[ ROUNDS 1 - 7 ] [ ROUNDS 8 - 14 ] [ ROUNDS 15 - 22 ] [ ROUNDS 23 - 27 ]

Key:
F is a fixed position stone always containing a set item.
JP is a stone revealed by jumping at that point.
WO is a stone revealed by walking over that point.
P means that a special power is in this stone.
Below the round is details of what is in each set stone and a couple of notes.

ROUND 15:

JP1 =     JP2 =     JP3 =     JP4 =

Notes: None.


ROUND 16:

JP1 =

Notes: Bit of an obstacle course this one. A short round that's fairly easy as long as you're not careless.


ROUND 17:

JP1 =     JP2 =     JP3 =          

Notes: "The Mountain Pass" round is just as difficult (if not more!) as the Mutant Village and I'd recommend the same tactics. The beauty of this round is that there's mutants here that form unlimited 10k stacks. You can grab 100k+ from these bonuses alone :) The Cross power is also on this round in one of the first few stones. The Sun power is hidden in the first stone on the Jap version only.


ROUND 18:

JP1 =              

Notes: There's a free man on this round. If it's not in the first few stones... There's a 10k Mutant stack on this round. To find it you have to wait a few seconds after the "fake" one. It doesn't appear if you move past the fake stack too quickly.


ROUND 19:

JP1 =     JP2 =     JP3 =     JP4 =

Notes: This round has caused many a death! It's full of rhino's charging at full speed and snakes make surviving this round tricky. The best way to survive and score is to kill the Rhino's with the Tiger power and only land to collect the items. There's a trick near the end of the round to get a few thousand extra. You wait on the last rock of the round. As the rhino's runs straight through it and you can kill it with the Tiger just by pressing jump.


ROUND 20:

JP1 =     JP2 =

Notes: Another round entirely filled with Griffins, except for the Giant Demon and a few Lava Men. It's not an easy round, unless of course you do the Griffin trick... Try to kill the Griffins as soon as they appear, otherwise they'll quickly turn into a mass swarm then dive while others drop rocks and block your jumping. It's usually game over if you let this happen!!!


ROUND 21:

JP1 =     JP2 =

Notes: The game no longer excepts continues from this round onwards. There's a stone near the start where the Tiger Power is hidden on the Jap version. On the US version this stone doesn't exist at all.


ROUND 22:

Notes: On this round all half-stones are WO's as far as I know. I think the gargoyle from "Unsolved Mysteries" is on the front and back roof of the boathouse too, but it's not fully visible on screen.

[ ROUNDS 1 - 7 ] [ ROUNDS 8 - 14 ] [ ROUNDS 15 - 22 ] [ ROUNDS 23 - 27 ]