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Donkey Kong Country/Enemies

This is an alphabetical list of all the Enemies in the game.

Army
Army is the armadillo that can roll up into a ball and roll into you. If you roll into an Army while it is rolling and you are playing as Diddy, you will only stun it for a few seconds. To defeat it, jump on it while it is not rolling or while you play as Donkey, or just have any barrel pound on him.

Bitesize
Bitesize are small, green piranha fish that swim across the screen in underwater levels. The only way to defeat them is by having Enguarde and lunging at them.

Chomps
Chomps is a shark that can be found in almost all the underwater levels. The only way to defeat them is by having Enguarde and lunging at them.

Chomps Jr.
Chomps Jr. is completely identical to Chomps in every way except that it is smaller and, surprisingly, although smaller than Chomps, is more dangerous. Again, only Enguarde can kill them.

Clambo
Clambo is the clam that sits in one place and shoots pearls at you. There is no way to defeat them.

Croctopus
Croctopus is an octopus that will spin in circles (Purple). In the level Croctopus Chase, in Gorilla Glacier, the Croctopus (Blue) will chase you instead of just going in circles. There is no way to defeat them.

Gnawty
Gnawty is the Beaver found in the majority of the game. It has grey fur and you can defeat them by jumping on them with either Kong, rolling into them, or throwing a barrel at them. But there is another type of Gnawty that you should know. This one has a brown color and their part in the game is running on a big wheel (Like a hamster wheel) that goes up and down or left and right. In the level Temple Tempest, in Vine valley, the Gnawty with brown color will chase you with the big wheel instead. There is no way to defeat them, even with things like your animal buddies, etc. Just avoid them.

Klump
This heavy kremling has an army hard hat, purple pinstriped pants (matches his purple skin) and a green army belt loaded with army weapons he never uses (he looks like an armadillo so he could be the kremling equivalent of Army). Diddy won't be able to jump on him because Klump's hard hat withstands it and throws both Diddy and Klump backwards a little bit. Jumping on a Klump can knock them off the edge of a platform, so you can push them into pits if need be. Instead, have Diddy do a cartwheel attack on him. Donkey Kong can kill him with any attack. Using barrels, as usual, is the safest way to defeat a Klump.

Kritter
Kritter is the basic kremling that just walks back and forth. You can defeat them by jumping on them, throwing a barrel at them, or rolling into them. However, there are four different types of Kritters you must be aware of; there are the green ones, the blue ones, the orange ones, and the grey ones. The green ones are simple to defeat because all they do is walk (thereby making them not as much of annoyances as the other types). The blue ones always jump towards you. The orange ones jump back and forth from the platforms they're jumping from (Depends what). The grey ones have a routine of hopping twice and then a high jump so careful with these cretins.

Klaptrap
Klaptrap is a small, quadrupedal blue Kremling that resembles a small crocodile. Don't bother doing a roll attack on its front or you'll be bitten by his teeth. Defeat them by jumping on them with either Kong, rolling into them from behind, or throwing a barrel at them.

Krash
Krash is the kremling that drives in the minekart levels. Defeat them by jumping on them (though this only works in Mine Cart Madness where they don't move). They are impervious to the Kongs in Mine Cart Carnage where their carts move.

Krusha
Krusha is the giant kremling that wears a camouflage tank top, limps, sports a mohawk and appears jolly but is nonetheless an enemy of the Kongs. In the level Platform Perils, there is a grey kind which can only be killed by a barrel. The regular blue kind can only be killed by Donkey Kong (he can even only kill the blue kind by jumping on them; roll attacks from either Kongs will not work and ground slapping even the blue kind won't kill them.)

Manky Kong
Manky Kong is an orangutang that throws barrels at random intervals. Unlike the sequels to this game, jumping on the barrels will only kill your character. Defeat them by jumping on them with either kong or throwing a barrel at them.

Mini-Necky
Mini-Necky is a smaller version of Necky which spits nuts. Defeat them by jumping on them with either kong or throwing a barrel at them.

Necky
Necky is a vulture that is either on the ground throwing nuts or flying at you. Defeat them by jumping on them with either kong or throwing a barrel at them. Some can be defeated by rolling.

Oil Drums
Oil Drums first appeared in the Donkey Kong arcade game. There are two types of Oil Drums. In Donkey Kong Country, one that has a skull on it, they contain enemies that pop out randomly. The only way to defeat them is to throw barrels (either TNT or regular barrels) at them. The other type that says OIL on it is one that spurts fire from above (Obvious how come it contains fire inside). The only way to destroy these is with TNT Barrels

Rockroc
Rockroc is a kremling completely made of rock that is only found in the level Stop & Go Station. They hate red light so they hide themselves in forms of rock like figures until green light comes back on and then they sprint quickly left and right. They are invulnerable to all attacks in the original Super Nintendo version; in the Game Boy Advance version you can get rid of them for good by getting DK to ground slap them while they're immobilized by the red light.

Slippa
Slippa is a poisonous snake that lurk around mostly in caves. They can be beat by jumping on them with either kong, throwing barrels at them, or roll out attack.

Squidge
Squidge is a jellyfish-like enemy. They squint up and down or sideways like going left and right in the direction of down or up and down and up for the direction of left or right. Sometimes they go straight up right, up left, down right, down left, etc. Enguarde is the only one who can hurt them.

Zinger
Zinger is like a bee/wasp that flies around the area buzzing about. There have 4 different colors in act of camouflage; yellow, red, orange, and dark greenish. Its body is covered spines so you don't want to touch them anywhere. It can only be beaten by barrels or by Animal Friends like Rambi or Winky. Mincers look like spike balls, and behave somewhat like Zingers, spinning rapidly, with some even floating. Mincers are more threatening due to the fact that they are completely invulnerable to all attacks. As such, Mincers only appear in three stages in the entire game.

title: Donkey Kong Country/Enemies


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Donkey Kong Country/Kongs

Donkey Kong
Donkey Kong, or DK for short, is the head ruler of Kongo Bongo Island who owns an enormous banana hoard. When he hears the bad news of the Kong's banana hoard being stolen by the Kremlings, he embarks on a journey to retrieve his stolen bananas. This strong ape is capable of pounding many enemies but cannot do this quest alone and requires his friends' help. His main companion during this journey is Diddy Kong.

Diddy Kong
Diddy Kong is Donkey Kong's nephew. He is trapped inside a DK barrel and must wait for DK to help free him before he joins Donkey Kong on his quest. This little chimp doesn't have DK's ground pound ability.

Cranky Kong
Cranky is DK's father, and gives certain advice to Donkey Kong. He really doesn't want to help DK, because he only cares about the island and himself. He's old, with a cane and rocking chair, and scolds DK and Diddy a lot. Though he is wise, he can certainly be a jerk at time.

Funky Kong
DK and Diddy's bud, Funky takes them all over the island to the places where the banana guardian has been beaten, and the place you're currently working on. In the Game Boy versions he also runs a minigame called Funky's Fishing where the goal is to catch a certain amount of sea creatures (in one case, pieces of trash) before the time runs out.

Candy Kong
DK's girlfriend, whom he talks about with Diddy a lot, is Candy Kong. Candy runs Candy's Save Barrel and can save your game anywhere. If you are on your way to a new part of the island and don't have Funky's Flights unlocked yet (other than Gangplank Galleon), you need to go back to the part where you just beat the banana guardian and save the game in case you die before reaching Candy's and have to start over. In the Game Boy Advance versions, Candy's Save Point is replaced with Candy's Dance studio, which is a mini-game that functions somewhat like Dance Dance Revolution and Parrapa the Rapper, only fitted to the GBA's button scheme.

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/

title: Donkey Kong Country/Kongs


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Donkey Kong Country/Cheats

Fifty lives
On the start page select "Exit game". On your controller: push B, A, R, R, A, L and hear a ding! Play the game and you will see you have fifty lives. Do it wrong and it erases a saved game, so be careful!

Also on the SNES this is possible with the same buttons(just a different controller). On the SNES version of the game, doing this cheat wrong will not erase a saved game.

Bonus Game Trainer
While Cranky Kong is playing his music, press D-Pad (Down), Y, D-Pad (Down), D-Pad (Down), Y and you will hear a ding. You will then appear in a bonus room with 3 of each Animal Token. Here you can train your skills at the bonus rooms for the animals (Rambi, Expresso, Enguarde, and Winky).

Kill a Klump with Diddy Kong by jumping
If you are playing as Diddy kill any extra enemies around a Klump. If you can jump on him long enough to get him to fall off an edge, right before he falls he will die.

A Darby Day of Music (Music Test)
Highlight erase and insert the following code.

D-Pad (Down), A, R, B, Y, D-Pad (Down), A, Y. If you hear a ding, push Select to change the music.

Donkey Rides A Donkey
In Jungle Hijinxs, get Rambi from his box and go back to the beginning of the level. Go up the tree and jump on the next tree. Jump where the banana arrows are and get the Steel Barrel. Throw it at the tree house tree and jump on it. While riding it, hold Y and when you get to Rambi (while still riding the barrel), push B. Suddenly you will get on Rambi, Rambi will become a black and red Donkey Kong, and the B&R Donkey will throw the barrel (but he actually throws the air, because the barrel mysteriously disappears). You will then ride an almost fully-active black and red Donkey Kong. But if you hit anything other than left or right on the D-Pad, the DK will disappear, and Rambi will return. This same thing will work if you use Diddy to ride, only it will be a black and red Diddy.

title: Donkey Kong Country/Cheats


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Donkey Kong Country/Levels/Jungle Hijinxs

 * Enemies: Gnawty, Klump, Kritter, Necky
 * Bonus Rooms: 2
 * Animal Helpers: Rambi
 * Animal Tokens: Expresso
 * Difficulty: 1/10
 * Extra Lives: 8
 * Level Warp: Yes (only in Game Boy Advance version)
 * Hidden Cameras: 5
 * Music: DK Island Theme (Begins at Part 1)

Walkthrough
When you start the level, you start out as Donkey Kong who blasts out of his treehouse and onto the ground. Use Donkey Kong's rolling jump ability to get over large gaps where two red balloons and a single green balloon. You must now control Donkey to pass two Klumps which makes him reach the Star Barrel. Next, there is a vulture called Necky who heaves out nuts at your character. Below it is the Expresso Token. Just a little bit farther is Rambi. Jump on him and just keep going forward past three Gnawties until your character reaches a small wall. Crash into it to find the first bonus area. Inside is a bunch of bananas and the sixth Extra Life Balloon. When your character leaves the bonus area, instead of going forward, drop down behind the tree and run into the wall on the right side. This gets you to the second bonus area. In this bonus area, you have to match up the tokens. It is recommended to get the Expresso token as you might have already collected one. After this bonus, just keep going forward while jumping over a ledge until your character(s) reach the end of the level. For the last three lives, jump on top of the cave located at the end of the level. Jump again, but straight up. Your character then gains three lives from the blue balloon you find. Then, Ropey Rampage is allowed to be accessed.

Bonus Rooms

 * Shortly after the Rambi crate, ram into a sensitive wall to access a Bonus Level. You need Rambi to do this.
 * After the letter G, there is another sensitive wall to break with Rambi. In the Super Nintendo version it is in the left-side of the ledge; in the Game Boy Advance version it is on the right.

Extra Life Balloons

 * Inside the treehouse (only once per file in the Game Boy Advance version).
 * Two red balloons and one green balloons are on top of treetops at the start of the level.
 * Inside the first bonus level cave is a red balloon.
 * There is one blue balloon above the level exit. It is required to jump straight up in order to obtain this balloon.

Warp Barrel Location
After you begin the level and land on the ground, jump two times to land on the second notch to the left. Then jump onto the pair of trees and jump to the next treetop. Then, instead of going down to the ground, as the arrow shows, roll and jump to the next treetop. Go slightly right and fall off the tree and you will land in the warp barrel.

Hidden Cameras

 * Inside DK's Hut, behind the giant bananas in the left-side corner.
 * In the middle of the level's first Bonus Room.
 * Hand-Slap one of the Klumps before the Star Barrel.
 * Jump on three Gnawties in a row.
 * Jump on three Kritters in a row.


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Donkey Kong Country/Levels/Ropey Rampage

 * Enemies: Army, Kritter, Zinger
 * Bonus Rooms: 2
 * Animal Helpers: None
 * Animal Tokens: Rambi
 * Difficulty: 2/10
 * Extra Lives: 2
 * Level Warp: Yes (only in the Game Boy Advance version)
 * Photographs: 1
 * ''Music: DK Island Theme (Begins at Part 2)

Walkthrough
Enter the level. Jump on the roof of the cave you just exited and climb to the top it. Jump to the right and land on the treetop. Run fast and jump as you run to the end. You will collect a hidden banana cluster. Kill the green Kritter. Grab the letter K, and jump on the rope. Under you are two Army (armadillo enemies). If you are Donkey Kong you can kill them with one jump, if you are Diddy then it will take two jumps. But you can avoid them. Climb the rope and jump to the treetops. If you are DK, then slap the ground, and a banana cluster will pop out. Do the same to the other two trees. Jump to the landing. Jump on the Kritter coming your way. Climb up the rope, grab the DK barrel and jump back down. Throw the barrel at Kritter walking your way. Jump on the other Kritter. Grab the motionless rope. It will start swinging when you get on it. Time it just right and grab the Rambi token.

Drop to the middle of the ground below the rope. Slap the ground with DK, in the indention. A banana cluster will appear. Grab it and continue up the embankment. An Army will try to roll down and get you, but jump on him before he gets into a ball. Jump onto the rope there. Swing onto the tree. Grab the letter O. Slap the ground with DK, and get another banana cluster. Do the same with the next one. (Now you can fall down directly below that tree and land in a barrel that will blast you into a secret area. In the secret area just jump from rope to rope, collecting all the bananas. At the end you can get the letter N. You will be blasted out of there and will skip some of the below area. When you land you will pop up a tire. Push it directly under the tree, but watch out for the Army. Kill him and then jump on the tire. You will stand on the tree. Then jump down onto that shaded spot on the ledge. You've popped up a Winky token.) Jump onto the Kritter that is on the treetop to your right. Be careful, you can easily die here. Just calmly jump on him and land. Do the same with the next one. Grab a hold of the rope. Swing to the land, walk up there and hit the Star barrel. That is your save point. You are now half way done with the level. Continue walking. Grab the TNT barrel and throw it on the Kritter walking towards you. Grab the motionless rope and swing to the next one. Grab it and swing to land. There are two Army bandits down there. Watch them and when they unroll and look around, jump on them.

Walk to the other end. Come back a bit and slap the ground. A banana cluster. Walk a little bit ahead and slap the ground again. A balloon life! Jump back onto the walkway. Climb up the ridge, and jump toward the high point. Walk right until you see a rope suspended. Jump on it, and swing to a treetop with a Kritter, squash him and jump to the next rope. You'll see your 'N' grab it as you swing to the next rope. This might be a bit tricky the first time. Pay attention to you timing. Then swing over the Zinger and land on the ground. Collect all the bananas. Slam the ground with DK or Diddy. You may have to go to the right and kill the Army and jump to the tree, then jump back down onto ledge. Jump on the shadowed spot on the ledge. Collect the Winky token. (There is a shadowed spot to the left, right after the Zinger. You can hit it by jumping in the tree and jumping to the left on it. It is a tire. It is used for help for getting the token.)

Jump onto the rope and swing over the Zinger, and then swing over another Zinger. Then you'll come upon two Zingers. Don't worry about them, they are the same as before. The timing is what matters. Land on the ledge and kill the Kritter. Jump over the hole then jump IN it. You'll show up in a small DK version of the game "Memory" where you must stare at the barrels. Whichever barrel you think the balloon is in, choose it for the extra life. If it's the right barrel, you get the second life of the game. There is also a little glitch to make it give you 3 lives. Continue to the right.The rain will start to lessen until it's quit and the sun is shining in a sunset type coloring. Watch the Army, until he stops rolling and looks around. Pounce on him then. To get the letter G, you'll need to be Diddy. Slap hands if he isn't leading and jump up carefully. You can walk out the door without getting it, and be one less of life. Run up the Exit hole and jump to the tree collect the letter G. Hop down and run out the door. Level complete!

Warp Barrel Location
Enter the level and go towards the two Armies. After you have eliminated the armies(barrels are useful), run towards the edge. As soon as you reach the edge, roll and you will land in the warp barrel.

Photograph location (GBA only)
Hand Slap an Army.


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Donkey Kong Country/Levels/Reptile Rumble

 * Enemies: Slippa, Bouncing Kritter, Zinger
 * Bonus Rooms: 3
 * Animal Helpers: None
 * Animal Tokens: Enguarde
 * Difficulty: 1/10
 * Extra Lives: 1
 * Level Warp: Yes
 * Photographs: 1
 * Music: Cave Dweller Concert

Starting at a cave, throw the DK barrel at the Slippa. Move on and avoid the two Hopping Kritters that appear. Use a barrel to get through the bonus room right after the Kritters. Move in is the obvious next thing to do. Crawl under the low ceiling and jump up in the middle and grab the balloon. Crawl under the other and leave. You will be shot far to jump on a Kritter at the beginning of the end of the bonus room. Bounce on the tire and jump onto the top of the hill. Jump in the barrel for the next bonus room. Jump into the first barrel to be shot all over the place gaining bananas. Soon after the commotion, you will be shot to the end. Move through the cave and you'll appear where you were. Jump on the tire to kill the Hopping Kritters. Hop on the next tire and jump over the elevator-ish Zinger. Hop on the next next tire over the second one.

Crawl under the ceiling quickly, as two Slippas are about to get you! Hop on the tire to the Star Barrel. Use the pair of tires to jump over the invincibee (red Zinger). Jump on the tires again. Jump on the next tire for a DK Barrel at the top of a mountain, and a normal barrel. Hop down on the Slippas. Throw the barrel at Tiny Wall on the left. Enter the final bonus room and bounce on the tires for the bananas. Don't worry, you won't die if you fall. Reappearing where you are after exiting the bonus room, move on. Jump over the Zinger and crawl under the ceiling. Watch out, as the Soon or Later Hopping Kritters have gotten through the ceiling hole a number of times. Eventually they walk under and start jumping. Time a jump on one of the SoLHK to grab the Enguarde token. Crawl under the ceiling, jump on the Slippas, and kill the Hopping Kritters with the tires on the stairs.

Photograph location (GBA only)
Jump on three Slippas in a row.


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Donkey Kong Country/Levels/Coral Capers

 * Enemies: Croctopus, Bitesize, Chomps Jr., Chomps
 * Bonus Rooms: 0
 * Animal Helpers: Engaurde
 * Animal Tokens: Expresso
 * Difficulty: 4
 * Extra Lives: 1
 * Level Warp: No
 * Photographs: 1
 * Music: Aquatic Ambiance

This is an underwater level. Proceed to the right, evading the Bitesizes (the small innocent-looking fish), and turn up. At the branch, you can continue upward to collect the letter K, and proceed right to continue. In the square patrolled by the Croctopus, you will find one banana at the bottom, which under will appear as a square formation of bananas After you should continue right.

When you enter the large chamber, head to the bottom-right which is marked by an arrow composed of bananas. Proceed down to find the animal helper, Engaurde. Continue onward by moving up and turning left. Head past the Croctopus, and through the large chamber. Break the checkpoint barrel, and look for the letter O at the top. Follow the second banana arrow pointing downward.

If you lost Engaurde, you can find a second one at the bottom-right corner of the Croctopus's patrol route. However, you can't use him to defeat the croctopus, and should avoid it if it approaches. Continue left and turn up. When you reach the Chomps patrolling back and forth in the vertical passage, you can squeeze to the right to collect a gold animal icon. Continue to the top past the branch to collect the letter N, and continue right for the next part of the level.

The path to the right leads to the exit, although you will have to swim past the enemies. When you reach the croctopus, it will travel in a figure-eight pattern, with the letter G between the two blocks. Continue right to the exit.

Photograph location (GBA only)
Swim below the letter G.

title: Donkey Kong Country/Levels/Coral Capers


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Donkey Kong Country/Levels/Barrel Cannon Canyon

 * Enemies: Kritters, Zingers
 * Bonus Rooms: 2
 * Animal Helpers: None
 * Animal Tokens: Winky, Rambi
 * Difficulty: 4
 * Extra Lives: 1
 * Level Warp: No
 * Hidden Cameras:
 * Music: DK Island Theme (Begins at Part 1)

There is a shortcut that speeds through the first part of the map. Jump above the level entrance, and continue until you see a barrel. Enter it, and you will be launched across a series of barrels; you should collect the K in this section. This shortcut should land you at a DK Barrel, providing you a teammate if you lost him previously.

Continue right. When you see three Kritters jumping in a pit, jump on one while it is jumping to reach the tree-top above. You should now see the Rambi token in view, which you should collect.

After the checkpoint, continue right. There is a TNT barrel that you can pickup in that route, used in a secret two alcoves down. You should eventually reach a barrel that you can enter (although there is another route available without said barrel, but it's more difficult.) Wait for the above barrel to align, and launch yourself a few screens ahead.

Next, you will need to enter another barrel. This requires completing a sequence of blasts that require you to launch when the barrels are aligned, and when you aren't blocked by a Zinger. The barrels move more quickly as you go through the sequence, but you should eventually arrive at a sign with an arrow pointing to the right.

To reach the letter G, jump on one of the approaching blue Kritters to launch yourself onto the tree with bananas. Next, roll and jump to clear the gap between the two trees. Alternatively, climb above the exit tunnel, and approach the letter from the right.


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Donkey Kong Country/Levels/Very Gnawty's Lair

Since Very Gnawty is the very first boss in the game, he is extremely easy. All your character has to do is jump on it when it comes toward you. After it is jumped on, it give out a laugh and starts to jump further and further after each hit. It has to be jumped on five times so that the first Giant Banana is collected and access to Monkey Mines is granted.


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Donkey Kong Country/Levels/Winky's Walkway

 * Enemies: Kritter, Necky, Gnawty Oil Drum, Zinger
 * Bonus Rooms: 1
 * Animal Helpers: Winky (implied in the level name)
 * Animal Tokens: Expresso
 * Extra Lives: 0
 * Level Warp: Yes
 * Hidden Cameras: 0
 * Music: Life in the Mines

Walkthrough
The letter K is located a few steps to the right, reached by a simple jump. The DK barrel is right after it. Eventually, the walkway stops in front of a Necky. Use it as a springboard to cross the gap. Continue advancing, and you should encounter two Neckys guarding a Winky prisoner crate, which can be reached by a jump attack on one of the two birds. With winky, proceed right, using a jump to collect the letter O. A few platforms later, you can break the checkpoint barrel.

After the checkpoint, you will find a barrel creating Gnawtys before another gap. If you didn't bring Winky with you, you can reach the other side by a rolling jump. After this jump, you will see a Necky on a simple patrol under a blast barrel. Jump on Necky to reach this barrel, to enter a small bonus room containing the letter N, which will drop you behind a black drum spawning Gnawties (not too far, and you didn't miss anything important).

Continue to the right. You should come across an Expresso Token being circled by a Zinger, and you can't obtain it without Winky. Continue right, wait for the Necky to be high up, and stomp it to get the letter G. From here, you shouldn't be too far away from the exit, but will have to pass by another black drum spawning Gnawties.


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Donkey Kong Country/Levels/Mine Cart Carnage

 * Enemies: Krash
 * Bonus Rooms: 0
 * Animal Helpers: None
 * Difficulty: 5/10
 * Extra Lives: 1
 * Level Warp: Yes
 * Photographs: 1
 * Music: Mine Cart Madness

Walkthrough
Start the level by jumping into the blast barrel. You will land in a mine cart that is continually moving forward and jumps with you. Collect the bananas at the the beginning by staying still and then jump to collect the arc of bananas. When you reach the edge there is no need to jump; staying still will allow you to collect the trio of bananas. Let the mine cart take you forward and jump to collect the letter K.

After that the track will slope upwards and downwards, jump over the gap to land on the other side. Then jump to the next level of the track and collect the bananas. Let the mine cart take you forwards a bit, and then jump across the gap and collect the bananas. Immediately there will be another gap to jump over and four more bananas to rescue. After that you will have to jump to arrive at the next level of track. You will then very quickly go down a steep hill and be forced to jump twice in a row to avoid the gaps in the track. At the next gap, jumping is not necessary, and once you land you can jump to collect the letter O.

You will go over another hill and then you have two options: If you want to, you can try to collect the bunch of bananas by waiting until you touch it and then jumping (It is possible to make the jump, but it takes timing.) Otherwise just jump over the gap like normal. You will then need to jump over the gap going upwards. You can collect the bananas by not jumping and then you will be faced with another two option scenario: If you want to collect the Enguarde token, then jump before you reach the edge of the track. If you do not want the Enguarde token, then let the mine cart descend to the next piece of track. You will then come to the continue barrel and the another DK barrel.

After the continue barrel you will go up another hill and come upon an overturned mine cart. Wait until you are close to the mine cart before jumping, as there is a gap behind the mine cart and hitting the mine cart will cause you to lose a Kong. As you go down the next slope, be ready to avoid the next mine cart near the bottom. Up the hill are two gaps, separated by a piece of angled track. Jump to land on the piece of angled track and then quickly jump again to make the next gap. Be ready to jump over the next overturned mine cart that is very close by. After that, you will go down a steep hill and over two overturned mine carts in quick succession (you will collect the letter N after you jump over the first mine cart.)

You will land on another track and very quickly you will need to jump on the next level of track above, as a Krash will come seemingly out of nowhere. Beware the Krash'! If you touch any any of the Krash in this level (including landing on one) you will lose a Kong. After you are on the next level of track, you can jump again to collect a bunch of bananas. On the next gap, if you don't jump, you will be rewarded with a life balloon; otherwise you will only get three bananas. Shortly after you will encounter another Krash and go up a hill to another gap. After you jump over the gap you will go up a slope and encounter a Krash near the top, which should be jumped over. You will go up another slope, and also encounter another Krash near the top as well.the track will the curve downwards a little and the come back up to go down a hill. There is a gap going down the hill, which is not necessary to jump over. At the next gap you will have to jump and then jump again, to avoid the Krash that is very close to the beginning of the next track. you will then go up a hill, collect 3 bananas, collect the letter G, and then be forced to jump over a gap and the overturned mine cart at the beginning of the next piece of track (you cannot fall down the gap but you will hit the mine cart if you don't jump.)

Soon after there will be two gaps separated by a piece of straight track. Jumping over each gap will earn you two bananas (if you don't jump over each gap your character will plummet into the abyss.) You will then go down a hill and encounter two more gaps separated by an angled piece of track. This takes timing; jump when the character in the front of the mine cart is centered where the banana was before you took it. Then jump again. This should get you across the two gaps without falling. You will land on on a slope and a Krash will come very quickly, so be ready to jump. Then you will face the most difficylt part of the level: three gaps separated by an angled track going up and then an angled track going down.

If/When you get the timing right (if you don't then you can still use the warp barrel; you will have 100% of the level finished just by getting all of the KONG letters), you will land on a hill that flattens at the top. Going down the hill, you encounter two Krash' that you must jump over. Then you must get through a series of separated pieces of track in this order: short track, short track ending in an overturned mine cart, lower short track ending in a overturned mine cart, higher short track ending in an overturned mine cart. Then you will land on the last piece of track and see the much wanted arrow that signifies the exit is near. You will encounter one more Krash and then you will finally go through the exit.

Warp Barrel Location
Walk ahead and jump over the blast barrel. And this may sound like killing yourself but it works. There is a barrel at the bottom and that barrel will blast you to the end. Make sure you get Donkey Kong or Diddy Kong in case you get hit. If you get hit use your remaining player and jump into the cart. Get ready to jump because there is a Krash waiting for you to jump over it. Then you will see the exit!

Photograph location (GBA only)
Go into the Warp Barrel.


text:
Donkey Kong Country/Levels/Bouncy Bonanza

 * Enemies: Kritter, Zinger
 * Bonus Rooms: 2
 * Animal Helpers: Winky
 * Difficulty: 5/10
 * Extra Lives:
 * Level Warp: Yes
 * Hidden Cameras:
 * Music: Cave Dweller Concert

This is a long level, full of enemies, so you have to be careful and try not to get hit. The goal is to make it to the exit.

When you reach a tire that can be rolled, push it to the right until it is directly below a checkpoint barrel.

After the checkpoint is a platform the moves up and down. Riding it only gives access to a few bananas, but if you can make a jump, you can collect the letter N to the right. If you can't, you can go below the platform and move right until you see a tire that you can jump upward on. Enter the alcove to get Winky, which will take care of the Zingers for you (and give a high jump you can use to reach the letter K). If the platform is missing, head left a bit to make it reappear.

The letter G should be in plain sight after the jumping gauntlet. After this, there is a loose tire that can be rolled to the far right to access a bonus screen, but this only provides a few bananas.


text:
Donkey Kong Country/Levels/Stop & Go Station

 * Enemies: Klaptrap, Rockkroc
 * Bonus Rooms: 0
 * Animal Helpers: None
 * Difficulty: 5/10
 * Extra Lives:
 * Level Warp: Yes
 * Hidden Cameras: 1
 * Music: Misty Menace

This level is a tough one, unless you know a few secrets. The basic rule to this level is speed. Run as fast as you dare through this level, hitting every single one of the red lights. The stone creatures are afraid of red lights and will curl up when it comes on, making your way passable. There is nothing you can do to destroy them, either. Diddy Kong is the best in this level as he is quick and agile.

Bonus Room
When you first enter the level through the beginning door, turn around and walk back through that door. Now you are over half way through with this level! Also you will have a teammate if you don't already.


text:
Donkey Kong Country/Levels/Millstone Mayhem

This level is fairly hard for inexperienced players, but easy once you get the hang of it. As soon as you enter the level slap hands so that Diddy is leading. Bounce on the tire and land on top of the building. Once there jump straight up. You hit a barrel blast. You only have one chance* at getting what you want. Make your choice and you will be shot back into the level. Proceed from there.
 * The right one is the letter K.
 * The middle one is a banana cluster.
 * The left one is your DK friend barrel.

 * Sometimes depending on what choice you make, you might get another chance, but that's rare.

Donkey will have to take the lead now. There are two Krushas up there. Diddy can't kill them, unless he uses the TNT barrels. Pick one up and throw it at the first Krusha. Do the same with the next one.


text:
Donkey Kong Country/Levels/Necky's Nuts

The battle starts with Master Mecky's head appearing onscreen. Jump on the tire to bounce yourself right on top of Master Necky's head. Repeat this process five times.

title: Donkey Kong Country/Levels/Necky's Nuts


text:
Donkey Kong Country/Levels/Tree Top Town

 * Enemies: Gnawty, Zinger, Kritter
 * Bonus Rooms: 2
 * Animal Helpers: Winky
 * Difficulty: 5/5
 * Extra Lives: 1
 * Hidden Cameras: 1


text:
Donkey Kong Country/Levels/Orang-utan Gang

 * Enemies: Zinger, Manky, Klap Trap, Kritter
 * Bonus Rooms: 5
 * Animal Helpers: Expresso
 * Difficulty: 5/10
 * Extra Lives: 3


text:
Donkey Kong Country/Levels/Bumble B. Rumble

Bumble B. Rumble, the third boss level, is not that hard to beat. When you first hit Queen B. with a barrel she goes red. After this, you then need to hit her with five more barrels. The best way to avoid getting stung is to run underneath her when she goes up. Just run for each barrel and keep throwing them at her.


text:
Donkey Kong Country/Levels/Really Gnawty Rampage

The fourth boss level, Really Gnawty Rampage, is very similar to the Very Gnawty's Lair, the boss level of Kongo Jungle. His main attack is still to jump around the battle arena, except after every couple of hits; Really Gnawty will change the distance and height that he jumps. To beat him, simply jump on his head until he collapses and gives up his Golden Banana.


text:
Donkey Kong Country/Levels/Oil Drum Alley

 * Enemies: Manky, Kritter, Gnawty, Oil Drum
 * Bonus Rooms: 4
 * Animal Helpers: Rambi
 * Difficulty: 8/10
 * Extra Lives: 8
 * Photographs: 1

 * When you start out jump on to the platform that the Gnawty is on, kill it then jump to the rope. When the rope stops moving jump down and land on the indent on the ground. A TNT barrel will come out of the ground - pick it up and walk right until you see an Oil Drum, throw the TNT at it and it will it explode, then fall down through the gap and you will hit a Bonus Room, at the top of the bonus is an Extra Life.
 * The first half of this level is really easy and there is nothing to it. Continue walking right and soon you will get to 3 stairs with Gnawtys on them. Climb the stairs by jumping on the Gnawtys, then the monkeys will get to a big cliff with a tire and an indent. Jump off the cliff and land on the indent, a TNT barrel will come out - throw the TNT at the wall and it will reveal a Bonus Room. Inside the Bonus Room is an Extra Life, but secretly, there is another Bonus Room in this Bonus Room. Make all 3 barrels a banana and your reward will be a barrel, quickly pick it up and run right into the wall to reveal a Super Secret Bonus Room, inside this is a free 6 Extra Lives.
 * Once again keep on walking right and jump over or dash under the hopping Kritters. You will get to a Blast Barrel. Jump in and it will blast you up and land on an indent, the indent will reveal a tire, roll the tire through some hopping Kritter's, over 1 of the Oil Drums is the letter O.

Photograph location (GBA only)
Kill a Manky Kong by throwing a Steel Barrel at it.


text:
Donkey Kong Country/Levels/Boss Dumb Drum

Boss Dumb Drum is the fifth boss level, and is where Dumb Drum is fought. He will slam down a few times (the first time once, the second time twice, and so on) then he will pour out a few enemies. First, two Kritters come out of the Dumb Drum, then it's two Slippas, then two Klaptraps, next two Klumps, and finally two armies. The last time he slams down he explodes, and the giant banana is yours.


text:
Donkey Kong Country/Levels/Misty Mine

 * Enemies: Gnawty, Slippa, Klap Trap
 * Bonus Rooms: 2
 * Animal Helpers: None
 * Difficulty 6/10
 * Extra Lives: 2

title: Donkey Kong Country/Levels/Misty Mine


text:
Donkey Kong Country/Levels/Platform Perils

 * Enemies: Krusha, Klomp, Gnawty, Zinger, Army
 * Bonus Rooms: 2
 * Animal Helpers: None
 * Difficulty: 9/10
 * Extra Lives: 1


text:
Donkey Kong Country/Levels/Necky's Revenge

This boss should remind you of the world 2 boss, Necky's Nuts, now his dad's here! He's angry and you can tell because he's...purple. You defeat him in exactly the same way, wait for him to appear and jump on his head. The main difference in this fight though, is that after the first hit, he'll shoot 2 nuts... after second hit, 3 nuts, and so on. Necky Sr. attacks you in the same way otherwise. Just keep jumping on the purple Necky's head to win a Giant Banana.


text:
Donkey Kong Country/Levels/Gangplank Galleon

This is the final boss fight with King K. Rool.

The Kings main attack is throwing his crown at DK, simply jump over the crown and land on his head. You can only hurt K. Rool when he tosses his crown because the crown will hurt when he is wearing it.

Each time you jump on his head he runs faster and faster, darting back and forth on the ship.

The forth time you land on his head, K. Rool will jump high above DK and cannonballs will start dropping where he lands. The fifth time you land on his head, two passes of cannon balls will drop, and the sixth, three passes of cannon balls.

Jumping on his head for the seventh time will knock him out. DK claps for you as the credits roll, however the credits end with "The End?" The game is not over yet as K. Rool wakes up and starts hopping around quickly. Use the roll attack to avoid getting squished. After three more times you jump on his head, King K. Rool stays down this time as you are rewarded with the last giant banana.


text:
Donkey Kong Country

Donkey Kong Country is a video game starring Donkey Kong. It was developed by Rare Ltd., a British video game developer, and published by Nintendo. The game was released for the Super Nintendo in 1994, 11 years after the previous Donkey Kong game, Donkey Kong 3. In 2000, it was re-released for the Game Boy Color, and in 2003, the game was re-released for the Game Boy Advance. Neither of these versions were re-released, although the Super Nintendo was re-released several times, as with many best-selling video games.

In 2006, the original Super Nintendo version was re-released for the Wii's Virtual Console in Europe, Australia, and Japan. In 2007, it was released for the service in North America. On November 25, 2012, for reasons unknown, Donkey Kong Country and its sequels were delisted from the Wii Virtual Console, but on October 30, 2014, the games were relisted in Europe and Australia. The same year, around the same time, the game was re-released for the Wii U Virtual Console in Europe, Australia, and Japan. In early 2015, it was released for the service in the United States and Canada on February 26, 2015. In March 2016, Donkey Kong Country was ported to the New Nintendo 3DS's Virtual Console. Donkey Kong Country is one of the 21 games included on the Super NES Classic Edition, and was released for the Super Nintendo Entertainment System - Nintendo Switch Online on July 15, 2020.

General information

 * /Gameplay/
 * /Controls/
 * /Cheats/
 * Characters
 * /Kongs/
 * /Animal Friends/
 * /Enemies/

Level walkthrough
At the beginning of each level page in the walkthrough, you will see some stats listed in the following format:

 * Enemies: [enemy names, comma separated]
 * Bonus Rooms: [number goes here]
 * Animal Friends: [name(s) go here]
 * Animal Tokens: [name(s) go here]
 * Difficulty: [number]/10
 * Extra Lives: [number]
 * Level Warp: [only add if the level has a warp]
 * Photographs: [Number] (GBA only)
 * Music: [music name]

Enemies means what types of enemies are in the level. Bonus room just tells you how many bonus rooms there are. Animal Helpers tells you what kinds of animals you can find in the level, if there are any. Animal tokens tells you what animal tokens (three of which take you to a bonus room) you can find in a level, outside of bonus rooms. Difficulty is a rating on how difficult the level is from one to ten, ten being the hardest. Extra lives tells you how many life balloons there are in the level. This does not include the KONG letters, Getting 100 Bananas, or jumping on eight enemies in a row. Level Warps are a barrel that warps you to the end of the level, found at the beginning of some levels. Exclusive to the Game Boy Advance version are photographs, which are hidden in most levels.

 * Kongo Jungle
 * Jungle Hijinxs
 * Ropey Rampage
 * Reptile Rumble
 * Coral Capers
 * Barrel Cannon Canyon
 * Boss level: Very Gnawty's Lair
 * Monkey Mines
 * Winky's Walkway
 * Mine Cart Carnage
 * Bouncy Bonanza
 * Stop & Go Station
 * Millstone Mayhem
 * Boss level: Necky's Nuts
 * Vine Valley
 * Vulture Culture
 * Tree Top Town
 * Forest Frenzy
 * Temple Tempest
 * Orang-utan Gang
 * Clam City
 * Boss level: Bumble B. Rumble
 * Gorilla Glacier
 * Snow Barrel Blast
 * Slipslide Ride
 * Ice Age Alley
 * Croctopus Chase
 * Torchlight Trouble
 * Rope Bridge Rumble
 * Boss level: Really Gnawty Rampage
 * Kremkroc Industries Inc.
 * Oil Drum Alley
 * Trick Track Trek
 * Elevator Antics
 * Poison Pond
 * Mine Cart Madness
 * Blackout Basement
 * Boss level: Boss Dumb Drum
 * Chimp Caverns
 * Tanked Up Trouble
 * Manic Mincers
 * Misty Mine
 * Necky Nutmare (GBC exclusive)
 * Loopy Lights
 * Platform Perils
 * Necky's Revenge
 * Boss level: Gangplank Galleon

title: Donkey Kong Country


text: File:DKC SNES box cover.jpg

title: File:DKC SNES box cover.jpg


text: Category:Book:Donkey Kong Country

title: Category:Book:Donkey Kong Country


text:
Phoenix Wright: Ace Attorney

Phoenix Wright: Ace Attorney (逆転裁判 蘇る逆転) is visual novel adventure game and the debut title of the  series of games. It was first released for the Game Boy Advance in 2001 with the title Gyakuten Saiban (逆転裁判). It was then remade for a 2005 worldwide release on the Nintendo DS with touchscreen and microphone support, as well as a new episode utilizing the DS's exclusive features that would be used in later games of the series. The Game Boy Advance version was ported to Microsoft Windows in 2005 and to Wii via WiiWare in 2009, with a separate release for Episode 5 via WiiWare in 2010. A mobile game with similar name to the English version was released in 2009, but to date it only has Episode 1. The game was also ported to iOS: Episodes 1-2 in Japan in 2009; the whole game in North America in 2010. The game was released for Nintendo 3DS in 2014 as part of the Phoenix Wright: Ace Attorney Trilogy compilation.

The player controls Phoenix Wright, a rookie attorney who takes on different cases in order to find his clients "Not Guilty" by proving their innocence. To do that, he investigates crime scenes, speaks to people involved in the case, and cross-examines witnesses.

Before you start
The guide you are about to read was originally written on StrategyWiki, where it is the #1 most popular guide. Since July 3, 2021, it has also been included here at Wikibooks.

Thankfully you don't require any prior legal knowledge to play Phoenix Wright: Ace Attorney. The game makes up its own rules regarding the justice system. Your defendants are Guilty until you can prove otherwise, your cases can't last longer than three days and if you annoy the judge too much by presenting the wrong evidence in a cross examination, he'll find your clients guilty, resulting in a "Game Over", so be sure to save often.

Before starting, it's recommended that you read the /Gameplay/, /Controls/, and even the /Characters/ pages.

Walkthrough

 * Episode 1: The First Turnabout
 * Day 1 - Trial
 * Episode 2: Turnabout Sisters
 * Day 1 - Investigation
 * Day 2 - Trial
 * Day 2 - Investigation
 * Day 3 - Trial
 * Episode 3: Turnabout Samurai
 * Day 1 - Investigation
 * Day 2 - Trial
 * Day 2 - Investigation
 * Day 3 - Trial
 * Day 3 - Investigation
 * Day 4 - Trial
 * Episode 4: Turnabout Goodbyes
 * Day 1 - Investigation
 * Day 2 - Trial
 * Day 2 - Investigation
 * Day 3 - Trial
 * Day 3 - Investigation
 * Day 4 - Trial
 * Episode 5: Rise from the Ashes
 * Day 1 - Investigation
 * Day 2 - Trial Former
 * Day 2 - Trial Latter
 * Day 2 - Investigation
 * Day 3 - Trial Former
 * Day 3 - Trial Latter
 * Day 3 - Investigation
 * Day 4 - Trial Former
 * Day 4 - Trial Latter
 * Day 4 - Trial Latter 2

title: Phoenix Wright: Ace Attorney


text:
Phoenix Wright: Ace Attorney/Gameplay

The gameplay is split into two modes: Trial and Investigation. In trials, you have to cross-examine witnesses, point out contradictions with evidence, and make important decisions that will affect the outcome of the verdict. During investigations, you must find clues and talk to people in many places to prepare before each trial, except for the first case. These are usually very easy to pick up.

Trial mode
This mode is mostly played in third person view, and your actions will decide the fate of your clients. There are five exclamation marks at the top right corner of the screen while cross-examining; each will be lost as a penalty for a severe mistake. Losing all five will make the judge end the trial (and thus the game) with a "Guilty" verdict. You can access the Court Record at the top right corner of the touchscreen (or by pressing R in the Game Boy Advance or Windows versions).

Cross-examination
This is a crucial part of gameplay. During trials, witnesses will testify for the court, then the cross-examination will begin. You must find contradictions in their testimonies and present evidence to support your claims.

 * Controls
 * Nintendo DS version: The touchscreen has forward and backward arrows (used for circling statements of a testimony) at the middle, along with "Press" and "Present" at the top corners.
 * Game Boy Advance and Windows versions: Press left and right to move between statements. Press L to press a witness for more information, and press R to open the Court Record and present evidence.

Press
You can press any part of a testimony. Doing so will generally provide a little more information. There are almost no risks, so get in the habit of pressing all statements. There are times when you have to press certain statements in order to proceed. Sometimes, pressing a statement will cause witnesses to provide new ones.

Occasionally, pressing a statement will provide you with a multiple-choice decision. You need to choose the correct option to advance most of the time, but if you choose the wrong one, you can simply press the same statement to display the multiple-choice screen again. If there is an important multiple-choice decision (i.e. if the exclamation mark meter appears), the judge may penalize you for making the wrong choice.

Present
When there's a detail that contradicts a piece of evidence in the Court Record, you can present it to the court. This will refute the witness's claims and ultimately help your client. If you present the wrong evidence or present it on the wrong statement, you will be penalized. The judge will often ask you to present evidence to back up your arguments. In most cases, submitting the wrong one will get you a penalty.

Court Record
The Court Record contains two parts: Evidence; where items related to the case are kept, and Profiles; where information about people related to the case are noted. These can be collected in both modes. The Court Record can hold eight entries per page; you can toggle between pages to view them. Clicking an entry will give you a brief description of it. You can also "Check" some specific items to take a closer look at them.

Case 5 has a new way to check evidence: viewing them in three dimensions. You also receive more tools to perform additional tasks, since scientific investigation is key in this case.

Investigation mode
This mode is played in first person view, and there are many locations you have to visit (some are wider than others). To advance the plot, you must find clues and talk to people. You can't lose the game during investigations.

When you complete everything you need to do, the chapter will end automatically and you will begin the next day in court. You can access the Court Record like in Trial mode to keep track of the evidence you have, and the people involved in the case. The main screen displays four options you can do:

 * Controls
 * Nintendo DS version: Select "Back" to return from any of them, along with a button used for moving the screen left/right (only if you're at wide locations).
 * Game Boy Advance and Microsoft Windows versions: Press B button to return from any of them. Press L button in wide locations to pan the screen left/right.

Examine
This option allows you to use a cursor to select objects at the current location. If there's something you can look into, an "Examine" button will appear at the bottom right corner of the touchscreen (in the Game Boy Advance and Windows versions, the finger pointer will "tap" at the object). Pressing it will trigger a discussion, which will either give you some information or add the object to the Court Record. Examining is tricky and required many times to proceed, so be sure to examine all you can in each location.

Move
Using this will show different locations you can go to, some can only be accessed from another. You may have to visit the same place more than once in a case. When certain criteria are met, new people or new evidence may show up at certain locations.

Talk
This option is available only if you meet someone at a location. To gather information about the case, you must talk to people using this option, which will display a list of topics to discuss. You may unlock new topics by discussing one or by presenting items in the Court Record to a person. A covered topic will show a red check mark before its name. Remember to cover all available topics with each person; you might learn some useful information.

Present
Presenting items during investigations is mostly the same as in court, but you won't get penalized, so present any item to anyone as much as you like. Sometimes you need to present an item to someone to advance the plot. Like the "Talk" option, you can only do this if you meet somebody at a given location.

Save
Press Start (or Enter for the Windows release) at anytime while playing to save. You will also be asked to save after finishing a chapter of a case (when the "To be continued." appear). When loading your data, you can load from save point or from chapter start.

title: Phoenix Wright: Ace Attorney/Gameplay


text:
Phoenix Wright: Ace Attorney/Controls

The controls for this game are fairly simple, as there aren't many actions to perform and you can only do one at a time.

Nintendo DS/3DS
The DS and 3DS versions can be played entirely with Stylus besides using buttons; just point and click what you want on the touchscreen. Case 5 is the only case that requires Stylus, along with X and Y to zoom in/out while checking evidence.

Windows
You can play the Windows version entirely with a computer mouse (use left click on the mouse, or right click to cancel) or with the keyboard keys listed above, which can be changed in the Preferences dialog. The game has no voice support and there are four other keys you can't change:
 * Tab: Open the System menu.
 * Enter: Select a menu item.
 * Esc: Close an open menu.
 * Alt + Enter: Switch window mode.

WiiWare
This console version can be played exclusively by downloading 1000 Nintendo points. However, "Rise from the Ashes" cost 100 Nintendo points more so make sure you got those cards ready from your retail videogame stores. Lastly, make sure your Wii Remote batteries were fully charged before playing this game.

The only requirement is just your Wii Remote so you don't need to connect anything else at all.

title: Phoenix Wright: Ace Attorney/Controls


text: Phoenix Wright: Ace Attorney/Characters

title: Phoenix Wright: Ace Attorney/Characters


text:
Phoenix Wright: Ace Attorney/Episode 1: The First Turnabout

Episode 1 opens with the murder of a young woman. As the murderer stands over the victim's body holding the murder weapon, you discover that he has a plan. He will pin the murder on someone else.

Case Information

 * Time of Crime: July 31st, 4:00 PM
 * Location: Cindy's Apartment
 * Defendant: Larry Butz
 * Victim: Cindy Stone
 * Cause of death: Blood loss due to blunt force trauma to the back of her head.
 * Murder weapon: A statue of "The Thinker"
 * Defense Attorney: Phoenix Wright
 * Prosecution Lawyer: Winston Payne

Defense Attorney
Phoenix Wright This is Phoenix's very first case as a defense attorney. He will be defending his friend for the murder of his girlfriend, guided by his mentor, Mia Fey.

Defendant
Larry Butz Larry is a highly emotional young man, often swinging from sad to happy in a matter of seconds. A friend of Phoenix Wright and defendant in this case.

Victim
Cindy Stone A 22-year-old model. She lived by herself in an apartment and had been dating Larry.

Prosecution Lawyer
Winston Payne A prosecutor who used to be called "The Rookie Killer," but has since fallen from grace. You only face him in this first case.

Witness
Frank Sahwit A newspaper salesman that claims to have seen Larry kill his supermodel girlfriend.

Other Characters
Mia Fey Phoenix's mentor, who is a defense attorney herself. Mia is highly experienced and sometimes sees things that Phoenix doesn't. She will teach you about the basics of Trial mode in this case.


text:
Phoenix Wright: Ace Attorney/Episode 1: The First Turnabout/Day 1 - Trial

The day will begin with a conversation between Mia (your boss) and Larry (your friend and client). You will run through the facts of the case as far as he is aware of:
 * The victim, Cindy Stone, was killed inside her apartment.
 * The accused is Larry, who was dating the victim.

At this point, that is all you really know; you can check the Court Record at any time to view evidence and information about the case. Currently, all you have in the Court Record is your Attorney’s Badge and Cindy's Autopsy Report. The Autopsy Report says that the victim died on 7/31 between 4:00 PM and 5:00 PM from blood loss due to a blunt force trauma.

Trial begins
The trial begins with the judge expressing concern about how nervous you look, and deciding to ask a few questions to establish whether you are capable of defending your client. You must answer these correctly or the judge and Mia will become very annoyed with you. You won't get penalized here if you do choose the wrong choice though.

 * "Please state the name of the defendant in this case."
 * Answer: Larry Butz
 * Note that if you answer "Mia Fey", you will get the Please Turn In Your Badge achievement in the HD iOS port or the Ace Attorney Trilogy on Steam.

 * "This is a murder trial. Tell me, what's the victim's name?"
 * Answer: Cindy Stone
 * Note that if you answer "Mia Fey", you will get the Please Turn In Your Badge achievement in the HD iOS port.

 * "Now tell me, what was the cause of death?"
 * Answer: Hit with a blunt object.

Once the judge is happy that you are capable, the proceedings will continue. Prosecutor Payne will submit the murder weapon - a statue of "The Thinker". The Statue will now be added to the Court Record and you can view it at any time.

In terms of viewing it, on WiiWare, to check the Court Record, press the + button to see the available evidence. On the DS/3DS Trilogy, it's the R button.

Next, Larry will be called to the stand. Payne will inform the court that Cindy had actually dumped the defendant, even though Larry believes they were still dating. He tells the court that Cindy had been away in Paris, and just returned the day before the murder. Cindy’s Passport will now be added to the Court Record.

Payne will try to get Larry worked up (which isn’t hard). He asks him what he thinks of Cindy now that he is aware that she was cheating on him. Here you will get the option to stop him from answering or let him speak. It doesn't really matter which you choose, as Larry will say whatever he wants to anyway.

He will then ask if Larry was at the victim's apartment that day. You will be given the choice whether to let Larry answer honestly or to stop him from answering. Again, it won't really matter which you choose, as Payne has a witness that proves Larry was at Cindy's apartment on the day of the murder.

Sahwit's Testimony: Witness's Account
With witness Frank Sahwit on the stand, it's time for your first witness testimony. You have to point out the contradictions in his testimony. See Gameplay for more information on how to press and present during Courtroom mode.

Right after the testimony, the judge will ask why the phone in the apartment wasn't working. Payne informs the court that there was a blackout in the building, which caused Cindy's cordless phone to stop working. He presents the Blackout Record, and it is added to the Court Record. If you check the Blackout Record, it states that the electricity was out from 12:00 PM until 6:00 PM on the day of the murder.

Witness's Account: Cross-examination
Now it is time to cross-examine. You can press every statement without getting any penalties, but your objective is to find the lie in his testimony and prove it by presenting evidence from the Court Record. If you press Sahwit's 9th statement, Mia will tell you that this is suspicious. Check the Autopsy Report in the Court Record. Notice anything contradictory? The victim died between 4:00 PM and 5:00 PM, however, the witness is saying he found the body at 1:00 PM.

Present Cindy's Autopsy Report on the 9th statement, or the time when he talks about the time of discovery. Congratulations, you found your first contradiction! The witness will now have to revise his testimony and try to explain why he was so certain it was 1:00 PM.

Wii Remote Controls on WiiWare version: If you miss the control page, not to worry. The - button is to press the statement. The Plus (+) button is to present evidence. Minus (-) button again to show that evidence on that statement.

However, you can use the motion controls which requires moving the Wii Remote in a specific direction. Shake the Wii Remote to press the statement and do the "Objection!" pose like Phoenix Wright by (using a clock for example) holding at a 9 o'clock angle and swing quarter clockwise to 12 o'clock while the Wii Remote is face down with the buttons on top when you present evidence. But you need to go to the Court Record first by pressing the + button, then choosing the evidence before the "Objection!" gesture. This is optional and it can be turned off by pressing 2 in the options menu anytime.

On the DS/3DS, it's much easier. L to press, R to present evidence. After choosing the evidence, X to show the evidence on that statement. This will help you memorize the controls much easier.

The Time of Discovery: Cross-examination
In this revised testimony, you can press his second statement, to which Mia will step in and say that it sounds fishy. Why? The answer lies in a piece of evidence that Payne presented at the beginning of the trial. Present the Blackout Record against any of Sahwit's statements but the last statement about being sorry. The television could not have been on, due to the blackout that affected the victim's apartment.

Sahwit will testify once more to try and back out of his lies.

Hearing the Time: Cross-examination
You have to figure out which statement is wrong by yourself this time, but it is pretty obvious. He is now saying that the murder weapon is a clock, but you already know what it is. Present the Statue to the court against statements 2, 3 or 4. The weapon is the Statue of "The Thinker", yet Sahwit is sure that it is a clock. Payne will soon confirm this to be the case, as simply tilting the neck on it cause it to say the current time aloud, revealing how the witness heard the time that day. The Statue will be updated in the Court Record.

At this point, the judge will ask you if you have any problems with the witness' testimony. There is one problem indeed - the question of how Sahwit actually knew the murder weapon was a clock and not a statue, as initially believed. The answer is quite obvious, so choose "Yes" to the judge's question. Phoenix explains that for Sahwit to know it was a clock, he would have needed to hold it in his hands to realize that fact, yet he claimed he never entered the apartment. The only solution to the problem of how he knew that, when asked, is that he "Went into the apartment." Sahwit must have entered the apartment on the day of the murder, and therefore he is the real murderer, not Larry. He knew the time because he hit the victim with the clock, and when he did so, it said the time out loud, making him believe it was 1:00 PM.

The witness gets very angry because he can't talk his way out of it, before throwing his toupée at you. It seems he's defeated, but it's not the case, as the judge suddenly wants to see some proof of these claims. You will be faced with three options. Choose "Try sounding the clock."

The clock will now say "I think the time is 8:25," but the time in the courtroom is actually 11:25. Remember, there was a three-hour gap between the time Sahwit claimed to have found the body, and the time of death on the Autopsy Report.

Solving the case
You almost have him now, since you know he must have been in the apartment on the day of the murder. However, Sahwit states that you can’t prove the clock was three hours slow on the day of the murder, and the judge agrees to that, stating his intention of letting him go if no proof is shown. Mia isn't willing to give up just yet, and advises you think "out of the box" - don't try to figure out when the clock was slow, but why it was slow to begin with. When she asks if you can prove it, choose "Yes".

The question to solving this is why Cindy would need a clock that didn't display the correct time. The answer maybe that it was set to the correct time. Remember earlier in the trial that Cindy had recently come back from Paris before her murder? She must have taken the clock with her and had it set to show the correct time in that time zone. Present Cindy’s Passport to the court. The number of hours between the courtroom and Paris is nine hours. This proves that the clock wasn't really three hours slow, but actually nine hours fast, now and on the day of the murder.

Sit back and watch as you win the first case! Larry Butz is found...

What really happened
Frank Sahwit was actually a common thief disguised as a newspaper salesman. On the day of the murder, Sahwit was looking for somewhere to rob, and upon seeing Larry leaving Cindy's apartment, broke in and found it deserted. he thus decided to burglarize the place, believing he could make a clean break of it. Unfortunately, he was unaware that Cindy was on her way back, and the moment she entered her apartment, she witnessed him in the act of robbing her.

Panicking upon being caught and seeking to avoid being exposed as a thief, Sahwit grabbed "The Thinker" and struck her with it quickly, killing her instantly. The blow he dealt activated the clock, causing him to hear it say 1:00. Having no idea that Cindy hadn't changed it back to the correct time after her vacation in Paris, Sahwit was fooled into thinking it was the "true" time. Knowing he would be the main suspect in her murder, Sahwit decided to pin the blame on Larry, knowing he had been the only one in the apartment before he left, and thus had no alibi for the time of the crime. Just then, the power went out, forcing him to look for a phone to call the police.

Upon being taken in for questioning, Sahwit implicated Larry for Cindy's murder. Unfortunately, his plan was undone by two simple mistakes - the first being his knowledge of what the murder weapon was, and the second being the time that he stated during his testimony - both of which effectively exposed him as the real culprit.

Ending
Though Larry is found Not Guilty, he looks terribly sad and disappointed. He believes that Cindy didn’t really like him at all. Mia tells you to prove to Larry that Cindy cared for him! Present Larry with the Statue. Cindy took this awkward clock with her on her travels, and Larry made it especially for her. Cindy did still care for him.

But what would happen to Cindy and the Statue will spark a chain of events throughout this game. This is more than a simple story as we delve deeper into your journey.


text:
Phoenix Wright: Ace Attorney/Episode 2: Turnabout Sisters

Episode 2 opens with a phone call between Mia and her little sister Maya. Mia needs Maya to hold on to some evidence for her and arranges for her to come to the Fey & Co. Law offices later that evening to pick it up. However, someone else arrives at the office before Maya, and attempts to take the evidence (which is hidden inside "The Thinker" statue/clock). Somehow he knows about the evidence and kills Mia in order to keep her quiet. Maya arrives at the office as she had agreed, only to find her sister dead. Maya is discovered at the scene of the crime and is accused of the murder.

Case Information

 * Time of Crime: September 5, 9:00 PM
 * Location: Fey & Co. Law Offices, Mia's Office
 * Defendant: Maya Fey
 * Victim: Mia Fey
 * Cause of Death: Blunt force trauma to the head
 * Murder weapon: Statue Clock ("The Thinker")
 * Defense Attorney: Phoenix Wright
 * Prosecution Lawyer: Miles Edgeworth

Defense Attorney
Phoenix Wright Phoenix was Mia's student. The reason he would defend Maya is that no one else would. Why? Can he defeat a prosecution lawyer with a four-year winning streak?

Defendant
Maya Fey Maya Fey is Mia's younger sister and has been accused of her murder.

Victim
Mia Fey Mia was a defense attorney just like Phoenix. She was Phoenix's boss and owned the office where the crime took place. Mia was investigating something, and the investigation had something to do with the murder, but what was it?

Prosecution Lawyer
Miles Edgeworth He became a prosecutor at the age of 20. He has a profound hatred for crime and criminals. Many rumors surround Edgeworth and his willingness to do anything to achieve a Guilty verdict. Many believe he is a genius; many think he is corrupt.

Witness
April May April May is a witness to the murder. She was in the Gatewater Hotel when she saw the murder take place. A well-endowed, flirty young woman with pink hair.

Bellboy The bellboy is an employee at the Gatewater Hotel. He is a very strange character.

Other
Detective Dick Gumshoe Gumshoe is absentminded and can be short-tempered at times. Mostly he is a friendly and helpful character. He has great respect for Miles Edgeworth.

Marvin Grossberg Marvin Grossberg was Mia's mentor and is a defense attorney. Maya was told to ask him for help if she was ever in trouble, however, he is unable to assist her in this case. He has a highly recognizable throat clearing sound.

Redd White Redd White is the CEO of Bluecorp. He appears to be very powerful, but what is his connection to the case?


text:
Phoenix Wright: Ace Attorney/Episode 2: Turnabout Sisters/Day 1 - Investigation

You arrive at the Fey & Co. Law Offices at the request of Mia, though he gets there late. Upon arriving, he suddenly senses something is wrong, and smells blood. Time to begin your first Investigation. "Move" into the office.

Office
Here you will find the crime scene.

A girl is crying next to Mia’s lifeless body and soon passes out. A quick look reveals that the office appears to have been thoroughly searched. After you leave the girl in the reception area of the place, it's time to check the crime scene. Begin by examining Mia's corpse. It looks like she was killed by the same murder weapon as the previous case - the clock of " The Thinker" - and there are shards of broken beside her, possibly caused by a struggle. Both "The Thinker" and the Glass Shards will be added to the Court Record.

Something will fall out of Mia's hand at this moment, so examine it to find that it is a blood-stained receipt with the word "Maya" on it. It will be added to the Court Record. Note the arrows at the bottom of the screen - some locations will usually be much bigger, so switch to the other side of the office and examine the telephone. You will attempt to make a call but notice some screws missing from the receiver.

Wii Remote Controls on WiiWare Version: To move to the left side or the right side of the section, press the Minus (-) button to switch between the two.

On the DS/3DS, to move to the left side or the right side of the section, press the L button to switch between the two.

Suddenly you will hear a scream from outside the window in the office. A woman in the hotel across the street is staring right at you and is calling the police. You can explore the rest of the room, but there's little need to do so, as you examined the more important points in the office. For now, move back into the Fey & Co. Law Offices (the first room you were in).

Fey & Co. Law Offices
The girl you saw earlier will come to and introduce herself as Maya Fey, Mia's little sister. Time to question your first person. Talk to Maya:

 * What happened: All Maya can say is that she arrived at the office, and Mia was already dead when she found her.
 * You and the Chief: Maya is Mia's sister, and came to the office because her older sister wanted her to keep some evidence.

That seems to be all, yet there's one thing you got to do - find out more about the receipt you found. Time to show some evidence to your first person. Present Maya with the Receipt, and she'll be stunned to see that her sister wrote her name on it in her own blood.

At this moment the police arrive, and a detective named Dick Gumshoe promptly introduces himself before examining the murder scene. He soon notices the name on the receipt and promptly arrests Maya for the murder. You decide to visit her the next morning at the Detention Center.

You automatically move to the Detention Center.

Detention Center
It's been a little while, but it's time to chat with Maya again. She'll be a little down and will ask if you will be her lawyer. Choose any response (doesn't matter which one), then talk to Maya:

 * Maya: You will learn that Maya is a spirit medium in training, which explains the clothes she is wearing - they're part of her profession. A new topic, Spirit mediums, will be available for discussing with her.
 * The day of the crime: On the morning of the crime, Mia called Maya to have her protect the evidence that she mentioned last night. She has the call recorded on her phone. A new topic, Your cell phone, will be available for discussing with her.
 * Your cell phone: Maya would let you hear the call now, but Gumshoe took it from her shortly after her arrest.
 * Spirit mediums: The Fey family, especially the women, have spiritual powers and can contact the dead. Mia's powers were first-class. Phoenix has the idea of having Maya contact her sister, so she can tell him who killed her, but Maya says that her power is too weak; she is still in training.

Maya will give you a Memo to get her cell phone from the detective, because it has the recorded call between her and Mia on the day of the murder. Maya's Memo will be added to the Court Record. She will then ask you to visit a famous lawyer that Mia told her to go to for help. It doesn't matter what your response is to this. Talk to her again about the day of the crime.

 * The day of the crime (cont.): Maya went to Mia's office just like she was told, whereupon she smelled blood, and the next thing she knew, she found her sister dead.

Maya will tell you by 4pm, the police department will choose a lawyer for her, if she can't find one.

There's not much else to do now, so move to the Fey & Co Law Offices.

Fey & Co. Law Offices (2)
Here you will meet Detective Gumshoe, who's busy overseeing the investigation into Mia's murder. Also, he mistakes your last name as "Butz"! When you have the choice, select "Detective Gumshoe" from the options. For a bit of fun, you can also choose "Detective Suedeshoes" and "Detective Gumtree". He just presumes that you are Maya's lawyer. Talk to Gumshoe:

 * Mia: Phoenix asks for the autopsy report, which pretty much reveals what you know about Mia's death - that she was killed by blunt force trauma to her her head. Mia's Autopsy Report will be added to the Court Record.
 * Maya: Gumshoe doesn't think you'll win, because a man named Miles Edgeworth is the prosecution of this case. A new topic, Edgeworth, will be available for discussing with him.
 * Edgeworth: When he asks if you know Edgeworth, it doesn't matter which option you choose. Phoenix says he is a cold-hearted man, who hates crime and would do just about anything to get the Guilty verdict.

After chatting with the detective, present him with Maya's Memo for the cell phone; it doesn't matter what response you give to Gumshoe when he asks why you want her phone. On the strap, it reveals to be a "Steel Samurai" and worries it would get lost in the precinct. Maya's Cell Phone will be added to the Court Record. Gumshoe already got the contact numbers but doesn't know there's also a recording. At this point, Gumshoe will accidentally let slip about the witness to the crime, the very person you saw last night calling the police - April May. He'll let you know she's staying at the Gatewater Hotel and should still be there since last night. Time to meet her.

If you are playing the HD iOS release, be certain to examine the house plant to get the Cordyline Stricta achievement.

Move to the Gatewater Hotel.

Gatewater Hotel
Upon arriving, you'll encounter April May, who will talk to you for a bit then leave the room. Examine the screwdriver that is stuck in the drawer. You will attempt to look inside the drawer, but April will come back in and stop you from peeking in. You can talk to April if you want, but you won’t get much information from her which is typical and makes you suspicious of her character.

Time to get Maya her lawyer. Move to Grossberg Law Offices.

Grossberg Law Offices
Upon arriving, you will hear someone clear their throat, before meeting a rather large man. This is Marvin Grossberg, the lawyer you came to see; if you come here before visiting Fey & Co. Law Offices, then you won't meet with him until you do. Things look promising at first, but Grossberg will soon refuse to take on the case upon hearing Maya's name, which seems a bit strange. For now, talk to him:

 * Your refusal: Grossberg won't explain his reasons for refusing, and states that no one will take up the case if Phoenix looks for another lawyer.
 * Mia: Turns out that Grossberg knows Mia, as she once worked for him as an apprentice.
 * That painting: Grossberg is proud of his painting and isn't keen on selling to anyone. But it will be important, why it's not there on "Day 2 - Investigation".

Well, not much to do now, so move back to the Detention Center.

Detention Center (2)
If Maya is here, then depending on whether you've met with Grossberg or not, Maya will either ask you what he said or allow you to choose an action. Whichever order you end up doing things, Maya doesn’t take the news of the refusal very well.

When you get the chance, present Maya with her Cell Phone. She tearfully listens to her call. Next, talk to Maya:

 * Your family: Maya's father died when she was little, and she doesn't know where her mother is. A new topic, Your mother, will be available for discussing with her.
 * Your mother: Her family was secretly involved in providing help to the police to solve a case, but things ended badly. A man soon found out about her mother's involvement and effectively ruined her life upon exposing the police's secret to the press. She then disappeared and hasn't been seen since. Several years later, her sister left, so Maya lives all by herself to train her ESP. A new topic, Your mother's enemy, will be available for discussing with her.
 * Your mother's enemy: 15 years ago, Maya's mother was used to channel a victim for the police so they could ask them to identify their murderer. The man that was identified was later proven innocent. Although the matter was conducted in secrecy, someone found out and accused her of being a fraud before leaking the matter to the papers, causing the medium to be the laughing stock of the nation and thus go into hiding. When asked the name of this person, Maya says "White."

Choose "Defend Maya" and when she asks why, tell her, "I can’t abandon you." You can choose other responses as well. Not choosing to defend Maya can lead to her guilty conviction a few days later in which you shockingly turn your decision around. The second part can be whatever you choose since the story feels very linear.

Move to the Gatewater Hotel after chatting with Marvin Grossberg and Maya Fey to continue your progress.

Gatewater Hotel (2)
When you arrive at the hotel, you will meet a bellboy. He will ask you to tell April May that a man named "Mr. White" has left a message for her. That name surely can't be a coincidence, can it? For now, you got an opportunity to do something you couldn't before - look inside that drawer. Examine the drawer, and you'll find a Wiretap in there! This certainly looks suspicious and might explain why April was angry earlier. The Wiretap will be added to the Court Record.

This should be everything for now, so it's time to prepare for tomorrow's trial.


text:
Phoenix Wright: Ace Attorney/Episode 2: Turnabout Sisters/Day 2 - Trial

Day two begins with the court in session and the first part of the day will be played in Courtroom mode. Edgeworth will call Gumshoe to the stand, and he will describe the details of the murder using a floor plan. The Floor Plan will be added to the Court Record.

Maya Fey's Arrest: Cross-examination
Before the cross-examination begins, Maya will pass a note to you. It tells you to press until the witness makes a mistake. Or bluff your way through according to this game.

Press Gumshoe on his fifth or sixth statement. Phoenix will ask if this witness in pink is the hard evidence he had mentioned. The judge asks Gumshoe to try again in his testimony.

Hard Evidence: Cross-examination
If you look at the Court Record and check the Autopsy Report, you will notice that it says that Mia died instantly after being hit. Present Mia's Autopsy Report against his sixth statement.

Edgeworth will ask you when you received the Autopsy Report. Choose "The day after the murder." You can choose other response which leads to the same conclusion although a bit silly. Edgeworth will present an updated report that claims the victim could have lived for several minutes after being hit. You're given three choices. Choose whichever you want. Blame yourself, poor Gumshoe or Edgeworth. The Autopsy Report will be updated in the Court Record.

Gumshoe will leave the stand. The next witness is Miss April May.

Witness's Account: Cross-examination
The judge wants to know if you want to cross-examine. Choose "Yes, I'm doing it." Choosing not to do it, gives it a quite an embarrassing predicament, realizing you'll lose the case so you'll happily decide to cross-examine her.

Press her third statement or fifth statement and choose "I question your testimony." Then choose "You’re lying" or "You saw nothing". Doesn't matter which. You will mention that April identified Maya by her physique, rather than her strange clothes and stranger hairdo.

Time for another testimony from the witness.

Witness's Account: Cross-examination
How does April May know that "The Thinker" is a clock? Remember the last court case? The First Turnabout? Present "The Thinker" on her fifth statement. She starts to panic, and Edgeworth will try to stop you from questioning her any further. Eventually the judge will agree with you. April says that she heard the clock from her hotel. You are then presented with two options to object with. Choose "It couldn't have rung," and then choose "It's empty" or any other responses since it just leads to the same thing.

The judge will now examine the clock and confirm that the clockwork is missing from the inside. Edgeworth states that the clockwork might have been removed after the murder, which would mean April could have heard it after all. When you can, present Maya’s Cell Phone. This will prove that the clockwork was missing before the murder.

April now tries to say that she must have seen the clock in a store somewhere. However, we know that's not possible. Check the clock in the Court Record. It was made by Larry Butz, so there is no way that April saw it in a store. Choose "Yes" when the judge asks if you have an objection, then present "The Thinker" to the court.

At this point, April totally loses it. The judge wants to know why you think she knew it was a clock. Choose "You had heard about it." Present the Wiretap. You can choose "You held it" but if you think your theory from the previous case works, it doesn't work here as Edgeworth pointed out that you prove that "The Thinker" is empty!

Edgeworth will ask you to provide proof that the murder weapon was a clock. Present Maya’s Cell Phone.

You’ll be given two options from which to choose, but it doesn’t matter which you pick because April will now give an alibi for the time of the murder. She tells the court that she had ordered an ice coffee from room service at exactly 9:00 PM that night. The bellboy from the Gatewater Hotel can verify her alibi.

You have the option to continue with April May or to call the bellboy to the stand. Choose "Call the bellboy as a witness." Edgeworth will allow the bellboy to be called on one condition — if you can't find a crack in May's alibi, then your client automatically gets the Guilty verdict. Choose "Accept the condition" to hear the bellboy's testimony.

Note: Even if you allow April to continue testifying, there's nothing left to testify about so you'll be forced to call the bellboy as a witness. Also, you'll automatically accept this condition from Edgeworth.

Miss May's Room Service: Cross-examination
Press on the bellboy’s last two statements (the fourth and fifth). You won’t really get any new information, but this will prompt Edgeworth and the judge to try and dismiss the witness, since he doesn’t have any new information. Choose "Protest" or "Give up." This will allow you to ask about one of the following: "Check-in", "Room service", or "Bed making". It doesn’t matter which you choose, as the same piece of information will be discovered: two people checked into the hotel and two people are staying in the room.

You asked the bellboy why he hasn't mention it. The bellboy's answer is simple: Mr. Edgeworth wants him not to mention another person at all. You'll see Edgeworth's angry expression for the first time.

This has brought about a new possibility in the case. There is another person that could be involved in the murder. When asked who, choose "The man with Miss May". Choosing "Miss April May" or "The Bellboy" is just asking for trouble.

You haven’t cleared Maya yet, however, you have bought a little more time to investigate. The judge will extend the trial for an extra day.

After the trial, you will receive the May Testimony, and it will be added to the Court Record. There is not really much in the testimony, as most of it was thrown out. All that remains is: "The victim dodged an attack then ran to the right, but she was caught and struck."


text:
Phoenix Wright: Ace Attorney/Episode 2: Turnabout Sisters/Day 2 - Investigation

After the trial finishes for the day, you will arrive at the Detention Center to visit April May. Needless to say, she’s not very happy with you and it is impossible to get any information out of her. Move to the Grossberg Law Offices.

Grossberg Law Offices
Grossberg is not in the office at this time. But something else is wrong with the picture. Where's that painting? Examine the items on the corner of his desk, and you will find two photographs with "DL-6 Incident" on them. You will only be able to take one photo at a time. Take the Photograph labeled as "DL-6 Incident — Exhibit B", which gets added to the Court Record, and move to the Gatewater Hotel.

Note: If you're scratching your head on "DL-6 Incident - Exhibit A", without spoiling it, reach the second half of "Turnabout Goodbyes" to know what's important about that photo. Also, showing this photo to Miss May and the Bellboy will give a different response and you realize you're on the wrong track.

Gatewater Hotel
The bellboy will be in April May’s room. He'll praise you for making his hotel popular because of this court case. Talk to the bellboy:

 * Miss May: He doesn't want to talk about her.
 * The man with May: He says that he could identify the man that was with April May if he saw a photo.
 * The hotel: The bellboy wants to add a subtitle to Gatewater — "Murder Manor."

Present the Photograph to get the bellboy to Write it down his Bellboy's Affidavit. This will be added to the Court Record.

Move to the Detention Center.

Detention Center
Present the Photograph to April May. Then present the Bellboy’s Affidavit. You will have an option at this point. Choose "Push her hard". She will now start to talk. She will tell you that she works for Redd White, the owner of Bluecorp and that it was he that checked in with her at the Gatewater Hotel. She will give you the address for the Bluecorp building. You'll discard the Bellboy's Affidavit.

Alternative method: If you choose "Ease her fears", you'll get frustrated and decide to throw away the Bellboy's Affidavit since you almost got her to talk. So go to Grossberg's Office and show the Photograph to him instead. He'll give you the location to the Bluecorp building, in return of the Photograph that you borrowed.

Move to Bluecorp.

Bluecorp
You will be greeted by the verbose purple businessman Redd White. Talk to White:

 * Miss May: April is White's secretary. White seems disappointed about what she has done.
 * Night of the murder: White refuses to talk unless you "put him on the witness stand", but doubts you could do so, as the law is his "toy".
 * Bluecorp: White tells you that Bluecorp buys and sells information — sensitive information. For a decade, he has been building up the corporation to the grand office it is.
 * That painting: Say "I’ve seen it before" or "When did you get it?". At this point, he will punch you! He then tells you to ask Grossberg about it and to get out of his office.

Move to the Grossberg Law Offices.

Grossberg Law Offices (2)
Grossberg is now in his office. Talk to Grossberg:

 * Today's trial: Grossberg feels very sorry for Maya, and doesn't know what to do if she is found Guilty. If so, then why did he refuse?
 * Your refusal: Grossberg still won't talk about his refusal.
 * Mr. White After you tell him the large painting is bothering you, choose "He’s blackmailing you." (or other responses if you're interested) Grossberg has finally had enough and tells you the whole story. He is being blackmailed over the DL-6 Incident. (You can choose "You two are lovers" for a hilarious response from Grossberg).
 * DL-6 Incident: Years ago, Mia and Maya’s mother was involved in a murder case, the sorting code of the case being DL-6. She tried to use her spiritual powers to help find the murderer but had failed.
 * Reason for blackmail: Grossberg had helped her clear her name, but also told Mr. White that the police had to hire a spirit medium. When the police department tried to find out who had leaked this information, Mr. White offered to stay quiet to protect Grossberg, but for a price!

You will be informed that Mr. White has information on everyone: judges, the police, and lawyers to name a few. He will tell you to look in Mia’s office for more clues. Move to Fey & Co. Law Offices.

If you show the Photo of Mr. White, you'll return the photo to Grossberg.

Fey & Co. Law Offices
Examine the shelves behind the desk on the right side of the screen. You will find some files in alphabetical order. Look through each option. In A–I you will discover a file about Mia’s mother. Then look in file J–S. Choose "Skim it". Phoenix will notice a file called "Suicide". In the files T–Z you will discover that the file for White is completely empty. It looks like Mia was collecting information on people that she suspected Mr. White was blackmailing. Newspaper Clipping will be added to the Court Record.

Move to Bluecorp once more.

Bluecorp (2)
Present the Newspaper Clipping to Mr. White. When you can, choose "You blackmailed him", then choose "You’re wrong" (or "You're right" leading up to the same conclusion). At this point, Mr. White informs you that he will be testifying in court tomorrow — against you. He has the power to turn Phoenix into the suspect for the murder. Gumshoe appears and promptly arrests you after mistaking you for Hairy Butz. Can you trust this detective to get your name right? Gumshoe must have got the name from Mia in the previous case by mistake. Remember the last part of "The First Turnabout" in which Mia calls Larry "Harry"? Now you know.

You automatically move to the Detention Center.

Detention Center (2)
You will be in the Detention Center. At least Maya has been released, but now you're the one taking the blame. She’ll ask if there is anything she can do to help. It doesn’t matter which option you choose, she’ll be cheering for you anyway. Well if you want a funnier response, choose "Break me out" and she'll go into overload but realized, it's only a joke.

You tell Maya that you'll be defending yourself instead of assigning yourself an attorney. Maya decides to come and assist you at the trial for the first time tomorrow.