SpongeBob Squarepants: Battle for Bikini Bottom Complete Walkthrough Version 1.0 By Jason Venter jasonventer[at]yahoo.com ----------------------------------------------------------------------------- Version History: 1.0 (June 6, 2004) - Converted HTML guide to text-only format (and added various content and a table of contents system) due to redesign of my site. The current draft covers up to the entrance to Kelp Forest. ----------------------------------------------------------------------------- Table of Contents: 001. Introduction 002. Your Bikini Bottom Stinks 003. Jellyfish Fields* 004. Jellyfish Caves 005. Jellyfish Lake 006. Spork Mountain 007. Downtown Bikini Bottom* 008. The Sea Needle 009. Downtown Bikini Bottom (Again) 010. Downtown Rooftops 011. The Lighthouse 012. Goo Lagoon* 013. Goo Lagoon Sea Caves 014. Goo Lagoon Pier 015. The Island 016. Poseidome* 017. Bikini Bottom (Area 2)* 018. The Mermalair* 019. Mermalair Main Chamber 020. Mermalair Security Tunnel 021. Rolling Ball Area 022. Mermalair Main Chamber (Again) 023. Villain Containment Area 024. Sand Mountain* 025. Guppy Mound 026. Flounder Hill 027. Sand Mountain 028. Industrial Park* 029. Bikini Bottom (Area 3)* 030. Rock Bottom* 031. Rock Bottom Museum 032. Trench of Advanced Darkness 033. Downtown Rock Bottom 034. Kelp Forest* I. Conclusion II. Acknowledgements III. Copyright Concerns * The asterisk indicates that this is a level hub area, rather than a typical stage. Note that in the case of Sand Mountain, there's the level hub bearing that name, and also a portion within that level. Search Tip: You can hop around this guide easily by copying the line from the contents above that corresponds to the area where you need help, then pressing 'CTRL+F' on your keyboard to bring up the box. Paste the line into that box, then search to skip immediately to the desired portion of the guide. ----------------------------------------------------------------------------- ================= 001. Introduction ================= "Why a guide to SpongeBob Squarepants: Battle for Bikini Bottom?" When I was looking through information on my web site about what terms people were using to find the site, I discovered something rather distressing: many of them were looking for content for SpongeBob Squarepants - Battle for Bikini Bottom, yet the site had absolutely none available! I then checked around at some other popular sites and it quickly became obvious that there was a serious lack of online coverage for this title, which likely ended up under a lot of Christmas trees this past holiday season. In addition, there's not even an official strategy guide in print (at least, not so far as I could find). With that in mind, I ran down to the local retailer, snagged a copy of the game, and now I'll be writing a (hopefully) helpful guide as I work my way through the game. Just so you know, this guide is based on the GameCube version of the game. If there are any major differences that you encounter while playing through an alternate version (other than the obvious differences pertaining to what button you press to execute moves), please let me know so I can make note of them here. So you're aware, this guide is unlikely to ever include the location of every item in the game (for example, Patrick has more socks than California has residents, and I'm not going to go out of my way to describe their locations like I will for the spatulas). However, it will be a good guide to finding the crucial items. With that out of the way, let's begin. ============================== 002. Your Bikini Bottom Stinks ============================== Someone (either Gary the Snail or some rampaging but very quiet robots) has painted these words on the side of a metal wall, and thus begins the game's first playable area. It's not really so playable as you might suppose, though; really, it's just a training ground. Here you will learn your moves for use in the rest of the game. Getting around SpongeBob's house will require the collection of the numerous shiny objects. Start by heading to the nearest rooms, where you'll find lots of signs and shiny objects. The game will explain how things work. Make sure you collect everything you can in that first area, then head back to the main room where you started and enter the door that requires 10 shiny objects. From here you can proceed to the next area, and from there into the attic. The attic is a great place to learn most of SpongeBob's moves, and to collect a good number of shiny objects. You'll need to use the 'Y' button to break open some containers that are overhead (stand on the glowing red circles if you're having trouble aiming). Some of the higher shiny objects can only be collected once you've accessed the springboard, which you can use to reach the highest portions of the room. Once you've collected everything in the room (you should have around 112 at this point), go ahead and return to the room where you started this stage (it's the one with Gary and the red-lettered graffiti), and pass through the door with the '50' written on it, paying the appropriate shiny objects as toll). In this area, you'll find the game's first golden spatula. The game will automatically save your progress, and will whenever you collect additional spatulas (how handy!). With that collected, you can now return to the starting room again, and pass through the door that requires a single golden spatula. You're now outside in Bikini Bottom proper. The camera will sweep over the area, then focus on SpongeBob as he encounters Plankton, the bumbling buffoon responsible for this whole mess (unbeknownst to SpongeBob, who still thinks the ordeal is his fault). Plankton promises SpongeBob a bucket full of spatulas if he will save the restaurant from the robots. Other characters in the area will have similar propositions. Mr. Krabs will exchange spatulas for 3000 (ouch!) shiny objects. Patrick, who is missing his prized sock collection, will exchange a spatula for every 10 of them you retrieve for him. What's a sponge to do? Well, start by heading behind Squidward's Tiki. It's the tall, gray building. Just behind that, you'll be able to demolish crates over a button. Press the button and a platform will appear. It hovers between a nearby rock, and the top of the Tiki. Don't ride that just yet, though. Instead run over to SpongeBob's house. Nearby, you'll find a red circle and above it, a button SpongeBob can press. He'll want to stand on the circle and press the 'Y' button to bust the button. Now, he has forty seconds to snag a golden spatula that waits for him on the roof of his house. Run over to the peach colored rock by the Tiki, and watch the moving platform. As it is moving away, double jump out onto it, then from there to the ledge cropping out from the side of the Tiki. Hop your way around the right side of the building and onto its roof to collect a pair of golden underpants! SpongeBob can now take more hits without dying. From there, hop out onto the other two ledges (you should have somewhere around 20 seconds left to do this, so it's a cinch) and cross over to the roof of SpongeBob's house. Though the pineapple leaves obscure it, a golden spatula waits there. With that easy task out of the way, it's time to turn your attention to other concerns. The first such concern should be the inside of the Tiki you just hopped around. Squidward is inside, and not particularly pleased to see you. As he suggests, you should hop around the room to remedy the situation. Bust everything in sight, from art easels to crates. You can use the 'Y' button to jump upward and reach otherwise unattainable heights (for the green-hued shiny object). When you have busted everything, continue hopping around and attacking things (take a few swings at Squidward, too), until your gracious host offers a golden spatula if you'll just leave. Score! Leave the tiki and you should now have only five spatulas left to obtain within this area. However, you can't obtain them just yet. It's time to leave this hub behind you and advance to the game's first 'real' area, Jellyfish Fields. To do so, simply head to the yellow and black checkered line. You'll ride a taxi to the new destination. ====================== 003. Jellyfish Fields* ====================== When you first enter, you're going to be treated to a panoramic view of the area and a brief interlude where Squidward is cornered by a robot and some jellyfish, then poked. When he lands in front of you, go ahead and talk to him to learn what's happening. It seems he's been stung quite severely, and the only decent cure is King Jellyfish Jelly. Squidward likes the idea of SpongeBob obtaining some, and so begins your first objective. The whole area of Jellyfish Fields will be a lot easier if you connect all the dots so you can traverse the area freely, so I recommend starting your efforts there. Before you do much of anything, make sure you activate the cardboard box near the starting point. It will allow you to warp between areas of the stage, once you've also activated the other one. Also, the clam can be fed 125 shiny objects to construct a bridge that will allow you to cross one gap. Past that bridge and the checkpoint (where progress will resume if you should happen to die), climb to the top of some narrow pedestals and hit a switch to make huge barrels rise from the goop. You can cross those with double jumps to reach one of Patrick's socks on the other side, as well as some valuable shiny objects. Once you have the objects collected, go ahead and use the spring to bounce back to the mainland, then cross back over the bridge and skirt the edge of the level. The whole time, you should of course be watching for robots. They're easily enough destroyed if you know where they are, wait for them to approach, then use your attack at the last moment to knock them for a loop and collect shiny objects. Proceeding along the edge of the area, you should be able to work around to a view of a cave, blocked by a bunch of the crates. Break those away to reveal a path that leads to another of Patrick's socks. With that done, you've probably done most of the general stuff that the level provides for your amusement at this time. Might as well go about retrieving the jelly for Squidward. To do so, work your way around the stage to the place where you see the giant puffy fish rolling down the steppes. It bursts against a wall, but another will always come in its place. Work your way up those steppes, avoiding the hazard by ducking behind rock outcroppings, until you reach the cannon that is spewing them. A single blow will disable that threat, and from there you can proceed to where Gary is waiting near the waterfall. Gary will reveal a bungee jump activity, with a golden spatula the reward if you participate. This is an easy challenge, so go ahead and allow yourself to be sidetracked for a moment. Dash up the hill, double jump to the bungee hook, then ride it down to collect shiny objects and the golden spatula at the bottom. You basically just have to line yourself up so you're over the spatula on the descent, then press the 'A' button to make a deeper dive and grab the reward. When you're done with that, press the 'B' button to return to the cliff and add the additional golden spatula to your inventory. Now return to where you found Gary, and head to the left where you can press a red switch. This will cause ledges to rise up and create a natural bridge of sorts. Cross the bridge carefully. You're in no hurry, as there's no timer. Be careful of the robot halfway across. When you reach the other side, there's a checkpoint and SpongeBob will watch in horror as a creature is struck repeatedly by a robot with a giant hammer. This is your signal that there's a new type of foe in the following areas. However, they're not so difficult as they might at first appear. Though the hammer-wielding robots can hit you from a greater distance, they are also quite slow. A good strategy is to move near, let one start to hammer, then quickly run around its side while the hunk of junk attacks. A quick attack from the side and the villain will be done for. The only thing to worry about is that there are more of them in this area than there were of the standard robots in the areas preceding. Fortunately, there's a good supply of underwear spread about the area, so you shouldn't have a lot to worry about. Just continue moving forward, checking piles of crates for items hanging in the air above them before reducing them to kindling (it seems the developers take fiendish delight in leaving items just out of jumping reach, letting you know the crates you just destroyed were the key to obtaining cool goodies). As you proceed, you'll eventually come to a wall of crates stacked in three stacks of three, all right next to one another. Break through these and proceed past where the four ledges are rotating beneath a pair of underpants. Left of those, you'll find a series of ledges that will allow you to cross a lengthy waterfall of goo. Jumps should be timed carefully here, and you need to be prepared to hop out of the way if the hammer-carrying robots happen to spot you as you are in the midst of a series of jumps. Partway across, you'll see some ledges that extend outward over a long drop. You can risk it if you want the blue-colored shiny object that is out there, or the underwear, but otherwise it's not really worth your trouble. Continue on from that point, past more robots, and you'll see some orange springboard plants to the right, with shiny objects hovering over them. Ignore those for now and instead continue left. The next ledge is quite long, and works as a see-saw. Try to avoid walking on it much and work across to the cardboard box. Hop inside and you should now have a portal between this area and the beginning of the level. It will save a lot of pointless backtracking. With that taken care of, you can now continue left to the very top of the hill, which has been your goal all along. You'll soon be alerted to the presence of the Duplicator 1000, a machine that generates robots indefinitely until it is destroyed. Move quickly forward and take care of the robots, then smash the machine and quickly retreat so that the blast when it disintegrates won't hurt you. When the machine and robots are out of commission, go ahead and hit the nearby switch to drop down the grating just ahead. You can now retrieve your first golden spatula from this area! Just past the spatula is a new area, Jellyfish Caves. You're not quite ready to go there just yet, though, so turn around and head back to those orange springboard flowers I mentioned a bit ago. Cross over them, collecting shiny objects as you go and wrapping your way around to the highest point, a gray rock outcropping to collect Patrick's sock. When you've got it, bounce on the final of the plants to get sent back to the ledge just before the first one. As you've collected the spatulas available at this point, you should now return to the entrance to the Jellyfish Caves. This time, go ahead and proceed to that area. -------------------- 004. Jellyfish Caves -------------------- You will now be greeted by Mermaid Man, who thinks you should massage his feet. SpongeBob is more concerned by Patrick, who is stuck on a ledge, surrounded by robots who are forcing him to hit himself. Start by activating the box just to the right of Mermaid Man, then from there jump onto the slide. This will whip you down through the level, and you should collect shiny objects along the way. There's a path that branches off to the right, which you can reach if you hop, but I suggest avoiding that for now. Instead, just let the slide take you where it will. When you reach the bottom, you can activate a checkpoint, then a second cardboard box. Enter it and you'll be warped back up to the start of the slide. This time, go ahead and take the branch to the right, where you can collect two of Patrick's Socks. The first is near some crates about halfway along the path, while you can get the second if you double jump from the right edge of the path as it ends, out onto a ledge hanging in the air. From that second sock, go ahead and jump down to where you activated the checkpoint a moment before, and continue through the level. You'll soon find that there are three of the Duplicator 1000 machines, positioned on high ledges around a central area. To complete this area, you must disable each of those machines, and trip the red switches they guard. The problem, of course, is that there are so many robots throughout the area. However, a bountiful supply of underwear means this should prove too difficult, provided you are careful. Whenever you destroy a robot, make sure you get a good distance away when they explode, so you are not knocked off the ledge and into the goo. If you should happen to fall, you'll have to start all over from the checkpoint. The third of the Duplicator 1000 machines you are likely to disable is on a particularly narrow ledge, so you might want to drop down to the ledge just below it while it explodes, then trip the switch when it is safe to do so. Once all the switches are pressed, new ledges will rise from the goo and you will be able to cross over to the ledge where Patrick waits. When you meet him, he'll present you with a golden spatula. At this point, SpongeBob announces that he is feeling 'pooped,' so Patrick will proceed from here. The character change is immediate, and without your permission, so get used to the way the starfish's movement differs from SpongeBob's. You will soon discover that controlling Patrick is a lot less enjoyable than it might be. He attacks objects within the immediate vicinity by bouncing toward them with his belly at the ready. Otherwise, he can pick up fruit and chuck it at things, from robots to tikis to buttons. With a mind on your current options, start by grabbing the nearby melon and dashing over a bridge, then throwing it at the button to the diagonal left. This will cause the barrier on the bridge to drop, and you will be able to proceed. Next you will come to a bus stop, which you may access to change which character you are controlling. Though it may be tempting to switch immediately to the much more limber SpongeBob, resist the temptation for now. Instead, have Patrick toss a melon up the hill to the right, then grab it again and throw it at the button. This will drop a barrier and present him with a seesaw of sorts. Grab some fruit, stand on the side with the pink starfish etched upon it, then toss the fruit to the other side of the board. Patrick will now fly through the air and over to a new ledge, where his arrival will trigger a checkpoint. He's now on a set of small islands, so have him hop along them until he learns about the thunder tikis. These items start glowing if you touch them, and will shortly explode. However, if Patrick works fast, he can pick them up and chuck them at items, such as hovering piles of tikis, for bonus shiny objects. If you decide that you would like to return to the ledges with the seesaw that you just left, there's a springy plant nearby. Otherwise, continue onward and Patrick will encounter Plankton, who tells him to follow the directions of the signs ahead to advance through the caves. Move Patrick toward the mouth of the cave and you will find that a grating blocks the way. There's a button nearby, so have him belly flop on the button (jump into the air, then press the 'X' button) to remove the obstruction. Go through the mouth of the cave and you'll find yourself in a narrow corridor with wart-like volcanoes. They spew three molten rocks, which after a short time will burst. Move through this area, collecting the rings of shiny objects along the way, until you reach a larger passage with a melon lying nearby, and near it a gate with a red button on either side. Use the one melon to trip both of those switches and the grating will recede, allowing you to continue to the next challenge. Unfortunately, that next challenge is a field of spikes. These extend and retreat in a set pattern. Watch the pattern for a moment until you are comfortable with the way it works, then wait until the nearest set of spikes has just vanished. Hop on the area where those spikes were just a moment ago, then wait until the ones directly ahead and to your left are dropping back into the ground. Now you're safe to cross, onto another of the mini-volcanoes. In this general area is a set of three ledges over some water. There's a melon just before it, which you should throw so that the fruit lands on the middle ledge. Then hop over to that ledge and throw it to the next platform. The next area is more difficult than anything you've encountered thus far, but mostly just because you have to think on your feet. You'll next have to wind your way through a corridor of volcanoes and spike traps, being careful to determine the patterns almost immediately and walk where you'll be safest. Because of the cramped space, it's much easier to get hit by a molten rock. Your best bet is to ignore the oh-so-tempting shiny objects and just focus on making it through the area in one piece, to the health-restoring underwear on the other side. At the point where you find a melon and some underwear, along with some stacks of tikis, you finally get a chance to stop and catch your breath. When you've got your bearings, grab the melon and throw it at the top, center tiki. This will demolish the whole stack and let you proceed over the spike traps that still line the corridor. Next you will come to yet another of the melons. This one is just before a large, gray tile with footprints on it. Throw the fruit onto that metal plate to cause the barrier beyond to temporarily recede. Go ahead and run past that to the next area, where you will learn that Patrick is able to stack melons on top of one another to reach higher places. The fact that you are given this bit of information right now is certainly no coincidence. Throw melons onto one another to form stacks that will allow you to reaches the ledge above them, where you repeat the process until you come to a cardboard box. Hop inside and the box will now serve as a checkpoint. This is a good thing, as the next slide is much more difficult than the one you encountered while controlling SpongeBob. Patrick will slide quickly along this pathway, and your job is to help him avoid the geysers of flame that erupt from the glowing holes, as well as the short walls of flame that cross over some portions. Remember not to jump too soon, as Patrick is nowhere near as agile as SpongeBob and won't remain in the air quite as long. Also, be wary of the thunder crates; hit them and you'll trigger a chain of explosions that will make quick work of Patrick's underwear. At the bottom of the slide, you'll find a checkpoint and another of the cardboard boxes so that you can warp back up to the top of the slide. You'll also find freeze fruit, which will cause the surrounding goo to temporarily turn into ledges Patrick can cross. He should do so in order to collect the shiny objects in the area (also, one of Patrick's Socks is hidden at the base of the group of stalagmites), before turning his attention to the ledges that wrap their way in an ascending path around the outer edge of this large chamber. There are Duplicator 1000 robots all through the area, as well as melons, and a sign hints that Patrick can belly flop to defeat smaller robots, and stun large ones. This advice is for the most part useless, if you don't take it a certain way (and just so you know, the melon partway up the hill is only there to serve as a distraction; it has almost no other purpose). Rush up the ledges, using Patrick's standard attack to take out the first two Duplicator 1000 machines and any robots they generate. At the top, use the 'X' belly flop to stun the two robots there. Pick up one and toss it at the switch that is resting on some grating off to the left. This will cause the grating to lower. Now hop over to that ledge, use a regular attack on the Duplicator 1000 that waits there, then quickly position yourself out of the range of the impending blast. Once the machine explodes, you can safely collect the area's golden spatula. Now you're ready to proceed to the next area, which is off to the right of where you just got that spatula. ------------------- 005. Jellyfish Lake ------------------- Enter this area and Mr. Krabs will tell you that the Jellyfish King is stealing all his customers. He directs you to the top of the area, where he figures you can finally hook the Jellyfish King. Patrick is on the case! When he moves forward very far at all, Patrick soon sees a robot that is walking around with tartar sauce pistols. It shoots down three targets that bear striking resemblance to a sponge, a starfish, and a squirrel. From here, you regain control of Patrick. Move forward quickly, in a wide arc that will cause the robot to waste its shots in a direction you don't really intend to move, then head in for the kill with a hop that should take you in striking range. Finish the assault with a quick bump of your belly. If you keep your head, the robot will go down easy. From there, continue through the area, busting tikis and collecting shiny objects, until you come to Mrs. Puff (she looks like a simplistic sketch of Humpty Dumpty, with red trousers). She will advise you that robots stole a spatula and threw it into the lake. You'll need to figure out a way to drain the lake if you want the spatula. This leaves you with two unfulfilled objectives for the area. How joyous. Fortunately, the spatula Mrs. Puff mentioned is easily obtained. Simply head out over the bridge next to her, to the island. Straight ahead, a cannon will spew an endless wave of hammer-carrying foes. Patrick should jump into the air, then press the 'X' button to use his special attack so that any nearby opponent will be stunned. Then he should pick up his dazed opponent, head to the edge of the platform, and chuck the poor robot at one of the five smaller water towers lining the area. You'll know you've aimed properly when a hand appears over the tower in question and points at it. When you destroy all these towers, the lake will drain and a new patch of land will appear. Hop out to it and retrieve the golden spatula that waits there. Now return to where Mrs. Puff was standing, and continue along the path that led past her and the bridge, taking care of the robots in the area. They're more of the tartar-packing ones like the one you destroyed just a short time ago, and the same strategy will work for each new one you meet. Along the way, you'll also encounter a new breed of tikis that vanishes if you approach too quickly. Patrick can throw objects to destroy them, if desired. Keep moving until you come to a fork in the road. One branch leads up some ledges in a narrow canyon to the left, or you can continue along a stream of goo to the right. The left path presently accomplishes nothing, as it requires the use of a move SpongeBob hasn't learned, the Cruise Bubble. Therefore, head to the right instead. Be sure to activate the cardboard box along the way. Past the box, Patrick will traverse several ledges that lead up to a new checkpoint. Ahead, there's a large pool of gurgling goo, and some ledges leading to an area a tartar-packing robot patrols. Head directly to him, take him out quickly, then tend to his compatriots, who are armed with hammers. The second they're out of the way, turn to the stone wall with the thunder tiki at the center. Jump against it so it is activated, then get a safe distance away while it explodes and removes the barrier. You will now see the pathway clear to proceed to the giant clam. Before you do so, though, you may wish to take a detour to the left, over the three ledges that rise from and then lower back into the goo. Jump onto one as it is rising, then to the next ledge as that one rises. On the opposite side, you can brush against a thunder tiki and then back away to watch as the whole column explodes and you retrieve a bunch of shiny objects. With that done, return to the clam, who is asking for 2000 shiny objects in order to remove a gate that is blocking the path. Go ahead and pay so that the gate will be dropped out of your way. Through the gate, you'll come across a series of ledges that form an 'L' shape leading off to the left. They should be easily crossed, but be aware that the large, circular one is another of those unstable teeter-totter places, meaning you don't want to stay in one place for too long or you'll never get enough elevation to reach the next platform. Once you cross, go ahead and take out the tarter-toting robot, and chuck fruit at the floating tiki columns if you want some easily-obtained shiny objects. From there, cross over the narrow archway to another checkpoint. With that checkpoint tripped, you should turn your attention to the relatively simple areas ahead. Just proceed as your normally would, past the girl standing at the edge of the goo, over the small gap and past the hammering robots. You'll see a Duplicator 1000 here, and should of course take it out as quickly as possible so you're not stuck fighting endless waves of robots. Also in this general vicinity is a tartar-toting robot, and another checkpoint. You'll find this particular checkpoint near the place where the shh tikis form a ring around the thunder tiki. The trick to getting rid of them all at once (for some major shiny objects) is of course to tag the thunder tiki, then retreat far enough that the others come back out into the open and are blown to pieces. There's also a cardboard box here, which you will want to activate. From that cardboard box, you next should go across the nearby gap. There's a tartar-toting robot on the other side of this gap, so make sure his shots go wide, then immediately cross over and give him a belly thumping he won't forget. When the robot is out of the way, move forward until you see the narrow ledge leading upward. To its left, you should see one of the freeze melons. Rotate the camera and you'll notice a ledge below with some shiny objects. Drop down to collect those, and from there drop down another two ledges to find another of Patrick's socks. Now return to the freeze melon, and from there head up that narrow ledge. At the tip of the first of the narrow ledges, you'll hop out onto a second one. This is one of the teetering ones, so rapidly hop your way to the top, then let it lower briefly until you can safely hop onto solid ground on the other side. Here, you'll be attacked by two simple robots, and from there you can head to your diagonal left and drop down to a ledge with two more hammering robots. Take them out and proceed cautiously until you see the thunder tiki. It's sitting near the edge of the platform, and just beyond it is yet another platform with some stone tikis and another thunder tiki. Pick up the one near you and toss it over to those stone ones, which will cause everything to explode in one big blast (make sure you're not too close or you'll take damage). With that barrier out of the way, you can hop over to the other side, where a bus stop waits so that you can change which character you are controlling. Switch to SpongeBob. With control of the yellow one again in your hands, follow the rock wall to find a recess, with yellow symbols along both sides. You can use these to bounce up to the higher reaches of the stage. The trick is to swing the camera around so you're basically looking at things from a straight perspective. Then hop against the left wall, quickly hold the control stick to the right and repeatedly press 'A' to hop right, then hold the control stick left and repeat. Keep alternating until you reach the top, where SpongeBob will encounter two of the tartar-toting robots. Have him tend to them quickly, then look off to the left. There, a man is standing near a golden spatula. Grab the spatula, of course, then examine your surroundings again. You should see a sign at the base of a slope that leads up to a gate. This gate serves as the entrance to the next area. ------------------- 006. Spork Mountain ------------------- When SpongeBob enters the area, he'll be greeted by Bubble Buddy. Your semi- transparent friend warns you that you should step quietly, and that you'll need luck for the encounter at the top of the path. The good news is that plenty of underwear lines the path, meaning you'll have plenty of health for the showdown. Climb to the top of the path and there you will meet your nemesis. ********** The Jellyfish King The Jellyfish King isn't really so difficult if you know what to do. When you first see him, you'll catch him in the middle of a shower. He's not happy about the interruption, and will set about his attack. Since he doesn't move all that quickly, the main thing you need to do is figure out his pattern. Basically, he just moves in a slow circle around the battlefield. Keep a decent distance, and watch as he releases miniature jellyfish. These can easily be dispatched of with a simple attack, but the little guys aren't your main concern. Watch the king and when he crashes to the ground, be prepared for a delayed shockwave some time after. Be prepared to double jump over it as you approach the king, then jump into the air a short distance away from him and attack the bulbous portion of his body as quickly as possible. You need to be sure to hit him while in the air, then quickly move away, as approaching on the ground is likely to do nothing more than sting you as his tentacles strike you. Once you've hit him once, the king makes himself a little more difficult, and may even send out two shockwaves per round. You can tell one is about to come when he starts glowing. Also, you need to keep an eye on the miniature jellyfish in the area. They also are capable of shocking you upon impact. When you hit the king three times, he'll decide the battle is over and leave after awarding you the King Jellyfish Jelly. ********** With the king out of the picture, the game informs you that it's time to reap your reward. You can drop into the emptied tub to collect some shiny objects, but then you should head for the cardboard box. Make sure to activate it. It's just to the right of the curtains. Once the box is activated, go ahead and hop onto the purple-colored slide that lies beyond the opening at the center of the curtains. The slide here is actually pretty easy. Just avoid damage from the one or two hazards along the way, and break as many crates as possible. Your main goal should be to be ready for a double jump just as you reach the end. That double jump needs to carry you out over a gap, to a ledge where a golden spatula rests. If you miss the jump, don't worry; there's a cardboard box on the ground below that you can use to warp back up to the top of the mountain and attempt the slide again. Once you have the spatula here, you're ready to go back to Squidward for your reward. There's a springboard labeled 'Exit,' and jumping on it will warp you back to where your coworker is waiting. He doesn't want to share the jelly you obtained for him, but he will give you a golden spatula! With that taken care of, you should now have all eight of the golden spatulas available in Jellyfish Fields. Woo hoo! Time to head back to Bikini Bottom. ============================ 007. Downtown Bikini Bottom* ============================ Back in Bikini Bottom, your first order of business should be to talk to Mr. Krabs. By now, you should have somewhere in the neighborhood of 6000 shiny objects, perhaps more if you've been gleefully kicking extra robot butt. Go ahead and trade 3000 of those shiny objects for a twelfth shiny spatula. With that tended to, it's time to head to the next area. From SpongeBob's house, head to the left, where a symbol indicates you need five golden spatulas to pass through the gate. No trouble for a sponge like yourself! Pay the spatulas and it's on to Downtown Bikini Bottom. As usual, you'll be given a quick fly-by of the area upon entry. Then Mrs. Puff will let you know what your first objective is. Robots are rampaging throughout the town, and everyone wants to use the boats to evacuate. The problem is that the robots have stolen all the steering wheels. Fleeing in a straight line just won't do, so it's up to SpongeBob to collect the numerous steering wheels throughout the area so the residents can take cowardly flight. Start with the steering wheel just to your right, near the three tikis. It's the one the camera showed you during Mrs. Puff's description of the horrible events. There are ten more to go. The next hangs just over a canopy on the nearby building. Walk over to the point just below and in front of the canopy, and press the 'Y' button so that SpongeBob will do his high jump. This will get you near enough that you'll collect the second of the eleven steering wheels. To his left now, you should see a red button, as well as a glowing orb. The orb allows SpongeBob to roll into a ball and move quickly through the area, provided he doesn't bump into an enemy and take damage. The switch and the orb are connected to a puzzle, but you're not ready to mess with that just yet. Instead, head back toward where you started the level, and keep working back until you trigger a cinema showing a distant cannon firing kitchen sinks at the area. There will also be robots patrolling. Take out the robots, and follow along until you're almost at the dotted red line that indicates the area boundary. Follow it around behind a pile of junk, where a tartar-toting robot waits. Take him out and nearby you will find one of Patrick's socks. With that collected, go ahead and return to the switch and orb I mentioned. Once there, you should notice some grating directly ahead. Pressing the button lowers the grating for an extremely short period of time, while rolling in ball form allows you to make it through quickly. Jump into the air over the switch, press the 'X' button to press it just before you land, and then run straight forward so that you collect the ball and keep moving in a straight line over the grating. Once you pass over it (with only a split-second to spare), you'll hear a sound signaling that the gate will now remain down. Sometimes it's good to be a sponge. Head for a large, gray rock overlooking a sign, and walk down toward its edge. You'll witness two spaceships picking on a resident of Bikini Bottom. Gary saves the day by pushing an anvil onto one from a nearby rooftop, and you are advised that the best way to take out these villains is with attacks from above. The remaining g-love robot (which I shall in the future refer to as 'glove robots' even though I know that's not the 'proper' name) will start patrolling that general area. Head down to where the robot waits. When it spots you, it will move toward you. Getting these guys is tricky, and requires a double jump and a press of the 'X' button when you're directly overhead. It may take a few attempts to get the timing down, but at least there's a pair of underwear you can retrieve from the top of a stack of nearby tikis (though you will want to work quickly, as the top one is a thunder tiki that will explode shortly after you touch it). With the glove robot taken care of, turn your attention next to a nearby orb that can once again turn SpongeBob into a ball. There's also a switch. Before tripping the switch, head left to defeat another globe robot, which is near the third steering wheel. Then return to the switch and head right to brush against a thunder tiki. Retreat and watch as it blasts some wire fence that allows you to head back into the first portion of this level. Now return to the switch again, and this time trip it, then grab the orb and roll your way through acid pools to where a gate has temporarily receded. As you roll through, you enable the stage's first checkpoint. Because you can, I recommend touching the thunder tiki to the right here so that it blasts away another portion of grating. Free movement through an area is always a plus. From there, follow the arrow back to the left, where you'll find more of the red acid pools and a cannon that spews forth appliances at quite a disturbing rate. These objects can hit you even if bouncing after they land, so steer clear of them when possible, until you're near the base of the building on which the cannon rests. Now you should see yet another of the red switches, diagonal to an orb and near an arrow pointing toward some shiny objects in a straight row ahead. Trip the switch, which will cause a slide to pop up and a platform to appear at the middle of a large hole. Roll over the slide and you should get enough elevation to land on the ledge, then bounce to the other side (if you have to, you can double jump from the center ledge to reach the other side). When you reach the opposite ledge, you'll trigger another check point. Looking ahead, you'll see another of the appliance-spewing cannons. Start forward, then head left to find thunder tikis that will allow you to blow away some grating and access an earlier portion of the stage directly. Now return to the checkpoint and this time make for the base of the tower upon which the cannon rests. Nearby, you'll find a yellow arrow and another red switch. When you trip the switch, this will close the hole from which the cannon was firing. Now move forward to Bubble Buddy, who advises you the nearby building's door is locked from the inside. Beyond your bubbly friend is a springboard. Use it to hop onto the first of three reddish platforms. Hop up those platforms to find one of Patrick's socks. From that ledge, drop down to find an orb that will turn you into a ball again. Roll directly ahead, avoiding any robots that you may see there (there's no use destroying them beforehand, as a nearby machine will just regenerate them), and up a slide that will give you elevation enough to pass through a circular lifesaver. When you are through, change back to your standard form, turn around, and take out the Duplicator 1000. Back away as it explodes to remove a panel of grating. Now go back and take care of those robots you avoided so nothing surprises you from behind. In the new area you just accessed, you'll find Gary, a cardboard box (activate it), and a checkpoint. Good stuff, all around. Gary informs you that there is a golden spatula nearby, but the only way you're going to access it is if you make your way along the rooftops and over some wide gaps SpongeBob simply can't pass. Gary recommends that you get Sandy to help, and SpongeBob reluctantly agrees. Before you do that, though, go ahead and move forward as far as SpongeBob can along the series of jumps (you'll pass a character swapping station along the way, but I recommend avoiding it for now). When you reach the end of the heights he can reach, look down and you should see you're over an up-ended car with a golden steering wheel resting on it. Collect the steering wheel, then head back to the portion of the stage where you destroyed the Duplicator 1000. To the right, you'll see a clam guarding a gate. For 2100 shiny objects, it will let you pass through. Go ahead and pay the toll, and you can enter The Sea Needle. ------------------- 008. The Sea Needle ------------------- It doesn't take a rocket scientist to figure out what real-world location this area is modified after. When you first appear, and after the fly-by, Mr. Krabs will be just to your right. He tells you that someone has broken the Sea Needle. He also feels that breaking all the tikis in the area will improve the situation. SpongeBob is skeptical at first, but talked into it when his employer fibs and says the tikis called SpongeBob and his mother funny names (besides, there's a golden spatula on the line). Head through the nearest opening, into the next hallway. At the end, hop onto a short ledge to reveal a checkpoint. Step near the window to reveal a bungee jumping hook, which you should use to break some sets of floating tikis. Once you've done that, work to the right from the checkpoint, taking out the two tartar-toting robots. Just past them is another checkpoint. To the left, there's another bungee hook. To the right is a short hallway with a robot guard dog. Defeat that machine and you will be able to snag another steering wheel (this should be your fifth). While you're there, stomp the switch to open a door leading back to the area's first room, in case you need to get there quickly at a later point. For now, head back to the checkpoint. Next you should go ahead and use the bungee hook. The only objective here is to break all the hanging tikis. Take as many dives as necessary to accomplish that, then press the 'B' button to return to the checkpoint. There's only one direction left to go now, and that's across the series of moving ledges that leads across the huge gap straight ahead. Move very carefully at this point. There's a robot patrolling the platforms, and he does a really good job. If you're in mid-air (or even on a platform) and one of his rocket shots connects, you'll be knocked down and have to re-attempt your crossing. To play it safe, move forward one platform at a time, jumping only when he's fired a rocket at your feet. When you're near enough, make a charge for him, jump, and strike him in mid-air. With the robot out of the way, the rest of the crossing should be a breeze. On the other side, there's another checkpoint, along with another bungee cord to the left and a hallway to the right with a glove robot that guards another steering wheel. Bungee jump to break the tikis (this should be the last group of them, and you'll hear a sound if you've demolished them all), take out the robot in the hallway, grab the steering wheel, and trip the switch to open the final doorway back to the starting portion of the level. When you go through the doorway, Mr. Krabs will reward you with the promised golden spatula. You have now done all there is to do within this limited area of the stage, so it's time to head back downtown by taking the appropriate door. ----------------------------------- 009. Downtown Bikini Bottom (Again) ----------------------------------- Back from The Sea Needle, it's time to resume your quest for steering wheels and golden spatulas. Before getting back to business, return to Bikini Bottom and talk to Patrick. By now, you should have enough of his socks that he'll reward you with a golden spatula. With that goody selected, it's time to see about locating Sandy so you can use her to proceed in the downtown area. Return to where you found Gary in Downtown Bikini Bottom, and head up the ledges onto the first rooftop. You've been here before. This time, rather than ignoring it, go ahead and make use of the character swapping station so that you will be in control of Sandy. The squirrel is a character who attacks with a lasso, and who can also cross much larger gaps with ease. Keep climbing up the roofs with her, until you reach the point SpongeBob was unable to cross. Along the way will be a sign that tells you Sandy can glide if she does a triple jump and holds the 'A' button on the third press. When you reach the top of the three ledges, you should see the wide gap that should serve as your first application of this information. Jump out over the air, jump again as you would with a standard double jump, then jump a third time and hold the 'A' button. Sandy will use her lasso to slow her descent. She can only do this for a short while, but it's more than enough time to get to the opposite ledge. From there, you can hop to the right and walk around behind a building to get a green shiny object, if you so desire. Otherwise, proceed to the left. Cross over to the L-shaped section of roofing, then from there over to the little red section. The circular ledge at the end of that will give you a view of another wide gap that leads to a wall of tikis. First, however, look to the right. You'll see a serious of jumps that can lead to another of Patrick's socks. When you've retrieved the sock, go ahead and return to this platform, and hop over to where the wall of tikis waits. This will activate a checkpoint. Next take out the wall of tikis. Once those are out of the way, you'll be able to hop over to the next ledge, where you learn about the ability to lasso objects. Floating tikis are ahead for you to test it on. As you might expect, a finger pointing over the item in question means it is your target, and you can press 'X' to rope it to you. The tikis can easily be destroyed for shiny objects. From that platform, you should next head to your left. There's a Texas star you can lasso from, which will allow you to cross the wide gap. Then you can walk around the building toward the left and you will be notified that you can lasso the nearby glove robot. Do so, then jump to that ledge. You'll want to move fast, as there's a Duplicator 1000 on a ledge above that will continue to send more of the smaller robots your way. Work your way up around the nearby ledges to the Duplicator 1000 and take it out with a kick, back up so the blast doesn't hurt you, then get back in line for the next series of jumps. Here, you'll need to swing over the gaps using more Texas stars. This process is not so difficult as it might be. Make your way to the edge of the platform so that the first comes into focus, then press the 'X' button to swing out. From there, press 'A' to release the first star at the peak of your forward swing, then press 'X' as soon as you can target the next. Repeat until you make it to the platform on the opposite side, where you can access a box that lets you warp near the base of the level. From that box, it's just a short distance (one Sandy can easily cross) to the ledge where a golden spatula is waiting (this should be lucky number 15). You'll also be able to enter the next area, here. ---------------------- 010. Downtown Rooftops ---------------------- That next area is the Downtown Rooftops. When Sandy enters, she will be greeted by Larry. His old antenna (which is actually a golden spatula) is not working properly. He wants you to replace it with a new one, and says you can keep the old one if you just reach it. He would do it himself, except the antenna is high up on some distant rooftops. Time to get to work. Before you go anywhere, activate the cardboard box on this same ledge, in case you need to return to this spot on short notice. Next climb up the ramp leading back to the previous portion of the level. Instead of using it, walk around the back of the building, where you will find a character change area. Switch to SpongeBob, then hit the nearby switch. This will cause a giant springboard to appear. Hop on it to break through crates and collect a bunch of shiny objects. At the peak of your jump, land on the gray pipe and head toward the whirling blade. Jump through an opening in the blades to land on a rotating platform above which rests another of Patrick's socks. When you've collected that, use the spring again to bounce off to the rooftop of the area you used to enter the rooftops (unfortunately, you can't presently reach the golden spatula that is in view). There, you'll be able to activate a cardboard box. Be sure to do so. If SpongeBob enters it, he will find himself at a distant area. Near where SpongeBob appears, there's a clam that wants a 2100 shiny object toll. Pay it and you will cause a button to extend so that SpongeBob may strike it. When he does, he'll cause Texas stars to appear. There's a timer associated with this, and there's nothing you can do presently in this area. It was just important to activate things. With that done, return to the character changing area and switch back to Sandy. Now that you are controlling Sandy again, it's time to head back to where you met Larry, then make a long jump over the gap to your left. When you land, you'll witness a robot attacking an innocent resident of Bikini Bottom. When that's done, swing over the gap using your lasso, then take out the enemy. From there, hop up to the next ledge and collect the underpants if you need them, then lasso the enemy to take it out. Look over to the right, in the direction the yellow arrow points, and you'll see one of the tartar-packing enemies. He can hit you even from this distance, so draw his attacks to one side or the other, then approach directly and take him out as quickly as possible. Jump up to the top of the crooked pipe that is on that same platform, and you'll find the seventh steering wheel. Next you need to look left, in the direction the new yellow arrow points. There's a ledge moving up and down, and you should use it to help you cross the gap to the next rooftop. A Duplicator 1000 is waiting here, so take it out as quickly as possible, then use the next set of Texas stars you should see to reach another ledge. Here, you'll want to lasso the glove robot and take out the standard one, and from there you can make a good jump over to the ledge where SpongeBob paid the clam to reveal a switch. Now that Sandy is here, have her kick the switch, which will cause a long series of Texas stars to appear. She'll need to double jump from each swing just to bring the next star into focus. From the last star especially, it is particularly important to double jump out from the height of the outward swing, then lasso glide over to the ledge that is the goal. You know it's the goal, because it's the one with the golden spatula resting on it (the one SpongeBob couldn't reach from the springboard). From there, drop down and use the cardboard box to return to the ledge where the clam waits. Sandy should see a new Texas star off to the right, and she can use that to reach another distant ledge. From there, you should see your next destination, a ledge with three robots patrolling. One of those is the tartar- packing robot, so be careful about when you make your long leap. As soon as you land, be prepared to take out all three robots. There's a pair of underwear waiting here, in the likely event that you take some damage. Next, you should hit the springboard, which will send you flying to the next platform. The sound of turning gears should now alert you to the presence of several moving ledges above you. They're out of reach at the moment, but a suspended conveyer belt nearby is not. Use it to cross over to another ledge, and then jump from there to another ledge with the help of a Texas star (you have to lasso glide out to the star or you'll never reach it; in the middle of your glide, once the star comes into focus, press the 'X' button to abandon the glide and make like Indiana Jones). When you reach the opposite ledge, grab the underwear and survey the situation. Your next goal is the ledge directly ahead, where you should see a Duplicator 1000 and some robots. When you're ready, make your way over to the ledge, take out the robots, then the machine that generates them. This can actually be quite hectic, due to the camera not quite coming into focus in time for you to see approaching threats, so be on your guard. When you've destroyed all your opponents, hit the red switch on the wall to lower a spring. When you jump on it, you'll automatically be bounced about to the next ledge. Your arrival triggers a checkpoint. From this new ledge, watch the enemy on the next ledge. He can fire rockets, so get him to fire one at an awkward angle, then make your leap across. You'll have to glide slowly to land, so he'll probably have another rocket ready to strike you almost immediately. Move out of the way to avoid that, then take that robot out of commission. A new ledge should be lowering itself nearby, so hop onto that, ride it up, and from there jump to another rooftop (where some underwear awaits, if you happen to need it). The next set of jumps can be slightly tricky, as you'll be making your way across four teeter-totter ledges that move back and forth. Be sure to grab the ninth steering wheel from the end of the second of these. When you reach the platform on the other side, grab the underwear before crossing over to the next platform. There are a couple of robots here, and a Duplicator 1000. Take them out in whatever order works best for you. Then you're faced with another serious of jumps on teetering platforms. The problem here is that if you let one end get too low, you'll not be able to reach the next ledge. If one end is low, run over to the other end and let it lower enough that the other rises, then make the appropriate jump. Note also that the last of these platforms will raise and lower itself, so you'll want to make your jump when it's headed down or you might not reach it. At the top of this series of jumps is another platform. Take out the enemy on this platform, then ride the slide down toward the area below. Though you can jump from the end of the slide to reach the upper areas of the level, you don't want to do so just yet. Instead, collect one of Patrick's socks that rests at the base. Then from there, look off to the right and you'll see a ledge where a steering wheel rests. Glide out to that ledge to collect the item. Once you've done so, return up to the slide and this time use it to cross the gap. There, you'll next see a set of conveyer belts leading to another enemy. Cross the belts over to the enemy, and take him out, then proceed from there to the next ledge where you will find a character change station and a golden spatula. Now it's time to switch back to SpongeBob. Do so, and then have him trip the switch. This will reveal a springboard that takes him up to the final ledge in this particular area. There's a door to the next segment, but don't take it just yet. Instead, walk around the back to find another of Patrick's socks, as well as a cardboard box you can activate. Make sure and activate that box, which serves as a handy portal leading back to the very beginning of the rooftop area. With that done, go ahead and proceed to the next portion. ------------------- 011. The Lighthouse ------------------- This area is for the most part a breeze. When you enter, you'll see a Duplicator 1000. Destroy it immediately, as well as any robots it has created. This will cause the outer portions of the room to cave out so you drop down one level. Repeat. You'll just employ the same strategy the whole way down, and should always start with the Duplicator 1000 machines to keep things from dragging on too long. At each of the five or so levels, there's a pair of underpants if you need them. When you reach the bottom level, note that there are two of the Duplicator 1000 machines, and you'll have to climb up ledges to reach both of them, on opposite sides of the room. With those out of the picture, take out the rest of the robots in the area and you'll then be clear to collect goodies. Push a button and you'll reveal springboards leading up to the top, where one of Patrick's socks awaits. Meanwhile, there's also a golden spatula at the bottom level. Collect both and then go ahead and leave the area through the bottom door. You'll be back on the streets. As SpongeBob, head back to the very beginning portion of this area, to where there were all the columns with the cannon firing sinks. Stand behind each column, one at a time, and the sinks will break down those tiki towers. You can also jump up to the nearby light poles, then jump from those to the thunder tiki, which will also blast the whole tower. When all of the towers are destroyed, you can then hit all the switches they hid with a stomp attack. This will cause an anvil to fall on the distant cannon. Also, a golden spatula will appear at the top of the statue in the area. Climb up the statue with double jumps, using his leg, arm, and even the can lid to reach your reward. You now should have only two spatulas left in the area that you've not obtained. One of these can be obtained if you collect the last of the missing steering wheels. It's hiding near one of the cannons in the area. Switch to Sandy, and have her work her way right up to the area just before the entrance to the rooftops (there's a cardboard box that will warp you up there, too; the box is located near Mrs. Puff). Look to the right, and you'll see the cannon sitting on a ledge. Take a long jump out there, and lasso glide over to the cannon, which you can kick to destroy. Beyond that is the final steering wheel. Note also that from that same box, you can also glide out to the lone ledge toward the right. Walk behind it to find another of Patrick's socks, if you're interested. Now that you have all eleven steering wheels, return to Mrs. Puff as SpongeBob to collect your reward, a golden spatula. You should now have twenty of the spatulas. The last one in this area can't be obtained right now. Go ahead and return to Bikini Bottom. ================ 012. Goo Lagoon* ================ Your next destination is Goo Lagoon, located through the door that requires ten golden spatulas. This should be no problem for you, as you should actually have twenty of them. Before entering the lagoon, go ahead and talk to Mr. Krabs to purchase your twenty-first spatula, for 3500 shiny objects. The golden spatula you receive is well worth a few shiny objects! With that done, go ahead and enter the lagoon for your standard fly-by of the area. Begin your assault on the area by heading down the ravine. There's a hammer- carrying robot along the way, so make sure you avoid his attack and counter with your own. You'll come to what looks like a diving board, with a circular stump in the water. A sign informs you of what to do; hop on the stump, then press 'Y' to launch into the air and flip the board over so that it will allow you to access the ledge above (you'll have to double jump up the steps to reach the board itself). Once on higher ground, you will see three towers of tikis hovering in the air. If you want to get the green shiny object on the nearest stack, you'll have to climb the nearby rocks, then double jump out to one pile and hop over to the one where the green object waits. Hardly worth the trouble. Otherwise, just bash things from below. Proceed past that area and you'll witness a scene where a robot with an umbrella unleashes a lightning attack on an unsuspecting civilian. You'll also trigger the area's first checkpoint. Continue on to face the robot (his name is 'monsoon'), this area's new hazard. He moves in simple patterns, mostly in a basic square of movement unless he spots you. The best way to harm him is to get beneath him and press 'Y' to jump up and bash him from below, while avoiding the thunderclouds he sends your way. Moving past him, you'll come to Larry, standing near a cliff face. He advises you that a cruel robot has stolen everyone's sunscreen and retreated to a distant island. Of course, the people at the beach are anxious to avoid sunburn, but what can they do in the face of such villainous behavior? Larry proposes a solution. SpongeBob must turn all the lighthouse rays so they point to a reflector near the robot, then he must somehow turn that reflector so it points on the robot. The insinuated reward is a golden spatula. Start with the tower nearest Larry. The 'Y' button will allow SpongeBob to hit the tower from beneath. Each tower has two buttons, placed on opposite sides. For the first tower, hit the one nearest Larry. Now head over to the change character booth and switch to Patrick. Have him go back to the rocky hills just above the tower you just bumped, and make him leap out onto that building's roof. There, he can grab a melon and throw it at a red switch to his right. This will cause a series of magic carpet platforms to appear, along with a timer. He must hop across those to the next tower, hit another switch with the fruit, and so forth. The patterns of movement with each successive set of carpet will vary, but just keep repeating the process until you arrive at the roof with Patrick's sock. From there, drop down to the land below and take out the patrolling robots. From there, cross back over to the mainland by bouncing off the belly of the guy in the inner-tube. Now switch back to SpongeBob, have him cross over to the island Patrick just left, and hit the right of the two buttons (as he's facing out to sea) from beneath. This will set up another light beam. Next cross over to the mainland and go to the lighthouse the newest beam is pointing at. As you're approaching that one head on, there will be a button near you, and one on the opposite side of the building. The one on the opposite side of the building (nearest the edge of the rock that faces toward numerous poles sticking out of the water) is the one you want to hit next. When you do, it will point its beam to a new tower. Head to that newest tower, and hit the button on the side nearest the sign that tells you how to get to the island by way of the pier. This will cause the beam to point out to a tower on an island you can't yet reach. Return to the high rocky area that gives the best view of the whole area (it's where you took control of Patrick to go from tower roof to roof). Now walk along the sand to where there's a stone arch over a huge gutter. Cross over that archway to a point where you can jump onto upended logs. They sway slightly, but they're good fun to jump on. There's a set of balloons floating through this area. From there, head to the right, to where you can stand on a red circle beneath what looks like a diving board. Stand there, then press 'Y' to spin the board into a desirable position. Quickly hop up onto the board, and from there out to the first of three more of the upended logs. If you stand on these, they start to sink into the sand, so quickly hop from one to the next and over to the canopy upon which rests the Duplicator 1000 machine. Take it out, then from there to the roof of the juice station to the left, where you can collect one of Patrick's socks. Now look back to the right, to where a gold-colored shiny object sits. Hop over to it, move past it and demolish the wall of tikis, then follow the path as it winds down past another checkpoint. From the checkpoint, head down past the character change station, to the bar of sand in the water. You'll have to hop along more upended logs. A monsoon robot is patrolling, so take him out carefully. Next you'll hop back along some springs and logs (the logs sink if you stay on them, so move quickly) to the beach, where Mrs. Puff lets you know that her kids are being carried away by balloons. If you bubble bash the five children from beneath, she'll give you a reward. The first is nearby, so take care of it right away, which leaves only four to go. Once you've taken care of that child, climb up the stairs to the next plateau, where there are more upended logs. Cross them so you get in position to burst the balloons of the child floating in that area. When that's done, it's up to the next plateau (where you've been before), and yet another child with balloons to burst. Use the same strategy here that you did on the previous one, and only two children remain. These last two are out in the upended logs over the water, which you'd traversed a short time previously. Getting them without falling into the soup will take more effort, but the same strategy applies. When you've knocked down the two remaining children, return to Mrs. Puff for a golden spatula. With that tended to, you should again head out to the logs on the water. This time, rather than using the springboards to head back to the beach, look to the right where the fire-breathing robots wait. You need to cross here without getting your butt fried. Time your jump so that you move forward as a burst of flame recedes. There's no hurry, thankfully, so you can take your time reaching the beach on the opposite side, where you'll trigger a checkpoint. Just past the checkpoint, you run into Bubble Buddy, who lets you know that everyone was having a sand castle contest and a golden spatula is at the top of one castle. Head through the room beyond him, touch a thunder tiki to burst the tiki wall, then trip the red switch. You now must rush forward, hopping on floating debris and ledges to reach the top walls of the castle. The water level beneath will be rising, so you have to work quickly. Note that the dark- colored ledges collapse shortly after you land on them, so you're rushed in all possible ways. At the top is another checkpoint and a Duplicator 1000 machine. As a side note, if you control Patrick in the area with the rushing water, you'll find a freeze fruit partway up. Throw it out onto the high water level to create a ledge you can use to cross over to the plank nearby, upon which rests another of Patrick's socks. You should probably collect that before continuing. From the checkpoint, hop across the walls, toward a cannon spewing giant beach balls. Take out the cannon, then hop along another wall toward the next of the cannons, destroying any robots along the way. When you reach and destroy the second cannon (you'll need to keep a close eye on the beach balls here, as they're much more difficult to avoid), look off to the left. There's another short wall, then a circular dome you can use planks to climb. At the top, defeat the robot and collect another golden spatula. From here, there's a suspension bridge leading out to a cave. Before you pay that any heed, though, look around the back of the building. There are ledges here, and you can cross them to skirt the building and arrive at a canopy. This canopy serves as a springboard so that you can reach the top of the tower, where one of Patrick's socks waits to be claimed. Now return to the bridge and cross over it to access the next area. ------------------------- 013. Goo Lagoon Sea Caves ------------------------- When you enter this cave, Gary will let you know that a golden spatula waits at its end. From there, turn around and look back, and you'll see a cardboard box, which you should activate. There's also a character change situation. This cave is filled with goo. Switch to Patrick, and have him hop out to the second set of wire grating. From there, he can jump out over to the tips of stalagmites, beneath floating tikis. If you aim just right, he'll land on the tip of the left-most of the final set of three stalagmites. From there, he can jump up onto a tiki, then cross the rest of the gap to a checkpoint. From the checkpoint, head back over the grates to the character change station, and choose SpongeBob. Then cross over the goop again, this time using SpongeBob. He doesn't seem to be able to land on the stalagmite, but I found that when he fell in the goop, he reappeared at the checkpoint Patrick had accessed. From this checkpoint, have SpongeBob jump up with the 'Y' button to hit the switch overhead. This will cause stalactites to fall from the ceiling and form ledges, so you can jump out onto the white canopy, and then from there to the first of the rock ledges. Next run along some docks, touching thunder tikis. When you reach the next bit of wooden planking, quickly get to higher ground. Now look down and you'll see that the water level here raises and lowers at regular intervals. You can drop down when it's safe to use your bubble move and switch the direction in which the planks are pointing (you should move both of the planks, but the alternating water level means you can only tend to one at a time), to reach some new ledges off to the left (you won't be able to go in the other direction just yet, though that will come soon enough). Jump over to the left and you'll reveal another checkpoint. Now continue ahead, along a wooden chute of sorts. Puffy fish roll down this, so be prepared to double jump at regular intervals in order to avoid damage. When you reach the end, hop out onto one of the canopy islands, and from there press 'Y' to hit the switch overhead. This will cause another stalactite to fall. Use that to cross over to a new dock, where you'll find a checkpoint has been triggered. From there, hop over some grating and then double jump to the next ledge, which is patrolled by a robot. This particular jump is difficult to make, but if you touch even a portion of land you'll be able to jump again to safety. A checkpoint is just beyond the robot, then an upended log beneath another switch. Jump onto the log, flip the switch, and you'll cause a series of stalactites to fall. Cross over those and you're back to the ledge with the two planks you moved earlier. Now you can head in the other direction, over the newly-dropped stalactite, onto a ledge with two more robots. Dispatch of them, then hop out to the next red circle and trip the switch above it. This will drop the area's final set of stalactites, and you can use them to cross over some planking, over to where a golden spatula waits. You should now have twenty-four of them. There's also a box here, which you should activate. It leads back to the opposite end of the cave. Finally, there's a gate that leads to a new portion of this level, Goo Lagoon Pier. -------------------- 014. Goo Lagoon Pier -------------------- Ah, another beautiful area near the beach. There's underwear right near the entrance, and to your right a robot patrols. Start by taking care of him, then access the cardboard box beyond. From there, you should notice a character changing booth, as well as Mr. Krabs. Talk to your employer and he will let you know that he has a task for Patrick. Switch to Patrick and learn that robots are taking over the carnival. Mr. Krabs wants you to destroy the fiend at the ticket booth, so head down there and chuck fruit at the stand. This will cause the robot to explode, but will damage the planks so that part of the attraction falls into the goop. Go back to Mr. Krabs and he'll tell you that he wants you to clear the robots out of the bumper boats area before he'll grant you the promised reward, which is of course a spatula. Hop over past the rotating ferris wheel, and head past to the 'whack a tiki' attraction. Continue up some planks, taking care of a robot on the way, and you'll be up to a ledge just below some spinning saucers. There's also a lovely checkpoint here. From the checkpoint, head left past a wall of tikis, defeating robots along the way. When you come around, cross some moving platforms over to more solid footing. Ahead, you should see an ice skating rink. To complete this area, grab a melon and slide carefully along the ice toward the Duplicator 1000 on the other end. Avoid the robots, and throw your melon when you get within range of the machine that generates them. When it explodes, one of Patrick's socks will appear. Now take out the robots as you head back over the ice, and proceed to the area left of the rink, which you can reach only by riding a ledge that twists itself like a screw being turned by a screwdriver. When you reach the plank it takes you to, you'll soon find a clam you can pay 2100 shiny objects to unlock a game of underwear bungee for SpongeBob. You'll be back here in a second to partake of this joy. Right now, move to the opposite end of that plank (ignore the multi-colored slide) and head down to a lower level, where there's a switch on the side of the bumper boat area, as well as a melon. Switch to SpongeBob, then head back up to the bungee game. Use the springboard to bounce to the top, where you can bungee down to collect your twenty-fifth golden spatula! With that little task tended to, return to the character changing area and take control of Patrick once more. Throw the nearby melon at the switch. This will reveal a staircase leading up to the bumper boat area, where you must dispatch of four robots. If you want a head start, throw the melon up the stairs ahead of you, rush up, then grab it and throw it to take out one of the robots right from the start. Now jump into the rink and eliminate the other three, while avoiding the bumper boats (which also cause damage). When you've cleared out all the robots, head to the opening (where the wall is gone) and head down some stairs to trip another checkpoint. There's also a box here. Use it to head back to the start of the stage, and talk to Mr. Krabs to be paid your golden spatula. With that done, head back to the box and you'll warp back to the area just below the ice rink. Continue down the planks and look to your right, where there's a sea of good with a few planks. Hop out to where you can grab some freeze fruit, then throw it into the soup. Now rush across to the next ledge and more freeze fruit, but don't throw it until the goo returns to its normal consistency. Once it does, toss the fruit and make your way to a ledge to the diagonal left of that. There, you'll find yet another golden spatula. Now head back to the last checkpoint. From there, continue down the planks and you'll see a seesaw with a pink starfish on one end, next to a melon. Stand on the starfish and toss the melon at the other end of the plank and you'll fly out to the island that has been your goal all along. --------------- 015. The Island --------------- At last, you're to the island, where you can set the last of the lights pointing in the proper direction to get that golden spatula you've been hearing so much about. There's a character change booth nearby when you appear, so go ahead and take control of SpongeBob now. With SpongeBob at your command, bust the red-colored button from below. This will cause light to flood the robot, who rests out on the crates. He will explode, and a spring will appear near your feet. Hop on the spring to get a trip back to where Larry is waiting. He will give you a golden spatula as a reward. This means you've now got only one spatula in the area that hasn't been retrieved. However, I can't quite figure out where it is just yet, so for now it's back to Bikini Bottom where you can trade Patrick 10 socks for a golden spatula and Mr. Krabs 4000 shiny objects for golden spatula number 30 (if you've been closely following this guide). Now it's off to the next area. =============== 016. Poseidome* =============== If you have 15 golden spatulas, you'll be allowed to enter this area next. It's really just a short little area, where you get to fight a giant, squirrel-shaped robot that is terrorizing the Poseidome. ********** Sandy Robot Your nemesis looks like Sandy, which should be reason enough to reduce it to scrap metal. Not only that, but it's obvious you'll get a huge reward if you win. Therefore, it's time to start kicking tail and taking names. There are several phases for this battle. In the first, you will control SpongeBob. The robot follows a very simple attack pattern. First, it homes in on you, then jumps outward and slams down it's fist. Just move quickly (jump if needs be) to avoid it. Next, the robot will home in on you, then jump into the air. Jump before it lands. When it lands, it is dazed. Hop into the air with the 'Y' button, then press the 'X' button to butt stomp on its torso and send its head flying. You will likely have to repeat this three times. Now you get to 'play' as Patrick. Though at first things may not seem much different (in the first bit, the robot still jumps and slams the ground with its fist), things do vary slightly here. The second move the robot does will be to climb to the ropes, then fly across with a coiled spring rolling along the floor. Be prepared to hop the spring. Next the robot will hop into the air and crash on the ground, dazed. At this point, jump up and butt stomp its torso, as before. The head will now pop off. Run over to the head, lift it, then toss it to the nearby electrical wires to damage the robot's life meter. Now the head will return to the body and you get to repeat two more times to end Patrick's role in the battle. With that taken care of, you regain control of SpongeBob for the finish. In the first attack, the robot will pound the ground with his fist. Next, she'll take to the ropes and fly across the ring. This time, there are springs at ground level and at shoulder level (for the robot). You'll have to hop lightly to pass between. When the robot has done that, it next will pound the ground and become dazed. Now you butt stomp it quickly. It will stand up with its head dismounted, then wave it back and forth along a half-circle arc. Stand directly in front of the robot and, as the head starts to swing back to where you stand, press 'Y' to jump in the air and press the button that lies under the head's base. This will take one bar off the robot life meter. Repeat this until you win the battle! ********** When you win, your tangible rewards are a golden spatula and the Bubble Bowl ability. With that in hand, you can go back to some stages you visited previously! But first, it's back to Bikini Bottom, where SpongeBob will chat it up with Plankton. Turn's out the dastardly fellow's restaurant says 'Robot Headquarters,' and SpongeBob isn't sure but he thinks there's something suspicious about that. Plankton quickly dissuades him, and this is the game's way of letting you know that you have access to a new area of Bikini Bottom, the second of the area's three segments. Joyous. ============================ 017. Bikini Bottom (Area 2)* ============================ Now that you're in the new segment, it's a good time to learn how to use your Bubble Bowl move. Talk to your bubbly friend and he will reveal that you can use it by pressing the 'X' button to take out nearby enemies. Cool. With that out of the way, look around and you'll notice that there are three new gates most readily entered. One requires 25 golden spatulas, one 30, and one 40. Another landmark is a panel with giant feet icons on it. Stand on that to raise some nearby grating, which reveals a button. Use your newly-acquired bubble move to hit the button (aiming can be difficult, so note the bowling pin arrow along the ground that indicates where your bubble ball will go) to trip that switch. You now have 40 seconds to use rotating blocks in the air to reach the top of the police station, where you can retrieve a second pair of golden underwear that will increase the number of blows you can sustain from enemies. Use the fish fountain if you're having trouble getting on the blocks in the first place. That's not the only reward for hitting the switch, though. You can use the same blocks to climb to a higher roof nearby and snag a golden spatula! It's easiest if you hit the switch a second time to snag the spatula. Once you have the underwear collected, a springboard should appear to allow you to quickly get on top of that building, and then it's an easy cross over the green blocks to the final building where the spatula I referenced waits. The final jumps are the trickiest, because the blocks rotate vertically. Hop so that as you land from a double jump, the footing is mostly even, or you'll fall to the ground. With the underwear improvement and spatula in hand, it's time to try going inside the area buildings to look for other rewards. Inside Sandy's Tree Dome, you can talk to Sandy for a challenge. You have three minutes to bash all the robots in the area. Your first goal should be the machines that generate additional robots, then the tartar-toting robots. Hit anything along the way that is convenient. This is really a simple goal, and I had two full minutes left on the timer when I completed it. Your reward, of course, is a golden spatula. The next building to explore is the Police Station. This one is entirely optional. If you go inside and step on the foot tile, you can view a list of the different robots you've encountered thus far in the game. Finally, check out the Shady Shoals Rest Home (note that one of Patrick's Socks is in the fountain outside). Here, you can talk to the two former super heroes, Mermaid Man and Barnacle Boy, and learn that there is a new area hidden beneath. Press the 'R' button near the couch, then drop down into the next area in the game, the Mermalair. =================== 018. The Mermalair* =================== Though it may come as a surprise, this is a complete area with a set of eight spatulas to be obtained. From the start, first activate the cardboard box so you can warp back here later. When that's done, continue down the corridor in front of you. You'll have to take out one robot, then you'll get to talk to Mermaid Man and Barnacle Boy again. They reveal that robots have taken over the security system. It's your job to defeat the mechanical ailments. While Mermaid Man and Barnacle Boy consider their trip to the doctor's office, SpongeBob should head forward toward flashing panels. Stepping on the red ones is bad, but they're easily avoided with a double jump. Just wait until the area in front of you flashes red, and when that color vanishes, step on the immediate tile and do a quick double jump across to safety. Now proceed beyond, where robots are generated by a distant Duplicator 3000 machine you can't reach. Continue through the gap in the electrical barriers (just wait for the electricity to recede, then quickly hop through) to find a new robot, Arf. Arf is a robot who sends out a bunch of smaller fellows to take you out. The game recommends hitting him with the Bubble Bowl from a distance, which you can certainly do, but it almost seems easier to just move in quickly and take him out. After you have done so, follow the ledges as they wind up and around in a gentle arc. Near the top, you'll need to take out two robots before finding a paddle wheel. If you bubble bowl the paddle wheel, you can cause it to turn. Doing so will then rotate a ledge so that you can cross over to another set of ledges. Here you'll activate a checkpoint. From this checkpoint, continue onward and read a sign that suggest bubble bowling to trip a switch. Hit the nearby switch. Note that if you want a sight gag, you can also destroy the tikis directly in front of the checkpoint to reveal another switch you can trip, though the only thing this accomplishes is revealing the super heroes' hidden car. Anyway, once you've tripped the switch near the sign, continue along the ledge to the next platform, take out the robots, and collect the area's first golden spatula. Near the spatula, there's also a second cardboard box. Make sure you activate it so you can easily warp back and forth between the beginning and end sections of this portion of the Mermalair. To the right, there's a gate leading into the next portion of the stage. --------------------------- 019. Mermalair Main Chamber --------------------------- Now that the entryway is taken care of, it's time to explore the main chamber. Squidward greets you and tells you that the goal here is to reach the computers at the top of the area. There's a reward resting just in front of the consoles, so clearly you'll want to make the effort. Before tackling that, take note of the see-saw that Patrick can use, as well as a melon. However, you're still in control of SpongeBob. Activate the cardboard box for starters, then head on over to where you can bubble bowl a paddle wheel to turn a ledge. Cross the ledge onto the rotating, circular platform (there are a bunch of light bulbs glowing on it, which you should avoid touching unless you want to receive damage). Here is a checkpoint, and to the right a character change station so you can take control of Patrick. Once the loveable starfish is at your command, continue onward to the next circular platform, where you should pay a clam 2300 shiny objects to activate a see-saw. You'll probably talk to Mermaid Man along the way, who presents a challenge. He wants you to throw fruit at three nearby funnels, and if you do so, you'll get a reward. The problem is that a simple throw isn't enough. You'll have to navigate three challenges, one for each funnel. The first is a path of color-changing panels and toss the fruit at the right moment, before it explodes. Another has you avoiding blobs of gunk spewed by a machine until you get close enough to throw the fruit. The third has tilting platforms that will send you into a bottomless pit if your balance is bad. You'll have to throw the fruit to one of the platforms, then retrieve it from there and throw it again if you want to succeed. Do this for all four of the towers to get a golden spatula. Now return to where you paid the clam, and use the nearby fruit to send Patrick flying to another platform, where Barnacle Boy is waiting. Nearby, there are eight electrical panels. He wants you to turn all eight of them around to face the opposite direction. The problem is that you turn three at a time. Start with one button, then just keep hitting the next button to its left, until you've gone around the circle and flipped all eight of the panels. If you mess up, Patrick can hit the nearby yellow switch to return all statues to their starting position. When you've accomplished the task, you'll be awarded another golden spatula if you talk to Barnacle Boy. Now, hit the red switch nearby to trip one of the four switches in the Mermalair, then ride the nearby slide back down to the rotating circular platform with all the light bulbs. From the end of the slide, double jump outward to snag one of Patrick's Socks. Now work back to where Mermaid Man is sitting. From this point, head to the character-changing station and take control of SpongeBob again. Have him head back past the lightbulbs, and you should see a new path with a paddle wheel directly ahead. Hit the right side of that wheel with the bubble bowl and you will lower a ledge immediately ahead. Cross over to the ledge and wait until it rises up to where you'll find yourself at the center of another rotating, circular platform adorned with light bulbs. Overhead, there's a robot, so take him out quickly by pressing the 'Y' button when standing on his shadow. Nearby is a switch you must hit with a bubble bowl, which activates some jump panels elsewhere in the stage. When that's done, there are also some nearby ledges you can climb up to another platform. Here, you'll trigger another checkpoint. With the checkpoint triggered, move on toward an Arf robot. Since the ledge is so narrow, he'll likely be dispatched most easily with a bubble bowl shot or three. Now hit the right side of the paddle wheel he guarded to drop another ledge briefly. Hop onto it, then ride up to another circular ledge with the light bulbs. Here, there's another flying robot to take care of, and a switch that allows you to activate more jump panels, if you hit it with your bubble bowl. With that done, you should next hop onto the nearby slide and take a ride back down to the first of the rotating ledges decorated by light bulbs, near the character change station. See the red switch nearby? Bowling to hit it before was rather pointless, but not so much right now. Go ahead and trip the switch with a bubble bowl, and you'll drop a bridge over to a ledge with a Duplicator 3000. Take out that machine and any robots it has generated, then have SpongeBob wall hop back and forth to climb up the gap. On the top, take out another robot, then use the next gap and wall hop upward yet again. At the top here, you'll find several things of note. The first is a checkpoint. The second, a cardboard box you can activate that leads back to the one at the start of the area. You'll also find the computer, who tells you that if you flip four switches, you can return to this location to trip a final switch and receive a reward. There's a switch nearby that you can trip. Though the game says it is the first such switch, it should actually be the second. If you need it, there's a pair of underpants behind the computer, and some shiny objects. And of course, the biggest attracting is a golden spatula! When you've collected that, go ahead and wander to the right, where there's a gate to the next segment. ------------------------------ 020. Mermalair Security Tunnel ------------------------------ When you enter, SpongeBob will be greeted by the site of his favorite pet, Gary. Here, you learn that your new goal is to venture to the top of this area (are you surprised, really?). Before you work toward that, be sure to activate the nearby cardboard box. With that done, proceed forward and take out any robots in your way. Work right past the enemies and past a check point. There are a lot of redundant dangers here by now, and you should be able to proceed quite quickly. When you come to the second set of color-changing panels, you might want to slow long enough to get an idea of the pattern the lights follow. Most of the threats here are in a diagonal line, you'll soon see, so crossing over to the next checkpoint shouldn't prove overly difficult. From that checkpoint, continue over another set of color-changing panels, then through an area where electric energy walls cross over small robots. Take out the robots and trigger yet another checkpoint. This might all be tough if there weren't so many checkpoints. From the most recently accessed checkpoint, you'll next want to continue to another set of panels. This one is guarded by a tartar-toting robot, but the set of tiles moves in a steady progression so you should be able to take it slowly and do just fine. Beyond is a set of ledges that leads to a platform overlooking another set of panels. A flying robot hovers over those panels, and you'll want to avoid his missile shots as you cross over to the vantage point beyond, where you can activate an oh-so-welcome checkpoint. Now continue over another set of panels (again guarded by a flying robot, which you should avoid as you did the previous one). Keep moving until you get to the next checkpoint (taking out a tartar-toting robot along the way). From here, you should see an Arf robot directly ahead. Take it out by bubble bowling. With the robots out of the way, you can now turn your attention to the area's featured attractions. The first of these is the gate to the next portion of the stage (you'll be coming back to this in a bit, after a few other activities). The second is a golden spatula. You should now have thirty-eight of them, by my count. There's also a cardboard box to activate. In addition, you can pay a clam 2300 shiny objects to reveal some ledges leading to a higher portion of the stage. Before you head that direction, make sure and bubble bowl the nearby switch, which means you'll only have one of the four total switches left to hit. Now go ahead and take that upper path. This pathway is dangerous. You'll have to hop along a series of conveyer belts that are positioned over the color-changing tiles far below. Spiked orbs rotate around the belts, ready to knock you off, and you'll sometimes have to avoid light bulbs, as well. If you brave the gauntlet and survive, you'll find one of Patrick's socks. If you should happen to fall, it's easier to let an enemy kill you or to jump into a bottomless pit than to do all that backtracking. That way, you'll also return to the useful checkpoint near where you retrieved the golden spatula. When you've done all there is to do in this segment, it's time to access the next portion, through that gate you saw near the clam and golden spatula. ---------------------- 021. Rolling Ball Area ---------------------- This is a pretty small portion. Just head straight ahead and talk to Mr. Krabs, who will let you know that your goal is to get a giant ball to roll into a cup- shaped groove. Move past Mr. Krabs and you'll see a ramp. To its left is the final of the four security buttons. Bubble bowl to activate it, then return your attention to the true task at hand. If you're going to get the ball to the goal, you're going to need to do some tinkering. This all must be done while the ball is in motion. To start the ball rolling, bubble bowl the ramp (it won't work unless you stand on the ramp's base). The bubble should roll up and hit a switch that gets things going. Once the ball is in movement, things just get crazy. You'll have to bubble blow the yellow wheel to turn a rail into place, then from there you'll have to hop up some blocks to set a cog spinning, then you'll want to drop down to a foot panel and bubble bowl to hit a switch (once the cage lifts), and so forth. There are a bunch of switches to hit as you go, and a single mistake means starting over. Your reward, a golden spatula, hardly seems worth it. In fact, I advise against wasting your time. For the purposes of this guide and any spatula counts throughout, I'll assume you didn't bother. What you should bother with, however, is a sock in this general area. Climb up near the top and behind one of the gears, you'll find one of Patrick's socks resting on a floating tiki. With that done, you might as well return to the Mermalair Main Chamber via the gate (note that the gate you should take is not the same one you used to enter this room). ----------------------------------- 022. Mermalair Main Chamber (Again) ----------------------------------- When you enter from the gate, you'll appear in front of the computer. Since all four switches have been tripped, you get your reward. It's another golden spatula. You can now hit the mast shutdown button, near the computer. After you press the button, a nearby suspension bridge will lower, and you'll be able to access the final portion of this area. ----------------------------- 023. Villain Containment Area ----------------------------- Ah, so there is a villain working behind the scenes after all! Or not. It turns out that when SpongeBob shut down the power, he also disabled a containment system. The result is that Mermaid Man's arch-nemesis, Prawn, has escaped. It's now your task to set right the wrong you made. ********** Prawn Head forward from the retired superheroes, to the glowing circular column of light. As you near, you'll be locked in battle with Prawn. The strategy for winning this battle isn't so tough, once you figure it out. Prawn is at the center of a force field. The tiles around him will alternate colors so rapidly that generally, it's not possible to break through. Watch him as you run around the circular battle area. He'll send out a wave of sonic energy, and you must outrun it and double jump back and forth over it when it gets too close. When the energy dies away, the tiles will blink some more, and then eventually you'll see several areas of plain, gray tiles. These won't stay there for long, but it's long enough for you to step onto the gray, face your nemesis, and bubble bowl. When the bubble connects, Prawn will lose one of his three life bars. Now that you've hit him once, Prawn grows more desperate. He will launch smaller robot enemies, the type that pack hammers. You'll spend the remainder of the battle avoiding them and the sonic waves, taking out robots as necessary to keep your arena safe, and waiting for two more opportunities to bubble bowl. If things get tough, there are two pairs of underwear lying about. Just don't dash for them and make risks you wouldn't otherwise. With patience, the battle is quite easy. ********** Win in battle against Prawn, and your adventures in this particular area are more or less ended. You'll be awarded a golden spatula by Mermaid Man, and all is well. At this point in the game, you should now possess 40 of the wondrous spatulas. Time to leave and return to Bikini Bottom. =================== 024. Sand Mountain* =================== Back in Bikini Bottom, you can give Mr. Krabs 4500 shiny objects for another golden spatula, if you so desire. From there, it's time to head through the nearby gate (30 golden spatulas required) to Sand Mountain. When you enter, SpongeBob propositions Squidward for use of his toothbrush. Squidward is more concerned with the robots at the bottom of each ski slope, and offers you a golden spatula for each slope you clear of robots. It's a deal! From where you start the level in front of Squidward, head down the planks and straight ahead. You'll find a lot of robots in this area, as well as a character change booth and a machine that generates more robots. Take out any robots in your way as you make your way up to that machine, take it out of commission, then drop down to clear out the other rabble. You can't hit the one that patrols the air over a long drop-off, but note his position for future reference. In the meantime, remember that the other robots are capable of firing gaseous clouds if you get near and haven't bashed them with a swift swing of your gangly arms. Also in this area, you'll find some kids building a snowman. Bash the snowman to make one of Patrick's Socks appear nearby. Cool! Before you attempt the three lift areas, there are two spatulas right here in this level hub area. They're just to your right, at the top of the large building with a number '4' on it. Go to the building's left side, to some rocks, and double jump to a ledge. SpongeBob will pull himself onto the ledge. From there, head left to talk to Plankton and spend 2500 shiny objects so you can bungee down to a golden spatula. With that done, go back right and cross the wooden platforms to the entrance to a red switch. Have SpongeBob hit the switch (which makes grappling ledges appear), then drop down to the character changing station. You're now Sandy. As Sandy, begin by clearing any remaining robots out of the area. You don't want them firing projectiles and ruining what you'll be doing next. When the threat of enemy missiles is gone, climb back up to where SpongeBob hit the switch, then jump out to the first hanging ledge and grapple to it. From there, swing toward the sharp right and snag the next (it's there, even if you can't see it immediately), and repeat two more times until you're facing the ledge with a golden spatula. Swing out, double jump, then use your lasso to glide over to that spatula. Now you can focus on the three lifts, but each requires you to have 1500 shiny objects. If you just purchased the golden spatula from Mr. Krabs back in Bikini Bottom, you might not have the funds yet. Therefore, a good trick is to clear out all the robots (collecting a bounty of shiny objects), then jump out at the one that fires rockets while patrolling the steep drop-off. Try to take him out of course, but if you fail you'll drop off the regular level map and reappear back at the start, with all the robots regenerated so you can build up more shiny objects. Just keep repeating the steps above (though of course you can only get Patrick's sock the one time) until you have enough to access one of the ski lifts. Since the game is nice enough to number the lifts, there's no reason not to follow the suggested order. The first lift is just to the right from the base of the planks you descended at this area's start. Hop up the slopes and enter. ---------------- 025. Guppy Mound ---------------- You'll be greeted here by Mrs. Puff, who informs you that if you can beat her time speeding down the course (she's usually rolling), she'll reward you with a golden spatula. When you hop on the course, you'll naturally find it's another of those where you ride your tongue. Before you go through the 'Start' gate to attempt the course, make sure you break the tikis nearby for some shiny objects, and step inside the cardboard box to activate the first portal. When you're ready, go through the gate to start your ride. The course you must ride is tricky enough and fast enough that writing strategies out for it just doesn't make sense. Instead, keep in mind a few pointers. First, there are two checkpoints along the way. Just keep working to make it to those and all will be well. Next, there are branching paths. You can tell when to jump (often you must double jump) by red or blue markings on the surface of the areas where you're sliding. Sometimes you have a choice about which way to go. Remember you can slow down if you must by holding back on the control stick, which will come in handy on some of the tighter turns you must navigate (which are marked by signs). The goal for now is just to make it through (you can worry about your completion time in a moment). When you reach the bottom, a good leap will carry you to a new checkpoint. From there, take out the robot-generating machines on the ledges, as well as their offspring, then trip the two switches to open a wire gate and grab the golden spatula Squidward promised you. With that done, hop into the nearby cardboard box to warp back up to the slope, where Mrs. Puff is waiting. Odds are you didn't make it down in one attempt the first time, so you were disqualified. If you like, you can keep making attempts at the slope now. Note that there are shortcuts you can take by leaping from one ledge to the next, instead of strictly following the set course. However, if you die you are again disqualified and must still race to the bottom if you crossed checkpoints before re-attempting. Of course, eventually you should succeed and get the promised spatula. Once you've done so, head back to the main hub for this level, where you ought to have more than enough shiny objects to enter the second ski lift door. ------------------ 026. Flounder Hill ------------------ You'll find the entrance to the second lift just to the right of the first. If you attempted the speed run in the previous area many times at all, you likely have enough shiny objects saved up to enter each and every lift, so cash flow should no longer be a problem. When you enter this area, Bubble Buddy challenges you to a time trial. The prize is a golden spatula (and of course there's another waiting at the base), so of course you'll accept. Before you do, though, activate the cardboard box portal. Now you're ready. This course is no more difficult than the previous one, though it is a fair bit longer. You'll mostly just have to watch out for the purple spikes that jut out of the trail. Leap those but don't jump so high that you land in the middle of any pits that may lie just beyond. Also, watch carefully for the blue and red markings that indicate you should jump. There's one point where you fly toward a bend, and instinct would tell you to follow it around, but markings indicate you must jump. Be sure that you do. Also, there's one place where the road takes a noticeable fork around an outcropping of rock. Left seems more difficult, so try taking the right side. If you don't die, you'll probably make it to the end with a second to spare. Finally, there's probably some sort of reward if you hit all eight snowmen as you ride the trail, but I've never done it (the count restarts if you die, too). When you reach the base, there's a checkpoint and also some tartar-packing robots, as well as two more of the machines that generate additional hazards. Note also that there are pairs of underwear spread around the base of the ledge upon which the checkpoint rests, if you need them. Take out the machines, then the tartar-packing guys and any robots generated during the struggle. Now hit the two switches to remove the iron grating and get a golden spatula. Now you can use the cardboard box to return to the top of the slope, where you'll either grab the spatula from the bubble buddy (if you made the run your first attempt), or you'll have the choice to attempt again and again until you're successful. Now it's time for the third lift. ------------------ 027. Sand Mountain ------------------ The final lift leads to the area's main attraction. Cross back over the suspended boardwalk, then head right and up some ledges to that lift's entrance. As you may have come to expect, there's another speedy opponent for you to beat here. In this case, it's Larry. Reject his offer at first so you can activate the cardboard box, then go ahead and race down the slope. Beat his best time and you get another golden spatula. This particular course has a few alternate paths, which are activated by bouncing against the trampolines you'll see to the side of the track. You definitely want to hit these. Striking the first bounces you up to a path where you can find one of Patrick's Socks, while the second one causes you to go up to an area where a snowball will reveal a hidden cavern. That cavern contains yet another of Patrick's Socks. The course gets tricky from there, so be on your guard and look for shortcuts you can take to trails to your side. When you reach the end, there's another checkpoint, as well as more robots you must beat (and switches you must press). Hit the switches and clear out the robots for another golden spatula. Now take the cardboard box up to the top if you need to re-attempt the course, or exit back to this level's hub. There, build your shiny objects up to 5000 or more, then return to Bikini Bottom. Here, purchase another golden spatula from Mr. Krabs. By my count, you should now have 50 of the spatulas if you've been going through the game precisely as I have outlined in this walkthrough. What a lovely number! ===================== 028. Industrial Park* ===================== I recommend next going to the Industrial Park, even though you haven't completed the Rock Bottom area. And since I'm writing the guide, that's what I'm going to write about next. You'll find the Industrial Park if you go to the gate that requires 40 golden spatulas for entry. As you presently have 50, this is not a problem in the slightest. Go ahead and enter, where you'll find yourself in the middle of a boss battle. ********** Robo-Patrick The robotic clone of Patrick is a real pain in the butt to beat, but what choice do you have? In the first round, you'll be controlling SpongeBob. Drop down the grooves so that you're on the same level as the robot. You can only damage it from behind, but most of the time the robot is too careful about guarding its back. Run around avoiding the green globs it spits your way, until you see the robot cranking itself up before spinning like a top. Continue avoiding the robot (and the vent at the center) as Robo-Patrick weaves around the area, until finally he comes to a halt and sags to the floor for a moment. That's your chance to run up from behind, jump into the air, and punch his back. Do this and he returns to his feet. Repeat the pattern until you've hit him three times, and SpongeBob will be frozen. For the next round, you're in control of Sandy. If you mess up, you'll continue from the point where Sandy took over, thankfully. You'll notice the grapple ledges hanging over the area. Swing around those while Patrick does his thing near the middle. After he spins like a top, you can hit him from behind with a swift kick, as you could with SpongeBob. Immediately after doing so, hop away and start swinging around those hooks again. Ooze will fill the area around Patrick's feet, and you die if you drop into it. Stay above while crates come crashing down (you can use them as ledges) and watch for Patrick to spin yet again. Then you can hit him from behind. You have to hit him a total of three times. If you take damage, there's underwear in the area to revitalize you, though you most likely won't need it. When the robot is kicked three times by Sandy, it's on to the final round. SpongeBob was thawed, so you're now controlling him again. In this final round, you'll be forced to move around on the conveyer belts at the edges of the arena. Robo-Patrick has a few attacks. One allows him to send icy breath your way. Be sure to double jump over it if it gets near. Otherwise, he spins and sends globs of green your way. Staying near the lower right corner on the moving belts (be sure you don't let them drag you into the green soup) is a good way to avoid these attacks. It also seems to be the only place to stand if you want Robo-Patrick to stop spinning near the wire grating at the arena's top center, where it's easiest to bowl from. When Patrick stops spinning, hop around the belts so that you're behind him, then Bubble Bowl at the sign on his back. Hit him three times and you've won the fight at last. Your reward is a golden spatula. ********** Now that you've cleared that area, you can finally access the last portion of the Bikini Bottom level hub. Time to get busy there for some more goodies before attempting Rock Bottom and the game's final areas. ============================ 029. Bikini Bottom (Area 3)* ============================ Now that you've accessed the final area of the Bikini Bottom level hub, it's time to get busy collecting more goodies. The first thing to do is speak to Bubble Buddy, who will teach you a new move. When standing still, SpongeBob can press and hold 'L' for a second or two, then release it to send out a guided bubble shot. This is going to come in handy immediately. Look over to the Chum Bucket and you should notice three red switches along its side. Hit them all with your new guided bubbles and you'll cause a springboard to pop out. Bounce up using the springboard and you can then hop a second time to reach the Krusty Krab sign, where you'll find the final pair of golden underpants. Next, drop down and use the springboard again, but this time land on the top of Plankton's restaurant for a golden spatula. With that done, head over to Mr. Krabs and talk to him. He'll tell you that robots took over his restaurant, and he wants you to enter and defeat them. Go inside and you'll be in a tough little situation, but there's an easy way to win. From the door, head left to where a thunder tiki is resting atop some ledges. As you near, those ledges recede. Brush the thuder tiki, then run quickly away. The ledges will rise, then explode to destroy any opposition above. Now take out the rocket-firing robot on ground level so he doesn't interrupt you later. Next, jump onto a table, then up to that ledge and walk to the corner to your left. From there, face along the ledge and you'll see another robot-generating machine. Use your guided bubble to take it out from a distance (approach and it will kill you with its defense mechanism). When you've beat that one, walk along the ledge and look to the diagonal right, where there's another robot. Take it out with another guided bubble shot and you'll only have the remaining robots at the base of the room to worry about. When you've cleared the room, head back outside and talk to Mr. Krabs. He'll give you a golden spatula as your reward. You may also want to step inside the Chum Bucket and walk toward the final gate (which requires 75 golden spatulas to enter) just close enough that a news flash reports Plankton is denying any involvement in the evil robot scheme. You can also collect shiny objects by destroying the thunder tikis. With that accomplished, you've done all you can in Bikini Bottom at the moment, so now you might as well head back to Rock Bottom. ================= 030. Rock Bottom* ================= Back in the second district, you'll find the entrance to Rock Bottom. It costs only 25 golden spatulas to enter, and by now you have more than twice that. The level will be even simpler than it would've before, now that you have all the game's underwear. See? You knew there was a reason I held off on telling you to enter that wretched place! From the entrance, you'll see a robot guarding a restroom. When a resident tries to get inside, the robot fries him. From there, the camera cuts to Mrs. Puff, who is surprised at herself because she's actually pleased to see you. She informs you that robots have stolen six pieces of artwork. She'll reward you if you recover all six of them. The first bit of artwork is just to her right. Head toward it and you'll find you have to sneak through a patch of light on tiptoes to avoid waking the slumbering robot. Better to sneak up to him, then wipe him out before he can get you. From there, you can safely grab the artwork and then move forward. You'll see a sign that informs you the platforms hanging over the pit above will collapse if you don't tiptoe across them. Do just that, being careful to not fall off near the end, where one of the floating scraps moves back and forth. On the opposite side, defeat some robots and grab the underwear if you need it, then cross over yet another of the shaky trash bridges (again, be careful of the moving one). Opposite that second rickety bridge, you'll find Bubble Boy. He tells you that you have to get into the museum, but that the trail is broken so you'll have to be sneaky. Just past him you'll also find the area's first checkpoint. From the checkpoint, move slowly ahead until you see the sleep-walking robot. As you approach him, you'll notice the light change color to red if he's becoming aware of you (which you don't want to happen). Tiptoe when he's looking away, and remain stationary when he's facing you. Get near, then make a quick swipe at him to destroy him before he can damage you. Then hop onto the ledge above. Here, robots will be generated endlessly by a nearby machine. Hop into the cardboard box to activate the portal, then take out the robots. There are two paths leading directly away from the ledge, one to the right and one in the air straight ahead. The overhead one is temporarily a dead end (though you need to remember this location), so head right. You'll be able to circle around here and destroy two of the level's machines that generates robots. The first one is on a ledge to the upper left of the pink arrow sign pointing left. Stand at the base of the sign and use your guided bubble move to take out the robot. Then proceed along the same path and you'll find a checkpoint and a cardboard box you should activate. You'll also find two switches against rocky ledges that you can press, which make some grapple ledges appear for Sandy (and remove fence that's in your way along an upper ledge). Keep moving and you'll find a second of the robot-creating machines. Defeat it and its cronies, then hit the switch near where the robot-generating machine was resting. This makes still more grapple ledges appear. Just below there, you can also drop down to find one of Patrick's Socks, in case you're interested. Of more interest is a ledge above that switch. You can climb up on the rocks here to leap to that ledge, then run along it to grab any shiny objects you may want. From that ledge, it's also possible to jump to a rocky ledge, which you can run along to find the second piece of artwork. Near that artwork is a springboard that bounces you up to another ledge and yet another springboard. That second springboard will carry you upward for some shiny objects before you return to the area below. Make sure you've hit every switch in this area. They can be hard to find, but you really want them taken care of. Remember that tikis against rock ledges are probably blocking off switches you need to hit, and there are also some of the sleep-walking robots guarding a crucial switch (if you don't want to sneak up on these guys, remember your guided bubble shots, which make the robots a breeze). When you've hit the proper switches, you should have removed one section of fencing away from the suspended catwalk. Now, remember where the ledge was with the cardboard box, and I told you the straight path was temporarily a dead end? Return to that ledge. You'll find it's a dead end no longer, as that's the bit of fence you removed. Just past that former fence is a switch on the ground, followed by a yellow orb that turns you into a ball. Grab the orb, trip the switch, then run along the platform until you reach a ledge with another switch. Stomp this switch and you'll briefly raise a ledge. Run forward (it's best to hop over the orb as you do), then double jump to the next bit of solid ground just before your platform gives away. Now as you run up the next segment, a distant cannon fires blocks of debris. Watch where they touch down so you're not there when they do, and move carefully forward. At the end, you will walk around toward the left as the ledge curves around. You'll now see two stone tablets with drawings of SpongeBob on them. You can bounce up this passage, but before you do work around some more and hit the cannon so it's out of the way. Now return to those slabs I mentioned and leapfrog up them to the area above. There's a checkpoint you'll trigger up here, and also a character change place so you can switch to Sandy (which you should do, immediately). From the ledge where you switch to Sandy, double jump toward the distant ledge, then use your lasso to hover the distance. Quickly take out the patrolling robots, then look ahead. There's one of the Texas stars you brought into play, so use it to reach the next ledge, where a tartar-toting fiend and his accomplices await. Take them out and then you have a choice. You can either go forward or to the right; stars hang in both directions. You gain nothing by going to the right (it's actually just a ledge you've already visited as SpongeBob), so go straight ahead to the next ledge. Take out the robots there, then look ahead. You'll see a Texas star in the distance, hovering over a wall leading to the museum. It's quite a leap, but if you double jump out toward it and then lasso hover toward it, you'll be able to grapple to the floating star just before you run out of energy. Quickly swing to the next ledge, being careful that you don't let the robot there shoot you down. Defeat the robot, activate the cardboard box, then go to the character changing station on this same platform and switch to SpongeBob. Now go ahead and hop onto the next ledge to grab a golden spatula. You're now done with that area for now. See the vent ahead with the suspicious hole? Hop up into it and you can enter the Rock Bottom Museum area. ----------------------- 031. Rock Bottom Museum ----------------------- When you enter, you'll find Barnacle Boy is already waiting there ahead of you. He tells you that to collect a golden spatula in the area, you'll need to trip four switches that will disable the security system. There's also a vent on the opposite side of the museum (near another of those pieces of art you're collecting for Mrs. Puff) that he tells you serves as the area's exit. Obviously, your first order of business is the switches. Hop out toward the square brown ledge hanging over the security beams below. From there, look left. Two columns of laser light circle another brown ledge there. Hop to the ledge so that as you land, you pass between the opening. Then jump from there to the next ledge and flip the switch. This disables the first of the machines that was in your way. Now return to the first brown ledge. Ahead of that ledge, you'll notice a machine that fries the ledges in a pattern. Watch the one nearest you. When the light stops zapping it, hop onto it, then keep repeating that strategy to hop to another ledge, then another, and from there to the solid stone where you can flip the second switch. You've now disabled the second of the four security pods. Hop back down to the ledge immediately below, then to the next and the next (to the first of the ledges that was bathed in laser light a moment ago). From here, you'll need to hop along the ledges to the right when they're not being fried by laser light. The strategy here is the same as normal. There are three ledges between you and the one where you can hit the third of the room's four switches. You've now got only one left to trip. Go back to where Barnacle Boy was standing, balance on the railing, and then hop from there over the two brown ledges (when the sentry isn't frying them with laser light) to hit the final switch. When you do, the red beams crisscrossing the room will vanish, and new robots will appear along the floor. Drop down and take them out. Note that you can find one of Patrick's Socks under the ledge where Barnacle Boy is still standing. On the opposite side of the room, there are a series of the sleepwalking robots. Use your guided bubble shots to take care of them, then proceed through the archway into another segment of the museum, where laser beams are still in effect. There's a switch to the right, guarded by some tikis. Press it and be ready for an easy robot to rush you. Then look to the wooden platforms. There are several wooden planks throughout this room, balanced on stacks of tires. If you step on one end, the other is raised, and vice-versa. Hop to the one nearest the switch, let the other end rise, hope from there onto the next board, then run to its other end. When the end of the plank you formerly stood on has raised, look past it and you'll see another plank to your upper left. Run up the plank and hop to that next one. Stand on that end so the opposite one rises, then run and hop from that plank end to the next, and from there to the ground on the opposite side of the laser wall. Now you can grab a piece of artwork. Do so, flip the switch, defeat the robot that summons, then walk around the outer edge of the room and hit still another switch. You've now cleared the lasers out of the area. Turn back around toward the nearest plank, step on it, run to the other end, then turn around. You'll see the end you just stood on is raised high enough that you can sprint up it and hop to another ledge (this one solid), where a golden spatula and a checkpoint await. With the spatula collected, you should next head toward the right, to where a thunder tiki sits on a ledge. You have to tiptoe across this rubble again, or it will fold out from beneath you. When you reach the ledge, look to the right and you'll see a robot sentry on a distant ledge. Take it out with a guided bubble shot so it can't interrupt you as you creep over the next ledge. When you reach solid ground again, look right. There's another missile-firing robot there, so take him out with a guided bubble, then double jump over. Activate the cardboard box, which leads down to the lower reaches of the level (in case you fall). Now look along the wall to your left and you'll see another scrap catwalk. Tiptoe along it to the next wooden ledge, and from there fire a guided bubble at the distant tartar-toting robot. Now cross over to where he patrolled. Here you can destroy some thunder tikis around the base of a glass display case, then hop onto the case and from there to a ledge above. Once there, collect the underpants (if you need them) and walk along that wall to trigger a checkpoint. If you look out ahead now, you'll see giant tires suspended from the ceiling by ropes. Hop to the first, then toward the right where a wooden ledge skirts the room's right side for awhile (if you stay on this first of the tires, unlike the others, it will start to lower). You'll have to trigger tikis here, so touch one and back off to create a chain reaction. There's a rocket-firing robot nearby, also, and you'll want to take him out with your guided bubble shot. Now walk along that and then look out left, where there's a series of three tire ledges. Before you attempt to cross them, use another guided bubble to shoot out toward the right, where one of the robots with an umbrella is floating. Now it's safe to cross. Wait for the first tire to swing close to you, hesitate a split-second, then hop onto it as it swings out toward the center. Now hop to the middle tired, and from there to the last one as it swings to the ledge on the room's opposite side. From here, walk along the right taking out thunder tikis. There are now three more tires you must cross. However, you should first use your guided bubble to take out the next floating umbrella robot, so you can safely cross without worrying about interference from him. Hop to the first swinging tired when it's within range, then carefully jump across the others. When you reach the wall, run along it and you'll find the entrance to the next area. Note also that if you come back here later as Sandy, you can fly through the area and easily collect two of Patrick's Socks from the area. But for now, just press onward to the next segment. -------------------------------- 032. Trench of Advanced Darkness -------------------------------- Before you know it, you're riding your tongue down to the dangerous trench of darkness. There's not a lot to it, actually. When you reach the bottom, hop across to the next ledge, activate the tikis, then move forward. Gary will greet you and warn you that you're near danger. SpongeBob promises to be careful, then it's on to the actual area. Hop around to the character change area and ahead, you'll see a small ledge lower so you can cross. However, a nearby machines spits out a robot onto the ledge. Stand where you are, aim your guided bubble, and take out the robot- generating machine. Now you can cross over to the one ledge safely, and from there to others that take you across the gaping chasm. Grab one of Patrick's Socks from where the machine had been, then head left to access a checkpoint. From there, you'll see a glowing orb that turns you into a ball, and also a ground switch. What you need to do here is stomp the switch, which puts an 8-second timer on the screen. Now run forward, grab the ball, and roll around a sharp (dangerous bend) along a rock ledge. Near the end, you have to double jump forward and over the finish line of sorts, which keeps the gate from rising. Ahead, there's a circular gray patch. Step on it and a ledge raises you up to the area above. Step off the ledge onto the rocky outcropping and look ahead to see a sleepwalking robot. Take him out with a guided bubble, then move forward to the next character change area, where you can activate a cardboard box and also a checkpoint. The way forward branches here, both to the right and straight ahead. Start by heading right. You'll have to tiptoe across the scrap ledge, as per normal, and be careful on the other side. For 2000 shiny objects, you'll call down a bungee cord, and you can use it to drop down and reach one of Patrick's Socks and some shiny objects. Now go back to the character changing station and change to Sandy. Head along the path that led forward and Plankton will give her an assignment. You're now to swing out over the space and turn on several machines in order to move out of the trench. Start by swinging out to the ledge straight ahead. Look down and to the left and you'll see a lower ledge from there. Hop down, grab the goodies, defeat any robots and flip the first switch. Then bounce off the trampoline and back up to the area above. Now it's time to cross over the gap leading straight ahead (to get your bearings, look to the direction where the checkpoint is, then head in the opposite; that's 'straight'). When you reach it, take out any robots quickly, and flip a switch. You'll also find a missing piece of artwork near the side of the machine. There are now two more of the lasers you must activate, one to the left of the central ledge in the chasm, one to the right. Both will require crawling up some pipe while avoiding attacks from robot-generating machines. Make sure you take out those machines to make your job easier. When you've tripped all three of the lasers, you'll see a new ledge become available. Return to the checkpoint for a golden spatula. Now that you've collected the spatula, head away from the checkpoint and look forward. There's a ledge out in the open with a golden spatula resting on it. Climb up onto the rock near the edge of the rock outcropping you're on, then double jump out and lasso over to the ledge where the spatula rests. From there, look to the right and you'll see a distant ledge upon which rests a piece of artwork. Grapple over there to grab the last of the six paintings. You want to land directly on the artwork (which is in the middle of a robot spotlight), then hop back the way you came, quickly swinging across to the ledge where you just grabbed the spatula. From there, next look left and you'll see another ledge (the one you revealed by turning on the three laser machines). Glide over to that with your lasso and then from there make it to the next ledge. Defeat the robot-generating machine and trigger a checkpoint. Watch out for the hot sauce here as you grab underwear, as the sauce can damage your life meter. Now that you've tripped the checkpoint, you're free to try the next area as many times as necessary. You'll see ledges swaying back and forth like trees caught in a windstorm. Hop from one to the next over the gap ahead, and watch out for the missile-firing guy. Move fast enough and he won't home in on you. When you land safely, take out that fellow with your lasso, then take any jumps you need to in order to reach the far ledge. There's a cardboard box here. Use it to go back to the character change station and switch to SpongeBob, then hop back in that box to return to where you just were as Sandy. Ahead you'll see a sleepwalking robot. Ignore him for now. No matter how many times you defeat him, he'll be regenerated by one of two robot- creating machines. Use your guided bubble to take out each of those on the ledges beyond the sleepwalking fellow, then take out him and any other robots in the area. With the way safe to proceed, rush forward and grab a golden spatula that's waiting for you. From there, you'll see a gate leading into the next (final) zone of this level. ------------------------- 033. Downtown Rock Bottom ------------------------- When you enter, for once, you're not immediately greeted by someone. Walk forward from the starting point and you'll find you can head two ways. If you go left, you can ride a ledge down to the level hub for this stage. You don't really want to do that just yet, though. Instead, head along the trail that descends toward the right. You'll soon encounter Mr. Krabs, as well as a cardboard box. Before talking to your employer, trigger the box. Then talk to him and he'll mention a spatula at the base of the slide. Stomp the red switch and you'll be given forty seconds to slide down the slope on your tongue, to where a spatula waits. It's easy to make it in time. Just jump to avoid the obstacles (explosive tikis) and you'll do fine. When you reach the end of the slide, hop out to the ledge where the golden spatula waits (alternatively, you can hop off to the right to find one of Patrick's Socks. You now only have two more to grab in this stage, and one is already all but yours (the one for collecting art). Look around toward the checkpoint and you'll see there's also a cardboard box, which you should trigger. For the life of me, I can't figure out where the last spatula is in this area. If I find it later, you'll see it covered elsewhere in the guide. In the meantime, go back to Mrs. Puff with your socks for a golden spatula (you can select the appropriate selection from your spatula menu to shortcut to her). You've now gathered all the spatulas in this area I presently know how to obtain, so go ahead and leave for the next level. ================= 034. Kelp Forest* ================= Along the way to Kelp Forest (which requires 50 spatulas to enter), you should meet with Patrick for a golden spatula (you should have enough socks by now for another one) and Mr. Krabs. That will bring your spatula count to sixty-two when you enter the forest. --I've not yet progressed further in the game than this (I'm writing it as I go). Check back soon, as I plan to update the guide regularly until it takes you to the end of the game. Thank you for your patience.-- ----------------------------------------------------------------------------- ============= I. Conclusion ============= Like I said, this FAQ doesn't cover every tiny item in the game. After all, when's the last time you saw a platformer this huge? It's been awhile, hasn't it? I hope you enjoy collecting the few items you don't already have by now. Me, I'm not as much a completionist as some people. When the final draft of this FAQ is produced (someday in the distant future), it probably still won't tell you how to find everything. But that's part of the fun, isn't it? I hope you had fun playing the game, and that this FAQ helped you immensely. ----------------------------------------------------------------------------- ==================== II. Acknowledgements ==================== Well, this FAQ has been a lot of work (and it's not even done at the time I wrote this). I never would've gotten so far into it without those people who wrote me complimenting the current draft and asking for more. Thanks to all of you for spurring me on to make it the best dang FAQ for the game that's available online! ----------------------------------------------------------------------------- ======================= III. Copyright Concerns ======================= Copyright 2004 Jason Venter This may be 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 advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright.