Moomin's Tale(GameBoy Color) FAQ version 1.0.0 copyright 2003 by Andrew Schultz schultza@earthlink.net Please do not reproduce this FAQ for profit without my prior consent. However, if you write a polite e-mail to me referring to me(and this FAQ) by name, then I will probably say OK. But if I ignore you that means no--and I am bad about answering e-mail. Sorry. ================================ ****OUTLINE**** 1. INTRODUCTION 2. CONTROLS 3. DRAMATIS MOOMINAE 4. LEVEL 1 5. LEVEL 2 6. LEVEL 3 7. LEVEL 4 8. LEVEL 5 8-1. MAPS 8-2. WALKTHROUGH 9. LEVEL 6 10. PASSWORDS 11. THE BOOKS AND STUFF 12. VERSIONS 13. CREDITS ================================ 1. INTRODUCTION This is a cute little European GameBoy title based on the exploits of the Moomons, a sort of blobby fantasy creature. They're from a book and TV show that are both nonviolent so there's not much for you to do here other than jump on bad guys or platforms to get up to the top. You control Moomin, the adolescent of the group, through several different backgrounds with a password revealed as you solve each level. In this walkthrough I'll assume you just go to the right once done with an outdoor level if there's no map. 2. CONTROLS Up/down are only used in the mountainside scene while Moomin works through a maze, the pirate ship corridors, or when Moomin climbs up trees. The A button makes Moomin jump. He can twist left or right while he's in the air, and if he bounces on something(pretty much any object) he gets an extra jump of sorts. The B button lets Moomintroll eat fruit if he has any. Only six appear on the screen at a time(five if you have the key or mirror,) but the game still keeps track. You can use B even if your health is at zero as a last second resort. You can't use it during the boss fight but any left over fruit then gets eaten if you lose, and you can try again. 3. DRAMATIS MOOMINAE Moomin is the star of the game, but you'll also see Stinky, who doesn't seem to be in the books, a ghost pirate captain, and some interesting bosses. There are also cut scenes with lots of interesting creatures so I thought I'd list them here. Moomin: blue blob that shuffles around. Has small blue tail and no other real features. Moominpappa: bigger Moomin with top hat Moominmamma: bigger Moomin with striped pants Snork Maiden: Moomin but with a tuft of hair, Moomin's none too secret crush Snufkin: bug-eyed goblin with pointy hat, the poet of the group Little My: sarcastic looking tot with a pony tail sticking up Too-Ticky: fisherwoman with striped sweatshirt Sniff: a sort of kangaroo Hobgoblin: magical being looking for a ruby while riding on his panther Hemulens: look like Moomins but all wear dresses, even males Hattifatteners: white stick-blob things that get charged with electricity by lightning the Groke: a fearsome beast that leaves the ground under her frozen(in the books)--until a meeting with Moomintroll 4. LEVEL 1 FOREST OF THE NORTH "Moominmamma's handkerchief has blown away in the wind. "It is an important handkerchief full of Moominmamma's memories... "Moomin sets off to the forest in search of it... Walk right, jump to grab ?, walk right to next screen. 1-1 Jump for ?. Two mushrooms appear. Bounce on each one for the ? above it. Moving platforms appear. You need to bounce on one and jump while on it--the top platform isn't critical. You can just stay under the question mark you want to get and then bounce up. Right to exit. In treehouse and out. 1-2 Here after getting the first question mark you'll need to bounce on the rolling rocks to get the top two. You can just jump up for the earlier question marks. With rocks you'll want to jump a bit past the center--the jumps aren't hard here but you do tend to get caught more if you're in front. Leave right. 1-3 Jump right to get the swinging vine and then jump right to get the question mark. If you fall, just take the left stairs back up. Through the treehouse. On the next scene, if you bounce on the tuft when it's at the top, you can get another question mark, but it's not critical. 1-4 This is the first level that is actually risky. Moomin must jump over the first flame onto the center tuft. That question mark will release two more. Moomin may need to bounce left and right in the air a bit until he can get to one of the question marks. Then he needs to jump to the other side. Some patience is required here. Note that if Moomin gets hit the scene starts over with a bit less health. This isn't a big deal as on the first level fruit regenerates health very nicely. 1-5 Here Moomin must avoid two boulders that roll down the hill and bounce back up to get to the center and then go back to the sides for two question marks. It's probably best to wait for a boulder to come the opposite direction as you are before jumping it. You can continue here even if you get hit so there should be no problems, but on the other hand you really should be able to win without losing health. 1-6 Jump onto the right side of the tree, climb up, and once past the green clump, go left. Jump off and get the question mark. You can climb further up, go right, and make a big leap to land on the final question. Through the treehouse. 1-7 Here you'll see alternating glow-worms jumping over each other and boulders rolling. To get each question mark you can jump on the worms or boulders and your bounce will carry you there. I find the boulders easier and just avoid the worms. Best way to do this is note they jump in quick succession, wait, etc. 1-8 Wasps drop acorns here. Fortunately it's all pretty transparent, as the acorns hang in space before dropping and don't accelerate. You won't need to bounce on anything to get the three question marks. Treehouse ahead. 1-9 Oo, new music. Here's your first boss fight, sort of. Once the grasshopper lands, jump on him. You can bounce on him again and it takes about thirty hits. Note the hearts on either side that tell you each party's relative strength. 1-10 Slugs start out dropping acorns from trees. They're a slightly different shade of green but they can drop the acorns at an angle. There will also be wasps flying past who also don't have to drop anything down straight any more. And a boulder rolling. It seems that you activate the next question mark by going into a corner but at the same time you can get trapped there. Make sure no monster is chasing you if/when you head there. After you get four question marks, you win this level. There's a question mark before the treehouse. Eat up to get to full strength before... 1-11 "In the forest, Moomin bumps into Stinky. "He insists that Moominmamma's handkerchief is actually his... "The handkerchief is hanging from the top of a tall tree. "Moomin and Stinky compete for the handkerchief by racing each other up the tree... "Press the A and B buttons alternately as many times as you can, and quickly." Here you should leave Stinky in your dust if you run up the tree in full health(you're slower otherwise.) You shouldn't need too vigorous button-bashing although Stinky does seem to get a bit faster when he's about to disappear from sight. "Moomin has managed to bring back Moominmamma's handkerchief. "She is very pleased... "There is no doubt that Moomin will be having a delicious dinner tonight." 5. LEVEL 2 THE MYSTERIOUS RED LIGHT "The people of Moomin Valley are talking about a red light they have seen on the summit of the Western Mountain. "Moomin sets out to find out what it is." Here Moomin walks around some mountain paths. He's in no danger of falling off, but some of the rooms he enters might be a bit tricky. The maps interspersed aren't to scale, but they should be good enough for the purpose. Area 2-1: A | ---------- | FRUIT---------- | START---------- Room A features a plant that shoots a spore straight up, then two off to the side, in fairly rapid succession. Stay just to one side of it before running out and away. Area 2-2: C | -------- | | B | | -------------- | A | | | ---------- Here you'll want to go to room B to get further along in the game. Room C has an interesting low-risk puzzle and some recharges, but you shouldn't need that now. Solution to Room B: Move right and you can run away when the monster looks ready to throw an acorn. The monster will flee after doing so and you can move all the way to the right doing so. Then you can jump up the stairs going left. To be perfectly safe, wait 'til the plant has thrown an acorn, then jump on it and cross to the door on the other side. Solution to Room C: you may have to bounce on one of the up/down platforms a few times before you can diagonally bounce to the next one. Same goes for the mosquitos at the top. You'll bounce on the lower, then the higher, then the ledge in the upper left. Beyond is area 2-3. Note that you can always come back from the upper part and the question mark above the mosquito will re-appear. So if you're not fully stocked up, you can get that way. Area 2-3: --------FRUIT | | C | | --------------- | -----FRUIT Area 2-4: E | FRUIT--- ------- | | | ----- | | | | ------- B | | | -------------- D | | -------- Through room D is a recharge area. Room E continues the walkthrough. Solution to Room D: when you see a stalactite about to fall in Moomin's path, stand back and wait for it to fall. It'll be safe to stand under for a while. Solution to Room E: Go left past two stalactites and jump on the mushroom. Watch out for the stalactite that will land where you land-- take an extra bounce if you need to. Jump off the right edge, again watching for the stalactite that would land with you. Jump on the mushroom. Again take caution where you land and take the next mushroom up(nothing to the left) and in this final jump up/left you don't need to watch where you land(apart from missing the ledge entirely.) Area 2-5: D F | | ------ F has a perpetual power-up so you can recharge all of that. But you have to leave the way you came. Area 2-6: G E | | ------ You can figure out what to do in the outside. The inside features two plants that spit out seven acorns at a time. Jump on one and keep bouncing on it until the second has used its ammo--then jump up to that one. Although you can probably run through and just take one hit, too. Jump on the mushroom. Now you'll meet up with a plant that throws acorns. Stalactites also fall overhead, and my solution is to go to the edge until an acorn is thrown, then jump on the plant. Past it is the exit. Area 2-7: -------BOSS | | FRUIT--------FRUIT------ | X 2 | FRUIT--------------- | G | | --------- If you don't have all the fruit you need, you can get it here before the boss. If you haven't eaten the lemon(gives you an extra half heart maximum health) then there's one here you can find and eat. BOSS FIGHT: Moomin runs to the right with rocks bouncing down at him. Some will bounce back right and follow him, and there's little that can be done-- or needs to be done--about this. You should have more than enough strength or fruit by now. "A huge rock suddenly appears in front of Moomin! "The rock has blocked Moomin's way, and his journey has come to a standstill. "A small fly comes and perches on this immovable rock. "This has causd the rock to lose its balance, and it starts to roll towards Moomin... "Moomin is being chased by a huge rock... Here you'll need to backtrack the way you came. You can afford small slips as on the way here--jump whenever possible and keep holding left. The key to remember around 18 meters is to be proactive. You'll need to jump instead of drop, or you'll not be able to reach the next ledge. Then you'll need to jump again quickly to get even higher. At the end there are two small jumps that will nail you if you get complacent. "Moomin has finally made it to the top of the mountain. "And at last he finds out what was giving off the red light. "It is a large, unearthly ruby. "For a while Moomin stands mesmerized by the ruby... "But all of a sudden, out of nowhere comes a young man." [looks more like the Hobgoblin from the first book...the ruby was magical there] "He is actually the rightful owner of the ruby. "Hearing what has happened, Moomin decides to return it to him. "The young man is delighted at this. "And so, before he sets off again, he leaves Moomin a wonderful present. "It is a magical gift entitled 'The New Adventure.'" 6. LEVEL 3 WHERE IS THE HAND ORGAN? "The people of Moominhouse have all decided to have a party. "One of the things they have planned is a hand organ concert. "But the hand organ has disappeared. "Someone has carried it into the forest. "Moomin makes off for the forest in search of it... 3-1 Through one screen. Here weird spider-plants will run at you and throw acorns. Get near them and the acorns will fly over you. There'll also be a spider on a cloud going from right to left. He'll throw acorns serially. You can sneak between them but there's no reason to risk it. If you go in the corner you won't get boxed in as the plants can't chase you fast enough. After enough dodging(and a few boulders??) you'll be able to jump for a question mark although you don't want to rush to one. There are three total. 3-2 Here you need to jump between the rocks. You can't bounce on them. If you do get caught, wait for the rock to be going away before pushing X. First time through I lost all my strength pretty rapidly here. No two rocks touch each other, so you can stay in an area between two paths on the bottom and be safe. All you have to note is that you should follow a rock below and when it's about to turn, jump cleanly over it. You'll have to go to one side and back over to get all three question marks. Through the treehouse. 3-3 Jump on the mushroom, go up/right three times, then up/left and bounce around until you can catch the rope. Jump off the rope and change direction in the air to get both question marks. 3-4 Watch the shadows to see where boulders will drop. One question mark in the center splits into four once touched. Pick everything else off slowly, looking out for shadows--the boulders drop fast. At the next scene, climb onto the tree and climb down. At the next scene, climb the left side of the left tree and jump down for the power up. Then climb the right side of the tree and exit to 3-5. 3-5 Fireballs drop down when they see you so you have to backtrack and jump over them. Jump on the moving mushrooms to get the wasps's ?'s-- which may take a while. The key things to remember are not to jump with a fireball nearby and to time your reverses right--lead a fireball on a bit if you know you won't see the wasp soon. Also note fireballs come in from alternate sides so it's to your advantage to pace back and forth end to end. They're not too bad to jump over. Relative speed: fireballs > you > mushroom, wasp. Treehouse after. 3-6 Three waves of boulders alternate--those that bounce over your head(wait and duck them,) those that drop from above(watch for shadows,) and those that speed up and slow down(you should be able to judge these to bounce on them for ?'s.) You'll need to get two ?'s for each variety of boulders. 3-7 Catch the rope to the right then catch the one UR of that. Jump back UL for one ? and don't worry if you fall. You can go back left and start over. Go back to the right vine and jump right. 3-8 Here you'll need to deal with speed-shifting boulders that cobwebby birds drop from above. The first ? you get splits into four. Treehouse after. 3-9 Here we have boulders that move up, wait, move down, wait and repeat. The second and fourth are above the first/third/fifth and your job is to jump across them all. There's some danger of getting hit as a boulder's on its way up or if you just miss a jump. In any case, if you are hit, don't hit jump until the boulder has left your vicinity. Or you'll take several hits. Three ?'s here--on top of the first boulder and the fourth and on the right edge. 3-10 Boss fight with the huge grasshopper. The key is to know when you can jump on and over him and when you should jump on and back. There's a real probability you may get trapped in a corner and to avoid this, walk up to him and run away when he's about to strike. Then vault over him with a big leap. You can also jump on him and jump back just as he's about to land. Be sure to keep in the center, though. And don't jump when he's striking, or try to double dip with two jumps as you did in level 1. Both will result in you getting hit and he has twice the strength you do--and he takes less damage per attack. 3-11 This is not too bad. Just avoid acorns dropped and get close to acorn lobbers from the ground. Beware of rolling rocks, though. A monster will be bouncing on one, so you need to jump OVER all rocks and not on them. Treehouse next. Then waterfall with tree behind and some stones to jump across. Then into a cave avoiding flames(jump over them, stay between the two circles and run right) and climb to the right of the tree on the next screen. Jump right and go up that tree and then jump off right. You may have to juggle left and right to get past the fire and I recommend just taking one hit and waiting for obstacles to clear. Be sure to heal yourself around now. Running jump off the platform on the next scene and take the door out of the cave on the next. Heal up too. Go past a tree stump and too-green forest. A purple blob runs and Moomin chases it. "Moomin goes deep into the forest... "After a while he comes across a lonely Groke, that missing hand organ in her hands. "By moving Moomin around, pick up as many musical notes coming out of the organ as possible." BOSS FIGHT: Here's the note order. It is a loop but a rather long one. Stand in center for #1, move to right for #2, jump over the mushroom and back right, then stay near the center. Bounce off the mushroom to the upper left and then don't bounce twice but try to land on the right. You should get another note as you land. Center, center left, right, off the mushroom and you can get two. Center, off the mushroom, center, center. Now a scroll will come off to the left, fast. Don't worry if you can't get to it. The game loops from here. "The Groke seems to have liked Moomin's dance. "She puts the organ down on the ground and disappears off somewhere. "So Moomin returns to his friends with the hand organ. "Soon the party gets going, and the hand organ begins playing its cheerful music. "Everyone at the party is listening to the music and dancing "and having a splendid time, chatting among themselves. "Once again, they are all very grateful to Moomin... 7. LEVEL 4 THE SECRET OF THE PHANTOM SHIP "One morning, a ghost ship is seen anchoring near the shore not far from Moomin Valley. "Madness falls upon Moomin Valley, and the frightened people start to leave. "But Moomin, full of curiosity as always, decides to sneak aboard the phantom ship secretly at night. 7-1. SHIP MAP * = locked door FORE AREA TO CAPTAIN | RM 1-*-----+------RM 2 | RM 3-------+------RM 4 | RM 5-------+----*-RM 6 | TO AFT AFT AREA TO FORE | RM 1-*-----+----*-RM 2 | RM 3-------+----*-RM 4 | RM 5-*-----+------RM 6 7-2. WALKTHROUGH (Note: when I say get the key, the next-last room you visit may not have a key. The last one will have the hand mirror. It all depends on what order you visit in.) Fore: Room 1: This is best entered as a forest person(to jump over and duck fire) or small Moomin. The key is at the left side and you may want to retreat until fire goes by. Also you may not mind getting hit on the way out. Room 2: A uselessone ; it is fun to watch Moomin climb back in the cannon though as he leaves. Room 3: This has a globe that changes Moomin to a forest creature, mini-Moomin, pink splot on the floor, and back to himself, if Moomin walks into it. If Moomin has been hit and turned back to himself the globe continues the cycle--he doesn't become a forest creature. Moomin is de-transformed if he exits the cabins or gets hit. Room 4: "If you want to find the captain, it looks like you will need the charmed hand glass." Room 5: Brooms attack down when they 'see' you and really have to hit you head on to cause damage. There's a key in the upper left. The other two question marks are free recharges including the one that's easy to get. Room 6: As the forest creature, bounce on the ghosts as they go down-- they both go in a right triangle. A key should be in the upper left. Aft: Room 1: very easy. Only one ball drops at a time and it always lights up before. And it never drops twice in a row. Room 2: the toughest. Enter as the forest creature and bounce over the first two monsters to cut under you. Then go to the center and try to bounce on someone to get a key. Room 3: don't enter the cannon here. It shoots Moomin back to shore-- game over! Room 4: The fire will loop back left towards you. Wait and follow it. When you get the key on the right, stand in the midpoint of the bookshelf. Run left when the fire turns up(it will be coming at you before.) Leave and return if the pattern doesn't seem to work. Room 5: Best as forest creature, so you can jump over the fires bouncing low and make it to the key with ease. Room 6: turn into a pink splot to get the key. Exit up from fore, and you'll get to the captain's room. BOSS FIGHT: The captain is easy enough to beat once you realize the strategy: follow under him when you're close to him. Whichever way he faces, turn away. Try to find a mini-ghost on the bottom to jump on, then you can bounce on the captain. He may hide in the corner making it hard for you in a while--then stay in the center. "At last Moomin is able to speak to the captain face to face. "All the captain ever thought of was to scare people. "But as they got deeper into conversation, the captain began to remember his past life, how he used to carry passengers across the sea. "Moomin wanted to return the captain to his good old days by searching for some new passangers. "And so everybody agrees to look for passengers for the phantom ship. [ed: there's a hemulen in that picture!] "Several days later the phantom ship disappears from Moomin Valley... [with a vampire. Whoah.] "Of course, it was heading for another district with a new set of passengers." 8. LEVEL 5 TO THE OBSERVATORY! "For the first time in several decades a solar eclipse is about to occur in Moomin Valley. "A solar eclipse takes place when the sun becomes hidden behind the moon. "To make most of the special occasion, Moomin decides to go to the observatory." 8-1. MAPS Area 5-1 A | ----- | | ----- In cave A you need to walk past a plant that spews out acorns. It's pretty tough once it gets started, so be sure to run right and get it ASAP. You can also drop down and get some healing after and use the mushrooms to get back up. Then exit and re-enter. There's a ? in the forest beyond, then you enter cave B. In cave B the plants are shy. After the near one chucks an acorn at you and run away, bounce over the tops of both. You can even hit the third if you're lucky, but keep jumping in any case--the plants know when you've crossed over, but one hit won't kill you. Once past that, there are two combo jumps at the end--across a platform and you may need to get to the left edge of the bouncy platform in the first one. Area 5-2 B C | | ------ In cave C you need to proceed right and jump on the plant. Then from the mushroom(jump on its left half) bounce left to get to the ledge. You won't hit your head on it. Area 5-3 D | ---------- | | --------- C | | | | | ------- ---FRUIT In cave D there is a bit of a map. X = exit, * = plant, A teleports to a, etc. D * |C X b < exit to 5-4 -- ------- ----- a X * B < exit to 5-3 ----------- ----- X * d| A < exit to 5-5 ------------------ What you need to do here is jump across the gap and run by the plant. Hit the teleport(B) and then jump left across the gap. Get to C and wait for the enemy to shoot at you before jumping on it. Be sure to bonuce so you're on the left side of it so you can go left over the gap. Then there's another plant that coughs up seven acorns before you can run past it to the exit you want. Area 5-4 F | ------ | | ------ | E | | fountain FOUNT----------- < recharges health. | | D | | -------- This area isn't critical to the walkthrough, but you can get some healing in if you go from D to E. You need to enter room F from another way although you can be kicked back down here if you miss a jump. So I'll give the solution to F where you can actually get through it. In cave E you'll find stalactites above--if one appears ahead, just wait. In the area beyond E, there's some fruit. ----FRUIT | E--- Area 5-5 F | ----- G | | | ---------- | | D | | ------ In cave F you can bounce on the mosquito for a fruit. You can exit and do this again but you'll want to bounce from the mosquito to the up/down platform and then to the side. Then jump on the platform as it's rising- -get on the left side and bounce left on the ledge above. Note bouncing on the platform twice knocks it down so you need to really push left. Missing a jump totally here forces you back to 5-4 and you need to find the alternate exit in the cave maze room D. In cave G there is fire below and the trick here is not to run across too soon after the first fire comes up and down. Because another will be on the way. You also aren't fast enough to run across once you see te fire, so this all takes a while. Area 5-6 ------FRUIT H | | | ---------- | | ---------- | G | | ---------- If you want to get stronger before the final part here is a good place to go. In cave H you will want to jump quickly across--it's tough to jump up but running rapidly will help you avoid stalactites that fall behind you. Beyond H there is a greenish fruit that will give you an extra half-heart. Area 5-7 -----BOSS # 1 | ----- | | ----- F | | | ------ BOSS FIGHT 1 This is not bad at all. Moomin can stand at the top of the stairs and jump right and back left. Eventually he'll hit the eagle. When the eagle swoops from above, jump and then run to the left edge. When the eagle swoops from below, drop to the right edge of the next stair and you can jump on the eagle for a hit--but still go all the way left to avoid it as it settles down again. You can also bounce twice on the eagle some times but the surest way to knock it out is when it comes from the upper left--run behind it and jump over it. If you can get it before then it'll all go quicker, but there is a solid sure way through. Walk right after the fight but jump right when there's a drop below. Some ledges are very high indeed. Area 5-8 BOSS I | | ------ In cave I you have a bit of teleporting. Area 5-9 I J K | | | --------- In cave J if you run/jump quickly to the left there's nothing particular by there. So you have to fall through the center. Coming back from the left, you need to make a big jump to start out. Duck under a ledge once you fall(i.e. run into the wall) and then use the door to exit. In cave K there is one fruit(never regenerates.) Area 5-10 L | ------ | ----- | I(2) | | FRUIT---------- J | | ---------- In cave L you have the final boss. In this entrance to cave I you see the ledge you couldn't reach the first time through. BOSS FIGHT 2 You may have to go through this several times to get the hang of it, and you'll probably want to have gotten some extra hearts. For starters, you can just run at the dragon and jump on it, and then for a while it seems you can run back to the start and then run right and jump up twice to get on the dragon. But then you slow down. It's tough to pick up on if you don't know about the slowdown but the dragon doesn't change strategies--you just have to streamline yours. The trick seems to be that you need to start two ledges below the dragon and time your run and jump so you duck under the latest fireball and then bounce on the next ledge right away and onto the dragon. Then quickly run away. It doesn't do to stand very close to the dragon(can't react to the fire in time) or at the edge of the bottom ledge(the jump straight up actually loses time--better to make a running jump.) There also may be a problem with two quick dragon breaths but you can probably turn away. While you're standing on the bottom ledge, be sure to note--a shot at Moomin's ears won't hit him, but a shot at his eyes will, and it's annoying how he bounces back. Moomin can stand behind the black pillar without 'seeing' the flames coming his way, and that's a good place to start/time a run. Start just after you hear the dragon breath. But be prepared to run back and try again if you need. "Moomin eventually manages to get to the observatory. "The astronomer was very busy, but tells Moomin all about the stars. [eclipse follows, Moomin watches] "Seeing the solar clips from above the clouds must have been a memorable experience for Moomin... "Have you ever seen a real solar eclipse?" 8-2. WALKTHROUGH 9. LEVEL 6 This level feels a bit anticlimactic in terms of gaming. But of course it fits right in, in terms of plot. "Snork Maiden, a member of the Moomin family, has become ill... "It looks like she is having a hard time... "But Moominpappa is away when he is most needed, and won't be coming back for some time. "Moomin takes Moominpappa's place, and goes to look for some medicinal herbs on a desert island. "But unfortunately there is a heavy thunderstorm, and a large number of charged hattifatteners are looming about. The hattifattener part of all this is pretty easy. When lightning strikes, a wave of electricity will soon appear at the bottom. It will zap Moomin--as will a charged hattifattener(blue halo.) So what Moomin needs to do is to jump from a high ledge to the next before the next electrical storm. This is pretty easy(hold right, jump, wait on next high ledge) except for one case wherre you'll need to jump when the lightning starts sweeping through the bottom parts. When you land it'll be gone and you'll just make it up in time. On the next scene just jump up til you reach a plateau. Then go right. Drop onto the platform below in the next scene but be sure not to be hit by the boulders as they bounce up. The rest almost seems random as you get blindsided a lot. If you have a lot of spare fruit then you can just run through but otherwise you can run to the right and pull back left when you see a boulder coming--then run under it. "Snork Maiden is feeling much better now, thanks to the herbs Moomin found. "Even now, she hasn't stopped thanking Moomin for what he did for her. "The people of Moominhouse are busy preparing for tonight's celebrations... "Tonight everybody will be celebrating happily together. "A toast to Snork Maiden's recovery, and to the heroic Moomin!" [the end, everyone shown--Moominmamma, Moominpappa, Snork Maiden, Moomin, Little My, Sniff, and Snufkin--and the game 'sticks' here] 10. PASSWORDS 01816 = 1st level done 02604 = 2nd level done 02621 = 3rd level done 02895 = 4th level done(02638 too) 03153 = 5th level done(04182/04438 too) 11. THE BOOKS AND STUFF I know nothing about the TV show other than that it is based on the book and apparently since the game is based on the show according to another GameFAQs reader and the game is not unlike the book, the TV show can't be too far off base from the book. So here goes, about the books: Tove Jansson(1914-2001) is the author of the original books. There are eight published in English, and I believe one cannot be sold for resale in America due to copyright issues. But I got a copy off eBay. They're nice to buy in bundles though or even check out from the library as the books are rather short. Titles(except #8) are the US version where Moomin is 'Moomintroll.' 1. Finn Family Moomintroll 2. Comet in Moominland 3. Moominsummer Madness 4. Moominland Midwinter 5. Tales from Moominvalley 6. Moominpappa at Sea 7. Moominpappa's Memoirs 8. Moominland in November(non-US) Each one is about 170 pages long and illustrated by the author. Some even have special headings for each page. The books were written around 1950 and the author Tove Jansson lived from 1914 to 6/27/2001. Apparently there were even comic spinoffs as well as TV spinoffs but I've never seen any of that--only the game. end of FAQ proper ================================ 12. VERSIONS 1.0.0 submitted to GameFAQs 6/27/2003. Don't see any incomplete parts but I may have left out something fun. 13. CREDITS Thanks to bloomer, daremo, falsehead, RetroFreak, Snow Dragon, etc. and others I like to talk to on AIM. Thanks to Evanston Public Library for the book loans and someone from Canada on eBay who sold me Moominland in November.