Theres a Shaun the Sheep Game for DS! Ill buy your DS!
MISSIONS
Mission 1
After the opening cutscene, Shaun will start in Ranch 1. From here, you will need to go through the gate on the right hand side of the area to move to Field A. From Field A, you will need to go through the open gate on the right to move to the Barn. Following the tutorials that happen when you enter the Barn, you will need to touch the stylus icon over the door leaning against the wall on the right side of the area to find the first Sheep.
Mission 2
Shaun will start in the Barn at the beginning of Mission 2. From here, you will need to move towards the bottom middle of the area to go to Field A. Once in Field A, you will hear a chick chirping and the camera will zoom in on the bush on the left side. Touch the stylus icon over the bush to find your first chick. Go through the open gate on the left to head to the Hen House. Touch the stylus icon over the Hen to give the chick to her, and interact with the Sheep that falls out of the tree to find the second Sheep.
Mission 3
Shaun will start in the Hen House at the start of Mission 3. From the Hen House, you will need to move to the far right side of the area to go to Field A. Next, move towards the bottom middle of the area to go to Ranch 1. From here you will need to head towards the bottom middle of the area to get to Ranch 2. Move towards the left side of the area to interact with the Mole. Once the Mole has returned to its hole, touch the stylus icon over the hole to make Shaun think of the Tennis Racket. From Ranch 2, you will need to go back to the Barn. Once in the barn, follow the prompts and touch the Sheep Action icon when it begins flashing. Select the Sheep Ladder Sheep Action to pick up the Tennis Racket. Once you have the Tennis Racket, it is time to return to Ranch 2 to get that key back from the Mole. On the way to Ranch 2, you will need to touch the stylus icon over the rightmost bush in Field A to find the third Sheep. In Ranch 2, touch the stylus icon above the Mole hole to initiate the Tap-a-Mole minigame.
In order to progress past the Tap-a-Mole mini-game, you will need to get a score of at least 15 Moles. There are two ways to go about this. The first way is by blowing into the microphone to make the Moles pop out of the holes. Then you will need to tap them while in the air. Another way to get the Moles to pop out of the holes is by repeatedly pressing the +Control Pad. You can press any direction to get this to work, but keep in mind that the number of Moles that pop out is far less than when using the microphone. After completing the minigame with a score of at least 15 Moles, Shaun will obtain Key 1.
Once you have Key 1, you will need to use it on the gate on the right side of the area. Touch the stylus icon over the right gate to initiate the Key to Success! microgame. In this microgame, you will simply need to use the key that matches the lock. Key 1 is the gold, diamond-shaped key. Use the stylus to move the key into the lock. Once you go through the gate to Field D, this Mission will be over.
Mission 4
Shaun will automatically start in Field D at the start of Mission 4. Watch the cutscene that occurs. Move to the right side and touch the stylus icon over the Sheep to find the fourth Sheep.
Mission 5
Shaun will be in Field D at the start of Mission 5. From here, you will need to move through the opening in the top part of the area to get to Field E. Move to the left until you see the open fence on the top part of the area, and go there to head into the Circus Tent. Move Shaun to the left to see the cutscene there. Touch the stylus icon on the Trampoline to begin the Wooly Jumper microgame.
There are two ways to move the Sheep holding the Trampoline in this game. You can either use the stylus or the +Control Pad. In order to complete the microgame, you must catch Timmy who is walking on the high wire on the top screen. Move the Sheep holding the Trampoline so that Shaun lands on the Trampoline in order to make him jump higher. Once Shaun has caught Timmy, the microgame is over.
Following the microgame, you need to touch the stylus icon over Timmy to make Shaun think of the Stuffed Animal. From here, you will need to go all the way back to the Barn. Once in the Barn, touch the stylus icon over the Stuffed Animal to obtain it. Now you will have to take the Stuffed Animal back to Timmy in the Circus Tent. Once in the circus tent, touch the stylus icon over Timmy to give him the Stuffed Animal and find the fifth sheep.
Mission 6
Shaun will automatically start in the Circus Tent at the start of Mission 6. From here, you will need to go to Field A. When you leave the Circus Tent you will see the first farmer cutscene. Upon entering Field A, watch the cutscene and move to the right side of the area. Touch the flashing Sheep Action icon and scroll through the Sheep Actions until you find the Timmy Sheep Action. Select the Timmy Sheep Action to start the Go Timmy! microgame.
In order to complete this microgame, you will need to guide Timmy through the bushes to find Key 2 while avoiding the animals. The order of the enemies that appear is random, but you can clear them all the same way. Any time an animal gets in Timmy’s way, simply tap them multiple times with the stylus to make them run away. Pidsley the cat takes five hits, the Mole takes four hits, and the ducks take three hits each. In this microgame, you will also encounter bushes that Timmy cannot get past on his own. Move the stylus icon back and forth on these bushes to move them out of Timmy’s way.
After completing the microgame, Shaun will obtain Key 2 and will think of a chest. The chest that this key unlocks is located in Field E. Once in Field E, move Shaun all the way to the eft side of the area and touch the stylus icon over the chest to begin the Key to Success! Microgame.
To complete this microgame, you will need to match the correct key to the lock. Key 2 is the silver, ovalshaped key. Use the stylus to move the key into the lock. Once the chest is open, a Sheep will jump out. Watch the events to find the sixth Sheep.
Mission 7
Shaun will automatically start in Field E at the start of Mission 7. From here, you will need to go back to Ranch 2. Upon entering Ranch 2, watch the mini cutscene, and then move through the left gate to head into the Scrap Yard. Move to the middle of the area and touch the stylus icon over the Guitar to go to the Flock n Roll minigame.
In order to pass this minigame, you will need to get a score of at least 50. In order to score points in this minigame, you will need to let all of the black notes pass through the left side of the screen. When you see a gold note, stop it from going off the left side of the screen. Use the stylus to flick the gold notes off of the screen. This is a timed minigame, and will end after 90 seconds. As long as you keep the gold notes off of the screen, you should have no problem passing it. After the minigame, watch the mini cutscene, and you will automatically find the seventh Sheep.
Mission 8
Shaun will be in the Scrap Yard at the start of Mission 8. From here, you will need to go to Ranch 1. Upon entering Ranch 1, watch the mini cutscene and move through the left gate to go to Field F. Here, you will need to move to the right side of the area. Once you reach the Naughty Pig, make sure to stay away from him. He will chase you, so just avoid him until the Bitzer icon begins to flash. Touch the Bitzer icon while it's flashing, and watch the mini cutscene. After the Naughty Pig leaves you alone, move to the right side of the area and touch the stylus icon over the Bone to obtain it. Next, you will need to go to Field H by moving through the gate at the top part of Ranch 1. Once in Field H, move in front of Bitzer and touch the flashing Sheep Action icon. Select the Bone Sheep Action and watch the mini cutscene. Take your newly acquired key, and touch the stylus icon over the gate in front of the House to initiate the Key to Success! microgame.
To complete this microgame, you will need to match the correct key to the lock. Key 3 is the green, clover shaped key. Use the stylus to move the key into the lock.
After completing the microgame, move through the gate to head into the House. Move through the right door to get in the Kitchen. Touch the stylus icon over Shirley to make Shaun think of the Apple.
When you try to leave the House, you will encounter Pidsley the cat. He will not let you leave, so in order to get past him, you will need to touch the flashing Sheep Action icon to initiate the Fleece Keeper microgame. The icon for the Fleece Keeper microgame is the ball of wool. In order to complete this microgame, you simply need to spin the stylus in a clockwise circle around the ball of wool. Once the ball is big enough, the game will end. After the microgame, watch the mini cutscene and move through the door at the top part of the area to return to Field H.
Now you must go to the Pig Hut by moving through the open gate at the top part of Field F. Remember that any time you enter Field F, the Naughty Pig will be back, so try not to go to the right side of the area. However, if you do encounter the Naughty Pig, just avoid him until the Bitzer icon flashes. Touch the Bitzer icon to get rid of the Naughty Pig. Now, once you are in the Pig Hut, touch the stylus icon over the trough to get the Apple. From here, you will have to return to the House Kitchen. Once in the Kitchen, touch the stylus icon over Shirley
and watch the mini cutscene to find the eighth Sheep.
Mission 9
Shaun will be in the Kitchen at the start of Mission 9. In this Mission, you simply need to touch the stylus icon over the cabinet in the upper right corner to find the ninth Sheep.
Mission 10
Shaun will still be in the Kitchen at the start of Mission 10. From here, you will need to go throu