Battletoads FAQ v1.0 (4/28/97)
By Mark J. Popp <
[email protected]>
http://www.geocities.com/Area51/Vault/1336/index.html
Battletoads (NES) Tradewest
***
Introduction
Level 1 - Ragnarok's Canyon
Level 2 - Wookie Hole
Level 3 - Turbo Tunnel
Level 4 - Arctic Cavern
Level 5 - Surf City
Level 6 - Karnath's Lair
Level 7 - Volkmire's Inferno
Level 8 - Intruder Excluder
Level 9 - Terra Tubes
Level 10 - Rat Race
Level 11 - Clinger-Wingers
Level 12 - The Revolution
Warps
Contact Info
***
*Introduction*
I know this game is old, but I thought some of you could use a FAQ for this
mega-challenging cart. If you are thinking about picking up this game, I hope
you like a challenge. While the game is very entertaining, you won't stand a
chance with this cart unless you have excellent reflexes and a desire to
repeat things over and over (and over and over) before you pass them. This
game doesn't let up for a minute. Despite the fact that you can play with a
buddy simultaneously, if you both aren't really good players, expect a lot of
frustration. It's probably easier to play alone because of the amount of
synchronization needed alone.
*A NOTE REGARDING THE CHALLENGE RATINGS*: They are a subjective score between
1-10 (1 being low, 10 high) of how difficult the levels and bosses are. It is
assumed you have mastered the previous levels before you go to the next. The
scores are weighted on a curve, meaning that once you have mastered a
difficult level, those skills will make it easier to pass a similar level later
on. Using the warps and skipping levels will only detract from the game and
make it harder for you later on; you'll need ALL your skills to complete the
game. Although levels like the Rat Race and Clinger-Wingers are extremely
difficult, they won't be as hard after you have completed (and mastered) levels
like the Turbo Tunnels and Volkmire's Inferno. Expect each level to seem
impossible when you first try it, but through practice and perseverance, you can
make it through.
*Extra Lives Code*
On the Title Screen, press and hold the A Button, the B Button and Down on the
Control Pad. Then press the Start Button and you'll begin with five Toads
instead of the usual three. Use the code whenever you continue. This is your
only chance of survival! :)
*2-Player Trick*
If you insist on playing with someone else, use this trick to make it easier.
When the game is over for a player that intends to sit out for a while, let the
continue clock tick down to zero. The other Toad will start at the beginning of
the stage and go solo. When you want to bring in some additional help again,
press the Start Button when the pre-stage map appears. You'll be a team once
again. Use this trick to pass certain levels that one player (but not the other)
doesn't have the skill to do.
***
Level 1 - Ragnarok's Canyon
Challenge: 1
Level Strategy
After you land on the surface of the planet, you'll encounter Psyko Pigs. You
can easily defeat them with regular punches and kicks, but it's quicker to use
your 'Battletoad Butt.' There is also a warp here, see the 'Warps' section for
details. The Silver Psyko Pigs are only slightly more difficult, requiring you
to duke it out for two rounds. Next you'll be attacked by Walkers. After you
defeat them they leave behind parts which you can use as a weapon. You may not
want to 'Butt' them though, because this may bump them off the screen, leaving
nothing behind. The Walker's leg is equal in strength to a special attack, but
you won't get as many points for using it. If you find yourself getting low on
energy in a level, take the time to get flies that periodically appear to
replenish your strength. It's best to stand in one place and flick your tongue
at them, rather than moving around. When you are battling the Dragons, pay
attention to where their shadow lies to ensure a hit. If you want to ride a
Dragon, hit it once to knock it out of the sky then quickly hop onto its back.
You'll be able to ride him until the end of the level. You can make him spit
fire by pressing 'B' or make a jump with 'A.' After you jump the waterfall, it's
a good idea to employ your 'Take Out the Trash' move (assuming you aren't riding
the Dragon) by stepping up to an enemy from above or below when they are on the
ground and pressing the attack button. Then you can throw them off the cliff for
quick disposal. You can also pick up your partner (2nd player) but be careful
where you drop him. Before you jump off the cliff, observe where the 1-Up's
shadow lies, because this will increase your chances of actually getting it.
Observing shadows is an important skills to learn if you want to pick up lives
in later levels. If you miss, there's no way to try again.
Boss Strategy - Tall Walker
Challenge: 2
When you battle the Tall Walker (after you've recovered from the shock, of
course), the view will switch to that of the boss. If you stay to the left or
the right of the screen, the Walker can't hit you. After a laser blast, pick up
the boulder and retreat to the side of the screen. After the Walker fires again,
get into position and hurl the boulder at him. The Walker's view screen will
crack. Hit it two more times to win.
***
Level 2 - Wookie Hole
Challenge: 3
Level Strategy
You'll descend the entire level, defeating enemies as you go. When you encounter
Birds of Prey and Saturn Toad Traps, get as close as possible and attack. If you
stay near either side of the tunnel, you can employ your Wrecking Ball Attack,
but be careful not to hit your buddy in 2-Player Mode. As always, snack on some
flies to replenish your strength as needed. Watch out for Ravens, as they will
cut your line if they get close. After you defeat them, you can use their beaks
as a weapon. If you keep hitting the same bird as you descend, you'll eventually
get 1-Ups, but it's tough to do. When the Retro Blasters appear, be ready with a
Wrecking Ball Attack to take them out in one hit. It takes a lot of punches to
defeat them if you don't. Avoid the electro-zappers in the course by weaving
around them.
***
Level 3 - Turbo Tunnel
Challenge: 8
Level Strategy
At the beginning, defeat the Rats with your Battletoad Butt or with punches and
kicks, but be careful not to go over the edge of an island. Next the 'Vaders
will try to steal your life one block at a time. Knock them out and catch the
blocks as they fall. Consume flies as needed before they get away, and jump
carefully from island to island. It is easiest if you jump near the bottom of
the screen and get a running start. Once you hop on the speed bikes, you'll find
out what this level is all about! Don't be tempted to press the A Button when
you hit a launch ramp, just let the momentum carry you from island to island.
There isn't much strategy that will be useful once you get on the speed bikes,
except you will find it much easier after you have memorized the obstacles in
the course. Time your jumps carefully, don't panic, and don't be surprised if
you find this level next to impossible. It will probably take you many, many
tries before you can pass it. Dodge the stone walls that the Rat Rockets drop on
you, and stay at the top of the screen to jump the Rat Pods that weave in your
path. Consider yourself a decent gamer from this point, and the levels only get
worse! If you do manage to make it to the last section of this level, there is a
Warp available that will take you to Surf City, bypassing Arctic Caverns.
***
Level 4 - Arctic Caverns
Challenge: 5
Level Strategy
After avoiding the falling icicles, punch or jump on the Ice Block to stop it,
then pick it up and carry it to the ice wall ahead. Toss the block to break down
the wall. When you jump down to the Snowman's level, duck immediately under the
first two snowballs, then jump over the third and toss a snowball of your own to
knock him out. Jump over the Ice Block as it slides down, then follow it and use
it against the wall at the bottom. When snowballs come tumbling down towards you
on the inclined platforms, time your jumps carefully. Once you've made it to the
top, get behind the snowman to smash him safely and hurl snowballs at the ice
barrier until it collapses. When you come to a platform traveling over some
rocks, duck to avoid being hit by a stray snowball. After making a small leap,
you will have to duck behind walls to avoid snowballs, and advance towards the
snowman when it's safe. Repeat the procedure with the next snowman until you see
another moving platform. Jump on it (don't forget to duck right away), then leap
to another platform and snag the 1-Up before continuing. After making your way
past some Hedgehogs, destroy another ice barrier before sliding down an incline
and making the jump at the very last second. When you come to a sinking platform
(see the Warps section to find out how you can skip 2 levels), jump at the last
minute to get the most points. You'll have to jump over hedgehogs and run under
walls in the next section; it takes a certain amount of timing before you'll get
it.
***
Level 5 - Surf City
Challenge: 4
Level Strategy
Surf City is similar to the Turbo Tunnel in some ways, but much easier. As
usual, stay near the left hand side of the screen to see what is coming up.
You'll be able to grab a 1-Up if you go off the waterfall at top speed and stay
near the center of the screen. Avoid the whirlpools by staying near the river
bank. After defeating the Walkers, grab a leg to use as a weapon against Big
Blag. He's not too difficult if you trap him against one side of the screen and
beat the shit out of him with the Walker's leg. Keep hitting him in the air
until he's defeated. If he gets away from you and starts jumping around, avoid
standing in his shadow or you'll get squashed. Try to capture the 1-Up in the
middle of the river after things start to speed up again.
***
Level 6 - Karnath's Lair
Challenge: 6
Level Strategy
After a little practice in this level, it shouldn't be too difficult. Try riding
and climbing the snakes in the first section before things get too tough. There
is also a Warp available in section 2 of the level. The trick to riding the
snakes is to watch out for obstacles and jump over them, and to time your leap
onto the next snake as it appears from its hole. Sometimes you'll need to wait
until the last possible second before hopping off a snake's tail and landing on
the next snake that appears. Some of these serpents move quickly, so practice
makes perfect. Memorize the snake patterns and you'll get it eventually!
***
Level 7 - Volkmire's Inferno
Challenge: 9
Level Strategy
Welcome to another speed level! The stage starts out normal, except your Special
Attacks are now standard fare. Jump carefully to the islands and logs. It's
easiest if you are at the top of the screen to make the jumps. When you get on
the plane, stay to the left of the screen as usual to view upcoming obstacles.
When the fireballs fill the screen, stay at the left and weave up and down to
avoid them. When you encounter the rockets, stay to the lower left or middle of
the screen, avoiding the rockets. As you approach the end of the level, only
quick reflexes and memory will get you through. Keep trying!
***
Level 8 - Intruder Excluder
Challenge: 7
Level Strategy
Grab the pipe from the wall as soon as you begin and use it as a weapon. Watch
the Electro-Gaps throughout the level and jump when they stop. When you
encounter the rolling balls, jump quickly to get past them. If you still have
your pipe when you come to the Snot Balls, you can destroy them easily. If not,
you'll have to jump carefully past them. If they catch you, hit the 'B' Button
rapidly to shake loose. Always look before you leap. This will likely save you
from the Suckas (fans) and Gassers (poison gas). Both will kill you in one hit.
There's no time limit, so don't feel pressured to make a move (unless you're
standing in a danger zone).
Boss Strategy - Robo-Manus
Challenge: 4
Hit him as much as possible with your power moves and butts in the beginning,
then duck under this spray of bullets and repeat. When he jumps, don't get under
him, or you'll lose a life! He'll start to speed up soon. Just keep hitting him
when possible, duck to avoid bullets, and take few chances and he'll go down
eventually.
***
Level 9 - Terra Tubes
Challenge: 8
Level Strategy
Get close to the robots in this level before you attack, or else you'll get
zapped. Duck under their electric currents. When the gears start coming after
you, stop looking for a place to hide and concentrate on outrunning it until the
end of the section. As usual, timing is everything. After you've memorized the
best place to land, it won't be a problem anymore. When swimming, you can take
out the eels by punching twice, or you can avoid them. To leap the spiked
barriers, get as close as possible to them, jump straight up, out of the water
and jump over. It's best to swim as quickly as possible to avoid the Hammerfish
instead of fighting, and taking out the electric eels when necessary. Don't be
fooled by the innocent-looking Steel-Beak (they look like Rubber Ducks), they
can kill you in two hits (incidentally, they happen concurrently). Jump over
them when possible and attack them from behind.
*1-Up Trick*
You'll find a 1-Up and a shark as soon as you pass the last checkpoint in the
wild Gargantua Ducts in the 9th stage. Swim over a spiky barrier, collect the 1-
Up and hit the shark with several big Toad punches. You'll earn 2,000 points for
every whack. Once the shark goes down for the count, let your Toad fall onto the
spikes below and be intentionally defeated. When you start again at the
checkpoint, repeat the maneuver. You'll earn upwards of 16,000 points every time
that you complete this short loop and you won't lose any Toads since you collect
a 1-Up before your Toad hits the spikes. As you continue to collect points,
you'll net a 1-Up whenever your score reaches a 100,000 point mark. Extra Toad
lives are particularly valuable in the advanced stages of the game. Don't pass
up this opportunity.
***
Level 10 - Rat Race
Challenge: 9
Level Strategy
This level features 3 races to a self-destruct bomb. You have to beat Giblet
everytime to boot the bomb at the bottom of the shaft and carry on. After
defeating some robots and avoiding obstacles in the 3 courses, the race will
start and your Toad will be in permanent 'speed mode.' There's no need to hit
the controller twice to run; it isn't possible to walk after the race has
started. The first two races are relatively easy, but the third is extremely
difficult. You must make it down the corridors with near-perfect timing if you
have any chance of making it to the bomb before Giblet. You won't be able to
outrace him in the flat corridor areas; your advantage is the free-fall through
the beams. If you haven't got a decent lead through every corridor then you
won't have a chance. Quick reflexes are a necessity.
Boss Strategy - General Slaughter
Challenge: 6
After you've kicked the third bomb, you'll fight General Slaughter. Avoid him by
jumping and hit him when his back is turned. The sooner you get those hits in,
the better.
***
Level 11 - Clinger-Wingers
Challenge: 9
Level Strategy
Hopefully you learned something in the last level, because the fun is just
beginning. In this level you must race ahead of an Energy Orb that is capable of
destroying you in one hit. You'll need quick reflexes, knowledge of the layout
of the course (it will come in time, believe me), and perfect timing to keep
ahead of that Energy Orb. At first the level will seem impossible (I'm sure the
feeling is familar by now), but once you get your moves down pat, you'll be able
to progress farther and farther. The Orb travels faster than you on straight-
aways, so you'll need to make up the lost time of the corners. Keep practicing!
Boss Strategy - Hypno Orb
Challenge: 8
If you beat the Hypno Orb, you have the pleasure of pounding it in combat at the
end of the level. It's actually kinda tricky. Don't get under it, or you'll get
zapped. Keep punching it, but don't try to pick it up. It's best if you trap it
against a wall and let loose some punches.
***
Level 12 - The Revolution
Challenge: 9
Level Strategy
The control in this stage will take a little getting used to. You actually only
move in a limited space as you climb the Dark Queen's Tower. Circle the tower
and grab the flag pole to use it as a weapon. If you don't see the steps, keep
circling the tower. Some platforms will sink if you stand on them (like in the
Arctic Cavern), so keep jumping to let it rise. Many times you will be able to
stand on a platform or spring and make your jump without any pressure. Take the
opportunity to jump carefully. Allow the Hornheads to make the first move and
then butt them to defeat them safely. Don't be intimidated by the red rats that
can swallow you whole; keep your fists in front of you to kill them first. DON'T
try to butt them. Pretty soon you'll have to hang onto the flag poles to avoid
being swept off the tower by Swellcheeks. Don't move until the storm has past.
When you drop down, you can use the flagpole as a weapon. Jump quickly when the
four steps appear above each other; they will disappear just as quickly. At the
very end of the tower, you'll have to jump carefully to platforms and
springboards while gusts of wind try to blow you off. It's fairly challenging,
but you're almost at the Dark Queen!
Boss Strategy - The Dark Queen
Challenge: 9
Punch and butt the Dark Queen before she starts her spin, but move away until
she stops. Keep hitting her when you have an opening and take no chances. If
you're careful she'll go down like all the rest. Now you can see if the ending
is worth all the time you put into this challenging game.
***
*Warps*
The Warps in Levels One, Four and Six disappear very quickly. You'll probably
have to practice before you can hit them in time. Avoid using the warps until
you can pass the levels you're skipping. The extra practice will pay off.
*Level One -> Level Three*
Start the game and hit the left Pig with a running Battletoad Butt, then do the
same with the Pig on the right. Keep running right and jump on the ledge into
the flash of light. If you don't make it, reset and try again.
*Level Three -> Level Five*
There are five Speeder Bike courses in the Turbo Tunnel. Once you are in the
fifth course, count the walls as you pass them and aim your Speeder Bike in a
collision course for the tenth wall. There will be a warp in front of the wall
which will take you to Level Five.
*Level Four -> Level Six*
In the last section of the Ice World, there are several falling platforms that
will take you up if you jump on them repeatedly. Try this method after falling
halfway on the first platform and a flash of light will appear above you.
*Level Six -> Level Eight*
Climb the first Snake to the top in the second Snake section. Then run to the
right and fall down to a platform. If you're there on time, you'll warp.
***
*Contact Info*
Battletoads FAQ by Mark J. Popp. My E-mail address is <
[email protected]>. If
you have anything to add to this FAQ, or find any errors, please let me know,
and I will update the FAQ. You may freely distribute this FAQ as is, but if you
change anything, get my permission before distributing it.
This FAQ and others are available at www.gamefaqs.com