Bunny Must Die! Chelsea and the 7 Devils

Bunny Must Die! Chelsea and the 7 Devils

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Item Collection Guide
By Misha Arsellec Lune
100% Item Locations with descriptions and reference pictures.
   
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Bunny Must Die Items
Congratulations on actually buying two games in one! You business-savy game shopper, you! Twice the game means twice the guide. So first, here's the guide for 100% collection of every item for Bunny Must Die!
The very first item
Gears of the Past
This item allows Bunny to turn around. An absolutely absurd item for a function that should be available from the start. The only other way to change the direction Bunny faces is to either defeat a boss & change direction during Bunny's victory pose, or to enter a new dungeon section for the first time (she'll automatically default to the direction in which she entered).
After starting the game, head a little to the left to find this in plain sight. Next time, try playing the game for 30 seconds before running to a forum, screaming that the game is broken.
Powerup Locations

During your adventure, you'll encounter additions to Bunny's questionable outfit, which grant her various abilities and powers. Some give Bunny more mobility & allow her to get around more easily, while others are more geared toward delivering a painful boot to the faces of her enemies.

Running Sandals
Slip this footwear onto Bunny's feet to allow her to get around faster. Press a walking direction twice in quick succession and Bunny will take off in a mad dash. During her dash, Bunny can jump much further, and should she try to make an attack, she'll perform a patented "Raging Bird Kick." During this kick, you can press the vertical directions to make Bunny launch right off the ground.
She may not necessarily be the first devil, but defeating El Bobonboi will grant you this reward.


Hyper Heels
Dig in deep with these painful pumps. This fearsome footwear allows Bunny to cause triple the normal damage for trampling on enemies with her feet. Furthermore, she gains the ability to stomp on candlesticks, allowing her to reach higher places or travel over hazardous pits.
This powerup is actually hidden quite well. West of the first save point in Fool's Forest, and beneath the second available empty vessel, lies a spike pit with a destructible wall on its side. The spikes themselves can also be temporarily broken with your weapon. On the other side is a series of moving platforms over a hallway of spikes. Stop time to assist in your navigation and collect your high heels of pain. Getting out of that spike pit is a challenge in itself, though. The pair of spikes on the far right are destructible, but you'll need a to make a dashing jump to the newly created gap.


Doctor N's Strange Shoes
While Bunny is up against a wall in midjump, press [Jump] again to kick off the wall, allowing her to reach greater heights. Bunny must be facing the fall in question to do this. She can jump between multiple walls, but she can also continuously climb the same wall by quickly pressing the direction toward the wall just after kicking off. Alternatively, quickly pressing the direction away from the wall just after kicking off will cause her to somersault backwards, granting her great distance coverage.
After claiming the Abyss Orb from the Forbidden Thermomewclear Plant, return to the top of Fool's Forest and proceed further upward. After a series of steps, cannons, spikes, and platforms, you'll eventually reach these wonderful shoes. Your guess is as good as mine as to how Bunny wears shoes, sandals, and high heels, all at the same time. Anyway, be sure to retrieve the Abyss Orb before proceeding to access Foolish God's Church, afterward.


Dynamite Body
This one is... quite the powerup. Bunny gains an entirely new "form," which is a little... uh... top-heavy. Bunny will take less damage, cause more damage with her own weapons, and upon collecting 8 Yellow Powder items, she'll gain a radar to reveal most hidden passages & items. Her mobility also changes drastically. Her dash is a little slower and she can't jump as far. Height-wise, though, she can compensate with her new "double jump" ability, which makes non-somersault jumps reach a bit higher after landing once. Be careful, destructible floors will also break beneath her feet if she lands from a jump. Bunny can transform between this new form and her regular (more mobile) form by pressing Down & [Time]. This consumes a unit of Time Power.
Consider this your grand reward for retrieving the Storm Orb. After you get it, return to the top of Fool's Forest, and further ascend a shaft that can only be climbed with wall-jumping. Afterwards, dismiss the yellow statue and proceed through a series of timed barrier gates to find this game-changing item.
Orb Locations
Orbs
Orbs open up new sections of dungeon and are often a reward for beating a devil. Each orb dismisses statues of a corresponding color that functions as a door. To dismiss the statue, simply crouch over a nearby pedestal to place the orb. Be sure to return and retrieve the orb once you are done with your business on the other side of the statue. Otherwise, it may be a long walk back to get it when you realize you left a needed item behind.

Blazing Orb
The Blazing Orb is rewarded to you for defeating the second devil, Pure Aahaah. After your victory, simply proceed to the next room & grab it.


Abyss Orb
The Abyss Orb, too, is a reward for defeating the third devil, Nuko do Maron, although it is not placed in a room immediately after the battle. After ascending a bit, head west into a hall where it lies.


Storm Orb
Unlike other orbs, this one is not rewarded for defeating a boss. Instead, you must investigate the Dark King's Lair all the way to its end. Some of the most serious puzzles are here, so it won't be easy.


Verdant Orb
Climbing the Jade Tower and defeating the sixth devil (hey, what happened to the fifth?), Halloween Alice, yields you this orb. The Verdant Orb is required to access the final stage of the game, Septentrion, as well as find several Yellow Powder items.
Empty Vessel Locations
Empty Vessels
Empty Vessels raise Bunny's maximum Life Power, allowing her to endure more damage. The only ways to recover Life Power is to either save at a checkpoint (which adds a significant amount of time to the counter), or use the skill "Recover," which is only available after increasing Bunny's Time Power by a rather hefty amount. Collecting an Empty Vessel will also max out her current Life Power.
1. This one's a gimme. Simply travel west from the starting point to the next room, and it's there in plain view.


2. Upon entering Fool's Forest, travel upwards a bit and take the first exit you see to the west to find the first save point of the area. A couple dashing jumps over spikes and a very obvious breakable wall are the only obstacles between you and your next boost in Life Power.


3. Just west of the save point as you descend down into the Forbidden Thermomewclear Plant, you'll see a subtle difference in the barrier than to the east. Break it and pass through the wall to find an easy bunch of fire pits and your prize.


4. After obtaining the Abyss Orb and returning to Fool's Forest, ascend to the higher levels. Just west of a set of steps full of cannons is a false wall made obvious by the cannon fire passing right through. It's slightly out of reach, so you'll need to hop off some trampled pumpkins to get up there.


5. In Foolish God's Church, after making your way to the top of the room full of time barriers and annoying lasers, you'll find a seemingly one-way barrier with no switch on your side of it. It's actually hidden behind that dilapidated brick wall to your right. Quickly hop over and rewind time to find your next vessel among some non-threatening crushers.


6. Soon after defeating Baron Bramdeau, you'll find this in plain sight in the easternmost room in Foolish God's Church. Reaching it is a different story, though. You'll need to hop on the candlesticks to reach the other side. The Hyper Heels are necessary to collect this item.


7. Early on in the Dark King's Lair, you'll find a rather large room full of turrets & skeletons. On the other side, you'll find a light switch that is necessary to progress in the game, and a barrier with no means of opening it. In the bottom-right corner of the room is an alcove that is obviously hiding something: The switch. Trip it & make a mad dash through. But wait! That's not all! In the Empty Vessel's room, you'll need to stop time to freeze a platform, do a raging bird kick off of it, and restart time in midflight. Before leaving, be sure to collect Bunny Doll #12 as well.


8. To get this far, you needed to solve a puzzle by turning on the lights by activating all related light switches. Towards the bottom depths of the Dark King's Lair, you'll find a barrier with the exact opposite requirements. If the lights are on, deactive the nearest switch. Then snuff out all the nearby candles and defeat the skeletons (their shots create light). When in complete darkness, the puzzle is complete and the gate opens. Obviously, the wall on the other side is fake. Pass through and collect your final Life Power boost, you durable little rabbit.
Yellow Powder Locations (1-5)
[/previewicon] Yellow Powder
Yellow Powder raises Bunny's Time Power. As she collects more and more of these items, she unlocks new abilities that alter... you guessed it... time. All of them consume Time Power, which can be restored by defeating enemies, destroying many candlesticks, or saving at a checkpoint. Collecting an Yellow Powder item will also max out her current Time Power. Some of Bunny's time abilities are absolutely crucial to solving many of the game's puzzles, while others make things far more convenient. However, one power changes the game altogether...

#
Power Gained
1
Stop time temporarily by pressing [Time]. Create a world in which only Bunny can move. (Note: Does not affect all enemies or obstacles)
2
Hold [Time] down, and time will reverse itself. Unlike the basic timestop, timed doors are affected by this. The amount you can roll time back is indicated in your time gauge by the amount of purple displayed (as opposed to red).
3
Recall. When knocked out, press [Time] to try over from when you entered the room. Uses up a collected Bunny Doll.
4
Eternal. Time stopping is no longer temporary. However, each use consumes an entire block of Time Power, now.
5
Booster. Press [Time] while dashing to slow time down. Unlike a certain other power, this DOES affect all enemies.
6
Recovery. Hold Up & [Time] together to recover Life Power at the expense of Time Power. Great for nasty situations.
7
Alternative. The "final" time skill. You cannot use it as soon as you get it, but soon you shall see what it does.
8
Radar. This one is unannounced. While in Dynamite Body form, hidden items, fake/destructible walls, and invisible platforms become visible.
9 & 10
Nothing! A whole bunch of nothing!

1. Heading east from where you started the game, you'll find this along the way, in plain sight. There's no way you can miss it. There's also no way you can progress without it.


2. After defeating Pure Aahaah, you'll receive the Blazing Orb. Use it on the door just east of El Bobonboi's lair to find this. With it, you can proceed to Fool's Forest, at the west end of Devil's Dump.


3. Just north of where you entered Fool's Forest, you'll find a bit of destructible wall that would stick out to you if you're experienced with games like this. If you aren't, get used to spotting them now, because there'll be many others. In the newly found room, stop time to make jumping to and from the moving platforms easier. The last obstacle of spikes can thankfully be destroyed with your weapon, so do so. Mercifully, a switch barrier was placed to make exiting easier.


4. In the large room after defeating Nuko do Maron, you'll find this behind a large constantly-firing laser built into the ceiling. Fortunately, it only fires while it's onscreen, so simply stop time before then and sneak past. Destroying it while on the other side is easy.


5. After obtaining the Storm Orb at the far end of Dark King's Lair, return to near the beginning and dismiss the yellow statue that once stood in your way. Inside, you'll find a bunch of odd dolphin enemies, large hazard pits, and a barrier door on the far end that closes if you take damage in any way. You need to hop from dolphin to dolphin to reach the door. You can make it easier by freezing time, which sadly doesn't stop the dolphins, but DOES slow them down significantly. That makes all the difference in the world.
Yellow Powder Locations (6-10)
6. Immediately after the second boss room in Jade Tower, a breakable floor grants you access to the empty alcove beneath it. Proceed right from there to find yourself passing through a false wall... and floor! Try to avoid spike damage by either kicking off the right wall as you fall, or by performing an active impact upon contact with the spikes below. Both require quick reflexes, so be prepared. After collecting your sweet reward of hourglass sand, head down the hole below, which leads to the save point prior to the first boss room.


7. With Halloween Alice defeated, and the Verdant Orb collected, you can now collect the remaining 4 Yellow Powders. The most immediately available one is behind the green statue you saw on your way through Foolish God's Church. On the other side is a simple obstacle of a rapidly ascending/descending platform. Stop time to make this effortless. Be careful not to fall. You'll simply end up in the room below, but going back to retrieve the orb is a tedious pain.


8. Back at the Devil's Dump, you can now access the final area of the game, Septentrion. The front door is below the floor of the room you collected your second Yellow Powder in. This place is evil, so take care. On the second elevator ride, you'll find a barrier door with the switch to unlock it on the far end. This is a pain, since you can't activate them while time is stopped, so you'll need to pick & choose when to do so. On the other side of the door is one of the most evil obstacle course imaginable. Hop on the candlesticks (you'll need Hyper Heels) or perform a raging bird kick (good luck sticking the landing) to the first platform, stop time so that it doesn't descend, then perform a slightly backwards jump off of it so that you'll be facing the platform above. Use a wall jump to get on top, then perform an ascending raging bird kick over the spikes to reach your goal. Be sure to not overshoot your target with time stopped, or you'll exit to the left and need to do it ALL OVER AGAIN. I repeat: This is evil.


9. Back in the Forbidden Thermomewclear Plant, you encountered a green statue door a long time ago. Open it up to find yet another obstacle course. Your first challenge is finding the breakable bit of floor with a switch underneath & pass through the corresponding barrier. Afterwards, stop time as you jump over a pit of spikes to a series of tiny platforms (again, stopping time keeps them from falling.) Afterwards, you'll face a series of alternating time barriers. Simply resume/stop time accordingly as you pass through, and collect what is rightfully yours. On your way out, you'll need to bust through a wall to reveal a one-way falling platform, allowing you to bypass the barrier gate.


10. When you entered Septentrion's front door, a curious thing occured. The back door opened up! So where's that? It's hidden behind a breakable wall in the Forbidden Thermomewclear Plant, not so far away from the green statue for the previous item. Had you come here earlier, the barrier would be closed, but some mysterious person blew it to pieces. You could've gotten here by going all the way through Septentrion, but entering is far less painful than exiting, and you'll want a good idea about the lay of the land before you try ascending out of there if you choose to do so. The last two Bunny Dolls are available in this gauntlet of pain, so if you're going for 100% item collection, get your nerves ready.
Bunny Doll Locations (1-13)
Bunny Dolls
Bunny Dolls are the most numerous and vaguely located items in Bunny Must Die! Upon collecting her third Time Power boost, she earns the ability, "Recall." Upon dying, press [Time] to restart from when you entered your current room. Each recall consumes a collected Bunny Doll.
1. The first one you find couldn't be more in plain sight, but it's unfortunately a bit out of reach. You need to come back later with the Running Sandals equipped, and do a running jump to reach it. You can cover your bases by freezing time when the moving platform below is at its left-most, just in case you screw the jump up. That'll prevent an accidental spikey death.


2. As soon as you enter the Forbidden Thermomewclear Plant, check out above the entrance. Break the wall tiles to reveal a hidden doll. Simple, no?


3. This one requires a bit of work, since the barrier door is quite a distance from the activation switch. First, descend and clear out the enemies and obstacles, as well as get a clear idea of how to traverse from Point A to Point B. Then head back up, hit the switch, and make it happen. You can cut off some travel time by using the hole that the nearby crusher passes through. If you still don't make it, remember that you can still turn back time and give yourself a few extra seconds.


4. In the large room after defeating Nuko, you'll find a corner of ceiling obscured by some foreground rock outcropping, so of course something is hidden behind it. Reaching it requires a bit of timing. You should freeze the nearby moving platform and either jump to the nearby smaller platform, or just do a raging bird kick from the moving platform itself. Remember: You can't collect items while time is frozen, so make sure to resume it in mid-flight if you choose to do it that way.


5. At the final stretch of the Forbidden Thermomewclear Plant, there's a flaming pit at the bottom, with a small safe spot on the far side. There's no way an item wouldn't be hidden there, so jump down and attack the wall.


6. This one's a freebie. After making your way through the plant and returning to Fool's Forest, you'll be given this. It'll actually take more effort to NOT collect it. Either way, what happens below you as you approach it is far more interesting...


7. Use the Abyss Orb to enter a previously inaccessible part of Fool's Forest. You can easily spot an alcove above a room exit, with a series of platforms leading to it. Subtlety is completely absent.


8. Now THIS one is weird as hell. When you see it, head on to the wall east of it & attack. The next piller can simply be passed through, but then you're walking on air. From there, simply jump up through the fake floor beneath the doll to collect it.


9. After collecting Doctor N's Strange Shoes (which is the whole reason why you came to this area), break the section of floor on your way back to reach the room beneath it. Oh look, the floor beneath THAT is fake... aaaaand, you're falling. Be careful not to fall too far, and remember you can regain control of yourself by hitting [Jump] after taking a hit. Hit the switch you see on your way down, then CAREFULLY descend to a small platform that you'll need to do a dashing jump off of. The barrier door is hidden behind a fake wall. Luckily, after collecting the doll, a hidden switch to the left makes exiting easy. Keep falling to return to the very point where you started the game.


10. Not far into the Foolish God's Church, you'll be ascending a room full of annoying lasers and time barriers (they have icons resembling the faces of watches). Whether times is stopped or not determines whether you can pass through. To reach the Bunny Doll you see here, stop time, jump across the gap, and resume time before you fall down below. Get used to obstacles like this.


11. In this gauntlet of barrier gates, you'll find this one hidden in a false ceiling about midway through.


12. Just like how you get Empty Vessel #7, you need to pass through a door on the opposite end of the large room near the beginning of the Dark King's Lair. The upper-left corner of this room is suspiciously deviod of anything, and approaching from the right turns up nothing, so ascend from below to reveal a hidden room & Bunny Doll.


13. This one's sort of plot-related, just like #6. More in-depth visuals are available in the Odds & Ends section. Activate all the light switches at the beginning of Dark King's Lair, then pass through the newly-opened barrier gate, and learn the dangers of Pokemon cartoons. Head east and encounter a stampede of... rabbits in speedos. Turn back time and try to forget you ever saw that. Afterwards, head up and around, leading to a way back out, since the way you got there was one-way. The Bunny Doll's in plain reach, but something interesting occurs as you head down the hallway...
Bunny Doll Locations (14-23)
14. In this hallway full of tons of spikes, you just know something is hidden below one of these floating platforms. And indeed there is, underneath the westernmost one. Equip the Faust Samurai and get on the platform to the right of it. Then make a falling dash towards the area in between, beginning a slash in mid-air. The spikes there are breakable, and so is a small section of floor, revealing the well-earned doll. When getting out from under there, allow a shot from the nearby skeleton to knock you off the raised area, so that you don't need to worry about parrying far more painful spike damage.


15. Towards the final stretch of Dark Lord's Lair, you'll find a save point, and an exit that leads out to an unexplored part of Devil's Dump. But first, that ceiling above that annoying laser has something odd. Is that... blood oozing out from the pillar above? Attack the ceiling to reveal a doll. To actually reach it, you'll need to hop on the laser itself as it rotates clockwise, and use it to boost yourself up there. After collecting it, you can proceed left through a breakable wall and through a false ceiling to keep exploring. Be careful, for there's a one way door leading to the front entrance of the Septentrion & familiar territory. So don't head through if you aren't done exploring Dark King's Lair.


16. This one's a jerk. There's pretty much no indication that you can break this little bit of floor to reveal a doll toward the end of this cave. About the only way you'd find this on your own is either by accident, by actively attacking every wall, floor & ceiling as you explore, or returning here much later with the radar function. Just use the picture as reference.


17. After reaching the far end of Dark King's Lair & claiming the Storm Orb, you may be surprised to find out those spikes to the right are fake. So is the wall, actually. This one will take some time-stopping to get the moving platform in an ideal position, restarting to activate the switch, RE-stopping for the platform again, and some serious precision running jumps (or kicks) to get between them all.


18. You should collect this one on your trip to get the Dynamite Body. Also, this has a weird requirement. You need to activate two switches with vague functions in Foolish God's Church (they'll be explained later in the Odds & Ends section). After getting the Dynamite Body, fall down the shaft leading back down to Devil's Dump, where you previously picked up Doll #9. Towards the bottom, climb the right wall until you find a hidden entrance to another room. Without the switches activated, you'll find that you can't move much here. But after you've done that, you'll find yourself playing an improvised game of Donkey Kong to earn this doll. And no, you can't freeze time; a rabbit at the top prevents you.


19. In the first ascending section of the Jade Tower, you'll find a hidden lift for a section you would otherwise need to wall-jump to climb. Just stand there, and it'll raise you. But beneath that lift, of course, hides yet another Bunny Doll.


20. In the second ascending section of Jade Tower, this one is in plain view. How will you ever reach such a thing? Unless you're a masochist who didn't collect Doctor N's Strange Shoes, this is easily reached.


21. You had to pass this by a long time ago, and it's really out of the way, so you should really only come here to get it when you're wrapping up your item collection. Back in the hall where you beat Endymion, a doll is hidden in the ceiling. But you needed both the Hyper Heels & Doctor N's Strange Shoes to reach it. Sadly, only one was available when you first got here. With both items, attack the ceiling over the first fire pit to reveal the doll. Then hop on the nearby candlestick to boost yourself up to the wall above it. A quick wall-jump, and you've secured the doll, but be quick to collect it before the destructible ceiling regenerates.


22. The last two Bunny Dolls can be found in the back entrance section of Septentrion. Refer to the Odds & Ends section, or the last Yellow Powder for more info on that. For the first one, you can find it hidden within an outcropping in the wall to the right about halfway down the shaft. Attack & collect.


23. This one's easier. Underneath the first crusher on your way in, break the floor to reveal the final doll.
Odds & Ends
Here, some various oddities in the game will be discussed. While none of these are items, themselves, a few items cannot be accessed without first meeting a few bizzare requirements.

The Switches of Foolish God's Church
These two ridiculous switches have so much of an effect on the game's map, it doesn't even make sense. First of all, you should notice a switch locked away behind a barrier gate about halfway through the dungeon. Well, guess what, that gate is a fake.
You can pass right on through and press it. What does it do? Nothing much: Just opens the way to the second switch, located near the entrance to Dark King's Lair.



This switch does so much, the very earth shakes in revulsion. The effects are so widespread, it's... hard to describe. The most immediate effect is that in the same area, what look like chutes have opened up. However, they're full of... spikes. Why? Because if you're some kind of masochist who didn't collect Doctor N's Strange Shoes, you cannot access Jade Tower. These chutes full of spikes allow Bunny to ascend performing active impacts on all of the spikes along the way. You better believe this is difficult. Another oddity is that a path to that tiny little room with a mailbox in Fool's Forest opens up. Yes, I said Fool's Forest. That's how far away the effects reach. But most importantly, it opens a path to a Bunny Doll where Fool's Forest & Devil's Dump meet. If you wish to collect every last item, you'll need to mess with these switches at least a little.



The Chelsea Sequence
An odd series of events opens up the final depths of the Dark King's Lair, as well as the final boss battle in BMD. First of all, you actually need to defeat El Bobonboi, the first, yet skippable devil (meaning you can't just put her off forever). In the Dark King's Lair, you'll need to tackle a rather annoying sequence of puzzles. First, you need to activate a switch in four different rooms, to turn on the lights & open a gate.











After passing through the gate, activate a hidden-yet-marked falling platform, revealing the dangers of watching too much television. The hallway this leads to then has... a stampede of muscular rabbits in speedos. Turn back time, because you do not want any of that getting on you.







In the next room, a blue statue will strangely block your way to further depths of Dark King's Lair. Yet it doesn't appear on the map, it's oddly placed, the pedestal is on the wrong side, and you needed the Abyss Orb to even get here. May as well turn around and exit through the upper hallway. About halfway, through it, though, and you'll encounter what you may mistake for a display error. No, it wasn't. You probably won't see her, but Chelsea just slipped by beneath you. If you head back to the previous room, you'll find that the blue statue has been permanently removed. This will allow you to explore & loot the final depths of Dark King's Lair.
You little sneak...







But wait, there's more! This is the final bit of the sequence, I swear! After getting thoroughly trolled by Chelsea's antics, a strange blip will appear on the map. Do NOT ignore it. It appears back in the lair of the "first" devil El Bobonboi. For your convenience, an alternative exit in Dark King's Lair literally lands you right at the entrance to this place in Devil's Dump, so the trip isn't an inconvenience at all. When you get here, you'll find... a giant etherial clock... huh... touching it does nothing. Well, why don't you use your TIME POWERS!? Touch it again with time frozen, and you'll see a scene with Chelsea whining about somebody defeating the devils (you, that's YOU).



So, what did all of that accomplish? It opened up the path to the final boss in Bunny Must Die! Should you NOT do all of that, you'll find your way blocked at the end of Septentrion. But if you've been good little boys & girls, and made sure to explore & activate this sequence of events, the way will be blown open, allowing Bunny to fall down through to meet her destiny.


The Back Entrance
This is mentioned back in the Yellow Powder & Bunny Dolls sections, but it deserves repeating. Upon defeating Halloween Alice in the Jade Tower, and collecting the Verdant Orb, you can now enter the Septentrion. The front entrance is at the bottom of Devil's Dump, not too far from the first devil's lair. However, entering Septentrion's front door causes something strange. If you immediately turn back & head to the Forbidden Thermomewclear Plant, a barrier gate leading to the back entrance got blown open. This alternative route contains three items for your collection, but is also a much easier way in (though insane to get out). However, the Yellow Powder item in Septentrion can only be accessed by traveling through the front entrance, as well as the save checkpoint nearest to the final boss. Should you choose to skip all of that, you'll find a blue statue in your way, meaning you'll need to save back in the Forbidden Thermomewclear Plant & fall all the way through the back entrance every time you take on the final boss.


Chelsea and the 7 Devils Items
To gain access to Chelsea and the 7 Devils, you must have beaten Bunny Must Die! with at least 7 Yellow Powder items collected. When you do, you'll receive a bit of plot and backstory and wonderful things like that, which you've probably forgotten can exist in a game.

Don't think this new game will be any less of an experience. You have a boatload of items to collect again, and your gameplay has been turned totally upside down.
Tool & Power Locations

Chelsea once had a terrifying arsenal at her command. In fact, she was even wielding Excalibur. Yes, THAT Excalibur. Sadly, she's lost everything since her last battle, and must now resort to using anything she can scrounge up from the dungeon. Who knew that construction tools could be so powerful? Unlike with Bunny, the items must be selected to use. So the effects of items like the Safety Boots or Eye of Truth will only occur while they are highlighted.


Ladder
By pressing Up and [Attack], Chelsea can set this useful tool up from the ground, allowing her climb to higher places. The ladder will also severely damage overhead enemies as well as break destructible blocks & ceilings overhead. Only one ladder can be erected at once, but it can be reclaimed by pressing Down while near it, even when in midair, meaning you can jump off from the ladder and dismiss it at the same time. Every time you erect a ladder, a unit of Mana Power will be consumed.
This baby is your reward for defeating the first devil, El Bobonboi. Get used to this thing. You'll be using it a lot. In fact, you need to use it to even leave that very room.


Grenade
With the Grenade selected, press Up and [Attack] to create an explosion just in front of Chelsea. These are primarily used to destroy barrier gates. A good thing, since she's too light to activate any switches that open them. In battle, they do not cause as much damage as you'd probably like them to, but they work wonders defensively. Should Chelsea be about to take a hit, set off a Grenade, and you may very well avoid the attack completely. Each Grenade blast consumes a unit of Mana Power.
This is sort of your reward for defeating the Eye Of The 13th Sage, and sort of your reward to making it all the way to the Bottom of the Dark King's Lair. Just like before, you need to solve two light puzzles on the way, turning on all the light switches to open one gate (and blasting a floor), and snuffing out all light sources to open the other.


Safety Boots
Equip these steel-toed goodies and spike hazards are a thing of the past! Just plow through them like they're nothing! Furthermore, trample damage caused by having Chelsea hop on top of an enemy is increased, and she can now stomp on candlesticks. This allows her to reach across pits which demand more than Chelsea's innate ability to float.
Ascend the Fool's Forest to find these. Towards the end, you come across a rather large pit of spikes. Simply erect a Ladder when you get there, and jump from the top, floating all the way across.


Eye of Truth
Equip this Eye of Providence to activate a radar, which reveals most hidden secrets. From fake & destructible walls, to invisible platforms, to pitfalls, and of course, hidden items. The Eye of Truth makes item collection and puzzle solving much easier.
After obtaining the Safety Boots, head back to a previously unobtainable Golden Soul Bead. Just to the west of it is yet another series of spikes, with some rather suspicious blood placement on both ends of it. The center of it is actually a pitfall to a pitch black room, containing this item. You'll need to use a Grenade to blow open the hidden entrance to the chamber. Sadly, after you collect the eye, you'll see how convenient it would've been to have it a few seconds prior.


Astral Pinwheel
Equip this and Chelsea's somersault jump can now be done again in midair! Again & again & again, she can just flip everywhere. Nothing is out of her reach!
Use the Storm Orb to access a hallway near the beginning of Dark King's Lair. Again, it is full of hazardous floors, dolphins, and a barrier gate on the opposite end which closes if either of those things hurts you. You might think this is harder, since you can't slow the dolphins down by stopping time. It actually isn't, since Chelsea has the advantage of floating.


Strange Will
This oddity will reduce the damage Chelsea takes while equipped. Seems kind of plain for the trouble you went through, no? But wait, there's more! While it's equipped, press Down and [Jump] to execute a lightning quick dash! It may seem short and pointless, but in several fights, this can get Chelsea out of very sticky situations when her back is to a wall.
You'll need the Astral Pinwheel to get this one. Head all the way to the top of Fool's Forest and ascend the shaft to very highest area. Here, you'll need to Grenade your way through several barrier gates. Sadly, an annoying sword-wielding rabbit will make one of these a total pain. Reaching the gate in between swings is tough enough, but it'll often absorb Grenade blasts meant for the gate. Persevere and claim this prize. Consider it a reward for going through the trouble of getting the Verdant Orb, Storm Orb, and Astral Pinwheel.


Wrath of the Gods
This ultimate attack is executed by pressing Up and [Attack]. When done, Chelsea will unleash a blast wrecking everything on the screen, from enemies to destructible terrain. This attack is necessary to open the way to the final battle sequence at the bottom of Septentrion. This attack uses up a whole three units of Mana Power, but can actually be used if you merely have two. When used in a crowded room of enemies, you'll easily earn all of that back.
Defeat the sixth devil, Halloween Alice, and claim this destructive magic.


Vermilion Lord
This vague power is rather hard to explain, so you'll need to try it yourself to understand. It sort of freezes time, reverses it, etc. Sadly, it isn't all that useful or functional. Oh wait, it also makes Chelsea invincible while it's in effect. Never mind! This power is awesome! Use of this power requires one mere unit of Mana Power. A small price to pay.
Actually, you can claim this very early on in the game. In Foolish God's Church, before Baron Bramdeau's lair, use the Ladder on the leftmost ledge and climb up to a hidden area. Here, you'll find the item WAY out of reach, but there's a hidden block you can jump over to and erect a Ladder to climb up and claim this. Feel around for this hidden block by shooting at the air, or simply use the picture here as reference.
Orb Locations
Orbs
Just like before, orbs open up new sections of dungeon. Things are a little different this time, though. Instead of needing to be placed on pedestals, orbs simply grant Chelsea the ability to destroy statues of the corresponding color with her basic shot attack. This means that there is no longer a danger of ever forgetting to pick one back up.

Abyss Orb
Defeat the second devil, Pure Aahaah, to be rewarded with this. Say, didn't the one here used to be a different color?


Verdant Orb
As crazy as this will all sound, trust me. Enter the Septentrion through the hidden back entrance, make your way all the way to the elevator shaft (use the Vermilion Lord to make this task much MUCH easier), and bomb a barrier gate with a Grenade about halfway up. In the room, simply use Safety Boots and a Ladder to climb up and take the orb. Believe it or not, you aren't sequence-breaking by going this way. Considering the Verdant Orb opens up the FRONT entrance to Septentrion, you're actually expected to do all of this. You can also grab two Elixirs while you're here.


Blazing Orb
This is your not-so-immediate reward for defeating the third devil, Nuko do Maron & Endymion in the Forbidden Thermomewclear Plant. A special note: Endymion is a total jerk. The new shot pattern you gain by defeating Nuko makes it really hard to do good damage to this floating eyeball moon, but there is a nice safe spot you can shoot from while using the Ladder. Refer to the picture here. There are other faster methods for dealing with her, but this is definitely the safest.


Storm Orb
The hard part is getting the Verdant Orb needed for this. After you claim that, return to the Foolish God's Church, blast through the green statue, and jump across a pit with invisible blocks (it's actually quite easy even without the Eye of Truth) to claim this orb. Note that you need to break through the green statue to gain access to the first of two switches that grant you access to two elixirs in very unusual places.
Empty Vessel Locations
Empty Vessels
Empty Vessels raise Chelsea's maximum Life Power, allowing her to endure more damage. The only ways to recover Life Power is to either save at a checkpoint (which adds a significant amount of time to the counter), or die & automatically use an Elixir. Collecting an Empty Vessel will also max out her current Life Power.
1. Proceed slightly west from where you first start to immediately find this one. Congratulations, you're now slightly less squishy.


2. In the ascending room leading up to Pure Aahaah's lair, a false wall on the west side isn't far up from the bottom. But wait, what's this? The item's FAKE!? Well, the real one's gotta be somewhere nearby. Blast the westermost bit of floor to reveal the real Empty Vessel.


3. In the laser room in Foolish God's Church, you'll find this in a familiar spot. Unlike with Bunny, there is no time-manipulation involved. Simply raise the Ladder from below and collect this without incident.


4. In the easternmost room of Foolish God's Church, this Empty Vessel once again lies on the far side of a room of spikes with candlesticks as platforms. Unfortunately, you won't have the boots needed to stomp on them when you first get here. But that doesn't mean you can't reach it! Simply raise a ladder, climb a bit, then make a jump for it! Warning: There's a very small margin between being too high on the ladder, causing you to hit the spikes above, and too low on the ladder, not allowing you to reach the other side. You can definitely make this jump, though.


5. You'll probably find this one by accident. While ascending Fool's Forest, the floor on the immediate left has a pitfall, leading right to this item. You need to shoot through a series of destructible walls, but it's all fairly obvious.


6. This one's ridiculous. On the way to the Forbidden Thermomewclear Plant, the barrier gate in the above tunnel has a destructible... panel at its top. Shoot it and collect some Life Power, then wonder why that was even there.


7. After going through the grueling task of earning the Verdant Orb in Septentrion, return to the Forbidden Thermomewclear Plant and blast through the green statue that happens to be right there. Grenade the partially obscured barrier gate, charge right through the spikes with Safety Boots, and when you finally reach the time barriers, hit the nearby bunnies with your basic shot attacks to shift them from solid to passable. Note that multiple hits from a single shot may be registered so take care when blasting those annoying rabbits.


8. In the large room before Nuko do Maron's lair, a laser built into the ceiling continuously fires, yet again. Attack from the left, through a tiny bit of false wall that you can't pass through, but shots can. So where's the item? Oh, it's behind the laser! Erect a Ladder and claim what should be your final Life Power boost.
Golden Soul Bead Locations
Golden Soul Beads
Golden Soul Beads raise Chelsea's Mana Power. Several of the items Chelsea collects consume Mana Power, which can be recovered by defeating enemies, destroying candlesticks, saving at a checkpoint, or by simply standing around. Yes, Chelsea gradually recovers it over time, so there is never a shortage. Collecting a Golden Soul Bead also maxes out her current Mana Power.
1. This one can't be missed. Head on east from where you start the game, and it won't be long before you see this.


2. Strangely, there's quite a bit of time before acquiring your first Golden Soul Bead and finding your second. This one lies all the way at the end of the Dark King's Lair. You need to come down here for the Grenade, so this isn't out of the way in any sense.


3. With the Grenade collected, exit the Dark King's Lair into Devil's Dump. Soon enough, you'll stumble upon this. Alternatively, you can exit out the long way and make your way here through the barrier door near El Bobonboi's lair.


4. In the laser room in Foolish God's Church, you previously passed by a barrier door which you couldn't open. Return here, blast it, and collect what is rightfully yours.


5. Just west of the first save point in Fool's Forest, this Golden Soul Bead beckons you from the other side of a spike pit. Nobody told it that Chelsea is a really good distance jumper.


6. As you ascend Fool's Forest, you'll pass this along the way, unable to reach it. No, there's no fake walls or anything destructible. Soon though, you'll gain the Safety Boots. Equip them and laugh like a madman as you charge through the spikes, not caring one bit.


7. After collecting the Safety Boots, as well as the previously mentioned Golden Soul Bead, blast the floor leading to the boots to reach the visible alcove below, as well as the pitfall further below that. Head down the shaft that leads back to where you started this game, and you'll find the next bead in a walled-off room. The walls actually hide a barrier gate, which you'll need to blast with a Grenade to get through.


8. In the Forbidden Thermomewclear Plant, blast open the hidden backdoor entrance to Septentrion. Blast the barrier gate with a Grenade to collect a bead. If you wish, proceed inward to collect two Elixirs and the Verdant Orb.


9. I'd say this was in plain sight at the end of a hallway full of fire pits in the Forbidden Thermomewclear Plant, but it isn't. It's fake. So where's the real one? In the ceiling. Stand at the edge of the nearby pit and bust open a hole above with the ladder.


10. This one may as well have a sign that says "Free Item," because that's what this is. You can't miss this in the second ascending room in Jade Tower.
Elixir Locations (1-10)
Elixirs
Elixirs are the most numerous and probably the most well-hidden items in Chelsea and the 7 Devils. Upon Chelsea's death, her collected Elixirs will automatically kick in, restoring her Life Power. Think of them as reserve Life Power. In case you're wondering why this medicine looks so... cute... it's a bit of a play on words involving a character who stars & cameos in several other Platine Dispositif games.
1. You'll pass this one on the way to El Bobonboi's lair, unable to reach it at first. You'll soon gain the Ladder, so return with it and claim your first Elixir.


2. With the Ladder, ascend up towards Pure Aahaah's lair. Along the way, open fire upon the oddly placed blocks to reveal that one of them hides yet another Elixir.


3. Quite an Elixir drought on the way here. In the Dark King's Lair, just before the 13th Sage's lair, you'll spot a block you can erect a Ladder on. Of course it nets you something. You should really be using a Ladder anywhere that this dungeon allows you to.


4. In the final stretch of Dark King's Lair, you'll find that this seemingly inaccessible alcove is QUITE accessible. And the wall's fake to boot! On the other side is a series of barrier gates, attempting to keep you from your adorable medicine. Perhaps there's something nearby that can deal with them... something round & explodey.


5. After obtaining the Grenade, heading on back out of Dark King's Lair the way you came actually requires you to blast a gate open and pass an Elixir within easy reach. So do that.


6. In the large room toward the beginning of Dark King's Lair was yet another barrier door you needed to ignore. Well, ignore no longer. Blast it open and do some pumpkin-hopping in the next room to retrieve the final Elixir in this dungeon.


7. Back in Devil's Dump, on your way to Fool's Forest, a small bit of ceiling juts out between some rows of spikes. Apply a Ladder to the center of it to find a hidden treasure.


8. Heading into the hellish Septentrion to get the Verdant Orb, you'll find this one at the bottom of the elevator shaft. Deploy your ladder to get at it.


9. Ride the previously mentioned elevator all the way to the top and head to the next hallway. The Elixir is hidden within the ceiling of the small alcove just beneath the door you entered through. Now have fun getting back up there to the door.


10. This one's weird. At this T-intersection in the Forbidden Thermomewclear Plant, you can reach the area above with those strange incubation chambers. Destroy the ceiling near the right with your Ladder and climb up. Afterwards, you can head east to find yourself inside the wall of the room you were previously in. You can't really see where you are or what you're doing at this point. Just hop around and shoot until you hit the Elixir that's hidden in there with you.
Elixir Locations (11-20)
11. Another oddity with fake & destructible walls. In the ascending room after defeating Endymion, bomb the wall immediately to your right with a Grenade. It was a hidden barrier gate. Afterwards, use a Ladder where the gate previously was to dig an Elixir out from deep within this wall.


12. As you approach the exit to the Forbidden Thermomewclear Plant, grab another Elixir hidden within the ceiling by placing a Ladder at the very edge of the floor you first stand on.


13. In the first ascending room of the Jade Tower, an oddly placed room, seperate from the rest of the area, holds an Elixir. The left wall hides a time barrier, which you should guess from the rabbit floating around not-so-far away. Be careful when you shoot it to shift the barrier. Multiple hits may be registered from a single shot by Chelsea. Once the barrier's down, enter the room and claim your prize.


14. In the third ascending room of Jade Tower, blast a destructible wall on the left about midway up. Within the wall, you'll need to use a Ladder to ever get out of there, but before you do, shoot around to find this Elixir hidden in there.


15. The next three Elixirs are found in a rather unusual area. After defeating Halloween Alice and claiming the Wrath of the Gods, you can find a pitfall underneath the spikes in the room, leading to a shortcut out of Jade Tower. The first Elixir is claimed simply by floating down and around the odd floating masses of fire on the way down.


16. The second Elixir on the way down absolutely requires the Safety Boots or Astral Pinwheel. When you come across a chasm with a door on the other side, make the jump and find a hallway that is made entirely of a hazard floor. On the other side is a barrier gate which closes if you happen to take damage from it. So equip your boots and hop on the candlesticks to avoid touching the ground, or just flip over it all while making sure not to hit the spikes overhead.


17. After claiming the previous Elixir, head on down that chasm, hugging the right wall. On a tiny, hazardous ledge, the wall can be broken to reveal the last Elixir on the way down. Again, Safety Boots make this easier.


18. You'll need the Wrath of the Gods, the Astral Pinwheel, and to flip two unusual switches in Foolish God's Church to claim this Elixir. See the Odds & Ends section regarding the switches. As for reaching this thing near the entrance of Jade Tower, a Ladder just won't suffice, and sadly, you can't wait for the blocks below you to regenerate and set up a Ladder on them. They don't work that way. Blast every block at once with Wrath of the Gods and quickly switch to Astral Pinwheel to jump all the way to the top. Afterwards, use a Ladder to grab the Elixir built into the ceiling.


19. This one requires those two switches in Foolish God's Church to be pressed as well. All the way back in Fool's forest, they also opened up a way to that odd room with a post box that you've surely seen. Access the area from below with a Ladder. As you may have guessed, the Elixir is in the post box (or behind it if you want to get technical).


20. The final listed Elixir could actually be claimed as soon as you got the Verdant Orb. Use it to access the front entrance of Septentrion and ride the first elevator down. Leave the shaft & return, sending the elevator back up without riding it. The wall to the left of it hides the only item within this section of the last dungeon. Due to the location, you should probably save this for last, when you're done collecting everything else in the game, and ready to proceed to the final boss sequence.
Odds & Ends
There aren't as many loose ends to wrap up in Chelsea and the 7 Devils. I suppose that's actually good, considering it would otherwise mean needing to explain more things that are for all intents & purposes, inexplicable.

The Switches of Foolish God's Church



Just like before, a sequence of two switches opens up the darndest places throughout the dungeon. However, it isn't entirely the same. For starters, the barrier door in front of the first switch is 100% real, meaning you'll need to find a different way in. Actually, you can bore your way in using a Ladder, but first you'll need to destroy the green statue to the left, which of course means you'll need to collect the Verdant Orb from Septentrion.



The second switch is without incident, unless you consider the entire planet shaking its head in disapproval an incident. Like before, the chutes above will open up, but unlike with Bunny, they don't assist masochists who don't collect wall-jumping items to reach Jade Tower. Instead, one of them becomes an exclusive path to reaching an Elixir. Likewise, all the way over in Fool's Forest (why does this affect something so far away!?), a hidden path to the mailbox you've undoubtedly seen opens up as well. This time, the mailbox hides an Elixir, too. That's pretty much the entire point & effect of the two switches: Two Elixirs. Not a bad haul, but ridiculous requirements.



















The Final Barrier
Considering how early on you can access Septentrion, SOMETHING has to act as a roadblock between Chelsea and the final boss sequence. It's been stated before already, but the Wrath of the Gods is the final item needed to break through. Even if I hadn't explained that, it should be fairly obvious that the reward for defeating Halloween Alice probably did something like that. Now you know who broke it open in Bunny Must Die! Bust on through and deliver some long-awaited justice.



And that's pretty much it for Chelsea and the Seven Devils. Far fewer bits of weirdness.
To make up for that, let's conclude this guide with a picture of Chelsea's enormous pants.
It's no wonder she could stuff a ladder down her pocket. Have fun playing, guys!
15 Comments
Kit Reil 11 May, 2018 @ 12:35am 
playing on ps4 version here and great help still! notes for PS4 players though:
empty vessel 1 is now where gears of the past is, gears have been removed.
the final item is now supersonic gears gained by taking all four orbs to a new room
yellow power 9 is now a boss fight instead of a platforming section. same location.
Prios 3 May, 2018 @ 2:29pm 
Guuuh 'kay think I've got it now, thanks!
Misha Arsellec Lune  [author] 3 May, 2018 @ 2:02pm 
If you're having trouble making that jump, I suggest you try your hand at wall-climbing. Read the description for Doctor N's Strange Shoes for details. It's kind of unfair that the game seems to expect you to learn how to do that move on your own, since there's so many places that it helps immensely.
Prios 3 May, 2018 @ 1:26pm 
It destroys my spirit to admit defeat publically like this, and I feel like putting a loaded gun to my temple and squeezing the trigger just saying it, but I'm completely at wit's end.

How the heck is powder 7 "effortless"? I've tried to make the jump literally dozens of times with and without time stop, it's IMPOSSIBLE. Am I stupid or something? What's going on? The platform just doesn't go high enough. Somebody show me a video? Something?

I've completed everything but the green-locked zones but thanks to this I've basically just given up on this game entirely.

God, I can't believe I posted this comment, I'm going to puke up my guts now.
Kanna 24 Dec, 2017 @ 12:35am 
Dude...
I'm on debt with you!
This saved me HOURS of wandering around trying to find everything.

I just finished both modes and I'd say this is the best Metroidvania I've ever played and You are part of it with this guide!

I salute you!
Koishi Blancmanche 9 Aug, 2017 @ 5:17pm 
I'm a little late on commenting this, but "Vermillion Lord" is just a lawyer friendly name for "King Crimson". If its power is hard to explain, it's only reasonable.

IT JUST WORKS!

This is the ability used in The Dark King's lair when obtaining that bunny doll in the hall. However, it's SUPPOSED to work by completely skipping the time Chelsea took to traverse the bottom area, so you would actually just suddenly warp to the spot you were running to, not freeze temporarily.
Old_Albert 20 May, 2016 @ 5:13pm 
I don't get the final stage of Bunny boss in Chelsea. She locks you and kills. In youtube videos she just spend 1 elixir, but in my game i spend all of rest at once so i have only one not 10+ seperate lives.
Aunt Floof 23 May, 2015 @ 2:10am 
Just learned that dashing into a jump and wall kicking will make her basically climb that last little bit for powder #7.
Ow Meer 7 Dec, 2013 @ 5:54pm 
You can get the sixth vessel easily by using the flying kick from the spot above Bunny when she enter the room
RoboTrain 29 Nov, 2013 @ 3:33pm 
Oh my goodness.

My dearest thanks go to you. I would have been eternally stuck at 96% if it weren't for your coverage on that whole switch nonsense.