Nightopia is the name of the dreamland we visit when we sleep. Most
dreamers don't realize that Nightopia is ruled by the evil Wizeman the Wicked, a despot who is trying to escape
the world of dreams and break into ours. To accomplish this nefarious task, Wizeman must steal dream energy from
sleeping children. One night, Wizeman turns his evil mind to two innocent children - Claris and Elliot. And one
Nightopian, named Nights, decides to protect the children and foil the evil ruler's plans.
In terms of overall challenge, Claris' levels are somewhat easier than Elliot's,
although they share many of the same elements - basically, there aren't as many damaging obstacles and
enemies in Claris' levels. Among the many things you will see, note in particular the golden turnstiles, which are
found in most of the levels. If you run into them, one of two very important things will happen: Either a section
of the level will become accessible, or you will get blue chips or golden stars.
Spring Valley: The Ideal
This level, which features a beautiful green countryside to fly over, is very basic and easy to navigate. It seems
designed not to challenge you, but rather to help you get acquainted with the game and controls. Don't veer off the
path, and go as quickly as possible. The blue chips are in plain view.
Mystic Forest: The Possibility
This level is very similar to the firstlevel, except for the addition of trees. The level of
challenge increases somewhat, as do the number of things you have to keep an eye out for. Look out for the
billboards and the crazy car down below, and beware the barbed wire rings, which make their appearance for the first time.
Soft Musem: The Confusion
This is one of the most interesting levels you'll find in any game. It requires you to push your way
through a wacky soft museum. Barrel through and don't be afraid to run into things - most of the time the
obstacles will move out of your way.
Twin Seeds: The Growth
This is the only level that is the same for both Elliot and Claris. At the beginning of the stage, walk
forward, and your character will get thrown quite a distance. Don't be afraid - just jump off the edge, which
forces your character to learn how to fly. Notice how no Ideya Palace is in sight after you collect the 20 chips
and take them to the Ideya Capture. Instead, you must start collecting the next 20 immediately. Watch out for
the balloons; they only slow you down. After you've gone through the four courses, simply hit the button over and
over to free Nights.
In terms of gameplay, Elliot's levels are more difficult than Claris'. Even so, the items and
overall objectives are the same. As in Claris' levels, watch for the golden turnstiles - they'll take you to new
areas or provide you with blue chips or golden stars.
Splash Garden: The Affection
Watch for water fountains - if you fly into a fountain's stream, it propels you to a place you can't
otherwise go. Look to the spitters to launch Nights into otherwise inaccessible areas. In addition, be on the
lookout for the giant clock that displays the correct time. (Finding this clock won't actually help in your
quest, but it's cool nonetheless.)
Frozen Bell: The Consciousness
As the name implies, this is a winter wonderland.
Watch for the coolest part of this level where Nights becomes a toboggan.
Also look out for the train stop; you might need a ride if you run out of time.
Stick Canyon: The Revival
This level is hellish! There are loads of things to interact with, including a giant tower that you have
to fly in and out of, along with a weird rail ride. Gravity fields also try to slow you down - if you find
yourself magnetized, just try to keep going until you get to the demagnetization machine.
Twin Seeds: The Growth
Once again, this is the only level that is the same for both Elliot and Claris, and the same strategies
mentioned above apply here as well. At the beginning of the stage, walk forward, and your character
will get thrown quite a distance. Don't be afraid - just jump off the
edge, which forces your character to learn how to fly. Notice how no Ideya
Palace is in sight after you collect the 20 chips and take them to the
Ideya Capture. Instead, you must start collecting the next 20 immediately.
Watch out for the balloons; they only slow you down. After you've gone
through the four courses, simply hit the button over and over to free
Beat the Bosses
Each of the end bosses has a specific weak spot that you must discover and exploit in order to defeat him.
This flying dragon fish looks tough, but he is fairly easy to defeat.
All you have to do is fly down and grab the top of his head (stay away from his mouth and tail). Once you have a
hold on him, press your drill attack button to push him down. After a couple of attacks he should be far enough
down that when you throw him he strikes the ground. Notice that every time you push him to the ground his
tail falls off. It regenerates, but it comes back a bit shorter each time. Keep throwing him at the ground until
his tail is gone.
This is the easiest of all the boss characters to defeat. Fly right
up to him and take hold, then press your drill attack button and you will throw him. You will soon see a wall,
but don't worry - it's supposed to be there. Throw him at the wall, and he crashes right through it. The next wall
has a weak spot on the upper half; throw Puffy up there. The third wall has a hole with bars covering it; throw
Puffy at the hole. The fourth wall's weak point is right in the middle. The fifth wall's weak point is down at the
bottom; you guessed it - throw Puffy here. Almost the entire sixth wall is weak (throw Puffy a little low just
to be safe) - and when you've thrown him through it, he's finished.
This encounter area looks confusing at first, but don't worry, it's not
really that bad. The big fish floating in the water is Gulpo. The trick to beating this boss is to use the
orange fish to spit Nights at Gulpo. Maneuver Nights so that he is right in front of Gulpo. Next, fly into the
orange fish - he'll spit you right at Gulpo's face. If you miss, line yourself up for another shot. Hit Gulpo
about five times and he keels over.
This battle area, like most of the game, looks more complex than it
actually is. To win, focus exclusively on the pink rat rockets (as we like to call them). Simply watch for Claws
to jump on one of the rat rockets, then head toward him. As you get closer, he jumps off the rat rocket and zips
away from you. Even though sparks will be fizzing off the rat rocket, fly up to it, grab hold of it, and hit your
drill attack button to blow it up. Head toward the next rat rocket and repeat as many times as you need until you
catch up with Claws. When you do, one shot with the trusty drill attack will put him away.
This guy is one of the toughest of all the dream henchmen. Go straight at
him, and when he throws a card at you, take evasive action. However, relentlessly press the attack. When you
finally catch up to him, hit him hard with the drill attack. Use it to knock off his cape (without it he is
vulnerable), then repeatedly drill attack him. Whatever you do, don't let him get back to his cape.
The simplest way to defeat Reala is to do the circle warp. Approach her
and try to snare her in your circle warp. Notice that she is trying to catch you in hers. Your loops should either
be very big or very small. Playing the extremes helps you catch her in your warp field. Keep your speed up, and
don't ever sit still. This boss is one of the most difficult to defeat because it's hard to tell when you
are winning. You'll know you've won when Reala flies off and Nights automatically stops in mid-air for a moment.
Considering that he is the master of evil, Wizeman isn't that tough. He
tries to defeat you with four different tactics: first, he'll unleash fast little fireballs that you have to
dodge (not unlike the cards that Jackle throws); second, he'll hit you with a very cool-looking asteroid field
(it's easy to defeat if you know how much space you have above and below it); third, he heaves big snowballs in
your direction, which you should make an effort to avoid (if you do collide with one, try to push off of it); and
fourth, he puts up a strange barrier - it has a tiny hole that you must squeeze through. If you go too fast, you'll
have to go through two of these barriers. And if you make a mistake, you'll find that it's tremendously difficult
to recover. But don't panic when you encounter his protective field - if you push through it, he will take damage.