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.

Basics || Levels || Bosses


Nights Basics

Goals

The basic goal of Nights is to collect 20 blue chips per course as quickly as possible, then fly into the Ideya Capture (be warned - you must be back at the Ideya Palace before the timer reaches zero, or face dire consequences - see below). Then, with your remaining time, return to the course and try to collect as many golden chips as you can.

Grading
Nights uses a grading system to measure your success on each level. In order to reach the final level and finish the game, you must score a "C" average or better for levels one through three. That doesn't mean you should hit the reset button if you get a "D" average after the four courses - you may be able to up your average if you beat the level's end boss quickly. Also note that if you don't make it back to the Ideya Palace before the timer reaches zero, all the points you've accumulated will be taken away. You must then collect as many goodies as you can on foot. However, a giant alarm clock will be chasing you, making it incredibly difficult to gather enough chips, stars, and other items to successfully complete the course with a good grade (or at all).

If you didn't score as well as you would have liked on a course, you can return to it and try for a higher grade. The secret behind getting a good grade is speed and collecting a large number of golden chips. Simply, the faster you go and the more chips you collect, the higher your point total and grade will be.

Aerial Stunts
To increase your point score (which in turn will boost your grade for the course), perform as many aerial tricks as you can after you've gone through the multicolored ring and have gotten the trailing yellow ribbon. We've found that if you're a true dream flier, as many as eight tricks are in reach within the allotted time. Some of the tricks are: Small Loop, Middle Loop, L-Wing, Mixer Basket, Tornado, V-Fall, T-Fall, Parasol, Roulette l, 8 Cross, Scorpion, and Drill


Levels

Claris' Levels || Elliot's Levels


Claris' Levels

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.


Elliot's Levels

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 Nights.

Beat the Bosses

Each of the end bosses has a specific weak spot that you must discover and exploit in order to defeat him.

Gillwing
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.

Puffy
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.

Gulpo
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.

Claws
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.

Jackie
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.

Reala
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.

Wizeman
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.