to the hanging box.
  3. Stand on the box a second to lower it, allowing the next box to rise. Jump to that and then to the platform beyond it to snag your Steamboat Willie: Part 1 film reel.
  4. Now you can backtrack through the cabin of the boat to get any e-tickets you might have missed. When you’re done, exit the stage to get to the World of Gremlins.

World of Gremlins

  1. There are a few things you can do here, and some of them are optional. First off, you’ll need to repair the steam lines in the center of town to get the rides working again.
  2. Run around the circular section in the middle of the village and patch up all the leaking steam pipes. Then spin the valve in the center to repair the system.
  3. EXTRA CONTENT: With that done, turn to your right and look for a hole in a painted wall. Jump inside and wait — you’ll see two smashing machines come down from the ceiling. Run past the first and wait for the second to fall (the raised portion of the floor marks where the two machines impact), then go past it to get the World of Gremlins I Extra Content.
  4. You can now complete some optional objectives, like repairing Gus’ house. Fixing it will repair the Windmill above the town, which will be handy later.
  5. PIN: Pop inside Gus’ house by using the front door and you’ll find a chest with a Bronze Pin. You can enter all the other gremlin houses in the village, and if you thin them, you’ll also find objects inside.
  6. Remember when you ran into Small Pete? You can fulfill that quest now while you’re here. Head to the right side of the center of town, where you repaired the steam pipes, and talk to a gremlin wearing orange there named Bennett. He’ll point out the steamboat to you.
  7. Jump onto the airplane ride and ride it all the way over to the far side. Jump off when you see land near the boat.
  8. Get on the boat and go to the back, where you’ll find a gear. Spin it to open a door at the front of the boat. You can also thin out the back of the boat’s cab for a e-bucks chest.
  9. Open the chest found behind the door to get hold of Small Pete’s log. You now have two options: return the log to Bennett to clear Small Pete’s name and get a reward later, or you can give it to a different gremlin names Shaky to the left of the town’s clock tower. If you give it to Shaky you’ll receive a Gold Pin, but Small Pete won’t be allowed into town, and you won’t be able to get some quests from Big Bad Pete later in the game.
  10. You should be about ready to travel to the clock tower. Head to the magic carpet ride and use it to get across. You can do some exploring over here, but ultimately, you need to jump into the projector.

Clock Cleaners

  1. Climb the clock tower until you get to the platform that flips over. Hop onto it and then to the gear beyond.
  2. Ride the gear to its peak, then jump off and spin to activate a lever there.
  3. Now drop down to the walkway just below the lever. You can use the platform that gives way to lower you down.
  4. Go across to the right when the path is complete and grab your film reel.
  5. Now you can finish climbing to the top and hit the projector screen at the top of the tower. It should be relatively easy.
  6. Back in the World of the Gremlins, you have the option to fill the pump on top of the tower with paint or thinner. Both will get you out of here, but putting thinner in the pump makes the gate blocking the exit go crazy. There don’t seem to be any other repercussions from using thinner.
  7. Go around the other side of the clock tower and you’ll see an elevator to take you back down. If you used paint on the pump, there will also be a golden e-ticket voucher on the wall beside it.
  8. Ride to the bottom. You can now jump across to the exit door if you like, but there’s more to be done: we can now make our way over to the World of Gremlins windmill.

The Gremlins’ Windmill

  1. Jump on the ledges that lead over to the exit door, then step down off the front of that island to where a gremlin is waiting on a lower platform. From here, you can jump to the right to the windmill’s ridge — look for a toon wall you can thin out.
  2. Behind the toon rock wall is an e-ticket chest. Grab that, then head up to the windmill proper.
  3. If you’ve been freeing gremlins along with this guide, there should be one here that will speak with you and give you a 50 e-ticket voucher. Once you’ve got that, stand on the broken stone wall on the edge of the cliff and look toward the windmill blades.
  4. As the blades descend by you, jump onto one of the platforms attached. It’s tricky because of the camera angle, but you can do it if you jump early.
  5. When you get on, first ride all the way around to the left side of the windmill, where you can grab a golden e-ticket voucher.
  6. Then, ride the blades around to the right side again. You’ll have another funny angle — look for a cloud behind the blade that you can jump to. It’s a bit of a leap of faith, but you can make it.
  7. When you hit the cloud, turn left and go into the windmill through the hole there. Dispatch the spatter and free the gremlin.
  8. Freeing this guy opens up a new passage to the European Boat Ride, which is where you’re headed next. You can take this passage to grab another reel that you wouldn’t otherwise have access to. If you go this way, however, it’s difficult to find your way back, so bear that in mind.

Clock Cleaners: Part 2

  1. When you access the windmill’s projector, start by riding the gear to the top level and trying to stay up there. You can backtrack for the e-tickets below later.
  2. Hop to the wooden walkway and then to the next big gear. This one has two platforms on the outside of the wheel, and one flipping one in the middle.
  3. The trick is to stay on the left side of the gear so that your weight rotates it, pushing the other platform up. When it’s high enough, jump to the middle, then to the right, and then off the gear to the walkway beyond. Grab your film reel, Clock Cleaners: Part 2
  4. Now you can backtrack to get your e-tickets from the lower portion. When you get to the pulley, jump on the platform when it comes down to you to get pulled ahead.
  5. Climb up to the end of the level where the bell is. You can leave through here to get to the European Boat Ride, but wait for the little clock figurine to ring the bell for a couple extra e-tickets.
  6. Note that as soon as you exit Clock Cleaners: Part 2, you can fight a sweeper and then go grab a pin from the chest at the end of the walkway. You’re also very close to completing the “Enter the Colosseum” quest you’re assigned when you arrive in European Boat Ride. Skip down to No. 1o under “European Boat Ride” to catch up to the rest of the walkthrough.
  7. For the sake of completion, we’re going to backtrack and explain the basic entrance to European Boat Ride as well.

Steamboat Willie: Part 2

  1. This level is accessed by leaving the World of Gremlins through the gate you opened by fixing the clock tower.
  2. Like most levels, there’s an upper and lower path here, and both have e-tickets on them. Which you take isn’t actually all that important.
  3. When the two paths converge, you’ll bounce up on a chicken box, and you’ll also see a goat nearby to the left. Hop on the goat’s back and he’ll belch out some music notes.
  4. Jump onto the music notes and ride them like a platform up to the boxes being moved by crane. Ride each one as it is swung to the next, then jump, until you get to the film reel.
  5. Collect the e-tickets you missed along the way, then hop down to the exit screen.

European Boat Ride

  1. When you enter this ride from the main gate exit from World of Gremlins, you’ll start facing a replica of the Leaning tower of Pisa. You immediately have a choice: climb the tower, or knock it down.
  2. You’ve got two seers and a spatter to contend with first. Get rid of them, then jump on the columns to climb up to the tower. Be careful not to knock them over. Then turn the valve with the spin when you get on top.
  3. You can now get across the river using the boats that are making it through the whirlpool you shut down with the valve. Cross the the Eiffel Tower island beyond.
  4. Unless you want to knock the tower over. If that’s the case, spin attack the smallest columns on both sets to set the whole thing falling down. It’ll create a bridge.
  5. Either way, the Leaning Tower quest is resolved. Cross to the leaning tower and start dealing with the Blotlings, then head to the back wall to the left.
  6. Stop the two cogs so that their platforms are flat and you can climb them, then jump up to the cloud beside them. It’ll float you up to one of two places: the Eiffel Tower itself, or to another cloud, depending on where you jump off.
  7. If you get off at the Eiffel Tower, you can spray thinner on the support beams for the upper portion, making it fall to create a bridge. That’ll take you straight to the Colosseum, where you’re headed next.
  8. However, there’s a better way (unless you want to go the thinner “destroy everything” route), and once you enter the arena, you can’t leave again. Rather than make the tower bridge, ride the cloud and jump across to the others until you can make it to solid ground on the far side of the thinner river.
  9. When you land over here, you’ll fight a sweeper and see a series of gears. There’s also a projector screen over here — this is where you would have come out if you’d used the shortcut film found in the World of Gremlins windmill.
  10. PIN: Right after you land, you’ll be able to push to the end of this walkway to a chest, where there’s a Silver Pin.
  11. You’ll need to stop each of the gears ahead to make a path to where you see Oswald. It’s not too hard, but it will take a second. When you get to the far side, head into the Colosseum.
  12. Here’s where you’ll be rewarded or punished for how you dealt with Small Pete. If you cleared Pete’s name with the ship’s log, you’ll be rewarded with treasure. If you gave the log to Shaky, you’ll have to fight some Blotlings.
  13. PIN: If you cleared Pete’s name, the treasure room is up back where you entered using the gear path. Inside the chest there, you’ll find a Bronze Pin.
  14. EXTRA CONTENT: Also hidden in the treasure room is the Inky Mickey Extra Content, secreted away in the back storage room around the corner.
  15. You can explore the rest of the Colosseum if you want, but there’s not much else to find. Go to the door Small Pete opened for you and use the screen there.

Steamboat Willy: Part 3

  1. Once again, your path here doesn’t really matter for a while. When you get to the hanging cow, you’ll need to pay more attention to get to the film reel.
  2. At the cow, use the chicken box to shoot up to it. Ride the cow as its swung to the right.
  3. Jump to the crate here and let it raise up the one attached to it. Jump to the far crate when it’s good and high — you’ll need a lot of height to make the next jump.
  4. Leap from the second crate to the top of the boat cabin. You should make it onto the roof and claim your film reel.
  5. After that, you’re just cleaning up. Grab up any remaining e-tickets and make your way into the boat. Climb the stairs and use the screen to exit.

Boss Fight: The Clocktower

  1. This is your first major boss fight, although it’s pretty easy, but as such you have two ways to proceed. How you fight this and every other boss battle will determine the ending you get when you finish the game.
  2. As with every other challenge, you have the option to use paint or thinner. Thinner is easier, but will result in the boss’ destruction, so the Clocktower character won’t make it through to the end of the game. We’ll cover the thinner fight first.
  3. Thinner: The boss has one attack: slam its arms down on you. You can see them coming by where the shadows play across the screen where you can run. If a shadow is over you, move out of the way quickly to avoid taking damage.
  4. After dodging an attack, blast one of the arms with thinner. The idea is to expose all the machinery and robotics beneath.
  5. Without the protective paint covering on its arms, lure the Clocktower to try to crush you and it will smash the hand off its exposed arm. Repeat the process and it’ll inadvertently destroy the arm entirely by slamming the robotic metal components against the ground, trying to kill you.
  6. Now just do the same with thinner on the other arm. Blast it until the pain covering is gone off the hand and let the boss attack you. It’ll destroy its hand, and then its arm, until ultimately it is defeated.
  7. Paint: This is tougher only because it requires a ton of paint to accomplish. You need to douse both arms in buckets of paint, so that they’re completely saturated.
  8. The trick to this is not to stay in the middle of the screen, but instead to try to fight on either the left or right outskirts. There, you can catch paint refills every time the Clocktower slams a hand down.
  9. Be careful as you move to the left or the right, because you don’t want to encourage the boss to trap you in a corner. Keep hitting one hand with paint until it’s completely covered in blue. You’ll know you’re successful because it’ll become gnarled and get withdrawn from the fight.
  10. With one hand down, you have a limited amount of time to get the other hand. Repeat the process — hustle to the far end of the screen, near the other hand, and try to stay between it and the wall at the edge of the area.
  11. Douse the second hand until they both get withdrawn. This might take two or three tries just because of the limits of Mickey’s paint complement, but eventually you’ll get it. When you do, hop onto the boss’ blue hand and wait there.
  12. Eventually, the boss will lift you up in front of his face, giving you the opportunity to blast the face of the clock with paint. Cover it completely to win the battle.
  13. PIN: If you complete the fight using the paint method, you’ll get the Stop the Music Pin and a paint upgrade. Finish it with thinner to get the Unwind the Clock Pin and a thinner upgrade.
  14. Finally, cross the thinner pond to get to get to the projector and head to Mean Street.

Mean Street

  1. There are several quests to be completed on Mean Street before you can advance. First, we’ll get the random environmental stuff out of the way.
  2. You’ll be stopped by Big Bad Pete first thing, and however you chose to dealt with Small Pete before will determine how he treats you now.
  3. PIN: You’ll also receive the Small Pete Pin from Big Bad Pete, provided you helped Small Pete before.
  4. EXTRA CONTENT: First, double back to the building near the screen where you entered Mean Street. Go to the right of the building and paint in the overhang that extends out toward the wall there. Backtrack to right in front of the projector and blast the building with thinner to reveal a way to jump up to the roof. Then keep following the roof to the right and cross on the overhang you just painted in. Jump to the top of the high point out to the right on that building to find the Mean Street Extra Content.
  5. PIN: Check behind this building for a Silver Pin, just floating in the air.
  6. PIN: Standing at the projector, head to down and to the right to the museum (it’s marked with a sort of Pantheon-looking icon on the front). Jump onto the painted overhang above one of the windows, then zap the front of the building with thinner to reveal a place you can climb to the top, and snag a Gold Pin.
  7. That’s it for must-get items for the moment. You can explore the Mean Street rooftops, but you won’t find much more than e-tickets. Head over to the fire station and speak with Gilda, who is standing beside a mailbox.
  8. Gilda will tell you about her climbing ax, which is a quest you can complete in a few levels. Meantime, accept her time trial mission to get the gear you need.
  9. The time trial is really easy — just follow the white guardian thing as it moves around Mean Street. You’ll need to follow it up onto the roofs of city hall and the fire station, but that’s pretty easy given the path.
  10. At the end of the race, you’ll receive your first gear. To get the second, go to the Horace’s Private Eye shop, which is located in the central square of Mean Street, on the right side of the main street. It’s the big whitish building.
  11. Talk to Horace inside the detective agency and get the quest. Before you leave, speak with him again and he’ll give you another quest you can complete in OsTown, the next area you’ll visit.
  12. Next stop, you’ll need to go to the emporium and speak with Casey about Horace’s book. It’s right across the street from Horace’s — the yellow building with the present icon above the door.
  13. Casey sends you to the ice cream parlor and Paulie, the vendor there.
  14. PIN: You can speak to Casey again to get access to his goods. At the emporium, you can purchase the Welcome to the Wasteland Pin and the Gremlin Village Pin.
  15. EXTRA CONTENT: You can also purchase the Mickey Faces I Extra Content from Casey.
  16. Now to the ice cream parlor. It’s the yellow building on the left side of the street, a little way down. Inside, speak with Paulie to get the book back, and return to Horace, who will reward you with the gear.
  17. With the gears, go up the street and find Gremlin Markus on the left side of the road. He’ll update the quest for you — now you need Power Sparks. In fact, you’ll need them in the future, and they’re usually the reward for completing quests.
  18. Head back to the emporium for your first spark. Talk with Casey, who offers to trade it for a key he’s lost. Leave the emporium and go around back, into the alley behind it.
  19. Here you’ll find a painted manhole cover you can thin out, and beneath it, the key. Return it to Paulie for the spark.
  20. Next, head over to the museum and speak with Laralee at the desk. She’ll trade her spark for something else. Time to head to the cinema, which is across from Gremlin Markus.
  21. Speak with the usher at the cinema and he’ll give you Captain Hook’s Cutlass to give to Laralee. Speak with him again and you’ll get a new quest from him: bring him film reels from the 2D cartoon segments and he’ll reward you. Your five film reels are good for some e-tickets right now.
  22. PIN: You’ll get the Swashbuckler Pin for getting the cutlass.
  23. Return to the museum and get your spark, then go talk to Markus to get the projector running — finally. Head up there and jump in to make your way to OsTown.

Thru the Mirror

  1. Head into the mirror to start the stage proper. The film reel is right at the beginning.
  2. Cross the globe and stop on the deck of cards. After a second, you’ll see cards floating down from another deck to your deck. Jump on these cards and use them to climb to the shelf above as they float down.
  3. When you get to the top shelf, you’ll probably see the film reel — it’s hanging in the air to the left, high above the first deck of cards.
  4. To get to the reel, wait for cards to float out of the top deck toward the bottom one. Get as far to the left as you can and jump before the card sinks too low. Time your double-jump well and you’ll snag the reel.
  5. To get everything this level has to offer, you’ll want to climb the cards to get back up to that shelf. You can also take the lower path and get up another way, using a top hat that works as a trampoline.
  6. On the lower path, beware the king playing card with two swords, as he can hurt you. On that first shelf on the upper path, there’s a bowl full of yarn with a needle sticking out that can also damage you.
  7. Push on to the right to find another mirror. Going through takes you to the level’s exit.


  1. There’s one major assignment you need to complete in OsTown — the repair of the bridge that leads to Mickeyjunk Mountain — and a few other side quests to knock out while you’re here. First, we’ll handle items.
  2. Start by thinning out just the roofs of the houses lining the street on the left. You’ll find a white e-ticket voucher on top of the Clara’s house (the first one), and a Power Spark on top of Mickey’s house (which you’ll need later).
  3. On top of the building with the safe hanging from it, the Gag Factory, is another Power Spark. Thin out the big red parapet/chimney structure to find it.
  4. EXTRA CONTENT: Spray the wall behind the Clarabelle’s (the red house) to find a small cave and the Ortensia’s House Extra Content.
  5. Now that that’s done, go over to the pirate-looking guy, Moody, who’s standing beneath a safe. Speak with him to find out a little about the safe above him, which is what you need to investigate.
  6. Moody gives you some options. You can paint in his house over on the far end of the street, which will get you the combination to the safe. That’s your paint option. If you decide to do that, return to Moody for the combination, and then you’ll need to climb up on the building behind him and get up to the safe to open it and release the gremlin inside.
  7. Climb up on the Gag Factory, the building with the safe hanging from it, by hopping onto the jumping mailbox to get a boost. Then jump to the safe to open it in a cutscene.
  8. If you want the thinner option, just switch to first-person view mode and blast the piece of wood and rope holding the safe in the air. It’ll crash to the ground — on top of Moody — releasing the gremlin. You’ll fail the “Paint Moody’s House” quest in the meantime, and the next time you interact with Moody, you’ll be treated differently than if you’d helped him.
  9. After freeing Gremlin Prescott, you’ll get another assignment: he’s missing his wrench, and it was last seen in Mickey’s house. Head inside and speak with the phone. It’ll give you a quest to paint in phone boxes around OsTown, which is pretty simple.
  10. PIN: When you exit Mickey’s house, Prescott will give you the option to just take the wrench by force. That’ll fail the “OsTown Phone Network” quest you just got, so keep that in mind. If you solve the “OsTown Phone Network” quest, you’ll receive a Bronze Pin and another quest.
  11. You’ll find the first phone box on the side of Mickey’s house. It takes thinner to find the rest: another is in a giant pit to the left of Clarabelle’s house, which you can find if you thin out her lawn. On top of the Gag Factory, on the back of its the jutting-up facade portion in the center (the piece of wall the safe hangs from) is the third. Head along the wall from the Gag Factory toward the bridge and thin out the wall to discover a second cave, which hides the last box.
  12. Now return to the phone. And get the wrench back. You’ll also get a quest: dial 726 on the phones in Mickeyjunk Mountain. When you find the phone pad in the next section, dial that number to update the quest.
  13. Head over toward the bridge and speak with Gremlin Prescott, who will repair the bridge for you now. You can advance to Mickeyjunk Mountain, but there are a few more things to do in OsTown.
  14. For one, stop by the thinner fountain in the center of town and speak with Animatronic Goofy. You’ll pick up a collection quest to find Goofy’s parts, and while repairing him is optional, there are some rewards that go with it. We’ll mark Goofy Parts in Tomorrow City in bold.

Ice Cream Cake

  1. If you spoke to Horace outside of a quest while you were still in Mean Street, you’ll have heard about his desire for ice cream cake for his birthday.
  2. Talk to Clarabelle, the cow character standing outside the first, red house in OsTown, and she’ll mention the cake. You may need to speak with her more than once. She’ll give you the quest to go back to Mean Street and fetch ice cream.
  3. Hop back through the projector screen and go back to Mean Street. Go to the ice cream parlor, where you can purchase ice cream for 100 e-tickets.
  4. Now return to Clarabelle and give her the ice cream. When you return from Mickeyjunk Mountain, you can pick up the cake and return it to Horace back in Mean Street (which is where you’ll go anyway).
  5. If you don’t get the ice cream now, before Mickeyjunk Mountain, you’ll be able to pick up a standard pie from Clarabelle and return that to Horace. He’ll be disappointed, and you’ll only receive a Power Spark.

Thin Out the Gag Factory

  1. As you go around OsTown talking to characters, you’ll run into Abner, who looks a bit like Goofy. He’ll tell you he wants the Gag Factory to look less appealing.
  2. The Gag Factory is the building with the safe hanging from it. Your job is to thin out all the painted portions of the building and claim a reward.
  3. This isn’t a job you can do halfway — you’ll need to climb up onto the Gag Factory and thin the roof and the structures there in order to complete the quest. Make sure you get all the walls as well.
  4. Return to Abner when you’re done and you’ll get a Power Spark in return.
  5. You’re finally finished in OsTown. Head through the projector across the bridge to get to Mickeyjunk Mountain.

Mickey’s Steamroller

  1. Hop onto the houses right behind where you start to grab a few e-tickets before venturing forward.
  2. When you get to the steamroller itself, climb on top and jump onto the wooden structure in front of it. Follow that to the right to snag your film reel for this level.
  3. You can backtrack after the steamroller has passed to get more e-tickets you might have missed. Be careful of boards with nails sticking out, however — they can damage you.
  4. Head to the right when you’re done and you should have no issues getting to the exit screen.

Mickeyjunk Mountain

  1. Head down from the start toward the crane in the center of the area. You’ll get your assignment when you arrive — you have to find and paint some TVs to power the crane.
  2. This section of Mickeyjunk is a big place, and there’s lots to explore. Start by going behind the crane to find the first TV standing in the open, beside a glowing green structure.
  3. Past the green structure is a river of thinner, and more structures across it. You’ll want to head that way — look for a red box to the left a little with a Mickey Mouse head silhouette. It looks a bit like a brick. Jump on that to get across.
  4. Go up and through the structure to drop down on another island near some spatters. Zap them or just spin attack them out into the thinner.
  5. Look around for a big blue Fantasia movie poster with Mickey on it. Thin it out to find your second TV behind it.
  6. While you’re over here, you can choose to cross out into the thinner sea to the right of the TV to free a gremlin. You’ll have to jump out onto the junk floating in the water, and it’ll sink if you linger on any of it for too long. But helping that gremlin will repair the crane and save you the trouble of looking for more TVs. You don’t have to free him, or at least, you don’t have to stop exploring once you have, however.
  7. You can leave at this point if you’ve saved the gremlin, but there’s a lot to do still, so head back to the central island with the cave and cross to the right. You should see thinner pouring from a spout to your left, and a platform you can use to jump across nearby.
  8. While you’re standing here, look at the bank of the mountain across the thinner stream from you for a Super Nintendo cartridge. It’s gray and looks like an old video game. Spray it with thinner to make more games collapse into the stream, making a better bridge.
  9. You’ll see a big phone pad in front of you when you reach this side of the area. If you got the phone’s quest back in OsTown, jump on the numbers 7, 2, and 6 in order without touching any other keys to update that quest. You’ll use the phone pad more in a minute.
  10. Head further onto this island. You’ll see the last TV for the crane up ahead. If you turn right from that, you’ll notice a big red book with a Mickey head silhouette and an @ symbol on it. Spray that with thinner.
  11. PIN: The book reveals three numbers: 512, 349 and 033. Head back to the phone pad. Dial 349 to stop the flow of thinner to the left. Then jump onto the platform beside the phone pad on the left and paint in the next platform, which is right in front of a chest. Open it to snag a Silver Pin.
  12. You can move to the left to get close to the exit door for this level from here. Do so quickly, because the thinner fall will be restored momentarily. Head to the left and try to regain the first island you visited, the one with the Fantasia poster, but this time you’ll be climbing up to the right of a big pile of cans.
  13. EXTRA CONTENT: I know the camera angle here sucks. Sorry about that. Work your way onto the left island and then climb up the mountain using platforms to the right of where you land. You should be moving up alongside another thinner flow. Get to the top of this area and you’ll find a gumball machine with a switch you can turn. Hit that and the thinner will stop flowing. Drop down back to the platform you just climbed up to the left of the gumball machine, and paint into the platform that was underneath the thinner. Hop down to that and go inside a small cave for the Bunny Children Extra Content.
  14. We’re finally done here. Head back to the projector and head to the next section of the mountain.

Alpine Climbers

  1. Watch out for falling rocks when the screen shakes as you head up this vertical level. As always, it’s pretty straight-forward.
  2. You’ll need to jump on the back of the sheep when you get to it to reach the next branch above. Then ride the winged eggs to get up even higher.
  3. The film reel for this level is at the very top. When you finish riding the giant bird to the platform above, you’ll see a mountain goat lumbering your way. Jump on his back and use him to jump up to the tree above you.
  4. Now jump to the left and climb up even higher. When you reach as high as you can go, look to the right for another winged egg to come your way. Hop aboard.
  5. Wait for your egg to move right toward a second egg and jump to that one. Ride that to the right even further and you’ll see the Alpine Climbers: Part 1 reel on a ledge beyond. Grab it, then drop down to the exit.

The Piles

  1. You’ll fight your first Beetleworx here, which looks like a one-legged bird. Spray it with thinner to expose the robotics beneath, then destroy it with the spin attack.
  2. Finish up your fighting and head into that tunnel up ahead. At the end, you’ll have to paint the path in ahead of you, but this section is fairly easy. Jump up the ledges past the guitar until you get to a spray of thinner.
  3. You can silence the aerosol can by painting in the lid, which looks like a Mickey head. Do so and you’ll be able to cross to the tunnel into the mountain to the left. Head inside and you’ll discover new spladoosh enemies. You can sneak past them, or blast them with paint to make them explode. Just stay well back.
  4. You can sneak through here if you like. You also have options when dealing with the pump in the center of the room. Paint will open the door, but it’ll take more time than thinner. Each option actually opens a different path forward. The thinner one is a little more difficult, but they’re not too different.
  5. When you arrive on the far side of the conveyors, Gus will identify the factory’s exit. If you took the thinner path, you can drop down to the right of where you enter the room and free a gremlin. If you took the paint path, it’ll be up on a platform to your right as you head toward the big phone. It’s easy to miss — do a 180 when you reach the spladoosh to see it.
  6. Freeing the gremlin creates the path ahead for you using the nearby phone pad. If you don’t free the gremlin, you can do the same by entering 512.
  7. Time to go. Cross the claws to get to the far side.
  8. EXTRA CONTENT: If you drop down off the last claw onto the block floating in the thinner below, you can snag the Mickeyjunk Mountain Extra Content. You’re going to have to bounce through thinner to get back, though.
  9. PIN: When you get off the hooks on the far side of the room, head right rather than dropping down to head to the exit. Go around the corner to find a hidden chest, with a Gold Pin inside.
  10. Drop down and fight your way through the various enemies to the exit pipe beyond. You’ll have to deal with spatters and beettleworxes, however, so be ready.

Alpine Climbers: Part 2

  1. You should have a pretty good handle on this level, so getting going will be easy.
  2. When you get past the first two flying eggs, watch out for barrels rolling down the hill to the right. Dodge them and jump onto the house of the St. Bernard  to ascend higher.
  3. This is a tough film reel to get to. From the platform above the dog’s house, you’ll see a branch being raised and lowered by a bird. Your instinct will be to jump to it, but you’ll miss the reel if you do.
  4. Instead, wait for the branch to be raised to its highest point, then jump to the left. You don’t want Mickey’s head to bounce off the branch — if it does, you won’t make the jump.
  5. While you’re in the air, double-jump so that you clear a rock blocking a ledge on the far side of the screen. If you timed it right, you’ll land on top of the boulder and the reel will be yours. If not, try again until you can grab it.
  6. From the reel’s ledge, you can climb up some platforms to get on top of the bird. Keep an eye out for falling rocks as you head to the exit.


  1. Your main quest here is to get the big gate open. You can do so one of two ways: fight and defeat all the blotlings in front of the gate (the thinner path), or power the door yourself (the paint path).
  2. We’ll start with the thinner option. Just hop down and fight through all the enemies. An effective way to deal with the spatters is to thin the floor beneath them to make them fall. When you’ve defeated all of them, the door will open.
  3. The paint path is a bit tougher. Move down to the right of the battlefield and you’ll see an anvil next to a wall. Jump on it to climb up, then go to the left and cap the aerosol can with paint so you can climb up even further.
  4. To cross the pit ahead, you’ll need to paint in the tic-tac-toe boxes and jump on them as they rotate. Beyond, be careful of the sweeper. Clear it and turn left to step into a platform area set in the wall.
  5. To ascend here, you’ll need to paint in an anvil in the top right corner of the screen. The anvil will make your platform rise, but stay on too long and you’ll get squashed when it hits the ceiling. Step off to the left about midway as you pass an opening.
  6. As you move left, you’ll see a painted section of the floor you can thin. Drop down through it to find the first TV. Head back up when you’re done.
  7. Now climb the rotating gear platforms up to the top. You can paint in a clock above the platforms to the right to slow down time.
  8. At the top, carefully navigate over the spikes and crushers. Just take your time and watch how they move. Ride the last one up and spray paint on the aerosol can to cap it, then move left to the second TV. Door open, fight avoided.
  9. You can head through the gate now that you’re done if you want. If not, you can complete a quest from back on Mean Street while you’re out here.

Gilda’s Lost Axe

  1. Head down into the big battlefield. If you didn’t kill the blotlings down here before, you probably will have to now.
  2. Go to the back left corner of the area — look for a Mickey hand coming out of the wall, and thin it out. An anvil will fall from the hand and onto a pressure plate below.
  3. That activates some platforms to your left. Jump on and climb them around the corner.
  4. Hop off the second platform onto the structure below and turn to the right. You’ll see a river of thinner flowing below you — paint in the TV in the small alcove on the right side to make some stepping stones appear in the thinner.
  5. Drop down and cross the waterfall. Paint in the lids of the two aerosol cans as you ascend, then go forward and look for the silhouette of another anvil near the wall. Paint it in to open the door to your left.
  6. Go inside the hut and you’ll find the axe on the ground. You can return it to Gilda for a reward, or use it in the next section of Mickyjunk Mountain. Head back to the gate and go inside.

Inside the Mountain

  1. After the cutscene, climb the stairs, filling in the path as you go. When you get to the top, you can talk to the cards. The one in the middle will give you challenges necessary to open the door to move on.
  2. First, let’s explore the room, though. Spray thinner on the big square on the floor to open a staircase descending below you. You’ll need Gilda’s axe to advance.
  3. At the end of the tunnel, you’ll be asked if you want to destroy Gilda’s axe to move on. Note that you can’t finish the quest of returning it to her if you use it here (this is a thinner path). At the end of all the work you’ll do here, you’ll receive a Gold Pin and a Silver Pin. If you choose not to use the axe, skip down to the first trial below – when you return it to Gilda, she’ll give you e-tickets and a Power Spark.
  4. Head in and stop in front of the aerosol bursts of thinner. Shoot the ears of the Oswald heads on the wall with thinner to close off the sprays. Keep moving until you get to the Mean Street model at the end. Paint it in when you arrive.
  5. You’ll need to hop around, painting in all the models of the Wasteland worlds. Start on the left side. Hop to the first platform, then to the second behind it. Turn back and paint in Skull Island, then paint in Lonely Manor, the model on the platform on which you’re standing.
  6. You should be able to jump to the next platform to the right. When you get there, paint in Mickeyjunk Mountain and jump to the next platform. Paint the windmill model and jump to the last platform, where you’ll paint in Tomorrow City.
  7. Stand on top of the Tomorrow City model and you can jump to the center model of Dark Beauty Castle. Thin out one of the pink parapets to climb into the center of the caslte; thin the blue roof of the keep to get on top of that.
  8. Now it’s time to be a little evil. In front of you should be a Mickey Mouse model from Fantasia, holding a giant thinner bottle. Thin the Mickey model and the thinner will fill the chamber, wiping out all the models except for yours.
  9. PIN: To get to your Gold Pin above the Sorcerer Mickey, you’ll have to do some slick jumping. Paint in the Mickey model and jump onto its hand, then onto its ear. Jump left onto the sorcerer’s hat and then onto the mesh floor above to get to the chest and the pin.
  10. PIN: Drop down and head to the right when you’re done. At the bottom of the pipes, you’ll find a Silver Pin for your trouble. Then jump on a floating piece of debris in the thinner river to your right to get back out. You’ll have to spray thinner on a painted gate blocking your path along the way.
  11. Back up top, let’s do the first trial – into the projector.

Trolly Troubles

  1. This is easy. Get on the trolly and ride it forward. When it rises, hop off of it onto the platforms as you get near them.
  2. You’ll have to jump onto some platforms to hit track switches along the way, but that’s the worst of it.
  3. When the trolly picks up speed, get ready to jump off it. The tracks end before long, and the trolly will stretch up one last time.
  4. You’ll have to jump from the trolly before it falls to land on the platform that has the film reel, but it’s not hard to time. Once you have that, hop down and exit through the projector. Back outside, start the second trial at the next projector.

Great Guns

  1. There’s an entire lower path to this level that’s easy to bypass altogether. You might want to backtrack after you have the reel to grab some e-tickets.
  2. For now, try the upper path. Jump onto the tank at the start and then onto the tree beside it. Wait on the branch on the right for plane to come by, and hop onto it.
  3. Ride the plane to the right, watching out for bullets and jumping over them – if you’re hit, you’ll go flying. After a few seconds, you’ll near a second plane you’ll need to board.
  4. From the second plane, quickly jump onto the tree holding the film reel, but be careful of cannon balls that will knock you clear and force you to go back to the start. Once you have the reel, feel free to move to the right and exit. Go past the cannon and get all the e-tickets from the building, then go back and spin-attack the cannon to blow open the structure and find the exit projector.
  5. One more trial to go. Head over to the last one and enter it when you return.

Oh, What a Knight

  1. Head to the right. Jump the horse and then use the crocodiles’ heads as stepping stones to get into the castle.
  2. Avoid the little guy walking back and forth with a sword. Move right and a lion will pop out – jump on his head and then get up one more platform and head left. Spin next to the lever to extend the drawbridge to the left, where you can grab some e-tickets.
  3. Double back to the right and jump the gap. Dodge the knight there and spin near the lever to extend some ledges that will let you keep moving. At the next stop, you’ll see a character with a jousting lance – try to dodge him and stand on the left edge of that platform, then jump up to the platform above to your left.
  4. Spin to activate some more ledges and head to the right. You’ll wind up at a window sill looking over the bridge you avoided by going left at the lancer character. Wait for a heart to float your way and use it to jump across to the next window.
  5. Hop one more gap after you get through the far window to snag the film reel and finish the challenge.
  6. Back outside, head up the stairs after talking to the card. Three doors have opened, but don’t go through any yet.
  7. EXTRA CONTENT: Instead of going through one of the lower doors, jump up to the platform in between them, where you’ll see Oswald’s throne. Step around right behind it to grab the Oswald’s Throne Extra Content.
  8. Now you can go through the doors for a cutscene with Oswald. You’ll also be transported back to OsTown.

The Road Through OsTown

  1. You accomplished a lot since you were last here. Time to check in with everyone. You can complete several quest lines, if you chose to take them, starting now.
  2. Stop by Clarabelle’s house to pick up the ice cream cake if you completed that quest your first time through OsTown. If you didn’t, you can still get a pie from Clarabelle to deliver to Horace in Mean Street, but your reward will be less.

Gilda’s Climbing Axe

  1. The very first person you talk to when you arrive in OsTown is Gilda from Mean Street.
  2. In order to claim your rewards from her, you’ll need to have found the axe on the Mickeyjunk Mountain Slopes. You’ll also need to not have used it inside Oswald’s sanctum to access the model room.
  3. Talk to Gilda when you arrive and you’ll get a Power Spark and some e-tickets, plus tick off the quest.

OsTown Time Trial

  1. Once you’ve talked to Gilda about her axe, speak with her again and you can run a time trial race around OsTown.
  2. The race is pretty simple, although note that while you don’t need to climb on any of the houses, you will need to climb up the Gag Factory, before hopping down and going to the end of the land strip near the wall, beside the bridge.
  3. Winning the race nets you a Power Spark.

Mickeyjunk Mountain Phone Network

  1. If you chose to put up with finding the power boxes for Mickey’s phone, and you also dialed the numbers while on Mickeyjunk Mountain, return to Mickey’s house for your reward.
  2. You’ll get a Power Spark from the phone for completing the quest.
  3. When you’ve finished with all that stuff and you have your cake from Clarabelle (if you choose to do so), return to Mean Street through the projector screen.

Mean Street to Tomorrow City

  1. You’ll talk to Oswald shortly after entering Mean Street. After you do, you can go talk to Markus at the Penny Arcade.
  2. Guess what – you need Power Sparks. However, given what you’ve been up to before now, you should have enough to start the projector. Even so, there are a few things you can do around Mean Street before you head off for Tomorrow City. You’ll also get Power Sparks from the quests here if you need them.
  3. First of all, cross the street to the cinema and talk to the Usher. If you’ve gotten all the reels we’ve mentioned so far here, you’ll receive a number of rewards, including a Power Spark and a wallet to upgrade your e-ticket carrying capacity.
  4. PIN: As you head off the Mean Street to do quests, drop by the cinema across from Gremlin Markus and check in with your film reels. You’ll get a Bronze Pin if you have all the reels found so far in this guide. Keep talking to the Usher to get a Silver Pin as well.
  5. CARTOON: Speak with the Usher a second time to unlock a full-length cartoon from the Extras menu.
  6. PIN: Head over to Horace’s detective agency, where you can drop off your pie or cake from Clarabelle in OsTown if you have one. You’ll snag a Power Spark for both, but the Mean Street Romance Pin is yours only if you got the ice cream cake.
  7. Horace also gives you a new quest to complete, involving a thief stealing his books. Once you’ve got that, talk to him again to get the start of a mission in Tomorrow City.
  8. Follow the footprints leading away from Horace’s to the cinema. The prints go up the wall, so thin out the top of the cinema and jump up on top of the marquis overhang in order to climb to the roof.
  9. Speak with Shifty, who’s standing on the cinema roof. He’ll offer to sell you Horace’s book back, or you can choose to wander around and collect evidence to prove it was him. The buying option will cost you 50 e-tickets.
  10. You can get the book back for free by painting in all the footprints leading from Horace’s to Shifty. It’ll only take a second, and he’ll surrender the book once you’re done. Return to Horace for a Power Spark.
  11. PIN: While you’re out here, stand on the street between Horace’s and the cinema. Face the building with the label “New Sounds for a New Century” if you paint it – the footprints lead right in front of it. Climb onto the roof and thin out the facade. Check the wall of the higher building beside the roof you’re standing on for a paint patch you can thin out, revealing a hole with a Bronze Pin inside.
  12. Drop by the emporium next, where you can buy a Power Spark.
  13. EXTRA CONTENT: There are a few new pieces of content for sale too: the Mickey Faces II Extra Content, and the Thinner Falls Extra Content.
  14. Stop by city hall next, which is beside the fire station. Inside, talk to Pete for a mission rounding up Bunny Children. Head back outside to start the roundup.
  15. All you have to do is let the Bunny Children cling to you, which they’ll do automatically. Head back over toward city hall – there’s a pipe between it and the fire station, which will automatically suck up all the Bunny Children.
  16. Look around the center of town for the three bunnies and return them to city hall. Go back in to talk to Pete to receive your Power Spark.
  17. Talk with Pete again to get a mission about Petetronic in Tomorrow City. You’ll eventually battle Petetronic, but if you choose to redeem him with paint rather than defeat him with thinner, you’ll be able to claim this quest with Big Bad Pete later.
  18. You should be done here in Mean Street. You can head to the projector now to travel to Tomorrow City.


  1. This level looks confusing, but is actually pretty simple. The colors of the background determine which platforms are available in the air.
  2. Move forward until you either see the cat on the ground level, or you hit the end of the bone platforms. Either way, you can’t reach the film reel yet, so drop to the lower level.
  3. Go to the cat and use the spin attack. It will throw an object into the air to become a new platform, following the bone platforms that are already there.
  4. Ride the nearby fire hydrant to get to the bone platforms, then jump to the new platform on the right and then to the tree that has the Plutopia: Part 1 reel.
  5. Just keep moving until you hit the end of the level to leave.

Raising the Notilus

  1. There’s a lot to be done in this first section of Tomorrow City. Your primary goal is to raise the submarine by repairing two cranes.
  2. Start by heading to the right. You can jump across the thinner pool, where you’ll encounter a couple of spatters. Zap them quickly.
  3. Right after you land on the island, look to your right. There are a couple of columns almost arranged so that you could climb up to the area above a statue that looks like a face.
  4. Go to the wall and find a column with a painted base. Thin the paint and the column topples, creating a way up. Climb to the top and paint in the gear on the wall to raise some platforms that will let you cross to the second crane.
  5. NOTE: You can actually free a Gremlin that will fix the cranes and save you the trouble. That’s outlined in the next few steps below. However, if you want to wait, you’ll find yourself climbing around on the cranes anyway to find hidden items, and you can repair them yourself.
  6. Keep moving to the right, away from the entrance. Jump across to the next island, where there’s another spatter to deal with. Look for another column with a painted base, but don’t thin it yet.
  7. Beside the column with the paint base, there should be a silhouette you can paint in, to the left. Paint it to reveal a portion of another column. Now thin the base of the other column to make a way up. If you do it in the wrong order, you’ll have to negotiate the way up by jumping rather than the easier walkway.
  8. Climb on top of the next structure using the columns to find another gear to paint in. This one extends ledges on another structure, left of you. Head that way now.
  9. Climb to the top of this new structure and you’ll find a painted piece of architecture at the top, with another structure on top of it. Thin the paint to make the top portion fall away, revealing another gear set in the wall behind it. Paint it in.
  10. Columns are raised near the temple with the blue roof, which is where you want to go. Drop off the platform you’re on, being careful to grab the gold e-ticket voucher from the plane wreckage sticking out below you. Then continue to the left to reach the island with the blue temple.
  11. Climb up on top of the temple and thin out the roof. When you drop inside, look around – you should find a gear you can paint in to the left of the gremlin’s cage, if you’re facing it. Paint that in, then break the gremlin cage open.
  12. The gremlin raises the sub for you. There are still a few things to collect, but you’re ready to leave whenever you want.
  13. There are still a few things you can do before you go. First off, cross to the back side of the submarine and grab the golden e-ticket voucher you just unlocked.
  14. GOOFY PART: Go to the crane opposite from the one near the blue-roofed temple. When you get there, you can climb it by thinning out the gears for each platform around the outside when they’ve rotated the platforms flat – something you’re already used to. At the top, jump toward the wall and thin out the painted wall to your left. Then jump down and open the blue chest, which denotes an Goofy part, to receive Goofy’s leg.
  15. It’s worth noting that if you decided not to use the gremlin’s help, you could climb both cranes the same way you just did to get Goofy’s leg. At the top, go to the end of each boom and pain in the gear there to raise the submarine.
  16. You’re free to move on. Go to the projector on the sub to head into Tomorrow City Lagoon.

Mickey’s Mechanical Man

  1. This one is simple until you get into the boxing match. You’ll need to get into the rafters to find the reel.
  2. Jump up onto the gorilla’s back, then onto the robot’s head. Wait for the robot’s head to get knocked off and ride it into the air, then jump off onto the wood rafters above.
  3. Head all the way to the right to where you can climb up even higher, then turn back left. You need to jump onto the swinging light and head back to the left, but on the higher level here.
  4. Repeat the process on the second light to swing over to the film reel. Drop back down when you have it to get to the projector screen exit.

Tomorrow City Lagoon

  1. You’re task in Tomorrow City Lagoon is to disengage a thinner fall that’s blocking the gate into the city. You can do that by finding and spinning gears that control steam pipes, which are covered in paint on the three tiers of the entrance way. Or you can free a gremlin to do it for you. The pipes represent the thinner path (and will cost you a quest), while freeing the gremlin is the paint path.
  2. Either way, head onto the central structure. There you’ll encounter a new and annoying beetleworx enemy. Deal with it and head to the right. Cross over the thinner fall using the platforms, and look for a big square rock ahead of you.
  3. Along the way, if you’re choosing to thin out the pipes and close them yourself, look for thin strips of paint along the floor. Thin them and follow them to find the gear. Spin on it to close the valve.
  4. When you’ve got the ones on this tier, jump off the square rock toward the next tier and Mickey will catch the ledge and climb up. Repeat the process of closing valves as you head to the left. If you prefer the gremlin’s help, just head that way and fight off the blotlings ahead of you.
  5. On the far left side of the second tier, you’ll find a column that’s partially painted. Stand back and thin the bottom to make yourself a way up from the bottom. After it falls, paint in the bottom portion and use it to climb up to the last walkway.
  6. If you’ve been opening steam valves, the path will be treacherous. After each painted section of the walkway is a section made out of grating. When you touch it, the grating will collapse, dumping you into the thinner below, so you have to jump immediately.
  7. Right past the first breakaway grate is a sweeper that you’ll have to deal with quickly. Past him, you’ll have another painted section, and another breakaway grate. Clear both and you’ll hit a corner.
  8. Turn right and jump along the platforms until you get to the gremlin’s cage. Free him and he’ll shut down the flow of all the thinner over the gate.
  9. You can head inside now, but there’s another optional quest you can do that will earn you a pin. Head down to the bottom tier and paint in the platforms in front of a newly exposed cave that was previously hidden beneath the thinner fall.
  10. Inside is another gremlin. Free him and he’ll set up a quest for you on the crashed UFO out in the lagoon. To reach it, head all the way to the left (if you’re facing the entrance) of the bottom tier.
  11. Look up at the wall. You should see a box with a painted yellow clasp holding it up. Thin the clasp and the box will fall, giving you a way to jump onto the wooden structures beside them.
  12. PIN: Follow that wooden structure down into the lagoon, then paint in the pieces of road that lead all the way to the UFO. When you get to it, you’ll face three or four sweepers and several spatters. The best way to defeat them is to keep moving to avoid the sweepers’ thinner while you just spin attack everyone off the UFO. When all the enemies are dead, a Bronze Pin will be your reward.
  13. Backtrack and enter through the front gate. Inside, you’ll reach the Big Tomorrow exhibit, and have to face a boss blotling.

Boss Fight: Slobber

  1. Heal up using the various boxes around the exhibit before you take on the Slobber. You’ll want to be at full strength.
  2. Like all blotlings, you can take this one down in either of two ways – demolish it with thinner, or turn it into an ally with paint. What tool you use determines your reward: either a Pin for your collection (thinner), or a chunk of Animatronic Goofy (paint).
  3. The Slobber has four attacks: if you get in close, it’ll slash you with its claws for a lot of damage, while at a distance, it’ll spew thinner at you.
  4. Right after the Slobber chucks thinner at you, it’ll inhale deeply, sucking Mickey toward it. This is when you need to attack it – fill its mouth with either paint or thinner. Hit it with enough and the Slobber will gag and you can escape. It’ll take about three full doses to defeat the boss.
  5. If you don’t choke the boss with your attack, it’ll do its last attack, slamming its claws on the ground to send you flying.
  6. If you get into trouble, remember that you can drop back from the fight to restore health and weapons out in the audience stands surrounding the exhibit.
  7. GOOFY PART: Defeating the Slobber using paint will eventually earn you Animatronic Goofy’s torso.
  8. PIN: If you choose thinner instead, you’ll get a Gold Pin at the end of the battle.
  9. You’ll also get a quick tutorial on using sketches. Once that’s over, drop a TV on the pad to power the Big Tomorrow. Talk to Mister Rover and he’ll rotate the whole thing so you can get to Tomorrow Square.
  10. PIN: Learning to use the TV sketch gets you the TV Pin as well.
  11. Follow the tunnel when you’re done and you’ll find a projector to get you into the center of Tomorrow City.

Plutopia: Part 2

  1. The reel in this stage is pretty easy. Move forward until you reach the cat, jumping up and down on a shovel. Spin attack it.
  2. Clearing the cat out of the way breaks free part of the concrete below, which is lifted by water. Stand on the platform and let it lift you up toward the reel above.
  3. To get the reel, jump onto the tree while the door is closed and go past it to the left. Let the door open, snag the reel, and back off while the door closes. Done and done.
  4. Watch out for the falling bones and the big pile of them a little further on – they can hurt you. Past them, hit the cat again and follow it into the tree to create a bridge that leads to a handful of e-tickets, and the exit.

Tomorrow City Square

  1. Welcome to the real Tomorrow City. Time to go to work. First, fight off that beetleworx up ahead and make your way to the ramp ahead of you. We’re going to repair the rocket ride.
  2. At the top of the ramp, you’ll find a gremlin you can free. He’ll tell you that dropping TVs on the various power pads around the city will power the People Mover, opening the door forward.
  3. If you break the chest beside the power pad (you’re standing on it — see the blue light?), you’ll receive a TV sketch. You can drop that TV here, or you can go looking for a gremlin that can repair the whole system for you.
  4. You have the option to just skip right through all of this and head straight on to Space Voyage. If you jump on to the People Mover track, you can run along it to the other three power pads in the area. Each has a chest, each with a TV sketch, and you can power it up right now and run to the exit.
  5. If you do start powering the People Mover track, be aware that electricity will course down it every few seconds. If you don’t jump over it, it’ll damage you. Either way, we’ll consider the People Mover quest as read and move on.
  6. Hop back down off the track and head to the area near where you first entered Tomorrow City Square. The floor here will be painted, and you can thin it. Do so carefully so you don’t fall: you should discover an area you can drop into and grab another TV sketch from a chest.
  7. Hop back out of that hole and head to the left of the ramp you climbed — or just climb it and walk off the end, past where you saved the gremlin. You’ll find the floor to be thinnable again, so do that to discover a ramp.
  8. At the bottom of the ramp, you’ll find a set of gears. Paint in the gears in the corners and spin on the center gear to get the Sky Tram running. We’ll use that shortly.
  9. Come back up the ramp and keep advancing along the edge of the level toward the wall (to your right as you exit the ramp you started with). You should see an inlaid area you can enter. Thin the wall on the right side and you can jump up and keep moving.
  10. Keep thinning walls and moving to the right. You’ll eventually be able to jump up through a painted floor at the end of this section, then paint the path back to the left. Watch out for a couple of spatters at the end of the walkway.
  11. At the corner of the walkway, you’ll hit what looks like a dead end — in fact, you can thin out the wall and continue around the corner.
  12. GOOFY PART: Sit tight here a second, when the camera pans to show you the Sky Tram line in front of the walkway you’re standing on. After a few seconds, the tram will show up and you can jump out to it. Ride it to the next car to jump to that, then ride to the last car and hop down to the platform. Fight off a couple of beetleworxes and open the nearby blue crate: inside is Goofy’s Left Leg.
  13. Ride the Sky Tram back to the corner from which you left. If you continue to follow the walkway, you’ll come to a piece of debris blocking the way. Thin out the orange chunk of the wall on top, then back up and thin out the floor beneath it, and the wall will fall away.
  14. Keep moving and you’ll hit another blockage. Thin this one out entirely, then use the spin attack to break through the frame.
  15. A little ways forward, you’ll see a silver patch on the wall behind you. Thin that out — behind it is a control panel that you can spin to get the rocket ride moving. There’s also a gremlin to save to the left of the panel.
  16. EXTRA CONTENT: Leave the control panel and backtrack out to the walkway. Go back to the right to where you thinned the floor to drop the wall away. Staying back, thin the floor again and angle the camera down — you should be able to see portions of a painted walkway below. Drop down and paint in the path all the way left. When it dead-ends, spin attack in front of the wall (it looks like a door) to destroy it, revealing the Tomorrow City Extra Content. You can go back all the way to the right and jump around a corner to get back to the main portion of the city.
  17. Now that the rocket ride is working, return to that first ramp you went up. You can get on the track from there, and then jump onto the rocket ride. Ride that up to where the last gremlin is. If you free him and you haven’t powered the track yet, he’ll open the door out of Tomorrow Square and you won’t have to get electrocuted.
  18. That’s it — you’re free to go. Get down onto the People Mover track and follow it until you get inside the building it connects to.
  19. PIN: Turn left as you leave the People Mover track to find a chest with a Gold Pin inside.
  20. Follow the tunnel down to a projector screen to enter Space Voyage.

Mickey’s Mechanical Man: Part 2

  1. Inside the house, there are various ledges you can climb to before you leave. Use the hanging safe to weigh the three safes down, then climb up to the upper levels using those.
  2. You can also use the swinging safe to jump to a ledge with some e-tickets on it right above the door.
  3. When you get outside, head to the right over the car wrecks and debris. Head to the car with the hood that keeps popping open. Stand on it to get launched up to the upper level.
  4. Turn around and head back to the left. You’ll have to jump on some telephone poles along the way. The third one is bouncing up and down — leap to it when you can make the jump, and then ride it to the top.
  5. At its apex, you can jump off the bouncing pole to reach the film reel for Mickey’s Mechanical Man: Part II.
  6. Now head inside to the fight. Jump over the first patron — his fists will damage you — and climb up on the two who are jumping. Now you can hop onto the back of the gorilla and move past him before the robot jumps on his back. Cross over the last few patrons to the exit.

Space Voyage

  1. Space Voyage (which is something like Space Mountain) is a really big place, and there’s a lot to do here. We’ll start by heading to the right, along the edge of the tracks with the tram cars zipping along them.
  2. Right around the corner is an alcove. You’ll see a glass wall that has a dog collar behind it — you’ll want to grab that for Horace back in Mean Street.
  3. Look for the big globe in the corner of the platform. Hit the front of it with thinner and jump inside. It’ll act as an elevator, raising you to a new platform. It also opens the wall to the dog collar — we’ll be back for that.
  4. Move over the pipes in front of you and climb to the top of the structure. Here you’ll find some crates and a spot where you can drop a TV to power a machine. You should have TVs left over from your time in Tomorrow Square — if not, you’ll have to go find one.
  5. Drop the TV on the pad and you’ll power a crane to the right of your location. Now you can jump down to the level below you by walking off the front of the structure, near the TV.
  6. PIN: Do a 180 and look at the wall behind you. You should see an opening — follow it back and around the corner to get a Bronze Pin out of a chest.
  7. Backtrack from the pin and you can see the rocket in front of you. You could go out and take the elevator to the top, simply by painting in the bridge to the center platform. If you want to do that, skip down some.
  8. In the meantime, there’s still a lot to be done around Space Voyage. Head to the left if you’re facing the rocket and drop back down to where we started, near the dog tags behind glass.
  9. DOG TAGS: When you land, go around the back of the dog tags’ room and you’ll find it open. Jump through the back of the building and grab the tags.
  10. Step back out and look at the back of the platform you’re standing on for some pipes that lead to the right, if your back is to the tracks. Follow them to the next platform, where you’ll find a spladoosh that you’ll have to subdue.
  11. Check the wall opposite you — it should have cracks in it, showing you that you can destroy it. Thin the painted wall behind it to reveal a gremlin. If you free him, he’ll do you the favor of stopping either the trams or the electricity for you. If you paint in all the tracks below, you can stop the electricity yourself, so trams might be the way to go.
  12. Keep moving in the same direction along the track. You’ll come to a spot where you can enter the central column. There, paint in the pipes on the wall to stop the pistons that will help you climb back up to the top level, and complete a quest.
  13. Turn back around. The pistons you just stopped are here, but go past them and around the corner to the right. You’ll find a hole into the glass room with the crazy tram car inside. Go in.
  14. Jump up on the platforms to free another gremlin. He’ll give you three TVs for your trouble, or shut down one of the beetleworx generators scattered around the stage.
  15. Jumping up to the next platform will get you access to a hole you can leave through.
  16. EXTRA CONTENT: When you land beside the glass room with the tram, you’ll see another breakable wall in front of you. Spin to clear it and grab the Petetronic Extra Content that’s there.
  17. You’re done down here. Find the pistons and climb to the second level. When you reach the top, paint in the path beneath you, then face the rocket and head left.
  18. The payload from the crane you activated is moving here. Wait for it to come down, then step onto it and ride it to the rocket. At the top, you’ll need to paint in a platform on the left side of the rocket to jump to.
  19. Jump to another platform and free a second gremlin. Again, you get the option — TVs, or the generator.
  20. Ride the crane payload back down. When you step off the crane again, cross to the rocket’s launch pad, then move to the right until you find another bridge and can walk back to the outer structures surrounding it. You should see another big globe structure.
  21. NOTE: You’ll want to thin the paths between the central launch pad and the outer structures, lest the big beetleworx in the center chase you.
  22. PIN: When you see the big globe structure, turn right and follow the path until it dead ends. You’ll find a chest there with a Silver Pin inside.
  23. GOOFY PART: Backtrack to the globe and thin the front of it. Jump inside and it rotates, allowing you to access a ramp. Jump back out and climb the ramp to the top, where the chest with Goofy’s Arm inside.
  24. That should put you just about fresh out of things to do. Head to the rocket platform, where you’ll have to deal with a big beetleworx that has the ability to hit you with paint and thinner, plus is generally pretty tough.
  25. You have several options here. If you prefer pacifism, you can skip the fight altogether in two ways: for one, you could paint in the walkway between an outer structure and the launch pad, then lure the beetleworx into chasing you across the painted path and thin it out from under him.
  26. You can also skip the fight by running around the back of the rocket and looking for the paintable silhouette of the elevator’s power box. If you paint it in, the elevator door (just to the left of the box) opens, and you can quickly jump in. Linger, however, and the beetleworx will thin the power box and close the elevator door.
  27. Finally, you can just do battle with the machine and destroy it. Thin out its paint covering and it’ll stop dead and start spinning, firing in all directions. Wait for its back to be to you, then hit it with a spin attack. Repeat that process three times to destroy it.
  28. Whatever you choose, board the elevator to head up to Petetronic and a bigger boss fight.

Boss Fight: Petetronic

  1. As with other bosses, you’ve got a paint and a thinner way of dealing with Petetronic. Lucky for us, they’re exactly the same except for their rewards.
  2. Pete is only going to employ two attacks on you, so don’t worry much. His primary way of dealing with you is to chuck thinner your way. You’ll take damage if it hits you, and it’ll also thin out any platform except the four raised ones surrounding him.
  3. Dodge the thinner by must moving platforms, and stay near the raised ones — they can’t be thinned, and you’ll want to use those as base positions to avoid falling when the other platforms disappear.
  4. After throwing thinner your way, Petetronic will shake his fist in anger and jump, landing hard enough to throw you if you’re touching the ground. Jump when he does and stay in the air when he lands to avoid getting hurt.
  5. Next, he throws his light disc at you. When it comes your way, spin to send it back to Petetronic, stunning him. He’ll spin around, and you can shoot the round section on the back of his suit with either paint or thinner.
  6. NOTE: Remember that if you choose to defeat Petetronic altogether with thinner, he won’t be around later in the game. Your rewards will be different, and Big Bad Pete in Mean Street will treat you differently than if you’d used paint.
  7. You need to repeat this whole cycle of attacks three times. Each time, Pete ups his amount of thinner thrown, but if you stay on a raised platform you can avoid any of it by just taking one or two steps in either direction.
  8. Petetronic jumps again, shaking everything, and throws the disc again. Reflect it and he’ll do the cycle again, but this time, when he throws the disc it’ll come faster, and he’ll be surrounded by a glowing shield. Bounce the disc back and if it hits the shield, it’ll start a volley with you. Keep bouncing it back until it penetrates the shield and stuns Petetronic.
  9. Hit him with paint or thinner again, and repeat those few steps one more time. He’ll use lots of thinner, then a jump, then the disc; then thinner again, a jump again, and the disc with the shield. Hit him with the disc by knocking out the shield a third time and you should be able to finish him off.
  10. You’ll receive an upgrade to either your paint or thinner when you finish the battle. Hit the projector to return to Mean Street.

Mean Street to Ventureland

  1. Arriving back in Mean Street, you’ll see Oswald waiting near the statue. Speak with him and you’ll be assigned to do dispatch some spatters at the far end of town.
  2. How you deal with these spatters matters to Oswald, so choose carefully if you want to blast them with paint or thinner. When you’re done with them — there are three — you can free Markus from the cage. He’ll return to the Penny Arcade.
  3. Head back to Oswald. He’ll make a comment about your methods, then hand over a Power Spark.
  4. Next, head to Markus. You’ll get another Power Spark from him, and find out that you’ll need 10 in total to open the gate to Ventureland. If you’ve been following along, you should have 14 by now, so you can just depart if you feel so inclined.
  5. Even so, there are a few more quests to do around Mean Street to get more Power Sparks. We’ll knock those down while we’re here.
  6. CARTOON: First, head across the street and speak with the usher at the cinema. You’ll snag a second real cartoon for the theater for all the reels we’ve collected. Keep talking to the usher and you’ll get an increase in the number of TV sketches you can carry, too.
  7. Head down to Horace’s detective agency and speak with him inside. Speak with him repeatedly: he’ll give you a quest to do in OsTown, as well as one in Ventureland. The third time you talk to him, you can give him the dog tags from Tomorrow City and receive a Power Spark.
  8. PIN: You’ll receive the Mystery Solved Pin for returning the dog tags.
  9. Leave Horace’s and go to City Hall. Speak to Pete to get another Bunny Roundup quest. Keep talking and you’ll get a Power Spark for having dealt with Petetronic. A third time and Pete mentions Pete Pan in Ventureland, whom you’ll be dealing with soon enough.
  10. PIN: If you saved Petetronic with paint, the Redeemed Petetronic Pin is your reward.
  11. Head back outside and go look for bunny children. There are a few in the square, two more up by the train station, and two more in the alleys by the ice cream parlor.
  12. Return them all to the pipe beside city hall, then go in and talk to Pete for another Power Spark.
  13. If you need or want anymore sparks, you can usually buy them at the emporium for an increasing price tag, up to 200 e-tickets.
  14. PIN: You can also buy the Tomorrow City Pin there.
  15. EXTRA CONTENT: If you stop into the emporium, you can also buy the Mickey Faces III Extra Content.
  16. That wraps up most everything in Mean Street, but we still have a few things to do in OsTown, including the Mickey Detective II quest for Horace, and returning Animatronic Goofy’s parts. Head to OsTown now if you like.

Checking Up with OsTown

  1. PIN: Start with Clarabelle’s house. Go inside and speak with her; if you delivered the ice cream cake to Horace for her, you should pick up the Happy Birthday Pin. If you dropped off the pie, you’ll snag the Pie Pin.
  2. Leave Clarabelle’s, as she’s useless to your investigation. Look for the silhouettes of footprints near the right side of the house. Paint them in and follow them down to the sidewalk, then between Ortensia’s house and Mickey’s, and finally around the back of Mickey’s to Ezra.
  3. With the trail filled in, speak with Ezra to get the flower back. If you speak to him without having filled in the footprints, you’ll have to pay 50 e-tickets for the flower.
  4. Now go to the Animatronic Goofy head and speak with him. If you’ve gathered up all the parts, you can reconstruct him in a cutscene, finishing that quest.
  5. PIN: Retrieving all of Goofy’s parts also nets you the Animatronic Goofy Pin.
  6. With Goofy reconstructed, you can now enter Ortensia’s house, the pink one in the middle of the street. Pop inside and you’ll find Ortensia’s locket.
  7. Return outside and you’ll hear from Goofy that you can drop the locket off at the museum for an e-ticket reward. But it’s safe to assume that Oswald would want the locket, so keep that in mind before you give it away.
  8. We should be about wrapped here in OsTown. Double-back to Mean Street.
  9. When you hit Mean Street, you can speak with Oswald about the locket, or take it to the museum. Giving it to Oswald might make him like Mickey a little better, and also gives you the reward of an additional pip of health, making it easier for Mickey to stay alive longer. Drop the locket off at the museum and you’ll receive a reward in e-tickets.
  10. Run down to Horace’s and drop off the flower to complete that quest. A Power Spark is your reward.
  11. PIN: You’ll also get the Symphony Sunflower Pin when Horace gets the flower back.
  12. Time to go to Ventureland. Head to the projector.

Jungle Rhythm

  1. The upper and lower paths of this stage don’t really matter for the majority of the trip. You’ll notice the film reel when you hit a log lying at a diagonal, with palm trees dropping coconuts on it. This is right after the portion with the gorillas and tree branches you can use as platforms above.
  2. Move up the log to the far end and you’ll find a stump that’s hollow. Jump inside.
  3. Hop up on the left side of the stump to the branch there, and keep moving to the reel to snag it. Leave the same way, using the stump.
  4. The exit projector is just past the stump.


  1. Head through the entrance arch. Just in front of you is Smee, but ignore him for a second.
  2. Instead, jump up on the edge of the area directly to the right of the arch. Follow it around behind the tree right there, and you’ll find a Power Spark.
  3. Okay, head over to Smee and speak with him. He hands out your next quest: gather various items to repair the gate leading to Skull Island.
  4. Head to the left of Smee and go into the tiki hut to speak with Tiki Sam. He’ll offer you the first component, the ship’s wheel, if you’ll gather up three stolen tiki masks for him. So it’s off to find those.
  5. Leave the hut and go back toward Smee. Behind him is a tree ringed in platforms. You’ll have to paint in a few of the steps, but you can climb it all the way to the top, where there’s a tree house. You can’t go in yet, but on the balcony out front is you first mask.
  6. From the tree house, jump to the left onto a platform on the wall of the area and keep moving along the wall to another tiki hut. Paint in the patches of the roof so that you can walk around the edge.
  7. On the far side of the building, you’ll see a toon building with a clock tower on the top (if you spoke with the pirate Jean Mark on the ground level, you’ll have heard him mention a tiki face on the clock tower).
  8. Thin the tower out and you’ll reveal the mask. Hop over and grab it.
  9. The third mask is to the left of the toon buildings, where you’ll see a waterwheel over a pool of thinner. Move to the left side of the wheel, where the platforms on it are rising, and hop on. At the top is the mask, plus some platforms with e-tickets behind it.
  10. Return to the tiki hut and claim your wheel. Head back outside and start talking to the other pirates.
  11. EXTRA CONTENT: Note that you can buy the Mickey Spill Extra Content from the tiki hut store.

The Figurehead

  1. The second component for the door repair is the Figurehead. Speak with Damien Salt, the pirate standing in front of the red chest, past the tiki hut.
  2. In order to get the Figurehead, you have to help the pirate win the affections of Henrietta, a nearby toon. She’s sitting on the fountain right in front of him.
  3. If you speak with Henrietta, you’ll find out she likes flowers, not ice cream, despite Damien giving you the option to get either one in order to get him to like her. That gives you a choice — head to Mean Street for ice cream (and screw things up for him), which is quicker and easier; or go to OsTown and speak with Clarabelle about a flower bouquet.
  4. If you choose to go the ice cream route, just head to Mean Street to buy some from the ice cream parlor for 100 e-tickets. The path to getting flowers is more involved — head to OsTown.
  5. In OsTown, go to Clarabelle’s and speak with her. She’ll tell you there are flowers scattered around OsTown and Mean Street that you can use. You’ll need three of them. You can find three in OsTown, or the same three at Mean Street, but you should gather the whole group from either one town or the other.
  6. The OsTown flowers are located in several hidden caves around town. If you got found the phone boxes to complete the Mean Street Network quest earlier, you’ll remember them.
  7. Thin out the lawn beside Clarabelle’s house to find the first flower, down in a pit beneath it; check the orange OsTown wall behind Ortensia’s house by thinning it for a second cave with another flower; and thin the wall bordering the thinner pool, left of the Gag Factory, for the cave with the third flower.
  8. In Mean Street, you’ll find all three flowers hidden in trees in the central square. Jump up onto the tree to the left of the emporium, and the ones on either side of the museum, to locate them.
  9. Return to Clarabelle in OsTown and she’ll whip up your bouquet.
  10. PIN: You’ll receive the Swamp Iris Pin, Sparkly Daisy Pin and Mickey Mum Pin as a reward for completing the flower-gathering portion of the quest, regardless of where you got the flowers from.
  11. Talk to Damien again to hand over either the ice cream or the flowers. The ice cream will have a negative impact: you’ll be forced to pay 50 e-tickets for the Figurehead, plus you won’t get what’s in the chest behind Damien.
  12. The flowers, on the other hand, have a positive impact: you get the Figurehead for free, and Damien leaves the chest he’s guarding, which you can now open.
  13. PIN: Give Damien the flowers and for your extra trouble, you’ll receive the Ventureland Romance Pin. Open the chest he was guarding and a Gold Pin is yours, too.

The Compass

  1. Look for Scurvy Pat, a pirate wearing an eye patch and bandanna, wandering around near the fountain. He’s carrying the compass, and you need it.
  2. Speak with him and he’ll give you the key to the tree house, which is where you found your first tiki mask. You can go up there and fetch Pat’s treasure, or you can purchase the compass for 25 e-tickets.
  3. Climb back up to the tree house and open it up. Inside you’ll find Scurvy Pat’s stuffed bear. Grab it and head down.
  4. Take the bear back to Pat and you’ll get the compass. You can now take all the parts to Smee to have him fix the door to move on.
  5. Before you take off, though, there’s one or two more things to do. For one, you can use the building with the chest in front of it to climb up and reach an e-ticket voucher on the spinning mast at the center of town.
  6. You can also talk to the Animatronic Daisy head near the gate, to get another quest to gather up her parts.
  7. After that, head to the projector to move on to Tortooga.

The Castaway

  1. To get the film reel here, follow the path to the end of the rafts ,when you hit the beach for the first time.
  2. Look for the seagull — you need to jump onto his back from the last raft in order to get up to the upper path.
  3. Hop along the backs of gulls, being careful not to fall back down. Then jump to the trees when you get far enough to the right.
  4. Keep moving along the upper path and you’ll run right into the The Castaways: Part 1 reel. Then you can drop down and head to the right to reach the end of the level, and Tortooga beyond.


  1. After the cutscene, you’ll speak with a pirate named Billy and be tasked with fetching his bag from across the thinner, to the right of him.
  2. It’s not immediately apparent, but the big pool of thinner you’re about to cross rises and falls like a tide, only every few seconds. Be careful as you traverse it.
  3. Jump out onto the boats and make your way across to the building at the far end. Be careful, as when you arrive, the thinner can rise and overtake the deck here.
  4. Thin out the front portion of the building, to the right of where you land, to discover Billy’s bag. Truck it back to him.
  5. You’ll be rewarded with a new kind of sketch, the Watch, which slows down time. Billy asks you to go to the jail and retrieve the actual contents of his bag.
  6. Head toward the jail. When you get up there, you’ll find no way of entering, but you will be attacked by some Blotlings. Deal with them and head to the right.
  7. The wall beside you has a few doors that are painted. The one furthest to the right has a trapped gremlin inside. Free him and he’ll shut down the spatter flow into the area for you.
  8. Double-back to the jail. Thin out the door frame and it’ll open up. Head inside and you’ll find three pirates locked up in cells. You’ll need keys to free them and get back Billy’s stuff.
  9. The keys are found scattered around Tortooga, hidden beneath things. Leave the jail and head to the right to the ramp there. Thin it out and it reveals a hole. Drop down and you’ll get the first key.
  10. Turn left to find a waterwheel. Paint in a platform and you can ride it back up top. Then paint in the ramp and head up to the next level.
  11. The first building you come to can be thinned to allow you to climb up. Get on top of it and head to the next building, on the left. Thin out the top tower portion of that one and jump up to it to discover the second key.
  12. Keep moving along the rooftops to the jail. Thin out the chimney on that building — the third key is inside.
  13. Back in the jail, you can open the cells of all three inmates to open some new paths forward. You’ll get the ability to open the well in the center of town, a quest to paint in three lanterns, and a door opened for you to get to Billy’s loot.
  14. The lantern quest is easy. Look for two sticks on the brick walkway beside the jail — they have lantern silhouettes hanging from them. There’s one beside each of the walkways down to the docks below.
  15. The third lantern is hanging from the tower portion of Tortooga’s tallest building. You’ll see a wooden pole sticking out from the building — the lantern silhouette is hanging off of it.
  16. With all three lanterns painted in, a portion of the ride out in the harbor will rise. That’s finished, so go to the well and stand in the center.
  17. The center portion of the well will lower like an elevator. When you hit the bottom, spin the gear next to where you wind up. Then sit tight and wait for the thinner to drop a little.
  18. PIN: When the thinner below you recedes, you can drop down to a sandbar at the bottom of the well, then jump out to platforms that are revealed once the thinner level drops. Immediately look left when you get out into the harbor, and you’ll find a higher platform that should protect you from the rising tide. Get on there and you’ll see a silhouette of a chest that you can paint in, revealing a Bronze Pin.
  19. PIN: To the right of that platform is another one with a chest silhouette on it. You may need to backtrack to Billy, then jump on the boats to reach it.
  20. Wait for the thinner to drop again and you should see platforms that will help you jump back to the docks on either side of the harbor. When you’ve got there, climb back up to the jail level.
  21. You’ve done everything else — time to get Billy’s stash. Go to the painted wooden door along the back wall that’s farthest to the left and thin it. You’ll reveal a room you can enter with a ramp down in the back right corner. As you descend, you’ll see spatters being dropped into the area, activating some gears you have to spin.
  22. In order to reach the treasure, you have to spin the gears to raise the columns and get all four up at the same time before spinning the fifth gear. This can be tricky because the back two columns drop faster than the front two.
  23. With your back to the treasure, do a zigzag — gear closest you on the right, then closest left, then back right, then back left. That should raise all four with the timing right for you to return to the last gear and spin it when all the columns have risen to the top.
  24. NOTE: You can also use a clock sketch here, which I think is the intention of the designers.
  25. Grab the treasure and head back upstairs. Return to Billy and he’ll activate the projector for you on the far side of town. Head over there to continue on to the Jungle.

Jungle Rhythm: Part 2

  1. As you move to the right as soon as you start this level, you’ll come on a big downed log with coconuts rolling through it, and trees dancing around behind it. You need to get on top of those trees.
  2. Jump from the log to the left, where there’s a barren tree with an extend branch. Get on that and jump back onto the palm tree.
  3. Jump to the right on the tops of the palms until you hit the film reel for Jungle Rhythm: Part II. With that in hand, you can continue to the end of the level.
  4. The rest of the stage is pretty straight-forward until you get to the portion with the ostriches. You need to ride the back of the second ostrich to get onto the elephant’s back, which can get you out of the stage and into the Jungle.

The Jungle

  1. When you enter The Jungle, you’re going to be a little overwhelmed as to where to go first. There’s a lot of ground to cover. Start by turning right immediately and following the path around.
  2. There’s a lot of paint here, but you want to ignore it for the moment. You should have seen two jumping bird beetleworx when you showed up, too — ignore them. They shouldn’t be on your path if you headed to the right side, which bends around some trees and rocks.
  3. Past a couple of bouncing palm trees and a partially exposed thinner stream under the painted ground, once you’ve gone over you’ll hit Starkey leaning against a tree. Talk to him first.
  4. You now have a handful of quests from Starkey, including searching for three “symbols.” He also wants you to find and defeat all nine enemies in the Jungle, including the fat exploding spladooshes and the beetleworx pirates.
  5. One thing at a time: first, lets go track down the symbols. Turn around and cross back over the downed log to the section of jungle near where you started. On your right should be a sort of arch-shaped rock with a wooden door inside. On the left side of the interior of the arch is a greenish, moss-covered rock. Nail that with thinner to reveal your first symbol.
  6. Head back to the projector and start taking out the beetleworx on the other side of the path. When they’re dead, you’ll be able to paint in a bridge moving forward, where there’s an animatronic pirate — but don’t. Instead, look for squarish steps on the green wall to your left. climb those and cross a paintable bridge to another section ahead.
  7. When you cross the bridge, you may see platforms going up on your left. Ignore those, too. We’ll be back for them. Instead, keep moving forward to the edge of the platform and look for two paintable platforms there, one on your ledge, and one on the one across from you. Jump to the far side.
  8. Gus will make mention of a well here, but you can’t access it yet. Instead, move over to the right until the camera pans. You should see a plant you can jump across to. Hop onto it, then to the platform beyond, and start thinning things out on the wall. You should clean off another greenish rock, revealing your second symbol.
  9. You can use the high ground to aim down and either use paint or thinner on the various enemies beneath you before dropping down. When you’re ready, head to the far end of the level, toward the Hangman’s Tree.
  10. NOTE: You’ll come across the beetleworx pirate more likely than not at this point. In order to dispatch it, you’ll need to be fast. Spray it down with thinner, avoiding its spinning attack when it gets close to you. When you’ve revealed its animatronic underside, the pirate will spin at you and its torso will stay completely spun around. Look on its chest for a glowing spot — when you see that, hit it with a spin attack. You’ll have to repeat this process three times to kill it.
  11. As you near the Hangman’s Tree, you’ll be able to go around behind it. Deal with the two spladooshes, then spin around and face the back of the tree. You’ll find one more green rock to clean off there. Hit it with thinner and you’ll tally your third symbol. Time to head back to Starkey.
  12. NOTE: You should have probably destroyed most of the 10 enemies for Starkey up to now, too. In fact, you’re probably just missing one (and if you’re not, clear out all the ones you can find in the level and you’ll find one missing). To get it, head back to the projected and, facing it, check the jungle wall to the left. You can thin it out, revealing a cave up to the final spladoosh. (You’ll also see a red gem here, which you can take. We’re going to be running down the locations of all of those momentarily.)
  13. Back to Starkey, with both his missions completed. When you get to him, he’ll take off, telling you to return to Tortooga. First, though, we’ll finish up in the Jungle.

Mysterious Mystery Gems

  1. Check the wall near Starkey’s location, which you can thin out. Behind it, you’ll find a red gem. There are a handful of these scattered around the area — pick this one up. Now we’ll go find the rest of them.
  2. Go back over the downed log to the other platform. Head to the arch-shaped rock with the wood door inside. If you paint in the surrounding rock structure around it, you can climb to the top using a platform on the right side.
  3. Turn around toward the bouncing palms behind you. Jump to one, than the other, and stop. Against the nearby wall should be two platforms you can paint in. jump to them and follow them left to the gem.
  4. Hop down. You’ll see another gem on a sinking boat in the thinner river nearby, to the right of the arched rock structure.
  5. Remember the cave with the last spladoosh? The entrance can be found to the left of the projector you entered this area by, if you’re facing it. Thin the wall and climb the ramp to the top.
  6. There’s one more behind the Hangman’s Tree. When you have it, head over to the face statues near where you fought the pirate. Plug in the gems on the statues when prompted — any you can’t plug in can be painted.
  7. DAISY PART: Climb up to the top of the platform above the faces with the jewels and step on top of the well entrance. You’ll be lowered down to a room containing a blue chest and Daisy’s arm inside.

Jungle Lanterns

  1. Also scattered around this area are lanterns, like in Tortooga. You’ll want to find them and paint them in before leaving.
  2. The first one is over by where you found Starkey. When you cross the downed log to reach his spot, check just to the left of the end of it for a thin stick poking out of the ground. Paint it to find the lantern.
  3. Head down to where the four faces were, where you stuck the gem in. Check the left edge of that platform as you arrive for another stick, and your second lantern.
  4. From here, cross the paintable bridge back toward the opening projector, and take green steps up on the wall to your right after you cross. (This is the way you went to get to the symbol.) At the top, look immediately left for the third lantern.
  5. Turn around and paint in the bridge advancing you toward the other platform. When you get there, paint in the wooden platform on the left wall to access the new area you just opened. Free the gremlin inside and he’ll shut down the thinner waterfall.
  6. PIN: Now that you’ve stopped the thinner, you can follow the riverbed all the way to the end, near the Hangman’s Tree, to its end. You’ll know you’re there from the wooden platforms you can paint in around you. Look for the silhouette of a chest, where you’ll snag a Gold Pin.
  7. That’s it — enter the Hangman’s Tree. Climb it to the top to find a projector back to Tortooga.

The Whalers

  1. Move right until you get to the edge of the ship, with icebergs below you and sea gulls ahead of you. You’ll need to make a pretty long jump out to the gulls.
  2. Run all the way to the edge, then jump for the gull. Hop to the backs of the other gulls all the way to the right, being careful to wait for them to swoop closer. Eventually, you’ll get to the whale.
  3. Jump aboard the whale and run to the right, but be careful not to fall into the blow hole. You’ll find your film reel as far over to the right as you can go.
  4. Now you can drop down through the blow hole to get to the exit projector, or backtrack for some more e-tickets to the left.

Back to Tortooga

  1. DAISY PART: You start at the far side of the harbor from where you first entered. Jump across the platforms in the harbor and head to the projector on the other side. You’ll find a blue chest around the side of the building as you head toward the main portion of Tortooga.
  2. Make your way into the primary portion of the town. Head up to the top, beside the governor’s mansion, to find Starkey at the door to Skull Island.
  3. There’s not a lot going on in Tortooga. You can buy sketches from the pirates you’ve freed, but before long, you’ll just need to make your way to the Skull Gate and make for the next area.

The Castaway: Part 2

  1. The film reel, and the path to get it, aren’t immediately apparent in this one. Move to the right, under all the spiders, until you come to one that’s hanging over a pit with e-tickets in an arc in front of it.
  2. When this spider drops, jump onto its back. It’ll bring you up with it to the trees above. Get a good long jump going and get onto the canopy of the tree to your left. Then you can jump back to the right to get on your original spider’s tree.
  3. From here, wait for the next spider to swing over and jump onto it. Jump off on the right and onto another tree, and you’ll see the reel for The Castaway: Part II up ahead.
  4. You’re free to continue to the right to the exit.

Pirate Voyager

  1. Make yourself a path going forward by thinning out the gears attached to the platforms up ahead. Make your way around the corner into the main portion of the ride.
  2. Follow the walkway around when you get to the boat ride beneath you, after Gus’ rundown of your goals. When you hit the dead end on the right, paint in some platforms and you can climb up alongside the burning building, then onto the rooftops beyond.
  3. PIN: There are a few spatters here, but if you dodge them, you can climb up onto a higher rooftop and then double-back the way you just came. Make your way over the burning building and then back to a painted toon wall on the left, with a platform jutting out from it, above the stone walkway you used upon your arrival into the ride. Thin that wall and jump to the platform to reveal a small room with a Bronze Pin.
  4. Jump back down and cross one of the boats to the far side of the river, where Gus pointed out the paint and thinner pump. Deal with the enemies in front of the gate. You can’t get to the pump from here — you’ll have to climb up to the roof.
  5. There’s a low ledge you can jump to on the right side of the gate keeping you from the pump. Climb up, then jump back on the pump building. Before you thin your way inside, however, move to the left and thin out the building there to reveal another pump on this level.
  6. Handle these two pumps and you can cross over to the third, which is behind the purple gate on the lowest level of the right side of the river. You can thin the wall around the gate to make it fall down, revealing the pump.
  7. If you fill the three pumps with thinner, the thinner river will rise, opening the way forward but making the journey more treacherous. Paint makes the river fall, and the boats move more slowly, but neither decision is vastly different from the other.
  8. Jump onto a boat and ride the river under the grate. As you pass under, look left for a platform you can jump onto. Thin the grate there (it’s beside where the boats go into the whirlpool) and free the gremlin inside.
  9. The gremlin, in turn, releases Moody’s cousin Rigger Greene from his cage back on the other side of the river. Jump over there and talk to him. This is the same pirate Horace wanted you to track down back in Mean Street.
  10. PIN: Inside the room with Rigger Greene is a red chest that contains a Silver Pin.
  11. Go to the last gate in the area and thin it out to move forward. Deal with the blotlings and carefully navigate through the crusher in the hallway beyond. It’s not too difficult.
  12. On the other side, you’ll pick up with the boats again. Just board one and ride it to the end — there’s not much else to see here. Thin the grate and hop into the projector to Skull Island.


  1. You’ll start this side-scroller in the bowels of ship. You need to climb way up onto the mast, up on the deck above, to escape.
  2. Move up to the deck, until you reach a box of fireworks. Stand in it and spin to set off one of the rockets, creating a trail of smoke you can use to climb to the film reel.
  3. Quickly climb up the sails. Note that they’ll tilt based on your weight, so move fast.
  4. If you do so quickly, you can get up to the crow’s nest with the projector, then jump on the last smoke cloud to hop up to the film reel. When you’re done, drop back to the projector to move forward.

Skull Island

  1. SILVER PIN: After Gus runs down your goals on the island, you can actually leave the cave your in and go around the corner to the left, where the wall to the top of the rock you just left is a little less steep. With some creative jumping, you can get to a flat portion right over top of the projector screen cave. There you’ll find a paintable silhouette of a chest with a Silver Pin inside.
  2. Drop back down and hop over the platforms to the island proper. You’ll see pirate beetleworxes, along with all kinds of spatters, to your left near Smee’s boat. You need to raise the boat but you don’t need to go over there yet, so ignore it.
  3. There’s one primary quest here — raise the boat — as well as a secondary one, in defeating Hook’s machine. You only need to do the boat-raising to advance, so we’ll start with that.
  4. NOTE: You’ll pass most of the pumps necessary for destroying Hook’s machine as we go. For details about that quest, skip down to “Hook’s Machine” below, so you can figure out if you want to use paint or thinner, and where the pumps are.
  5. Get to the main island and head to the right. Go past Hook’s machine to the right and jump to another peninsula. Climb the building there, then face out toward the water, where you’ll see a string of masts and crow’s nests you can thin out, then jump to, all the way to an island below.
  6. Deal with the sweeper, then climb to the top of this island and thin out the rock at its peak. You’ll reveal the first of Smee’s anchors — thin it out to raise the boat slightly.
  7. Head back to the mainland and continue around the edge of the island to the right. You’ll shortly hit a wood wall you can thin through.
  8. Turn right and jump out onto some platforms right after you pass through the thinned wood wall. You’ll see a big island with a cave in the distance — that’s your destination.
  9. As you approach the cave, you’ll see the anchor, as well as some sweepers guarding it and a gate blocking it off. Jump on the steps going around the outside of the island to the roof of the cave. There, you can thin out a hole and drop down to release the anchor.
  10. Deal with the sweeper inside, then spin the gear to open the gate. Go back to the mainland and work your way right some more — you’ll notice you’re back over by Smee’s ship, with the pirate and the other blotlings.
  11. Your last anchor is on an island off to your right, past Smee’s boat. Dodge the enemies and find the path of boats and platforms that leads out to it. It’s also protected by a grate.
  12. Find the steps to climb on top of the big rock on the right side of the island. At the top, deal with the sweeper, then thin the rocky outcropping jutting up on the right side of the area. Under it you’ll find a gear that you can spin to open the grate below.
  13. Drop back down, fight off the two spatters, and thin out the anchor. That’s the last of them: the way to Hook is now open.
  14. But there are a few more things to do around Skull Island, if you’re interested. First up: deal with Hook’s Machine.

Hook’s Machine

  1. There are four pumps that control the machine scattered around the island, which you can fill with either paint or thinner. Thinner destroys the machine; paint disables it, but restores the pirates who have been turned into mechanical monsters.
  2. Start on beach near Smee’s boat, to the left of the machine. You’ll see a painted rock near the wall ahead, and beside that are some ledges you can climb up. At the top, head to the right to get to an open platform with a sweeper on it. Your first pump is here.
  3. Move to the right from the first pump and you’ll discover the second. Fill that one, then drop down to the ground level.
  4. Keep moving around the island to the right and you’ll hit a metal shack. Go around the right side of it to discover the third pump.
  5. Keep moving in the same direction and you’ll hit that wooden barrier you can thin out. Zap it and you’ll discover the last pump to the right.
  6. PIN: Drop by Hook’s machine now that it’s handled, if you did so with paint, and you’ll find a pirate waiting there to thank you. Beside him, you can paint in a chest that holds the Pirate Friend Pin.
  7. Before we head out, there are a few minor things to wrap up here.
  8. Head back to the left and climb up on top of the metal building when. At the top, turn and look out to see at those masts you jumped down to reach the anchor. Head down that way until you get to the rocky outcroppings beyond.
  9. Turn left when you get to the rock platforms and used the capsized boats to go to the island to your left. You’ll see a broken up beached ship there. Climb to the top of that and jump back up to the main island.
  10. EXTRA CONTENT: Head right. You’ll see a painted wood platform you can thin out and drop through. Immediately turn left and thin out a painted wall. Get rid of the spatter and you’ll find the Sea Battle Extra Content.
  11. DAISY PART: Go back to the right, where you’ll find the path breaks up a little, with part of it moving upward. Behind that are some ledges you can use to climb all the way to the top of Skull Island (where there are some e-tickets if you go to the left to get to the summit). At the top of the ledges, move to the right, where you’ll find Pete Pan and a blue chest with Daisy’s Left Leg inside.
  12. So you’ve found Pete Pan. Talk to him to advance your quest with him. Then head back down.
  13. PIN: Back at the ground level of the island again, right where you land when you thin the platform below Pete Pan, you’ll see two paths out into the water. One goes to the right toward the island with the anchor; one is constructed of boats and seems to dead-end at a small island to the left. Take the left path. When you get to that small island, nail it with thinner to reveal a path up to a chest with a Pin inside.
  14. That’s it. Head to Smee’s boat and paint in the wheel at the front so you can pilot the ship out to the Jolly Roger to fight Hook.

Boss Fight: Hook

  1. You’ll arrive at the Jolly Roger shortly. Jump across the boats to the ship (be careful of the crocodile between them) and spin the gear to lower the life boat and jump onto it. Paint in the one after that to get up to the deck.
  2. There are two options for dealing with Hook, as always. You can fight him outright with thinner, or you can avoid him altogether with paint. We’ll outline both paths below.

Fighting with Thinner

  1. There are actually two ways to do this: you can either send Hook off the plank, or you can bash him into stuff. The bashing method is actually the more difficult of the two, and will take more time.
  2. Hook has several attacks, but nothing too menacing. If you get too close to him or touch a barrel, you’ll get struck back, and if he hits you with his sword you’ll lose some life.
  3. From further away, Hook will shoot thinner at you, or throw bombs. The bombs can be reflected with the spin attack to hurt Hook, but the thinner you just have to dodge. It starts out in single spurts, but as the battle goes on, he’ll shoot a spray of three, then five shots.
  4. The entire fight revolves around gears and tracks on the deck of the Jolly Roger. Hook appears in the barrels at the end of each one, on the left, right and top.
  5. Whenever Hook pops up, you can thin the barrel he’s in to make him vulnerable, then hit him with a spin attack. That’ll send him to the end of whatever track is highlighted. Several of the tracks have gears at the end – the one on the left track will extend the plank, and the one on the right track will open the path off the plank.
  6. To send Hook off the plank, you’ll need to spin the control wheels to line up the tracks a certain way. First, line up the tracks on the left and right with the gears and wait for Hook to show up at each one. Send him to the ends to rotate the gears and create a path off the plank.
  7. Next, adjust the path at the top location so that it lines up with the track that goes off the plank. When Hook shows up there, nail him with thinner, and spin attack him to send him off the plank and to the waiting crocodile. Fight over.
  8. To take the harder strategy, look at the various tracks. The left one and the right one can be adjusted so that they terminate with Hook slamming into a wall. If you spin attack him down these tracks, he’ll slam into the walls and take damage.
  9. Four or five slams and Hook will just break apart, leaving you victorious. A thinner upgrade is your reward.
  10. PIN: If you beat Hook with thinner, you’ll receive the Captain Hook Pin.

Platforming with Paint

  1. Instead of fighting Hook, paint in that staircase he gets rid of first thing and you can climb up to the upper part of the Jolly Roger deck. From there, paint in some chests and you can climb up to the sail rigging nearby.
  2. The rigging rotates and moves based on whether the sails are painted in or thinned out. Paint in the first one and the boom will rotate toward you, allowing you to jump aboard. Watch out, however, because Hook will try to thin the sails out to slow you up or make you fall.
  3. Move to the end of the first sail and paint in the next one to make a path to jump across. Move to the end of this one and the camera will rotate, revealing some gears. Paint in the one in the middle and your boom will rise.
  4. At the top, watch out for Hook’s thinner attacks. Thin the net full of stuff on the right side of the boom — this is the weight that’s holding the platform on the left, and with the weight gone it lowers to allow you to jump aboard.
  5. Jump to the next sail and you’ll have to paint in a weight, which brings up a platform on the right side. Be careful, though, as this one swings back and forth.
  6. Swing across to the next boom. You’ll need to clear off two weighted bags from either side of this boom, plus paint in a gear to raise the whole thing. Let it rotate to the right a little, then get to the leading edge and make the deceptively long jump to the last boom.
  7. When you arrive, jump up and spin attack the cage to free the Sprite. She goes to get Pete Pan, who will distract Hook and leave you free to finish up on the Jolly Roger.

Wrapping up on the Jolly Roger

  1. There are a few things to still find here. First, go open the chest that was just revealed to get your second piece of the rocket. That also reveals the projector to leave the ship.
  2. PIN: Go to the left of the chest you just opened, where there’s a crack in the wall of the ship. Spin attack to break it, revealing another chest. Inside that, you’ll find a Bronze Pin.
  3. EXTRA CONTENT: Now that Hook’s out of the way, even if you went the thinner route, you can paint in that staircase and get up to the Jolly Roger’s wheel. Once there, paint in the chests that you can climb up until you’re on the level with the ship’s sails. Paint in the sails and the booms will turn toward you, making a path all the way across. At the end, you’ll be just above the stern of the ship, a section you can’t reach from the deck. Drop down and run to the front, where you’ll find the Animatronic Croc Extra Content if you spin the camera and face the back of the ship.
  4. That’ll do. Head to the projector to leave the Jolly Roger and return to Ventureland.

Once More Through Ventureland

  1. You’ll meet up with Smee again, finishing up some quests.
  2. DAISY PART: If you dealt with Hook’s machine, Smee will hand over your last Animatronic Daisy part.
  3. You can now wander around Ventureland, wrapping up a few things. The Hut Shop is now open — it previously was locked with a pirate standing guard.
  4. Stop by and see Daisy to drop off all her parts. You’ll get a Power Spark from her for doing so.
  5. PIN: You’ll also unlock the Animatronic Daisy Pin when Daisy is reassembled.
  6. Talk to Daisy again and she’ll ask you to return with her Scrap Book from Mean Street. We’ll bring that up again when we find it.
  7. PIN: Inside the Hut Shop, you can buy the Pirates of the Wasteland Pin for 200 e-tickets.
  8. EXTRA CONTENT: You can also snag the Thinner Pump Extra Content from the shop for 200 e-tickets.
  9. You can go around speaking to the characters in Ventureland for a few things while you’re here. Based on your experiences in Tortooga, you can speak with one of two characters having a conversation near the center of town. William, the character, will hand over a Power Spark if you stopped the thinner river by freeing the gremlin in the Jungle.
  10. Talk to Henrietta, the character Damien Salt had his eye on, who is sitting in the center of town again. If you set up the two characters, she’ll ask you to bring her some ice cream from Mean Street.
  11. Ride the water wheel on the side of town to the top, then jump off the back to a platform with a chest. Jump to another platform to the left, then use that to get onto the roof of the big building running one side of town. You’ll find Gilda, the character who sends you on races, waiting there. Talk to her to execute one, and receive a Power Spark when you finish successfully.
  12. Near the tree house tree is a character named Botanist Darvin. He’ll ask you to go around and paint in all the missing trees and plants in Ventureland. Finish up and return to him for a Power Spark and e-tickets.
  13. Another character, Jim the Puzzled, can be found wandering near the water wheel. He’ll read you a riddle when you find him.
  14. The answer to the riddle (spoiler) is to spray paint on the Tiki mask over the Tiki Hut, near the entrance to Ventureland. It’ll spit out a sketch for your trouble. Return to Jim after you’ve done it and claim some e-tickets. Talk to him again for a second riddle, to be completed in Mean Street.
  15. That’s it for here. You can head back to Mean Street, where you’ll make preparations to head out to Bog Easy for your last rocket component.

Mean Street to Bog Easy

  1. First up, get to Gremlin Markus at the Penny Arcade and speak to him. He’s lost his Power Sparks to some bunny children, and you need to reclaim them. You can use either paint or thinner to do so, with obvious consequences as they relate to Oswald.
  2. PIN: Before you head out, talk to the Usher at the cinema. He’ll give you a Gold Pin for all the reels we’ve found so far.
  3. Tracking down those three bunnies can be a pain. They only appear in order, so don’t waste your time looking everywhere: go to the town center first, then back up toward the Walt and Oswald statue, then behind the train station in the town center again.
  4. Return to Markus with the Power Sparks. You’ll need a total of 15 sparks to run the machine, but you should have that by now, so talk to him again top open the path to Bog Easy. Feel free to go, but we’ll be wrapping up some things here first.
  5. First, head down to City Hall. Speak with Pete and he’ll put you on bunny kid roundup again.
  6. PIN: Speak to Pete again if you helped out Pete Pan and you’ll get the Hook vs. Pete Pan pin, plus a Power Spark and some e-tickets.
  7. You’ll find the bunny children in barrels: one on the right side of the train station, nearest to city hall; one to the left of the emporium, near the fire station; one on the street against the right wall of the emporium building; and one near the penny arcade. Return to Pete when you’ve got them all for another spark.
  8. Keep talking to Pete: you’ll get a mission for Lonesome Manor in which you need to find a cartoon, and he’ll give you information about Daisy’s scrapbook.
  9. Head out of city hall and to the left to find an open door, and Daisy’s scrapbook inside.
  10. Talk to Horace next. You’ll get another quest in Ventureland, regarding a missing tiki mask; and one at Lonesome Manor, where you’re headed next for rocket parts, that involves you tracking down a hatchet from the mansion’s Library. Talk to him a third time and you’ll get a Power Spark for locating Rigger Greene.
  11. Drop by the Ice Cream parlor and pick up some ice cream for Henrietta in Ventureland.
  12. EXTRA CONTENT: There’s also the Fantasyland Extra Content for sale at the parlor for 200 e-tickets.
  13. Finally, go to the train station and thin the facade behind the projector screen to clear a path you can climb. Go to the left, onto the green portion, and look for the cloud that’s floating in front of the building. Jump to it.
  14. Turn around and face the building and you’ll see a clock face. Thin it out, as per Jim the Puzzled’s riddle, to open a door below the train station. Drop down and grab the item inside.
  15. Before we ship out to Bog Easy, it’s back to Ventureland to complete a few quests.

Quests in Ventureland

  1. First, head to Daisy and drop off the scrapbook. E-tickets and a sketch are your reward.
  2. Now stop by the town center and hand off the ice cream to Henrietta, who will exchange it for a Power Spark.
  3. PIN: You’ll snag the Ice Cream Pin for completing this quest.
  4. Speak with Botanist Darvin over by the tree house and he’ll ask you to paint in any plants you see in Bog Easy. There are 20 there, so keep that in mind when you head out.
  5. On to Jim the Puzzled. Get some e-tickets for solving the second riddle, and talk to him again to access the third.
  6. Over to the Tiki Hut. You’ll find painted blue footprints coming out the back of the building — fill them all in and they’ll lead you to the hut store on the other side of town. Speak with the character they lead to in order to get the mask back. You can also just purchase it from her for 50 e-tickets.
  7. Time to double-back a few times. Head back to Mean Street and drop off the mask with Horace to snag another Power Spark.
  8. That should wrap up just about everything we can do here: time to move on to Bog Easy.

Lonesome Ghosts

  1. Enter the house and you’ll immediately come on flying book. Get aboard and ride it until you can jump across to a swinging chandelier.
  2. Hop onto the platform and keep moving up. You’ll find another book to take you to another chandelier.
  3. When the chandelier swings you to the far side, you’ll jump down onto a dresser. Ride the drawer across to the dresser across from it, being careful not to get knocked off by a second drawer.
  4. Swing across one more time and you’ll land on the platform with the Lonesome Ghosts: Part I reel.
  5. Now you’re free to drop down and exit the level, or good look around for some extra e-tickets.

Bog Easy

  1. When you arrive in Bog Easy, you’ll speak with some ghosts. One, Gilbert, will offer to open the gate to the Lonesome Manor, but you’ll have to participate in helping him scare someone, which is considered a thinner path.
  2. You can head into Bog Easy Square to figure out the rest of that quest, or you can shortcut it right now by thinning the top of the Sunken Steamer to reveal a hole. Inside it, you’ll find a Badge of Courage.
  3. When you come out, you’ll have the option to sell the badge for 200 e-tickets, or return it to its owner and help someone to not be scared by the ghosts anymore. If you choose not to sell it, you’ll lose the option to help the ghosts and you’ll have to find another way to open the gate.
  4. Either way, follow the broken docks toward Bog Easy Square. You’ll have to paint in sections of the platforms as you go.
  5. NOTE: Pay attention for missing plants if you have the Restore Bog Easy Plants quest. You’ll find 17 of the 20 on the path to the town.
  6. As you reach the end of this section, you’ll see a ghost named Ian sitting on a platform. You’ll get a quest to help track down some runaway books. We’ll keep an eye out for those as well.
  7. In the square, start talking to people. Before long, you’ll stumble on a character named Metairie, who will offer to open the gate for you if you can restore a few other characters’ courage. This is the alternative to helping the ghosts scare people.
  8. Once you talk to Metairie, you can backtrack and talk to Bertrand, the first character you come to when you hit Bog Easy Square. He’ll give you a quest to paint in all the lanterns around town, which we’ll get to in just a second.
  9. Okay, hang a left and walk down to where you can go toward Louis’ shack, which is away by itself in the swamp. Speak to Gilbert, who’s waiting there, as you approach and he’ll give you your scaring assignment.
  10. NOTE: On the way to the shack, you can finish filling in the missing plants from the bog. Check the area platforms on the right and left of the docks. You should find your last three plants here.
  11. EXTRA CONTENT: From the docks, hop over to the area on the right with the thinned plants, then move to the end of it, toward the shack. You’ll see a couple of platforms you can jump down to in order to reach some content that’s floating in the open. Grab it to unlock the Lonesome Manor Passage Extra Content.
  12. Head down and talk to Louis. You’ll get the quest to find his Courage Badge — which you already have — when you arrive. You can hand it over now, if that’s what you feel like doing, by talking to him again.
  13. If you give back the Courage Badge, you can return to Louis anytime to get your hearts refilled, but you’ll fail the quest for Gilbert. Conversely, if you help Gilbert, you can’t fulfill the quest with Metairie or get the Gold Pin she’ll offer you.
  14. Once you’ve chosen, go inside the shack. In the back corner is a radio. Interact with it and you’ll have answered Jim’s final riddle. You can return to him in Ventureland later to claim your reward.
  15. Head back up to the square and you can start lighting Bertrand’s lamps. You’ll find one beside the path out to Louis’ shack; two beside Bertrand, with one in the corner to the right of the building if you’re standing with your back to the bog; one more to the left of the Animatronic Donald head further into town; one directly to the right of the Donald head; one on the other side of the street, directly across from the Donald head and next to the balcony of the building there; and  two just before the gate to Lonesome Manor.
  16. Return to Bertrand and he’ll offer to refill your paint whenever you need it. Now you can talk to Metairie and get the gate to Lonesome Manor opened.
  17. PIN: For helping Metairie, she’ll hand over a Gold Pin.
  18. We’ve only got a few more things to take care of before moving on. Talk to the Animatronic Donald head to get set with the quest to go find all his parts.
  19. POWER SPARK: You’ll find a spark just sitting on the ground if you head up to the gate to Lonesome Manor and go around the corner to the left, just after the lamp you have to light.
  20. POWER SPARK: If you climb up on the building behind Animatronic Donald by thinning the facade, you can move along the roofs to the left to find another Power Spark above the street.
  21. Go up the stairs beside Donald’s head and you’ll find a door to the Bog Easy shop. Inside is the book Ian was looking for: you can return it to him, or to the librarian in Lonesome Manor. If you head back to Ian, he’ll tell Leona about your help later, and it’ll earn you a pin when you get back from the manor. Otherwise, your reward is e-tickets, so it’s worth it to drop by Ian again before you depart.
  22. Go up to the gate and you’ll find another ghost hanging out there. Speak to him and you’ll get a quest to deal with the organ at the Lonesome Manor. If you helped Gilbert, the ghost will mention amping up the organ to let the ghosts stay in Bog Easy; if not, he’ll just ask you to calm the organ so the ghosts can return.
  23. You’re all set here. Head to the projector to move on.

Lonesome Ghosts: Part 2

  1. Start climbing as you get into the vertical portion of the stage. The first half of the stage is pretty easy.
  2. When you find a ghost who’s sleeping, look nearby for a light switch and spin to turn it on. The ghost will fly into a book, starting it floating. Ride it up to the level above.
  3. Head to the right, dodging the ghost that’s trying to drop objects on you. Past him is another switch. Turn that on, then wait for the window to close and jump up to it.
  4. Rather than jumping back to the ledge on the right, keep moving left and jump up there. Flip on another light and ride another book up to the Lonesome Ghosts: Part II reel.
  5. Climb up a little higher and you can turn on a switch that will let you through a door and to the exit screen.

Lonesome Manor

  1. First up, you’ll want to cross the big thinner pond right in front of you, in order to claim a pin. You can’t get across outright, though, so head to the left first.
  2. Jump up on the platform and you’ll find a pressure plate that raises islands in the pond. Beside it is a tree you can thin out, which will drop an anvil on the plate and hold the islands in the raised position.
  3. PIN: From up here, you can blast thinner or paint at the blotlings below and neutralize them. Then drop down and head to the left around the corner, where you’ll find a Bronze Pin.
  4. Backtrack across the lake, head back up to the upper area, and jump across to the area in front of the manor. You’ll have a brief run-in with the Mad Doctor. You’ll find the door into the manor locked after that, with a pressure plate to the right of the door in front of the manor. You can’t activate it just yet.
  5. You’ll need to climb to the second floor. Thin out the columns in front of the manor and you’ll find they make some decent steps to get up to the next level. Jump from one to the other to climb up.
  6. EXTRA CONTENT: When you hit the upper floor balcony, you’ll notice that the window right in front of you is actually painted. Thin it to discover the Lonesome Manor II Extra Content hidden just behind it.
  7. Go left, but don’t grab the chest yet; instead, thin a second window and you’ll discover a trapped gremlin, guarded by a blotling. Deal with it, then break the gremlin out of his cage. He’ll give you a new kind of sketch, the anvil — which you can use on that pressure plate back down by the front door.
  8. PIN: You’ll receive the Anvil Pin for gaining the new sketch ability.
  9. You can also open that chest to the left of the gremlin for another anvil sketch. When you’ve got them all, hop back down to the front door and deal with those spatters that just showed up.
  10. Use the anvil sketch to activate that pressure plate and you’ll open the door into the manor. Just inside the door, you’ll find a wall that can be thinned on the left. Be careful, though — it conceals a skeleton beetleworx, which is basically just like a pirate beetleworx. If you’re quick, you can paint the wall back in to trap it half in the wall, rendering it unable to move. Then you can get the e-tickets hidden in the busts inside the room.
  11. Hop into the projector when you’re finished.

The Mad Doctor

  1. Keep moving until you come to a buzz saw. Wait for it to move, then jump past it up to the upper level, rather than taking the lower walkway toward the projector screen.
  2. Here you’ll just need to dodge some spiders that drop over gaps in the floor. Hop over two while avoiding the spiders and you’ll get The Mad Doctor: Part I reel.
  3. Hit the projector when you’re done and you’ll enter the Lonesome Manor Foyer.

Lonesome Manor Foyer

  1. There’s a lot to do as you enter here, but first you’ll notice the endless parade of beetleworxes coming your way, which are really annoying. There’s no good way to deal with them permanently by fighting them.
  2. You can disable the machines that produce them, however, by going to the doors directly in front of you and finding the two machines beyond, which have big red lights on the front. Thin the red portions and the machines will be deactivated, stopping the flow of enemies.
  3. Climb the staircase on the right. Deal with the sweeper and jump onto one of the two floating tables. Ride that around for a second.
  4. EXTRA CONTENT: See that big painting on the wall, over the entrance projector screen? Thin that out and you’ll reveal a bunch of things, including a trapped gremlin and some extra content. When the tables get near each other, jump to the one that floats close to the painting and you can get into the space behind it to get the Lonesome Manor I Extra Content.
  5. Free the gremlin here next. He’ll make it so you can use the pressure plate here to open the exit door. You can ride the tables straight across to go, if you wish — but there are a couple more quests you can do here if you choose to, instead.
  6. Drop back down to the ground. In order to deal with the beetleworxes, run up the stairs on the left side and thin the floor after you’ve crossed it. This will make a hole the enemies will fall through, into a closed off room. You’ll have to deal with them eventually, but not now, so at least you can breathe.
  7. Finish off the rest of the sweepers in here, then go down to the ground floor again. Standing with your back to the exit projector, walk across the room beneath the projector that lets you out of the foyer. Thin the wall and you’ll discover a chest — inside is the film reel with the History of Colonel Pete on it that Big Bad Pete wanted back in Mean Street. Cross that one off your to-do list.
  8. Go through one of the doors beside the chest you just discovered and you’ll find two pressure plates and a gate blocking the way to the ghost in the bottle. Drop an anvil on one plate and stand on the other to open the gate. Spin to break the bottle.
  9. Now to get out. The two walls on either side of the room are thinnable, and behind them are big rooms with exploding blotlings inside. Head to the room on the left first.
  10. Inside you’ll find the blotlings, a couple of big wine racks with barrels in them that you can use to climb out of the room, and half a skull on the wall. Paint in the skull to activate one of the door locks to leave the foyer.
  11. Now head to the right room. Do the same thing and paint in the skull.
  12. PIN: There’s a chest to the left of the skull you can grab before you move on. Inside is a Silver Pin.
  13. Backtrack to the trapped ghost, Screeching Sam, and speak with him. He’ll open the way out of the foyer for you.
  14. Head to the projector to advance to the Stretching Room.

The Haunted Mansion

  1. Make your way into the house and keep moving until you get to a broken staircase. Jump the gap and climb to the top.
  2. Turn around and look for a dropping chandelier. Jump onto it when it comes low enough, then hop over the swinging one to the left of it.
  3. Let the chandelier swing all the way left and then jump down to the platform further over. Keep moving to the left, avoiding the spider on the ground, to find the Haunted Mansion: Part I film reel under a table.
  4. Continue to the right near the stairs and you’ll get to the projector screen.

Stretching Room

  1. This room is one big, confusing puzzle. You have to rearrange the three paintings in the proper order by spinning various gears, and you can move the whole room up and down to access the higher portions of the painting by changing the gears in the system at the room’s center.
  2. If you spin by each painting, it will move. But you can also thin the paintings and go behind them to spin a gear that will move you inside the whole contraption.
  3. First off, there are a couple of things to find in here, like Extra Content and Pins. There’s also a shortcut through the puzzle.
  4. PIN: Paint in two gears in the middle system and go to the top floor of the room. Go to the painting with fat man, sitting on the gravestone. Spin the painting until you come to the gravestone portion and thin it. Behind that is a chest, and inside a Gold Pin.
  5. EXTRA CONTENT: Turn around and find the painting with the hunters. Spin it to find the bluish bottom portion. Thin it out to discover the Mad Doctor Extra Content.
  6. To get the shortcut, paint in one gear into the center system and spin the middle gear. when you get up, then the wall of the painting that has the man with the mustache in his underwear, standing near a dynamite barrel.
  7. Go behind the painting and spin the gear there. It should spin you away from the stretching room and reveal a hidden chamber with a captured gremlin. Free him and he’ll complete the puzzle for you, no trouble.
  8. If you find yourself trying to solve the puzzle on your own, you can do so pretty simply. Each section moves the ones above it, but the upper sections do not move the lower ones. Therefore, you just have to set each section in order going up.
  9. Set each of the bottom paintings, then paint in one gear in the center system and go to the middle section. Set each middle, and then paint in another gear and head to the top. Set the top sections and the doors to the exit projector will open.
  10. You’ll have to deal with some blotlings when you arrive at the top. You can thin the floor beneath them to finish them quickly. Then all that’s left is to head out of the room.

The Mad Doctor: Part 2

  1. You’ll find the film reel easy enough, but it’s caught in a small fire and you won’t be able to get to it.
  2. Jump the fire and go past it to the right. You’ll be able to climb up to the shelf above, to the left.
  3. On the shelf, which is positioned above the fire, is a small bottle. Spin and you’ll send the bottle down, dousing the fire. Backtrack and grab the Mad Doctor: Part II film reel.
  4. The rest is pretty simple. You can activate the nearby plate by spinning next to it, sending hot air up in the air that you can ride up to a higher area with more e-tickets.
  5. Eventually you’ll hit a dead end to the far right, and wind up back in Mickey’s bed. Go through the window to hit the exit projector.

The Library

  1. Make your way through the library’s center, past the slamming bookcases by timing your movements. At the far end, you’ll hit some stairs and at the top, you’ll find Leona.
  2. Here you’ll pick up a bucket of quests. Leona wants you to at least restore the skulls around the library to stop everything moving. That’s necessary to get to the next area.
  3. She also wants you to collect the flying books and restore her paintings, as well. These are optional, but doing them will net you some rewards.
  4. NOTE: If you plan to do the book collection quest, be careful of your use of thinner. Accidentally tagging any of the flying books with thinner will destroy them.
  5. DONALD PART: Before you do much of anything, head back toward the projector screen where you started. With the screen at your back and the moving shelves in front of you, thin the wall on the right side to reveal a compartment that’s hiding a Donald Part chest. You’ll get his Left Leg.
  6. While your’e over here, grab the first of Leona’s books if you want it. It’s flying around near the bust right before you go through the bookshelves.
  7. There are also two paintings in the hallway with the projector screen. Paint them in.
  8. NOTE: When traveling back through the book cases, you can thin out the ones that are brighter and painted to make them stop moving. You can also then move through them to guarantee your safety from the other, still moving bookcase.
  9. The first skull is on the floor before the steps up to Leona. Fill it in when you find it and the bookcases will stop moving on the ground floor.
  10. Backtrack to the center set of bookcases on the ground floor and check the wall on the left if you’re facing Leona. You’ll see a tilted painting. Thin it out and you’ll reveal a gear; spin it, and the painting will be straightened, allowing you to just paint it back in.
  11. When facing Leona, turn right at the top of her stairs and start down the right side of the room. You’ll see bookcases moving back and forth, trying to crush you. Run in front of them until you get to the far end, where you’ll find a thinnable wall.
  12. On the other side of the wall, you should see a crooked painting. Thin it to reveal a gear — spin the gear three times to right the painting, then fill it in to count it toward your total. That’s your last one. There’s also another book to snag here, flying around just in front of the painting. Look up.
  13. Now cross the thinner pool around the corner to your left. It can be tough with the moving bookcases, so try to get to the center one, which won’t shove you into the thinner, before moving forward past the last one.
  14. You’ll hit the next skull right after the shelves. Fill it in to stop them, and you can free a gremlin ahead of you. Jumbo, the gremlin, offers to grab up all the books for you for an even 50 e-tickets. Pay him if you’d like to skip the trouble.
  15. Leave here by going to the shelf with the hole in it and pressing A to rotate it. You’ll wind up back in the main library.
  16. PIN: Return to Leona with all the paintings restored to receive the Art Appreciator Pin.
  17. Head to the other side of the library. You can make it past the bookshelves by running as soon as they all retract, and you shouldn’t have any trouble. Snag the book at the end of the run, if you need it.
  18. Thin through the wall and you’ll find a pressure plate. If you step on it, you’ll get 10 seconds to double-back and fill in the last skull, which is at the far end of the walkway from you. But if you put an anvil on the plate, you get as much time as you need.
  19. Filling in the final skull will allow you to leave if you talk to Leona (although you have to fight a big blotling like in Tomorrow City), and you can do so if you don’t feel like finishing any other quests. However, there are still things to wrap up, so we’re headed to the rafters.
  20. Climb up the newly formed stairs, and at the top, thin the wall. Do a 180 from where you’re standing, and thin the spider web there too. Then press the pressure plate behind the wall you thinned and you’ll raise a platform that lets you get on the wood plank.
  21. Watch out for sweepers on these rafters. You can fight them, but an effective way to deal with them right now is just to spin move them to the ground below.
  22. From your first rafter, check to the left if you’re facing toward the center of the room. You’ll see another plank with a trapped gremlin. Jump to him (use the spin attack for a little more distance mid-air) and free him. Watch out for another sweeper.
  23. EXTRA CONTENT: Turn back and look at the end of the gremlin plank. You’ll see another plank beyond a spider web on the other side. Jump to it and thin the spider web to find the Library Extra Content.
  24. You should have a three books up here flying around: one in the middle and one at either end of the room. A handy way to deal with them is to just shoot them with paint. They’ll close and fall, and you can pick them up on the ground at your leisure.
  25. Before you drop down to get the books, make your way to the end side of the room opposite where you came up, and toward the entry projector end of the room. You’ll see a spider web to thin — do so, jump through it, and dispatch the sweeper.
  26. You can now thin through the wall beside you into an open section right above where you first came in. There are a few exploding blotlings you’ll have to take care of, but once you have, you can open a chest to find the hatchet you need for Horace.
  27. PIN: Thin the floor near the chest and you’ll drop back down right in front of the projector. Go pick up your books and return to Leona. She’ll reward you with a Silver Pin.
  28. You just have to deal with the big blotling to leave, although if you’ve done all of Leona’s quests, she’ll deal with it for you.
  29. If you chose not to do all that stuff, you have to fight the Slobber. Remember how? Spray paint or thinner into its mouth when it tries to inhale you; play keepaway, otherwise. When that’s done, you can venture into the projector screen to the Ballroom.

The Haunted House: Part 2

  1. Head to the right until you reach two skeletons with pots on their heads. Climb aboard and ride the one on the right until he stops.
  2. Jump from the skeleton to the top of the clock, then to the window sill. Avoid the spider that drops down and jump to the next window. Be careful here, as a flock of bats will come out of the wall and then fly out the window, sending you flying if they touch you.
  3. Hop over to the third ledge and wait for the spider to fall. This one you’ll have to jump over, so be careful to time it right. You’ll land on a ledge with the Haunted House: Part II reel.
  4. Drop down and leave by the projector right beneath you.

The Ballroom

  1. There are two things for you to do in this room: One is to fix the organ and climb it; the other, to search the top portion of the room for things like Donald Parts.
  2. You can reach the top portion of the room either by fixing the organ, or by using anvils on a couple of pressure plates hidden behind thinnable walls on either side of the room. Word of advice: If you don’t plan on breaking the organ (the “good” way to solve this puzzle), don’t bother with the anvils. You’ll want one later.
  3. We’ll start with the pipe organ. If you helped Gilbert the ghost back in Bog Easy, one of the ghosts may have mentioned making the organ even angrier, so the ghosts can stay there. Obviously, this is a thinner path, and to anger the organ you’ll need to thin its painted keys to destroy the non-painted ones. The alternative is just to play the organ, which is easier and gets you a pin, among other things.
  4. Thinning the keys will cause the organ to bar the path upward, so you’ll need to use the floating tables to reach the upper level and the second half of the organ pipe climb. It’ll also trigger an attack by a big beetleworx, like the one you dealt with at the rocket in Tomorrow City.
  5. The paint path in dealing with the organ is just to play its song. It’s relatively simple — stand on the seal in front of the organ in order to activate the song, then jump onto the keys in order as they’re highlighted. The trick is to jump onto the key, then jump off to a solid, non-toon one right afterward. If you linger, the note will count against you and you’ll have to start over.
  6. PIN: The song is fairly simple and you’ll get it after one or two tries. There’s no penalty for failure other than your time. Complete the song and you’ll get the Play a Tune Pin from the organ, and he’ll open the way up for you.
  7. Climb up the pipes in the back and move as far to the right as you can go. You should find a spot where you can jump from the pipes to reach the top level of the ballroom.
  8. NOTE: If you chose to break the organ, you’ll need anvils. On either side of the ground are walls you can thin out. Clear them and you’ll discover rooms behind them, each with a pressure plate. Drop anvils on them. The plates activate four possessed tables back in the main ballroom. Head back out and find the one that settles on the ground. Hop onto it and you can ride it up to the next table, and so on until you get off.
  9. DONALD PART: When you reach the upper level, follow the walkway around to the center of the room and jump a gap to reach the chest, with Donald’s Arm inside.
  10. Watch out for the two beetleworxes up here. You’ve dealt with them before, in Tomorrow City, so just keep the camera moving so you can see them coming.
  11. PIN: Thin the curtain near where you jumped aboard the second floor to discover a chest in the room behind them. It contains a Bronze Pin.
  12. Thin the curtain on the other side and you’ll find a trapped gremlin just beyond — save him and he’ll give you some more anvil sketches.
  13. From the far end of the room, you can also climb onto the organ’s pipes. This is a viable way for you to reach the second floor even if you’re out of anvils, as well, especially if you choose to anger the pipe organ and make the ghosts stay in Bog Easy.
  14. Hop back out onto the pipes, but stay right near where you jumped to the upper floor. If you pan the camera up, you’ll see a trapped gremlin. You’ll need to use an sketch, like an anvil, as a platform to reach him.
  15. It seems the game wants you to find a way up here with the anvil, but TV sketches are actually much easier to deal with. They seem to last longer, you’ll probably have more of them, they work just as well and when you place them, you don’t have a chance at being tossed across the screen.
  16. To get to the gremlin, place the TV not on the pipe directly left of the pipe with the gremlin on it, which is too low: instead, place it left of that pipe, on the higher one. Try to get it close to the right edge without getting too far over.
  17. This is a tricky jump. From on top of the TV, you’ll need to double-jump toward the gremlin’s pipe, then spin attack in order to get a little extra distance. That should get you up there, but it might take a few tries.
  18. TIP: If you’ve got an anvil you can spare, carefully drop it on the Gremlin’s cage and you can free him without having to get up to him.
  19. Free the gremlin and he offers to help in the fight against the Mad Doctor for 100 e-tickets.
  20. Okay — NOW you can go. Climb the pipes up to the top and get to the screen to head out.

The Haunted House: Part 3

  1. Move right until you can jump up onto a windowsill over a gap in the floor. Here you’ll start to see chandeliers that lower from the ceiling, which you can jump on to.
  2. Keep jumping along the chandeliers all the way to the right. You’ll need to keep moving, as they fall after a second of your weight on them.
  3. After a few jumps, you’ll hit a ledge that has the Haunted House: Part III reel on it. You’re free to drop down and go out the window to the exit after that.

The Attic

  1. In order to get through the attic, you’ll have to disable three beetleworx machines. The gremlins you saved up to now will give you a hand, however.
  2. Make your way to the first active generator. The simplest and most efficient way to deal with these is just to kill the nearby beetleworx that the machine is generating. When you do that, another beetleworx will be kicked out, opening the doors to the machine and revealing the big red orb on its face. If you thin that orb, you destroy the machine.
  3. DONALD PART: After knocking out that first generator, life gets a little easier. Go back toward the projector and look for a silhouette you can paint in near where the ride car plummets into the thinner. Paint it in and use it to climb up onto a section of nearby track. From there, you can follow the track around until you can see portions of the rafters. Carefully double-jump up to them and you should grab the edge. The easiest one is the one that’s directly over the track. Follow the rafter to the right if you’re facing toward the Mad Doctor and you’ll be able to jump to another rafter, on which is the blue chest with Donald’s Right Leg.
  4. You have two choices for defeating the Mad Doctor, and while they’re both basically the same story outcome, one will net you paint, the other thinner.
  5. You’ll need to knock out the first two generators, regardless. If you freed and paid the gremlins, they’ll do this for you, making life a lot easier. If not, you’ll have to repeat the process above with both.
  6. Once you’ve got the two generators killed, you can choose whether you want paint or thinner. Thinner is a combat-intensive method, and we’ll cover it first.
  7. THINNER: To get the thinner upgrade at the end, either use the platforms in the thinner pool or the rafters to cross to the Mad Doctor. There are a bunch of beetleworx you’ll have to fight off, so try to take them one at a time and thin them out.
  8. The last beetleworx is the paint- and thinner-firing type, and can be the most annoying. You encountered this guy at Tomorrow City on the launch pad. To kill him, you’ll first need to thin his paint. That’ll cause the beetleworx to spin and fire in all directions — hit it in the back with the spin to damage it.
  9. NOTE: You can also drop an anvil on it, though be careful of the delay between using the sketch and the anvil falling. The anvil will kill the beetleworx instantly.
  10. Otherwise, repeat the thin and spin process two more times to destroy the enemy. That’ll cause the generator to kick open and spit out a new one: thin the red orb to destroy it and defeat the Mad Doctor.
  11. PAINT: The paint method is more intensive in terms of timing and resources. You’re going to need some sketches to get the job done.
  12. Near the first generator, you’ll find a beetleworx that shoots paint and thinner standing guard. Kill it with an anvil (you’ll need at least one more) to keep it from harassing you.
  13. Right near that beetleworx is a platform with a pressure plate on it. Stand on it, then look around the room — you’ll see another plate lit up to the left. Without doing anything, head over and check it out.
  14. The second plate is for a TV. There’s also a third plate, across the thinner pond near the Mad Doctor. Jump up on a platform and note its location.
  15. You might need to practice — as well as quit and reload your game — on order to get this right. You’ll also need to employ quick movements and all your sketches.
  16. First, drop the TV on the power pad to set it. TVs last the longest, so you’re okay for now.
  17. Jump onto the platforms and cross a portion of the thinner pond so that you can drop an anvil on the pressure plate on the Doctor’s side of the thinner pond. You can reverse this and drop the anvil on the plate on your side, if you wish, but you need to use an anvil on one and get Mickey to the other.
  18. Immediately upon dropping the anvil (or even just before) activate a clock sketch to slow down time. This will drag out how long your two sketches last while you jump back to the last pressure plate. Touch it with the other two activated to repair the track through the attic, which will destroy the last generator and earn you the paint bonus.
  19. PIN: Either way, you’ll snag the Mad Doctor Pin for your trouble. There are a couple more things to get here before we head back to Bog Easy.
  20. EXTRA CONTENT: Climb up on the machinery at the back of the room, behind where the Mad Doctor was, to discover the Mad Doctor Pod Extra Content.
  21. PIN: From the spot where you found the Extra Content, jump to the right and you can get on top of another set of machinery. Run all the way to the far wall to the chest, with the Gold Pin inside.

Return to Bog Easy

  1. DONALD PART: As soon as you return to Bog Easy after having fixed the organ (if you did so), you’ll get the Donald’s Torso part, which is the last you need.
  2. PIN: If you talked to Ian before you went to Lonesome Manor, but after finding the missing book, he’ll be grateful to you on your return and give you the Well Red Pin.
  3. PIN: The next stop is to talk to Donald and return his parts, which nets you the Animatronic Donald Pin.
  4. Talk to Donald again to get a gear to return to Moody in OsTown. You’ll be able to use it to raise Donald’s tugboat from the river.
  5. We’ve got a couple more quests to do. Talk to Metairie for a quest that has you repairing the thinned-out bridges through the swamp; Bertrand asks you to find his store’s sign by Louis’ shack; and Louis asks you to find pieces of a bell.
  6. Head down to the shack, painting in the bridges along the way. Check behind it for Bertrand’s sign, then head back toward Bog Easy Square.
  7. You’ll get a cutscene about Donald dealing with a voodoo doll when you get back to the town. Talk to him again to get a quest to find the Spatter that apparently has a Donald voodoo doll.
  8. Head toward Louis’ shack. You’ll see a cutscene in which a Spatter eats the voodoo doll. In order to get it back, you’ll have to thin him out.
  9. Grab the doll and bring it back to Donald. He’ll ask you to find someone to hang onto it for him — your options are to give it to Daisy, or sell it to Big Bad Pete. Obviously the Daisy option is “good,” Pete being “evil.” Both reward you with e-tickets.
  10. PIN: Return Bertrand’s sign and he’ll reopen the store and hand over some e-tickets. When it’s open again, you can buy the Lonesome Manor pin for 200 e-tickets.
  11. EXTRA CONTENT: You can also purchase the Bog Easy Extra Content for the same price.
  12. Head out into the swamp and paint in the portions of the docks that are thinned out. There’s only about five and it should only take a second.
  13. PIN: Return to Melairie after painting in the bridges for a Power Spark and a Bronze Pin.
  14. Make your way back to the Sunken Steamer, where you’ll find Gilda and be able to run another race. Finishing it (it’s way easy) gets you a Power Spark and some e-tickets.
  15. You’re done with Bog Easy until you can complete Louis’ bell quest. Time to get back to Mean Street.

Mean Street to Mickeyjunk Mountain

  1. Arriving back at Mean Street, you’ll meet Oswald, who wants you to go with him to Mickeyjunk Mountain and fight the Blot. You’ll need to mop up some quests before you head out.
  2. Start by talking to the Usher at the cinema. You’ll get an upgrade to your Watch sketches and Anvil sketches as rewards if you talk to him multiple times.
  3. EXTRA CONTENT: Talk to Markus. He’ll tell you he found something interesting and can unlock a secret door if you bring him 30 Power Sparks. You ought to have plenty, but you can buy more at the emporium. Go to the fire house and thin the facade. Jump up to the second-floor window and go inside to access Walt Disney’s Apartment. Inside you’ll find a bunch of e-tickets and the Mickey and Oswald Extra Content.
  4. Next up is Horace’s detective agency. Talk to him to get a new quest to solve in Bog Easy.
  5. PIN: When you turn in the hatchet, you’ll also get the Case Closed Pin and a Power Spark from Horace.
  6. Next, it’s time to talk to Pete. You’ll get another bunny children quest up first. Talk to him again to turn in the Colonel Pete cartoons, which gets you some e-tickets and a Power Spark
  7. You’ll find bunny children all over the place. There are eight of them: two are behind the train station; two are on the street between city hall and Oswald; one is on top of Horace’s detective agency; one is in the back corner of the rooftops of the street on the right when you stand facing Oswald, near the ice cream parlor; one is on the roof of the cinema; and one is on the roof of the ice cream parlor.
  8. Drop back by Pete for a Power Spark.
  9. Go to the emporium next. You’ll find a chunk of the bell from Bog Easy on sale for 300 e-tickets. Pick it up.
  10. PIN: You can hit up the emporium for the Mean Street Pin by this point, for 200 e-tickets.
  11. You should be about done with Mean Street. Before moving on to Mickeyjunk Mountain, there’s still some quest mop-up to do.

Quest Mop-Up

  1. Start with Ventureland. Duck into the Tiki Hut and buy the second half of the Bog Easy bell. It’ll run you another 300 e-tickets.
  2. Head toward the tree hosue and speak with Botanist Darvin. A Power Spark is your reward for the plant work you did in Bog Easy, plus e-tickets.
  3. PIN: Find Jim the Puzzled next. For finding the radio, you get a Gold Pin and some e-tickets.
  4. Finally, you can drop off the voodoo doll with Daisy if you didn’t give it to Pete.
  5. Head back to Mean Street and make for Bog Easy next.
  6. Get to Bog Easy Square and head to Louis’ shack. Talk to him and you can turn in the bell parts you bought.
  7. Meantime, look around the front of Louis’ shack for footprints. They lead down the dock in front of his place, then onto the green platform to the left, past the one next to it and onto the third green platform, before cutting back onto the dock and into the square. They’re harder to see and there are fewer of them than usual.
  8. Follow the prints or just skip them and talk to the woman knocking on the door. She’ll sell you the candle back — 50 e-tickets — or you can fill in the prints to get it back for free.
  9. Back to Mean Street. Take the candle to Horace, who trades it for a Power Spark.  Your last stop is OsTown on the way to Mickeyjunk.
  10. Talk to Moody the pirate in OsTown and he’ll take Donald’s gear and raise the tugboat. On it, you’ll find a golden e-ticket voucher.
  11. If that seemed like a lot of work for almost no payoff, you’re right — it was. Anyway, time to head to Mickeyjunk Mountain.

Oswald’s Fortress

  1. EXTRA CONTENT: Turn left immediately when you arrive and you’ll see a piece of extra content sitting on top of a Mickey statue. Grab it — it’s the Oswald Poses Extra Content.
  2. NOTE: If you thin the floor here, you’ll reveal an intricate area that we covered the first time we came through Mickeyjunk Mountain. If you chose to abstain from destroying Gilda’s climbing ax in order to access the area, and instead gave it back to her, you can still head down in this hole and open up the gate — as if you never gave back Gilda’s ax, or claimed the reward for it. It’s a glitch that shouldn’t happen, but if it does, you can claim the pins that are down here. Check the Inside the Mountain section from Mickeyjunk Mountain for a rundown of what’s in there and how to get it.
  3. Head up and meet Oswald in the control room. Take the projector screen he opens for you to reach the mountain summit.

Ye Olden Days

  1. Climb up the castle until you come to a leaning tower. To the left of it is a switch that will open the various gates all the way up it.
  2. Use the open gates to climb up the tower. Just jump back and forth and work your way to the top. You’ll hit the film reel when you get to the last ledge.
  3. Flip the switch there and you can exit immediately.

Boss Fight: The Shadow Blot

  1. Climb up onto the large arena area up ahead and you’ll face the Shadow Blot, a huge blotling that’ll put you through your combat paces, at least a little.
  2. EXTRA CONTENT: Before you do anything, dodge the attacks of the Shadow Blot and make your way to the front of the arena on the left side. Look for a piece of a box with Mickey on it, which you can thin, right up against the edge of the cliff. Thin it out — the Spatter Puddle Extra Content is hidden inside it.
  3. Battle the Shadow Blow basically has you avoiding his attacks. He mostly throws thinner at you from the edges of the platform, occasionally doing a big haduken-style shot or tossing blotlings for you to deal with.
  4. Just strafe him. Move sideways to avoid the thinner and you should have no issues. Watch out for the edges of the arena, and stay back from the Shadow Blot or it’ll rush forward and swipe you.
  5. After it throws thinner at you, the Blot will fly toward you, but you can dodge it by strafing sideways again. Keep this up until the Blot eventually flies into the air. Watch for its shadow — it’s going to drop thinner bombs on you, so you have to keep moving.
  6. Once you’ve finished avoiding the thinner from the air, the Blot will crash into the platform and start trying to inhale you. This is when you can hit it with either paint or thinner; your call.
  7. That’s the gist of the battle. Repeat the process three times to take down the Shadow Blot.
  8. PIN: Defeat the Shadow Blot with paint to receive the Me and My Shadow Pin. If you kill it with thinner, your reward is the Shadow Boxing Pin.
  9. After a cutscene with Oswald, you’ll be sent back to OsTown to figure out what’s going on with the Phantom Blot and its Bloticles.

Fighting the Bloticles

The Battle of OsTown

  1. First up, run onto the bridge and look to the right at the nearest bloticle. It’s sucking paint out of OsTown, but you can stop it. Look for green pustules on the big purple tentacle, and hit them with either paint or thinner to destroy them.
  2. There are only two green blisters on the first bloticle to hit, and once you’ve taken out both, the tentacle will die. Turn left and get the next one by Donald’s tugboat — it has two blisters as well, but you’ll have to get onto the boat to hit the second one.
  3. Watch out for Spatters roaming around to come fight you. Deal with them in your own way, but don’t ignore them or they could knock you into the thinner surrounding OsTown.
  4. The third bloticle is over by Clarabelle’s house. Take out the blisters above ground before venturing into the pit to get the ones below.
  5. That does it for bloticles. You can head on to Mean Street now if you like. You can also repaint the town, but it’s basically a big waste of time — especially because they’ll return to their half-painted states if you leave and come back.
  6. Gus will also hand over an increase to Mickey’s life as repayment for fighting off the OsTown bloticles as you leave.

The Battle of Mean Street

  1. After talking with Oswald, head down into the town square to take on the single bloticle and the various blotlings nearby. There are quite a few, including one of the big Slobbers that likes to inhale you.
  2. You don’t actually have to fight the big guy, however — there’s an easier way. Head into the square and draw the little spatters toward you. Convert a couple with paint (along with the nearby exploding spadoosh) and they’ll go take on the Slobber, distracting it.
  3. Now you can fight the bloticle quickly without having to deal with the other blotlings. There are four pustules on this tentacle, and they have to be dealt with in order. Start on the lower left and keep running around the front, looking for the newly protruding one.
  4. Nail all four pustules with paint and you’ll kill the bloticle, which will have the effect of removing all the blotlings, too.
  5. PIN: Right after you finish the fight, the Repair Mean Street Pin will appear in the center of town as a floating gold pin. Go grab it.
  6. Drop by the cinema on your way out and talk to the usher to get another prize — this time, it’s an increase to your health.
  7. Time to head on to Ventureland.

The Battle of Ventureland

  1. When you arrive, start by taking care of the four or so spatters and one sweeper that show up to harass you. It’ll be easier on you with them gone.
  2. After your enemies are out of the way, you can just start handling the bloticles. You know the drill — kill the pustules in order to kill the whole tentacle.
  3. Nice work. You can stop by the shops before heading back to Mean Street to go to Bog Easy.

The Battle of Bog Easy

  1. The tentacles in the opening portion of Bog Easy are actually one big bloticle. You’ll need to hit five different pustules up from to destroy it.
  2. First, go forward and take out all the blotlings. You’re dealing with several spatters, a sweeper and an exploding spadoosh. Clear them all out before you start wandering around the tentacle.
  3. The first two pustules are close to the front of the level — the second one you’ll be able to nail from the Sunken Steamer. Then move up and hit the last three from in front of the second portion of the bloticle.
  4. The second long bloticle has its first pustule on the start of the path out to Louis’ shack. Hit that one, then double-back toward the town square to hit the rest of them, which are positioned sort of along the edge of the pavement stretching back toward the bog path.
  5. The last tentacle starts at Louis shack and stretches back along the path. The first set of blisters are on the right side if your back is to the shack; the last of them are on the far left, past the platforms with several blotlings on them. Clear those out before heading over to deal with the tentacle.
  6. You’re done here. Stop by the shop if you like, then make your way back to Mean Street.

Battle to Tomorrow City

  1. PIN: When you arrive back at Mean Street, you’ll be rewarded with the No More Bloticles Pin right over by the projector to go to Tomorrow City.
  2. As Gus mentions when you step up to the Tomorrow City projector, this is your last time in Mean Street before the end of the game. If you want any supplies, now’s the time to go purchase them.
  3. When you’re ready, head to the projector. Play through the level and you’ll arrive in the center of Tomorrow City, where you’ll need to take on some more bloticles.
  4. Note that you also have blotlings scattered around: seers, mostly, and a few sweepers on high platforms. They should be easily dealt with.
  5. Head up the ramp on your left to get to the first bloticle, which is jutting out from the ground like a spear. You can hit a few of the five pustules from the bottom, but there’s at least one you’ll need to be on the track to address. Watch out for the sweeper when you arrive, as well.
  6. After you’ve dealt with the first bloticle, you can start hitting parts of the second, which is further over to the left. If you run along the track for a second, you’ll find a second, higher platform with another sweeper on it that makes for a good position. You can hit a few of the higher blisters from here.
  7. When you’ve finally finished with the second bloticle, that platform you were just using makes for a good boarding platform to the rocket ride, which will take you over to the third bloticle. You can walk there, too, but at least half of the blisters on the last tentacle are up on track level, so be ready for that.
  8. All in all, taking out the bloticles should be easy for you by now. When you’ve finished with them, make your way to the track and head in to Space Voyage. You’ll recognize this trip from the last time you took it.
  9. Hit the projector to continue on to the rocket.

The Battle for Space Voyage

  1. Hey, look — more bloticles. You’ll need to get up to the second level to deal with them. Cut right from the starting position, around the corner, and you’ll find one of those big round space pods standing open in front of you. Jump inside to ride it to the top leve.
  2. At the top of the pipes and ramps, you’ll see your first bloticle on your left. You can shoot paint or thinner down on it from here to clear its blisters and destroy it. It’s pretty easy.
  3. NOTE: Also up here, you can place a TV on the pad where you can grab the gold e-ticket voucher and reactivate that crane.
  4. The second bloticle is actually right up against the rocket. To take it out, you’ll have to fight off the beetleworx on the launch pad, who is supported by spatters. Of course, if you’re smart, you’ll convert the spatters using paint and have them distract the big guy for you. Then you can run over to the far side of the rocket and kill the bloticle.
  5. The last bloticle is on the far side of the pad, near the edge of Space Voyage. Paint in a bridge, deal with a couple of spatters, and then take it out from a good position the corner beside it. No other enemies should hassle you.
  6. Once you’ve cleared the bloticles, you’ll get a custcene to watch before you blast off in the rocket, and wind up at Dark Beauty Castle.

Return to Dark Beauty Castle

  1. You’ll need to drain the thinner from the Great Hall by activating a switch near the Mad Doctor’s equipment, from back when you were first here. Head straight toward the next platform, the one with the sweeper on it.
  2. Deal with the blotling and then use the railing of the ramp down to jump to a small platform sticking out of the thinner, then get over to the next section. Thin the stained glass Oswald window to find a machine behind it that will drain the thinner.
  3. You only have 45 seconds to patch five pipes to drain the thinner. It’s a pain and you’ll need to move fast. Head straight toward the camera  and jump to reach the lowest level of the room — you’ll find two steam pipes underneath the center walkway.
  4. The third pipe is to the left of those first two, on the next level up. Patch it, then run straight across the room to the far side. You’ll see one steam pipe out in the open; the last one is through a thinned wall to the left of it, in a small alcove.
  5. Once you’ve got all five, the thinner drains out permanently, but a big Slobber enters the room. You’ll have to fight him, but lets explore first.
  6. PIN: Go down to the middle level and check the left side of the room if you’re facing the Slobber. You’ll recognize the secret room you opened way back at the beginning of the game, but there’s a second small room opened now that you can check out, to the right of the first. Inside, paint in a chest in the back right corner of the room to snag a Bronze Pin.
  7. When you’re ready for the battle, head down and take on the Slobber. A good way to do so is to convert the sweepers that come in with him, giving him something to be distracted by while you fill his mouth with paint or thinner.
  8. When the Slobber is beaten, you’ll receive a key that opens the door out of the room. Open it and hit the projector screen on the other side.

Sleeping Beauty

  1. This reel is actually a no-brainer to get to. Just keep running to the right.
  2. Eventually the sky will darken and you’ll come across a dragon. Ignore it, or avoid it. Grab the reel from in front of it, then wait for it to move clear and drop down, or drop down off the left side of its platform.
  3. Continue to the right to reach the end of the level and the throne room.

Throne Room

  1. First up, you’ll have to tackle another Slobber. You should be an expert by now, so we won’t get into it. Just neutralize the thing so we can move on.
  2. EXTRA CONTENT: Before you do much else, head up to the throne and check the painted wall on the left. Thin it out and head up the ramp by turning left. Watch out for the Blot tentacles: you can get them out of your way by painting in the areas they protrude out of. Head up to the top and thin the floor to find the Throne Room Extra Content. You’ll drop down to the main room automatically.
  3. Find the ramp on the right side next. As you start to climb it, a big huge boulder will start to roll down toward you. Backtrack out quickly to avoid it, or it’ll kill you.
  4. EXTRA CONTENT: Head back into the rising hallway and thin the wall on the left. That’ll reveal the Oswald and Ortensia Extra Content.
  5. PIN: At the top of the ramp, exit out onto the upper walkway above the throne room. You’ll see a painted floor right in front of you: thin it, and look down. Right beneath you is the entrance to the throne room, with a Gold Pin hovering in the air. Drop down and do a double-jump to grab it.
  6. Now that you’ve dealt with everything in this room, you’re able to deal with the puzzles in it. There are two possible exits through the room, one accessed by paint, the other thinner.
  7. NOTE: If you choose the paint path, Oswald will award you a pin when you reach him in the Fireworks Control Tower. If you choose thinner, you get nothing.

The Throne Room Paint Path

  1. To get the paint path, paint in all the paintings on both floors. That activates a pair of gargoyles at the throne-side ends of the upper level. Those gargoyles can spin, allowing you to bounce an energy beam around the room.
  2. Before you start moving gargoyles, paint the big painting in the center of the room, right over the throne. That will lower a crystal from the chandelier.
  3. Rotate the first, left side gargolye to shoot the beam at the right side one; the right one to bounce the beam back across to another gargoyle on one of the columns; and so forth until the beam bounces around through all the gargoyles and into the crystal. Just rotate each one until it’s bouncing the beam into another gargoyle.
  4. When the beam hits the painting, it’ll trigger a drawbridge that allows you to get to the projector.

Fantasia: Part 2

  1. Climb up using the star platforms until you hit a cloud that moves to the right. At this point, the path breaks into two directions: up on the right, and up on the left.
  2. The left path is the one you want to get to the reel. You’ll have to wait for the stars to pop back into place, however, as they tend to disappear.
  3. Wait for the comet to fall and create a platform, then quickly climb up as all the other stars appear in place. That should get you to the reel.
  4. Sit tight a second and another star will appear above and to the left of you. Hop onto it and then jump over the wall on the big star to reach the projector.

The Throne Room Thinner Path

  1. Instead of messing with the paintings, instead just thin them out. Look for cracks behind one of the Dark Beauty castle ones on the top and bottom floors. Spin attack those walls and they’ll break away, revealing a winch behind.
  2. Thin out the winches. There are four in total, and each time you break one, you’re closer to dropping the chandelier.
  3. You’ll find another winch behind the thinnable wall to the left of the entrance projector screen, if you’re standing with your back to it. Thinning that wall will put you in a green room with what looks like torture equipment. Break the back wall.
  4. There’s another winch at the top of the top of the hallway with the tentacles. Break the wall on the right side at the top.
  5. Thinning all the winches drops the chandelier through the wall behind the throne, exposing a second projector. Take it.

Fantasia: Part 1

  1. Head to the right until you grab the sorcerer’s hat. Just to the right is a book you can ride.
  2. At the top, jump from the book to a ledge to the right, then to another ledge where you’ll grab the Fantasia: Part I reel. Drop down and keep moving to the right to find the exit of the stage.

Fireworks Control Tower

  1. PIN: If you took the paint route through the Throne Room, speak with Oswald a second time after the cutscene. He’ll award you the Oswald Pin.
  2. EXTRA CONTENT: Hop over the back of the control console and you’ll find the Sleeping Ortensia Extra Content sitting behind it.
  3. Take the door Oswald opened. You’ll be sealed inside — your goal is just to get to the end of this section, so it shouldn’t be too hard.
  4. Hop onto the first chandelier and then paint in the gear on the wall on the left. When you reach the top, you can jump to the next chandelier and dodge the tentacles coming out of the wall.
  5. Wait for the second chandelier to rise, then hop down onto the floor beyond. Jump onto the next chandelier, and facing forward, paint in a fourth one. Then paint in the gear to rise to its level.
  6. When you get to the top, you can paint in a small crest of arms on the wall where the tentacles are coming out, distracting them and allowing you to get by. Jump to the floor below.
  7. PIN: Thin the wall on your right. You’ll be able to enter a hallway that turns back the way you came, but it’s filled with tentacles. Crossing them can be tricky — jump across and hug the left wall. Do your best to only get hit if you have to, but by staying close to the wall, you should avoid getting knocked into the pits on either side of the walkway. Thin the wall at the far end of the hallway to reveal a chest with a Silver Pin inside. Then go back the way you came to the main hall.
  8. Back in the main section of the hall, jump onto the swinging chandelier and then thin the door and wall ahead of you. Don’t bother dropping to the floor — just jump to the second swinging chandelier. You’ll probably die if you don’t anyway.
  9. Get to the next chandelier and then jump to the floor beyond. Run before the tentacles shoot out and get you, and you’ll arrive in the tower staircase.
  10. Head to the right along the broken floor and start climbing the stairs. You’ll have to paint in the stairs ahead of you in order to proceed. Be careful of the tentacles — they’ll send you flying and kill you with  the fall into nothing below.
  11. Keep moving up, watching for tentacles ahead, until you reach a portion where you’ll have to jump onto a chandelier in the center of the room. From there, paint in steps to your left and jump up to them to keep climbing.
  12. Do your best to take your time. It pays to paint in extra stairs around you so that you don’t fall. Another good strategy is to hug the wall of the tower, as the tentacles have the toughest time hitting you there when you’re close to them after a jump.
  13. Before long, you’ll hit the top of the tower. You’ll find the Phantom Blot waiting for you, but he’s not as scary as he looks.
  14. Do your best to stay out of the center of the area. You need to rotate each gargoyle so that it faces the center crystal, then blast it with paint in its face. Do this by spinning the gargoyles repeatedly with the spin attack, then painting them.
  15. There are four gargoyles. Stay out of the center of the area and you should be fine. The Blot will occasionally reach into the center, try to blow you off, or send a blast of thinner rippling through the center of the tower. None of these will really effect you if just stick to the periphery.
  16. Activate all the gargoyles and you’ll open the way to the next tower. Take the path toward the projector when you’re ready.
  17. EXTRA CONTENT: As soon as you go through the door into the room with the projector, turn left. The Horned Blot Extra Content is just sitting in the corner.
  18. Go to the projector screen when you’re ready to move on.

Fantasia: Part 3

  1. Climb up and before long, you’ll start to see streams of water being poured from above. You’ll have to dodge past these as you climb to keep moving up.
  2. A little beyond the first streams of poured water are two books that are rotating around a center platform. Climb up to the left and then hop on one. You’ll have to dodge another stream, which can be tough, so be careful.
  3. Ride the books to the right of the platform to reach a ledge with the Fantasia: Part III reel on it. Once you have that, you can climb to the top of the level and leave.
  4. Drop back down to avoid the rotating books. Move back to the left, ride one of the books up, and jump onto the book to the left of that to get to the top of the stage. The projector is just to your right.

Grief Tower

  1. PIN: Welcome to Tower 2 of 3. Before you go anywhere, rotate the camera and find a small ledge out an archway door to the right. Paint in a chest there for a Gold Pin.
  2. Enter the tower and start climbing. You’ll see tentacles coming out of the wall, but they can be avoided with timing or by painting in weapons over top their attack points to distract them.
  3. Watch out for where you see the walls bubbling — that means the Phantom Blot is about destroy a section of the floor. Sit tight, wait for it to happen, then jump the gap.
  4. Keep climbing. As you go, you’ll have to start painting in portions of floor as the Blot destroys them.
  5. EXTRA CONTENT: You’ll eventually see a piece of content just floating. Snag it as you go by — it’s the Blot Attack Extra Content.
  6. Repeat the process, painting in shields and floors as you climb, and you’ll hit the top of the tower after just a minute or two.
  7. At the top, you’ll fight the Blot again, except this time he has new tricks. Watch out for him to move to the sides of the tower while you’re working on the gargoyles, and if he does, head to the back of the tower. He’s about to reach in and swipe at you, which is painful. He’ll also leave blotlings to attack you.
  8. When it comes to the blotlings, it’s best to convert at least some of them, and maybe try to spin attack the sweepers straight off the tower. With a few blotlings on your side, they tend to distract the others, and the Phantom Blot will leave you alone some while you’re fighting the little guys.
  9. Paint in all four gargoyles and you’ll activate the second tower. You’re free to go after you heal up some.
  10. EXTRA CONTENT: Again, as you enter the room with the projector screen, look left. You’ll see two barrels. Stand on them and jump to reach the Slobber Charge Extra Content.
  11. Jump into the screen again to reach the last tower.

Fantasia: Part 4

  1. As you climb in this level, the water below you starts to rise. You can outpace it pretty easily, but you actually need the water to reach the film reel.
  2. Climb until you hit a ledge that’s got two barrels on it, plus a broomstick pouring water off the right side. Stand on the barrel on the right and wait for the water to rise and float the barrel up toward the ledge above.
  3. On the right side, you’ll see the reel. Jump up and grab it as the water rises, then jump back to your barrel and cross all the way to a third barrel on the left. Ride that up and jump over the broomstick at the top to reach the exit projector.

Loss Tower

  1. Start heading up Loss Tower, being careful of tentacles. You can paint in the floor at the first gap, but the second you’ll have to jump.
  2. Further up, you’ll start to see pieces of archways above you being silhouetted. Paint them in and keep climbing up.
  3. You’ll dead end on a platform that’s taller than the others before long. Turn around and use the archways you just painted (or paint them in now) to get inside the tower.
  4. To get through here, you’ll have to win a close-quarters brawl with two spatters and a sweeper. This is actually about as easy as it sounds. The door will open when you’re done.
  5. Head back outside. The path up falls away, but you can paint in steps going up to the right. Be careful to the tentacles at the last painted step, then head back inside after that.
  6. Another fight: this time, two sweepers and one spatter. Use the spin attack to disable one of them, then kill it or paint it. Repeat the process until they’re all done.
  7. Back outside. Start painting in steps so you can go to the right.
  8. PIN: As you paint in the second or third step, you should see a chest just beneath you as you approach. Carefully drop down to it to snag a Gold Pin. There are steps to the right to provide you a path back up.
  9. Inside for a third time. Your fight this time is two spatters and a huge Slobber, and it actually kind of sucks. For best results, you should probably just kill the two spatters, because they have a tendency to get un-turned and come back after you even though you’ve already painted them.
  10. Fighting the Slobber in close quarters is pretty rough, so try to keep him on-screen and play keep away as much as you can. There are a few breakable items scattered around to help keep your health up.
  11. When you’ve defeated all the enemies, you can climb to the top of the tower. Head outside and jump up there. The Blot won’t attack you outright, so just turn on the gargoyles and then leave.
  12. Midway to the exit, the Blot collapses the tower and breaks the crystal behind you. Approach it and you’ll fall through the floor. As you keep falling down, you’ll have a chance to refill your paint, thinner and sketches.
  13. EXTRA CONTENT: On the fourth floor down — it’ll contain a sketch you can grab, after the mess of thinner refills — head to the bottom left corner to snag The Blot Extra Content. Do it fast, before the floor collapses again.
  14. PIN: A chest on the bottom floor, on the left side, contains the Skydiver Pin. Snag it before you leave.
  15. You’re good to go when you reach the bottom. Just be careful, as the floor is collapsing in chunks in the next hallway. Stay on the right side as you exit the door, but don’t go far.
  16. The platform ahead is guarded by tentacles. Zap in the shield over top of them, then jump across. When you reach a dead end, thin the wall beside you and go outside.
  17. Thin the next wall and paint in a gear to lower the chandelier back in the main hall. Head inside and turn left, where you’ll have to paint in the next chandelier.
  18. PIN: Be sure to grab the Silver Pin on top of the painted chandelier as you pass by.
  19. PIN: Jump down to the swinging chandelier below. If you look ahead, you’ll see there are two hallway floors, an upper and a lower. If you carefully jump, double-jump and then spin, you should make it to the top one. When you get there, paint in a chest in the middle of the hallway and you’ll reveal a Gold Pin.
  20. EXTRA CONTENT: Go around the hole right in front of you and check around the corner to the right for the Blot Attack II Extra Content.
  21. Drop into the hole and go right. A shifting wall will reveal a path for you, but you’ll have to paint in the platforms moving forward. These will quickly be drained of paint by Blot tentacles, so you have to move fast. Jump to each one, paint the next, and go.
  22. At the end of this hall, you’ll turn left and have to board a swinging chandelier. In order to make it to the next chandelier, you’ll have to make a long jump after filling in the shield on the right wall to distract the tentacles.
  23. Jump off the second chandelier and start painting in the platforms ahead. Distract the tentacles in front of you as you go, until you hit the corner. There you’ll find a chandelier to climb onto, which drops with your weight while the one across from it rises, like scales.
  24. Wait for the chandeliers to be equal, then jump onto the closest one and quickly jump to the far one. They should equalize while you’re in the air and allow you to make the jump. Quickly hop off it to get to the corner and solid ground, then head through the door to the left to return to Oswald.
  25. There’s a cutscene before you enter your final destination: Inside the Phantom Blot.

Inside the Phantom Blot

  1. The path forward is pretty easy to follow. Start hopping to the platforms ahead to cross the thinner. When you get to your first spadoosh, blast him to deal with him quickly, before he sees you.
  2. Keep moving. You’ll find platforms to use to climb up on the right as you approach a second spadoosh. Blast him and climb past him and you’ll reunite with Gus.
  3. PIN: After Gus is done talking, speak with him again. If you’ve been following this walkthrough, you’ll have freed every trapped Gremlin in the game, and for your efforts Gus will reward you with the Gremlin Guardian Pin.
  4. There’s another spadoosh just ahead. Zap him, then drop down but stay on this side of the thinner fall right next to you.
  5. PIN: Facing over the river, turn right and you’ll see a chest you can paint in. Inside is a Bronze Pin.
  6. Keep moving down the thinner fall until you see Mickey’s heart, chained up by bloticles. You’ll have a short cutscene before you’ll have to start fighting.
  7. First, take out the blotlings in the area, and pop the first two pustules. One will be on your right, the second on your left.
  8. EXTRA CONTENT: Before following the bloticle around through an opening to the left, go all the way to the right, where you can’t walk anymore. Jump up on a platform above the bloticle and move to the edge. You’ll be just above the Lonesome Manor III Extra Content. Drop down and snag it.
  9. Go back down to the bloticle. Pop the pustules and an opening will form on the left. Go through and you’ll be sealed in.
  10. As you go forward, you’ll have to carefully dodge tentacles as you take out the pustules. The best way is to sit back and hit as many pustules as possible from the doorway. Then, when the tentacles retract, jump across to the bloticle and stand on it between the last two sets of tentacles. Get the last pustule and run by the tentacles to get to the next opening.
  11. The next room is populated by characters consumed by the Blot. They’re a pain — you can’t seem to zap them with paint and they’ll hurt you just by touching you.
  12. Ignore the lost guys and just dodge them. Head for the platfroms in the center of the room — from there, you can zap the blisters on the bloticle all the way up to the top. Kill them all and the lost characters disappear.
  13. With the bloticle dead, you can have some fun backtracking through irritating tentacle territory to get to the main room again. There, you’ll find more blotlings to fight. Use the high ground to zap the ones you can from here.
  14. Drop down and deal with the enemies as you see fit. Then head all the way to the other side and hop up onto the bloticle, to the platform where we located the Extra Content before. A path will open up just above you.
  15. Head through the hole and start popping the bloticle blisters. You’ll move into a tight hallway that has tentacles filling it, but they come out only intermittently — it’s a tactic conceived to trick and destroy you, so take your time and get the lay of where they come from.
  16. When you’re ready, head for the corner up ahead. It’s a safe spot and will help you destroy all the blisters to the next opening. Go through there and you’ll enter a room with moving platforms and more lost characters.
  17. Jump to the moving platform ahead, then to the one above it. That’s a safe spot, so pop some pustules. After that, climb up to the next one — which has a deadly lost character — and then to the one above that so you’re not attacked. Safe again: pop the last of the pustules and you’ll kill the second bloticle.
  18. Gotta backtrack again. This time the tentacles are still there, but so are some crushing walls and ceilings to kill you. They go in two-shot bursts, so wait for them to clear, jump the tentacles and run for it. You’ll have to clear two sets of crushers to get back out.
  19. Back to the main room. The Phantom Blot adds sweepers to its defenses. Repeat the process of getting what you can from high ground, then drop down and deal with the rest.
  20. When you’ve zapped out all the enemies in this room, a third door opens. To get to it, climb up on the left toward the first door you went through, then use the rising and falling platforms to get up to the higher exit. Inside, you’ll have another tunnel filled with tentacles.
  21. Here the tentacles are tricky again. Be careful of ones that come up through the floor in places you’re likely to stop, like right inside the door, for example. Move up until you see the moving platforms, and use those quickly. Be careful of tentacles that rise between them.
  22. Pop all the blisters as you go forward into another big room filled with lost characters. This one has some moving platforms in the center of the room — one that rises and falls, and one that descends into the thinner pool as it drops. You want the first one.
  23. Wait till the coast below you is clear, then drop down and get on the elevated platform in front of you, which is not moving. You’re safe here, so pop some blisters. When you’re out of reachable spots, jump onto the moving platform to your right and stay there. Use it to hit the next set.
  24. You should be able to hit all the remaining pustules from here if you’re smart about it. That’ll kill bloticle No. 3, leaving you safe to head back to the main chamber. Going back doesn’t suck nearly as hard as your last return trip — it should be pretty simple, just take your time.
  25. For the final bloticle, the room is filled with sweepers and a Slobber. There’s really no good way to fight them all, so we’re going to be strategic instead.
  26. First, use the high ground to zap nearby sweepers just under the ledge you start on. Get them on your side — it’s easier that way — and make your way down to the left. There’s another sweeper for you to get while you’re there.
  27. Drop down a little lower and you can hit three or four blisters from this position without having to go down to the ground level. Get as many as you can, and you’ll find that a few more are on the bloticle to the right, wrapping around the corner.
  28. Now you have no choice but to drop down. Like I said before, fighting is a losing endeavor with so many thinner-slinging enemies. Your best bet, instead, is to just drop a TV sketch to distract all the enemies in the area.
  29. While the enemies are watching the TV, quickly get the blisters on the bloticle on the bend near the ground level. There are two or three — hit them all until you can’t reach any more, then backtrack up onto your high ground platform.
  30. From here, work back toward the door you entered through this time and kill the last of the bloticles. The final shot will require you to be up near the door to hit it.
  31. Tag that last blotical and you’re done — Phantom Blot defeated. Game won. Enjoy the ending you created with your choices.
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