Giana Sisters - Twisted Dreams (e)

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        []     ^^ ()      <()>  ()     ()  () ()^^^
        [][][] || ()()()   ()   ()()   ()()() ()()()
            [] ||  ^^^()   ()   ()     () ()      ()
        [][][] || ()()()   ()   ()()() ()  () ()()()

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                        TWISTED DREAMS
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                         Twisted FAQ
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Contents

I)    About this FAQ

II)   About the game

III)  How to play

	A) Controls
	B) Basic actions
	C) Advanced actions
	D) Gem collection
	E) Enemy handling

IV)   Game types

	A) Adventure
	B) Score Attack
	C) Time Attack
	D) Hardcore
	E) Uber Hardcore
	F) Specials

V)    Characters and obstacles

	A) Characters
	B) Obstacles
	C) Bosses

VI)   Walkthroughs for each level

	1-1) Mysterious Meadows
	1-2) Whirlwind Forest
	1-3) Crystal Pond Road
	1-4) Soar Wing Hills
	1-5) Owlbeak Castle
	1-6) Amethyst Mines / Hansel and Gretel

	2-1) Crystal Canyon
	2-2) Old Crasher's Castle
	2-3) Spooky Dungeon
	2-4) Owl Shriek Ravine
	2-5) Enchanted Mountain Path
	2-6) Clockwork Lighthouse
	2-7) Dreadful Straits / Octor Freud

	3-1) Fluffy Cloud Mountain
	3-2) Emerald Cliffs
	3-3) Haunted Swamp
	3-4) Temple of Doomdidoom
	3-5) Owl Wing's Nest
	3-6) Breakneck Passage
	3-7) Boiling Springs
	3-8) Rumbling Rifts
	3-9) Dread Dragon's Keep
	3-10) Gurglewocky's Lair / Gurglewocky

	HS) Halloween Special
	CS) Christmas Special

VII)  Special strategies

	A) Score Attack enemy dashing frenzy
	B) Tracking properties of dashing into enemies
	C) Ideal twirling height
	D) Intentional shield loss
	E) Saving shields
	F) Hardcore-specific strategies
	G) Uber Hardcore-specific strategies
	H) Most consistent "gotchas"

VIII) Other info

	A) Differences in 'Easy' mode
	B) Bugs and quirks
	C) The original Giana Sisters concept
	D) Menu backgrounds
	E) That music
	F) The punk mentality
	G) Some choice words for the haters

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I)   About this FAQ
--------------------------------------------------------------------------------

This FAQ is Copyright (c) 2013 Christopher Allen.  You may distribute this FAQ,
but please give me credit for any original information you publish elsewhere.

Pop quiz:  What is the name of one of the most frustratingly difficult platform
games of all time that somehow doesn't make you want to stop playing?

A) Vs. Super Mario Bros. (Arcade)
B) Super Mario World
C) Any of the 2-D Sonic the Hedgehog games
D) Any of the 2-D Donkey Kong Country games
E) Giana Sisters:  Twisted Dreams

If your answer is "E" you are correct.  It might be true of the others, but if
you haven't finished them, you have stopped playing them.  Go figure.

The latest and greatest game in the Giana series is one that deserves an FAQ
because it's loaded with secrets, challenges, and moments that make you want
to smash your face through a plate glass window.  Or, if you don't do windows,
obtain a guide to help you through the trouble spots.

Enter this FAQ.  It provides everything you need to know about how to succeed
at the game short of providing detailed level maps.

Since you already know how hard the game is, here's a ground rule for this FAQ.
If you complain about the difficulty, you are not allowed to say that A-D of
the games in the pop quiz above are "easy."  This side-scroller was made with
precedent in mind, and that precedent -INCLUDES- difficulty.

My contact info:

chris@chriskallen.com
http://www.chriskallen.com


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II)   About the game
--------------------------------------------------------------------------------

Giana Sisters:  Twisted Dreams was made by Black Forest Games.  There has been
some talk about how it started as an indie project that almost didn't see the
light of day.  In retrospect, it should be a capital crime that something which
shines so bright would be buried.

The game is the third in the series, if you could call it a series.  There is
not much in terms of chronology to individual games released; it's more topical
than it is chronological.  The third game borrows from the world, characters,
and gameplay of the first two games (Giana Sisters and Giana Sisters DS), but
it has plenty of original content to its name.

The concept is simple.  Giana and her sister Maria are caught in a dream world,
and they have to get out by traveling through it and beating a bunch of bad
guys.  Like most run-and-jump platformers, this has a heavy emphasis on item
collection (in this case, gems).

This particular game gives Giana a powerful incentive to persevere:  after
entering the dream world, some big fat dinosaur named Gurglewocky gulps Maria
down in an almost casual manner.

Okay.  That wasn't too nice.

You play as Giana, and spend the entire game trying to get Maria back, but
Gurglewocky has flown pretty far away, so that means running through some 23
levels.

The dream world allows Giana to jump much higher than usual and perform a
double-jump twirl, which works much like Dixie Kong's twirl from the DKC
series.  Handy, except for the fact that the dream world is a dark and
spooky-looking place that is very hostile to Giana.

But Giana has a trick up her sleeve:  she has the power to transform into her
alter ego, a punk version who rather enjoys everything dark, dangerous, and
rebellious.  Flame-colored hair, a meteor dash attack, and music by Machinae
Supremacy to boot.

Alas, the dream world fights back.  The "cute" version of Giana will face a
hostile dark world, while the "punk" version of Giana will face a touchy-feely
bright world out of a Smurfs cartoon.  It's a nightmare, either way.

The main appeal of the game is the world-switch mechanic.  Giana can switch
instantly between her "cute" and "punk" versions, but this also changes the
dream itself.  Here is where the graphics of this game punt you clear into
next week:  almost everything about the world, including foreground,
background, and characters, will seamlessly change during the switch.

This "dream-twisting" action becomes necessary at times (and often several
times every second) because some parts of the dream world are navigable with
only one character or the other.  Rotating platforms counter-rotate on switch,
spikes and brambles grow or shrink, gates open or close, and platforms appear
or disappear.  Enemies can transform into an easier version, or an even more
dangerous version.

It might be a 2-D side-scroller, but the world in Giana Sisters:  Twisted
Dreams is more vivid than for many 3-D games.  Play it long enough, and Giana's
dreams will invade your own.


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III)   How to play
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-----------
A) Controls
-----------

The controls are extremely simple.  Control stick or D-pad moves, A jumps, X
dashes, Y twirl-jumps, R-trigger switches characters (and twists the dream).

This assumes you have an XBOX 360-style controller.  Nearly any modern
controller will do, and you can reassign the buttons if desired.

Of course, you don't need a controller when playing on the PC.  Just map the
keys and you're all set.

There is one advantage to using a controller with two control sticks:  the
second set of axes allows you to easily look around the level to see what is
up, down, left or right.  This lets you spot dangers and hidden areas much
more easily.

You can also map the "look" keys to the keyboard, but this is somewhat more
clunky.

In this game, it is possible to map key or button configurations to require
the correct character to be selected BEFORE executing a jump or twirl (i.e.
switching characters is NOT automatic).  While this could be useful for
devices with fewer than three main buttons available, it makes the game
significantly harder to play.  You must react quickly in this game; things
that slow you down will force you into making bad decisions.  This
walkthrough assumes you have selected automatic switching mode.

----------------
B) Basic actions
----------------

Running:  Just push left or right.

Ducking:  Hold down.

Jumping:  Push A.  Holding down A longer will make Giana jump higher.

Dashing:  Push X.  Only Punk Giana can dash.  Attempting to dash with Cute
Giana will immediately transform her into Punk Giana.  Holding down X longer
will make Giana dash over a greater distance.  A dash will kill any enemy
that can also be stomped on.  A dash will also break certain types of blocks.

Twirling:  Push Y:  Only Cute Giana can twirl.  Attempting to twirl with Punk
Giana will immediately transform her into Cute Giana.  Holding down Y longer
will make Giana rise higher in the twirl.  Keeping Y held down will cause
Giana to float slowly downwards.

Switching characters:  Push R-trigger.  Switch between Cute and Punk Giana.
This can be done at any time, even right in the middle of another technique.

Swimming:  Push A repeatedly to swim.  While underwater, Giana cannot twirl
or dash.

Bubble floating:  When Giana is bubbled, hold A to make the bubble rise
slowly.  Releasing A will cause the bubble to sink.

Sounds simple, right?  Like most single-mechanic games, though, it gets very
complicated as you learn more.

-------------------
C) Advanced actions
-------------------

Fall-jump:  Fall off a platform, then push A.  If no jump had been taken when
leaving the platform, a jump is possible from mid-air.

Double-jumping with twirl:  Push A, then push Y.  This double-jump allows Cute
Giana to reach higher places and jump longer distances.

Directional dashing:  Hold a direction and push X.  Giana can dash in eight
directions, and the dash can start from the ground or in the air.  Note that
if a direction is not chosen, the dash will aim itself diagonally upward.

Fast vs. slow twirling:  When a twirl is executed, Giana falls slowly while
Y is held down.  She will fall faster if Y is released.

Ruby-red pirouette:  Push Y, then push R-trigger while holding down Y.  Punk
Giana cannot start a twirl, but can continue twirling if already in that state.

Citrine cannonball:  Push X, then push R-trigger while holding down X.  Cute
Giana cannot dash, but can continue a dash if already in that state.

Head stomp:  Many enemies can be defeated by landing on their heads.  This
will bounce Giana upwards.

Multiple twirl:  Defeating an enemy in mid-air lets Giana launch another twirl
from mid-air.  She will not be able to launch still another twirl until she
lands or if she stomps on another enemy.

Multiple dash:  Defeating an enemy in mid-air lets Giana launch another dash
from mid-air.  She will not be able to dash again until she lands, or if she
stomps on or dashes into another enemy.

Cancel twirl:  While twirling, the dash button cancels the twirl, making Giana
fall at the normal rate.

Wall jump:  If Giana touches certain types of walls (ivy or bookshelf), she
can jump, twirl, or dash again.  By keeping pressed against the wall, she can
effectively "climb" it with repeated jumps, twirls, or dashes.

Wall bounce:  Dashing into a wall will increase the overall length of the dash
as Giana bounces off the surface.  This can be exploited if she launches at
an angle in a tight corridor--she will bounce as long as X is held down,
achieving a perpetual dash state.

Infinite wall bounce:  Wall bouncing in a tight corridor at an angle
perpendicular to the corridor will make Punk Giana bounce forever.  It does not
serve much of a purpose outside of looking really cool, but there is one
occasion when it can be useful:  when Giana must remain off the ground for an
extended period of time.

Helicopter twirling:  Impellers are present in some levels that will drive air
currents upwards.  Twirling over an impeller will make Giana float upwards
instead of downwards.

Pinball bounce:  Dashing into a pinball bumper will launch Giana in a specific
direction.  The launch is often much longer than what would be accomplished
using an ordinary dash.

Trampoline bounce:  Just before landing on a trampoline, hold A as Punk Giana
(trampolines do not work for Cute Giana).  This launches Giana sky-high.  Punk
Giana can also dash into trampolines for the same effect.

Spiky box trampoline bounce:  After stomping an eyeball squid as Cute Giana,
switching to Punk Giana before it revives will ensure the spiky box counterpart
will also be in the knocked-down state.  The spiky box will shoot its spikes
up, left, and right, but if the box is upside-down, the result will be to
launch Punk Giana upwards, instead.

-----------------
D) Gem collection
-----------------

What is there to explain?  Just grab'em.  The blue ones can be obtained by
either Punk or Cute Giana.  Punk Giana can get red gems but not yellow gems,
and Cute Giana can get yellow gems but not red gems.

To advance in the game, you NEED to collect gems.  Certain rewards and level
unlockings depend on how many gems you collect.

Gems are normally placed strategically as movement guides.  If you see a trail
of gems, it usually leads you in the correct direction.  The coloration on the
gems also provides a context clue for which character to select (Cute or Punk).

Master gems (the huge blue gems) are out-of-the-way treasures that can be
picked up like an ordinary gem.  A master gem is worth 10 gems.

-----------------
E) Enemy handling
-----------------

Most enemies will kill Giana instantly.  If Giana has a shield (a pink star) and
then touches an enemy, then the shield disappears, Giana becomes invincible for
a moment, and then she is vulnerable again.

Stomping or dashing into an enemy normally works to stop it, but there are
enemies that cannot be beaten in this way.  Caution is the better part of valor!

If you see an enemy, your instinctive response should be to avoid it.

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IV)   Game types
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------------
A) Adventure
------------

The main game mode just has you running from level to level, collecting gems,
avoiding dangers, and finding the level's exit.  The level exit will be a
house on the "outdoor-type" levels or a draped doorway on the "indoor-type"
levels.

Exploration and experimentation are encouraged in this mode.  If you find a
place that looks cool, check it out!  The worst thing that could happen is
getting shredded into a fine powder.

Uh...let me state that a different way.

The worst thing that could happen if you die is getting sent back to the
nearest checkpoint.  There is no system of extra lives.  Which is great, if
you want to win.  And terrible, if you can't stand watching little girls get
splooged.

At one point, the game was updated to have two different skill levels of
Adventure:  "Normal" mode, which was the original Adventure mode, and "Easy"
mode, which is for the younger generation of pussycats who can't stand anything
even slightly hard about classic side-scrolling platformers.

Not that I'm trying to alienate anyone by describing them this way.  But
seriously, you can't unlock all other game modes from Easy mode.  Try Normal
mode eventually.  If you don't, your friends will laugh.

For each level, you get stars based on your performance.  Between one and three
stars are obtained based on gems collected.  Collecting 95% or more of the gems
on the level will yield three stars.  One or two additional stars are awarded
based on how many times you died.  If you die three times or fewer, you get
two stars, although some of the more difficult levels (such as boss levels)
tend to let you die more than that and still award two stars.

There are three episodes in the game, with each episode containing levels
that can be played in any order with the exception of the level that contains
the boss.  To unlock the boss level (assuming you're not playing Easy mode),
you must collect at least half the gems in each of the previous levels in that
episode.  This actually isn't hard.  It just requires that you play through the
other levels in the episode.

---------------
B) Score Attack
---------------

Each level you beat in Adventure unlocks the level in Score Attack mode.  Here,
you want to get through the level as quickly as possible while collecting gems.
This is a task for Punk Giana most of the time, although the correct combination
of Cute and Punk will net you the most points.

The level is not timed, but you will still want to rush through, exploring as
many secret areas as possible to keep your bonus multiplier high.  Gems you
collect will boost your bonus multiplier, sending it from 1x up to 2x, then
3x, etc. but not exceeding 10x.  If you fail to keep collecting gems, the
multiplier will gradually drop, eventually reaching 1x again.  The multiplier
drops quickly when high, and slowly when low.

Most enemies you defeat will also yield points, which are also subject to this
multiplier.  However, enemies will not boost the multiplier when defeated.

Needless to say, there are a lot of enemies in the game that you can't hurt.
If the enemy is the type that gets knocked down but gets up again later, you
will NOT get points for knocking it down.  This applies to owl skeletons,
empty armor, eyeball squids, and spiky boxes.  Ghosts don't count either,
because they technically eliminate themselves by touching light beams.

So who does that leave?  Normal owls, normal devils, toads, and killer rabbits.
Thankfully, they are quite common, so you'll have plenty to stomp and blast.

If you are sent back to a checkpoint, resurrected enemies no longer count
towards your point total if beaten previously.  Too bad, but it makes sense.

--------------
C) Time Attack
--------------

Each level you beat in Adventure unlocks the level in Time Attack mode.  Here,
you want to get through the level as quickly as possible, period.  Gems are
pretty, to be sure, but Maria really does need your help, so if you want to be
a halfway responsible sibling, just go get her already.

Punk Giana's dash is the most obvious time-saving gimmick.  But it is also
likely to get you killed.  Assuming you know the shortest path through the
level, your skill in Time Attack is not all about just spamming the dash.  It
means knowing WHEN to dash, WHEN to switch, and WHEN to be careful.  If you get
sent back to a checkpoint even once, kiss that time record goodbye.

Time Attack mode is good practice if and when you get around to Hardcore mode.
The skills needed in this mode are needed in that one as well.

-----------
D) Hardcore
-----------

If you are the type that likes to brag about your skill, this is the mode for
you.  The only difference between Hardcore and Adventure is that all checkpoints
are removed.  If you die, you start at the BEGINNING of the level.  Which means,
if you aren't good, you won't succeed.  You just won't.

Hardcore does not reset everything about the level if you die.  Gems collected
stay collected, so you don't need to revisit hidden areas; that is rather useful
if the hidden areas were dangerous to navigate.  Unlocked doors stay unlocked.
Also, bosses don't throw you back to the level start if you've reached them; you
need only fight the boss again (a hardship, but not a hair-tearing one).

If you want to, you can try to collect as many gems as possible in this mode.
You get a medal based on how many gems you have collected (~95% gold, ~75%
silver, ~50% bronze).  This roughly corresponds to the star system for
Adventure.  Some levels are more lenient, and others more strict.

So you're just itching to play Hardcore mode, right?  Aren't you?  Well, this
mode is locked on the basis of boss level performance in Adventure mode.  You
need at least four stars on a boss level to unlock the same episode in
Hardcore.  Which involves getting nearly all the gems and dying only a few
times, tops.

You know that pink shield gem?  It's your best friend.  Never let it go.

----------------
E) Uber Hardcore
----------------

Or "Ueber Hardcore" if you're a hardcore linguist as well.  I'm not.  Unicode
characters and FAQs don't always mix, so I'll just call it "Uber" from here on.

Believe it or not, there are people out there who think Hardcore mode isn't all
that tough.  So for those "special" people (people who had beaten all of the
Hardcore levels), there is another "super" hardcore mode.

Here's how it works.  You only live once.  If you fail to find Maria on your
first attempt, she's history, and so are you.

I never said life was fair.  Apparently, dreams aren't either.

The majority of gamers today might have some trouble understanding the
psychology of this particular mindset.  Operational excellence is an idea shared
by many cultures, and the notion that you can be "the best" and "maximize your
potential" carries over into many subjects, video games included.  So when
people try one challenge, and beat it, they immediately look to yet another
challenge, even greater.

Casual gamers are disgusted that this game mode even exists, while pro gamers
are puzzled why this game mode isn't offered with every game ever released.
There is a gulf between these two groups, which can't be overcome.

Well, I tried.

If this mode is available, you know exactly what you are in for.  Curse if you
want to, but don't complain.  After all, it's your fault.

Failing at Uber Hardcore mode gives you something that you don't see that much
in home games anymore:  a "Game Over" screen.  You are treated to a picture of
Punk and Cute Giana giving you a look that seems to say, "You're nice, and all,
but you're really not all that.  The party is going on without you.  Mit
freundlichen Gruessen, Giana."

Get used to it.  You will be seeing that picture a lot.

-----------
F) Specials
-----------

The Halloween and Christmas specials are just variations on some of the levels
already in the game.  The Halloween special is based on level 2-5, and the
Christmas special is based on level 1-4.

The main differences from their main game counterparts are a much larger enemy
presence (ghosts, etc.) for Halloween, and special hazards for Christmas, such
as a world-change event that freezes the ground for Punk but turns the ground
into -LAVA- for Cute.

There are also differences in costumes, such as Giana wearing a pumpkin mask,
owls wearing Santa hats, and remixed music.

No pressure to complete these; they're just fun.

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V)    Characters and obstacles
--------------------------------------------------------------------------------

-------------
A) Characters
-------------

Giana:  Needs no introduction.  A girl who likes gems and kicks monster butt.

Maria:  Giana's sister.  Dragon food within the first few seconds of gameplay.
If you hate your siblings, you think this is awesome.  If you don't hate your
siblings, that's your reason to keep playing.

Walking devils / Walking owls:  They walk back and forth along the ground.  A
head stomp or dash attack eliminates them.  The blue ones stay on platforms,
while the red ones fall off platforms.

Flying devils / Flying owls:  These green airborne characters just flutter
around like they don't care.  A head stomp or dash will finish them off.  Pay
attention to what happens after dashing into them:  Giana flies upwards and
gets another twirl or dash.  This means multiple airborne characters can be
stomped or dashed into as a way to navigate parts of the level.  Hint:  look up.

Demonlord / Demowl:  These purple creatures are covered in spikes, and CANNOT
be killed.  No stomping, no dashing.  They are found either on the ground or
in the air.

Toads / Killer rabbits:  Watch out for these characters!  They sit by idly and
blow either venom (toad) or a heart-kiss (rabbit) towards Giana horizontally,
which is quite lethal.  I guess Punk Giana doesn't like being kissed.  A head
stomp or dash attack eliminates these foes, scoring Giana some instant frog
legs or hasenpfeffer.

Pufferfish / Jellyfish:  These underwater beasts are invincible.  They follow
a specific swimming track.  Switching worlds will cause them to switch
directions.

Horned skulls / Happy spiked balls:  These lethal, invincible foes appear in a
variety of formations, such as rows or rings, and they move in specific
patterns.  Sometimes they reverse their patterns when the character switches.

Owl skeletons / Empty armors:  Cute Giana will encounter only owl skeletons,
while Punk Giana will encounter only empty armors.  Switching worlds will swap
skeleton for armor or vice versa.  An owl skeleton throws bouncing bones at
Giana, which hurt.  An empty armor charges with an ax when Giana gets close,
which also hurts, but the armor often ends up smashing itself into a wall.  A
head stomp or dash knocks these characters down, but they will revive after a
few seconds.

Piranhas / Turtles:  Cute Giana will encounter only Piranhas, while Punk Giana
will encounter only turtles.  Turtles are harmless and serve as platforms for
jumping; Punk Giana can even use a turtle's shell as a platform for a bounce.
Piranhas, on the other hand, constantly leap out of the water and take a nice
healthy chomp out of Cute Giana if she dares get close.  Switching worlds will
swap piranha for turtle or vice versa.  Take note about what happens when a
turtle is unexpectedly swapped into existence in mid-air:  could this be
useful to Giana?

Eyeball squids / Spiky boxes:  Cute Giana will encounter only eyeball squids,
while Punk Giana will encounter only spiky boxes.  An eyeball squid can be
knocked down with a head stomp, but it will revive after a few seconds.  A
spiky box, on the other hand, will try to kill anything that touches it with
telescoping spikes.  Switching worlds will swap eyeball squid for spiky box
or vice versa.  Take note of what happens if a knocked-down eyeball squid is
swapped for a spiky box:  does the box look a bit different now?

Ghosts:  The two types of ghosts in the game, red and white, behave the same
way.  The white ones chase only Punk Giana, and the red ones chase only Cute
Giana.  If not being chased by a ghost, Giana can pass through the ghost with
no trouble.  If the ghost IS chasing Giana, ouch.  Beams of light (the
heart-shaped light columns) will kill pursuing ghosts.

------------
B) Obstacles
------------

Bottomless pits:  Usually denoted by a sign with a skull on it.  If you are
not 100% sure of this, use the look controls to see if there is anything below.
If still not convinced, you can jump down and find out.  Not that this is a
recommendation or anything.

Cracked walls / Bricks:  Useful platform.  Punk Giana can dash through these
like they aren't there.

Collapsing floors:  Not all that useful as platforms.  Stepping on one will
cause it to collapse one second later.  Given enough time, floors will repair
themselves, but don't wait up.

Ivy / Bookshelves:  Giana can lean against this type of wall surface and slide
down slowly.  While sliding, it is possible to jump.

Water:  If it's blue, Giana can swim in it.

Trampoline:  Punk Giana can hold A before landing on these to jump sky-high.
Dashing into a trampoline will also launch her.  Note that dashing sideways
into a trampoline forces the jump to head in that direction; be sure this
vector is desired.

Pinball bumper:  Dashing into a pinball bumper will launch Giana on a specific
trajectory.  Keep X held down and you will find areas you never knew existed.

Keys and doors:  Found in the later levels.  Doors must have five keys inserted
for them to become unlocked.  Giana often needs to collect fewer than five keys
to open a locked door because some keys had already been inserted.  Once a door
is unlocked, it stays unlocked.

Bubblegum machines:  Stomp on these to release a gumball.  Collect it, chew it,
blow it up, and then fly!  Unfortunately, the bubble pops if Giana touches
anything, and I do mean ANYTHING.

Teleporters:  Self-explanatory.

Twirl activators:  Some platforms, pumps, gates, etc. can only be activated by
twirling onto a twirl activator disc.

Moving platforms:  These move about.  You can jump on them provided they don't
have a payload already, such as a hunk of freshly-mined amethyst.

Switchable platforms:  These move or rotate in one direction for Cute Giana,
but move or rotate in the opposite direction for Punk Giana.  You will know
about this behavior because there is a yellow or red light attached to the
platform, which changes color based on the selected character.

Rail platforms:  These follow a specific track.  Sometimes these are also tied
to selected character.  Other platforms must be stepped on before they move.

Balloon platforms:  There are two types:  orange, which rises, and blue, which
falls.  Both are activated only when stood upon.  After some time, the
platforms will reappear in their original locations.

Circular platforms:  These continuously rotate.  Some of them have gaps that
let Giana access the interior.  Switching characters will change the direction
of rotation.

Phasing platforms:  Half of these will support Cute Giana, and the other half
support Punk Giana.  If unsupported, Giana falls through.

Caltrop platforms:  These phasing platforms support only Cute Giana.  In a
manner of speaking, that is.  Small spikes periodically protrude up from the
platform; Giana can land safely only when the spikes are retracted.

Fluffy clouds:  Clouds can be stood upon briefly.  Punk Giana can remain on
a cloud for a few seconds before falling through.  Cute Giana will need to
leave a cloud immediately--they are stormy and don't like her!

Pushable blocks:  Giana can push these left or right very slowly.  Punk Giana
tends to think outside of the box and can also dash into it, moving the block
much faster.  The block can be loaded on platforms.  Most blocks are useful
as a base for jumping.

Stalactites/Stalagmites:  These gate-like formations block either Cute or
Punk Giana, and can only be opened by switching.  They are not harmful.

Gates:  Portcullis-style gates will open or shut based on specific contexts,
but the most frequent context is which character is selected.  Some are open
for Cute Giana only, and some are open for Punk Giana only.  Watch out for
closing gates--the spikes look painful, and they are.

Crushing blocks:  These usually appear in castles.  Periodically, the ceiling
smashes anything flat underneath it, and then retracts upwards again.  Timed
movement is the key (Punk Giana's dash usually works).

Shifting blocks:  These appear in a few castles, and slide along a left/right,
up/down, or rotating path.  Normally, many of these blocks are linked together
in a puzzle formation.  Switching characters will change the movement
direction.  Beware:  Giana can get crushed by shifting blocks!

Rolling balls / Giant pumpkins:  They come out of seemingly nowhere and roll
down slopes.  The further they roll, the faster they go.  Giana will not be
able to clear one of these with a normal jump in most circumstances, so a twirl
or dash is almost always necessary.

Amethyst and diamond clusters:  Gems aren't just pretty.  They're also lethally
sharp.  In the dream world, they are everywhere, and they don't appear or
disappear by twisting the world.  If it looks sharp, it's sharp.  Avoid.

Spikes and brambles:  These spiky hazards will extend or retract based on the
character selected.  Cute Giana will encounter spikes but not brambles, and
Punk Giana will encounter brambles but not spikes.  You will know if one of
these hazards is present because of the green mist that hovers above the area
where the sharp stuff comes out.  If you see the mist, BE CAREFUL about
switching characters.

Buzz saws / pinwheels:  Rotating blades on poles.  The blade hurts, but the
pole, thankfully, does not.  Keep this in mind if you can get into the center of
the movement arc.  Sometimes these change direction when switching characters.

Gargoyle turrets:  Stone statues that breathe fireballs horizontally.  They are
indestructible.  Fireballs are not launched with a regular pattern.  This makes
these turrets deadly when they appear as a stacked column.  However, Punk Giana
has an advantage:  while dashing, she is immune to the fireballs!

Impellers:  These blow a current of air that only affect Giana when she is
twirling.  Most blow up, but some also blow sideways or downwards.  The impeller
itself is deadly to touch if it is not caged!

Firewalls:  Normally found in castles.  Most of these are slow, and they serve
to "box" Giana into a specific area.  There are also some that move fast.  The
fast ones tend to ruin your day.

Acid / Lava:  If it's green, purple, or glowing orange, no swimming allowed!
A pink shield gem will not protect Giana.

Floor spiker:  Appears rarely.  Switching characters causes a spike to briefly
pop out and kill whatever happens to be directly above.  The spiker moves from
side to side, so you will always know where the spike will pop out.  Just don't
make it pop out under your own feet!

---------
C) Bosses
---------

The bosses in Giana Sisters:  Twisted Dreams clobber you senseless with
virtually no effort.  You never need to strike them more than three times.  The
problem, of course, is trying to strike them at all.

The game has the courtesy to give you a shield gem at the start of each battle.
Which you will probably lose within the first few seconds.

Hansel and Gretel

     /====\
    //    \\
   //      \\
   o        o
-----------------

This is a massively scaled-up version of the walking worm from the original
Giana Sisters game.  Hansel is the face on one end, and Gretel is the face on
the other.  Propeller beanie and ribbon.  Well, you have to tell which is which
somehow.

The movement arc from the tube is far too high to clear with either a dash OR
a double jump.  Punk Giana must wait for just the right moment (usually near
the sides of the arena) to dash over the tube.  Or, if you're feeling lucky,
hide UNDER the movement arc and hope you won't get eaten.

The only way to beat Hansel and Gretel is with a floor spiker.  The spiker must
smack one of their heads while it is planted on the ground, otherwise it will
not reach.

This won't make them very happy.  If you do score a hit with the spiker, they
will roll into a ring and charge, flattening you against the opposite wall.
Timing is critical:  have Punk Giana jump and then dash straight up while pinned
against a wall; that is the only way to avoid the charge.

It gets worse.  Hansel retaliates further by knocking loose several boulders
from the ceiling.  If you dodge these successfully, it's back to the normal
tube-walking challenge again.

Three strikes and they're out--Hansel and Gretel fall down and spit out a wealth
of extra gems.

Octor Freud

  -----
 /     \    /\    /\    /\
/       \  -|-   -|-   -|- 
| o   o |  -|-   -|-   -|- 
|       |  -|-   -|-   -|- 
|  /|\  |  -|-   -|-   -|- 
--------------------------

Giant cephalopod (squid?) with what looks like a harpoon stuck in its head.  Too
bad for the harpooner.  Call me Ishma--on second thought, call me outta here.

This boss refuses to take Giana seriously at first, and it isn't hard to see
why.  It's huge, and Giana is small.  One tentacle smash and it's all over.  The
battle takes place in a lagoon filled with acid.

The acid is an important consideration.  The entire floor is composed of phasing
platforms, laid out alternately so that Cute or Punk Giana cannot safely move
without jumping.  The arena is fringed by acid waterfalls, which cannot be
touched.

It makes switching characters extremely dangerous because it can never happen
safely when Giana is on the ground.  Add in the fact that Octor Freud is very
effective at turning Giana back into a 2-D character with those tentacles, and
you have a boss fight to remember.

At first, Octor Freud attacks with four tentacles.  These aren't hard to dodge,
because the strike location for each tentacle is telegraphed well in advance.
The one time it will be a problem is when every spot picked for a tentacle smash
is over a platform that Giana can stand on.  For that formation, you MUST switch
characters in mid-air and land on one of the newly phased-in platforms.

If, after three attempts at smashing you, you still live, Octor Freud will try
a different tactic, using a large feeding tentacle that will NOT telegraph where
it will hit until the last moment.  I suggest using Cute Giana, waiting until
the tentacle rises up, and then dashing over three platforms to dodge the
strike.  After the tentacle misses, you will notice that this tentacle looks
like the weak one.  Jump over it and dash straight down to send Octor Freud
into violent pain.

Why would one tentacle hurt so much?  For those who don't know anything about
squid anatomy, you should know that there is an important subtlety here.  One
of the two feeding tentacles of a male squid is the "reproductive" limb, the
hectocotylus.  Are things starting to make a bit more sense now?

Now Octor Freud is mad.  The cycle repeats, but this time with six tentacles
attacking at once.  There are many formations that the tentacles can assume.
The middle of the arena is usually the safest to wait until the formation is
chosen, because you have a choice of where to go.  Staying at the sides of the
arena will limit your options.  Remember, there are only six tentacles attacking
you, so there will always be a few platforms that will not be struck.

Dodge another single-tentacle attack and dash into it again.  Almost done...but
now there's going to be real trouble.

Octor Freud has gone from mad to enraged.  Now you have to face formations of
all EIGHT tentacles.  So you are completely out of options about where to go--
there are no safe zones.  The only way to dodge is to wait for the first four
tentacles to hit, then jump and twirl, so you land on the area vacated by one of
the first four tentacles as it recoils.  You will not escape by remaining in
the area occupied by the last four!

One exception to the above part:  the cascading volley formation.  If that
happens, there is no timing gap between the tentacle strikes.  RUN.

The third dash into the weak tentacle will knock out Octor Freud.  All clear,
Captain Nemo.

Gurglewocky

      |
    \---\
  \/  /  \
  /   o   |
 />    -  |
 \----/   |
  ||||/   |
  ----    |
   \      | 

Gurglewocky appears in three sections.  The first is a direct challenge,
which Giana has no chance at winning.  Use Punk Giana to dash to the right,
using the owls to keep dashing without slowing down.  After reaching the end,
Giana falls into the second section.

This is where the main boss fight occurs.  Gurglewocky drops down, surveys the
arena, and decides it's an excellent place for some schadenfreude with this
insolent Fraulein.

Gurglewocky has the following attack modes:

Tail swipe:  Easy to dodge; just stay off the bottom level.

Meteor shower:  Gurglewocky spits a fireball straight up, and the embers fall
slowly to the ground.  Stay low when this happens.

Lava torrent:  Gurglewocky heats up the lava running below such that it rises
up, covering the floor.  Only the moving platforms just above the lava will
save Giana from a fiery end.  The lava eventually dies down, but this takes
a while.

Gizzard stone:  Gurglewocky coughs up a fiery stone, which slowly chases Giana
about the arena.  This makes dodging all the other attacks a lot harder.  To
dodge this stone, circle around the arena using either Punk or Cute Giana.  The
proper choice of character is important, because it controls which direction
the moving platforms travel.  Moving with them is fine.  Moving AGAINST them
usually ends in disaster.

Rotating fire breath:  Gurglewocky takes a deep breath and blankets the entire
arena with flames.  The jet starts low and circles the arena as Gurglewocky's
head turns.  This is when Giana must act--switch to the character that was NOT
active when the gizzard stone was launched.  Switching characters does not
change much, because fire is replaced with ice for Punk Giana.  But the stone
remains the SAME temperature as when originally spat out.  Get the breath
to touch the stone, and the stone's temperature returns to normal.  Now touch
the stone, and Giana sends the stone back down Gurglewocky's throat.

After choking a bit, Gurglewocky rebukes Giana and then issues a lava torrent.
The attacks resume.

Giana has damaged Gurglewocky, but there are new hazards to contend with.
If a meteor shower strikes the lava on the ground, more fireballs jump up from
the lava to the ceiling.  When fireballs are rising, Giana should move to the
top of the arena (jumping from one collapsing floor to another).  Another way
to stay safely at the top of the arena is to have Cute Giana twirl against the
ivy walls, which makes her fall very slowly.  Yet another way is to have Punk
Giana launch an infinite wall bounce between a collapsing floor and the wall.

There is also another variant of meteor shower that Gurglewocky uses now:  four
large "popper" balls fall into the lava.  When the last one hits, they explode,
killing Giana if she is aligned with any of them vertically.

Eventually, Gurglewocky spits another gizzard stone, and then more rotating
fire breath.  Same strategy as before:  cancel the stone, and then return to
sender.  Hey, what's this?  A new shield gem?  Why, thank you.

Gurglewocky is annoyed but not fazed.  The next lava torrent is extra crispy:
it rises above the level of the moving platforms.  That's just perfect:  where
are you supposed to stand?

The answer is, you don't.  You jump a lot.  You are expected to survive this
ordeal, cancel a third gizzard stone, and send it back, return receipt not
requested.

Gurglewocky can't cough the stone out this time, and collapses.  Proceed to the
right, dodging falling fireballs, and then meet Gurglewocky in the last section.

Gurglewocky is finally taking this personally, and takes a deep breath, intent
on roasting you to kingdom come...

...at least, until you pinball-dash down its throat.  After a moment of
indigestion, Maria is regurgitated, followed swiftly by Giana.  Both alive and
well.  But probably not smelling like sugar, spice and everything nice.

Any votes for hardest boss in video game history?

(Note:  the "Easy" version of this boss is totally unworthy of the title)


--------------------------------------------------------------------------------
VI)   Walkthroughs for each level
--------------------------------------------------------------------------------

----------------------------------------------
Symbols and abbreviations used in this section
----------------------------------------------

??????
? HA ? : Hidden Area hint
??????

Location of a hidden area.  Different people will have different perspectives
on what this means.  Some areas are a lot more "hidden" than others, so I am
assuming a somewhat open-ended definition of what "hidden" means.  Any place
that you DO NOT HAVE TO GO to finish a level, and is not an obvious path to
take, is called a hidden area.

Areas that you can clearly see, but can't get to in an obvious way, are also
classified as hidden areas.  Because the path to them is hidden, you see.

 /\  
/M \ : Master Gem hint
\ G/ 
 \/  

Location of a Master Gem.  A master gem counts as 10 gems, which makes it worth
finding in Adventure and Score Attack mode most of the time.  A master gem, when
found for the first time, unlocks a gallery artwork image.

On the PC version, there are 8x12 = 96 total images to unlock, represented by
that many master gems.  Each level has a set number of master gems; you will
know the number because the gems appear on the level select screen.  If you have
found one, it turns bright blue.  Ones you haven't found yet are dark blue.

$$$$$$
$ SA $ : Score Attack hint
$$$$$$

This represents a tip for how to strategize for a Score Attack game.  Remember,
even if you can locate each and every gem in the level, it isn't always in your
best interest to try to get -every- gem.  This is because your bonus multiplier
will sometimes take a dive if you have to spend too long trying to collect the
more remote gems on the level.

These are just suggestions, of course.  Score Attack allows you to miss quite
a few gems on the level and still get an "owl" trophy.

A note about the arrow signs posted throughout the level.  If you are trying to
get maximum points, an arrow sign is usually the direction you want to AVOID
going towards until you've tried other locations first.

++++++
+ TA + : Time Attack hint
++++++

This represents a tip for how to strategize for a Time Attack game.  Usually,
the tip is in the form of an important shortcut.  Assuming, of course, you are
skilled enough to be able to take it.  Certain time-saving moves require you to
have near-perfect finger speed.

You can avoid taking shortcuts and still stand a reasonable chance at getting
a "hare" trophy.  If you don't die, that is.

A note about the arrow signs posted throughout the level.  If you are trying to
get minimum time, the arrow sign is usually the direction you want to TRY to
go towards, ignoring other less-obvious branches.

!!!!!
! G ! : Gotcha! warning
!!!!!

This might be the best hint of all:  a place where you might get killed
unexpectedly.  By seeking out this FAQ, you have indicated that you don't have
to be told why this is important.  Giana Sisters:  Twisted Dreams is one mind-
nukingly cruel game.  You're an insect in a land full of spiders, so you need
to know where the web is before you crash head-long into it.

And yes, I mean YOU, Punk.

These warnings will be all over the place.  Don't act surprised.

-----------------------
1-1) Mysterious Meadows
-----------------------

Total Gems:  392
Master Gems:  4

The first time you play Adventure, Giana starts out with no special abilities;
she can only run and jump.  Not much to talk about here; just collect all the
gems in sight.  Giana can jump up through green platforms but not down through
them.

Bricks cannot be broken yet.  But you won't need to for now.

After clearing the first pit, there is a shield gem and a few roaming devils.
Nothing you can't handle, I'm sure.  Keep collecting gems.

 /\  
/M \ Found easily enough:  just keep jumping up; you'll find it.
\ G/ 
 \/  

Fall down a cliff, reach a checkpoint, and there is Gurglewocky, holding Maria
helplessly.  And in but a moment, swallowed like a piece of popcorn.  Sated,
the dragon acknowledges Giana briefly and carries on.  Wow, what a scheisskopf.

Now Giana's full power is unlocked.  Twirling and dashing are possible.  To open
the gate ahead, press the right trigger and transform into...

Punk Giana!

What were you expecting?

Note the stone bridges are closed for Punk but open for Cute.  Remember this,
because many secrets are uncovered this way.

 /\  Proceed through the gate.  Switch back to Cute, and the floor will
/M \ open.  Fall down.  The pit on the right kills you; go to the left.
\ G/ More gems and a master gem.  Jump back up again.
 \/  

After switching a few times to get through the gates, you now see yellow and
red gem clusters.  Cute can get yellow only; Punk can get red only.  The
platforms will extend or retract based on selected character, so you will need
to switch several times to get these gems.  Hop up.

 /\  
/M \ There is another master gem on the platforms above you.
\ G/ 
 \/  

The next area has many gates and closed platforms, requiring character switching
to get through.  Go right, up, and left again.  Breakable bricks are present,
but serve little purpose other than to serve Punk's desire for wanton
destruction.

++++++
+ TA + Time your switching and you can use Punk to dash up two stories quickly!
++++++

Go right and find the level exit.  That was easy.  Select Cute to open the
bridge just before, falling to get some more gems.

 /\  
/M \ Follow the platforms, getting all gems until you reach a master gem.
\ G/ 
 \/  

Done!

---------------------
1-2) Whirlwind Forest
---------------------

Total Gems:  301
Master Gems:  3

Follow the path of gems.  Now it's time to get good at twirling.  Use Cute to
collect the yellow gems.  Many of the gems are easily collected without slowing
down if you double-jump twirl (A followed quickly by Y).

To get to one of the cliffs, you must twirl for an extended period of time.  The
red gems at the end of the twirl can only be gotten while twirling as Punk--the
ruby-red pirouette is accomplished by pressing RT while twirling.

More red gems.  Some are buried, and must be uncovered by dashing into bricks.

Now it's time to use the wall-bounce technique.  Stand in the shaft and launch
a dash at a diagonal angle, holding down X.  You're not a pinball wizard just
yet, but it's a start.

Look below and see notice red gems over a pit of acid.  Uh...how can you survive
getting those?  Dashing to safety from mid-air, of course.  Get used to taking
risks like this; it's optional now but won't be optional later.

The next platforms are switchable based on character.  Jump on them when down,
switch to make them rise, switch again to make them fall.

        /\  
?????? /M \ Look left while on the platforms.  Twirl to reach the gem.
? HA ? \ G/ A dash also works, but it's a reach.
??????  \/  

Have punk storm the "castle" of bricks, getting the gems, and then use the wall
bounce in the diagonal cave to the right.

!!!!!
! G ! Do not release X while wall-bouncing!  The owls will kill you otherwise.
!!!!!

        /\  
?????? /M \ In the cave, some breakable bricks can be found above.  The wall
? HA ? \ G/ bounce might even carry you up there by accident.  More gems and
??????  \/  a master gem.

++++++
+ TA + The next section has many gems in the platforms above.  Avoid completely
++++++ if time is of the essence; just head right.

!!!!! There are -brambles- on the lowest path, which kill Punk.  Switch to Cute
! G ! to retract them.  Do not dash out of this area; this counts as a change,
!!!!! which means the brambles re-grow in an instant.

$$$$$$ You must switch many times to collect the gems on the platforms above.
$ SA $ To save time, get the lowest gems first.  It is harder to move down and
$$$$$$ relatively easy to jump up.

Wall-bounce again.  Here's another set of gems over a pit.  Collecting them
would be unsurvivable with a normal jump; use a mid-air twirl and hook back to
safety.

        /\  
?????? /M \ Go up, and then look left.  A mid-air twirl will reach the
? HA ? \ G/ master gem, but just barely.
??????  \/  

----------------------
1-3) Crystal Pond Road
----------------------

Total Gems:  349
Master Gems:  3

Drop down, wall-bounce, twirl-jump.  No opposition yet.  Do another twirl jump
over the acid.  There are gems on the platform above.  Many of them will require
twirling with aimed movement in mid-flight.

!!!!!
! G ! Remember:  green/purple acid=bad.  Blue water=good.
!!!!!

A pond is present here.  Dive into it; collect the underwater gems.  Use A to
resurface.  Proceed right.

!!!!!
! G ! Amethyst clusters:  avoid!  You CANNOT collect unmined gemstones.
!!!!!

??????
? HA ? Wells are another open/shut world background mechanic.  You can only dive
?????? down the nearby well as Cute; there are many gems here in a "fish" shape.

Get the gems in the next large lake, hop up the platforms, twirl to the next.

!!!!!
! G ! A normal jump will -probably- not work over the next acid pool.  Use a
!!!!! dash or twirl to land safely below.

        /\  Smash the breakable wall all the way to the right, and follow
?????? /M \ the path to an acid pond whose level rises and falls.  As the
? HA ? \ G/ level starts to fall, use Punk to hurry--there's not much time!
??????  \/  A balloon platform carries Giana to safety, but it's better
            just to dash upwards to safety.

More switchable platforms; ride them up to the next area.

!!!!!
! G ! Don't be too hasty to dash here.  There are many owls.  Aim your dashes
!!!!! well to eliminate the ones on the surfaces above.

        /\  
?????? /M \ When at the crest of the hill, twirl-jump to the right, landing
? HA ? \ G/ on a high cliff on the right.  Follow the platforms up for more
??????  \/  gems and a master gem.

Some red gems are encased in breakable walls.  Dash to smash, then wall bounce
to the next area.

++++++ By now, you've found how easy it is to take shortcuts by dashing into
+ TA + flying owls.  This area has several, and can save you a lot of platform
++++++ jumping time.

        /\  
?????? /M \ You will encounter a narrow "chimney" rock formation at one
? HA ? \ G/ point.  Wall-bounce up here to get a master gem.
??????  \/  

Proceed left.  Here is a pond whose level rises and falls.  You can reach the
platforms at the left with a twirl jump, or you can wait until the water rises
to the top, and swim up to the platforms.

?????? Some gems near the bottom of the pond are accessible by breaking the
? HA ? wall with a dash.  As you cannot dash underwater, you must wait until
?????? the pond drops to the lowest level.

$$$$$$
$ SA $ Waiting for a small number of gems to become available is bad.
$$$$$$ Consider ignoring the gems at the bottom of the pond.

Wall-bounce up to the next area.  Kill the owls, ride the switchable platforms,
and that's it.  Done!

--------------------
1-4) Soar Wing Hills
--------------------

Total Gems:  751
Master Gems:  6

Now the difficulty starts to spike.  So does the ground; watch out.

!!!!! A phasing platform is present here, alongside some brambles.  This makes
! G ! it easy to screw up when switching characters, which often has the effect
!!!!! of growing the brambles under Giana's feet.  Be vigilant for green mist.

        /\  
?????? /M \ Switch CAREFULLY to avoid getting spiked, break the walls to
? HA ? \ G/ the right, and follow the path to more gems and a master gem.
??????  \/  

Many phasing platforms block your progress downwards.  Repeatedly switch to
drop down, until you fall to the bottom.

 /\  
/M \ This one is easy.  Fall left and there it is.
\ G/ 
 \/  

Head to the right, where there are many rotating platforms.  Many of these
are switchable platforms.  And look out below...

!!!!!
! G ! Your first demonlord/demowl is there!  Purple enemy=unbeatable!  Avoid!
!!!!!

Proceed right some more.  More owls; remember to avoid the purple ones.

!!!!! Notice how Punk jumps up after dashing into each owl?  This can be risky
! G ! if the flying owls are stacked on top of one another.  Don't let the dash
!!!!! recoil carry Punk into an early mosh pit grave.

$$$$$$
$ SA $ There are many gems of different colors strewn throughout these
$$$$$$ platforms.  Remember to get them all; switch often.

Go right and find a lot of danger ahead.  Spikes, brambles, owls, demowls.

!!!!! Spikes work much like brambles, except they protrude for Cute only; Punk
! G ! alone is allowed to pass safely.  This is one of many spots in the game
!!!!! where spikes and brambles appear side-by-side.  Be careful, or else!

Ride the rotating platforms up for more gems, until you get to another chimney
formation.

?????? This one requires some dexterity.  Wall-bounce up the chimney, but to
? HA ? get to the top (and all the gems), you must switch to Cute IN THE MIDDLE
?????? of the wall-bounce operation.

 /\  
/M \ Same strategy on the way down; wall-bounce and switch to Cute to access
\ G/ the master gem to the right of the chimney.
 \/  

Go right.  More alternating spikes and brambles, more owls.

$$$$$$
$ SA $ Don't miss all the gems (yellow and red) in the platforms above.
$$$$$$

Many rotating platforms over a -big- pool of acid.  Ride the platforms to the
right.

?????? There is a balloon platform on the lower right fringe of the acid pool.
? HA ? Ride it down to a feast of gems.  If you can dodge all the sharp stones
?????? while riding the platforms, you will rack up a HUGE number of gems.

$$$$$$ Escaping from this area gives you some options.  If a balloon platform
$ SA $ lets you ride up somewhere, albeit slowly, you can speed things up by
$$$$$$ using the wall bounce.

Go right; ride some more balloon platforms down, down, and then up again.

++++++ There is a MAJOR shortcut here.  Jump on the first balloon platform, then
+ TA + jump off, and at the peak of the jump, dash straight up, then angle
++++++ right.  Risky, but rewarding.

        /\  
?????? /M \ Cracked walls directly above; wall-bounce into them and collect
? HA ? \ G/ more gems and a master gem.
??????  \/  

Go right; more circular platforms to jump on.  One balloon platform has many
red gems; dashing is the most expedient way to get those.

?????? 
? HA ? Three owls are above; use the mid-air dash repeatedly to reach some gems
?????? on a high platform.

Go right and ride a balloon platform up.

        /\  
?????? /M \ Jump off that platform right away, look down, and find a master
? HA ? \ G/ gem and another balloon platform.  Cool.
??????  \/  

$$$$$$
$ SA $ Wall-bounce up the chimney to the left and get a TON of gems.
$$$$$$

!!!!! Yikes!  This next section has diamond clusters all over the place.  Use
! G ! Cute to carefully ride up the rotating platforms, and then look left.
!!!!! Twirl left, ride up another balloon platform, and dash right at the top.

?????? 
? HA ? Use Cute to reach the phasing platforms above; many gems here.
??????

Almost done...go right, and encounter the first of many cruel traps in the game.

!!!!!
! G ! Alternating phasing platforms.  Be careful when you switch characters!
!!!!!

$$$$$$
$ SA $ Take your time and get every gem.  There is a small transition platform
$$$$$$ between each of the phasing platforms where it is safe to switch.

++++++
+ TA + Do not switch characters.  Use Punk to dash over the gaps.
++++++

You've reached Owlbeak Castle!  Now just switch to Punk to get that gate open,
and you're in.

        /\  
?????? /M \ There is another way in.  Dash into owls overhead (there are 
? HA ? \ G/ quite a few) and find a master gem.  The passage here also
??????  \/  leads to the exit.

--------------------
1-5) Owlbeak Castle
--------------------

Total Gems:  362
Master Gems:  3

!!!!! This time, the traps are right at the beginning!  Time your dashes to get
! G ! past the crushing blocks.  Beat up some owls, and then run a long way on
!!!!! collapsing floors.  The gate is locked against Punk--select Cute!

?????? 
? HA ? Immediately after the crushing blocks, look up.  Lots of gems up there.
??????

Now you're inside the castle proper.  You will find a pushable block in your
way.  Cute can only eke it along, but Punk can blast it clear across the
corridor with a dash.  Push it all the way, and then use it as a base for a
dash-jump up to the next story.

++++++ It is possible to get to this next story without using the block.  An
+ TA + empty armor is in the next chamber.  Dash down into it, then up
++++++ in mid-air.  Not a moment lost...although you bypassed a shield gem.

        /\  
?????? /M \ When you climb to the next story, look left.  A switchable
? HA ? \ G/ platform is there; catch it with a twirl-jump.  Ride up it up
??????  \/  using Cute for a master gem.  There are more hazards up here.

When on the second story, assuming you didn't use the empty armor for a quick
boost, you can get past the low ceiling by fall-twirling or fall-dashing
diagonally.  Get some more gems and head down into the dungeons.  Switch to
manipulate the platforms; they tend to block the gems.

?????? Just to the left of the dungeon entrance, a large red question mark
? HA ? seems to challenge you.  Challenge it by punching the floor with a dash.
?????? Nice...more treasure.  Note that the gate to the right doesn't open--it
       is there to tease those who can't figure out the puzzle.

$$$$$$
$ SA $ To the right of the dungeon entrance, wall-bounce for some fast gems.
$$$$$$

Go down as low as you can go, then go right.  It leads to a long tunnel with
acid, and no platforms at all...???

!!!!! Time to separate the women from the girls on this challenge.  Punk can
! G ! stand on the turtles, but cannot jump between them without dashing.  As
!!!!! dashes are hard to measure properly, I suggest jumping using Punk,
      twirling in mid-air, becoming Cute, waiting for the next Piranha (no
      longer a turtle!) to jump and fall back down again, and switching back to
      Punk when directly over the Piranha (now safely a turtle again).

And after you've made the final jump, the floor collapses.  Cute is blocked from
jumping up, so dash up, and then switch to Cute to re-phase the platform.  Phew!

!!!!! Owl skeletons / Empty armors are in this narrow spot.  It is safer to use
! G ! Punk, because a thrown bone cannot be defended, while armor can be knocked
!!!!! out easily with a dash.

Go up; you have some block-pushing to do.

$$$$$$ To the left, you can only get all the gems if you get the ones below your
$ SA $ feet first.  The block in this area only serves to seal those off if you
$$$$$$ mistakenly try to get them last.

To the right, there is another pushable block.  Push it all the way to the left
and load it on the nearby platform.  Switch to make the platform rise, then
push the block to the next platform, farther left.  Now make that platform rise.

Push the block to the right, now, until it goes no further.  You must use this
as a basis for dash-jumping to the next story.  Watch out for the owl skeletons
and empty armors in this area.

++++++ 
+ TA + Who needs the block?  If you are a talented dash-jumper, you can still
++++++ reach the next story, without all that pushing.

Gather some gems to the right, and gather yet another pushable block to the
left.  Push it right, all the way back to the main shaft.

        /\  Before pushing the block, note the high-flying owl above you.
?????? /M \ Dash up, then dash up again.  You're now in a new area.  But
? HA ? \ G/ be careful--a balloon platform will carry you up into spikes,
??????  \/  so jump off quickly!

It has been noted that the above secret can also be accessed using the back
door, not just the front.  Dash diagonally up and left from the room where you
found the pushable block, and you can wall-bounce up to the master gem.  This
requires considerably more finesse than the normal means of access.

Load the platforms to the right with the pushable block.  At the highest point,
you must use the block as a basis to dash-jump to the next story.

++++++ 
+ TA + Once again, who needs the block?  Except...getting this jump perfect
++++++ might take you a few tries.

Go up and right.  More owl skeletons and empty armors.  Get past them to reach
the second major proving ground in this castle:  a switchable platform course.

!!!!! Acid everywhere, spikes everywhere.  Ride the platform using Cute.  At two
! G ! points, YOU MUST DUCK UNDER THE SPIKES.  Use twirling to get to the stairs
!!!!! at the end, and switch to Punk to open the gate.

If that last section took you a few tries, you're not alone.  Go up, then right.

        /\  
?????? /M \ You're on the castle battlement.  Look up and find an area that
? HA ? \ G/ leads left, to a master gem.  It's a hike, but it's there.
??????  \/  

The remainder of the level has lots of owls.  Translation:  a complete owl
smackdown.  Head right to the exit.

---------------------------------------
1-6) Amethyst Mines / Hansel and Gretel
---------------------------------------

Total Gems:  703
Master Gems:  6

The level designers figured the sixth level is a good point in the game where
they should stop playing around with you, and instead try to kill you.  There
will not be "gotcha" warnings at every hazard because the walkthrough would be
too long.  From here on, you must accept a certain "background" level of danger.
In other words, grow up.

Gems in the pond below.  Owls to the right.  Not too bad.  Then there is the
mine entrance.  Hop on a transport, and you are launched on a roller coaster
ride that carries you deep into the mines.

!!!!!
! G ! Jump off before you reach the amethyst--the crash hurts.
!!!!!

Come to think of it, it would be cool if airport escalators forced you to jump
off promptly or else you would get sliced into noodles.  The ride would
certainly be a lot more exciting that way.

Another transport.  Hop on this one.

?????? Hop OFF the transport and find some gems and another transport, which
? HA ? heads in a different direction.  It takes you to some more gems, but
?????? this area is MUCH more dangerous than your original ride!

++++++ 
+ TA + You don't -need- to ride the main transports.  Twirling also works.
++++++ But the transports take about the same amount of time.

Head right, then up, then down, then right again.  Lots of owls and spikes in
this area.

!!!!!
! G ! When owls are stacked vertically, be careful about dashing into them.
!!!!!

Many gems are present that can only be reached by phasing/unphasing platforms.
Go to the right, selecting Cute to open the gate.

!!!!! Your first skull/spiked ball.  It cannot be beaten; just avoid its path.
! G ! Remain on the platform above it as long as possible, and then jump to the
!!!!! rail platform below.  Once on the rail platform, switch to Punk.

More gems above, accessible only via Punk's dash, but gettable only with Cute.
Risky but not too risky to get.

Go down and take a -long- extended twirl, guiding Giana left and right.

        /\  
?????? /M \ 
? HA ? \ G/ Break the blocks to the right of the red devil.
??????  \/  

Twirl CAREFULLY down the shaft, dodging the amethyst spikes.  Before dropping
down all the way, scale the scaffold to the left for more gems.

        /\  
?????? /M \ 
? HA ? \ G/ Break the blocks to the left, near the top of the scaffold.
??????  \/  

Now you're at a flooded part of the mine.  You can't break the blocks to the
left, so you must circle around by diving underwater and finding an opening
between the boards.  Or, chicken out and head down and right.

$$$$$$ Like gems?  How about skulls/spiked balls?  They are both here in force.
$ SA $ Linear, rectangular, or circular patterns, you name it.  Time your
$$$$$$ swimming strokes carefully.  The upshot is that this place is LOADED.

 /\  
/M \ If you made it all the way through, here's another master gem.
\ G/ 
 \/  

The remainder of the flooded area has a water level that constantly rises and
falls.  Which is hazardous, because amethyst spikes are everywhere.  The way out
is up and to the right.  Gems are up and to the left, and to the far right.

        /\  Wait until the water level is at its peak height, then jump with
?????? /M \ Punk out of the water, up into the shaft.  Then switch to Cute,
? HA ? \ G/ which phases in the platform.  Now you can wall-bounce with Punk
??????  \/  for a LONG time until you reach the surface.  Dash into owls,
            aiming upwards until you find yet another master gem.  The
            return trip is to the right (a long fall down another shaft).

About those flying owls--note that they come from ports in the background.  If
you see these, it means the owls will come forth ad infinitum.  Depending on
whether you like them or not, this might be good or bad.

$$$$$$
$ SA $ Skip the above hidden area; it will only drain your bonus multiplier.
$$$$$$

The flooded area's exit is reachable by swimming all the way to the upper right.
Make sure the water level is on its way up, and not down, or else you're trapped
between some razor-sharp amethyst and...some more razor-sharp amethyst.

!!!!! The next passage features acid, owls/devils, phasing platforms, and
! G ! falling skulls/spiked balls.  Take your time getting through here safely.
!!!!! Even in Time Attack mode.

?????? 
? HA ? Dive under the water in the next section to find a lot of gems.  And
?????? spikes.  What, did you think anything is free in this game?

!!!!! Go up carefully.  Switch repeatedly between Punk and Cute, because spikes
! G ! and brambles are alternately laid out.  You get a shield gem, but you will
!!!!! want to keep it as long as possible.

After the brambles and spikes, note that some platforms are now loaded with
mined amethyst.  You CANNOT jump on these.  They might be cut and polished to
perfection eventually.  Now they only serve to cut your backside.

The next section has more brambles and spikes, but with smart switching, it is
not as dangerous as it looks.  The elevators to the right should be scaled on
the LEFT side using Punk.  AVOID taking the more dangerous right side.  Just
don't forget the gems near the top of that shaft.

For the next part of this section, select Cute.  Select Punk to reach the red
gems on the left, then jump up the LEFT side of the elevators using Punk.  When
near the top, twirl to open the brambles to the right.  Phew!

        /\  Use Cute to ride the switchable rail platform up, but not all
?????? /M \ the way.  Midway up, twirl to the left and clear a HUGE chunk of
? HA ? \ G/ amethyst.  Here is another master gem.  Be careful moving up
??????  \/  when getting out of here--tons of spikes, brambles, and amethyst
            are between you and the shaft exit, to your right.

!!!!! There is a trick to the next shaft, to the right.  Red, yellow, red,
! G ! yellow...the alternating gems indicate which kind of special jump to do,
!!!!! which also indicates the character to select.  You'll get the hang of it.
      The alternative isn't too remarkable, just death.

Head right.  Make the final jump into the narrow corridor (where all the mined
amethyst is heading) using Punk.  Spikes just suck.  Change back to Cute when
you have cleared the spikes, though--you'll get pinned otherwise!

Okay, now you're at the area with the floor spiker.  Four devils or owls block
your way, but it is not safe to stomp them OR dash into them, thanks to the
overhead spikes.  Switching character will launch the floor spiker.  Four stabs
and you can pass.

Almost there...this is an area with many owls and a long skeleton, into whose
mouth you must enter.  Brambles are overgrown, so Cute is the only one who can
safely traverse this ground.

        /\  ...but don't go there just yet.  Look up, and you will see some
?????? /M \ owls to dash into.  Repeated dashes upward will lead you to a
? HA ? \ G/ new area.  Go left, dodge crushing blocks, ride up, dodge
??????  \/  spikes, go right, dodge more crushing blocks, and there you go.
            There are more gems above the second area with the crushing
            blocks; if you're slick, you can avoid that area by dashing into
            the owl above.  Collect a master gem, more gems, and a shield.

Select Cute...follow the skeleton, and prepare for the worst ride of your life.

!!!!! This platform ride is long and treacherous.  At times, you should select
! G ! Punk and dash horizontally, since it's too risky to perform normal jumps
!!!!! with so much amethyst.

!!!!!!!!!! At one point, Punk MUST be used to quickly burst through some bricks,
! G !! G ! repeatedly.  But the gate at the end is locked--you must then switch
!!!!!!!!!! to Cute right away!

It's not over.  Next comes a series of wide-open passages with many
skulls/spiked balls.  Dodge carefully, but don't do anything rash, like jump
off the platform.

++++++ ...unless you want to get out of here as fast as possible.  Do a long
+ TA + twirl-jump and float to the right; you'll make it.  Keep jumping, and
++++++ you will actually outrun the platform.  There are extra floors and devils
       to land on if you are taking an expedient approach.

After the next checkpoint, you and the platform must take different paths.  Now
it's a race.  Switch between Punk and Cute to wall-bounce and open the way.

$$$$$$ If you managed to beat the platform, jump on it again, and ride it up
$ SA $ for some more gems.  Note that the platform will come back on its own
$$$$$$ after a while.  But your bonus multiplier does not like waiting.

You've reached Hansel and Gretel (Ouroboros Bicephalus).  See "V) Characters
and obstacles" for details about this boss.

$$$$$$ Beating a boss takes time, during which your bonus multiplier will
$ SA $ collapse.  Even though Hansel and Gretel yield gems upon completion,
$$$$$$ the point value won't be much after a long battle.

++++++
+ TA + Don't lose to a boss!  You will end up having to make up a lot of time,
++++++ since bosses regain their energy if you die.

That's the first episode.  And the easiest boss of the three.  Yeah, that's
right.  It's just a warm-up.

-------------------
2-1) Crystal Canyon
-------------------

Total Gems:  545
Master Gems:  5

Back to somewhat tolerable difficulty now!  Go right.

??????
? HA ? Use Cute to open the bridge, and twirl down.  Switch several times to
?????? get all the gems.  Make sure you are back to Cute when you land!

There is a switchable platform to the left that seems useless.  Switch, and
you'll get some hidden red gems!  Proceed left to get back to the main stretch.

        /\  
?????? /M \ After some brambles, enter a small building.  Go to the roof,
? HA ? \ G/ then dash into two owls to find a master gem.
??????  \/  

Proceed right.  Be careful collecting gems here as Punk; there are many
brambles.  The floor also collapses for a great deal of the walkways ahead;
be sure to keep moving.

        /\  
?????? /M \ There is a demowl at one point.  Dodge it, and notice there are
? HA ? \ G/ some gems below the floors.  Let the floors collapse, and follow
??????  \/  the trail for more gems and a master gem.

!!!!!
! G ! This area has many gems but also has many phasing platforms and switchable
!!!!! platforms, just over the acid.  Be careful when switching characters.

Circle back up and go right again.  Oh boy, lots of amethyst, and lots of
brambles!  Cautiously change between Cute and Punk.  But you need to think fast,
because of all the collapsing floors.  At one point, some gems are located above
the bricks, giving you some temporary breathing space.  Provided that you do
not destroy -ALL- of the bricks.

?????? Notice there are red gems under the collapsing floors nearby.  There is
? HA ? an extra area with more gems down here.  Again, notice there are even
?????? -more- gems below this level; fall again, and twirl down until you find
       a ton of gems...and a lot of brambles and spikes.  Head left, then
       wall-bounce back up.  Hey, that's nice--there are some more gems hidden
       inside the bricks in this column!

        /\  
?????? /M \ When you have climbed back up, fall to the next level again, but
? HA ? \ G/ this time, go all the way to the right before falling again.
??????  \/  This area has a master gem.  Wall-bounce back up.

Go right and then down.  Twirl for a long distance, collecting gems.  Switch
several times to avoid getting spiked.

 /\  
/M \ This one isn't exactly hidden.  Dash up into the owls to reach.
\ G/ 
 \/  

Fall down to an area with alternating spikes and brambles.  You're going to have
to switch VERY fast here.

!!!!! Alternating spikes and brambles are bad enough, but one element of this
! G ! challenge makes it a lot worse:  Piranhas line the areas in between the
!!!!! spiky parts.  This means you are rarely safe.  Follow these directions:
      Punk, right, Cute, IMMEDIATELY right, wait for 2nd Piranha to land, right,
      Punk, right, Cute, IMMEDIATELY right, wait for 3rd Piranha to land, go
      left, twirl-jump to get last yellow gems, Punk.  That was just evil!

Head right and ride a balloon platform up for a long distance.  Look up, because
there are TONS of brambles and spikes here.  Switch rapidly and deliberately!
You must dash right IMMEDIATELY when you see the balcony, or else you'll get
spiked on the ceiling.  Proceed right through the next gate.

        /\  More collapsing floors, this time with gaps between them.  Near
?????? /M \ the next gate, you can see a phasing platform.  Dash-jump to
? HA ? \ G/ get to it, then follow the track left (requiring several
??????  \/  character switches) to reach a master gem.  Wall-bounce back to
            the place whence you came.

?????? There is yet another level below the collapsing floors.  Fall down and
? HA ? grab some more gems.  Where there are more gems, twirl and fall down to
?????? yet another level below.  Head left and wall-bounce back up.

Head right, dash into owls to get the last few gems, and now you're at the exit.

-------------------------
2-2) Old Crasher's Castle
-------------------------

Total Gems:  655
Master Gems:  3

There are not many level features in this area that you haven't already seen,
but go on long enough, and you'll see some new ones.  The level introduces
bookcases, a type of climbable surface.  Press against them and jump
repeatedly to scale them.

++++++
+ TA + A fast way to scale climbable surfaces is to repeatedly jump, then dash
++++++ upwards.  Each time Giana contacts the wall, she can jump again.

?????? Eventually you will reach a shield gem.  Here the path splits; go up to
? HA ? find some gems.  You will also find a pinball bumper if you proceed all
?????? the way to the upper left.  Dash into this, hold down X, and you're off
       on a wild ride!

Float carefully down the spiky gauntlet, and then break the bricks bordered by
pinball bumpers.

!!!!!
! G ! Don't stop moving once you land!  You're on collapsing floors now.
!!!!!

$$$$$$ Go right and then up; you will find a big "gem wheel" in the next room.
$ SA $ A pinball bumper in this area rockets you back to the upper left, which
$$$$$$ is where you needed to go in the first place.  Convenient.

!!!!!
! G ! Alternating spikes and brambles protrude from the bookcases now.  Do not
!!!!! try to climb this area quickly--look up!

Use the pinball bumpers to collect a "star-shaped" gem formation.  Head right.

New device:  a trampoline.  Only Punk can use trampolines.  Collect more gems.
Note that Punk can bounce on trampolines either by holding down A just before
landing, or by dashing into the trampoline and holding down X.  Another dash
can be executed while in the air during this super-jump.

++++++
+ TA + It is generally easier to dash into trampolines than jump on them.
++++++ A resourceful Punk can handle trampolines without losing any speed.

More pinball bumpers.  Carefully-timed switching while bouncing will net you
the most gems.

Bounce off more trampolines, heading right.  Now head up.  The path splits
again.

??????
? HA ? Twirl to the left, and climb the bookcase at the left.  More gems.
??????

Dash into the owls and then a pinball bumper to reach the next area.

??????
? HA ? Trampoline up and left, dash into the owl, and dash up and left to reach
?????? even more gems, this time in a diamond-shaped pinball formation.

Trampoline up and right, then twirl.  You will be twirling a long time; follow
the path of gems past all the amethyst until you reach the bottom.

++++++
+ TA + You should not follow the path of gems; angle right at the soonest
++++++ opportunity and then fall when you've reached the far wall.

        /\  
?????? /M \ Aha, but it's not quite the bottom!  Below the collapsing
? HA ? \ G/ floors, there is a master gem.  And empty armor; watch out.
??????  \/  

Trampoline from here into some pinball bumpers; collect more gems.

        /\  
?????? /M \ 
? HA ? \ G/ Dash up into three owls to find gems and a master gem.
??????  \/  

Now for another spiky ride.  This corridor is filled with amethyst, skulls and
spiked balls.  Use Cute most of the time; only switch to Punk to move certain
platforms and open gates.

The corridor drags on...and on...and on.  The dangers do not abate.

++++++ You will not need to wait for some of the platforms.  A resourceful
+ TA + player will be able to speed through sections that less-experienced
++++++ players will be cautious to move through.

!!!!! One of the rail platforms has alternating red and yellow gems in one of
! G ! its vertical shafts.  Collect these, but be careful about the direction
!!!!! it will take when you switch!  If you are trapped, switch, and see if it
      helps.

The aforementioned rail platform will help you get through one of the skull/
spiked ball gauntlets, but you can time a twirl through them even without the
platform.  When you are through this part, breathe a sigh of relief!

For a moment, at least.  There is more abuse coming.

 /\  
/M \ Not hidden; jump across the collapsing floors to reach it before
\ G/ taking the rail platform down.
 \/  

!!!!!!!!!! The gate is shut...so how can Cute make it through?  You are not
! G !! G ! going to like this.  Have Punk fall (opening the gate), and DASH
!!!!!!!!!! horizontally through it before getting impaled on the amethyst.
           You can also twirl and switch to Punk while twirling, but this
           doesn't always work (you must be quick).

It is tempting to take the next section with Punk due to the owls.  Avoid the
temptation; use Cute and carefully jump and twirl between platforms.

A few more gems, and you're at...the EXIT?!  About freaking time!

-------------------
2-3) Spooky Dungeon
-------------------

Total Gems:  678
Master Gems:  3

Another part of the castle leads to your first locked door.  Which isn't much
of an obstacle this time around, because all of the keys to unlock it are in
this general area.  Collect all five and touch the door.  Simple enough.

Now you're in an area where the path splits.  You can go either right or up;
passage down is blocked by another locked door.  You will need to find four
keys somewhere around this part of the level before you can go down.

First, the passage to the right.  Trampoline, then twirl to get the gems, float
over the acid, and reach a wall that is seemingly unscalable.  Now what?

If you have no idea what you're doing, you will sacrifice your shield on the
amethyst above and hop over.  If you DO know what you're doing, you will use
that new enemy below.  For Cute, it's a relatively benign eyeball squid; one
stomp and it's knocked out.  For Punk, it's a spiky box, which kills on contact.

Here is how to use the enemy:  first, stomp the eyeball squid as Cute, knocking
it down.  Now switch.  If the spiky box has an upside-down face and is GREEN,
you can safely stand on it as Punk, and it will automatically launch Punk up in
the air like a trampoline jump.  But if the eyeball squid had not been knocked
down first, the spiky box is right-side-up and is RED, meaning you should NOT
try to use it as a trampoline.  It is a bit awkward to remember how to do this
at first, but you'll get the hang of it.

Proceed right.  Get some gems, and handle some new conveyor-belt floors.

??????
? HA ? You can get some more gems by falling where you see them below.
?????? It is a bit dangerous down here; nothing but spiked floors.

At the far wall, climb the bookcase, go left, then go up and collect more gems.
Watch out for the demonlords/demowls.  Get one of the four keys you'll need
before proceeding further up using the trampoline.

++++++
+ TA + Using Punk, you can take some shortcuts to get up to the next platforms.
++++++ You still need that key--don't forget it!

The rest of the way up does not allow for that many shortcuts, although Punk
can dash into a few owls to make it happen.  Many of the jumps must be executed
in perfect sequence due to all the conveyor belts, collapsing floors, and
conveniently placed spikes.

The conveyor belts at one point move Giana right; ride them and duck under the
amethyst to reach some of the gems.

The final part of the gauntlet has pillars of amethyst spikes that are too high
to clear with a normal jump.  Dash-jump over them and/or twirl-jump over them.
Note that you can stand on the pillars, if you really want to.  Just don't fall
off.

Pinball-bounce up and get a second key.  Twirl-jump, get some more gems on the
way down, and you're almost out.

??????
? HA ? Dash down into the nearby bricks and grab some hidden gems!
??????

Go left; pinball-bounce to leave the area.  To get all the gems, you must
remember to switch at key moments.  Eventually, you'll find yourself back at
the locked door.

You went right before; now head up (dash into the pinball bumper pointing up).
Now it's ghost time!  Use Cute at first; that way the nearest white ghost will
not chase you.  But the red ghost, further away, will.  Ghosts will even chase
you through solid walls.  You have to run away!

!!!!! The gem configuration in this area encourages you to switch characters.
! G ! This is designed to make you panic, because no matter which character you
!!!!! select, at least one ghost chases you.  The trick is not to switch too
      often, but instead keep with one character and draw the ghosts of one
      type away from the area you want to go towards.  When they have cornered
      you, THEN switch, and now all your pursuers are far away, while the
      formerly pursuing ghosts are idle.

The WORST thing you can do is let mixed colors of ghosts get close to you.
This makes switching to escape totally useless--you're screwed.

You have an ace in the hole--at the upper left of this area, there is a heart-
shaped light beam.  All ghosts, white or red, that chase you into a light beam
will shrivel and disappear.  Instant exorcisms, oh yeah.  You'll need to go
here anyway to get the key.

++++++ Yes, instant exorcisms are cool to watch, but the time you spend waiting
+ TA + is time you could be using to advance.  Try to ignore ghosts; you can
++++++ outrun them easily using Punk.

Make your way upwards.  Watch out for two additional ghosts.  You will reach
another spot with an eyeball squid.

??????
? HA ? Dash up and left to hit a pinball bumper, which leads to more gems.
??????

You can use the spiky box trampoline trick as before, but it is possible to get
safely over the first pillar using Punk's jump-then-dash move alone.  Not much
clearance, though.

Dash down, pinball-bouncing into more chambers.  You will be transported back
to the area with the door.  By now, you should have all the keys.  Head down,
twirling to get all the gems.

Go right, jump up, switching to alternate the bridge platforms.  When you reach
the top of the shaft, a white ghost awaits.  Don't remain as Punk for longer
than necessary; use Cute to remain safe in this ghost's presence.

Head right and you will find a Ferris-wheel configuration of alternating ghosts
and rotating platforms.  It isn't hard to dodge these ghosts; if you stick to
the platforms, you'll be fine.  This variety of ghost does not chase you, but
will still harm you if you're sloppy when jumping in and out of the circle.

Head down and right to grab a key.  You always need this, even in Time Attack
mode.

 /\  
/M \ In plain sight, but tricky to get and harder to escape from
\ G/ successfully.  Time the jumps and use Cute's double jump wisely.
 \/  

Go up, then right (watch out for the red ghost that chases you), and then
switch to Punk to ride the platform down.  Here is another locked door...but
you are one key short.  Ride the nearby balloon platform all the way down.

!!!!! This ghost gauntlet is harder than the others.  You are attacked
! G ! unexpectedly by multiple red ones and multiple white ones.  Use the same
!!!!! strategy outlined earlier for drawing similar types away before changing
      characters, and you can sneak by them.

Make your way to the left, then up.  Don't forget about the look controls--they
can assist you in spotting ghosts before you run right into them.  Ghosts will
not pursue you if they are too far away, but you can still see them in advance,
and plan how to get past them.

There is a beam of light to the left, but a white ghost guards the gate!  You
must find a way to creatively give it the slip.  Head up to the beam of light,
and now you're safe.

But you still have further to go.  Head left, then up.  There are two more
ghosts; dodge them and grab the final key.  Pinball-bounce your way back to the
door.  Open it and proceed right.

Ride a fast-falling balloon platform.  If you try to get all the gems, your
switching will save you.  If not, you will be skewered in no time flat.

Go right.  Here is another spiky box, but you don't need to use it as a
trampoline if you jump and dash from the right-hand slope.  Go up to the next
section.

Lots of ghosts flying around, but they won't chase you.  Use Cute or Punk,
whichever one is your favorite.  Go right until you reach the gate.  Only Punk
can open this gate.  Not that you need to go in there.

?????? The gate leads to an area with many gems and vertical rail platforms, and
? HA ? ghosts (not the chasing variety).  Collect the gems, ride a balloon
?????? platform up, and trampoline (and twirl) to get even more gems.  Back to
       the main area.

Ride platforms up until you get to a rail platform that activates when stood
upon.  Select your favorite character and avoid the ghosts as they patrol.
Eventually, you will need to jump to another platform and ride it up.

++++++
+ TA + Don't wait for the platforms to get all the way to their destinations;
++++++ use Punk's dash to cut corners.

        /\  At the top of the second rail platform's track, there is a
?????? /M \ trampoline.  Bounce on it, and another, and another...and some
? HA ? \ G/ more owls..and some more owls...and some more owls...and finally
??????  \/  reach a master gem.

Head right; watch out for three more ghosts in your way.  Wall-bounce up into a
pond.  Hmmm...that's an interesting feat of architecture.  What was holding all
that water up?

++++++
+ TA + Head right to get to the exit right away.
++++++

        /\  
$$$$$$ /M \ Head left and up; climb the ivy (same properties as bookcases),
$ SA $ \ G/ dash into some owls, and find more gems and a master gem.
$$$$$$  \/  

Enough undead, already!  Here's the exit.

----------------------
2-4) Owl Shriek Ravine
----------------------

Total Gems:  233
Master Gems:  4

Not much going on here.  Go right, beat up some devils/owls, and find your first
twirl activator.  This disc, when Giana twirl-jumps on it, will activate some
object in the level.  You will know what is activated because there is a
"flashing breadcrumb" feed between the disc and the target.  Just follow the
breadcrumbs to the target, in this case, a platform.  Usually, you have to step
on the platform before it moves.

Ride the platform down; dodge the spikes.  When the path splits, take the right
side--it's far less dangerous.

Go right, then up.  Another twirl platform.  Activate it.

        /\  Go further up; there is climbable ivy and a trampoline.  But
?????? /M \ don't rush to get the master gem too quickly--there is a toad/
? HA ? \ G/ killer rabbit waiting for you.  These annoying creatures will
??????  \/  shoot at you.  Dash or stomp to eliminate.

Land on the platform to start it, then race it to the right, then up.  If you
don't win this race, you'll have to backtrack and wait for it to return.  Not
catastrophic; just annoying.

Head up, right, and then down.  Many demonlords/demowls are here; carefully
pick up the gems in this area while descending.  The ivy makes it easy to
control Giana's jumps.

Head right on the surface of the water; there is nothing below the surface at
this stretch.  Eventually, you will reach a trampoline.  Bounce several times
to get to a much higher place.

!!!!!
! G ! Watch out for the killer rabbit!  They often surprise you.
!!!!!

Keep going up.  Eventually, head left.  There are switchable rotating platforms
here; cautiously move past them.  Dodge the piranha in the next acid pool, and
jump up on the conveyors.  You will be heading right now; select Cute to ensure
the brambles are retracted.

Keep going right; switch several times to get past the alternating spikes and
brambles.  Finally, you will reach the twirl activator.  Turn it on and head
down.

!!!!!
! G ! Another toad/killer rabbit is lurking below here!  Don't forget about it.
!!!!!

++++++ You can avoid a lot of trouble if, immediately after the numerous
+ TA + trampolines you jumped on, you switch to Cute and let a bridge platform
++++++ extend.  This lets you jump up to the area to the right, WAY ahead of
       schedule, using Punk, and reach the disc much earlier than expected.
       Of course, that toad/killer rabbit is still a bother.

Return to the lake below, head right, and find the platform you had activated
with your twirl.

        /\  
?????? /M \ Not that hidden, but easy to miss if you are in a hurry.
? HA ? \ G/ This master gem is at the far right of the lake.
??????  \/  

!!!!! Ride the rail platform up.  Note that between the demonlords/demowls and
! G ! tricky placement of yellow and red gems near brambles and spikes, the
!!!!! level designers certainly wanted to kill you on this ride.

The next part features gems that can be gotten only by dashing quickly.  The
safest way to grab the gems is by jumping and then dashing horizontally; normal
walking movement will not get them all.

At the top, some blue gems tease you by coming out of an invisible cave opening,
then going back in...?

        /\  
?????? /M \ 
? HA ? \ G/ Follow the cave to the right, then down to a master gem.
??????  \/  

Go left.  Get gems, beat owls, then arrive at another twirl activator.  However,
this particular platform is not really all that useful.  It offers some quick
support in Time Attack, but you could easily dash across faster than the
platform can carry you.  The main purpose appears to be to prevent you from
finding...

        /\  
?????? /M \ 
? HA ? \ G/ ...a master gem, located at the bottom of the lake.
??????  \/  

This next rail platform moves in a triangular shape.  Use Cute to jump on it;
it will briefly disappear into the cliff, forcing you to twirl-jump.  Head
further up and to the right.

You can keep heading right if you want, but you will want to dash upwards into
the owls at the earliest opportunity; that is the shortest path.  When you reach
the top of this structure, head left and search for the twirl activator.

!!!!!
! G ! Not one, but TWO toads/killer rabbits guard the disc!
!!!!!

Head back right and down until you reach the activated platform.  You will need
to switch many times to get all the gems.  Don't forget to duck under the
spikes!

!!!!!
! G ! ANOTHER toad/killer rabbit awaits at the end of the ride!
!!!!!

Oh, by the way, here's the exit.  Not a moment too soon.

----------------------------
2-5) Enchanted Mountain Path
----------------------------

Total Gems:  388
Master Gems:  6

Head right.  Place looks mostly clear.  DO NOT fall down that gorge.  No
bonuses, at least not yet.

Soon you will find another oddly placed platform, which lowers itself and
reveals red gems when Punk is selected.  Okay; thanks.

The next area has alternating spikes and brambles.  Switch while jumping to
safely climb them.

??????
? HA ? For a hidden area, it's certainly cheap!  Only a few gems are present
?????? upwards of here.

Select Cute; drop down the well.  Go right and get some more gems in a large
brick formation.

??????
? HA ? Don't destroy all the bricks; use the highest bricks to stand on, then
?????? jump and dash diagonally to -just barely- reach some more gems.

Head right; follow the path of gems.  Note that the area below has nothing in
it but platforms.  This level sure has a lot of negative space.

When you can't go right any further, jump up the phasing platforms.  Climb some
switchable bridge platforms, and then find one of the stranger gem
configurations in the game.

Certain gems are only gettable by Punk or Cute, which you already know.  But
some of these like to "hide" far up out of reach or inside spikes.  The first
set of gems is inside the spikes here; draw them out with Punk, then twirl
over the spikes to get them all quickly.  The next two are hiding up high, and
the last few red gems have to be drawn out with Cute, then gotten quickly with
Punk.  Okay, whatever.

Head right and down.  The low ceiling and tricky platform configuration should
alert you to be careful.  An owl can help get to the next platform, but be sure
Cute is selected when not dashing--the platform will be far out of reach if
you stick with Punk.

        /\  Finally, a more rewarding secret!  To the right of this setup,
?????? /M \ there is a master gem tucked inside the cliff walls.  Tiptoe on
? HA ? \ G/ your way out--you must be able to see yourself before jumping
??????  \/  clear of the cliff.

Head up, right, and then down.  A balloon platform awaits.  Stand on it, let it
sink, and ride a few more platforms down until you find another balloon platform
that rises.  Switch several times to get all the gems, and then jump off near
the top.

!!!!!
! G ! Did I say jump off near the top?  I meant to say, jump off near the top
!!!!! pronto, or you'll get skewered on the amethyst.

++++++ This shortcut is awesome, but it requires the reflexes of a grasshopper.
+ TA + As the first balloon platform falls, jump right and wall-bounce up this
++++++ narrow chimney rock formation.  And you must also let go at the right
       time, too, to prevent yourself from falling down again.  If you can't
       get this one right, don't get discouraged.  Experts only.

Go right, open the gate, and balloon-ride up (or wall-bounce up).

?????? Here's a trick that will frustrate even experienced players.  There is
? HA ? another gate to the right, with a piranha/turtle.  If you switch while
?????? the piranha is in mid-flight, the turtle will hover in the air briefly.
       This is the time to act--jump on its shell, then use it as a base to
       jump and dash up for some more gems.  Actually, using the turtle is not
       absolutely necessary to get up here, but the jump is much easier when
       the turtle is in the air, and not on the acid.

++++++ Pat yourself on the back if you can manage this shortcut.  From the above
+ TA + platform with the gems, fall off, hook right immediately, jump, and
++++++ then twirl.  If you do this with just the right timing, you will reach
       the far corner of the acid pool by only a hand-span.  Doesn't seem
       possible?  I assure you, it is.  But maybe it isn't possible for you,
       specifically.  No offense intended.

In the area above, collect a bunch of gems; they are everywhere.

        /\  
?????? /M \ 
? HA ? \ G/ Dash-jump up near the left to get a master gem.
??????  \/  

        /\  
?????? /M \ A twofer!  There is a false wall to the left, which leads to a
? HA ? \ G/ large course with more gems and another master gem.
??????  \/  

Go right.  You will need to twirl right until you reach a gate and platform.
Here is a confounding puzzle; the platform, gate, and spike/bramble
configuration seem to be the opposite of what you want.  But it's passable.
To get past it, select Punk when the platform is low, jump left off it at the
last moment, and then twirl, heading right UNDER the platform.  You must be
quick about all this, because that way, you can beat the platform before it
lowers again.  When you are at the lower right corner, select Punk again to
open the gate.

?????? After you are through the gate, go up and right to get some more gems.
? HA ? Despite the numerous amethyst clusters, they are all part of the
?????? background and can't hurt you.  A welcome change!

Go down; pick up a shield gem.  You'll need it.

        /\  
?????? /M \ Notice a crevasse just to the left.  Drop down to find some
? HA ? \ G/ gems, a master gem, and a patrolling demowl.  To get back up,
??????  \/  use Punk to wall-bounce between the gates.

Go right and then up; alternating gem colors indicate which character to select
as you ascend.  Watch the phasing platforms and demowls; this canyon is getting
kind of tight.

??????
? HA ? Look up from here and find a few more gems.
??????

Drop down and head right.  There is a switchable rail platform that seemingly
serves no purpose.  But it does...

        /\  There is a gap in the ceiling, reachable with the platform.
?????? /M \ Wall-bounce up and to the right, ignore the well, wall-bounce
? HA ? \ G/ up further, and there are a few gems and a master gem here.
??????  \/  Use the well (as Cute) to drop back down again.

Head right.  Dodge the demonlords/demowls and kill the devils/owls in your
way.  Twirl and hook right and left; then drop down to the next area.

?????? Look left; get more gems.  Phasing platforms will complicate your
? HA ? efforts.  Some gems are located above the phasing platforms, requiring
?????? a creative combination of jumping, switching, dashing, and wall-bouncing
       to reach.

        /\  
?????? /M \ Another twofer!  False wall to the left, near the green owl.
? HA ? \ G/ This leads to a platform course which, while tricky, will
??????  \/  eventually lead to a master gem.  Head back the way you came.

Almost done with this level.  Go right and find a complex latticework of owls,
gems, and bricks.  Use Punk to break these bricks and get the gems, but play
smart.  Don't be too hasty, because the floors collapse.

A few gems are in the compartment above this area.  When you get past the
latticework, jump up here and collect the gems, one of which is surprisingly
elusive.  Careful not to get squashed by gates and bridge platforms, which are
triggered by switching.

Now the exit.  But observe carefully:  Punk can reach a platform above the exit,
and some gems on a bridge platform just beyond it.  They certainly made you work
for each and every gem you find on this level!

-------------------------
2-6) Clockwork Lighthouse
-------------------------

Total Gems:  379
Master Gems:  4

Right away, you encounter a very tough puzzle:  shifting blocks, which move
counter to each other vertically.  Switching characters will cause the up-moving
blocks to move downward, and vice versa.  But these blocks do not keep moving
indefinitely; they have a finite limit in either direction.  Therefore, you must
align the blocks and their gaps perfectly in order to squeeze through at the
correct time.

!!!!!
! G ! If you guess wrong, or your timing is off, the shifting blocks can
!!!!! crush you!

What you need to do for this puzzle:  select Cute and wait until the first two
columns have gaps at your level.  Dash to the second column, then use Punk to
ride this second column up until it stops.  Now wall-bounce up within the large
gap above the third column, until you get on top of the fourth column.  Once
there, switch to Cute and wait until the next two columns have an aligned gap.
Dash through, and you're through this evil puzzle.

        /\  If instead of crossing to the fourth column at the top, you
?????? /M \ cross it near the center, you will be able to reach a secret
? HA ? \ G/ passage at the lower right of this apparatus.  It leads to some
??????  \/  gems, some pinball bumpers, and a master gem.  The downside is
            that you have to go through this stupid puzzle a second time.

Head right through the bricks, get some gems, and grab as many gems as you would
like in this next platform section.  Now go down, and find circular platforms,
which change direction of rotation based on the selected character.  Some of
these have a gap, allowing access.  Others have no gap.

It would seem the game was updated at one point.  Most people will find these
circular platforms to be smooth, but there are some versions of the game that
have many small platform sections in a circular formation, instead.  This should
not change your strategy any, though.

!!!!!
! G ! Careful dashing into owls here--some dashes will carry you into ceiling
!!!!! spikes and other owls.

!!!!! Go right and find another trap:  the caltrop platform.  Only Cute can
! G ! cross these.  Observe carefully and step on them only when the spikes
!!!!! are retracted.

Go up, left, and up again.  There is another caltrop platform; same strategy.

++++++
+ TA + It is possible to bypass the caltrop platforms in this area completely.
++++++ Dash into owls and avoid touching the ground.  If you can.

!!!!! Nasty trap ahead:  a low ceiling, a blocking gate, AND a caltrop platform.
! G ! Select Punk, which raises the gate.  Do a normal jump, then twirl to
!!!!! select Cute again.  But watch out--if timed wrong, Cute will be spiked!

Go up.  Make sure Cute is selected; let the red ghosts chase you into the light
beams, killing them.  Go left and up.

Another shifting block puzzle!  There might be multiple ways to get through
here.  This seems like the most ideal path:

 ------>
^       |
|       v
|     <-
|    |
|    v
|     -------->

If you had waited until the blocks had completely reset with Cute, you could
also go straight to the right, across the bottom:

-------------->

Keep going right and open the gate for some more gems.

        /\  
?????? /M \ 
? HA ? \ G/ Dash into the owls and dash further up; there is a master gem.
??????  \/  

Back at the shifting block puzzle, you can easily reach the opening at the top
by switching at the right time and squeezing through upwards on the right side.

Continue up and find a GIANT circular platform.  You can quickly scale this
platform by using Punk on the left-hand side, and jump-dashing.

??????
? HA ? Up and to the right, you can wall-bounce for more gems.
??????

Select Cute and continue left.  Now you have to perform timed, controlled jumps
and twirls on many caltrop platforms in sequence.  AND there is a red ghost
chasing you.  No pressure.

It's best to try to lead the ghost to the right, then switch and leave it
further behind.  You could try to rush through this area, but this isn't easy
because the caltrop platforms have an alternating quick-protrude-long-protrude
pattern.  This means every other platform has you twirling for a while.  During
this time, the red ghost will gain on you.

        /\  
?????? /M \ At the last caltrop platform, fall down and to the left.  Reach
? HA ? \ G/ a hidden area with a white ghost (stick with Cute; it will
??????  \/  ignore you).  Collect a master gem, then pinball-bounce back up.

Go up and right; you will reach another acid pool.

??????
? HA ? A big "G" formation of gems can be reached from a long twirl from the
?????? high right scaffold, or by dashing into a green owl from below.

Continue right.  This acid pool is long, and the camera zooms out to show how
huge it is.  Go all the way right, and ride the platforms up.

There are several additional circular platforms.  Switch to make them change
direction.  Try to stick with Punk, because a red ghost is lurking in this
section, and will try to trap Cute inside one of the circles.

        /\  When you have found a bunch of flying green owls, dash into
?????? /M \ them and make your way upwards.  Collect some gems in between
? HA ? \ G/ the scaffold boards, but watch out:  several white ghosts are
??????  \/  after you!  Jump up to collect a master gem.  You will be forced
            to switch to Cute eventually.  But this isn't much safer,
            because now you face a whole bunch of red ghosts!  Leave to the
            left, pronto!  Take a nice big twirl jump off the scaffold, and
            you will be near the exit.

Open the gate, and you're home free.

??????
? HA ? Even more gems beyond the exit!  Twirl-jump over the exit door, then
?????? dash-jump up to the rooftop to the left of the exit for more gems.

So that's Clockwork Lighthouse?  More like getting your clock cleaned.

-----------------------------------
2-7) Dreadful Straits / Octor Freud
-----------------------------------

Total Gems:  720
Master Gems:  5

The only reason the level was named this was because "Dire" had already been
taken.  Oh well.  Dreadful is an adequate enough description of the level.

You start off at the lighthouse exit and proceed through a series of waterlogged
fortress walls.  Like the Amethyst Mines level, the developers of this game
decided this is a good level to try to kill you in the cheapest ways imaginable.

?????? This is right near the start:  drop down, dash into two flying owls, and
? HA ? climb up to some blue gems.  Also, don't forget a few more gems under
?????? the dock.

!!!!! As you head right, two gargoyle turrets will shoot at you (instant death).
! G ! Treat them like you would a toad/killer rabbit...except you can only dodge
!!!!! their projectiles.  There is no eliminating them.  Stick to the water.

The door is locked ahead of you; you must select Cute and dive under the surface
to reach the other side of the island.  The pufferfish form a right-leading
procession.  If you switch to Punk, they turn into jellyfish and move left,
trapping you!

++++++
+ TA + Keep going right.  No need to go back to locked doors you have bypassed.
++++++

About keys and doors:  when there are multiple doors per level, each key fits
exactly one door.  You can't borrow some keys to use as extras for a door later
on.  Sorry; no special strategy options here.

        /\  Get the key, unlock the door, and pinball-dash up.  Now you are
?????? /M \ climbing a long ivy wall with many gargoyles shooting at you.
? HA ? \ G/ It might seem tough at first, but there is one thing that helps
??????  \/  you out:  Punk's dash makes her immune to the fireballs.  This
            means hurrying upwards is usually safe.

Continue right.

!!!!! Watch out for a large totem pole with many gargoyles.  There is a toad/
! G ! killer rabbit atop the pole, and another one further right.  Be careful
!!!!! around here.  Oh, and more fish in the water, too.

$$$$$$ 
$ SA $ If you can get on top of the pole, there are some more gems.
$$$$$$

You will need to circumvent another locked door by diving underneath the island.
The pufferfish/jellyfish here do not move in a procession--they guard specific
areas.  Near the end of the underwater tunnel, you will find one obstinate fish
that seems not to let you pass.  You can squeeze by it without getting hit
(above it or below it), but not by very much.

?????? Get the key, wall-bounce up the shaft, and reach an area with an eyeball
? HA ? squid/spiky box.  Do the Cute-stomp-Punk-trampoline trick to transform
?????? the box, and then use it repeatedly to collect all the gems above.
       Whoa; you're going to be able to retire on this one swag, all by itself.

Keep going right.  By now, you've mastered the art of switching at key moments
to cause the fish to reverse direction on demand.  But don't take any
unnecessary risks; they can still kill you.

??????
? HA ? Dash up the left side of the next column, where you can get a lot of
?????? gems from a long twirl-jump.

        /\  This one is hard to see if you're Cute, because of the sunset
?????? /M \ coloration.  The right side of the column is also climbable
? HA ? \ G/ (ivy).  But getting to the top of the column requires a bit of
??????  \/  coordination; timed jump off, and dash upwards with perfect
            accuracy.  You'll get a master gem and many more yellow gems.

Now several skulls/spiked balls will hop out of holes in the bay floor.  You
can avoid most of them by dashing upwards and jumping on top of platforms that
rise above the surface.

Go right again.  Get the underwater gems, but switch carefully to prevent the
fish from getting too close.

Now there are many skulls/spiked balls in a rotating "X" formation.  Run under
them, and then jump over some more skulls/spiked balls.

!!!!!
! G ! A toad/killer rabbit is ahead!  Look out!
!!!!!

Proceed right.  This time, when you reach the water, explore the underwater
first, getting the gems.  On the right-hand side, there are ghosts...underwater.
This means that if they are chasing you, they will probably catch up to you,
because you can't use Punk's dash underwater.  So use Cute (they are white
ghosts), and then switch to Punk for an -instant- to get the red gems.

Go back left, and then use Cute to jump on the caltrop platforms.

Now you're on a small tower; first, go down and grab the key under your feet.
Pinball-bounce back up.  Use the spiky box trampoline trick to bounce high,
and then twirl to grab some gems and easily float to the remaining keys.  Use
Punk's dash in a smart manner to get all the keys in this area before you ever
have to touch the water.

Now touch the water.  Oh, great...ghosts of each color down here.  Swim down and
unlock a door.  A beam of light wards off pursuing ghosts; thank goodness.

        /\  Head up the right-hand side of this column.  Yes, it's climbable
?????? /M \ with some creative dashing.  But watch out near the top:  this
? HA ? \ G/ caltrop platform has a slightly different stabbing pattern than
??????  \/  most others in the game.  Watch before you leap!

Hook right and get more gems in a star-shaped pinball formation.  Cool.  Drop
down to the right.  Here you must repeatedly trampoline to get the two keys you
need.  But you get only one trampoline at first--the next three require you to
use the spiky box trampoline trick.  Once you get up this shaft, grab some gems,
get the last key, and head back down.

The locked door contains a twirl activator.  This causes the water level to
rise, which lets you swim up and reach the high balcony to the right of this
area.

!!!!! Not one, not two, but THREE toads/killer rabbits block your path!  Be
! G ! very quiet...you're hunting rabbits.  Make some rabbit stew and continue
!!!!! to the right.

Twirl into a maze of diamond clusters.  Another twirl activator is down here;
this makes the water rise in this section also.  Swim up, collecting gems, and
navigate the maze until you reach a high platform.  Jump-dash up to it.

        /\  
?????? /M \ It takes a few long dashes into owls, but you will reach a
? HA ? \ G/ master gem atop the next structure.
??????  \/  

Next, use the owls/devils to clear this entire pool without touching it.  See
that beam of light?  You will be leading some ghosts into it.  If you had gone
into the water first (there are gems to get down there), you would have been
surrounded by ghosts with no escape.  Collect'em and exorcise'em.

Go right again.  Dive into the water.  This time, you're going down...down...
down.  Through the floor, in fact.  Follow the gems until you reach an
underground passage.  Now follow the tunnel left.

There are a few enemies down here, including an eyeball squid/spiky box
(which you won't need to use).  Keep going, and then fall down.

        /\  
?????? /M \ 
? HA ? \ G/ False wall to the left; it leads to a master gem.
??????  \/  

Dash repeatedly to the right.  If you can get the rhythm down, you will avoid
the crushing blocks.

!!!!! More gargoyles!  This time, it's hard to dodge their fireballs in such a
! G ! tight spot.  Wait for them to spit, then move, grabbing gems and wasting
!!!!! no time.  But don't be too hasty, because some skulls/spiked balls are
      further along in this passage.

Head right, then down (dodging some fish), and now left again.  While
underwater, it is tricky to move past these wave-like patterns of skulls/spiked
balls.  Time your swimming carefully when getting through here.  Now drop down
to your first firewall challenge.

!!!!! Unfortunately, this firewall is one of the fast-moving variety!  You will
! G ! need to run, run, run...but don't go TOO fast, or you'll get killed by
!!!!! the traps ahead of you.

Here is what to do:  Punk, run, jump, dash, twirl (over the acid), switch while
twirling, and then repeatedly jump and dash as needed to make speedy progress
from here on.  If you mistakenly hit one of the sideways springs, you'll be
flung back into the firewall.  And NO, Punk's dash does NOT provide protection
against this obstacle.

Phew!  A few gems and a key are your reward.  Pinball-dash upwards to escape
from this dungeon, and you're back to the pond where you began your descent.

With the key, unlock the door to the right and proceed into yet another part of
the bay.  A few skulls/spiked balls are here, but easily dodged.  The next part
is tricky.

!!!!! The only way up is to let the piranha jump up, which means putting
! G ! yourself in danger by selecting Cute.  The piranha swims in a small arc
!!!!! underwater before it jumps, so it's not safe to be nearby.  The only way
      to get past it is to switch when it is high in the air, so it becomes a
      turtle.  Now you have enough time to jump out of the water.

Food for thought...that is one MASSIVE turtle.

You can use the turtle to help you get up, but this isn't absolutely necessary.
You just want that spiky box to be on the LEFT side of the column.  You will be
spiked if it stops on the RIGHT side.

From the column, jump-dash up to the gate.  A few more steps, and you'll be
facing...

Octor Freud (Palpus Maximus).  See "V) Characters and obstacles" for details
about this boss.

!!!!! After you ride the pinball bumpers to the battle, you will hit an owl and
! G ! then fall.  But the game screws you up because if you fall straight down,
!!!!! you will fall through a phased-out platform.  This means you either need
      to switch or move before landing.  It sucks, but it's probably okay that
      you should be forced to be on your toes when facing this boss.  For
      reasons that will become obvious very quickly.

$$$$$$ 
$ SA $ No gem rewards; Score Attack performance is essentially over once you get
$$$$$$ to the boss.  If you can BEAT the boss.

++++++
+ TA + Once again, try not to lose to a boss.  Losses = massive time to make up.
++++++ I realize this is asking quite a lot, because it's Octor Freud.

That's the second episode.  If you are wondering, the answer is YES, the game
gets even harder from this point forward.

--------------------------
3-1) Fluffy Cloud Mountain
--------------------------

Total Gems:  531
Master Gems:  4

You start in an open area with a lot of free range possibilities.  The best way
to collect the gems is to use a new feature, the bubblegum machine.  Stomp to
release a gumball, chew, and blow up a bubble capable of floating Giana to any
place in the area.  This is similar to the bubble navigation system in Giana
Sisters DS, but the difference here is that bubbles cannot be triggered at any
desired location.  Once the gum is collected, the bubble is blown.

As long as you don't touch clouds, walls, owls, or spikes, the bubble will hold.

?????? Three not-so-obvious areas worth a mention:  straight up, above the cloud
? HA ? line; directly under the first bridge, where you start; and to the right
?????? and down.  When going down, gems can only be reached safely by bubble.

About the clouds--they don't think much about Punk.  But they DETEST Cute.  When
jumping on a cloud, use Punk, or you will get zapped, which is never fun.

++++++
+ TA + Repeatedly dash upwards into owls, and then into a pinball bumper, to
++++++ save a lot of navigation time.

Go right and up, then right and down.  More gumball machines are here; their
presence indicates that you almost certainly need to navigate by bubble.  Many
of these spike-filled caves are only navigable while bubbled.  If the bubble
pops, you're dead.

        /\  
?????? /M \ You want to rise with bubbles, but look down sometimes.  Pits
? HA ? \ G/ of acid are survivable if you are bubbled, like this one.
??????  \/  

Go right and up.  This wide-open area has many gems.  Collect them all,
including those under the bridge.  Some pinball bumpers above the clouds make
for some fast collection.  You can scale one of the cliffs for a few "smiley
face" extra yellow gems.

        /\  
?????? /M \ In this area, go right but not all the way up, and locate a
? HA ? \ G/ cracked wall.  Through this wall are some gems, conveyors belts,
??????  \/  and a master gem.

Go up and right some more, and enter an area with more gems and many green owls.

?????? 
? HA ? Turn around and notice a cracked wall just above you.  Dash into it for
?????? some easy gems.

        /\  
?????? /M \ Dash into owls repeatedly, heading up into yet another layer of
? HA ? \ G/ clouds.  Scale the mountain on the left-hand side to reach
??????  \/  some gems and a master gem.

Continue right.  The next bubble-navigation canyon will really test your skill,
because demonlords/demowls are flying about here.  If the bubble pops, you drop,
and you're finished.  Remember:  don't do anything hasty.

At one stretch, you will have no choice but to pop the bubble, float down, and
blow up another.  Getting the gems will require you to backtrack with a bubble.

The final area has some gems, skulls/spiked balls, and owls.  Carefully collect
all the gems in this area.

        /\  Even if you find this below the clouds under you, there is no
?????? /M \ bubble that you can use to save yourself if you fall.  So how
? HA ? \ G/ can you get the master gem and return alive?  Just wait with
??????  \/  Punk until she falls, then dash back upwards when the gem is
            collected.

?????? 
? HA ? Dash upwards into owls, then climb above the cloud line.  Hit pinball
?????? bumpers to collect a long line of gems.

Now you are at the exit.  Never thought blowing bubbles would be that fun?

-------------------
3-2) Emerald Cliffs
-------------------

Total Gems:  422
Master Gems:  6

That was a nice mountainscape, right?  Well, it gets harder.  Like, a lot
harder.  You start this level riding some rail platforms.  You will need to
repeatedly duck under spikes.  There are plenty of gems here, though...strewn
between the spikes.

!!!!!
! G ! Don't be too hasty going right.  Owls patrol the area below the platforms,
!!!!! but if you dash into them, you'll hit the spikes above you.

?????? 
? HA ? At two points in this area, you can wall-bounce up the chimney rock
?????? formations to get some hidden gems up high.

        /\  You didn't forget that bridges switch open and shut, did you?
?????? /M \ Open the bridge below the platforms with Cute.  You will need
? HA ? \ G/ to head left and down, and follow the path for a good distance
??????  \/  before arriving at a master gem.

Head right, then down past the conveyors.  Step carefully to the platforms and
go right into the cave.

++++++
+ TA + Who needs platforms?  Fall down and right at the soonest opportunity.
++++++

Go right and find yourself in a sideways platform timing gauntlet.  The pattern
is somewhat random, but you must time your jumps and dashes upward to reach the
platforms above you.  Don't misjudge and fall!

Now, go right and find a few bricks here and there, some owls, and a few gems.

        /\  DO NOT BREAK THE BRICKS.  Stand on the rightmost top brick and
?????? /M \ jump-dash up to a hidden path with alternating brambles and
? HA ? \ G/ spikes.  Whoa, are these packed tightly...but you will get past
??????  \/  them.  Make sure to use Punk to handle the collapsing floor
            section beyond it, because you will face turtles instead of
            piranhas as Punk.

$$$$$$ Consider skipping the above area for Score Attack, because you will have
$ SA $ to double back after getting it.  Danger + 10 gems + wasted bonus
$$$$$$ multiplier = not worth it.

!!!!!
! G ! Drop down.  The spikes and brambles here, not to mention the switchable
!!!!! platforms, are placed counter-intuitively.  Use Cute but be very careful.

You will notice that any ground that has green mist and a 45-degree angle will
cause Giana to slide down the slope.  This rarely comes into play, but it might
scare you a bit if you are not used to it.

Just before reaching the bottom (while still twirling), switch to Punk to remove
the spikes.

!!!!!
! G ! Big jump to the right, now:  twirl for a long distance.  But along the
!!!!! way, phasing walls block progress; repeatedly switch in mid-air, or else.

Go further right, burst down through some bricks, and reach a long shaft with
descending platforms.  These platforms will limit your downward progress to a
somewhat leisurely speed.  There are lots of devils and owls that pop out and
load up the platform, so the shaft will get crowded in no time.

!!!!! There are many additional traps in this shaft!  Watch for toads/killer
! G ! rabbits on each "floor" that your platform passes.  Also watch out for
!!!!! a new obstacle:  buzz saws/pinwheels.  Avoid the slots in the cliff walls!

        /\  
?????? /M \ Your "stop" is on the left, but if you wait until you get to the
? HA ? \ G/ "basement" on the right, you will find a master gem.
??????  \/  

!!!!!
! G ! Go left, but there is a toad/killer rabbit in your way.  Gets you every
!!!!! time.

        /\  The shaft to the left is very dangerous, but before braving it,
?????? /M \ the direction you want is down, not up.  Switch to Cute to
? HA ? \ G/ remove the brambles below, and fall down and hook right.  That's
??????  \/  correct:  you will fall through a false wall to the right.  Keep
            going down, then right, and you will reach your reward.

!!!!!!!!!! THIS part.  Three shafts, one after another, all designed to rip you
! G !! G ! to shreds.  Alternating brambles and spikes require rapid switching,
!!!!!!!!!! and there is almost no clearance between them.  Getting all the gems
           is incredibly risky, and usually ends up with loss of shield or loss
           of life.  The second shaft isn't too bad.  The first and third shafts
           are the worst, because you have so few movement and switching
           options.  Tread very, VERY carefully here.

The third shaft will cause people massive frustration, and it's an awful place
to die on Uber Hardcore.  One thing works to your advantage:  you can squeeze
through the middle of the spikes...but just barely.  Since the platforms don't
support the middle of the shaft (only the sides), this isn't all that helpful.

At this rate, Giana will have nightmares about spikes the rest of her life.

Go left.  Eventually, you will find a piranha/turtle that you must jump on to
proceed.  You can use the "aerial turtle" trick, but you can still reach the
cliff to the left if the turtle is floating in the acid normally.

Don't forget some gems under your feet.  Next is a LONG twirl jump.  Watch out
for some devils in your way.

!!!!!
! G ! Another toad/killer rabbit.  They sure love to surprise you.
!!!!!

Go left until you reach some conveyors.

        /\  
?????? /M \ A red owl pops out of the left-hand wall...because it's a false
? HA ? \ G/ wall.  Pass through it and get another master gem.
??????  \/  

Ride the conveyors down, then twirl down further.  Now you are at an area with
many clouds and owls.  Go right until you find a gate.  You will have to switch
to Cute to open the gate...but that means the clouds are dangerous now.  Proceed
right until you reach solid ground again.

        /\  Look down and to the left; there is a secret area with a whole
?????? /M \ sortie of demowls.  You must sneak past them using a twirl or
? HA ? \ G/ dash to reach the teleporter below; dropping directly down to
??????  \/  the teleporter won't work.  Once you are at the destination,
            you must then run a tough course to the left before picking up
            a master gem.  It's very dangerous because of the total lack of
            solid floors the entire way.  But with some creative jumping
            and switching, you'll get to the master gem.

Head right and you'll wind up in a large underwater cavern.  Not too dangerous
(by previous standards).  Note some red and yellow gems behave kind of strangely
in here; they hide themselves in the amethyst spikes and slowly emerge.  Go up
when you can't go right any further.

And now...the exit.

------------------
3-3) Haunted Swamp
------------------

Total Gems:  442
Master Gems:  4

Typical platforming with trees, gems, etc.  Not many secret areas early on.
One problem you will have is that this swamp is FILLED with ghosts.  Play smart,
especially around the spikes and brambles.  Having to switch characters to get
past ghosts often lulls you into complacency about where the character-triggered
traps will spring up.

The first real challenge is a pit of acid whose level rapidly rises and falls.
Tread very carefully when getting the gems here, and always keep higher ground
in sight.

??????
? HA ? Above this acid, you will find some ground that leads back left and up
?????? for more gems...but switchable spikes make this a dangerous task.

        /\  You might have seen this earlier when getting to the last hidden
?????? /M \ area, but it was inaccessible.  To reach it, go right, wall-
? HA ? \ G/ bounce up, then jump-dash up (changing to avoid getting skewered
??????  \/  by the brambles), and then take a -LONG- twirl-jump to the left.
            That is how you get the master gem--catching a lot of air.

Go right.  Dodge the piranha or use Punk to turn it into a harmless turtle.  Now
you have reached a wall.

??????
? HA ? Dash up into a green owl to reach some more gems above.
??????

Wall-bounce up to the next area; keep climbing.  When you are near the top,
go right to where there are tons of conveyor belts.

        /\  Just before going right, there is a side-trip you can take that
?????? /M \ leads down into a GIANT vat of acid, which rises and falls by
? HA ? \ G/ a huge extent.  It's very dangerous down here, especially if you
??????  \/  want to collect all the gems, but it's also rewarding.  You must
            remember that the acid will climb all the way to the HIGHEST
            ground that you can stand on within this cave, which means, when
            the level starts to rise, you must seek these highest points.
            No other parts of the grotto are safe!

$$$$$$
$ SA $ You will spend a lot of time waiting if you want to get -every- gem.
$$$$$$ It's better for your bottom line to skip to the end of the vat.

The next area is quite confusing; it's a mess of platforms moving every
direction.  The best way to navigate past it is to try to go over it.  To the
right are some red gems that like to "hide" within brambles.

You must ride some of those platforms up; look closely and you'll see them.
They lead to some rotating platforms, which take you further up.  A twirl-jump
to the right, and you're in the next section.

??????
? HA ? This one is hard to spot--some gems inside a cracked wall in the cliff
?????? to the right.

        /\  If you twirl left instead of right, you'll reach some pinball
?????? /M \ bumpers, which catapult you to a much higher hidden section.
? HA ? \ G/ There are many gems and a master gem here.  But beware, there
??????  \/  are also ghosts!  If you reach the base of the hidden area, you
            will be safe from the ghosts (there is a beam of light there).

Go right and enter a new cave.

??????
? HA ? Just before the cave, dash up into some owls to reach an area with extra
?????? gems.

The cave has platforms that sink for Punk and rise for Cute.  But if they rise
or sink all the way, it means death due to acid or spikes.  Use Cute's twirl
to jump between platforms, and switch to Punk briefly to get the platforms to
fall for a moment.

        /\  
?????? /M \ You're at the exit...but if you leap from the cave mouth and
? HA ? \ G/ then dash up, you will find a master gem.  The jump timing needs
??????  \/  to be precise, but you should be used to it by now.

-------------------------
3-4) Temple of Doomdidoom
-------------------------

Total Gems:  403
Master Gems:  3

This level is going to be painful.  Hardcore players, strap yourselves in.

Fall down and head left.  Dodge the rolling balls/giant pumpkins.  These balls
CANNOT be normal-jumped under most circumstances; you must use twirl-jumps or
dashes to dodge them.  Cute is the best choice because the area has brambles;
dodging the brambles AND the pumpkins at the same time is just asking for it.

!!!!! Switch to Punk.  The next area has many owls on the ground and in the
! G ! air.  The spikes will retract, but there are brambles here, too, and there
!!!!! are two demowls later on.  Stay sharp, or meet sharp close and personally.

??????
? HA ? More gems just above the temple entrance; dash into owls to reach.
??????

!!!!! Inside the temple, there are several caltrop platforms in succession.  But
! G ! the end-gate is closed against Cute!  Twirl-jump and switch to Punk in
!!!!! mid-air to get through.  Also:  the protrusion cycle is quite rapid!

Next, you must push a block to the left and use it as a base to continue.

?????? Huh?  Where are those red owls coming from?  There is a hidden area above
? HA ? you, which can be reached by dashing into falling owls.  There are some
?????? extra gems on the right of this owl "hive."

Go left.  Carefully jump over the collapsing floors, dodging the skulls/spiked
balls.  Wall-bounce up and then head right.

!!!!!!!!!! Now for your second firewall challenge!  The firewall is the slow
! G !! G ! kind, thankfully.  But the firewall appears as a procession here,
!!!!!!!!!! which means you will need to stay between two of them as they move to
           the right.  Needless to say, you will probably get killed here a lot.
           Uber Hardcore players, you will want to practice this area!

Acid underneath everything.  Gates blocking certain characters.  Collapsing
floors.  Crushing blocks.  Thick brick walls.  And devils/owls.  They weren't
kidding around when they named the temple that, were they?

Since the only time-sensitive part of this challenge is the firewall to the
rear, you should cautiously approach every section, waiting for the right time
to move forward.  Jump on each collapsing section one-at-a-time, since you don't
want to collapse too many of them and have no place to stand while you are
trying to figure this out.  Touch the collapsing floor as little as possible.
Make sure you don't advance too quickly, because the firewall in front will
force you to expend the collapsing floor early, leaving you with no place to go.

Head right out of this infernal trap.

        /\  
?????? /M \ Keep going right, through the wall, and reach a hidden area.  It
? HA ? \ G/ has gems and a master gem.  Thankfully this area isn't that
??????  \/  dangerous compared to earlier.

Go up and left.  At the next checkpoint, you will need to select Cute to draw
the switching rail platform towards you.  Jump on it, select Punk, and the gate
will open.  Don't rush through, or you're bathing in acid tonight.

++++++ There IS a way to rush through, but you must have the layout memorized to
+ TA + perfection.  If you select Cute and twirl off a high ledge from the right
++++++ side, then switch to Punk while twirling, you can actually reach the
       opening gate without ever using the platform.  It has the added bonus of
       not requiring you to move the platform all the way to the left again for
       the next long twirl jump.

Collect the gems in this area; beat up all devils/owls except for the purple
one patrolling at the base.  Select Punk to bring the rail platform all the way
to the left, then select Cute to open the gate and bring the platform back to
the right again.

?????? The red gems below the gated community are not easy to possess.  From
? HA ? the platform in its "Punk-most" position, jump and then twirl (or dash)
?????? to reach the gems.  It's also a long dash to get back.

$$$$$$
$ SA $ How fast can you get those gems without dying?  Consider skipping.
$$$$$$ Then again, it adds up to a lot if you can get them quickly.

Once the rail platform is in its left-most, highest position, take a -long-
twirl-jump off it to the left.  This needs to be coordinated extremely well,
or you will miss the ledge.  Looks like the temple architects didn't know how
to build bridges.

Now for some fun--this next location has impellers, which will blow Giana
upwards while she is twirling.  By holding down the Y button, Giana can rise to
areas she would never be able to jump to.  At least, to those areas not occupied
by amethyst spikes.  Of which there are plenty, around here.

It's not just an upward journey, though.  The drafts on the left side of the
shaft blow Cute up, but she will need to switch several times to get through the
phasing walls and floors.  Also, a sideways impeller will blow Giana to the
right, landing her on a phasing platform (Punk must be selected at this time).

Continue up.  Impellers at 45-degree angles can only be ridden by partially
resisting their direction.  Wow, things have gotten complicated very quickly.

        /\  The top of the shaft has some gems wandering out of the left
?????? /M \ wall.  Go through this wall and reach an area with gems and a
? HA ? \ G/ master gem.  You will need to twirl through the gauntlet twice
??????  \/  in order to get all the gems.  There is also a nice "treble
            clef" gem formation at the far left.

Go right and find a pushable block.  Push it right, and then push it back left.
You will use this one block to find a whole plethora of secrets.

++++++
+ TA + Ignore the block; just keep running.
++++++

??????
? HA ? To the left of the original block's location:  gems.
??????

??????
? HA ? After dashing into some owls, to the right:  gems, and many red owls.
??????

??????
? HA ? Further right, a big gem "wheel."
??????

??????
? HA ? Further right, a ledge leading to gems, and many blue owls.
??????

        /\  This one is a lot more well-hidden.  Select Punk, and a gate
?????? /M \ will descend far overhead.  To reach the gate, you must push
? HA ? \ G/ the block all the way to the platform, use Cute to lower the
??????  \/  block to the next floor, and then push the block further right.
            When the gate is down, you can jump and then wall-bounce your
            way to a master gem.  But how to get it?  It's in acid.  If you
            explore, you'll find a gem near the acid tank on its right side.
            Switch to Cute, and the master gem rises out of the tank!

Head right.  Some long jumps and owl-dashes are ahead of you.  Continue until
you reach the exit door.

--------------------
3-5) Owl Wing's Nest
--------------------

Total Gems:  709
Master Gems:  4

More like instant death's nest.  Because that will happen a lot on this level.

Dive below and head right, dodging the fish.  Some gems are present to the
right, but watch out for the saw blades/pinwheels.

Climb up out of the water.  Jump up and you'll now need to travel over the top
portion of those saw blades/pinwheels.  

??????
? HA ? Extra gems to the left.
??????

One you reach the end of the pinwheels, dash up through THREE owls and get to
a new ledge.  Watch out--there is a spiky box here.  Avoid it and jump to the
next level up.

!!!!!
! G ! As you go up from here, a saw blade/pinwheel is on the right cliff wall.
!!!!! Don't be too hasty.

Go right and reach a gumball machine.  You're going down from here...slowly.
If you are not bubbled, you won't make it through the cave.

??????
? HA ? Some gems to the left can only be collected while bubbled.  After
?????? obtaining a gumball, go left first, dodging the skulls/spiked balls.

Many devils/owls will fly downward and to the right in this narrow cave, forming
a procession.  You can squeeze around them, but this is dangerous.  It's often
best just to stick between two of them as they move.

++++++
+ TA + Try to snatch the gumball and enter the cave right away--if no devils
++++++ or owls are blocking you, you can navigate much faster.

You must switch several times to get past the brambles and spikes in your way.
There are also slow-rotating skulls/spiked balls; wait until they are aligned
more vertically than horizontally before moving around them to the center.

        /\  If you follow the devils/owls where they turn upwards, you will
?????? /M \ reach a hidden area with plenty of gems and a master gem.  Try
? HA ? \ G/ not to pop the bubble once you escape the cave, because the
??????  \/  gems are more easily collected while bubbled.  It is, however,
            still possible to collect the gems if not bubbled, albeit more
            risky, since they are over acid.

There is a tremendous downside to the above secret--the cracked walls used to
escape lead back to the beginning of the bubble-navigation cave.  Meaning, you
have to go through it all over again.  Crap.

Go right until you reach a new grotto with a waterfall, which fills the area up
with acid slowly.  From here on, you must hurry upwards ahead of the acid.  Ivy
and Punk's dash will be very useful here.  Step in the teleporter to another
part of the swamp.

Use the twirl platform to fill the area full of water, and then swim up to the
next ledge, dodging the skulls/spiked balls.

??????
? HA ?  One of the walls to the left is false.  Go through it for more gems.
??????

Get a new bubble, navigate right and then down (into the water), and teleport
back to the area with the rising acid again.

Now you will need to use dashing, owl-dashing, and trampolines to reach higher
ground.  Don't waste any time, but don't ignore the owls either--you will make
a mistake if you rush TOO fast.

Reach another teleporter, which leads to yet another part of the swamp.

Collect the gems here, carefully judging which platforms are phased in and
phased out.  Head left, then up, then right.  A few "apartments" are here.  One
contains an owl, the next contains an eyeball squid/spiky box, and the last one
contains some owls and a demowl.  You MUST use the spiky box trick to reach the
third apartment.

?????? ...if you want to go that way.  You could also climb the ivy and take a
? HA ? longer, although more rewarding, route.  There are impellers here, and
?????? later on, a whole lot of trouble.

!!!!! If you had taken the secret route, watch out for the numerous traps
! G ! present in the rail platform track ahead:  skulls/spiked balls, buzz
!!!!! saws/pinwheels, and low spikes that must be ducked under.  And finally,
      a twirl challenge that requires several switches on the way down.  Note
      that I normally wouldn't put a "gotcha" in a secret area, but it's that
      frustrating.

Go right past a few more "apartments."  When you can't go right anymore, climb
some ivy to get a few more gems.

        /\  
?????? /M \ There is a false wall up here on the right.  It leads to many
? HA ? \ G/ gems and a master gem.  Don't drop too low--the impellers here
??????  \/  are not caged!

Head down and left.  Cautiously move around the owls and phasing platforms, and
teleport back to the area with the rising acid.

!!!!! Okay...now things are going to get ugly.  This next challenge necessitates
! G ! bubble navigation up, left, up, and right.  And there are owls, and
!!!!! spikes, and brambles blocking your way.  And you have to do it very fast,
      or the acid will consume you.  No pressure.

After getting past the alternating brambles/spikes, repeatedly dash upwards into
some owls and escape this shaft.  Step into another teleporter, not a moment too
soon.

++++++
+ TA + If you are feeling really skilled (or really stupid), you can try to get
++++++ through there without being bubbled--that's right, dashes only.  Whoa.

The teleporter leads you to a place with a few clouds and demonlords/demowls.
Head down and left until you get to an eyeball squid/spiky box.  Use it as a
trampoline to get to the high ledge on the left.  Or, alternatively, you could
take a HUGE leap from high on the right and twirl down and left--Cute will
be able to land on the ledge this way, as well.

        /\  Look left and find a gumball machine.  Use it to bubble up to
?????? /M \ a master gem.  But the fun does not stop there.  If you can get
? HA ? \ G/ around the falling balls/pumpkins, keep the bubble.  Now the
??????  \/  next section's gems and traps are much easier to handle!

Go up, right, and then down.  Teleport back to the area with the rising acid.
Thankfully, the acid will no longer chase you anymore.  Go up.

        /\  
?????? /M \ Go right, following the path of the falling and rolling balls/
? HA ? \ G/ pumpkins.  Here is a master gem.  Getting back is a hassle,
??????  \/  because you must dash-jump or twirl-jump to avoid getting hit.

!!!!!
! G ! Jump up the ledges, dodging the balls.  Remember, hasty jumping when
!!!!! there is stuff falling at you is usually suicide.

Go up, right, and dash up to some rotating platforms.  Twirl over to the ledge
on the left, and trampoline up to the top of this level.  A few gems to the left
can be gotten if you dash back to safety, pronto.

!!!!!
! G ! The exit is to the upper right.  Watch out for the demonlord/demowl!
!!!!!

----------------------
3-6) Breakneck Passage
----------------------

Total Gems:  699
Master Gems:  5

No other location, fictional or otherwise, could POSSIBLY have a better
description than this level's title.  In the neck-snapping department, this
place dominates.

The problem with this level is that it looks very open, but it is not.  If you
deviate from the intended paths, you will find yourself killed by a mysterious
barrier.  This makes it somewhat frustrating to determine which secret areas
are actually passable or not.  The level designers could have handled this
aspect a bit better.

The action starts right away.  A toad/killer rabbit, some devils/owls, and some
demowls.  Then you hop on a rail platform and go for a long ride, where you must
twirl-jump over many hazards.  Then, ride a balloon platform up, and it's more
tricky jumps.  FINALLY, you'll reach a checkpoint.

        /\  Open the bridge below and float down to get some gems and a
?????? /M \ master gem.  Due to all the collapsing floors, it might seem
? HA ? \ G/ like a return trip is impossible.  But it is possible; you will
??????  \/  hit some pinball bumpers eventually.  Remember to switch to
            Cute while dashing to re-open the bridge.

Next, some spikes, demowls, and two toads/killer rabbits.  Do not rush through
here.  Afterwards, dash into several owls.  Do not switch to Cute, because the
stalactites will bar the way, leaving you stuck on some collapsing floors.
Dash into two more owls and then dash up to reach an ivy wall on the right.

       /\  When dashing into those last owls, hook left instead of right,
!!!!! /M \ and you will get a master gem.  I recommend getting this gem
! G ! \ G/ always, because you are less likely to make the mistake of
!!!!!  \/  rushing head-long into the rabbit above you.

There are two killer rabbits above you.  Wait for them to blow kisses, then
stomp or dash into them.  You cannot hit them from below; you must be to the
side or above them.  Climb the ivy wall to the next area.

??????
? HA ? More gems to the right.
??????

Go left.  Switch between Cute and Punk to get past the alternating spikes and
brambles.  Next, ride a fast-moving rail platform up.  Almost at once, you must
jump left, out of the way of the spikes, to an ivy wall.  Use Punk's dash to
rapidly climb this--you must outpace the platform--until it is clear of the
spikes.  Now jump back on, following the path of gems to avoid the remaining
spikes.  When you reach the top, breathe a sigh of relief.

        /\  There are breakable walls just to the left.  Dash through them,
?????? /M \ fall down, fall down again (hugging the right cliff wall), and
? HA ? \ G/ get some gems.  Pinball-dash back up.  Now jump from cloud to
??????  \/  cloud.  Eventually you will come to a gumball machine; float
            through a maze and arrive at the master gem, up and to the left.

 /\  This is a twofer master gem!  Continue right, jump on some clouds, and
/M \ the path of gems will lead you back to where you began this detour...
\ G/ which means, another master gem.
 \/  

Go right again; ride a platform and dodge the skulls/spiked balls.  Next, dodge
some devils/owls and demonlords/demowls.  Next, dash into owls, heading up and
right.  Next, switch with each jump to ensure the platforms are phased.  Next,
go over some collapsing floors.  Whew...now go up to the next checkpoint.

The spiky box trick, by now, is something that you MUST learn.  Use it to clear
this next obstacle, a very tall column of spikes.  Not long afterwards, you must
use this trick again, this time to reach some fast-rotating platforms.  Then a
normal trampoline, then some more fast-rotating platforms.  From here, head
left.

        /\  
?????? /M \ Drop down when you see some gems below the cliff.  It leads to
? HA ? \ G/ an area with gems, skulls/spiked balls, and a master gem.
??????  \/  

Go up, do another spiky box trick, and it's several more dashes and trampolines
upwards, until you reach a place with many collapsing floors.  Now go up and
left.

!!!!!
! G ! Alternating brambles and spikes!  Be careful as you run under.  You must
!!!!! switch, with perfect timing, and without slowing down.

Continue left and reach a rail platform that takes you around some amethyst
spikes.  Well, not around...through.  That means you must take an alternate
route over the spikes until the platform is safe to jump on again.

++++++
+ TA + You only need to step on the platform once--after that, you can twirl
++++++ your way forward.

        /\  At the end of the ride, there is a long line of gems.  Twirl
?????? /M \ down it.  It will lead you to a gumball machine; go on a long
? HA ? \ G/ bubble ride, collecting even more gems.  When you reach some
??????  \/  devils/owls overhead, dash up into them to collect yet more.
            Go right, then spiky-box jump, then dash into three flying owls
            to find the master gem.  There are still more trampolines and
            dashes until you escape this area, but whoa, did you make a
            fortune during this run.

Go up and left, dashing and switching as needed.  You don't have much standing
room on these platforms; you must be very coordinated.  Next are some platforms
with sharp diamonds loaded on them, which move up and down.  Resist the
temptation to land on them--they will kill you.

!!!!! You must go up, but dashing up is a deathtrap.  The moment you reach the
! G ! ivy wall above, switch to Cute.  But you still can't ascend too fast,
!!!!! because there are spikes further up.  When you have gotten as high up on
      the ivy as you dare, dash up to retract the spikes.  That was evil.

Further up, there are more diamond-loaded platforms.  Use Cute to dodge in
between them, stepping carefully on the collapsing floors.  If you try to hurry
through here, you'll probably get killed, so don't.

Keep climbing, and arrive at a path heading right.  Keeping Cute selected, head
past a devil and demonlord.

!!!!! Now you have to deal with one of the more annoying parts of the level
! G ! (a real deal-breaker for Hardcore):  skulls/spiked balls that move in a
!!!!! ring, which admit Giana with precise timing.

Use the conveyor belts to help, but the way to get through here is just by being
very quick and deliberate.

Next, more diamond-loaded platforms.

!!!!!
! G ! Next, ANOTHER ring of skulls/spiked balls.  This one rotates faster than
!!!!! the first two; you will have to move with the conveyor belt!

Next, a rail platform that moves sideways and loaded platforms that move back
and forth across its track.  Twirl-jump and be very careful about landing.

Go right and find yet another deathtrap with alternating spikes and brambles.
Jump up to the next island, and look carefully before you leap.

!!!!! One final challenge:  rolling balls/pumpkins.  They never stop coming.
! G ! Twirl-jump over them, and don't rush forward too fast.  Once you are
!!!!! past the fall location, you're home free.

If your neck isn't broken, it's stiff from playing so long.  It will take you
a while to beat this level.

--------------------
3-7) Boiling Springs
--------------------

Total Gems:  620
Master Gems:  4

From here on, the terrain isn't a mixture of friendly and hostile.  It's all
hostile.  You must dash into owls in order to make any progress at all.  Head
right, then up.

?????? Look left; there are two gargoyle statues, so don't fling yourself over
? HA ? there too quickly.  Also, look up:  cracked walls.  These contain some
?????? hidden gems.  If you're going crazy looking for the missing gems at the
       end of the level, well, here they are.

Grab a gumball and bubble your way down through multiple rings of skulls/spiked
balls.  Reach a checkpoint and pop the bubble.

!!!!!
! G ! Phasing floors ahead!  Switch when standing on solid ground before
!!!!! proceeding.

Go down and right until you reach a section with rising acid and an impeller,
which will help you get across to a twirl activator.  The acid will not rise
until you step on the disc.  Make your way up, left, activate another twirl
platform, and now you can use Cute to bring the platform down.  Switch to Punk
to make it rise again.  Back to Cute, to twirl upwards from some more impellers,
and reach another platform.

But you can skip that platform and get to the top of the danger area just by
dashing into owls, first up, then left three times.

?????? Break the wall to the left.  Spiky-box jump to some platforms; mind the
? HA ? alternating spikes and brambles.  You will reach a gumball machine.
?????? Bubble your way down, collecting gems on the way.  Watch out for these
       particular saw blades/pinwheels:  they reverse rotation direction on
       character switch.

Proceed up the main shaft; dodge the balls/pumpkins.

        /\  
?????? /M \ Go right and get a master gem.  Be quick about it--you must dash
? HA ? \ G/ back to safety...relatively speaking, because of the pumpkins.
??????  \/  

!!!!! As you go up, many balls/pumpkins are falling.  Stay out of their way, but
! G ! still be careful about switching.  Every floor has spikes or brambles in
!!!!! this area!

When you get to an eyeball squid/spiky box, you can use it to trampoline up, or
you can just jump-dash up.

Next, repeatedly dash up into downward-flying owls to get to the next area.

?????? Hard to spot, and hard to reach, but it's possible--dash into an owls
? HA ? and then immediately dash diagonally up and left.  You will break some
?????? cracked walls and reach a hidden area.

Assuming you went to the hidden area...

Go up, right, and up again.  Some switchable bridge platforms are present...but
the skulls/spiked balls switch at the same time.  Don't be hasty; carefully
observe the safest way upwards, and climb as needed.

At the top, the skulls/spiked balls are configured in a vertical-moving pattern,
which makes it very dangerous when collecting gems, since platforms are also
phased in this region.  When you have collected them all, head further left and
break the floor to return.  The key you had obtained here will also let you
access...

 /\  
/M \ ...a master gem, to the right of the acid pool.
\ G/ 
 \/  

Go right, twirl down, and land on a twirl activator.  This will open the gate.
The acid will start to rise...not again!  Dash up to the next switchable rail
platform.  From here, use the spiky box trick to jump higher, then dash into
some owls to go still higher.  You must repeat this same process again further
up:  spiky box trick, owl dash upwards.  You will finally reach a checkpoint on
the upper right.

Head right, and activate another disc.  This time, the disc causes the acid
level to fall.  Without waiting to see what is down there, jump after the acid
and twirl to collect gems while falling.  Eventually, you will reach a spot
where you can go right.  Switch to Punk to open the gate; go through.  Note that
the acid level is back to rising again!  Trampoline up.

But there's only a chimney rock formation up here...nowhere to go...uh oh.

You are expected to wall-bounce up to safety, from mid-flight.  Of course.

?????? Break the walls to the left, then up, to reach one of the most
? HA ? challenging (and rewarding) secrets of the game.  You must turtle-hop,
?????? sometimes switching piranhas to make the turtles hover in mid-air, to
       get across this vast acid pool.  The gems can help guide you, but you
       should focus more on twirling to reach the leftmost point of this area.
       Once you do, you will acquire a gumball and you can bubble-back to get
       the gems you couldn't reach earlier.  This includes large formations that
       spell "GIANA."  Do watch the skulls/spiked balls, though.

Helicopter-twirl up the shaft to an area with a pushable block puzzle.  You must
clear the way using Punk's dash, then load the block on the switchable rail
platform.  With this block, you can jump-dash and reach the platform above it.
The platform that carries the block will not move until twirl-activated.

To reach the next platform, blast away more bricks until the eyeball squid can
move to the left side of its walkway.  Then use the spiky box trick to reach
the platform above.

++++++
+ TA + It's a high jump, but you can reach the platform above even without the
++++++ spiky box.

!!!!! When the upper platform starts to move, twirl over the spikes, but
! G ! carefully--there is not much room.  Twirl-activate the final platform and
!!!!! ride up to the next challenge.

        /\  
?????? /M \ Go left all the way to reach some gems and a master gem.  The
? HA ? \ G/ falling balls/pumpkins will make this task dangerous.
??????  \/  

Wall-bounce up a chimney to reach a lake.  Okay...more strange architecture.
Swim up past the skulls/spiked balls; make sure you observe their patterns
before attempting to swim past them.  Surface, head right, and then down.

This next shaft is FILLED with gargoyle statues.  Try to fit between the
fireball volleys, but if all else fails, don't forget Punk's dash immunity.

A twirl activator opens the next bridge.  Drop below it with good timing.

Unlock yet another bridge, and drop down again.  Watch out for more skulls/
spiked balls.

!!!!!
! G ! Head right, but watch the bone owl/empty armor!
!!!!!

Now go down...even more gargoyles.  Same strategy as earlier.

!!!!!!!!!! Be very careful here!  The jumps past these rings of skulls/spiked
! G !! G ! balls are extremely hard!  You must twirl at just the right times in
!!!!!!!!!! order to land on the small islands precisely without getting clipped
           by the enemies.  Figure out what works for you; what works for me is
           to jump normally, and then twirl when near the acid (the twirl apex
           will not hit the skulls).  It's harder than it sounds, and I didn't
           make it sound that easy.

Dash up to the next area; head right.

        /\  
?????? /M \ 
? HA ? \ G/ This one is quite out of place.  Jump-dash up and hook left.
??????  \/  

Go further right; use the aerial turtle trick to reach the trampoline above.
You don't need to use the trampoline all that much; a well-timed twirl-jump will
let you get the gems to the right and twirl to the right of the acid pool.

Grab a gumball and bubble down to get some gems, dodging all the skulls/spiked
balls.  Almost there...be patient.

As you go through the gate at the right, look around.  There are THREE
demonlords/demowls patrolling the area (one on the ground; the other two in the
air).  Don't lose the bubble just yet; be sure to get the gems near the ceiling.

At the lower right, there is the exit.  You could practically kiss it, it's
that welcome.

-------------------
3-8) Rumbling Rifts
-------------------

Total Gems:  429
Master Gems:  4

Still in the mountains.  Go right.

        /\  The first secret is right at the start:  bounce on a devil/owl,
?????? /M \ and then jump up to the "hand" overhead.  Go left until you
? HA ? \ G/ reach an eyeball squid/spiky box.  After using it as a
??????  \/  trampoline, you will see a master gem rising out of the acid!

Go right and get past a long parade of red devils/owls.  Now proceed into a
cave whose ceiling collapses, sealing you inside.

Now enter an enormous cavern that has many jumps.  Follow the path right, up,
then left, then up, then right, then up, then left again.  There are collapsing
floors on the first level, caltrop platforms on the second level, buzz saws/
pinwheels on the third level, and more collapsing floors on the fourth.  Don't
fall; the acid rises!

!!!!!
! G ! At the top of this cavern, there are three toads/killer rabbits.  Careful!
!!!!!

Next, an obstacle course to the right with falling balls/pumpkins, buzz saws/
pinwheels, and pits.  I suggest using Cute because you can run under the saws;
going over them is much harder.  If you want to stay safe on an island, either
move to the very edge (you are out of range of the saws), or rapidly switch
characters, which will keep the blades turning back and forth, but never
striking you.

Now you must fall into a pit with ivy walls and a falling ball hogging the
center.  Keep going down; use the spiky box tricky to get the gems on the right.
Go left.

Watch the crushing blocks, switch to Punk, and board a platform moving down.

!!!!! It looks like there is no room to move, and you must switch to Cute right
! G ! away, but no, you don't.  The platform will move first.  You do not need
!!!!! to retract the brambles this early and endanger yourself unnecessarily.

Not that it gets much safer during the rest of the ride.  Switch several times
to deal with the alternating brambles and spikes.

Now for an aggravating bubble ride.  Get a gumball and float up, using Punk.
Switch to Cute, opening the gate and spikes.  Then switch to Punk to get past
more brambles, then back to Cute to get past more spikes.  Yellow and red gems
are located very close to the spikes and brambles, which makes it dangerous to
try to get them.

!!!!! As you descend to an area with two flying devils/owls, look out!  It is
! G ! instinctive for you to want to switch, but you will often switch too
!!!!! early, spiking yourself.  The idea is to avoid switching until you are
      absolutely sure it is safe.

Kill the first enemy--even in Time Attack.  Switch to Punk, kill the second
enemy, and grab a new bubble.  It's extremely risky to try to keep your
original bubble; the passage is too tight.

Head through the gate at the left, then down.  There are more dangers here, but
the worst is over for now.

Proceed right via bubble over a low-ceiling cavern with acid on the floor.  Look
out for the jumping skulls/spiked balls.  Eventually the path splits.  The more
direct route is up, but you must be careful about character-triggered
stalactites--they will pop the bubble.

??????
? HA ? If gems are your thing, head right, instead.  Brambles and spikes are
?????? present here too, of course.

!!!!!
! G ! Head up and right.  Watch out for a toad/killer rabbit.
!!!!!

        /\  
?????? /M \ Don't be too quick to eliminate the toad/killer rabbit.  Dash
? HA ? \ G/ into it, then IMMEDIATELY dash up, and you will find a hidden
??????  \/  area.  Follow the path to a master gem.

Now take the teleporter to...a highly dangerous obstacle course!

Go left, dodging the crushing ceilings.  Now you must jump a pit and dodge a
seemingly endless procession of rolling balls/pumpkins.  Progress will be slow,
but it's better than getting flattened.  At one point, you can dash into some
owls and clear several pumpkins at once.  Eventually, you will reach the apex
of the slope.  Dodge the crushing ceiling, and head left, down the slope.

!!!!!
! G ! The balls/pumpkins in this area move very fast!  The moment they hit the
!!!!! ground, get out of the way, or you'll make a Giana-flavored pancake!

        /\  Fall down the first pit on the down-slope.  Yes, it's safe...
?????? /M \ if you hook to the right.  You must now face more buzz saws/
? HA ? \ G/ pinwheels, devils/owls, and a pinball-dash challenge to reach
??????  \/  the master gem that you might have noticed under your feet after
            you had teleported.  When performing the pinball dash, don't
            forget about timing the dash to avoid the falling pumpkins.

Curiously enough, the pinball dash takes you straight into a spiky box.  It's
highly discouraged to dash into a spiky box from the side, but it is unavoidable
this time.  Usually, if you take the box by surprise, you will fly up before the
spikes come out.

Ugh...if you went to that secret area, you have to replay this obstacle course
from the beginning.  And this time, without the owls to use for shortcuts.

Head left and you'll reach the end of the rolling balls/pumpkins.  Now jump on
some clouds, some balloon platforms, and then pinball-bump up to a new area.

This scaffold is bound to puzzle most people at first.  A demowl guarding a
gate and platform that won't budge.  The trick is to look down.  You must twirl-
jump off the scaffold and then hook back around to the right, to the lowest part
of it.  Here is a twirl-activator, which turns on the platform above.

Jump up a few levels; there are eyeball squids/spiky boxes lurking here.  Go
past the demowl, use Cute to open the gate, and then ride the platform up.

Normal progress would take you right; there is a toad/killer rabbit waiting for
you.  Thankfully, this is one of those rare enemies that you can dash into from
underneath.  Make some hasenpfeffer and continue.

?????? Before going right, collect the "question mark" gems.  Indeed, what do
? HA ? they mean?  Dash repeatedly left into owls and reach a hidden area with
?????? many clouds.  Then you must dash into many pinball bumpers and owls to
       get back to your original location.  This is handy because it drops you
       directly on the head of an unfortunate rabbit.

Next comes a difficult phasing platform/rotating platform challenge.  Repeatedly
switch to change the directions of the platforms.

!!!!!
! G ! Don't rush forward--one rail platform repeatedly surfaces and dives under
!!!!! the acid, and cannot be reached unless it is far to the left.

Ride this rail platform when it is above the acid and twirl-jump when it is
below the acid.  Duck under the spikes and jump on some very small islands,
guarded by jumping skulls.

!!!!! One of these jumps is quite dangerous--it has a low ceiling that is
! G ! difficult to clear even with a mid-air twirl.  What you should do is give
!!!!! yourself two mid-air jumps:  fall right, then normal jump, then twirl.

Now some tightly-packed phasing platforms.  Make sure to jump before switching.

++++++
+ TA + For your own safety, pick a character and do NOT switch.  Just hop from
++++++ one phasing platform to the next.

Continue right.  Now you must handle a very challenging boulder gauntlet.  You
must constantly switch to phase in platforms, and use twirling and pinball-
dashing to move from side to side.  This means you will cross the path of the
falling balls/pumpkins many times.

!!!!! The pattern for the two boulders is broken!  Do not pinball-dash across
! G ! until you see BOTH of them fall together; then you know it is safe to
!!!!! cross.

Go up and left; now there are huge numbers of saw blades/pinwheels in your
path.  Most of the time, it is safer to select Punk, because the rotation of
the poles is easier to predict.  That being said, you can still exploit the
directional changes caused by switching, if you need more time to decide.
For blades anchored on the ground, try to get to the center of the movement
arc; that is relatively safe.

Go left until you reach a precipitous spot with rolling balls/pumpkins that
appear in threes.  Don't even think about trying to get past them while they
are in threes; you can only jump up (using Cute to extend some bridges) when
all three have passed.

        /\  
?????? /M \ Where are all these pumpkins going, anyway?  Fall off the left
? HA ? \ G/ cliff and discover a pinball bumper.  Dash into this and you
??????  \/  will take a very non-intuitive course into a master gem.

Climb the cliffs up and to the right, and discover that the falling objects are
falling from...space?  Use creative twirling to clear the balls; you might need
to clear more than one at a time, because they are so densely packed.

You will reach an area with a few owls and impellers.  These impellers will
assist you in jumping over the balls.  As you progress, you move beyond the
path of some of the falling balls/pumpkins, which makes jumping the rest easier.

?????? There are two spots where multiple owls are flying around; dashing into
? HA ? them gives access to the top of the columns.  Jump across these to the
?????? left and find even more gems.

Next, head right.  Several platforms will either float or sink into acid based
on selected character; there are some high-jumping skulls/spiked balls here,
as well.  The safest way across is to twirl between all platforms, but switch
to Punk in mid-air to guarantee a landing on the next platform.

A few more owls later, you will find a pit with rising and falling acid.  Get
the gems, jump up to the right part of the pit, and you've found the exit.

------------------------
3-9) Dread Dragon's Keep
------------------------

Total Gems:  725
Master Gems:  4

Gurglewocky does not like intruders.  Or guests, for that matter.  The
architecture of this stage is explicitly designed to pulverize all living things
into meatloaf.  Just sayin'.  Don't shoot the messenger.

Some dashes and long twirl-jumps are needed right away, with switching required
before landing the twirl due to the spikes.  Use the spiky box trick to leap up,
over the column of amethyst spikes.  Drop down, and now you'll have to do the
same thing again, this time landing on a narrow island with skulls/spiked balls
guarding it.

!!!!! Beware!  Jumping between islands is very hard to pull off.  When the gap
! G ! opens, jump and then IMMEDIATELY twirl to reach the next island.  If your
!!!!! finger is too twitchy, you'll jump up, straight into death.

!!!!! It doesn't get better.  Now you must switch repeatedly to open gates, and
! G ! dodge more skulls/spiked balls.  There are no special tricks to be used to
!!!!! get past these enemies--light jumps only.  Not much clearance here.

Go up, then right.  Now some falling balls/pumpkins will make it difficult to
ascend an ivy wall.  Wait for a break, then jump up to the nearby island to the
left of the ivy wall.

        /\  
?????? /M \ 
? HA ? \ G/ From this island, twirl to the left and get a master gem.
??????  \/  

Continue up to some rotating platforms.  Half the platforms have payloads,
so you can't jump on them.  Switch to travel under the -HUGE- hunk of diamond,
or, if you're feeling lucky, twirl-jump over it to the left.

Go left.  Use the spiky box trick to jump up, dash into some owls, fall down
to the left, dash into more owls, and ride a balloon platform up.

!!!!!
! G ! When you see the arrow signs, dash left!  Unless you want more body
!!!!! piercings than even Punk would like.

Climb the ivy wall, head right, down, and right again.  There are some more
gems that are hidden within brambles, and after this, a family of diamonds
planted in the ground like a garden.  Your jumps must be precise.

The direction of progress is down from here; hug the left-hand wall to avoid
the gargoyle statues on the right.  Once you have sunk below the diamond cluster
in the middle, though, hook right and reach the entrance to the keep.

?????? Instead of down, go up.  Dash into a green owl, go right, and use the
? HA ? spiky box trick to enter the keep from another side.  There are many gems
?????? here; use the spiky box trick again to reach the highest ones.

Go right.  You will be diving deeper into the keep shortly.

??????
? HA ? Wall-bounce right instead of going down; this leads to an area with
?????? skulls/spiked balls and impellers.  Twirl around to get all the gems.

Drop down, go right, and watch the owl skeletons/empty armor.  Go down again,
and now you must deal with buzz saws/pinwheels.  Go down again and right, and
now you're at an area with some conveyor belts.

!!!!! This next blade, coupled with the conveyor belt configuration, will make
! G ! trouble for you.  Option 1:  small jumps with Cute underneath.  Option 2:
!!!!! quick angled dash with Punk over everything.  Neither option is great.

More owl skeletons/empty armor.  Next, drop down, twirling carefully to avoid
the skulls/spiked balls.

Now for a moderately challenging crushing ceiling gauntlet.  It just goes on,
and on...and the safe space between the ceilings shrinks as you go forward.
Use Punk and get into a good "rhythm" of dashing.

Back outside; head right.

        /\  
?????? /M \ 
? HA ? \ G/ Dash up and to the left to reach a master gem.
??????  \/  

??????
? HA ? Use Cute to open the well.  There are many gems down here.  And skulls/
?????? spiked balls.  Nothing is free.  Dash-and-switch quickly to escape.

Jump to the phasing platforms, and then to a rail platform.  This ride is
dangerous because of the spikes and brambles that line it, but you should be
able to get past them more easily now.  After all, you beat Breakneck Passage.
At the end of the ride, jump on a twirl activator to open the gate.

$$$$$$
$ SA $ There are many ghosts here; give them the slip and get all the gems above
$$$$$$ you.

++++++
+ TA + Just run past the ghosts to the right.
++++++

Jump up the bookcase, twirl to the left, jump up another bookcase, dash into
an owl, and go right, collecting a key.

??????
? HA ? See the pinball bumper up and to the left of the owl?  Dash into this
?????? and get many more gems.

Proceed right.  But you are still missing two keys...you must use the trampoline
to go up, and then climb the collapsing floors to the top of this shaft.

        /\  
?????? /M \ Precise aim required:  jump with Punk, then dash towards the
? HA ? \ G/ upper-right diagonal.
??????  \/  

To the left is an impeller maze with spikes.  Go left, up, and right.

        /\  
?????? /M \ 
? HA ? \ G/ Keep going up and you will find more gems and a master gem.
??????  \/  

To the right are several skulls guarding the slope.  Twirl-jump past them, then
collect the gems overhead.  Note that you must select Cute only to avoid the
brambles, but you can't use Cute's twirl, because you'll be blown away.  Normal
jumps only.

Pick up another key.  Head right.  Watch the collapsing floor and low ceiling
at one point.  Drop down on the right.  Get the gems to the upper left if you
are feeling coordinated today.  Drop down, go left, and ride a rail platform.

Once the platform starts, you must jump and then use Punk to dash through some
bricks.  Now rejoin the platform, and use Punk to open the gate.  Dash through.

++++++
+ TA + No need to wait for the platform--you can make it through all this
++++++ without it.  That last dash, though, is a tad risky.

Get the last key and wall-bounce back to the locked door.  Go through it to
the right.

!!!!! Now for some fun...not really, that is.  Very-coordinated dashes into
! G ! owls are required here--dash right, dash up for some more gems, and the
!!!!! cycle repeats four times.  If you screw up, you're spiked.

++++++
+ TA + Don't dash forward--only dash right.
++++++

Now ride a platform down by switching to Cute, and deal with one of the most
nerve-wracking traps in the entire game.

!!!!!!!!!! The only way past this area is to dash horizontally, and IMMEDIATELY
! G !! G ! after dashing, select Cute to keep the platforms lowered.  Do this
!!!!!!!!!! four times and you're through.  It's best to inch Giana as far to
           the left on each platform as possible before dashing.  Sounds easy,
           huh?  No?

Go left, twirl to float down against the impellers, and switch to Punk to open
the gate.  Drop down.

?????? Go left, but watch out for this impeller--it is not caged, so you must
? HA ? jump and then twirl in rapid succession to avoid touching it.  Then, you
?????? must navigate by bubble through a shooting gallery of gargoyle statues.
       There are many gems here, but they don't come cheap.

Head right, dodging the empty armor, and then twirl down into a tight shaft with
many skulls/spiked balls.  There are impellers, which help.  You will need to
completely circle the rings of skulls/spiked balls in order to get every gem,
if indeed it is every gem you want.

Exit stage right.  About time!

--------------------------------------
3-10) Gurglewocky's Lair / Gurglewocky
--------------------------------------

Total Gems:  470
Master Gems:  3

Gurglewocky, after being informed of your persistence, frantically commissioned
the construction of an underground fortress designed to stop morphing little
girls from getting inside.  At least, that is what this level feels like.

First, a crushing block, then a devil/owl, then another crushing block.  There
is almost no standing area amidst all the pits; dash through carefully.  Cross
the last pit and then quickly dash under a block that has a double-squash
pattern.

?????? To the right, there is a gargoyle statue that faces right and guards
? HA ? seemingly nothing...?  Well, follow its line of sight, and dash through
?????? a wall to find a spiky box, which launches you up to some owls and gems.

Go down into a shifting block puzzle.  This one is very dangerous, because the
blocks shift quickly, and there are spikes on all the walls.  Plan carefully
before switching characters.

At first, it isn't too bad, but when you drop down, go right, and then drop down
again, there is a serious danger of being squashed.  With Punk selected, wait at
the bottom, then switch, then twirl-jump.  Don't wait after switching, or it's
Giana-flavored pancake time again.

Drop down, go right, drop down again.

!!!!! Now for the tough part:  the left-hand wall has spikes, but the passage is
! G ! closed for BOTH characters.  The only way through is to select Punk, then
!!!!! drop QUICKLY through the gap with Cute selected.  Wait too long, or use
      the twirl, and you'll be pushed into the spikes.  Move too fast, and
      you'll hit the spikes anyway.

Now you will drop down into the central hub, from which you must collect four
keys from four distant parts of the level.  These will be the hardest keys you
will collect in the entire game.  Brace yourself; this will take a while.

Get some gems, beat some devils/owls, and note that one key is a giveaway, while
the remaining four are located left, right, up-left, and up-right of the door.
You can pick any order you want.  Depending on how proficient you are at
specific skills in this game, you might find some areas much easier than others.

$$$$$$ Regardless of which passage you pick first, there is a tendency to drain
$ SA $ your bonus multiplier all the way.  If you want to maximize your score,
$$$$$$ I suggest heading to the lower-right passage first after collecting all
       the gems immediately available to you in the hub.

-------------------
Upper-right passage
-------------------

The shortest challenge of the four if you know how to play it.  There might be
multiple ways through, but I'll only cover one.  Go right, and you will find yet
another shifting block puzzle...but this time, you must go UP, not DOWN.

++++++ The best time-saver is to dash into the two empty armors without slowing
+ TA + down.  The second armor will launch you up, and you can -barely- dash up
++++++ to reach the shifting block platform on the far right.

Even if you aren't that fast, you should still use the empty armors to boost
yourself up to that location.  The puzzle is murderously difficult, with or
without shortcuts, so anything that makes it easier should be considered.

Dash and jump up, left, and up again, so that now Giana is at the sixth "floor"
of these shifting blocks at the far left.

This next move is tricky:  select Cute to open a gap directly overhead.  When
it looks like there is a platform to stand on, jump and dash upwards.  This, of
course, reverses the shifting blocks' direction, which will take that platform
away.  So, IMMEDIATELY after dashing upwards, switch back to Cute, which should
hopefully make the pause brief enough to give Giana some standing room.

Stay as Cute until the blocks move all the way to the rightmost extent.  Now
use Punk to climb up two more levels.  Go all the way to the right as Cute.

Same story as before:  jump, dash up, switch back to Cute right away.  Well,
you might be able to squeeze into a very small gap on the right-hand side and
wall-bounce up, too.  Not sure if this is a bug or level-design oversight, but
it is a relatively safe way to reach the top.

Snatch the key and teleport back to the hub.

-------------------
Lower-right passage
-------------------

This passage is devil/owl central.  Ride a rail platform right, then fall down.

??????
? HA ? Ignore the platform--fall down, then dash into a pinball bumper.  This
?????? takes you to a high balcony with many gems.

Oh, boy...lots and lots and lots of owls.  Dash into them, but watch out--they
reappear from the holes.  Don't go completely crazy, since you want to maintain
some measure of safety in this tight space.

There are five keys to collect.  Most are scattered throughout the corridors.
The final key requires a long ride down to a room with the key located up high;
use Punk to get it.

Unlock the door and ride down using Cute.  There are some more devils here you
can't touch.  Ride to the bottom, and now you have another interesting firewall
challenge.  They move slowly, but you must move left--they move RIGHT.

The trick is that they come in pairs:  first low, then high.  Twirl-jump over
the first, and duck under the second.  If you don't duck, you'll get hit.  You
will have to jump and duck past many of these, making progress to the left in
baby steps, until you find the key you need.  Teleport back to the main hub.

        /\  As you arrive, notice a strange red gem with swords buried
?????? /M \ here...suspicious.  Dash down into it and you are taken to an
? HA ? \ G/ underwater tunnel with gems and a master gem.  And pufferfish/
??????  \/  jellyfish.  The master gem teases you by floating away when you
            get near.  Thanks a lot, gemmy.  Escape might be a bit counter-
            intuitive, but it's possible--gates close near the entrance to
            the tunnel, allowing Punk to wall-bounce back up.

------------------
Upper-left passage
------------------

Jumping skulls/spiked balls and acid pools.  Nothing you can't handle, right?

!!!!!
! G ! Well, this place is tricky--unexpected crushing blocks and descending
!!!!! gates.  Wait and watch carefully before you leap!

Keep going left as Cute, jumping between balloon platforms and switchable rail
platforms.  If you switch to Punk, a whole legion of white ghosts will end your
adventuring days in a heartbeat.  The most difficult jump will be a long twirl
that seemingly will not reach its destination.  Momentarily switch to Punk to
make one of the platforms rise, then jump left and switch back to Cute.  You
can't have those white ghosts on your tail for longer than a second.

Now some circular platforms.  And a RED ghost.  The moment you see this ghost,
switch back to Punk, and STAY as Punk for the next section.  Jump left until you
reach a circular platform that has a gap in it.  Do not enter the middle; dash
up in mid-air and climb the outside of it on the right side.

Hop up to some conveyors.  Now a WHITE ghost again; switch to Cute and remain
as Cute as you climb the conveyors.

The last few conveyors can't be reached with Cute; you have no choice but to
switch to Punk again and jump-dash to the next area.  Kill the few owls here,
grab another key, and teleport back.  The final red ghost shouldn't cause you
problems as Punk.

        /\  Your return trip has you noticing some blue gems to your left,
?????? /M \ and a mysterious down-pointing arrow on the balcony.  This is
? HA ? \ G/ another master gem--wait on the balcony long enough, and it
??????  \/  rises to meet you!

------------------
Lower-left passage
------------------

Grab a shield, then switch to Cute to retract the brambles.  Select Punk to
retract the spikes; when you reach a spot with a gem and a small depression,
hide here to let the rolling balls/pumpkins pass overhead.

Proceed as Punk, hide again, switch to Cute again, and same story.  But now
there are both spikes and brambles; switch as needed.

Go left; you are now past the rolling balls/pumpkins.  Repeatedly hop or dash
left into the devils/owls until you reach some phasing platforms.  Carefully
jump between these, switching as needed.

!!!!!
! G ! Note that this area has downward-facing impellers.  If you try to twirl
!!!!! with these overhead, the twirl doesn't launch Giana upwards!

The impellers, however, do not appear to harm Giana if she contacts them.
One positive amongst an ocean of negative.  Take it or leave it.

At the far left is a twirl activator.  Step on it, and now you must face a cruel
and deadly trap.

The acid pool slowly starts to drain.  Good, theoretically, because it means you
can reach the area below safely.  But soon, two firewalls rush in and push you
down into this area--but there is nowhere to go, this early!  So where are you
supposed to stand?

!!!!! Stand?  You won't be standing much in the next minute or so.  Twirl, fall
! G ! down, and remain as high as possible without getting clipped by the
!!!!! firewalls.  You will, in the smallest nick of time, just manage to land on
      a collapsing floor, uncovered by the acid.

But the trap is not over.  Continue to jump and twirl, maximizing air time.  The
collapsing floors respawn, but it normally takes too long to wait for them to
return, so you will be forced to twirl to even lower collapsing floors, which
are uncovered every few seconds as the acid level falls.  Twirl like you've
never twirled before...and remember to avoid the impeller paths--that will cost
you precious twirling time.

The path splits on the way down.  You can take either left or right branches,
but the left branch seems to be safer.  Once the acid drops below some solid
ground, you can safely drop down and stop twirling.  Phew!

Break some cracked walls, heading left, down, and then right.  Ride up the
balloon platforms.  There is one more key; get it and return to the hub.

$$$$$$
$ SA $ The gems to the left are guarded by a gargoyle statue.  Collect, but not
$$$$$$ without caution.

--------------
Final showdown
--------------

With all the keys, head down from the main hub.  A platform descends to an area
with lots of amethyst spikes.

Diamonds are NOT a woman's best friend, and neither are amethysts.  Anyway, they
won't be when you see how many spikes await you.  A long, coordinated twirl is
needed to safely reach some rotating platforms.  Then, a brief switch to Punk,
to change the direction of rotation, and then another twirl to a platform down
and to the right.  And another twirl, hooking right and then left, etc.  There
is a shield gem at one point, if you can fit within that tight spot.

        /\  Perceptive players will notice that it's a gate to the left of
?????? /M \ the shield gem, not a wall.  Switch to Punk to open it.  This
? HA ? \ G/ passage leads to gems and a master gem.  You had seen this one
??????  \/  earlier in the main hub, but you probably had no idea how to
            reach it.  Here is how.

Go right, and twirl some more...and some more...and some more...so...many...
spikes...

Finally, you're near the end.  A jump and dash to the upper right will let you
access the final elevator down.  But you must still activate this elevator with
a twirl; head right and wall-bounce your way to the disc.  Now activated, the
elevator can be ridden down.

$$$$$$ Few dangers are down here except some devils/owls.  You can stomp or
$ SA $ dash into them to reach some gems in the upper left.
$$$$$$

Go left, and encounter Gurglewocky (Oneirophagus Rex).  See "V) Characters and
obstacles" for details about this boss.

$$$$$$ There are many gems in the first section, when you run from Gurglewocky.
$ SA $ Don't try to get them all; just run forward.  The only time you would
$$$$$$ want them is when trying to obtain the Material Girl achievement.
       The safest path is along the top "row" of bricks.

Beat Gurglewocky, and you win!  Congratulations.


------------------------
HS) Halloween Special
------------------------

Total Gems:  433

Since this is based on level 2-5 (Enchanted Mountain Path), I will only cover
the major differences from that level.

No ghosts were present in level 2-5.  All of the ghosts present in this level
are just here to make your life a lot more difficult than usual.

The first secret area (a paltry number of gems) is more challenging to reach
now, because a circle of ghosts now block the path of the jump.  It's much more
difficult to survive a twirl-jump now, but far from impossible.

The place with the "hiding gems within the spikes and brambles" has a new hidden
area overhead, accessible via spiky box trick and some clouds.

The "grasshopper reflexes" shortcut is much easier to reach now, because a
pinball bumper located below will launch Giana on such a trajectory.  Don't
hold X for too long, though--she will still hit the amethyst spikes otherwise.

If the shortcut is not taken, it is still necessary to use the pinball bumpers
below to get back up.  Getting all gems requires switching in mid-dash.

The "twofer" secret area, with two master gems, has been changed up.  The false
wall to the left is still present, with the large area and columns, but there is
now another circle of ghosts near the highest platform.  Also, the well used to
exit this location has been replaced with a teleporter, which leads to an
entirely new area with clouds and flying demonlords/demowls.

The secret to the right of the "confounding gate" puzzle can only be reached
by using the spiky box trick.

The left-hand crevasse secret is MUCH more dangerous now, with one ghost of each
color haunting this area.

The "useless platform" secret requiring a wall-bounce upwards has been changed
up significantly; many keys must be collected.  The door, when unlocked, only
contains a few more gems.

The second "twofer" secret area is now much more dangerous--impellers and
a legion of demonlords block your progress.

------------------------
CS) Christmas Special
------------------------

Total Gems:  750

Since this is based on level 1-4 (Soar Wing Hills), I will only cover the major
differences from that level.

The path you must take has been modified significantly.  What was once a hidden
area to the right is now a required path, and what was a required path down is
now a hidden area.  Go figure.

As you drop down, you must go left now (instead of right, before, which was the
required direction).  BE CAREFUL when switching where there is ice on the
ground--it transforms into LAVA for Cute.  If you remember before, this place
used to be a flowing stream.  Now it's either a frozen stream or a river of
lava.

The chimney wall-bounce secret is reachable only by repeatedly dashing up into
owls or with a pinball dash.  Some skulls/spiked balls also circle where the
master gem used to be.

The secret to the right of the former acid pool with the rotating platforms is
still there, but this time, the acid pool has been replaced by a frozen lake/
lava lake.  Even if you select Punk and skim over the ice, a huge number of
demowls will skate across it; it's best to stay off this surface and stick to
the rotating platforms.

The secret area itself has some traps:  saw blades/pinwheels.

Above the balloon platform sequence that had required you to go down, right,
and up again, there is a significantly changed-up secret area.  Now the area
is accessible by dashing up into owls in the area before the balloon platforms.
There are many gems up here.

In the same area, the Time Attack shortcut is no longer present.  Drat.

The next major rotating-platform area has a NEW secret:  dash into a very large
number of owls overhead, and eventually, it will lead to some gems in an "XMAS"
formation.

The final alternating-phasing platform trap has become a very long field of ice
or lava.  This means Punk must be the one to navigate.  But there are yellow
gems here, which means, some precarious rapid switching must happen to get
them.  Oh, and there are tons of demowls.  Get to safety and switch to Cute
for a moment to drop them into the lava.


--------------------------------------------------------------------------------
VII)  Special strategies
--------------------------------------------------------------------------------

------------------------------------
A) Score Attack enemy dashing frenzy
------------------------------------

There is no way to be sure if all game platforms will support this feature
indefinitely, but it should be mentioned:  respawning enemies can be killed as
a way to rack up a lot of points in a short amount of time, possibly with no
upper scoring limit.

Given enough time, your bonus multiplier will drop, so it only makes sense to
pursue this strategy when the bonus multiplier is still relatively high.  The
two areas that come to mind are those that are filled with respawning owls,
such as the Temple of Doomdidoom and Gurglewocky's Lair (lower-right passage).

If you can't get a trophy any other way in Score Attack, it might be possible
to take advantage of respawning enemies.  But few would doubt that it's more
gratifying to storm through the level like there is no tomorrow.

----------------------------------------------
B) Tracking properties of dashing into enemies
----------------------------------------------

Under normal circumstances, dashes last a limited duration in any direction,
and the time cycle "resets" when a wall is struck.  When enemies are nearby,
though, dashing behaves slightly differently.  If an enemy would not inflict
immediate damage on contact, dash-tracking can occur.

The specific version of the game could make a difference in this behavior--
earlier versions require more precision, while later versions require less.
If the direction chosen for a dash is "close enough" to a nearby enemy, the
game will make a slight course correction in the dash to ensure that Giana
will strike the enemy.

Additionally, the length of the dash is sometimes extended further than
normal if the enemy is -just- out of reach of a normal dash.  I guess this is
to ensure that precise timing and altitude considerations should be less
important than simply knowing where an enemy is and making a decision.  This
is okay most of the time, because the alternative would be a lot of
just-missed enemies and dashes that come just a bit short, resulting in death
upon impact or falling.

But dash-tracking is not entirely a good thing.  Sometimes you really don't
want to hit an enemy--you want to move past it, usually in the upward
direction.  You must be careful about trying to do this if the tracking
behavior might occur instead--that owl you had hoped to "save" is now gone.

Even worse, dash-tracking appears to ignore the presence of obstacles between
Giana and the target.  Walls, floors, or spikes in the way?  Too bad--Giana
recklessly smashes into them.  This can get annoying in levels that require
a lot of dash precision, such as Breakneck Passage, or when there are legions
of owls that might cause tracking in the wrong direction, such as the final
part of Enchanted Mountain Path.

So, the best strategy when dealing with dash-tracking is to be wary of what
is around you before dashing ahead recklessly.  But let's also take an honest
look at how the game's difficulty is imposed.  Is dash-tracking behavior the
worst of your problems?

Good heavens, no.

------------------------
C) Ideal twirling height
------------------------

The vast majority of the time, it is not very important when deciding when the
twirl should occur when performing a mid-air twirl.

Sometimes, though, it matters quite a lot.  It depends on what Cute Giana is
trying to accomplish by twirling:

1) Maximum height:  when at the apex of the jump, twirl.
2) Maximum air time:  when the jump is well into the downward arc, twirl.
3) Long jump:  when ALMOST at the apex of the jump, twirl.

Use #1 to get to higher platforms, #2 to wait for gates to open, platforms to
move into place, etc., and #3 to jump for the longest distances.

You will use #1 a lot.  Even though a dash-jump tends to reach much higher
than a twirl-jump, there are times when a dash-jump is not safe.

The best time to use #2 is when you have to twirl and wait a long time in
mid-air, such as in Gurglewocky's Lair (boss fight and the lower-left passage).

You should especially keep in mind #3 in the Temple of Doomdidoom and on the
"long acid cave" shortcut on the Enchanted Mountain Path.  Most other areas
just require you to improvise.

--------------------------
D) Intentional shield loss
--------------------------

Throughout the walkthroughs for each level, I never ONCE recommended you do
this.  With good reason:  pink shield gems are to Giana what mushrooms are
to Mario.  Not absolutely necessary, but you will miss them -dearly- when they
disappear.

You rarely want to intentionally put yourself in danger by losing your shield.
But there are some challenges that require you to be extra careful, and if you
are rushing through areas in Score Attack or Time Attack, this can be a drag
on your desired progress.  So, if it seems too difficult or time-consuming,
just throw caution to the wind and hop straight across those spikes or enemies.

The temporary invincibility lasts for several seconds.  During this time, you
will be able to walk across areas that would normally kill Giana, such as
floors covered in amethyst spikes.  As long as you can reach your destination
safely, it might actually reduce your stress level, if not improve your time
or score.

There is only one part of the game where this would be extraordinarily helpful:
the part in Dread Dragon's Keep with required horizontal dashes followed by
immediate character switches as a way to keep the platforms low.  It's so
likely that you'll drop off the platforms in that section that you might just
want to skip it entirely by dashing left, over the spikes.

For boss fights, you might have an "Oh, crap!" moment when you realize there
is no easy way to avoid being hit.  If you have a shield, and you can avoid
panicking, the proper response is to let yourself get hit.  You will have an
advantage, too, if you were hit in mid-air:  you can perform an additional
dash or twirl.  What you must NOT do is try to escape the hit by diving into
acid or lava, where the shield will not protect you.

Crushing blocks, shifting blocks, gates, bottomless pits, acid, and lava just
ignore the fact that Giana has a shield.  That's because it's a shield.  Not
an amulet of life-saving.

Shield gems, as we understand, are kept for a long period of time only by the
best of players.  Hardcore and Uber Hardcore players are the ideal candidates
to invest in this strategy.  For everyone else, it's not very likely you will
have a shield gem to spare all that often!

-----------------
E) Saving shields
-----------------

If you are a truly awesome player, you'll save a shield from an earlier part
of the level and then come across yet another one, later in the level.  Do
yourself a favor and AVOID getting this second shield.  If you happen to lose
your current shield in a moment of carelessness, you can backtrack to the
second shield and keep on going.

Although this strategy could apply to any game mode, it is most handy for
Hardcore and Uber Hardcore.  You only live once.  Or three times or more,
if you can save your shields.

-------------------------------
F) Hardcore-specific strategies
-------------------------------

There are two ways to play a level in Hardcore:  for progress, and for medals.
It is aggravating to get a gold medal in most Hardcore levels because you face
more dangers and challenges getting the gems in the level.

So, most of the time, you just want to unlock progress by using a similar
strategy as Time Attack, which favors discerning the shortest path through the
level with reasonable safety.  The main difference between Hardcore and Time
Attack strategies is that you can afford to wait with Hardcore, but you cannot
with Time Attack.

The length of the level and the number of its hazards will influence how hard it
is to complete a Hardcore level.  The earlier ones are not too bad, but the
later levels and boss levels are hideous.

If you are going to die, make it be near the beginning, because you have little
to lose.

If you are playing for medals, don't be too concerned about taking risks to get
gems.  Gems do not "uncollect" themselves if you die; you simply have to go
through the main level challenges to get back to the point where you can
continue your progress.  Those hidden areas need only be visited once, even if
you die 50 times.

Also, locked doors will not re-lock if you die.  Level 3-10 would be
aggravating to no end if that were the case.

Boss fights do not send Giana back to the level start.  A boss, when
encountered, acts as an implicit level checkpoint.

So, Hardcore has its ups and downs.  If you're going to beat Hardcore, you must
be very skilled.

------------------------------------
G) Uber Hardcore-specific strategies
------------------------------------

At first, use the same strategy as Hardcore for each level, playing for
progress.

If you want an additional challenge, try getting all the gems in a level.  If
you are feeling unusually suicidal today.

Since progress depends significantly on being careful, you should figure out
ways to avoid unnecessary confrontations with enemies.  Even if it seems like
you can stomp or dash into them easily, something can ALWAYS go wrong.  If it
works for Snake, it might also work for Giana.

Guard that shield gem to your utmost.  If you lose it, watch out!

The most dangerous period in any level is at the very start, BEFORE you have
encountered a shield gem.  During this time, there is no margin of safety.

There are also some difficult levels that NEVER give out shield gems.  The
designers of Breakneck Passage and Boiling Springs thought it would be
hilarious not to give players a single shield gem in the entire level.  You
probably won't think it's all that funny.

Invest in caffeine!  You can't save your progress in the middle of an Uber
Hardcore game.

If you have played through four or five levels in succession, pause the game.
You become less careful and less situationally aware if you are in "the zone"
for too long.

Take notes about what seems to kill you consistently, and commit these areas
to memory.

There is a time and a place for exploration.  That would be Adventure mode.
There is also a time when you should not explore.  That would be Uber Hardcore.
Deviating from your practiced strategies will throw off your concentration.

Heavily practice the later levels (whose difficulty just becomes brutal) in
Hardcore mode.  This will build up skill for when you need to blast through
them all at once with little hesitation.

If you don't manage to complete Uber Hardcore for one run, go ahead and proceed
through the rest of the levels, in order, in Hardcore.  This will maintain the
"flow" you are looking for during the next go-around.

Heavily practice on boss fights.  After so much effort, you do -NOT- want these
bad guys to kill you.  Pretend that it's real life; does that improve things?

----------------------------
H) Most consistent "gotchas"
----------------------------

1) Releasing X at the wrong time

There is a fine art to dashing.  Sometimes, a short dash is needed to go a short
distance.  Other times, a long dash is needed to secure hitting all enemies in
range and maximizing wall-bounce and pinball-bounce distance.

If you are dashing into enemies, don't release X unless you are certain it's a
good idea to do so.

2) Alternating spikes and brambles

This normally comes down to being observant.  Complacency leads to sloppy
switching, which in turn leads to death.

3) Alternating phasing platforms

Once again, it comes down to being observant.  Look before you switch, dash, or
twirl, because the floor might disappear.  Followed quickly by you.

4) Toads/Killer rabbits

Almost every single one of these in the entire game is a gotcha!

5) Vertically-stacked owls

Owls that fly horizontally pose a threat to dashing when they are stacked on
top of each other momentarily--you might accidentally release X, resulting in a
cheap death.  You might even die if you hold down X the entire time.

Vertically aligned stationary owls are not as dangerous because they tend to be
spaced apart more reasonably, with a specific "upward navigation" mechanic in
mind.  It's the horizontally flying (or walking) owls you should worry about.

6) Owl skeletons harder than empty armors

When in doubt about castle enemies ahead of you, select Punk.  An owl skeleton
throws bones, but an empty armor has to charge in order to hit you.  The empty
armor telegraphs its attack, charges blind, and is easy to defeat.  Most of the
time, you want to face an empty armor over an owl skeleton.

7) Firewalls

The mere sight of them should inspire dread, because it means a cruel challenge
is in the works.  Even if the firewall isn't the biggest danger, there are
more than enough dangers to go around in the general vicinity of the firewall.

8) Hasty climbing with spikes, brambles, or buzz saw blades in the way

Just memorize the parts of the level where it is not safe to rush due to
danger.  There won't be any warning if you move too fast (usually via dashing).
There will be much more warning if you move slowly.

9) Ghost mobbing

Preventable if you know how.  Try to avoid having multiple colors of ghosts
chase you such that the ghosts can all get close.  The trick is to lead all the
ghosts of one color far away, and switch characters only at the last moment.
Divide and conquer.

10) Totem pole gargoyle turrets

These appear rarely, but you should commit their locations to memory.  When a
volley of fireballs comes your way, there won't be anywhere to escape to.  The
best defense is to stay as far away from the totem pole as possible.  Punk's
dash can also save the day, but only for an instant.

11) Multiple caltrop platforms

If you forget to use Cute, you will fall through and usually die.  But even if
Cute is used, the spike patterns are not consistent.  Observe carefully how
often spikes come out of each platform--the timing will vary significantly from
one platform to the next.

12) Hasty jumping past boulders

Falling or rolling boulders should be both feared AND respected.  If you have
to run TOWARDS these things, take it slow and easy.

13) Jumping and twirling past rings of skulls

Timing and ideal twirl height must be spot-on for some of the skull formations,
especially when the formation is composed of a tight ring with a small gap in
part of the arc.  Practice makes perfect.


--------------------------------------------------------------------------------
VIII) Other info
--------------------------------------------------------------------------------

-----------------------------
A) Differences in 'Easy' mode
-----------------------------

The differences usually occur in level design.  Most of the "gotcha" areas are
either far easier or removed altogether.  Even some areas that are not all that
difficult to figure out have been neutered in terms of difficulty.  Puzzles are
easier to solve, jumps require less precision.

One aspect that made a lot of sense to tone down was the speed of the moving
hazards in the game.  High-speed platforms now have reduced speed, while acid
that rises or falls will now do so at a much more tolerable speed than before,
depending on context.

I'm not going to talk about every difference in detail, because the walkthrough
would be twice as long.  If you're curious, play it.  But Hardcore won't come
knocking anytime soon.

The most pronounced differences are in the boss fights.  First of all, shield
gems are all over the place now.  We're not talking two-hit deaths anymore; more
like four-hit deaths.

Hansel and Gretel:  Two platforms at either side make jumping over the boss much
easier, and side-compartments provide safe zones for the correct character (but
not during switching).  This fight is quite easy compared to Normal skill.

Octor Freud:  There is now an under-layer of collapsing floors, if you make the
mistake of falling through the phased-out portions.  That makes a HUGE
difference in difficulty.  But Octor Freud's attack patterns have not changed.

Gurglewocky:  The arena organization has completely changed.  Instead of
collapsing floors and moving platforms, you have a ton of platforms that never
go away.  Additionally, Gurglewocky's attacks have been toned down a lot.
Winning the fight on Normal is quite an accomplishment.  On Easy it's rather
hard to lose.

It's "Easy."  Love it or hate it.

------------------
B) Bugs and quirks
------------------

Any game is bound to have flaws.  Just like any FAQ.

Here are a few of the bugs and quirks in Giana Sisters:  Twisted Dreams that I
have been able to find.  These are gameplay-related; graphics-related quirks
might not be noticeable on every game system.

Twirl off the end of the earth:  The level designs often have a seemingly
infinite amount of space at the left and right sides of the level.  Normally it
is not safe to twirl off these areas, because you will be "killed anyway" when
you come in contact with the edges of the level.  But on occasion, you can find
a spot where the "kill zone" is absent.  Here, Giana doesn't die from the fall.
She keeps falling...and falling...and falling...and falling.  Eventually the
screen goes dark, because she's out of the virtual level boundary.  When this
happens, you have to restart the level.  It's kind of cool that some games have
a "bottomless pit" actually implemented.

Falling through walls and floors:  Rarely occurs; one place it happens is in
Emerald Cliffs, near the triple shafts, when you use Cute to fall to the
right to get under the rising platforms in the first shaft.  If you try to keep
moving right and up, you can burst through the boundaries and end up on the
"wrong side" of the walls.  All the previously solid space is the only location
where you can go, and all of the "empty" space is blocked off.  You can still
collect gems that are close to the walls, and you can still die if you touch
something that would kill you.  Not a useful bug; it's just strange.

Bubble escape:  Bubbles normally can't go beyond predefined boundaries, but
there is a spot in Breakneck Passage where you can slip a bubbled Giana between
the cloud barriers.  Now outside, she can visit a lot of interesting scenery
that could not be seen otherwise!  Unfortunately, the kill zones that had been
placed next to cliffs will kill from any direction.  If you approach some parts
of the level from the wrong side, your bubbling days are over.

Mysterious squashing deaths:  The tendency of some players to speedrun games
encourages them to experiment with how various game elements can be exploited.
One experiment is to see how little time (and how little opening) must exist
with a semi-open gate before Giana can squeeze through.  Dashing through some
of these gates sometimes gets interpreted as a squash-death.  Others bugs don't
even involve a gate--one can be found in the "crack" just between the two
underground right-facing gargoyle statues in Dreadful Straits and the wall to
their left.  There is no reason that this "crack" should kill you, but it does,
instantly, even if you are shielded.

-------------------------------------
C) The original Giana Sisters concept
-------------------------------------

For those who had never played the original Giana Sisters game on the Commodore
64 or Commodore Amiga, the game Giana Sisters:  Twisted Dreams will probably be
compared with other more contemporary side-scrollers.  For those who HAD played
the original Giana Sisters, the influence from the original game in Twisted
Dreams should be obvious:  there are tons of references and tributes hidden
within Twisted Dreams.

Giana Sisters was a run-and-jump platformer, with collectable diamonds, foes
beatable by stomping on them, a few secret areas, warp blocks, and bosses.

Play the original game and you'll know exactly what comes to mind:  Super Mario
Brothers.  In fact, the game resembled SMB so much, that it ensured that Giana
Sisters would not see the light of day in most places where SMB dominated.

After the first world, though, the game significantly departs from the SMB
world, introducing many things found only in Giana Sisters.  Certain features,
like tracking shots, retainable item power, unbeatable foes, collapsing floors,
etc. were not found in SMB games at the time.  Nearly all of the characters in
the game were unique, including the bosses.

The game is quite impressive given the technical limitations.  It is definitely
not as great in terms of overall size of content, run speed, control, and
gameplay, when compared with SMB.  Then again, SMB ran on better hardware,
and had been subject to massive testing.

Giana Sisters was not known to U.S. audiences as much as it was European
audiences.  For this reason, many in the U.S. might not understand why Giana
was a notable character.

With Giana Sisters:  Twisted Dreams, they might finally start to pay attention.

-------------------
D) Menu backgrounds
-------------------

!!!!!!!!!!!!!!!!!
! SPOILER ALERT ! Stop reading if you'd rather find out about the completion
!!!!!!!!!!!!!!!!! bonuses on your own!

The relative skill of the player is reflected in the menu background;
different backgrounds appear for players who have accomplished more.

The default dark bedroom background is shown when nothing has been completed.
However, game completion will show this room at dawn, with the sisters sitting
on a mountain of gemstones generously donated to Gurglewocky's favorite
charity, the Giana Sisters' Swiss Bank Account.

If all the Hardcore episodes are unlocked, more of the background is revealed.
Now we see a Machinae Supremacy poster, an "owl face" dartboard, and what
looks to be a Commodore 64 in the corner.  For those familiar with Commodore
computers, that blue load screen is recognizable from a mile away.

If all the Hardcore levels are BEATEN, the room itself changes significantly.
The walls are painted with stars.  Half of the wall and part of the ceiling
are blown apart, revealing part of the dream world.  And it looks like that
classic computer will need to be replaced.  The monitor, at the very least.

I admit that's a pretty cool-looking room design, but their parents must be
having a fit.  Unless, of course, they had long since gotten used to cross-
dimensional vortices sucking their children into strange worlds in the middle
of the night without warning.  Lord knows there are parents with more
difficult child-rearing issues.

As specific episodes of Uber Hardcore are beaten, pictures of the defeated
bosses are hung up on the wall.  It might be some time before you will see
what picture #3 looks like.

Two surprises await the rare player who manages to finish Uber Hardcore.  The
room is still a mess, but the dream world in the background is of the bright
world, not the dark world.  The sun has frightened off the night.  The other
surprise is a congratulation message delivered by Punk and Cute Giana to you.
It's the same picture as the Game Over screen, but it appears you ARE invited
to the party, after all.

-------------
E) That music
-------------

Most of the music in the game is derived from the original chiptunes on the
Commodore 64 and Commodore Amiga computers.  The original composer, Chris
Huelsbeck, played a major role in the soundtrack for this game, as well.

That must have been an interesting conversation--you DO remember every tune you
have ever created over the past 25 years, correct?  Good, now get started.

The first level's track is mostly unique, but there were a few elements
borrowed from the original soundtrack.

The track played on the second level most closely resembles the original title
theme for the 1987 game.

The track played on the boss levels is a heavily reinterpreted version of the
original title theme for the 1987 game.

The tracks played on the third and fourth level most closely resemble the theme
played during the non-fortress levels in the 1987 game.  The reggae beat is a
welcome addition, as is the 1980s-inspired guitar work for the punk style.

The boss theme most closely resembles the fortress theme of the 1987 game.

When musicians had to make music for electronic devices, they dealt with
many limitations in the early years of computing.  Most computers in the 1980s
outside of arcade machines were incapable of reproducing decent wave-synthesized
music.  This forced them to rely on AM synthesis, FM synthesis, and various
other techniques to make the sounds they wanted.  Even then, the music ended up
sounding "chippy" when given the hardware limitations.

One technique used in Giana Sisters (and many other games) was arpeggio.  Most
machines would limit the number of voices that could be played at a single time
to only two or three (and sometimes only one).  Using arpeggio, simultaneous
tones could be "approximated" by rapidly cycling between multiple tones.  The
sound of arpeggio is still very distinct, though.  As a tribute, some of the
instrumentation on the Giana Sisters:  Twisted Dreams music uses such a "chippy"
arpeggio sound, even though it's clear that contemporary music is no longer
limited in this fashion.

It just goes to show how far a single set of catchy tunes can go.  The staff
extended them much further than they needed to, by having most of the
in-game music subject to dual styles, requiring a complete re-recording (and
undoubtedly a great deal of re-composing) in order to make seamless transitions
between the "cute" and "punk" styles.

Using Machinae Supremacy was a nice touch.  A memorable touch, which people are
not soon to forget.

---------------------
F) The punk mentality
---------------------

Younger folks might not understand this subject too well because what passed for
a "punk" look in the late 1970s and early 1980s is a lot more mainstream now.
Some context is needed to describe what "punk" really meant back then.

Every era has its variety of rebel.  One of the ways people rebel is by trying
to look different.  That usually just means dressing differently than how most
other people dress.  Ragged look in the 1960s in the western world, to fight
the conformity that was the norm.  But in mainland China during the 1960s,
rebels would wear western-style suits and ties, because they weren't supposed
to.  Um...okay.

The idea of "punk" grew out of a desire to challenge established norms, like
how performances should be organized and run according to specific rules.
People could do what they wanted, like join the performers on the stage, and
the performers would mix with the audience.  Stuff that you weren't supposed
to do was now fair game, and many limits were tested, bent, and often broken.
Not surprisingly, things often got completely out of control in no time.

In terms of how a punk person looks, well, there lies most of the definition.
Someone who looks punk does not want to look just a "bit" different.  A punk
look is explicitly designed to intimidate you, and make you feel like you're
not welcome.  Things like unusual piercings, unusual make-up, unnaturally
dyed hair, and hair that defies contemporary style conventions, will tell you
trouble is nearby, so watch out.  There is also an obsession with spikes,
chains, and skulls, although those things are not exclusive to punk.

The punk culture came and went, but the look, and its underlying philosophy,
never truly went away.  People became more tolerant of styles, which made it
somewhat harder to achieve the originally intended result.  Most people still
recognize what "punk" looks like, but it's anybody's guess how intimidating
some hairstyles are anymore.

Was there a specific "punk" look that inspired either the 1987 Punk Giana or the
2013 Punk Giana?  Hard to say.  Cyndi Lauper comes to mind, given her popularity
in the 1980s and the choice of instrumentation used in the game music.  But
there were likely many people, celebrity or not, whose "punk" look undoubtedly
influenced the design of Punk Giana.

I suppose you could ask Giana herself that question.  But she'd probably just
knock you flat with a meteor dash and move on without even turning around.

THAT is punk.

-----------------------------------
G) Some choice words for the haters
-----------------------------------

A surprising number of people out there do not like this game.  I mean, they
REALLY do not like this game.  Fair criticisms are fine, but most of them I
have heard go way too far.  Maybe the game has some issues, but "terrible?"
Seriously?

Here's a six-point presentation on why the haters should not call the game
terrible.

1) They forget about all the other very difficult classic side-scrollers

At the beginning of this FAQ, I identified many of the traditional platformers
that everyone seems to remember.  The arcade version of Super Mario Brothers
had many levels that were removed COMPLETELY in the home version, because they
were game-ending levels (players die repeatedly on the same spot, even if they
played perfectly leading up to that spot).  Frustration acknowledged.  Check.

The DKC series?  Needs no explanation.  Everything is fast, with one-hit or
two-hit deaths, and most of the levels have the Kongs flying through the air
with no floor at all.  Check.

The Sonic series?  Speed is what everyone remembers about the Sonic games.
Why do they not remember all the points where you have to slow down or get
killed, with collected rings being the only thing that saves you from doom?
Selective memory, perhaps?  Check.

But there were SOME high-quality ones that were easy, surely.

Earthworm Jim?  Nope.  Mischief Makers?  No way.

Hmmm...I'll get back to you.

2) They confuse genuine challenge with stiff control

A good side-scroller makes the game player feel in control.  If you can turn
on a dime, jump quickly, accelerate quickly, and pull off all sorts of moves
quickly, that's great.  It means that skill makes a big difference in doing
well at the game.  Practice will transform hard parts into easier parts.

Take a platformer that has comparatively stiff controls, like Nebulus.
You can run and jump in that platformer, but jeez, if you miss a jump or
get timing slightly off, you're sunk, literally.  You feel totally at the
mercy of your surroundings in that game, which means skill has to be
SIGNIFICANTLY higher just to finish level one!

3) They shouldn't have tried this type of game in the first place

Side-scrolling platformers are not for everybody.  Some people didn't go
Category-5 ape at playing Super Mario Brothers when it first came out.  Some
people try out only strategy games or role-playing games, because they simply
don't like the reflex-oriented skill required for platformers.

The proper response, given taste considerations, is to ignore this type of
game.  Complaints are wasted, since you were not invested to begin with.

4) They are only satisfied if a game seals the main character in bubble-wrap

The main goal is that you enjoy yourself.  Since there is no strike against
players who repeatedly die in the normal Adventure mode, other than checkpoint
restoration, you will get through the game sooner or later.  And now there is
an "Easy" mode, so that task requires less skill than before.

If someone wants to try the other modes but can't make it through them, well,
why are you playing this game to begin with?  If a part of the game does not
make you feel like you're accomplishing anything, don't play it.

5) They have never heard of the idea of "lives" or "limited continues"

Very simple argument here:  repeatedly having to reconquer areas that you
have seen, and mastered, to perfection, only to die on "that one part," is an
evil burden to impose on a home game if it isn't necessary.

THERE IS NO SYSTEM OF LIVES OR LIMITED CONTINUES IN THIS GAME.  SO SHUT UP.

6) They are doodie-heads

During play testing, Black Forest Games discovered that a certain contingent of
testers could not be satisfied under any circumstances.  When asked to describe
what it was that agitated them so much, they foamed at the mouth, began to
attack the staff, and ultimately had to be euthanized.

Autopsies showed that a rare brain disorder was responsible, which causes a
person's cerebral cortex to turn into waste product for no reason that has been
accounted for at the time of this writing.

They were considered outliers, but I have no doubt a good number of them exist
in the general population.

Conclusion:  you get the idea.


-----
(END)
-----

My name is Christopher Allen (a.k.a. Appetite4Deduction)
and I approve this message.

chris@chriskallen.com
http://www.chriskallen.com