100 ACRE WOOD - STUFFED WITH FLUFF

Gathering the Pages: You may be eager to get to Hollow Bastion, but there is one world that can be finished after Neverland, and that's the world of Winnie the Pooh in the 100 (Hundred) Acre Wood. This world in fact, has no enemies to fight and rightly so. Rather, this world is the wonderfully peaceful wood where Sora takes the place of Christopher Robin, and goes on many a grand adventure with the world's most famous stuffed bear. So, by now you should have all the pages to Merlin's old book, and be able to complete each section of the wood. You don't need to finish this world to finish the game either, but since you probably want to see that secret ending and obtain some items and a useful summon as well. No matter which order you find these pages in, the chapters of the book will always follow the same order. If you haven't obtained all the pages, here is a quick rundown of where they are.

Page 1: Agrabah: Cave of Wonders, Dark Chamber - Enter the Dark Chamber via swimming up the waterfall in the Relic Chamber. The narrow ledge that spans across the room contains a treasure chest against the wall, which will have page 1.

Page 2: Monstro: Chamber 6 - Go through Monstro until you reach Chamber 6, and jump up onto the green pads. One of the treasure chests on them holds the second Torn Page. If you don't have High Jump at the time, you could use the barrels to help you up.

Page 3: Atlantica: Ariel's Grotto - The highest treasure chest near the top of Ariel's Grotto holds the third Torn Page.

Page 4: Halloween Town: Research Lab - Go into Dr. Finkelstein's lab and Examine the book shelf.

Page 5: Reward for finding 51 Dalmations - Return to Traverse Town, go to the Second District into the Dalmations' House where Pongo and Perdita will give you the fifth Torn Page after finding 51 of their lost puppies.

PROLOGUE: EEYORE'S HOUSE - SILLY OLD BEAR

Tubby Little Cubby: The first stage (er, page) of the 100 Acre Wood is located at Eeyore's little house of sticks on the bottom right corner of the book. This brings you to a meadow and a cutscene, which you watch Sora meet Pooh. Not too bright, that one, but what do you expect from a bear who's of very little brain? The only thing you need concern yourself with here is probably getting that green chest hidden inside the hollow log. Afterwards, run on out of the meadow to exit this area. Once you're back on the book map, a save point appears at the top right corner. You can use this point to save or exit out of the book.

POOH'S HOWSE - THAT PEDANTIC PILE OF FEATHERS

Owl's Articulation: When you exit the meadow, you'll see that heading to the left page of the book map will show you a new bright colored area. This is Pooh's House (or rather, Mr. Sanders' house.) Enter this area, and you can explore Pooh's house for some items. When you exit, Owl will be waiting to tell you about the lost pages of the Hundred Acre Wood. Of course, by now you've figured out you have to get those pages, right? Right. Moving on!

CHAPTER ONE: HONEY TREE - RUMBLY IN THE TUMBLY

Oh D-d-d-d-dear!: Once you have the first torn page, head to the tall tree picture located beside the compass on the book map. Here, you'll meet Piglet. Comparatively speaking, Sora is HUGE when sized up by Piglet. With common sense and a healthy sense of fear, Piglet runs away when you meet him. Head around the tree, and then sneak up behind Piglet and Talk to the poor fellow.

Please Feed the Bear: As Pooh comes along, it's your job, nay, your Duty(!) to help him out. He wants his honey, you want to get to the Keyhole, so you work out a deal. You'll knock the bees away from Pooh's little blue balloon as he floats up around the hunny tree and gets to eat his fill while you work. No, it's not a particularly good deal at first, but be patient. The key here is to have Aerial Sweep unequipped, and to not move the left analog stick too much while you're jumping. In fact, you should be able to keep the bees off of Pooh's balloon by a simple lock on and attack. If you don't move the analog stick, Sora should end up on one branch higher. Once you get to the top hole, Pooh doesn't move from there and just eats and eats until time runs out. If you happen to fall off while keeping the bees off, you can try to jump back up yourself. You can save yourself from a fall by using Glide to get onto another branch, or you can use the Rush command that appears to zoom up there. Note that using the Rush command will make you lose 5 points each time, so use it wisely. In order to complete the level, you need Pooh to eat 100 points worth of the sweet nectar so move along up and down (to your appetite's delight) smacking bees along the way. After you've finished this level, it turns into a mini-game which you can play again and again to try and get a high score. Not that that will give you anything other than the satisfaction of having the high score, but hey it's entertainment. For completing this level though, you do get the Naturespark, which is a summon gem that turns into Bambi when you go see the Fairy Godmother about it.

CHAPTER TWO: RABBIT'S HOWSE - THE NOT SO WONDERFUL THING ABOUT TIGGERS

The Harried Hare: The second page of the book leads to Rabbit's house. You, the ever intrepid criminal, can sneak around the outside of his house, read his mail (a felony!), pull up his vegetables for items (destruction of property) and finally, after talking to Pooh and Piglet on the outside of the house, step right on into the interior of this nice home without invitation (trespassing) and rob the poor rabbit of his last pot of honey after examining its secret location up on the rafter. Don't you feel guilty for harrassing this hare now? Leave the house and leave the premises immediately! That's right, off you go you cad.

Community Service: Or... so you thought you could just get away with it eh? I don't think so! Tigger, that bouncing bounder, arrives once you find Pooh stuck in the hole behind Rabbit's house. And now your mission, should you choose to accept it (not like you have a choice) is to protect Rabbit's prized carrots from certain doom and destruction. This game is more difficult than the hunny hunt. The goal is to run beneath Tigger and have him bounce off of Sora's hands instead of bouncing the carrots into the ground. You can use the Rush command again to help speed you up in case you can't get to Tigger in time, this time without penalty. Try to stay in the middle of the carrot field so you can get at Tigger within a short distance. All you have to save is one carrot, and then you're scot free. After this, you get a Mythril Shard, and you can come back and fill in the rest of those hours you owe Rabbit by playing this mini-game over and over.

CHAPTER THREE: POOH'S SWING - THE POSITIVE PESSIMIST

Sticks and Stones, Luv: Once you've finished protecting Rabbit's carrot patch and helping Pooh get unstuck, haul yourself over the bridge to the part of the map depicting the tree with a swing on it. Your next task is to save poor Eeyore from being carried off to who knows where. Right in the middle of your game of Pooh Sticks, he comes floating along. Sora's the only one big enough to jump in and save him, so jump into the river and swim towards Eeyore. Once you've dragged the damp, depressed donkey up onto the bank, you and the others notice that Eeyore's tail is missing. You should help Eeyore find his tail - he is rather attached to the thing after all. And of course, covering the woods by air is a lot faster than searching by foot.

No Mercy for Swing: In order to bring Pooh up onto the swing to look for Eeyore's tail, you need to lock onto him with the R1 button. He'll start to walk behind you, so you walk on ahead and up the slope. Don't run, because Pooh is slow and if you lose your lock he'll stop following, or he could get stuck in a corner or otherwise delayed. If he is stuck, run around him and lock on again, so he can turn about and follow you. Once you're up in the swing, Owl gives you instructions on how to swing Pooh far enough until he actually sees the tail. You don't want to swing Pooh too far at first, nor too near - about 20 or so yards. He'll tell you if you've swung too far. The ideal distance is just enough so that Pooh will crash and burn into Eeyore's constructed cabin, whereupon he'll find Eeyore's tail. For completing this chapter of the 100 Acre Wood, you get an upgrade for the Stop spell. Once you've finished here, head back to Pooh's house, where you can light the fire in the woodsticks with Fire and Pooh will give you a Mythril.

CHAPTER FOUR: TIGGER'S BOUNCING SPOT - THIS PARTY'S BOUNCING

Tigger's Test: The next page of the Hundred Acre Wood brings you to the clearing in the center of the book map. Here, you learn just how much Tigger likes to bounce, and he's got his friend Roo with him. Just to prove your bouncing bottom is best, take Tigger's bouncing test. Basically you follow Tigger's path, jumping from tree stump to tree stump in the same order that he bounces over them in. There are three tests in total, wiht the last one being the hardest. If you are having trouble making some of the jumps, make sure you position yourself as close to the edges of the tree stump as possible and jump from there, holding the jump button until you reach the destination. Because you can't use High Jump or Glide in this bouncing challenge, you have to rely on your depth perception. Here are the orders for the bouncing tests.

Bounce Test 1: Straightforward, Tigger will bounce over four tree stumps that are right in front of you. Starting where you are, jump forward to the next stump. The next stump is a little bit higher, so get to the edge of the tree stump and make the leap. The next stump is higher, and again use the same method. Finally, turn a little to your right to get onto the last stump. Jump onto the same platform as Tigger, and you've passed the first test. When you get the bounce test correct, you will here a chime and Sora will make a little fist of 'YEAH!'

Bounce Test 2: This one is a little bit more complicated than the first. Jump onto the stump in front. Then, turn and jump to the stump on your right. Jump back to the first stump. Proceed jumping forward like you did on the first bouncing test. Then, before you jump onto the platform with Tigger and Roo, turn around and jump to the stump behind you on the right. Then, jump back to the stump before and jump onto the platform with Tigger.

Bounce Test 3: This is the easiest For the third test, Roo launches you up into the tree branches, and you have to jump your way down onto the first stump. Actually, all you need to do is drop down because the stump is below you. From there, you proceed in the same order as the first bounce test. After you clear this one, talk to Roo.

Crack Pot: The next game deals with the giant pot in the middle of the clearing. Talk to Roo and he'll start the game. Your goal is to hit the nuts which Tigger throws from inside the pot and break the pot off the tree stump without falling off the stump you're on yourself. This game should be easy if you did well in knocking Wakka's blitzballs back at him before. If not, then just lock onto the nut that comes down, do a short hop and attack the nut in the air. If you're iffy about jump attacks, then attack when it's about a Keyblade's length from your head. This should cause Sora to attack with an overhead vertical swing down, but you might do a forward stab instead. Once you knock the pot off the giant stump, jump inside the trunk to open up the treasure chest inside and get your prize - an AP Up. Afterwards, go find Tigger and talk to him.

Sometimes I Feel Like a Nut: The last thing you should do is talk to Owl, who wants you to collect some Rare Nuts from the trees above. When you've finished talking to OWl, go back to the see saw where Tigger and Roo are bouncing on, and then talk to Roo to get launched up onto the tree branches above. There are 5 Rare Nuts in total. To get them, to the following:

Nut 1: Get to the seesaw, and choose Tigger as your partner. You'll be launched onto the branches on the other side of the area. Turn to your right, jump onto the next branch beside you. On your right on a dark green leafy part with the pink nut showing. Glide or jump (hold the jump button as you're jumping) to the leaves and land there. You'll have your first nut. Go exchange this with Owl to get a Power Up.

Nut 2: From the seesaw, go to your left, jump over the log and you'll see a little stump in the middle of the corner. Jump onto that stump, which will cause it to depress. Turn around and jump back over the log onto the little stump that is rising with the water. When it reaches the top, just touch the pink nut next to you and return to Owl to get a Defense Up.

Nut 3: Look to your left when you're at Owl's spot. You'll see Piglet. Go to Piglet, where next to him will be a small wooden platform. On your right will be the tree stump that you push down to activate it. Once the platform is shot up with water, jump onto the tall tree stump (the one right before the platform where Tigger and Roo were during the bounce test) and then jump onto the raised platform. From there, jump left onto the green leafy platform where Nut 3 is. Go back to Owl and get a Mythril Shard.

Nut 4: Go to the seesaw again and use Roo as your partner. You're launched up onto the branches. On your immediate left above you is the next nut. Jump to get it. Go back to Owl and get an AP up.

Nut 5: Using the same method as getting Nut 4, get Roo as your seesaw partner and then once you're on the leaves, go to your right, and that's where the last nut will be. Go back to Owl and your last gift is the Orichalcum.

Optional Treasures: This part is optional. Use Tigger as your partner on the seesaw. You'll be launched back onto the branches. Look on your left, where you'll see the next branch you can jump to. Jump onto that branch. By now you'll see a leafy platform, with a hole in at tree trunk in front of you. You can't get to that by jumping yet. Jump onto the branch on your left, and then jump down onto the leafy platform below. Jump towards the little item box and Sora will slide down the trunk. The item here is a Dispel-G, to add to your gummi collection. Next, go use Roo as your partner on the seesaw. After you're launched into the leaves. Go to your right and drop down to the level below for a Thunder-G. And lastly, find the log lying between the spots where Pooh and Piglet are. There is a darker section of the log. Hit that, and it will reveal a Mythril.

CHAPTER FIVE: MUDDY PATH - GONE AGAIN

Hide and Seek: You'll see Pooh walking around and around in a circle. Jump down onto the path and talk to Pooh. He'll tell you that his friends have disappeared again. Obviously they haven't, but Pooh is stupid like that. So, you have to help him find his friends.

Eeyore: Walk around the center bush until you find a spot that you can Examine. This is where Eeyore is. From there, the game of hide and seek will start.

Roo: Run around the bush until you see a long root that Roo is jumping up and down on. Hit this branch, and Roo will fall down to the floor. Talk to Roo and he'll go into the bush.

Rabbit: Go to the set of three holes at the far end, and wait for Rabbit to run out. You have to stand away from the holes or else Rabbit won't exit. Once he does, run up and Talk to him quickly to get him to go into the bush.
Tigger: Jump onto the updraft coming from the well. Wait for Tigger to jump over the trunk and then Talk to him when he gets close.

Owl: Go back up to where you got Tigger. Run across the tree trunk to the other side, where you can jump up onto the high platform. Wait for Owl to land in the corner, and run up to talk to him.

Piglet: You must get Pooh to go with you in order to get shy Piglet out. To get Pooh up to the tree where Piglet is hiding, lead him to the blue flowers that will float him up. Run over the tree to the other side like you are going to get Owl. Turn around, and cast Fire at the cobwebs inside the log that's blocking Pooh's path. Then lock onto Pooh and lead him across to the next set of blue flowers. Then, lock onto Pooh again and lead him to Piglet. Once you've done that, jump all the way down and talk to Piglet who's appeared in the little hole next to the triple set of holes where you found Rabbit.

EPILOGUE: WATCHING THE NIGHT SKY - DON'T FORGET

Farewell to Your Friends: This is the end of the book, as they say, and after you've finished all the games, you will have locked the Hundred Acre Wood. You'll get to see Sora taking the place of Christopher Robin on the cover of the book, as well as the Keyhole sealing itself.

The End: Hundred Acre Wood.

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