Hidden Autumn level - Go to the Autumn level hallway and
go to the right to find a black wall. Double jump
through the wall into a hidden hallway, and enter the
door at the end of the hall.
Hidden Back In Time level - To enter the hidden level in
Back in Time, enter the Back In Time level door from the
opposite side.
Character Sketch [1 point]
Background Sketch [2 points]
Storyboard [2 points]
Backgrounds And Characters [1 point]
Behind The Scenes [2 points]
Intro Storyboard [3 points]
Hidden Autumn Level [3 points]
Hidden Past-Present Level [3 points]
Hints:
Defeating the Dragon - Go to the one weird Lost In Time
level. Get the clock and go back in time near to where
Sam the sheep dog is found. A Dragon should be in front
of you. Go back to the future, and the Dragon will go
with you. Sam will know that the dragon will try to burn
the sheep. Sam will run down to the Dragon and punch him
away. This trick will not work if you are not in Sam's
area.
Clock bonuses - Collect the clocks during the game to
get bonus points. The points can be used to unlock the
following bonuses.
View all bonuses with only a few time clocks - To view
all the bonus materials and hints without having to
collect all of the time clocks, do the following. First,
disable autosave then collect at least three time clocks
throughout the game. Once you have done those things, go
to the bonus section in the studio and purchase a bonus
with the clocks you have. View the bonus material, then
exit out of the bonus section back into the studio.
Press Start and exit the game without saving. Reload
your game and when you reach the studio again, go back
to the bonus area and purchase a different bonus.
Continue to exit without saving and purchasing new
bonuses until you have seen them all.
Defeating the Red Hairy Monster - Leave the sheep in the
Annex and walk into room where the Red Monster (Sherman)
is located. Immediately speed past the Monster on the
left side. Sync your jump with his, and jump towards him
and over his ring. He will chase you, but do not let him
squash you. Speed around him in tight circles until he
gets dizzy and falls down. If you do get squashed, just
run away from him until you pop out of it then try
again. After he falls, quickly grab the sheep and lay
him on the button. When the quadra-platform cools, jump
on it and continue to jump onto the platform on the
right until it spins clock-wise enough times to lower
the lens over the torch (and shine a beam on the Red
Monster). Repeat this step two more times with the other
lenses until Sherman falls across the lava and creates a
"bridge." Get your sheep and walk over him to the goal.
Sent in by Calum Morris
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