Mr. Do's Castle(Arcade) FAQ
version 1.0.0
by Andrew Schultz
[email protected]
Please do not reprint this for profit. I wrote this document largely to
help preserve good old memories and interest in classic(and especially
'retro') games--both for myself and for others. If you really would like
to post this on your website, please send me a polite e-mail addressing
me by name and referring to this game specifically. If I don't know you
I generally give away one FAQ at a time at first.
** AD SPACE **
My web page:
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================================
OUTLINE
1. INTRODUCTION
2. CONTROLS/STRATEGY
3. POINTS ETC.
4. LEVELS (4-1 to 4-8)
5. SECOND GO ROUND (5-1 to 5-8)
6. VERSIONS
7. CREDITS
================================
1. INTRODUCTION
Mr. Do's Castle is an extremely hard game, even if you set the dip
switches to Easy(play)/Easy(extra man.) Like the other Mr. Do games,
though, it has a certain addictive quality once you get reasonably good
at it. There are many techniques to master, and to top it off the
monsters are rather smart and good at playing chicken, and many random
events make it hard for a consistent coherent strategy. You have eight
platformed levels to cycle through, and then things get almost
unreasonably hard. Mr. Do is armed with only a xylophone mallet, which
doesn't even kill the Unicorns that chase him after a few levels, and in
fact it can bash tiles on the platform to make your escape from bad guys
much harder. You will probably need to hit parts of the platform above
with a mallet to nail the unicorns beneath, and that involves getting
the unicorns to sneak under. Still there is a merry chase to be had.
There are also three key tiles you can swat. Getting them all reveals
a shield at the top. Get the shield and the unicorns change to yellow
blobs with letters that you can smash. Nail the letters E, X, T, R and A
and get a free Mr. Do--and get kicked to the next level! There are also
skull squares you can bash--the whole platform crashes down and leaves
an indestructible bridge. Bad guys on top of(or in) holes and below the
whole framework are crushed, but you'll have one place where you can no
longer dig holes.
Given how the unicorns are so good at using their numbers and how they
waver randomly at times, the game does, thus, trap you and it can get
frustrating after a while. It's probably only for those who want a REAL
old school challenge.
Oh did I mention the game's default seems to start you with two lives?
2. CONTROLS/STRATEGY
Whatever you want Mr. Do to do, he probably won't. Okay, he can't
alwaysget away with going down when you push left, but you'll find no
end of annoyance trying to get him to turn on a dime. Well, that's not
strictly true. He actually does turn on a dime when you are going up a
green ladder. Try pushing left or right before he gets to the top, and
he will turn around. Also if Mr. Do swings a mallet to one side of a
green ladder you may fall through the hole you made if you push up. He
generally gets outpaced by unicorns, too, although they will stop to
catch their breath on earlier levels.
Mr. Do can push a green ladder to the other side just by walking onto
it. He can fall off a ledge to get away from unicorns(they can't fall)
but of course if they are below he will have a nasty surprise.
If Mr. Do knocks out both sides of a skull bridge, all the squares
drop--even the ones he got rid of between the skulls. Monsters on the
bridge will also be crushed unless they are between cherry slots.
Mr. Do also can swing a mallet to put some space between himself and
unicorns. This can be a problem when two unicorns are right on top of
each other--one will duck back, but the other will keep going. RIP Mr.
Do. They can play some dirty tricks this way. Often it'll be a
percentage move to do something, but if they shift around, oh well.
Unicorns can also run back and forth without warning and then suddenly
charge at you. They seem to keep track of your vertical AND horizontal
position, and if you stay still for too long there is usually a unicorn
who will just stay above/below you waiting too. So if you are waiting
for unicorns you may want to walk back and forth aimlessly for a bit to
throw them off. You also can't bull your way past the unicorns as any
hole you make for them to fall in applies to you, too. So you always
need to envision a circular way around(usually above your intended path,
with a fall later--Mr. Do can fall as far as you want without getting
harmed.)
Unicorns also have the nasty ability to walk past other potted
unicorns. You can get trapped by them. It seems unfair but it's a
definite nasty point. Unicorns also keep moving faster; landing them in
a hole where you don't kill them can accelerate this. It can even turn
reds to the faster green unicorns to the amoebically splitting blue
armored ones, which are oblivious to mallets(although they can be
crushed) and each accelerates differently as well.
Also at the beginning of the level, unicorns only randomly leave the
side ladder after being kicked down from the top. Don't expect them to,
but do be prepared to knock out cherries on both sides if they try to
surround you, and take out bottom squares first.
Here's general bad guy killing strategy:
--The best generic way to kill a bad guy is to stay by a ladder, bash a
cherry one way, climb up(tap towards the ladder so you don't fall in the
hole) and knock out the cherry square above.
--It's possible to kill a bad guy with precise timing once he pops out
from a hole, but it's very risky. The blues, which are the toughest
monsters in general, seem to be easiest to kill this way and they are
quite nasty otherwise.
--You will kill a bad guy if you fall on him while he's trapped;
however, you also will die unless he's the last one on the board.
Falling on bad guys in general is lethal.
--For general level progress, you want to take out a bunch of bottom
squares, get unicorns stuck, and run around and over them and start
bashing.
--The bridges are useful for getting rid of several bad guys right away,
but you have to be sure to do the job. For them you'll need time to
1)take out all the cherries between the skulls, 2) position yourself so
that the unicorns must cross the bridge to get to you, and 3) time
knocking the bridge over so that any unicorns that left the holes will
be over them when you hit the second skull. You'll also need a clear
escape outlet as the bridge will be unbreakable afterwards.
--If a bad guy below starts playing 'prevent defense' you might want to
run around a bit and see if he follows--it's possible to drop a cherry
on him and get him out of the way in case you need to fall somewhere
once the other bad guys come.
--Staying above bad guys creates advantage. If they have to go up a
ladder to get to you, try to wait to bash cherries on each side.
--Often you can pot a unicorn in a hole and wait for another one to come
by. Of course you'll want to bash a bit before it does. This also adds
on the points with multipliers and so forth.
--You can buy time by knocking out several holes behind you if just one
or two bad guys is chasing you. In fact as the level goes on, they get
faster, and this may be necessary to knock out the final bad guy.
--Remember to go for the quickest way because once blue monsters start
multiplying, you're toast. More than three and you're in trouble.
--If there's a green ladder on either side of a bridge, push it away as
you wait. That forces the unicorns to come in at you.
Here is general strategy to avoid bad guys:
--if they're going up the swivelly ladder, note that you can push it to
the other side and jump below it. Pushing the swivelly ladder with a bad
guy on it ot only gets them off track but turns them away from you.
--the swivelly ladders are really the key to successful fleeing. Pushing
them to the right side so that your hiding place is hard to access is
key to getting around.
--You also want to leave yourself an escape route. Don't go knocking out
cherries unless you know bad guys will fall into them, or they make
great ways to duck out. Because bad guys can just scrape you as you fall
through holes, and it's RIP.
--Often you can dig a hole, climb up a ladder next to it, and fall over
the hole to get around a unicorn or two. You might even want to wait for
others to come around.
--In general, you want to create an end of a ledge for yourself to stay
on. This allows you an easy out and also means that the unicorns will be
bottled up for a bit. Just be sure to have a quick way back up once you
fall.
Here is strategy for killing the unicorns once they turn into the
little walking yellow boxes:
--at the top, wait for a monster to come running by before you pick up
the shield. That one should be a freebie. Once you've knocked out all
three keys in the level, the shield is up at the top until the level
ends, you get it, or you get killed.
--you can often wait for monsters to split into two blues before getting
the shield. This is good especially if there's one letter to go--two
chances to pick up that elusive final one. But it can backfire if you're
not expedient.
--try to have a way to fall down quickly as, although you are faster
than the boxes, it's even faster to fall down than to walk down.
--if a monster is on a green swivelly ladder and you are above it, wait
for it to climb back up--you can run down and nail it. You can also push
the ladder to the other side and fall onto the monster.
--note that each time you knock out a tile, the letters shift, from
E X T R A
| | | | |
V V V V V
X T R A E
--bad guys tend to run away from you but they don't adjust their paths
until they reach a new level(if going vertically) or if you appear on
the same level(going horizontally.)
--unicorns may run uselessly back and forth when trapped on ledges so
you may want to grab a shield when one walks into a dead end and go
immediately for that one.
It's a bit tricky here to remember when to do what, but note that if
you bash a yellow thing with a mallet, the letter won't change. If you
bash a cherry and it drops on a yellow thing, the letter will change
just beforehand. You can also calculate how many cherries you need to
bash so a monster near changes to the right letter, and while this is
not trivial you need to get a feel for it as the last one is often the
most elusive.
3. POINTS ETC.
--20 points for each key, cherry or skull tile knocked down
--500-1000-1500 for bashing an enemy down 1, 2 or 3 flights. How high
the brick you drop on them is, is not relevant.
--x2 bonus multiplier for green, x3 for blue
--I'm unclear on combo points, but
--Points for shield: 1000 + 500 * (level number)
--8000 + a free game + free pass to the next level for a diamond(i.e. if
you see it run for it as that is more points than you get for going
through the rest of the level--unless you can get the shield VERY
easily)
Monster assortment per level
1 5
2 5
3 5
4 4/1
5 4/1
6 5/1
7 4/2
8 3/3
9 3/2/1
4. LEVELS (4-1 to 4-8)
There's no hard and fast solution per se to any of these levels, but a
good start can make it so you have to deal with fewer enemies. Although
that means fewer candidates for the E-X-T-R-A, you won't be able to
round up everyone anyway even on the first level. The shield always
appears on the top row, and you have no excuse to be up there unless
you're going for it.
LEDGER
H = ladder
= = breaks
- = ordinary cherry
X = skull
/\= swivelling ladder
+ = key
4-1. LEVEL 1
H=====================H
H H
H H
H H
H=X=-=-=X=\ /=-=-=-=H
H / H
H / H
H / H
H=-=-=\ /===-=-=+=-=H
H \ H
H \ H
H \ H
H=-=+=-===H=X=-=-=-=X=H
H H H
H H H
H H H
H=-=+=-=-===\ /=-=-=H
H \ H
H \ H
H \ H
H=-=-=-=\ /===-=-=-=H
H / H
H / H
H / H
H=====================H
This is a good level to get part of the E-X-T-R-A so you may not want
to bust everyone immediately. You can climb up the center for two levels
and then start bashing to the left. Bad guys may run after you, and then
you can climb up the center solid stair and knock out the tiles above to
get them. You'll also get two parts of the key that way. Then you can
push the ladder above left and get the third key out of the way.
4-2. LEVEL 2
H=====================H
H H
H H
H H
H=-=\ /=X=-=-=-=-=X=H
H / H
H / H
H / H
H=+=-===-=-=-=\ /=-=H
H \ H
H \ H
H \ H
H=X=-=-=X=H=-=-===-=+=H
H H
H H
H H
H=-=\ /===+=-=-=-=-=H
H / H
H / H
H / H
H=-=-===-=H=-=\ /=-=H
H H \ H
H H \ H
H H \ H
H=====================H
The center ladders should serve you well again. Just go over to the
right, though, as the unicorns don't tend to chase you from that side.
You can knock out a key, and if unicorns come from the left you should
have the time to knock out a hole and climb up the stairs. You can take
out the squares above and then sit on the bridge to kill a few more bad
guys, although this is also a good level for picking off letters.
4-3. LEVEL 3
H=====================H
H H
H H
H H
H=X=-=-=-=-=-=X=\ /=H
H \ H
H \ H
H \ H
H=+=\ /=+=H=-=-===-=H
\ H
\ H
\ H
-=-=-===H=-===\ /=-=H
H \ H
H \ H
H H \ H
H=\ /===-=-=-===-=+=H
H / H
H / H
H / H
H=-===X=-=-=-=X=H=-=-=H
H H H
H H H
H H H
H=====================H
This is a great level for planning on. Right, up the small stair,
right, knock out the two cherries behind, up, knock out the two cherries
to the left, and all the way up. Go left and knock out the cherry right
just as a unicorn runs under you. You should knock out two of them--one
stuck in the hole and the one that's running under--for 3500 points.
Then you can fall left when the coast is clear, push the swivel ladder
left as you run off the edge, and get to work on the bridge. You can
sucker a few more bad guys in, kill the bridge, turn the swivel ladder
back right, and climb back up. You cold even risk climbing up for the
key, waiting, and dropping before going to the bridge area, although
with just two monsters left the trip back up(get the right key, fall
left and go up/left) should not be bad either.
4-4. LEVEL 4
H=====================H
H H
H H
H H
H=-=\ /=-=H=\ /=-=H
H \ H / H
H \ H / H
H \ H / H
H=-=-===-=-=H=-===-=-=H
H H
H H
H H
H=\ /=-=-===+=-=-=-=H
H / H
H / H
H / H
H=+===-=-=H=X=-=-=-=X=H
H H H
H H H
H H H
H=X=-=-=X===\ /=-=+=H
H \ H
H \ H
H \ H
H=====================H
This one is a bit trickier but you should be able to go up the center
stair and take a few bad guys out on the right bridge(kick the swivel
stair right)--first you may want to take out the left skull on the right
bridge, though. This may even pull the unicorns to the center, where you
can run down and left to take out the bridge from the left. Then in the
bottom right(fall to get there once the swivel stair is pushed) you can
bash a key and push the stair over again if you have to. There should
just be two enemies left and those can go in the holes. You can now run
free up to get the key and then the shield.
4-5. LEVEL 5
H=====================H
H H
H H
H H
H=-=\ /=-=H=+=\ /=H
H \ H / H
H \ H / H
H \ H / H
H=-=-===-=-===-=-===-=H
H H
H H
H H
H=+=\ /=-=-=H=X=-=X=H
\ H
\ H
\ H
H=-=-===-=-=-===-=+=-=H
H H
H H
H H
H=X=-=-=-=X=\ /=-=-=H
H / H
H / H
H / H
H=====================H
This situation is tailor made for a quick bridge-out. Go up the stairs
and hack away at the bridge immediately to make three holes. Let 'er rip
when three unicorns are in holes(or when they are above--the timing is
always iffy) and when you jump right you should be able to outrun the
unicorns. It's best if they're all at the bottom, so you may have more
waiting to do after you've taken the bridge out. Then you can drop down
and wait at the bottom, or push the swivel ladder left in the lower
right and sucker a couple of unicorns over before breaking the other
way.
4-6. LEVEL 6
H=====================H
H H
H H
H H
H=-=-=\ /=-=X=-=-=X=H
H H
H H
H H
H=-=-=-===\ /=-=-=-=H
H /
H /
H /
==-=-=H=-=+===\ /=+=H
\ H
\ H
\ H
H=-=+===-=-=-=-===-=-=H
H H
H H
H H
H=-=-=-=\ /=X=-=-=X=H
H / H
H / H
H / H
H=====================H
For starters here you will probably want to go up and right. Your
first objective should be to take out the square below the key on the
right, climb over the key, and bash it from the left--once a bad guy is
stuck in the pit below and another is walking over. From there you can
drop down and bash a cherry to get to the bridge and set up that trap.
You'll want to wait as long as possible before dropping down as you'll
need to buy all the time you can, although if you don't think you'll
have enough time you can flee to the left, down, right and up the stairs
which you can kick left.
4-7. LEVEL 7
H=====================H
H H
H H
H H
H=-=-=\ /=H=X=-=-=X=H
H \ H H
H \ H H
H \ H H
H=-=-=-===-=H=\ /=-=H
H H \ H
H H \ H
H H \ H
H=-=-=\ /===+===-=-=H
H \
H \
H \
H=-=-=-===+=-=-=-=-=+=H
H H
H H
H H
H=-=-=X=-=-=X=\ /=-==
H /
H /
H /
=======================
Here I have my best luck going left, up and right where the keys are.
I'll bash to the left for one key and then keep doing so until I'm at
the right. Fall through for the key, push the ladder left, climb, go
left and dig all the cherries you can(if you can get to the far left
that is a bit more time you can buy--and you may get an extra monster on
the bridge trap that way.)
The main annoyance here is that when you fall right and try to go back
up the stairs, you may be blocked from doing so. Before taking care of
business you will want to make sure that your path back up via the lower
right is unrestricted. That isn't to say you can't bash the cherry below
the key; just make sure all the unicorns are coming your way(or they'll
be in the bridge area,) push the ladder left and wait for a unicorn to
fall in that hole before continuing.
4-8. LEVEL 8
H=====================H
H H
H H
H H
H=-=-=-=\ /=X=-=-=X=H
H / H
H / H
H / H
==-=-=H=+===\ /=-=-==
H \
H \
H \
H=+=-===\ /===-=-=+=H
H / H
H / H
H / H
H=-=-=-=-===X=-=-=X=-=H
H H
H H
H H
H=-=-=-=\ /=-=-=H=-==
H \ H
H \ H
H \ H
=======================
This is really a very nasty scene as you don't have a quick way up.
The best bet seems to be left, up two, and right and then going left and
digging right. You can then go up the stairs and nail the key and
'retreat' as you wind your way up. Hopefully all the unicorns will loop
after you and you can fall right to get the two keys and then set up a
bridge trap. The top left is quite good here for starters although you
do have to push the swivel ladder below to the right so they can
actually see you. Once they're all herded in, though, you might be able
to jump down and push the ladder back left. This would leave the
monsters trapped until you're ready to pick them off, but if there isn't
time, just push the third highest swivel ladder left and set up another
bridge trap. There's no way to get at you from the left.
5. SECOND GO ROUND
With blue monsters appearing quickly those are the ones you want to
focus on first. The same starting techniques should be valid but here
you'll want to change the monsters to letters with the shield and zap
the yellow boxes that *were* blues.
End of FAQ proper
================================
6. VERSIONS
1.0.0 sent first version to GameFAQs 09/14/2003. Should be mostly
complete although this game is baffling and I'm sure I missed some
strategies.
7. CREDITS
The usual GameFAQs gang. They know who they are, and you should, too,
because they get some SERIOUS writing done. Good people too--bloomer,
daremo, falsehead, RetroFreak, Snow Dragon, and others I forgot.
War Doc for setting an arcade guide pace I can barely stay within
shouting distance of.
CJayC for creating GameFAQs.com so that I could post cute little time
wasting guides like this.
The mame.net crew for putting in all those doo dads that allow me to
analyze such a tough game.