Epic Mickey 2 Walkthrough
Disneyland is in trouble, and we’ll show you how to save it with our Epic Mickey 2 walkthrough. Here, we’ll show you how to navigate each world, where to find the major collectibles, and give you strategies for the massive bosses. This time, Mickey has joined forces with his old rival Oswald to fight another evil force from Disney’s past. Let us guide you through the ghoulish rides and platforming puzzles so you’ll never get stuck.
There’s plenty more coverage to Epic Mickey 2. We’ve got a list of special extras on our Epic Mickey 2 cheats page. If you’re curious what the unlockable rewards will be on PS3 or X-box 360, find our lists of achievements and trophies.
Check back soon for new updates.
Episode 1: A Family Reunion
Episode 2: A Small Mystery
Episode 3: Into the Depths
Episode 1: A Family Reunion
Episode 2: A Small Mystery
Episode 3: Into the Depths
Yen Sid’s Workshop
Enter a world of Toons and creativity. Familiarize yourself with the story and characters through colorful animation and musical numbers.
The Mad Doctor is back, presumably to help Wasteland. As Oswald flies off with the Mad Doctor, Ortensia and Gus create a device to summon Mickey Mouse.
Make your way into the TV room and find the message sent by Gus. Jump into the TV and enter the next room. Grab the Sorcerer’s Apprentice Hat on the table.
You’ll need to find Yen Sid’s magic paint brush. Move up the stairs until you reach a gap. Double jump to the next platform, then double jump again to grab onto the ledge above the door. Jump through the painting on the wall.
Here you will be introduced to the most vital aspects of the game: the brush, paint, thinner, and more importantly, imagination. Obtain Yen Sid’s brush.
In the plane of imagination, use the brush to paint a path. Simply use paint on the rocks to make them appear. While traveling through the plane, feel free to paint all of the stars for a challenge.
Make your way down the path you’ve created. You can use your jump to overcome the floating rock obstacles. When you reach the end, enter the painting. You will appear in Mickey’s house.
You will need to be familiar with paint thinner. Use the thinner to destroy objects, rather than create them. Use thinner on the wall behind the TV to destroy it. Enter the next room.
To get passed your first puzzle, use paint thinner to destroy the base of the object in the middle of the room. It will come crashing down, creating a path for you to continue.
Now that you know the power of paint and thinner, you will be able to overcome many challenges in the game. Continue forward until you reach a gap in the platform. Use your paint to create a bridge.
You will now come across floating spheres in the room. First, use paint thinner to destroy the first sphere. Once it is destroyed, use the paint to create the bottom half of the sphere again. Do this for the rest of the spheres until you make your way across the room.
Jump to the doorway and listen to Yen Sid. He suggests that this game will have two paths, based around creation or destruction. Use paint or thinner on the painting to continue. For this walkthrough, we will be using paint.
Walk down the hallway and enter the secret door directly ahead. Mickey will use his magical brush to enter Wasteland.
Episode 1: A Family Reunion
Episode 2: A Small Mystery
Episode 3: Into the Depths
Castle Escape
Mickey and Oswald will need to make their way to Mean Street using the train. However, the earthquakes in Wasteland prove to be a problem. The castle will start falling apart, separating you from Ortensia.
You will need to make your way through the castle. At this point in the game, you can use co-op. It is also important to note that you can break objects to collect items such as extra paint.
Even if you aren’t playing co-op with a friend, the power of two players in this game is very important. You will need to team up with Oswald to overcome various challenges. This will become apparent after you are separated from Ortensia.
Move to the broken balcony to your left and call Oswald over to you. You can use Oswald to reach the balcony made of broken pillars. Give him a lift to the top and watch the pillars come crumbling down. Use your jump to reach the next platform.
Use a spin attack to move the gear. Oswald should do the same, triggering the door to open. Fall through the hole that will appear in the floor.
To retrieve Oswald’s remote, use paint on the red machine directly above the remote. Once it’s activated, use Oswald’s boomerang arm to get the remote. Head into the next room.
Grab onto the turnstile handle and pull. Mickey and Oswald will raise the platform into the next room. You will need to get three machines up and running. Start with the big machine directly ahead of you.
Oswald will use his remote to fix the first machine. Follow the cords with power surging through them to the second machine. There will be an orange-glowing handle shaped like Mickey’s head. Grab on to it and pull. While the door is open, use Oswald’s remote to get it started.
Move to the third machine in the room. You can get this machine working by using paint on the pipe directly above it. Once again, Oswald’s remote should get it started. A path will open and platforms will lower.
Use the lowered platforms to reach the top of the room. Head through the recently opened path, and drop down to the next area. You will face your first enemies called Spatters. You can attack them with paint, thinner, and your spin attack. Using paint makes them friendly.
Once the first set of enemies are dealt with, a piece of the castle will collapse. Jump on top of the rubble to get to the roof. You will reach a very wide gap that you can’t jump across. To clear the gap, throw Oswald in the air and grab onto him. You can glide across using Oswald’s spinning ears.
Drop down to the other side of the room. You will come across a new enemy. To defeat the Blotworx, have Oswald stun him with the remote. While he is stunned, jump on the button on his head. Use paint to get the Blotling out of the machine, or make him friendly.
Move through the doors to find Ortensia. Oswald’s secret stash of fireworks will reveal themselves. Head over to the them, and drag them to the rubble blocking the tracks. Once they are in place, give Oswald the all-clear to set them off. The train will arrive.
Hop on the train and travel to Mean Street.
Episode 1: A Family Reunion
Episode 2: A Small Mystery
Episode 3: Into the Depths
DEC
After listening to another musical number by the Mad Doctor, you will need to get the projectors working. Travel to Mean Street north and find Jamface.
To get to Jamface, you will need to move through Mean Street, which seems to be very broken. Head to the underground entrance on the other side of town. On your way over there, feel free to repair some of the town with your paint.
Enter the underground and move forward. Defeat the new enemy called a Dropwing. Use Oswald to glide across the gap in the underground. The streams of air should lift you up enough to clear the gap without falling.
To your left there will be a trapped gremlin. Before continuing forward, feel free to help him using Oswald’s remote. When you choose to continue forward, find the door to Mean Street North. There will be a purple-clothed gremlin named Jamface.
After talking to Jamface, he will teleport to an area near a statue towards the back of Mean Street North.
To the right there will be a building with wooden planks on the side. Use paint thinner on the wall to reveal a hidden tunnel. Continue to use paint thinner in the building to clear the tunnel. To the left there will be a platform with a gremlin.
Talk to the purple gremlin, and pay him to use fireworks on the door. It will cost you, but you can find the items necessary by breaking objects or chests in the game. Alternatively, on the platforms above the gremlin there is a machine with an orange-glowing handle. Pull it to reveal fireworks. You can use them to open the door to the D.E.C yourself.
Before traveling towards the D.E.C, feel free to talk to Jamface and the shop owners in town. Jamface is in need of scrap metal which can be found in town, or can be purchased from the pin shop. Giving Jamface 50 scrap metal will allow him to fix the Windmill, giving you an alternate entrance to the D.E.C.
For this walkthrough, we will be using the entrance near the purple gremlin. Once the door is blown up, find the D.E.C entrance on the floor and enter the D.E.C. You will have a side-view of a room, and a ball will roll towards you.
Grab the ball and drag it towards the machine in the center. Place the ball in the hole and the machines will activate. Use the balloon lift to make it to the next platform. Up there will be another lift attached to a rope. Ride it across the room.
Use your thinner to clear the path, and jump to the spinning wheel. They will spin in the opposite direction that you are moving, so be careful not to fall. Pass the obstacles to the next power source. This may take some practice.
Use the block on the left to reach the ball on the platform above the power source. Drag it into the hole to get the turtles running, and move forward. Use the elevator to the next area.
There will be three pumps in this area that you need to attach. Alternatively, you can supercharge one pump at the charging station to get the job done. First find Ortensia’s house, which is the pink one with hearts. Around the back there will be a platform you can jump on to get to the top.
Drag the pump off of Ortensia’s roof and place it in one of the spots near the fountain. The next pump should be in the river of thinner. Make it float above the thinner by using Fairy Sketch on it, then blast it with your paint to move it above the ground. Drag it into another spot near the fountain.
The final pump will be on top of the red house next to the platform that is moving up and down. Jump on the platform to reach the top, and grab the pump from the ledge on the front of the house. Place it in the final position around the fountain.
Head for the turnstile that was previously covered in thinner. Have Oswald help you as you turn it to enter the next area. Use Oswald’s remote on the controls to open the metal door. Enter the D.E.C to Rainbow Falls.
Jump on the spring box, and continue until you reach the pinball machine. Use Oswald’s remote to move the bumpers. Jump forward and clear the path using your thinner. Once you pass the second spinning record, you will reach the elevator to Rainbow Falls.
Episode 1: A Family Reunion
Episode 2: A Small Mystery
Episode 3: Into the Depths
Rainbow Falls
Jump inside the inkwell and become covered in invisible ink. Move slowly around the corner to the next door. Do not double jump or run, or you will lose your ink coating. While invisible, move through the door.
Use your spin attack to break the lock on the next door. Move down until you reach a platform made of ink. Jump on it to clear the gap. Find the next ink platform and ride it to the top. You will find a couple of enemies and a platform covered in thinner.
After neutralizing the enemies, either carefully jump onto each step using the small areas not covered in thinner, or use your own thinner to break a rock on the left, creating a walkway to the top. You will find a well full of indelible ink. Cover yourself in it.
When covered in indelible ink, you cannot be damaged by the thinner. It will not last long, so move quickly through the dripping wall of thinner behind the well into the next hall. Move across the platforms, and use your paint to fill in the gaps.
When you reach the Snow White door, slide Snow White and the prince together so the doors will open. You will be at the Projector Substation. Find the machine near the overlook.
Use Oswald’s remote to get the machine working again. You will need to shut off the pipes, which are scattered around the substation.
First take the platform that is moving up and down to the top. Grab the pipe’s handle and move it into place. Jump back down to the bottom of the substation.
There will be a pipe in-between two platforms that form a scale. Use your paint on the right platform to weight it down, forcing the left platform to rise. You should now be able to grab the handles to the second pipe and move it into place.
There’s a third pipe behind the fan on the other side of the room. Find the firework machine and pull the handle. Retrieve the fireworks and place it near the fan. Tell Oswald when you are ready to detonate it.
Once the fan is cleared, use your spin attack to turn the blue valve on the pipe. Once all three pipes are dealt with, move to the center and pull the orange button on the machine. The projectors will now be corrected.
The Mad Doctor seems like he’s in trouble, so you’ll need to make your way to his lab. The projector will take you to Rainbow Caverns. Find the projector or D.E.C in the room and travel to the Angel or Devil Side of Rainbow Caverns.
Episode 1: A Family Reunion
Episode 2: A Small Mystery
Episode 3: Into the Depths
Rainbow Caverns, Angel Side
There are two sides to Rainbow Caverns, the Angel side and the Devil side. I will cover both below. If you took the Angel path, you can completely skip all of the steps concerning the Devil path, and vice versa.
ANGEL’S CAVERN: Once you enter the next area, move left and head up the platforms. On the right side, find the steam whistle. Use your spin attack to activate it and wake up the workers. The worker will saw a piece of wood, and it will fall creating a bridge. Move upwards.
ANGEL’S CAVERN: Jump on top of the painter’s platform and work your way up. Use a boards as a spring until you reach the top of the construction site. Use the moving pillar to reach the next projector. Enter the Angel side of Rainbow Caverns.
ANGEL’S CAVERN: Have Oswald stand on the pressure plate, and go to the right to the ink well. Cover yourself in invisible ink. Jump to the rocks below and defeat the enemies. Continue forward while using your paint to create a path.
ANGEL’S CAVERN: Follow the path until you reach another pressure plate near a cave wall. Behind the wall, there will be multiple enemies. Defeat them, and keep moving forward to the next platform. Here, you will find the next projector. Enter the projector to Disney Gulch.
ANGEL’S CAVERN: You will now be at a Night on Bald Mountain. Make your way across the rooftops and windows, collecting as much as possible. Avoid creatures such as bats and ghosts. Use your spin attack to turn on lights, forcing enemies who are obstructing your path to scatter.
ANGEL’S CAVERN: When you reach the cemetery, use the coffins being lifted by ghosts to travel. You will need them to give you an extra lift to high places. Use the final projector at the end to finally reach Disney Gulch.
Rainbow Caverns, Devil Side
DEVIL’S CAVERN: The first D.E.C is fairly straight forward and similar to the previous ones. Follow it until you reach the elevator. If you ended up in the Devil Caverns, you will be met with a puzzle. There will be walls of what seems to be lava, and several red turnstiles on the ground. Take notice as to where all of the turnstiles are.
DEVIL’S CAVERN: You will need to head right first, so turn it until the right side is no longer blocked by the deadly wall. Move forward to the next turnstile, and repeat the process. Just continue forward until you reach the opposite side of the room. Beware of any enemies.
DEVIL’S CAVERN: Once you have passed the maze, jump to the platform near the Devil’s face in the rock. Defeat the enemy on the platform, and turn the handle on the ground until the Devil’s mouth opens. Head into the mouth and enter the D.E.C to Disney Gulch.
DEVIL’S CAVERN: This D.E.C is still like all the other ones, but a bit more complicated. First, use thinner to drop the ball at the start into its power source. Get on the balloon platform and take the top path. Once you reach the pinball machine, drop down to the bottom.
DEVIL’S CAVERN: Use thinner on the barricade, and dodge the stomping boots. Jump across the moving platforms. Make your way up until you reach the elevator. Enter Disney Gulch.
Episode 1: A Family Reunion
Episode 2: A Small Mystery
Episode 3: Into the Depths
The Mad Doctor’s Lab
You will need to get to the Mad Doctor’s lab using the train, but you’ll have to get at least one battery sphere first. Jump to the saloon, which should be on your left. Paint the saloon to make the doors open.
Grab the battery sphere inside of the saloon, and drag it out of the building. You will need to place it by the receptacle on the train. Watch out for Spatters in this area. You can fight them with guardians that you attract.
Next to the saloon, there should be a small shack marked with horse shoes. In front of that is the battery receptacle. Place the sphere inside of it to activate the power. You can leave the area, or find more spheres.
When you are ready to leave, head to the train engine. If you choose to place all the batteries, find the next battery sphere on the spinning rock tower in the center. Use your paint, thinner, or guardian to knock it down. Drag it to the receptacle and place it.
The third sphere is inside of the wooden structure in the center. Thin the wooden planks on the side of the structure to make it fall. Grab the sphere and place it in the receptacle.
Once all batteries are in place, head over to the train engine and travel with Gus to the next area. You will be met by an enemy shaped like a car. Defeat him and move forward to the platform near the top hat.
Move forward through the platforms and defeat any enemies along the way. Use the various contraptions to make your way forward. Use the book to boost yourself up to the rock platform with a projector on it. Take the ‘Old Mill’ projector to the Mad Doctor’s Lab.
In the mill, move upwards across the platforms. Use the lifts to make your way up until you reach a spider web. Use it to spring to the next area level.
At the top of the mill, you will reach the next projector. Either explore the area to collect more items, or go through the projector to the Mad Doctor’s Lab.
When you finally reach the Mad Doctor’s Lab, you will be met with your first boss, in the shape of an animatronic dragon called Elliot. He will kill you instantly, so you will need to dodge. Take notice to what platform he is about to pound with his fist, and move away from it.
Platforms below you will disappear, so you will have to paint them to avoid falling into the lava. You will also need to paint the dragon to defeat him. You can use either paint or thinner to get the job done, but for this walkthrough we will be using paint. In the first stage, just dodge and paint. Eventually a small creature will reveal that he is controlling the dragon.
Next, rocks will start falling. Dodge the exploding rocks and paint the creature on top of the dragon head. Eventually the dragon will get back up. Run away from Elliot’s circular saw and avoid falling into the lava.
Continue to paint the silver parts of the dragon, while continuously running in circles around the platforms. Make sure you take the time to paint in the platforms to make it easier for you.
When the paint finally brings the dragon down again, a door will open up near the tail, revealing another purple creature. Dodge rocks and make your way to the tail. Paint the creature to activate the third stage of the fight.
Rocks will fall creating a new platform. Make your way to them and head up. Be sure to paint the path so you do not fall through the stairs. Elliot will shoot paint thinner everywhere, trying to make you fall.
When you reach the top, the lava will rise and Elliot will try to attack you and breath paint thinner at you. There will also be more enemies to deal with, so defeat them first. Keep painting the dragon, and eventually he will fall for the last time.
A door will open on his chest revealing the last creature. Paint it to finally defeat the animatronic Elliot.
Episode 1: A Family Reunion
Episode 2: A Small Mystery
Episode 3: Into the Depths
Bog Easy
Head to Mean Street North and find the projector to Bog Easy. You will need to take the same path you took earlier in the game through the underground.
Travel to the underground and clear the gap using the moving platforms. Exit the underground to Mean Street North. Find the ‘Silly Symphony’ projector to Bog Easy, which should be located at the back of the town near the statue.
Move through the level and dodge the skeletons that will try to attack you. Eventually you will come to a gate that leads to another projector. Enter the projector to Bog Easy.
You will be introduced to an enemy called a beetleworx. Jump across the alligators in the river to make it to the docks. Dodge the beetle’s saws and defeat him using your paint.
The eye in the Replicator is powering the machine. Hack the beetleworx to make them friendly by having Oswald use the remote to reprogram the Access Port near the door where the beetles spawn. You may have to paint in the button first.
Once the beetleworx are friendly, Metairie will come out of the shop, and the shopkeepers will open his door. Find the train conductor, as he will need some help. You should be able to find him by heading through the shop.
There will be another Beetleworx replicator that you need to reprogram. Make your way across the docks to the train tracks. Have Oswald use his remote on the switch, and repair the station before the next aftershock.
Near the tracks there should be a boathouse. Enter the boathouse, and avoid the gap filled with alligators. Open the door by pulling the levers on both sides of the room, and jump on the boat trapped in the whirlpool. Ride the boat around the whirlpool until you can safely jump to the next open area.
Cross the town until you find Ian the ghost. He will exit the area through a wall, and you need to follow him. You can either blow the wall up, or reprogram the Beetleworx to do it for you. Have Oswald make the beetleworx friendly by using his remote on the replicator.
The beetles should automatically destroy the wall, revealing a projector behind it. Once all of the projectors in the area are dealt with, enter the ‘Silly Symphony’ projector to Blot Alley.
Once again you will need to avoid skeletons. Make your way across the level, and wait for skeletons obstructing your path to move. Watch out for skeletons that will hop out of coffins. You can also use the coffins to spring yourself up to new platforms.
Once you reach the end of the bottom layer of the level, hop into the open coffin. You will be launched up to the top layer. Head left to the projector, which should be located near the spinning dancing skeletons.
Enter the projector to Blot Alley and talk to Ian the ghost.
Episode 1: A Family Reunion
Episode 2: A Small Mystery
Episode 3: Into the Depths
Blot Alley
You’ll need to make your way from Blot Alley to Club 13, where Prescott is headed. If you get spotted in this level, the enemies will ring a bell as an alert. From the start of the level, there should be a well of invisible ink to your right.
The spatters will try to ring the panic bell, so hit them with your paint before they draw attention. Ian doesn’t want you to attack the spatters, but you can make them friendly using paint. Continue through the alley.
Gus should warn you when a spatter is going to ring the panic bell, so pay attention. Continue making the enemies friendly as you make your way through a few bell checkpoints. To avoid the enemies all together, keep an eye out for invisible ink wells.
You will come across a statue with a key. Use Oswald’s remote to spin the key counter-clockwise towards the gate furthest away. While the barrier is down, quickly go behind the statue and push the key towards the gate.
Follow the key and wait for the gate to open. Move through to the next part of the alley and stop the enemies from ringing the panic bell. Continue forward until you find enemies called Spladooshes. Move slowly passed them so you don’t wake them up. If they wake up, they will explode.
Move through the alley and repeat the above steps. As a warning, sometimes Oswald may draw the attention of enemies, causing them to explode or attack. Just move forward until you reach rubble blocking your path.
You can either clear the way using explosives on a gate near the rubble, or use the stairway at the end of the alley to the right. Either path should lead you passed the rubble to Ian.
Ian will open the gate to the area containing Club 13. When you are ready, ring the doorbell. Petetronic will offer to help you find a path through. He’ll need scrap metal to get started, so you may need to collect some first.
While Petetronic gets the generator going, defend him from the attacking enemies. Defeat the enemies in the area the same way you normally would. Soon enough, Petetronic will be finished with his job.
Once the doors to the Train Tunnel are open, head through the next projector.
After you enter the projector, you will be in the spring happy-themed land of Music. Move forward, but avoid the first explosion near the gate. Jump over the soldiers using the various treetop platforms.
Once you make it passed all of the soldiers, you should find the second projector. Exit Music Land into the Train Tunnels.
Episode 1: A Family Reunion
Episode 2: A Small Mystery
Episode 3: Into the Depths
Train Tunnels
Enter the Train Tunnels. There will be a large gap in front of you that you can’t jump across. Remember back to the castle level, and use Oswald’s spinning ears to glide across. Talk to Abe and enter the first room.
You will need to repair the first diorama, or take it offline. Start by fixing the arms with your paint. In between the arms you will find the clock tower’s face. Use paint on that too. Use the arms to spring yourself up to the platform that is moving in and out.
Head towards the back of the clock tower’s face and wait for Oswald. Use your spin attack to spin the gears until the clock tower’s face moves back into place. Make sure Oswald is with you so he can do the same.
Abe should open up the transport tube. Head to the tube in the corner of the room and take the transport tube to the next diorama.
When you get into the next room, listen to Gus. He will inform you of markings on the wall in the back right corner of the room. Go talk to Abe and enter the second diorama.
Take the moving platform to the top of the rafters. On the wall, you will find pipes that are broken. Use your paint to repair them. Next, find the cutout of a beetleworx.
Use your paint to repair the replicator door so the cutout can enter. Once that’s finished, find the tracks on the other side of the room. There will be a cart that is stuck on the tracks. Grab the handle of the piece in front of it on the floor. Either align the tracks or move them out of the way.
You may have to defeat a tough enemy if you pulled the tracks out of the way. I was easily able to defeat him by using the fireworks found on the top layer of the room.
Abe will open the transport tube, allowing you to travel to the next area. Talk to Abe, then head into the next diorama room. Start off by repairing the spinning clouds on the wall.
Next, find the broken Blot prop on a spring. Use the handle to wind it back up, but avoid the electricity and pools of thinner. Once you have cranked that prop back into place, divert your attention to the flying blot prop.
The flying blot prop is stuck. To fix it, head to the roof using the clouds that you fixed earlier. Find the tracks, and avoid the electricity that it is sending out. Grab the handle and move the blot prop back into place.
Listen to Gus, who will explain you have to align the fireworks. Drop down to the ground and find the handle behind the middle set of fireworks.
The next part is a bit tricky. You will need to make it so each set of fireworks has all of their lights green. I do not know if every game is different, so this part may be trial and error for you.
I was able to solve the puzzle by turning the stack on the right completely green, then focusing on the left and middle one. Make sure to turn the handle to divert the electricity to only the left and middle stacks so you don’t affect the stack on the right, then step on the button to send a surge of electricity. Keep trying until all the lights turn green.
Once the fireworks are aligned, head out of the back of the room. Talk to Abe about Prescott and retrieve your reward. When you are ready to leave, glide across the gap and take the Music Land projector to Fort Wasteland.
This Music Land is pretty straightforward. Continue onwards and avoid falling into the water. Don’t stand on objects too long, or they will sink. Reach land and keep going until you reach the last projector to Fort Wasteland.
Episode 1: A Family Reunion
Episode 2: A Small Mystery
Episode 3: Into the Depths
Fort Wasteland
You will have to get into the fort in Fort Wasteland. Move forward to the fort’s door and turn left. Follow the log-bridge until you reach an opening.
You will find a pocket watch on the ground. Pull the handle and the watch will open. Oswald will use his remote on the hidden switch inside, and a giant door will open. Move through it.
Move into the newly opened area full of trees. Some of the trees will have sections that are lighter than the others. Use your thinner to make these trees tumble over. They will fall over and create a bridge into the fort. Follow them up.
Drop down into the fort and move straight forward to the giant clock. To the clock’s right, there will be another pocket watch on the ground. Pull it open and have Oswald activate the switch.
The larger clock will start spinning, and will eventually open. Move into the tunnel and clear the first gap by using Oswald to glide. Outside of this tunnel there will be a big sleeping bear. Jump on his stomach and grab the clock handle.
Now that you know how to get into the fort, head back in and take notice to the bottle tops on the walls. Paint the corks back into the bottles, then turn to the other side of the fort. You will see a blue machine.
Go over to this machine and pull the handle on the ground, which will reveal a hidden button. Have Oswald activate the machine with his remote. Once you are done, will you be attacked.
Defeat the enemies, and then a cut scene will activate revealing a Slobber. Gus will inform you that you have to attack when he opens his mouth to suck you in. His mouth is his only weak point, so hit him a few times while his mouth is open to take him down.
If you thinned out the spatters, Ian the ghost will get mad and send a wave of enemies at you. Defeat all of the spatters that he sends at you. When they’re all defeating, Ian will retreat.
A few friendly toons will show you that one of the rocks was fake, and behind it there is an elevator. Take the elevator to the Floatyard.
In this area, grab the battery sphere and move right passed the spinning records. Push the sphere onto the spring to the left of the records.
On the second record, there will be a spinning platform. Jump on it, and use it to boost yourself up to the second level. Push the sphere right passed the xylophone and place it in the receptacle.
Make your way passed the obstacles on top of the lava. Do not fall into the lava, or you will most likely have to restart the level. This part can be very frustrating and requires practice.
When you pass the lava portion of the level, continue forward until you find a giant red ball. Jump on top of it to get to the upper platforms. Travel right until you find the elevator. Alternatively, you can take the top layer of the area to get to the elevator while moving left. Both options bring you to the same place.
Take the elevator to the Floatyard.
Episode 1: A Family Reunion
Episode 2: A Small Mystery
Episode 3: Into the Depths
Floatyard
After your encounter with Prescott, you’ll be met with a new enemy. Defeat him as you normally would using your paint and thinner. There is a weak point on his back. Use your paint to repair the drums on the right side of the door.
Jump on the drums, and then on the clowns nose. Head to the next platform with some wires attached to a machine. Push the machine towards the ledge and repair the wires using your paint. Have Oswald activate the button with his remote.
Push the machine off the ledge and drop down. There will be another machine in the center of the ground shaped like a turtle. If you can’t find it, it’s attached to wires that lead to the purple-lit door. Repair this machine and move towards the blue-lit door.
Near the treasure chest to the left of the door there will be fireworks. Drag them into the doorway and have Oswald set them off. Next, move back to the machine you pushed off of the ledge. Drag it into the receptacle near the treasure chest.
Repair any wires in the ground that may have been thinned. Have Oswald activate the switch on the turtle-shaped machine. Both machines will activate, opening a door.
Move through the newly opened door and repair any platforms with your paint. Make your way upward and look for an orange button on the left side. Pull it, revealing a switch for Oswald to activate. A new door will open.
Use Oswald’s spinning ears to glide across the gapped filled with thinner. You can use the streams of air for an extra boost. Pull the orange button at the end of the gap and Oswald will activate a switch. Another door will open.
Move into wonderland and find the next switch for Oswald to activate. The face-shaped door will open revealing a new tunnel. Look for the beach balls that will roll down the hill. Go in the opposite direction that the balls are moving.
Find the turnstile at the end of the tunnel, and work with Oswald to move it. The door will open. Enter the new area and listen to Prescott. You will need to find a way into the float to follow Prescott.
You will have to face a new enemy, who seems to be armed with paint and thinner. Avoid his paint-shots and defeat him how your normally would. Repair any platforms in the area, as you will need them to make your way upwards.
Find a couple of switches in the area, and activate them to get some of the float pieces moving again. Move to the right of the window and find a wall that can be thinned out. Use your thinner to reveal a mini-float shaped like a turtle. Thin it out to gain access to the fireworks.
Set the fireworks off and jump on top of the giant hand. Head to the next platform and find a playing card covering the ground. You can find this on the opposite side of the clown head on this platform. Use thinner on the playing card and get Oswald’s help to retrieve the next stack of fireworks.
Oswald will set off the fireworks, destroying a large chunk of the platform. Move to the clown face on the opposite side and thin out the nose, revealing a switch. Use Oswald’s remote to activate the switch. A stream of air will start coming out of his mouth. Use it to glide to the upper parts of the float.
Move forward and find a stack of fireworks being held by a hand on top of the float. Use thinner on the base of the arm to reveal a new switch. Activate the switch to drop the fireworks. Drop down and ignite the fireworks.
Once the fireworks detonate, a hole will open in the wall of the building. You will find Prescott inside next to a projector. However, you can’t enter the building until you get passed the thinner jets. Find the platforms on the ground shaped like playing card symbols and thin them out.
The well that was previously filled with invisible ink should convert. Jump inside of the well, covering yourself in a hard shell. Walk to the hole in the wall and find the projector. Prescott will be gone, but enter the ‘Old Mill’ projector to Prescott’s Arena.
Travel upwards in the mill, just as you did last time. Use the platforms and spider webs to spring and swing upwards to the top of the mill. Towards the top, on the right wall of the mill, you will find the next projector. Enter the projector to Prescott’s Arena.
Episode 1: A Family Reunion
Episode 2: A Small Mystery
Episode 3: Into the Depths
Prescott’s Arena
As soon as you exit the projector, you will be met with your second boss battle. Prescott will send his greatest creation at you, but it’s not impossible to defeat.
The boss will open his mouth and shoot fireballs at you. The first stage of the battle is simple enough to finish. Use your paint thinner to weaken his armor, then simply use a spin attack on the ball right as it is about to hit you. The ball should reverse direction, stunning Prescott’s creation.
A piece of him will fall off, and the boss will start attacking again. Dodge all of his attacks, and try to use thinner on his face. Thin out the boss as much as possible and wait for him to open his mouth again. He will shoot fireballs at you once more. Use your spin attack again to stun him.
Once you’ve finished off Prescott’s creation with a combination of thinner, fireballs, and some skill in dodging attacks, Prescott will pop out of the machine. Approach him in a cut scene.
Listen to one of the Mad Doctor’s musical conversations. It doesn’t take a genius to realize that something suspicious is going on. Exit Prescott’s Arena and head to Mean Street to investigate Ventureland.
Episode 1: A Family Reunion
Episode 2: A Small Mystery
Episode 3: Into the Depths
Ventureland
You will need to head to Ventureland to investigate. Go through the underground to Mean Street North.
Make your way back to the statue where the projectors are. Take the ‘Walt Disney’s Mickey Mouse’ projector to Ventureland.
This classic-looking level is straightforward. Just head to the right while dodging obstacles along the way. You should come to another projector in a small building. Travel to Ventureland.
After you’re done talking to Daisy, make your way into Ventureland. Enter Daisy’s house and wait for her news report to end. Talk to her. You’ll need to retrieve a gear that Smee removed.
Head over and talk to Smee. You can use an alternate route and take Tiki Sam’s tunnel into the construction site, but it will cost 500 tickets. Daisy informed you that you could appeal to Smee by finding chests containing pirate clothes. There is also a secret way, which I have not discovered yet. I’ll update this walkthrough once I have more information, but I want to direct your attention to the tiki on the ridge, and the three reflectors scattered around the top parts of the area that you can paint in. When combined, they reflect the sunlight to the tiki’s head.
This part can be tricky, as some of the items are well hidden and hard to get to. The first treasure chest is directly to the left of Daisy’s house between two houses, but you will have to paint it in. The second one is on top of the roof on the building next to Daisy’s house. You can access it by having Oswald give you a lift to the roof of Daisy’s house and thinning out the objects on her roof. Next, just double jump to the other house. Paint in the objects on this roof, and a chest should appear.
Head to the building that Smee is standing in front of. The third chest should be directly behind the large tree in front of it. Paint in the thinned section of the tree and the chest should appear.
The fourth chest is near the beginning of the level, where you exited through the projector. Head back to the bridge across from the projector and look for an unpainted chest under the bridge. Paint it in, and grab the last piece of clothing.
Once you have all the pieces, head back and talk to Daisy, or give them directly to Smee. For this walkthrough, we will be talking to Daisy and using her suggestion to obtain the gear. Once Smee leaves and gives you the gear, put it on the lift near the water wheel. Ride the lift up.
Follow the path and enter the first door attached to a tree. Follow the tunnel until you reach a new area. Use Oswald to glide across each platform to the next tunnel on the other side. Continue into the next area.
Turn to your right and look at the rock extruding from the walls. Use thinner on it to drop a large skull into the water. Jump on top of the skull and direct your attention to the house on the left side. Use your thinner on the base of it to drop it into the water.
Use your paint to repair the base of the house, and jump onto it to get out of the water. Continue up the platforms until you reach another house. Once again, use thinner on the base, and repair it once the house has fallen. Head forward until you reach Pete Pan.
You can either pay Pete Pan to enter, or find an alternative way in. In this walkthrough we’ll find the alternative. Walk passed Pete Pan and turn right, towards the river. You can’t get passed the walls of thinner, but you will find a well.
The well is empty, but you can fill it with ink by thinning the tiki masks directly above it. Once the well is full, cover yourself in ink and walk directly passed the walls of thinner by the river.
Move into the tunnel and drop down. Use thinner on the wall directly in front of you, and pull the orange button on the machine. Grab the fireworks and place them in front of the metal door. Have Oswald use his remote to set them off.
Turn around and face the wall opposite of the door. The massive explosion knocked a metal object on the ground. Use it to scale the platforms on this wall. When you reach a gap, use Oswald’s glide to make it across.
On this platform, you will find the next projector. Enter the mysterious ‘Walt Disney’s Mickey Mouse’ projector.
This projector leads to another classic-looking area which is easy to navigate. Just move forward while dodging electricity and moving machinery. Enter the next projector.
Episode 1: A Family Reunion
Episode 2: A Small Mystery
Episode 3: Into the Depths
Autotopia
When you exit the mysterious projector, you’ll find yourself in the once-great Autotopia, a place of nostalgia for some of the toons. Your first objective will be to reprogram or destroy the first Guardian Siphon.
Head straight forward to the siphon in front of you. It will start shooting thinner at you, so be careful. Stand on the pressure plate, which should look like a circle on the ground with a white boarder.
When you stand on the pressure plate, an access port will be revealed. While dodging the thinner, wait for Oswald to use his remote on the access port.
Once Oswald is finished, the wall of thinner blocking the tunnel down the road will disappear. Follow the road into the tunnel and keep moving forward while defeating the enemies. Find an entrance to a room on your right.
Jump over the puddles of thinner, and watch out for streams of thinner that may come up from the ground. Make your way to the back of the room where Gus is. There will be a machine with an orange button. Pull the button, and wait for Oswald to reverse the pump direction using the gear.
Now that the first Guardian Siphon is dealt with, head down the tunnel into the newly opened area.
Continue down the road until you reach the second Guardian Siphon. This siphon will work the same way as the last one, but there will be two pressure plates this time. Make your way to the siphon while defeating enemies.
Jump across the platforms in the thinner to reach the Guardian Siphon. Stand on the first pressure plate and jump to dodge the stream of thinner. Oswald will use his remote on the first access port. As soon as Oswald is finished, repeat the process on the second pressure plate.
The Guardian Siphon will go down, disabling another wall of thinner. Head down the newly opened tunnel.
Reach the end of the tunnel and find the room to your left. Jump on the platforms to make your way across the thinner, and find the next pump machine. There will be two orange buttons. Pull one of them, and Oswald should pull the other one. Wait a moment while the gear spins.
Once the pipes are reversed, head back to the tunnel and move into the newly opened area. This will lead you to the third and final Guardian Siphon.
When you reach the road blocks, take notice of the platforms to your right. Head up the cliff and paint in the walkway as you move. The third siphon should be directly ahead. This siphon will have three pressure plates, but they are completely surrounded by thinner.
Thin out some of the enemies in the area and pick a pressure plate. Stand on it, dodge the thinner, and let Oswald use his remote on the access port. Repeat this process for all three of the pressure plates placed around the siphon.
When the final Guardian siphon goes down, falling rocks will open up a new path. Enter the newly opened cave, which is a shortcut to the first siphon. A hole will open up in the floor. Drop down onto the road below, and find the next pump.
Cooperate with Oswald to spin both gears on the machine at the same time. The pipes should reverse, giving you access to the area near the first siphon. After the cut scene, collect your reward and move up the first siphon’s tower.
At the top of this tower, there will be another projector. This projector will lead to the Mad Doctor’s Attic.
Episode 1: A Family Reunion
Episode 2: A Small Mystery
Episode 3: Into the Depths
The Mad Doctor’s Attic
Welcome to the Mad Doctor’s old Attic. Move forward through the level while dodging all of the hazardous obstacles. Once the Mad Doctor is finished singing about his plans, you will reach the projector. Enter this projector to enter the real attic.
Gremlin Jamface is trapped, and the key to his escape is in shutting down all of the replicators. You can either reprogram them or destroy them. Move forward across the tracks and enter the main room.
Move forward and repair the room with your paint. Start by repairing the tracks and the wires in the center of the room. The power to the seats should be restored when you are done. Next, head towards the back of the room.
Be aware of all of the enemies in the attic. They will respawn in infinite amounts due to the replicators. I tried to avoid them, only destroying enemies when necessary. Making one of the enemies friendly could be very useful in this situation.
At the back of the room you will find a small stage. Start by repairing the ant-shaped machine on the tracks. Next, get on the stage and find a handle on the floor. Grab it and pull it. There will be an identical handle on the other side of the stage. Repeat the process. Cutouts of Oswald and the Mad Doctor should pop up.
Now it’s time to disable the first replicator. Find the stack of blocks near the stage. It may be covered with a wooden cutout of some characters, but behind it is a stack of blocks. Use them to reach the platform on the top of the room.
On this first platform, there will be a thinned out access port. Use paint to make it appear, then have Oswald use his remote on the access port. There will be two more replicators left to deal with.
There will be hanging platforms that lead across the attic to the other side. Jump across the hanging platforms until you are near the second replicator. Paint in the platform above the replicator, and jump on it. Once again, there will be a thinned access port that you must paint. Have Oswald deal with the access port.
Now it’s time to disable the third and final replicator. Take notice of the large wires moving across the wall. You can follow these wires to the last replicator. Paint in a platform so you can clear the gap to the wires. Jump on the wires and walk towards the third replicator.
While moving towards the last replicator, use your paint to repair the large wires on the wall. Sections of multicolored wires will appear. Keep moving forward until you reach the end of the wires. You will see a green section above the replicator.
Use paint on the green machine to paint in the last access port. A platform should slide out underneath it. Jump on the platform and have Oswald use his remote to disable this replicator.
As a warning, I experienced some difficulties with the above part. I restarted the level a few times, and each time an ally would destroy enemies in mass amounts, resulting in extreme lag. The platform would also take a long time to extend. I restarted the level, and eventually everything worked fine.
Once the final replicator is down, Gremlin Jamface will be released. Follow him to the vault door. When he opens the door, find the ‘A Night on Bald Mountain’ projector, and enter it to find out what the Mad Doctor has in store.
Episode 1: A Family Reunion
Episode 2: A Small Mystery
Episode 3: Into the Depths
The Mad Doctor’s Ride
The Mad Doctor will start attacking you with his machine. Dodge his attacks, and keep moving from side to side. Wait for his red eye to appear. When he is vulnerable, use your thinner to weaken the machine.
Be careful not to fall through the platforms. Use paint to repair the area when necessary. Oswald will help by shocking the machine to stun him. Keep shooting thinner at the eye until the attraction goes down for the first time.
The machine will get up, angrier than ever. You will need to take the machine down once more, the same way you did last time. However, this time the floor will be spinning. Oswald will attempt to slow down the platforms with his remote, but you should keep running in one direction.
Dodge the machine’s attacks and keep running around the platforms. Use thinner on the red eye until the machine malfunctions and breaks.
The third phase of the fight will take place after the Mad Doctor enters his new ride. You will fall into an area with a Guardian Siphon. The Mad Doctor will attack you with his ride.
This battle is simple to win, but may take a good amount of time. They key to winning this boss battle is using your thinner on the spinning masks on his head.
Run around the circular platforms while shooting thinner at the masks. Oswald will try to help you by slowing down the spinning with his remote. Just keep dodging attacks and using your thinner.
Remember to repair platforms with your paint to make movement around the floor much easier. Try not to fall into the lake of thinner around you, or you will have to restart the battle. If you die on normal platforms, Oswald can revive you.
When the machine is running around in circles, stay in one spot on a platform else the ride may launch you into the thinner. Also, your best chance to shoot the masks with thinner is when the ride is standing still for an attack.
Once all of the masks are completely thinned out, the machine will malfunction and fall. Oswald will make his way to an access port and use his remote. Congratulations, the final boss will be defeated, and you will have completed the story.