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Disney Universe eGuide Walkthrough Monsters Inc.

Monster Training

Level 1

Collectibles: 3 fuzzy dice

Guests to Rescue: 0

GET INTO THE HOUSE

Monstropolis is a unique world where monsters live. Their society is powered by the screams of human children. What better place to learn about being a monster than at their training facility?

At the start, move to the right to find a key. Then carry it back to the chest on the left side of the area to quickly upgrade your tool with the blue star inside.

Next, step on all four red switches before the timer runs out. After you do this, the facade of the house drops and a door appears. Go through the door to enter the house.

GRAB THE KEYCARD

The house consists of several different rooms. In each, you must accomplish various objectives. In the first room, pull the lever on the right to make a platform rise, allowing you to jump up and get the keycard. Several enemies also appear. Defeat them and then pick up the keycard and take it over to the keycard reader. When a door appears, go through it to another room.

FUZZY DICE

Step on the red switch and a platform lowers. Jump up onto it to get the fuzzy dice.

FIND THE KEYCARD

This room starts off with a fight as soon as you get in there. Defeat the Fodder, then pull on the lever at the back of the room. Step on the switches on the sides of the room to lower platforms. Jump up on them and move the cages down to the floor. Now pull the lever at the back to make a cage with a keycard in it rise up. Quickly move to the front of the room and pull the lever on the right. A laser moves across the room and cuts open all the cages. Be sure to jump over the laser and then take the keycard to the reader to bring in another door. Go through it to get to the next room.

WHERE IS THE KEYCARD?

Pull the lever at the back of the room and gravity is reversed—you are now walking on the ceiling. Since several enemies also appear, you have to fight upside down. After the enemies are gone, step on all the red switches on the ceiling and the pick up the keycard when it ap-pears. Then pull the lever on the ceiling to drop to the floor. Pull the lever at the front of the room to raise a reader from the floor and then quickly take the keycard to the reader before time runs out. Head through the door to the next room.

DEFEAT THE ENEMIES

Pull the lever in this room; the keycard appears in a large tube. A lot of Fodder also appear and attack. Fight off the enemies while you wait for the tube to lower so you can get the keycard.

USE THE KEYCARD

A Roto shows up when the Fodder are all toast. This is one tough enemy in a small room like this. Stay out of its way. Don’t try to fight; just grab the keycard and take it to the reader, and then go through the doorway.

REVEAL THE KEYCARD

This room also has a fight right after you enter. Luckily it also has a VIC cube, so get a power-up and let ’em have it. Once you have won, pull the left-rear lever to raise up the keycard in a cage. Quickly pull the right-front lever to activate two laser beams. Jump over the low beam and stay down while the high beam passed by. Now pull the left-front lever to reverse gravity. More enemies arrive to fight. Defeat them and then pull the left lever on the ceiling to raise—or lower—a reader. Take the keycard to it before the timer runs out. Then go through the door that also appears on the ceiling.

SCARE THE CHILD

FUZZY DICE

Step on the red switch to lower a platform. Then jump up onto the platform to get the second pair of fuzzy dice.

Pull the lever to make a fake monster scare a child and produce scream. A tank of scream falls to the floor. Pick it up and take it through the door.

POWER UP THE EXIT

You are now outside the house and must take the scream canister to the power supply. However, you are not alone. Enemies arrive to try to stop you. Drop the canister and fight. Then, when it is clear, put the canister in the power supply.

EXIT THE LEVEL

FUZZY DICE

Before going through the exit, walk to the left to find a door. Go through it into a room in the house. Pull the lever at the back of the room to reverse gravity so you can get the fuzzy dice on the ceiling and unlock music. Pull the lever on the ceiling to drop down to the floor and go through the door to leave the house.

Challenge - When you come out of the house, an arcade game appears at the left side of the area. Use it to play a challenge and get some coins.

Go through the exit to get to the next level.

Level 2

Collectibles: 3 fuzzy dice

Guests to Rescue: 0

CROSS THE BARRIER

The enemies here like to fight. They attack right at the beginning of the level. Defeat them all and then continue moving to the right.

FUZZY DICE

Walk up the stairs to the right and stand by the door. Wait until the door at the top moves next to the fuzzy dice, then go through the door to get the dice.

Wait until the door moves to the right past the barrier, then walk through the door again to get past the barrier. Step on the red switch to lower the barrier. Continue to the right and fight off an attack and clear this area.

Keep going to the right to find a key. Then take it back to the chest near the start to get a blue star that upgrades your tool.

Now jump up onto the mobile lift and pull the lever to lower the lift.

FUZZY DICE

Step on the left arrow to make the lift go to the left. When you are as far as you can go, step on the back arrow to raise the lift. Jump off to the left to get the pair of fuzzy dice.

Pull on the lever to lower the lift again, then move it to the right, past the barrier. Then raise it up so you can get to the door. Go through into the room.

SCARE THE CHILD

Inside the room, pull on the lever to scare the child. Pick up the canister and carry it through the door. Drop down to the floor and fight against lots of enemies.

Carry the canister down the stairs and insert it into a power supply. You need one more canister. Go through the door on the main floor to en-ter a room and scare anther child. Bring that canister down to the power supply to extend a bridge to the right. Walk across to the next area.

You have another fight to win against the enemies. Use the VIC cube in this area, then continue to the right when you’ve defeated the ene-mies.

BUILD THE DOOR

To use the broken doorway, you must find the three pieces of the door and bring them to the door frame. The first is near the frame, so pick it up and carry it to the frame.

As soon as you pick up the first piece of the door, a new enemy appears—the Bulldog. Several Fodder join it in attacking you. Avoid its charges and keep moving, getting in slam attacks on the beast when you can.

Bulldog

The Bulldog is a mini-boss that is typically assigned to guard a location—one that players need to get to. Bulldogs charge any players who get close to their area. As you are being charged, watch for a button icon to appear. Quickly press that button to avoid the charge and put yourself in a position to counterattack the Bulldog. The key to defeating a Bulldog is to avoid its charges and after it is recovering from a charge, move in to hit it with slam attacks.

BAD DOG!

Defeat your first Bulldog to earn this award.

Put the first piece of the door in the frame and then head to the left. You need the mobile lift to get the second piece. Drive it to the right and raise the lift. Jump onto a wooden platform and then on to the roof of a room to get the piece. Pick it up and carry it to the frame.

Move to the right and use the door near the exit to get into an upper balcony overlooking the training area. Pick up the last door piece and take it back to the frame.

FUZZY DICE

While you are getting the final door piece in the upper balcony, be sure to collect the third pair of fuzzy dice and unlock some concept art.

POWER THE EXIT

Now that the door is completed, move through it to enter the practice room. Pull the lever to scare the child and then carry the canister to the power supply by the exit.

EXIT THE LEVEL

Move through the blue exit to get to the last level of the Monster Training location.

Level 3

Collectibles: 3 fuzzy dice

Guests to Rescue: 2

START THE DOOR SYSTEM

This level is contained within one large room. Start off by moving to the center and picking up the keycard. Carry it to the reader to get things going.

COLLECT THE SCREAM CANISTERS

FUZZY DICE

Step on the four red switches on the right side of the level to open a door. Inside is the first pair of fuzzy dice.

After using the keycard, four pairs of doors are brought in. There are canisters next to two of the top doors. The doors are color-coded so that you’ll know where you end up when you go through one. Move through the yellow door on the bottom to get to the yellow door on top.

Pick up the canister and then drop down from the platform and carry it to the canister slot. Go get the second canister by walking through the white door; bring the canister to the other slot.

When both canisters are in the slots, the doors are carried away and enemies appear to attack. Defeat them to make more doors arrive.

Collect two more canisters from the new set of doors and carry them to the slots. Then be ready for another wave of enemies to attack.

FUZZY DICE

After the second set of doors leaves and enemies arrive, a pair of fuzzy dice is dropped off in the back-left area of the floor. Go pick them up and add them to your collection.

The third set of doors is a bit different. The colors of the bottom doors change. So look at the doors on top with a canister next to them, then wait for the door you are standing near to change to that color. Get both canisters back to the slots.

FUZZY DICE

After completing the third set of doors, the third pair of fuzzy dice appears to the right of the canister slots. Pick them up and unlock character models.

Defeat another wave of enemies and then get to work on the fourth set of doors. This time the top doors move back and forth. Stay at a bot-tom door and when the top door of the same color is next to a canister, move through it. Bring both canisters to the slots.

Now you must face a Roto and some other enemies. Plus, a long tube drops off a blue star in the middle. Go after the blue star to upgrade your tool. The star is only there for a short time before another tube drops down and sucks it up—never to be seen again.

There are only two more canisters to go. This time, you can move the top doors by pressing on the arrow switches near the lever. Bring both canisters to the slots.

Challenge - After collecting all of the canisters, an arcade game appears in the middle of the area. Play a challenge to get some more coins.

FREE THE GUEST

To finish this level and location, free the guest. You also unlock the Timon costume.