pure valley -...
TRANSCRIPT
After you complete the Dream
Gate tutorial and explore the
Dream Gate, go through the fi rst
door to Nightopia, which leads to
Pure Valley. Owl introduces you to
the Nightopians that live in Pure
Valley, but your meeting is cut
short by the appearance of Reala,
a Nightmaren who resembles
NiGHTS. Reala orders three
Goodles to take NiGHTS away
and lock him up, but all is not lost!
When Reala leaves, Owl tells you
that your Ideya may be exactly
what NiGHTS needs to escape
from his prison.
PURE VALLEY
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� e fi rst of Pure Valley’s fi ve missions is a Chase Mission divided into three increasingly
challenging parts. In each part, you must chase a Goodle that’s mounted on a giant bird.
Catch it to seize a key that unlocks a NiGHTS Capture. Each part of the chase mission
has its own course path, and the rankings you receive from each part are averaged
together to determine your overall ranking for the mission.
NIGHTMARENS IN THIS MISSION
MISSION ONE: Chase Mission
N
P1
R
B
PN
DB
P2
P
NC
START
DD
STAGE TOTAL RANK (3 COURSE POINT TOTALS X BOSS MULTIPLIER 1.3)
RANK REQUIREMENT
A 80600 points
B 72800 points
C 57200 points
D 41600 points
E 0 points
PURE VALLEY: CHASE MISSION PART 1 MAP KEY
MAP CALLOUT
DESCRIPTION
STARTStart Point (Door to/from Dream Gate)
B and Blue Chip
DB and Dash Ball
DD and Dreamdrop
N and Nightmaren
NC and NiGHTS Capture
PN and Power Panel: Nightopians
R and Ring
P1 and Hidden Blue Chips & Power Panel
P2 and Big Tree
Chase Mission, Part 1
Boss: DonbalonSeapoShleepAwaker
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PureValley
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� e fi rst of Pure Valley’s fi ve missions is a Chase Mission divided into three increasingly
challenging parts. In each part, you must chase a Goodle that’s mounted on a giant bird.
Catch it to seize a key that unlocks a NiGHTS Capture. Each part of the chase mission
has its own course path, and the rankings you receive from each part are averaged
together to determine your overall ranking for the mission.
PURE VALLEY: CHASE MISSION PART 1 RANKINGS
RANK REQUIREMENT
A 24000 points
B 22000 points
C 18000 points
D 14000 points
E 0 points
There are two Dreamdrops to fi nd in the fi rst part of the Pure Valley Chase Mission:
1. At the start of the mission, before you rescue NiGHTS from the NiGHTS Capture. Turn left (as Will) and run to the edge of the grassy plateau that overlooks the ocean to fi nd the fi rst Dreamdrop.
2. During your Goodle chase, just before you reach the large tree that you must fl y through. Soar up to the top of the tree and look in the branches to fi nd the second Dreamdrop.
From the mission’s start point, run forward and pick up the line of Blue Chips. Then run
directly at the chain leading up to the NiGHTS Capture to climb into it and Dualize with
NiGHTS, freeing NiGHTS from the NiGHTS Capture.
As NiGHTS, you can fl y straight out of the NiGHTS
Capture, and that’s exactly what you should do. With 180
seconds on the clock, you must catch up to and defeat
the airborne Goodle to get its key. Then return the key
to the NiGHTS Capture to complete the fi rst part
of the mission.
To catch the Goodle, follow its fl ight path along the course as precisely as possible. A purple trail extends
behind the Goodle as it fl ies—use this trail to follow the Goodle’s movements. When you get close to the
Goodle, or if the Goodle starts to pull away from you, use the Drill Dash to zip ahead and hit it. Remember
to replenish your Dash Power by fl ying through the Rings that line the course.
The faster you get the key back to the NiGHTS Capture, the greater the point bonus you receive. Also,
link together as many Rings and Blue Chips as possible by collecting at
least one every second. Move quickly, but don’t rush so fast that you
miss Rings and Blue Chips, or you’ll break your chain of links and lose the point multiplier that comes
with it. Remember that you earn a number of bonus seconds equal to half of the number of links
you chain together!
Beware the Awaker
As Will, you can remain in Nightopia for only a limited time before the Awaker appears and tries to pull you back to the Dream Gate. Watch the clock in the screen’s lower right corner. When your time runs out, the Awaker appears as a series of pale ghosts that try to latch onto you. If three of them attach themselves to you, it’s Night Over.
NIGHTMARENS IN THIS MISSION
MISSION ONE: Chase Mission
D R E A M D R O P L O C AT I O N SD R E A M D R O P L O C AT I O N S
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Don’t Get Stuck
Whenever you complete a lap around the course, you must past through the NiGHTS Capture to begin your next lap. You can’t fl y past the chain that extends above and below it.
P1 Power Panel: NightopiansFly up above the line of Rings just after the second turn beyond
the NiGHTS Capture. You fi nd a cluster of Blue Chips and a Power
Panel: Nightopians. Flying into or Paralooping the Power Panel
temporarily provides a group of Nightopians that follow you, picking
up any Blue Chips you fl y near.
P2 The Big TreeIn order to continue, you must
fl y through the large tree that
dominates the second half of the
course. When you do, be sure to
Paraloop the Blue Chips inside for a
nice link bonus. Also, before you go
through the tree, don’t forget to fl y
up to the top to fi nd a Dreamdrop hidden in the branches.
D R E A M D R O P L O C AT I O N SD R E A M D R O P L O C AT I O N SThere is one Dreamdrop to fi nd in the second part of the Pure Valley Chase Mission:
1. As you circle around the windmill near the course’s halfway point, fl y almost all the way to the top of the windmill, near its blades, to fi nd the Dreamdrop fl oating in front of the red paneling.
B
P2
STA
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R
P5
DD
P3
N NCDB
Chase Mission, Part 2PURE VALLEY: CHASE MISSION PART 2 MAP KEY
MAP CALLOUT
DESCRIPTION
STARTStart Point (First NIGHTS Capture)
B and Blue Chip
DB and Dash Ball
DD and Dreamdrop
N and Nightmaren
NC and NiGHTS Capture
PL and Power Panel: Long Dust
R and Ring
P1 and Hidden Blue Chips & Power Panel
P2 and Stone Archway
P3 and Underwater Path
P4 and Windmill
P5 and Guy Wire
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PureValley
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PURE VALLEY: CHASE MISSION PART 2 RANKINGS
RANK REQUIREMENT
A 18000 points
B 16000 points
C 12000 points
D 8000 points
E 0 points
The Pure Valley Chase Mission’s second part is similar to the fi rst, but on a
longer and more complex course. Still, the goals and strategy are the same.
Chase the fl ying Goodle as fast as you can. But don’t rush so quickly that
you can’t link together long Blue Chip and Ring chains for multiplier bonuses.
When you catch the Goodle, defeat it with a Drill Dash or Touch-dash to get
the key from it. Then fl y the key into the NiGHTS Capture to complete the
second part of the mission.
P1 Power Panel: Long DustAt the end of the long loop
immediately after the NiGHTS
Capture, fl y up into the rocky
overhang to fi nd a ring of Blue
Chips and a Power Panel: Long
Dust. This Power Panel lengthens the line of Twinkle Dust that trails
NiGHTS, making it possible to create larger Paraloops to suck in
Nightmarens, Nightopians, and Blue Chips.
P2 Stone ArchwayIf you fl y over or under the stone
archway as you approach the
windmill, you’re in good shape.
If you bump into it, though, the
archway will fall apart, and you’ll
lose some speed. If you knock
over the archway, it is rebuilt in time for you to see it again if you
make a second lap.
P3 Underwater PathWhen you acquire the Dolphin
Persona, you can follow an
underwater path around the
windmill. Simply dive into the
water as soon as you reach it
and follow the lines of Blue Chips and Rings. This can shave a few
crucial seconds off your time, as well as give you an opportunity to
link together Rings and Blue Chips for a big points multiplier.
P4 WindmillYou can choose between an
upper and lower path as you
make the tighter of the two
loops around the windmill. Once
you commit to a path, you can’t
switch to the other one without
backtracking. The lower path gives you more opportunities to collect
Blue Chips, but you must take the upper path if you want to collect
the Dreamdrop fl oating near the windmill.
P5 Guy WireWatch out for the guy wire that
stretches across the course
shortly after you make your loop
around the windmill. To get past
it, dash into its center and slide
down it. If you hit its bottom, you
won’t have the momentum necessary to clear it.
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D R E A M D R O P L O C AT I O N SD R E A M D R O P L O C AT I O N SThere is one Dreamdrop to fi nd in the Pure Valley Chase Mission’s third part, and you must have NiGHTS’ Dragon Persona to get it:
1. Just before you enter the tunnel one third of the way through the course, switch into Dragon NiGHTS and fl y down through the updraft below the tunnel entrance to fi nd the Dreamdrop there.
PURE VALLEY: CHASE MISSION PART 3 RANKINGS
RANK REQUIREMENT
A 20000 points
B 18000 points
C 14000 points
D 10000 points
E 0 points
The third part of the Pure Valley Chase Mission
is even more complex. But the strategies that
got you this far continue to serve you well; don’t
abandon them. Fly quickly and accurately through
the course’s Blue Chips and Rings as you pursue
the third key-bearing Goodle. Defeat the Goodle
and bring the key back to the third NiGHTS
Capture to complete this part of the mission.
R
R
B
B
P1
N
NC
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DB
P5
P5
PURE VALLEY: CHASE MISSION PART 3 MAP KEY
MAP CALLOUT
DESCRIPTION
STARTStart Point (Second NiGHTS Capture)
B and Blue Chip
DB and Dash Ball
DD and Dreamdrop
N and Nightmaren
NC and NiGHTS Capture
PN and Power Panel: Nightopians
R and Ring
P1 and Guy Wires
P2 and Blue Chips & Power Panel: Nightopians
P3 and The Tunnel
P4 and Blue Chips & Power Panel: Time Stop
P5 and Zip Line
Chase Mission, Part 3
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PureValley
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P2 Power Panel: NightopiansParaloop the circle of Blue Chips
immediately past the hot air
balloon to cause a Power Panel:
Nightopians to appear. Pick up
this Power Panel to temporarily
attract a small crew of Nightopian helpers that automatically collect
any Blue Chips that you fl y near.
P1 Guy WiresYou encountered a guy wire in
this mission’s second part, but a
pair of them might confuse you
near the start of the third course.
Dash straight into the middle of
the fi rst one and let it rebound
you backward into the middle of the second one. Bouncing off the
second guy wire puts you on the path around the hot air balloon,
allowing you to continue along the course. This should make more
sense if you look at the path on this course’s map.
P3 The TunnelWhen you enter the tunnel, the
camera swings behind NiGHTS.
You can move up, down, left,
and right to collect the lines of
Rings and Blue Chips inside. This
is a great opportunity to chain
together a healthy link string, yielding a hefty points multiplier and
adding signifi cant time to the clock.
DREAMDROP FOR DRAGON NIGHTS
If you’re revisiting this mission after acquiring
the Dragon Persona, you can fl y down into
the updraft before the tunnel and pick up a
Dreamdrop!
P5 Zip LinesA series of four zip lines that
runs more or less horizontally
down the mountain is near the
course’s end. Each one has a
narrow gate at its start. You must
thread through it like a string
through the eye of a needle.
Once you’re through the gate,
immediately fl y up to grab onto
the zip line. Then just let NiGHTS
slide down it, collecting Blue
Chips as he goes. When you
reach the zip line’s end, hit the
Dash Ball in the next gate to automatically boost onto the
next zip line.
P4 Power Panel: Time StopJust after you exit the tunnel, fl y straight toward the circle of Blue
Chips and grab the Power Panel: Time Stop in the middle of them.
As soon as you get it, everything in Nightopia except you stops for
a few seconds. This is an excellent chance to catch the Goodle or
at least draw closer to it.
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B O S S F I G H T: D O N B A L O N
BOSS FIGHT: DONBALON MAP KEY
MAP CALLOUT
DESCRIPTION
START Start Point
G and Green Ring
P1 and Gate
P2 and Goal
DONBALON BOSS SCORE MAGNIFIER
MAGNIFIER SECONDS REMAINING
2.0 150 or more
1.9 137
1.8 124
1.7 111
1.6 98
1.5 85
1.4 72
1.3 59
1.2 46
1.1 33
1.0 20 or less
NO DREAMDROPS HERE
� ere are no Dreamdrops in
this part of the mission.
NIGHTMARENS IN THIS MISSION
NIGHTMARENS IN THIS MISSION
MISSION TWO: Link Challenge
GGGGGGGG
P1
P1
P2
START
After you complete the Pure Valley Chase Mission’s third course, you are taken to a boss stage, where you must fi ght the balloon-like Level 2 Nightmaren, Donbalon. He might look like a clown, but take this challenge seriously if you want to complete the mission.
The objective is to bounce Donbalon all the way to the top of the stage by smashing him through several gates that separate the stage’s sections. Smash him through the fi nal gate to defeat him.
Donbalon doesn’t have complete control over his own movement. However, he has a spinning, slapping attack that can make getting close to him diffi cult. If Donbalon hits you, you lose fi ve seconds from your timer. If the timer expires, it’s Night Over.
There are two ways to send Donbalon bouncing toward his doom. If you can get underneath him, you can execute a Touch-dash against his ample backside. All you have to do is fl y (not dash) into him to grab hold and start rotating with him. Then press the dash button to send him fl ying away from you. This is the most accurate way to hurl Donbalon where you want him to go, but you’re vulnerable to his attacks as you fl y toward him to make the initial contact.
The other way to bounce Donbalon is to Drill Dash straight into him. The advantage to this strategy is the fact that Donbalon can’t hurt you while you’re Drill Dashing. The disadvantage is that it’s harder to aim him. If you bounce him into a nearby object, he comes right back and hits you, stealing fi ve precious seconds.
The best way to beat Donbalon is to Drill Dash toward him but stop dashing in time to set up for a Touch-dash. Even if he catches you once or twice, the time you save with the more accurate Touch-dash is worth it. Generally speaking, avoid Drill Dashing him unless you can come up directly underneath him and line up your dash very carefully.
Boss: Donbalon
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PureValley
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Keep an eye on your Dash Power. If it gets low, swoop through the lines of Green Rings in the stage. Green Rings don’t count as links, but they replenish Dash Power just like regular yellow Rings, and they don’t vanish after you use them!
You can smash Donbalon through the translucent pink blocks. Although they shatter when he hits them, he still bounces back from the impact, so be careful. You can’t smash Donbalon through any other parts of the stage, except the gates between each section.
Sending Donbalon through the goal gate at the top of the stage ends his menace—for now. You’ll see him again before you’re done with Will’s Dream…
WILL’S DREAM JOURNAL
Defeating Donbalon in the fi rst Pure Valley
mission unlocks Will’s Dream Journal on
the Story Select screen. � e Dream Journal
records all of your best rankings for each
mission you’ve played, as well as the number
of Dreamdrops you’ve collected in each, along
with plenty of other important information.
NIGHTMARENS IN THIS MISSION
MISSION TWO: Link Challenge
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NIGHTMARENS IN THIS MISSIONNIGHTMARENS IN THIS MISSIONNIGHTMARENS IN THIS MISSIONNIGHTMARENS IN THIS MISSIONNIGHTMARENS IN THIS MISSIONNIGHTMARENS IN THIS MISSIONNIGHTMARENS IN THIS MISSIONNIGHTMARENS IN THIS MISSIONNIGHTMARENS IN THIS MISSIONNIGHTMARENS IN THIS MISSIONNIGHTMARENS IN THIS MISSIONNIGHTMARENS IN THIS MISSIONNIGHTMARENS IN THIS MISSIONNIGHTMARENS IN THIS MISSIONNIGHTMARENS IN THIS MISSIONNIGHTMARENS IN THIS MISSIONNIGHTMARENS IN THIS MISSIONNIGHTMARENS IN THIS MISSIONNIGHTMARENS IN THIS MISSIONNIGHTMARENS IN THIS MISSIONNIGHTMARENS IN THIS MISSIONNIGHTMARENS IN THIS MISSION
STA
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PURE VALLEY: LINK CHALLENGE MAP KEY
MAP CALLOUT
DESCRIPTION
START Start Point
DB and Dash Ball
DD and Dreamdrop
Seapo
Shleep
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