top of page

MINI DASH*

tutorial -boot camp-

new hazards

spikes [red] [level 2]

spikes [white] [level 3]

spikes [yellow/gold] [level 6]

world 1 doodle land 

EASY -

new hazards 

spikes [curved] [level 1]

black furry enemy [homing] [level 3]

fireball shooter [follows you/shoots fireballs] [level 5]

fire [still/swinging] [level 7]

spikes [dark red] [level 7]

spike rollers [connecting/still/wall] [level 9]

spikeballs [level 12]

spikeballs [moving/still] [level 13]

snaptraps [snap shortly after walking over them] [level 15]

saw [still] [silver] [level 15]

saw [red] [moving] [level 16]

saw [yellow/gold] [moving] [level 17]

saw machine [swings around] [level 18]

saw [silver] [moving] [level 18]

HARD -  [before it was hard paper]

saw/spike machine [1] [move in/out]

spike machines [3] [move up/down]

fireshooter [moving] [8] 

circlespinners [10] [work like saws]

spikes [purple] [12]

spikes [red, curved] [14]

world 2 industrial zone

EASY - 

saws [still/moving] [1]

rocketshooters [follow, shoots homing rockets] [6]

electric [8]

electro-ball saws [moving/still] [13]

HARD - [before it was city of traps]

electro-balls [3]

flaming electro-balls [4]

double spike block [18] [moving]

world 3 clay town

EASY - 

treesaws [1] [saws behind trees]

small saw [purple] [3]

big saw [purple]

big saw [brown ] [10]

laser [red] [11]

triple colour saw [black/brown/red] [12]

big saw [yellow] [15]

small saw [yellow] [15]

sawblade [18]

HARD [before it was clay from hell]

small saw [yellow] [1]

laser [yellow] [2]

big saw [pink/crimson] [3]

small saw [red] [3]

big saw [yellow]

big saw [white] [6]

big saw [orange] [7]

laser [blue] [7]

drills [9] [like spikes]

big saw [brown] [10]

small saw [green] [11]

big saw [crimson] [12]

bonus-

world 1 retro city

world 2 mini boy

world 3 8 bit

world 4 black & white

world 5 pocket ZX

world 6 only ONE

possible game [spikes/blue stuff]

ONLINE - 

boot camp

W1 doodle land

W2 industrial zone

W3 doodle hard

W4 only ONE

*but you can no longer get this game, so...ZSEWIHO

EDIT 9 OCT 2022 - REVIEW-THING!! [was to be a video for YouTube, but decided to make it website]

FLASH/COMPUTER VERSION - 

boot camp - 

T-1 - a very basic level - nothing to worry about, just make it to the exit. introduces basic controls, too

T-2 - ups the ante a bit with the introduction of spikes and the double jump - still, should be easy

T-3 - introduces the ceiling run. this is one of the levels where you may get a golden joystick the first time you play it

T-4 - adds a set of moving spikes for you to run away from - this makes it a bit more difficult, but still fairly easy

T-5 - this is the first level where the game stops holding your hand. there is a big spike pit right at the start the requires the double jump to avoid. there are no troll spikes though, but you can tell the overall amount of them increases

doodle land - 

1-1 - a easy level, apart from the fact that one of the jumps [leap of faith] has spikes underneath it, but can be cleared with a regular jump

1-2 - this level tests your ceiling run by using spikes. if you know the ceiling run well, this level is easy

1-3 - the difficulty is kicked up a bit here with a black homing monster. he will chase you until he runs into a wall, where he crashes and stops. there are platforms for you to takes rests on, but they are all above spike pits

1-4 - the 'leap of faith' is actually much bigger than the one in 1-1 - it requires a double jump. that said, the below platforms are much smaller than the ones you've seen before, and if you fall, there a chance you'll...well, I'm not sure what happens...blongh?

1-5 - this level is equipped with several fireball shooters - they move with you, and the closer you are to the exit, the more likely chance you will have of being shot

1-6 - the first few platforms have nothing below them - after that another black monster will chase after you, and another fireball shooter is at the end, next to the exit door

1-7 - there are 2 swinging fire blokes at the start. don't be fooled, as you can quite easily run under them. there is an elevator system thing near the end, which used right, will take you to the exit, bypassing all the jumps on the other route

1-8 - there's a single spinning fire at the start, which isn't too hard to avoid. what IS harder though, is the fact you drop into a smaller room with a conveyor belt and a load of spiked blocks coming at you. you CAN avoid these by ceiling-running. after, you need to jump on small blocks to reach the exit. you might need to time your jumps though, as there's a spinning fire right above the last platform

1-9 - the spike blocks in this level all have the same trick to them - timing. the balloon sections require you to land jumps on said balloons, in the first section there are platforms to catch you, but in the last part, there isn't, and there are spikes fairly close to where you're jumping

1-10 - easy jumps, but the moving platform in the middle is fairly small, making it easy to miss. the last few platforms you'll jump on get increasingly smaller, but by this point you should've figured that

1-11 - this level attempts to push you back using conveyor belts. this only puts you in danger once though [start of level, spikes]

1-12 - quicksand makes your jumps lower, and there's a fast-moving spikeball above the last pit

industrial zone - 

2-1 - the start of this flings 2 falling platform right at you! and then, walljumps with moving saw blades! this is the part of the game where it gets harder, if you didn't figure that out already. you could use the shortcut with the moving pistons, but there are so many spikes there that newcomers might skip that part - IT'S FER GOLDEN JOYSTICK, INNIT

2-2 - there is a saw machine-thing at the start - do NOT try to jump over it when you first play this level. the walljump part have you jump over a saw device - this will test your double jump. the last part involves you diving into water, but it's a blind jump, so be careful

2-3 - most of the saws can be avoided in the most obvious ways, but the saw that moves near the end doesn't chase you all the way, so you can stop. the last 2 saws in the level before the exit are the most tricky to avoid

2-4 - this one uses elec [yeah, not HER] to attempt to zap you - the only saws and spikes are near the exit. elec is everywhere though, so that's the biggest hazard. that said, there are fast-moving spike blocks - but they can all be avoided with a well-timed jump.

2-5 - there is a precise jump you do while keeping an eye on a bigger moving saw. after that, there are fast-moving saws. then, the world's smallest falling platforms right above the saws you already avoided. the last bit is the hardest, as it requires a last-minute jump off a small falling platform, with spikes and saws in your way ['cept you've got platforms to save you, but don't get used to these - the levels get harder]

2-6 - by now, the only thing you should struggle with is the homing rockets. they give you a blockade to stop them first, but after that is a case of out-running them

2-7 - there are about 3 giant sawblades, and halfway there are more small saw devices [1 on the floor, 1 on the wall, wall's is moving faster]. this part can be bypassed with a double jump, however. a running double jump is needed to pass the smaller saw at the end

2-8 - elec, sawblades AND rockets are here - you need to outrun the rockets while avoiding the spikes and ELEC

2-9 - a blind jump to avoid spikes is one of the first things you'll do here. the only thing you should find challenging is the final wall jump, with the falling [small] platform - AND SAW

2-10 - this is an auto-scroller. yeah - you know why that's a problem. if you don't, let me explain - YOU CAN'T FALL OFF THE SMALL MOVING PLATFORM. well that, and the fact you've got fire, saws, and crumbling platforms to deal with. oh, and the exit is WELL AWAY from where you would expect it to be

2-11 - climb a tower to moving saws. 'NUFF SAID. you then need to make a precise jump through 2 more saws, and the last bit has you on a...WOCKET as you move toward the exit on spiked walls

2-12 - one of the first big jumps you've got to to is a blind one. yes, you can't see. no, it's not easy. you've got to do a precise wall-slide [however the hell that works], avoid 1 more saw, and you're done with W2

doodle hard - 

3-1 - the second wall slide down the saw-wall can be overcome more easily with a blind jump. yes, the saws won't hit you, but you've got to avoid the spikes, same with the lead up to the exit door

3-2 - tiny box jumps, this one shouldn't be too hard if you know the game well

3-3 - spinning fireball shooters make them work like the homing rockets - unless you know the pattern very well, GET OUT OF THERE. snaptraps are in fairly small spaces after the rain of fire, so you've got to move fast. you're STILL not safe though, as there's a red saw device that comes sliding towards you. after that, a UFO take you to the end. only it doesn't, and you need to move away from the middle, as it's a hardlock

3-4 - this level has a maze-like feel to it - the first room has a saw and 4 moving spikeballs. after you move out of that room, there's 3 spike blocks to jump through, then 2 saws to avoid. a corridor-like passage with appearing spikes is next, then a shaft with 2 moving spikeballs, then YOUR OUT

3-5 - another UFO stage, this one has you avoid a load of spikes. I mean, A LOT of spikes. and the last part: saws that move faster than a bullet train and a massive spike piston thing

3-6 - the most amount of 'hungry evil monster'. one goal - outrun them

3-7 - this one is just a case of careful jumps and avoiding saws

3-8 - basically the same as 3-3 - EXCEPT the fire shooter things are locked in place, but there's still a moving one on a block. there are a few snaptraps dotted around. the UFO bit tries to make it look like 3-3, but you must stay in the middle of the rotating fires

3-9 - I am going to say right now that the shortcut is easier to do than the actual level itself thanks to the quicksand. NUFFSAID

3-10 - there are appearing spikes, the spike blockade is much bigger, the end blocks have spikes AND fires on them - FHEW

3-11 - this level is only hard UNLESS you know that you have to fall down the first pit of quicksand instead of walljumping, makes it MUCH easier

3-12 - the last bit of quicksand is the only part you should find hard now - and that's cos pressing spacebar on PUTER could hurt a lot

only ONE - 

4-1 - here we go, the first of the 'these-are-so-hard-I-could-go-upside-down' levels. while you shouldn't find this one TOO hard, there's still a blind drop onto a platform, although by this point, you'd learnt to slide down the wall

4-2 - another fairly easy level, for only 1

4-3 - the first flipping platform vanishes into lava as soon as you jump on it! god

4-4 - there's a troll falling spikeball near the start! god. AND, the moving spiky red blocks, GOD

4-5 - WOCKETSHOOTAHS

4-6 - the exit goes DA'N UNDAH!

4-7 - DOUBLE THE PAIN! there's 2 rocketshooters AND a troll spikeball. AND the exit moves AND is replaced by a set of plastic spikes

4-8 - TROLL SPIKES JUST A FEW STEPS AWAY FROM THE STARTING POINT

4-9 - one word. AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH

EDIT 11 OCT 2022 - I 'ave decided that MINI DASH playthoughs will be uploaded to my YouTube channel, as reviews for the Bouns Levels could take me all day, as the stuff those ones expect you to be able to do is enough to make me start a comedy thing...no, that's no a teaser in any way, who am I, Alton Towers?!?!

as for the other stuff both versions have to offer - 

the missions - these can be tricky, but can also take WAY too long to complete. for example, 'Addicted' requires you to play the game for a total of 3 hours. 3. HOURS!

secret items - these are funny refs to other famous video games - like the Minecraft block, or 3-eyed Pac-man. these are hard to find [obviously], but can also be hidden in places covered by...plastic

OTHER CHARACTERS [MOBILE ONLY] - 

yes, in the mobile version, you can unlock different characters with mushrooms. these all [bar one] have different abilities - 

-Mini dash - a yellow bloke who does nothing

-Demon - a Satan knockoff who can dash fast if his ability is activated

-Mr. Jario - a bloke who's gonna get sued by you-know-who. he's capable of flying, making a LOT of the stages easier

-Slicker - oil who slides down walls about as fast as the ground. he's capable of shooting up to the sky with soda-looking stuff

-Superstar - apparently the only female in the game, she can glide through the air. she can crash downwards with her special

-Stickman - a lazily-designed person, he's able to teleport

-Zombie Boy - a bloke who's green, he's able to invert gravity when he jumps [he's also (URGH!) claymation]

and a secret one, if you beat the possible game...not in the online version [if you get all characters, a hint message pops up saying 'win mini-game to unlock* *hidden in 3rd sub-menu of the start menu']

the possible game is a...what do you think? yellow cube bloke jumps around in a GD-style level. if-sorry, when you beat it, you unlock Yellow Cube Bloke as a playable person, and he's called Possible Guy. he has no special, and his controls are stupidly stiff.

MUSHROOMS - there is one per level, however you can collect them again with different characters. collecting one makes your character drunk. you can buy extra mushes with REEEEEEL MANEY!!!!, but there are also items you can buy with mushrooms - 

SLOW MOTION - ??? makes time slow down
SHIELD - snek makes you invincible once - after which he flies off

SHROOM MAGNET - stupidly useful device which pulls mushrooms closer to you. WORTH DA 40 PAYED!!!!1!!!1

SUPER UNLOCK - unlocks all basic levels - W1, W2 and W3 - includes the hard versions

DEMON

MR. JARIO

SLICKER

SUPERSTAR

STICKMAN

ZOMBIE BOY

RETRO CITY - rooms with yellow where lasers singe you, and are also really safe

MINI BOY - rooms where sticks and security cameras kill you

8BIT - sky place where clouds are really small

BLACK & WHITE - nuclear plant where spaceships hunt you down like you're some threat, which, in their eyes, you are

POCKET ZX - plastic palace where spikes are cheaply manufactured and have sharp edges

ONLY ONE - black space void where the game turns stupidly hard, and you go to buy the shroom magnet. DAS WHAT APPEND T' MEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE

SECRET ITEMS - funny nods to other video geams. only few are collectable in the online version, however. LIST - 

-doodle jump helmet-thing [doodle jump ref]

-blue birdie poop [AB ref]

-diamond 

-bunny rabbit gun [I'm not sure, alright?!]

-burger with poo on it

-KALK U LATOER

-ANT CANDY [cut the rope ref]

-big teeth mouth [stranger things ref, I'm not sure???]

-FINGER.

-FROOT NINGER

-crowbar

-orange block [GD ref]

-JAKQ card

-kenny rocket [south park ref, WHAT'S A SOUTH PARK REF DOING IN A KIDS GAME?!?!?!]

-marrio'z 'at [super mario]

-minecraft block

-happy fishy [nemo ref, I think]

-NANCHAKS [nunchucks, DUNNO what the ref is]

-3-eyed pack-man

-RING. [could be a lord of the rings ref, I'm not sure]

-rubbish vader [star wars ref, maybe?]

-SIZZARZ 

-SKRABBLE TYLE

-gingerbread mhun [shrek ref, probably?]

DO-NUT

splinter cell goggles

WHITE HEAD

tetrise black [tetris ref]

GIRL-IN-TOLIT [???]

SHEEP

ZOMBIE [PVZ ref]

KNIGHT-MHUN [I know for a fact this is on one of the mock-up billboards in Doodle Land]

LIST OF MISSIONS [ONLINE] - 

WARMING UP - complete 6 levels [what, of LUDUS?] [1]

JUMPER - make 200 jumps - 1

MARATHON - run 30,000 pixels - 2

PERFECT TIMING - complete a level between 10.0 and 10.1 sec- 2

UNDYING - die 50 times - 1

I CAN DO THIS - complete 12 levels - 2

PROGRAMMER - complete a level with a perfect time - 1

FLASH - complete a level in 5 seconds or less - 1

I AM LEGEND - complete 25 levels - 3

BALLOON MASTER - jump on 50 balloons - 2

ROCKET CHASER - have a near-miss with a projectile - 1

SHROOM HUNTER - collect 3 mushrooms - 2

STUBBORN - die 20 in a row on a single level -1

IMMORTAL - die 200 times - 2

EASY PEASY - complete the possible game minigame - 2

ADDICTED - play the game for a total of 3 hours - 2

TORCH - get burned to a crisp 30 times - 3

MAGIC FINDER - collect a secret item - 3

ELECTROMAN - get electrocuted 40 times - 3

EPIC GAMER - complete 5 levels with a perfect time - 3

KNOW ALL SECRETS - collect 5 secret items - 3

SHROOM DESTROYER - collect 10 mushrooms - 3

POSSIBLE IMPOSSIBLE - complete 20 levels with a perfect time - 3

MOBILE-EX MISSIONS -

MINIME - unlock new character - 3

BIGGER CHALLENGE - unlock all bonus worlds - 3

GENEROSITY - purchase any amount of mushrooms - 3

SHIELDED - purchase and use a shield

CHALLENGE - unlock bonus world - 3

TELEPORTATION - use teleporter 50 times - 2

TAKE FOR THE TEAM - unlock 3 bonus characters - 3

also, for those wondering, the yellow sign in Clay Town reads - if you are able to read this, you have the eyes of an eagle. very impressive indeed. also, there's a secret item on level 3-12

the secret item was the melon [fruit ninja ref]

-------on the online version, the level that starts playing...you can actually play it. if you wait until the end where Mini Dash gets hit by spikes, you can take control. this level is like a playground, if playgrounds were deadly.

BUT WAIT!!!! there's a modded version of the game, which gives the following - 

-super unlock purchased

-all characters [minus Possible Guy, who has a hint-thing telling you where to get him]

-all bonus worlds unlocked

-shroom magnet purchased

-999+ mushrooms usable 

but how do you get this amazing gubbin? 

HERE - 

MUSHROOM LOCATIONS - [put zoom down to 0.50x]

T-1 - the gap that's upwards after the 3 blocks

T-2 - pointed out by a sign during the walljump

T-3 - top-left corner where the exit door is

T-4  - above the first 2 signs [double jump, then run right]

T-5 - at the start of the passage the spikes fill up - they'll go back down after a few seconds

T-6 - between 2 sets of spikes

1-1 - follow the sign

1-2 - in a small box room on the end with 2 spikes

1-3 - follow the sign

1-4 - below the room with the exit door

1-5 - underneath the level in the middle

1-6 - below the second platform with a smaller box attached to it - there's also another black monster there

1-7 - underneath starting point - there's a troll falling box

1-8 - underneath the point before the small boxes

1-9 - above the first ballooin part

1-10 - below the first moving platform

1-11 - bottom left corner in the room with 2 big moving blocks

1-12 - above starting point

1-13 - jump all the way left from starting point

1-14 - in the quicksand pit

1-15 - other side of the stacked blocks to the right of the starting point

1-16 - end of level, protected by 3 spinning fires

1-17 - right platform to the top of exit door platform's route, there are some platforms - at the top of the level

1-18 - to the left of exit door, after millions of spikes

H1-1 - before the drop to the exit door, there's another wall you can climb to the right - on the other side

H1-2 - on the block with 2 spinning spikeballs and 2 flags

H1-3 - in a small hole in some green terrain before the moving spikes

H1-4 - in a small room with a swinging saw that's below 2 other swas

H1-5 - on top of the level, use the UFO

H1-6 - in a small room below the 2nd room, it also has a homing black monster

H1-7 - above the starting point

H1-8 - basically the same place as 1-15

H1-9 - above the starting point

H1-10 - in a smaller room below the first room

H1-11 - in the quicksand below the starting point

H1-12 - between a set of spike blocks above the starting point

H1-13 - below the 3rd biggest block

H1-14 - between spike blocks next to the UFO

H1-15 - on the block above the first 4 moving platforms

H1-16 - the left of the exit door

H1-17 - in a smaller room near the exit

H1-18 - to the far right, go underneath the level

2-1 - below the first saw...use the falling platforms

2-2 - in the pit below the set of spikes to the left of the starting point

2-3 - below the exit

2-4 - above the crumbling platforms next to the platform with 2 fires

2-5 - below the starting point

2-6 - next to the exit door

2-7 - above the first spike-topped wall

2-8 - underneath a platform with a rocketshooter

2-9 - to the left of the platform with 3 saws

2-10 - above where the falling platforms are

2-11 - underneath the level

2-12 - underneath the level

2-13 - above the 5th platform

2-14 - on the other side of the wall with 2 saws

2-15 - in the first water pit

2-16 - at the bottom of the water pit with the saw

2-17 - top left-hand corner of the first room

2-18 - in the first of the small rooms

H2-1 - below the small platform you land on after the pistons

H2-2 - underneath the level, ON a set of spikes

H2-3 - near the BIG! BLUE! BIRD!

H2-4 - to the right of the platform with 2 spinning electric BALLS

H2-5 - underneath the level

H2-6 - between the last 3 red saws

H2-7 - to the left of the starting point

H2-8 - underneath the platform with 2 trees

H2-9 - to the left before the falling platforms part

H2-10 - at the point with crumbling platforms leading up, go downwards 

H2-11 - at the bottom of the level [use the hole at the part with the red saw]

H2-12 - above the starting point [WARNING: there is a small spike next to it]

H2-13 - above the water

H2-14 - top-right corner of the top of the level

H2-15 - float in the bubble longer

H2-16 - the the water pit before the first saw

H2-17 - below the first crumbling platforms

H2-18 - next to the 2nd bubble

3-1 - under the level

3-2 - beyond the exit door

3-3 - between 2 sets of 2 spikes

3-4 - below the exit door platform

3-5 - through the vortex below the starting point

3-6 - moving around the 3rd saw below the starting point

3-7 - below the starting point

3-8 - through the vortex

3-9 - at the end of the ice chain

3-10 - through portals to the top of the level

3-11 - above the exit door

3-12 - in the room with 2 portals

3-13 - above the 2nd portal

3-14 - through the light blue portal, to the left

3-15 - beyond the exit door

3-16 - around the red saw to the left

3-17 - next to the moving yellow saw above the spike block

3-18 - above the exit door

H3-1 - below the starting point

H3-2 - above the starting point

H3-3 - in the room with the green module 

H3-4 - below the 3rd platform [WARNING: the ball below it moves]

H3-5 - to the left of the starting point

H3-6 - below the exit door

H3-7 - to the left of the exit door

H3-8 - next to the 2nd portal

H3-9 - above the 2nd laser [WARNING: is protected by a hidden laser]

H3-10 - through the vortex near the exit door

H3-11 - where MARRIO is

H3-12 - switching with a sawblade above the chainsaw room

H3-13 - jump on the last block to the left to be moved up 

H3-14 - at the end of the passage with the spikes

H3-15 - the last raising platform with 2 saws on it

H3-16 - below the starting point

H3-17 - to the left of the starting point, above the X-shaped saw pattern near the exit door#

H3-18 - below the starting point

B1-1 - to the right of the starting point

B1-2 - below the exit door

B1-3 - in the black part [WARNING: there are black spikes that blend in]

B1-4 - top-right corner of the laser cross

B1-5 - top of the level

B1-6 - bottom left-hand corner

B1-7 - below the 2nd moving platform

B1-8 - near to the secret item location

B1-9 - next to the 2nd moving platform

B2-1 - below the 2 moving blocks

B2-2 - below the level

B2-3 - bottom right corner to the exit door

B2-4 - above the 4 shooting cannons

B2-5 - on top of the 2nd tall platform

B2-6 - to the right of the exit door

B2-7 - to the left of the exit door

B2-8 - where the 2nd downwards cannon is

B2-9 - the drop to the right

B3-1 - below the spike block

B3-2 - top-left corner above the exit door with clouds

B3-3 - near the exit door

B3-4 - above the starting point

B3-5 - to the left with the block outlines

B3-6 - below the 2nd big block

B3-7 - below the exit door, near the 3rd spike block

B3-8 - below the 3rd pillar

B3-9 - far right of the clouds

B4-1 - where the first UFO is

B4-2 - above the starting point

B4-3 - under the level with a LOAD of spikes

B4-4 - platform to the right

B4-5 - left side of the final tower

B4-6 - above the first moving platform

B4-7 - to the left of the starting point

B4-8 - on the other side of the wall

B4-9 - above the level

B5-1 - on the rectangle with spikes

B5-2 - at the top

B5-3 - near the exit door

B5-4 - near the exit

B5-5 - above the exit door

B5-6 - near the end of the 2nd spike chase

B5-7 - right-hand corner where the moving spikes are

B5-8 - where the first moving spike block is

B5-9 - in the spike room near the exit

B6-1 - under the level

B6-2 - under the level

B6-3 - near the breakable wall

B6-4 - to the left of the moving crumbling platforms

B6-5 - near the first lava pit

B6-6 - between the last 2 rocketshooters

B6-7 - at the bottom of the crumbling platforms

B6-8 - at the bottom of the rocketshooters part

B6-9 - bottom of the first lava pit

SECRET ITEM LOCATIONS - 

T-1 - 3-EYED PAC-MAN - near the exit door, there is some discoloured wall - you can jump through this. it's at the top

1-1 - MYNEKRAFT BLOCK - there is a tunnel underneath the level

1-4 - FINGER - same as MYNEKRAFT BLOCK

1-7 - BURGER POO - to the left of the exit door platform, there is a tree with 3 fires on it - further along it, there is a lighter part - this is solid. the item is on the block next to it

1-10 - RING. - in the part with the BALLOOINS, go down the right side. there's 5 fires protecting it

1-16 - GIRL-IN-TOILIT - right at the top 

1-17 - JAKQ KARD - next to the first moving platform, there's a block. touch it to make it start moving, and get to the other side

H1-7 - MOVING BLOCK - jump on the orange ballooin and get on the block tower - it's at the top

H1-10 - TERISE BLOCK - outside the first room, go to the left of the exit door

H1-11 - NEEMO - bottom left corner of the same quicksand pit with the mushroom

2-3 - SKRABBLE TYLE - above the exit door, there is a crumbling platform - above that is an extra route

2-4 - DIAMOND - the platform above the 2nd to last one has an invisible platform above it

2-9 - KNIGHT-MHUN - past the mushroom platforms, underneath the level on 2 blocks

2-12 - CRERBAR - above the first saw above you

2-14 - KALK-U-LATOR - on top of the level

2-18 - SPLINTER SELL PHONE - stay on the rocket 

H2-1 - BUNNY RABBIT CANNON - the 3rd piston doesn't move - go underneath it

H2-8 - MARRIO'S 'AT - to the left of the starting point

H2-17 - ZAMBY - below the 2nd spike pit

3-5 - BIRDIE POOP - above the 3 portals

3-10 - GING - above the first 2 platforms with saws, there's invisible platforms

3-12 - FROOT NINGER - on top of the room with the mushroom

3-14 - SHEEPY SHEEP - to the right of the mushroom

3-18 - DO-NUT - below the chainsaw [LET THE LASER PASS FIRST]

H3-6 - RUBBISH VADER - in an ice block - use the [small] switch above it to move the ice

H3-11 - BIG TEETH MOUTH - in the room under the last pipe

H3-18 - ANT CANDY - WAY above the exit door [use the saw machine that's chasing you or Zombie Boy + shield]

B1-8 - JUMPIE DOODLE WAR - at the top

B2-8 - SIZZARZ - next to the exit door, there is a moving block below the area with the item

B3-4 - KENNY KOALA - far right of the exit door

B4-2 - WHITEMAN - down the 3rd saw tower thing

B5-5 - NANCHACKS - in the small room below the trap [not solid] block

bottom of page