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Walkthrough
SpongeBob Revenge of the Flying Dutchman "Speedrun"04:10:10

SpongeBob Revenge of the Flying Dutchman "Speedrun"

Wiki Walkthrough

The following walkthrough was authored by Kevin Butler a.k.a. War Doc, who granted Encyclopedia SpongeBobia to use it on August 17, 2014.

SpongeBob SquarePants: Revenge of the Flying Dutchman: FAQ/Walkthrough by War Doc
Version: 1.01 | Last Updated: 2004-12-13 | View/Download Original File Hosted by GameFAQs
Return to SpongeBob SquarePants: Revenge of the Flying Dutchman (PS2) FAQs & Guides
Would you recommend this FAQ? Yes No
                +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
                | S P O N G E B O B   S Q U A R E P A N T S |
        +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
        | R E V E N G E   O F   T H E   F L Y I N G   D U T C H M A N |
        +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+


              GAME:  SPONGEBOB SQUAREPANTS:  REVENGE OF THE FLYING DUTCHMAN
          PLATFORM:  PLAYSTATION2
             GENRE:  ACTION/ADVENTURE
           CREATOR:  THQ Copyright 2002
AUTHOR OF THIS FAQ:  Kevin Butler AKA War Doc
            E-MAIL:  kevinb(at)technologist(dot)com
       FAQ VERSION:  1.01

-------------------------------------------------------------------------------

                              TABLE OF CONTENTS

     UNIT   I:  INTRODUCTION

 1.  Legal Stuff
 2.  Version Information
 3.  Acknowledgements
 4.  Welcome
 5.  Overview

     UNIT  II:  GAME INFORMATION

 6.  The Areas

     UNIT III:  PLAYING THE GAME

 7.  Getting Started
 8.  Taking Control

     8.1  The Controls
     8.2  The Status Screen

     UNIT   IV:  STRATEGIES

 9.  General Strategies
10.  Specific Strategies

     10.1  Bikini Bottom
     10.2  Downtown
     10.3  Tree Dome
     10.4  Jellyfish Fields
     10.5  Chum World
     10.6  Goo Lagoon
     10.7  Dutchman's Graveyard
     10.8  Dutchman's Ship
     10.9  Final Showdown

11.  Quick Overview of Going Through the Areas

     UNIT   V:  APPENDIX

12.  You are Here, and Lost

     12.1  Downtown
     12.2  Jellyfish Fields
     12.3  Jellyfish Cliffs
     12.4  Jellyfish Clams
     12.5  Goo Lagoon

13.  Items and Wildlife

     13.1  Items
     13.2  Wildlife

     UNIT  VI:  CONCLUSION

14.  Conclusion

_______________________________________________________________________________

To find a particular chapter or subchapter do the following:

1.  Highlight the chapter or subchapter name you wish to find.
2.  Press CTRL-C
3.  Press CTRL-F
4.  Press CTRL-V
5.  Press CTRL-F
5.  You will arrive at the desired chapter or subchapter.

_______________________________________________________________________________

UNIT 1

1. LEGAL STUFF

This guide may not be reproduced under any circumstances except for personal private use. It may not be placed on any web site or otherwise distributed publicly without advanced permission from the author. Use of this guide on any other web sit or as part of any public display is strictly prohibited, and a violation of copyright. All content in this guide is Copyright 2003 by Kevin Butler. Only the sites listed below have permission to publish this work or to display it:

www.gamefaqs.com www.cheats.de faqs.ign.com www.neoseeker.com www.wonderdogsoftware.com

If you wish to put this guide on your site, e-mail me and ask. Save yourself the headache of putting up with lawsuits and whatnot because you failed to ask a simple "Can I post your guide on <insert site>?". If you wish to use info in this guide, please acknowledge that you have done so.

If you see this guide on any other site then the one listed above, please e-mail me. If you wish to ask questions or give input to this guide, please e-mail me. Just have SBSP: ROTFD as the subject so I know it isn't another kooky vendor trying to sell me hair gel or another XXX site telling me I have new friends.

2. VERSION INFORMATION

Version 1.0 8/10/03: A guide is born.

Version 1.01 12/10/04: Added www.wonderdogsoftware.com to the allowed list.

3. ACKNOWLEDGEMENTS

The following are a list of people or organizations that have made this FAQ possible:

  • My wonderful family (who has had to put up with the tapping on the keyboard)
  • THQ for making a great action/adventure game
  • GameFAQ's for putting up this FAQ

4. WELCOME

Welcome to my FAQ for SpongeBob Squarepants: Revenge of the Flying Dutchman (or SBSP: ROTFD for short). Since this is an action/adventure game, there is no walkthrough per se. Instead, this FAQ is broken up into parts. First you will be given an explanation of choices you have for playing the game. Next, you will be given all the possible commands you can give with a brief description of what those commands are. The last part is dedicated to strategy. This strategy will give you an idea on how to fulfill the requirements for getting the various items or doing the various tasks required to complete each area. Input is appreciated along with constructive criticism. If you wish to e-mail me thoughts on this FAQ, better ways of doing things, other strategies, etc., feel free. Make sure you put SBSP: ROTFD in the subject. If you don't, I'm liable to discard the e-mail as spam.

5. OVERVIEW

"Are you ready kids?". With this sentence, we begin another episode of Sponge- Bob Squarepants. The popular character from the Nickelodeon channel. Sponge- Bob is the hopeless optimist who can take any bad situation and turn it toward his favor. Of course, everyone around him suffers when he usually tries to make lemonade out of lemons. With the usual cast of the tightwad Mr. Krabs, the hopeless pessimist Squidward, the loveable and tough talking Sandy, his goofy neighbor Patrick, the evil plotting Plankton, and his ever suffering pet snail Gary, SpongeBob creates mischief and downright silliness throughout Bikini Bottom. For mindless fun and hours of entertainment, help SpongeBob defeat evil spirits, get loads of money, and still maintain his dignity. Good luck in rescuing your friends and sending that evil spirit right back to the bottle where he belongs.

Unit II

6. THE AREAS

SBSP: ROTFD will require you to go through nine areas under the sea. You may have to revisit areas in order to complete certain taskings or to get the all important letter tile. The strategies for completing these areas are in Chapter 10. Each area, in itself, also requires certain things to be accomplished before you can unlock the way into other areas. The areas are (in alphabetical order) listed below:

  • Bikini Bottom (Where you will start out at)
  • Chum World
  • Downtown
  • Dutchman's Graveyard
  • Dutchman's Ship
  • Final Showdown
  • Goo Lagoon
  • Jellyfish Fields
  • Tree Dome

UNIT III

7. GETTING STARTED

Once the game has loaded, you will be presented with a picture of SpongeBob in the kitchen of the Krusty Krab. On the floor are four flower-like objects. When you stand in each of them, you can access different areas of the game. The different flower-like colors are for:

+------+ | PINK | +------+

Takes you to the options screen. The options screen has the following choices:

Sound Volume: This turns the volume of the sound effects up and down.

Music Volume: This turns the volume of the music up and down.

Sound: Whether you want to listen to sounds and music in stereo or mono.

Vibration: Turn the vibration on and off on the controller.

+-------+ | GREEN | +-------+

There are several choices of extras you can choose from here. They are:

DVD Trailer: Preview of new and upcoming DVD's of SpongeBob.

Theme Song: The song that starts out every episode of SpongeBob Squarepants.

Hints and Tips: A couple of hints to help you in your treasure hunting

                endeavors.

Still Gallery: View artwork that was used, and not used, in creating the

               series.

Credits: Who contributed to making this game.

+-----+ | RED | +-----+

Start a new game.

+--------+ | YELLOW | +--------+

Load a game already in progress.


8. TAKING CONTROL

8.1 The Controls

The controls for this game are pretty easy. It just takes a little practice to become proficient. The controls are:

             +---------------------+-------------------------+
             | BUTTON INVOLVED     | RESULT                  |
             +---------------------+-------------------------+
             +---------------------+-------------------------+
             | LEFT ANALOG STICK   |                         |
             | OR                  | WALK/RUN, MOVE CANNON   |
             | DIRECTIONAL KEYPAD  | BARREL AROUND           |
             +---------------------+-------------------------+
             | RIGHT ANALOG STICK  | CHANGE CAMERA VIEW      |
             +---------------------+-------------------------+
             | SQUARE              | ACTION, FIRE CANNON     |
             +---------------------+-------------------------+
             | X                   | JUMP                    |
             +---------------------+-------------------------+
             | X (PRESS DOWN AFTER |                         |
             |    JUMP OR POWER-   | GLIDE                   |
             |    JUMP)            |                         |
             +---------------------+-------------------------+
             | CIRCLE  (AFTER      |                         |
             |          JUMPING)   | BELLY SLAM              |
             +---------------------+-------------------------+
             | R1                  | DUCK                    |
             +---------------------+-------------------------+
             | R1 (WHEN RUNNING)   | ROLL                    |
             +---------------------+-------------------------+
             | R1 + X              | POWER JUMP              |
             +---------------------+-------------------------+
             | R3 (PRESS)          | LOOK                    |
             +---------------------+-------------------------+
             | L1 (WHEN WALKING)   | SNEAK                   |
             +---------------------+-------------------------+
             | START               | PAUSE GAME, VIEW TO DO  |
             |                     | LIST, VIEW OPTIONS      |
             +---------------------+-------------------------+
             | SELECT              | DISPLAY STATUS          |
             +-----------------------------------------------+

8.2 The Status Screen

Whenever you press the START button, the following screen will come up:

+=======================================================================+ | | \_____ ___ ______________ | | __ / ______ / \ / HEALTH _\_ | |/ \/ ________/ \___/ [ ] 5 / \ | | \____________/ \ | | Game Totals \ | | \ | | ( ) 00200 (__) 013 [ ] 005 | | | /\ | | | COINS JELLYFISH SAND DOLLARS | | | | | | > To Do List | | | > Options | | | | | | | | | | | | __________________ | | | / \ _____________________ | | | / /\ Back \ / \ / | | / X Select \/ \__________/ | | \_____________________/ | | | +=======================================================================+

+--------+ | HEALTH | +--------+

What your current health is. You start out with 5 health and one gets de- creased anytime SpongeBob does things detrimental to his health such as getting hit by jellyfish, bullies, or spirits.

+-------------+ | GAME TOTALS | +-------------+

These are the total coins, jellyfish, and sandbucks you have acquired during your game.

+------------+ | TO DO LIST | +------------+

This will tell you what you need to do to get the letter tiles. In addition, there will sometimes be checkboxes after the letter tiles to indicate additional things you must do to either get ready for another area or to complete the area that you are now in. Also, in the upper right corner is a percentage indicator to show what percentage of coins, jellyfish, and sand dollars you have acquired from a particular area.

+---------+ | OPTIONS | +---------+

Takes you to the options screen. The options screen has the following choices:

Save Game: Save a game in progress. You have a choice of three save game

           slots.

Load Game: Load up a game.

Exit Game: Get out of the game you are playing:

Game Settings: Set up the game settings or readjust the game settings. Your

               choices are:
               Sound Volume:  This turns the volume of the sound effects up
                              and down.
               Music Volume:  This turns the volume of the music up and down.
               Sound:  Whether you want to listen to sounds and music in
                       stereo or mono.
               Vibration:  Turn the vibration on and off on the controller.

UNIT IV

9. GENERAL STRATEGIES

These are general strategies to make your journey through the different areas more enjoyable (or tolerable at least). These also can be used when you don't want to look at the specific strategies and want to solve things on your own. Again, these are not all-encompassing and I know there are other general strategies to use. These are, though, the best I have found to work for me.

  • Use your SAVE liberally. Especially every time you do something important like get a letter tile, complete a checkbox, or find a new area. Nothing is more frustrating then playing a couple of hours on a game only to have the power go out and you having to start over.
  • Learn to use the controls with proficiency. I know, this sounds so basiC but you would be surprised at how many people complain about not being able to do certain things because they don't know how to use the controls. There are quite a few tight areas, narrow ledges, killer jumps, etc. that SpongeBob will be required to perform. If you don't know how to use your controls, then you better be prepared for either a long game or quitting due to frustration.
  • When you are jumping, use this trick. Sometimes you will have to jump on
  very small ledges or very thin surfaces.  Use your shadow for guidance.  If
  SpongeBob's shadow is over the area you want to land, then it is safe to
  land.  You must also take into account if what you are jumping onto a moving
  object.
  • Make sure you constantly refer back to your "To Do List". It will tell you
  exactly what you need to do or where to go to get the letter tiles and to
  make sure the checkboxes are complete.  Keep in mind, you may not be able to
  complete an area until you go to another area and do certain things.  This
  means you may end up running between a couple of areas so that you can
  complete them.  There is more about that in Chapters 10 and 11 where I map
  out the progressions of each area.
  • Never get just the minimum required for a level. What I mean by this is if
  an area requires you to get 75 dubloons and 8 jellyfish, take everything you
  can out of that area above and beyond what is expected.  This will pay un-
  told dividends down the road when you need to get through an area quicker.
  • Some areas have more then one part. What I mean by this is that you may
  have to scale cliffs or go through caves to get through those other parts.
  The "To Do List" will reflect everything you must do for an entire area.
  This, however, could be misleading since you may have to travel to different
  subareas within an area to fulfill the lists requirements.
  • Learn to use the camera controls. Nothing is more frustrating then trying
  to do a specific task and the camera angle only adds to the difficulty.  If
  the camera refuses to rotate in one direction, go the other direction to
  ensure that you have the best possible angle to accomplish your task.  There
  are a few mini-games, though, that you aren't allowed to use the camera on.
  You will see a small SpongeBob in an area and your task is to accomplish
  whatever the objectives of that area are.  A couple of places this happens
  are at the Goo Lagoon and the Final Showdown.
  • When you make it to a puzzle stage, there is really only one key thing to remember. Look for the frame of the picture in the piece. If you can line up the frame parts for the picture, then you will easily have put the pieces together. Pretty nifty huh?
  • When you are out and about with the treasure hunting stick, make sure you
  know what the vibration means.  The faster and higher pitched it seems means
  you are closer to the treasure.  Sometimes it will vibrate like crazy when
  you have to go to another subarea.  After you enter that subarea, the
  vibration either stops or is faint.  Just aim at where the vibration occurs
  and head that direction.  After a while, you will get a feel for when you
  are getting close to the treasure.
  • Keep in mind that when you are carrying objects, you cannot power jump. You
  can glide, to a degree, but you cannot power jump.  This means you will have
  to find ledges (if you must climb) that are accessible with just a regular
  jump.
  • Also note that every time you find a part of the Dutchman's treasure, you
  will be returned to SpongeBob's house again.
  • Of course, when all else fails, consult the specific strategy section to get
  yourself out of a bind.

10. SPECIFIC STRATEGIES

When I was making this section, I had to decide on the best way to present the material in an easy to read, logical format. After some thinking on this, I decided to present it according to the "To Do List" way. This means that each area will have "SPONGEBOB" as headers and under that will be the "CHECKBOX" objectives. You do not have to collect the letter tiles in any particular order. All that matters is that you collect all of them to spell "SPONGEBOB". Once you have accomplished this, you will then go to the puzzle screen to de- termine where the treasure chest is located at. Keep in mind, that you might not be able to complete an area fully until you do certain tasks in other areas. Where this situation exists, I will note it under the letter or check- box. In addition, I will list the areas as they become available in the game, not in alphabetical order. That way, it will be easier to follow along.

So, in review, this is how I will set up each area:

_______________

/ NAME OF AREA /_______________________________________________________________


Degree of difficulty: The subjective rating of Easy, Medium, and Hard. Subareas (if any): I define a subarea as somewhere where the machine has to

                   load in the new area and it gives it a name other then the
                   area you came from.

Getting to subareas: A description of how to get into the subarea or subareas

                     in question.

Brief outline of the level and anything special that you need to be aware of.

+--------------+ | LETTER TILES | +--------------+

The letter tiles as headers spelling out "SPONGEBOB" with what the task re- quired is and how to accomplish that task. Make a big NOTE for this point, the only two letters I will not explain are the ones involving getting coins or jellyfish. There are plenty of coins, jellyfish, and sand dollars to be gotten in each area. If you are unsure whether you have cleaned the area out, go to your "To Do List". I will also put the tasking after the letter tile.

+------------+ | CHECKBOXES | +------------+

Not all of these will appear at once but I have listed all of them that apply to that area. As you complete certain tasks, more checkboxes may appear. Again, you may not see all of them when you start.

I think that will work the best for our purposes. Now, onward with the strategies:

_______________________________________________________________________________

Before we start the strategies, let us set the stage as to why SpongeBob is in the trouble that he is. After waking up, he gets ready for work. Seeing Gary in the living room, you guide SpongeBob to the kitchen to get Gary's stick so that he can play fetch. Instead of bringing back the stick, he brings back a treasure chest. Being the ever curious, SpongeBob opens the chest and dubloons spill everywhere. In addition, he finds an old bottle. Almost immediately, the Flying Dutchman emerges from the bottle and states that whoever got the treasure must serve on his crew. Being the brave soul he is, SpongeBob blames Gary and now must find a way to get the Flying Dutchman back into the bottle.

______________________

/ 10.1 Bikini Bottom /________________________________________________________


Degree of difficulty: Easy Subareas: 1. Your House

          2.  Krusty Krab

Getting to subareas:

1. Go into Your House

2. Go into the Krusty Krab

This is your introductory level for you to get familiar with the controls and the game mechanics. It will also give you a brief tutorial of how to interact with things in this game. You will be able to collect all the letter tiles in this area. Also, you should be able to collect all the dubloons and jellyfish without too much trouble.

+---------------------+ | 10.1.1 Letter Tiles | +---------------------+

+----------------------------+ | S: Jump up to vista point | +----------------------------+

- Go across the street, you will see a cliff. Jump on the little rock in

  front of the cliff.

- Jump up on the cliff and collect the dubloons.

- Look to your right and you will see another ledge, just do a normal jump

  over to it and collect more dubloons.

- In front of you is another ledge with the letter tile on it. What you need

  to do is a gliding power-jump to reach that ledge.  Once there, collect the
  letter.

+-----------------------------------+ | P: Get onto the Krusty Krab sign | +-----------------------------------+

- Look to the left of the Krusty Krab sign as you are facing it, there will be

  a clam snoozing there.

- Get on the clam and you will be vaulted into the air.

- Glide over to the sign for an easy letter grab.

+----------------------------------------+ | O: Search through Krusty Krab storage | +----------------------------------------+

- Go up into the storage area in the Krusty Krab. You will have to get into

  the boat and do a power-jump up.

- There is a pink jellyfish swimming in circles up here. You may want to

  catch it first so it doesn't do a surprise sting on you.

- Just get up on the crates to get the letter and add it to your collection.

+-------------------------------------+ | N: Play hooky on the fishing hooks | +-------------------------------------+

- When you go along the road past Squidward's and Patrick's houses, the screen

  will change.  You will see fish hooks to your right.  You must first get the
  fishing gear.
  -  First, look for the target to the right of the Krusty Krab.
  -  To activate the target, you must do a belly slam on it.  Once you have
     done that, a costume changing tent will emerge from the ground.  This
     also fulfills a checkbox.
  -  Go into the tent and press X to get into the fishing gear.

- Remember those hooks? Well, you are now going to ride the hooks up. Just

  jump up and use the SQUARE button to snag the first hook.  It will deposit
  you on a ledge.

- For the next hook, you have to jump slightly forward and press the SQUARE

  button to latch onto the hook.  It will put you on a very high ledge.

- Just run along the ledge collecting the dubloons. At the end of the ledge

  you can collect the letter.

+--------------------------------------------+ | G: Get rid of the thug in the Krusty Krab | +--------------------------------------------+

- You will have to go into the Krusty Krab for this one. When you enter, you

  will see a large shark causing trouble.  Your task is to help him out of the
  Krusty Krab.

- Get next to him but not too close or he will bite you. You can either punch

  or belly slam him.  Regardless of the method, it takes two hits to make that
  shark turn and run.

- Your reward for evicting the shark is a letter.

+-------------------------------------+ | E: Power jump near the Chum Bucket | +-------------------------------------+

- Go over to the Chum Bucket. As you are facing the Chum Bucket, look to the

  right.  There is a high ledge with a letter floating above it.

- Go over to the ledge and power-jump onto the ledge. Letter retrieved.

+---------------------------+ | B: Fix Patrick's antenna | +---------------------------+

- Go over to Patrick's and chat with him. Apparently he is getting poor re-

  ception because his antenna is damaged.  He asks SpongeBob to fix it.

- When you look up, you will notice that a barrel is resting on top of the

  antenna.

- Do a power-jump upon Patrick's roof. Then use the SQUARE button to karate

  chop the barrel, thus repairing the antenna.

- Patrick states he will be heading Downtown and to meet him there. This

  creates another checkbox.  When Patrick departs, he leaves the letter behind
  for you to collect.

+-----------------------------------------+ | O: Gather 50 dubloons in Bikini Bottom | +-----------------------------------------+

Self-explanatory.

+----------------------------------------+ | B: Catch 8 jellyfish in Bikini Bottom | +----------------------------------------+

Self-explanatory.

+--------------------+ | 10.1.2 Checkboxes | +--------------------+

/==========================\ | Find Dutchman's Treasure | \==========================/

- First, you must complete the puzzle level after you have found all the

  letter tiles.

- The picture shows the treasure chest to the left of Patrick's house (as you

  are facing it).

- Take your trusty treasure finding stick and head over to that area.

- When you open the treasure chest, your reward is an Old Sock.

- After you find the treasure, a cutscene will occur showing the Flying

  Dutchman hypnotizing Gary and making him part of his ghostly crew.

/================\ | Leave for work | \================/

Just leave your house.

/==============================\ | Slam button near Krusty Krab | \==============================/

You did this when you got the letter "N"

/===============================\ | Race Squidward to Krusty Krab | \===============================/

- After you find the treasure and go outside, Squidward states that Mr. Krabs

  wants to see SpongeBob and Squidward.

- After that exchange, there will be a caption to race Squidward. Of course,

  all you have to do is head down the right-side road and you will beat him
  without any trouble.

- Mr. Krabs will then explain that business is off and that he will have to

  close the Krusty Krab for a while.  After this announcement, Squidward
  leaves.

/====================\ | Cheer up Mr. Krabs | \====================/

- Go through the door into the kitchen and you will see Mr. Krabs busy slaving

  over the hot grill.  He explains that business is off and he restates he
  will have to close the Krusty Krab.

- SpongeBob suggests moving to another location to sell food. Mr. Krabs

  thinks this is a brilliant idea.  He tells SpongeBob to meet him Downtown
  and leaves a bus ticket for SpongeBob.  This opens up the Downtown area.

/==========================\ | Find Patrick in Downtown | \==========================/

- After you successfully make your three deliveries for Mr. Krabs, he will

  tell you to meet him in the Construction subarea.

- When you go into the Construction subarea, and look to your left, you will

  see a blue lobster busy jackhammering.  Get by the lobster (don't get too
  close or he will hit you) and look straight ahead, you should see a changing
  tent.

- Right next to the changing tent is Patrick.

/=============================================\ | Catch the jellyfish that has the bus ticket | \=============================================/

- Look in the area that you got the treasure. You should see a pink jellyfish

  moving in circles.  Attached to the jellyfish is a ticket.

- Snag the jellyfish with your trusty net and you have the Jellyfish Fields

  ticket.  Go to the bus stop across from SpongeBob's house to go to Jellyfish
  Fields.

/==================================\ | Ride the bus to Jellyfish Fields | \==================================/

Just go to the bus stop across from SpongeBob's house and you are on your way.

/=========================\ | Visit Squidward at home | \=========================/

- When you visit Squidward at home, you notice he has a lot of stuff out on

  the front lawn.

- Squidward basically tells SpongeBob that he needs to raise money so that he

  won't starve and can pay the bills.

- Look around at the front of the stuff he is selling. You will see a glass-

  encased object.  When SpongeBob gets close to it, he will comment that it
  would make a nice gift for Sandy.  Squidward will tell him that would make a
  good gift for the low price of 200 sand dollars.

- When SpongeBob goes up to Squidward again, he will notice that Squidward is

  reading a book about banishing evil spirits.  SpongeBob asks if he can
  borrow the book and Squidward tells him he can after he is finished with it.

/=========================\ | Borrow Squidward's Book | \=========================/

- You will have to wait until Squidward starts to nap before you can get the

  book.  You will know when he is asleep when you see the book spinning above
  the table next to him.

- Sneak over to the table and another cutscene will occur. SpongeBob will

  read about the Flying Dutchman in Chapter 8.  It will basically state that
  the only way to defeat the Dutchman is to collect all of his treasures he
  had in this life.  It also states that whomever possesses the treasures will
  be immune from the Dutchman's influence or attacks.

- After SpongeBob finishes reading, Sandy will bust through the boulders

  leading to Tree Dome.  Go over and talk to her.  She offers SpongeBob a
  challenge to do some karate with her.

/=====================================\ | Bring 200 Sand Dollars to Squidward | \=====================================/

- Use the tip money received from Downtown and purchase the acorn.

- Now you have a gift to bring to Sandy which will enable you to finish the

  Tree Dome area.

/=====================\ | Take acorn to Sandy | \=====================/

- After Sandy states that she wants to make her tree look better, have Sponge-

  Bob hand Sandy the acorn.

- Of course, Sandy comes back down to tell SpongeBob that it isn't an acorn,

  but a hornet's nest.  This allows access to the top branches of the tree in
  Tree Dome.

/=================================\ | Follow Patrick in Bikini Bottom | \=================================/

After you finish up your food deliveries Downtown, your realize that Patrick is competing with SpongeBob. Now it's time to get to the bottom of this mystery.

- You will find Patrick hanging out by the Krusty Krab. Your goal is to

  follow him, but not too closely.  If you get too close, Patrick will say "Hi
  SpongeBob" and you will have to start again.

- You will follow Patrick to the Chum Bucket. There, a robo-Mr. Krabs will

  appear.  Thinking something funny is going on, Patrick and SpongeBob engage
  in a debate.  The robot explodes and Plankton steps out.  Plankton states he
  will put Krusty Krab out of business with his new amusement park Chum World.

/===========================================\ | Get Chum World Pass from Jellyfish Fields | \===========================================/

See Chapter 10.4.2

/============================\ | Meet Larry at the bus stop | \============================/

- Go out your front door and make a right. Larry is standing next to the Goo

  Lagoon bus stop (right next to the changing tent.

- SpongeBob tries to convince Larry he needs the extra Goo Lagoon bus ticket

  but Larry won't budge unless he gets 50 jellyfish from SpongeBob.

/=============================\ | Bring 50 jellyfish to Larry | \=============================/

- After gathering 50 jellyfish (game total), Larry will give SpongeBob the

  extra Goo Lagoon bus ticket.
_____________________________________

/ 10.2 Downtown (Business District) /_________________________________________


Degree of Difficulty: Medium Subareas: 1. Construction Site

          2.  High Rise Apartments

Getting to subareas (also look at the map in Chapter 12.1):

1. Go straight up road (as you are facing Mr. Krabs cooker) and look to your

   left.  There will be some hazard markers outlining the entrance.

2. Either go through the Construction Site or make a right from the bus stop

   (as you are facing Mr. Krabs cooker).  Make another right at the inter-
   section.  After you go around the left curve, the entrance is half-way down
   the road on the right side.

There is money to made in this area and subareas. I would recommend getting all the letter tiles in one area or subarea before doing food deliveries. The reason is that there are certain things available (like the jellyfish elevators in the High Rise Apartments) that will make your task easier. I would also recommend clearing out the area and subareas of coins and jellyfish before doing your food deliveries for the same reason. The only real problems on this level are the sharks and snails. Both have a nasty bite.

+----------------------+ | 10.2.1 Letter Tiles | +----------------------+ +-------------------------+ | S: Up, up and alleyway | +-------------------------+

To get to this letter, do the following (use the map for a visual):

- At the bus stop (facing Mr. Krabs cooker), make a right.

- At the intersection, make another right.

- Follow this road around. It will curve left and curve left again.

- At the end, the road splits to the left and right. If you look to the

  right, you will see a changing tent.

- Go to the left and jump on the newsstand.

- Look right and jump on the ledge and collect the coins.

- Look left and you will see the spinning letter. Jump to the ledge and

  collect it.

+----------------------------------------+ | P: Shoot the bolts to cross the chasm | +----------------------------------------+

Construction subarea

- Go into the changing tent and change into Mermaid Man.

- Now look at the area directly behind the changing tent. You will see a

  corridor with drills going in and out of the walls.  This is where you have
  to head.

- Avoid the first drill, cross the wall, go onto the wall on the right.

- Again, avoid the drill to the left and power jump on the platform to the

  right.  You will see a foreman at the end of this platform.

- Now, look at the wall opposite of where the water is and you will see a red

  hot rivet.

- Fire a water ball at the rivet and it will drop a girder.

- Get on the girder and you will see another rivet. Hit it with a water ball

  to drop another girder.

- Get on this girder and hit the rivet again with a water ball.

- Now, get on this girder and go to the end so that you are over the pool of

  water below.  Look across and you will see the last rivet.  This will take a
  couple of shots to get a shot in accurately.

- Once you hit that rivet, the last girder needed will drop. When you climb

  on it, you will notice a blue lobster jackhammering.  Take him out with two
  water balls.

- Go past where the lobster was and the letter is your reward.

+--------------------------------+ | O: Pile on the pressure plate | +--------------------------------+

Construction subarea

- When you enter the Construction subarea, you will notice a blue lobster

  jackhammering in front of SpongeBob.

- Go past him and you will see a sunken target with a bunch of bolts around

  the edge.  Your goal is to put all of these bolts into the target pit.

- Once you do this, the four steel columns will rise to varying heights.

  Starting at the short column, jump to the highest column.  Be sure to watch
  out for the steel wrecking ball since it will knock SpongeBob off the column
  and take away one health.

- You will see the letter "O" spinning above the highest column...get it.

+---------------------------------+ | N: To the top of the High Rise | +---------------------------------+

High Rise Apartments subarea. Make sure you have the Fishing Gear on.

- Get on the jellyfish to the right of Mr. Krabs cooker.

- Get off the jellyfish at apartment 8 and look to your left. You will see

  a ramp going up and another ramp going up and down.  You need to get on the
  ramp going up and down.

- Go to the very right edge of the ramp going up and down. When that ramp is

  at its highest point, power jump to the balcony to the right.  Watch out for
  the swinging brown pendulum.

- After you are on that balcony, jump up on the pendulum. You will notice a

  fish hook in front of SpongeBob.  Jump and snag that hook.

- The fish hook will stop opposite of a large cylinder with the right side

  down.  Jump off to the left to get on that side that's down.  Then jump up
  onto the pipe itself until you see three steam vents.

- Jump on the steam pipes until you see a balcony to SpongeBob's right. This

  will be apartment 10.

- From the balcony of apartment 10, jump to the clock that is to the right.

  You will notice a large gear right behind the clock with coins on it.

- Now, this will require some quick action. Jump on the leftmost gear and

  ower jump onto the ledge above and on the left side.

- Once you are on the ledge, you will see a snail drifting around right under

  the letter.  Power jump and snag the letter.

+----------------------------------+ | G: Check the High Rise plumbing | +----------------------------------+

High Rise Apartments subarea. Make sure you have the Fishing Gear on.

- Go left from the Construction subarea tunnel and go across the rickety

  bridge.

- You will arrive at another exit tunnel to Downtown. On the left and right

  of this tunnel are two vents blowing out fire.  Wait until the fire dies
  down (either one) and jump up on the tunnel.  Be careful because the top of
  the tunnel is rotating left to right.

- You can also ride the jellyfish up to apartment 3 but it is a tricky jump to

  the left.

- Jump up to the vent that looks like a pipe in the billboard to get to the

  next ledge.  Head over to apartment 3 on the right.

- From the balcony of apartment 3, look to your left and you will see a ramp

  going up.  Be careful because sometimes flower pots roll down this ramp.
  When you make it to the top of this ramp, you will be on the balcony of
  apartment 4.

- Now, look at the wall and you will see a fish hook against it. Jump and

  snag your net on this fish hook.  Turn around and you will see an elevator
  going up and down.  Get on it.

- When it reaches its highest point, you will see a series of pipes in front

  of SpongeBob.  Jump on the leftmost pipes against the wall.

- Unless you are really good at running along narrow pathways, I would

  recommend sneaking along the pipe as it wraps around the wall.

- Eventually, you will see a steam vent off to the right, jump on it.

- From that steam vent, you will see another pipe slightly left of the steam

  vent.  At the end of the pipe is the letter you are questing for.  Jump
  toward the wall to land on the pipe and walk over to collect your letter.

+----------------------------------+ | E: Complete all food deliveries | +----------------------------------+

These are where the food deliveries are. They will be in the order you have to do them. All directions are relative from the bus stop, as you are facing Mr. Krabs and his cooker, or entrances in the subareas (see map of Downtown for locations):

/==========\ | Downtown | \==========/

17 Seashell Street:

- Turn right at bus stop and head down that road.

- Continue to follow this road. It will curve left, then right, then left

  again.

- At that intersection, make a right turn and head down to where the road

  curves right.  Go down just a little way.

- You should see the 17 on an apartment on the left side.

/======================\ | Construction Subarea | \======================/

Construction Foreman:

- Go the exact same way you did when you got the letter "P". The foreman is

  at the end of the platform.

Other Construction Foreman:

- Look to the right and you see a path heading toward the entrance to the High

  Rise Apartments subarea.  The blue lobster jackhammering and your changing
  tent should be on your left side.

- After you pass a wall to your left, look to your left and you will see a

  bridge across the water.  On that platform is the other foreman.

- Remember this area since you will be back this way again.

/=============================\ | High Rise Apartment Subarea | \=============================/

Apartment 9:

- From the entrance, get on the jellyfish to the right. Ride it to the top.

- Get off and you are at apartment 9.

Apartment 4:

- Go the exact same way you did when you got the letter "G" and you will be at

  apartment 4.

Apartment 1:

- Go left across the rickety bridge and get on that jellyfish to the right.

  Ride it all the way to the top.  The jellyfish will then descend to another
  balcony.  Get off on the left and you are at apartment 1.

/==========\ | Downtown | \==========/

You will have 250 seconds to complete these four deliveries.

88 Albatross Avenue:

- Go straight from the bus stop. You will pass the Construction subarea

  entrance on your left.

- The road will curve right, then left and you will pass the alley on your

  right.  The road curves again to the right.

- About a third of the way down, look to your right and you should see house 88.

24 Seashell Street:

- Go the same way you did for 17 Seashell Street.

- Right when the road curves, look to your right. You will see two door next

  to each other.  24 is the door on the right side.

10 Stormy Way:

- Make a right from the bus stop and head up the road. Go past the inter-

  section without turning right.

- As the road curves to the left, start looking for the door with 10 on it at

  the end of the left curve.

11 Seashell Street:

- Turn right at the bus stop, then turn right at the intersection. The road

  will curve left.

- Head down the road and you will see the theater at the next left curve. You

  will also see Patrick in front of apartment 11.

- Congratulations, you have completed all the food deliveries. As a reward,

  you get lots of sand dollars and the letter "E" as a reward.

+-------------------------------+ | B: Help Sandy clean up trash | +-------------------------------+

You must have gotten the Leaf Blower from Jellyfish Fields before you can complete this part.

- Go to the changing tent and put on the Reef Blower costume.

- Turn left from the tent and follow the road around. After you see apartment

  21, Sandy should be on the right side.  She will tell you she is part of a
  campaign to clean the city so she needs SpongeBob's help.  SpongeBob will be
  responsible for blowing six bags of trash into the sewers.

- Remember, a sewer can only hold one bag of trash. Also watch out for the

  sharks since they seem to concentrate near the sewers or bags of trash.

- Once you have completed your assignment, report back to Sandy to receive

  your letter.

+------------------------------------+ | O: Catch 10 jellyfish in Downtown | +------------------------------------+

Self-explanatory.


+------------------------------------+ | B: Gather 75 dubloons in Downtown | +------------------------------------+

Self-explanatory.


+--------------------+ | 10.2.2 Checkboxes | +--------------------+

/==========================\ | Find Dutchman's Treasure | \==========================/

- First, you must complete the puzzle level after you have found all the

  letter tiles.

- The picture shows the treasure chest in the area you delivered food to the

  other Construction Foreman.

- Take your trusty treasure finding stick and head over to that area. Before

  you cross the bridge, look to your left and there's the chest.

- When you open the treasure chest, your reward is a Wig.

- After you find the treasure, a cutscene will occur showing the Flying

  Dutchman hypnotizing Sandy and making her part of his ghostly crew.

/====================================\ | Deliver food to 17 Seashell Street | \====================================/

- See "E" in Chapter 10.1.1.

/=========================================\ | Meet Mr. Krabs at the Construction Site | \=========================================/

- The Construction subarea is now opened up. From the bus stop, go straight

  and you should see the entrance on the left side.

/======================================\ | Deliver food to Construction foreman | \======================================/

- See "E" in Chapter 10.1.1.

/============================================\ | Deliver food to other Construction foreman | \============================================/

- See "E" in Chapter 10.1.1.


/============================================\ | Meet Mr. Krabs at the High Rise Apartments | \============================================/

- The High Rise Apartments subarea is now opened up. Just go the same

  direction you did when you delivered food to the other Construction foreman.
  Instead of turning left onto the bridge, go straight through the gate.

/=============================\ | Deliver food to apartment 9 | \=============================/

- See "E" in Chapter 10.1.1.

/=============================\ | Deliver food to apartment 4 | \=============================/

- See "E" in Chapter 10.1.1.

/=============================\ | Deliver food to apartment 1 | \=============================/

- See "E" in Chapter 10.1.1.

/=========================================\ | Meet Mr. Krabs in the Business District | \=========================================/

- There are two ways to do this. Go back through the construction area to the

  Business District, or take the exit flanked by the flaming vents.  From that
  exit, make a left and follow the road to the intersection.  Make a left at
  the intersection and Mr. Krabs is back on the street corner again.

/=====================================\ | Deliver food to 88 Albatross Avenue | \=====================================/

- See "E" in Chapter 10.1.1.

/====================================\ | Deliver food to 24 Seashell Street | \====================================/

- See "E" in Chapter 10.1.1.

/===============================\ | Deliver food to 10 Stormy Way | \===============================/

- See "E" in Chapter 10.1.1.

/====================================\ | Deliver food to 11 Seashell Street | \====================================/

- See "E" in Chapter 10.1.1.

/===================================\ | Get your final tip from Mr. Krabs | \===================================/

- Mr. Krabs will reluctantly give SpongeBob a speech about loyal employees and

  working for free.

/=========================\ | Deliver food to Patrick | \=========================/

- When you enter the Construction subarea, look to SpongeBob's left, past the

  blue lobster jackhammering.  You will see a changing tent.

- To the right of the changing tent stands Patrick. Go over and talk to him.

  This will fulfill the required checkbox from Bikini Bottom.

- Patrick states that he is starving and doesn't have any food. Quickly

  thinking, you realize that Mr. Krabs is putting out bags for SpongeBob to
  deliver...so.

- Go over to Mr. Krabs and pick up the bag. Deliver the bag to Patrick and he

  will state that he has gotten the Barnacle Bill and Mermaid Man costumes by
  sending in Kelpie Bar wrappers.  SpongeBob convinces Patrick to let him be
  Mermaid Man.

- This costume now allows you to get the "P" in Chapter 10.1.1.

__________________

/ 10.3 Tree Dome /____________________________________________________________


Degree of difficulty: Easy/Medium Subareas: 1. Top of tree

Getting to subareas:

1. Follow Sandy through front door

Well, you should be getting the hang of this game by now. If you have done the Downtown area, you should be able to get all the letter tiles in this area and not come back again. This area will create a little more of a challenge in jumping and walking along semi-narrow ledges. This is good practice for the areas down the road, which require good hand-eye coordination. SpongeBob should be in his Fisherman Gear for this level since he does have to catch a lot of critters.

Also after SpongeBob gives Sandy the acorn that turns out to be a bee hive, keep at the ground level and catch the four wasps. That way, you won't have to go up and down the tree to get the letter.

This level will start off with SpongeBob and Sandy have a karate match. A karate match basically is whoever can destroy the most amount of things in the time allotted. Using the SQUARE button, you can have SpongeBob smash the boxes and barrels. Sandy will be doing the same. After 60 seconds has expired, who- ever has destroyed the most junk wins the match. You will see this a couple of more times in the game.

+----------------------+ | 10.3.1 Letter Tiles | +----------------------+

+------------------------+ | S: Plug all the leaks | +------------------------+

- When SpongeBob enters Tree Dome, he comments about the fact that he doesn't

  need his helmet to visit Sandy.  When you go over to Sandy, she explains
  what happened.

- Apparently she was pretty wired after the karate match so she was jumping

  around within the dome.  Unfortunately, she jumped around too much and put
  some holes in it.  She asks SpongeBob to plug up the holes.

- Run along the perimeter of the dome. You will see acorns laying around.

  Your job is to place or toss the acorns into the holes.  Some of the holes
  are high so you may have to position SpongeBob back a ways in order to get
  the acorn into the hole.

- Once you have completed this task, go chat with Sandy again. She will give

  SpongeBob the letter "S" as a reward.

+--------------------+ | P: Window jumping | +--------------------+

- As you are facing the front door to Sandy's tree, turn right. You will pass

  a root.  Look to the left and you will see a series of three windows opening
  and closing in a specific pattern.

- Look to your right and you will see a clothesline with a carpet draped over

  it.  Power jump on the carpet and turn and face the opening/closing windows.
  Get into power jump position.

- Right when the third window starts to open, power jump and glide onto it.

  Look to your right and you will see another root.  Power jump onto that root
  and you will see the letter "P" at the end of the root.

+----------------------+ | O: Take a bird bath | +----------------------+

- The fountain is in the same area as the wheel on the ground level. This is

  one of the easiest letters to get.

- All you have to do is power jump into the fountain. Then just power jump

  straight up to get the letter.  Pretty easy.

+--------------------------+ | N: Running on the wheel | +--------------------------+

- This will be a continuation of getting the letter tile "P". Go back toward

  the tree and look right.  You will see three leaves.  Power jump on the
  first leaf.  Again, remember to watch your shadow to make sure you are over
  the leaf.

- Power jump on the two remaining leaves and you will see another tree root

  with a changing tent on it.  Jump onto that root.

- Looking straight ahead, with the changing tent behind and slightly left, you

  will see a large running wheel.  Go to the edge of the root and power jump
  and glide to the wheel.

- You will have 60 seconds to stay on the wheel. It will rotate one way, then

  it will reverse direction.  This happens four times.  Here's the secret to
  the wheel, don't run on it.  It is a lot easier to jump, just don't jump
  high and adjust so you stay in the middle of the wheel and it should be easy
  to keep on it.  The letter "N" will jump out after you are done.

+------------------------------------+ | G: Defeat Sandy in a karate match | +------------------------------------+

- You will need to go to the very top of the tree to get to Sandy's room.

- Starting out from where you enter the tree top, turn right and use the fungi

  as steps to get to the next branch.  As you turn right, you will see a path
  covered by running sap from the tree.

- Carefully navigate through the sap to the next branch. You will see a

  series of leaves.  Guess what..yep, you need to use the leaves as steps to
  get to the next branch.

- When you get to the next branch, you will see alcoves in the trunk with

  little fungi ledges.  The best way to do this is to get into the alcoves,
  walk on the fungi and power jump and glide to the next alcove.

- Once you've done this, continue on the branch to the right and you will see

  an elevator in the tree.  This will take you to Sandy's room.

- She says she wants a rematch so it's karate time. You have 60 seconds to

  destroy as much junk as possible.  Of course, Sandy is doing the same thing.
  Once you win, you will collect the letter.

+-------------------------+ | E: Bring down the hive | +-------------------------+

- See letter tile "G" for getting up the tree. Instead of making a right to

  Sandy's, make a left.  You will see a changing tent on the next branch over.

- The hive is at the end of the branch you are on. Go up to the hive. To

  knock it off the branch, you will need to belly slam it two times.

- After you knock it off the branch, you will have to go to ground level.

  Across from the leaf stairs you took to get to the changing tent and wheel,
  you will see the hive laying there.  The letter tile is right next to it.

+---------------------------------+ | B: Across the highest branches | +---------------------------------+

- See letter tile "G" for getting up the tree. After passing the leaf stairs,

  look to the left and you will see the "B" spinning between two branches.
  Just power jump and arc across to the other branch and catch the letter tile
  in midair.

+--------------------------------------+ | O: Gather 100 dubloons in Tree Dome | +--------------------------------------+

Self-explanatory.

+------------------------------+ | B: Gather 10 bees and wasps | +------------------------------+

Self-explanatory.

+--------------------+ | 10.3.2 Checkboxes | +--------------------+

/==========================\ | Find Dutchman's Treasure | \==========================/

- First, you must complete the puzzle level after you have found all the letter

  tiles.

- The picture shows the treasure chest on the root between the root with the

  changing tent and the first root to the right of the front door in the tree
  (between the opening/closing windows and the leaf stairs).

- Take your trusty treasure finding stick and head over to that area.

- When you open the treasure chest, your reward is Dentures.

- After you find the treasure, a cutscene will occur showing the Flying

  Dutchman hypnotizing Squidward and making him part of his ghostly crew.
_________________________

/ 10.4 Jellyfish Fields /_____________________________________________________


Degree of difficulty: Medium Subareas: 1. Jellyfish Cliffs

          2.  Jellyfish Clams

Getting to subareas (also look at the map for location in Chapter 12.2):

1. To get to the Jellyfish Cliffs subarea, you will need to get to the top of

   the waterfall in front of the bus stop.

- The easiest way to do this is to go across the bridge. Look to your left

  and you will see a clam.

- Get on the clam and get bounced up to the top of the cliff. There is a

  changing tent off to your left.  Go right along the edge of the cliff and
  you will get to the waterfall.

- Cross over the stones and follow the path. You will emerge in a valley.

- You will have to get on the stone ledges on the right side mountains and

  follow them around to the entrance to the Jellyfish Cliffs subarea.

2. The entrance to Jellyfish Clams subarea is a little trickier to get into.

   Follow the same path you did to get to Jellyfish Cliffs.

- Instead of going straight across the river, turn left and you will emerge

  from the tunnel.

- Keep going straight and you will see five sea flowers opening and closing.

  You will have to jump on those flower columns when the flowers are wide open
  and laying across the tops of the columns.

- Get at the edge of the hill and line up with the short column directly in

  front of you.  Get into power jump position.  As soon as that flower fully
  opens, jump on the column.

- Turn right and do the same onto that column.

- Turn left and do the same on that column.

- Turn right and jump on that column.

- Turn right and jump on that column.

- Turn left and do your final jump. You are now at the entrance of Jellyfish

  Clams.

- By the map in Chapter 12.2, you are jumping from 1-5 in consecutive order.

This is a very large area and subareas. There are a lot of tasks that involve jumping on ledges, using the big jellyfish as elevators, and using the clams as springboards. You will be tested on your ability to make both regular and power jumps in addition to knowing when to glide to another ledge. I recommend clearing out the subareas first, then tackling the main area. You shouldn't have too much difficulty getting the required coinage and jellyfish for this part.

+----------------------+

10.4.1 Letter Tiles

+----------------------+

+--------------------------------------+ | S: Win the Jellyfishing competition | +--------------------------------------+

- After you have collected 100 jellyfish, go back to Rusty. He will reward

  you with the letter and a prize.

- Hop into the snail corral to claim the prize, which is a leaf blower.

- Of course, this causes the fence around the pen to collapse and allow the

  snails to escape setting you up to get the letter tile "P".

+-------------------------------------+ | P: Herd the snails into the corral | +-------------------------------------+

- After the fence collapses and the snails get out, SpongeBob volunteers to

  blow the critters back into their pen again.

- Just walk around the pen and blow the snails into the middle so they have

  a long way to go to escape again.  They travel very slow so this should be
  easy.

- Once SpongeBob gets all the snails corralled, the fence automatically goes

  up and the reward is the letter tile.

+----------------------------+ | O: Foot race with Patrick | +----------------------------+

- When you enter the first screen in Jellyfish Cliffs, you will see an

  elevated pathway in front of SpongeBob.  Follow that path around (see map
  in Chapter 12.3.1).

- At the end of the path is Patrick. He complains that he some sort of square

  thing and he is now feeling sick from it.  Being the good friend you are,
  help him get rid of it.

- All you need to do is belly slam Patrick. If successful, he will spit the

  letter tile out and it will fly across next to a cave with a fire in it.  Of
  course, Patrick is still hungry and spies the letter.  Thinking it's a new
  one, he runs along the elevated path to get to it.

- Of course, you have to beat him to the letter. Here's how to do it. When

  you turn right on the elevated path, float off the path.  There is a large
  jellyfish below.  When you land on the jellyfish, it will rise up.

- Power jump from the jellyfish to the opposite elevated path and go over and

  claim your letter.  You should be a couple of seconds ahead of Patrick on
  this race.

+-----------------------------+ | N: On the prow of the ship | +-----------------------------+

- When you enter the screen for the second part of Jellyfish Cliffs, you will see a series of cliffs and ledges. There will be a large jellyfish either across the rotating log or, if you look left, in its nest on your side of the river. Regardless of location, you need to get on it.

- Once you are on the large jellyfish, look to the cliff wall (after the

  waterfall which should be on your right side).  On the cliff wall are a
  series of ledges.  You need to jump off the large jellyfish and climb up the
  ledge stairs.

- When you get to the rotating log, you can go one of two ways to the big

  field under the broken in half ship:
  Way 1:  Jump into the water on the left.  Don't worry about going down the
          falls since the log will stop SpongeBob.
  -  Go up the river until you get to the life preserver.  Jump on the life
     preserver, turn to your right and power jump into the field.
  Way 2:  Follow the ledge steps around the hill.  Then power jump onto the
          field.

- When you get to the field, go to the big jellyfish in the middle and jump

  on it.

- It will glide to one of the big jellyfish on the cliff, jump onto that

  jellyfish.  Then ride that one to the next one on the cliff and do the same
  thing.  You will ride all five large jellyfish up.

- When you are on the fifth large jellyfish, just jump on the cliff that the

  ship is on.  Jump onto the deck and head toward the prow (pointy part) of
  the ship.  You will see the letter over the end of the prow.  Go collect it.

- Remember this route, you will be going this way again.

  -

+----------------------------+ | G: Pearl switching puzzle | +----------------------------+

See map in Chapter 12.4.1 for a visual.

- You get this letter by going to Jellyfish Clams, first part. When you enter

  the area, you will see three large hills in front of you.  A short hill,
  behind it and to the left a medium hill, and tall hill directly behind the
  short hill.  There are two large jellyfish floating around between the
  medium and tall hills.

- Head over to the short hill first and use the ledge stairs to get to the

  top.  From this vantage point you will see that the medium hill has one
  steam vent and the tall hill has two steam vents.  Next to the picnic
  blanket will be a pearl.  Pick it up.

- Jump down and go over to the clam next to the medium hill and get vaulted

  onto the ledge.  You need to be careful since you cannot power jump and you
  have limited glide.  Go all the way to the top.

- Put the pearl into the steam vent and the treasure chest will open to reveal

  another pearl.  Take either pearl and go to the edge of the medium hill so
  that you are facing the tall hill.

- Now, wait until the large jellyfish is next to the cliff and get on it.

  Ride it around until you are next to the tall hill (you may have to jump on
  the other large jellyfish).  Jump from the large jellyfish onto the ledge of
  the tall hill.

- Running these ledge stairs may be a little tricky and you may have to do

  running jumps.  Just be sure to keep right so you run into the side of the
  hill when you land on the next ledge up.

- When you get to the top of the hill, you will see two steam vents. Put the

  pearl into one of them.

- Go back over to the medium hill and repeat this process for the other pearl.

- After you have put the second pearl into the other steam vent, the treasure

  chest will open and you can collect the letter tile "G".

+------------------+ | E: Clam jumping | +------------------+

You will need to go to the second part of Jellyfish Clams to collect the next two letters (see map in Chapter 12.4.2).

- From where you entered the first part of Jellyfish Clams, jump down and head

  left.

- You will go up a series of small cliffs to a cave. Go into the cave to get

  to the second part.

- When you emerge in the second part, you will see some elevated pathways with

  clams resting at certain intervals on them.  Run through the valley keeping
  to your right.

- You will pass the large white jellyfish on your right, keep heading

  straight.

- When you get close to the fence, look to your left and you will see an

  alcove with a couple of ledges leading up to it.  You will also see a pink
  hermit crab racing around this alcove.

- Get into the alcove and look for the cliff next to it. Power jump and glide

  over to the cliff.  You will then see a rock with a piece of pink coral
  sticking out of the top of it.  Get onto the rock then the pick coral.

- Power jump and glide to the elevated pathway next to the cliff. Then head

  over to the clam at the end of the pathway.

- This next part requires a little bit of skill in application of the glide at

  the last minute.  The clams are too far apart at the end to power jump to,
  but at the same time, you cannot fully glide to them either.  Here's how to
  do it:
  -  Turn left and you will see the first clam on an elevated pathway, which
     is lower then the one you are on.  Power jump and right before you land,
     glide.
  -  Turn right and repeat for the second clam.
  -  Turn left and repeat for the third clam.

- If done right, the letter is hovering above the third clam. Get bounced up

  to claim it.

+------------------------------------+ | B: Ride the Great White Jellyfish | +------------------------------------+

- Head out as you did for the letter tile "E". This time, make a right turn

  and jump on the large white jellyfish.

- The jellyfish will take off and basically float around the valley. However,

  the large white jellyfish doesn't like passengers so it will attempt to
  scrape SpongeBob off at every opportunity.

- To accomplish this, the jellyfish will go under the elevated pathways. This

  means you will be hurdling pathways in order to stay on the jellyfish.  Once
  off its back, you have 10 seconds to get back on.
  -  You can either power jump or jump regularly and walk on the jellyfish's
     back.  The method is up to you.

- You will make a total of nine jumps before the large white jellyfish goes

  back to its nest.  Your reward will be a letter tile that appears.

+--------------------+ | O: Into the hills | +--------------------+

- Go like you are heading toward the Jellyfish Clams area. At the flower

  columns, you won't have to jump on all the flowers, just two of them (by the
  map, just jump on 1 and 2).

- As before, power jump on the short column and turn right.

- Jump on the second column and now turn right.

- Now, you should see a small ledge jutting out from the cliff in front of

  you.  Power jump and glide to that ledge.  Run along it.

- You will have to jump a gap to another ledge. Then you will have to power

  jump into a small valley at the top of this hill.

- At the end of the hill spins the letter "O".

+----------------------------------------------+ | B: Collect 225 dubloons in Jellyfish Fields | +----------------------------------------------+

Self-explanatory.

=====10.4.2 Checkboxes

/==========================\ | Find Dutchman's Treasure | \==========================/

- First, you must complete the puzzle level after you have found all the letter

  tiles.

- The picture shows the treasure chest at the end of the cliff near the broken

  in half ship at Jellyfish Cliffs, second part.

- Take your trusty treasure finding stick and head over to that area. Go the

  same way you did to get the letter tile "N".  When you get to the prow of
  the ship, jump off onto the cliff and follow it around, the treasure chest
  is located in the alcove.

- When you open the treasure chest, your reward is Glasses.

- After you find the treasure, a cutscene will occur showing the Flying

  Dutchman attempting to hypnotize Patrick.  He doesn't seem to be having much
  luck so he just takes him away to make him part of his ghostly crew.

/=====================================\ | Meet Rusty Scupper at the Bait Shop | \=====================================/

- At the flower columns, go right. You will enter a small valley. When you

  emerge from this valley, you will see a building with a fenced in area
  behind it with snails.

- Go around the fence and you will see a fish named Rusty Scupper.

- He will tell you that there is a jellyfish catching contest going on and the

  first person to catch 100 jellyfish is the winner.  That is 100 game not
  area/subarea total.

/==========================================\ | Defeat the clown for the Chum World pass | \==========================================/

- SpongeBob will meet up with Plankton at the entrance to Jellyfish Cliffs.

  Plankton and SpongeBob will verbally accost each other for a while.

- Plankton tells SpongeBob that he will never get a pass to Chum World and

  that all of his henchmen are instructed not to give anybody one.

- As he is leaving, he mentions that if SpongeBob does encounter one of his

  clowns, to relay a message from Plankton that he is fired.

- See the letter tile "N" for getting to the Jellyfish Cliffs, second part.

  Look to your left or right, depending on which way you got in and you will
  see a hill with ledge stairs around it.  Follow the stairs up to the top.

- You will see a clown. SpongeBob will talk to the clown to get the Chum

  World pass but the clown is reluctant to give it up.

- To convince the clown to give up the pass, do two belly slams on the clown.

  After that, the clown thinks discretion is the better part of valor and
  gives up the pass and runs away.

/===========================================\ | Bring 100 jellyfish (Game Total) to Rusty | \===========================================/

Self-explanatory.

___________________

/ 10.5 Chum World /___________________________________________________________


Degree of difficulty: Medium/Hard Subareas: 1. Big Top

          2.  Chum Golf

Getting to subareas:

1. When you get off the boat from Bikini Beach, walk straight ahead past the rotating Plankton face and you will see a clown. He claims the only way to get into the Big Top is to shoot the five flaming targets.

- Go put on your Mermaid Man costume and prepare to do some target practice.

  There is one in the mouth of the rotating Plankton, one to the side, and
  three on the pier you came off of.

- After you destroy all the targets, the Big Top subarea is open.

- The other way in is from the entrance way across from the spinner in Midway

  games.

2. There are two ways to access the Chum Golf subarea:

  -  Go left at the rotating Plankton.  On your right, you will see a series
     of columns.  Go up them and into the entrance.
  -  The other way is to follow the boardwalk away from the spinner.  Get on
     the Plankton boat and hop off at the entrance which has "CHUM GOLF" above
     it.

Welcome to the amusement park. There are a lot of things to do and see here. In addition, you will be doing some climbing and walking the tightrope so to speak. The only real danger are Plankton's clowns. Again, I recommend getting all the dubloons and jellyfish before getting the harder to reach letters so you can get those parts taken care of and don your Mermaid Man costume. You will also be changing costumes frequently such as your Fishing Gear costume for the Big Top and the Reef Blower costume for Chum Golf.

The big threats are the clowns.

10.5.1 Letter Tiles

+----------------------------------+ | S: Win the Porthole Plunge game | +----------------------------------+

- From the pier, where you got off the boat from Bikini Beach go straight

  until you get to the rotating Plankton head.

- Make a left and go down the boardwalk and onto the beach. Then make another

  left and head for the clown.

- The clown will explain that you will have three beach balls and you have to

  stick them into the portholes of the boat.  To complicate your task, an
  anchor will be moving back and forth across the portholes.

- Do just what the clown told you to do. It may take a couple of times to get

  the angle right, but once you get the beachballs put into the portholes, the
  letter tile "S" is your reward.

+--------------------------+ | P: Win the Inflato game | +--------------------------+

- From the pier, where you got off the boat, go straight to the rotating

  Plankton head.

- Make a right and go down the boardwalk and follow it around the roller

  coaster until you see a ramp.

- Go up the ramp and talk to the clown. The object of the game is speed. You

  must hit all the targets before their lights go out to cause Inflato to
  burst.

- The best way is to belly slam the first target, jump and belly slam the

  second, etc.  You may have to go back to a target but it isn't too hard.
  The "P" is your reward.

+---------------------------+ | O: On top of the Spinner | +---------------------------+

- From the pier, where you got off the boat, go straight to the rotating

  Plankton head.

- Depending if you have opened up the Big Top will determine your direction.

  -  If you opened up the Big Top, go straight through the Big Top to the far
     exit.  You will then be in front of the Spinner.
  -  The other way is to go right on the boardwalk and follow it around to the
     exit, past the roller coaster.  You will come out on a beach.  Just go
     straight and the Spinner is there.

- Jump on a lower blade of the Spinner. You will see another blade passing

  over in the opposite direction, jump on it.  Then jump on the third blade,
  which is moving in the opposite direction.

- Jump from the third blade to the top of the Spinner and you will get your

  letter.

+--------------------------------+ | N: On top of the ferris wheel | +--------------------------------+

- Use the "O" tile to get to this area.

- Travel the boardwalk to the ferris wheel, beware of the clown.

- When you enter the dock containing the ferris wheel, look to your right.

  You should see a pylon.

- Jump on the pylon. Now comes the tricky part. Rotate the camera so that

  the stone ledge is in view.  It will look like an impossible jump, but it
  isn't.
  -  Power jump toward the ledge, you will hit slightly underneath the ledge.
  -  Once you hit that wall, you will need to jump regularly a couple of
     times.  SpongeBob will actually "climb" up on the ledge.

- Once you are on the ledge, rotate the camera so the ferris wheel is in view.

  Power jump and glide onto one of the cars.  Now all you have to do is ride
  the car and SpongeBob will run into the letter.

+-------------------------------+ | G: Catch Plankton if you can | +-------------------------------+

You must have completed Bikini Beach, Downtown, Jellyfish Fields, and Goo Lagoon in order to cause Plankton to show up.

- To find Plankton, go the second direction as if you are going to the

  Spinner.  When you emerge from the exit, you will see Plankton standing on
  top of a barrel holding onto the letter.

- When you go up, Plankton spouts off about wanting to ruin everyone. Then

  he takes off running.  You only need to get the letter from Plankton.  In
  other words, you don't need to belly slam him.

- You should be able to get the letter before you both get out of the Spinner

  area.  Just jump and you can snag the letter.

- If you miss Plankton, just exit and re-enter the screen again and he will be

  back.  Do this as many times as you need to catch him.

- This yields the letter tile "G".

+----------------------------+ | E: Win the Chum Putt game | +----------------------------+

This is a pretty easy one, but you need to prepare the course first (or you can do this as you move the ball along). You will need to blow the pinwheels next to the Plankton head and the wood platform sticking out of the green water to make a continuous course.

- There are two ways to enter the course, I will take you to the beginning of

  the course.

- At the rotating Plankton's head, make a left. Go along the boardwalk and

  onto the beach.  Look to the right.

- You will see four columns at varying heights coming out of the water, jump

  on those columns to enter the Chum Putt golf area.

- If you haven't done so yet, get in the changing tent to don your Reef Blower

  costume.  Then talk to the clown.

- He explains that you must hit all eight targets with the golf ball to win

  the game.  A golf ball then appears in front of SpongeBob.

- Just use the Reef Blower to blast the ball up the incline and hit the

  targets.  Watch out for the clown wandering around.

- Once you get through Plankton's head, you will see a building with pistons

  moving back and forth out of the side.  This will be quite a challenge to
  get a golf ball along that ledge.

- You won't be going that way though. Blow the golf ball to the left through

  the half-buried tires and go around the building.  Pretty tricky huh?

- Next go across the bridge, get past the pistons moving up and down, and go

  up the little bridge.

- Once you have hit all the targets, the "E" is your reward.

+-------------------------------------+ | B: To the tippy top of the Big Top | +-------------------------------------+

- Just go straight from the pier and you will be at the front entrance of the

  Big Top.  Do the clown's challenge to open it up.

- Once inside the Big Top, you will need to go all the way to the other end.

  You will need to go to the ring that has the cannon in it.

- If you haven't done so already, change into the Fishing Gear costume. You

  will need it on because there are a lot of hooks you will be using.

- Once you get to the ring with the cannon, jump up to the barrel to be

  "loaded" into the cannon.  To change the cannon's direction, use the di-
  rectional controls and to fire, use the SQUARE button.

- Move the cannon barrel around until the bullseye appears in the center of

  your view.  Push the SQUARE button to be launched.

- If done right, you will land on a wooden platform. Turn the camera so that

  the fish hook is in view.  Go over to it and jump while using your fishing
  net.  You should snag the hook and slide down to another wooden platform.

- Turn left and you will see another hook. This time, do a short jump forward

  while using your fishing net.  You will be carried up to the next wooden
  platform.  Get off and rotate the camera left or right so that the trapezes
  are in view.  Go to edge of platform in front of trapezes.

- This takes a little timing. Jump on the first trapeze and wait. Rotate the

  camera so that both trapezes are in view.  Watch how the second one moves.
  As it is moving toward you and the one you are on is moving toward it, jump
  (you may need to glide so you don't miss).

- Once you are on the second trapeze, jump off on the wooden platform and head

  up the wooden steps circling the pole.

- On last step, get the fish hook and slide over to the next wooden platform.

  Drop down and head toward the other fish hook.

- Snag that fish hook and get transported to the next higher wooden platform.

  Be careful on the platform, there is a pedestal rolling around and two
  clowns busy causing trouble.

- Now, go along the planks to get to the other platform, you may have to jump

  the clowns for this.  You will see three pedestals stacked up and at the top
  will be a small trapeze.

- After you have climbed up to the top of these pedestals, carefully get on

  the trapeze.  If you aren't on good enough, SpongeBob will fall and you will
  have to climb back up again.

- When the trapeze is at the top of its swing, jump onto the wooden stair on

  the pole opposite where you came from.  Carefully jump up the stairs to
  another wooden platform.

- When you look across the gap, you will see the spinning letter on a platform

  across the big gap.  Look to your left and you will see a cannon.  Get in
  the cannon and aim for the bullseye above the letter.

- Once you are over on the other wooden platform, collect your letter.

+--------------------------------------+ | O: Catch 25 jellyfish in Chum World | +--------------------------------------+

Self-explanatory.

+---------------------------------------+ | B: Gather 225 dubloons in Chum World | +---------------------------------------+

Self-explanatory.

10.5.2 Checkboxes

/==========================\ | Find Dutchman's Treasure | \==========================/

- First, you must complete the puzzle level after you have found all the

  letter tiles.

- The picture shows the treasure chest near the stone lighthouse in the Chum

  Golf subarea.

- Take your trusty treasure finding stick and head over to that area.

  Remember those pistons that moved up and down out of the ground?  Well,
  before you get to the pistons, power jump on the terrace that has the stone
  lighthouse and the treasure chest awaits.

- When you open the treasure chest, your reward is a Back Scratcher (looks

  like an old hand attached to a stick).

- After you find the treasure, a cutscene will occur showing the Flying Dutch-

  man hypnotizing Mr. Krabs to add to his ghostly crew.
___________________

/ 10.6 Goo Lagoon /___________________________________________________________


Degree of difficulty: Hard Subareas: 1. Lighthouse

          2.  Pier

Getting to subareas:

1. Make a left from the bus stop and follow the beach around. On the right

   side there will be the entrance to the Lighthouse subarea.

2. To get to the pier, go past the entrance to the Lighthouse subarea. You

   will cross a bridge and the Pier subarea will be on your right.  You must
   first pay the fish 300 sand dollars to buy a bottle to contain the Dutch-
   man.

This is probably one of the hardest areas of the game. The reason it is so hard is because there are a lot of precision jumps that have to be made. To make matters worse, most of these jumps are from or to moving targets. In addition, you will probably go through a few costume changes in order to accommodate these jumps. You will also be climbing to the tops of towers and crossing jellyfish bridges in addition to navigating narrow ledges and bridges (the map in Chapter 12.5 will be referred to for these jumps on just Goo Lagoon).

My suggestion is to get all the other letters, then go out to the pier. The reason being is that once the pier is destroyed, it is very hard to get back once you've gotten to the place where the letter tile is.

The biggest threats in this area are musclemen and lifeguards.

10.6.1 Letter Tiles

It is recommended that you have the Mermaid Man costume on to get these next two letters.

+----------------------+ | S: Umbrella jumping | +----------------------+

- From the bus stop, make a left turn. Follow the beach past the entrances

  to the Lighthouse and Pier subareas and continue to follow the beach as it
  curves left.

- When you look you will see an umbrella on your front left with a letter

  hovering over it.  On your right you will see a short and tall rock (R2 and
  R3 on the map respectively).  Continue past these rocks until you get to the
  first lifeguard station.

- Make a left between the hill and lifeguard station (you will pass a trash

  can on your right).  Go up a ways, then turn around and head toward the
  lifeguard station.

- A big, burly lifeguard will jump out of the tower and threaten SpongeBob.

  Dispatch him with three water bubbles.  After you have done this, another
  lifeguard tower will rise from the sand and another lifeguard will attack.
  Dispatch him the same way.

- This will keep going until four lifeguard towers rise from the sand. They

  form a bridge to the umbrella (U4 on the map).  Remember this for the next
  letter.

- In addition, go over to the snack stand and chat with Larry. This will

  fulfill the first checkbox requirement.  Trust me, it will make things
  easier later on.

- Now that you have cleared out the very first lifeguard tower, power jump on

  the small rock.  Turn and power jump on the big rock.  Then turn and face
  the first lifeguard station.

- Power jump and push glide at the end to get into the lifeguard station.

  Turn and face the umbrella (U1 on the map).  Power jump and glide to the
  umbrella.

- Turn left to face the opening in the rocks. You will see a long ledge with

  an umbrella (U2 on the map) on the other side.  Power jump and glide to that
  ledge.

- Now, go to the rightmost point of that ledge and face the umbrella (U2 on

  the map).  Power jump and glide to the umbrella (you make have to do an
  extra jump to "climb" on the umbrella).

- Turn left so that the large rock is in front of SpongeBob (R1 on the map).

  Power jump onto that rock.  Go forward to the edge and you should see the
  umbrella (U3 on the map) with the letter in front of you.  Power jump to the
  umbrella and you get your letter.

+----------------------------+ | P: Top of the juice stand | +----------------------------+

- Before starting this one, you need to go change into the Reef Blower

  costume.  You have already created the "lifeguard station" bridge when you
  got the letter tile "S".  Go to the pinwheel at the umbrella at the end of
  the lifeguard stations (U4 on the map) and use the Reef Blower on it.  This
  will cause the umbrella to rotate.

- Now, go back to the two rocks and get into the first lifeguard station

  again.  This time, you will turn right and cross the "lifeguard station"
  bridge.

- This just involves doing power jumps and glides into each of them. On the

  last station, you may have to gently get SpongeBob on the railing of the
  station to give him a little more elevation.

- Now, watch how the umbrella is rotating and turning on its stick. You need

  to time this so it's best to do a power jump glide to give yourself a little
  extra time.  Once you're on the umbrella, try to force the camera angle
  toward the snack bar.

- When the edge of the umbrella is at its highest, power jump and glide at the

  last minute toward the snack bar.  You may have to do a couple of regular
  jumps to "climb" to the roof.  Power jump to collect your letter.

+-----------------------------+ | O: Light up the lighthouse | +-----------------------------+

Make sure you have the Fishing Gear costume on for this one.

- From the bus stop, go left along the beach. You will see a path to the

  right, take it to the Lighthouse subarea.

- Upon entering the Lighthouse subarea, make a right and you will see a

  costume changing tent out on a small rock.  Go to the changing tent.

- Once there, power jump on top of the tent. Turn left and power jump and

  glide to the boardwalk.  Turn left and follow the boardwalk around.

- You will go around the lighthouse and eventually will come upon a fish hook

  switch.  Jump and snag it to turn on the light.  When the lighthouse lights
  up, you will see a large jellyfish bridge illuminated.

- Facing the switch, turn right and follow the path around until you see a

  large white rock in front of you and an umbrella off to the right separated
  from you by water.

- At the edge of the path, right next to the rock, power jump and glide to the

  umbrella.  The umbrella is slowly rotating so account for this.

- Turn and face the big white rock. Then power jump and glide over to it.

  Look across the path and you will see a ledge with a shuttered window over
  it.  A quick note, fish like to slam open the shutters.  If SpongeBob is in
  the way, he will take damage.

- Power jump and glide over to the ledge. When the shutters are closed again,

  follow the ledge around to a wooden step.  Power jump onto the wooden step.
  Turn left and power jump onto the next ledge.

- When the shutters close work around the ledge then look to your right. You

  will see a wood plank jutting out.  Guess what...that's right, you need to
  power jump and glide onto that wood plank.

- Once on the wood plank, turn the camera so that it shows the stone ledge you

  came from and the stone ledge you will be going to on the right.  Power jump
  and glide to the right hand stone ledge.

- Follow this stone ledge all the way around (beware of shuttered windows)

  until you come to a series of narrow wooden steps.  You will jump up each of
  these steps until you get to a series of wood planks crossing over tall
  rocks.

- Follow these wood planks around, be careful since they are kind of narrow.

  Once you have gotten to the end of the path, turn the camera so that the
  stone ledge is in view.  Power jump and glide to this ledge.  Follow the
  ledge around and jump up on the balcony area.

- Turn left and you will enter an elevator going up. When you get in the

  elevator, the wood planks blocking the lighthouse entrance fall apart
  leaving the entrance free to use.

- Once you are off the elevator, face it and turn right. Follow the spiral

  path around until you get to a second elevator.  Get in it and go up another
  level.

- Facing this elevator, turn left and follow the spiral path up. Once you

  reach the top of the path, turn right and head for the lower stone ledge on
  the lighthouse.

- Power jump onto that ledge, the power jump onto the second ledge. You will

  see a sleeping clam so power jump on him.  You will be bounced up high, just
  glide over to the top of the lighthouse and you will get your letter.

+------------------------------+ | N: Lighthouse shows the way | +------------------------------+

- Continuing with the above letter, jump on the closes large jelly fish. The

  large jellyfish form an outward spiral path.  Just jump from large jellyfish
  to jellyfish.  You will cross two stone columns.  On the first stone column
  stands Larry if you talked to him at the snack stand.  Talk to him again and
  this will fulfill the requirement for the second check box.

- Continue to work your way around to the second stone column. On it, is your

  letter.

+-----------------+ | G: On the pier | +-----------------+

- To open up the Pier subarea, you must give the guy 300 sand dollars for a

  bottle to contain the Flying Dutchman.  Once you have done this, the pier is
  opened up.

- Now, the pier is actually two games. The first is a mini-game of speed

  while the second part is going through wreckage.  I will take each part in
  turn.  It's recommended that you have the Mermaid Man costume for these
  tasks.

/============\ | First Part | \============/

When you enter the Pier subarea, SpongeBob will be small and you won't be able to manipulate the camera angles. This will make it a challenge to go from dock to dock.

- Just follow the pier around and kill any of those muscle guys that get in

  SpongeBob's way.  Eventually he will make it to the end of the pier.

- He will be waiting and commenting on how the ship is approaching. However,

  all is not well in paradise.  A custscene will occur where the Flying Dutch-
  man appears before the captain of the ship.  The captain jumps overboard and
  the Dutchman takes the controls.  His purpose is to run down SpongeBob.

- When you get control again, get out of there fast. The ship will be

  pursuing while chewing up the pier behind him.  Because you cannot control
  the camera, be careful on the wood planks connecting pier areas.  You may
  want to jump and glide.

- Go all the way to the pier entrance. SpongeBob will run frantically out

  yelling about the Dutchman taking over the ship.

- That's enough for the fish that's in front of the pier. He states he's

  going back to Jellyfish Fields.

- This sets up the game for the second part.

/=============\ | Second Part | \=============/

When you re-enter the pier area, a mess await you. The pier and dock areas are shattered and there is a lot of debris in the water. Remember where the letter was at the end of the pier when it was whole? Well, you will be going back there again, the hard way.

- There are a few ways to make it to the letter. I will list them below (look

  at the map in Chapter 12.5.1 for the layout of the Pier, Second Part):

^^^^^^^^^^^^^ | First Way | +-----------+

This is the easy way.

- Get to the end of the pier and turn right. You will see a trunk rotating in

  the water.  Power jump and glide onto the trunk.

- Turn left and you will see a barrel rotating in the water. Power jump and

  glide on it.  Then power jump and glide onto the next rotating barrel.

- Turn right and you will see a barrel doing circles in the water. Wait until

  its close and power jump and glide onto it.  When it gets close to the
  broken pier, power jump and glide onto the pier.

- Follow the pier to the end. You will see three wood planks rotating in the

  water.  Time it out and power jump and glide to the first wood plank.  Go to
  an end.  Line up for the second rotating wood plank.  Power jump and glide
  to it.

- Repeat the above for the third plank. From the third plank, power jump and

  glide to the pier when you are in range.  Follow the pier around to a dock.
  On the left will be a boat and on the right will be a wood plank with
  barrels on it.

- Keep in mind that the wood plank with barrels is moving back and forth so

  time your jumps accordingly.  Power jump and glide onto the highest point
  (tallest barrel).

- Look across and you will see some debris spinning in the water with a wood

  plank extending from it.  Time it so that SpongeBob meets that wood plank.
  Power jump and glide to that plank, then climb to the highest point on the
  debris.

- Look across again and you will see more debris with a wood plank sticking

  out of it.  This time, the debris is going back and forth.  Again, time it
  and power jump and glide to that plank.

- When the plank is close to the next dock, power jump and glide to the dock.

  Then follow the pier to the end.  You will then see debris in the water
  making a wide circle.

- Take your choice and jump on a piece of that debris. Watch out if you are

  on the rotating trunks.  You may have to jump every now and then to avoid
  slipping off.  Eventually you will come to the pier piece with the letter on
  it.  Power jump and glide to get your letter.

^^^^^^^^^^^^^^ | Second Way | +------------+

- Do all of the above until you get to the dock with the boat. Instead of

  going right, go left onto the boat.  From the boat, power jump and glide to
  the smokestack.  From the smokestack, glide over to the rotating trunk.

- From the rotating trunk, power jump and glide onto the railing of the

  capsized ship.  You will see a cannon on the deck.  Get into that cannon.

- Aim the barrel to the right of the mountain and keep the elevation flat (you

  should see part of the ships railing in the bottom of the barrel.  If done
  right, you will land on the dock before having to jump on the debris making
  wide circles.

- Get off on the pier with the letter to retrieve it.

^^^^^^^^^^^^^ | Third Way | +-----------+

This way is the hardest and requires split-second jumps and precision.

- Instead of going right at the end of the pier when you enter, go straight.

  You will see a boat turning end over end.  You will need to get on that
  boat.

- You may have to jump a couple of times to stay on but you must jump when the

  boat is at its highest point.  When that occurs, power jump and glide to the
  fish in the life preserver.  Jump on his head and power jump and glide to
  the next fish in the life preserver.

- From that point, jump on his head and power jump and glide to the capsized

  ship with the cannon on the deck.

- Follow the rest of the second way to get the letter.

+------------------------------------+ | E: Defeat Larry in a karate match | +------------------------------------+

After SpongeBob has hounded Larry at the snack stand and lighthouse, this is where Larry will end up at.

- Just get on the anchor behind the bus stop to go to the ship. Once on the

  ship, just go forward into the cabin area, Larry will be waiting at the
  entrance.

- Just like all the other karate matches, this one is no different. You have

  60 seconds to destroy as much stuff as possible.  Whoever destroys the most
  wins.  You will get the letter tile "E" for your efforts.

+------------------------+ | B: To the crow's nest | +------------------------+

Before you tangle with Larry, let's get this letter.

- When you enter the ship, there will be a large chest in front of SpongeBob,

  jump on it.  Now look across the deck to a swinging platform.  Power jump
  and glide to that platform.

- Turn around and you will see a wood plank. Power jump and glide to that

  wood plank.  Turn around and you will see another wood plank.  Power jump
  and glide to that wood plank.

- Follow that wood plank to the end. You will have to jump a wooden platform

  in the way.  When you reach the end, power jump to the aft end of the ship.
  You will see a stack of crates.  Jump on them and then jump on the wooden
  platform.

- Rotate the camera until you see another wood plank come into view. Power

  jump and glide onto it.  Follow this plank to the platform that is moving
  up and down.  You will need to get on that platform.  When it is at its
  lowest, power jump onto it.

- When the platform reaches its highest point, power jump and collect the

  letter from the top of the pole.

+--------------------------------------+ | O: Catch 30 jellyfish in Goo Lagoon | +--------------------------------------+

Self-explanatory.

+---------------------------------------+ | B: Gather 250 dubloons in Goo Lagoon | +---------------------------------------+

Self-explanatory.

10.6.2 Checkboxes

/============================\ | Thank Larry for the ticket | \============================/

Go over to the snack stand and a cutscene will occur. SpongeBob will thank Larry for the ticket and comment about his neat letter belt. Larry states he got if for his toughman championship. SpongeBob wants the letter but Larry refuses. Instead, Larry runs off to the lighthouse.

/===================================\ | Talk with Larry at the Lighthouse | \===================================/

Same silliness as before. SpongeBob sings the third verse of his song to annoy the heck out of Larry. Larry tells SpongeBob to meet him at the shipwreck if he really wants to have a go at it for the belt.

/==================================\ | Talk with Larry at the Shipwreck | \==================================/

Larry will basically tell SpongeBob that when SpongeBob is ready, to meet him for sparring for the championship belt.

/=========================\ | Meet and greet the ship | \=========================/

See getting the letter tile "G". Basically this occurs after SpongeBob pays the 300 sand dollars for the bottle.

/==========================\ | Find Dutchman's Treasure | \==========================/

- First, you must complete the puzzle level after you have found all the

  letter tiles.

- The picture shows the treasure chest near the umbrella that had the letter

  tile "S".  Take your trusty treasure finding stick and head over to that
  area.

- When you open the treasure chest, your reward is a Corset.

- After you find the treasure, a cutscene will occur showing the Flying Dutch-

  man attempting to hypnotize SpongeBob.  But due to the fact that SpongeBob
  has some of his treasures, he is immune.
_____________________________

/ 10.7 Dutchman's Graveyard /_________________________________________________


Degree of difficulty: Easy Subareas: 1. None

Getting to subareas: N/A

Well, it has come down to this. You have cleared out all the Bikini Bottom areas and have gotten all the treasure from them. After Chum World, SpongeBob will be back in his house again. A cutscene will occur showing the Flying Dutchman with his pirates. He will order them to throw junk overboard at SpongeBob. SpongeBob must escape from his house and not get hit by the junk. This is pretty easy, just exit out the back door since the front door is blocked. When SpongeBob gets out, you will see a cannon in the back yard: Get in and fire. You are on your way to this area.

The biggest threats in this area are ghosts and skeletons. It is recommended that you wear your Fishing Gear costume.

10.7.1 Letter Tiles

+--------------------------+ | S: Bring back the booty | +--------------------------+

- Starting from your entry point, just go forward. You should see a bridge

  and a ship on the other side with a pirate and cannon.  Ghosts will come
  out of their graves but they are easily taken care of with a belly slam or
  whack with the fishing net.

- Once you get on the deck, the pirate states he wants booty. So, now Sponge-

  Bob has to bring the pirate a bag of booty.  Off the bridge, turn right and
  follow the path around.  You will enter the hold of a ship and atop a pile
  of coins will be the bag.  Get it and bring it back to the pirate.

- He will thank SpongeBob and shoot the cork from his cannon. Watch which way

  the cork goes on this and upcoming cannons to get an idea where to aim.  Get
  your letter, get in the cannon, and fire.  This will put you on the deck of
  the next ship.

+-----------------------+ | P: In the smokestack | +-----------------------+

- Before seeing the pirate, turn around and look at the smokestack. Power jump

  and glide up the smokestack.  When you get to the top, drop down and fall
  into the stack.  You then collect your letter.

- Jump out of the smokestack and proceed to the door.

+---------------------------+ | O: Bring back more booty | +---------------------------+

- Yep, apparently this pirate wants booty also before SpongeBob can use his

  cannon.  Get on the path and get the booty.  Be aware, there are large
  barrels that roll down this path to make your journey more exciting.

- Collect the booty, avoid the barrels and skeletons, and give it to the

  pirate.  He will shoot the cork out and leave.

- Collect your letter and aim for the next ship. You may need to play with

  the elevation on this since getting too high or low won't get you on the
  deck of the next ship.

+--------------------------------+ | N: You guessed it, more booty | +--------------------------------+

- Am I repeating myself. Here we go. Talk to pirate, turn and go down path

  for booty.  Get booty and bring back to pirate.  He will take booty and run
  and leave behind letter.  Get in cannon.

- This time, aim for the Dutchman's head first. Keep the trajectory from the

  cannon flat for this.

+------------------------------+ | G: Atop the Dutchman's head | +------------------------------+

- Power jump in the center and get letter. Go back on path to cannon and go

  to next ship.

+-------------------------+ | E: Booty, booty, booty | +-------------------------+

- Yep, repeat yet again. This time, however, there are a few things to watch

  out for on this path.

- There are crates that move up and down, make sure you time them out.

- There are quite a few skeletons to annoy you. The best method is to jump

  and glide around them.  You can do this when carrying the booty.

- Watch out for the swinging anchors. The ones that swing across SpongeBob's

  path will push him into the lava.

- Once you've gotten the booty, get the letter and lock and load into the

  cannon for the last ship.

+------------------------------+ | B: On deck of the last ship | +------------------------------+

- This one is really easy. The letter is just floating there for the taking.

  Grab it and get ready for treasure hunting.

+-----------------------------------------+ | O: Catch 10 jellyfish in the graveyard | +-----------------------------------------+

Self-explanatory.

+-----------------------------------------+ | B: Gather 75 dubloons in the graveyard | +-----------------------------------------+

Self-explanatory.

10.7.2 Checkboxes

/==========================\ | Find Dutchman's Treasure | \==========================/

- First, you must complete the puzzle level after you have found all the

  letter tiles.

- The picture shows the treasure chest on the deck of the last ship. Just use

  the cannons to get to the last ship.

- When you open the treasure chest, your reward is a picture of Mama Dutchman.

- Once this happens, SpongeBob will be transported to this ship, but it is now

  equipped with a cannon.
________________________

/ 10.8 Dutchman's Ship /______________________________________________________


Degree of difficulty: Easy Subareas: None

Getting to subareas: N/A

Use the cannon on the last ship to get onto the deck of the Dutchman's ship. You will find SpongeBob's friends in the following locations:

- Gary is on the prow (pointy part)

- Squidward is on the main deck.

- Mr. Krabs is in the right-hand lifeboat as you are facing the cabin.

- Patrick and Sandy are up in the crows nest. To get into both of the crows

  nests, go to the box next to the cabin.  Power jump on it and turn around.
  Power jump to the wood platform in the pole.

- Following the wood stairs to the first crows nest and release Patrick.

  Continue to follow the wood stairs to the second crows nest to release
  Sandy.

- Now, prepare for the showdown.

_______________________

/ 10.9 Final Showdown /_______________________________________________________


Degree of difficulty: Medium Subareas: None

Getting to subareas: N/A

Well, you've rescued your friends and now it's time to have the final showdown with the Dutchman. SpongeBob in one corner and the Dutchman in the other. This should prove to be quite a battle.

The scene opens up with the Dutchman threatening SpongeBob. In return Sponge- Bob starts to spout off at the Dutchman.

The narrator breaks in to inform SpongeBob that the book he read was slightly outdated and he isn't totally immune to the Dutchman's attacks. SpongeBob tries to back out of the fight but the Dutchman lets the show begin.

- Just like on the pier game, you have no control over the camera angles. You

  just have to do the best you can.

- This battle isn't too difficult, just watch out for a couple of dangers:

  -  The sides of the ship are open.  Don't run where you can't see SpongeBob
     or he may end up overboard, thus ending that battle quickly.
  -  The Dutchman launches a ghost every time he drops bombs on SpongeBob.  So
     be prepared when the Dutchman launches since the ghosts seem to home in
     on SpongeBob.

- The battle opens up with the Dutchman pursuing SpongeBob. He will spit out

  flame at SpongeBob then continue the pursuit.  This cycle goes four times.

- The Dutchman will then dematerialize and rematerialize in a corner. He will

  then drop six bombs randomly on the deck, this is your cue.
  -  A ghost will be launched at the same time, jump over it.
  -  Pick up a bomb and get next to the Dutchman, but not too close to get
     hit.
  -  Wait until the fuse has black smoke coming from it and throw it at the
     Dutchman.
  -  Get away fast to avoid the explosion of that and the other bombs.
  -  If you score a successful hit, the Dutchman will reel and a second cycle
     will begin.
  -  Repeat the above if you miss with the bomb.

- The second cycle involves the Dutchman's portal being under SpongeBob. This

  is actually easier to deal with then you think.
  -  Just run around in circles, just don't get too close to the open ends of
     the ship.
  -  The portal will stop and the Dutchman will spring out hoping to hit
     SpongeBob.  Of course, you are running so SpongeBob will never be over
     the portal when that occurs.

  -  This will happen three times, then the Dutchman will pursue and blow
     flames four times, then he launches his bombs.  Use the tactics above to
     score another hit on the Dutchman and enter the third cycle.

- The third cycle begins with three zombies materializing on the deck. They

  can be taken out with a belly slam, but remember, the portal is still under
  SpongeBob so it is best to avoid the zombies.

- Use the same tactics when the Dutchman launches his bombs. This time,

  though, a cutscene will occur.  It will show the Dutchman being sucked back
  into the bottle from where he came.  The ship will then catch on fire.

- In the closing scene, Mr. Krabs expresses his gratitude and tells everyone

  that this will come out of their paycheck.  End of game.

+==================================+ | 10. QUICK OVERVIEW OF GOING THROUGH THE AREAS |============================= +==================================+

What I have done here is a quick chart to show the best way to go through the areas. It will list all the letter tiles you get and the treasure received from that area. This is just the "down and dirty" of the game. It will also show if you can complete an area fully of if you have to backtrack after completing another area.

+---------------+---------------------------------------------+---------------+ | AREA | COMPLETION CRITERIA (IF ANY) | TREASURE | +---------------+---------------------------------------------+---------------+ +---------------+---------------------------------------------+---------------+ | Bikini Bottom | This area can be completed | Old Sock | +---------------+---------------------------------------------+---------------+ | Downtown | Won't get 1st "B" until you get Reef Blower | Wig | | | from Jellyfish Fields. You then will | | | | complete Downtown. | | +---------------+---------------------------------------------+---------------+ | Tree Dome | You won't get to the top of the tree until | Dentures | | | SpongeBob gives 200 sand dollars to | | | | Squidward for the acorn. Acorn then | | | | can be given to Sandy to complete Tree | | | | Dome. | | +---------------+---------------------------------------------+---------------+ | Jellyfish | You get Reef Blower to finish Downtown | Glasses | | Fields | This area can be completed | | +---------------+---------------------------------------------+---------------+ | Chum World | You won't get the letter "G" until you | Back | | | complete all other areas | Scratcher | +---------------+---------------------------------------------+---------------+ | Goo Lagoon | This area can be completed | Corset | +---------------+---------------------------------------------+---------------+ | Dutchman's | This area can be completed | Picture of | | | | Mama Dutchman | +---------------+---------------------------------------------+---------------+ | Dutchman's | This area can be completed | NONE | | Ship | | | +---------------+---------------------------------------------+---------------+ | Final | This area can be completed | GAME ENDS | | Showdown | | | +---------------+---------------------------------------------+---------------+

                              ***************
                                                                • U N I T V **********************************
                              ***************

+============================+ | 12. YOU ARE HERE AND LOST |================================================= +============================+

Below are maps of some of the harder areas. I haven't provided maps to all of the areas such as Bikini Bottom and Chum World because they are easy to navigate through and things are easy to find. These maps just contain what is needed to get the letter tiles or to accomplish tasks. The maps I have made are:

____________________________________

/ 12.1 Downtown (Business District /__________________________________________


+-----------------------------------------------------------------------------+ | | | +---------------------------------------+ | | | +-----------------------------------+ | | | | | 2D | | | | | | | +-----------------+ | | |S| | +---------------+ |SL | | | | / / 3D| | | | | +-------+ / / | |1D | | +------+ +-----+ | / / |S| | | | +------+ | | +---------S--------+ / | | | | | | | \ | +----------------+ | | | | | | \ \ | | +----+ | | | |S| \ +--+ +----------------------------+ CT +-----+ | | CS | | +---+ +--------------------------+ | / / | | | +----+ / / ST->| |/ / | | | | MK | / / 4D | + | | | +----+------------+ / \ | | | +--------------+ +----+ | | | | +----+ | | | | | | | BS | | | | | | | +----+ | | | | | | | | |S| | | |S| | | | | | | | | | | | | | | | | | | | | | | | +------------------------------------+ | | | +----------------------------------------+ | | HR 5D | +-----------------------------------------------------------------------------+

LEGEND:

S = Sewers                   1D = First Delivery
L = Traffic Lights           2D = Second Delivery

CT = Changing Tent 3D = Third Delivery BS = Bus Stop 4D = Fourth Delivery MK = Mr. Krabs 5D = Fifth Deliver CS = Construction Subarea ST = "S" Letter Tile HR = High Rise Subarea SL = Sandy's location for trash clean-up

_________________________

/ 12.2 Jellyfish Fields /_____________________________________________________


This is after you get to the top of the waterfall.

+-----------------------------------------------------------------------------+ | / \ | JCA | / \ | | / +---------+ / \ | | / (4) (5) +-----+ +--+ +-------+ | | | / \ \ | | | FLOWER (3) +-----+ | R | +---+ \ | | | COLUMNS (2) / | \ /+-+ | \ \ | | | (1) / | +--+ | | / \ \ | | +----------------+ \ +-+ / \ \ | | | | | \ / \ \ | | | | | \ / + \ | | | | | +------------+ / \ | | | | | / + | | | | | +-----------------------------+ \ +----| | | |_| / |JCL | | | | / +----| | | +-| +--+\ / | | | |_| / OT \ / | | | |/ / \ / | | | / / / + | | + \ / / \ | | \ |/ / \ | | +-----------------+ \ | | / \ \ | | / \ +--------+ / | | / CAVE \ / \ / | | / \ / \ / | | \ \/ \ / | | \ / \ / | | \ / +-------------------+ | +-----------------------------------------------------------------------------+

LEGEND:

JCA = Entrance to Jellyfish Clams subarea JCL = Entrance to Jellyfish Cliffs subarea

 R = Rusty's Bait Shop
OT = Second "O" Letter Tile
________________________

/ 12.3 Jellyfish Cliffs /______________________________________________________


Jellyfish Cliffs is broken up into two parts.

+-------------------------------------+ | 12.3.1 Jellyfish Cliffs First Part | +-------------------------------------+

+-----------------------------------------------------------------------------+ | +-----------------------+ | | / \ | | / +----------------+-------+ | | / | CAVE | | | / + | | | / / OT + | | / + / | |----+ +----------------+---+ | + \ / | | \ PATRICK->P | | | + | | JCL2 | +----------------+ | | | | | |-----+ | + ____ + | | | | | + \ ( LJ ) / | | | | +------------+ \ + ---- +-+ + | | | \ + | | / + | | \ | | +---+ / | | \ | | / | | \ | | / | | \ | | / | | \ | | / | | \ | | / | | \ + + / | | \ \ \ / | | \ | | / | | \ +----+ / | | \ / | | \ / | | +--+-----+-----+ | | | | | | | JFF | | +-----------------------------------------------------------------------------+

LEGEND:

JFF = Entrance to Jellyfish Fields

JCL2 = Entrance to Jellyfish Cliffs Second Part

 LJ = Large Jellyfish
 OT = First "O" Letter Tile

+--------------------------------------+ | 12.3.2 Jellyfish Cliffs Second Part | +--------------------------------------+

+-----------------------------------------------------------------------------+ | | | +-----------------------+ | | / | | SW / LJ LJ \ | | | | | / \ | | | | | / \ | | | |LJ +---+ \ | | | | | ____ \ | | +-+ | | ( LJ ) \ | | | TR |LJ | ---- \ | | +----| | /---\ \ | | +------------+----+ + | |<- HILL WITH \ | | / ROTATING ->| | / \ \---/ CLOWN \ | | / LOG +----+/ \ + | | /--+ BRIDGE + \ | | | /---+ | ____+-+---------+ | | | + + ( LJ ) | +----------------------+ | | | \ ---- | \ | | | |\ +-+--+-+ \ | | | |/ | |<-ROTATING ----+-------------------+ | | | | | LOG \ | | | +--------+ | | BRIDGE \ | | | | ____ \ +-+--+ \ | | + | ( LJ ) + / \ \ | | \ | ---- |/ \ \ | | +--------+----------+ \ / | | \ +------------------------------------+ | | \ | | | + | | | | | | | | JCL1 | | +-----------------------------------------------------------------------------+

LEGEND:

JCL1 = Entrance to Jellyfish Cliffs First Part

 LJ = Large Jellyfish
 SW = Shipwreck
 TR = Dutchman's Treasure

12.4 Jellyfish Clams

Jellyfish Clams is broken up into two parts.

12.4.1 Jellyfish Clams First Part

+-----------------------------------------------------------------------------+ | +-------------------------------------------+ | | / \ | | / | | | / | | | / + | | / / | | +-----------+ ____ /---\ / | | / ( LJ ) | |<- TALL / | | / ---- \---/ HILL / | | / ____ / | | / /---\ ( LJ ) \ | | + MEDIUM ->| | ---- \ | | | HILL \---/ \ | | | _ \ | | | CLAM ->( ) /---\ + | | | | |<- SHORT | | | | \---/ HILL | | | + | | | \ | | | \ | | | \ | | | \ / | | +------+---+--+ / | | | | / \ ____ / | | +---+--+-+ \ ( LJ ) / | | | \ | +------------------------+------+---------+ | | | +--+ | | | | | +-----+------+---+ | JFF | | | | JCA2 | | | | +-----------------------------------------------------------------------------+

LEGEND:

JFF = Entrance to Jellyfish Fields

JCA2 = Entrance to Jellyfish Clams Second Part

 LJ = Large Jellyfish
12.4.2 Jellyfish Clams Second Part

+-----------------------------------------------------------------------------+ | | | | | +---------+-------+ | | /+----------------------------------+ \ | ALCOVE \ | | / \ \-------+---------+ | | / \ \ +----+ | | / \ ()<- ROCK WITH CORAL | | | + +---------+ +-----+ ON IT | | | | / | +---+ | | | | / C /-------+ / C / | | | | +---+ / / +----- | | | / / / | | | +---+ + C / / | | | / +----------+ ----+ / | | | + C C | +-------+ | | | \ +-----------+ +-------+ | | + + \ \ | | \ \ \ ___ \ | | \ \ \ LARGE ->( ) \ | | \ \ C \ +----+ WHITE --- | | | \ +---+ / \ JELLYFISH | | | \ / \ | | | \ / \ + | | +-------------+ + \ / | | \ | \ / | | \ | \ / | | +------+ +---------------+ | | | | | | | JCA1 | | +-----------------------------------------------------------------------------+

LEGEND:

JCA1 = Entrance to Jellyfish Clams First Part

  C = Clam
___________________

/ 12.5 Goo Lagoon /___________________________________________________________


+-----------------------------------------------------------------------------+ | +----+ +----+ | | | R3 | | R2 | +-----+--- | | +----+ +----+ / PI| | | +----------+--------------------------------+ +--- | | /| U4 LG \ LG LG LG LG TR U3 / | | / | +---+ +----+ / | | / | \ \ \ | R1 | +--+ | | / + +----+ \ U1 \ \ +----+ \ | | / \ | SB | \ \ \ U2 \ | | / \ +----+ + \---+-----------+ | | | +------+ \ | \ / | | | | \ \ | \ / + | | | |\ \ \ | \ \ / | | | | \ \ \ | \ \ / | | | | \ \ \ | \ +--+ \ | | | | \ \ \ +--------------+---+-+ \ \ | | | | \ \ \ \ \ \ +---------+ +------------| | | | \ \ \ \ \ \ / _ LH | | | | \ +--+ +--------------+---+--+ / \ +-----| | | | \ | | / | | | | \ \_/ / | | | | +-------+---------------------+ \ | | | | \ \ | | | | \ \ | | | | +---------------+ \ | | | | | | | | | | + | | | | | -----+ | | | | | / / | | | | + / / BS | | | + \ / / | | | \ \ / /\ | | | \ \ / SW / \ | | | \ \ / / +--+ / | | \ +------------------------------------------/ /-------+ / | | \ / / CT / | | +-------------------------------------------/ /------------+ | | +----+ | +-----------------------------------------------------------------------------+

LEGEND:

           CT = Changing Tent
           BS = Bus Stop
           SW = Ship Wreck
           LH = Path to Lighthouse subarea
           PI = Path to Pier subarea

U1, U2, U3, U4 = Key umbrellas for getting letters.

           LG = Lifeguard stations
           SB = Snack Bar
           TR = Treasure
   R1, R2, R3 = Key rocks for getting letters.
12.5.1 Pier Second Part

+-----------------------------------------------------------------------------+ | GT | | +----+ | | +----+ | | D D<-CIRCULATING | | DEBRIS | | D D | | D +---+ | | | |<-DOCK | | +---+ | | +--------------+ +-+ | | | / +-+BFT | | + / +----------+ | | \ MOUNTAIN / +-+ / | | | \ / +-+RT / MOUNTAIN | | | \ / / +-----------+ | | +-----+ / / | | +----+---+ / / // | | / \| |---+MP / / \\ PL // PL | | BO| || | +-+ \\ // | | | || +--+ ______ \\ // | | \ /| | PL------ \\ + | | | +-----------+ / \ | | SS()+-------------+<---+ +-+ / \ | | /\ +-----------+ | / / / \ | | / / | \ PIERS +--+ / / \ | | CS\/ / \ ---->+---+ / \ | | + MOUNTAIN / /\ / + | | \ / __ ( ) + | | | (LP) +----------+ [__]<-+->\/ | | | | __ | | | | | (LP) [__]<-+ | | | | EOS | | MOUNTAIN | | | /+-+\ BARRELS | | | | \+-+/ | | | | +-+ +---+ | | | | | | | T | + | | | | | +---+ \ | | | | | \ | | | | |<-STARTING \ | | | | | PIER \ | | | | | \ | | +-----------------------------------------------------------------------------+

LEGEND:

 T = TRUNK                   SS = SMOKESTACK
LP = LIFE PRESERVERS         BO = BOAT
CS = CAPSIZED SHIP           RT = ROTATING TRUNK

EOS = END OVER END SHIP BFT = BACK AND FORTH TRUNK

PL = SPINNING WOOD PLANKS    GT = LETTER TILE "G"
MP = MOVING PIER

+=========================+ | 13. ITEMS AND WILDLIFE |==================================================== +=========================+

This chapter will talk about all the items you will find in your travels. It will also discuss about the different wildlife and people that SpongeBob may encounter.

______________

/ 13.1 Items /________________________________________________________________


There are many different items to be found in this game. Also, some items have to be earned (such as the costumes) before they can be used.

+----------+ | Dubloons | +----------+

These are found everywhere. You are required to get specific numbers, de- pending on the area you are in, to get a letter tile.

+--------------+ | Sand Dollars | +--------------+

You will get these mostly in Downtown as tips or they are laying around Goo Lagoon. There are only two items you purchase with them: An acorn and a bottle.

+------------+ | Fish Hooks | +------------+

You must have the Fishing Gear costume on to utilize these. They either trans- port you up and down or they will transport you from one side to another.

+----------+ | Costumes | +----------+

You will get a total of three costumes in this game. Here they are:

Fishing Gear: Great for catching jellyfish and hooks. Just use the SQUARE

              button to swing the net.

SpongeBob : Let's you be SpongeBob again.

Mermaid Man : Allows SpongeBob to be a superhero. Fire water balls with the

              SQUARE button.

Reef Blower : SpongeBob gets to have a blower strapped to his back. Great for

              blowing things around like snails, trash, and pinwheels.
_________________

/ 13.2 Wildlife /_____________________________________________________________


In your travels, you will encounter wildlife. Some of it is nice while most of it wants to make SpongeBob into a sponge sandwich. I've listed it in order of appearance.

+-----------+ | Jellyfish | +-----------+

These are found everywhere. You are required to get a specific number for a letter tile. Before you go jellyfishing, it's good to know their personalities and habits. Below they are listed by color, from most to least aggressive.

  Red:  Very aggressive.  They will pursue for a little way before giving up.
        They will quickly come after SpongeBob.

Yellow: Aggressive. Not as aggressive as the red ones. They only pursue

        short distances and only attack when SpongeBob is right next to them.
 Pink:  Carefree.  They just swim in a certain pattern.  They don't attack
        unless SpongeBob gets in the middle of their pattern.
 Blue:  Shy.  Will run away if SpongeBob attempts to get close.  They are slow
        and easy to catch.

Green: Very shy. Will shoot straight up if SpongeBob gets close. You must

       sneak up on these kind to catch them.

Large: Used for transport. Watch out for their long tentacles.

+--------+ | Snails | +--------+

Unlike Gary, who is a domesticated snail, the wild snails have no problem trying to take a bite out of SpongeBob. Although they can't be killed, a hit on them will cause them to retreat to their shell.

+--------+ | Sharks | +--------+

Encountered in the Krusty Krab and Downtown. They have no problem trying to take a bite out of SpongeBob when he gets close. Three hits will make them into shark steaks.

+--------+ | Clowns | +--------+

Only found in Chum's World. They are not the happy sorts of individuals one would expect clowns to be. Instead, they will bite if one gets too close. Two hits will give them something to think about.

+--------------------------+ | Musclemen and Lifeguards | +--------------------------+

Found only in Goo Lagoon. These guys will make SpongeBob's life miserable if he gets too close. With their spiked shoulders and bad disposition, they can prove to be quite a nuisance. Fortunately, it only takes one hit on musclemen and three hits on lifeguards to show them who is king of the beach.

+--------+ | Ghosts | +--------+

Found in the Dutchman's Graveyard. Their howl is worse then their bite. They can be exorcised with two hits.

+-----------+ | Skeletons | +-----------+

Found in Dutchman's Graveyard. They are more of a nuisance who attempt to scare SpongeBob. Unfortunately, a hit only makes them fall apart. They soon reassemble to try for more scare tactics.

                              ****************
                                                                • U N I T VI *********************************
                              ****************

+=================+ | 14. CONCLUSION |============================================================ +=================+

SpongeBob Squarepants: Revenge of the Flying Dutchman is quite a comical game. It plays just like a cartoon with the cutscenes and it is you who is re- sponsible for the action. I guess you have to be a fan of the series to appreciate the game and get some of its "inside" jokes. This game is definitely a delight and I can see how it would aid in developing hand-eye coordination. Although geared mostly to children, I'm sure a few adults would enjoy playing this game...I know I did. It can get frustrating at times but the rewards definitely outweigh the cons of this game. This guide, though, was a lot of fun to write and I hope you get as much enjoyment out of reading it. If you do have other ideas or thoughts, please e-mail me and share them. Who knows, maybe I'll start a Q&A chapter in this guide if enough people ask the same questions. Anyway, thank you again for reading this guide.

To see other FAQ's I have written please go to:

          http://www.gamefaqs.com/features/recognition/32691.html
          AMK152 (Wall • Contrib)  No trees were harmed in the making of this FAQ AMK152 (Wall • Contrib)

SpongeBob SquarePants: Revenge of the Flying Dutchman: FAQ/Walkthrough by War Doc Version: 1.01 | Last Updated: 2004-12-13 | View/Download Original File Hosted by GameFAQs Return to SpongeBob SquarePants: Revenge of the Flying Dutchman (PS2) FAQs & Guides

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