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At the start of each level, Wizeman's minions steal all the character's Ideya except the rare red type representing courage.
The other Ideya colors in the game are yellow for hope, green for growth, blue for intelligence and white for purity.
The goal of each of the four " Mares " in each level is to recover the stolen Ideya by collecting 20 blue chips and delivering them to the Ideya capture, which will overload and release the orb it holds.
It is possible to complete some of the levels ' goals by wandering around the landscape of Nightopia as Claris or Elliot ( pursued by an egg-shaped alarm clock which will wake up the child and end the level if it catches the player ), but the majority of the gameplay centers on Nights ' flying sequences, triggered by walking into the Ideya palace near the start of each level and merging with the imprisoned acrobat.

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