DREAMCHAMPDREAMCHAMPDREAMCHAMPDREAMCHAMPDREAMCHAMPDREAMCHAMPDREAMCHAMPDREAMCHAM P Klonoa 2: Dream Champ Tournament Sun Stone Locations FAQ Version 1.00 Table of Contents I: First and Foremost (FFT) A: Introduction (INT) B: Version history (VHY) C: How to read this FAQ (HTR) D: Technical junk (TNJ) II: Sun Stone locations (SSL) A: Western Jungle (WNJ) B: Northern Express (NNE) C: Eastern Desert (END) D: Southern Resort (SNR) E: Garlen's Castle (GSC) III: Final boss tips (FBT) IV: Last words (LSW) --- I: First and Foremost [%FFT] -- I-A: Introduction [%INT] Ever have a time where you just can't find that last Sun Stone? That's why I wrote this FAQ. I'll tell you where the Sun Stones are and how to reach them. Why do you want to collect them? Well, if you get all nine in an area, you unlock something a little extra. But it won't be of any worth to you unless you've already beaten the game... take my word for it. I, however, believe in overachievement, so I'm collecting the things as I go. And why is the message board so abandoned? Don't tell me everyone who plays this game has already moved on to newer things? What do I have to do to get some good game discussion in? Go back in time? One more thing... Garlen looks like Dr. Eggman. Really. -- I-B: Version history [%VHY] Version 1.00 (May 22, 2006): First version of FAQ. -- I-C: How to read this FAQ [%HTR] Have you noticed the three-letter codes by each chapter? Type one of those codes into your FIND window preceded by a percent (%) symbol to skip directly to the beginning of a chapter. Also, I may use some unusual terminology in my writing. Most of it follows what the stuff is called in-game, but here's what the rest of it means: First screen / second screen / etc. (ex: "At the beginning of the second screen...") The "rooms" that you're going through, in the order I'm assuming you're going through them. The layout of the screens isn't always linear, so bear with me. Nagapoko (ex: "Right above the Nagapoko...") The yellow robot with the cute crank that gives you advice and relays messages from your friends and foes. Weak wall (ex: "Behind the weak wall...") The brown walls that can be blown up with Boomers. One more thing. Remember that every Vision X-4 is a 3-D hover-boarding stage, every Vision X-7 is a time trial, and every Vision X-9 is a boss stage where you have to race against (or escape from) your opponent. -- I-D: Technical junk [%TNJ] I did not get permission from any of the involved parties to write this FAQ. Of course, you should expect that by now. My e-mail address is below, but I've encoded it to guard against spam. Just put the blocks in the order the numbers indicate. [ii][.n][hw][@e][hi][li][et][ar][nk][th] 3 9 1 4 2 7 10 5 8 6 If you want to e-mail me about this FAQ, please put something about Klonoa or Sun Stones in the subject line so I'll know what you're talking about. Okay, I think that's it. --- II: Sun Stone locations [%SSL] -- II-A: Western Jungle [%WNJ] Is it some sort of law that the first level of each game has to be some kind of natural environment like this? - Vision 1-1 Soon after you enter the second screen, you'll see it right above the Nagapoko who explains what Sun Stones are. Can't miss it. Vision 1-2 You can see it at the end of the second screen, but to reach it you'll have to cut through the third screen. At the beginning of the third screen, pick up the box and chuck it against the stairs to the left, then grab the flying Moo and use it to smash the crate and reach the lower left exit. Vision 1-3 On the third screen, a Nagapoko is trapped by two crates. Smash the upper crate to reveal the Sun Stone. Vision 1-4 After passing three surfing Moos, grab the green Moo and use it to double-jump over the trees to the left. The Sun Stone is behind them. Vision 1-5 On the third screen, the upper right corner bears the Sun Stone. To get it, smash the crate by throwing a Moo from a vantage point to the left. Then, stand below it, grab the Moo again from there, and the stone is just a hop, skip, and double-jump away. Vision 1-6 On the last screen, you'll spot the Stone above you. Just grab a Moo from the right and use it to double-jump onto the left ledge. Vision 1-7 On the second screen, right before the first vine, grab the Moo and double-jump up to the ledge. Then grab the same Moo again and use a double-jump to drop it on the crate. The Sun Stone is inside. Vision 1-8 It's in plain sight on the third screen (second, if you don't count the one to the left of the starting point). To reach it, you'll have to take the box below, throw it to the right, fetch it, bring it up via the whirlwinds, throw it left through the flippers, throw it back to the right, pick it up, and use it to double-jump up to it. Vision 1-9 On the third screen, there's a stack of four crates. It's in the top one. Hurry and break the crate before the boss catches up, or we'll be having Klonoa pancakes for breakfast tomorrow! -- II-B: Northern Express BUMP-BUMP, BUMP-BUMP! Get used to that. You'll hear a lot of it here. This stage is my personal favorite. - Vision 2-1 Pick up the box at the beginning of the third screen, take it back to the second screen, and use it to block the wind. Take the lower exit back to the third screen, and there it is. Vision 2-2 Grab the first Erbil in the game (it's the electric creature to the left of the Nagapoko who explains them to you) and use it to double-jump through the crates on the right. Fall back down and slip into the alcove to the left. Viola! Vision 2-3 Grab a bouncing Moo from the third screen, bring it back to the second screen, and use it to break the crates and gain access to the lower exit. It's right through there. Vision 2-4 Near the end, you'll see a springboard. Hit it and hang a right; the Stone is on the right end of the track. Vision 2-5 You can see it at the end of the third screen, but to get it, you'll have to break the crates by throwing a Moo, then cut through the fourth screen to reach it. Vision 2-6 It's on the second screen. To get it, get around to the right of the pot, push it left (remember to grab the Moo to get rid of the vine, because you can't push a pot with a vine in it), plant another Moo in it, climb up, and it's yours. Whew! Vision 2-7 On the second screen, after climbing the Goomies up, there's a crate covering up a hole in the ground. Break the crate and grab the Sun Stone, but have an enemy held so you can double-jump back up to safety! Vision 2-8 It's in plain sight at the end of the third screen, but you'll have to bring a Moo from the fourth screen to double-jump high enough to reach it. Vision 2-9 When you encounter the Bingobingo at the end of the third screen, bash all its segments first. One of them (I can't say which, it's random) has the Stone. -- II-C: Eastern Desert This is a very dry world. The next one's a very wet world. It's amazing how adaptive to their environments video game characters are. - Vision 3-1 This one's tricky. On the last screen, use the Bomb Box and the Box to make a small staircase to get the Boomie onto the ledge in front of the weak wall. One explosion later, you can grab it. Vision 3-2 On the third screen, reach the switch which controls the block sizes, hit it twice, find your way back to the left side of the screen, use the Box to hold the floor switch down, use the Boomer to blow up the weak wall, and there you go. Vision 3-3 On the third screen, reach the Likuri by holding down the switch with a Boomer, use the Likuri to absorb said Boomer, throw the Likuri through the flipper gates to hit the enemy there and slip through before it comes back, and use it to destroy the blue crystal and get through to the Sun Stone. Vision 3-4 Hit the second springboard after the first pit and stay right. You should tag it. Vision 3-5 On the third screen (I'm seeing a pattern here), use the Boomer to hold the switch down, get up to the ledge left of the Likuri, stand on the left step, throw it right, climb up to the top level and stand as fast as you can before the Likuri comes back, and hit the yellow crystal with it. Whew! Vision 3-6 This one's on the fifth and final screen. It's hidden in the weak wall. To get a Boomer there, you have to set the left blue arrow pointing down and the right one pointing left. From there, it's all a matter of getting a Boomie trapped on the arrows while you get in position on the upper left platform to grab it. Vision 3-7 On the second screen, don't miss the key as you cross the bridge of vanishing platforms. When you reach the two red arrows, trap a Moo in them by double- jumping to the next platform up, then grab the Moo and use it to double-jump again and get through the key door. There's your Sun Stone. Vision 3-8 On the fourth screen, it's in the blue crystal formation on the lower level. Set the blue arrow pointing up, and block the air flow, and the rest is elementary. Vision 3-9 On the second screen, there's a cannon trapped in a small enclosure with a treasure chest to the left and a weak wall to the right. It's in the weak wall. To get it, throw a Boomer at the red and blue arrows to the right (set the blue one to point up). BTW, how do you suppose a FISHERMAN fares so well in the DESERT? Well, wasn't his choice anyway. -- II-D: Southern Resort [%SNR] Allow me to say that Klonoa looks ridiculous when he wears that swimming suit. Really. He looks like he's trick-or-treating as a submarine. - Vision 4-1 This one's on the third and final screen, and compared to what you've gone through before, it's surprisingly easy. Just double-jump to the disappearing platform using the Box so that it falls and blocks the water current, then climb up the right, round the bend, and approach the Sun Stone in the approximate center of the area. Vision 4-2 You can see it right when you enter the fourth screen, but to reach it, you'll have to break the crate, use the box as a step to carry a Moo through the third screen, and double-jump. Man, cutting through earlier screens is becoming a nuisance. Vision 4-3 It's behind the red crystal on the second screen. Grab the Likuri, double-jump over the pirate Moo to grab it as you reach the next level up, throw it right through the waterfall on the right to grab the Moo there as you hover to the left platform, do the same on the waterfall on the left while you jump back through the narrow opening, and now you've got a red Likuri. You know what to do from there. Vision 4-4 Jump the very last ramp of the stage, and hold right. Hover, and the Sun Stone is just a little to the right of center. Vision 4-5 On the third screen (what is it with Sun Stones and third screens?) you can see it in the upper right. What you have to do is reach the upper level with the help of the Boomer in the lower right (put it by the switch), cut through the shutter the Moo opens, hold the button down yourself so the Moo walks through the shutter, circle around counterclockwise, grabbing the green Moo on your way, ride the water current back up, throw the green Moo at the square switch, and use the pirate Moo to double-jump to your hard-earned Sun Stone. Vision 4-6 You don't see this one until the end of fourth screen, but to reach it, you'll have to make a detour to the fifth screen and throw a Moo at the switch there. Vision 4-7 On the second screen, after the area where you double-jump repeatedly under a ceiling of spikes, there are two crates in the ground. Double-jump above them and the Sun Stone will be within your reach. Vision 4-8 Another third-screener. It's behind the blue crystal; grab the Likuri, hit the pirate Moo with it, quickly climb up to the upper ledge before the Likuri comes back, throw it at the green Moo, and now that it's blue, use it to break the blue crystal. Vision 4-9 At the very top of the second screen, there's a chest; you need to double-jump to reach it. The only way to break it open is to get one of the seahorse's shots to hit it, so go for the Sun Stone before going for the Special Key! -- II-E: Garlen's Castle [%GSC] Remember how I said that the first area of this game complies with the cliche? So does the last level, a mechanical wonder. Is that some sort of law, too? - Vision 5-1 On the third screen, there are two boxes in a pit at the bottom. Pick up one, stand on the other, and jump and throw. If you aim right, it'll go clear to the lower left, so you can use it to double-jump to the Sun Stone. (Here's a hint for collecting the Moon Stone in the area: Balancing act.) Vision 5-2 For once, it's on the first screen. Check the bottom right corner. Bring a box in from the right and leave it on the air current, carry a Moo when you come down, and double-jump to reach it. Vision 5-3 It's at the top of the second screen. To reach it, you need the key from the third screen. To reach THAT, you need to cut through the fourth screen to push the flowerpot to the left so you can plant the Boomer in it and climb up. And to reach that path, you have to put a box on the platform on the fourth screen to make the Moo turn around and fall onto the left ledge so you can pick it up and carry it through the exit. Whew! Vision 5-4 When you jump the third gap (and the only gap you use a ramp for), hold left. You'll run right into it. Vision 5-5 It's in the middle of the fourth screen. The trick is to double-jump from the left ledge from directly under the water switch. Vision 5-6 At the end of the second screen, right above the exit to the third screen. You'll have to go to the third screen and tango across the air currents so you can grab a Moo and bring it back to the second screen to double-jump to it. Vision 5-7 On the second screen, there's a crate on the right below where you have to grab two flying Moos and double-jump with them in turn. Guess what's inside the crate. Vision 5-8 Ooh... I can't use "first screen, second screen" with this one, so I'll refer to the exit positions from the first screen. On the lower-left screen, break the red crystal on the right by using the Likuri to capture all three of the enemies in turn. Vision 5-9 When you get to the part on the first screen where there are two weak walls, ignore the one on the right and blow up the one on the left, which will reveal a button. Double-jump straight up using a Boomer so that it falls on the button, and be quick! If you're fast enough, the Boomer will hold down the button so you can go through the shutter and grab the final Sun Stone of the game! Party! --- III: Final boss tips [%FBT] Yes, I know this is a Sun Stone FAQ, but just for filler, I've decided to devote part of it to tips on defeating the final boss, the Garlenator. (Yeah, I know it sounds terribly cheesy, but bear with me.) The Garlenator's weak spot, not surprisingly, is its head. When it shoots missiles, it leaves Moos in their wake. Pick them up and throw them at the beast's head. It may block your attacks with a force field, but keep trying. The force field will get weaker and weaker with each hit, until... You'll have to avoid various attacks from the Garlenator. Aside from the aforementioned missiles, it uses two different gear attacks. For the first one, run under the gear, then jump over it. For the second one, just keep your distance, and the small gear won't hit you. When the Garlenator goes up off the screen, look for the yellow ! thing that shows where it'll land. Try to position yourself in front of it; right when it lands is your best chance to peg it with a Moo. The last third of the battle is different. You have six or seven Zoomies to hang from, and there's no floor. To harm the Garlenator, you'll have to grab the Erbil and double-jump into its face. Three hits will send Garlen packing and his empire crumbling! Oh, one more thing. Destroying the missiles by throwing Moos at them will make health pickups appear. --- IV: Last words [%LSW] That's it. That's the end of my FAQ. I would like to thank... Namco, for making this game... GameFAQs.com, for hosting this FAQ... Apple Computer, for making the iBook G4 that I typed this FAQ on... And you, for reading. I hope the info I provided will serve you well.