To jump to a section: Hit Ctrl+F and type in the name of the Chapter you're on. For example Pirate Seas.
Credit goes to http://www.darkspyro.net/skylanders/walkthrough/
Chapter 1: Shattered Island
Elements required for 100% completion:
Fractured Vista
At Hugo's prompt, put your first Skylander on the Portal of Power to begin. Any of them will do. Head right across the wooden bridge to Fractured Vista.
Here you'll find your very first barrel to smash, inside it you'll have a chance find coins that are used to upgrade your Skylander later on. These vary from simple coins to gems and other various items, all worth various amounts of coins.
Keep on going to the right over a smaller wooden bridge and Eon will tell you to break through some obstacles, notably the large wooden fence blocking your progress. Depending on your Skylander you'll have different ways to smash it, but pressing the Primary Attack button a few times next to it should suffice.
Once you've either smashed it completely or just made a hole continue onwards where Snuckles will give you an overview of the situation ahead. He'll suggest using the cannon up ahead, nice idea. On the ground next to the blockade you'll see a purple glowing icon of a cannon, this should help you identify future potential destruction. Walk over to the cannon and press the Action button when you see the prompt above it.
One shot will destroy the barrier but if you're looking for the Legendary Treasure for Shattered Island then fire the cannon a second time to blow up a building a bit further on.
Old Town
Walk through the gap you just created and you'll be told of the power of Keys by Rizzo. Simply walk into the golden floating key on the left to pick it up. It'll follow your Skylander overhead, approach the lock on the gate and you'll be prompted to perform an action. Depending on your system this will either be a movement with the Wii remote or a movement with the right analog stick.
Market Curve
A Mabu will wander off as you approach him, instead of following him go to the right and walk into a large brown Treasure Chest with three padlocks on it. It'll prompt you to perform another action to shake it open, inside you'll find a whole load of coins. Each level has three of these hidden in them and if you're trying for full completion you're going to want to find all three.
Now walk towards the cannon ahead and fire it into the blockage. Before grabbing the key behind there you can pick up the Legendary Treasure on the right, provided you fired the first cannon twice that is. Anyway, grab the key and head down to that Mabu and open the gate.
Turtle Gully
Nort will explain the problem; there's a turtle blocking the bridge. Luckily your Skylanders are strong enough to simply push it out of the way, just walk up to it and keep walking in the direction of the arrow that appears on its shell. Push it again to move it completely out of the way.
Follow the string of coins down a small drop to the right (big enough that you can't get back up so make sure you're done in town) and you'll come across a pair of turtles blocking the path. Push the first one to the left and then the other all the way across the bridge.
After being introduced to Flynn if you've got a Magic Skylander (eg Spyro) then push the turtle right to the wall and then left off the side (ignore the bounce pads for the moment). Walk over the turtle and down the path to a gate with a large purple star in the middle, this signifies that you require a Magic element Skylander to get through, luckily the starter pack comes with one. As you step forwards a bridge will form, note that once it's formed you can switch out to any Skylander you like and it will remain.
Turtle Hideout
The area you'll find yourself in has another turtle puzzle in it. Push the nearest turtle to the left, then the turtle on the right forwards two spaces. You can either walk around them or push the remaining two turtles where the arrows indicate they can be moved it. Either way walk into the large Present on the other side and start shaking it open. Inside you'll find your very first hat, the Viking Helmet. Equip it if you want to. You can change your hat at any time by opening up the Skylander Info Menu.
Turn around and walk up the ramp to a glowing purple icon, collect this Soul Gem to unlock the ability to purchase Chop Chop's "Cursed Bone Brambler" power. You can also watch a short preview of the character, it doesn't matter at this point whether you own him or not.
Once you've got both the Soul Gem and the Hat walk back along the magic bridge and back up towards the spot where Flynn told you to use some bounce pads. Stepping onto these will propel your Skylander up onto the ledge above, from there go right onto another pad. Here you'll find the first Story Scroll of the game, these provide a bit of background information to certain things in the game but have no other practical usage.
Move on to the left and use the bounce pad to cross the small gap to another bounce pad that will take you all the way up to Flynn.
Chompie Pit
If you've got a Skylander that can cross water (eg Gill Grunt) you can grab yourself the second Treasure Chest over to the left. Approach the Monster gate with Blobbers on the other side, he'll tell you all about the Monster gate and how to open it you need to get rid of all the nearby monsters. In this case we're fighting Chompies, little green monsters that'll try to bite you. Use your Primary Attack to quickly get rid of the first wave. In total you'll need to kill 15 Chompies before the gate will open.
Once it has done Blobbers will introduce you to the elemental gates, on the left a water gate, on the right a tech gate. You can just ignore them and follow Blobbers up the main path but we'll go into both of them.
Whirlpool Falls
Use a water Skylander, like Gill Grunt, to go through the gate and into the centre of the whirlpool, this will teleport you up on top of the nearby waterfall. Note that unlike the magic bridge you will always need a water Skylander (or Skylander capable of crossing water) to use the whirlpool but you can switch back as soon as you're through.
From there use the bounce pad to jump up onto the next ledge (note that you can smash things like the hay cart for coins as well as barrels and the many other items you'll find lying around). On the right is a second bounce pad that will take you directly to the Present and your new Pan Hat.
Drop back down and follow the coins back to the elemental gates.
Floating Mills
Much like the earlier magic gate a bridge will form on the other side when you approach with a Tech Skylander like Trigger Happy. Cross that bridge to reach a small challenge with rotating blades. Wait for the blade to pass you by before walking to the right and following a second rotating blade around in a circle. The Present is then right there with its Anvil Hat inside.
To get back to the path you're going to have to go through the rotating blade obstacles again.
Follow Blobbers up the slopes.
Ancient Landmark
First take care of the Chompies littering the area, then push the turtle to the left twice so that it fills in the gap. Walk up the slope over the turtle and fire the cannon into the blockage on the other side of the area. This will reveal the key for the gate down below.
Use the bounce pad to cross over to the other side, before you grab the key first collect the treasure from the Treasure Chest on the right. Then pick up the key and jump down to open the gate for the Royal Family.
The game will give you a report on how completely you finished the level, if you've followed the walkthrough so far you should have everything ticked off, except probably the "Cleared in under XX:XX" one. You will need to run straight through a level to get that one ignoring all side things like the elemental gates. Once you've achieved a tick on this it will stay ticked so future goes through do not need to reaccomplish everything on there. You can go back at any time by selecting Chapter Select from the Pause Menu.
Ruins
There's not all that much you can do here right now, there's a few places to gather a few coins and a totem that you can use a Magic, a Water, and a Tech Skylander on to get a few more gems from. Just talk to Flynn to get to Perilous Pastures and continue with the adventure.
Chapter 2: Perilous Pastures
Elements required for 100% completion:
Sunflower Ridge
Eon will introduce you to the concept of specialised areas. These will be clearly indicated in the top left corner throughout and Eon will mention it every single time you change area. What this all means is that the Skylanders of the matching element will do extra damage, the exact number of extra damage is a match to their Elemental Power stat. You don't have to pay any attention to this though, you'll do just fine with any Skylander you like.
Up ahead you'll find a key floating about in the middle of the path, there's also a tech gate on the right.
Bleating Highlands
Step into the bounce pad at the end of the bridge and then again up to the main event. You'll be introduced to a few Chompy Pods and some Drow Spearmen. The Chompy Pods will spawn Chompy after Chompy until you destroy them and the Drow Spearmen will attempt to hit you with their spears. Kill them all and then move down to the left where you should see a couple of bounce pads, drop down to them and move towards the screen.
You should see a line of coins going down, follow them down to another large area with a Chompy Pod in it. Kill that pod and use the bounce pad to jump up to the right where there's another Chompy Pod and another bounce pad. Go up again and then once more and you'll reach a Treasure Chest. From here you just use the pad to get back to the spot with two bounce pads. Use the left one to jump up to the location of the Present and its Cowboy Hat contents.
Follow the coins down on the left and you'll bump straight into Stump Smash's "Waterlogged" Soul Gem.
Now pick up the key if you didn't before and unlock that gate. There's an incredibly simple turtle puzzle here, just push them both back two spaces and then use them as a bridge. Follow the path along and take the key, you'll spot another Drow Spearman at the gate all by himself. Once he's dead open that gate.
Fairy Ring
Destroy the Chompy Pod in the middle of the area to stop the Chompy spawning and then grab the Story Scroll over to the right. Go to the left side of the location and you'll see a turtle sitting in a wall. Push it through so that you can go around it, but then push it back into place so that you can use it as a bridge. This will cause a pair of Drow Spearmen to appear.
Once you've gotten rid of them simply walk up the steps on the right and cross over the turtle to get the key. Drop back down into the main area and open up the gate at the top end.
Now comes a choice, do you skip half the level and get the Legendary Treasure or do you complete the rest of the level and come back later for that Legendary Treasure? The choice is made simple if you don't actually have a Life Skylander.
Landing Deck
If however you do and you want to get it now then switch to that Life Skylander and approach the edge of the land to the left of the thatched house. This will cause a bridge to form which will let you walk over to an island ahead. From there just drop down off the side and collect the Legendary Treasure. Step on the round button to open the gate and you'll now be right at the end of the level. Just use the turret to smash the locks and you're away.
For those taking the normal path simply follow it around to the right, smash through a couple of barriers and, next to a turtle on the side of a cliff, you'll find a Treasure Chest. Shake it open and then push the turtle off the side. Follow it down and head towards that water gate you can see.
Ancient Stones
Here we find a more challenging block puzzle. Push the middle one onto the teleporter and then push both sides out once. Next push both the blocks to the sides of the teleporter down and finally push the block off the teleporter to the left.
You'll now be in the middle of the next part of the puzzle. Push the block to the right and then the block above that to the right too. Walk through the gap to collect a bit of money and then push the one ahead up. Push the one on your left down and then the one to the left of it now down too. Move into the gap and push the end one to the left and then the one at the end of the new gap forwards. Now finally push the one next to the teleporter up and out of the way.
Not done just yet though. Push the previous two blocks back into position and then use the teleporter. Up here you'll find a Treasure Chest (as well as a Scarecrow with lots of crows). Now, drop down to the left onto the blocks next to the teleporter you just used. Walk along the diagonal blocks all the way to the teleporter nearer the start up on the blocks. This one will take you to the "Birthday Hat" Present.
The teleporter at the Present will take you back to the scarecrow, just drop down anywhere and go back through the whirlpool to the level.
Push the turtle along its path and down into the gap, now just wander along and drop off the little ledge into the final area.
Landing Dock
There's a trio of Drow Spearmen up ahead, kill them and two two Chompy Pods before jumping into the turret. Simply shoot each of the four padlocks to finish this up.
Ruins
Before we can get going to the next level we've got to take care of some brambles in the south. Use your attacks to clear every last piece so that the others can work out where we're off to next.
This also marks the point where you are able to take part in the Heroic Challenges to boost your Skylander's stats. Each Skylander you add to your collection adds a new Heroic Challenge. Note that if you have two different versions of a character (like Spyro and Dark Spyro) you only get given one challenge for them - so that makes 32 Heroic Challenges in total.
Talk to Flynn to get going to Sky Schooner Docks.
Chapter 3: Sky Schooner Docks
Elements required for 100% completion:
Glider Tower
The game will prompt you to look at the Skylander Info page, you can just quit straight back out of it. Use the teleporter and prepare for instant battle, a Drow Spearman will immediately attack you. Take care of him and then walk across the bridge towards a Chompy Pod up on a battlement. Follow the base around to the right and you'll slope up to the top where you can attack it and where there's a key waiting for you.
Unlock the gate below and cross over to a turret next to a blocked path. Your aim here is to shoot down zeppelins. Fifteen of them in total. Along with them there are also a couple of balloons flying around dropping gems, shoot the gems to get extra treasure upon completing the turret mini-game. Once you've shot down the fifteenth zeppelin you'll be able to continue on.
Through the now destroyed blockade you'll meet a Drow Witch. These throw things at you. Kill her an follow the path over a wooden bridge to a longer wooden bridge. There's a couple more Drow Witches at the start of it, once you've killed them follow it straight along to an Undead gate.
Propeller Farm
Named so because of the many rotating blades ahead. Follow the first two around and drop down into a third blade. Down again into another this time with a bounce pad on the other side, use that to get up into another blade with a teleporter. Don't use that teleporter just yet. Instead continue forwards through the blades, the first one afterwards requires you to bounce to the right-hand side and then up to the left on the final one.
Right at the back here you'll find a key. Take it and start making your way back through the blades to that teleporter you passed. You'll end up next to a Treasure Chest and the gate for that key. We're not quite done yet though, there's another bounce pad on the other side that will take you upwards to a rotating blade with four blades instead of two.
Because of the speed of the blades you may find that you need to use the bounce pads here to bounce backwards over the approaching blades, but once you make it to the other side you'll find the Present that contains your Propeller Cap.
Drop down to the left and kill the Drow Witch and the Chompy Pod she's standing next to. The turret ahead first will ask you to shoot down eight zeppelins, then once they're down you'll be told to shoot down a Heavy Airship, just keep firing at it, ignore the others and it'll eventually crash.
Fortress Tower
Go through the smashed wall and down to an Air Spell Punk, these protect other enemies so you should try to get rid of them early on in larger fights. So ignore the two Drow Spearmen and go straight for the Spell Punk, once it's dead you can turn on those Spearmen.
Step back and to the left a bit and you'll find a Story Scroll, go to the right and there's a Treasure Chest. Try to avoid the exploding plants though.
Back to the track go through the monster gate that you just opened and start up another fight. There's an Air Spell Punk hiding behind the barrels at the back, smash through them and kill him. Then focus on the Witches and the Spearmen. Back to the left of the enemies is a Soul Gem, this one unlocks Sonic Boom's "Resonant Frequency" power. If you continue down the path behind the barrels where the Spell Punk was you'll come across an Earth gate.
Kaw's Islands
Bounce up to the Chompy Pod and then up again to a platform above, timing to not knock your Skylander's head on the rocks orbiting it. Jump to the right over a load of treasure and then again upwards avoiding some more rocks. Keep following the bounce pads along inbetween the flying rocks until you reach the Present; a Jester Hat. Instead of stepping into the teleporter drop off the platform to the left and you'll land on a small platform beneath with a Treasure Chest on it.
The teleporter here will take you back to the start of the bounce pads and allow you to get back to the level easily.
Walk along the path beyond the monster gate that opened and you'll meet Persephone. After her conversation a large airship will arrive and provide you with a way forward.
Kill the four Drow Spearmen on the bottom floor of the ship to open up the gate to a Goliath Drow. These guys are a lot tougher and require a little bit of caution, keep out of their way if they're charging but otherwise you will generally be able to interrupt their cast and get them dead quite quickly.
Up at the top of the ship is another Goliath and a pair of Witches, take down the Witches whilst avoiding the Goliath's charge. Once all three are dead the drawbridge will drop. Don't go over it yet though, instead go back to the front of the ship where another drawbridge has also gone down.
As you approach the building a door will open and reveal a teleporter, use it to get to another platform with a teleporter on. Kill the Chompy Pod and then teleport over to the Legendary Treasure. Drop down to the left and go to the back of the ship again.
Shoreline Tower
There's a long empty stretch of walkway to a turret to finally shoot down the airship that you're after. Just ignore the others and focus on it, you'll switch perspective and be able to finish it off. Now just collect the propeller and you're done.
Ruins
It's time to unlock the ability to upgrade your Skylanders and use that cash you've been collecting. Talk to Persephone over to the left to get started. You don't actually have to upgrade if you don't want to but it certainly helps.
Chapter 4: Stormy Stronghold
Elements required for 100% completion:
Lower Reach
Go down the steps and smash through the grey brick wall on the right to find the level's Story Scroll. Continue down the main path towards a Chompy Pod, a key on the left and a locked gate to the right.
Walk through the bouncy plants that appear, they're not really much of an obstacle for now but later on in the game they'll be rebounding you into dangerous things. At the bottom of the slope you'll find an Air Spell Punk with a couple of Drow Spearmen, kill the Spell Punk first as it'll be protecting those Drow.
The Approach
Over to the right is a Life gate, walk over the bridge and you'll see a block puzzle. Push the two near ones into the gaps and the far one off the edge to reveal a teleporter. Push the one to the left off the side to the left and then follow it down. Push it to fill in the final gap in the bridge to cross and get the Present containing your new Fez hat.
Upper Reach
Teleport back up to the Upper Reach and push the right block to the right three times (the top block here has a rather pointless teleporter underneath it). There's a Treasure Chest on the other side. There's a trio of enemies beyond a wooden fence south of the previous platform but not much more. Teleport down and rejoin the level.
The Battlement
Smash through the wall and head right. You'll encounter the first of the spike traps, these move up and down and will, naturally, hurt if you're standing on them at the time. You can sometimes walk through them while they're up but often not, plus when they go down the spears will hurt you as well. Cross over three of these traps and you'll reach a Lightning Pylon. Just follow the onscreen instructions on how to lower it.
The gate to the right will lower once you've done that, head up the teeny tiny ramp and smash through a fence. There's a whole host of enemies on the other side. A Drow Witch, a Chompy Pod and its Chompies, three Drow Spearmen, some of those exploding plants and some of those bouncy plants. You can just ignore them and blast through the fence but where would the fun be in that?
After them is the second Lightning Pylon. As you approach the lone Drow Witch five Drow Spearmen will leap in and start attacking! Some more spike traps are up now, made slightly trickier by having two right next to each other moving at different times. All you need to do is step onto the first one as it goes down and wait for the second to go down too, moving immediately as it does. In-between the two pairs of spike traps is a split in the path which leads to an Air gate being guarded by a few Spearmen.
Sky Ramparts
Step into the tiny vortex to get transported over to the Air Area. Straight away you'll find the Treasure Chest, go over the spikes and use either of the two bounce pads to jump up onto the spike filled ledge. Drop down the other side and weave around the squares of spikes to get to another bounce pad over some more spikes.
This next bit requires you to watch where you're bouncing. Bounce up onto the top section of an L shaped stone wall, use the bounce pad on there to bounce towards the screen, bounce right and then up to a platform with a space on it. Bounce to the right from this one and then diagonally down to the right before finally reaching the end where there's a bomb floating.
If you want a few extra gems pick up the bomb and rush back along the ground (or using the bounce pads if you like) and back over the previous spike wall to throw the bomb at the wall with the wooden beams strapped to it. Then go back up to the bomb place again. Move northwards and manoeuvre around the stone platforms until you reach the far end with a bounce pad on the floor.
Bounce up to the right and use the bounce pads to reach a button back at the far right end. Now for the real use of the bomb, jump down and grab the bomb, now run along the straight path that has opened up and use the bounce pad at the end to get up to a wall on the left that you can destroy with the bomb. Stay up on the platforms as you bounce leftwards, if you fall down you can get back up back to the right. At the end drop off to the Present, a Fancy Hat.
To return to the level simply step into the vortex where you began.
Kill the Witch and her guards to get to the third Lightning Pylon over the spike trap. Past the next gate is a wooden ramp with a Drow Witch and a Drow Goliath on it. Move out of the way when he charges at you and then take care of him. Follow along this wooden path and kill another Witch at the end of it. The next spike trap is a little devious in placing bouncy plants such that you can't just run straight over it, you have to go diagonal. It's also a little larger than the single traps from before.
Four new Spearmen will pop up to protect the final Lightning Pylon. Before going over to the bridge you reconstructed there's a couple of things to do here. Behind a small wall of barrels is a Treasure Chest and a teleporter. The teleporter will whisk you away to a tiny island with the level's Legendary Treasure on-board. Claim it and teleport back.
It was quick and the camera angle didn't really help show it but turning that final Lightning Pylon built a bridge back along the path a short distance.
Inner Keep
As you approach the centre of the level you'll a Windbag Djinni appear. Watch out for its electrical attack as if you're not careful it can quickly wipe out your health if you let it hit you too many times. The gate to the right will lower once you get rid of him, follow the sloping path upwards but watch out for those barrels, inside are hiding not coins but Chompies.
Depending on your Skylander's attacks you may or may not be able to harm the Drow Witches standing slightly elevated in front of the Soul Gem (we'll be back for that a little later). If not just ignore them and continue upwards. Weave through the gauntlet of exploding and bouncy plants until you reach a more open spot where a large door opens to let out a small wave of Spearmen. Kill them, the Goliath and the Witch.
Before carrying on along the path upwards you should smash through the wall of jars beneath it and stand on the circle behind them. This will open up the Soul Gem's cage allowing you to run back and get it. So long as you're quick enough, the gauntlet of plants may be more annoying when moving in a rush. The Soul Gem belongs to Warnado and unlocks his "Thick Shelled" power.
Now that you've got that you can go up the slope again. Here you'll find a long series of spikes. Simply walk onto each following one as it goes down and you'll safely make it to the other end, they've kindly left some food halfway along if you're having trouble.
It's free all the way to the top now, get ready for a fight. First up is an Air Spell Punk and three Drow Witches. Once you get started they're joined quickly by a pair of Drow Goliaths and a Drow Spearman. Once all of those are gone a pair of Spearmen will appear to the right and a pair of Windbag Djinnis will appear to the north. Again watch out for the electric attack. Once those are all dead you can grab the Eternal Air Source by walking into the middle of the area and finish the level.
Ruins
You will now start to find Winged Sapphires around the Ruins, these look like blue butterflies and will provide a discount on your upgrades from Persephone. A small discount. You also won't be able to find all ten of them right now as they will each appear at points as you progress further through the story. The first is right next to Persephone.
Walk down to the beach and you'll meet Gurglefin. To open the lock walk up to it and press the Action button. From there it's a rotating mini-game where you will try to get the Imp to fall through each of the glowing dots on the board. There's no time limit or limited number of turns and you can never get into a position where you can't finish somehow. This first one is pretty straightforward; rotate Right, Left, Left, Right, Right.
Chapter 5: Oilspill Island
Elements required for 100% completion:
Tadpole Island
Almost as soon as you begin you can find the Story Scroll, it's behind the building on your left.
Access Platform Alpha
Walk along the pier towards the first enemy of the level; a Troll Greasemonkey. This guy will raise his ratchet above his head and smash it down to the ground, stunning himself for a second if he misses. Just walk around him attacking.
Now for a new type of puzzle, a block puzzle but with beams of light attached. This one's simple enough, just push the prism forward into the beam of purple light, it'll redirect the light into the receptacle on the wall and open the gate.
Sludge Marsh
If you've got a Skylander that can go over water you can backtrack a little, go down a ramp to the right and onto Sludge Marsh, here you'll find Wham-Shell's "Carapace Plating" Soul Gem. Go forwards and up the ramp to the next area. If you didn't have one you'll just smash through a fence to get to the same area.
Access Platform Beta
The Tech Spell Punk has a long range attack, it'll beep to warn you that it's locking on and give you a visual on the floor of the location of the attack, how nice of it to do so. A pair of Greasemonkey's will approach as well, once you've killed all three head up the ramp to the right. On your left now is a bounce pad that'll jump you to a Treasure Chest. Jump back down once you've got it.
Around the next corner is another new enemy type, this one's got a gun and is called a Blaster Troll. They stand still and charge up their weapon, you can easily move out of the way as it fires. The blast is medium range spread out in front of the troll so don't be too concerned with them if they're on the other side of a an area while you're fighting.
Drill Platform Delta
This next light puzzle has added the second element; a switch. Pulling the lever will rotate the beam of light 45 degrees, do this just once (if you accidentally go too far, just keep rotating it until it points north-east again). To finish it off push the moveable prism forwards twice into the light beam and redirect to the receptacle on the left next to the exit ramp.
Pick up the key floating about here and free the first of the Gillmen who's further left next to a light switch. Ignore the light beam for now and smash through the fence to the left of it. If you walk up onto the wooden path you'll find a Treasure Chest at the far end of it.
Sludge Marsh
Drop down off it and enter the swamp again, if you hang left you should find the level's second Soul Gem, this one's for Boomer and his "Troll Bomb Boot" power. Now back to that light beam.
Pull the switch three times to make the beam face south-east, the push the prism south once and west once. As you approach the opened gate you'll be shown a Troll Grenadier high up out of reach, he can still attack you though as he's got a long range with his grenades. They don't explode on impact but they do explode quite quickly, you should be able to walk out of range of the explosion (provided you don't push the grenade along with you).
Kill the three Greasemonkeys that walk towards you and enter the area to your right. On the far side is a trio of Grenadiers who'll throw their grenades at you, they won't even move other than to rotate to throw at you. Just kill them and pick up the key to free the Gillman in the cage here. That's two out of five. The light puzzle here just requires you to pull the switch four times while avoiding the high up Grenadier's grenades.
Go through the newly opened gate and up the ramp on the left towards a key on the ground. There's three more Greasemonkeys that will saunter down the ramp towards you, kill them and get that key. While you're here rotate the light beam so that it points north-west and hits another prism in the distance.
If you've got a Fire Skylander go left at the ramp, otherwise wander back down and free the Gillman at the edge of the water.
The Refinery
Drop down into the flames and you'll be transported across the level to an empty looking platform. There are three pipes at the edge, only two are open though. Walk into the left pipe. Next the left pipe again. Here you'll find the "Plunger Head" Hat. After that step into the left pipe, and again a left pipe.
At the area with a bounce pad head into the right pipe. This next spot has only one exit, it also has a switch in the corner, pull it and then go down that single exit back to the bounce platform. Go into the left pipe and then from there the right which should take you back to the start and the three pipes. Enter the middle pipe that you just opened to exit this madness and grab the Legendary Treasure. Just that last pipe now.
Walk back down the slope and open up the cage at the edge of the water. If you like you can use the light beam here to destroy the entire platform of Trolls, just rotate it a few times. Get up onto the platform and step into the teleporter. There's a key on the left, blow up the explosive barrels to get to it, watch out for the Tech Spell Punk above you. Free the fourth Gillman and teleport out.
You'll be shown a Mark 31 Troll Tank, this is a strong enemy that has a weak spot. Simply run around it and hit the explosive barrel on its back a few times. Kill the two Blaster Trolls first and then approach the Tank. Once defeated a Greasemonkey will drop out of it, kill him and free the last of the trapped Gillmen.
Exhaust Vent Zeta
One final challenge now, walk along the path towards the bomb and instead of going towards the exhaust vent that you were shown, go right down a slope, kill the Tech Spell Punk and open up the last of the Treasure Chests. Go back up the ramp and grab a bomb, run as fast as your Skylander can move along the path to the Exhaust Vent and throw the bomb as indicated. You just need to get it near it, you don't actually need to get it right into the vent itself.
Ruins
Pick up the Oil Can from in front of the Oil Donkey and head up the steps to the Far Viewer. Oil it using the usual method of opening locks. Once that's done you can go back to the beach to talk to Gurglefin and head toDark Water Cove.
Once Gurglefin is rescued you can make your way to Oilspill Island.
Once you're done with Persephone you will need to talk to Flynn again to get moving to the next level Stormy Stronghold.
Chapter 6: Dark Water Cove
Elements required for 100% completion:
The North Star
You might have spotted it as the level began but if you walk to the left up onto the ship you can find Dino-Rang's "Sticky Boomerangs" Soul Gem.
Battery Island
Walk along the pier towards land and Gurglefin will flag up an enemy using a cannon high above, this will result in you needing to avoid the yellow cross that it's aiming at you. But not for long. Smash through the brick wall on the left to get introduced to a Nauteloid. This little insects have a fairly slow build up to their charge so should be easy to avoid.
Smash through another brick wall and a band of six more Nauteloids will appear, same as before they're as weak as the Chompies. Walk up the slope on the right and you'll be shown a couple of Blastaneers. These purple squids shoot small cannonballs in straight lines towards you, they're long range and don't drop off. Much like other enemies they point and pause before shooting giving you plenty of time to get out of the way.
Also here you'll find a few more Nauteloids as well as the squid that was firing the cannon earlier. He won't do much to you now but you might as well get the experience anyway.
Whale's Belly
Cross onto the ship and step onto the bounce pad to get up onto the top of the mast. Jump down off it to the left, following the path of jewels of course, and approach the lifted up gangplank at the back end of the boat. It'll automatically lower allowing you across.
East Gate
There's a couple of Blastaneers waiting for you here next to a locked gate. To get the key continue up to the left and smash through a bit of fence. The game will show you some far off place for some reason. Grab the key here and go back down through the previous gate.
There's a few Nauteloids on the slope down to the left, and a couple of Blastaneers too. And right behind them is a lock puzzle.
Here's a solution: Left, Left, Left, Left, Right, Right, Left, Right, Right, Right, Right, Left, Left
To the right of the other side is a Magic Gate, but before we go through there you will want to jump down onto the beach below it, aim for the bounce pad, if you can cross water make your way forwards and you'll find the level's Story Scroll. Use the bounce pad to get back up and head through the Magic gate.
Lost Rigger's Cove
Move left along the wooden jetty and smash through a wooden fence blocking the path and a wooden fence blocking a teleporter. This will take you a fair distance to the left and deposit you on a small stream of water. Step right off it and attack the blue squid dude, a Squidface Brute. This big guy wields a large anchor and will attempt to smash it down on you, he's a lot like the Troll Greasemonkey enemy from the previous level except with more health. There's also a Blastaneer just past him before a bounce pad.
Bounce up to another Blastaneer and another bounce pad on the left. Up again and follow the pads to the right where you'll find another lock puzzle. This one's a little different in that it has some conveyor belts that will move the imp along if it crosses them. It also has two green holes that, if the imp falls into, will transport the imp across the board through the other hole and will fall as gravity applies.
And here's a solution if you're stuck: Left, Left, Left, Right, Right, Left, Left, Left, Right, Right, Right, Right, Right, Right, Left, Left
And there's your present, a Tiki Hat. Drop down to the left and you'll be back at the start of the magic section all ready to rejoin the level normal.
Across the bridge and you'll find a Squidface Brute as well as a few Nauteloids running about. Ignore the fence for the moment and drop down onto the beach at the far left end of the area, there you'll find a Treasure Chest. Bounce back up and go through that fence.
Over the bridge is a Water Spell Punk. These guys are harmless but cast a spell that creates a puddle on the ground, if you step onto the puddle you get frozen. You can either wait for it to thaw or you can shake it off. Either way it does no damage and will only serve to prevent you from attacking other enemies for a short time. So along he's harmless, in a group he can be annoying.
The path continues left, kill the Nauteloids and the Blastaneer before advancing through a fence and up over a stone bridge.
Torta's Town
You'll first be met by a small group of Nauteloids, then a Brute and a yellow crosshair. If you drop onto the beach on your right you can gather Ignitor's "Fire Forged Armor" Soul Gem. Use the pad to jump back up. Go up the slope towards the key. Kill the two Blastaneers here and then, having grabbed the key, smash through the wooden barrels on the left that're blocking a teleporter in the front door of the larger building.
This will teleport you over to the two cannon firing squids as well as the level's Legendary Treasure at the far end. Drop off the platform to the left and make your way down the slope and to the locked gate far to the right. Kill the Brute and the little Blastaneers.
Bridge of Hands
On the other side of the gate is a Water Spell Punk, follow him along the bridge and you'll meet a Squiddler, another squid enemy. This guy fires two exploding blowfish at you, they don't damage on impact but will shortly explode with a fair blast radius. Move out of the way once they land and you'll be okay. These are the level's equivalent to the Troll Grenadiers of Oilspill Island.
The Ancient Temple
Step forward and you'll get locked into the Ancient Temple. Kill the Brute and the Nauteloids that are harassing you at the front, cross the bridge into an area filled with Squiddlers and a single Water Spell Punk. That Punk's spells might just be a little more irritating here as the blowfish will still damage you if you're frozen. Once you've killed them all step and grab the Twin Spouts from the pedestal at the top.
The Elvenship
You'll suddenly be transported a long way across the level, just follow the wooden platform along and kill the Blastaneer and his Nauteloid pals. Right at the end just before the ship is a pairing of Brute and Squiddler to get past.
Step onto the bounce pad at the front of the ship and cross over to the second mast. Follow the jewels down onto another bounce pad and use it to jump over to the teleporter further ahead.
West Gate
This teleporter will take you directly to the level's second Treasure Chest. Teleport right back and bounce down to a Water gate.
Watery Graves
Go through the whirlpool and ignore the wooden platforms for the moment. Instead cross the way to the right and step onto the bounce pad. This will take you up to the last Treasure Chest. Jump back down and make your way onto the wooden platform up the slope. Watch the moving platforms and step onto it as it approaches. If you stand still you should be fine, trying to stay on by moving around is just going to cause you to fall off. You've got to watch out for the red blasts from the statues at the side.
Step onto the next platform and then onto another moving one, one last transfer and you'll reach a moving platform with a bounce pad on it. Run on and bounce over to the other bounce pad on the right. This'll take you up where you have to wait for another platform. Stand on it and you'll be taken to the Present with a Tropical Turban hat inside.
Go back through the whirlpool at the south end to get back to the level.
Move left through a fence and a couple of Brutes, killing them should open up the monster gate behind them. Up the ramp all the way to the end of the level.
Ruins
There's nothing new to do here this time, just talk to Gurglefin to get going to Leviathan Lagoon.
Chapter 7: Leviathan Lagoon
Elements required for 100% completion:
Pearl Cluster
One thing to note about this level, if you're over the water watch out for the Leviathans patrolling below as it will eat you if you're close by. If you do get eaten simply attack the Leviathan's dangly Uvula and you'll be spat out near the start of the level. Go over the water at the bottom of the tiled bridge and follow the chain of jewels to a Water Gate.
Plank Walk
The teleporter here will take you back out, so don't go stepping into it right now. Walk to the right and cross the wooden bridge. You'll come to a formation of islands in a triangle with bridges connecting them, and running around them is a Hob 'n' Yaro carrying your Present. You'll need a long range attack to hit him or a fast Skylander to chase him down for a Napoleon Hat.
Watch out for the Squiddlers in the centre and the Blastaneers around the edges. Also here is a Treasure Chest to the north. Teleport back out from that initial island.
Anyway, walk down the path and you'll see the little red devil-like Hob 'n' Yaro steal the first of the four statues. You're going to have to chase it down to get that statue. First get rid of the Squidface Brute blocking your way before crossing another bridge.
The little thief will trap himself between some barrels and a fence so it should be straightforward to catch. Smash through that fence, perhaps kill the Squiddler on the platform, and approach an upturned boat. Out of that boat will appear a string of Nauteloids for you to wipe out. Next to the next wooden bridge is a boat with a couple of Squiddlers aboard, you can smash this to destroy them both.
Turtle Island
As the name may have suggested to you, there are some turtles on this island. It's another simple block puzzle, you've got to push them into a line to use as a bridge. First push the right-hand one forwards, then the one to your left to the left. Push the middle one forwards now and then circle around it to push it to the left. Now push the remaining two turtles into position next to it and move on over them.
Shark's Tooth Island
Another one of those thieves will appear and take a key, this one will be slightly tricker to chase down but if you don't have any range attacks and aren't particularly fast you can trap him by pushing a turtle in the far right corner so that it blocks a bridge. Then just circle around and he'll get trapped allowing for easy grabbings. There's also a Story Scroll on the right.
After going through the locked gate you'll need to push a turtle out from in-between a couple of Squiddlers, push it back once you're on the other side. The second statue is right here too. Drop off the side next to it and smash up all the scenery, to the north is a teleporter from under the little pirate hut. This will teleport you up to the Squiddlers you just passed by and, provided you pushed the turtle back into position, a Treasure Chest.
Carry on leftwards, there's more enemies hiding in the boats and a Brute that'll approach. Walk up a small plank just beyond a couple of raised wooden platforms to find Zap's "Love for the Sea" Soul Gem, and a couple of Squiddlers on a boat.
Cross over the bridge to the next island and, aside from another Brute, another thieving Hob 'n' Yaro will appear and run after the statue to the left. To trap this one there's a turtle on the island where the statue was situated, it again blocks a bridge. Go around and hunt it down.
On the bigger island with a raised platform with a couple of Squiddlers on, go around the back of the large building and you'll find a Treasure Chest. Go up the steps to the top of the building where Gurglefin is waiting next to a turret. He says to aim for the masts but you're going to need to fire on the rest of the ship as well.
This also triggers the appearance of the Legendary Treasure. To get it simply go over some water and get eaten by a Leviathan. And make your way back through the level to where you just were.
At the right side of the island is a slope up to the smashed up ship where you can find the final of the four statues. Kill the Blastaneer on the other side of it.
The Shrine
Make your way along the bridges to the shrine killing the few final enemies in your way and place the four statues in it by standing on the glowing circle. Approach the Eternal Water Source when you're ready to leave.
And it's time for your first boss fight.
First Kaos will send out his Evil Water Dragon, this is essentially a clone of Zap and has the same sort of abilities. His attack pattern consists of a short dash forwards followed by three electric blasts fired at your Skylander. He'll then celebrate and start the cycle over. You have a chance to melee him when he pauses and can long range attack at any point. When his life bar (at the top of the screen) empties he'll drop some food and some experience.
The next stage of the fight involves a spell from Kaos, this will cause the floor to flood and a series of small sharks to rush by. Stay out of their way, you can't actually attack them, otherwise you'll get damaged. Getting close to one will trigger a brief slow-mo sequence where if you manage to move out of the way you'll be given a small amount of health. Not particularly worth it as a method to heal up as the damage done when hit is much larger but it's a nice accidental reward.
Survive that and Kaos will send out his second minion, an Evil Amphibious Gillman (aka Gill Grunt). He will stand still and fire a triple blast of harpoons out at once, one direct ahead, and one to each side. If you move to the side as he first you'll generally be in-between the harpoons. He does this three times before pausing. If you get close to him as he's about to fire he'll zoom off a short distance with his water jet and start firing. Once he's dead you're onto the second part of the spell. Again dodge the sharks, you should be able to stay where you are and move a little side to side to avoid them all fairly easily.
Third minion is an Evil Ice Yeti, the equivalent of Slam Bam. His attacks consist of moving towards you and firing an ice beam along the ground, after a distance this stops and turns into a large ice block that doesn't really do anything, aside from blocking your way towards him. Once either three of those are cast or you walk into one he'll start swinging his arms about three times punching the air, or your Skylander if you're close by. If you're melee, attack during the ice phase and then move away, because you're close it'll only cast one ice block before starting to punch. If you're long range, attack him at any point by standing a fair distance away from him, he should take a little while to get to you so if he gets close just run off again.
And now for all three of the minions at once. Luckily they have a much reduced health pool each. "Zap" the Evil Water Dragon is probably the most dangerous at this point as he's a fast mover and first quick blasts of electricity. So take him down first. Then we go for Slam Bam who you should have been keeping away from. And finally focus on "Gill Grunt" the Evil Amphibious Gillman, he has a long range attack but doesn't move so you can always be sure of where he is (provided you don't make him move that is). All through this Kaos will be sending yet more sharks out, it'll build up to be quite hectic but then after a while it'll just turn into an infinite stream of them to the left and right sides.
Once you've defeated all three minions you win the Eternal Water Source to finish the level.
Ruins
You'll be told to investigate a newly opened section of the beach. Before you go down there you can also now find that a new totem with a Fire section has appeared in the same place as the previous one this time giving even more gems. There's also a larger gem inside the cage where Gurglefin was trapped, the lock puzzle is a little more complicated this time. A solution is: Left, Left, Left, Right, Left, Left, Right, Right, Right, Left, Right, Right.
While you're here grab the Oil Can and then approach the gate that you saw open to the right. The second Winged Sapphire should be right there. Ignore the little things diving into the sand and use the Oil Can on the little robot sitting next to the wall. This will open up a cave in which you can find the third Winged Sapphire.
Outside again there's another larger robot further along, oil him too to get him talking. The Clam-Tron 4000 wants you to gather five clams for him, they are the little red things running about. To collect them simply run into them, they no longer dive into the sand and don't move very fast.
There's a fourth Winged Sapphire to get now as well, go over the water to the north-east and you'll find a tiny stone platform with a bounce pad on it. Follow the pads along across a series of high-up floating platforms and you'll find that Winged Sapphire.
Grab the bomb that the Clam-Tron 4000 made (they respawn so don't worry it blows up too soon) and head up the stone steps to the right, throw it at the tunnel blockage. Diggs will take you to Crystal Eye Castle.
Chapter 8: Crystal Eye Castle
Elements required for 100% completion:
The Gauntlet
To open up the gate here you need to hit the floating metal eye, it'll give you eight seconds to go through or it'll close again. Once you're through it'll permanently stay open even if you go back the other side again. You'll see this door opening mechanic several times throughout the level, just generally a little more complex.
Approach Diggs to get introduced to the first of the newest batch of enemies, the Timidclops. These guys roll barrels down slopes, either weave your way through the barrels or just smash them as they approach. The enemies themselves will run off and cower in fear once you reach them.
Straight up the next barrel filled slope on your left and you'll meet a Cruncher. These little fellas will leap at you and hold on tight, you'll need to shake them off or they'll continue to do a small amount of damage. Of course you can easily kill them before they jump on you and they have the usual telegraphed preparation time for the leaping. Even if you have more than one on you it still only takes the one shake to get rid of them all.
The next slope has three Timidclops at the top of it, but nothing worse than previously really. At the top is a Cyclops Chopper, these attack by spinning really fast and become invulnerable whilst doing so, so move out of their way if they're spinning and attack when they're dizzy/celebrating.
The gate here requires you to hit the two floating eyes on either side of the door. You need to hit both of them in a short time, four seconds, otherwise the one you hit will reset and you'll need to hit it again. Once both are hit you'll still have a time limit to get through the door or they'll both reset again.
Outer Courtyard
Step into the centre of the next area and the Cyclops Chucker will debut, these are again like the Troll Grenadiers and Squiddlers in that they stand still and throw things at you. This guy throws rocks, rocks damage upon impact but do not explode. Go up the steps next to it and attack. To the left of the Chucker is the Story Scroll, and if you go up the steps to the right of the exit you can smash a cart and find the level's Legendary Treasure too.
Hit the switch next to where the Cyclops Chucker was standing and run down through the gate. Out of the barrels will jump a whole load of Crunchers, kill them and then push the two turtles down into the gap, it doesn't matter which order you do it in. Push the far turtle away and then back in again once you've gone through, in fact push it back one place further so that you can use it as a stepping stone above. Push the next turtle off the side and the last remaining one all the back to the wall behind it.
Go up the steps on the left and cross over that last turtle. There's a gate closed, this one requires two eye switches to be thrown, the second up the slope to your right. First kill off the parade of Crunchers and the lone Cyclops Chucker and then, if you have an Undead Skylander, venture off into the elemental zone that's right next to that second switch.
Secret Tower
Teleport through, hit the two switches and run through the gate before teleporting into a tower. In here you'll be fighting a whole load of enemies starting with three Chompy Pods (and their Chompies) and a couple of Cyclops Chuckers. Note that if you lure an enemy onto the spikes they too will get damaged (preferably you're not on the spikes with them though). Then next up will be some Cyclops Choppers and a Cyclops Mammoth. Once you've killed all of them a Present will appear in the centre of the room and reward you with an Eye Hat.
Teleport back out.
If you follow the path further to the right you can find an Earth gate too, right before it is Prism Break's "Shard Soul Prison" Soul Gem.
Puzzle Pit
This section consists of a puzzle involving switches and moving blocks. The switch to the bottom-right changes the middle vertical line of blocks. Bottom-left does so too but also adds two horizontal blocks in the middle. Top-left rises a cross over the whole field, so does top-right.
The order to go in is: bottom-right, top right, top-left, bottom-left, middle. Right, hit eye switch, run through center careful to avoid switches, go through door on left side to get Treasure Chest.
Now stand on the left switch to make the block between you and the middle switch rise up. Now: middle, top-right, middle and you can go grab the Present which is a Trojan Helmet. And so teleport out.
Hit the two switches and go into the tower.
East Tower
Inside it's a big round fighting area. You'll be formally introduced to the Cyclops Mammoth, he's a bit tied up in here right now. When not tied up they simply leap about trying to land on you and since they're big enemies they have a lot of health, dodge their jump and then attack. You can kill this one without setting if free but if you smash the pole it's attached to it'll start leaping about like normal.
The aim in here is to smash the four eyes on the north side of the room, they're the things currently channeling a yellow energy. To smash them simply walk over to them and attack them. When all four are down you just need to hit the central yellow glowy thing. There's not many enemies in the cycle here, just a few Crunchers to start with and then a few Choppers afterwards, so once all the enemies are dead and the eyes smashed you'll automatically leave the tower as it collapses.
Inner Courtyard
The gate to the left of the entrance will now lower to let you through, there's a Cyclops Mammoth in the way though and a couple of Cyclops Choppers in the more open part. If you go to the south corner of the courtyard you'll find a Treasure Chest.
Follow the path down to the left and drop into an area with a few Choppers on the floor. Kill them all and go to the right-hand side where there's a Treasure Chest. Approach the slope on the far left next to a dormant eye switch and you'll be shown the door above. The switch will activate so attack it and run up the first bit of the slope where there's a second switch. Still more to go, up the slope again to a third, and the fourth is inbetween a pair of Cyclops Chuckers. Remember you can run through the door and then go back for the enemies.
Down the path is the second of the towers.
West Tower
Much like the East Tower except with different setup of enemies inside. First destroy the eyes and central beacon to turn off the tower, then focus on the three Chuckers standing on stone pedestals, if you smash the pedestals down you can reach the Chuckers to kill them. Then just kill the two Cyclops Mammoths that are tied up to finish the tower.
Again a previously closed barrier will lower allowing you to get back up the the Inner Courtyard where the door you switched off has now opened.
The Tower of Eyes
There's a line of four Timidclops at the top of the slope, smash your way up there whilst watching out for the Cyclops Chuckers to either side and then a few Cyclops Choppers that'll spin towards you as you reach the top. Once all are dead head inside the building to start the fight for the Crystal Eye itself.
Your first enemy is a Cruncher Pod, just like Chompy Pods except they spawn Crunchers. Kill them both and then focus on the three Chuckers standing up on their pedestals. A few Choppers will appear from the left during this, kill them and some more will then appear again bringing with them a Cyclops Mammoth and a few Chompies.
After that it's a pair of Cyclops Mammoths with a few companion Choppers. That's it, the barrier will lower and you'll be able to take the Crystal Eye to finish the level.
Ruins
There's nothing new in the Ruins, well except for the Molekin Survivors on the beach. Just accept Diggs' offer and head to Stonetown.
Chapter 9: Stonetown
Elements required for 100% completion:
Mushroom Ridge
Over to the left next to the first door is a crowd of Chompies and a Chompy Pod. Behind them there's a purple bomb icon on the ground but no bomb in sight, for now hit the switches to either side of the door and move through it.
Old Cyclops Fort
Walk down the steps and kill the Cyclops Chopper that attacks, on your left ahead is the bomb you were looking for. Grab it and take it back to the wall you just passed, you'll need a fast Skylander to get there in time though. Beyond the wall is simple a slope up to the Legendary Treasure. You can simply drop down from here and get back to the main part of the level.
As you approach another door with two teleporters to either side you'll be attacked by four Cyclops Choppers and a Squiddler. Teleport with the left teleporter up to the top of the mini tower on the left and hit the switch up there, jump off the side and use the right teleporter to hit the right switch. Drop down and go through that door.
Blue Water Swamp
Before you step onto the wooden platform go off to the right along the edge of the water (or over it) and go back around the side of the fortress where you'll find a Treasure Chest.
The first island is full of barrels full of Chompies, kill them all and walk up the stone slope up to the top of a short tower to get the Story Scroll. Go back down and onto the next bit of wooden platform, kill another Cyclops Chopper and then push the three turtles to form a bridge to the next part.
There is an island off to your left here that you need to cross some water to get to, if you smash the little pirate hut on there you'll find a Treasure Chest. The teleporter on here just takes you back up to the place where you found the Story Scroll so don't bother using it.
Walk further onto the land and you'll be introduced to the Rock Walker. This guy will attack by running up next to you and vomiting out a stream of lava. Step out of the way to avoid standing in it for too long. Go up the stone bridge to his right, you should find a key at the end. This will spawn in a few Chompies that will walk up the slope and a pair of Rock Walkers.
Along the next wooden section beyond and the Earth Spell Punk will make its first appearance. This type of Spell Punk helps out your enemies by providing them with some extra armour, not all that game-changing, especially when it's just a load of Chompies like it is now. Approaching the big gate will cause a mass of Chompies to explode out of the barrels. And as with all Spell Punks it's harmless by itself.
Before you go through the gate, smash the pirate hut to the left of the stone area and you'll find Lightning Rod's "Zapper Field Deluxe" Soul Gem.
New Fortress
On the other side of the locked door is a pair of Cyclops Choppers, go to their right once you kill them. Another block pushing problem now. Push the one on the right forwards and then the one to your left once. Now in the middle of the three push it out and then out again. Move into the gap and push the two blocks into alignment with that second block under the coins. Now push the last remaining block along so that you can get past it and push it back into place again. Walk up and over the blocks to reach a key.
Drop down and continue to the left of where the Choppers were. To the left of the three lock door is the second key, go to the right and make your way up to the third key. Unfortunately one of those thieves will appear and take it, chase him down to get it back. To corner him just double back down the steps and he will stop underneath where the key was originally.
Step back out into the light and smash down a stone barrier at the bottom of the steps. Kill the Chompies and the Rock Walkers that attack before advancing down the path to another pair of Rock Walkers and their Earth Spell Punk. There's also a Squiddler up on a platform and a purple bomb icon against the wall.
To get the bomb will require a bit of block pushing, first kill the Rock Walker next to them though. On the ground level there's two blocks next to each other, push the nearest one to the right into a path to get to the bomb and the far one forward into the two block gap there. Go up the slope and push the block here into the second of that two block gap, cross the blocks and then push the fourth block down over the first block to complete the bridge to the bomb. Take that bomb to go collect a Soul Gem, Bash's "Triceratops Honor Guard" to be precise.
Go back up the block slopes and move the far right one into the gap to its left, pretty straightforward pushing the next block down and then the one after to the right. Push through the next block and walk around the wooden platform to reposition it to allow you to cross over it shortly.
Town Outskirts
Just before you enter the outskirts you'll want to kill a couple of Rock Walkers and an Earth Spell Punk. Go over the bridge and, instead of following the Stone Golem, head to the left through a Life Gate.
Wayward Town
Step off the wooden bridge to the left now and drop down a couple of spots, cross a bridge and you'll reach a bounce pad. Bounce up to a Chompy Pod and a Treasure Chest behind it. Drop down to the right into a town scene.
Bounce up on the north-east side of the fountain and then up again to a bomb. From there drop back down and start blowing up the houses, the one you want is south-east of the fountain. Underneath that house you'll find another bounce pad that will take you back up to the bomb icon. Go collect a bomb again and use this to reach it and the Present behind there and pick up your brand new "Top Hat". If you missed or were too slow you can just jump straight back down to the left and start over, you don't need to go all the way back through the other path.
Head back to the main part of the level and go over the bridge to the boss fight.
Rumbling Ravine
The first part of the fight with the Stone Golem involves him throwing large boulders. These bounce around the area, the game does give you a bit of help with the exact path shown on the ground, dodge these to avoid getting hurt, some characters can also smash them. The large stationary rock in the centre of the area is useful for long ranged characters to hide behind, close range melee attackers will need to get close to the Golem but the boulders should get thrown over you - just watch out for his ground punch.
After you've gotten the Stone Golem a fair amount down, I'd say a quarter, the second stage will begin. This involves him throwing a large number of smaller boulders from the sky, you can see where they land by the giant red crosses on the ground. This first part just needs you to keep mobile in order to avoid them. During this stage the Stone Golem becomes invulnerable with a swirling shield around him.
After a few of those he'll get back to throwing the large boulders again. If you don't kill him quickly enough he'll repeat the same throwing sequence.
Again down another quarter to half health triggers the next airborne show. They will again try to hit you so keep moving, the last one is a larger barrage of them.
The final stage will begin with a more set pattern of rock drops. It'll centre on you but if you stand still until the third wave you'll be fine, then another larger grouping will drop. The trick in this next part of the boulder roll is to move out of its way and let it rebound back into the Stone Golem. Stand next to the centre stone on the side closest to the Golem, you should avoid getting hit by the boulder there. Once he's stunned you can attack him and finish him off (or repeat the process until you do so).
Ruins
Just before leaving for Treetop Terrace with Arbo you can find one new thing in the hub world. If you attack the rock where Arbo just came out of you can find a Winged Sapphire. Subsequent attacks on the rock will give you a little bit of money.
Chapter 10: Treetop Terrace
Elements required for 100% completion:
The Canopy
Stepping forwards will introduce you to the Corn Hornet, a yellow and black flying insect that fires stingers that stun, to get out of the stun either shake it off or just wait a few seconds. They have a fairly obvious shaking phase that signals that they're about to fire.
Squish it and then use the pulley that the game focused you on. This will raise a log blocking your path a little further on but also start a timer, if you don't cross the bridge in time it'll reset and you'll have to go back and use the pulley again. To make it more of a challenge there are several of those bouncy plants in-between.
There you'll see the first of a new type of enemy called the Blade Witch, they look similar to the Drow Witches you've fought before except that now they have a protective shield. She'll lower the shield to throw her boomerang out but otherwise it's kept up. Kill her and the two Spearmen with her. Use the bounce pad to get up to a platform with a Hornet and two more Spearmen on it, you'll have to kill them all to get past the Monster gate.
For a few extra games use the teleporter that's underneath the pile of barrels, otherwise continue down the path that just opened up to meet the Life Spell Punk. These heal other enemies so you'll want to try and kill the Life Spell Punk first otherwise if you're not fast enough at dealing damage you'll just keep pummelling away forever. Obviously it can't heal a dead enemy so if it's protecting weak ones you should easily be able to get rid of them.
Bounce up on the bounce pad hiding under the barrels behind them and you'll reach the Legendary Treasure. Either fall or teleport down.
The Sluice Gate
Hidden behind the barrels and weapons to the south-east of the pulley is a small bridge to a Treasure Chest. Once you've got that use the pulley, which will open a gate at the top of the ramp, and run up the slope. Dodge the barrels if you don't have long range attacks, otherwise they'll explode. On the other side is a Blade Witch and a couple of Drow Spearmen, on their left is the Story Scroll.
If you follow the small bridge down to the right you'll find another pair of Spearmen and a Treasure Chest. Killing those two will open up the Monster gate on the tree and allow you inside.
The Hollow
The game will show you an overview of the area and introduce the Blitzer Bully. These guys are much like the earlier Goliath Drow enemies except that they have a Life Spell Punk on their backs. Wait for them to charge, move out of the way and blast them in the back to knock it off. Kill the Spell Punk first and the Bully will be straightforward.
The timer on this next pulley is a little bit of a lie. The idea is to run through the gate and onto the four wood squares, at about the five second mark they'll rise up to let you reach the exit, but at zero they'll drop back down again. Teleport out of course.
Kill the mass of Spearmen and the Life Spell Punk in the middle of them, then go through the Magic gate.
Ancient Trunk
Straight away you'll find Gill Grunt's "Anchor Cannon" Soul Gem. Then take a couple of teleports into the tree itself.
In here you'll be bouncing upwards a lot. After the second pad you'll be attacked by a single Hornet, the pad after that is a much higher jump, go to the left at the top of it. Jump up left past the Witch and then again a high jump to another Witch back to the right. Kill the Hornet and walk towards the screen where there's a Present with a brand new Moose Hat inside.
Bounce up to another couple of Hornets before bouncing up again to a pair of Witches. Cross the bridge and you'll find two more Witches and Hornet before reaching the teleport out of here. Note that enemies that fall off the platforms in here stay alive, they're just further down.
You'll end up just above the path near to the Magic gate, you've barely skipped anything and can easily track the short distance back. Kill the Hornet and the two Witches here and bounce up onto the slightly raised segment. Bounce up around the tree and drop down next to a large ball made of twigs. Nudge that ball down the slope and you'll kill a whole line of enemies.
Use the pulley at the bottom to make the orange tree platform move into position, you've got ten seconds to get to it and a long set of spikes in-between. If you fail to get there in time the game will provide you with a handy teleport back to the pulley to try again. Time the pull so that the first one or two of the spikes have just gone down.
There's another thing blocking your path on the other side, walk to the left across another set of spikes, stand off to the side as they come up near you. Then use the pulley again as the nearest go down and pass through that wooden gear with ease.
Kill the two Hornets and the two Witches to open up the monster gate on the far side of the tree, walk up the slope and kill a few more enemies before going to the right and finding the last Treasure Chest of the level. Now go left over the bridge to follow that Bully (unless he accidentally killed himself falling off the side), beyond him is a light puzzle.
First push the only moveable prism (the one on the left) down once and then right once. This will direct the lightbeam into the central prism. Use the lever to rotate it twice into the receptacle which will lift the log blocking the path.
The Seed Tree
The final section of the level gives you a big fight for the Life Seeds. First off we have a pair of Spearmen, a pair of Hornets, and a pair of Witches. Take down the Spearmen first as they're the most dangerous, the Hornets' stun can be annoying when attacking the Witches so take those Corn Hornets down next. After killing the Witches it's time to focus on the two Blitzer Bullies. They'll each jump down individually so it's no real threat. Once they're all dead go up the slope and grab the Life Seeds.
Ruins
You'll be asked to gather fifteen apples from the bushes, simply attack the sheep to keep them away and walk into each apple as it grows to full size. Once you've done that it's off to Falling Forest.
Chapter 11: Falling Forest
Elements required for 100% completion:
Owl's Roost
If you drop down off the side to the right you'll quickly find the Legendary Treasure, unfortunately that's not the acorn we're looking for. Bounce back up and walk along the wooden planks to the right, three Troll Greasemonkeys and a Blast Troll will attack, kill them and step off the path to the right onto a tree midsection with a ramp and a Troll Grenadier on.
If you aren't going for the Achievement/Trophy then pick up the pile of rockets at the top and walk to the edge nearest the giant chainsaw. Fire the rockets in its general direction, six should do it. Once it's exploded and formed a handy ramp make your way down, smash through a fence and walk up along it.
After killing the three enemies out in the open another group will burst through the fence to the north, and once those are dead the Monster gate will open. There's a rotating blade next, step onto the bounce pad here to reach a Soul Gem, Stealth Elf's "Sylvan Regeneration". Jump straight back down again.
Carry on through the rotating blades, at the four blade one bounce up. If you take the northern bounce pad on this blade you'll find a Treasure Chest. Drop down and use the second pad, the next jump here requires you to wait so that you're not bumping straight into the blade overhead. Go down the slope and attack the large grouping of Trolls in amongst a large collection of explosive barrels (harmless to you).
Wander across the tiny bridge to a grassy area, go up the curve to the left and kill a few more Trolls, smash through a fence and then attack the Tech Spell Punk, one of the only ones that can actually do damage. The Story Scroll is also here so pick that up. Grab the rockets and go through the newly opened Monster gate, you'll probably want to kill the Trolls attacking you first but you should be able to fire the rockets over their heads.
Pinecone's Landing
Walk up the chainsaw and snuff out the Tech Spell Punk at the top, go left and south-west up to an Earth Gate.
The Acorn Stash
First challenge here is a rotating lock puzzle. It's on the far wall. Solution:
Right, Left, Right, Right, Left, Left, Right, Left, Right, Left, Right, Right, Left, Left, Left, Left, Right, Right, Right, Left.
This opens up a teleporter behind there. Walk to the end of the platform you go to and drop off to the left onto another similar looking slope, you'll need to smash through a fence halfway up it. Drop down into a large open area with a bounce pad right near you. There are few Troll Greasemonkeys and Blast Trolls, as soon as they're gone the Monster gate will open to let you collect the Coonskin Cap from the Present.
Bounce back up the bounce pad and go back down the slope you just climbed up, for once don't follow the path of coins down, instead drop off the south side of the end to land on a slightly raised section at the start where the two Grenadiers are standing, here you'll find a Treasure Chest. If you missed the landing then just teleport back up and jump straight off the first platform.
Follow the winding path down through some explosive barrels and a few Trolls, after smashing through the fence use the bounce pad to jump up to the left onto a grassy area, don't land on the rotating blade section just yet. Up here you'll find the last of the Treasure Chests, it's being guarded by a few more Trolls and a couple of those Corn Hornets.
Jump back down the way you came up and go onto the rotating blade part this time, jump up again using the pad here. There's another large chainsaw and a rocket shown to you, you can just attack the chainsaw yourself but if you want to go up to get the rocket you'll need to go through a short series of rotating blades and bounce pads, nothing complicated.
The Great Stump
Smash through the barrier and attempt to pick up the Eternal Life Source. It's not quite that easy though, time for a boss fight!
First up we have an evil looking copy of Zook. He creates a mushroom shield and then first three thorns out that each explode into several smaller thorns, and then fires another blast into the air which creates a few mushrooms near to where you were standing. The mushrooms are purely to block your attacks and hinder your movement, you can shoot through them but it's easier to go around the other side and hit him from behind his cover. Melee attackers can just walk right up to him and smash him in, the thorns should miss you completely.
The magic spell section is made up of some red insects with a line of green dots following them, if you kill the red thing then all the dots will explode in a chain reaction. Note that bumping into the dots will hurt you, so getting surrounded and enclosed by them is not exactly a good idea. After a few straight lines of them they'll come in with the entire area enclosed and closing in on you, kill the red one to destroy it before it gets too tight. Easier for long range attackers of course.
Next up is Stealth Elf. Her attack consists of running up to you and performing a strike attack, then she disappears and reappears somewhere else to do the exact same thing over and over. Attack right after dodging her attack, she'll quickly disappear but it's a lot safer than trying to attack as she's rushing towards you.
Again with the spell, the first wave will be a semi-circle of red things approaching with a straight line of dots behind them. After that begins a swirling sequence. Move in-between one of the swirls and then follow the gap around the outside edge of the area, as they pass through the centre you can stop but try to be in the north-east for the next bit. Now comes a series of circles with a gap in, you'll have to walk through that gap as there's no red insect in sight. The gaps should appear in an anti-clockwise manner, move inwards as the previous circle explodes to get to the gap quicker. Lastly is a long spiral sequence, keep close to the middle circling anti-clockwise around the centre of the bubbles, you should be able to keep ahead of the dots if you keep in tight.
The third minion is Stump Smash, he has a more complicated attack pattern than the others. First he'll spit out a pair of small spiked seeds that will roll around the area, if these hit you you'll be damaged slightly and get slowed down, shake it off to get back to normal speed. You can avoid these initially by standing directly infront of Stump Smash, they'll veer off to the sides, but watch out for their bounces off the edges as they'll keep going for a while. He'll also fire a much larger spiked seed that does much more damage but doesn't slow. This one however he fires straight so don't get it mixed up, he alternates between which one he fires but you'll only see one of the big ones out at a time as it will explode just before he sends out a new one, but the smaller ones can build up (for the Achievement!) so that the whole place is full with them rolling about. Stump Smash himself doesn't do any smashing, it's just seeds.
After that you're onto the third magic spell. A single constant sequence this time, you can either tirelessly circle about a central collection of dots as they rotate around, attacking the red insects as they turn up. Or you can find a safe spot at least about midway out that you can stand in and avoid all the green dots, you just need to watch out for the red things coming towards you.
And the inevitable trio of minions. Your first target should be Stealth Elf as she's the one that's going to be attacking you more consistently. After that Stump Smash as he'll fire things that can actually hurt, Zook last as he is standing off in the distance and his attacks won't even reach you if you're on the near side.
Ruins
The elemental totem has now added a new element, Earth. Smash it down to get another load of gems. The lock on the beach has changed again and has a few more gems in there now too. Solution:
Right, Left, Left, Right, Right, Right, Right, Left
And that's it, go back to General Robot and you're off to Troll Warehouse.
Chapter 12: Troll Warehouse
Elements required for 100% completion:
Research Base Omega
To get moving you're going to have to solve a lock puzzle.
Right, Right, Right, Right, Right, Left, Right, Right, Right, Left, Left
The Foundry
A brand new Trollverine enemy is up ahead, these guys carry a shield in one hand and a claw in the other. They'll run towards you and perform a swipe attack that will make them a bit dizzy for a second. This is your time to strike. Once you've killed him and the Greasemonkey assistants there's another lock puzzle directly ahead.
Left, Right, Left, Right, Right, Left, Left, Left, Left
Through this door is a Rocket Imp. He'll fire three rockets at you in succession and then laugh, attack while he's laughing. Follow the path along and you'll find the Story Scroll at the top of a ramp. There's a bunch of Greasemonkeys around the corner, they've got a Rocket Imp in with them so watch out for that. The gate behind them will open once they're all dead.
You'll now approach a minefield, you can't cross it right now thanks to all the mines (not even if you've seen the path). So ignore it and continue left up the small ramp to a Life gate.
Isolation Cells
The challenge here is to get through with enough keys, unfortunately you can't get everything in one go.
Grab the first key, go through the right-hand door and pick up two keys. Do not open the door in here. Go back to the start and use one of the keys on the left door. Pick up the key in here and then go into the lock puzzle room, open the lock puzzle:
Left, Left, Left, Right, Left, Right, Left, Left, Right, Left, Left, Left
And grab the two keys behind there. You should be able to open the locked door in there from this side even though the lock is on the other, grab the two keys in the tiny room before walking back to the lock puzzle room and going through the right door. There are now just two doors between you and the Present, your brand new Spy Gear. You should still have one key left so you'll have to choose between the Legendary Treasure and a Treasure Chest.
Here's where they are for your next go through:
Pick up the first key and go through the right-hand door. Here you'll find two keys. Use one on the only door in here to find a Treasure Chest.
Go back to the start and go through the left door. Through the right door in here and now go through the middle door to get the Legendary Treasure.
Walk down the ramp to the left of the Life gate into an open area with a few Trolls in it, on the right side is a small piece of paper floating in the air, which is naturally the first piece of the map. Kill any remaining trolls to open up the door to the left.
The next room has a large Gun Snout it in, this is a large turret that, despite its legs, does not move. Instead it fires a series of shots at you (about 10) and then pauses, it'll then jump up and start firing again. Once you manage to kill it a Greasemonkey will emerge from the wreckage and attack you.
Another lock puzzle is blocking your way.
Right, Left, Left, Left, Left, Left, Right, Right, Left, Left, Left, Right, Right
Behind the puzzle is the second piece of map and a button on the wall. This will open up a couple of large doors that will let you walk past the beginning of the level through to a large light puzzle.
First use the lever on the right once to point the prism next to it south-west. Push the prism north of that three spaces to the left. Push the block north of that prism one space to the left out of the way of the light beam. Now push the northern most block once to the left so that you can stroll all the way around and push the prism just south of it two spaces north.
In the middle of the red walkway is the third piece of map.
The next open area has a large green section in the middle, a Gun Snout at the far end and Zook's "MIRV Mortar" Soul Gem. Another lock puzzle awaits.
Right, Right, Right, Right, Right, Left, Left, Left
Access Catwalks
Walk up the steps and then drop down off the end, there's a load of Trolls down here as well as another Gun Snout. In the bottom right corner is a Treasure Chest. Up the steps on the left follow the catwalk all the way around and pick up the final piece of the map. Kill the Rocket Imps and then go through the Fire gate if you can.
Lava Refuge
This is one elemental area where you actually need to stay as the element, the majority of this requires you to walk over lava. Kill the two Lava Kings and the Flame Imps they spawn. The Imps run around and hurt you as soon as they get next to you, the Lava Kings run around firing Imps out. Once you've killed them all go solve the lock puzzle on the left.
Right, Right, Right, Right, Right, Left, Left, Right, Right, Right, Left, Right, Right, Right, Left, Left, Left, Left, Left, Left, Right, Right
Once you've picked up the Present with the Rocket Hat inside, teleport back out using the teleport back where you dropped in.
Take the teleporter at the end of the walkway and then walk past the Life gate back to the minefield.
The Minefield
Now that you have the complete map there will be a path through the mines, follow it until you reach the curve on the right side closest to the Treasure Chest. You can walk straight down to that chest, there's a gap in the mines there. Now just get back to the dotted line and follow it.
Ruins
Nothing new to do here, upgrade if you like and then advance to the Goo Factory.
Chapter 13: Goo Factory
Elements required for 100% completion:
Western Trenches
Go to the right and make your way up to the Story Scroll next to a Troll Grenadier. Walk up the other slope to the left and pick up a bomb, step off the side to the right and throw it towards the barbed wire behind the purple icon. There's a Treasure Chest.
Get another bomb and throw it off to the left into another bit of barbed wire blocking the path below, you can either walk down to it or throw it from here. Either way continue past it and a load of trolls until you reach Rizzo.
Sandbag Hill
Start your ascent up the hill by going right. You'll begin to be targeted by cannon-fire so keep moving. At the first bend in the path you'll find an Air gate.
Potato Farm
It's a minefield! Keep along the near side as you approach the first bounce pad, use it to bounce to the right into the corner. Bounce north then west, north at the end, east and then north again. Still not there yet, go west and into the teleporter at the front of the building.
In here you'll find a Present containing the General's Hat. Teleport out and you'll be next to that same building. Use the bounce pad on the right to get up over the wall going north. There's a Monster gate and a couple of enemies, a Spell Punk and a Rocket Imp, to kill. After they're dead pick up the Legendary Treasure and teleport away.
There's a tiny bit of a shortcut here for Fire Skylanders, you can skip blowing up a few bits of barbed wire and go straight for the top with a bomb. If you don't have a Fire Skylander to cross the lava with then pick up the bomb and blow up the barbed wire up the slope to the left.
From there grab another bomb and walk up to the top (exactly where the Fire would get you) and blow up that fence. Smash the cannons behind it and go meet Nort.
The Ammo Dump
Follow Nort to the left and drop down where he stops. There's a tank rumbling around here, go take out its fuel tank. If you go to the right at the top of the slope you'll find a Soul Gem, Camo's "Orbiting Sun Shield". Also to the left near the MEGA BOMBs is a Treasure Chest.
Take one of the MEGA BOMBs by walking into it, roll it down the slope and into the blockade. Then go back and grab another MEGA BOMB. Take this one all the way back down the hill and push it into the blockade that Rizzo wanted you to destroy. Try to nudge it over the slight bump in the path and it should slowly roll right into it, no need to get all dangerously close to those turrets.
Goo Factory
Walk left and you'll encounter a Fire gate.
Twenty Stone Defense
Cross over the lava to get to the puzzle area. It's time to start pushing. First push the top and third from top blocks to the right. Push the one in-between them north. Go right and push the block underneath the Grenadier to the right two spaces. Walk into the aisle and go south. The second from bottom and fourth from bottom can be pushed left, then push the one between south. The teleport goes right to a Treasure Chest.
Stay on the ground and go north, push the second from top block one (or two, doesn't matter) to the left. Then go up the slope at the bottom and push the block there off left. Walk along the blocks to the Present on the far side. Inside, a Spiked Hat.
Go north past the gate and drop down onto a bomb which you'll want to throw at the barbed wire and the turret shooting at you. Follow the path along and it'll curve around back towards the start, next to there you should see the first flag. Walk up the slope north of it and then twirl it up.
Carry on north, drop down into a trench underneath a Rocket Imp and go left around up to it. Following the path will get you past a few more Grenadiers to the second flag. There's a tank blocking your way now, get around it and hit the tank on the other side. As you approach the final flag another tank will appear, destroy it and raise that final flag.
Ruins
Straight on with Battlefield.
Chapter 14: Battlefield
Elements required for 100% completion:
Southern Trenches
Along the path to the right, after a Rocket Imp, is a bomb, take this back to the start and go left up to some barbed wire which you'll want to destroy.
The Bird's Nest
Fire the cannon to destroy the building in the centre of a large battlefield, it will reveal something useful. Now go back and grab another of those bombs, this time head north and destroy the barbed wire there. Watch out for the Gun Snout, once you've killed it go up to the left and grab the Story Scroll. Now go south through the exit directly to the left of where you just came in.
Defensive Perimeter
Watch out for the pits with mines in and go grab the Legendary Treasure that you revealed after firing the cannon earlier, it's right in the middle. If you continue south from there you'll find a Treasure Chest.
Backtrack to where you fought the Gun Snout and go through the monster gate to the north. A fairly long path now, once you reach a pair of Trollverines go left and grab a key from the floor. Continue onwards north through a small brick fence, on the other side to the right is another larger brick wall you can smash through and find a Soul Gem, Drill Sergeant's "Arkeyan Armor".
Open the locked gate and head left past a Blaster Troll and a Rocket Imp. There's a few more enemies up at the end next to a monster gate that'll open once they're dead. Destroy the Gun Snout and walk up the slope behind it, keep moving though as the building there will shoot at you. Approach the wooden door and step into the teleporter inside. Fire the cannon and then teleport back.
Go south at the point where you encounter a bunch of Blaster Trolls, pass by the cannon and enter the Undead gate.
No Man's Land
Teasingly you can see the Present straight away, but you can't get to it yet. Walk around the back and you'll see a purple icon on the floor for a bomb, no bombs in sight though. Use the teleport on the left.
Walk up the slope on the left and avoid standing on the small stone button, this will raise up a set of four blocks to your left which you don't want to do right now. Drop down into the area next to them and bounce up out again north. Drop off next to a bomb icon and then smash through a brick wall at the top of the slope here. Behind there you'll find a bunch of MEGA BOMBs.
Roll it down and to the left into the barbed wire. Stand on the switch behind there and then go and grap another bomb. Take this through the blocks that just lowered and put it onto the set of four to the south. Walk (without the bomb) back through the lowered blocks and bounce up using the pad to the right. Go south and press the button for those four blocks to raise up the MEGA BOMB.
This is where it gets tricky, you'll need to push the bomb along the raised section north to a bomb icon there, you might have some trouble keeping it from falling down the ramp, you can push it back up if it does but it might take some doing. Behind that barbed wire is another Treasure Chest.
Reset the square of blocks to its lower position and then go take another bomb. Bring it back up on the blocks and then just push it down the ramp. Position it on top of the button at the bottom of the thin ramp so that it keeps open the gate to the right. Step onto the button behind there and the blocks next to the thin ramp will raise. Now just push that bomb up along those blocks and into the blockade next to the Present with a Combat Hat inside.
There's another building to destroy ahead so fire the cannon here, then go north past the junction you came in on and kill a Gun Snout. Grab the key to the left inside the remains of that building you just destroyed, and the second key north of a piece of barbed wire with a bomb icon.
Before you can go through there you'll going to have to go a little further, so open up that locked gate to reach the command post where Rizzo is waiting. Now that MEGA BOMB is what you need to destroy the barbed wire, take it back through and blow it up. Drobot's "Afterburners" Soul Gem is your reward.
Head back to the Mega Bomb again.
The Stadium
Roll the bomb north and push it into one of the blockades marked with a bomb icon. Step up the slope in-between the two blockades and grab the bomb, use the bounce pad and then throw the bomb at the turret in the top left corner. This will reveal another bounce pad, use it to get up over the wall on the left. Go up the ramp (watch out for mines on the ground) and bounce across the gap to the last Treasure Chest.
Now to deal with the tank, drop back down and, just like the smaller ones, attack the barrel at the back. You can also use the bombs to help if you like, it'd certainly help with the turrets in the bottom right corner. Once it's destroyed you can pick up the Eternal Tech Source.
Ruins
Once again the elemental totem has gained a new icon, Undead this time, and consequently has more gems to give you. The prison on the beach also has another puzzle and a few more gems;
Left, Right, Left, Left, Left, Right, Right, Right, Right, Left, Right, Left
If you go down to the beach and approach the spooky door you'll meet T-Bone. He'll ask you to find his body parts, they're all over the beach but searching is made incredibly easy by the massive dotted lines leading to each part. The last part will require you to push a few turtles out of the way, but once you're done it's time to go to the Crawling Catacombs.
Chapter 15: Crawling Catacombs
Elements required for 100% completion:
Pit of Webs
Smash through the brick wall and you'll encounter the first of many spider enemies, a Spider Swarmer. These guys simply run up to you, glow red for a second and then explode. Just step away once they turn red and you'll be fine. That's not to say you can't attack them, they squish easily.
Smash through another brick wall, this time to the left, and then straight through a wooden fence.
Alchemy Lab
And behind that fence you'll find the Story Scroll.
Step back out and go down the steps to the left, you'll be attacked by a large swarm of those spiders. Once they've all exploded go south and pick up a bomb, take it a short distance north to a wall on the left with a bomb icon under it. Behind that wall is a Spider Spitter. These are just like the Chompy Pods and will continue to eternally spawn Spider Swarmers until it is destroyed.
Destroy them all and then bounce up a couple of times to a key. Drop off and continue north and then east to a door with three locks on it. You've got one key already, just two more to go. You'll also be shown the Fat Belly Spider. These attack by running up to you and emptying their sack of goo into a puddle around them. Then then suck it all back in again, run towards you and goo all over the floor again. Obviously the damage comes from standing in the goo, just avoid doing that and you'll be fine.
To the south of the door you'll find a bounce pad, this will take you up to a bomb. Throw it at the destroyable wall on the right and then pick up another bomb. Jump down and throw it over the edge to the blockage next to the second key. Continue down the steps and you'll be right next to another one of those thieves with the third key. If you're having trouble catching him go back and get a bomb to throw across the rectangle he runs around.
Once he's dead (and all the Fat Belly Spiders) the monster gate will open and allow you to pick up Spyro's Soul Gem, "Earth Pound". You can't get through either of the other two gates from here so go back up and open the triple locked door.
As you go down the steps the screen will darken and suddenly a trio of Spider Spitters will appear, destroy them all!
Chamber of Eyes
First things first, stand in the middle and grab a bomb. Stay there and throw it at the north wall, then throw a bomb north-east at a second switch, then directly south, and finally to the west past some spikes. If you do this quickly enough the gate north-west will open and allow you to pick up the Present and claim your new Beret.
Smash through the wooden fence and go north through a large pile of bones, yet more Spider Spitters will appear for you to kill. At the top of the steps the darkness will recede, walk past the spikes and down the other side to greet a Moon Widow. These enemies run around leaving a white trail behind them, step in that trail and you'll be stuck in their web. Shake out of it to get free. They're fairly resilient but don't themselves do any damage.
Pick up the bomb in the middle and throw it over the barriers to each eye switch to the left and right of the gate. Take another bomb and head up the steps, throw it at the wall just after the spikes, behind there is a block puzzle.
Move the nearest one on the left forward once. Then run to the far end and push the left one there down once. Return to the start and pick up the bomb, walk along the blocks to the other end and throw it at the breakable wall back there. Behind it is a teleporter, this will whisk you away to the Legendary Treasure you may have noticed back near the triple locked door. Teleport and then bounce back out to the main path.
Continuing right past another set of spikes you'll descend into a room with a series of moving spiked implements, these are easy to avoid if you're paying attention. In the north corner you'll find a Treasure Chest. Go south through the spikes, destroy a couple of Spider Spitters to either side, and you'll meet a Gargantula. This massive spider's attack is by firing out some webbing at you and pulling you in, if you don't shake out of it before she pulls you in close you'll have significant damage done to your Skylander. Being close when she does that means the time given to escape is tiny. In this particular case you can use the nearby bomb for help.
Grab the key that the Gargantula drops and open up the door, then go back and pick up a bomb to destroy the wall just beyond it. You'll find a Treasure Chest there, again the other thing you may have spotted near the triple locked door.
Continue on the main path northwards, down into the dark again.
The Skittering Dark
Smash through the wooden fence and you'll find yourself in a small area with a bunch of Spider Spitters along with one of those Moon Widows to annoy you. Once you've destroyed them all go right, you'll approach a gate with a light behind it, you can't get there right at this moment.
Continue north to a fork in the track, head down the right path and clear the area of enemies, including a large Gargantula by a bombable wall. Go left and down and you should end up in a small room with some more Spider Spitters and a bomb. Pick up the bomb and throw it at that wall you just cleared out. There's a key behind it. Grab another bomb and then go back to the fork in the track, take the right path and go through the skulls to a wall you can blow up, there's a second key in the room that doesn't need the bomb but there's a Treasure Chest behind that wall.
Take those keys back through to the door directly north of the little room where you just picked up those bombs.
Widow's Court
You'll be back in the light again but in a large room that is just about to fill with enemies. First take care of the Fat Belly Spiders that attack you, then push through the exploding Spider Swarmers to destroy more Spitters, careful not to get trapped in the Moon Widows' webs too often. As you advance towards the north end of the room you'll attract the attention of the two Gargantulas sitting there, just avoid the webs they fire out and you should be fine.
Once all are dead the monster gate will open and allow you access to the Skull Mask.
Ruins
Once again there's nothing new to do here, upgrade if you want or head straight into the Cadaverous Crypt.
Chapter 16: Cadaverous Crypt
Elements required for 100% completion:
The Catacombs
Over the other side of the room is a tiny red monster called a Rhu-Baby, these little guys run up to you and prepare to attack with their pincers, if you get hit, aside from getting injured slightly, you're knocked backwards a fair distance.
Fire the cannon so that it hits the wall on the right, through there you'll find a Soul Gem for Hex, her "Skull Shield" ability. Go back and use the lever to rotate the cannon so that it's pointing to the left, then fire the cannon. Aside from a load of Spider Spitters you'll also find the Story Scroll inside this small room.
Rotate the cannon again so that it now faces north, this will open the path to the rest of the level and introduce you to the Rotting Robbie enemy, if you have a Fire Skylander you will be able to attack these directly, otherwise you can either lure them in front of a cannon or push one of those candles into them. The candles are quite formidable and can also be used to kill many other enemies.
You'll also shortly meet Bone 'n' Arrow, skeleton archers. These simply stand in place and fire arrows at you. They'll fire three arrows at the same place before retargeting you and firing again. Simply let them focus on you and then move out of the way, they'll be incredibly easy to attack while they're busy firing at that empty space. As you get near to the three out in the open a load more will pop out of the coffins lining the sides of the corridor.
At the end of the corridor you'll see an empty circle with a lever, ignore for now. Go right to a block puzzle. Simple as always, push the bottom one to the right twice. Push the top one to the right once, the middle right up, then the left to the right twice. Now cross over the gap and push the top of the two new blocks to the left, the other one down. Push that one back to the right and then down three times.
The Evershifting Hall
The Undead Spell Punk will make its first appearance. These things increase the tiny little Rhu-Babies into Rhu-Barbs, massive versions that are a lot tougher to kill. Of course you can just kill the Undead Spell Punk first and make them return to normal size. If you follow it down the path to the right a whole new load of Rhu-Babies will rush out of the coffins, so it's in your interests to kill that Punk.
Go down the steps and into another area with Rhu-Barbs, to get to the Undead Spell Punk you just need to smash through the brick wall on the left. There also happens to be a Treasure Chest in the room with the Spell Punk, and if you go to the south section where there's a load of Bone 'n' Arrows you can find Trigger Happy's Soul Gem "Infinite Hellfire".
Once you've killed all of the enemies here the monster gate will open allowing you down to a cannon. Push it to the bottom of the track where there's a turntable, meanwhile a couple of those zombies will approach, either fire at them with the cannon or get them near to the candle in the wall at the top. Once the cannon's in position rotate it so that it's facing the opposite direction, then push it all the way back up. Fire it at the wall and you'll find a Tech gate.
Maze of Skulls
An unusual challenge now, it seems more like a Heroic Challenge than anything done previously. You have 1:20 to find ten elemental skulls, luckily that's fairly easy. Standing in your way are a few of those skeleton archers and a couple of spike traps. All together not much of a maze. And despite needing only ten there actually are twelve of the skulls lying around so you don't even need to scour the area.
If somehow you fail to get the 10 in the 1:20 given you just get thrown out and can simply walk back in to try again, and this time the enemies you've killed are still dead.
Once you do manage it you'll automatically teleport out and be given a Present with a Crown of Light inside.
Just south of the Tech gate is a stone button you need to stand on. Walk back up the steps to the doors that just opened, going right at the top you'll be attacked by a new wave of archers coming out of their coffins. Once they're all dead the door will open. Smash through a brick wall to get to an Earth gate.
The Dark Retreat
Escape the Maze! Your challenge here is to find the exit of the dark maze. Go forwards and you'll be attacked by a little Rhu-Baby, continue straight and then left as you reach the end. There's more red enemies here, if you go north past a spike trap you'll be able to kill one of the many Undead Spell Punks helping them.
Go down to the left and then up through a brick wall, go up through another brick wall and then right. You'll reach the teleporter. You'll find a Treasure Chest and a Present with a Bone Head inside.
Go up the steps to the north and you'll find along corridor with a cannon on tracks. Push it along forwards until it's inline with the first wall on the left. Inside that room you'll find a few Spider Spitters, and once you've cleared them out a lever. Pull it to rotate the turntable to allow you to continue pushing the cannon. There's no need to rotate the cannon itself, just push it forwards again and fire at the next wall.
Just a lever in this room, pull it and then push the cannon right to the end where you'll want to destroy the last wall. This will cause a whole load of doors to open up. Go on through the wall you smashed and north to a teleporter next to a couple of stone coffins. This will teleport you up onto the wall where you can find the Legendary Treasure.
Drop back off it and continue left down the steps, then north at the crossroads. A few enemies will pop out of the coffins here again, kill them to open the door ahead. Beyond that door will be a trio of archers, and beyond them a small room with three more archers and a key. After killing them the door will open.
We're back near the start of the level again, you might not quite recognise it thanks to the rotated camera. Anyway, straight ahead is the locked door for that key. Go through to find a room with a crossed set of tracks with a turntable in the middle. Kill off all the enemies in here and then push the cannon from the left to the turntable. Fire it at the wall to the north for a few gems and then rotate it so it's facing south. Push it back to where it was originally and fire it at the wall south of there to find the last of the Treasure Chests.
Push the cannon back onto the turntable and rotate it so that it's facing the wall to the right, destroy that wall. The cannon in the next room simply needs firing and then pushing along onto the turntable you'll have passed by much earlier in the level. You'll need to rotate it first to get in on there, then rotate it again so that the cannon faces the wooden bridge to the north. Fire!
The Shrine of the Unliving
Cross over that bridge and get rid of the zombies, either by going back to the cannon or using the candle that's just past them. In the next room you'll suddenly be trapped. Enemies will spawn in and start attacking, after a few are dead the north door will open and allow you to kill the Undead Spell Punk behind there. Return to the central area once you've killed it.
More enemies will spawn in, stronger ones. After them the gate to the left will open and allow you access to the Skeleton Key.
Ruins
That's right, nothing. Creepy Citadel it is.
Chapter 18: Molekin Mine
Elements required for 100% completion:
Access Tunnel Vin
If you're using an Earth Skylander you don't actually need to pick up the Pickaxe, you can smash through the large rocks simply be attacking them. Everyone else should pick up that Pickaxe and start smashing your way through the rocks ahead. There's a load of Flame Imps standing next to the first of the trapped Molekin Miners, these guys run up to you and instantly deal a small bit of damage. They'll keep doing that until you kill them, being small that should be fast.
To the left of the first miner is a line of rocks going into the wall, smash through them. Head up the slope and smash through one more rock to get to a small room with a button in it. Stand on that button and a large fan in another part of the level will temporarily stop working. You've got just one minute to get there, but you can of course always run back and restart the timer. Go back to the tracks and continue onwards where you'll see a Rock Walker, they have the same name but a different attack. Instead of a short range vomit they fire out a ball of fire that rolls along the ground. Smash through the rocks on the right-hand side of the track, behind there you'll find the second miner.
Follow the corridor in here to the right, through some barrels, past a Tech Gate, and then finally to the large fan and the Legendary Treasure which you can only pick up if the fan is still turned off. Go back to that Tech gate once you've got it.
The Secret Claim
Smash through the rocks at the start and you'll reach a block and cannon puzzle. The general idea here is to move the cannon and the blocks so that you can fire at the large purple crystals.
First push the cannon to the right-hand end of its tracks. Push the far block all the way to the left. Then push the two blocks on either side of the cross formation towards the tracks. Push the central one to the left once, then push the right-hand one near the tracks back into position and then to the right. Push the central one back into position, the left one forwards and the near one left twice. Push the left one back towards the tracks and the central one left once. Now move the cannon into the middle of the tracks and fire it at the first crystal.
Push the blocks either side of the smashed crystal outwards so that the two remaining crystals are exposed. Push the cannon once to the right and fire. Now move the top left block all the way to the right, the central one right once, then the left one back away from the tracks. Move the cannon into position one gap away from the left edge where you just moved that block from. Push the central block towards the tracks and then finally the left block into the middle. Fire.
Now all that remains is to push that last block out of the way and claim your Present, a Miner Hat.
Head back out the way you came and across a wooden bridge section.
The Underground Lake
Kill the trio of Rock Walkers and the Flame Imps before heading down the slope in the middle of the bridge. A much simpler version of the Tech gate's puzzle, push the block left and then away from the tracks to allow you to push the cannon to the opposite end. Fire it and walk up the slope to rescue the third miner.
There's a Lava King up next, he'll fire a few Flame Imps out of his head at you and also has an attack firing flames out of his hands. It's quite a powerful attack so don't stick too close to him.
In the middle of the rocks to the right of the tracks here is a trapped machine that'll do massive damage to you. Stay away while it's pounding on the ground or you'll quickly find yourself a Skylander down. Smash through the rest of the rocks to find the fourth miner to the right and the fifth over near some crystals on the left. You'll also find the Story Scroll with him.
Go back to the tracks and you'll come across Diggs and a locked door. To the left of that are some more rocks to destroy. In amongst the next lot is another of those sleeping machines, it'll wake up and drill through the rocks to get at you. To the right of those rocks is the sixth miner, to the left a further passageway.
If you go down the corridor behind the set of rocks on the right-hand side in that passageway you'll not only find Cynder's "Haunted Ally" Soul Gem in the middle of the water, but a Treasure Chest up a bounce pad to the left. There's also a rock to smash in here a little further south, and behind that another Treasure Chest!
Go back to the passageway and continue left where a thief will steal a key, you'll need this key if you want to finish off the Collections objective. Chase it down and then free the miner on the left, don't free him before otherwise you'll be teleported back to the locked door and have to come back for the key.
Inside the locked door is a bomb, you can use this to destroy the large purple Tzo Crystals that you couldn't see a cannon for. There's some just outside to test it on. The ones you want to blow up though are further behind them down a passageway to the right.
The Crystal Grove
It's another block and cannon puzzle. But first you can grab the Treasure Chest to the left.
Destroy the near three crystals with the near cannon, leave it at the left end. Push the block up from the left crystal in towards the rest of the blocks, this'll give you a clear sight for blowing up the crystal above it. Next push the right-hand equivalent down once and then left, now push the right cannon up three times to destroy the next crystal. Push the block blocking your way into the middle and then the cannon up two more times and blow up another crystal.
From the gap where that crystal was you can now push that last block down once and do the same with the cannon, blow up that crystal behind it. Circle around the entire area and push the block in the way of the last crystal into the centre, fire the bottom cannon.
Now push the left block on the top track down once, circle back around and push the right one up off the tracks too. This will give you access to the cannon to push it to the left end and fire at the crystal blocking the Soul Gem. Flameslinger's "Super Volley Shot" is yours.
And that's pretty much the entire level done. Return to the locked gate and push Diggs along towards the start of the level. You might find you missed a rock or two so smash them with the pickaxe if needs be.
Ruins
Straight off to Lava Lakes Railway with you.
Chapter 19: Lava Lakes Railway
Elements required for 100% completion:
The Molekin Mines
Stepping forward you'll be introduced to a Fire Spell Punk who runs around blowing up things. It'll spawn in a barrel and then run off before lighting a fuse that will go back and detonate the explosives in the barrel. Stay away from that barrel, it hurts if you are close by at detonation time.
First off it'll blow up the wooden fence and allow a load of Fire Imps through, once you've killed them and it unless you're an Earth Skylander you should follow the tracks down to the left off the main track to pick up a pickaxe. Go back and onwards through where that fence was, at the bend there's some rocks to break in the wall on the right. You may also need to kill a couple of Rock Walkers as you do so.
Follow the path up to the lever above the tracks and then jump down to the train to move a bit further along. No need to backtrack by the way, you only really went just past the curve.
There's another Fire Spell Punk at the turntable as well as a Lava King spewing out more Imps. Once you've killed them smash through the rocks to the left of the track and you'll find a cannon. No need to reposition it, simple fire it. Twice. Go up to the lever and pass by into a room behind it with a Soul Gem, Eruptor's "Mega Magma Balls" in it. Then pull that lever and jump back into the train again.
You gotta back up a little this time, kill the three Rock Walkers and then go down the path off to the left of the track. You'll find a bomb in there, along with a Fire Spell Punk, but if you continue upwards you'll also find a Treasure Chest.
Take the bomb and throw it at the Tzo Crystals next to the train, there's a Lava King right behind there. Ignore the lever and go to the right, you should follow a passageway up to a fork in the path where you'll go up into a room with a Treasure Chest and the Legendary Treasure inside. The other path goes to where you will have already been if you fired the cannon twice. Go back and pull the lever.
The Crystal Grottos
Pick up the Story Scroll from where you start this section and then walk left down to the first set of blocks. Watch out here, you'll miss out on the Treasure Chest if you push the blocks without thinking. All you need to do really is to push the near side block down twice and once to the left, then go back to the tracks and use the line of blocks to get to the Treasure Chest.
Drop off to the right and push the two northern blocks to the left straight off into the gap. Push the third block left once and then up three times so that it falls into the gap directly under the tracks. There are two blocks on the left now, push the left one into the hole then leave the other for the moment. Walk through to the other side of the tracks, push the block on the right to the right three times. To the right of them is another block, push this left twice and then down once to fit it into the tracks. Go back through the gap to the left and push the remaining block up once, left once and then up.
Go up onto the tracks yourself and walk down them to the next section of blocks.
Push the first two blocks directly in line with the tracks, the one down to the left of them into the gap, the one up to the left of that on top of it and then up into the remaining gap in line with the previous two. Of the two remaining on the ground to the left push the right one down twice and then to the right into the hole. The other should be pushed to the right twice before being push up three times to line it up. Walk up the curve of the tracks to the left and push the block off to finish it up.
Lava Lagoon
There's another of those pesky Fire Spell Punks ahead, if you leave it be it'll kill a Rock Walker at the bottom for you. If not then just kill it yourself. One the island after that is a Lava King, to the right a smaller island with several Rock Walkers on. You'll need to kill them and the one on an island south to open up the monster gate. You'll also find a Fire gate.
Fiery Depths
Walk down over the tiny bit of lava gap onto a wooden platform where you can board a moving rock platform. This will take you a short distance to a platform with a bounce pad to its south. If you want some gems you can take that route but it'll just lead you back to the start again. For the real prize go north along the moving platforms with bounce pads on them. The trickiest part is right at the end with the ones moving side to side, you just need to try and stay on the last one until it's in position so that you can jump up to the Present for your new "Lil Devil" hat.
If you fall off just walk back to the beginning and start again, although you might like to explore the lava for some gems while you're there.
Kill the two Lava Kings to pass beyond the monster gate here. To the right is another Lava King that'll need killing to get through the very last monster gate.
The Fire Source
Flameslinger is your first minion to fight, he attacks using a bow. First he'll charge up an explosive arrow to fire towards you, it may not even reach the entire distance but stay away from the trail that it leaves. Then three quick arrows that definitely will, just move out of the way. If you're up close stay out of the fire trail that he makes as he runs away from you.
The first part of the fire spell is fairly simple, just keep moving and stay out of the yellow crosses.
Next up is an Evil Phoenix Dragon, Sunburn. He'll teleport around until he gets near to you where he'll then fire a beam of flames out, this will tire him for a few seconds giving you a chance to attack. Try not to move too quickly away from the teleport marker otherwise it'll just keep teleporting around.
This second part is a lot stronger, make a mistake and expect to pay the price. Out of the centre will spawn four glowing balls, this will leave behind a trail of fire that really hurts, move so they don't get you. It'll repeat with a similar pattern, to avoid simply walk in a circle that takes up about a quarter of the area- first to the left and then to the right, you should walk around the fiery blasts with ease. After those two a direct line of them swing around the entire arena. After that two sets that'll swing round in opposite directions. For those two these you can just stand right at the bottom and avoid all damage, but get ready to move as the next one will go there. For the next one again stand at the bottom and then for the very last swirling pattern move up and right as they come past.
Evil Eruptor is last up. He'll fire three quick blasts out of his fists at you and then create a pool of lava around himself, that'll only hurt the Skylanders up close. He'll then rest for a bit before starting again. Try not to get hit by the blasts and then if you're ranged attack as soon as he's done with them. If you're melee you'll have to wait for the lava to subside before going in during his break.
No third spell this time, straight into the triple fight. Go straight for Flameslinger first, his attacks are likely to be the ones that'll hit you if you're going for the others. Then get Eruptor and finally Sunburn who shouldn't have been much of a problem if you were moving a lot. All through this you'll also be avoiding the fire spells from before, simple stuff really. If you survive them for long enough they'll just stop and leave you to your minion killing.
Ruins
There's nothing new to do here, talk to the Weapon Master and head straight to Quicksilver Vault.
Chapter 20: Quicksilver Vault
Elements required for 100% completion:
Skeleton Gate
Walk down the curving path and you'll see your first Arkeyan Blasters, these are stationary machines that fire little electrical balls at you. They will are attracted to you if you get close but can be easily destroyed. Smash the two Blasters to open the monster gate behind them.
A load of Gnashers are next, they're just like the Fire Imps you've seen before except blue. There's a lock puzzle on the left behind which you'll find a Treasure Chest.
Left x 4, Right x 3, Left, Right x 6, Left x 5, Right x 2, Left x 2
Smash through the brick wall to your right, behind it is an Arkeyan Defender. It has a shield that protects it from attacks, only lowering it to swing the large hammer that it's carrying. If you step back as it does so it'll smash into the ground and get stuck for a few seconds. That's your chance to attack while it recovers. Or rather right when it lowers the shield if your attacks knock back.
Follow onwards to another Defender and a trio of Blasters behind it, around the corner is another set of three Blasters and a key that you will need to collect. Along your trip back towards the crossroad you'll be attacked by a new pair of Defenders, kill them and make your way forwards down the remaining path.
There are a few Gnashers and a couple of Blasters before yet another two Defenders that will smash through a brick wall right before the locked door that you should have the key for.
To the left there's another lock puzzle with a Treasure Chest behind it.
Right x 3, Left, Right x 3, Left, Right x 2, Left, Right x 3, Left, Right x 3
Go up the steps on the right to a group of Defenders, then you'll see an Arkeyan Ultron that's incredibly similar to the sleeping machines you'll have seen in the mines before. A completely different style of attack though, these fire a set of rockets up into the air and begin targeting with their laser eyes, when it stops and a red beam appears from above the rockets will start to smash down, first onto the immediate target then in larger circles around it. So keep moving once you dodge the first set. The time to attack is during that focus phase as that's when it lowers its shields.
Grab the Soul Gem behind it and you'll have Wrecking Ball's "Enemy Slurp", then use the teleporter as directed.
Main Gate
The Magic Spell Punk has an odd attack, it creates a metal ball that hovers around and zaps you if you stay close to it. You can sever the link between Punk and Orb by attacking the Orb but the Orb itself is indestructible and will start floating again after another cast by the Punk. So go kill the Spell Punk, ignore the orb.
If you walk over the chain at the top end of the platform you'll find a pair of Arkeyan Defenders who are guarding the key that you're after. There's also a Treasure Chest here. Once they're dead a teleporter will appear back on the first platform that'll take you to another platform.
Kill the Gnashers and the two Magic Spell Punks and a teleporter will appear at the top edge. This next platform is home to a few more Gnashers, a couple of Defenders as well as an Arkeyan Ultron. There's a Life gate here to go through.
Dimensional Rifts
Falling off the blocks here just will send you back to a bit of solid land, you can't swim or fly over it. First step onto the moving platform and wait for it to move to the left, step forward and wait for the next platform to arrive. This will speed to the right past a central block, wait on there for it to stop there on the journey back to the left. Walk forwards as the two blocks form a direct bridge, go left and step from one moving platform to another. Step on the circular button at the end.
Turn around and go back towards the start, at the platform that stops at three places get off on the right-hand end. The platforms to the right raise and lower into the goop so try to time your run so that you step off the left one as the right one comes up rather than down. Step onto the first of a set of three platforms moving to the right, wait on that one and step off to the south onto the lone platform. Wait there for a platform to arrive from the south, this will take you down to another platform moving to the right, and this will take you to the Present with a Unicorn Hat inside.
Step back onto the left and back to the three moving platforms from before, move to the top of them when they line up at the left side and then step off them when they move back to the right to get the Legendary Treasure.
Use the teleporter here and you'll finally be returned to the locked gate.
The Scion of Earth
Go down the chain and then left down the slope towards an Ultron smashing through a small wall. The Story Scroll is right behind it but watch out for the swathe of Gnashers and the Defender wandering about. Continue down the slope and onto anther chain, this will take you to a teleporter.
The Grand Ballroom
This first puzzle requires you to push the top block left once, the bottom block up once and then the bottom prism left twice. Next push the top prism to the left once, the right block back to the south and the left block back to the right where it started.
Go down the chain to the next puzzle, only very slightly more complex. Walk around the left side and push the block to the left of the top prism upwards, also push the block to your right to the right twice. Push that top prism to the right just once. Push the southern block up one and then the south prism right twice.
The next puzzle has more to it. Pull the lever in the bottom left corner once, the lever in the middle twice. Push the left prism up two and right one. The block to the right of the central lever needs pushing right twice, then push the prism south of where it was down once, and finally the prism up in the top right corner up one.
The Scion of Earth
A teleporter will take you back towards the Scion, grab the key and slide along the chain. A new set of enemies will have appeared, kill them! There's a monster gate at the top of the slope which requires them all to be dead of course. Next bit has a few Gnashers and another pair of Magic Spell Punks to kill, three Defenders will be on the slope up into a larger section with an Ultron and some more Punks.
To finish the level simply unlock the gate and walk to the centre.
Ruins
And off to the Arkeyan Armory.
Chapter 21: Arkeyan Armory
Elements required for 100% completion:
Unyielding Garrison
Go down the slope to a small circular area, there's a switch on the northern edge that will switch on the lights. After that use the switch on the south side to open up the door to carry on. You'll find the Story Scroll in the bend of the slope down.
The Defense Drone is a new enemy, the green circle on the floor spawns out a few small flying machines that fire at you, to stop the spawning simply destroy the control tower nearby. Hit the switch on the right to open up the door. The next section has a load of Arkeyan Blasters surrounding a Defense Drone control tower, destroy them all to open up the monster gate behind. In the next bit there's just one control tower with four spawn points, go for the tower to destroy all four spots.
Ignore the door next to the Weapon Master here and instead follow the path up to the left, at the top you'll find another Defense Drone tower and the Treasure Chest next to it. Return to the Weapon Master and go through the door to climb aboard the War Machine.
Halls of Molten Fire
This section is pretty straight forward, shoot down the flying enemies and punch the platforms. The machine will walk by itself and has plenty of health so there's not much you need to do.
Up until you get to the fist fight with another War Machine that is, but even there you just need to keep tapping the attack buttons until it explodes.
The Crucible
First pull the active switch and then the other switch that will open the door, there's a set of four Arkeyan Defenders blocking your path, you'll have to kill them to progress past their monster gate. Along the path towards the vault you'll have to kill a whole long line of Arkeyan Blasters lining the route, once you've gotten through them you're there.
The Vault
Go down the steps to where the Eternal Magic Source is being kept, it's locked up of course.
The Crucible
Hit the switch and go down the slope to the tiled floor, head left at the bottom and onto the rocky section. In the north-west corner next to a Defense Drone tower is a Treasure Chest.
Head south from there and you'll find a blue glowing object surrounded by rocks but no pickaxe in sight. You'll need an Earth Skylander to break through there and collect the Legendary Treasure within.
Continue to the right and there you'll see an Air Gate.
Pandoran Gift Shop
A lot of moving platforms ahead. If you fall off then walk back to the left and use the teleporter to get back up. Walk along the path and take the first across, the next two move towards each other. Quickly step onto the three platforms moving in and out of the wall, do it as soon as the first one pops out rather than waiting for all three to be in position.
Stop there and wait for a single platform coming from the screen rather than walking along the next three, that's the last of the Treasure Chests. Go back and to the right along that second set of three platforms. The next platform won't quite reach so you need to use the bounce pad to get on it at its closest point. The next bounce pad is used as the platform approaches too.
You've reached a sort of checkpoint, falling off the platforms now will only mean coming back to here. Use the rising platforms to get up and walk along the undulating platforms, perfectly straightforward. Wait for another platform at the end, you'll be switching between the up and down sides to get to the Present with the Wizard Hat inside.
Walk up the steps at the right-hand end and attack the two Defense Drone towers and a line of Arkeyan Blasters, behind them is the Security Card. If you then go north you'll find Voodood's Soul Gem "Impervious Tripwire".
Your trip back up to the Security Panel will be interrupted by some more enemies that have spawned in on the slope upwards and the Vault itself, the most dangerous being the two Ultrons at the centre of it all. Once you've destroyed them press the button on the wall to open up the gate and get up to the Security Panel.
The first of the three switches is in the room directly north of the Security Panel, approach it and kill the two Defenders that are in there. Next head down to the right for the second door, there's another couple of Defenders in there too. Finally go down through the vault again and north to the third switch. Return to the vault to pick up the Eternal Magic Source.
Ruins
The last few things have been added to the Ruins, the eighth element added to the Elemental Totem for a whole load of gems. The last Winged Sapphire is down in the cage at the docks:
Left, Right, Right, Left, Left, Left, Left, Left, Left
Once you've done that and upgraded your Skylanders, it's time to enter the Lair of Kaos.
Chapter 22: Lair of Kaos
Elements required for 100% completion:
Coldfire Crater
Once you've smushed the Flame Imps you'll be able to use the teleporter to go up a short distance. Smack around a few more Flame Imps and head up to the right where there's a Lava King guarding a key. Take that key and use it in the door on the left. A couple of Drow Witches will appear but they should be no problem at this point.
Path of Fangs
It's easy to miss but the mechanic of this path is for you to choose a side and then the path will open, the other side closing. At this first point it is fairly trivial, either Food or Gems. Choose one and walk over the middle of the little circular area, this will trigger the gates to switch and allow you through (but block the other side).
Lining the sides of the path now are some electrical fangs, these slam down and shoot out electricity when you get close, to avoid them simply approach and retreat, wait for them to go back up and then quickly walk through as they have a short pause before they do it again. Characters with a fast movement ability can also just run straight through.
After another pair of fangs is a choice that seems to have been made to cause anyone not concentrating to lose all sense of what was triggering the gates to open. Anyway the right-hand side has a magic gate to go through.
Alternate Ends
Instead of a rotating blade the floor rotates, to get past the blade you need to wait for the bounce pad to get onto the correct side so that you can use it. Bounce to the right and up the steps. Here is a rotating floor and a rotating blade, the bounce pad is just for getting a few gems in the air, walk up the steps.
The blade and floor combo at the top of those steps is trickier, you need to use the bounce pad to get up to the left onto some moving steps. Once you're on them wait for them to line up and walk to the Present with the Wabbit Ears inside.
Drop back down and go along the path to the right, bouncing up to a large, empty platform. Drop off the other side and walk through the spike traps to a bounce pad that'll take you up to a Treasure Chest in the middle of a spike trap. To get back to the level simply go in the opposite direction, you'll need to bounce onto that raised bounce pad of course.
Go through the next set of fangs before taking the left side to pick up Double Trouble's Waterwalker Soul Gem. Bounce up to a couple of Drow Witches and then pick up the Story Scroll on the right-hand side. Your next choice is between food and money, and then, irritatingly, between the Legendary Treasure and a Treasure Chest. So you'll have to come back to get the other for full completion. Remember that you do get money from picking up a Legendary Treasure, I'd pick that one.
That last choice will open up a rotating blade over a rotating floor. Follow the blade clockwise to get around it and down some steps.
Towers of Darkness
You'll next come across a triple locked gate being guarded by a Lava King, some Drow Witches and a couple of Shadow Knights. The keys are further along so go up them steps to find the first just sitting there out in the open. The other two'll be a little trickier.
Now there are two directions to go in, either left or right. For the sake of the walkthrough we'll go left first but it doesn't really matter.
On the PS3, PC and Xbox 360 versions it may look like a dead-end but if you cross over the centre of the circular area the whole thing will begin to move and take you off to the next location. Unfortunately the elevator is lined with those electrical fangs so try to stand in-between them while you're waiting to arrive.
On the Wii instead of an elevator you have a long corridor lined with some more of those electrical fangs. Both versions end up at the same place at the end.
The Farthest Reach
Go down the red slope towards a group of enemies, there's four Shadow Knights and a Tech Spell Punk. You can just run in and grab the key as killing them is unnecessary to get back, simply use the same elevator you came in on. The ride back is just as slow.
Forlorn Islands
This one has a few Drow Witches and a couple of Shadow Knights, there's also a Treasure Chest off to the right. Once you've got it and the key use the elevator to return to the locked gate.
Towers of Darkness
The rotating blade at the bottom is simple, just follow it around, there's a Tech Spell Punk attacking you though so watch out for that. Kill it and the two enemies next to a closed gate, it'll open once they're dead. This last area locks you in and brings on a few waves of enemies for you to fight.
First up will be some Drow Witches and a Lava King, once they're dead a couple of Shadow Knights will arrive. After them two Tech Spell Punks and finally a Lava King and two Shadow Knights.
If you're ready (your characters will all heal up so don't worry about that), step through the gate and we're off to face Kaos.
Castle Blackthrone
You have two initial directions to go with this fight, either concentrate on wiping out the minions or concentrate on attacking Kaos while he's sat on the floor in his machine. It's a long fight either way.
If you go for the minions then wiping out each trio will advance the stage of the fight, unfortunately this doesn't actually advance any damage done to Kaos. Once you've wiped out all five waves of minions you'll just be left to avoid the magic spells while trying to attack Kaos. The downside being that he will have more health left at this point so you'll have to dodge for longer, the up side being that you can collect or store food from minions, to store it just leave it alone and it'll remain on the floor until you walk into it.
If you go straight for the attack on Kaos you won't have to kill the minions, about every tenth of health you take will advance the stage of the fight and the minions will be replaced by the next set. The up side is that the final stage starts with less health on Kaos, down side is that you won't have any food dotted about the level waiting for you pick it up.
First off you'll get a small array of different minions one at a time, each one getting removed after a while only to be replaced by another whether or not you've killed it. They'll retain their health status when they reappear so attacking them does actually mean something.
Hopefully you remember how you fought them previously, the same thing applies here.
If you kill all of the minions or damage Kaos enough you'll be attacked by the Hydra. This is essentially just the magic spells you'll have encountered before, the game will select one of four at random to attack you. This does mean you can get the same one multiple times in a row.
The blue one does the shark attack. The green one does the green ball attack. The skeleton looking head does the laser attack. The black firey one does the fireball attack.
The spells for now are the most basic form but this will keep going and going until you get Kaos's life bar down about a tenth, he lands at the start of each attack for a few seconds - that is your cue to attack.
The next set of Evil Minions are his brawlers, and he'll send out two at a time. The minions that make up the rotating selection are Stump Smash, Eruptor, and Slam Bam again. After a short time they'll be removed and then the shark magic spell will be cast. You have a chance to attack Kaos at the beginning of each of these parts, take it!
Eruptor is the one most likely to suddenly lower your health, his initial fireball attacks are powerful and if you get caught up in them not only will you be hit by them but the other two minions' attacks will likely hit you too. So stay wary of Eruptor and watch out for Stump Smash's rolling seeds.
If you kill all of those three or you get Kaos down by another tenth, another set of three will take their place. The next lot are Stealth Elf, Zap, and Ghost Roaster, much more annoying enemies. The magic spell cast during these is the one with the green balls.
Ghost Roaster and Zap are the annoying ones this time, just watch Ghost Roaster's preparations to attack and go for Zap first as he has some long range attacks that'll get dangerous.
If you decide to kill those off too the next three will arrive; Zook, Chop Chop, and Sunburn. Even more annoying enemies and you'll now get all three at once. The magic spell for them is the laser beams.
This is the hard part, Chop Chop is just as devastating as the last fight. Keep a close eye on his approach and if possible kill him first.
We're onto Hex, Flameslinger, and Gill Grunt now. You guessed it, it's the fireball spell. These ranged attackers are all fairly pathetic, they all stand still in about the same spot so if you've got an attack that does a wide area of damage it'll be great here.
Once those three are dead, or you've gotten Kaos down to about half health, you're out of minions. On the Wii version at this point Kaos will regenerate, what fun. Now you've instead got to suffer through constant waves of magic spells, you'll get each of them in turn first with Kaos on the floor ready to be attacked and then several more just avoiding them. He'll come down only after you see the Hydra's head swap so just focus on avoiding the spells until then.
That's the last part of the fight, if you're still near the top of Kaos's health bar you've got a long way to go though. Just keep at it and you'll eventually manage to get it to zero and win the battle.
Ruins
And that's that. What is there to do now? Aside from going back to fully complete any levels you've not done so for yet, you can finish levelling and upgrading your Skylanders, as well as completing any skipped over Heroic Challenges.
Chapter 24: Pirate Seas
Elements required for 100% completion:
Simply place your Pirate Ship onto the Portal of Power whilst in the Ruins and a new ship will arrive down at the docks.
The Docks
Walk backwards down the dock it immediately pick up the level's Story Scroll. Go onto land and to the right, there's a small group of red Chompies that'll attack, these are pretty much the same as the green ones. Once you destroy the Chompy Pod they're coming from you'll be able to advance through a monster gate, this will take you to an open area with a new type of enemy, the Seadog Skipper.
Shipwright's Square
The Seadog Skippers are much the same as many other enemies, they'll turn towards you and start their firing animation, this gives you plenty of time to move out of the way of the cannonball. Once you've killed them and the Chompies talk to he pirate standing behind the small blue table.
Fangs will introduce you to the sport of Pirate Cards, all you have to do is find matching pairs. The Anchor Deck is only six cards so it shouldn't take too long to beat but they give you 55 seconds anyway. The Ship Master that you free will tell you where you can find Mayor LeGrand, up at the top of the hill.
Before you go there though go behind the area that the cage is on and towards a Life Gate, there's a Treasure Chest right next to it.
Pirate Training Grounds
If only you had a key. Go around the circular walled area and up onto a small raised platform with two glowing buttons on it. You might as well just stand on both of them, this will raise up the blocks on the left and right, drop down and push the moveable block left once, then down twice. Walk around and then up the steps again to use the blocks as a bridge to another button which you should now stand on.
Jump back down and push the block up twice and right three times, then push it down twice. Again go back around and press the button up on the platform there. Push the block in-between the newly raised pair to go north. Bounce up twice and walk forwards.
Use the bounce pad in the middle of the spikes to bounce up to the right, keep bouncing along until you get to the end where there's a bomb. There's also a button here you might want to press, it's not 100% necessary but if you fall off in a bit you might find it a bit easier getting back. Anyway bounce up to the bomb and grab it, now bounce back along to the left hopefully with just enough time to throw the bomb at the wall. Grab the key and step into the teleporter.
Now it's a simple case of going up to the Present and collecting your Pirate Hat.
Return to where you played Pirate Cards and go down to the south keeping to the left, you should pass by a Present on the right, you'll have to wait a bit before reaching that. Right before the next monster gate is a lone Seadog Pirate, these guys simply attack with a sword in a jabbing motion.
Through the gate and you'll meet a Captain K9, a large enemy that smacks the ground with an anchor. Once you've killed him and the rest of his gang behind him proceed towards the far left where you'll spot a turret sitting there. Hop in. Shoot the ship enough and you'll be thrown out to pick up the Legendary Treasure.
If you walk up the curved steps of the building right next to the turret you'll find Terrafin's Soul Gem for the "Surface Feeder" ability.
Fountain Square
Follow the path along until you reach a fountain in the middle, head south of that to a bounce pad. Use the bounce pad to jump all the way back across to the Present and Treasure Chest you passed by earlier. The Pirate Doo Rag is yours. Return to the fountain and continue on along the path, kill the ambush of enemies that are standing near an empty table.
Go up the slope on the left.
Mayor's Office
There's a whole host of enemies up here including a Life Spell Punk to heal them up a bit. Once you've killed them all go talk to the pirate standing next to a table. Bandit's Cannon Deck ups the game by having nine cards on the table. How you do match nine cards into pairs? Well one of them is a Wild Card which when flipped will take both of the other card you flip off the table. Leaving you with a nice even number left to complete in 1 minute. The game will also introduce cards that extend your time limit, they'll simply say +8 or some other number and that amount of seconds will be added onto your time when you match the pair.
Once you've beaten that go back down the slope to the table you saw earlier, it's now occupied by a pirate named Chance who has a Pirate Curse Deck. The Pirate Curse Deck has twelve cards in it, including a brand new pair the Pirate Curse. If you match the Pirate Curse the entire deck will shuffle around causing you to lose track of the position of cards you've previously turned over. Because of that and due to the fact that it doesn't even count as one of the pairs needed for completion, try and save them for last.
Coconut Islands
Crossover the drawbridge and go left towards a couple of Seadog Skippers and a couple of Chompy Pods. Guarding the bridge on the right is yet another pirate, this one, going by the name of Woof, has the Mermaid Deck. Fifteen cards this time, that means there's a Wild Card in there along with the Pirate Curse cards. There's also a Peekyboo pair, if you get them both the game will show you each card in the entire deck one by one. Very useful but obviously it can be tough remembering them all from that showing if there are a lot left on the board.
Cross the bridge and destroy the Chompy Pod, and before you know it you'll be playing another deck. Doggerts' deck is the Lookout Deck, there's nothing new this time just more cards. Eighteen of them to be precise.
There's a whole line of enemies up ahead, smash your way through them and then, if you've got a Skylander that can go over water, cross the water on the left and go north under a grassy bridge where you'll find the level's final Treasure Chest. Return to land and walk up the slopes, kill the enemies up there and cross that same grassy bridge going left.
Dreadbeard has a game for you. Pirate Cards! The Skull Deck is made of 21 cards and you get two minutes to beat it.
Circle the island firing at the towers and the ships, every two towers you destroy a new cannon will appear and start firing at you up to three. There's not much you need to worry about, it's only if you're sitting still for too long that you're likely to actually get anywhere near being destroyed. Remember that you can immediately turn around and go back if you miss fully destroying a tower, no need to circle the entire thing again.
Once you've finished off the towers and the ships you'll have to play one last game of Pirate Cards with Dreadbeard. The Poop Deck Deck. There are 24 cards in this one and you're given 2:10 to finish it. With only 10 pairs needed there are two Wild Cards in there as well as the Pirate Curse pair. You've also got a new card, the Remove Curse card, if you match them the Pirate Curse cards will be removed from the table.
You can return to the Pirate Seas either by visiting the ship in the docks or the normal Chapter Select method.
Chapter 25: Darklight Crypt
Elements required for 100% completion:
To unlock Darklight Crypt all you have to do is place your Crypt on the Portal of Power. The entrance is found to the north in the circular ruins at the top there.
Haunted Courtyard
The game will introduce you to the level's unique mechanic, switching between the Real World and the Ghost World. This will be used extensively throughout the level to solve all of the obstacle puzzles.
You start off in the real world but there's nothing you can do really so go straight over to the Spectral Shifting Platform and switch to the Ghost World. If you didn't destroy the red flowers while in the Real World you'll see your first Clipperz, these look a lot like Rhu-Babies but they don't turn into Rhu-Barb equivalents at any point, an easy kill. Note that you only get experience from killing an enemy if they're alive at the time, so destroying the flowers in the Real World will net you nothing while killing the Clipperz in the Ghost World gets you some experience.
In the Ghost World the big door is wide open, go through it and kill a few more Clipperz that approach. Continue forwards, past a couple of coins floating in the air on the left, to a bend in the path where you meet Occulous. Carry on along to the right where you can drop down next to a moveable block. Don't move the block just yet, instead smash the bones on the floor next to it and walk down the path where the block should go, you'll find Ghost Roaster's "Lingering Curse" Soul Gem.
Once you've got that go back and push the block two spaces north into the gap. The new enemy you're introduced to now is the Haunted Knight, it's just like the Shadow Knight, same attack and everything. The only difference really is that in the Real World it's a harmless suit of armor, you can either get experience and kill him here in the Ghost World or switch to the Real World with the Shifting Platform next to him, you'll need to go to the Real World now either way.
The blocks that were blocking your way to the right are now hanging in the air, run quickly underneath them or they'll squish you. If you go past the Shifting Platform and follow the path down to the right you'll find the Story Scroll. Once you've got that head back up to the row of blocks again.
Switch into the Ghost World and kill the Haunted Knights (unless you smashed the armor in the real world of course) Go left and up the steps, cross over the stone blocks and go north towards a large open gate, ignore the gate though and continue going left, you should walk over the block you pushed into position earlier now. At the end of the path you'll find a translucent chest, a sign that you need to be in the Real World, luckily there's a Shifting Platform right next to you. Shake open that Treasure Chest and then switch back into the Ghost World. Go back along the path you just came from and go through that large door you ignored.
There's a Haunted Knight there as well as a new variety of lock puzzle. Instead of just the green Lockmaster Imp you have to contend with a red fiery imp too. It acts just like the green one and will fall as you'd expect when you rotate the puzzle but it doesn't unlock things and if the green imp crosses paths with it you have to start over. Here's a solution:
Left x 3, Right x 4, Left, Right x 2
The Dark Labyrinth
On the other side of the gate is a load of Clipperz and a few Haunted Knights, you'll need to kill them all the open the Monster Gate on the far side. Go down the steps past a dead tree and through an open gate to a Shifting Platform, go into the Real World. The open gate you just went through is now a locked gate and you can now push the blocks to the south. Push the first one down once and then the one to the left left twice. Go through the gap and then push the next block left three times. The block north of your position should be pushed up once to reveal a bounce pad. Bounce up onto the blocks and go left, go up the steps and push the block at the top off, this will open up a Fire Gate.
Forest Walk
For some reason it's gone dark here, kill the Chompies and the Chompy Pods spawning them, walk along the corridor until you get introduced to the Stump Demon. These are large enemies that look like dead trees come alive and act pretty much as Rhu-Barbs do. As you reach what looks like the end you'll suddenly notice that brushing up against the blocks there will cause them to vanish. There's a block in the wall on the south side a couple before the "end" two that does the same. Go through into a room off the side, at the end is some pushable blocks, push the left one down twice and then return to the corridor and continue going right.
The first block after them on the south wall also vanishes when you touch it, go through and kill the Chompies and their Chompy Pods. In the bottom left corner is another vanishing block, this gives you access to the pushable blocks that you couldn't push before. Push it left once and then down three times. This will give you access to a large round stone button on the floor, stand on the button and then return to the corridor again (you won't be shown anything happening when you stand on it).
There's a large stone button next to some a wooden gate at the end, standing on it will lower the gate and allow the Stump Demons through. Unfortunately there's still one more gate blocking the way, the last block on the north wall vanishes to let you through. Kill the Stump Demon in there and then push the block at the top of the wall on the left twice, make sure to push it twice upwards otherwise you can get stuck in the next bit.
Push the block in the wall on the left to the left twice to get around it before pushing it back to the right four times (if you only pushed the other block once you'd get snagged and unable to push the block out fully - leaving you trapped and left to the devices of Chapter Select). Then push it up three times to create a bridge to reach a third button. This will open up that last gate and allow you to pick up the Present and collect your new Chef Hat.
To exit just walk back down the main corridor and teleport out.
Collect the key and go back down the steps, push the block right twice to get back to the bounce pad which you can now use to get up onto the blocks again and this time go right, unlock the door and you'll go through to where there are some Stump Demons in place of the dead trees.
The Parapets
Head right along a brick path underneath some hanging blocks, these will lower as you pass so keep on moving until you get out the other end onto a bit of grass. Kill the Stump Demons, the Chompies and the Chompy Pods to open up the Monster Gate behind which you'll see a row of blocks lowering and raising all by themselves. Spooky!
Ideally you'd run through when they all move together but you can go through bit by bit waiting for the next in line to rise up. At the end there's a closed gate, go up the steps and on top of those very same blocks all the way back along them to a Shifting Platform. I don't know why the game shows you a key, it's not for this part. Go along the blocks and through the now open gate where you'll immediately want to go back to the Real World using the Shifting Platform to the south.
There's another (shorter) line of green blocks to get through but once you've done so climb up the steps to a cannon, fire it at the moving blocks, ideally when they're all in a single line. If they keep reappearing just keep firing until they all stay down. Go back to that last Shifting Platform and reenter the Ghost World. In the Ghost World walk over the smashed blocks and approach the Lock Puzzle to the north.
Left x 2, Right, Left, Right, Left, Right x3, Left, Right, Left, Right, Left
Haunted Village
After speaking to Gallant walk forwards and up to another Lock Puzzle, this one's optional though as behind it all you'll find is the level's Legendary Treasure.
Left x 2, Right, Left x5, Right, Left x 2, Right, Left x 2, Right x 4
Go inside the house to the left of Gallant, the one near to Arcane. To get inside you just stand in the blue light where the front door should be. Inside you'll be attacked by some Haunted Knights, once you've killed them use the Shifting Platform at the far side of the room to get into the Real World. Go back outside and kill the Stump Demons that have come alive out here, once they're dead go back in and go back to the Ghost World. You should find that the dead trees that were blocking your way in the Ghost World are now gone.
While in the Ghost World go into the final house beyond those now gone trees, there's a Lock Puzzle in there that'll let you access a Treasure Chest. To open the lock you need to be in the Ghost World but to open the chest itself you need to be in the Real World so go back out and to that previous house to switch again once you've solved it.
Left x 7, Right x 3, Left, Right x 6, Left x 2, Right
Hedge Maze
In the Real World go down the long path out of the village and down into the maze, push the right-hand block forward twice to get around it. Next to the locked gate ahead you'll see another moveable block, push it left twice to get past and into a hedge lined path with a Chompy Pod in the way, kill that and the next before winding your way up to a teleporter at the bottom of the Lighthouse, it'll take you up to a key. Teleport back down and go off to that locked gate you passed by near the blocks.
Use the Shifting Platform on the other side and go north to some Haunted Knights, to the left of them is a block you can push. Push it up once and then work your way around by going right and through an open gate, kill the Haunted Knights that attack. Push that block left twice and then down twice so that it drops into a hole. Go back to the previous Shifting Platform to return to the Real World and go through the gap you just created, if you go left at the point where you pushed the block into the hole you'll find the last Treasure Chest next to a Stump Demon. Cross over the block to kill a Stump Demon and grab the first key.
Again return to the Shifting Platform and enter the Ghost World. Head back out of the gate you just unlocked and then to the right through the open gate (in the Ghost World). There's a few more Haunted Knights in here as well as a teleporter that you can't use in the Ghost World, so use the Shifting Platform that's also in here to return to the Real World.
Kill that Stump Demon that springs to life and then use the teleporter. This will take you over to some steps, go down them and kill the two Stump Demons that you find, you'll also find the second of the three keys. Down from there you'll see a block that you can push to the left, push it twice and you'll find yourself near the triple locked gate. Go left and grab the key floating next to it. Open that gate.
Beyond the Maze
A simple process, just approach the green things and they'll move out of the way. Keep heading forwards all the way to the boss (ignore the middle bit for now).
Go left and use the Shifting Platform next to the ghost to enter the Ghost World. Gallant will tell you how to damage Occulous. Simply run around the arena to the purple pole thing and rotate it. This will pull Occulous fully into the Real World where you can use the cannons on him now. He'll unleash a few Stump Demons on you and start an attack that slowly circles the area. Once he stops firing you should go back to the Shifting Platform and repeat this process for a total of three cannon blasts.
Don't talk to Gallant right away, instead go to the right to where you first entered the boss area, you should find a bounce pad on the ground that'll let you get back up to the path where those green blocks were, some of them are gone now and in the middle you can now walk off to the right and pick up a present with a Pumpkin Hat inside. That's it for the level, go back and talk to Gallant to finish it off.
Chapter 26: Dragon's Peak
Elements required for 100% completion:
While in the ruins, place your Dragon's Peak Adventure Item on the portal and a red dragon will drop an item up on the hill to the left of Persephone's place. Even if you haven't reached far enough into the game to open that section of the ruins it will automatically open up for you now.
Skylands
Walk down the steps towards the first few enemies of the level, these are grey versions of those Chompies you've grown to love. They don't do anything different to other Chompies so just roll through and kill them and their Chompy Pods. As you approach the pair of pods ahead you'll be introduced to an actual new enemy, the Boom Fiend. These Trigger Happy lookalikes run towards you carrying a bomb, they're a bit annoying as they do a fair chunk of damage and are difficult to kill before they explode, your best bet if you don't have ranged attack is to simply let it get close and immediately hit it before it starts to explode, you should knock it back and it'll try again. Keep doing this until it's dead or it explodes.
Once all the enemies are dead a bounce pad will appear in the middle of the stone circle at the end of the area. Use it to jump up to the next platform. Here you'll meet another new enemy, the Arkeyan Hammah. These have a forcefield shield that protects them from all your attacks except for when they try to attack you. So let them get close enough so that they attack, then you can either interrupt their attacks or run behind them as they prepare and attack from there.
After killing the Hammah and the Chompies you'll meet Ramses who'll tell you how you're going to progress through the level; by flying on Flavius's back. Go over to the Dragon Horn to hop aboard for your first flying sequence. These don't really get any more complicated, all you need to do is move to avoid the large stationary boulders and to fire at the Sky Mines as you fly towards them. Gather the gems if you want but it's not really worth much coin to do so.
Crystal Falls
Watch out for the Boom Fiend as you land and then head over the shallow water to the left to find the Story Scroll. You don't need any kind of water or flying Skylander to reach it. Kill the Chompies and the Chompy Pod whilst avoiding the Boom Fiends, once they're all dead the Monster Gate will open to let you reach another Dragon Horn.
The next platform is home to your first meeting with the Dragonets, these blue insects fire a fireball at you that you'll want to avoid - also avoid the remains of the fireballs that sit burning on the floor. There's also a Boom Fiend along to help try to kill your Skylanders. On the left is an Air Gate.
Obstacle Course
Exactly what the name suggests. Go to the left up onto a bounce pad, then up the slope to the right over some spikes and down off the end. There should be a bomb just there, pick it up and run north to the bounce pad which you'll need to use to go diagonally over another couple of pads to where you can throw the bomb up north. Watch out for the dragon heads there though as they blast a stream of fire at set intervals, just wait for them to stop (although no need to wait to throw the bomb) before walking past and picking up the key from behind the smashed wall.
After you've got the key stand on the button to the left of the bounce pad on this section, this will lower some blocks. Bounce to the right and then go up the slope to get to an area with dragon heads along the path, get past them to the locked gate behind which is a Present with the Winged Hat inside, the fastest hat in the game.
Leave via the whirlwind that brought you in back at the start of the obstacle course.
Go north over the shallow river to a bounce pad, on the next platform you will want to go left off the edge to another bounce pad, this will take you high up to a small platform with a dragon horn on it. After the uneventful flying section you'll reach a slightly larger platform with some Chompies on it. Kill them all and a bounce pad will appear. This one requires a bit of timing, watch the rotating platform above so that you land on the bounce pad side of it rather than the spiky side. This will take you up to the Legendary Treasure and a dragon horn that takes you right back to where you just came from.
Drop off the right to get into a fight with an Arkeyan Hammah and a few Dragonets. Killing these will open up a Monster Gate and allow you to access a Dragon Horn.
Dragon Cliffs
Walk past the first set of fiery dragon heads and head right, you'll be going through a whole load of them now, the last of them being in a large circle - avoid these by waiting for them to turn off as with the rest of them. Past them you'll get to a grassy section with some Chompies, use the bounce pad here to get onto the rotating bounce pad and up above.
First go onto the further away side, use the bounce pad on the near platform if you landed there, and make your way around to where there's a couple of Boom Fiends standing by a Monster Gate. Avoid their explosions and as you approach the gate you should notice on the left a bounce pad, use that to get up onto the ledge to the left where you'll find a Treasure Chest.
Now you may want to go north and kill the two Hammahs standing by the gate but do not use the dragon horn there if you are intending to get every collectable in one go. Instead go south and back to the near side of where just bounced up off a rotating bounce pad. There you'll find a dragon horn to use.
The area you reach simply has a couple of Dragonets and Sunburn's Soul Gem "Flight of the Phoenix". Use the dragon horn.
Path of Challenges
Kill the Arkeyan Hammah that approaches and then go right down the path behind it, you'll find a Treasure Chest. Turn around and go the other way through a couple of sets of dragon heads before reaching a circle of them, a circle that just so happens to be spinning. Just wait for them all to turn off before crossing it and you'll be fine.
Walk past some more heads along the next bit of path, watching not to get too close as they do slightly move side to side. At the end is a spinning circle with a bounce pad on it, use the pad when it's next to the columns on the far side, that should let you bounce up onto the platform above.
Kill a couple of Dragonets and then proceed onto another spinning circle, get between the two dragon heads to use the bounce pad. The next one has a few more dragon heads on it, bounce up from the left side. Try not to move too far to the left as you jump upwards though as the next on will be firing too and you only need to stay on the righthand side to get where you need to go.
Elder Dragon Throne
Walk forwards to the grassy section and get fighting, there's just a few Chompies and a few Arkeyan Hammahs in this bit, walk over to the sides nearest them if they don't jump down. Once you've killed them all you'll get another bit of a talking to and a bounce pad will appear. Use it to jump up to the right, ignoring the rotating bounce pad platform for the moment. On the right side you'll find the third and final Treasure Chest.
Drop back off and then use the pad to get up the rotating platforms to a Present just off to the left, beneath the start of the throne section. Inside is the Royal Crown. Again drop off and this time use the platforms to reach the throne area to get into the final fight against Vathek's minions.
Keep on fighting until all the enemies are dead to finish the level, mostly just watch out for the four Boom Fiends at the start.
1 comment:
What?
Post a Comment