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ASCII art by scurty234
"Aluminum tastes like fear, adrenaline pulls us near." - "E-Bow the Letter" -
REM
+------------------------------------------------------+
| |
| Battletoads & Double Dragon - The Ultimate Team |
| For the Nintendo Entertainment System |
| FAQ/Walkthrough |
| By T. Jackson (see section 5.03) |
| Started: 5/28/04 |
| Completed: 6/2/04 |
| Last Updated: 8/3/04 |
| Version 1.0 |
| |
+------------------------------------------------------+
This guide is best viewed in 800x600 or 1024x768 resolution with the Courier
New font on your browser's "small" text setting (CTRL + -). It was composed
in Notepad+.
Table of Contents:
I. Introduction
1.01: Table of Contents
1.02: Introduction
1.03: Dedication
II. Basics
2.01: Story
2.02: Controls
2.03: Characters
2.04: The Screen
2.05: Items
III. Walkthrough
3.01: The Tail of the Rat Ship
3.02: Blag's Alley
3.03: Ropes 'n' Roper
3.04: Ratship Rumble
3.05: Missile Mayhem
3.06: Shadow-Boss Showdown
3.07: Armageddon II - The Rematch
IV. Appendices
4.01: Bosses
4.02: Enemies
4.03: Multiplayer Tips
4.04: FAQs
4.05: Codes
4.06: Ending
V. Last Words
5.01: Copyright Information
5.02: Revision History
5.03: Contact Me
5.04: Credits
5.05: Waydigo, 'toads!
If you want to find a certain part of this guide, press CTRL + F and type in
the number of the section (i.e. 4.01 for boss strategies) that you want to go
to.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
I. Introduction
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
0=~=~=~=~=~=~=~=~=~=~=~=~=0
| 1.01: Table of Contents |
0=~=~=~=~=~=~=~=~=~=~=~=~=0
Look up!
0=~=~=~=~=~=~=~=~=~=~0
| 1.02: Introduction |
0=~=~=~=~=~=~=~=~=~=~0
Hello and welcome to this guide for Battletoads & Double Dragon. This game
combines two of the popular NES franchises, Battletoads and Double Dragon
(although Double Dragon was more prominent on the Gameboy). This guide was
written as part of the FAQ Contributors' Board's ongoing project to write a
guide for every single game on the system. I'm doing it for that reason and
for a deeper, more sentimental reason. My dad and I used to play this game
(or at least the original Battletoads) a lot. It was fun. Like you care.
This game involves the infiltration of the Colossus by one of five characters:
the Toads or the Dragon boys. The game is the same either way. You get the
awesome buzzard, Professor T. Bird. For more on this, read the story section.
This game should be 'toadally awesome! (I'm here all night)
I'd also like to note that I'm spelling these names as the game spells them.
I'm positive that some differences exist (Abodo -> Abobo, Willie -> Billy,
etc.), so don't worry about it.
Additionally, this game is one of the beat 'em up games that takes place on
a plane-type environment, meaning that in addition to left and right, your
character can move up and down. So when I refer to the top or bottom of an
area, I mean up or down, respectively.
This guide was originally done in Notepad+, which likes to throw random line
breaks in. If you see any, please email me.
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| 1.03: Dedication |
0=~=~=~=~=~=~=~=~=~0
This guide is dedicated to Adam Lamontagne, one of the kings of NES writing.
He's an excellent writer and proof that the prolific system does not work.
The prolific system recognizes writers who have written a lot of guides; not
a writer who has written a slightly less amount of brilliant guides. His
layout is plain and simple. When I was new to writing, I modelled my layout
after his. Adam has been writing for a long time and will hopefully be
writing for a long time to come. Here is a list of his guides:
http://www.gamefaqs.com/features/recognition/271.html
Enjoy.
And to Chris "Kao Megura" MacDonald. May he rest in peace.
http://www.gamefaqs.com/features/recognition/85.html
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
II. Basics
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
0=~=~=~=~=~=~=0
| 2.01: Story |
0=~=~=~=~=~=~=0
This is taken straight from the instruction manual. All rights are reserved
to Rare and Tradewest 1993.
Following her crushing defeat at the hands of the Battletoads on Ragnarok's
World, the humiliated Dark Queen hightailed it to the outer reaches of the
Universe.
Months have passed...and the Queen's parting threat of revenge has become a
distant memory to Professor T. Bird and the Battletoads - Zitz, Rash
and Pimple.
However, when a mysterious evergy beam form outer space renders Earth's
military might powerless, and a city-sized spaceship called the Colossus
smashes out of the moon, the Professor knows it has to be the Dark Queen trying
her latest galaxy-dominating plan.
He's right, of course, but what he doesn't realize is that the shady lady's
taking no chances this time, and she's cunningly teamed up with the equally
shady Shadow Boss! This means that the Battletoads will not only have to fight
the Queen and her sidekicks, General Slaughter, Big Blag and Robo-Manus - but
Abobo and Roper, the Shadow Boss's minions, as well!
So, thats how it stands 'toads: the Dark Queen's got herself some serious
back-up and now she's comin' to take over your Earth - what're ya gonna
do about it?
First of all, you're gonna get the sides EVEN! Those terrific twins, Billy and
Jimmy Lee, otherwise known as the Double Dragons, are just rarin' to get in on
the action, 'specially since the Shadow boss is their archest of enemies!
After picking up the Dragons in the Battlecopter, it's time to play space-
cadets and intercept the mighty Colossus. Now's the time to get MAD n' BAD, as
you begin your epic quest to save Earth from the bad guys. It's not gonna be
easy, team -- the Colossus is a BIG ship and there's bound to be a whole ton of
trouble waiting within its neutron-shields. And with trouble, comes questions:
will the team-up between the 'toads and the Dragons be tight enough to defeat
the dark hordes? And if so, will the Dark Queen and the Shadow Boss hang
around long enough for you to settle the score?
0=~=~=~=~=~=~=~=~0
| 2.02: Controls |
0=~=~=~=~=~=~=~=~0
Simple. It's an NES game.
Normal controls
---------------
---------------------------------------
| Button | Function |
|--------|------------------------------|
| A | Jump |
| B | Attack |
| Up | Move up; choose mode |
| Down | Move down; choose mode; duck |
| Left | Move left |
| Right | Move right |
| Start | Choose; pause |
| Select | Choose mode |
---------------------------------------
If you press left or right twice, you'll run.
Three combo attacks will make you do a smash hit. A la Pink Floyd. These
are slightly more powerful than normal moves. The move you do seems to be
random and the amount of damage is the same as any other smash hit.
Pressing B while running will make you do a charge hit. It's a strong tackle
move. It's really useful.
When you're on a 2D plane (you can't move up or down, just right and left),
pressing down will make you duck. If you press B while ducking, you'll do an
uppercut.
Speeder Bike controls
---------------------
This is only for stage 2-3. I figured that the controls might give people some
trouble. Maybe.
--------------------
| Button | Function |
|--------|-----------|
| A | Jump |
| B | Kick |
| Up | Move up |
| Down | Move down |
| Left | Slow down |
| Right | Speed up |
| Start | Pause |
| Select | N/A |
--------------------
Note that there is a little bit of lag in the air, so you kinda glide down.
Turbo Rope controls
-------------------
These apply to stage 3.
--------------------
| Button | Function |
|--------|-----------|
| A | Get off |
| B | Kick |
| Up | Move up |
| Down | Move down |
| Left | Move left |
| Right | Move right|
| Start | Pause |
| Select | N/A |
--------------------
A only applies when you can see the ground.
Parts of stage 3 will make you lose horizontal control. If that happens, B is
also used to kick off the wall.
Space Pod controls
------------------
These apply to stage 4
-----------------------
| Button | Function |
|--------|--------------|
| A | Jet forward |
| B | Shoot |
| Up | Nothing |
| Down | Move back |
| Left | Rotate left |
| Right | Rotate right |
| Start | Pause |
| Select | N/A |
-----------------------
You cannot move forward if you do not press A.
If you hold B, a target reticule will come up for a homing missile. Lock on
and fire. This can be more trouble than it's worth.
0=~=~=~=~=~=~=~=~=~0
| 2.03: Characters |
0=~=~=~=~=~=~=~=~=~0
I'll start with the playable characters. There's really no difference between
the characters that I've seen (aside from appearance, obviously).
-<Battletoads>-
Pimple: The stupid but really REALLY strong one of the group. His motto is one
to live by -- "When brain power fails, brute force prevails!" That
said, his appearance in Battletoads was limited to being kidnapped.
Rash : Rash is just that -- Rash. He's extraordinarily strong. In terms of
intelligence and strength, Rash is the happy medium of the 'toads.
Zitz : Zitz is the really smart one. He claims to be the "smartest thign on
webbed feet."
Haha. I just realized that the 'toads are all named after skin problems.
Anyway, the 'toads' smash hits (from the instruction manual) that topped the
'93 charts are:
Kiss-My-Fist : Big straight punch.
Big Bad Boot : Big kick.
Nuclear Knuckles : Double-handed slam.
Battletoad Butt : Big headbutt.
Battletoad Bashing Ball: Swining wrecking ball attack.
Swingin' Size Thirteens: Big kick while on a turbo rope.
Take Out the Trash : Picks up foe and throws him on the ground.
Bikin' Bash : Backwards kick while on the Speeder Bike.
No Way Back Thwack : Used when holden the Walker's leg. You impale the
foe on the leg and throw them.
Twin Side Slam : Smashes baddy to the left and right while on the
ground.
Back 'n' Front Punt : Kick while hanging.
-<Dragons>-
Billy: He's arrogant -- but with his muscle, who wouldn't be? He is confident
in his kicks. But you don't need kicks to face the world each day.
That road goes nowhere. I'm gonna help you find yourself another
waaaaaaaaay!
Jimmy: He's a fight-seeker. He likes good fights and thinks that some of these
morons are below him. He looks like a cross between Duke Nukem and the
star of Secret of Mana.
And their names rhyme! And they're named after Bruce Lee! Here are their
secret Dragon Force techniques:
Twistin' Typhoon Kick : Jumping spinning kick.
Thunderin' Knee Drop : Jumping knee-drop.
Earthquake Elbow Smash: Jumping elbow drop.
Flying Dragon Kick : Flying kick.
Whizzin' Whirlwind : Fast-spinning attack.
Side Wall Smash : Grabs 'n' smashes against a wall.
Take Out The Trash : Picks up a baddy and throws him on the ground.
Bikin' Bash : Backwards kick while on the Speeder Bike.
Jab 'n' Stab Strike : Used with the Walker's leg. Impales foe and kills him.
Back 'n' Front Punt : Kicks while hanging from a wall.
Dragon's Tail Throw : You roll on your back and throw your buddy backwards.
Now for the...
-<Allies>-
You've got one.
Professor T. Bird: An arrogant buzzard with catchphrases like "Waydigo,
'toads!" He enjoys bantering with the defeated foes. He
is really confident in the Toads' abilities.
-<Enemies>-
Note: These are just boss enemies. The enemy list is in section 4.02.
Abobo : He's good at fighting. Of course, as per the video game
stereotype, he can put together a sentence with the best of the
Neanderthals. Seriously, though, why is that? Why are the strong
guys stereotyped? I mean, Trace strong and Trace put together
sentence gooder than him. Er. And for that matter, could
Neanderthals even speak English? So how could THAT stereotype
have come up? Anyway, this guy is one of the Shadow Boss' minions
and is as familiar with the Lee twins as a dumb guy can be.
Big Blag : Blag is one of the Dark Queen's most trusted minions. Personally,
I smell a rat in the organization. Nevertheless, he is arrogant
(what kind of villain would he be otherwise?) and knows he can
crush the 'toads. Time to prove him wrong!
Roper : This minion of the Shadow Boss is, like, a sick combination of a
Carribbean native, a boxer, Keanu Reeves, and a madman with a gun.
He is gonna blow you out of the water. If I wasn't trying to keep
this guide G-rated, I would insert a sexual joke here.
Robo Manus : I think that's supposed to be some kind of pig Latin term for a
human robot. This loyal minion of the Dark Queen presents a
stereotype almost as bad as Abobo's stereotype, namely that every
two words or so, Robo has an inexplicable urge to say "bzzt" and
speak in sentences that sound only slightly more complex than
Abobo's sentences.
Shadow Boss: The archrival of the Lee duo. He's spikey and strong. Wait, can
a person be spikey? No! So if the Shadow Boss is spikey and a
person cannot be spikey, that means that the Shadow Boss is
obviously a United States congressman. The Shadow Boss thinks he
is awesome. And quite frankly, he is. Much better than...
Dark Queen : The sexy archrival of the Battletoads. She wants payback for the
previous upset on planet Ragnarok. For the sake of timing, I'll
end this with the following pun: the Dark Queen wants to
Ragnarok'n'roll the 'Toads' world! She wants to rule the world.
Original. She's also good for insults. "Battlejerks" is light
compared to insults in the original Battletoads.
You'll notice that I spoke a lot more about the bosses than the Toads. That's
because there is no frog stereotype except for the wart one, and the Dark
Queen exploits that one enough.
With the data that Joseph Tek Fox has given me, I've put together a chart on
the characters' jumping and speed abilities.
------------------------------------------------------------------
| Person | Speed | Jumping Height| Jumping Speed | Overall Agility |
|--------|-------|---------------|---------------|-----------------|
| Rash | **** | **** | ***** | **** |
| Zitz | ***** | *** | **** | **** |
| Pimple | *** | ***** | *** | **** |
| Billy | ** | ***** | *** | *** |
| Jimmy | ** | **** | *** | *** |
------------------------------------------------------------------
* - Poor
** - Decent
*** - Satisfactory
**** - Good
***** - Greatest
Overall agility is the average of speed, jumping height, and jumping speed.
0=~=~=~=~=~=~=~=~=~0
| 2.04: The Screen |
0=~=~=~=~=~=~=~=~=~0
This is a basic (and crappy) model of a screen. For the record, this was based
off the first incline area of the Tail of the Rat Ship.
-------------------------------------------------------------------------------
Diagram 2.04a |
--------------
0 0 4 0 0 0 (1) (6) 0 0 0 0 0 0
[][][][][][] (2) <3<3<3<3<3 (3) (4) <3<3<3<3<3 (5) [][][][][][]
---------------
/ \ \
/ \ \
------------------ \ ( ) \----------------------------------------
(9) \ (7) \
o (8)\ \
-|==3O (10) \ \
/ \ -|- /---------------\
|// (11) / \ (12)
/ \
-------------------------------------------------------------------------------
------------------------------------------------------------------------
1 - Player 1's score |
2 - Player 1's health. 6 bars |
3 - Player 1's remaining lives (hearts) |
4 - Player 2's remaining lives (hearts) |
5 - Player 2's health. 6 bars |
6 - Player 2's score |
7 - Bonus Pod |
8 - Incline. Yeah, it sucks |
9 - Player 1. He is punching.... |
10 - Shadow Marine enemy. He is being punched. His legs are flying up |
11 - Player 2. He is just standing there |
12 - Path to next area |
-------------------------------------------------------------------------------
And that's not an exaggeration with the fist either.
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| 2.05: Items |
0=~=~=~=~=~=~=0
There aren't that many. These are items from the Bonus Pods as well as the
few you can find lying around.
1up - You get an extra life! You'll need it.
5000 points - You get 5000. They bounce. Just like 5000 points should.
Bonus Pod - Smash these to receive either a 1up, 5000 points, or a
First Aid Kit.
Dynamite - Thrown by the Windowmen/Doormen of Doom, these explode a
few seconds after landing on the ground. They can be used
to destroy some enemies.
First Aid Kit - It looks like a few health squares. You recover all of
your health.
Invincibility Meat - Eat this to become invincible for three to five seconds.
Speeder Bike - Hop on this for a wild ride in level 2-3!
Walker Leg - When you defeat a Walker, its leg is leftover. You can
use this as a weapon. It's slower than your fists but
more powerful.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
III. Walkthrough
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Here we go! For this guide, I'll assume you're playing the game single-player.
If you want multiplayer tips, see section 4.03. Press "1 player" and choose
your character. As I said earlier, it does not make a difference who you pick.
If it helps you any, I'm going through this guide with Rash.
0=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~0
| 3.01: The Tail of the Rat Ship |
0=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~0
After the helicopter drops you off, Abobo grumbles that he doesn't like
intruders, and we're ready to start!
Level 1-1
---------
Enemies: Shadow Marine, Retro Blaster, Golbot, Mechno-Mitt
From the get-go, you're attacked by a Shadow Marine who is dropped from a
spaceship. Don't run towards him. The screen will move you towards him.
Attack him until your character does a smash hit and knocks the Shadow Marine
away. Walk forward to encounter another Shadow Marine who has dropped from a
spaceship. These guys are literally above the walkway, it seems. Dispose of
him like you killed the other Shadow Marine and continue walking right. I'll
take this time to mention the physics of this game. In addition to left and
right, you can run up and down. You can also hang off the ledges -- but make
sure you don't press down again and fall off!
Anyway, continue right and go up the incline. Atop this incline is an egg-
shaped object called a Bonus Pod. This one contains a 1-up. As soon as you
get it, move to the bottom of the screen and drop down onto the ledge. A
Shadow Marine is coming towards you. If you get to him in time, kick him off.
This will save you a lot of time. If he jumps onto the main path, _YOU JUMP
TOO._ He can crush your fingers and you'll fall off. Once he is disposed of,
his partner on the other side will have jumped onto the path. Kill him like
the Shadow Marine he is and continue to the right.
Grab this Bonus Pod (500 points) and continue on. When you reach the next flat
area, a lone Shadow Marine will drop in from the sky. Beat him down. Go to
the bottom of the screen and hop down to the ledge. Work your way right until
you reach a Bonus Pod. Kick it to receive 5000 points (it will hop up and down
-- just like you'd expect 5000 points to do -- on the deck and then you'll get
it). Go right a little further and kick the next Bonus Pod. You'll get 5000
more points from this one, in its cute, almost bunny-like fashion of hopping
up and down like a madman. As soon as you get it, hop back onto the deck. Two
Shadow Marines will drop in from the air. Punch their lights out. If you can,
lure them so that they're close enough together to be able to be punched at the
same time. It's really handy.
Once you have defeated them, continue right. You won't exactly be going left
in this game, so get used to going right. You'll see another Bonus Pod that
is slightly below your position. Inside is an Invincibility Potion. You'll
need it. After you grab the potion, a Retro Blaster will descend upon you.
Retro Blasters attack in two ways. They will go up high and shoot a laser or
they will go down and shoot a laser. If you can help it, do not jump. Wait
for the Retro Blaster to go down to where you can hit it. Run at it and press
B. You should pick up the Retro Blaster and swing it in both directions a la
Bam-Bam, destroying it. This is the most effective way to destroy Retro
Blasters. Once the Retro Blaster is destroyed, continue walking right.
Two Retro Blasters will drop on you now. No worries, though. Simply wait
until one of them is at a level where you can pick them up and Bam Bam them.
Once the first is destroyed, wait for the second one to drop to your level.
Grab him, destroy him, and move down. Drop to the ledge of the Rat Ship and
move right. Two Golbots are closing in on you on the ledge. Kick them off one
at a time. After you ascend the ledge and have killed both Golbots, leap back
onto the ship and wait for the two Golbots on the other side to do the same.
When they have, take them on one at a time. Run for one, punch him until you
do a smash hit, and then concentrate on the other one. Most enemies in this
game are honorable inasmuch as they won't attack you if you're attacking
someone else. Most of them. Attack the other until you smash hit him. By
this time, your first friend will regress to you. Hit him three more times
(smash hit) to destroy him. Give a repeat performance to the second brown
lug and move on.
Two more Golbots will drop in on you a la Shadow Marines. Defeat them as you
defeated the previous two Guidos. Continue on to find one more dropping
Golbot. There's only one this time. Beat on him like there's no tomorrow.
After you have defeated him, a red Retro Blaster will drop in on you. It's
slightly faster than the normal model. Wait for it to zoom down to your level
and fire. Jump over the fire and towards the Retro Blaster. Grab it, take it
out (like the trash), and move right and up the inclin- But before you can do
that, you've got a mini-boss!
The Mechno-Mitt will come out of one of the fans. It will float around on the
top and then make a grab for you. Keep moving in this fight. When it comes
down on you and misses you, it will become temporarily stuck in the floor.
Take this time to run over to it and Nuclear Knuckle/Thunderin' Knee Drop
your foe. You'll hurt its fingers and it will return to the top of the screen.
Repeat this one more time to defeat it. Now run up the incline and grab the
1up from inside the Bonus Pod. Two more red Retro Blasters will descend
upon you. Defeat them as you've been practicing. Send them back to the 60s
where they claim to hail from. Once you've defeated them, you'll enter level
1-2!
Level 1-2
---------
Enemies: Mechno-Mitt, Abobo
From the flat where you were, go right, and a Mechno-Mitt will pop out from
the fan. As with the last Mechno-Mitt you faced, wait for it to slam on the
ground and then slam his digits. Unlike last time, this Mechno-Mitt takes
three attacks to be destroyed. You'll notice when he's destroyed that these
dots come out. It doesn't matter if they touch you or not. You don't gain any
extra points or anything. Once this Mechno-Mitt is destroyed, continue right.
When you can see the other set of three fans on the bottom side of this hill,
another Mechno-Mitt will pop out. Three hits will put a permanent glove on
its hand. Of course, someone's mad about this. That someone happens to be
breaking down the door in the middle of this incline right now too.
<----------------------------------------------------------------------------->
BOSS: ABOBO
Abobo is big. Really big. That's about all this dumb lug has going for him,
though. He is strong, though, and you shouldn't let him get near you. The
best way to defeat Abobo is to run around and dodge him until there is a bit
of distance between you and there is a horizontal straight line in between you
and he. When that happens, run towards him and start beating on him until you
do a smash hit. When you do, back off and repeat the process. Do this a lot
and he'll die off.
Another strategy that I figured out makes this battle way too easy. The door
that Abobo comes out of does not, contrary to its apperance, have depth. As
such, if you do a charge hit [run (tap right twice) and hit B when you're a
little ways away] when he comes out the door (although it couldn't hurt to
allow him a little distance), he'll fall back to the door. He won't be able
to maneuver around you. So after you do a charge hit, run back a little ways
and do it again. If you do this quickly enough -- and you do have a decent
window of time -- he will not be able to escape from this pin, will not be able
to counter-attack you, and will die off very quickly. This is the easiest way
to defeat Abobo.
<----------------------------------------------------------------------------->
After you've defeated Abobo, T. Bird will banter a little bit with the defeated
Abobo (he looks like Sagat from Street Fighter 2), and you'll move on to the
next area.
0=~=~=~=~=~=~=~=~=~=~0
| 3.02: Blag's Alley |
0=~=~=~=~=~=~=~=~=~=~0
Blag does the best intro ever, and you start the level.
Level 2-1
---------
Enemies: Guido, Walker, Doorman of Doom
You start this stage inside of the great Colossus. Move right to be attacked
by a Guido. Guidos are very tough. Charge towards this guy and hit him hard
until you perform a smash hit and knock him into the ground. Hit him a few
more times (quickly) and he'll fall through the ground. While you're doing
this, another Guido will come up an elevator closer to the background. Dispose
of him in the same way. If you want to screw around, you can wait until
another Guido comes up the elevator and run around the room like a mad toad
waiting for the Guidos to attack you and hit each other in the process. Other-
wise, deal with this Guido in the same way as the previous two. While fighting
Guidos, don't jump. They'll perform a really cool jumpkick and knock you to
the other side of the room if you do. Once you've defeated the three Guidos,
walk up so that you're facing the red grating -- a fence -- to the left of the
elevator. Climb up the fence so that you're on the blue fence. Move right and
kick the Bonus Pod to get a First Aid Kit. Climb back down the fence and move
right.
Smash this Bonus Pod to receive 5000 points. RUN right until you reach a red
fence. Climb up the fence and move left on the fence to find another Bonus
Pod. Kick it to reveal 5000 points that fall down below you. Move back to the
red fence, but don't descend to the ground just yet. At this point, a Guido
will have come from the right and a Walker will crash through the elevator
door. Wait for both of them to be on the right side of the screen, drop down,
and run to the 5000 point powerup. Turn around and get ready for the assault.
The best thing to do is to attack both foes at the same time. Otherwise,
concentrate on the Walker first. Attack it a few times (two smash hits should
do it in). It will drop a leg. Grab its leg and use it to fight off the
Guido. At this time, however, another Guido will run in from the right side of
the room. It might benefit you more to defeat the first Guido and then grab
the Walker Leg.
Run right and climb up the blue fence. Near the top of the blue fence is a
Bonus Pod. Kick it and three blue health bars will fall down. Climb down and
run left, as two Guidos have entered the room. Dispose of them one at a time
with the Walker Leg (with any luck, one Guido might jump kick the other). If
a Guido kicks you and you lose the Walker Leg, don't bother picking it up
again. You'll have no use for it soon. Once both Guidos have been disposed
of, move right. You are now faced with a Doorman of Doom. The Doorman of Doom
hides behind a door and tosses small sticks of dynamite at you. These
explosives take two bars off your health but do nothing to the floor. Bad guys
are cheap, evidently. The easiest way to defeat this guy is to wait until he
throws a stick of dynamite out the door. Run and pick up the dynamite before
it explodes (if in doubt, run). Stand in front of the door and throw the
dynamite to the right. It will bounce off the wall and fly back through the
door, detonating on the Doorman. Don't move too far when getting the dynamite
-- your chances of being destroyed are greater if you do. Blow this guy up
three times, and he will die. Like he should with one explosive. Now go
through the door that you through dynamite through (undamaged, naturally), and
descend the elevator.
Level 2-2
---------
Enemies: Guido, Walker, Doorman of Doom
As soon as you get off the elevator, a Guido comes in from the left to attack
you. Move left to attack him. Beat him into the ground and then kick the
Bonus Pod to your right. You'll get a 1up from this. Move left until you
reach a pink ladder. Climb up the ladder until you reach a Bonus Pod. Kick
the Bonus Pod to receive 5000 points. Climb down the ladder, grab the hopping
mad points, and continue moving left. On your way, it would be to your
advantage to drop down onto the ledge created by the floor at the bottom of
the screen. Move as far left as you can. A Guido will come up the elevator.
When you see this, start moving right. Another Guido will be shuffling towards
you on the ledge. Kick him off (one time should do it), quickly jump back
onto the ground, and beat the other Guido down.
Move left some more and climb the ladder that is to the right of the elevator.
Once at the top of the ladder, move left on the fence until you reach a Bonus
Pod. Kick it and three health bars (First Aid Kit) will fall. By this time,
though, two Walkers will have come through the elevators. Move to the right
ladder and wait for one Walker to be offscreen. Climb down the ladder, and run
down and left. Run to the left side of the screen turn around, and deal with
one Walker at a time. Three Guidos will come for you now. Dispose of them
with the Walker Leg and move left. Prepare for a world of hurt.
Don't open the Bonus Pod yet. Run left and dispose of the first Guido with the
Walker Leg. Once he is taken care of, move right. A Guido will come out of
the elevator. Kill him off. Another Guido will come up from the elevator.
Smack him with the Walker Leg (don't kill him; it takes too long). As soon as
he is far away from you, walk left a little. A Guido will rush you from the
left side. Kill him with the No Way Back Thwack/Jab 'n' Stab, and then drop
down to the ledge created by the floor. Kill off what Guidos you can (one is
coming from the left and another from the right), and then hop up onto the
floor to dispose of the remaining ones. Another Guido will come from the
elevator. Kill him off. Turn around to see another Guido rushing at you from
behind. Kill him. If at any point your health starts to run low, crush the
Bonus Pod to receive a First Aid Kit. Now another Guido will come through the
elevator. Obliterate him. A Walker will charge through the elevator. Kill
him off as you've killed off previous Walkers. When he drops his leg, you can
destroy it with the Walker Leg you have (if you still have one. If not, don't
bother picking this one up). Climb up the pink ladder and move left.
At the far end, you'll run into another Doorman of Doom. Your character is
so surprised that he falls off the fence and loses the Walker Leg. Climb back
up the ladder and across the fence to the Bonus Pod. Kick it, and some
Invincibility Meat will fall out. Climb back down the ladder, and run left to
grab the Meat. Now to deal with the Doorman. The strategy is the same as the
previous Doorman. Grab the dynamite that he throws out, stand in front of the
door, and toss the dynamite to the left. It will bounce off the wall and fly
back through the door, detonating on the poor Doorman. Throw five sticks of
dynamite in to get rid of the Doorman. Again, be sure to only go after the
dynamite you know you can get. Each explosion takes away two bars of health.
Once the Doorman is dead, enter his door and descend to...
Level 2-3
---------
Enemies: Ryder, Big Blag
This level will be tough to write and map for, simply because of its layout.
This level involves a Speeder Bike ride through the interior of the Colossus.
I'll give it my best shot, though. Some obvious things to note first:
a.) Don't run through the blue barrels.
b.) Jump over the poles.
Run right and hop onto the Speeder Bike of your choice. You'll start off
going slowly. Obstacles will blink in front of you for a second or two before
you have to worry about avoiding them. The first part of this ride is a group
of Bonus Pods. The more you collect in a row, the more points you get. I
will guide you through all the possible ones. Just know that, as soon as you
get a 1up (unless you miss too many), the obstacle course starts. Start off
by moving to the bottom of the screen. The first Bonus Pod is here. The next
Bonus Pod will be slightly above that, and the third Bonus Pod will be slightly
above the second. After you collect the third Bonus Pod, move to the top of
the area as quickly as possible to get the next Bonus Pod. Don't move, as the
next Bonus Pod is on the same horizontal line as the previous one. The next
Bonus Pod will be slightly below that one. The subsequent Bonus Pod is at the
very "bottom" of the floor. The following Bonus Pod is on the same line so
make no adjustments. The successive Bonus Pod is about halfway between the
"top" and "bottom" of the floor. The next Pod is at the very bottom. Now is
when the obstacles start.
The first drum is at the top, so move to the bottom of the screen. The second
drum is on the bottom. After you've cleared the first drum, move to the top of
the screen. The third drum is on top. After you've cleared the second barrel,
move down to the bottom. The fourth and final drum is on the bottom. Move to
the top after you've cleared the third barrel. Now you have posts to deal
with. Once they materialize, jump over them. Jump over the first set of posts
that materialize. As soon as you do, get to the bottom of the screen. A drum
appears on the top. After you've dodged it, move up to the top of the screen
to avoid the next barrel that comes on the bottom of the screen. Note the
four arrows pointing forward. That means it's about time to speed up and
encounter the enemy! First, though, you have to jump over two sets of posts.
As soon as the first one materializes, jump over it. Once you land, jump again
to dodge the second set of posts. NOW it's time to deal with the enemy!
Move forward a lot. You don't want to be at the far right, but you want to be
close. A Ryder will come from behind you. Ryders are Psyko-Pigs who ride on
Speeder Bikes. Hence Ryder. Like the truck. And they act the same way: they
pull up behind you (or slow down in front of you) and try to kick you off your
ride! We can't have that. As I said, the first Ryder assaults you from
behind. When you see him, fall back and kick him a few times. If he starts
to hit you, hit him quickly. If he executes a smash hit on you, you'll fall
off the Speeder Bike and die regardless of your health. After you kick this
Ryder off his bike, another Ryder will slow down in front of you and fall back
to hit you. To counter this, go forward, jump over him, and start kicking on
your way down. This guy truly doesn't need kicks. He'll fall off his bike.
Go forward quickly to avoid the Ryder coming up from behind you. Once he is
fully onscreen (so he doesn't give you any sucker punches), slow down and kick
him. Once he is dead, another Ryder will fly in from behind you. Knock him
off his bike. Upon his death, a Ryder will slow down in front of you like an
old driver. Jump in front of him and kick him on your way down. When that
Ryder is deceased (I'm running out of words), yet another Ryder will appear in
front of you. Leap over him, smack him down, and continue on.
Now a Ryder will come from behind you. Kick him a few times until he dies. A
Ryder will appear in front of you. Hop over him with the bike and hit bacon
boy until he falls off. When he falls off, his friend will come up from behind
you in an attempt to either hug you or to punch you. You never can tell. Kick
poor Porky until he falls off his ride. Naturally, another version of Dorky
Porky will come up in front of you. Ride forward and smack him down. He is,
thankfully, the last.
Now we have another Bonus Pod section. This section seems to be random (I'm
not sure if the first one is, though). If you have any input, it'd be
appreciated. Once you've collected the Bonus Pods, you have to deal with one
more section of drums. The first is on top. Drop down to the bottom of the
screen. Once the first barrel has passed, immediately move up to the top of
the screen. Upon the second drum's passing, bike down to the bottom of the
screen. You'll avoid the third obstruction. Once it has passed, move up to
the top of the screen to dodge the fourth drum. Weave your way down to miss
the fifth drum and then up again to miss the sixth and final barrel. Once this
area is cleared, you have a few more posts to deal with. Almost as soon as you
pass the final drum, posts will begin to materialize. Wait for about half a
second and then jump. You'll end up over the posts. As soon as you land, jump
again to miss another set of posts. Hop one more time to dodge the final set
of posts. A little more riding and we reach the end of the ride. I'm sure
you smell a rat.
<----------------------------------------------------------------------------->
BOSS: BIG BLAG
Big Blag is big and looking at him makes a person say "blag." Not really.
That wasn't the first word that came to my mind. More like "ugh." Regardless,
Big Blag throws his weight around. He jumps and punches. It's a really simple
strategy that works really well. The trick to defeating him lies in timing.
Big Blag is arrogant. He'll jump and punch at the same time. When he lands,
he'll grin. At this point, he's defenseless but only for a short time. When
he is like this, run towards him and hit him a few times. When you perform a
smash hit, back off. Alternatively, you could do a charge hit (run and tackle)
on him, but I think you do less damage when you do.
As the battle wears on, Big Blag will jump higher, jump faster, and pause for
less time on the ground. If you can't run to him in time, it might be wise to
do the charge hit. You'll do less damage, but you'll be safer. Either way,
when Big Blag falls back, run off. When Big Blag is really weak, he'll start
jumping off screen and coming down on you. Jump kick him on his way down to
avoid four (!) damage. Repeat this process until Big Blag says his last blag
and dies, falling into the innards of the Colossus and becoming a dirty rat.
On further reflection (i.e. I went and used my strategy), it's probably smarter
to use a charge hit. With the charge hit, you can knock Big Blag into a corner
(be sure to back off when you get too close) and you can hit him at nearly any-
time (regardless of his aerial status). The exception is when he jumps really
high. When Big Blag comes back down from a super jump (to crush you), do a
charge hit, and you'll ram his feet, knocking him away from you.
<----------------------------------------------------------------------------->
When Big Blag falls, T. Bird teaches Big Blag some morals and Big Blag makes
up excuses as to why he didn't win. "I wasn't feeling my best." "It wasn't a
fair fight." "My head fell off." It's always something with these rats.
0=~=~=~=~=~=~=~=~=~=~=~=0
| 3.03: Ropes 'n' Roper |
0=~=~=~=~=~=~=~=~=~=~=~=0
Your enemy here is Roper. He decides to use your rear as target practice. We
had better oblige him.
Level 3-1
---------
Enemies: Linda Lash, Securi-Cam, Raven, Buzz Disc, Crusha, Electro Barrier
You enter in a place with a pink background and weird floor. Weird like
Roper's name. I mean, seriously, what kind of self-respecting, mutant parent
names their kid... Anyway, when you enter, an enemy named Linda Lash (that's
a porn star name if I've ever heard one) comes out from the door that is
farthest away from where you start this level. Don't be distracted by the
fact that she's a whip-wielding girl (I know most of you are guys), but she's
one tough momma. The easiest way I've found to deal with her is to stand
exactly where you started. When Linda Lash crosses the diamond-shaped window
in the background, do a charge hit at her. It'll knock her down and a good
ways away. Run after her while she's still down and attack her. You'll pick
her up and do the ol' Bam-Bam like throw. This will defeat her, as well as
keep her friend (she just came behind you) away. Once the first Linda Lash is
destroyed, immediately turn around and start beating on Linda Lash. Once you
do a smash hit, repeat the process from the previous Linda Lash to dispose of
this one. Once she's gone, continue moving right.
Jump onto the ledge to find a Bonus Pod with a First Aid Kit in it. Grab it,
and move slowly until you see the large blue piston on the ceiling. This thing
wants to make a toad pancake or a dragon pizza outta you. Much like Roper
wants to make a bullseye out of you. To dodge it, move close to it until it
drops down. When it is about halfway back up, run (tap right twice) under it
and off the ledge. Run over and jump onto the next ledge to summon a Securi-
Cam robot. There is a trick to defeating this guy. When he comes, he'll stop,
lock-on, and shoot three times. Due to recoil, he'll fall back a little with
each shot (but his aim doesn't readjust). The best way to defeat this guy is
to stand in the lowered part of the screen on the left. When the Securi-Cam
locks onto you, run to the other side (the raised part of the area), and jump
onto the Securi-Cam. Once on him, just start kicking him (B) until he is
destroyed. Once he is destroyed, hop back onto the ledge and continue right.
Jump onto the next ledge and smash the Bonus Pod to receive a gift of 5000
points. They're just hopping to see you. Drop off the ledge and go right to
find...a huge gap. This begins the hardest part (or should I say, parts) of
this entire stage. Go to the edge of the ledge that you're on and press B.
You'll launch a Turbo Rope. Start descending.
The first area greets you with Ravens. These things are evil. Your best bet
is to try to knock them off while they're perched. The first is perched to
your left; the second below you. If they start flying, they'll go crazy. Wait
until they're paused (or just make random kicks when you think you should) and
kick them off the plane of life. Wow, that was deep. Once you've disposed of
both Ravens, you'll continue moving downward through the colossal ship. On
your way down to the next area, you'll see a Raven perched on a pipe. Go ahead
and kick him so he won't cause you trouble later. Down here you'll meet a
stationary Securi-Cam. Move so that you are right above it. Hold right and
move up and down while kicking to destroy this Securi-Cam. Move down a little
more and press A to get off the Turbo Rope.
Move right and smash the Bonus Pod to receive 5000 points. Jump up onto the
ledge to find another door. Uh-oh. Time for another kinky round with Linda!
Don't even give her a chance. As soon as she comes out, knock her away. You
will know if you actually killed her if, when she's knocked away, you get 2000
points. Otherwise, watch your back. Another Linda Lash will be coming up from
behind you. Turn around. Headbutt her away and then move on. Move to the
edge of the platform but don't jump off. Instead, run back to the left. Yet
another Linda Lash will be coming through the door. Knock her up, up, and
away, and turn around to find another Linda Lash coming behind you. Defeat
her in the normal way. Now you can drop off the ledge and move right.
You now come to another chasm. Since the arrow is pointing right, that's the
direction you're going in. Press B to extend the Turbo Rope. Swing across
and press A to jump off. A Bonus Pod awaits you. Smash it to receive some
Invisibility Meat, just in time. A golden Securi-Cam comes running in from
in front of you. Hop onto it and kick it until it falls apart. Hop onto the
top ledge and move right -- fast. Another golden Securi-Cam enters the room.
Run around until you get behind it and can jump onto it to kick it into
oblivion. Once you do, continue running right. You find another step-shaped
area. Two golden Securi-Cams will come at you. Be sure to take at least one
of them out before they can move. If you do, you can destroy the other at your
leisure. Otherwise wait for an opening when the two are far apart (otherwise
one of them will hit you while you're kicking). Once you've made chop suey out
of these guys, hop up the steps and run right.
A Bonus Pod with health (!) awaits you. Smash it open. Move right a little
bit to lure a Linda Lash out. She's exactly the same. Charge hit the first
one that comes out, turn around, charge hit the second one that comes out,
and repeat until they have whipped their last...whipped person. Toad. Dragon.
Whatever. Hop down the ledges until you encounter another Crusha that tries
to, well, Crusha. Wait until it drops down and pulls back up. When it does,
simply run through. You'll avoid the other Crusha. Just be sure to stop in
time!
Now for another rappelling part. Press B to shoot out your Turbo Rope. It
will connect to the connector thing and...HEY! The connector moves over to the
left. It's not supposed to do that. This makes me sad. Adapt and overcome,
though. Get down as far as you can. A little ways down, a Buzzer Disc will
come down from the top. These things enjoy incenerating 'toads and dragons.
Press B to kick off the wall and to jump over the disc. Move up some while you
jump. Press left to hold against the wall. When you see the Bonus Pod
slightly below you, press B while still holding left. You'll do a Wrecking
Ball Smash and destroy the Bonus Pod. You'll get some Invisibility Meat.
Until I say so, you don't have to worry about dodging the Buzzer Discs. I'll
keep going in the walkthrough, though, just in case you missed it. The first
Buzzer Disc will be coming back up by now. If you at least tried for the
Bonus Pod, you probably missed it. Do a quick jump regardless. Now two Buzzer
Discs will be coming in from above you. Make sure that you jump and hold left
so that you don't go too far out and don't make it back in time to jump over
the one following it.
At this point, the Invincibility Meat will wear out. Be sure to dodge these
next Buzzer Discs. Again, short leaps are the key. There are three to worry
about. Once you've successfully avoided all three, one more Buzzer Disc will
come down very quickly to hurt you. The best way to dodge him is to wait until
you see a Bonus Pod on the far side of the shaft. Wrecker Ball Smash over
there to grab some more Invincibility Meat and avoid the Buzzer Disc at the
same time.
Now you meet another Securi-Cam. Get yourself level with it (the Invincibility
Meat makes this easier. Otherwise, lure it to aim down and then rush back up),
hold left, and press B to do a Wrecking Ball Smash and destroy the Securi-Cam
in one shot! You don't even have to hit it. You can hit slightly above it
and still kill the Securi-Cam. Drop off the Turbo Rope by pressing A and move
right.
Run right and hop up onto the ledge. Wait until the Crusha drops and goes back
up to run under it. Leap onto the next ledge. Now jump straight up to grab
onto the ceiling. Move right. There's an onslaught of Sparkbolts that are
being shot out by an Electro Barrier on the far right. Watch the Sparks.
They go out a little and then shoot up. Keeping in mind their pattern, cross
the ceiling until you reach the other side. Kick the level to shut off the
Electro Barrier and turn the ship a weird shade of orange. Drop off the
ceiling, and move right to enter...
Level 3-2
---------
Enemies: Crusha, Linda Lash, Sparkbolt, Securi-Cam, Raven, Electro Barrier
That last level was a nightmare. This one is too. In fact, I don't think I've
ever enjoyed stage three at all.
Once you enter through the area where the Electro Barrier was, you're greeted
by a holy sight -- a lot of Bonus Pods! Smash the first one to receive 5000
points. I'm hopping with joy too. Jump up onto the ledge and smash open those
two Bonus Pods to receive 5000 more points and a 1up! Jump onto the next
ledge to get health and 5000 points from the Bonus Pods there. This isn't a
good sign, folks.
Hop off the ledge and move right. It would be to your advantage to RUN right,
as a Crusha will crusha if you're too slow. Run right until the screen stops
and then run left. A Linda Lash will come out from the door on the left.
Charge hit her away from you. There is an art to this. Once you hit this
Linda Lash away, charge again to hit the Linda Lash from the second door. If
you killed either one of these, turn around and charge hit the Linda Lash
coming up from behind you. Otherwise, kill off one of the other Linda Lashes
with another charge hit. Regardless, charge hit the Linda Lash that is
approaching from behind. Once you knock her away, turn around and take care
of the remaining Linda Lash from your right. Another Linda Lash comes from
the right at this point. Just keep smacking them away until a Linda Lash
comes out from the door. The best thing to do at this point is to run and
jump around until there is only one Linda Lash left (they'll take care of each
other). When that happens, charge hit her to kill her. Move right until you
reach a cliff. One more Linda Lash will emerge from the door that you can
still see. Dispose of her and face the cliff. There's a slight problem.
The other side is guarded by a Sparkbolt. This is a bolt of electricity that
slowly wiggles its way between two points. The easiest way to get by this is
to be swinging forward -- and you can swing out into the chasm and swing around
until you're ready -- when the Sparkbolt starts moving up. By the time you get
to the other side, the Sparkbolt will be at the top. Jump off and move on.
We have another chasm that can be dealt with in the same way. Tough ship.
Poor diversity. Once you're past that, you're on a ledge with a fence. Start
climbing the fence. Move up, right, up, and right. You'll come to a Bonus
Pod. Have your character hang right in front of it and kick it to get some
health. Continue moving right and drop off the fence.
Now you have Crushas that are pretty much hidden. The first block on the
ceiling has one. Wait until it drops and comes back up to run under it. Count
four blocks. The fifth block has another Crusha within. Wait for it to drop
and avoid it. Between the second and third Crushas, there's only a one block
reprieve. Use it wisely. Once you've cleared the third Crusha, walk forward
slowly. The second the Crusha is out of sight, start running forward. You're
surrounded by two Linda Lashes (darn this 2D game!). Charge hit the one in
front. Turn around, and knock the other Linda Lash up. Repeat this process
until both Linda Lashes have been humbled. Move on with caution as a golden
Crusha awaits you soon after these two Linda Lashes. These move considerably
faster. You must run under these the second they're hidden again. After you
have cleared the first golden Crusha, there's a two-block wait before the next.
Run under this Crusha. Stand still after you've gotten under it to find
another Crusha. Run under it. Move forward two blocks and run under the final
blue Crusha (just as fast as the golden ones). Climb the fence and move up,
right, down, and right along the fence to find a Bonus Pod. Stand (or hang)
right in front of it. Kick it like you've been doing to receive some health.
Climb up. Wait for the Sparkbolt to pass by your character and then make
a running climb (can you do that?) past it. Drop down off the fence and run
right.
Here we have another chasm to Turbo Rope down. I'm glad this place changes so
much. Press B and let's start down. Hold right to get ready to do a Wrecking
Ball Smash. As soon as you're level with the first Securi-Cam, smash it. The
second you get back on the wall, do another smash. You won't hit the Securi-
Cam that you're next to, but you will hit one that is below it and on the other
side of the shaft. Now hug the right side, move up, and kick the Securi-Cam to
death. As much as a machine can die. As the rope goes down, rush down to the
bottom. On the bottom-right side, a Raven will be perched and waiting for you.
Kick it away before it can get off its perch. Deal with the Securi-Cam above
the Raven as you want to. This next part is tricky to do, but if you can
execute it, you'll be doing really well. There are four Ravens. The first
two are level with each other. Move down a little bit (while the shaft is
still scrolling down) and kick them both. You'll probably have to move up a
little bit in order to kick the second one. As soon as these two are killed,
move up and left, and kick the Raven who was below the top-left Raven. Move
right again and kick the Raven on the bottom-right perch away. If any of them
started moving, deal with the perched Ravens first. Then move onto the moving
Ravens.
Now you have to deal with Sparkbolts. They're horizontal. Hold up until you
see an opening in the Sparkbolt's line of fire. Shoot down through it, but
pull up quickly so that you don't hit the Sparkbolt below. Find an opening in
this Sparkbolt and get through. There's a Bonus Pod in the middle of the shaft
with Invincibility Meat. I highly suggest you get it. Otherwise, shoot
through the two Sparkbolts below you like you have been. Once you're past
those Sparkbolts, the Invincibility Meat will wear off. Move to the left side
of the shaft. Kick the top Raven off its perch. Move down to the next Raven
quickly and kill it as well. There's another Raven in the bottom-right corner
to be dealt with. Once you've killed off both of them, quickly move to the
top-left part of the shaft and hold left. Two golden Securi-Cams will enter
the shaft: one from the top and one from the bottom. Wait for the Securi-Cam
coming from the top to fire and move down. When it does this, perform a
Wrecking Ball Smash on it to destroy it. Move back to the left side and kick
the other Securi-Cam out of comission. Or you can Wrecking Ball Smash it.
Either way, there's a Raven on the bottom-right corner of the screen who will
fly at you. Two more will join him. They'll meet at the top and then swoop
down at you. I recommend using the Wrecking Ball Smash to deal with them.
The best way to do that is to wait on the top-left side of the shaft. When
they're gathered, perform the Smash to get rid of all of them. Move down
quickly, as three more Ravens will be coming from above. Kick/Wrecking Ball
Smash them away.
Moving down, four Bonus Pods await you. Two are level with each other. Two
are below those that are level with each other. If you can only get one, get
the one on the top-right, as it has health in it. These should be kicked so
that you can maintain some control with your character. Once you've passed
them, a Securi-Cam lies in wait at the bottom of the shaft. Get slightly above
it and kick it until it falls off. Now press A to drop off the rope. Run
right to dodge a Crusha. Jump up onto the ledge next to the Crusha and run
through there to dodge another Crusha.
Now we have some more ceiling-jungle-jim-like activities. Jump onto the
ceiling and start moving right. The first part of this involves dodging small,
electrical blobs that fly at you horizontally (like the Electro Barrier's
shots). When you see one of these, press and hold up until the bolt has
passed. Keep moving, dodging bolts when necesary. Soon you'll get to some
bolts that fly up and down. Watch and wait for an opening and then go through.
Now you're faced with bolts that weave up and down while moving horizontally.
This is reminding me way too much of the Kaptain K. Rool fight in Donkey Kong
Country 2. Dodging these requires timing. Move back (or forward if the bolt
is coming from behind) until you see the bolt move up. Rush under the bolt at
this time. If the bolt is coming from behind, move forward and then back. Try
to deal with them one at a time. After a little while, you'll reach a Bonus
Pod. Remember to be right on top of the Bonus Pod when you kick it to receive
health. Continue moving right. A Raven will be flying at you. Kick it.
Continue on to encounter a few more Ravens who will attack you. After three
Ravens, one will come from behind. You have to be moving back when you press
B to kick it. There's another set of bolts that fly up and down. Again, wait
for an opening and then move through it. The opening normally comes after the
two bolts have been in the air at the same time. Another up-and-down bolt set
follows this one. Get through that and you'll pretty much be at the end of the
stage. Another Electro Barrier awaits you. As before, wait until there's an
opening in the bolts and move through. Get to the far right, kick the lever,
drop, and move through.
Level 3-3
---------
Enemies: Sparkbolt, Raven, Electro Barrier, Crusha, Roper
Finally. The last level of stage 3. Now we have a blue background. This
level is pretty much one long vertical shaft, a long horizontal shaft, and the
boss. So let's start. Press B to extend your Turbo Rope and start going down
the shaft.
There is a REALLY simply trick to this shaft. Hold right. Throughout the
entire shaft, hold right. Press up while holding right until you can slip
through the first Sparkbolt. Once you do, press B to knock out a Raven before
it can even deperch. Wait for a split second when you come back and press B
again to knock out another Raven. When you are slightly above another Raven
(although he'll be on the left), press B again to knock out that Raven as well
as a Raven below it. When you get back to the wall, wait for a split second
again before performing another Wrecking Ball Smash to knock out another Raven.
Be about three quarters of the way down on the screen. When the screen stops
due to two Ravens being level with each other, do another Wrecking Ball Smash
to kill them both. Below the Ravens are two Sparkbolts (though they're placed
far away from each other. Slip through them both and hop off the rope at the
end.
At the very bottom, collect the health from the Bonus Pod. The floor turns
into massive gears at this point that will move you right. The only way to
make headway to the left is to jump. Move right until you get to an Electro
Barrier. Start running left. You won't move anywhere. Wait for the Electro
Barrier to dissipate and then stop holding left. Do _NOT_ press right. If you
do, the Dark Queen will be having fried frog leg for dinner. Work through the
next three Electro Barriers in the same way. Run left until they dissipate and
then run through them, one at a time. Once you get past the third Electro
Barrier, a Crusha awaits you. Wait for it to fall down and go back up and then
run under it. Beyond the Crusha is a Bonus Pod. Don't try to get this. It
will only hurt you. Wait for the first Electro Barrier beyond the Bonus Pod
to go away. When it does, press right and run under all three. Once you've
passed the third one, start running left again. A Crusha awaits you. Get past
the Crusha. If you let the gears take you, you can pass all three without
trouble. Another Electro Barrier awaits you after the third Crusha. Once the
Electro Barrier goes away, run through it to end the gear section. You are
now at a horizontal shaft.
When the blue connector comes across, press B to connect the Turbo Rope to it.
You'll start moving right. Get to the bottom of the screen. You'll avoid a
Sparkbolt this way. Once you've passed the Sparkbolt above you, move up to the
top of the screen. You will dodge another Sparkbolt like this. Move back down
to the bottom of the screen to avoid the third Sparkbolt. Beyond the
Sparkbolt, however, is a Raven. Pull up quickly to kick it. Pull up some
more to kick another Raven. Drop a little to find a third Raven awaiting you.
Boot it off its ledge. Past this Raven is a full-screen Sparkbolt. Find the
opening, change your altitude, and fly through it. Repeat this process for the
final Sparkbolt.
Now the ceiling collapses. Oh boy. It's just not your day. Lots of junk
falls down in an unpredictable pattern. Stay low and avoid the junk. There
are no other obstacles in this shaft, so focus on the junk. At the bottom,
leap off the rope and move right. Climb the fence on the edge of the ledge.
Move up and right to find a Bonus Pod. Kick it to get 5000 points. Move up
and right again to get health. This fence ends here. Hop off, run right, and
climb onto the next fence. Climb up, right, down, and right to find a Bonus
Pod containing a 1up! We needed that! Climb up and right again to find a
Bonus Pod that has 5000 more points in it. Move down and off the fence. There
is another fence in the background that says FIGHT! Walk right to find out
just what that means.
<----------------------------------------------------------------------------->
BOSS: ROPER
This guy is tough. He's got a gun. He's gonna use your rear as target
practice.
Roper has two main attacks. He'll shoot you (and he fires several times,
thus playing ping-pong with you) or he will beat you with his gun if you even
get close to hit. How do you combat this menace?
He's tall. So duck. Move towards him when he is not shooting at you and
keep ducking. When Roper moves towards you, give him a nice uppercut. This
requires a lot of timing, though. If you mess up, he'll beat you down with
his gun. When the barrel of his gun is just about at your head (or when you
think you should), uppercut him. If you've got him cornered, run away.
Otherwise, hold your ground. This is about all you can do. If you charge hit
him, he'll probably shoot you. You can't really get near him. Continue
uppercutting him until he dies.
If you really want to risk a charge hit, run at him. When you are right in
front of him, press B. It hurts him more than the uppercut, but it's
considerably riskier.
Another piece of information you might be able to incorporate into defeating
him is that, right before he shoots, there is a slight pause while he hops.
He's weird like that.
<----------------------------------------------------------------------------->
This really freaky picture of the Dark Queen comes in and glares at your
character, scaring them. It'd scare you too. Your character will jump into a
ship and fly away.
T. Bird does a little bit of bantering and Roper says that the Dark Queen is
getting ready to blow you to bits. Yipee.
0=~=~=~=~=~=~=~=~=~=~=~0
| 3.04: Ratship Rumble |
0=~=~=~=~=~=~=~=~=~=~=~0
The Dark Queen decides to blow you up.
Level 4-1
---------
Enemies: Astro Boulder, Mine, UFO
You jet out of the Ratship in your space pod and it runs away. This level has
very little strategy involved. I can tell you how to do what you have to in
this level, but I can't tell you everything, since the patterns are so
unpredictable.
The first part is a game of Asteroids. You remember Asteroids. You're in the
ship and you fire at asteroids. When you hit them, they'd break into pieces
and you'd have to fire at the smaller ones. This is exactly like that. Down
to the controls. It's creepy. So that's all you do in the first part. I
recommend that you stay in the middle unless you have to move. The Ratship
will toss out three sets of four Astro Boulders. The best thing to do is to
fire at them when they come out of the Ratship (since they're altogether).
Fire at the remaining Astro Boulders or their fragments.
After you've taken out the three sets of Astro Boulders, the Ratship will begin
shooting out Mines. Don't shoot at the Mines. It'll only make things worse.
The first set of Mines will fire their needles up, left, down, and right.
Simply dodge the needles. The Ratship will start at the top of the screen.
It fires Mines as it moves down. It will go down, up, and down again. When it
goes down the final time, it will begin firing Mines that shoot diagonally.
These are slightly more difficult to avoid but just keep moving and watching
the Mines. When they flash, they're about to fire. Once the Ratship moves up,
down, up, and down again, it will begin firing a new type of Mine. This will
bounce back and forth and explode in a really big explosion. There's an easy
way and a hard way to counter this. The easy way is to go to the top of the
screen -- near the health -- and just stay there. You'll miss the mines. At
an extreme level, you might have to move left or right to avoid the explosion.
The downside to this is that the Ratship occasionally fires off 1ups that
you'll miss. If you want to get the 1ups, you'll have to stick it out with the
Mines in the middle of the battlefield.
[Joseph Tek Fox notes that, when nine Mines are destroyed, you receive a 1up]
Once you've gotten past the Mines, UFOs start coming out. You actually have to
destroy these guys. They try to destroy you as well. The first one to come
out is green. He'll fly around trying to shoot you. Stay up in the top area
and try to destroy him. If you make contact, it'll slow him down. So make
with a steady barrage of laserfire. He goes down quickly, but he's the easiest
UFO of the bunch. Now the Ratship moves up some and sends out a red UFO. This
one flies around faster, shoots more, and shoots more accurately. Go to the
middle of the screen and rotate while you fire at him. Like the previous one,
this UFO will slow down when he's hit. A few steady streams of fire will
destroy this UFO.
The Ratship moves to the top of the screen and fires out a grey UFO. This
thing is pure evil. It runs around wildly. It's going to seem suicidal, but
the best thing to do is to chase this guy around. Fire all the while and he
should die soon. The Ratship will now send out a teal UFO. This thing is
faster than the grey one and less predictable. Stay in one place and fire at
it a lot. You'll probably die once or twice. Once it has been destroyed,
Level 4-2 will commence!
Level 4-2
---------
Enemies: Ratship
For this level, you don't have to rocket forward. That was an homage to
Asteroids.
<----------------------------------------------------------------------------->
BOSS: RATSHIP
The Ratship goes around in circles.
This battle has a few phases.
Phase 1: The two large machine guns on either "arm" of the Ratship are shooting
at you. There are two ways to combat this. The easiest way is to
stay on the bottom side of the Ratship. When there is a break in
the bullets, jet up and fire a few times at the Ratship's guns. Move
back after about three hits. Repeat this until the gun is destroyed,
and then move up to confront the other gun. Be sure to be near the
top of the screen. The other way to go about this is to wait for a
break in the bullets and, while facing the Ratship, fly to the other
side of the screen while firing. You hit both guns with one bullet.
Regardless, you go to phase two once you've destroyed both guns. And
by destroyed, I mean that they no longer fire.
Phase 2: The whiskers of the Ratship fire sparks at you like the Electro
Barriers. They are aimed at you, unlike the machine guns were. Fly
in front of the Ratship and fire away at the nose. When it starts to
shoot, fly up or down so that you avoid all the sparks and repeat the
process until you break the whiskers. Now more machine gun fire
occurs. It is very rapid. Wait for a break, move down, fire one
shot, and get out of there. Repeat until the guns are broken.
Phase 3: The cannons are back. Like the first phase, your targets are the teal
appendages on the side of the Ratship. They fire green blobs straight
forward. Again, run back and forth, firing at the cannons. Once you
destroy one halfway (it explodes), the aiming is slightly better.
They can aim diagonally. Continue the onslaught until one cannon is
destroyed. The other cannon will now fire a lot of blobs. Wait for
a break and fire away! Once it has been destroyed, both cannons will
fire aiming bolts. They are fired two at a time and are decently
easy to avoid. Fly in front of the Ratship until both bolts are in
space. Now fly so that you're aligned with a cannon and fire at it.
Destroy one cannon and the other will begin firing four bolts at a
time. Find an opening and fire at the cannon until it is destroyed.
Don't use homing missiles.
Phase 4: The cannons have been completely destroyed. Now the front of the
Ratship is firing at you wherever you go. There's nowhere to hide.
The trick is to find the very few openings in the fire and run through
them. Your target is the small cannon on the side of the mouth. This
is almost pure skill. Good luck. Once you've destroyed the cannon...
Phase 5: Homing missiles! Dodge the missiles while firing at the center of the
Ratship. Watch out for the explosions! It's worth noting that, if
the missiles hit you, you die regardless of your health. After a few
hits, the Ratship will disintegrate to reveal a missile.
You can substitute most of those steps with GET OUT OF THE WAY AND LET THE
HOMING MISSILES DO THE WORK.
<----------------------------------------------------------------------------->
The missile flies away. T. Bird banters with the Dark Queen (kinda funny),
the Dark Queen calls him a seed scoffing fool, and says that Robo-Manus will
destroy the Earth. Teehee.
0=~=~=~=~=~=~=~=~=~=~=~0
| 3.05: Missile Mayhem |
0=~=~=~=~=~=~=~=~=~=~=~0
Robo-Manus, in robot fashion, claims that you'll never -bzzt- get to him in
time. Why do robots always sound like they're gonna short circuit?
Level 5-1
---------
Enemies: Lopar, Scuzz, Windowman of Doom, General Slaughter
You start at the back of the rocket. Run right to find a Lopar that comes out
from behind the dorsal wing. The first thing he'll do is throw a shuriken at
you. Jump over it and punch his lights out while he's cartwheeling towards
you. Once you've killed him off, another Lopar will come from behind you.
Kill him off in the same way. These guys are weak defensivly. Move forward to
find the bane of some peoples' existance. These are really big afterburners.
Some male readers probably get that a lot. But these are actual afterburners.
Move forward so that you're touching the afterburner. Since it's so big,
touching it at its lowest point is harmless. Wait until the fire goes out and
then extinguishes itself before you jump up and over the afterburner. Run
right and repeat the process with this afterburner. Once on the other side,
wait for a minute. There's another afterburner here, but you can't touch it.
Wait for its fire to go out, and run and jump over the afterburner. On the
other side, take out a Lopar that comes out from behind the dorsal wing. Climb
down the ladder and move to the other side of the two doors. Smell a rat?
Two Scuzzes will come out from behind the doors. These are fighting rats. I
use rat jokes too much. Turn around and whip them. They're normal enemies.
Beat them down one at a time (or whoever is closer). Once one has been
defeated, another Scuzz will drop down from above you. Once another Scuzz has
gone to that big swiss cheese hole in the sky, a fourth Scuzz will join the
party. After you have defeated all four Scuzzes, climb up the ladder. There
is a dorsal wing up here. You know what that means. A Lopar will come out
from behind it. Kill him and move right. Smash open the Bonus Pod to get some
health. Climb down the ladder and move right. Two Scuzzes will exit the
door. Kill them both off and enter the door to have a boss fight!
<----------------------------------------------------------------------------->
BOSS: GENERAL SLAUGHTER
General Slaughter is a lot like Abobo and is good practice for the Shadow Boss
fight in stage 6-1. He likes to charge hit you. He's using your moves against
you! That's no fair. He also will beat you into oblivion. Yeouch!
You have a few options. You can charge hit him too but it's risky. If you
charge hit at his charge hit, he'll hurt you. The best thing to do is to
position yourself slightly above him and beat on him. Once you do a smash hit,
run off. Repeat this process until General Slaughter is knocked away.
If he tries to charge hit you, jump away. Sometimes he'll stop short, but
just in case he decides to pull through, you'll be out of the way.
Be sure to use the health in the Bonus Pod in this room to your advantage.
This room is tight, so use every bit to help you.
<----------------------------------------------------------------------------->
Once outside, climb up the ladder to your right. Smash the Bonus Pod to
receive 5000 points. To the right of the Bonus Pod is a ladder. Descend the
ladder and move right to find mini-afterburners. These things go in and out a
lot faster and hurt just as much. In the real world, of course, big
afterburners hurt more. Depends on your style. The afterburners start at the
bottom and go up the ladder. So you have to climb the ladder while avoiding
the afterburners. The first side is simple enough. Wait for the first
afterburner to leave your side and work on the second ladder. That's your
cue to get onto the ladder. When the second afterburner attacks the right
ladder, move up some more. When the final afterburner goes for the right
ladder, move to the top of the ladder. Of course, now you have to move right
and go down this ladder. It's slightly more difficult. Wait for the bottom-
left afterburner to activate. Now you start descending the ladder, waiting
at the top afterburner. Wait for the afterburner cycle to get to the top-left
afterburner. At that point, move down to the second afterburner. Wait for the
middle-left afterburner to start up, and then climb down off the ladder and
move right.
Climb up this ladder and move over to the dorsal wing. This isn't good.
Two Lopars will obviously come your way. Start by running to the right of the
wing. The first Lopar will come from here. Beat him up, and run left. Jump
over the shuriken that the left Lopar has thrown and beat him down. Now you
face a relative of an old enemy: the Windowman of Doom! He throws dynamite out
of his window down in the middle of the rocket. The first Windowman is on the
left window. When he throws a stick of dynamite up, grab it and run towards
the left wall. Throw the dynamite at the wall. It will bounce down into the
Windowman's window and kill him. Just one hit too. Now a Windowman will come
out of the right window. Grab some dynamite and stand so that one foot is on
the left red stripe and one is on the blue part. Throw the dynamite right to
destroy this Windowman. The final Windowman of Doom comes from the middle.
Grab some dynamite and stand above the left window. Toss the dynamite right
to destroy this Windowman.
Now move right. There's another afterburner here. Wait for it to dissipate,
and then jump over it. Move right, jump over this afterburner, climb down
the ladder, walk left, and enter the door to find out what happened to General
Slaughter.
<----------------------------------------------------------------------------->
BOSS: GENERAL SLAUGHTER
General Slaughter is a lot like Abobo and is good practice for the Shadow Boss
fight in stage 6-1. He likes to charge hit you. He's using your moves against
you! That's no fair. He also will beat you into oblivion. Yeouch!
You have a few options. You can charge hit him too but it's risky. If you
charge hit at his charge hit, he'll hurt you. The best thing to do is to
position yourself slightly above him and beat on him. Once you do a smash hit,
run off. Repeat this process until General Slaughter is knocked away.
If he tries to charge hit you, jump away. Sometimes he'll stop short, but
just in case he decides to pull through, you'll be out of the way.
In this fight, you have a longer battlefield. About halfway through is a
Bonus Pod with a 1up in it. Be sure to use this when you need it. If you
want, you can charge hit the General to the other side, but I'd recommend just
using the space as needed. Also, there are boxes that you can jump on. While
he cannot charge hit you up here, he can still punch your lights out. Use this
to dodge his charge hits.
<----------------------------------------------------------------------------->
Now you have another set of ladders and afterburners. These start at the top.
Wait for the bottom-right afterburner to activate before getting on. Wait for
the middle-right afterburner to start to move up, and the top-right afterburner
to move up to the top. Go right and go back down. It's a little harder this
time, simply because of the awkwardness of it. Once the middle-left
afterburner starts, begin moving down the ladder. Wait for the bottom-left
afterburner to start before hitting the middle part of the ladder and for the
top-left afterburner to start before you get off the ladder.
Now run right. This set of afterburners is actually easier. Wait for the
bottom afterburner to stop, and then start climbing. Pass the second after-
burner when it has dissipated and move up so that you're in the gap between the
second and third afterburners. Wait for the third afterburner to quit, and
then finish ascending the ladder. Run right to get into Lopar mania! The
first Lopar comes at you from the right wing. He jumps at you. You might be
able to uppercut him. Once he's dead, a Lopar will come at you from the right
side of the left wing. Kill him off. By the way, if you're inclined to jump,
make it quick. Grab onto the upper bar, press up to dodge whatever it is
you're dodging, and get down. Otherwise, the Lopars will jump kick you and
hurt you. The subsequent Lopar comes from the right side of the middle wing.
Defeat the loopy Lopar. The fourth Lopar jump kicks out from the left side of
the middle wing, so be sure that you're not on the left side of the screen.
There is a slight problem. The fifth and final Lopar comes out of the right
side of the left wing. He can hurt you if you're not careful. The best thing
to do is to let him jump out and then kill the first Lopar. Deal with the last
one later. Once all five Lopars have been beaten, continue walking right.
Grab the health from the Bonus Pod and you enter...
Level 5-2
---------
Enemies: Lopar, Scuzz, Windowman of Doom, General Slaughter, Robo-Manus
Run right. When you're over the ladder, a Lopar will jump out at you. Jump
over his projectile and knock the fire out of him. Climb down the ladder.
Run to the right and two Scuzzes will confront you: one from the door and one
from the right side of the screen. Stand in front of the door until you see
the Scuzz coming from the right. Charge hit him. Now turn around and charge
hit the other Scuzz. Once you kill one of them, another Scuzz will jump down
from the top of the screen. Dispose of him as well. Start walking right and
a Lopar will leap out of the window, breaking it in the same style as dynamite,
Doormen, Windowmen, and everything else that breaks through windows. Leap
over his shuriken and kill him off. Continue on to encounter two Scuzzes that
come out of the doors. Charge hit the one on the left and then the one on the
right. When you kill one, a Scuzz will drop in from the top to replace the
deceased. When you kill another one, a Lopar will come in. Take care of him
before you finish off the final Scuzz. Once all four foes are defeated, keep
on truckin' right.
As you pass the first two windows, a Lopar will jump out of the first one.
Annihilate him to cause two Scuzzes to come out from the two doors. As usual,
charge hit one of them, turn around, charge hit the other, and repeat until
they are both dead. As you kill them, the two windows become occupied with
Windowmen of Doom. Deal with the one on the left first. Grab some dynamite,
and run to the door on the left. Jump up and throw the dynamite at the peak of
your jump. It will go straight through the window and land in there, killing
off the Windowman. Grab some more dynamite. Stand in front of the window
where the first Windowman was. Jump up and toss the dynamite at the peak of
your jump to defeat this Windowman. Continue right. When you're near the
orange door, two Scuzzes will jump down to attack you. Deal with them in the
usual manner. Once you kill one of them, a Windowman of Doom will occupy the
window. After killing the second Scuzz (or, for a more fun and dangerous way,
run around until the dynamite kills the Scuzz), pick up the dynamite, and stand
in front of the blue door. Jump up and throw the dynamite to kill off this
Windowman of Doom. The orange door opens. First, though, climb the ladder
and smash the Bonus Pod to receive some health. Now enter the orange door to
face, hopefully for the final time, the one (?), the only (?), the...
<----------------------------------------------------------------------------->
BOSS: GENERAL SLAUGHTER
This guy just doesn't give up.
General Slaughter is a lot like Abobo and is good practice for the Shadow Boss
fight in stage 6-1. He likes to charge hit you. He's using your moves against
you! That's no fair. He also will beat you into oblivion. Yeouch!
You have a few options. You can charge hit him too but it's risky. If you
charge hit at his charge hit, he'll hurt you. The best thing to do is to
position yourself slightly above him and beat on him. Once you do a smash hit,
run off. Repeat this process until General Slaughter is knocked away.
If he tries to charge hit you, jump away. Sometimes he'll stop short, but
just in case he decides to pull through, you'll be out of the way.
The second you enter, start moving. He'll be swinging. This room is small
and has a box, but that doesn't help you much. Hit when you can. Use the
Bonus Pod in the back for health.
<----------------------------------------------------------------------------->
Climb up the ladder on the outside to find a dorsal wing. Uh-oh! The first
Lopar will jump kick over you and land near the left dorsal wing. The position
is perfect. Start beating on him. Keep punching after he goes away because
another Lopar will reveal himself behind that wing and you can knock them out
all at once. Descend the ladder and enter the orange door to find...oh no...
BOSS: GENERAL SLAUGHTER
Just kidding.
Two Scuzzes greet you in this small cabin. You only know that because of the
window. Beat on the one to your right first and then the one on the left
should be taken care of. Continue walking right. Two more Scuzzes will
surround you from the left and from the right. Attack the one on the right
first, followed by the Scuzz on the left. Continue running through the
missile hallway. There are two more Scuzzes here. You can't see him, but
there is one on the right. Dispose of him first. Now kick the rear of the one
on the left with your big bad foot. The door is now open. Exit the door to
find one more set of afterburners. These are easy to handle. Wait for the
first flame to go away, and start climbing the ladder. Wait for the second
flame to extinguish, and then go halfway up. When the third flame dissipates,
finish climbing the ladder to be greeted by a huge afterburner. When it stops
afterburning, jump over it and keep going right. Now you're at the cockpit of
the missile. Run over the cockpit to engage the boss fight.
<----------------------------------------------------------------------------->
BOSS: ROBO-MANUS
This is the hardest boss fight in the game.
With those words of encouragement, let's look at Robo-Manus' attacks. He has
a head that can move around. It will fire a laser. He will jump around.
There is an extraordinarily pathetic and fun way to do this. It's hard to
pull off. You keep his body in the air. Hit him, and he'll go flying. Hit
him again before he hits the ground. Keep this up and he'll die. This gets
harder as the fight goes on, but it is really, REALLY fun. Remember, though,
that one of his moves is to jump on you. Make sure you hit him at an angle.
You don't even have to have him in the air the whole time. If he lands far
away (or at all in the later parts), wait for him to fire some lasers before
you knock him up again.
Otherwise, wait for him to stop firing lasers and give him the ol' charge hit
or a smash hit.
<----------------------------------------------------------------------------->
T. Bird continues to banter (again, kinda funny). Robo-Manus brings up a
really good point. You just killed the pilot of a destructive missile that was
headed towards the Earth. It's still gonna hit it.
Now it's time to bring this baby home!
0=~=~=~=~=~=~=~=~=~=~=~=~=~=~0
| 3.06: Shadow-Boss Showdown |
0=~=~=~=~=~=~=~=~=~=~=~=~=~=~0
Shadow Boss is waiting for ya!
Level 6-1
---------
Enemies: Guido, Walker, Shadow Boss, Sparkbolt
You fall a long ways down into the Shadow Boss' lair. Start by going right.
A crucial part of this short stage is the lamps. You can hang on them. That
is how you defeat the Shadow Boss. Anyway, start by defeating the two Guidos.
Continue right. WHOA! There's a shadow following you! Keep an eye out for
him. When you enter the next area, a Guido awaits you. Knock it away, and
then turn around to confront the Walker that has come up from behind you.
Don't take its leg. It doesn't help you much and slows you down. You need all
the speed you can get. You're fighting ninjas, remember? Once he has been
knocked out, continue right, followed by the mysterious shadow ninja. The next
area involves two Walkers coming at you from both sides. Charge hit one,
turn around, charge hit the other Walker, and repeat until they both have
fallen.
The next area involves three stubborn Guidos. A good sitcom title? Perhaps,
but right now we have to defeat them. The charge hit technique works here.
It's kinda hard to do. Charge hit one of the two coming from the right. Now
turn around and charge hit one coming from the left. Turn around and charge
hit another one coming from the right. Turn around, and charge hit the left
wall. You'll still hit the Guido here even though you can't see him. Repeat
this until all three Guidos have been terminated. Continue moving. Now it's
time for SUPER HAPPY GUIDO FUN TIME. A seemingly endless amount of Guidos
come in. Charge hits are almost futile, but they're pretty much the only way
to make progress. The Guidos might hit themselves sometimes. Don't hang on
the ceiling. They can jump kick you there. You can kick the lamp off. DON'T.
You'll need it soon. Once all of the Guidos have been eliminated, it's time
for final showdown #1...
<----------------------------------------------------------------------------->
BOSS: SHADOW BOSS
That shadow running behind you reveals itself to be the Shadow Boss. He
fights like General Slaughter. Like I said. The difference is that he likes
to beat you and it will hurt when he does. Another difference is that he can't
hurt you at all when you are hanging on the lamp. He does massive charge hits
that will HURT.
The easiest way to do this is to hang on the lamp, drop down, beat on him a few
times, and then jump back up. If you want to play it safe, take one or two
hits before jumping back up. After a few hits, only his head will be left.
This is your cue to jump back onto the lamp. He'll rematerialize soon. Hit
the B button extra fast when you see the Shadow Boss extend his arm. He's
about to get a choke on your character and beat him down. Hold towards him
while pressing B for a more effective hit to avoid the choke. Anyway, a
general rule of thumb is to jump back onto the light when you do a smash hit.
When his health gets low, he'll start doing charge hit combos. He does a
charge hit three times back and forth, bouncing off the walls. This is tough
to avoid, so just remain on the lamp. Since you can easily avoid it by getting
onto the light, his charge hits are a good sign. Just keep this fighting up
to finish off the Shadow Boss.
Something is weird. Half the time, you can actually hit the Shadow Boss'
charge hit with one of your own and hurt him instead of vice-versa. It's
not something I'd risk, though; those charge hits hurt.
<----------------------------------------------------------------------------->
After the Shadow Boss shrinks and disappears, go right. This stage still
has some Sparkbolts for you to deal with. Only three. Wait for the Sparkbolts
to be on the lamp and run through. After you get through all three, exit
through the door.
T. Bird uses what I consider one of the coolest phrases ever ("crusin' for a
brusin'"), and the Shadow Boss reminds you that the Dark Queen still wants to
play. Now it's time for the final stage!
0=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=0
| 3.07: Armageddon II - The Rematch |
0=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=0
This is it! You board the Queen's ship. She calls the Shadow Boss a masked
moron (she is really good at insults), and we start the stage. The final
stage. The...
Level 7-1
---------
Enemies: Shadow Marine, Retro Blaster, Mechno-Mitt, Dark Queen
The level starts out with you fighting two green Shadow Marines. One charge
hit per takes them both out. Continue on. Two more Shadow Marines await
you in the next area. Kill them off. The next area has two Retro Blasters.
Wait for one of them to become level with you and do the Bam Bam swing to
defeat them. This is just like stage one! Continue moving forward. Three
Shadow Marines are ready to have fun here. Charge hit them (and they'll hit
themselves a few times) until they are dead. Now you enter the final area of
the game. At the computer, a Mechno-Mitt comes out. As always, wait for it
to drop, and then smash its digits. Four hits does this thing in. There is
very little time between the Mechno-Mitt's miss and the time it pulls its hand
out of the ground, so be ready! Now you've angered the Dark Queen. It's time
to play.
<----------------------------------------------------------------------------->
BOSS: DARK QUEEN
She comes out in a burst of fire, ready to deal with you! MWAHA!
She's pathetic.
For the first half of the battle, you're fine as long as you don't jump when
she's not underground. She fires magic above you for the first half. When
she's hit, she'll go back underground. There is a fireball above where she
is. Jump over it if it gets near you. With each hit, she attacks faster.
Halfway through the battle, she'll throw magic at ground level, so you'll have
to jump over it.
Your strategy should be the same. Dodge her magic and then attack her. Charge
hit her if possible. Jump over her fire as she goes underground, and repeat
the process when she reemerges. Remember, though, wait for the magic to pass
before you charge hit. Otherwise, you'll still hit it (you fly back after
hitting her).
If you need it, the computer spits out Bonus Pods with various powerups in
them. You really shouldn't need them for awhile. It's a devious trap by the
Dark Queen. She wants to make you scared of nothing! Just like that time when
you were scared of the grey toy elephant that made the roaring noises!
Seriously, she wants you to jump up to slam it and get hit by her magic. If
you really need it, wait until the Queen is underground before you grab the
Bonus Pod.
Also, don't assume you know when she's going to emerge or how high she'll be.
Look before you leap.
<----------------------------------------------------------------------------->
When she is killed, the Dark Queen sinks into the ground and you've just beaten
Battletoads & Double Dragon! Check the Ending section for the ending!
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
IV. Appendices
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
0=~=~=~=~=~=~=~0
| 4.01: Bosses |
0=~=~=~=~=~=~=~0
<----------------------------------------------------------------------------->
Abobo
Level 1-2
Abobo is big. Really big. That's about all this dumb lug has going for him,
though. He is strong, though, and you shouldn't let him get near you. The
best way to defeat Abobo is to run around and dodge him until there is a bit
of distance between you and there is a horizontal straight line in between you
and he. When that happens, run towards him and start beating on him until you
do a smash hit. When you do, back off and repeat the process. Do this a lot
and he'll die off.
Another strategy that I figured out makes this battle way too easy. The door
that Abobo comes out of does not, contrary to its apperance, have depth. As
such, if you do a charge hit [run (tap right twice) and hit B when you're a
little ways away] when he comes out the door (although it couldn't hurt to
allow him a little distance), he'll fall back to the door. He won't be able
to maneuver around you. So after you do a charge hit, run back a little ways
and do it again. If you do this quickly enough -- and you do have a decent
window of time -- he will not be able to escape from this pin, will not be able
to counter-attack you, and will die off very quickly. This is the easiest way
to defeat Abobo.
<----------------------------------------------------------------------------->
<----------------------------------------------------------------------------->
Big Blag
Level 2-3
Big Blag is big and looking at him makes a person say "blag." Not really.
That wasn't the first word that came to my mind. More like "ugh." Regardless,
Big Blag throws his weight around. He jumps and punches. It's a really simple
strategy that works really well. The trick to defeating him lies in timing.
Big Blag is arrogant. He'll jump and punch at the same time. When he lands,
he'll grin. At this point, he's defenseless but only for a short time. When
he is like this, run towards him and hit him a few times. When you perform a
smash hit, back off. Alternatively, you could do a charge hit (run and tackle)
on him, but I think you do less damage when you do.
As the battle wears on, Big Blag will jump higher, jump faster, and pause for
less time on the ground. If you can't run to him in time, it might be wise to
do the charge hit. You'll do less damage, but you'll be safer. Either way,
when Big Blag falls back, run off. When Big Blag is really weak, he'll start
jumping off screen and coming down on you. Jump kick him on his way down to
avoid four (!) damage. Repeat this process until Big Blag says his last blag
and dies, falling into the innards of the Colossus and becoming a dirty rat.
On further reflection (i.e. I went and used my strategy), it's probably smarter
to use a charge hit. With the charge hit, you can knock Big Blag into a corner
(be sure to back off when you get too close) and you can hit him at nearly any-
time (regardless of his aerial status). The exception is when he jumps really
high. When Big Blag comes back down from a super jump (to crush you), do a
charge hit, and you'll ram his feet, knocking him away from you.
<----------------------------------------------------------------------------->
<----------------------------------------------------------------------------->
Roper
Level 3-3
This guy is tough. He's got a gun. He's gonna use your rear as target
practice.
Roper has two main attacks. He'll shoot you (and he fires several times,
thus playing ping-pong with you) or he will beat you with his gun if you even
get close to hit. How do you combat this menace?
He's tall. So duck. Move towards him when he is not shooting at you and
keep ducking. When Roper moves towards you, give him a nice uppercut. This
requires a lot of timing, though. If you mess up, he'll beat you down with
his gun. When the barrel of his gun is just about at your head (or when you
think you should), uppercut him. If you've got him cornered, run away.
Otherwise, hold your ground. This is about all you can do. If you charge hit
him, he'll probably shoot you. You can't really get near him. Continue
uppercutting him until he dies.
If you really want to risk a charge hit, run at him. When you are right in
front of him, press B. It hurts him more than the uppercut, but it's
considerably riskier.
Another piece of information you might be able to incorporate into defeating
him is that, right before he shoots, there is a slight pause while he hops.
He's weird like that.
<----------------------------------------------------------------------------->
<----------------------------------------------------------------------------->
Ratship
Level 4-2
The Ratship goes around in circles.
This battle has a few phases.
Phase 1: The two large machine guns on either "arm" of the Ratship are shooting
at you. There are two ways to combat this. The easiest way is to
stay on the bottom side of the Ratship. When there is a break in
the bullets, jet up and fire a few times at the Ratship's guns. Move
back after about three hits. Repeat this until the gun is destroyed,
and then move up to confront the other gun. Be sure to be near the
top of the screen. The other way to go about this is to wait for a
break in the bullets and, while facing the Ratship, fly to the other
side of the screen while firing. You hit both guns with one bullet.
Regardless, you go to phase two once you've destroyed both guns. And
by destroyed, I mean that they no longer fire.
Phase 2: The whiskers of the Ratship fire sparks at you like the Electro
Barriers. They are aimed at you, unlike the machine guns were. Fly
in front of the Ratship and fire away at the nose. When it starts to
shoot, fly up or down so that you avoid all the sparks and repeat the
process until you break the whiskers. Now more machine gun fire
occurs. It is very rapid. Wait for a break, move down, fire one
shot, and get out of there. Repeat until the guns are broken.
Phase 3: The cannons are back. Like the first phase, your targets are the teal
appendages on the side of the Ratship. They fire green blobs straight
forward. Again, run back and forth, firing at the cannons. Once you
destroy one halfway (it explodes), the aiming is slightly better.
They can aim diagonally. Continue the onslaught until one cannon is
destroyed. The other cannon will now fire a lot of blobs. Wait for
a break and fire away! Once it has been destroyed, both cannons will
fire aiming bolts. They are fired two at a time and are decently
easy to avoid. Fly in front of the Ratship until both bolts are in
space. Now fly so that you're aligned with a cannon and fire at it.
Destroy one cannon and the other will begin firing four bolts at a
time. Find an opening and fire at the cannon until it is destroyed.
Don't use homing missiles.
Phase 4: The cannons have been completely destroyed. Now the front of the
Ratship is firing at you wherever you go. There's nowhere to hide.
The trick is to find the very few openings in the fire and run through
them. Your target is the small cannon on the side of the mouth. This
is almost pure skill. Good luck. Once you've destroyed the cannon...
Phase 5: Homing missiles! Dodge the missiles while firing at the center of the
Ratship. Watch out for the explosions! It's worth noting that, if
the missiles hit you, you die regardless of your health. After a few
hits, the Ratship will disintegrate to reveal a missile.
You can substitute most of those steps with GET OUT OF THE WAY AND LET THE
HOMING MISSILES DO THE WORK.
<----------------------------------------------------------------------------->
<----------------------------------------------------------------------------->
General Slaughter
Level 5-1, 5-2
General Slaughter is a lot like Abobo and is good practice for the Shadow Boss
fight in stage 6-1. He likes to charge hit you. He's using your moves against
you! That's no fair. He also will beat you into oblivion. Yeouch!
You have a few options. You can charge hit him too but it's risky. If you
charge hit at his charge hit, he'll hurt you. The best thing to do is to
position yourself slightly above him and beat on him. Once you do a smash hit,
run off. Repeat this process until General Slaughter is knocked away.
If he tries to charge hit you, jump away. Sometimes he'll stop short, but
just in case he decides to pull through, you'll be out of the way.
5-1a: Be sure to use the health in the Bonus Pod in this room to your
advantage. This room is tight, so use every bit to help you.
5-1b: In this fight, you have a longer battlefield. About halfway through is a
Bonus Pod with a 1up in it. Be sure to use this when you need it. If
you want, you can charge hit the General to the other side, but I'd
recommend just using the space as needed. Also, there are boxes that you
can jump on. While he cannot charge hit you up here, he can still punch
your lights out. Use this to dodge his charge hits.
5-2a: The second you enter, start moving. He'll be swinging. This room is
small and has a box, but that doesn't help you much. Hit when you can.
Use the Bonus Pod in the back for health.
<----------------------------------------------------------------------------->
<----------------------------------------------------------------------------->
Robo-Manus
Level 5-2
This is the hardest boss fight in the game.
With those words of encouragement, let's look at Robo-Manus' attacks. He has
a head that can move around. It will fire a laser. He will jump around.
There is an extraordinarily pathetic and fun way to do this. It's hard to
pull off. You keep his body in the air. Hit him, and he'll go flying. Hit
him again before he hits the ground. Keep this up and he'll die. This gets
harder as the fight goes on, but it is really, REALLY fun. Remember, though,
that one of his moves is to jump on you. Make sure you hit him at an angle.
You don't even have to have him in the air the whole time. If he lands far
away (or at all in the later parts), wait for him to fire some lasers before
you knock him up again.
Otherwise, wait for him to stop firing lasers and give him the ol' charge hit
or a smash hit.
<----------------------------------------------------------------------------->
<----------------------------------------------------------------------------->
Shadow Boss
Level 6-1
That shadow running behind you reveals itself to be the Shadow Boss. He
fights like General Slaughter. Like I said. The difference is that he likes
to beat you and it will hurt when he does. Another difference is that he can't
hurt you at all when you are hanging on the lamp. He does massive charge hits
that will HURT.
The easiest way to do this is to hang on the lamp, drop down, beat on him a few
times, and then jump back up. If you want to play it safe, take one or two
hits before jumping back up. After a few hits, only his head will be left.
This is your cue to jump back onto the lamp. He'll rematerialize soon. Hit
the B button extra fast when you see the Shadow Boss extend his arm. He's
about to get a choke on your character and beat him down. Hold towards him
while pressing B for a more effective hit to avoid the choke. Anyway, a
general rule of thumb is to jump back onto the light when you do a smash hit.
When his health gets low, he'll start doing charge hit combos. He does a
charge hit three times back and forth, bouncing off the walls. This is tough
to avoid, so just remain on the lamp. Since you can easily avoid it by getting
onto the light, his charge hits are a good sign. Just keep this fighting up
to finish off the Shadow Boss.
Something is weird. Half the time, you can actually hit the Shadow Boss'
charge hit with one of your own and hurt him instead of vice-versa. It's
not something I'd risk, though; those charge hits hurt.
<----------------------------------------------------------------------------->
<----------------------------------------------------------------------------->
Dark Queen
Level 7-1
She comes out in a burst of fire, ready to deal with you! MWAHA!
She's pathetic.
For the first half of the battle, you're fine as long as you don't jump when
she's not underground. She fires magic above you for the first half. When
she's hit, she'll go back underground. There is a fireball above where she
is. Jump over it if it gets near you. With each hit, she attacks faster.
Halfway through the battle, she'll throw magic at ground level, so you'll have
to jump over it.
Your strategy should be the same. Dodge her magic and then attack her. Charge
hit her if possible. Jump over her fire as she goes underground, and repeat
the process when she reemerges. Remember, though, wait for the magic to pass
before you charge hit. Otherwise, you'll still hit it (you fly back after
hitting her).
If you need it, the computer spits out Bonus Pods with various powerups in
them. You really shouldn't need them for awhile. It's a devious trap by the
Dark Queen. She wants to make you scared of nothing! Just like that time when
you were scared of the grey toy elephant that made the roaring noises!
Seriously, she wants you to jump up to slam it and get hit by her magic. If
you really need it, wait until the Queen is underground before you grab the
Bonus Pod.
Also, don't assume you know when she's going to emerge or how high she'll be.
Look before you leap.
<----------------------------------------------------------------------------->
0=~=~=~=~=~=~=~=0
| 4.02: Enemies |
0=~=~=~=~=~=~=~=0
These are listed in alphabetical order. I originally had a 'how to defeat'
part, but really, all you do is attack. For the special cirumstances, a
'notes' part was added.
Enemy : Astro Boulder
Location : 4-1
Description: An asteroid. When it is destroy, it breaks into little pieces
that you have to destroy.
Notes : Just like the arcade game!
--
Enemy : Buzz Disc
Location : 3-1
Description: An electric disc that tries to cut you into pieces. It patrols
the walls of the Colossus.
Notes : You can't win. Just jump over it.
--
Enemy : Crusha
Location : 3-1, 3-2, 3-3
Description: It's a piston tryin' to crusha.
Notes : Run under it. You can't hurt it.
--
Enemy : Doorman of Doom
Location : 2-1, 2-2
Description: A guy that hides behind a door. He tosses dynamite at you.
Notes : Pick up the dynamite, and throw it back into the door.
--
Enemy : Electro Barrier
Location : 3-1, 3-2, 3-3
Description: An electric barrier. With the exception of 3-3, it shoots off
bolts to try and hurt you.
Notes : With the exception of 3-3, deactivate it with a lever. In 3-3,
just avoid it.
--
Enemy : Golbot
Location : 1-1
Description: A golden robot. Hence his name.
Notes : None
--
Enemy : Guido
Location : 2-1, 2-2, 6-1
Description: A tough enemy with a tough atitude. Try not to be in the air
when fighting him.
Notes : None
--
Enemy : Linda Lash
Location : 3-1, 3-2
Description: Seriously, who named her? She's a whip-wielding woman who will
hurt you if you even get close.
Notes : Charge hits are your friend.
--
Enemy : Lopar
Location : 5-1, 5-2
Description: An enemy of the Dragons. He throws a shuriken, cartwheels, and
then jump kicks. He is weak defensively but can kick your rear
if unattended.
Notes : In a group of foes, fight the Lopar first.
--
Enemy : Mechno-Mitt
Location : 1-1, 1-2, 7-1
Description: A mechanical hand. It tries to hand your rear to you by crushing
you.
Notes : Smack its fingers while the hand is stuck in the ground after it
misses you.
--
Enemy : Mine
Location : 4-1
Description: It's mine. There are three types. The similarity is that they
all blow up. The first excretes needles up, down, left, and
right. The second launches needles diagonally. The third just
blows up.
Notes : You CAN shoot them, but don't.
--
Enemy : Raven
Location : 3-1, 3-2, 3-3
Description: A raven. They fly at you if you get too close. They're really
hard to defeat if they start moving.
Notes : Kick them while they're perched.
--
Enemy : Retro Blaster
Location : 1-1, 7-1
Description: A blue thing that swoops up and down. It fires a few times at
you.
Notes : The easiest way to defeat it is when it is level with you.
--
Enemy : Ryder
Location : 2-3
Description: A Psyko-Pig riding a speeder bike. He's in a biking gang.
Notes : Kick him off his ride.
--
Enemy : Scuzz
Location : 5-1, 5-2
Description: A rat. A FIGHTING rat. These pop up everywhere. They're hardly
different from Shadow Marines.
Notes : None
--
Enemy : Securi-Cam
Location : 3-1, 3-2, 3-3
Description: A security camera that fires bullets at you. It can be wall-
mounted or ceiling mounted and can move back and forth.
Notes : Wrecking Ball Smashes work so well.
--
Enemy : Shadow Marine
Location : 1-1, 7-1
Description: A minion of the Shadow Boss, he wanders around trying to hurt
you. He can be blue or green.
Notes : None
--
Enemy : Sparkbolt
Location : 3-2, 3-3, 6-1
Description: A bolt that patrols corridors by bouncing back and forth.
Notes : Slide past it while it is away from you.
--
Enemy : UFO
Location : 4-1
Description: These things move around a lot and shoot at you. Each color gets
faster.
Notes : Follow them. It makes shooting easier.
--
Enemy : Walker
Location : 2-1, 2-2, 5-1
Description: A big walking thing. It has a cockpit and legs.
Notes : It drops a leg that can be used as a weapon.
--
Enemy : Windowman of Doom
Location : 5-1, 5-2
Description: Related to the Doorman. He tosses dynamite from his window. Pick
it up and throw it back like a bad fish. Unlike his relative,
only one hit is required to defeat him.
Notes : None
0=~=~=~=~=~=~=~=~=~=~=~=~0
| 4.03: Multiplayer Tips |
0=~=~=~=~=~=~=~=~=~=~=~=~0
Just so it's clear, the difference between games A and B with the multiplayer
is that you can hit your partner in game A. It can be more fun (if they lag
behind and won't let the screen move), but it can also be annoying.
-Use your partner to your advantage. Especially in big groups of enemies, your
partner should take half of the enemies while you take the other half.
-Have one character be a Dragon. The Dragons have a special Dragon Force
technique where he can throw his partner.
-In boss fights, have your partner stand on one side of the room, while you
stand on the other. Especially with Robo-Manus and Shadow Boss. You can get
into a full-fledged ping-pong game with that. Both partners should hang on a
lamp with the Shadow Boss.
-Be sure to communicate with your partner.
-Share the Bonus Pods. Don't be a jerk.
-Stagger yourselves. Have someone fall behind. This helps avoid obstacles
and defeat enemies. I'm not sure if there are two pods for stage four; I'd
appreciate input regarding that.
-(From Joseph Tek Fox) If you and your partner have turbo controllers, you can
overwhelm the sprite limit and cause some enemies that fire light fire (Mines,
UFOs, Ratship, etc.) to fail to fire!
-(From Joseph Tek Fox) If you're mean, you can target your partner's Pod (4-1,
4-2) with the homing missiles and destroy them in one shot!
-(From Joseph Tek Fox) You can also kick your partner off the Speeder Bike.
-Have fun! Seriously, this game can be tons of fun. Good times.
0=~=~=~=~=~=0
| 4.04: FAQ |
0=~=~=~=~=~=0
1Q: What are the benefits to multiplayer?
1A: You can defeat enemies easier (they don't gang up on you) and it's slightly
more fun.
--
2Q: Why Battletoads & Double Dragon? Why not Super Mario?
2A: For a few reasons. For starters, the game style was similar. It's also
a cool combination and good for buisness. And they're made by the same
company.
--
[Double Dragon spoilers]
3Q: Wasn't Shadow Boss -- Jimmy Lee -- killed after Double Dragon 1?
3A: A new Shadow Boss emerged in Double Dragon II.
[End Double Dragon spoilers]
--
4Q: How hard is this game?
4A: It's hard the first time around, but it's worth the effort.
--
(Joseph Tek Fox provided this information that I didn't add to the guide
originally)
5Q: Why is the seventh stage called Armageddon II? What was Armageddon I?
5A: Armageddon I was what the final stage was called in the original
Battletoads.
0=~=~=~=~=~=~=0
| 4.05: Codes |
0=~=~=~=~=~=~=0
-<Start with 5 lives>-
Hold up, A, and B at the same time on the player selection screen. Pick your
character, and then press start.
-<Stage Select>-
Press down, up, up, down, A, B, B, A, and start. You go to a stage select
screen and gain ten lives. Note that the ending changes.
0=~=~=~=~=~=~=~0
| 4.06: Ending |
0=~=~=~=~=~=~=~0
Naturally, T. Bird banters with the Dark Queen ("Dark-has-been"). And
obviously, the Dark Queen banters back ("Winged weirdo"). She promised to
be back. Of course she will. She's a villain in a video game. She'll be
back. She drops your character out of her ship and flees. You're informed
that the Dark Queen escapes into space, while the Shadow Boss hides in the
dark alleyways. Like Michael Jackson... Of course, the 'toads and Dragons
go separate ways. They're called the ultimate team. Yay. You get the total
time that it took for you to complete the game, and then the game restarts.
--Note--
If you use the warp, Dark Queen calls you a cheater, and the ending goes on
normally.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
V. Last Words
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
0=~=~=~=~=~=~=~=~=~=~=~=~=~=~=0
| 5.01: Copyright Information |
0=~=~=~=~=~=~=~=~=~=~=~=~=~=~=0
Battletoads & Double Dragon and all characters, stages, items, and other
related things are copyright to Tradewest and Rare 1993. This
guide/FAQ/walkthrough is copyrighted (c) 2001-2004 to Trace Jackson, and is the
intellectual property of Trace Jackson.
This guide/FAQ/walkthrough is protected under International Copyright Laws.
Please feel free to put this anywhere you like, as long as I get credit for it.
After all, this is to help the readers! It should be spread around! I WOULD
like it if you emailed me asking for permission, but it's not necesary. Just
realize that the latest updates to this guide can and will always be found at
IGN FAQs (faqs.ign.com), GameFAQs (www.gamefaqs.com), and Meowthnum1.com
(www.meowthnum1.com). Just please credit me for it and don't make any profit
off it.
The following are sites that can not use my work. If you see these sites using
any of my FAQs, please e-mail me ASAP. Each of these websites are sites that
have plagiarized myself or others in the past, or simply taken our works
without our prior permission. Since they do not have enough respect for the
authors (or an ignorance of the law), I am expressly forbidding them from using
my work. I will not condone such sites that partake in these actions.
911 Codes
http://911codes.com
9 Lives
http://www.9lives.ru/eng/
Bean's PSX Dimension
http://www.bean.dk/psx/index.htm
Cheat Code Central
http://www.cheatcc.com
Cheat Index
http://cheatindex.com
Cheat Matrix
http://cheatmatrix.com
Cheat Search
http://cheatsearch.com
Cheatstop
http://www.panstudio.com/cheatstop/
CNET Gamecenter
http://games.netscape.com/Faqs/
Console Domain
http://www.consoledomain.co.uk
Dirty Little Helper
http://dlh.net
Dark Station
http://www.darkstation.com/
Dreamland
http://kirby.pokep.net
Games Domain
http://www.gamesdomain.com
Game Express
http://www.gameexpress.com
Games Over
http://www.gamesover.com/
Mega Games
http://www.megagames.com
Square Haven
http://www.square-haven.net
Ultimate System
http://www.flatbedexpress.com
VideoGaming.net
http://www.videogaming.net/
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| 5.02: Revision History |
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Version 0.9 (6/2/04) - I completed this entire guide. When I get it, I'll
update this guide with ASCII art.
Version 1.1 (8/3/04) - ASCII art added and an unexpected AIM conversation with
Joseph Tek Fox revealed a lot of new information.
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| 5.03: Contact Information |
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Before emailing me, please make sure that whatever question you have wasn't
addressed here in the guide. If it's not a question (i.e. input, suggestion,
correction, etc.), please go ahead and email me. I'm not too picky about
grammar, but if I have no idea what you're saying, I might ask for some
clarification. I'll take emails in Spanish or English. Doesn't matter to
me. No me importa.
I'd appreciate whatever you've got. Questions (again, as long as it's not
answered here), inputs about ideas that I've raised, suggestions or corrections
for the guide, requests for using parts of the guide, problems in life, jokes
(as bad as some of these are in the guide), praise emails (ha!), or whatever
else is on your mind.
Email: meowthnum1 [at] meowthnum1 [dot] com
I wasn't too bad about doing the spam thing at first. Now half of my emails
are virus emails. Just replace the [at] with @ and the [dot] with ..
You could also use AIM. I'd prefer these be quick questions, but I really
can't stop you from long, involved ones. To be honest, I prefer emails. AIM
is still here. That's TracesWritingAIM.
By the way, if anyone needs a map section, please tell me. I was going to
do it originally, but I cut it out of the final version. If someone needs it,
I'll add it back in. It's not a problem.
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| 5.04: Credits |
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-CE - Putting up with me.
-Cool 96.9 - Great oldies music.
(cool969.com)
-Croco - Help with placement and being awesome.
-Meg Delaney - Giving me two great REM CDs and being awesome.
-FAQ Contributors - Putting up with me.
-Joseph Tek Fox - A LOT of information (multiplayer, trivia, character
differences, etc.)
-Brett Franklin - Giving me the codes.
-Jittery - Input about placement of items and multiplayer tips.
-Steve McFadden - Help with some enemies.
-LizAnn Nealing - Giving me this great Simon and Garfunkel CD and being an
awesome person.
-Nathan Norris - Great fanfiction that kept me entertained.
-Regulator - Input regarding placement of some sections.
-REM - Awesome band.
-scurty234 - ASCII art.
-Simon and Garfunkel - Another great band that helped me through this.
-Brian Sulpher - Helping me out all the time and listening to my
rambling. Great guy.
-102.9 - The Point - Great 80s music that I listened to while writing.
(1029i.com)
-David Ware - Doing what little he could to help and pretending to
care. Another great guy.
-WrestlingRPGFan - Input about placement on some things.
-World of Nintendo - For their instruction manual, which I referred to a lot.
(world-of-nintendo.com)
-VGK - Lots of help and encouragement. Helped with the
placement of some sections.
-And you, the reader - Reading this and giving me a reason to make this crazy
guide.
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| 5.05: Waydigo, 'toads! |
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Interestingly enough, that is a quote from Professor T. Bird (or at least one
an old issue of Nintendo Power made up for him). I've really enjoyed this. I
have not enjoyed writing like this since Super Mario RPG. I hope you've
enjoyed this guide and that it has helped you. I'd appreciate any input you
have regarding this guide (see the contact section). I know I've missed stuff.
I'm not that good. You'll get credit for anything you give me. Enjoy life!
--Trace Jackson