===============================================================================
______ _ _ ______ _
(______) | | (_) (______) | |
_ _ _____ ____| | _ _ _ _ _ ____ ____ _ _ _ _ ____| | _
| | | (____ |/ ___) |_/ ) | | | | _ \ / _ | | | | | | | |/ ___) |_/ )
| |__/ // ___ | | | _ (| | | | | | | ( (_| | | |__/ /| |_| ( (___| _ (
|_____/ \_____|_| |_| \_)\___/|_|_| |_|\___ | |_____/ |____/ \____)_| \_)
(_____|
_______ _______ _______
(_______|_______|_______)
_____ _______ _ _
| ___) | ___ | | | |
| | | | | | |__| |
|_| |_| |_|\______)
===============================================================================
Darkwing Duck FAQ (Gameboy version)
Date Began: April 3rd, 2008
Date Finished: April 13th, 2008 (Last updated on May 3rd, 2008)
Version: 1.00
Author: Jose "ffmasterjose" Escamilla
Email: ffmasterjose (at) gmail (dot) com
===============================================================================
------------------------------------------------------------------------------
| Table of Contents
I. Introduction.........................................................[Intro]
II. Controls............................................................[con89]
III. Items & Pickups....................................................[ip25]
IV. Walkthrough.........................................................[walki]
The New Bridge....................................................[tnbii]
City.............................................................[citiii]
Sewers............................................................[sewiv]
Forest............................................................[forv]
Warehouse.........................................................[warvi]
Tower............................................................[towvii]
F.O.W.L.'s Floating Fortress....................................[fffviii]
Bonus Levels.....................................................,[bon25]
V. Legal Information....................................................[legty]
VI. Version History.....................................................[verre]
VII. Final Notes........................................................[fin67]
------------------------------------------------------------------------------
| I. Introduction [Intro]
Welcome to my seventh and hopefully one of many more FAQs to come! Here you
will find very detailed information about the surprisngly difficult yet fun gem
of Darkwing Duck. It was released in June of late 1993 for the Gameboy. Much
similar to its NES counterpart it was praised for how fun it was to play, but
many felt it was far too difficult to be marketed at younger children. Given
how much time I have spent on this game and guide I am very inclinded to agree
with everyone else. In fact it is easily one of the most difficult games I have
ever come across. It was released by Capcom and some collaberation with Disney.
This is one of the few pre-Resident Evil Capcom titles that proved to be a
success.
I wrote an FAQ for it because at the time there was no other guide listed for
it on GameFAQs, so I figured I would not only help the site itself, but also
the people who make the site what it is - you, the reader who is seeking help.
With that being said, time for the FAQ itself!
------------------------------------------------------------------------------
| II. Controls [con89]
The following is a detailed run down of the controls scheme used for Darkwing
Duck and what each button serves to do.
Select = Toggle gun types if available
Start = Pause the game
A = Jump
B = Shoot gun
D-pad up = Cape wrap, used to deflect some projecticles
D-pad down = Makes Darkwing duck down to avoid some projectiles
D-pad left/right = Moves Darkwing in desired direction
L = Closes screen size*
R = Widens screen size*
*If you are playing Darkwing Duck on a Gameboy Advance SP you can use those
buttons to expand or minimize your screen size. If not, well then feel free
to disregard this then.
------------------------------------------------------------------------------
| III. Items & Pickups [ip25]
The following is a detailed listing of all the items and pickups available in
Darkwing Duck, including the ones that Darkwing can use offensively and of
course, defensively.
Gas Gun = Darkwing Duck's standard issue offensive weapon. By itself it comes
with unlimited gas rounds. initially equipped.
Hard Gas = Looks like a white circular ball on the field. When fired it falls
to Darkwing's feet and causes a shockwave effect that damages all enemies that
happen to be hit from it. Gas cost = 2
Lightning Gas = Looks like a lightning bolt on the field. When fired it shoots
two small lightning bolts in opposite directions 45 degrees apart from each
other damaging all enemies it comes into contact with. Gas cost = 1
Arrow Gas = Looks like an arrow on the field. When fired it not only launches
a single arrow that can penetrate an opponent. But when fired on certain
surfaces it creates a type of ledge that Darkwing Duck can jump on in order to
reach an area that would not be normally accessible. Gas cost = 3
Darkwing Duck Doll = Gives the player an extra life
First Aid Bottle = Restores one-fourth of the player's health
First Aid Kit = Fully restores the player's health
Small Gas Clip = One Gas round
Large Gas Clip = Ten Gas rounds
Gold bar = 500 points
Necklaces/Diamonds = 100 points
------------------------------------------------------------------------------
| IV. Walkthrough [walki]
Ah here we are, to the true meat and bones of the FAQ. There are seven levels
total in Darkwing Duck, each requiring you to think outside of the box, show
some bravado and admittedly, have a little bit of luck. At the end of each
level there is a boss opponent that you must fight. After the boss is defeated
you earn 5000 "Special Points" along with the other points you have earned by
collecting Gold Bars and Diamond Necklaces which all accumulate to a running
score, after each 5000 point mark is hit you earn an additional life for the
dastardly duck himself. One of the most difficult aspects of Darkwing Duck is
that there are no passwords of any kind to put in, nor is there any type of
saving function. So once you power off, you have to start all of the way over
from the first level. But this helps with memorizing enemy positions, tricky
parts of some levels, what have you. With that said, here we go, good luck.
------------------------------------------------------------------------------
| The New Bridge [tnbii]
"I am Darkwing Duck!" and with that we begin. As you move forward you will
encounter your very first enemy, patrolling the structure held above Darkwing's
head. Walk under him and he will drop down and continue moving, so ignore him
or put him down with your ever-so lethal Gas gun. Regardless, as you progress
forward you will come across an arrow pointing down and a switch. Hop onto the
switch in order to bring down a small ladder for Darkwing to climb up so that
you can leap up to the next spot, shooting the enemy that you find walking up
there - you can not miss him, chances are once you pull the lever down he will
come at you. From here you can drop down and pick up the Hard Gas that is
sitting there. Jump on the the second hook so that you can easily leap to the
next platform, taking care of the enemy there too. You will come across another
hook, leap on to it, quickly shoot the bat that flies at Darkwing, then jump
to the next suspended platform. Continue forward, shooting the foe that is
present there. Be fast, if you don't shoot the turtle soon enough it will
charge at Darkwing. Continue to leap from platform to platform, you will soon
come across another suspended platform.
Jump on to it, Darkwing will hang cooly. Then jump up again to solidly stand
on top of the platform itself. Keep repeating this process, shooting bats as
well as making sure your jumps are spot on. You should end up on the left most
side of the screen. You will see a type of rotating metal wheel above your head
that is your only way of making it across the large gap. So, jump on to it and
ride until you reach the end of the line, then jump off of it. Moving forward
you will come across another speeding turtle, duck down and shoot it before it
rams you, or merely jump over it as it speeds ahead at Darkwing.
This next portion may be a little tricky. You must jump across a series of high
hooks in order to move on. Make absolutely sure that you are at the very end of
whatever hook you're on before you leap to the next one. It is easier than it
sounds, you can jump up in the air and catch yourself as you fall back down.
Make sure you shoot down the bat that will fly towards Darkwing, you can easily
shoot your Gas Gun while on the hooks so don't worry about falling. The sixth
hook is probably the most difficult to jump from, but that's where readjusting
yourself comes into play. When you finally make it across be prepared for yet
another speedy turtle. Jump on the two levers so you can drop the two ladders
down, enabling you to fall down into the next area. This is the unofficial
"checkpoint" of this level. Meaning if you die, you will automatically start
from this spot as opposed to starting all over again.
This new area introduces you to a new kind of enemy, I call them Dagger-Tossers
because A) I do not know the "official" name for them, and B) I am not that
creative of a person. In order to kill a Dagger-Tosser you have to shoot it
when it is most vunerable, which is directly after it tosses a dagger at you.
Deflect its projectile by holding up on the directional pad, then shoot once
you have successfully deflected the projectile and the Dagger-Tosser is left
vunerable. Four hits from Darkwing's Gas Gun will put it away for good. At this
next part do what you did earlier in the level and jump on the rotating metal
wheel, but do not stay on that one for too long. In fact, jump to the one that
is up above it the moment you have the opportunity to do so. Ride this new one
until you are close to the end, then leap to the suspended metal hook. Hop to
the platform that is next to that, then leap down to the rotating metal wheel
that you come across there. Ride it until you come to another metal hook, then
jump when you feel you should. You could always take a risk and try to land in
the area beneath with a slug, but chances are you will not jump in time and end
up killing yourself. There will be another Dagger-Tosser there, and beyond him
is yes, yet another rotating metal wheel. Ride it until you reach the platform
with the Dagger-Tooser that is there waiting to get the jump on you.
Continue moving onward, you will eventually come across two Dagger-Tossers and
a First Aid Kit. Beyond them is a black rectangular space. As you may have
guessed, this will lead you to your very first boss battle, why else would the
game just give you the chance to replenish your health completely?
===============================================================================
Boss Fight: Quacker Jack
You will start off on the middle section with Quacker Jack on the bottom and
his partner above you. During the entire course of the fight Quacker Jack will
pace back and forth while his buddy follows your movement and drops bananas
that will hurt Darkwing as opposed to simply just making him stumble. In fact
Quacker Jack himself will never put out an offensive move, unless you run into
him yourself. Do not worry about trying to hit his friend with Thunder Gas, it
will not work as he is invincible. In order to damage Quacker Jack you have to
quickly drop down (or up to) the level he is at, then shoot him before he gets
scared and hops down (or up) to a different area. Speed and timing are key in
this fight. Hitting Quacker Jack is not really that difficult, the challenge
comes in avoiding the falling bananas from above! Drop down to the level
below Darkwing by holding down on the directional pad and pressing the jump
button. It is more or less the same for jumping back up. Repeat the process
of avoiding the bananas, getting a quick shot of at Quacker Jack, and
anticipating where he will move to next. After about 10-12 shots Quacker Jack
will fall.
===============================================================================
------------------------------------------------------------------------------
| City [citiii]
At the start of the level you will notice an enemy pop out from beneath the
ground. Duck down and shoot him twice before he gets the chance to use his
flamethrower weapon. There is a Hard Gas item pick up above that position so if
you want it, feel free to pick it up. Continue foward, jumping up until you
reach the ledge. Another Flamethrower enemy will spring up, so take care of it
accordingly. Jump on the wheel and ride it to the other side, shoot down the
flyer if you must. On this new platform jump over the banana, shoot the other
flamethrower enemy you come across, and hop on this new wheel. You will again
encounter another flyer, jump on the platform that is there with the Gold Bar
in order to get a good shot. You can make the leap from the platform to the
next. Avoid the banana lying there, shoot the flamethrower foe, and start your
ascent by doing what you do best and jumping on the platforms then hopping up
again to get your feet...or whatever ducks have, on solid ground.
You will encounter some flyers as you make your way up. You will end up on the
the leftmost side of the screen. In order to make it up, Jump on the white
objects that resenble a small statue. There are three of them altogether with
the last one allowing you to jump up and grab the platform, which in turn lets
Darkwing make another jump to stand on the platform. You will be greeted by yet
another flyer (oh of course) so be prepared for that. Make your way to the
wheel, jump and stay on it, even as it goes off the edge - it will safely land
on the next platform of spikes. This next part is very tricky though. After you
jump you will hit a banana, leaving you wide open for the flyer to strike. So
if you jump from the wheel at just the right moment you will successfully avoid
the banana, and will be able to take out the flyer. After you do so, drop down
to the "checkpoint" area.
In this area you will see a penguin-type enemy pacing back and forth shooting
projectiles. You can deflect their shots with your cape, but in order to hurt
it you have to shoot the thing on top of their head. To do this, jump in the
space where you will not hit a wall and shoot. After two hits it will be done
with. Jump across to the next platform and notice the level that is there with
the pink balloon that needs inflation. Jump on the lever three times to get
the balloon blown up and grab the bottom of it so you can safely float across
on the balloon and not worry about jumping from point to point.
Stay on it until you can not anymore, you can actually gain an extra life and
first aid kit in the area above. The enemy below is called a Buff Turtle...or
at least that is what I call it anyway. While they still have their shell they
can not be damaged. They throw their shells like a boomerang to damage you, so
simply jump over it and shoot, but be careful and allow yourself time to make
a second jump to avoid the shell when it comes back around. Six shots will put
it to rest. Jump on the statues (there is three in total) to make it across to
the next platform. You may have to stay on the last one in order to kill the
Buff Turtle, but once you do leap across and continue on. You will come across
another fat penguin, you can either jump up and take care of it, or move on to
the next set of statues that Darkwing has to leap across, it is your call.
Inflate this next ballonn and ride it all of the way to the end. Do not worry
about the Buff Turtle, you will safely fly right over it. At the end there is
another Buff Turtle, take care of it and go through that black space in order
to reach the next boss, Wolfduck.
===============================================================================
Boss fight: Wolfduck
Wolfduck is a very interesting foe. As you were told at the start of this level
he goes berserk when the moonlight is out. When the moon shines he suddenly
hulks up and not only becomes invincible to anything, but he will either launch
a projectile at Darkwing (which can be countered by shooting it, but that takes
some speed on your part) or by jumping from his current spot to Darkwing's,
crushing you. When he is not invincible you can shoot him, but he will charge
at Darkwing and go on a rampage throughout the entire stage. The basic approach
to this fight is shoot, jump over him as he makes his charge, and hopefully get
another shot off before the moon comes back out and he is rendered invincible.
When he leaps jump down into the lower level as to avoid getting crushed. Take
your shots when you have the ability to do so.
===============================================================================
------------------------------------------------------------------------------
| Sewers [sewiv]
At the start of the level jump across the gap and be prepared to face another
Dagger-Thrower. You will notice an enemy floating down from above. You can
avoid it altogether if you like, it will not follow Darkwing and will in fact
float all of the way down the pit. The platform above contains an Arrow Gas
pickup, grab it and be sure to save it for as long as you can - it will prove
useful soon. Continue forward, shooting down the next flying enemy that you
will come across and taking out the Dagger-Thrower that is standing there. I
reccomend avoiding getting the Lightning Gas pickup. Drop down the gap.
Grab on to the circular pipe to the left in order to hang in the air. To your
immediate right is an enemy that pops out from the wall and whacks it with his
mallet, sending debree that will damage Darkwing if it hits. Shoot it and use
your Arrow Gas to create a type of platform that Darkwing can jump to. Once
you have done this shoot the alligator that will come charging at you. Hop on
on the moving platform after you shoot the Arrow Gas in order to let yourself
jump up and grab the extra life that is sitting there. Hop back on the platform
and prepare yourself for a slightly tricky move. Ride the platform and shoot
another arrow so that you can safely jump on the platform above Darkwing and
quickly jump off of it onto your fresh arrow. Hop up, claim the other extra
life that is there, and then carefully backtrack all of the way to where you
used your first arrow, and drop down deeper into the sewers.
Pick up the Gold Bar and Diamonds there, then continue forward. Jump on the
low-hanging hook in order to turn the lights on. Shoot the bat resting on the
platform above and drop down, taking out the other bat before it has a chance
to strike Darkwing. Grab the necklace that is lying there. Jump on the next
levitating switch above to shine some light on the level, popping two Gas slugs
into the bat that is waiting for you. Jump across the gap once you have taken
out the bat. Continue forward, hopping up on the switch there, taking out the
next bat you see resting peacefully. Avoid the banana as best you can, but it
is not too terribly important. Drop down and grab the Gold Bar before you start
to hop on the suspended circular pipes.
As with the previous two levels you have to continually hop from pipe to pipe
finishing on the left-most side of the screen. On the second to last pipe you
have to jump twice before Darkwing grasps it safely. Once you have, continue
on to the left, shooting a Gas round or two on the bat waiting for Darkwing.
Moving forward you basically have to do the same thing two more times, jumping
the gaps, shooting the bats, and grabbing any treasure that you come across.
You will soon come across another gap to fall down into. But grab the health
pickup first before you do so in case you need it. Here would be the unofficial
"checkpoint" of the level.
Eliminate the enemy that pops out from above in the same manner you did with
the one previously found in this level. Jump across the gap, ignoring the next
enemy above hammering away, but be careful as to not run right into the next
alligator that will come across your way. Hop on the moving platform and be
aware of the chimera-type enemy resting ahead (Don't you just love my awesome
enemy descriptions?) it will remain still until you jump up, so deflect its
shots with your cape and return fire. Hop on the next platform that is below
you and quickly jump off once you are close enough to the ground, just when
the spikes are above Darkwing. Now hop on the platform above you, and jump up
again in order to get a good foothold on it, preparing to take out the next
chimera that is resting there. This next part is a true pain. You have to hop
down on the platform, and hold the A button down and press down on the d-pad
in order to fall through it and cling to the bottom of it, otherwise you will
hurt yourself on the spikes and eventually fall to your death. As you ride
safely under the spikes, jump up and quickly make the leap above to the next
platform, making sure you make a second jump so as to not get hit by the spikes
when the platform starts to move. As the platform that you are on right now
begins to move, simply drop down to the next one and drop again to hang from
it. Make your last few leaps from platform to platform, carefully dropping down
to the small part of solid ground you see there. Be aware of a charging
alligator that you will come across. That was easily the hardest part of this
level and quite possibly the entire game, so good job.
In this next stretch you have to jump from pillar to pillar. Be sure you take
out the chimera foe resting on the second one. After the third jump you will
find that ever-omnious black door leading to the boss.
===============================================================================
Boss: Lidquidator
Lidquidator is somewhat of an odd boss. When it submerges itself under water
it cannot be harmed. So wait until it resurfaces, then unleash everything you
have on it. It will raise two projecticles that having homing capabilites to
attack Darkwing, so either evade them or shoot them down. This fight really
is not too difficult, you just have to constantly keep moving in order to
prevent yourself from taking damage. Lidquidator will not directly attack you
and relies soley on those projectiles to do the job.
===============================================================================
------------------------------------------------------------------------------
| Forest [forv]
At the start of the level be prepared to take out the single most annoying
villain in Darkwing Duck. Avoid its projectile toss if you can, and quickly
shoot it down. Move forward, taking out the dog in his...er, doghouse. You
will come across yet another Puffer (The term I use for those damn annoying
things. Hop on the vines to your right, jump across them, shooting down the
enemies perched on them before they take flight at Darkwing. Eventually you
will come to a series of bird cages, hop across them as well to the next
platform with another vine to traverse across. Jump across, shooting down
the perched bird, and the other which is resting above. If you need it, take
the health pickup that is present there. Across some more vines you will
encounter two more Puffers and two dogs. You will soon come across an area with
a waterfall for you to walk across.
Shoot the birds that will take flight towards Darkwing. When you reach the edge
timely jump from log to platform, then rinse and repeat several times until
fall down. A bat will fly towards you. The waterfall which it was resting
behind is the key to advancing - the area to your right is a total dead end
and thus is not really worth your time in the long run. So drop down.
Down here you will come across a new Knight type of enemy. Their body armor
makes them invincible to anything and everything. The only way to kill them is
to jump up and shoot the top of their heads to remove their helmet - then do it
again to kill them. You will take on two knights, then have to jump across yet
another vine. A new type of rushing fat bird will make its way to you. Shoot it
once to make it go berserk, shoot it again to finally kill it. You will then
eventually (of course) come to the black door leading to the boss fight of the
Forest level.
===============================================================================
Boss: Bushwhack
Bushwhack is more annoying than anything. Everytime you damage him he will
jump up safely above a birdcage out of reach, then have the other cage throw
fruit down at Darkwing. If that was not great enough, the fruit projectiles are
homing. So the basic plan is to attack, then dodge the homing fruit. If you
shoot Arrow Gas at him or can get two hits in before he ascends above, this
fight will go that much faster.
===============================================================================
------------------------------------------------------------------------------
| Warehouse [warvi]
Jump the gap, and hop up on the suspended platform. You may want to drop down
so that you can shoot the bat. Be sure to shoot the enemy patrolling above, you
have dealt with their kind before and nothing's changed, so don't worry. Jump
on the metal hook in order to make it across. Cling to the rotating metal wheel
and jump off it to the floating platform and to the next rotating metal wheel.
As it approaches the wall, drop down to the next, and as you get closer to the
other one be prepared to jump up and grab it. Drop to the ground and take out
the patrolling guard there. And then, yes, you guessed it, be prepared to leap
up and grasp on to another rotating metal wheel. Then simply drop down to the
next portion of the warehouse level.
Snag the necklace that is lying there, then leap from one black barrel to the
next. You should end up on an elevated platform with a Large Gas Clip waiting
for you to pickup. You can either hop off the floating platform and walk across
the platform to drop down. But be aware of the magical lamp resting there. Once
you approach it closer the genie will pop out and launch a fiery projecticle at
Darkwing. Duck and launch three rounds into it, and it will soon fall quickly.
Ride the falling platform down and jump to your left to snag an extra life,
then take another one up in order to jump to the next platform. Take out the
one genie up above then as you continue forward take out the next one and jump
on the rotating metal wheel. Ride it all of the way until you reach yet another
set of two black barrels, then jump up to the next rotating metal wheel, drop
down to the one below it, ride this one all of the way to the lone black barrel
below yet another rotating metal wheel...then yes, jump on that one as well.
Once you reach the end, jump off, and quickly take out the magical genie that
is resting there. If you happen to have any Arrow Gas on you, I suggest you
use it so that you can make the jump up and grab the extra life. Be aware of
the new foe that is waiting for you, he rides a magic carpet (The Aladdin
influence present in this level is staggering) and tosses a homing fireball
at you. Luckily after one hit he falls. Be prepared to take out another genie
that is waiting below, though. You can either take the upper path or the lower
one, the upper one contains a full health replenishing pickup though, so that
may be worth your effort. Make the jumps from black barrel to black barrel,
being prepared to take out the genie that is not too far from your current
positon. Jump from level to level, taking out the Aladdin-type enemies as they
fly towards you, you should end up on the leftmost side of the level. Simply
continue to the right. Take out the genie there, as well as the carpet flyer,
then snag the health pickup to fully restore your health. Walk through the
familiar black door and be prepared to face Megavolt.
===============================================================================
Boss: Megavolt
Megavolt is another interesting foe. There are two levels in this boss "arena".
There will always be an electrified projectile hastily going back and forth
so falling or dropping down there is practically asking to be hit. In the
middle are two black barrels which you have to use from time to time. When
Megavolt is charging up he is temporarily invinicble. But after this feel free
to launch everything and anything you have at him. He will charge up, then
shoot an electrified projectile at Darkwing, after this occurs jump up to dodge
the projectile and shoot at Megavolt. After this he will drop down, slowly walk
to the other side of the level, then leap up on the next side and repeat the
process. The real trick of the fight is to be prepared for his homing electric
projectiles that he launches from the ceiling. In order to dodge these you must
wait a few brief moments then move. If timed correctly they will simply pass
Darkwing and fall harmlessly below. If you move too soon or too late, they will
land right on top of Darkwing and inflict damage. This fight is mostly about
proper timing and knowing when to take your shots. Megavolt will fall soon
enough.
===============================================================================
------------------------------------------------------------------------------
| Tower [towvii]
Ascend to the beam above and drop down below, making your way to the scout dog
that is sniffing around. Take it out, then jump on the lever to bring the chain
down. Once it is at a decent enough level, jump on it so you can meap the small
jump to the next platform. You will see a new type of enemy here, one that
shoots basketballs at Darkwing. Hold up on the directional pad to safely
deflect these balls, then unleash everything you have against them. Keep moving
forward, taking out the basketball foes and hopping even more sets of chains
that require Darkwing to pull down. Eventually you will come to an area which
you need to hop up in order to advance. You will hop up level beams and even
moving platforms, eventually coming to a huge pit of spikes with a moving
platform hanging above.
Jump up, and again to the second moving platform that is there. Then again,
when you can, above the beam. They don't call it the Tower for nothing, you
will notice that you are making several different jumps up. Move to your right
and take out the basketball dribbling foe, then make a succession of leaps from
chain to chain - you can even grab an extra life in the process. You will
eventually come face-to-face with another basketball wolf, take care of him
with your gas gun and drop down to the next few portions of the level.
Jump up on the beam to avoid the Buff Turtle, then jump from one white switch
to the next. When you get yourself set on the metal beam, jump up to the moving
platform, Make a succession of leaps from one moving platform to another, you
will eventually end up on the left-most side of the level, with a Buff Turtle
there waiting for you. Take him out then jump from white switch to white switch
and be prepared to grab on to another moving platform. There are two different
ways to move up from here, and one of which sees you gaining an extra life. So
decide which way you want to take, either way you will end up in the same place
with another Buff Turtle again stalking you. Make another tiresome set of leaps
across white switches, ending up on another platform with a Buff Turtle. As
you move across you will see a switch at the bottom for you to jump on, as well
as a Buff Turtle on the other side above with a heart kit. Unless you really
need it, I advise just dropping down and making the jump to access the black
door leading to this level's boss, Moliarty.
===============================================================================
Boss: Moliarty
The fight against Moliarty is actually quite simple in nature. He has two
flamethrower machines set up, and if one breaks down he will go over, leap up
or down when necessary, and repair it. While he is repairing one he will toss
a wrench at Darkwing. Not to mention the flamethrower machines will, well of
course, shoot projectiles of fire at you. It is in your best interest to not
only shoot the blinking part of the machine so that you disable it causing
Moliarty to spend his time fixing it, but if a machine is not working it will
not be able to shoot flaming homing projectiles at Darkwing. As Moliarty is
repairing the machines, take your shots at him either with your default gas
gun or simply with Arrow, Lightning, or Hard Gas. Be aware of his tossed wremch
projectiles and the flamethrowers and you should be fine.
===============================================================================
------------------------------------------------------------------------------
| F.O.W.L.'s Floating Fortress [fffviii]
FINALLLY, not only have you reached the very last level of Darkwing Duck, we
also finally see Darkwing Duck's most famous catchphrase get put to use -
"Let's get dangerous!". With that being said, move forward and quickly take out
the bowler enemy there. Take out the slug that is sloathing around as well.
If you have any Arrow Gas at your disposal, launch some so that you can reach
the platform above with an extra life and another bowler enemy. You can deflect
their balls easily with your cape. Drop down, continue forward, taking out the
Dagger-Tosser you see. Keep moving across the bottom level, you really do not
need any Hard Gas. You will encounter two more bowler enemies as you make
your way across the platforms. You will drop down to a rope with a Knight
patrolling back and forth. Keep moving downward deeper into the fortress.
Make your way right, taking out the rushing bird, and be sure to shoot the
knight's head armor then his head again before he gets too close to Darkwing
for you to do anything. Pull down the level to get the platform to float out,
then jump from the platform before it goes back in, to the nearest platform
on Darkwing's right side. Drop down, shoot the next rushing bird you see. Use
some Arrow Gas to make your leap to the lever that much easier. Quickly drop
down to the platform and leap across to the area on the right. Take care of
the knight you see then make the jump across those two white hooks you see.
Cling on to the level so that you can get the platform to come out, making sure
you take care of the rushing bird. Once you are on the next small platform leap
to the next lever, once it pops out feel free to use it so you can make it to
the drop down point. From the rope that is off to the left carefully time your
jump and leap down. This area is the unofficial checkpoint of the level.
Keep moving to your right, as you approach the red barrel an enemy will spring
up from beneath it, quickly shoot it. The enemy which is above you will shoot
fireballs at you. Jump and shoot repeatedly. It will eventually burst into
flames and drop down to the space below. Jump across to where it was standing
and drop down to your right. You will encounter yet another barrel foe and
Cool Jacket (Hey, if I had the manual I would totally use their offical names)
so be careful once it bursts into flames and comes to you. After you have
dispatched them jump across the two white hoops and then across the platforms
suspended in the air. Shoot the Cool Jacket on the one that is across from you
and don't worry about having to avoid its fiery self - it will harmlessly fall
into the pit below. Hop across the next two white hooks and claim the heart
pickup if you are hurting, then drop down and pop a few gas rounds into the
Cool Jacket.
Hop down, jump across the three white hoops, taking care of the barrel enemy
and another Cool Jacket. Leap across it before it jumps, and kill the next
barrel foe. Don't get the Lightning Gas down there and instead continue forward
Make the several jumps required on those white hoops to make it to the next
rope, be aware of the Cool Jacket that is sitting there waiting for you.
After you have taken care of it, make the leap across the next set of loops
and prepare for another Cool Jacket - then quickly take it out and grab the
heart container health pickup. And then, prep yourself mentally for that final
boss battle. When you are ready, grab that last white hook loop and carefully
drop down, then yes, carefully enter that black door.
===============================================================================
Boss: Steelbeak
The last boss of the game begins the fight in a protected room in the upper
right hand corner of the screen. You will also notice three hooks that you can
safely grab on to. a lone, chicken like enemy will float around and shoot at
Darkwing before you break open Steelbeak's protective safeguard. It just takes
one shot to kill those, so don't worry. In the meanwhile, shoot at Steelbeak's
protective casing. Eventually it will bust open, and when it does the chicken
foes will stop appearing, Steelbeak will stay on the lower level, and you will
be free to take the health pickup that is left behind in his room. Shoot him
with Arrows, Hard, or Lightning Gas to inflict more damage than usual when you
would with the typical gas gun. When he picks up that projectile, drop down
from one of those hooks and be prepared to carefully dodge it when he tosses
it at you - shooting at it does nothing, so don't let yourself take the damage
from such a foolish mistake. He will run at Darkwing after this, so shoot and
be prepared to jump back up. Save the health pickup for when you really need it
which will hopefully be after about 6 shots at Steelbeak. If you use any
specialized Gas it is even less - around 6 shots with any Gas should put him
away. For best results, use Arrow Gas. Shoot, jump and repeat and this fight
will be yours. After he falls watch the "crpytic" message that Steelbeak leaves
behind for Darkwing. Congratulatons for beating one of the most hardest games
around. Darkwing rides into the night, and the last thing you see is the
"THE END" screen.
===============================================================================
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| Bonus Levels [bon25]
Throughout your adventures in each level there will be a chance to score some
major loot and even extra lives for Darkwing. You have to shoot at the portal
in order for it to open so Darkwing can leap into it. Once you are inside
you are given instructions on what to do, it is pretty simply really. Once the
clock starts just shoot the capsules to collect any Gold Bars, Diamonds and
extra lives! You have 30 seconds to do so. If you fall before time runs out it
will not cost you a life, and the same goes for when you do run out of time.
The locations in each level are hidden and there isn't a single clue about any
of their locations.
The New Bridge - Around the very start of the level, right next to the first
metal hook.
The Sewers - Just after the first checkpoint, right before the first Chimera
under the first two set of hoops that you can jump on.
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| V. Legal Information [legty]
All trademarks and copyrights contained in this document are owned by their
respective and copyright holders.
This may not be reproduced under any circumstances except for personal,
private use. It may not be placed on any other website besides
http://www.gamefaqs.com/ or otherwise distributed publicly at all. Use of this
guide on any other web site or as a part of any public display is prohibited,
and a violation of copyright. I'm only granting GameFAQs permission to host
this guide, so please refrain from requesting permission to host this anywhere
else, as your request will be denied respectably.
Copyright 2008 Jose Escamilla.
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| VI. Version History [verre]
April 13th, 2008 - 0.23: The initial start of the FAQ itself. Got the first
two levels written out as well as the information for the bonus stage. Got all
of the other stuff done too, like items and controls. So I just have to fill
out the rest of the walkthrough portion. I did intend to have all of it done
since this was my spring break, but unfortunately other commitments got the
best of my tine. But I do intend to get it done.
April 27th, 2008 - 0.42: Added the Sewers section of the walkthrough, fixed a
glaring typo.
May 3rd, 2008 - 1.00: Wow, finally finished the FAQ itself. I actually sat
down for an entire Saturday and didn't stop working on this thing until it
was finished, huzzah! Now this guide is of better use to everyone since it is
finished.
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| VII. Final Notes [fin67]
I encourage feedback of any kind, and I can be reached at the email listed
above. In addition to feedback, if you have errors or missing content to report
I'll look into it, and if everything checks out credit will be given to you in
a future update. Thank you for viewing my FAQ.
===============================================================================