Toki FAQ(Arcade game)
version 1.1.0
copyright 2001-2003 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: http://www.geocities.com/SoHo/Exhibit/2762

================================

                  OUTLINE

 1. INTRODUCTION AND GENERAL TIPS AND PORTS

 2. POWERING UP

 3. JUMPING AND STRATEGY

 4. BESTIARY

   4-1. UNNAMED AND INANIMATE

   4-2. OPPONENTS AND STRATEGIES

   4-3. CHART OF WHO'S WHERE

 5. LEVEL ONE: OUTSIDE

 6. LEVEL TWO: UP THE CANYON, DOWN INTO THE LAKE

 7. LEVEL THREE: FIRE CAVERNS

 8. LEVEL FOUR: ICE CAVERNS

 9. LEVEL FIVE: THROUGH THE RAIN

 10. LEVEL SIX: GOLDEN CASTLE

 11. BUGS AND QUIRKS

 12. VERSIONS/CREDITS

================================

 1. INTRODUCTION AND GENERAL TIPS AND PORTS

 As Toki, you must go through six levels and defeat many weird
monsters(weirder than you!) to defeat Vookimedlo, who has stolen your
love Miho and changed you into a monkey(thank God he gave you chronic
halitosis as well!)  Each level has a certain theme and although
monsters may be cross-level each level is distinctive enough so that the
game doesn't get boring. I think it can be seen as an improved version
of Ghosts and Goblins although it has that Karnov flavor to it as well.
In the arcade, you can continue a game for a quarter until level 6,
where you have only 5 extra continues after you're killed off first.
Level 6 is really annoying, especially the final boss, but in fact
you'll have your hands full until then.

 Toki's a funny little fellow and more detailed than the human he wants
to turn into. He looks like he appreciates a good fart joke and is just
waiting to tell several(his death noise also sounds like he's heard a
REALLY bad joke) and the scenery is amusing, which helps when the game's
kicking your you know what.

 Moving Toki is pretty simple. You can get him to crawl, but he will
move slower. He can also duck or jump, and he can change direction while
he jumps. So if you are trying to jump over a wide pit, remember to
follow through with your jump, or Toki will stop in midair and plunge to
his death. Toki can turn and shoot in midair, which is useful. He can
also shoot diagonally--in the top five of eight directions when he is
walking left or right. He's restricted climbing down a plane to back-
forward shooting, and on a vine he can shoot five of the eight
directions(to one side.)

 There are ports of this game to the NES and Sega Genesis systems. I've
played the NES, and it's a dumbed down version of the arcade(you get
several lives and a heart counter for health, i.e. a few hits) without
some of the more exotic backgrounds. The Genesis version is apparently
similar to the NES in difficulty, but it looks a bit nicer.

 Apparently the ROM translation is imperfect and you need the bootleg
version(tokib.zip versus toki.zip) to get the sound in there. I think
sound adds to the game, especially the wicked background tune for the
second level, so why not get the augmented version if you can find it?

 2. POWERING UP

 There are two sorts of power-ups:  firing and non-firing. All power-
ups wear off with time or with Toki's death.

        **** NON-FIRING ****

 Toki can only have shoes or helmet at any one time, never both. This
award appears as a trophy, and it's pretty clear if getting it will give
Toki shoes or a helmet just by looking. You just have to remember that
the shoes may look like wings. They seem to alternate, starting with a
helmet.

 Shoes:  Toki jumps higher. These aren't terribly useful. In fact if
you have the helmet you may want to avoid these.
 Helmet:  Toki is protected from the chest up. "Low blows" will still
kill him, as will blows from behind. However, he can duck to protect
himself, but he will move slower. It's also a powerful offensive weapon.
If Toki runs into something ahead of him, or even jumps, that monster
will be destroyed immediately. Against the hardier monsters later on
this is extremely useful.

          **** FIRING ****

 Toki can only have one of these at any time. They last for about 20
seconds each.

 3-way shots:  Toki can fire three shots, two diagonally(20 degrees
above and below) and one in the direction he's looking. Actually he can
have a maximum of four diagonal shots to each angle but only two
straight ahead.
 lava:  Toki can shoot bigger shots for twice the damage. He still gets
50 points for each hit, though.
 scramble:  Toki's shots will bounce up and down. There will be three
of them. Only one of the shots may connect, but there's a wide range.

 All these are interchangeable, but FIREBALL is a bit different;
Toki's first shot is usually lethal(10 hits) but he will have normal
shots until it recharges. A gauge at the bottom of the screen shows how
long it takes(a second or two, really) but each shot means Toki will
have to wait the full length of time again. With the fireball, Toki is
advised to shoot, wait, and shoot.

 1-up:  on levels 3 and 5, trick jumps will net Toki an extra life.
Given their challenge you deserve something for getting them. The
challenges disappear if you die and get kicked back.

 Clock:  nets you 50 extra units of time, which should not usually be a
problem.

 Toki can also pick up 50 gold coins from vanquished Shartoesi to get
an extra life.

 3. JUMPING AND STRATEGY

 Toki can bounce on enemies to get higher. He bounces a bit higher
after jumping as opposed to just dropping. This is useful to get certain
power-ups or even extra lives, although there is a limited window
because of how deterministically the game spits out enemies. Toki's got
a good deal of range when he's up in the air, but often you have to
watch for monsters above, especially ones that may appear as you move
on. You can also use the bounce from a monster to shoot a bit. Often
when a monster appears it's safe to pull back and fire. Time shouldn't
be a factor, so don't worry about that too much. Also sometimes if you
can jump past a certain point, you can shoot a monster that appears in
the air, or you can bounce on a monster that's ahead. On the other hand
you may also crash into it, so you need to have a rough feel for what's
ahead. I had to take a couple of full runs through the game before I
learned a good part of what tricks were where, or which were the most
deadly.

 You should also get acquainted with diagonal shooting, too. The only
problem with it is that Toki inches forward as he shoots, which could
land him in hot water.

 When jumping on a moving platform, your momentum doesn't carry you, so
you have to steer yourself in the air if you want to stay on. The
ability to twist in the air is, in general, very useful and if used
correctly, it can help you sneak by some troubling monsters. In general
you'll want to stay ahead of a moving platform you're jumping on so you
can pull up at the last moment.

 Toki gets 100 for jumping on an enemy but only 50 for shooting them.
Jumping also has the effect of hitting an enemy twice, but there are
weird 'tie' cases where Toki jumps on an enemy and dies.

 4. BESTIARY

 In the bestiary, I describe the character, how many hits it takes, how
it gets around, and the best way to go about attacking it. Points and
hits(by fire) before you kill it are located later.

 Monsters are predetermined and appear when you pass a certain
scrolling point. You get points for monsters dying even if you don't
kill them, so if one jumps in the lava, you get points for it. Which is
fair as they are possible to trick.

 If you're wondering where I got all these names, they appear at the
end of the game. I've arranged them in the order they appear in the
game.

--Herbamo:  the green shell thing that crawls around. One hit and it
dies. It can be useful as a springboard.
--Garnidare:  crablike thing that can climb up vines. You can wait for
it to get to the top and fire if there's a vine to climb down.
--Webstamite:  buglike thing that hovers in the air, shoots red bullets,
and explodes again on death. The more you hit it, the faster it will go.
It has several arcs it sprays bullets in so try to keep a distance from
it, or jump and shoot at it just after it releases.
--Ivor:  anteater-looking thing that crawls around. Not as pokey as it
looks, but not too hardy either.
--Timagon:  fire-breathing lizard with bug-eyes that pops out of a
green-and-red shell, which also can be a nuisance, since the shells take
hits. The Timagon also roughly seems to know where you are, and your
best bet is to run/jump/fire away at it, preferably with power-ups.
--Shartoesi:  flying tadpoles that drop coins. They fly back and forth,
getting a bit lower each time as they wrap off the screen and back on.
--Killer harna:  brown bird that flies in a figure eight.
Often useful for jumping on, and it coughs up a power-up which isn't
always useful but can be nice.
--Flying shardu:  green and red thing which dives from the top of the
screen. Combined with other monsters it can put you in a squeeze. Best
to jump on it in those cases. There's also a small version with
satellites. It twirls around randomly. Kill the center one and get 100
for the remaining satellites, which get 50 if you shoot them.
--Thorpedo:  brown bird that often leaves power-ups(powers-up?)
--Wobalin:  blue devil that appears above you and chucks spears
downward. 3 hits.
--Kalgatrobe:  square thingamabob that stands around and pauses when he
swipes at you. If you don't run into him he won't have the
range to kill you. More for shock value than anything else. Jumping on
him often allows you to reach a power-up or a protection.
--Bellzador:  winged animal with a spear that swoops at you. It's taken
aback if it hits you but has an annoying spear it thrusts right after.
It can also go off the screen to the left, which is annoying, so you
want to shoot diagonally at it up/right, then up, then watch for the
spear off screen to the left to fire.
--Armorel Kemin:  the guys with the swords that shoot energy fields at
you on the sixth level. They often do so just as they appear, or when
you start a life. So you need to know where they appear.
--Galartor:  Annoying *** that looks like a brown-and-white prehistoric
animal head and bounces up and down off the side of the screen, then
bounces toward you. It also breathes flame missiles that act like
curveballs. The best strategy is to use a helmet to crush it or to jump
on its head. Sadly you can't run under it as it catches up to you, and
in one situation if you don't use your power up you're reduced to
jumping, firing, and hoping.
--Gabranha:  red fish with blue spots that appears on the water
levels. Small ones are 100 points and take 1 hit--large ones are 300 and
take 2. The large ones tend to follow you around but the small ones are
more numerous and gum up narrow passageways. Neptuna also belches them
out.
--Mortoise:  underwater turtle that can turn into spikes. It has a
circular path until it rises to the surface quickly, straight up.
--Cupper:  green froggy thing underwater. It travels in a figure eight
but does not fire.
--Blastums:  land-based goldfish that fly horizontally at you from an
enclave once they "see" you. However they're killed if they run into a
wall and miss you, and they only take one shot.
--Pengafin:  penguin that runs away from you and leaves power-up when
killed.
--Bungataras:  dumb bird on level five that you can shoot and get 3000
from if you pick up the resulting bonus chicken breast that flies up as
it dies.
--Raktura:  fire breathing bird that swoops down, fires a swaft of three
bullets, and loops some more.
--Creepavore:  crawler guy who sticks out his tongue, loops three
bullets in the air, moves in, and repeats.
--Shoshanu:  fish that go in the four angular directions. They can nip
you from behind if you don't expect.
--Vipus:  octopus-like fish that breathes the smaller goldfish(100
points.)
--Gate of Moornah:  flying fortress on first level that two Geeshergam
operate. There are four steam breathing thingamabobs on each side that
require 2 hits(8 total) and plungers that also require 2 hits on the
bottom. The Geeshergams making energy for it on top take 5 hits and are
don't give special points when you're killed.
--Geeshergam:  the petulant monkeys that somersault out at you with a
springy noise and yelp and die amusingly. They take two hits and give
300 points. Jump when they're in the air, and you'll nail them.
--Katyerows:  Trees that appear when a ball falls from the sky. They
drop balls that bounce toward you that you must shoot or duck. The balls
take two hits and give 100 points. You can also shoot the ball that
falls before it reaches the ground for 50 each time but it delays the
inevitable.
--Catecormos:  nasty jumping tulips that usually appear in pairs and
jump to seemingly random heights. Your best bet is to run away when you
see them and jump after one makes a weak jump. The first bounce is the
toughest.

 There are also bosses. Many of them give no points beyond the many
times you hit them, but the challenges are entertaining.

--Boloragog:  level 1 boss, big black guy with big head and earrings. He
has several moves:

 1. Summon two waves of four Geeshergam(only 100 points here) to fly in
at you
 2. Two bounces from one side to the other
 3. Move to the center and just sit there
 4. Big leap from one side to the other(toughest to deal with, head for
the other side of the middle, turn and shoot the Geeshergams that come--
diagonally to be sure)

--Neptuna:  level 2 semi-boss, this giant scaly mer-man turns colors
when you hit him and not his shield, which protects all but the lowest
part of his body. He belches out gabrahna to distract you. Sucked into a
vortex when killed. You'll want to follow his nether region and fire
away. When he starts moving his shield up and down, you'll hit him, and
he'll flash. You may want to dispose of gabranha near you before
dropping down--you'll also want to stay away from Neptuna as far as
possible although the chamber is a bit crowded.

--Rambacha:  level 2 boss, this eyeball splats out three eyeballs that
may die by themselves but are probably better off shot ASAP. You can
jump on them or run under when they bounce, or shoot them. I prefer the
third way as Rambacha can disappear and reappear right where you're
jumping--R.I.P. Toki.

--Mogulvar:  level 3 boss, an intestine with arms and legs that kicks
out you and occasionally launches the letters for the word "burp."
Melts when killed. Your toughest part is figuring when to do what. First
you'll want to stay on the left and fire right. When Mogulvar gets close
you'll want to jump straight up and keep firing, as he kicks out at you
then.

--Zorzamoth:  level 4 boss, this green elephant tries to nail you with a
springy beady trunk and red boomerang tusks. Then he comes crashing
toward you. Ee e's a big 'un. But he falls pretty easily. When the first
tusk comes, jump as it goes almost all the way off the screen, then jump
again immediately. Then start firing. When he flexes his trunk, it will
spring at Toki. Jump when it comes at you. It may do so three times. You
have to watch for the third but if you jump reflexively you should still
be able to nail Zorzamoth as he bounces towards you.

--Bashtar:  level 5 boss, a pair of feet, two bobbing fists, and a
heart(fists sometimes close around it)--shoot the feet to hold them
off(or they'll bounce all the way to the left,) then shoot the heart
when you've got a free view to kill it. It's best to shoot diagonally.
Often when a hand dips in front of you, you'll want to walk into the
space where it was. If you run away you may get cornered, and the hand
bobs up and down high enough that you'll have time to sneak to where it
was. The other hand will be circling the heart, and eventually you'll be
in near(shooting the feet whenever there's nothing better to do) and the
heart will be unguarded, and you'll get some shots in.Bashtar drops off
the screen when killed, but if he drops on you he, uh, gets a rematch.

--Vookimeldo:  level 6(final) boss starts out in a robe and throws
rainbow boomerangs, then sheds it and turns into a rib cage with a heart
and a springy neck. The hand
will also fly off and seek you out. Very nasty.

 4-2. UNNAMED AND INANIMATE

--The circular spinning things on level five. They get you 100 for
jumping on them.
--The spiked cones require two hits and give 100 points. Be sure to jump
out of the way of the spikes that result.
--There are some sinking platforms that will only rise when you jump on
them. Often there are treasures beneath them. Timing shouldn't be too
much of a problem.
--There are 16 ton weights that you can use to jump high up(the see-
saw.)

 4-3. CHART OF WHO'S WHERE

Name           |Levels|Hits|Points|
---------------+------+----+------+
Herbamo        |1  4  |   1|   100|
Garnidare      |1   5 |   1|   100|
Webstamite     |1 3   |   4|   300|
Ivor           |  3 5 |   2|   200|
Timagon        |1 3   |   5|  1000|4/500 shell
Shartoesi      |12345 |   1|   100|
Killer harna   |12345 |   3|   300|
Flying shardu  |123456|   2|   300|small 2-5
Thorpedo       |12 4 6|   1|   100|
Wobalin        |      |   2|   300|
Kalgatrobe     |1 3 5 |   6|  1000|
Beilzador      | 2 4 6|   6|  3000|
Armorel Kemin  |     6|   5|  1000|
Galartor       |  3  6|  24|  3000|
Gabrahna       | 2 4  |   2|   300|
Mortoise       | 2    |   3|   500|small 1/100
Cupper         | 2 4  |   3|  1000|
Blastums       |1  4  |   1|   500|
Pengafin       |   4  |   2|   100|
Bungataras     |    5 |   6|  1000|
Raktura        |  3   |  10|  3000|
Creepavore     |    5 |   8|  1000|
Gate of Moornah|      |    |      |2x4+2x8+2x5
Geeshergam     |1234 6|   2|   300|
Katyerows      |    5 |  12|  3000|(seeds 2/100)
Catecormos     |    5 |   6|   300|
Shoshanu       | 2 4  |   4|  1000|
Vipus          |   4  |  24|  3000|
Boloragog      |1     |  30|  7000|
Neptuna        | 2    |  40|  3000|
Rambacha       | 2    |  40|
Mogulvar       |  3   |  40/60
Zorzamoth      |   4  |  40/52
Bashtar        |    5 |  40/60
Vookimedlo-1   |     6|  20|
Vookimedlo-2   |     6|  40|  7000|

 Other points:

--You get 1000 points for each coin you pick up whether from a
shartoesi, a spike, or just lying around.
--Apples, bananas, and strawberries occur at fixed points and get you
500 points but are not good for much otherwise.
--You get an extra Toki at 70000 points or when you clear 50 coins.
There doesn't seem to be an extra Toki beyond 70000. I played through a
game (with save states, I admit!) and got 250000 without having to
restart.


 5. LEVEL ONE: OUTSIDE

 "1: LABYRINTH OF CAVES

 THE EVIL HAND OF BASHTAR HAS SEIZED THE LOVELY MIHO.

 HER BELOVED, THE MIGHTY TOKI, HAS ALSO BEEN DEALT A WICHED(sic) BLOW.
NOW, REDUCED TO A LOWLY APE, TOKI MUST RISK A PERILOUS JOURNEY TO FREE
MIHO AND REGAIN HIS MANHOOD."

 This is not an easy introduction--I know I got killed very quickly the
first time I tried this game. Two herbamos block your way at first.
Crouch to shoot the second although for fun you can also run up to it
without dropping off the edge. Fire up rapidly to nail the Shartoesi but
save a couple shots for the first Geeshergam--jumping on it is bad as
the Shartoesi will come back and get you while you're vulnerable. You
can pick the Shartoesi off on the return to be safe. Make sure to get
the firepower increase and hit/jump on the kalgatrobe and then fire
straight up if necessary to tackle the killer harna, which drops a Wavy-
firepower box.

 Try to wait until you're at the bottom to jump and kill the spikes
ahead. Then jump up and let the platform sink until you get
the helmet. You'll need to position yourself in the center here and you
may want to run around a bit as you descend--you have more time than you
think and you can always jump, wait, and run a bit more.

 Go right and wipe out the birdies before and while jumping on the
Kalgatrobe--you'll want to go fairly quickly so that the helmet is still
effective. You can jump or shoot or use your helmet on the blastum to
your left, and jump again to use the see-saw. Wait until parallel with
the platform above, go left in the air and run into the Timagon if your
helmet is active. If it's not you may have to jump again--bounce on the
shells and Timagon to get rid of things.

 The gate of Moornah, the next part, is big but not so hard. Just knock
out the feelers on the bottom while you're still climbing the
vine(diagonal shots.) Then at the top, fire up a bunch, and before
taking the next rope, do the same. That will knock off the steam-
breathers(you can shoot diagonally on the rope,) and when you get to the
platform at the top, move left a bit, then crouch and shoot the
Geeshergams operating it until the thing crashes.

 Run across to get the fire, then duck a bit down the rope and kill the
garnidares. Climb down the vine and nail the shardu. Jump off the vine
and jump again immediately to avoid another blastum--or turn and fire if
you want the points. Go to the edge before the diagonal drop and duck
and shoot the geeshergam. Start down the hill, fire, and move back to
the right to avoid the spikes from the cone. Once you're down the hill,
there are two Wobalins to dispose of. Activate them, move back, turn
left, fire up. Fight them one by one. The webstamite, next, is a bit
annoying, but shoot it diagonally or jumping from a distance, and
eventually it's toast. Next you'll meet a Kalgatrobe but instead of
killing it immediately wait for it to get left of under the power-up and
jump on top of it. Swerve in the air for the helmet. Go to the edge of
the spiked pit, nail the geeshergam, and jump over the pit. Don't stand
on the ledge as it will crumble. Nail the kalgatrobe, jump to the next
ledge, and shoot up and to the right until you've knocked the
troublesome webstamite out. On the third ledge, wipe out the killer
harna above, then on the top ledge, fire up and to the left until you've
got the next webstamite. Remember to jump out of the way of debris if
necessary. Get the shoes, fire up, and climb up.

 You are in the home stretch now. When you get to the top there will
be a Wobalin. DO NOT JUMP HERE. You'll jump into him. Just fire up and
you'll get him. Go left a bit more to fire up at another Wobalin. Only
then, jump on the see-saw and go left at the height of your jump, then
jump again to get the helmet. Shoot the cone(helmet will absorb spikes)
and head right when the scenery opens a bit.
 Shartoesi will appear, but first the shardu and a kalgatrobe, which
shouldn't be too hard, especially if you have the helmet. The Shartoesi
should be easy when they come back lower. The waterfall to the right is
easy to pass. Although it pushes you to the left, a couple of quick
jumps will get you over. It's more risky to jump on the killer harna,
but it's a bit more fun.

 Soon after that, there is the boss. You'll want to be a little left
of center so that it will probably order geeshergams to come flying in
at you. Just wail away at the fire button, and you will nail a bunch of
them. Now, Boloragog, the boss, has four things it can do.
--continue to summon monkeys(you just shoot)
--jump to the other side of the screen and summon monkeys(go center
right and shoot)
--bounce up and down(the toughest. You need to gauge his jumps)
--it may also move to the center(knock out folks who get too close) and
sit there, which is good for you, because you have open season on it
then.

 Boloragog shouldn't be too tough, and you're on your way to level two.
Just avoid the outright edges fighting him, or you'll have to put up
with his ridiculous grin.

 6. LEVEL TWO: UP THE CANYON, DOWN INTO THE LAKE

 "2: LAKE NEPTUNE

 HAVING SAFELY TRAVELLED THE LABYRINTH OF CAVES AND ESCAPED THE JAWS AT
THE GATE OF MOOR-NAR(sic: moornaH,) TOKI SETS OUT ACROSS THE SHARK-
INFESTED WATERS OF LAKE NEPTUNE.

 BUT, BEWARE THE EYES OF RAMBACHA!!"

 Nail the cannon guy. Easier said than done--the cannon balls seem
uniform and drop right in front of you, but after a few you should
either be able to 1) run past them, turn and fire or 2) jump, fire, hit
the Geeshergam while on the start of the slope, and have clear sailing.
This is actually the only time where you'll be delayed without a
firefight, so don't feel bad taking time to get it right. Then wipe out
all the birds as you climb up the right rope, firing left. (Note--you
can get onto the cannon ledge by using two ropes, but there's nothing
really to do there.)

 Pick off the small flying shardus(always fun to try for the center one
first) and jump to the next ledge. You won't be able to help picking up
the flame, but again, as you go up the vine, wipe out the airborne
enemies. With a big jump off the platforms near the top and a few shots,
you can nail a few shartoesi, but the more immediate problem is the
bellzador. Move right quickly and try for the thorpedo first--jump in
the air if necessary to prevent the helmet from falling down and left
out of reach. Because with it the Bellzador will be toast. Just run into
him. If you can't get the thorpedo then fire up and right as quickly as
you can. Fire straight up and be prepared to shoot up/left as the
Bellzador ducks off screen. Don't climb the ledge yet but make sure the
geeshergam gets hit in the crossfire at some time.

 You have now fallen into the water. Toki's a bit vulnerable here as
he's rather laid out--maybe that's why he's frowning. Don't worry about
surfacing for air, which is unnecessary. A rule of thumb when you see a
big sea monster is not to go left or right but to track them until you
can blast them. Observe the sharp turns of the shoshanu and cupper's
figure-eight motions and sneak in when you know their patterns. Try to
avoid mortoises. Note bigger monsters all have pre-ordained paths except
for gabranhas which follow you slowly. You're not too fast either but
you can reverse and flee. Also, going diagonally unless you've got a
good reason(i.e. no monsters are present) is usually deadly. Don't do
it. There's no time pressure.

 Eventually you'll hit a big wall on the right if you stay low, which
gets you 3-shots. Go up top to see a thorpedo that you can jump out of
the water and shoot for a helmet. It's not that useful against Neptuna,
as the gabranhas spit out may get the back of you.

 When you get to Neptuna, the mini-boss, move Toki up and down and stay
as far away as possible. Stay near its bottom and don't worry if you hit
its shield with most of your shots. Fire away. There's a small tunnel
behind you with goodies and the baby gabranhas shouldn't cause you much
trouble.

 Watch out for the killer harna when you exit the water and don't jump
on the moving ledge until it's gone. After jumping on the moving
platform and down a ledge there will be a wobalin(stop when it appears,)
and then you face Rambacha. I find that diagonal shots work best.
Although it seems much safer to get to the opposite side and jump and
shoot, Rambacha may regenerate over you in that case as well. You
usually have just enough time to sneak under any eyeballs that Rambacha
may throw at you as well. Be ready to move when you shoot at it and
don't get points and it seems a little blurry;  Rambacha is about ready
to teleport. Try to kill off remaining eyeballs and then stand in the
center when this happens. You can jump on the eyeballs to fire at
Rambacha, but you just have be be aware that when it vanishes, it can
reappear right where you are, killing you. Only do so just after
Rambacha appears.

 Some timing is required to help Toki take out eyeballs, although they
tend to go splat on their own. But when you do manage to kill a few,
you'll be able to get several hits in a row in on Rambacha. Otherwise
there'll be a bit of bad luck.

 7. LEVEL THREE: FIRE CAVERNS

 "3:CAVERNS OF FIRE

 MADE BOLD BY HIS RECENT CONQUESTS, TOKI ENTER(sic) THE BLAZING
HART(sic) OF THE CAVERNS OF FIRE IN SEARCH OF MIHO.

 HERE, HE WILL FACE A DEADLY TEST AGAINST MOGULVOR(sic,) THE BEASTLY
GUARDIAN OF THIS UNDERGROUND INFERUO(sic.)"

 Time the jump on the moving platform so you don't jump in the fire,
i.e. well before it gets close to you. Then jump on the Kalgatrobe and
get the power-up. Jump across the fire to the other side and note that
there are two places in the ground where flames sprout up. Between them,
two wobalins will come up. So wait for the left flame, walk in, get the
two wobalins to show, run back left and blast them easily.

 Your first Raktura awaits below. It will be an easy one if you use the
helmet, but you can also shoot it twice with full flame. You can jump
when it starts coming down, or you can peg it while on the left edge and
then when you recharge. You won't even have to worry about its three-
pronged flame missile. Get the key in the middle. Now if you're quick
you can just drop down the shaft, get the bellzador to run into your
helmet, as you run right, and drop down. Fire at the spikes to get them
out of the way and crouch.

 Otherwise, drop down and blast the bellzador to the right. Try to nail
the Shardu as you go back up the elevator--you'll want the power up
here. You'll have to deal with the spikes below one by one: fire, jump,
etc.

 After this you'll meet your first ivor, who should not be a hassle.
Then duck to nail the webstamite and let the Kalgatrobe come to you.
Wait until he's to the right of the helmet and then jump forward and
move backwards when you've picked it up.

 Then there is another ivor followed by a wobalin. A large flying
shardu is on next, and then Geeshergams guard the hill going up,
although they are not too tough. Then you climb down the vine and kill
the harna, shooting from above. Don't worry about the clock on the
right.

  Fall off to left, nail the webstamite from afar, use the platform to
get over the lava, fall to right, kill the small shardus and get the
power-ups. Jump down into a chamber where you'll fight a Raktura. Fire
away for all you're worth. You'll have to duck bullets here. Remember to
shoot it as it loops into the upper left. Then it will swoop down, and
you need to duck. Then it will fire, and you should be left-center. Jump
to avoid the three shots. You should then be able to bombard it to death
and get the key.

 From there jump on the stairs that are revealed and fall down. The
next webstamite is tough--jump after the bullets have gone past, stay at
the right and fire left, being prepared to jump when it's killed--but
fortunately if it kills you it won't be there when you regenerate.

 Now, fall down the slope and get on the platform moving right. There
is a way to jump on the harnas to get the 1up but survival is more
practical here. As the lower harna starts coming back, jump and hold
right. You'll bounce through to get the 1up. Too soon and you'll run
into the third harna you're supposed to jump on. There'll be a shardu to
shoot and some geeshergams and spikes. Shoot right in the air, up/right
on the ground.

 Playing without the elusive 1up, you need to jump off the rock just
before it breaks up and you should be able to bounce off the shardu and
the Geeshergam(unless it's already fallen into the lava pool) and are
ready to face the Hill of Four Spikes, as I call it. Shoot the spikes
one at a time.

 The first two can be nailed with upper-right shots. Then when Toki is
peeking over the plateau, take out the third and run back. The fourth is
a bit trickier. Get Toki to start down the slope and fire twice. If he
goes hard right in the air, he will be safe.

 Then to jump across the lava pit. This isn't too bad. Just don't go
too far right when you jump off the rope. Start inching forward, and
there will be shartoesi that appear. Get rid of them(this is for safety
more than points, actually--the Timagons that appear will be tough, and
you don't need something random flying by and killing you once you're
through the worst and things reset) before doing anything else.

 It is very important to get through the three Timagons the first time
through, or it will be much tougher without power-ups. Basically you
will want to jump forward and blast away every chance you get for the
first Timagon, then run to the edge and jump onto the second, and from
there fire at the third. Hide against the right wall and jump up and
fire when it's at the right edge.

 However, if you are killed, you may wish to bait the Timagon(s) into
breathing, jump away and turn forward and fire in
mid-air. The second Timagon is best dealt with when it is halfway on
the platform, facing away, and the third is best dealt with like the
first.

  Now after bouncing on the Geeshergam beyond you need to jump across
two ropes in a row. Beware that the ledges will fall if Toki stays too
long. However, jumping from a ledge to the rope to a ledge to a rope
will be good if you have your timing correct--you can jump from rope to
rope but I generally just drop on the left of the ledge, wait, go right
and jump onto the second rope. The right part will take longer to fall
off that way.

 Then there is a Geeshergam followed by a Shardu. Jump and shoot
diagonally. Run to the edge and jump full right and shoot. Hopefully
you'll hit the Thorpedo which will give a useful power up against
Mogulvar. If not then just settle for bouncing on the Timagon twice to
get rid of that nuisance and veer left after the second bounce to try
for a shot on the Thorpedo.

 Another gold to jump for, some spikes, and after a brief walk you
should run into Mogulvar and the final battle of the
third level.

 Mogulvar is the only really nasty boss before Vookimedlo. Go to the
left edge of the screen and fire away. When Mogulvar comes at you, jump
and shoot, as his kicks are deadly. If he fires "BURP" into the air,
shoot above yourself before jump-shooting. If he fires one letter at
you, jump to shoot it. Although there are only three things he can do,
timely execution may be a bit sticky, especially when he does two in a
row.

 8. LEVEL FOUR: ICE CAVERNS

 "4: ICE PALACE

 FROM FIRE INTO ICE, TOKI'S MISSION TAKES HIM INTO THE FORBIDDEN
REACHES OF THE ICE PALACE.

 AFTER SWIMMING THE UNDERGROUND PASSAGEWAY, HE MUST EMERGE TO FIGHT THE
FROZEN MONSTER, ZARZAMOTH(sic.)"

 Leve four seems a bit easier than level three, even if the monsters
are a bit more exotic here. The boss is probably easier, too. But do
enjoy the backgrounds of the ice caves on the way.

 Jump on the first herbamo. It's possible but dangerous to get the
thorpedo, but you don't really need to as it gives the flame weapon and
you'll be picking up lava as you jump on the blocks anyway. Make sure
you jump continually from one platform to the next(they have a habit of
sinking and disappearing) and once you are back on solid ground, fire to
the right continually and then up and to the right when you see stairs.
Be careful of Geeshergams falling down. Some can come down the stairs
but others get trapped.

 Now there is another set of steps to play stepping-stones with, but
first you should really take all the small shardus out. The two herbamos
guarding the ledge can be nasty, but if you shoot them on the jump
without trying to get on the ledge and then retrace your steps back up,
there is little risk. As usual, you have plenty of time to solve this
level.

 Assuming you axed all the baddies, you'll be on an elevator up, and
you'll want to go close to the right edge of the plateau. When the
wobalin appears, fire up. Now, below are a pengafin and two herbamos
that shouldn't be a problem. The main thing to worry about is that the
shoes may be a curse;  shartoesi will shortly appear overhead, and if
you jump at the wrong time to avoid the blastum in the next gully, you
may hit them. Jump vertically if you can.

 But first there's a large shardu. Nail it, jump right, and on the
slope blast up to get the shartoesi easily.

 After another short drop you will have a blastum, two herbamos, and
another pengafin. With a shardu coming down. Best bet is to jump on a
monster. Then you can shoot the shardu, and the blastum will go crunch
against the stairs to the right. Wipe out everyone and get the
pengafin's helmet. Now you can just run into the bellzador but if you
want to play fair then use the standard up/right fire, retreat, shoot up
if you have to, face up/left as a las resort.

 Take the elevator down and jump or duck or turn and shoot to
neutralize the blastum--with the helmet you don't have to worry just
don't face away or it'll get you. A nasty surprise awaits ahead as the
game starts scrolling to the left:  your first Galartor!

 I've found encounters with this Galartor to be random and merciless
without the power-up--the one on level six is much easier. With the
helmet, you can just drop off the bottom of the elevator and run under
the Galartor. It will drop into your helmet. Next please!

 Assuming you didn't make it, the strategy is generally to fire
and jump a lot and try to time things so you hit it before it bounces
toward you. Very first thing to do is shoot the Pengafin and get the
power-up. At first you can shoot diagonal/up and then you'll jump/fire.
If you don't, you're in big trouble, but don't let up. I don't believe
you can jump on the Galartor, but if you're cornered you might as well.
BTW forget about running under it. It changes direction and you don't
have time to shoot while it does.

 After that, there is the relative ease of the Wobalin and the
Herbamos--just avoid standing over the flame pits. Be prepared for the
Geeshergams somersaulting down the hill and before you fall down be sure
to calculate the jump so that you fall right, jump on the herbamo(more
bounce that way) and pick up the protection. Get the key(right side, in
fact move that way after getting the helmet) to go underwater.

 Side note--if you've moved quickly, jump in the water and just go hard
right. Bust through everything. You can even get through the Vipuses
that way but be sure Toki's made it to the right end of the ledge below
the Cupper before zooming in diagonally to take out the second Vipus.

 If you moved slowly, though, the second underwater is less exotic than
the first. There are a couple of Shoshanu but no mortoise or big
giranhas. You just need to know how to beat the Vipus. Basically you'll
want to keep as far left as you can and fire at its center. Be warned
that fish the Vipus breathes moving diagonally can hit you with a
grazing blow, so stay far back to make the "diagonal fish" moot. The
second Vipus is a good deal tougher than the first. You will want to get
a bit below his center and move up and down quickly while firing. This
is because the fish the Vipus spits out that go downward diagonally will
bounce off the ocean floor, and the fish that go left can clip you from
above. If you ignore one set of fish, they'll get you. If you focus on
them too much, the other fish will get you. So you need to move up and
down.

 Pick up the gold coins and power-up and nail the Cupper(wait til he's
going left) and jump out onto solid land. After the group of small
shardus, you will walk a bit and reach Zorzamoth. As an aside here, you
should have gotten an extra Toki around now for collecting fifty gold
coins.

 Zorzamoth is not too tough to defeat. You won't need to move Toki
once combat starts. The tough part is figuring out when to jump. Go to
the left of the screen and fire away(to the right, of course.) You
won't hit him much--his trunk protects him--but you may want to prepare
for the rapid-fire session ahead. When a tusk comes, jump before it
hits you(when it's as far left as it can go,) and jump again. Fire away
for a bit, and when his trunk
starts to move, jump. After it retracts, jump again and a third time.
While you're not jumping, be sure to fire, because Zorzamoth will start
jumping toward Toki, who will be in trouble unless he's hit Zorzamoth a
lot already. Enjoy how Zorzamoth gets diced up.

 9. LEVEL FIVE: THROUGH THE RAIN

 "5:DARK JUNGLE

 THE CRASHING OF THUNDER LEADS TOKI TO THE DENCE(sic) CANOPY OF THE
DARK JUNGLE.
 FIGHTING HIS WAY THROUGH THE TANGLE VINES, TOKI FACES A DEADLY CONTEST
AGAINST AN OLD ENEMY, THE PONCING BASHTAR, IF HE WINS, MIHO WON'T BE
FAR."

 Toki is probably pretty far underground by now, but it's still
raining. This next level's pretty stop-and-start, and it's definitely
tougher than the previous two. You also have your first encounter with
a Bungatara here. If you want to kill it right away, no problem--notice
how it zigs and zags sharply up and down. When it's at your level, a few
shots will paralyze and kill it. Every Bungatara coughs up a turkey
after it's shot, and if you can get to it, it's three thousand points.
No big deal if you can't--just a note FYI. Often when you kill one right
away its 'carcass' falls into the pit.

 Which is nasty to jump over. You have to run next to it before you
jump over it. After that, there's a creepavore. Creepavores are nasty
because they'll stick their tongues out to lick you and fire three red
balls in the air. So when one appears, back up slightly and fire away.
You'll just get it.

 From there, you will face, in order, spikes, a killer harna, spikes, a
killer harna, spikes, a wobalin, and spikes. Don't worry about the
power-up. Just go slowly and surely. Especially when you see a banana.

 Because next, you will face Catecormos. These guys may jump nastily,
and if you face them both the key is to wait until they are both about
to land and jump on top. But they don't always cooperate. So just crawl
across the bridge until one appears. You can back up if you need to.
Firing at them doesn't work as they are very quick. So crawl until you
release one, back up, and jump when it's about to land. No matter how
quickly it jumps back up you'll be all over it. Just bounce on it until
it's dead, go right, and repeat again.

 Your first katyerow is next, and it should be pretty easy. Don't get
too close, but just keep firing at it, and even if it starts shooting
balls, you can jump on them while firing. An easier three thousand
points than shooting a Galartor.

 After this, don't overlook the ivor before you need to jump over
another pit. A webstamite is next, and you should just stay away from
him and fire. If you get too close, a creepavore will appear, and the
combination will be deadly.

 This is often a place where you get kicked back after you die so I
think I should point out the best strategy in detail. Stay back to take
out the webstamite. Jump when Toki's just left of the helmet. Bounce on
the creepavore and go back left. Crawl right to axe the creepavore. From
here you can run with the helmet a while--up to the pit with the rope on
it, making sure to let the Catecormos land on you on the way and to
crawl by the spikes.

 If this is too blunt for you, jump the next pit, wipe out the
katyerow, jump another pit, and when the creepavore and Bungatara both
appear at once, move back and fire to take out the creepavore. You can
duck under the Bungatara as it goes to the top, butbe prepared to either
duck under again or fire upward left very quickly. Then you have spikes,
spikes, catecormos and spikes. If you have problems with the catecormos
I think it is possible to run at them, get killed, and start where you
die--only you are past the spot that triggered the catecormos. Then you
have more catecormos followed by a Bungatara and then a vine you need to
use to jump across a pit.

 Once at the vine, swing back and forth once before jumping or you will
get killed by the shartoesi. You might as well pick off the shartoesi
afterwards even if you don't really have a chance at another extra man.
You also probably want to shoot
the kalgatrobe and not jump on him(a wobalin appears to kill you if you
go for the power-up, and I don't know how to get around that or what use
it could serve) before there's a group of small shardus.

 Now we're going in for an easier '1up' then in level 3. Fire up/right
to kill the upper harna, and jump on the lower one to bounce for the
helmet. Use the 16 tons to jump all the way up. Drop right when the
harna below heads right. It's toast. You can jump between the pillars
for goldand then kill the next harna and jump for the 1up. You can
actually jump on the harna without shoes and get the 1up, but this
requires timing--just as it's coming back. Planning ahead works so much
better.

 Next is a rope up. Shoot the garnidare and run up when the Catecormo
appears. It's nasty--it can go up to the top of the screen or go under
you. If it goes up, fire away up, but if down, you need to run up post
haste.

 There will then be a plateau with a sort of island to the left. A
spiral will spin around the island, and you can get far enough behind
the spiral to drop down and pick up the shoes and gold coin. Then you'll
have to jump on the up/right spiral and stay jumping on it until you
reach a ledge to the right.

 Up the rope and Next comes a nasty part wherer a webstamite is in an
excellent defensive position. You can go under to get the shoes but they
in fact may make you jump wildly.

 Now there is a moving platform that you must jump on, and when you do,
DUCK. If you can get to the other side, shoot up and left at the
webstamite and don't be scared to jump off to avoid the shots it
releases, especially if you've just killed it, or if you feel you need
to wait to time your jump onto the moving platform. Feel free to jump to
the bottom. You can always come back. You can also fire when underneath
the Webstamite and duck quickly.

 From your moving platform, jump onto a ledge up and to the right. Kill
the garnidane and then get the apple if you want. After jumping onto a
see-saw you will soon approach a three-part pit where platforms bounce
up and down. It is not too bad. Just remember that no two platforms go
to the bottom(and spikes and death) at the same time, so you should be
able to jump on one as it is going up. It is also possible to collect
the power-up to the left of the third platform and still be able to jump
right to where you can face Bashtar. Although Bashtar will have more
life, your increase in firepower will more than make up for it as it is
a quick enough fight.

 By the way, if you happen to die fighting Bashtar, you can pick off
the power-up by moving to the left and jumping onto the vertical
elevator block. Stand on the left edge and you'll get the firepower, and
then you can move back to the right. It doesn't seem like you have much
time, but in fact it will take 5 seconds to do something that will mean
ten less hits in the boss fights.

 Now Bashtar can be a bit of a pain. Don't let the one hand going off
screen fool you; it will come back on the side where it went out in its
bobbing pattern. To start I recommend going to the middle of the screen
and firing away at the feet to keep them at bay. If they box you into
the corner, one of the bobbing hands will get you eventually, and you'll
be relegated to jumping/firing to hit the heart. Once the hands release
the heart, and you manage to get to the middle, fire diagonally up and
right to get the heart. The hands bob up and down every two-fifths of
the screen, so beware. Also, you'll need to keep the feet in check by
firing at them constantly, a good thing to do if a hand squeezes and
protects the heart. Also beware that, for a split second after you kill
the boss, you are still vulnerable, so don't celebrate too soon once you
seem to have won.

 10. LEVEL SIX: GOLDEN CASTLE

 "6:GOLDEN PALACE

 TOKI'S FINAL QUEST TAKES HIM TO THE PLACE OF MIHO'S IMPRISONMENT, THE
GOLDEN PALACE.

 SKATING ACROSS THE BRIDGES OF THIS GUARDED DOMAIN, TOKI MUST BATTLE
HIS GREATES FOE, VOOKIMEDLO. EVERYTHNGS(sic) HANGS IN THE BALANCE."

 Parts are too easy, parts are unfair. It's a depressing climax to an
otherwise very strong game even with the neat city background. To make
things worse, you only can spend five continuation quarters on this
level(unless you're cheating with MAME and infinite lives!)

 Start off by firing IMMEDIATELY(you'll need to do this a lot after
you've died, too so beware) to take out the Armorel Kemin, who are
stunned when hit, and when you get to the pipes banging down, wait until
just after one starts to go up. After the second and fourth pipes, a
herbamo and shardu will try to converge on you. Stay as far left as you
can, and either jump so you land on the shardu, which is less risky than
shooting the herbamo and quickly firing diagonally up and right to get
the shardu(that may slide you forward so you hit the pipe.)  Again, time
is no issue, so don't worry about rushing through the pipes. Once you're
through there will be a geeshergam among other things to greet you.

 Eventually you'll see a raised metal plateau with a pipe. Time your
jump(go right a bit) so the torch doesn't hit you, as if you can shoot
past the pipe and hit the bellzador on the other side, you have an edge
over the two bellzadors it will split into. Don't be scared to back up </pre><pre id="faqspan-2">
and fire at them to keep them each on the right of you, because if one
goes to the left without the other being dead, you're through. Too tough
to fend off attacks from both sides. Then you'll have to time a run past
another pipe. Then drop on a ledge, crouch and shoot because more
Armorel Kemin are waiting. The first one's right there, but for the
second, drop back to the bottom, wait until he appears, and jump back
left.

 After these guys, there is a hill with flame jets. Wait till each of
the first three dies down and go past it. Just past the fourth one, a
Galartor will appear, so don't jump down the slope just yet. If you can
only see half the Galartor's face, you are in the right spot. Just keep
shooting, and this will help to tip the odds in your favor. If the
Galartor starts bouncing at you, retreat over the flame(you should have
time) and try to jump on his head(running jump right.)

 When done, jump over the last gas jet if need be. Then there will be
stairs up. Crouch and wait for the first two Armorel Kemins to come at
you, then blast away. For the third, you can probably get away with
firing diagonally at the edge of the stairs, but you can just wait, duck
and fire.

 From there it is on to the carts. You'll run into the power up and can
jump for gold. The next one will be across a gap. There's a helmet above
the cart--don't strain too hard to get it but if you don't it's one life
lost(not as bad as trying it a few times.) You can move hard right once
you get the helmet and get on the cart but it's at least 50-50 you'll
fall off.

 After this there are some gold and spikes, pretty easy jumping. Just
don't move as the cart tracks your momentum. On the next gap, you can't
stop the Armorel Kemin from firing so you'll want to try to jump at him
without a helmet, but you can run at him--and his pal above--with one.

 IF you still have the helmet, super bonus! Make quick work by running
right and onto the next cart. Jump through the spikes for the oneup,
then over some spikes. Otherwise just jump over the spikes.

 Back to the 'main line' so to speak. There'll be two spikes high up.
You NEED to jump over them to get the helmet. Then for the next jump you
need to push right with all your heart. Duck under the shoes(you don't
want them,) jump for the flame, and make the jump to the final area.

 Push right on the jump, and when you land, get past the pillar, fire
at the Armorel Kemin and take a shot up at the thorpedo for the new
power up which will last a bit for Vookimedlo. Run into the Bellzador
and then don't worry about the next thorpedo(useless time bonus) but
bust through to Vookimedlo for the final fight.

 Vookimedlo, though, is tough. First, don't worry about your helmet
wearing off. There's no way to stop that. Vookimedlo has two stages, a
guy with a robe and a dragon skeleton. For the first bit you need to get
a body length or so away and fire. When he sends out boomerangs, jump
and keep firing. The aerial maneuvers require you to run a bit back
left, jump left, and pull right at the height of your jump, as the
boomerangs are rather smart. Note that fire will not do extra damage
here, so if you have it, don't wait between shots. Just pop Vookimedlo
as the boomerangs return to him.

 After a while he will lose his robe, and you need to try to hit his
rib cage. The only nice thing about all this is that Vookimedlo's
stamina is 40 whether or not you have a power up. The process is still
painfully slow, however. You'll need to beware of his moves, and
sometimes he won't leave himself open--his neck and hands deflect fire
from the heart in the exposed rib cage. The safest of his attacks is
when he starts shooting cannonballs(you can stay left, jump and fire)
but there are three moves and you have to watch for him to tip his hand
subtly.

--hand reaches out to grab you
--head reaches out to grab you
--he starts firing cannonballs all over the place

 Watch what he does while things seem idle. If the hand clenches and
opens, it will aim for where you are when it starts moving. Best to
prepare to jump over it, sneak near the dragon, and fire up/right to try
to hit it. If the hand is not headed to the left edge, then you will
just have to retreat to the left and jump and fire and hope you hit
something. In any case, cowering in the corner is bad.

 If the head shakes, it will protract on its spine and go after you. In
this case you will need to jump pretty much anywhere, although if you
aren't in the left corner you have some timing and space leeway as you
can use some space to the left to jump. The head retracts so slowly that
you can get close and fire diagonally for a few hits.

 If the dragon gives neither of these but rocks in general then you
need to watch for cannonballs. Retreat to the left and jump and fire
right. A few shots will get through. You just need to get to the edge,
though, as the steam from where cannonballs land will kill you, and
though they start on the right side they eventually cover the left.

 This is very nasty even if you have infinite lives on MAME, so I
recommend you just switch to "max lava"--be sure to fire sparingly when
Vookimedlo loses his robe--and give yourself infinite lives and you
should have less of a problem beating him.

 On winning, Toki is zapped by a ray and turned back into a quite
frankly less interesting he-man and he and Miho go frolicing off into
some scenic vista with a tree nearby and a lovely field laid out below.
Then you get to see the monsters and their names, which I found cooler,
anyway.

 10. BUGS AND QUIRKS

 If you shoot a shartoesi at the very top, it may leave the coin to be
embedded in the ceiling--the coin won't fall down!

 Toki jumps in the air after finishing levels 2 and 4. To get him stuck
in midair before the next scene begins, just jump a second or two after
the boss dies.

 Monsters disappear if they go too high up off the screen. This can be
to your considerable advantage.

END OF FAQ PROPER

================================

 11. VERSIONS

1.1.0 sent to GameFAQs 9/10/2003. Plowed through the game, lots of new
tips, about the best I can do, probably. Feels very complete now. And it
only took two years! I now feel less sheepish about the award for a FAQ
that I felt I could spruce up.
1.0.1 sent to GameFAQs 8/26/2003. I needed to reformat and added some
tips I'd overlooked. Some silly oversights but I already spent the FAQ
of the Week money CJayC bestowed on me for this so I feel no great
compulsion to mail him and say he shoulda picked another of my guides
for that :).
1.0.0 sent to GameFAQs 8/4/2001. Basic walkthrough written, but not all
points are tracked. I still need to determine the number of hits and
points scored for certain monsters and to complete the chart as well.

 12. 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.
CJayC for giving this FAQ of the week--thanks for the extra writing
encouragement--but even without that, for conceiving and maintaining
GameFAQs.

The US Naval Academy for putting this game by the laundry room where I
discovered it.